2019-08-02 21:14:23 +00:00
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/*----- constants -----*/
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// game state object {gameMeta object, playerMeta object, turn, pass, gameRecord, bCaptures, wCaptures}
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2019-08-03 06:42:49 +00:00
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const STONES_DATA = {
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2019-08-03 04:19:31 +00:00
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'-1': 'white',
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2019-08-03 06:42:49 +00:00
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'0': 'none',
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2019-08-03 04:19:31 +00:00
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'1': 'black',
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'k': 'ko'
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}
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2019-08-03 06:42:49 +00:00
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const DOTS_DATA = {
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2019-08-03 04:19:31 +00:00
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'-1': 'white',
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2019-08-03 06:42:49 +00:00
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'0': 'none',
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2019-08-03 04:19:31 +00:00
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'1': 'black',
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'd': 'dame',
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's': 'seki'
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}
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2019-08-02 21:14:23 +00:00
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const gameState = {
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winner: null,
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2019-08-03 06:42:49 +00:00
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turn: 1, // turn logic depends on handicap stones
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2019-08-02 21:14:23 +00:00
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pass: null,
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komi: null, // komi depends on handicap stones
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handicap: null,
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2019-08-03 04:19:31 +00:00
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boardSize: 9,
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2019-08-02 21:14:23 +00:00
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playerState: {
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bCaptures: null,
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wCaptures: null
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},
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gameMeta: { // declared at game start and not editable after
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2019-08-03 04:19:31 +00:00
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date: null // contains metadata
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2019-08-02 21:14:23 +00:00
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},
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playerMeta: { // editable during game
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b: {
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name: null,
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rank: null,
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2019-08-03 04:19:31 +00:00
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rankCertain: false
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2019-08-02 21:14:23 +00:00
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},
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w: {
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name: null,
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rank: null,
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rankCertain: false
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},
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},
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2019-08-03 04:19:31 +00:00
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groups: {},
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2019-08-02 21:14:23 +00:00
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gameRecord : []
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}
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2019-07-26 17:17:23 +00:00
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2019-08-03 04:19:31 +00:00
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// deadShapes{}
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2019-07-26 17:17:23 +00:00
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2019-08-02 21:14:23 +00:00
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// index represents handicap placement, eg handiPlace[1] = { (3, 3), (7, 7) }
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const handiPlace = [ 0,
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2019-08-03 04:19:31 +00:00
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[ [ 3, 3 ], [ 7, 7 ] ],
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[ [ 3, 3 ], [ 7, 7 ], [ 3, 7 ] ],
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[ [ 3, 3 ], [ 7, 7 ], [ 3, 7 ], [ 7, 3 ] ] ];
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/*----- app's state (variables) -----*/
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2019-08-03 22:01:50 +00:00
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let boardState;
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2019-08-03 04:19:31 +00:00
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// define initial game state
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2019-08-03 06:42:49 +00:00
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class Point {
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constructor(x, y) {
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this.pos = [ x, y ]
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this.stone = 0; // this is where move placement will go 0, 1, -1 'k'
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2019-08-04 02:21:02 +00:00
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this.legal;
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this.chk = false; // this is where 'chk', 'l'
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2019-08-05 17:50:06 +00:00
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this.capturing = [];
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2019-08-03 06:42:49 +00:00
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this.neighbors = {
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top: {},
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btm: {},
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lft: {},
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rgt: {}
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2019-08-03 21:15:17 +00:00
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}
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2019-08-03 06:42:49 +00:00
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this.neighbors.top = x > 1 ? [ x - 1, y ] : null;
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this.neighbors.btm = x < gameState.boardSize ? [ x + 1, y ] : null;
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this.neighbors.rgt = y > 1 ? [ x, y - 1 ] : null;
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this.neighbors.lft = y < gameState.boardSize ? [ x, y + 1 ] : null;
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2019-08-03 21:15:17 +00:00
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}
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// first
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checkNeighbors = () => {
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let neighborsArr = [];
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for ( let neighbor in this.neighbors ) {
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let nbr = this.neighbors[neighbor];
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2019-08-04 03:43:57 +00:00
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// console.log(nbr);
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2019-08-03 21:15:17 +00:00
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// neighbor exists it's point is stored as { rPos, cPos}
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if ( nbr !== null ) {
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neighborsArr.push(boardState.find( val => val.pos[0] === nbr[0] && val.pos[1] === nbr[1] ))
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}
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};
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// returns array of existing neighbors to calling function
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return neighborsArr;
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}
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2019-08-05 17:50:06 +00:00
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getLiberties = () => {
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let neighborsArr = this.checkNeighbors().filter(val => val.stone === 0);
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return neighborsArr; //checked
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2019-08-03 21:15:17 +00:00
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// return true if neighboring point is empty;
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}
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2019-08-03 22:01:50 +00:00
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checkCapture = () => {
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2019-08-05 17:50:06 +00:00
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function checkCaptureNeighbors(opp) {
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let opps2 = opp.checkNeighbors().filter(nbr2 => nbr2.stone === gameState.turn * -1);
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opps2.forEach(opp2 => {
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if (opp2.chk === true) return false;
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opp2.chk = true;
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tempCaps.push(opp2);
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if (opp2.getLiberties().length) return false;
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checkCaptureNeighbors(opp2)
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})
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}
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let opps = this.checkNeighbors().filter(nbr => nbr.stone === gameState.turn * -1);
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let tempCaps;
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opps.forEach(opp => {
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tempCaps = [];
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if (opp.chk === true) return;
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opp.check = true;
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tempCaps.push(opp);
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if (opp.getLiberties().length > 1) return;
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checkCaptureNeighbors(opp);
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console.log(this.capturing);
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})
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this.capturing = this.capturing ? this.capturing.concat(tempCaps)
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: tempCaps;
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// filters duplicate points
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this.capturing = Array.from(new Set(this.capturing));
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return this.capturing;
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2019-08-03 23:59:56 +00:00
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}
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2019-08-05 17:50:06 +00:00
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checkGroup = () => { // liberty is true when called by move false when called by check Capture
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function checkGroupNeighbors(frn) {
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console.log(frn);
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let frns2 = frn.checkNeighbors().filter(nbr2 => nbr2.stone === gameState.turn && nbr2.chk === false);
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console.log(frns2);
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if(!frns2.length) return false;
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frns2.filter(frn2 => {
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if (frn2.chk === true) return false;
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frn2.chk = true;
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return (frn2.getLiberties().length) ? frn2 : checkGroupNeighbors(frn2);
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});
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2019-08-04 05:40:45 +00:00
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}
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2019-08-05 17:50:06 +00:00
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console.log('checking group')
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let frns = this.checkNeighbors().filter(nbr => nbr.stone === gameState.turn);
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return frns.filter(frn => {
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if(frn.chk === true) return false;
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frn.check = true;
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console.log(frn);
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if (frn.getLiberties().length > 1) return frn;
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checkGroupNeighbors(frn);
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})
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2019-08-04 05:52:33 +00:00
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// returns all friendly neighbors that have an empty neighbor, recursively
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2019-08-03 23:59:56 +00:00
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}
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2019-08-04 02:21:02 +00:00
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findStone = (stone) => {
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2019-08-03 23:59:56 +00:00
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return this.checkNeighbors().filter(val => {
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2019-08-04 02:21:02 +00:00
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if ( val.stone === (stone) ) return val;
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2019-08-03 22:01:50 +00:00
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});
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2019-08-03 23:59:56 +00:00
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//returns an array of neighbors for the value of stone
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2019-08-03 21:15:17 +00:00
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}
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}
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2019-08-04 03:43:57 +00:00
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// could use this Array to iterate through and create
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2019-08-04 00:20:52 +00:00
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// let boardCreator = new Array(gameState.boardSize).fill(gameState.boardSize);
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2019-08-03 22:01:50 +00:00
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// boardState [point objects-contain overlay] lastState (created from boardState)
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2019-08-03 21:15:17 +00:00
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2019-08-03 22:01:50 +00:00
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// 'k' represents komi, in-game integers represent move previews,
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// 'chk', 'hold', 'x' and 'l' represent points checked during checkLegalMove run
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// game-end integer represent points of territory, 'd' represents dame,
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2019-08-03 06:42:49 +00:00
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2019-08-03 21:15:17 +00:00
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2019-08-03 22:01:50 +00:00
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/*----- cached element references -----*/
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2019-08-04 04:38:31 +00:00
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const whiteCaps = document.getElementById("white-caps");
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const blackCaps = document.getElementById("black-caps");
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2019-08-04 03:43:57 +00:00
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// store modal #menu for displaying game info
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2019-08-03 22:01:50 +00:00
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// store
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/*----- event listeners -----*/
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// input listeners for player names, ranks, rank certainty (editable during game)
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//input lister for handicap + komi (only editable pre-game)
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// ::hover-over on board to preview move (with legal move logic)
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2019-08-03 23:59:56 +00:00
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document.getElementById('board').addEventListener('mousemove', hoverPreview);
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2019-08-03 22:01:50 +00:00
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// click on board to play move
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document.getElementById('board').addEventListener('click', placeStone);
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// ::hover-over on either bowl for pass, one-level undo options (CSS implementation)
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// click on menu items
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// click on kifu to display game menu
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/*----- functions -----*/
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2019-08-03 06:42:49 +00:00
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init();
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let findPointFromIdx = (arr) => boardState.find( point => point.pos[0] === arr[0] && point.pos[1] === arr[1] );
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2019-08-03 04:19:31 +00:00
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2019-08-03 23:59:56 +00:00
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function hoverPreview(evt) {
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2019-08-04 05:40:45 +00:00
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evt.stopPropagation();
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2019-08-03 23:59:56 +00:00
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// renders preview stone if move is legal
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2019-08-03 21:15:17 +00:00
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let hover = [ parseInt(evt.target.closest('td').id[0]), parseInt(evt.target.closest('td').id[2]) ];
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2019-08-03 06:42:49 +00:00
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let point = findPointFromIdx(hover);
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2019-08-03 23:59:56 +00:00
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if (checkLegal(point)) {
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2019-08-04 02:21:02 +00:00
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point.legal = true; // legal
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2019-08-03 23:59:56 +00:00
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render(point);
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}
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}
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function checkLegal(point) {
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2019-08-04 02:21:02 +00:00
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clearOverlay();
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2019-08-03 21:15:17 +00:00
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// first step in logic: is point occupied, or in ko
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2019-08-04 02:21:02 +00:00
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point.chk = true; //check
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2019-08-03 23:59:56 +00:00
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if (point.stone) return false;
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2019-08-05 17:50:06 +00:00
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console.log('getting here')
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// if point is not empty check if liberties
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if (point.getLiberties().length < 2) {
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console.log('getting here')
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//if no liberties check if enemy group has liberties
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if ( point.checkCapture() ) return true;
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console.log(point.checkGroup())
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2019-08-03 23:59:56 +00:00
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//if neighboring point is not empty check if friendly group is alive
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2019-08-04 03:43:57 +00:00
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if ( point.checkGroup().length ) return true;
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2019-08-05 17:50:06 +00:00
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console.log('getting here')
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2019-08-04 02:21:02 +00:00
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return false;
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2019-08-03 21:15:17 +00:00
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}
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2019-08-04 03:43:57 +00:00
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// console.log('getting here')
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2019-08-03 06:42:49 +00:00
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render(point);
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2019-08-03 23:59:56 +00:00
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return true;
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2019-08-03 04:19:31 +00:00
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}
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2019-08-04 02:21:02 +00:00
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function clearOverlay() { //legal and check
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for (let point in boardState) {
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2019-08-04 04:17:23 +00:00
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point = boardState[point];
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point.chk = false;
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point.legal = false;
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2019-08-04 02:21:02 +00:00
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}
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}
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2019-08-04 03:43:57 +00:00
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function resolveCaptures(point) {
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2019-08-05 17:50:06 +00:00
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console.log('getting here');
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point.checkCapture();
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if( point.capturing.length ) {
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point.capturing.forEach(cap => {
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gameState.playerState[cap.stone > 0 ? 'bCaptures' : 'wCaptures']++;
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cap.stone = 0;
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})
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2019-08-04 03:43:57 +00:00
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}
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}
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2019-08-04 04:17:23 +00:00
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function checkKo(cap, point) {
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2019-08-05 17:50:06 +00:00
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console.log(cap);
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return cap.findStone(gameState.turn).length === 4 && point.getLiberties().length;//determines ponnuki
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2019-08-04 04:17:23 +00:00
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}
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2019-08-03 04:19:31 +00:00
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function placeStone(evt) {
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2019-08-04 05:40:45 +00:00
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evt.stopPropagation();
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2019-08-03 06:42:49 +00:00
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// checks for placement and pushes to cell
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2019-08-03 23:59:56 +00:00
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let placement = [ parseInt(evt.target.closest('td').id[0]), parseInt(evt.target.closest('td').id[2]) ];
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2019-08-03 06:42:49 +00:00
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let point = findPointFromIdx(placement);
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2019-08-03 04:19:31 +00:00
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//checks that this placement was marked as legal
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2019-08-03 23:59:56 +00:00
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if ( !checkLegal(point) ) return;
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point.stone = gameState.turn;
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2019-08-04 04:17:23 +00:00
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clearKoClearPass();
|
2019-08-04 03:43:57 +00:00
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resolveCaptures(point);
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2019-08-05 17:50:06 +00:00
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clearCaptures(point);
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2019-08-03 06:42:49 +00:00
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gameState.turn*= -1;
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render();
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2019-08-03 04:19:31 +00:00
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}
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2019-08-04 04:17:23 +00:00
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function clearKoClearPass() {
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for (let point in boardState) {
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point = boardState[point];
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point.stone = point.stone === 'k' ? 0 : point.stone;
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gameState.pass = 0;
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}
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}
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2019-08-05 17:50:06 +00:00
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function clearCaptures() {
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for (let point in boardState) {
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point = boardState[point];
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point.capturing = [];
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}
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}
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2019-08-03 04:19:31 +00:00
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function init() {
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gameState.winner = null;
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gameState.pass = null;
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// gameState.komi = ; // get komi from player input
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// gameState.handicap = ; // get handicap from player input
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2019-08-03 23:59:56 +00:00
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// gameState.turn = gameState.handicap ? -1 : 1;
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2019-08-03 04:19:31 +00:00
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gameState.playerState.bCaptures = 0;
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gameState.playerState.wCaptures = 0;
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// gameState.gameMeta.date = // get from browser window
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// get any future meta from player input
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// gameState.playerMeta.b // get from player input
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// gameState.playerMeta.w // get from player input
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gameState.gameRecord = []; // clear game record from previous game
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// gameState.boardState // create board from user input
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2019-08-03 22:01:50 +00:00
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2019-08-03 04:19:31 +00:00
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//need init player meta
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2019-08-03 22:01:50 +00:00
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boardState = [ new Point(1,1), new Point(1,2), new Point(1,3), new Point(1,4), new Point(1,5), new Point(1,6), new Point(1,7), new Point(1,8), new Point(1,9),
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new Point(2,1), new Point(2,2), new Point(2,3), new Point(2,4), new Point(2,5), new Point(2,6), new Point(2,7), new Point(2,8), new Point(2,9),
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new Point(3,1), new Point(3,2), new Point(3,3), new Point(3,4), new Point(3,5), new Point(3,6), new Point(3,7), new Point(3,8), new Point(3,9),
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new Point(4,1), new Point(4,2), new Point(4,3), new Point(4,4), new Point(4,5), new Point(4,6), new Point(4,7), new Point(4,8), new Point(4,9),
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new Point(5,1), new Point(5,2), new Point(5,3), new Point(5,4), new Point(5,5), new Point(5,6), new Point(5,7), new Point(5,8), new Point(5,9),
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new Point(6,1), new Point(6,2), new Point(6,3), new Point(6,4), new Point(6,5), new Point(6,6), new Point(6,7), new Point(6,8), new Point(6,9),
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new Point(7,1), new Point(7,2), new Point(7,3), new Point(7,4), new Point(7,5), new Point(7,6), new Point(7,7), new Point(7,8), new Point(7,9),
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new Point(8,1), new Point(8,2), new Point(8,3), new Point(8,4), new Point(8,5), new Point(8,6), new Point(8,7), new Point(8,8), new Point(8,9),
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new Point(9,1), new Point(9,2), new Point(9,3), new Point(9,4), new Point(9,5), new Point(9,6), new Point(9,7), new Point(9,8), new Point(9,9)
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];
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2019-08-05 17:50:06 +00:00
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// testing board state for moves at [32]
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gameState.turn = 1;
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boardState[1].stone = 1;
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boardState[4].stone = 1;
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boardState[5].stone = 1;
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boardState[6].stone = 1;
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boardState[9].stone = 1;
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boardState[10].stone = -1;
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boardState[11].stone = 1;
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boardState[13].stone = -1;
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boardState[14].stone = -1;
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boardState[15].stone = -1;
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boardState[16].stone = 1;
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boardState[18].stone = 1;
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boardState[19].stone = -1;
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boardState[20].stone = 1;
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boardState[21].stone = 1;
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boardState[22].stone = 1;
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boardState[23].stone = -1;
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boardState[24].stone = 1;
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boardState[25].stone = 1;
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boardState[27].stone = 1;
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boardState[28].stone = -1;
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boardState[29].stone = -1;
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boardState[30].stone = -1;
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boardState[31].stone = -1;
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boardState[33].stone = -1;
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boardState[34].stone = 1;
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boardState[36].stone = 1;
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boardState[37].stone = -1;
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boardState[38].stone = 1;
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boardState[39].stone = 1;
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boardState[40].stone = 1;
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boardState[41].stone = -1;
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boardState[42].stone = 1;
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boardState[46].stone = 1;
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// end testing board state
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2019-08-03 06:42:49 +00:00
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render();
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2019-08-03 04:19:31 +00:00
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};
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2019-08-02 21:14:23 +00:00
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2019-08-03 06:42:49 +00:00
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function render(hoverPoint) {
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renderBoard();
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2019-08-04 04:38:31 +00:00
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renderCaps();
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2019-08-03 06:42:49 +00:00
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renderPreview(hoverPoint);
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}
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function renderBoard() {
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boardState.forEach(val => {
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2019-08-05 17:50:06 +00:00
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let stoneElem = document.getElementById(`${val.pos[0]},${val.pos[1]}`).childNodes[1];
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stoneElem.setAttribute("data-stone", STONES_DATA[val.stone]);
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2019-08-03 06:42:49 +00:00
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})
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}
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2019-08-04 04:38:31 +00:00
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function renderCaps() {
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blackCaps.textContent = gameState.playerState.bCaptures;
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whiteCaps.textContent = gameState.playerState.wCaptures;
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}
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2019-08-03 06:42:49 +00:00
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function renderPreview(hoverPoint) {
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boardState.forEach(val => {
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let dot = document.getElementById(`${val.pos[0]},${val.pos[1]}`).childNodes[1].childNodes[0];
|
2019-08-04 02:21:02 +00:00
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dot.setAttribute("data-dot", val.legal === true && val.pos[0] === hoverPoint.pos[0] && val.pos[1] === hoverPoint.pos[1] ? DOTS_DATA[gameState.turn] : DOTS_DATA[0]);
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2019-08-03 06:42:49 +00:00
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})
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}
|
2019-07-26 17:17:23 +00:00
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2019-08-02 21:14:23 +00:00
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// functions
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// initialize game
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// set handicap stones
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// render
|
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// render board
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//render moves
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//render preview
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// render captures
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// render player turn marker
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// game-end
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// render dead group suggestion
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// render territory counts
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// checkLegalMove
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// clear overlay
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// if move is not '0', move is illegal (opposing player or 'k' for ko)
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// iterate through neighboring points in clockwise order
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// if anyone is '0' move is legal - call render preview
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// if neighboring point is opposing player
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// cycle through opposing player group marking points as overlay: 'chk' when checked and
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// overlay: 'hold' if they are neighboring points of opposing player color
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// if any neighboring point is '0' terminate cycle and move to next neighboring point of original move
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// if there are unchecked points of 'hold' return
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// if no boardState: 0 points, move is legal overlay: 'l'
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|
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// set all 'chk' to 'x' to represent stones that will be captured upon move
|
2019-08-02 00:10:56 +00:00
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|
|
// if neighboring point is player's
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// cycle through player group marking points as overlay: 'chk' || 'hold'
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|
|
// if any neighboring point is '0' ternminate cycle and mark point as 'l'
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// set move
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// if checkLegalMove has returned '0' i2llegal move message?
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// if move state is 'l'
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// push boardState to lastState
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// push 'l' move to boardState
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// resolve captures
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// for all 'x' in overlay
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// count number and add to playerCaptures
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// set boardState to '0'
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|
|
// pass--
|
|
|
|
// push move to game record
|
|
|
|
// game record: [ 0: handicapStones Obj, 1: 1stMove([moveState[],moveState[][])]
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|
|
|
// pass() pass++ and player turn to other player
|
|
|
|
// gameEnd when pass = 2
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|
|
|
// search empty spaces on board for deadShapes
|
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|
// compare spaces to rotations of deadShapes[...]
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// 'd' if empty spaces
|
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// return dead group suggestion
|
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|
// users can flip status of any dead group overlay( 1, -1 )
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|
// confirm state
|
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|
// calculate score = points in overlay for each player + captures
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|
// render final board state with dead groups removed
|
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// log game record
|
|
|
|
// stringify according to .sgf format
|
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|
|
// log as text
|