init with react+axum+spacetimedb
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import type {
DragPuzzlePieceRequest,
PuzzleBoardSnapshot,
PuzzleGridSize,
PuzzlePieceState,
PuzzleRunSnapshot,
SwapPuzzlePiecesRequest,
} from '../../../packages/shared/src/contracts/puzzleRuntimeSession';
import type { PuzzleWorkSummary } from '../../../packages/shared/src/contracts/puzzleWorkSummary';
function resolvePuzzleGridSize(clearedLevelCount: number): PuzzleGridSize {
return clearedLevelCount >= 3 ? 4 : 3;
}
function buildInitialPositions(gridSize: PuzzleGridSize) {
const positions = Array.from({ length: gridSize * gridSize }, (_, index) => ({
row: Math.floor(index / gridSize),
col: index % gridSize,
}));
return positions.slice(1).concat(positions.slice(0, 1));
}
function rebuildBoardSnapshot(
gridSize: PuzzleGridSize,
pieces: PuzzlePieceState[],
): PuzzleBoardSnapshot {
const resolvedPieceIds = new Set(
pieces
.filter(
(piece) =>
piece.currentRow === piece.correctRow &&
piece.currentCol === piece.correctCol,
)
.map((piece) => piece.pieceId),
);
const allTilesResolved = resolvedPieceIds.size === pieces.length;
return {
rows: gridSize,
cols: gridSize,
pieces: pieces.map((piece) => ({
...piece,
mergedGroupId: resolvedPieceIds.has(piece.pieceId)
? 'resolved-main'
: null,
})),
mergedGroups: resolvedPieceIds.size
? [
{
groupId: 'resolved-main',
pieceIds: Array.from(resolvedPieceIds),
occupiedCells: pieces
.filter((piece) => resolvedPieceIds.has(piece.pieceId))
.map((piece) => ({
row: piece.currentRow,
col: piece.currentCol,
})),
},
]
: [],
selectedPieceId: null,
allTilesResolved,
};
}
function buildInitialBoard(gridSize: PuzzleGridSize): PuzzleBoardSnapshot {
const shuffledPositions = buildInitialPositions(gridSize);
const pieces = Array.from({ length: gridSize * gridSize }, (_, index) => {
const correctRow = Math.floor(index / gridSize);
const correctCol = index % gridSize;
const current = shuffledPositions[index] ?? { row: correctRow, col: correctCol };
return {
pieceId: `piece-${index}`,
correctRow,
correctCol,
currentRow: current.row,
currentCol: current.col,
mergedGroupId: null,
};
});
return rebuildBoardSnapshot(gridSize, pieces);
}
function applyNextBoard(
run: PuzzleRunSnapshot,
nextBoard: PuzzleBoardSnapshot,
): PuzzleRunSnapshot {
if (!run.currentLevel) {
return run;
}
const status = nextBoard.allTilesResolved ? 'cleared' : 'playing';
const nextClearedLevelCount =
status === 'cleared' && run.currentLevel.status !== 'cleared'
? run.clearedLevelCount + 1
: run.clearedLevelCount;
return {
...run,
clearedLevelCount: nextClearedLevelCount,
currentLevel: {
...run.currentLevel,
board: nextBoard,
status,
},
recommendedNextProfileId:
status === 'cleared'
? buildLocalNextProfileId(run.entryProfileId, nextClearedLevelCount + 1)
: run.recommendedNextProfileId,
};
}
function buildLocalNextProfileId(entryProfileId: string, levelIndex: number) {
return `${entryProfileId}::local-level-${levelIndex}`;
}
// 第一版单机兜底没有后端推荐池时,才沿用当前作品图片生成可推进的临时关卡名。
function buildLocalLevelName(previousLevelName: string, levelIndex: number) {
return `${previousLevelName.replace(/ · 第 \d+ 关$/, '')} · 第 ${levelIndex}`;
}
// 本地兜底只保证单次游玩闭环:通关后立即重建下一关棋盘,不写回后端。
function buildFallbackLocalLevel(run: PuzzleRunSnapshot): PuzzleRunSnapshot {
const currentLevel = run.currentLevel;
if (!currentLevel || currentLevel.status !== 'cleared') {
return run;
}
const nextLevelIndex = run.currentLevelIndex + 1;
const gridSize = resolvePuzzleGridSize(run.clearedLevelCount);
const nextProfileId =
run.recommendedNextProfileId ??
buildLocalNextProfileId(run.entryProfileId, nextLevelIndex);
return {
...run,
currentLevelIndex: nextLevelIndex,
currentGridSize: gridSize,
playedProfileIds: run.playedProfileIds.includes(nextProfileId)
? run.playedProfileIds
: [...run.playedProfileIds, nextProfileId],
previousLevelTags: currentLevel.themeTags,
currentLevel: {
...currentLevel,
runId: run.runId,
levelIndex: nextLevelIndex,
gridSize,
profileId: nextProfileId,
levelName: buildLocalLevelName(currentLevel.levelName, nextLevelIndex),
board: buildInitialBoard(gridSize),
status: 'playing',
},
recommendedNextProfileId: null,
};
}
export function startLocalPuzzleRun(item: PuzzleWorkSummary): PuzzleRunSnapshot {
const gridSize = resolvePuzzleGridSize(0);
return {
runId: `local-puzzle-run-${item.profileId}-${Date.now()}`,
entryProfileId: item.profileId,
clearedLevelCount: 0,
currentLevelIndex: 1,
currentGridSize: gridSize,
playedProfileIds: [item.profileId],
previousLevelTags: item.themeTags,
currentLevel: {
runId: `local-puzzle-run-${item.profileId}`,
levelIndex: 1,
gridSize,
profileId: item.profileId,
levelName: item.levelName,
authorDisplayName: item.authorDisplayName,
themeTags: item.themeTags,
coverImageSrc: item.coverImageSrc,
board: buildInitialBoard(gridSize),
status: 'playing',
},
recommendedNextProfileId: null,
};
}
export function swapLocalPuzzlePieces(
run: PuzzleRunSnapshot,
payload: SwapPuzzlePiecesRequest,
): PuzzleRunSnapshot {
const currentLevel = run.currentLevel;
if (!currentLevel || currentLevel.status === 'cleared') {
return run;
}
const pieces = currentLevel.board.pieces.map((piece) => ({ ...piece }));
const first = pieces.find((piece) => piece.pieceId === payload.firstPieceId);
const second = pieces.find((piece) => piece.pieceId === payload.secondPieceId);
if (!first || !second) {
return run;
}
const firstPosition = { row: first.currentRow, col: first.currentCol };
first.currentRow = second.currentRow;
first.currentCol = second.currentCol;
second.currentRow = firstPosition.row;
second.currentCol = firstPosition.col;
return applyNextBoard(run, rebuildBoardSnapshot(currentLevel.gridSize, pieces));
}
export function dragLocalPuzzlePiece(
run: PuzzleRunSnapshot,
payload: DragPuzzlePieceRequest,
): PuzzleRunSnapshot {
const currentLevel = run.currentLevel;
if (!currentLevel || currentLevel.status === 'cleared') {
return run;
}
if (
payload.targetRow < 0 ||
payload.targetCol < 0 ||
payload.targetRow >= currentLevel.gridSize ||
payload.targetCol >= currentLevel.gridSize
) {
return run;
}
const pieces = currentLevel.board.pieces.map((piece) => ({ ...piece }));
const moving = pieces.find((piece) => piece.pieceId === payload.pieceId);
if (!moving) {
return run;
}
const occupying = pieces.find(
(piece) =>
piece.pieceId !== payload.pieceId &&
piece.currentRow === payload.targetRow &&
piece.currentCol === payload.targetCol,
);
const source = { row: moving.currentRow, col: moving.currentCol };
moving.currentRow = payload.targetRow;
moving.currentCol = payload.targetCol;
if (occupying) {
occupying.currentRow = source.row;
occupying.currentCol = source.col;
}
return applyNextBoard(run, rebuildBoardSnapshot(currentLevel.gridSize, pieces));
}
export function advanceLocalPuzzleLevel(run: PuzzleRunSnapshot): PuzzleRunSnapshot {
return buildFallbackLocalLevel(run);
}