// m03 rules: the pure game rules. Each function takes a state and returns a new one. import { contains, dropLast } from './util.js' import { pointEquals, point, delta, opposite } from './model.js' /** @import { Point, Direction, GameState } from './types' */ /** The cell one step from `p` in direction `dir`. No wrapping: it may land outside the board. * @type {(p: Point, dir: Direction) => Point} */ export const move = (p, dir) => { const d = delta(dir) return point(p.x + d.x, p.y + d.y) } /** True if `p` lies on the board. * @type {(state: {width: number, height: number}, p: Point) => boolean} */ export const inBounds = (state, p) => p.x >= 0 && p.x < state.width && p.y >= 0 && p.y < state.height /** * Ask to turn. We compare with `dir` (where the snake last moved), not `nextDir`: * otherwise Up-then-Left within one tick would turn a Right-moving snake back onto itself. * @type {(state: GameState, dir: Direction) => GameState} */ export const turn = (state, dir) => state.status === 'Playing' && dir !== opposite(state.dir) ? { ...state, nextDir: dir } : state /** One step of the game. * @type {(state: GameState) => GameState} */ export const advance = (state) => { if (state.status !== 'Playing') return state const d = state.nextDir const head = move(state.snake[0], d) const eating = state.apple !== null && pointEquals(head, state.apple) // When not eating, the tail leaves its cell this step, so the head may move into it. const body = eating ? state.snake : dropLast(state.snake) return !inBounds(state, head) || contains(body, head, pointEquals) ? { ...state, dir: d, status: 'GameOver' } : { ...state, snake: [head, ...body], dir: d, apple: eating ? null : state.apple, score: state.score + (eating ? 1 : 0), } }