refactor Game.v2 to remove side effects

This commit is contained in:
Sorrel Bri 2020-04-30 23:01:30 -07:00
parent a5fbeea929
commit 1a1e5121d7
2 changed files with 225 additions and 156 deletions

View file

@ -63,7 +63,6 @@ const getSingleItemFromSet = set => {
return entry[0];
}
const pipeMap = (...funcs) => obj => {
const arr = Object.entries(obj).reduce((acc, [key, value], i, arr) => {
funcs.forEach(func => value = func(value, i, arr));
@ -80,9 +79,10 @@ const checkLegal = ({ point, Game }) => {
point.legal = false;
return point;
}
const neighbors = getNeighbors({Game, point});
const isEmpty = point => point.stone === 0 && point.legal === true;
const isEmptyAdjacent = Object.values(point.neighbors).filter(isEmpty);
const isEmptyAdjacent = neighbors.filter(isEmpty);
// if empty point adjacent return true
if (!isEmptyAdjacent.length) {
@ -92,7 +92,7 @@ const checkLegal = ({ point, Game }) => {
const getGroupLiberties = point => Array.from(Game.groups[point.group].liberties);
const isNotSamePoint = liberty => liberty.pos.x !== point.pos.x && liberty.pos.y !== point.pos.y;
const isInGroupWithLiberties = neighbor => getGroupLiberties(neighbor).filter(isNotSamePoint).length;
const isInLiveGroup = Object.values(point.neighbors).filter(isTurnStone).filter(isInGroupWithLiberties).length;
const isInLiveGroup = neighbors.filter(isTurnStone).filter(isInGroupWithLiberties).length;
if (isInLiveGroup) {
point.legal = true;
@ -123,19 +123,15 @@ const getLegalMoves = (Game) => {
return pipeMap(mapLegal)(Game.boardState);
}
const getNeighbors = boardSize => (point, i, boardState) => {
const { top, btm, lft, rgt} = point.neighbors;
const getNeighbors = ({ Game, point }) => {
let { top = null, btm = null, lft = null, rgt = null} = point.neighbors;
const { boardState, boardSize } = Game;
// boardState[0] = [ '1-1', Point({x:1, y:1, boardSize}) ]
point.neighbors.top = top ? boardState[i - boardSize][1] : top;
point.neighbors.btm = btm ? boardState[i + boardSize][1] : btm;
point.neighbors.lft = lft ? boardState[i - 1][1] : lft;
point.neighbors.rgt = rgt ? boardState[i + 1][1] : rgt;
for (let [direction, neighbor] of Object.entries(point.neighbors)) {
if (!neighbor) {
delete point.neighbors[direction];
}
}
return point;
if (top) top = boardState[top];
if (btm) btm = boardState[btm];
if (lft) lft = boardState[lft];
if (rgt) rgt = boardState[rgt];
return [ top, btm, lft, rgt ].filter(value => value);
}
const initBoard = (game) => {
@ -149,14 +145,14 @@ const initBoard = (game) => {
});
boardState[`${point.pos.x}-${point.pos.y}`] = point;
}
const boardStateWithNeighbors = pipeMap(getNeighbors(boardSize))(boardState)
if (handicap) {
HANDI_PLACE[boardSize][handicap].forEach(pt => {
boardStateWithNeighbors[pt].makeMove(game);
boardState[pt].makeMove({...game, boardState});
});
game.turn *= -1;
}
return boardStateWithNeighbors;
return boardState;
}
// returns Game object
@ -183,136 +179,160 @@ const Game = ({gameData = {}, gameRecord = []} = {}) => ({
this.turn = 1;
this.boardState = initBoard(this);
this.boardState = getBoardState(this);
return { ...this, legalMoves: getLegalMoves(this)};
this.legalMoves = getLegalMoves(this)
return this;
},
getMeta: function() {
// cannot be chained
// does not affect game object
return { winner: this.winner, turn: this.turn, pass: this.pass, playerState: this.playerState, gameRecord: this.gameRecord }
},
makeMove: function({ player, pos: {x, y}}) {
let game = this;
let success = false;
const point = this.boardState[`${x}-${y}`];
const isTurn = ( this.turn === 1 && player === 'black' )
|| ( this.turn === -1 && player === 'white' );
const point = game.boardState[`${x}-${y}`];
const isTurn = ( game.turn === 1 && player === 'black' )
|| ( game.turn === -1 && player === 'white' );
if (isTurn) {
if (point.legal) {
point.makeMove(this);
this.turn *= -1;
game = point.makeMove(game);
game.turn *= -1;
success = true;
}
}
this.boardState = getBoardState(this);
return {...this, legalMoves: getLegalMoves(this), success };
game.boardState = getBoardState(game);
return {...game, legalMoves: getLegalMoves(game), success };
},
initGroup: function(point) {
const newSymbol = Symbol(`${point.pos.x}-${point.pos.y}`);
this.groups[newSymbol] = { stones: new Set(), liberties: new Set()};
return newSymbol;
const group = Symbol(`${point.pos.x}-${point.pos.y}`);
this.groups[group] = { stones: new Set(), liberties: new Set()};
return { game: this, group };
}
});
const Point = ({x, y, boardSize = 19}) => ({
pos: {x, y},
stone: 0, // can be 1, -1, 0, or 'k' for ko
legal: true,
territory: 0,
capturing: {
'1': [],
'-1': []
},
group: null,
neighbors: {
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
},
const Point = ({x, y, boardSize = 19}) => {
let point = {
pos: {x, y},
key: `${x}-${y}`,
stone: 0, // can be 1, -1, 0, or 'k' for ko
legal: true,
territory: 0,
capturing: {
'1': [],
'-1': []
},
group: null,
neighbors: {
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
},
makeMove: function(game) {
this.stone = game.turn;
this.legal = false;
if (this.capturing[this.stone].length) {
this.makeCaptures(game);
}
this.joinGroup({ point: this, game });
return this.checkCaptures(game);
},
joinGroup: function({ point, game }) {
if (point.group !== this.group || !point.group) {
// if point has no group set current group to new Symbol in game object
if (!point.group) {
point.group = game.initGroup(point);
makeMove: function(Game) {
this.stone = Game.turn;
this.legal = false;
if (this.capturing[this.stone].length) {
Game = this.makeCaptures(Game);
}
// 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
// this check prevents infinite call chains
&& neighbor.group !== this.group
) {
neighbor.joinGroup({ point: this, game });
Game = this.joinGroup({ point: this, Game });
return this.checkCaptures(Game);
},
joinGroup: function({ point, Game }) {
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;
}
// 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);
getNeighbors({ point:this, Game }).forEach(neighbor => {
if ( neighbor.stone === this.stone
// this check prevents infinite call chains
&& neighbor.group !== this.group
) {
Game = neighbor.joinGroup({ point: this, Game });
}
})
}
}
},
return 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 => {
if (pt.stone) {
liberties.delete(pt);
game.groups[pt.group].liberties.delete(this);
} else {
liberties.add(pt)
}
});
},
setLiberties: function(Game) {
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
neighbors.forEach(neighbor => {
if (neighbor.stone !== 0) {
liberties.delete(neighbor);
Game.groups[neighbor.group].liberties.delete(this);
}
if (neighbor.stone === 0) {
liberties.add(neighbor)
}
});
return Game;
},
checkCaptures: function(game) {
// 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].push(this.group);
}
// if neighbors have one liberty
const neighbors = Object.values(this.neighbors).filter(neighbor => neighbor.stone === -1 * this.stone)
neighbors.forEach( neighbor => {
const liberties = game.groups[neighbor.group] && game.groups[neighbor.group].liberties;
if (liberties && liberties.size === 1) {
checkCaptures: function(game) {
// if this stone has one liberty
const liberties = game.groups[this.group].liberties;
if (liberties.size === 1) {
const lastLiberty = getSingleItemFromSet(liberties);
lastLiberty.capturing[neighbor.stone * -1].push(neighbor.group);
lastLiberty.capturing[this.stone * -1].push(this.group);
}
})
},
makeCaptures: function(game) {
// for each group
this.capturing[this.stone].forEach(captureGroup => {
const capturesSet = game.groups[captureGroup].stones;
for (let [capture] of capturesSet.entries()) {
capture.removeStone(game);
}
})
},
// if neighbors have one liberty
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;
if (liberties && liberties.size === 1) {
const lastLiberty = getSingleItemFromSet(liberties);
lastLiberty.capturing[neighbor.stone * -1].push(neighbor.group);
}
});
return game;
},
removeStone: function(game) {
// reset point
this.stone = 0;
this.group = null;
this.capturing[game.turn] = [];
// add captures
makeCaptures: function(game) {
// for each group
this.capturing[this.stone].forEach(captureGroup => {
const capturesSet = game.groups[captureGroup].stones;
for (let [capture] of capturesSet.entries()) {
game = capture.removeStone(game);
}
});
return game;
},
removeStone: function(game) {
// reset point
this.stone = 0;
this.group = null;
this.capturing[game.turn] = [];
// add captures
const player = game.turn > 0 ? 'b' : 'w';
game.playerState[`${player}Captures`] += 1;
return {...game, boardState: {...this.boardState, [this.key]: this}};
}
}
});
for (let [key, value] of Object.entries(point.neighbors)) {
if (value) continue;
delete point.neighbors[key];
}
return point;
};
module.exports = {
Game,

View file

@ -30,7 +30,7 @@ describe('Game', () => {
});
});
describe('Game().initGame() returns boardState', () => {
describe('Game().initGame() returns legalMoves', () => {
it('initGame() returns default 19x19', done => {
Game().initGame()
.legalMoves.should.eql(emptyBoard);
@ -43,24 +43,10 @@ describe('Game().initGame() returns boardState', () => {
done();
});
it('initGame() returns Game with all Points having neighbors', done => {
const boardState = Game().initGame().boardState;
const oneOneNeighbors = boardState['1-1'].neighbors;
const fiveSevenNeighbors = boardState['5-7'].neighbors;
const nineteenTenNeighbors = boardState['19-10'].neighbors;
oneOneNeighbors.rgt.pos.should.eql({x: 1, y: 2});
oneOneNeighbors.btm.pos.should.eql({x: 2, y: 1});
fiveSevenNeighbors.top.pos.should.eql({x: 4, y: 7});
fiveSevenNeighbors.btm.pos.should.eql({x: 6, y: 7});
fiveSevenNeighbors.lft.pos.should.eql({x: 5, y: 6});
fiveSevenNeighbors.rgt.pos.should.eql({x: 5, y: 8});
nineteenTenNeighbors.top.pos.should.eql({x: 18, y: 10});
nineteenTenNeighbors.lft.pos.should.eql({x: 19, y: 9});
nineteenTenNeighbors.rgt.pos.should.eql({x: 19, y: 11});
it('handicap stone has proper liberties', done => {
const game = Game({gameData: { handicap: 2 }}).initGame();
const group = game.boardState['4-16'].group
game.groups[group].liberties.size.should.eql(4);
done();
});
@ -171,19 +157,29 @@ describe('Game.makeMove({ player: str, pos: { x: int, y: int } })', () => {
done();
});
const noGroupGame = Game({ gameData: { handicap: 2 } }).initGame() // 3 4
.makeMove({ player: 'white', pos: { x: 4, y: 15 } }) // 14 1
.makeMove({ player: 'black', pos: { x: 4, y: 14 }}) // 15 1 -1 no groups
.makeMove({ player: 'white', pos: { x: 3, y: 16 } }) // 16 -1 1h
.makeMove({ player: 'black', pos: { x: 3, y: 15 }});
it('makeMove next to adjacent stone of different color does not join stones as a group', done => {
const game = Game({ gameData: { handicap: 2 } }).initGame() // 3 4
.makeMove({ player: 'white', pos: { x: 4, y: 15 } }) // 14 1
.makeMove({ player: 'black', pos: { x: 4, y: 14 }}) // 15 1 -1 no groups
.makeMove({ player: 'white', pos: { x: 3, y: 16 } }) // 16 -1 1h
.makeMove({ player: 'black', pos: { x: 3, y: 15 }})
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);
const hoshiGroupKey = noGroupGame.boardState['4-16'].group;
const hoshiGroup = noGroupGame.groups[hoshiGroupKey].stones;
hoshiGroup.has(noGroupGame.boardState['4-16']).should.eql(true);
hoshiGroup.has(noGroupGame.boardState['4-15']).should.eql(false);
hoshiGroup.has(noGroupGame.boardState['3-14']).should.eql(false);
hoshiGroup.has(noGroupGame.boardState['3-15']).should.eql(false);
done();
})
it('makeMove next to adjacent stone of different color should yield proper liberties', done => {
const hoshiGroup = noGroupGame.boardState['4-16'].group;
const hoshiGroupLiberties = noGroupGame.groups[hoshiGroup].liberties;
hoshiGroupLiberties.size.should.eql(2);
const fourFifteen = noGroupGame.boardState['4-15'].group;
const fourFifteenLiberties = noGroupGame.groups[fourFifteen].liberties;
fourFifteenLiberties.size.should.eql(1);
done();
})
@ -211,8 +207,25 @@ describe('makeMove group join and capture logic', () => {
done();
});
it('stones in group have same group property', done => {
joinGame.boardState['4-16'].group.should.eql(joinGame.boardState['5-16'].group);
joinGame.boardState['4-16'].group.should.eql(joinGame.boardState['4-17'].group);
joinGame.boardState['4-17'].group.should.eql(joinGame.boardState['4-16'].group);
joinGame.boardState['4-17'].group.should.eql(joinGame.boardState['5-16'].group);
joinGame.boardState['5-16'].group.should.eql(joinGame.boardState['4-17'].group);
joinGame.boardState['5-16'].group.should.eql(joinGame.boardState['4-16'].group);
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();
// })
})