debug territory count at endgame
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parent
11c17f6d0e
commit
201407b8ea
4 changed files with 125 additions and 48 deletions
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@ -15,7 +15,8 @@ a working game of go for a 9x9 board that
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- [x] ends game upon 2 consecutive passes
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- [ ] calculates estimated score at game end
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- [ ] compares board groups to most common dead shapes
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- [ ] allows users to override dead group estimates and submit finalized score to game record
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- [x] allows users to override dead group estimates
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- [ ] allows users to submit finalized score to game record
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- [ ] displays game record as string
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stretch goals
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26
css/main.css
26
css/main.css
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@ -1,5 +1,9 @@
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@import url('https://fonts.googleapis.com/css?family=La+Belle+Aurore|Raleway:300|Raleway:600');
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html {
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font-size: 12px;
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}
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* {
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box-sizing: border-box;
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margin: 0;
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@ -39,7 +43,7 @@ body {
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"player"
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"record"
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"submit";
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font: 14px 'La Belle Aurore', cursive;
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font-family: 'La Belle Aurore', cursive;
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min-height: 0;
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}
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@ -83,7 +87,6 @@ h4 {
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#player-meta input[type="button"] {
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margin: .25em;
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height: 100%;
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}
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div[data-player-meta] {
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@ -176,6 +179,14 @@ content {
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#game-hud p {
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font-size: 130%;
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width: 50%;
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order: 0;
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width: 10vh;
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background-color: rgba(0,0,0,0.3);
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padding: 1vh;
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color: #fff;
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cursor: pointer;
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visibility: hidden;
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}
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.player-pos#black-pos {
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@ -222,7 +233,7 @@ content {
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}
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.bowl[data-turn] {
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box-shadow: 0 0 3vh 3vh rgb(31, 255, 2);
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box-shadow: 0 0 3vh 3vh rgb(255, 175, 2);
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}
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.caps-space {
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@ -401,20 +412,27 @@ td .dot .seki {
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}
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@media only screen and (min-width: 560px) {
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#player-meta {
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flex-direction: row;
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}
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div[data-player-meta] {
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width: 50%;
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}
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#menu {
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grid-template-columns: 60vw;
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grid-template-rows: auto auto 60vw auto;
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font-size: 14px;
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}
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}
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@media only screen and (min-width: 500px) {
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html {
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font-size: 14px;
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}
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.player-pos {
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height: 14vh;
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}
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@ -50,8 +50,8 @@
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To begin a game enter player names and ranks above, then click "Suggest Komi" Browser Go will calculate the appropriate komi based on AGA guidelines.
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To override Browser Go's suggestion, use the sliders above. Be sure to check the 'rank certainty' box if you're club-rated.<br><br>
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When the game begins, click on a legal point on the board to make a move. The active player's bowl will be highlighted. To pass, click on your bowl.
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This will only be possible on your turn. To resign click on your capture tray. To view the game record or adjust player settings, click the kifu on black's side.<br><br>
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For now, Browser Go only supports games on a small board.
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This will only be possible on your turn. To resign click on your capture tray. After the game ends, groups and territory will display Browser Go's estimate for final state.
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Simply click on a group to change a group between live and dead, or a point between territory and dame.
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I've got great things planned for the future, though! Lookout for new releases on <a href="https://github.com/sorrelbri/browser-go">the GitHub page!</a></p>
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<p id="game-record"></p>
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</div>
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126
js/main.js
126
js/main.js
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@ -12,7 +12,6 @@ const DOTS_DATA = {
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'0': 'none',
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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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const RANKS = [
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@ -49,13 +48,15 @@ const HANDI_REC = {
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const gameState = {
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winner: null,
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turn: 1, // turn logic depends on handicap stones
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pass: null,
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pass: null, // -1 represents state in which resignation has been submitted, not confirmed
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komi: null, // komi depends on handicap stones + player rank
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handicap: null,
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boardSize: 9,
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playerState: {
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bCaptures: null,
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wCaptures: null
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wCaptures: null,
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bScore: null,
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wScore: null
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},
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gameMeta: { // declared at game start and not editable after
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date: null // contains metadata
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@ -188,6 +189,10 @@ class Point {
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}
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}
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cycleTerritory = () => {
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console.log(this);
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if (this.stone) {
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this.groupMembers.forEach(pt => pt.territory = pt.territory * -1);
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} else {
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this.groupMembers.forEach(pt => {
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switch (pt.territory) {
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case 1:
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@ -200,7 +205,8 @@ class Point {
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pt.territory = 1;
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break;
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}
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})
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});
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}
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}
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}
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// could use this Array to iterate through and create
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@ -235,15 +241,8 @@ const gameHudEl = document.querySelector('#game-hud p');
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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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document.getElementById('board').addEventListener('mousemove', hoverPreview);
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// click on board to play move
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document.getElementById('board').addEventListener('click', clickBoard);
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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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document.getElementById('white-bowl').addEventListener('click',clickPass);
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document.getElementById('black-bowl').addEventListener('click',clickPass);
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document.getElementById('kifu').addEventListener('click', clickMenu);
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@ -255,7 +254,7 @@ handiSliderEl.addEventListener('change', changeUpdateHandicap);
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document.getElementById('player-meta').addEventListener('click', clickUpdatePlayerMeta);
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document.getElementById('player-meta').addEventListener('change', clickUpdatePlayerMeta);
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document.querySelector('input[name="komi-suggest"]').addEventListener('click', clickKomiSuggestion);
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gameHudEl.addEventListener('click', clickSubmitScore);
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gameHudEl.addEventListener('click', clickGameHud);
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/*----- functions -----*/
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@ -303,12 +302,12 @@ function clickKomiSuggestion() {
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renderMenu();
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}
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function clickSubmitScore() {
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function clickGameHud() {
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if (gameState.pass > 1 && !gameState.winner) calculateWinner();
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if (gameState.pass < 0) confirmResign();
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}
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function clickSubmitStart() {
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gameState.playerMeta.b.name = blackNameInputEl.value;
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gameState.playerMeta.w.name = whiteNameInputEl.value;
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initGame();
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@ -344,6 +343,14 @@ function clickMenu() {
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clickUpdatePlayerMeta();
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}
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function startMenu() {
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modalEl.style.visibility = 'visible';
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changeUpdateKomi();
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changeUpdateHandicap();
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clickUpdatePlayerMeta();
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}
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function clickCloseMenu(evt) {
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evt.stopPropagation();
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if (evt.target.className === "modal") modalEl.style.visibility = 'hidden';
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@ -354,14 +361,19 @@ function clickResign(evt) {
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}
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function playerResign() {
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// display confirmation message
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if (!confirm('Do you want to resign?')) return;
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// display confirmation message\
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gameState.pass = -1;
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gameHudEl.style.visibility = "visible";
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gameHudEl.textContent = "Do you want to resign?";
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}
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function confirmResign() {
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gameState.gameRecord.push(`${STONES_DATA[gameState.turn]}: resign`);
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gameState.winner = STONES_DATA[gameState.turn * -1];
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endGame();
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}
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function hoverPreview(evt) {
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evt.stopPropagation();
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if (gameState.pass > 1 || gameState.winner) return;
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@ -477,15 +489,16 @@ function getDate() {
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return `${d.getFullYear()}-${String(d.getMonth()+1).charAt(-1)||0}${String(d.getMonth()+1).charAt(-0)}-${String(d.getDate()).charAt(-1)||0}${String(d.getDate()+1).charAt(-0)}`
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}
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function init() {
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gameState.gameMeta.date = getDate();
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gameState.komi = 5.5; // get komi from player input
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// startMenu();
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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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gameState.turn = gameState.handicap ? -1 : 1;
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gameState.boardSize = 9;
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gameState.playerState.bCaptures = 0;
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gameState.playerState.wCaptures = 0;
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gameState.gameMeta.date = getDate();
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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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@ -511,12 +524,19 @@ function render() {
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function renderMessage() {
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if (gameState.winner && gameState.pass < 2) {
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gameHudEl.style.visibility = 'visible';
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gameHudEl.style.cursor = 'default';
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gameHudEl.textContent = `${gameState.playerMeta[gameState.winner === 1 ? 'b' : 'w'].name} won by resignation`;
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}
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else if (gameState.winner && gameState.pass > 1) {
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gameHudEl.textContent = `${gameState.playerMeta[gameState.winner === 1 ? 'b' : 'w'].name} won by `;
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} else {
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gameHudEl.style.visibility = 'visible';
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gameHudEl.style.cursor = 'default';
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gameHudEl.textContent = `${gameState.playerMeta[gameState.winner === 1 ? 'b' : 'w'].name} won by ${Math.abs(gameState.playerState.wScore - gameState.playerState.bScore)}`;
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} else if (gameState.pass > 1) {
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gameHudEl.style.visibility = 'visible';
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gameHudEl.textContent = 'click to finalize game'
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} else {
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gameHudEl.style.visibility = 'hidden';
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}
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}
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@ -560,31 +580,69 @@ function renderPreview(hoverPoint) {
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}
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function calculateWinner() {
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// debugger;
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let whiteTerritory = boardState.reduce((acc, pt) => {
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if (pt.territory === -1 && pt.stone !== -1) {
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return acc = acc + (pt.stone === 0 ? 1 : 2);
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}
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return acc;
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}, 0);
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console.log(whiteTerritory);
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let blackTerritory = boardState.reduce((acc, pt) => {
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if (pt.territory === 1 && pt.stone !== 1) {
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return acc + (pt.stone === 0 ? 1 : 2);
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}
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return acc;
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}, 0);
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console.log(blackTerritory);
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gameState.playerState.wScore =
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gameState.playerState.wCaptures
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+ (gameState.komi < 0 ? gameState.komi * -1 : 0)
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+ whiteTerritory;
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gameState.playerState.bScore =
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gameState.playerState.bCaptures
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+ (gameState.komi > 0 ? gameState.komi : 0)
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+ blackTerritory;
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gameState.winner = gameState.playerState.wScore > gameState.playerState.bScore ? -1 : 1;
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gameState.gameRecord.push(`${STONES_DATA[gameState.winner]}: +${Math.abs(gameState.playerState.wScore - gameState.playerState.bScore)}`)
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render();
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}
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function endGameSetTerritory() {
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boardState.forEach(pt => {
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pt.territory = pt.stone ? pt.stone : 'd'
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});
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// boardState.forEach(pt => {
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// pt.territory = pt.stone ? pt.stone : 'd'
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// });
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let emptyPoints = boardState.filter(pt => !pt.stone);
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emptyPoints.forEach(pt => pt.joinGroup());
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emptyPointSetTerritory(emptyPoints);
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boardState.filter(pt => {
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return pt.groupMembers.length < 6 && pt.stone
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}).forEach(pt => pt.territory = pt.stone * -1);
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// boardState.filter(pt => {
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// return pt.groupMembers.length < 6 && pt.stone
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// }).forEach(pt => pt.territory = pt.stone * -1);
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}
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function emptyPointSetTerritory(emptyPoints) {
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// let dame = emptyPoints.filter(pt => pt.checkNeighbors().some(nbr => nbr.territory === 1)
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// && pt.checkNeighbors().some(nbr => nbr.territory === -1));
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// dame.forEach(pt => pt.territory = 'd');
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// emptyPoints.filter(pt => pt.territory = 0)
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emptyPoints.filter(pt => !pt.territory && pt.checkNeighbors().filter(nbr => nbr.stone !== 0))
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.forEach(pt => {
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console.log(pt);
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let b = pt.groupMembers.reduce((acc, rdcPt) => {
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let bNbr = rdcPt.checkNeighbors().filter(nbr => nbr.stone === 1).length;
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return acc + bNbr;
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}, 0);
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let w = pt.groupMembers.reduce((acc, rdcPt) => {
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debugger;
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let wNbr = rdcPt.checkNeighbors().filter(nbr => nbr.stone === -1).length;
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return acc + wNbr;
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}, 0);
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pt.groupMembers.forEach(grp => {
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if (Math.abs(b - w) < 4) grp.territory = 'd'
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else grp.territory = b > w ? 1 : -1;
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})
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});
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}
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function endGame() {
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if (!gameState.winner)
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endGameSetTerritory()
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if (!gameState.winner) endGameSetTerritory()
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// join all remaining groups
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// check remaining groups life
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@ -593,7 +651,6 @@ function endGame() {
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// compare spaces to rotations of deadShapes[...]
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// 'd' if empty spaces
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render();
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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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@ -602,6 +659,7 @@ function endGame() {
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// log game record
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// stringify according to .sgf format
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// log as text
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render();
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}
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// game-end
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Reference in a new issue