node-go/packages/server/services/Game.js

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// index corresponds to difference in player rank
const KOMI_REC = {
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"9": [5.5, 2.5, -0.5, -3.5, -6.5, -9.5, 12.5, 15.5, 18.5, 21.5],
"13": [5.5, 0.5, -5.5, 0.5, -5.5, 0.5, -5.5, 0.5, -5.5, 0.5],
"19": [7.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5],
};
const HANDI_REC = {
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"9": [0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
"13": [0, 0, 0, 2, 2, 3, 3, 4, 4, 5],
"19": [0, 0, 2, 3, 4, 5, 6, 7, 8, 9],
};
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// index represents handicap placement for different board-sizes, eg handiPlace['9][1] = { (3, 3), (7, 7) }
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// last array in each property also used for hoshi rendering
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const HANDI_PLACE = {
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9: [
0,
0,
["7-3", "3-7"], // 2
["7-7", "7-3", "3-7"],
["3-3", "7-7", "3-7", "7-3"],
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],
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13: [
0,
0,
["4-10", "10-4"], // 2
["10-10", "4-10", "10-4"],
["4-4", "10-10", "4-10", "10-4"],
["7-7", "4-4", "10-10", "4-10", "10-4"],
["7-4", "4-7", "4-4", "10-10", "4-10", "10-4"],
["7-7", "7-4", "4-7", "4-4", "10-10", "4-10", "10-4"],
["10-7", "7-4", "7-10", "4-7", "4-4", "10-10", "4-10", "10-4"],
["7-7", "10-7", "7-4", "7-10", "4-7", "4-4", "10-10", "4-10", "10-4"],
],
19: [
0,
0,
["4-16", "16-4"], // 2
["16-16", "4-16", "16-4"],
["4-4", "16-16", "4-16", "16-4"],
["10-10", "4-4", "16-16", "4-16", "16-4"],
["10-4", "4-10", "4-4", "16-16", "4-16", "16-4"],
["10-10", "10-4", "4-10", "4-4", "16-16", "4-16", "16-4"],
["16-10", "10-4", "10-16", "4-10", "4-4", "16-16", "4-16", "16-4"],
["10-10", "16-10", "10-4", "10-16", "4-10", "4-4", "16-16", "4-16", "16-4"],
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],
};
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const getSingleItemFromSet = (set) => {
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let entry;
for (entry of set.entries()) {
}
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return entry[0];
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};
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const pipeMap = (...funcs) => (obj) => {
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const arr = Object.entries(obj).reduce((acc, [key, value], i, arr) => {
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funcs.forEach((func) => (value = func(value, i, arr)));
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return [...acc, [key, value]];
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}, []);
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return arr.reduce((acc, [key, value]) => {
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return { ...acc, [key]: value };
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}, {});
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};
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const checkLegal = ({ point, Game }) => {
// if stone (includes ko) return false
if (point.stone) {
point.legal = false;
return point;
}
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const neighbors = getNeighbors({ Game, point });
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const isEmpty = (point) => point.stone === 0 && point.legal === true;
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const isEmptyAdjacent = neighbors.filter(isEmpty);
// if empty point adjacent return true
if (!isEmptyAdjacent.length) {
// if group has liberties return true
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const isTurnStone = (neighbor) => neighbor.stone === Game.turn;
const getGroupLiberties = (point) =>
Array.from(Game.groups[point.group].liberties);
const isNotSamePoint = (liberty) =>
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!(liberty.pos.x === point.pos.x && liberty.pos.y === point.pos.y);
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const isInGroupWithLiberties = (neighbor) =>
getGroupLiberties(neighbor).filter(isNotSamePoint).length;
const isInLiveGroup = neighbors
.filter(isTurnStone)
.filter(isInGroupWithLiberties).length;
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if (isInLiveGroup) {
point.legal = true;
return point;
}
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// if move would capture opposing group return true
if (point.capturing[Game.turn].size) {
point.legal = true;
return point;
}
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point.legal = false;
return point;
}
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point.legal = true;
return point;
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};
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const getBoardState = (Game) => {
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const getLegal = (point) => checkLegal({ point, Game });
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const boardState = pipeMap(getLegal)(Game.boardState);
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Game.kos.forEach((ko) => {
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boardState[ko].legal = false;
});
return boardState;
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};
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const getLegalMoves = (Game) => {
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const mapLegal = (point) => (point.legal ? "l" : point.stone);
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const legalMoves = pipeMap(mapLegal)(Game.boardState);
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Game.kos.forEach((ko) => {
legalMoves[ko] = "k";
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});
return legalMoves;
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};
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const getTerritory = (Game) => {
const mapTerritory = (point) => {
if (point.territory === "d") return "d";
if (point.territory > 0) return 1;
if (point.territory < 0) return -1;
};
const territory = pipeMap(mapTerritory)(Game.boardState);
return territory;
};
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const getNeighbors = ({ Game, point }) => {
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let { top = null, btm = null, lft = null, rgt = null } = point.neighbors;
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const { boardState, boardSize } = Game;
// boardState[0] = [ '1-1', Point({x:1, y:1, boardSize}) ]
if (top) top = boardState[top];
if (btm) btm = boardState[btm];
if (lft) lft = boardState[lft];
if (rgt) rgt = boardState[rgt];
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return [top, btm, lft, rgt].filter((value) => value);
};
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const initBoard = (game) => {
const boardState = {};
const { boardSize, handicap } = game;
for (let i = 0; i < Math.pow(boardSize, 2); i++) {
const point = Point({
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x: Math.floor(i / boardSize) + 1,
y: (i % boardSize) + 1,
boardSize,
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});
boardState[`${point.pos.x}-${point.pos.y}`] = point;
}
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if (handicap) {
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HANDI_PLACE[boardSize][handicap].forEach((pt) => {
boardState[pt].makeMove({ ...game, boardState });
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});
game.turn *= -1;
}
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return boardState;
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};
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// returns Game object
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const Game = ({ gameData = {}, gameRecord = [] } = {}) => {
const helper = {
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clearKo: function () {
this.kos.forEach((ko) => {
this.boardState[ko] = {
...this.boardState[ko],
legal: true,
ko: false,
};
});
this.kos = [];
},
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};
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if (gameRecord.length) {
// play through all the moves
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return gameRecord.reduce(
(game, move) => game.makeMove(move),
Game({ gameData }).initGame()
);
}
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return {
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winner: gameData.winner || null,
turn: gameData.turn || 0, // turn logic depends on handicap stones
pass: gameData.pass || 0, // -1 represents state in which resignation has been submitted, not confirmed
komi: gameData.komi || 6.5, // komi depends on handicap stones + player rank
handicap: gameData.handicap || 0,
boardSize: gameData.boardSize || 19,
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score: 0,
groups: {}, // key is Symbol(position): {points: Set(), liberties: Set()}
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boardState: {},
territory: {},
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kos: [],
gameRecord: gameRecord,
playerState: gameData.playerState || {
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bCaptures: 0,
wCaptures: 0,
bScore: 0,
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wScore: 0,
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},
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initGame: function () {
this.winner = null;
this.pass = 0;
this.turn = 1;
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this.boardState = initBoard(this);
this.boardState = getBoardState(this);
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this.legalMoves = getLegalMoves(this);
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return this;
},
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addToRecord: function (moveObject) {
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this.gameRecord.push(moveObject);
},
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getMeta: function () {
// cannot be chained
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// does not affect game object
return {
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winner: this.winner,
turn: this.turn,
pass: this.pass,
playerState: this.playerState,
gameRecord: this.gameRecord,
boardSize: this.boardSize,
handicap: this.handicap,
komi: this.komi,
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score: this.score,
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};
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},
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makeMove: function ({ player, pos: { x, y } }) {
if (this.pass > 1) {
return { ...this, success: false };
}
if (x === 0) return this.submitPass(player);
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let game = this;
let success = false;
const point = game.boardState[`${x}-${y}`];
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const isTurn =
(game.turn === 1 && player === "black") ||
(game.turn === -1 && player === "white");
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if (isTurn) {
if (point.legal) {
game.pass = 0;
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game.addToRecord({ player, pos: { x, y } });
if (this.kos.length) helper.clearKo.call(this);
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point.makeMove(game);
game.turn *= -1;
success = true;
}
}
game.boardState = getBoardState(game);
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return { ...game, legalMoves: getLegalMoves(game), success };
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},
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initGroup: function (point) {
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const group = Symbol(`${point.pos.x}-${point.pos.y}`);
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this.groups[group] = { stones: new Set(), liberties: new Set() };
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return { game: this, group };
},
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returnToMove: function (lastMove) {
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const { komi, handicap, boardSize } = this;
if (lastMove === 0) {
return Game({
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gameData: { komi, handicap, boardSize },
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}).initGame();
}
const length = this.gameRecord.length;
const index = lastMove < 0 ? length + lastMove : lastMove;
if (lastMove >= length && lastMove > 0) return this;
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return Game({
gameData: { komi, handicap, boardSize },
gameRecord: [...this.gameRecord.slice(0, index)],
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});
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},
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submitPass: function (player) {
if (player !== "black" && player !== "white") {
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return { ...this, success: false };
}
if (this.pass > 0) {
return this.calculateTerritory();
}
this.pass = 1;
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this.addToRecord({ player, pos: { x: null, y: null } });
if (this.kos.length) helper.clearKo.call(this);
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this.turn = player === "black" ? -1 : 1;
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this.boardState = getBoardState(this);
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return { ...this, legalMoves: getLegalMoves(this), success: true };
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},
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submitResign: function (player) {
if (player === "black") this.winner = -1;
if (player === "white") this.winner = 1;
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this.turn = 0;
return this;
},
calculateTerritory: function () {
// TODO manage territory counting
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// form groups for empty points
const joinEmptyPoints = (point) => {
if (point.stone) return point;
point.joinEmptyPoints({ point, Game: this });
return point;
};
// for each point determine territory
const determineTerritory = (point) => {
if (point.stone || point.territory) return point;
const points = Array.from(this.groups[point.group].stones);
const neighbors = points.flatMap((pt) =>
getNeighbors({ Game: this, point: pt })
);
const stones = neighbors.filter((point) => point.stone !== 0);
point.territory =
stones.reduce((acc, { stone }) => acc + stone, 0) || "d";
return point;
};
// for each non-empty point group determine life
const determineLife = (point) => {
if (!point.stone || point.territory) return point;
const liberties = Array.from(this.groups[point.group].liberties);
point.territory =
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liberties.reduce(
(acc, { territory }) => (territory === "d" ? acc : acc + territory),
0
) || point.stone;
return point;
};
let boardState = pipeMap(joinEmptyPoints)(this.boardState);
boardState = pipeMap(determineTerritory)(boardState);
boardState = pipeMap(determineLife)(boardState);
this.boardState = boardState;
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// submit board state to users
this.turn = 0;
return { ...this, territory: getTerritory(this) };
},
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toggleTerritory: function (key) {
if (this.turn) return { ...this, success: false };
const groupKey = this.boardState[key].group;
const group = this.groups[groupKey];
const newStones = Array.from(group.stones).forEach((point) => {
// console.log(point);
if (point.stone) {
return (point.territory = -1 * point.territory);
}
if (point.territory === "d") return (point.territory = 1);
if (point.territory > 0) return (point.territory = -1);
if (point.territory < 0) return (point.territory = "d");
});
this.groups[groupKey];
return { ...this, territory: getTerritory(this) };
},
endGame: function () {
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// if boardState is approved calculate winner
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const [blackTerritory, whiteTerritory] = Object.values(
this.boardState
).reduce(
([blackTerritory, whiteTerritory], { territory, stone }) => {
if (territory === "d") return [blackTerritory, whiteTerritory];
if (territory > 0) {
if (stone === -1) return [blackTerritory + 2, whiteTerritory];
return [blackTerritory + 1, whiteTerritory];
}
if (territory < 0) {
if (stone === 1) return [blackTerritory, whiteTerritory + 2];
return [blackTerritory, whiteTerritory + 1];
}
},
[0, 0]
);
this.playerState.bScore = blackTerritory + this.playerState.bCaptures;
this.playerState.wScore = whiteTerritory + this.playerState.wCaptures;
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const score =
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this.playerState.bScore - (this.playerState.wScore + this.komi);
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return { ...this, score, winner: score > 0 ? 1 : -1 };
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},
};
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};
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const Point = ({ x, y, boardSize = 19 }) => {
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let point = {
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pos: { x, y },
key: `${x}-${y}`,
stone: 0, // can be 1, -1, 0,
ko: false,
legal: true,
territory: 0,
capturing: {
"1": new Set(),
"-1": new Set(),
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},
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group: null,
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neighbors: {
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top: x > 1 ? `${x - 1}-${y}` : null,
btm: x < boardSize ? `${x + 1}-${y}` : null,
rgt: y < boardSize ? `${x}-${y + 1}` : null,
lft: y > 1 ? `${x}-${y - 1}` : null,
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},
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makeMove: function (Game) {
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this.stone = Game.turn;
this.legal = false;
if (this.capturing[this.stone].size) {
Game = this.makeCaptures(Game);
}
Game = this.joinGroup({ point: this, Game });
return this.checkCaptures(Game);
},
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joinGroup: function ({ point, Game }) {
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if (point.group !== this.group || !point.group) {
// if point has no group set current group to new Symbol in game object
if (!point.group) {
const { game, group } = Game.initGroup(point);
this.group = group;
Game = game;
}
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// add current point to global group and override current group
Game.groups[point.group].stones.add(this);
if (this.group !== point.group) {
this.group = point.group;
}
Game = this.setLiberties(Game);
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getNeighbors({ point: this, Game }).forEach((neighbor) => {
if (
neighbor.stone === this.stone &&
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// this check prevents infinite call chains
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neighbor.group !== this.group
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) {
Game = neighbor.joinGroup({ point: this, Game });
}
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});
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}
return Game;
},
joinEmptyPoints: function ({ point, Game }) {
if (point.group !== this.group || !point.group) {
if (!point.group) {
const { game, group } = Game.initGroup(point);
this.group = group;
Game = game;
}
Game.groups[point.group].stones.add(this);
if (this.group !== point.group) {
this.group = point.group;
}
getNeighbors({ point: this, Game }).forEach((neighbor) => {
if (
neighbor.stone === this.stone &&
// this check prevents infinite call chains
neighbor.group !== this.group
) {
Game = neighbor.joinEmptyPoints({ point: this, Game });
}
});
return Game;
}
},
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setLiberties: function (Game) {
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const neighbors = getNeighbors({ point: this, Game });
const liberties = Game.groups[this.group].liberties;
// if point is occupied remove it from liberties set of point group, else add it
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neighbors.forEach((neighbor) => {
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if (neighbor.stone !== 0) {
liberties.delete(neighbor);
Game.groups[neighbor.group].liberties.delete(this);
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}
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if (neighbor.stone === 0) {
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liberties.add(neighbor);
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}
});
return Game;
},
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checkCaptures: function (game) {
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// if this stone has one liberty
const liberties = game.groups[this.group].liberties;
if (liberties.size === 1) {
const lastLiberty = getSingleItemFromSet(liberties);
lastLiberty.capturing[this.stone * -1].add(this.group);
}
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if (liberties.size > 1) {
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liberties.forEach((liberty) =>
liberty.capturing[this.stone * -1].delete(this.group)
);
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}
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// if neighbors have one liberty
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const neighbors = getNeighbors({ point: this, Game: game }).filter(
(neighbor) => neighbor.stone === -1 * this.stone
);
neighbors.forEach((neighbor) => {
const liberties =
game.groups[neighbor.group] && game.groups[neighbor.group].liberties;
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if (liberties && liberties.size === 1) {
const lastLiberty = getSingleItemFromSet(liberties);
lastLiberty.capturing[neighbor.stone * -1].add(neighbor.group);
}
});
return game;
},
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makeCaptures: function (game) {
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// for each group
for (let [captureGroup, _] of this.capturing[this.stone].entries()) {
const capturesSet = game.groups[captureGroup].stones;
for (let [capture, _] of capturesSet.entries()) {
game = capture.removeStone(game);
if (capturesSet.size === 1) {
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const neighbors = getNeighbors({ point: this, Game: game });
const liberties = neighbors.filter(
(neighbor) => neighbor.stone === 0
);
const groupStones = neighbors.filter(
(neighbor) => neighbor.stone === this.stone
);
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if (liberties.length === 1 && groupStones.length === 0) {
capture.ko = true;
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game.kos.push(capture.key);
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}
}
}
}
// points with stones cannot be played to capture
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this.capturing = { "1": new Set(), "-1": new Set() };
return { ...game, boardState: { ...game.boardState, [this.key]: this } };
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},
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removeStone: function (game) {
if ((this.stone = 0)) {
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return game;
}
// reset point
this.stone = 0;
this.group = null;
this.capturing[game.turn] = new Set();
// add captures
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const player = game.turn > 0 ? "b" : "w";
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game.playerState[`${player}Captures`] += 1;
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// add as liberty to neighbors
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const neighbors = getNeighbors({ point: this, Game: game }).filter(
(neighbor) => neighbor.stone !== 0 && neighbor.group
);
neighbors.forEach((neighbor) => {
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game.groups[neighbor.group].liberties.add(this);
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neighbor.checkCaptures(game);
});
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return { ...game, boardState: { ...game.boardState, [this.key]: this } };
},
};
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for (let [key, value] of Object.entries(point.neighbors)) {
if (value) continue;
delete point.neighbors[key];
}
return point;
};
module.exports = {
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Game,
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Point,
};