Improve tray handling
Fix bugs when the tray is not fully filled, and retain custom user tray ordering between turns.
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b33007d3c4
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4c8d27b659
2 changed files with 51 additions and 9 deletions
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@ -2,6 +2,10 @@ import * as React from "react";
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import {GameWasm, Letter as LetterData, MyResult, PlayedTile, PlayerAndScore, Tray, WordResult} from "word_grid";
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import {ChangeEvent, JSX, useEffect, useMemo, useReducer, useState} from "react";
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export interface Settings {
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trayLength: number;
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}
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export enum LocationType {
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GRID,
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TRAY
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@ -63,7 +67,7 @@ function matchCoordinate(playerLetters: PlayableLetterData[], coords: Coordinate
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for (let i=0; i<playerLetters.length; i++){
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let letter = playerLetters[i];
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if (letter.location === coords.location && letter.index === coords.index) {
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if (letter !== undefined && letter.location === coords.location && letter.index === coords.index) {
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return i;
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}
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}
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@ -86,7 +90,7 @@ function addLogInfo(existingLog: React.JSX.Element[], newItem: React.JSX.Element
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return existingLog.slice();
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}
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export function Game(props: {wasm: GameWasm}) {
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export function Game(props: {wasm: GameWasm, settings: Settings}) {
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const cellTypes = useMemo(() => {
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return props.wasm.get_board_cell_types();
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@ -99,12 +103,46 @@ export function Game(props: {wasm: GameWasm}) {
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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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// we may need to check against the existing tray to retain whatever user reorderings there are
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const freeSpots = new Array<number | null>();
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for (let i = 0; i<props.settings.trayLength; i++) {
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freeSpots.push(i);
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}
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playerLetters.filter((x) => {
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return x !== undefined && x !== null;
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}).forEach((x) => {
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if (x.location === LocationType.TRAY) {
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freeSpots[x.index] = null;
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}
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});
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const firstNotNull = (): number => {
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for (let i of freeSpots) {
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if (i !== null) {
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freeSpots[i] = null;
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return i;
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}
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}
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return null;
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}
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// initial state
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let letters: PlayableLetterData[] = tray.letters.map((ld, i) => {
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if(ld !== undefined) {
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ld["location"] = LocationType.TRAY;
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ld["index"] = i;
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if (playerLetters[i] !== undefined && playerLetters[i] !== null && playerLetters[i].location === LocationType.TRAY) {
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ld["index"] = playerLetters[i].index;
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} else {
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ld["index"] = firstNotNull();
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}
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}
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return ld as PlayableLetterData;
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})
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});
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return letters;
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} else if (update.action === TileDispatchActionType.MOVE) {
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@ -175,7 +213,7 @@ export function Game(props: {wasm: GameWasm}) {
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</div>
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</div>
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<TileTray letters={playerLetters} trayLength={7} dispatch={trayDispatch}/>
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<TileTray letters={playerLetters} trayLength={props.settings.trayLength} dispatch={trayDispatch}/>
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<button onClick={(e) => {
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const playedTiles = playerLetters.map((i) => {
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if (i === undefined) {
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@ -322,7 +360,9 @@ export function TileTray(props: { letters: Array<PlayableLetterData>, trayLength
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);
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}
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props.letters.forEach((letter, i) => {
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props.letters
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.filter((x) => {return x !== undefined;})
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.forEach((letter, i) => {
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if (letter.location === LocationType.TRAY) {
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elements[letter.index] =
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<TileSlot
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@ -373,7 +413,9 @@ function Grid(props: {
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</div>;
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});
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props.playerLetters.forEach((letter, i) => {
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props.playerLetters
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.filter((letter) => {return letter !== undefined})
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.forEach((letter, i) => {
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if (letter.location === LocationType.GRID) {
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const ct = props.cellTypes[letter.index];
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const {className, text} = cell_type_to_details(ct);
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@ -53,7 +53,7 @@ async function run() {
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console.log({cellTypes});
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const root = createRoot(document.getElementById("root"));
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root.render(<Game wasm={game} />);
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root.render(<Game wasm={game} settings={{trayLength: 7}} />);
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}
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