2019-08-02 21:14:23 +00:00
|
|
|
/*----- constants -----*/
|
|
|
|
// game state object {gameMeta object, playerMeta object, turn, pass, gameRecord, bCaptures, wCaptures}
|
2019-08-03 06:42:49 +00:00
|
|
|
const STONES_DATA = {
|
2019-08-03 04:19:31 +00:00
|
|
|
'-1': 'white',
|
2019-08-03 06:42:49 +00:00
|
|
|
'0': 'none',
|
2019-08-03 04:19:31 +00:00
|
|
|
'1': 'black',
|
|
|
|
'k': 'ko'
|
|
|
|
}
|
|
|
|
|
2019-08-03 06:42:49 +00:00
|
|
|
const DOTS_DATA = {
|
2019-08-03 04:19:31 +00:00
|
|
|
'-1': 'white',
|
2019-08-03 06:42:49 +00:00
|
|
|
'0': 'none',
|
2019-08-03 04:19:31 +00:00
|
|
|
'1': 'black',
|
|
|
|
'd': 'dame',
|
|
|
|
's': 'seki'
|
|
|
|
}
|
|
|
|
|
2019-08-02 21:14:23 +00:00
|
|
|
const gameState = {
|
|
|
|
winner: null,
|
2019-08-03 06:42:49 +00:00
|
|
|
turn: 1, // turn logic depends on handicap stones
|
2019-08-02 21:14:23 +00:00
|
|
|
pass: null,
|
|
|
|
komi: null, // komi depends on handicap stones
|
|
|
|
handicap: null,
|
2019-08-03 04:19:31 +00:00
|
|
|
boardSize: 9,
|
2019-08-02 21:14:23 +00:00
|
|
|
playerState: {
|
|
|
|
bCaptures: null,
|
|
|
|
wCaptures: null
|
|
|
|
},
|
|
|
|
gameMeta: { // declared at game start and not editable after
|
2019-08-03 04:19:31 +00:00
|
|
|
date: null // contains metadata
|
2019-08-02 21:14:23 +00:00
|
|
|
},
|
|
|
|
playerMeta: { // editable during game
|
|
|
|
b: {
|
|
|
|
name: null,
|
|
|
|
rank: null,
|
2019-08-03 04:19:31 +00:00
|
|
|
rankCertain: false
|
2019-08-02 21:14:23 +00:00
|
|
|
},
|
|
|
|
w: {
|
|
|
|
name: null,
|
|
|
|
rank: null,
|
|
|
|
rankCertain: false
|
|
|
|
},
|
|
|
|
},
|
2019-08-03 04:19:31 +00:00
|
|
|
groups: {},
|
2019-08-02 21:14:23 +00:00
|
|
|
gameRecord : []
|
|
|
|
}
|
2019-07-26 17:17:23 +00:00
|
|
|
|
2019-08-03 04:19:31 +00:00
|
|
|
|
|
|
|
// deadShapes{}
|
2019-07-26 17:17:23 +00:00
|
|
|
|
2019-08-02 21:14:23 +00:00
|
|
|
// index represents handicap placement, eg handiPlace[1] = { (3, 3), (7, 7) }
|
|
|
|
const handiPlace = [ 0,
|
2019-08-03 04:19:31 +00:00
|
|
|
[ [ 3, 3 ], [ 7, 7 ] ],
|
|
|
|
[ [ 3, 3 ], [ 7, 7 ], [ 3, 7 ] ],
|
|
|
|
[ [ 3, 3 ], [ 7, 7 ], [ 3, 7 ], [ 7, 3 ] ] ];
|
|
|
|
|
|
|
|
/*----- app's state (variables) -----*/
|
2019-08-03 22:01:50 +00:00
|
|
|
let boardState;
|
|
|
|
|
|
|
|
|
2019-08-03 04:19:31 +00:00
|
|
|
// define initial game state
|
|
|
|
|
2019-08-03 06:42:49 +00:00
|
|
|
class Point {
|
|
|
|
constructor(x, y) {
|
|
|
|
this.pos = [ x, y ]
|
|
|
|
this.stone = 0; // this is where move placement will go 0, 1, -1 'k'
|
|
|
|
this.overlay = 0; // this is where 'chk', 'l'
|
|
|
|
this.neighbors = {
|
|
|
|
top: {},
|
|
|
|
btm: {},
|
|
|
|
lft: {},
|
|
|
|
rgt: {}
|
2019-08-03 21:15:17 +00:00
|
|
|
}
|
2019-08-03 06:42:49 +00:00
|
|
|
this.neighbors.top = x > 1 ? [ x - 1, y ] : null;
|
|
|
|
this.neighbors.btm = x < gameState.boardSize ? [ x + 1, y ] : null;
|
|
|
|
this.neighbors.rgt = y > 1 ? [ x, y - 1 ] : null;
|
|
|
|
this.neighbors.lft = y < gameState.boardSize ? [ x, y + 1 ] : null;
|
2019-08-03 21:15:17 +00:00
|
|
|
}
|
|
|
|
// first
|
|
|
|
checkNeighbors = () => {
|
|
|
|
let neighborsArr = [];
|
|
|
|
for ( let neighbor in this.neighbors ) {
|
|
|
|
let nbr = this.neighbors[neighbor];
|
|
|
|
// neighbor exists it's point is stored as { rPos, cPos}
|
|
|
|
if ( nbr !== null ) {
|
|
|
|
neighborsArr.push(boardState.find( val => val.pos[0] === nbr[0] && val.pos[1] === nbr[1] ))
|
|
|
|
}
|
|
|
|
};
|
|
|
|
// returns array of existing neighbors to calling function
|
|
|
|
return neighborsArr;
|
|
|
|
}
|
|
|
|
emptyNeighbor = () => {
|
|
|
|
let neighborsArr = this.checkNeighbors();
|
|
|
|
return !!neighborsArr.find(val => val.stone === 0);
|
|
|
|
// return true if neighboring point is empty;
|
|
|
|
}
|
2019-08-03 22:01:50 +00:00
|
|
|
checkCapture = () => {
|
2019-08-03 21:15:17 +00:00
|
|
|
let neighborsArr = this.checkNeighbors();
|
2019-08-03 22:01:50 +00:00
|
|
|
let oppStones = neighborsArr.filter(val => {
|
|
|
|
if (val.stone === gameState.turn * -1) return val;
|
|
|
|
});
|
|
|
|
console.log(oppStones);
|
|
|
|
for ( let oppStone in oppStones ) {
|
|
|
|
console.log(oppStones[oppStone])
|
|
|
|
console.log(oppStones[oppStone].emptyNeighbor()) // will need to call something like .liveGroup() instead
|
|
|
|
return oppStones[oppStone].emptyNeighbor(); //return
|
|
|
|
}
|
2019-08-03 21:15:17 +00:00
|
|
|
}
|
2019-08-03 22:01:50 +00:00
|
|
|
// return true if move would form/join a living friendly group ad
|
|
|
|
// checkGroup = () => {
|
|
|
|
//
|
|
|
|
// }
|
2019-08-03 21:15:17 +00:00
|
|
|
}
|
|
|
|
|
2019-08-03 22:01:50 +00:00
|
|
|
let boardCreator = new Array(gameState.boardSize).fill(gameState.boardSize);
|
|
|
|
// boardState [point objects-contain overlay] lastState (created from boardState)
|
2019-08-03 21:15:17 +00:00
|
|
|
|
2019-08-03 22:01:50 +00:00
|
|
|
// boardState accepts values of 0, 1, -1
|
|
|
|
// overlay accepts values of 0, 1, -1, 'k', 'd', 'chk', 'hold', 'l', 'x'
|
|
|
|
// 'k' represents komi, in-game integers represent move previews,
|
|
|
|
// 'chk', 'hold', 'x' and 'l' represent points checked during checkLegalMove run
|
|
|
|
// game-end integer represent points of territory, 'd' represents dame,
|
2019-08-03 06:42:49 +00:00
|
|
|
|
2019-08-03 21:15:17 +00:00
|
|
|
|
2019-08-03 22:01:50 +00:00
|
|
|
/*----- cached element references -----*/
|
|
|
|
// store #menu for displaying game info
|
|
|
|
// store
|
|
|
|
|
|
|
|
|
|
|
|
/*----- event listeners -----*/
|
|
|
|
// input listeners for player names, ranks, rank certainty (editable during game)
|
|
|
|
//input lister for handicap + komi (only editable pre-game)
|
|
|
|
// ::hover-over on board to preview move (with legal move logic)
|
|
|
|
document.getElementById('board').addEventListener('mousemove', checkLegal);
|
|
|
|
// click on board to play move
|
|
|
|
document.getElementById('board').addEventListener('click', placeStone);
|
|
|
|
// ::hover-over on either bowl for pass, one-level undo options (CSS implementation)
|
|
|
|
// click on menu items
|
|
|
|
// click on kifu to display game menu
|
|
|
|
|
|
|
|
/*----- functions -----*/
|
2019-08-03 06:42:49 +00:00
|
|
|
init();
|
|
|
|
|
|
|
|
let findPointFromIdx = (arr) => boardState.find( point => point.pos[0] === arr[0] && point.pos[1] === arr[1] );
|
2019-08-03 04:19:31 +00:00
|
|
|
|
|
|
|
function checkLegal(evt) {
|
2019-08-03 21:15:17 +00:00
|
|
|
let hover = [ parseInt(evt.target.closest('td').id[0]), parseInt(evt.target.closest('td').id[2]) ];
|
2019-08-03 06:42:49 +00:00
|
|
|
let point = findPointFromIdx(hover);
|
2019-08-03 21:15:17 +00:00
|
|
|
|
|
|
|
// working old way assigns legal
|
|
|
|
// point.overlay = point.stone !== 0 ? 0 : 'l';
|
|
|
|
|
|
|
|
// first step in logic: is point occupied, or in ko
|
|
|
|
if (point.stone) return;
|
|
|
|
// if point is not empty check if neighboring point is empty
|
|
|
|
if (!point.emptyNeighbor()) {
|
|
|
|
//if neighboring point is not empty check if friendly group is alive
|
2019-08-03 22:01:50 +00:00
|
|
|
point.checkCapture();
|
|
|
|
// if (point.checkCapture) return point.overlay = 'l';
|
2019-08-03 21:15:17 +00:00
|
|
|
|
|
|
|
//if neighboring point is not empty check if enemy group is captured
|
2019-08-03 22:01:50 +00:00
|
|
|
// if (point.checkGroup) return point.overlay = 'l'
|
2019-08-03 21:15:17 +00:00
|
|
|
|
2019-08-03 22:01:50 +00:00
|
|
|
|
|
|
|
return;
|
2019-08-03 21:15:17 +00:00
|
|
|
} else {
|
|
|
|
point.overlay = 'l';
|
|
|
|
}
|
|
|
|
// if neighboring point is
|
2019-08-03 22:01:50 +00:00
|
|
|
|
|
|
|
|
|
|
|
|
2019-08-03 06:42:49 +00:00
|
|
|
render(point);
|
2019-08-03 04:19:31 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
function placeStone(evt) {
|
|
|
|
console.log('click!');
|
2019-08-03 22:01:50 +00:00
|
|
|
|
2019-08-03 21:15:17 +00:00
|
|
|
let placement = [ parseInt(evt.target.closest('td').id[0]), parseInt(evt.target.closest('td').id[2]) ];
|
2019-08-03 06:42:49 +00:00
|
|
|
// checks for placement and pushes to cell
|
|
|
|
let point = findPointFromIdx(placement);
|
2019-08-03 21:15:17 +00:00
|
|
|
// console.log(placement);
|
2019-08-03 04:19:31 +00:00
|
|
|
//checks that this placement was marked as legal
|
2019-08-03 06:42:49 +00:00
|
|
|
point.stone = point.overlay === 'l' ? gameState.turn : point.stone;
|
|
|
|
gameState.turn*= -1;
|
|
|
|
render();
|
2019-08-03 04:19:31 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
function init() {
|
|
|
|
gameState.winner = null;
|
|
|
|
// gameState.turn = ? : ; // get turn from consequences of player input
|
|
|
|
gameState.pass = null;
|
|
|
|
// gameState.komi = ; // get komi from player input
|
|
|
|
// gameState.handicap = ; // get handicap from player input
|
|
|
|
gameState.playerState.bCaptures = 0;
|
|
|
|
gameState.playerState.wCaptures = 0;
|
|
|
|
// gameState.gameMeta.date = // get from browser window
|
|
|
|
// get any future meta from player input
|
|
|
|
// gameState.playerMeta.b // get from player input
|
|
|
|
// gameState.playerMeta.w // get from player input
|
|
|
|
gameState.gameRecord = []; // clear game record from previous game
|
|
|
|
// gameState.boardState // create board from user input
|
2019-08-03 22:01:50 +00:00
|
|
|
|
2019-08-03 04:19:31 +00:00
|
|
|
//need init player meta
|
2019-08-03 22:01:50 +00:00
|
|
|
|
|
|
|
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),
|
|
|
|
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),
|
|
|
|
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),
|
|
|
|
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),
|
|
|
|
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),
|
|
|
|
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),
|
|
|
|
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),
|
|
|
|
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),
|
|
|
|
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)
|
|
|
|
];
|
2019-08-03 06:42:49 +00:00
|
|
|
render();
|
2019-08-03 04:19:31 +00:00
|
|
|
};
|
2019-08-02 21:14:23 +00:00
|
|
|
|
2019-08-03 06:42:49 +00:00
|
|
|
function render(hoverPoint) {
|
|
|
|
// console.log('render');
|
|
|
|
renderBoard();
|
|
|
|
renderPreview(hoverPoint);
|
|
|
|
}
|
|
|
|
|
|
|
|
function renderBoard() {
|
|
|
|
boardState.forEach(val => {
|
|
|
|
let stone = document.getElementById(`${val.pos[0]},${val.pos[1]}`).childNodes[1];
|
|
|
|
// console.log(stone);
|
|
|
|
stone.setAttribute("data-stone", STONES_DATA[val.stone]);
|
|
|
|
// console.log(val.stone);
|
|
|
|
// console.log(stone);
|
|
|
|
})
|
|
|
|
}
|
|
|
|
|
|
|
|
function renderPreview(hoverPoint) {
|
|
|
|
boardState.forEach(val => {
|
|
|
|
let dot = document.getElementById(`${val.pos[0]},${val.pos[1]}`).childNodes[1].childNodes[0];
|
|
|
|
console.log();
|
|
|
|
dot.setAttribute("data-dot", val.overlay === 'l' && val.pos[0] === hoverPoint.pos[0] && val.pos[1] === hoverPoint.pos[1] ? DOTS_DATA[gameState.turn] : DOTS_DATA[0]);
|
|
|
|
|
|
|
|
})
|
|
|
|
}
|
2019-07-26 17:17:23 +00:00
|
|
|
|
2019-08-02 21:14:23 +00:00
|
|
|
// functions
|
|
|
|
// initialize game
|
|
|
|
// set handicap stones
|
|
|
|
// render
|
|
|
|
// render board
|
|
|
|
//render moves
|
|
|
|
//render preview
|
|
|
|
// render captures
|
|
|
|
// render player turn marker
|
|
|
|
// game-end
|
|
|
|
// render dead group suggestion
|
|
|
|
// render territory counts
|
|
|
|
// checkLegalMove
|
|
|
|
// clear overlay
|
|
|
|
// if move is not '0', move is illegal (opposing player or 'k' for ko)
|
|
|
|
// iterate through neighboring points in clockwise order
|
|
|
|
// if anyone is '0' move is legal - call render preview
|
|
|
|
// if neighboring point is opposing player
|
|
|
|
// cycle through opposing player group marking points as overlay: 'chk' when checked and
|
|
|
|
// overlay: 'hold' if they are neighboring points of opposing player color
|
|
|
|
// if any neighboring point is '0' terminate cycle and move to next neighboring point of original move
|
|
|
|
// if there are unchecked points of 'hold' return
|
|
|
|
// if no boardState: 0 points, move is legal overlay: 'l'
|
|
|
|
// set all 'chk' to 'x' to represent stones that will be captured upon move
|
2019-08-02 00:10:56 +00:00
|
|
|
// if neighboring point is player's
|
|
|
|
// cycle through player group marking points as overlay: 'chk' || 'hold'
|
|
|
|
// if any neighboring point is '0' ternminate cycle and mark point as 'l'
|
|
|
|
// set move
|
|
|
|
// if checkLegalMove has returned '0' i2llegal move message?
|
|
|
|
// if move state is 'l'
|
|
|
|
// push boardState to lastState
|
|
|
|
// push 'l' move to boardState
|
|
|
|
// resolve captures
|
|
|
|
// for all 'x' in overlay
|
|
|
|
// count number and add to playerCaptures
|
|
|
|
// set boardState to '0'
|
|
|
|
// pass--
|
|
|
|
// push move to game record
|
|
|
|
// game record: [ 0: handicapStones Obj, 1: 1stMove([moveState[],moveState[][])]
|
|
|
|
// pass() pass++ and player turn to other player
|
|
|
|
// gameEnd when pass = 2
|
|
|
|
// search empty spaces on board for deadShapes
|
|
|
|
// compare spaces to rotations of deadShapes[...]
|
|
|
|
// 'd' if empty spaces
|
|
|
|
// return dead group suggestion
|
|
|
|
// users can flip status of any dead group overlay( 1, -1 )
|
|
|
|
// confirm state
|
|
|
|
// calculate score = points in overlay for each player + captures
|
|
|
|
// render final board state with dead groups removed
|
|
|
|
// log game record
|
|
|
|
// stringify according to .sgf format
|
|
|
|
// log as text
|