@scriptonita/chess-football-ui 0.2.0 → 0.3.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/{chunk-J2TBQPPC.cjs → chunk-LTFNSTAQ.cjs} +6 -36
- package/dist/chunk-LTFNSTAQ.cjs.map +1 -0
- package/dist/{chunk-YLNDQ4HG.js → chunk-N24LGLLO.js} +4 -36
- package/dist/chunk-N24LGLLO.js.map +1 -0
- package/dist/index.cjs +13 -21
- package/dist/index.cjs.map +1 -1
- package/dist/index.js +3 -11
- package/dist/index.js.map +1 -1
- package/dist/store.cjs +3 -3
- package/dist/store.d.cts +3 -6
- package/dist/store.d.ts +3 -6
- package/dist/store.js +1 -1
- package/package.json +2 -2
- package/dist/chunk-J2TBQPPC.cjs.map +0 -1
- package/dist/chunk-YLNDQ4HG.js.map +0 -1
package/dist/store.cjs
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'use strict';
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var
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var chunkLTFNSTAQ_cjs = require('./chunk-LTFNSTAQ.cjs');
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Object.defineProperty(exports, "getInitialBoardState", {
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enumerable: true,
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get: function () { return
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get: function () { return chunkLTFNSTAQ_cjs.getInitialBoardState; }
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});
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Object.defineProperty(exports, "useGameStore", {
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enumerable: true,
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get: function () { return
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get: function () { return chunkLTFNSTAQ_cjs.useGameStore; }
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});
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//# sourceMappingURL=store.cjs.map
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//# sourceMappingURL=store.cjs.map
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package/dist/store.d.cts
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import * as zustand from 'zustand';
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import {
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import { BoardState, Position } from '@scriptonita/chess-football-engine';
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export { getInitialBoardState } from '@scriptonita/chess-football-engine';
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interface GameStore {
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boardState: BoardState | null;
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passBall: (to: Position) => void;
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endTurn: () => void;
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}
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declare const getInitialBoardState: (servingSide: Side, currentScore?: {
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white: number;
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black: number;
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}, maxActionPoints?: number) => BoardState;
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declare const useGameStore: zustand.UseBoundStore<zustand.StoreApi<GameStore>>;
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export {
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export { useGameStore };
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package/dist/store.d.ts
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import * as zustand from 'zustand';
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import {
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import { BoardState, Position } from '@scriptonita/chess-football-engine';
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export { getInitialBoardState } from '@scriptonita/chess-football-engine';
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interface GameStore {
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boardState: BoardState | null;
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passBall: (to: Position) => void;
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endTurn: () => void;
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}
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declare const getInitialBoardState: (servingSide: Side, currentScore?: {
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white: number;
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black: number;
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}, maxActionPoints?: number) => BoardState;
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declare const useGameStore: zustand.UseBoundStore<zustand.StoreApi<GameStore>>;
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export {
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export { useGameStore };
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package/dist/store.js
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package/package.json
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{
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"name": "@scriptonita/chess-football-ui",
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"version": "0.
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"version": "0.3.0",
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"description": "Shared, framework-agnostic React UI for Chess.Football: board, pieces, scoreboard, controls and the game store. Consumed by the Next.js app and the CrazyGames Vite SPA.",
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"type": "module",
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"license": "MIT",
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"prepublishOnly": "npm run build"
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},
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"dependencies": {
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"@scriptonita/chess-football-engine": "^0.
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"@scriptonita/chess-football-engine": "^0.5.0",
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"clsx": "^2.1.1",
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"tailwind-merge": "^3.3.0",
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"zustand": "^5.0.9"
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{ create } from 'zustand'\nimport type { BoardState, Piece, Side, Position, PieceType } from '@scriptonita/chess-football-engine'\nimport { applyMove, applyPass, applyEndTurn } from '@scriptonita/chess-football-engine'\n\ninterface GameStore {\n boardState: BoardState | null\n selectedPieceId: string | null\n interactionMode: 'move' | 'pass' | null\n setBoardState: (state: BoardState) => void\n setSelectedPieceId: (id: string | null) => void\n setInteractionMode: (mode: 'move' | 'pass' | null) => void\n resetTurn: () => void\n movePiece: (pieceId: string, to: Position) => void\n passBall: (to: Position) => void\n endTurn: () => void\n}\n\nexport const getInitialBoardState = (servingSide: Side, currentScore = { white: 0, black: 0 }, maxActionPoints = 5): BoardState => {\n const pieces: Piece[] = []\n\n const addPiece = (type: PieceType, side: Side, x: number, y: number) => {\n pieces.push({ id: `${side}_${type}_${x}_${y}`, type, side, pos: { x, y }, hasMovedThisTurn: false })\n }\n\n // White pieces (bottom)\n // King at row 1 (front area row). Bishops at y=2 (outside area). Queens at y=5 (kickoff row).\n addPiece('rook', 'white', 0, 1)\n addPiece('rook', 'white', 8, 1)\n addPiece('bishop', 'white', 3, 2)\n addPiece('bishop', 'white', 5, 2)\n addPiece('king', 'white', 4, 1)\n addPiece('queen', 'white', 4, 5)\n addPiece('knight', 'white', 2, 4)\n addPiece('knight', 'white', 6, 4)\n\n // Black pieces (top, symmetric)\n // King at row 10 (front area row). Bishops at y=9 (outside area). Queens at y=6 (kickoff row).\n addPiece('rook', 'black', 0, 10)\n addPiece('rook', 'black', 8, 10)\n addPiece('bishop', 'black', 3, 9)\n addPiece('bishop', 'black', 5, 9)\n addPiece('king', 'black', 4, 10)\n addPiece('queen', 'black', 4, 6)\n addPiece('knight', 'black', 2, 7)\n addPiece('knight', 'black', 6, 7)\n\n const servingQueen = pieces.find(p => p.side === servingSide && p.type === 'queen')!\n\n return {\n pieces,\n ball: { pos: { ...servingQueen.pos }, holderId: servingQueen.id },\n score: currentScore,\n actionPoints: maxActionPoints,\n maxActionPoints,\n turn: servingSide,\n moveHistory: [],\n turnNumber: 1,\n }\n}\n\nexport const useGameStore = create<GameStore>((set) => ({\n boardState: null,\n selectedPieceId: null,\n interactionMode: null,\n\n setBoardState: (state) => set({ boardState: state }),\n setSelectedPieceId: (id) => set({ selectedPieceId: id }),\n setInteractionMode: (mode) => set({ interactionMode: mode }),\n\n resetTurn: () => set((state) => {\n if (!state.boardState) return state\n return {\n boardState: {\n ...state.boardState,\n actionPoints: state.boardState.maxActionPoints ?? 5,\n pieces: state.boardState.pieces.map(p => ({ ...p, hasMovedThisTurn: false })),\n },\n }\n }),\n\n movePiece: (pieceId, to) => set((state) => {\n if (!state.boardState || state.boardState.actionPoints <= 0) return state\n const piece = state.boardState.pieces.find(p => p.id === pieceId)\n if (!piece || piece.hasMovedThisTurn) return state\n\n const { boardState } = applyMove(state.boardState, pieceId, to)\n return { boardState, selectedPieceId: null, interactionMode: null }\n }),\n\n passBall: (to) => set((state) => {\n if (!state.boardState || state.boardState.actionPoints <= 0 || !state.boardState.ball.holderId) return state\n const holder = state.boardState.pieces.find(p => p.id === state.boardState!.ball.holderId)\n if (!holder) return state\n\n const { boardState, forcedTurnEnd } = applyPass(state.boardState, to)\n const keepSelection = !forcedTurnEnd && boardState.ball.holderId\n return {\n boardState,\n selectedPieceId: keepSelection ? boardState.ball.holderId : null,\n interactionMode: keepSelection ? 'pass' : null,\n }\n }),\n\n endTurn: () => set((state) => {\n if (!state.boardState) return state\n return { boardState: applyEndTurn(state.boardState) }\n }),\n}))\n"]}
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{ create } from 'zustand'\nimport type { BoardState, Piece, Side, Position, PieceType } from '@scriptonita/chess-football-engine'\nimport { applyMove, applyPass, applyEndTurn } from '@scriptonita/chess-football-engine'\n\ninterface GameStore {\n boardState: BoardState | null\n selectedPieceId: string | null\n interactionMode: 'move' | 'pass' | null\n setBoardState: (state: BoardState) => void\n setSelectedPieceId: (id: string | null) => void\n setInteractionMode: (mode: 'move' | 'pass' | null) => void\n resetTurn: () => void\n movePiece: (pieceId: string, to: Position) => void\n passBall: (to: Position) => void\n endTurn: () => void\n}\n\nexport const getInitialBoardState = (servingSide: Side, currentScore = { white: 0, black: 0 }, maxActionPoints = 5): BoardState => {\n const pieces: Piece[] = []\n\n const addPiece = (type: PieceType, side: Side, x: number, y: number) => {\n pieces.push({ id: `${side}_${type}_${x}_${y}`, type, side, pos: { x, y }, hasMovedThisTurn: false })\n }\n\n // White pieces (bottom)\n // King at row 1 (front area row). Bishops at y=2 (outside area). Queens at y=5 (kickoff row).\n addPiece('rook', 'white', 0, 1)\n addPiece('rook', 'white', 8, 1)\n addPiece('bishop', 'white', 3, 2)\n addPiece('bishop', 'white', 5, 2)\n addPiece('king', 'white', 4, 1)\n addPiece('queen', 'white', 4, 5)\n addPiece('knight', 'white', 2, 4)\n addPiece('knight', 'white', 6, 4)\n\n // Black pieces (top, symmetric)\n // King at row 10 (front area row). Bishops at y=9 (outside area). Queens at y=6 (kickoff row).\n addPiece('rook', 'black', 0, 10)\n addPiece('rook', 'black', 8, 10)\n addPiece('bishop', 'black', 3, 9)\n addPiece('bishop', 'black', 5, 9)\n addPiece('king', 'black', 4, 10)\n addPiece('queen', 'black', 4, 6)\n addPiece('knight', 'black', 2, 7)\n addPiece('knight', 'black', 6, 7)\n\n const servingQueen = pieces.find(p => p.side === servingSide && p.type === 'queen')!\n\n return {\n pieces,\n ball: { pos: { ...servingQueen.pos }, holderId: servingQueen.id },\n score: currentScore,\n actionPoints: maxActionPoints,\n maxActionPoints,\n turn: servingSide,\n moveHistory: [],\n turnNumber: 1,\n }\n}\n\nexport const useGameStore = create<GameStore>((set) => ({\n boardState: null,\n selectedPieceId: null,\n interactionMode: null,\n\n setBoardState: (state) => set({ boardState: state }),\n setSelectedPieceId: (id) => set({ selectedPieceId: id }),\n setInteractionMode: (mode) => set({ interactionMode: mode }),\n\n resetTurn: () => set((state) => {\n if (!state.boardState) return state\n return {\n boardState: {\n ...state.boardState,\n actionPoints: state.boardState.maxActionPoints ?? 5,\n pieces: state.boardState.pieces.map(p => ({ ...p, hasMovedThisTurn: false })),\n },\n }\n }),\n\n movePiece: (pieceId, to) => set((state) => {\n if (!state.boardState || state.boardState.actionPoints <= 0) return state\n const piece = state.boardState.pieces.find(p => p.id === pieceId)\n if (!piece || piece.hasMovedThisTurn) return state\n\n const { boardState } = applyMove(state.boardState, pieceId, to)\n return { boardState, selectedPieceId: null, interactionMode: null }\n }),\n\n passBall: (to) => set((state) => {\n if (!state.boardState || state.boardState.actionPoints <= 0 || !state.boardState.ball.holderId) return state\n const holder = state.boardState.pieces.find(p => p.id === state.boardState!.ball.holderId)\n if (!holder) return state\n\n const { boardState, forcedTurnEnd } = applyPass(state.boardState, to)\n const keepSelection = !forcedTurnEnd && boardState.ball.holderId\n return {\n boardState,\n selectedPieceId: keepSelection ? boardState.ball.holderId : null,\n interactionMode: keepSelection ? 'pass' : null,\n }\n }),\n\n endTurn: () => set((state) => {\n if (!state.boardState) return state\n return { boardState: applyEndTurn(state.boardState) }\n }),\n}))\n"]}
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