/*----- 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; this.initBoard(); return this.getBoardState(); } 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 = this.findPointFromIdx(pt); handi.stone = 1; handi.joinGroup(this); }) } getBoardState = () => { this.boardState.forEach(point => point.legal = checkLegal(point, this)) return this.boardState.reduce((boardState, point) => { boardState[`${point.pos[0]}-${point.pos[1]}`] = point.legal || point.stone; return boardState; }, {}) } getMeta = () => { return { winner: this.winner, turn: this.turn, pass: this.pass, playerState: this.playerState, gameRecord: this.gameRecord } } findPointFromIdx = (arr) => { console.log(this.boardState) return this.boardState.find( point => point.pos[0] === arr[0] && point.pos[1] === arr[1] ); } makeMove = (move) => { const player = move.player === 'white' ? -1 : 1; const point = this.findPointFromIdx([move.pos.x, move.pos.y]) console.log([move.pos.x, move.pos.y]) if ( !checkLegal(point, this) ) throw Error('illegal move'); clearKo(this); clearPass(this); resolveCaptures(point, this); point.stone = this.turn; point.joinGroup(this); clearCaptures(this); this.gameRecord.push(move) this.turn*= -1; return { board: this.getBoardState(), meta: this.getMeta()}; } 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; } } // 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 = (Game) => { 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(Game.boardState.find(pt => pt.pos[0] === nbr[0] && pt.pos[1] === nbr[1])) } }; // returns array of existing neighbors to calling function return neighborsArr; } getLiberties = (Game) => { let neighborsArr = this.checkNeighbors(Game).filter(pt => pt.stone === 0); return neighborsArr; } joinGroup = (Game) => { this.groupMembers = this.groupMembers.filter(grp => grp.stone === this.stone); this.groupMembers.push(this); let frns = this.checkNeighbors(Game).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 = (Game) => { let opps = this.checkNeighbors(Game).filter(nbr => nbr.stone === Game.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 clearKo(Game) { for (let point in Game.boardState) { point = Game.boardState[point]; point.stone = point.stone === 'k' ? 0 : point.stone; } } function clearPass(Game) { Game.pass = 0; } function resolveCaptures(point, Game) { if(!point.capturing.length) { point.checkCapture(Game); } if(point.capturing.length) { point.capturing.forEach(cap => { Game.playerState[gameState.turn > 0 ? 'bCaptures' : 'wCaptures']++; cap.stone = checkKo(point) ? 'k' : 0; cap.groupMembers = []; }) } } function checkLegal(point, Game) { // clearOverlay(); // first step in logic: is point occupied, or in ko if (point.stone) return 0; // if point is not empty check if liberties if (point.getLiberties(Game).length < 1) { //if no liberties check if enemy group has liberties if ( point.checkCapture(Game).length ) return 'l'; //if neighboring point is not empty check if friendly group is alive if (point.checkGroup(Game)) return 'l'; return 0; } return 'l'; } 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(Game) { for (let point in Game.boardState) { point = Game.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 }