refactor Game.v2 to remove side effects
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a5fbeea929
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1a1e5121d7
2 changed files with 225 additions and 156 deletions
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@ -63,7 +63,6 @@ const getSingleItemFromSet = set => {
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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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@ -80,9 +79,10 @@ const checkLegal = ({ point, Game }) => {
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point.legal = false;
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return point;
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}
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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 = Object.values(point.neighbors).filter(isEmpty);
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const isEmptyAdjacent = neighbors.filter(isEmpty);
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// if empty point adjacent return true
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if (!isEmptyAdjacent.length) {
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@ -92,7 +92,7 @@ const checkLegal = ({ point, Game }) => {
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const getGroupLiberties = point => Array.from(Game.groups[point.group].liberties);
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const isNotSamePoint = liberty => liberty.pos.x !== point.pos.x && liberty.pos.y !== point.pos.y;
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const isInGroupWithLiberties = neighbor => getGroupLiberties(neighbor).filter(isNotSamePoint).length;
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const isInLiveGroup = Object.values(point.neighbors).filter(isTurnStone).filter(isInGroupWithLiberties).length;
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const isInLiveGroup = neighbors.filter(isTurnStone).filter(isInGroupWithLiberties).length;
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if (isInLiveGroup) {
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point.legal = true;
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@ -123,19 +123,15 @@ const getLegalMoves = (Game) => {
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return pipeMap(mapLegal)(Game.boardState);
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}
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const getNeighbors = boardSize => (point, i, boardState) => {
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const { top, btm, lft, rgt} = point.neighbors;
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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;
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// boardState[0] = [ '1-1', Point({x:1, y:1, boardSize}) ]
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point.neighbors.top = top ? boardState[i - boardSize][1] : top;
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point.neighbors.btm = btm ? boardState[i + boardSize][1] : btm;
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point.neighbors.lft = lft ? boardState[i - 1][1] : lft;
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point.neighbors.rgt = rgt ? boardState[i + 1][1] : rgt;
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for (let [direction, neighbor] of Object.entries(point.neighbors)) {
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if (!neighbor) {
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delete point.neighbors[direction];
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}
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}
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return point;
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if (top) top = boardState[top];
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if (btm) btm = boardState[btm];
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if (lft) lft = boardState[lft];
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if (rgt) rgt = boardState[rgt];
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return [ top, btm, lft, rgt ].filter(value => value);
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}
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const initBoard = (game) => {
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@ -149,14 +145,14 @@ const initBoard = (game) => {
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});
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boardState[`${point.pos.x}-${point.pos.y}`] = point;
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}
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const boardStateWithNeighbors = pipeMap(getNeighbors(boardSize))(boardState)
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if (handicap) {
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HANDI_PLACE[boardSize][handicap].forEach(pt => {
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boardStateWithNeighbors[pt].makeMove(game);
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boardState[pt].makeMove({...game, boardState});
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});
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game.turn *= -1;
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}
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return boardStateWithNeighbors;
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return boardState;
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}
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// returns Game object
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@ -183,136 +179,160 @@ const Game = ({gameData = {}, gameRecord = []} = {}) => ({
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this.turn = 1;
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this.boardState = initBoard(this);
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this.boardState = getBoardState(this);
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return { ...this, legalMoves: getLegalMoves(this)};
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this.legalMoves = getLegalMoves(this)
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return this;
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},
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getMeta: function() {
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// cannot be chained
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// does not affect game object
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return { winner: this.winner, turn: this.turn, pass: this.pass, playerState: this.playerState, gameRecord: this.gameRecord }
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},
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makeMove: function({ player, pos: {x, y}}) {
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let game = this;
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let success = false;
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const point = this.boardState[`${x}-${y}`];
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const isTurn = ( this.turn === 1 && player === 'black' )
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|| ( this.turn === -1 && player === 'white' );
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const point = game.boardState[`${x}-${y}`];
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const isTurn = ( game.turn === 1 && player === 'black' )
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|| ( game.turn === -1 && player === 'white' );
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if (isTurn) {
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if (point.legal) {
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point.makeMove(this);
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this.turn *= -1;
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game = point.makeMove(game);
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game.turn *= -1;
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success = true;
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}
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}
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this.boardState = getBoardState(this);
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return {...this, legalMoves: getLegalMoves(this), success };
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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 newSymbol = Symbol(`${point.pos.x}-${point.pos.y}`);
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this.groups[newSymbol] = { stones: new Set(), liberties: new Set()};
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return newSymbol;
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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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}
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});
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const Point = ({x, y, boardSize = 19}) => ({
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pos: {x, y},
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stone: 0, // can be 1, -1, 0, or 'k' for ko
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legal: true,
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territory: 0,
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capturing: {
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'1': [],
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'-1': []
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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,
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btm: x < boardSize ? `${ x + 1 }-${ y }` : null,
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rgt: y < boardSize ? `${ x }-${ y + 1 }` : null,
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lft: y > 1 ? `${ x }-${ y - 1 }` : null
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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},
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key: `${x}-${y}`,
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stone: 0, // can be 1, -1, 0, or 'k' for ko
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legal: true,
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territory: 0,
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capturing: {
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'1': [],
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'-1': []
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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,
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btm: x < boardSize ? `${ x + 1 }-${ y }` : null,
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rgt: y < boardSize ? `${ x }-${ y + 1 }` : null,
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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;
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this.legal = false;
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if (this.capturing[this.stone].length) {
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this.makeCaptures(game);
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}
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this.joinGroup({ point: this, game });
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return this.checkCaptures(game);
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},
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joinGroup: function({ point, game }) {
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if (point.group !== this.group || !point.group) {
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// if point has no group set current group to new Symbol in game object
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if (!point.group) {
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point.group = game.initGroup(point);
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makeMove: function(Game) {
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this.stone = Game.turn;
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this.legal = false;
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if (this.capturing[this.stone].length) {
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Game = this.makeCaptures(Game);
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}
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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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// 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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Game = this.joinGroup({ point: this, Game });
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return this.checkCaptures(Game);
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},
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joinGroup: function({ point, Game }) {
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if (point.group !== this.group || !point.group) {
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// if point has no group set current group to new Symbol in game object
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if (!point.group) {
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const { game, group } = Game.initGroup(point);
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this.group = group;
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Game = game;
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}
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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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if (this.group !== point.group) {
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this.group = point.group;
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}
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Game = this.setLiberties(Game);
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getNeighbors({ point:this, Game }).forEach(neighbor => {
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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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) {
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Game = 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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},
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return Game;
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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 => {
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if (pt.stone) {
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liberties.delete(pt);
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game.groups[pt.group].liberties.delete(this);
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} else {
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liberties.add(pt)
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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 = getNeighbors({ point: this, Game });
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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(neighbor => {
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if (neighbor.stone !== 0) {
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liberties.delete(neighbor);
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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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}
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});
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return Game;
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},
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checkCaptures: function(game) {
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// if this stone has one liberty
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const liberties = game.groups[this.group].liberties;
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if (liberties.size === 1) {
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const lastLiberty = getSingleItemFromSet(liberties);
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lastLiberty.capturing[this.stone * -1].push(this.group);
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}
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// if neighbors have one liberty
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const neighbors = Object.values(this.neighbors).filter(neighbor => neighbor.stone === -1 * this.stone)
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neighbors.forEach( neighbor => {
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const liberties = game.groups[neighbor.group] && game.groups[neighbor.group].liberties;
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if (liberties && liberties.size === 1) {
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checkCaptures: function(game) {
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// if this stone has one liberty
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const liberties = game.groups[this.group].liberties;
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if (liberties.size === 1) {
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const lastLiberty = getSingleItemFromSet(liberties);
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lastLiberty.capturing[neighbor.stone * -1].push(neighbor.group);
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lastLiberty.capturing[this.stone * -1].push(this.group);
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}
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})
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},
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makeCaptures: function(game) {
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// for each group
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this.capturing[this.stone].forEach(captureGroup => {
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const capturesSet = game.groups[captureGroup].stones;
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for (let [capture] of capturesSet.entries()) {
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capture.removeStone(game);
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}
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})
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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)
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neighbors.forEach( neighbor => {
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const liberties = game.groups[neighbor.group] && game.groups[neighbor.group].liberties;
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if (liberties && liberties.size === 1) {
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const lastLiberty = getSingleItemFromSet(liberties);
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lastLiberty.capturing[neighbor.stone * -1].push(neighbor.group);
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}
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});
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return game;
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},
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removeStone: function(game) {
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// reset point
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this.stone = 0;
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this.group = null;
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this.capturing[game.turn] = [];
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// add captures
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makeCaptures: function(game) {
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// for each group
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this.capturing[this.stone].forEach(captureGroup => {
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const capturesSet = game.groups[captureGroup].stones;
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for (let [capture] of capturesSet.entries()) {
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game = capture.removeStone(game);
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}
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});
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return game;
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},
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removeStone: function(game) {
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// reset point
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this.stone = 0;
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this.group = null;
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this.capturing[game.turn] = [];
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// 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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return {...game, boardState: {...this.boardState, [this.key]: this}};
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}
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}
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});
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for (let [key, value] of Object.entries(point.neighbors)) {
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if (value) continue;
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delete point.neighbors[key];
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}
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return point;
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};
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module.exports = {
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Game,
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@ -30,7 +30,7 @@ describe('Game', () => {
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});
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});
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describe('Game().initGame() returns boardState', () => {
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describe('Game().initGame() returns legalMoves', () => {
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it('initGame() returns default 19x19', done => {
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Game().initGame()
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.legalMoves.should.eql(emptyBoard);
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@ -43,24 +43,10 @@ describe('Game().initGame() returns boardState', () => {
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done();
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});
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it('initGame() returns Game with all Points having neighbors', done => {
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const boardState = Game().initGame().boardState;
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const oneOneNeighbors = boardState['1-1'].neighbors;
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const fiveSevenNeighbors = boardState['5-7'].neighbors;
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const nineteenTenNeighbors = boardState['19-10'].neighbors;
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oneOneNeighbors.rgt.pos.should.eql({x: 1, y: 2});
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oneOneNeighbors.btm.pos.should.eql({x: 2, y: 1});
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fiveSevenNeighbors.top.pos.should.eql({x: 4, y: 7});
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fiveSevenNeighbors.btm.pos.should.eql({x: 6, y: 7});
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fiveSevenNeighbors.lft.pos.should.eql({x: 5, y: 6});
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fiveSevenNeighbors.rgt.pos.should.eql({x: 5, y: 8});
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nineteenTenNeighbors.top.pos.should.eql({x: 18, y: 10});
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nineteenTenNeighbors.lft.pos.should.eql({x: 19, y: 9});
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nineteenTenNeighbors.rgt.pos.should.eql({x: 19, y: 11});
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it('handicap stone has proper liberties', done => {
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const game = Game({gameData: { handicap: 2 }}).initGame();
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const group = game.boardState['4-16'].group
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game.groups[group].liberties.size.should.eql(4);
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done();
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});
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@ -171,19 +157,29 @@ describe('Game.makeMove({ player: str, pos: { x: int, y: int } })', () => {
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done();
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});
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const noGroupGame = Game({ gameData: { handicap: 2 } }).initGame() // 3 4
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.makeMove({ player: 'white', pos: { x: 4, y: 15 } }) // 14 1
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.makeMove({ player: 'black', pos: { x: 4, y: 14 }}) // 15 1 -1 no groups
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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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it('makeMove next to adjacent stone of different color does not join stones as a group', done => {
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const game = Game({ gameData: { handicap: 2 } }).initGame() // 3 4
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.makeMove({ player: 'white', pos: { x: 4, y: 15 } }) // 14 1
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.makeMove({ player: 'black', pos: { x: 4, y: 14 }}) // 15 1 -1 no groups
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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 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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const hoshiGroupKey = noGroupGame.boardState['4-16'].group;
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const hoshiGroup = noGroupGame.groups[hoshiGroupKey].stones;
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hoshiGroup.has(noGroupGame.boardState['4-16']).should.eql(true);
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hoshiGroup.has(noGroupGame.boardState['4-15']).should.eql(false);
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hoshiGroup.has(noGroupGame.boardState['3-14']).should.eql(false);
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hoshiGroup.has(noGroupGame.boardState['3-15']).should.eql(false);
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done();
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})
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it('makeMove next to adjacent stone of different color should yield proper liberties', done => {
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const hoshiGroup = noGroupGame.boardState['4-16'].group;
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const hoshiGroupLiberties = noGroupGame.groups[hoshiGroup].liberties;
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hoshiGroupLiberties.size.should.eql(2);
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const fourFifteen = noGroupGame.boardState['4-15'].group;
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const fourFifteenLiberties = noGroupGame.groups[fourFifteen].liberties;
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fourFifteenLiberties.size.should.eql(1);
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done();
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})
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@ -211,8 +207,25 @@ describe('makeMove group join and capture logic', () => {
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done();
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});
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it('stones in group have same group property', done => {
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joinGame.boardState['4-16'].group.should.eql(joinGame.boardState['5-16'].group);
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||||
joinGame.boardState['4-16'].group.should.eql(joinGame.boardState['4-17'].group);
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||||
joinGame.boardState['4-17'].group.should.eql(joinGame.boardState['4-16'].group);
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joinGame.boardState['4-17'].group.should.eql(joinGame.boardState['5-16'].group);
|
||||
joinGame.boardState['5-16'].group.should.eql(joinGame.boardState['4-17'].group);
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||||
joinGame.boardState['5-16'].group.should.eql(joinGame.boardState['4-16'].group);
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||||
done();
|
||||
})
|
||||
|
||||
it('stones in group should have proper liberties', done => {
|
||||
const group = joinGame.boardState['4-16'].group;
|
||||
joinGame.groups[group]
|
||||
.liberties.size.should.eql(5);
|
||||
done();
|
||||
})
|
||||
|
||||
it('group with only remaining liberty at point to be played returns success: false', done => {
|
||||
const point = Game({ gameData: { handicap: 2 } }).initGame()
|
||||
Game({ gameData: { handicap: 2 } }).initGame()
|
||||
.makeMove({ player: 'white', pos: { x: 4, y: 15 } }) // 3 4 5 6
|
||||
.makeMove({ player: 'black', pos: { x: 4, y: 4 } }) // 15 -1 -1
|
||||
.makeMove({ player: 'white', pos: { x: 5, y: 15 } }) // 16 -1 1h 0 -1
|
||||
|
@ -224,8 +237,6 @@ describe('makeMove group join and capture logic', () => {
|
|||
.makeMove({ player: 'white', pos: { x: 4, y: 17 } })
|
||||
.makeMove({ player: 'black', pos: { x: 10, y: 16 } })
|
||||
.makeMove({ player: 'white', pos: { x: 5, y: 17 } })
|
||||
console.log(point.boardState['5-16']);
|
||||
point
|
||||
.makeMove({ player: 'black', pos: { x: 5, y: 16 } })
|
||||
.success.should.eql(false);
|
||||
done();
|
||||
|
@ -256,9 +267,47 @@ describe('makeMove group join and capture logic', () => {
|
|||
done();
|
||||
});
|
||||
|
||||
// it('makeMove capture increases capturing players captures', done => {
|
||||
// captureGame.makeMove({ player: 'white', pos: { x: 4, y: 17 } })
|
||||
// .playerState.wCaptures.should.eql(1);
|
||||
it('makeMove capture increases capturing players captures', done => {
|
||||
captureGame.makeMove({ player: 'white', pos: { x: 4, y: 17 } })
|
||||
.playerState.wCaptures.should.eql(1);
|
||||
done();
|
||||
});
|
||||
|
||||
const multiCaptureGame = Game().initGame()
|
||||
.makeMove({ player: 'black', pos: { x: 4, y: 17 } })
|
||||
.makeMove({ player: 'white', pos: { x: 3, y: 16 } })
|
||||
.makeMove({ player: 'black', pos: { x: 5, y: 16 } })
|
||||
.makeMove({ player: 'white', pos: { x: 4, y: 15 } })
|
||||
.makeMove({ player: 'black', pos: { x: 4, y: 16 } })
|
||||
.makeMove({ player: 'black', pos: { x: 4, y: 10 } }) // 3 4 5 6
|
||||
.makeMove({ player: 'white', pos: { x: 3, y: 17 } }) // 15 -1 -1
|
||||
.makeMove({ player: 'black', pos: { x: 10, y: 4 } }) // 16 -1 1 1 -1
|
||||
.makeMove({ player: 'white', pos: { x: 5, y: 15 } }) // 17 -1 1 -1
|
||||
.makeMove({ player: 'black', pos: { x: 10, y: 8 } }) // 18 -1
|
||||
.makeMove({ player: 'white', pos: { x: 4, y: 18} })
|
||||
.makeMove({ player: 'black', pos: { x: 3, y: 6 } })
|
||||
.makeMove({ player: 'white', pos: { x: 5, y: 17} })
|
||||
.makeMove({ player: 'black', pos: { x: 6, y: 3 } });
|
||||
|
||||
it('smoke test multi stone group capture', done => {
|
||||
multiCaptureGame.makeMove({ player: 'white', pos: { x: 6, y: 16} })
|
||||
.success.should.eql(true);
|
||||
done();
|
||||
})
|
||||
|
||||
it('multi stone group full group is in capturing', done => {
|
||||
const group = multiCaptureGame.boardState['5-16'].group;
|
||||
console.log(multiCaptureGame.groups[group].liberties)
|
||||
console.log(multiCaptureGame.boardState['4-16'].capturing)
|
||||
multiCaptureGame.boardState['6-16'].capturing[-1][0].should.eql(group);
|
||||
done();
|
||||
})
|
||||
|
||||
// it('multi stone group capture all points are 0', done => {
|
||||
// const boardState = multiCaptureGame.makeMove({ player: 'white', pos: { x: 6, y: 16} }).boardState;
|
||||
// boardState['5-16'].stone.should.eql(0)
|
||||
// // boardState['4-16'].stone.should.eql(0)
|
||||
// // boardState['4-17'].stone.should.eql(0)
|
||||
// done();
|
||||
// })
|
||||
})
|
||||
|
|
Loading…
Reference in a new issue