node-go/packages/server/services/Game.v2.js

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JavaScript

// 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
]
}
// 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' ], // 2
[ '7-7', '7-3', '3-7' ],
[ '3-3', '7-7', '3-7', '7-3' ]
],
13 : [
0, 0,
[ '4-10', '10-4' ], // 2
[ '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' ], // 2
[ '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' ],
]
};
const pipeMap = (...funcs) => obj => {
const arr = Object.entries(obj).reduce((acc, [key, value], i, arr) => {
funcs.forEach(func => value = func(value, i, arr));
return [...acc, [key, value]];
},[]);
return arr.reduce((acc, [key, value]) => {
return { ...acc, [key]: value }
}, {});
}
const checkLegal = ({ point, Game }) => {
// if stone (includes ko) return false
let legal = false;
if (point.stone) {
point.legal = legal;
return point;
}
const isEmptyAdjacent = Object.values(point.neighbors).filter(pt => pt.stone === 0).length;
// if empty point adjacent return true
if (!isEmptyAdjacent) {
// if group has liberties return true
const isTurnStone = neighbor => neighbor.stone === Game.turn;
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 isInLiveGroup = () => Object.values(point.neighbors).filter(isTurnStone).filter(isInGroupWithLiberties).length;
if (isInLiveGroup()) {
point.legal = true;
return point;
}
point.legal = legal;
return { ...point, adj: isEmptyAdjacent };
}
// if move would capture opposing group
// set capturing object and return true
point.legal = !point.stone ? true : false;
point.adj = isEmptyAdjacent;
return point;
}
const getBoardState = (Game) => {
const getLegal = point => checkLegal({ point, Game }).legal ? 'l' : point.stone;
return pipeMap(getLegal)(Game.boardState);
}
const getNeighbors = boardSize => (point, i, boardState) => {
const { top, btm, lft, rgt} = point.neighbors;
// 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;
}
const initBoard = (game) => {
const boardState = {};
const { boardSize, handicap } = game;
for (let i = 0; i < Math.pow(boardSize, 2); i++) {
const point = Point({
x: Math.floor(i / boardSize) + 1,
y: i % boardSize + 1,
boardSize
});
boardState[`${point.pos.x}-${point.pos.y}`] = point;
}
if (handicap) {
HANDI_PLACE[boardSize][handicap].forEach(pt => {
boardState[pt].makeMove(game);
});
game.turn *= -1;
}
const boardStateWithNeighbors = pipeMap(getNeighbors(boardSize))(boardState)
return boardStateWithNeighbors;
}
// returns Game object
const Game = ({gameData = {}, gameRecord = []} = {}) => ({
winner: gameData.winner ||null,
turn: gameData.turn || 0, // turn logic depends on handicap stones
pass: gameData.pass || 0, // -1 represents state in which resignation has been submitted, not confirmed
komi: gameData.komi || 6.5, // komi depends on handicap stones + player rank
handicap: gameData.handicap || 0,
boardSize: gameData.boardSize || 19,
groups: {},
boardState: {},
gameRecord: gameRecord,
playerState: gameData.playerState || {
bCaptures: 0,
wCaptures: 0,
bScore: 0,
wScore: 0
},
initGame: function() {
this.winner = null;
this.pass = 0;
this.turn = 1;
this.boardState = initBoard(this)
return { ...this, legalMoves: getBoardState(this)};
},
getMeta: function() {
return { winner: this.winner, turn: this.turn, pass: this.pass, playerState: this.playerState, gameRecord: this.gameRecord }
},
makeMove: function({ player, pos: {x, y}}) {
let success = false;
const point = this.boardState[`${x}-${y}`];
const isTurn = ( this.turn === 1 && player === 'black' )
|| ( this.turn === -1 && player === 'white' );
if (isTurn) {
if (point.legal) {
point.makeMove(this);
this.turn *= -1;
success = true;
}
}
return {...this, legalMoves: getBoardState(this), 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 Point = ({x, y, boardSize = 19}) => ({
pos: {x, y},
stone: 0, // can be 1, -1, 0, or 'k' for ko
legal: true,
territory: 0,
capturing: [],
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;
return this.joinGroup({ point: this, 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);
}
// 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 });
}
}
}
},
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 => pt ? liberties.delete(pt) : liberties.add(pt) );
}
});
module.exports = {
Game,
Point
}