add setLiberties to Point and refactor groups object to include liberties for each group
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2 changed files with 53 additions and 40 deletions
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@ -1,12 +1,3 @@
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/*----- constants -----*/
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const STONES_DATA = {
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'-1': 'white',
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'0': 'none',
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'1': 'black',
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'k': 'ko'
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}
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// index corresponds to difference in player rank
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const KOMI_REC = {
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'9': [
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@ -77,11 +68,21 @@ const pipeMap = (...funcs) => obj => {
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}
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const checkLegal = ({ point, Game }) => {
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return point.stone || 'l';
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// if stone (includes ko) return false
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let legal = false;
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if (point.stone) {
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return { ...point, legal };
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}
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// if liberties return true
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// if group has liberties return true
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// if move would capture opposing group
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// set capturing object and return true
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point.legal = !point.stone ? true : false;
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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 getLegal = point => checkLegal({ point, Game }).legal ? 'l' : point.stone;
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return pipeMap(getLegal)(Game.boardState);
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}
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@ -163,7 +164,7 @@ const Game = ({gameData = {}, gameRecord = []} = {}) => ({
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initGroup: function(point) {
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const newSymbol = Symbol(`${point.pos.x}-${point.pos.y}`);
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this.groups[newSymbol] = new Set();
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this.groups[newSymbol] = { stones: new Set(), liberties: new Set()};
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return newSymbol;
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}
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});
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@ -195,17 +196,26 @@ const Point = ({x, y, boardSize = 19}) => ({
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point.group = game.initGroup(point);
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}
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// add current point to global group
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game.groups[point.group].add(this);
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// add current point to global group and override current group
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game.groups[point.group].stones.add(this);
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this.group = point.group;
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this.setLiberties(game);
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for (let neighbor of Object.values(this.neighbors)) {
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if ( neighbor.stone === this.stone
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&& neighbor.group !== this.group) {
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// this check prevents infinite call chains
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&& neighbor.group !== this.group
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) {
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neighbor.joinGroup({ point: this, game });
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}
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}
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}
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},
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setLiberties: function(game) {
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const neighbors = Object.values(this.neighbors);
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const liberties = game.groups[this.group].liberties;
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// if point is occupied remove it from liberties set of point group, else add it
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neighbors.forEach( pt => pt ? liberties.delete(pt) : liberties.add(pt) );
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}
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});
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@ -158,14 +158,16 @@ describe('Game.makeMove({ player: str, pos: { x: int, y: int } })', () => {
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.makeMove({ player: 'black', pos: { x: 4, y: 14 }})
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.makeMove({ player: 'white', pos: { x: 4, y: 5 }})
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const blackGroup = game.boardState['4-14'].group;
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game.groups[blackGroup].has(game.boardState['4-14']).should.eql(true);
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game.groups[blackGroup].has(game.boardState['4-15']).should.eql(true);
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game.groups[blackGroup].has(game.boardState['4-16']).should.eql(true);
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const whiteGroup = game.boardState['4-4'].group;
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game.groups[whiteGroup].has(game.boardState['4-4']).should.eql(true);
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game.groups[whiteGroup].has(game.boardState['3-4']).should.eql(true);
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game.groups[whiteGroup].has(game.boardState['4-5']).should.eql(true);
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const blackGroupKey = game.boardState['4-14'].group;
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const blackGroup = game.groups[blackGroupKey].stones;
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blackGroup.has(game.boardState['4-14']).should.eql(true);
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blackGroup.has(game.boardState['4-15']).should.eql(true);
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blackGroup.has(game.boardState['4-16']).should.eql(true);
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const whiteGroupKey = game.boardState['4-4'].group;
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const whiteGroup = game.groups[whiteGroupKey].stones;
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whiteGroup.has(game.boardState['4-4']).should.eql(true);
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whiteGroup.has(game.boardState['3-4']).should.eql(true);
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whiteGroup.has(game.boardState['4-5']).should.eql(true);
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done();
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});
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@ -176,23 +178,24 @@ describe('Game.makeMove({ player: str, pos: { x: int, y: int } })', () => {
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.makeMove({ player: 'white', pos: { x: 3, y: 16 } }) // 16 -1 1h
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.makeMove({ player: 'black', pos: { x: 3, y: 15 }})
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const hoshiGroup = game.boardState['4-16'].group;
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game.groups[hoshiGroup].has(game.boardState['4-16']).should.eql(true);
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game.groups[hoshiGroup].has(game.boardState['4-15']).should.eql(false);
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game.groups[hoshiGroup].has(game.boardState['3-14']).should.eql(false);
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game.groups[hoshiGroup].has(game.boardState['3-15']).should.eql(false);
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const hoshiGroupKey = game.boardState['4-16'].group;
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const hoshiGroup = game.groups[hoshiGroupKey].stones;
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hoshiGroup.has(game.boardState['4-16']).should.eql(true);
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hoshiGroup.has(game.boardState['4-15']).should.eql(false);
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hoshiGroup.has(game.boardState['3-14']).should.eql(false);
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hoshiGroup.has(game.boardState['3-15']).should.eql(false);
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done();
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})
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// it('makeMove returns success: false when move is made in point with no liberties', done => {
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// Game({ gameData: { handicap: 2 } }).initGame()
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// .makeMove({ player: 'white', pos: { x: 4, y: 4 } }).makeMove({ player: 'black', pos: { x: 6, y: 16 } })
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// .makeMove({ player: 'white', pos: { x: 16, y: 16 }}).makeMove({ player: 'black', pos: { x: 5, y: 15 } })
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// .makeMove({ player: 'white', pos: { x: 16, y: 10 }}).makeMove({ player: 'black', pos: { x: 5, y: 17 } })
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// .makeMove({ player: 'white', pos: { x: 5, y: 16 }})
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// .success.should.eql(false);
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// done();
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// })
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it('makeMove returns success: false when move is made in point with no liberties', done => {
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Game({ gameData: { handicap: 2 } }).initGame()
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.makeMove({ player: 'white', pos: { x: 4, y: 4 } }).makeMove({ player: 'black', pos: { x: 6, y: 16 } })
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.makeMove({ player: 'white', pos: { x: 16, y: 16 }}).makeMove({ player: 'black', pos: { x: 5, y: 15 } })
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.makeMove({ player: 'white', pos: { x: 16, y: 10 }}).makeMove({ player: 'black', pos: { x: 5, y: 17 } })
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.makeMove({ player: 'white', pos: { x: 5, y: 16 }})
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.success.should.eql(false);
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done();
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})
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});
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const initialMeta = {
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