2023-08-24 03:46:43 +00:00
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import * as React from "react";
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2023-08-25 03:36:41 +00:00
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import {
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GameWasm,
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Letter as LetterData,
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MyResult,
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PlayedTile,
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PlayerAndScore,
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ScoreResult,
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2023-09-15 01:53:47 +00:00
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Tray, TurnAction, TurnAdvanceResult
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2023-08-25 03:36:41 +00:00
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} from "word_grid";
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2023-08-24 03:46:43 +00:00
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import {
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2023-09-15 02:38:34 +00:00
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HighlightableLetterData,
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2023-08-24 03:46:43 +00:00
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LocationType,
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matchCoordinate,
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mergeTrays,
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PlayableLetterData,
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Settings,
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TileDispatchAction,
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TileDispatchActionType
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} from "./utils";
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import {useEffect, useMemo, useReducer, useRef, useState} from "react";
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import {TileExchangeModal} from "./TileExchange";
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import {Grid, Scores, TileTray} from "./UI";
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function addLogInfo(existingLog: React.JSX.Element[], newItem: React.JSX.Element) {
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newItem = React.cloneElement(newItem, { key: existingLog.length })
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existingLog.push(newItem);
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return existingLog.slice();
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}
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2023-09-09 06:32:44 +00:00
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export function Game(props: {
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wasm: GameWasm,
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settings: Settings,
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end_game_fn: () => void,
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}) {
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2023-08-24 03:46:43 +00:00
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const cellTypes = useMemo(() => {
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return props.wasm.get_board_cell_types();
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}, []);
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const [confirmedScorePoints, setConfirmedScorePoints] = useState<number>(-1);
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function movePlayableLetters(playerLetters: PlayableLetterData[], update: TileDispatchAction) {
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if(update.action === TileDispatchActionType.RETRIEVE) {
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let tray: Tray = props.wasm.get_tray("Player");
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return mergeTrays(playerLetters, tray.letters);
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} else if (update.action === TileDispatchActionType.MOVE) {
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let startIndex = matchCoordinate(playerLetters, update.start);
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let endIndex = matchCoordinate(playerLetters, update.end);
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if(startIndex != null) {
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let startLetter = playerLetters[startIndex];
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startLetter.location = update.end.location;
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startLetter.index = update.end.index;
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}
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if(endIndex != null) {
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let endLetter = playerLetters[endIndex];
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endLetter.location = update.start.location;
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endLetter.index = update.start.index;
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}
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setConfirmedScorePoints(-1);
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return playerLetters.slice();
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} if (update.action === TileDispatchActionType.SET_BLANK) {
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const blankLetter = playerLetters[update.blankIndex];
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if(blankLetter.text !== update.newBlankValue) {
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blankLetter.text = update.newBlankValue;
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if (blankLetter.location == LocationType.GRID) {
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setConfirmedScorePoints(-1);
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}
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}
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return playerLetters.slice();
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} else if (update.action === TileDispatchActionType.RETURN) {
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return mergeTrays(playerLetters, playerLetters);
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} else {
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console.error("Unknown tray update");
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console.error({update});
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}
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}
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2023-09-15 02:14:19 +00:00
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function exchangeFunction(selectedArray: Array<boolean>) {
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const result: MyResult<TurnAction | string> = props.wasm.exchange_tiles(selectedArray);
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console.log({result});
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if(result.response_type === "ERR") {
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logDispatch(<div><em>{(result.value as string)}</em></div>);
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} else {
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const action = result.value as {type: "ExchangeTiles"; tiles_exchanged: number;};
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logDispatch(<div><em>You exchanged {action.tiles_exchanged} tiles.</em></div>);
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setTurnCount(turnCount + 1);
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}
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}
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function addWordFn(word: string) {
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props.wasm.add_word(word);
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logDispatch(<div><em>{word} was added to dictionary.</em></div>);
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}
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function runAI() {
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const result: TurnAdvanceResult = props.wasm.advance_turn();
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console.info({result});
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setTurnCount(turnCount + 1);
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}
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2023-08-24 03:46:43 +00:00
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const [playerLetters, trayDispatch] = useReducer(movePlayableLetters, []);
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const [logInfo, logDispatch] = useReducer(addLogInfo, []);
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const [turnCount, setTurnCount] = useState<number>(1);
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const playerAndScores: PlayerAndScore[] = useMemo(() => {
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return props.wasm.get_scores();
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}, [turnCount]);
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2023-09-15 02:38:34 +00:00
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const [boardLetters, setBoardLetters] = useState<HighlightableLetterData[]>(() => {
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const newLetterData = [] as HighlightableLetterData[];
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for(let i=0; i<15*15; i++) {
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newLetterData.push(undefined);
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}
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return newLetterData;
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});
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useEffect(() => {
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const newLetterData = props.wasm.get_board_letters() as LetterData[];
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// we need to go through and set 'highlight' field to either true or false
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// it will always be false if the player that just went was the AI
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// TODO - build in support for multiple other players
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for(let i=0; i<newLetterData.length; i++) {
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const newLetter = newLetterData[i];
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if(boardLetters[i] === undefined && newLetter !== undefined && playerTurnName == props.settings.playerName) {
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newLetter.highlight = true;
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} else if(newLetter !== undefined) {
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newLetter.highlight = false;
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}
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}
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setBoardLetters(newLetterData);
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}, [turnCount]);
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2023-09-15 02:14:19 +00:00
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const playerTurnName = useMemo(() => {
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return props.wasm.get_current_player();
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}, [turnCount]);
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2023-08-24 03:46:43 +00:00
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useEffect(() => {
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logDispatch(<h4>Turn {turnCount}</h4>);
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logDispatch(<div>{playerTurnName}'s turn</div>)
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setConfirmedScorePoints(-1);
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trayDispatch({action: TileDispatchActionType.RETRIEVE});
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if(playerTurnName != props.settings.playerName) {
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runAI();
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}
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}, [turnCount]);
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const logDivRef = useRef(null);
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const [isTileExchangeOpen, setIsTileExchangeOpen] = useState<boolean>(false);
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useEffect(() => {
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// Effect is to keep the log window scrolled down
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if (logDivRef.current != null) {
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logDivRef.current.scrollTo(0, logDivRef.current.scrollHeight); // scroll down
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}
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}, [logInfo])
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return <>
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<TileExchangeModal
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playerLetters={playerLetters}
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isOpen={isTileExchangeOpen}
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setOpen={setIsTileExchangeOpen}
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exchangeFunction={exchangeFunction}
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/>
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<div className="board-log">
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<Grid cellTypes={cellTypes} playerLetters={playerLetters} boardLetters={boardLetters} dispatch={trayDispatch}/>
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<div className="message-log">
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<Scores playerScores={playerAndScores}/>
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<div className="log" ref={logDivRef}>
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{logInfo}
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</div>
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</div>
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</div>
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<TileTray letters={playerLetters} trayLength={props.settings.trayLength} dispatch={trayDispatch}/>
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<button onClick={() => {
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const playedTiles = playerLetters.map((i) => {
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if (i === undefined) {
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return null;
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}
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if (i.location === LocationType.GRID) {
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let result: PlayedTile = {
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index: i.index,
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character: undefined
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};
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if (i.is_blank) {
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result.character = i.text;
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}
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return result;
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}
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return null;
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});
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2023-09-15 01:53:47 +00:00
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const result: MyResult<{ type: "PlayTiles"; result: ScoreResult } | string> = props.wasm.receive_play(playedTiles, confirmedScorePoints > -1);
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console.log({result});
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if(result.response_type === "ERR") {
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2023-08-25 03:29:08 +00:00
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const message = result.value as string;
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if (message.endsWith("is not a valid word")) {
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// extract out word
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const word = message.split(" ")[0];
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logDispatch(<div><em>{message}</em><AddWordButton word={word} addWordFn={addWordFn} /></div>);
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} else {
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logDispatch(<div><em>{message}</em></div>);
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}
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} else {
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2023-09-15 01:53:47 +00:00
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const score_result = (result.value as { type: "PlayTiles"; result: ScoreResult }).result;
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const total_points = score_result.total;
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let msg: string;
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if (confirmedScorePoints > -1) {
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msg = `You scored ${total_points} points.`;
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setTurnCount(turnCount + 1);
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}
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logDispatch(<div><em>{msg}</em></div>);
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setConfirmedScorePoints(total_points);
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}
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}}>{confirmedScorePoints > -1 ? `Score ${confirmedScorePoints} points ✅` : "Check"}</button>
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<button
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onClick={() => {
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trayDispatch({action: TileDispatchActionType.RETURN}); // want all tiles back on tray for tile exchange
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setIsTileExchangeOpen(true);
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}}
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>Open Tile Exchange</button>
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<button onClick={() => {
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trayDispatch({action: TileDispatchActionType.RETURN});
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}}>Return Tiles</button>
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2023-09-13 05:13:36 +00:00
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<button onClick={() => {
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props.wasm.skip_turn();
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logDispatch(<div><em>Player skipped their turn</em></div>);
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setTurnCount(turnCount + 1);
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}}>Skip Turn</button>
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</>;
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}
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function AddWordButton(props: {word: string, addWordFn: (x: string) => void}) {
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const [isClicked, setIsClicked] = useState<boolean>(false);
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return <button
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disabled={isClicked}
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onClick={() => {
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setIsClicked(true);
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props.addWordFn(props.word);
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}}>
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Add to dictionary
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</button>
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}
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