finish endgame board calculation logic

This commit is contained in:
Sorrel Bri 2019-08-07 15:08:55 -07:00
parent 201407b8ea
commit 70e0e18815
3 changed files with 46 additions and 45 deletions

View file

@ -70,7 +70,7 @@ h1 {
h4 { h4 {
font-weight: 600; font-weight: 600;
margin: 1em .25em 0 .25em; margin: 1em .25em 1em .25em;
font-size: 110%; font-size: 110%;
} }
@ -89,6 +89,13 @@ h4 {
margin: .25em; margin: .25em;
} }
#player-meta * .menu-line {
display: flex;
flex-flow: row nowrap;
align-items: baseline;
justify-items: flex-start;
}
div[data-player-meta] { div[data-player-meta] {
width: 100%; width: 100%;
justify-self: stretch; justify-self: stretch;
@ -144,22 +151,6 @@ height: 1;
justify-content: space-between; justify-content: space-between;
} }
input[type=number]::-webkit-inner-spin-button,
input[type=number]:focus
{
}
.rank-tick {
}
.rank-tick li {
position: relative;
display: flex;
flex-wrap: none;
}
content { content {
background-color: #61a6c2; background-color: #61a6c2;
display: flex !important; display: flex !important;
@ -411,7 +402,7 @@ td .dot .seki {
} }
@media only screen and (min-width: 560px) { @media only screen and (min-width: 591px) {
#player-meta { #player-meta {
flex-direction: row; flex-direction: row;

View file

@ -33,15 +33,23 @@
<div id="player-meta"> <div id="player-meta">
<div data-player-meta="black"> <div data-player-meta="black">
<h4 class="menu-heading">Black</h4> <h4 class="menu-heading">Black</h4>
<span class="menu-heading">Name:</span><input type="text" name="black-name"> <span class="menu-heading">Name:</span><input type="text" name="black-name">
<span class="menu-heading">Rank:</span><span id="black-rank">9k</span><input type="button" id="black-rank-up" value="▲"><input type="button" id="black-rank-down" value="▼"> <div class="menu-line">
<input type="checkbox" name="black-rank-certain"><label for="black-rank-certain">Rank Certainty</label> <span class="menu-heading">Rank:</span><span id="black-rank">9k</span><input type="button" id="black-rank-up" value="▲"><input type="button" id="black-rank-down" value="▼">
</div>
<div class="menu-line">
<input type="checkbox" name="black-rank-certain"><label for="black-rank-certain">Rank Certainty</label>
</div>
</div> </div>
<div data-player-meta="white"> <div data-player-meta="white">
<h4 class="menu-heading">White</h4> <h4 class="menu-heading">White</h4>
<span class="menu-heading">Name:</span><input type="text" name="white-name"> <span class="menu-heading">Name:</span><input type="text" name="white-name">
<span class="menu-heading">Rank:</span><span id="white-rank">9k</span><input type="button" id="white-rank-up" value="▲"><input type="button" id="white-rank-down" value="▼"> <div class="menu-heading">
<input type="checkbox" name="white-rank-certain"><label for="white-rank-certain">Rank Certainty</label> <span class="menu-heading">Rank:</span><span id="white-rank">9k</span><input type="button" id="white-rank-up" value="▲"><input type="button" id="white-rank-down" value="▼">
</div>
<div class="menu-heading">
<input type="checkbox" name="white-rank-certain"><label for="white-rank-certain">Rank Certainty</label>
</div>
</div> </div>
</div> </div>
<div id="game-record-space"> <div id="game-record-space">

View file

@ -189,7 +189,6 @@ class Point {
} }
} }
cycleTerritory = () => { cycleTerritory = () => {
console.log(this);
if (this.stone) { if (this.stone) {
this.groupMembers.forEach(pt => pt.territory = pt.territory * -1); this.groupMembers.forEach(pt => pt.territory = pt.territory * -1);
} else { } else {
@ -345,10 +344,7 @@ function clickMenu() {
function startMenu() { function startMenu() {
modalEl.style.visibility = 'visible'; modalEl.style.visibility = 'visible';
changeUpdateKomi(); renderMenu;
changeUpdateHandicap();
clickUpdatePlayerMeta();
} }
function clickCloseMenu(evt) { function clickCloseMenu(evt) {
@ -491,7 +487,7 @@ function getDate() {
function init() { function init() {
gameState.gameMeta.date = getDate(); gameState.gameMeta.date = getDate();
gameState.komi = 5.5; // get komi from player input gameState.komi = 5.5; // get komi from player input
// startMenu(); startMenu();
gameState.winner = null; gameState.winner = null;
gameState.pass = null; gameState.pass = null;
// gameState.handicap = ; // get handicap from player input // gameState.handicap = ; // get handicap from player input
@ -587,14 +583,12 @@ function calculateWinner() {
} }
return acc; return acc;
}, 0); }, 0);
console.log(whiteTerritory);
let blackTerritory = boardState.reduce((acc, pt) => { let blackTerritory = boardState.reduce((acc, pt) => {
if (pt.territory === 1 && pt.stone !== 1) { if (pt.territory === 1 && pt.stone !== 1) {
return acc + (pt.stone === 0 ? 1 : 2); return acc + (pt.stone === 0 ? 1 : 2);
} }
return acc; return acc;
}, 0); }, 0);
console.log(blackTerritory);
gameState.playerState.wScore = gameState.playerState.wScore =
gameState.playerState.wCaptures gameState.playerState.wCaptures
+ (gameState.komi < 0 ? gameState.komi * -1 : 0) + (gameState.komi < 0 ? gameState.komi * -1 : 0)
@ -609,28 +603,36 @@ function calculateWinner() {
} }
function endGameSetTerritory() { function endGameSetTerritory() {
// boardState.forEach(pt => {
// pt.territory = pt.stone ? pt.stone : 'd'
// });
let emptyPoints = boardState.filter(pt => !pt.stone); let emptyPoints = boardState.filter(pt => !pt.stone);
emptyPoints.forEach(pt => pt.joinGroup()); emptyPoints.forEach(pt => pt.joinGroup());
emptyPointSetTerritory(emptyPoints); emptyPointSetTerritory(emptyPoints);
// boardState.filter(pt => { groupsMarkDeadLive();
// return pt.groupMembers.length < 6 && pt.stone }
// }).forEach(pt => pt.territory = pt.stone * -1);
function groupsMarkDeadLive() {
boardState.filter(pt => (!pt.territory ))
.forEach(pt => {
debugger;
if (pt.groupMembers.some(grpMem => {
return grpMem.checkNeighbors().some(nbr => nbr.territory === pt.stone && nbr.stone === 0)
})) {
pt.groupMembers.forEach(grpMem => grpMem.territory = pt.stone);
}
});
boardState.filter(pt => (!pt.territory)).forEach(pt => {
pt.territory = pt.stone * -1;
});
} }
function emptyPointSetTerritory(emptyPoints) { function emptyPointSetTerritory(emptyPoints) {
emptyPoints.filter(pt => !pt.territory && pt.checkNeighbors().filter(nbr => nbr.stone !== 0)) emptyPoints.filter(pt => !pt.territory && pt.checkNeighbors().filter(nbr => nbr.stone !== 0))
.forEach(pt => { .forEach(pt => {
console.log(pt); let b = pt.groupMembers.reduce((acc, grpMem) => {
let b = pt.groupMembers.reduce((acc, rdcPt) => { let bNbr = grpMem.checkNeighbors().filter(nbr => nbr.stone === 1).length;
let bNbr = rdcPt.checkNeighbors().filter(nbr => nbr.stone === 1).length;
return acc + bNbr; return acc + bNbr;
}, 0); }, 0);
let w = pt.groupMembers.reduce((acc, rdcPt) => { let w = pt.groupMembers.reduce((acc, grpMem) => {
debugger; let wNbr = grpMem.checkNeighbors().filter(nbr => nbr.stone === -1).length;
let wNbr = rdcPt.checkNeighbors().filter(nbr => nbr.stone === -1).length;
return acc + wNbr; return acc + wNbr;
}, 0); }, 0);
pt.groupMembers.forEach(grp => { pt.groupMembers.forEach(grp => {