stub game services to store active games

This commit is contained in:
Sorrel Bri 2020-01-30 21:03:27 -08:00
parent 3f283b47d8
commit 63afa73570
8 changed files with 481 additions and 3 deletions

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@ -17,6 +17,7 @@ const Board = (props) => {
posX={posX} posX={posX}
posY={posY} posY={posY}
// point={board[posX][posY]} // point={board[posX][posY]}
dispatch={dispatch}
{...props} {...props}
/> />
); i++; ); i++;

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@ -2,7 +2,7 @@ import React from 'react';
import './Point.scss'; import './Point.scss';
const Point = (props) => { const Point = (props) => {
const { posX, posY, user, game, record } = props; const { posX, posY, user, game, record, dispatch } = props;
const xFlag = () => { const xFlag = () => {
if ( posX === 1 ) return `board__point--top` if ( posX === 1 ) return `board__point--top`
if ( posX === game.boardSize ) return `board__point--bottom` if ( posX === game.boardSize ) return `board__point--bottom`
@ -15,7 +15,10 @@ const Point = (props) => {
} }
return ( return (
<div className={`board__point ${xFlag()} ${yFlag()}`}> <div
className={`board__point ${xFlag()} ${yFlag()}`}
onClick={() => dispatch({type: 'SOCKET', message: 'MAKE_MOVE', body: {user: {}, game: {}, room: {}, board: {}, move: {}}})}
>
</div> </div>
); );

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@ -60,7 +60,7 @@ const Game = (props) => {
<p>Player Area</p> <p>Player Area</p>
<ul><li>Bowl</li><li>? Kifu</li><li>Captures</li></ul> <ul><li>Bowl</li><li>? Kifu</li><li>Captures</li></ul>
<Board <Board
dispatch dispatch={dispatch}
game={state.active.game} game={state.active.game}
record={state.active.record} record={state.active.record}
user={state.user} user={state.user}

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@ -34,6 +34,10 @@ export const socketReducer = (state: state, action: action):state => {
return connectGame(state, action); return connectGame(state, action);
} }
case 'MAKE_MOVE': {
return makeMove(state, action);
}
default: default:
return state; return state;
} }
@ -56,4 +60,11 @@ function connectGame (state, action) {
const socket = updatedState.socket; const socket = updatedState.socket;
socket.emit('connect_game', {user, game}); socket.emit('connect_game', {user, game});
return {...updatedState}; return {...updatedState};
}
function makeMove (state, action) {
const { user, game, room, board, move } = action.body;
const socket = state.socket;
socket.emit('make_move', {...action.body});
return state;
} }

404
server/services/Game.js Normal file
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@ -0,0 +1,404 @@
/*----- constants -----*/
const STONES_DATA = {
'-1': 'white',
'0': 'none',
'1': 'black',
'k': 'ko'
}
const DOTS_DATA = {
'-1': 'white',
'0': 'none',
'1': 'black',
'd': 'dame',
}
// index corresponds to difference in player rank
const KOMI_REC = {
'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 = {
'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
]
}
class Game {
constructor(gameData, gameRecord) {
this.winner = gameData.winner || null,
this.turn = gameData.turn || 1, // turn logic depends on handicap stones
this.pass = gameData.pass || 0, // -1 represents state in which resignation has been submitted, not confirmed
this.komi = gameData.komi || 6.5, // komi depends on handicap stones + player rank
this.handicap = gameData.handicap || 0,
this.boardSize = gameData.boardSize || 19,
this.playerState = gameData.playerState || {
bCaptures: 0,
wCaptures: 0,
bScore: 0,
wScore: 0
},
this.gameRecord = gameRecord || [],
this.groups = {},
this.boardState = []
}
initGame = () => {
this.winner = null;
this.pass = null;
this.turn = this.handicap ? -1 : 1;
return this.initBoard();
}
initBoard = () => {
let i = 0;
while (i < this.boardSize * this.boardSize) {
let point = new Point( Math.floor(i / this.boardSize) + 1, i % this.boardSize + 1, this)
this.boardState.push(point);
i++;
}
this.initHandi();
}
initHandi = () => {
if (this.handicap < 2) return;
HANDI_PLACE[this.boardSize][this.handicap].forEach(pt => {
if (!pt) return;
let handi = findPointFromIdx(pt);
handi.stone = 1;
handi.joinGroup();
})
}
getBoardState = () => {
return this.boardState.reduce((boardState, point) => {
boardState[point.pos[0]][point.pos[1]] = point.legal || point.stone
}, {})
}
}
// index represents handicap placement for different board-sizes, eg handiPlace['9][1] = { (3, 3), (7, 7) }
// last array in each property also used for hoshi rendering
const HANDI_PLACE = {
'9' : [
0, 0,
[[ 7, 3 ], [ 3, 7 ] ],
[ [ 7, 7 ], [ 7, 3 ], [ 3, 7 ] ],
[ [ 3, 3 ], [ 7, 7 ], [ 3, 7 ], [ 7, 3 ] ]
],
'13' : [
0, 0,
[ [ 4, 10 ], [ 10, 4 ] ],
[ [ 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 ] ],
[ [ 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] ],
]
};
class Point {
constructor(x, y, Game) {
this.pos = [ x, y ]
this.stone = 0; // this is where move placement will go 0, 1, -1, also contains ko: 'k'
this.legal;
this.territory;
this.capturing = [];
this.groupMembers = [ this ];
this.neighbors = {
top: {},
btm: {},
lft: {},
rgt: {}
}
this.neighbors.top = x > 1 ? [ x - 1, y ] : null;
this.neighbors.btm = x < Game.boardSize ? [ x + 1, y ] : null;
this.neighbors.rgt = y < Game.boardSize ? [ x, y + 1 ] : null;
this.neighbors.lft = y > 1 ? [ x, y - 1 ] : null;
}
checkNeighbors = () => {
let neighborsArr = [];
for (let neighbor in this.neighbors) {
let nbr = this.neighbors[neighbor];
// neighbor exists it's point is stored as { rPos, cPos}
if ( nbr !== null ) {
neighborsArr.push(boardState.find(pt => pt.pos[0] === nbr[0] && pt.pos[1] === nbr[1]))
}
};
// returns array of existing neighbors to calling function
return neighborsArr;
}
getLiberties = () => {
let neighborsArr = this.checkNeighbors().filter(pt => pt.stone === 0);
return neighborsArr;
}
joinGroup = () => {
this.groupMembers = this.groupMembers.filter(grp => grp.stone === this.stone);
this.groupMembers.push(this);
let frns = this.checkNeighbors().filter(nbr => nbr.stone === this.stone);
for (let frn of frns) {
this.groupMembers.push(frn);
}
this.groupMembers = Array.from(new Set(this.groupMembers));
for (let grpMem in this.groupMembers) {
this.groupMembers = Array.from(new Set(this.groupMembers.concat(this.groupMembers[grpMem].groupMembers)));
}
for (let grpMem in this.groupMembers) {
this.groupMembers[grpMem].groupMembers = Array.from(new Set(this.groupMembers[grpMem].groupMembers.concat(this.groupMembers)));
}
}
checkCapture = () => {
let opps = this.checkNeighbors().filter(nbr => nbr.stone === gameState.turn * -1
&& nbr.getLiberties().every(liberty => liberty === this));
for (let opp of opps) {
if (opp.groupMembers.every(stone => stone.getLiberties().filter(liberty => liberty !== this).length === 0)) {
this.capturing = this.capturing.concat(opp.groupMembers);
};
}
this.capturing = Array.from(new Set(this.capturing));
return this.capturing;
}
checkGroup = () => { // liberty is true when called by move false when called by check Capture
let frns = this.checkNeighbors().filter(nbr => nbr.stone === gameState.turn);
for (let frn in frns) {
if (frns[frn].groupMembers.find(stone => stone.getLiberties().find(liberty => liberty !== this))) return true;
continue;
}
}
cycleTerritory = () => {
if (this.stone) {
this.groupMembers.forEach(pt => pt.territory = pt.territory * -1);
} else {
this.groupMembers.forEach(pt => {
switch (pt.territory) {
case 1:
pt.territory = -1;
break;
case -1:
pt.territory = 'd';
break;
case 'd':
pt.territory = 1;
break;
}
});
}
}
}
function findPointFromIdx(arr) {
return pointFromIdx = boardState.find( point => point.pos[0] === arr[0] && point.pos[1] === arr[1] );
}
function clickBoard(evt) {
evt.stopPropagation();
if (gameState.pass > 1 || gameState.winner) return editTerritory(evt);
// checks for placement and pushes to cell
let placement = [ parseInt(evt.target.closest('td').id.split('-')[0]), parseInt(evt.target.closest('td').id.split('-')[1]) ];
let point = findPointFromIdx(placement);
//checks that this placement was marked as legal
if ( !checkLegal(point) ) return;
clearKo();
clearPass();
resolveCaptures(point);
point.stone = gameState.turn;
point.joinGroup();
playSound(point);
clearCaptures();
gameState.gameRecord.push(`${STONES_DATA[gameState.turn]}: ${point.pos}`)
gameState.turn*= -1;
}
function clearKo() {
for (let point in boardState) {
point = boardState[point];
point.stone = point.stone === 'k' ? 0 : point.stone;
}
}
function clearPass() {
gameState.pass = 0;
}
function resolveCaptures(point) {
if(!point.capturing.length) {
point.checkCapture();
}
if(point.capturing.length) {
point.capturing.forEach(cap => {
gameState.playerState[gameState.turn > 0 ? 'bCaptures' : 'wCaptures']++;
cap.stone = checkKo(point) ? 'k' : 0;
cap.groupMembers = [];
})
}
}
function checkLegal(point) {
clearOverlay();
// first step in logic: is point occupied, or in ko
if (point.stone) return false;
// if point is not empty check if liberties
if (point.getLiberties().length < 1) {
//if no liberties check if enemy group has liberties
if ( point.checkCapture().length ) return true;
//if neighboring point is not empty check if friendly group is alive
if (point.checkGroup()) return true;
return false;
}
return true;
}
function clearOverlay() {
for (let point in boardState) {
point = boardState[point];
point.legal = false;
}
}
function checkKo(point) { // currently prevents snapback // capturing point has no liberties and is only capturing one stone and
if (!point.getLiberties().length && point.capturing.length === 1 && !point.checkNeighbors().some(stone => stone.stone === gameState.turn)) return true;
}
function clearCaptures() {
for (let point in boardState) {
point = boardState[point];
point.capturing = [];
}
}
function playerPass() {
// display confirmation message
clearKo();
clearCaptures();
gameState.gameRecord.push(`${STONES_DATA[gameState.turn]}: pass`)
gameState.pass++;
if (gameState.pass === 2) return endGame();
gameState.turn*= -1;
}
/*----- endgame functions -----*/
function playerResign() {
// display confirmation message
gameState.pass = -1;
}
function clickGameHud() {
if (gameState.pass > 1 && !gameState.winner) calculateWinner();
if (gameState.pass < 0) confirmResign();
}
function confirmResign() {
gameState.gameRecord.push(`${STONES_DATA[gameState.turn]}: resign`);
gameState.winner = STONES_DATA[gameState.turn * -1];
endGame();
}
function endGame() {
if (!gameState.winner) endGameSetTerritory()
}
function calculateWinner() {
let whiteTerritory = boardState.reduce((acc, pt) => {
if (pt.territory === -1 && pt.stone !== -1) {
return acc = acc + (pt.stone === 0 ? 1 : 2);
}
return acc;
}, 0);
let blackTerritory = boardState.reduce((acc, pt) => {
if (pt.territory === 1 && pt.stone !== 1) {
return acc + (pt.stone === 0 ? 1 : 2);
}
return acc;
}, 0);
gameState.playerState.wScore =
gameState.playerState.wCaptures
+ (gameState.komi < 0 ? gameState.komi * -1 : 0)
+ whiteTerritory;
gameState.playerState.bScore =
gameState.playerState.bCaptures
+ (gameState.komi > 0 ? gameState.komi : 0)
+ blackTerritory;
gameState.winner = gameState.playerState.wScore > gameState.playerState.bScore ? -1 : 1;
gameState.gameRecord.push(`${STONES_DATA[gameState.winner]}: +${Math.abs(gameState.playerState.wScore - gameState.playerState.bScore)}`)
}
function endGameSetTerritory() {
let emptyPoints = boardState.filter(pt => !pt.stone);
emptyPoints.forEach(pt => pt.joinGroup());
emptyPointSetTerritory(emptyPoints);
groupsMarkDeadLive();
}
function groupsMarkDeadLive() {
boardState.filter(pt => (!pt.territory ))
.forEach(pt => {
if (pt.groupMembers.some(grpMem => {
return grpMem.checkNeighbors().some(nbr => nbr.territory === pt.stone && nbr.stone === 0)
})) {
pt.groupMembers.forEach(grpMem => grpMem.territory = pt.stone);
}
});
boardState.filter(pt => (!pt.territory)).forEach(pt => {
pt.territory = pt.stone * -1;
});
}
function emptyPointSetTerritory(emptyPoints) {
emptyPoints.filter(pt => !pt.territory && pt.checkNeighbors().filter(nbr => nbr.stone !== 0))
.forEach(pt => {
let b = pt.groupMembers.reduce((acc, grpMem) => {
let bNbr = grpMem.checkNeighbors().filter(nbr => nbr.stone === 1).length;
return acc + bNbr;
}, 0);
let w = pt.groupMembers.reduce((acc, grpMem) => {
let wNbr = grpMem.checkNeighbors().filter(nbr => nbr.stone === -1).length;
return acc + wNbr;
}, 0);
pt.groupMembers.forEach(grp => {
if (Math.abs(b - w) < 4 && b && w) grp.territory = 'd'
else grp.territory = b > w ? 1 : -1;
})
});
}
module.exports = {
Game
}

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@ -0,0 +1,38 @@
const Game = require('./Game').Game;
const gamesInProgress = { }
const storeGame = (game) => {
gamesInProgress[game.id] = new Game(game);
}
const initGame = (game) => {
gamesInProgress[game.id] = new Game(game)
return gamesInProgress[game.id].initGame();
}
const placeMove = (game, move) => {
if (!gamesInProgress[game]) {
gamesInProgress[game] = storeGame(game)
}
// gamesInProgress[]
let meta = {};
// let newBoard = {...board};
let board = [];
return {board, meta}
}
const getBoard = (gameId) => {
return gamesInProgress[gameId].getBoardState();
}
const getAllGames = () => {
return gamesInProgress;
}
module.exports = {
placeMove,
getAllGames,
getBoard,
initGame
}

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@ -3,6 +3,7 @@ const socketIO = require('socket.io');
const io = socketIO({ cookie: false }); const io = socketIO({ cookie: false });
const gameQueries = require('./data/queries/game'); const gameQueries = require('./data/queries/game');
const gameServices = require('./services/gameServices');
io.on('connection', socket=> { io.on('connection', socket=> {
socket.emit('connected', {message: 'socket connected'}); socket.emit('connected', {message: 'socket connected'});
@ -22,6 +23,11 @@ io.on('connection', socket=> {
io.of(room).to(game).emit('game_connected', {}) io.of(room).to(game).emit('game_connected', {})
}); });
}); });
socket.on('make_move', data => {
const { user, move, board, game, room } = data;
gameServices.placeMove(1, {player: 'black', move: '7,4'})
console.log(data)
})
}); });
}) })
}) })

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@ -0,0 +1,15 @@
const gameServices = require('../services/gameServices');
describe('game services', () => {
it('games services persists game data', done => {
gameServices.placeMove({id: 1}, {player: 'black', move: '3,3'})
console.log(gameServices.getAllGames())
done();
});
it('init game returns game board', done => {
gameServices.initGame({id: 1})
console.log(gameServices.getBoard(1))
done();
})
})