add setLiberties to Point and refactor groups object to include liberties for each group

This commit is contained in:
Sorrel Bri 2020-04-23 00:24:12 -07:00
parent e553601af7
commit 089783c82d
2 changed files with 53 additions and 40 deletions

View file

@ -1,12 +1,3 @@
/*----- constants -----*/
const STONES_DATA = {
'-1': 'white',
'0': 'none',
'1': 'black',
'k': 'ko'
}
// index corresponds to difference in player rank
const KOMI_REC = {
'9': [
@ -77,11 +68,21 @@ const pipeMap = (...funcs) => obj => {
}
const checkLegal = ({ point, Game }) => {
return point.stone || 'l';
// if stone (includes ko) return false
let legal = false;
if (point.stone) {
return { ...point, legal };
}
// if liberties return true
// if group has liberties return true
// if move would capture opposing group
// set capturing object and return true
point.legal = !point.stone ? true : false;
return point;
}
const getBoardState = (Game) => {
const getLegal = point => checkLegal({ point, Game });
const getLegal = point => checkLegal({ point, Game }).legal ? 'l' : point.stone;
return pipeMap(getLegal)(Game.boardState);
}
@ -163,7 +164,7 @@ const Game = ({gameData = {}, gameRecord = []} = {}) => ({
initGroup: function(point) {
const newSymbol = Symbol(`${point.pos.x}-${point.pos.y}`);
this.groups[newSymbol] = new Set();
this.groups[newSymbol] = { stones: new Set(), liberties: new Set()};
return newSymbol;
}
});
@ -195,17 +196,26 @@ const Point = ({x, y, boardSize = 19}) => ({
point.group = game.initGroup(point);
}
// add current point to global group
game.groups[point.group].add(this);
// add current point to global group and override current group
game.groups[point.group].stones.add(this);
this.group = point.group;
this.setLiberties(game);
for (let neighbor of Object.values(this.neighbors)) {
if (neighbor.stone === this.stone
&& neighbor.group !== this.group) {
neighbor.joinGroup({ point: this, game });
}
if ( neighbor.stone === this.stone
// this check prevents infinite call chains
&& neighbor.group !== this.group
) {
neighbor.joinGroup({ point: this, game });
}
}
}
},
setLiberties: function(game) {
const neighbors = Object.values(this.neighbors);
const liberties = game.groups[this.group].liberties;
// if point is occupied remove it from liberties set of point group, else add it
neighbors.forEach( pt => pt ? liberties.delete(pt) : liberties.add(pt) );
}
});

View file

@ -158,14 +158,16 @@ describe('Game.makeMove({ player: str, pos: { x: int, y: int } })', () => {
.makeMove({ player: 'black', pos: { x: 4, y: 14 }})
.makeMove({ player: 'white', pos: { x: 4, y: 5 }})
const blackGroup = game.boardState['4-14'].group;
game.groups[blackGroup].has(game.boardState['4-14']).should.eql(true);
game.groups[blackGroup].has(game.boardState['4-15']).should.eql(true);
game.groups[blackGroup].has(game.boardState['4-16']).should.eql(true);
const whiteGroup = game.boardState['4-4'].group;
game.groups[whiteGroup].has(game.boardState['4-4']).should.eql(true);
game.groups[whiteGroup].has(game.boardState['3-4']).should.eql(true);
game.groups[whiteGroup].has(game.boardState['4-5']).should.eql(true);
const blackGroupKey = game.boardState['4-14'].group;
const blackGroup = game.groups[blackGroupKey].stones;
blackGroup.has(game.boardState['4-14']).should.eql(true);
blackGroup.has(game.boardState['4-15']).should.eql(true);
blackGroup.has(game.boardState['4-16']).should.eql(true);
const whiteGroupKey = game.boardState['4-4'].group;
const whiteGroup = game.groups[whiteGroupKey].stones;
whiteGroup.has(game.boardState['4-4']).should.eql(true);
whiteGroup.has(game.boardState['3-4']).should.eql(true);
whiteGroup.has(game.boardState['4-5']).should.eql(true);
done();
});
@ -176,23 +178,24 @@ describe('Game.makeMove({ player: str, pos: { x: int, y: int } })', () => {
.makeMove({ player: 'white', pos: { x: 3, y: 16 } }) // 16 -1 1h
.makeMove({ player: 'black', pos: { x: 3, y: 15 }})
const hoshiGroup = game.boardState['4-16'].group;
game.groups[hoshiGroup].has(game.boardState['4-16']).should.eql(true);
game.groups[hoshiGroup].has(game.boardState['4-15']).should.eql(false);
game.groups[hoshiGroup].has(game.boardState['3-14']).should.eql(false);
game.groups[hoshiGroup].has(game.boardState['3-15']).should.eql(false);
const hoshiGroupKey = game.boardState['4-16'].group;
const hoshiGroup = game.groups[hoshiGroupKey].stones;
hoshiGroup.has(game.boardState['4-16']).should.eql(true);
hoshiGroup.has(game.boardState['4-15']).should.eql(false);
hoshiGroup.has(game.boardState['3-14']).should.eql(false);
hoshiGroup.has(game.boardState['3-15']).should.eql(false);
done();
})
// it('makeMove returns success: false when move is made in point with no liberties', done => {
// Game({ gameData: { handicap: 2 } }).initGame()
// .makeMove({ player: 'white', pos: { x: 4, y: 4 } }).makeMove({ player: 'black', pos: { x: 6, y: 16 } })
// .makeMove({ player: 'white', pos: { x: 16, y: 16 }}).makeMove({ player: 'black', pos: { x: 5, y: 15 } })
// .makeMove({ player: 'white', pos: { x: 16, y: 10 }}).makeMove({ player: 'black', pos: { x: 5, y: 17 } })
// .makeMove({ player: 'white', pos: { x: 5, y: 16 }})
// .success.should.eql(false);
// done();
// })
it('makeMove returns success: false when move is made in point with no liberties', done => {
Game({ gameData: { handicap: 2 } }).initGame()
.makeMove({ player: 'white', pos: { x: 4, y: 4 } }).makeMove({ player: 'black', pos: { x: 6, y: 16 } })
.makeMove({ player: 'white', pos: { x: 16, y: 16 }}).makeMove({ player: 'black', pos: { x: 5, y: 15 } })
.makeMove({ player: 'white', pos: { x: 16, y: 10 }}).makeMove({ player: 'black', pos: { x: 5, y: 17 } })
.makeMove({ player: 'white', pos: { x: 5, y: 16 }})
.success.should.eql(false);
done();
})
});
const initialMeta = {