581 lines
18 KiB
JavaScript
581 lines
18 KiB
JavaScript
// index corresponds to difference in player rank
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const KOMI_REC = {
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"9": [5.5, 2.5, -0.5, -3.5, -6.5, -9.5, 12.5, 15.5, 18.5, 21.5],
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"13": [5.5, 0.5, -5.5, 0.5, -5.5, 0.5, -5.5, 0.5, -5.5, 0.5],
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"19": [7.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5],
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};
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const HANDI_REC = {
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"9": [0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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"13": [0, 0, 0, 2, 2, 3, 3, 4, 4, 5],
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"19": [0, 0, 2, 3, 4, 5, 6, 7, 8, 9],
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};
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// index represents handicap placement for different board-sizes, eg handiPlace['9][1] = { (3, 3), (7, 7) }
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// last array in each property also used for hoshi rendering
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const HANDI_PLACE = {
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9: [
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0,
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0,
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["7-3", "3-7"], // 2
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["7-7", "7-3", "3-7"],
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["3-3", "7-7", "3-7", "7-3"],
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],
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13: [
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0,
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0,
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["4-10", "10-4"], // 2
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["10-10", "4-10", "10-4"],
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["4-4", "10-10", "4-10", "10-4"],
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["7-7", "4-4", "10-10", "4-10", "10-4"],
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["7-4", "4-7", "4-4", "10-10", "4-10", "10-4"],
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["7-7", "7-4", "4-7", "4-4", "10-10", "4-10", "10-4"],
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["10-7", "7-4", "7-10", "4-7", "4-4", "10-10", "4-10", "10-4"],
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["7-7", "10-7", "7-4", "7-10", "4-7", "4-4", "10-10", "4-10", "10-4"],
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],
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19: [
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0,
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0,
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["4-16", "16-4"], // 2
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["16-16", "4-16", "16-4"],
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["4-4", "16-16", "4-16", "16-4"],
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["10-10", "4-4", "16-16", "4-16", "16-4"],
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["10-4", "4-10", "4-4", "16-16", "4-16", "16-4"],
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["10-10", "10-4", "4-10", "4-4", "16-16", "4-16", "16-4"],
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["16-10", "10-4", "10-16", "4-10", "4-4", "16-16", "4-16", "16-4"],
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["10-10", "16-10", "10-4", "10-16", "4-10", "4-4", "16-16", "4-16", "16-4"],
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],
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};
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const getSingleItemFromSet = (set) => {
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let entry;
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for (entry of set.entries()) {
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}
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return entry[0];
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};
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const pipeMap = (...funcs) => (obj) => {
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const arr = Object.entries(obj).reduce((acc, [key, value], i, arr) => {
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funcs.forEach((func) => (value = func(value, i, arr)));
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return [...acc, [key, value]];
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}, []);
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return arr.reduce((acc, [key, value]) => {
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return { ...acc, [key]: value };
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}, {});
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};
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const checkLegal = ({ point, Game }) => {
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// if stone (includes ko) return false
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if (point.stone) {
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point.legal = false;
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return point;
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}
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const neighbors = getNeighbors({ Game, point });
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const isEmpty = (point) => point.stone === 0 && point.legal === true;
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const isEmptyAdjacent = neighbors.filter(isEmpty);
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// if empty point adjacent return true
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if (!isEmptyAdjacent.length) {
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// if group has liberties return true
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const isTurnStone = (neighbor) => neighbor.stone === Game.turn;
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const getGroupLiberties = (point) =>
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Array.from(Game.groups[point.group].liberties);
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const isNotSamePoint = (liberty) =>
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!(liberty.pos.x === point.pos.x && liberty.pos.y === point.pos.y);
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const isInGroupWithLiberties = (neighbor) =>
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getGroupLiberties(neighbor).filter(isNotSamePoint).length;
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const isInLiveGroup = neighbors
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.filter(isTurnStone)
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.filter(isInGroupWithLiberties).length;
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if (isInLiveGroup) {
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point.legal = true;
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return point;
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}
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// if move would capture opposing group return true
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if (point.capturing[Game.turn].size) {
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point.legal = true;
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return point;
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}
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point.legal = false;
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return point;
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}
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point.legal = true;
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return point;
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};
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const getBoardState = (Game) => {
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const getLegal = (point) => checkLegal({ point, Game });
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const boardState = pipeMap(getLegal)(Game.boardState);
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Game.kos.forEach((ko) => {
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boardState[ko].legal = false;
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});
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return boardState;
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};
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const getLegalMoves = (Game) => {
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const mapLegal = (point) => (point.legal ? "l" : point.stone);
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const legalMoves = pipeMap(mapLegal)(Game.boardState);
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Game.kos.forEach((ko) => {
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legalMoves[ko] = "k";
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});
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return legalMoves;
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};
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const getTerritory = (Game) => {
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const mapTerritory = (point) => {
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if (point.territory === "d") return "d";
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if (point.territory > 0) return 1;
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if (point.territory < 0) return -1;
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};
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const territory = pipeMap(mapTerritory)(Game.boardState);
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return territory;
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};
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const getNeighbors = ({ Game, point }) => {
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let { top = null, btm = null, lft = null, rgt = null } = point.neighbors;
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const { boardState, boardSize } = Game;
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// boardState[0] = [ '1-1', Point({x:1, y:1, boardSize}) ]
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if (top) top = boardState[top];
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if (btm) btm = boardState[btm];
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if (lft) lft = boardState[lft];
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if (rgt) rgt = boardState[rgt];
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return [top, btm, lft, rgt].filter((value) => value);
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};
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const initBoard = (game) => {
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const boardState = {};
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const { boardSize, handicap } = game;
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for (let i = 0; i < Math.pow(boardSize, 2); i++) {
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const point = Point({
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x: Math.floor(i / boardSize) + 1,
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y: (i % boardSize) + 1,
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boardSize,
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});
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boardState[`${point.pos.x}-${point.pos.y}`] = point;
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}
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if (handicap) {
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HANDI_PLACE[boardSize][handicap].forEach((pt) => {
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boardState[pt].makeMove({ ...game, boardState });
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});
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game.turn *= -1;
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}
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return boardState;
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};
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// returns Game object
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const Game = ({ gameData = {}, gameRecord = [] } = {}) => {
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const helper = {
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clearKo: function () {
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this.kos.forEach((ko) => {
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this.boardState[ko] = {
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...this.boardState[ko],
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legal: true,
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ko: false,
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};
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});
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this.kos = [];
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},
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};
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if (gameRecord.length) {
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// play through all the moves
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return gameRecord.reduce(
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(game, move) => game.makeMove(move),
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Game({ gameData }).initGame()
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);
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}
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return {
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winner: gameData.winner || null,
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turn: gameData.turn || 0, // turn logic depends on handicap stones
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pass: gameData.pass || 0, // -1 represents state in which resignation has been submitted, not confirmed
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komi: gameData.komi || 6.5, // komi depends on handicap stones + player rank
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handicap: gameData.handicap || 0,
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boardSize: gameData.boardSize || 19,
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score: 0,
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groups: {}, // key is Symbol(position): {points: Set(), liberties: Set()}
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boardState: {},
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territory: {},
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kos: [],
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gameRecord: gameRecord,
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playerState: gameData.playerState || {
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bCaptures: 0,
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wCaptures: 0,
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bScore: 0,
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wScore: 0,
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},
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initGame: function () {
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this.winner = null;
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this.pass = 0;
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this.turn = 1;
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this.boardState = initBoard(this);
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this.boardState = getBoardState(this);
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this.legalMoves = getLegalMoves(this);
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return this;
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},
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addToRecord: function (moveObject) {
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this.gameRecord.push(moveObject);
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},
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getMeta: function () {
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// cannot be chained
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// does not affect game object
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return {
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winner: this.winner,
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turn: this.turn,
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pass: this.pass,
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playerState: this.playerState,
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gameRecord: this.gameRecord,
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boardSize: this.boardSize,
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handicap: this.handicap,
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komi: this.komi,
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score: this.score,
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};
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},
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makeMove: function ({ player, pos: { x, y } }) {
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if (this.pass > 1) {
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return { ...this, success: false };
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}
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if (x === 0) return this.submitPass(player);
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let game = this;
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let success = false;
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const point = game.boardState[`${x}-${y}`];
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const isTurn =
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(game.turn === 1 && player === "black") ||
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(game.turn === -1 && player === "white");
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if (isTurn) {
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if (point.legal) {
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game.pass = 0;
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game.addToRecord({ player, pos: { x, y } });
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if (this.kos.length) helper.clearKo.call(this);
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point.makeMove(game);
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game.turn *= -1;
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success = true;
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}
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}
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game.boardState = getBoardState(game);
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return { ...game, legalMoves: getLegalMoves(game), success };
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},
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initGroup: function (point) {
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const group = Symbol(`${point.pos.x}-${point.pos.y}`);
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this.groups[group] = { stones: new Set(), liberties: new Set() };
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return { game: this, group };
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},
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returnToMove: function (lastMove) {
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const { komi, handicap, boardSize } = this;
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if (lastMove === 0) {
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return Game({
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gameData: { komi, handicap, boardSize },
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}).initGame();
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}
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const length = this.gameRecord.length;
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const index = lastMove < 0 ? length + lastMove : lastMove;
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if (lastMove >= length && lastMove > 0) return this;
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return Game({
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gameData: { komi, handicap, boardSize },
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gameRecord: [...this.gameRecord.slice(0, index)],
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});
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},
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submitPass: function (player) {
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if (player !== "black" && player !== "white") {
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return { ...this, success: false };
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}
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if (this.pass > 0) {
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return this.calculateTerritory();
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}
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this.pass = 1;
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this.addToRecord({ player, pos: { x: null, y: null } });
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if (this.kos.length) helper.clearKo.call(this);
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this.turn = player === "black" ? -1 : 1;
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this.boardState = getBoardState(this);
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return { ...this, legalMoves: getLegalMoves(this), success: true };
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},
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submitResign: function (player) {
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if (player === "black") this.winner = -1;
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if (player === "white") this.winner = 1;
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this.turn = 0;
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return this;
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},
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calculateTerritory: function () {
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// TODO manage territory counting
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// form groups for empty points
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const joinEmptyPoints = (point) => {
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if (point.stone) return point;
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point.joinEmptyPoints({ point, Game: this });
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return point;
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};
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// for each point determine territory
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const determineTerritory = (point) => {
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if (point.stone || point.territory) return point;
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const points = Array.from(this.groups[point.group].stones);
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const neighbors = points.flatMap((pt) =>
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getNeighbors({ Game: this, point: pt })
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);
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const stones = neighbors.filter((point) => point.stone !== 0);
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point.territory =
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stones.reduce((acc, { stone }) => acc + stone, 0) || "d";
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return point;
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};
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// for each non-empty point group determine life
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const determineLife = (point) => {
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if (!point.stone || point.territory) return point;
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const liberties = Array.from(this.groups[point.group].liberties);
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point.territory =
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liberties.reduce(
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(acc, { territory }) => (territory === "d" ? acc : acc + territory),
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0
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) || point.stone;
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return point;
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};
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let boardState = pipeMap(joinEmptyPoints)(this.boardState);
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boardState = pipeMap(determineTerritory)(boardState);
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boardState = pipeMap(determineLife)(boardState);
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this.boardState = boardState;
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// submit board state to users
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this.turn = 0;
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return { ...this, territory: getTerritory(this) };
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},
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toggleTerritory: function (key) {
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if (this.turn) return { ...this, success: false };
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const groupKey = this.boardState[key].group;
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const group = this.groups[groupKey];
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const newStones = Array.from(group.stones).forEach((point) => {
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// console.log(point);
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if (point.stone) {
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return (point.territory = -1 * point.territory);
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}
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if (point.territory === "d") return (point.territory = 1);
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if (point.territory > 0) return (point.territory = -1);
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if (point.territory < 0) return (point.territory = "d");
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});
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this.groups[groupKey];
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return { ...this, territory: getTerritory(this) };
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},
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endGame: function () {
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// if boardState is approved calculate winner
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const [blackTerritory, whiteTerritory] = Object.values(
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this.boardState
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).reduce(
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([blackTerritory, whiteTerritory], { territory, stone }) => {
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if (territory === "d") return [blackTerritory, whiteTerritory];
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if (territory > 0) {
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if (stone === -1) return [blackTerritory + 2, whiteTerritory];
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return [blackTerritory + 1, whiteTerritory];
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}
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if (territory < 0) {
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if (stone === 1) return [blackTerritory, whiteTerritory + 2];
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return [blackTerritory, whiteTerritory + 1];
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}
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},
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[0, 0]
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);
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this.playerState.bScore = blackTerritory + this.playerState.bCaptures;
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this.playerState.wScore = whiteTerritory + this.playerState.wCaptures;
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const score =
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this.playerState.bScore - (this.playerState.wScore + this.komi);
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return { ...this, score, winner: score > 0 ? 1 : -1 };
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},
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};
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};
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const Point = ({ x, y, boardSize = 19 }) => {
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let point = {
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pos: { x, y },
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key: `${x}-${y}`,
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stone: 0, // can be 1, -1, 0,
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ko: false,
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legal: true,
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territory: 0,
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capturing: {
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"1": new Set(),
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"-1": new Set(),
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},
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group: null,
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neighbors: {
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top: x > 1 ? `${x - 1}-${y}` : null,
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btm: x < boardSize ? `${x + 1}-${y}` : null,
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rgt: y < boardSize ? `${x}-${y + 1}` : null,
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lft: y > 1 ? `${x}-${y - 1}` : null,
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},
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makeMove: function (Game) {
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this.stone = Game.turn;
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this.legal = false;
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if (this.capturing[this.stone].size) {
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Game = this.makeCaptures(Game);
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}
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Game = this.joinGroup({ point: this, Game });
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return this.checkCaptures(Game);
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},
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joinGroup: function ({ point, Game }) {
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if (point.group !== this.group || !point.group) {
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// if point has no group set current group to new Symbol in game object
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if (!point.group) {
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const { game, group } = Game.initGroup(point);
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this.group = group;
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Game = game;
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}
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// add current point to global group and override current group
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Game.groups[point.group].stones.add(this);
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if (this.group !== point.group) {
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this.group = point.group;
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}
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Game = this.setLiberties(Game);
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getNeighbors({ point: this, Game }).forEach((neighbor) => {
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if (
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neighbor.stone === this.stone &&
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// this check prevents infinite call chains
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neighbor.group !== this.group
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) {
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Game = neighbor.joinGroup({ point: this, Game });
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}
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});
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}
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return Game;
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},
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joinEmptyPoints: function ({ point, Game }) {
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if (point.group !== this.group || !point.group) {
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if (!point.group) {
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const { game, group } = Game.initGroup(point);
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this.group = group;
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Game = game;
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}
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Game.groups[point.group].stones.add(this);
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if (this.group !== point.group) {
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this.group = point.group;
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}
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getNeighbors({ point: this, Game }).forEach((neighbor) => {
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if (
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neighbor.stone === this.stone &&
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// this check prevents infinite call chains
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neighbor.group !== this.group
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) {
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Game = neighbor.joinEmptyPoints({ point: this, Game });
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}
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});
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return Game;
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}
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},
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setLiberties: function (Game) {
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const neighbors = getNeighbors({ point: this, Game });
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const liberties = Game.groups[this.group].liberties;
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// if point is occupied remove it from liberties set of point group, else add it
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neighbors.forEach((neighbor) => {
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if (neighbor.stone !== 0) {
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liberties.delete(neighbor);
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Game.groups[neighbor.group].liberties.delete(this);
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}
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if (neighbor.stone === 0) {
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liberties.add(neighbor);
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}
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});
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return Game;
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},
|
|
|
|
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].add(this.group);
|
|
}
|
|
if (liberties.size > 1) {
|
|
liberties.forEach((liberty) =>
|
|
liberty.capturing[this.stone * -1].delete(this.group)
|
|
);
|
|
}
|
|
|
|
// 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].add(neighbor.group);
|
|
}
|
|
});
|
|
return game;
|
|
},
|
|
|
|
makeCaptures: function (game) {
|
|
// for each group
|
|
for (let [captureGroup, _] of this.capturing[this.stone].entries()) {
|
|
const capturesSet = game.groups[captureGroup].stones;
|
|
for (let [capture, _] of capturesSet.entries()) {
|
|
game = capture.removeStone(game);
|
|
if (capturesSet.size === 1) {
|
|
const neighbors = getNeighbors({ point: this, Game: game });
|
|
const liberties = neighbors.filter(
|
|
(neighbor) => neighbor.stone === 0
|
|
);
|
|
const groupStones = neighbors.filter(
|
|
(neighbor) => neighbor.stone === this.stone
|
|
);
|
|
if (liberties.length === 1 && groupStones.length === 0) {
|
|
capture.ko = true;
|
|
game.kos.push(capture.key);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// points with stones cannot be played to capture
|
|
this.capturing = { "1": new Set(), "-1": new Set() };
|
|
return { ...game, boardState: { ...game.boardState, [this.key]: this } };
|
|
},
|
|
|
|
removeStone: function (game) {
|
|
if ((this.stone = 0)) {
|
|
return game;
|
|
}
|
|
// reset point
|
|
this.stone = 0;
|
|
this.group = null;
|
|
this.capturing[game.turn] = new Set();
|
|
// add captures
|
|
const player = game.turn > 0 ? "b" : "w";
|
|
game.playerState[`${player}Captures`] += 1;
|
|
|
|
// add as liberty to neighbors
|
|
const neighbors = getNeighbors({ point: this, Game: game }).filter(
|
|
(neighbor) => neighbor.stone !== 0 && neighbor.group
|
|
);
|
|
neighbors.forEach((neighbor) => {
|
|
game.groups[neighbor.group].liberties.add(this);
|
|
neighbor.checkCaptures(game);
|
|
});
|
|
|
|
return { ...game, boardState: { ...game.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,
|
|
Point,
|
|
};
|