refactor all move logic to account for group tracking

This commit is contained in:
Sorrel Bri 2019-08-05 23:44:07 -07:00
parent 48c061919f
commit ac1c595b70

View file

@ -67,6 +67,7 @@ class Point {
this.legal;
this.chk = false; // this is where 'chk', 'l'
this.capturing = [];
this.groupMembers = [];
this.captureChecked = false;
this.neighbors = {
top: {},
@ -85,74 +86,50 @@ class Point {
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] ))
neighborsArr.push(boardState.find( pt => pt.pos[0] === nbr[0] && pt.pos[1] === nbr[1] ))
}
};
// returns array of existing neighbors to calling function
return neighborsArr;
}
getLiberties = () => {
let neighborsArr = this.checkNeighbors().filter(val => val.stone === 0);
let neighborsArr = this.checkNeighbors().filter(pt => pt.stone === 0);
return neighborsArr; //checked
// return true if neighboring point is empty;
// return all liberties;
}
joinGroup = () => {
this.groupMembers.push(this);
let frns = this.checkNeighbors().filter(nbr => nbr.stone === this.stone);
for (let frn of frns) {
this.groupMembers.push(frn);
}
// this.groupMembers = Array.from(new Set(this.groupMembers));
for (let grpMem in this.groupMembers) {
this.groupMembers = Array.from(new Set(this.groupMembers.concat(this.groupMembers[grpMem].groupMembers)));
}
for (let grpMem in this.groupMembers) {
this.groupMembers[grpMem].groupMembers = Array.from(new Set(this.groupMembers[grpMem].groupMembers.concat(this.groupMembers)));
}
}
checkCapture = () => {
function checkCaptureNeighbors(opp) {
let opps2 = opp.checkNeighbors().filter(nbr2 => nbr2.stone === gameState.turn * -1);
for (let opp2 of opps2) {
if (opp2.chk === true) continue;
opp2.chk = true;
if (opp2.getLiberties().length > 0) {
opp.chk = false;
tempCaps = [];
break;
}
tempCaps.push(opp2);
checkCaptureNeighbors(opp2);
}
}
let opps = this.checkNeighbors().filter(nbr => nbr.stone === gameState.turn * -1);
let tempCaps;
let tempCaptures = [];
let opps = this.checkNeighbors().filter(nbr => nbr.stone === gameState.turn * -1
&& nbr.getLiberties().every(liberty => liberty === this));
for (let opp of opps) {
opp.chk = true;
tempCaps = [];
if (opp.getLiberties().length > 1) {
tempCaps = [];
opp.chk = false;
continue;
}
if (opp.groupMembers.every(stone => stone.getLiberties().filter(liberty => liberty !== this).length === 0)) {
console.log(opp);
console.log(tempCaps);
tempCaps.push(opp);
checkCaptureNeighbors(opp);
this.capturing = this.capturing.length ? this.capturing.concat(tempCaps) : tempCaps;
console.log(opp.groupMembers);
this.capturing = this.capturing.concat(opp.groupMembers);
};
}
console.log(this);
this.captureChecked = true;
console.log(this);
// filters duplicate points
this.capturing = Array.from(new Set(this.capturing));
return this.capturing;
}
checkGroup = () => { // liberty is true when called by move false when called by check Capture
function checkGroupNeighbors(frn) {
let frns2 = frn.checkNeighbors().filter(nbr2 => nbr2.stone === gameState.turn && nbr2.chk === false);
if(!frns2.length) return false;
frns2.filter(frn2 => {
if (frn2.chk === true) return false;
frn2.chk = true;
return (frn2.getLiberties().length) ? frn2 : checkGroupNeighbors(frn2);
});
}
let frns = this.checkNeighbors().filter(nbr => nbr.stone === gameState.turn);
return frns.filter(frn => {
if(frn.chk === true) return false;
frn.check = true;
if (frn.getLiberties().length > 1) return frn;
checkGroupNeighbors(frn);
})
// returns all friendly neighbors that have an empty neighbor, recursively
for (let frn in frns) {
if (frns[frn].getLiberties().filter(liberty => liberty !== this).length) return true;
return false;
}
}
findStone = (stone) => {
return this.checkNeighbors().filter(val => {
@ -252,11 +229,11 @@ function checkLegal(point) {
point.chk = true; //check
if (point.stone) return false;
// if point is not empty check if liberties
if (point.getLiberties().length < 2) {
if (point.getLiberties().length < 1) {
//if no liberties check if enemy group has liberties
if ( point.checkCapture() ) return true;
if ( point.checkCapture().length ) return true;
//if neighboring point is not empty check if friendly group is alive
if ( point.checkGroup().length ) return true;
if (point.checkGroup()) return true;
return false;
}
return true;
@ -272,12 +249,12 @@ function clearOverlay() { //legal and check
function resolveCaptures(point) {
if(!point.capturing.length && !point.captureChecked) {
console.log('check fail');
point.checkCapture();
}
if(point.capturing.length) {
point.capturing.forEach(cap => {
gameState.playerState[gameState.turn > 0 ? 'bCaptures' : 'wCaptures']++;
cap.groupMembers = [];
cap.stone = 0;
})
}
@ -298,6 +275,7 @@ function clickPlaceStone(evt) {
clearPass();
resolveCaptures(point);
point.stone = gameState.turn;
point.joinGroup();
clearCaptures();
gameState.gameRecord.push(`${STONES_DATA[gameState.turn]}: ${point.pos}`)
gameState.turn*= -1;
@ -353,48 +331,87 @@ function init() {
// testing board state for moves at [32]
gameState.turn = 1;
boardState[1].stone = 1;
boardState[4].stone = 1;
boardState[5].stone = 1;
boardState[6].stone = 1;
boardState[9].stone = 1;
boardState[10].stone = -1;
boardState[11].stone = 1;
boardState[13].stone = -1;
boardState[14].stone = -1;
boardState[15].stone = -1;
boardState[16].stone = 1;
boardState[18].stone = 1;
boardState[19].stone = -1;
boardState[20].stone = 1;
boardState[21].stone = 1;
boardState[22].stone = 1;
boardState[23].stone = -1;
boardState[24].stone = 1;
boardState[25].stone = 1;
boardState[27].stone = 1;
boardState[28].stone = -1;
boardState[29].stone = -1;
boardState[30].stone = -1;
boardState[31].stone = -1;
boardState[33].stone = -1;
boardState[34].stone = 1;
boardState[36].stone = 1;
boardState[37].stone = -1;
boardState[38].stone = 1;
boardState[39].stone = 1;
boardState[40].stone = 1;
boardState[41].stone = -1;
boardState[42].stone = 1;
boardState[46].stone = 1;
boardState[56].stone = 1;
boardState[57].stone = 1;
boardState[65].stone = -1;
boardState[66].stone = -1;
boardState[67].stone = 1;
boardState[74].stone = -1;
boardState[75].stone = -1;
boardState[76].stone = 1;
// boardState[1].stone = 1;
// boardState[1].joinGroup();
// boardState[4].stone = 1;
// boardState[4].joinGroup();
// boardState[5].stone = 1;
// boardState[5].joinGroup();
// boardState[6].stone = 1;
// boardState[6].joinGroup();
// boardState[9].stone = 1;
// boardState[9].joinGroup();
// boardState[10].stone = -1;
// boardState[10].joinGroup();
// boardState[11].stone = 1;
// boardState[11].joinGroup();
// boardState[13].stone = -1;
// boardState[13].joinGroup();
// boardState[14].stone = -1;
// boardState[14].joinGroup();
// boardState[15].stone = -1;
// boardState[15].joinGroup();
// boardState[16].stone = 1;
// boardState[16].joinGroup();
// boardState[18].stone = 1;
// boardState[18].joinGroup();
// boardState[19].stone = -1;
// boardState[19].joinGroup();
// boardState[20].stone = 1;
// boardState[20].joinGroup();
// boardState[21].stone = 1;
// boardState[21].joinGroup();
// boardState[22].stone = 1;
// boardState[22].joinGroup();
// boardState[23].stone = -1;
// boardState[23].joinGroup();
// boardState[24].stone = 1;
// boardState[24].joinGroup();
// boardState[25].stone = 1;
// boardState[25].joinGroup();
// boardState[27].stone = 1;
// boardState[27].joinGroup();
// boardState[28].stone = -1;
// boardState[28].joinGroup();
// boardState[29].stone = -1;
// boardState[29].joinGroup();
// boardState[30].stone = -1;
// boardState[30].joinGroup();
// boardState[31].stone = -1;
// boardState[31].joinGroup();
// boardState[33].stone = -1;
// boardState[33].joinGroup();
// boardState[34].stone = 1;
// boardState[34].joinGroup();
// boardState[36].stone = 1;
// boardState[36].joinGroup();
// boardState[37].stone = -1;
// boardState[37].joinGroup();
// boardState[38].stone = 1;
// boardState[38].joinGroup();
// boardState[39].stone = 1;
// boardState[39].joinGroup();
// boardState[40].stone = 1;
// boardState[40].joinGroup();
// boardState[41].stone = -1;
// boardState[41].joinGroup();
// boardState[42].stone = 1;
// boardState[42].joinGroup();
// boardState[46].stone = 1;
// boardState[46].joinGroup();
// boardState[56].stone = 1;
// boardState[56].joinGroup();
// boardState[57].stone = 1;
// boardState[57].joinGroup();
// boardState[65].stone = -1;
// boardState[65].joinGroup();
// boardState[66].stone = -1;
// boardState[66].joinGroup();
// boardState[67].stone = 1;
// boardState[67].joinGroup();
// boardState[74].stone = -1;
// boardState[75].stone = -1;
// boardState[76].stone = 1;
clearCaptures();