add logic to prevent move at group's final liberty

This commit is contained in:
Sorrel Bri 2020-04-26 17:45:35 -07:00
parent 9164ee5987
commit 96af52823d
2 changed files with 55 additions and 23 deletions

View file

@ -69,43 +69,49 @@ const pipeMap = (...funcs) => obj => {
const checkLegal = ({ point, Game }) => { const checkLegal = ({ point, Game }) => {
// if stone (includes ko) return false // if stone (includes ko) return false
let legal = false;
if (point.stone) { if (point.stone) {
point.legal = legal; point.legal = false;
return point; return point;
} }
const isEmptyAdjacent = Object.values(point.neighbors).filter(pt => pt.stone === 0).length; const isEmpty = point => point.stone === 0 && point.legal === true;
const isEmptyAdjacent = Object.values(point.neighbors).filter(isEmpty);
// if empty point adjacent return true // if empty point adjacent return true
if (!isEmptyAdjacent) { if (!isEmptyAdjacent.length) {
// if group has liberties return true // if group has liberties return true
const isTurnStone = neighbor => neighbor.stone === Game.turn; const isTurnStone = neighbor => neighbor.stone === Game.turn;
const getGroupLiberties = point => Array.from(Game.groups[point.group].liberties); const getGroupLiberties = point => Array.from(Game.groups[point.group].liberties);
const isInGroupWithLiberties = neighbor => getGroupLiberties(neighbor).filter(({ pos }) => pos.x !== point.pos.x && pos.y !== point.pos.y ); const isNotSamePoint = liberty => liberty.pos.x !== point.pos.x && liberty.pos.y !== point.pos.y;
const isInLiveGroup = () => Object.values(point.neighbors).filter(isTurnStone).filter(isInGroupWithLiberties).length; const isInGroupWithLiberties = neighbor => getGroupLiberties(neighbor).filter(isNotSamePoint).length;
const isInLiveGroup = Object.values(point.neighbors).filter(isTurnStone).filter(isInGroupWithLiberties).length;
if (isInLiveGroup()) { if (isInLiveGroup) {
point.legal = true; point.legal = true;
return point; return { ...point, isInLiveGroup };
} }
point.legal = legal; point.legal = false;
return { ...point, adj: isEmptyAdjacent }; return { ...point, adj: isEmptyAdjacent, isInLiveGroup };
} }
// if move would capture opposing group // if move would capture opposing group
// set capturing object and return true // set capturing object and return true
point.legal = !point.stone ? true : false; point.legal = true;
point.adj = isEmptyAdjacent; point.adj = isEmptyAdjacent;
return point; return point;
} }
const getBoardState = (Game) => { const getBoardState = (Game) => {
const getLegal = point => checkLegal({ point, Game }).legal ? 'l' : point.stone; const getLegal = point => checkLegal({ point, Game })
return pipeMap(getLegal)(Game.boardState); return pipeMap(getLegal)(Game.boardState);
} }
const getLegalMoves = (Game) => {
const mapLegal = point => point.legal ? 'l' : point.stone;
return pipeMap(mapLegal)(Game.boardState);
}
const getNeighbors = boardSize => (point, i, boardState) => { const getNeighbors = boardSize => (point, i, boardState) => {
const { top, btm, lft, rgt} = point.neighbors; const { top, btm, lft, rgt} = point.neighbors;
// boardState[0] = [ '1-1', Point({x:1, y:1, boardSize}) ] // boardState[0] = [ '1-1', Point({x:1, y:1, boardSize}) ]
@ -132,13 +138,13 @@ const initBoard = (game) => {
}); });
boardState[`${point.pos.x}-${point.pos.y}`] = point; boardState[`${point.pos.x}-${point.pos.y}`] = point;
} }
const boardStateWithNeighbors = pipeMap(getNeighbors(boardSize))(boardState)
if (handicap) { if (handicap) {
HANDI_PLACE[boardSize][handicap].forEach(pt => { HANDI_PLACE[boardSize][handicap].forEach(pt => {
boardState[pt].makeMove(game); boardStateWithNeighbors[pt].makeMove(game);
}); });
game.turn *= -1; game.turn *= -1;
} }
const boardStateWithNeighbors = pipeMap(getNeighbors(boardSize))(boardState)
return boardStateWithNeighbors; return boardStateWithNeighbors;
} }
@ -164,8 +170,9 @@ const Game = ({gameData = {}, gameRecord = []} = {}) => ({
this.winner = null; this.winner = null;
this.pass = 0; this.pass = 0;
this.turn = 1; this.turn = 1;
this.boardState = initBoard(this) this.boardState = initBoard(this);
return { ...this, legalMoves: getBoardState(this)}; this.boardState = getBoardState(this);
return { ...this, legalMoves: getLegalMoves(this)};
}, },
getMeta: function() { getMeta: function() {
@ -184,7 +191,8 @@ const Game = ({gameData = {}, gameRecord = []} = {}) => ({
success = true; success = true;
} }
} }
return {...this, legalMoves: getBoardState(this), success }; this.boardState = getBoardState(this);
return {...this, legalMoves: getLegalMoves(this), success };
}, },
initGroup: function(point) { initGroup: function(point) {
@ -240,11 +248,18 @@ const Point = ({x, y, boardSize = 19}) => ({
const neighbors = Object.values(this.neighbors); const neighbors = Object.values(this.neighbors);
const liberties = game.groups[this.group].liberties; const liberties = game.groups[this.group].liberties;
// if point is occupied remove it from liberties set of point group, else add it // 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) ); neighbors.forEach( pt => {
if (pt.stone) {
liberties.delete(pt);
game.groups[pt.group].liberties.delete(this);
} else {
liberties.add(pt)
}
});
} }
}); });
module.exports = { module.exports = {
Game, Game,
Point Point
} }

View file

@ -188,12 +188,13 @@ describe('Game.makeMove({ player: str, pos: { x: int, y: int } })', () => {
}) })
it('makeMove returns success: false when move is made in point with no liberties', done => { it('makeMove returns success: false when move is made in point with no liberties', done => {
const point = Game({ gameData: { handicap: 2 } }).initGame() // 15 16 17 const point = Game({ gameData: { handicap: 2 } }).initGame() // 15 16 17
.makeMove({ player: 'white', pos: { x: 4, y: 4 } }).makeMove({ player: 'black', pos: { x: 6, y: 16 } }) // 4 1 .makeMove({ player: 'white', pos: { x: 4, y: 4 } }).makeMove({ player: 'black', pos: { x: 6, y: 16 } }) // 4 1
.makeMove({ player: 'white', pos: { x: 16, y: 16 }}).makeMove({ player: 'black', pos: { x: 5, y: 15 } }) // 5 1 x 1 .makeMove({ player: 'white', pos: { x: 16, y: 16 }}).makeMove({ player: 'black', pos: { x: 5, y: 15 } }) // 5 1 x 1
.makeMove({ player: 'white', pos: { x: 16, y: 10 }}).makeMove({ player: 'black', pos: { x: 5, y: 17 } }) // 6 1 .makeMove({ player: 'white', pos: { x: 16, y: 10 }}).makeMove({ player: 'black', pos: { x: 5, y: 17 } }) // 6 1
.makeMove({ player: 'white', pos: { x: 5, y: 16 }}) .makeMove({ player: 'white', pos: { x: 5, y: 16 }})
.success.should.eql(false); console.log(point.boardState['5-16'])
point.success.should.eql(false);
done(); done();
}); });
}); });
@ -207,11 +208,27 @@ describe('makeMove group join and capture logic', () => {
.makeMove({ player: 'black', pos: { x: 4, y: 16 } }); .makeMove({ player: 'black', pos: { x: 4, y: 16 } });
it('gain liberties from group smoke test', done => { it('gain liberties from group smoke test', done => {
joinGame.success.should.eql(true); // to work after joinGame.success.should.eql(true);
done(); done();
}); });
// test group with only remaining liberty at point to be played it('group with only remaining liberty at point to be played returns success: false', done => {
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
.makeMove({ player: 'black', pos: { x: 16, y: 16 } }) // 17 -1 -1
.makeMove({ player: 'white', pos: { x: 3, y: 16 } })
.makeMove({ player: 'black', pos: { x: 4, y: 10 } })
.makeMove({ player: 'white', pos: { x: 6, y: 16 } })
.makeMove({ player: 'black', pos: { x: 10, y: 4 } })
.makeMove({ player: 'white', pos: { x: 4, y: 17 } })
.makeMove({ player: 'black', pos: { x: 10, y: 16 } })
.makeMove({ player: 'white', pos: { x: 5, y: 17 } })
.makeMove({ player: 'black', pos: { x: 5, y: 16 } })
.success.should.eql(false);
done();
})
// const captureGame = Game({ gameData: { handicap: 2 } }).initGame() // const captureGame = Game({ gameData: { handicap: 2 } }).initGame()
// .makeMove({ player: 'white', pos: { x: 4, y: 15 } }) // 3 4 5 // .makeMove({ player: 'white', pos: { x: 4, y: 15 } }) // 3 4 5