co-mono/packages/coding-agent/examples/hooks/snake.ts
Mario Zechner 575c875475 Remove allowDuringStreaming flag - commands always run immediately
Hook commands now always execute immediately, even during streaming.
If a command needs to interact with the LLM, it uses pi.sendMessage()
which handles queueing automatically.

This simplifies the API and eliminates the issue of queued slash
commands being sent to the LLM instead of executing.
2025-12-30 22:42:22 +01:00

345 lines
9.2 KiB
TypeScript

/**
* Snake game hook - play snake with /snake command
*/
import { isArrowDown, isArrowLeft, isArrowRight, isArrowUp, isEscape, visibleWidth } from "@mariozechner/pi-tui";
import type { HookAPI } from "../../src/core/hooks/types.js";
const GAME_WIDTH = 40;
const GAME_HEIGHT = 15;
const TICK_MS = 100;
type Direction = "up" | "down" | "left" | "right";
type Point = { x: number; y: number };
interface GameState {
snake: Point[];
food: Point;
direction: Direction;
nextDirection: Direction;
score: number;
gameOver: boolean;
highScore: number;
}
function createInitialState(): GameState {
const startX = Math.floor(GAME_WIDTH / 2);
const startY = Math.floor(GAME_HEIGHT / 2);
return {
snake: [
{ x: startX, y: startY },
{ x: startX - 1, y: startY },
{ x: startX - 2, y: startY },
],
food: spawnFood([{ x: startX, y: startY }]),
direction: "right",
nextDirection: "right",
score: 0,
gameOver: false,
highScore: 0,
};
}
function spawnFood(snake: Point[]): Point {
let food: Point;
do {
food = {
x: Math.floor(Math.random() * GAME_WIDTH),
y: Math.floor(Math.random() * GAME_HEIGHT),
};
} while (snake.some((s) => s.x === food.x && s.y === food.y));
return food;
}
class SnakeComponent {
private state: GameState;
private interval: ReturnType<typeof setInterval> | null = null;
private onClose: () => void;
private onSave: (state: GameState | null) => void;
private requestRender: () => void;
private cachedLines: string[] = [];
private cachedWidth = 0;
private version = 0;
private cachedVersion = -1;
private paused: boolean;
constructor(
onClose: () => void,
onSave: (state: GameState | null) => void,
requestRender: () => void,
savedState?: GameState,
) {
if (savedState && !savedState.gameOver) {
// Resume from saved state, start paused
this.state = savedState;
this.paused = true;
} else {
// New game or saved game was over
this.state = createInitialState();
if (savedState) {
this.state.highScore = savedState.highScore;
}
this.paused = false;
this.startGame();
}
this.onClose = onClose;
this.onSave = onSave;
this.requestRender = requestRender;
}
private startGame(): void {
this.interval = setInterval(() => {
if (!this.state.gameOver) {
this.tick();
this.version++;
this.requestRender();
}
}, TICK_MS);
}
private tick(): void {
// Apply queued direction change
this.state.direction = this.state.nextDirection;
// Calculate new head position
const head = this.state.snake[0];
let newHead: Point;
switch (this.state.direction) {
case "up":
newHead = { x: head.x, y: head.y - 1 };
break;
case "down":
newHead = { x: head.x, y: head.y + 1 };
break;
case "left":
newHead = { x: head.x - 1, y: head.y };
break;
case "right":
newHead = { x: head.x + 1, y: head.y };
break;
}
// Check wall collision
if (newHead.x < 0 || newHead.x >= GAME_WIDTH || newHead.y < 0 || newHead.y >= GAME_HEIGHT) {
this.state.gameOver = true;
return;
}
// Check self collision
if (this.state.snake.some((s) => s.x === newHead.x && s.y === newHead.y)) {
this.state.gameOver = true;
return;
}
// Move snake
this.state.snake.unshift(newHead);
// Check food collision
if (newHead.x === this.state.food.x && newHead.y === this.state.food.y) {
this.state.score += 10;
if (this.state.score > this.state.highScore) {
this.state.highScore = this.state.score;
}
this.state.food = spawnFood(this.state.snake);
} else {
this.state.snake.pop();
}
}
handleInput(data: string): void {
// If paused (resuming), wait for any key
if (this.paused) {
if (isEscape(data) || data === "q" || data === "Q") {
// Quit without clearing save
this.dispose();
this.onClose();
return;
}
// Any other key resumes
this.paused = false;
this.startGame();
return;
}
// ESC to pause and save
if (isEscape(data)) {
this.dispose();
this.onSave(this.state);
this.onClose();
return;
}
// Q to quit without saving (clears saved state)
if (data === "q" || data === "Q") {
this.dispose();
this.onSave(null); // Clear saved state
this.onClose();
return;
}
// Arrow keys or WASD
if (isArrowUp(data) || data === "w" || data === "W") {
if (this.state.direction !== "down") this.state.nextDirection = "up";
} else if (isArrowDown(data) || data === "s" || data === "S") {
if (this.state.direction !== "up") this.state.nextDirection = "down";
} else if (isArrowRight(data) || data === "d" || data === "D") {
if (this.state.direction !== "left") this.state.nextDirection = "right";
} else if (isArrowLeft(data) || data === "a" || data === "A") {
if (this.state.direction !== "right") this.state.nextDirection = "left";
}
// Restart on game over
if (this.state.gameOver && (data === "r" || data === "R" || data === " ")) {
const highScore = this.state.highScore;
this.state = createInitialState();
this.state.highScore = highScore;
this.onSave(null); // Clear saved state on restart
this.version++;
this.requestRender();
}
}
invalidate(): void {
this.cachedWidth = 0;
}
render(width: number): string[] {
if (width === this.cachedWidth && this.cachedVersion === this.version) {
return this.cachedLines;
}
const lines: string[] = [];
// Each game cell is 2 chars wide to appear square (terminal cells are ~2:1 aspect)
const cellWidth = 2;
const effectiveWidth = Math.min(GAME_WIDTH, Math.floor((width - 4) / cellWidth));
const effectiveHeight = GAME_HEIGHT;
// Colors
const dim = (s: string) => `\x1b[2m${s}\x1b[22m`;
const green = (s: string) => `\x1b[32m${s}\x1b[0m`;
const red = (s: string) => `\x1b[31m${s}\x1b[0m`;
const yellow = (s: string) => `\x1b[33m${s}\x1b[0m`;
const bold = (s: string) => `\x1b[1m${s}\x1b[22m`;
const boxWidth = effectiveWidth * cellWidth;
// Helper to pad content inside box
const boxLine = (content: string) => {
const contentLen = visibleWidth(content);
const padding = Math.max(0, boxWidth - contentLen);
return dim(" │") + content + " ".repeat(padding) + dim("│");
};
// Top border
lines.push(this.padLine(dim(`${"─".repeat(boxWidth)}`), width));
// Header with score
const scoreText = `Score: ${bold(yellow(String(this.state.score)))}`;
const highText = `High: ${bold(yellow(String(this.state.highScore)))}`;
const title = `${bold(green("SNAKE"))}${scoreText}${highText}`;
lines.push(this.padLine(boxLine(title), width));
// Separator
lines.push(this.padLine(dim(`${"─".repeat(boxWidth)}`), width));
// Game grid
for (let y = 0; y < effectiveHeight; y++) {
let row = "";
for (let x = 0; x < effectiveWidth; x++) {
const isHead = this.state.snake[0].x === x && this.state.snake[0].y === y;
const isBody = this.state.snake.slice(1).some((s) => s.x === x && s.y === y);
const isFood = this.state.food.x === x && this.state.food.y === y;
if (isHead) {
row += green("██"); // Snake head (2 chars)
} else if (isBody) {
row += green("▓▓"); // Snake body (2 chars)
} else if (isFood) {
row += red("◆ "); // Food (2 chars)
} else {
row += " "; // Empty cell (2 spaces)
}
}
lines.push(this.padLine(dim(" │") + row + dim("│"), width));
}
// Separator
lines.push(this.padLine(dim(`${"─".repeat(boxWidth)}`), width));
// Footer
let footer: string;
if (this.paused) {
footer = `${yellow(bold("PAUSED"))} Press any key to continue, ${bold("Q")} to quit`;
} else if (this.state.gameOver) {
footer = `${red(bold("GAME OVER!"))} Press ${bold("R")} to restart, ${bold("Q")} to quit`;
} else {
footer = `↑↓←→ or WASD to move, ${bold("ESC")} pause, ${bold("Q")} quit`;
}
lines.push(this.padLine(boxLine(footer), width));
// Bottom border
lines.push(this.padLine(dim(`${"─".repeat(boxWidth)}`), width));
this.cachedLines = lines;
this.cachedWidth = width;
this.cachedVersion = this.version;
return lines;
}
private padLine(line: string, width: number): string {
// Calculate visible length (strip ANSI codes)
const visibleLen = line.replace(/\x1b\[[0-9;]*m/g, "").length;
const padding = Math.max(0, width - visibleLen);
return line + " ".repeat(padding);
}
dispose(): void {
if (this.interval) {
clearInterval(this.interval);
this.interval = null;
}
}
}
const SNAKE_SAVE_TYPE = "snake-save";
export default function (pi: HookAPI) {
pi.registerCommand("snake", {
description: "Play Snake!",
handler: async (ctx) => {
if (!ctx.hasUI) {
ctx.ui.notify("Snake requires interactive mode", "error");
return;
}
// Load saved state from session
const entries = ctx.sessionManager.getEntries();
let savedState: GameState | undefined;
for (let i = entries.length - 1; i >= 0; i--) {
const entry = entries[i];
if (entry.type === "custom" && entry.customType === SNAKE_SAVE_TYPE) {
savedState = entry.data as GameState;
break;
}
}
let ui: { close: () => void; requestRender: () => void } | null = null;
const component = new SnakeComponent(
() => ui?.close(),
(state) => {
// Save or clear state
pi.appendEntry(SNAKE_SAVE_TYPE, state);
},
() => ui?.requestRender(),
savedState,
);
ui = ctx.ui.custom(component);
},
});
}