GO: Various changes before 2.6.0 (#1120)

This commit is contained in:
Snarling
2024-02-26 08:05:10 -05:00
committed by GitHub
parent f6871f0911
commit 373ced2efe
62 changed files with 1626 additions and 2135 deletions
+176 -221
View File
@@ -1,13 +1,6 @@
import {
Board,
BoardState,
Neighbor,
opponents,
PlayerColor,
playerColors,
PointState,
validityReason,
} from "../boardState/goConstants";
import type { Board, BoardState, Neighbor, PointState, SimpleBoard } from "../Types";
import { GoValidity, GoOpponent, GoColor } from "@enums";
import {
findAdjacentPointsInChain,
findNeighbors,
@@ -15,7 +8,6 @@ import {
getBoardCopy,
getEmptySpaces,
getNewBoardState,
getStateCopy,
isDefined,
isNotNull,
updateCaptures,
@@ -35,120 +27,106 @@ import {
*
* @returns a validity explanation for if the move is legal or not
*/
export function evaluateIfMoveIsValid(
boardState: BoardState,
x: number,
y: number,
player: PlayerColor,
shortcut = true,
) {
const point = boardState.board?.[x]?.[y];
export function evaluateIfMoveIsValid(boardState: BoardState, x: number, y: number, player: GoColor, shortcut = true) {
const point = boardState.board[x]?.[y];
if (boardState.previousPlayer === null) {
return validityReason.gameOver;
return GoValidity.gameOver;
}
if (boardState.previousPlayer === player) {
return validityReason.notYourTurn;
return GoValidity.notYourTurn;
}
if (!point) {
return validityReason.pointBroken;
return GoValidity.pointBroken;
}
if (point.player !== playerColors.empty) {
return validityReason.pointNotEmpty;
if (point.color !== GoColor.empty) {
return GoValidity.pointNotEmpty;
}
// Detect if the current player has ever previously played this move. Used to detect potential repeated board states
const moveHasBeenPlayedBefore = !!boardState.history.find((board) => board[x]?.[y]?.player === player);
// Detect if the move might be an immediate repeat (only one board of history is saved to check)
const possibleRepeat = boardState.previousBoard && getColorOnSimpleBoard(boardState.previousBoard, x, y) === player;
if (shortcut) {
// If the current point has some adjacent open spaces, it is not suicide. If the move is not repeated, it is legal
const liberties = findAdjacentLibertiesForPoint(boardState, x, y);
const liberties = findAdjacentLibertiesForPoint(boardState.board, x, y);
const hasLiberty = liberties.north || liberties.east || liberties.south || liberties.west;
if (!moveHasBeenPlayedBefore && hasLiberty) {
return validityReason.valid;
if (!possibleRepeat && hasLiberty) {
return GoValidity.valid;
}
// If a connected friendly chain has more than one liberty, the move is not suicide. If the move is not repeated, it is legal
const neighborChainLibertyCount = findMaxLibertyCountOfAdjacentChains(boardState, x, y, player);
if (!moveHasBeenPlayedBefore && neighborChainLibertyCount > 1) {
return validityReason.valid;
if (!possibleRepeat && neighborChainLibertyCount > 1) {
return GoValidity.valid;
}
// If there is any neighboring enemy chain with only one liberty, and the move is not repeated, it is valid,
// because it would capture the enemy chain and free up some liberties for itself
const potentialCaptureChainLibertyCount = findMinLibertyCountOfAdjacentChains(
boardState,
boardState.board,
x,
y,
player === playerColors.black ? playerColors.white : playerColors.black,
player === GoColor.black ? GoColor.white : GoColor.black,
);
if (!moveHasBeenPlayedBefore && potentialCaptureChainLibertyCount < 2) {
return validityReason.valid;
if (!possibleRepeat && potentialCaptureChainLibertyCount < 2) {
return GoValidity.valid;
}
// If there is no direct liberties for the move, no captures, and no neighboring friendly chains with multiple liberties,
// the move is not valid because it would suicide the piece
if (!hasLiberty && potentialCaptureChainLibertyCount >= 2 && neighborChainLibertyCount <= 1) {
return validityReason.noSuicide;
return GoValidity.noSuicide;
}
}
// If the move has been played before and is not obviously illegal, we have to actually play it out to determine
// if it is a repeated move, or if it is a valid move
const evaluationBoard = evaluateMoveResult(boardState, x, y, player, true);
if (evaluationBoard.board[x]?.[y]?.player !== player) {
return validityReason.noSuicide;
const evaluationBoard = evaluateMoveResult(boardState.board, x, y, player, true);
if (evaluationBoard[x]?.[y]?.color !== player) {
return GoValidity.noSuicide;
}
if (moveHasBeenPlayedBefore && checkIfBoardStateIsRepeated(evaluationBoard)) {
return validityReason.boardRepeated;
if (possibleRepeat && boardState.previousBoard) {
const simpleEvalBoard = simpleBoardFromBoard(evaluationBoard);
if (areSimpleBoardsIdentical(simpleEvalBoard, boardState.previousBoard)) return GoValidity.boardRepeated;
}
return validityReason.valid;
return GoValidity.valid;
}
/**
* Create a new evaluation board and play out the results of the given move on the new board
* @returns the evaluation board
*/
export function evaluateMoveResult(
initialBoardState: BoardState,
x: number,
y: number,
player: playerColors,
resetChains = false,
) {
const boardState = getStateCopy(initialBoardState);
boardState.history.push(getBoardCopy(boardState).board);
const point = boardState.board[x]?.[y];
if (!point) {
return initialBoardState;
}
export function evaluateMoveResult(board: Board, x: number, y: number, player: GoColor, resetChains = false): Board {
const evaluationBoard = getBoardCopy(board);
const point = evaluationBoard[x]?.[y];
if (!point) return board;
point.player = player;
boardState.previousPlayer = player;
point.color = player;
const neighbors = getArrayFromNeighbor(findNeighbors(boardState, x, y));
const neighbors = getArrayFromNeighbor(findNeighbors(board, x, y));
const chainIdsToUpdate = [point.chain, ...neighbors.map((point) => point.chain)];
resetChainsById(boardState, chainIdsToUpdate);
return updateCaptures(boardState, player, resetChains);
resetChainsById(evaluationBoard, chainIdsToUpdate);
updateCaptures(evaluationBoard, player, resetChains);
return evaluationBoard;
}
export function getControlledSpace(boardState: BoardState) {
const chains = getAllChains(boardState);
const length = boardState.board[0].length;
const whiteControlledEmptyNodes = getAllPotentialEyes(boardState, chains, playerColors.white, length * 2)
export function getControlledSpace(board: Board) {
const chains = getAllChains(board);
const length = board[0].length;
const whiteControlledEmptyNodes = getAllPotentialEyes(board, chains, GoColor.white, length * 2)
.map((eye) => eye.chain)
.flat();
const blackControlledEmptyNodes = getAllPotentialEyes(boardState, chains, playerColors.black, length * 2)
const blackControlledEmptyNodes = getAllPotentialEyes(board, chains, GoColor.black, length * 2)
.map((eye) => eye.chain)
.flat();
const ownedPointGrid = Array.from({ length }, () => Array.from({ length }, () => playerColors.empty));
const ownedPointGrid = Array.from({ length }, () => Array.from({ length }, () => GoColor.empty));
whiteControlledEmptyNodes.forEach((node) => {
ownedPointGrid[node.x][node.y] = playerColors.white;
ownedPointGrid[node.x][node.y] = GoColor.white;
});
blackControlledEmptyNodes.forEach((node) => {
ownedPointGrid[node.x][node.y] = playerColors.black;
ownedPointGrid[node.x][node.y] = GoColor.black;
});
return ownedPointGrid;
@@ -157,30 +135,28 @@ export function getControlledSpace(boardState: BoardState) {
/**
Clear the chain and liberty data of all points in the given chains
*/
const resetChainsById = (boardState: BoardState, chainIds: string[]) => {
const pointsToUpdate = boardState.board
.flat()
.filter(isDefined)
.filter(isNotNull)
.filter((point) => chainIds.includes(point.chain));
pointsToUpdate.forEach((point) => {
point.chain = "";
point.liberties = [];
});
const resetChainsById = (board: Board, chainIds: string[]) => {
for (const column of board) {
for (const point of column) {
if (!point || !chainIds.includes(point.chain)) continue;
point.chain = "";
point.liberties = [];
}
}
};
/**
* For a potential move, determine what the liberty of the point would be if played, by looking at adjacent empty nodes
* as well as the remaining liberties of neighboring friendly chains
*/
export function findEffectiveLibertiesOfNewMove(boardState: BoardState, x: number, y: number, player: PlayerColor) {
const friendlyChains = getAllChains(boardState).filter((chain) => chain[0].player === player);
const neighbors = findAdjacentLibertiesAndAlliesForPoint(boardState, x, y, player);
export function findEffectiveLibertiesOfNewMove(board: Board, x: number, y: number, player: GoColor) {
const friendlyChains = getAllChains(board).filter((chain) => chain[0].color === player);
const neighbors = findAdjacentLibertiesAndAlliesForPoint(board, x, y, player);
const neighborPoints = [neighbors.north, neighbors.east, neighbors.south, neighbors.west]
.filter(isNotNull)
.filter(isDefined);
// Get all chains that the new move will connect to
const allyNeighbors = neighborPoints.filter((neighbor) => neighbor.player === player);
const allyNeighbors = neighborPoints.filter((neighbor) => neighbor.color === player);
const allyNeighborChainLiberties = allyNeighbors
.map((neighbor) => {
const chain = friendlyChains.find((chain) => chain[0].chain === neighbor.chain);
@@ -190,7 +166,7 @@ export function findEffectiveLibertiesOfNewMove(boardState: BoardState, x: numbe
.filter(isNotNull);
// Get all empty spaces that the new move connects to that aren't already part of friendly liberties
const directLiberties = neighborPoints.filter((neighbor) => neighbor.player === playerColors.empty);
const directLiberties = neighborPoints.filter((neighbor) => neighbor.color === GoColor.empty);
const allLiberties = [...directLiberties, ...allyNeighborChainLiberties];
@@ -206,17 +182,12 @@ export function findEffectiveLibertiesOfNewMove(boardState: BoardState, x: numbe
/**
* Find the number of open spaces that are connected to chains adjacent to a given point, and return the maximum
*/
export function findMaxLibertyCountOfAdjacentChains(
boardState: BoardState,
x: number,
y: number,
player: playerColors,
) {
const neighbors = findAdjacentLibertiesAndAlliesForPoint(boardState, x, y, player);
export function findMaxLibertyCountOfAdjacentChains(boardState: BoardState, x: number, y: number, player: GoColor) {
const neighbors = findAdjacentLibertiesAndAlliesForPoint(boardState.board, x, y, player);
const friendlyNeighbors = [neighbors.north, neighbors.east, neighbors.south, neighbors.west]
.filter(isNotNull)
.filter(isDefined)
.filter((neighbor) => neighbor.player === player);
.filter((neighbor) => neighbor.color === player);
return friendlyNeighbors.reduce((max, neighbor) => Math.max(max, neighbor?.liberties?.length ?? 0), 0);
}
@@ -224,28 +195,18 @@ export function findMaxLibertyCountOfAdjacentChains(
/**
* Find the number of open spaces that are connected to chains adjacent to a given point, and return the minimum
*/
export function findMinLibertyCountOfAdjacentChains(
boardState: BoardState,
x: number,
y: number,
player: playerColors,
) {
const chain = findEnemyNeighborChainWithFewestLiberties(boardState, x, y, player);
export function findMinLibertyCountOfAdjacentChains(board: Board, x: number, y: number, player: GoColor) {
const chain = findEnemyNeighborChainWithFewestLiberties(board, x, y, player);
return chain?.[0]?.liberties?.length ?? 99;
}
export function findEnemyNeighborChainWithFewestLiberties(
boardState: BoardState,
x: number,
y: number,
player: playerColors,
) {
const chains = getAllChains(boardState);
const neighbors = findAdjacentLibertiesAndAlliesForPoint(boardState, x, y, player);
export function findEnemyNeighborChainWithFewestLiberties(board: Board, x: number, y: number, player: GoColor) {
const chains = getAllChains(board);
const neighbors = findAdjacentLibertiesAndAlliesForPoint(board, x, y, player);
const friendlyNeighbors = [neighbors.north, neighbors.east, neighbors.south, neighbors.west]
.filter(isNotNull)
.filter(isDefined)
.filter((neighbor) => neighbor.player === player);
.filter((neighbor) => neighbor.color === player);
const minimumLiberties = friendlyNeighbors.reduce(
(min, neighbor) => Math.min(min, neighbor?.liberties?.length ?? 0),
@@ -259,9 +220,9 @@ export function findEnemyNeighborChainWithFewestLiberties(
/**
* Returns a list of points that are valid moves for the given player
*/
export function getAllValidMoves(boardState: BoardState, player: PlayerColor) {
return getEmptySpaces(boardState).filter(
(point) => evaluateIfMoveIsValid(boardState, point.x, point.y, player) === validityReason.valid,
export function getAllValidMoves(boardState: BoardState, player: GoColor) {
return getEmptySpaces(boardState.board).filter(
(point) => evaluateIfMoveIsValid(boardState, point.x, point.y, player) === GoValidity.valid,
);
}
@@ -272,9 +233,9 @@ export function getAllValidMoves(boardState: BoardState, player: PlayerColor) {
Eyes are important, because a chain of pieces cannot be captured if it fully surrounds two or more eyes.
*/
export function getAllEyesByChainId(boardState: BoardState, player: playerColors) {
const allChains = getAllChains(boardState);
const eyeCandidates = getAllPotentialEyes(boardState, allChains, player);
export function getAllEyesByChainId(board: Board, player: GoColor) {
const allChains = getAllChains(board);
const eyeCandidates = getAllPotentialEyes(board, allChains, player);
const eyes: { [s: string]: PointState[][] } = {};
eyeCandidates.forEach((candidate) => {
@@ -292,7 +253,7 @@ export function getAllEyesByChainId(boardState: BoardState, player: playerColors
// If any chain fully encircles the empty space (even if there are other chains encircled as well), the eye is true
const neighborsEncirclingEye = findNeighboringChainsThatFullyEncircleEmptySpace(
boardState,
board,
candidate.chain,
candidate.neighbors,
allChains,
@@ -310,8 +271,8 @@ export function getAllEyesByChainId(boardState: BoardState, player: playerColors
/**
* Get a list of all eyes, grouped by the chain they are adjacent to
*/
export function getAllEyes(boardState: BoardState, player: playerColors, eyesObject?: { [s: string]: PointState[][] }) {
const eyes = eyesObject ?? getAllEyesByChainId(boardState, player);
export function getAllEyes(board: Board, player: GoColor, eyesObject?: { [s: string]: PointState[][] }) {
const eyes = eyesObject ?? getAllEyesByChainId(board, player);
return Object.keys(eyes).map((key) => eyes[key]);
}
@@ -320,33 +281,28 @@ export function getAllEyes(boardState: BoardState, player: playerColors, eyesObj
For each player chain number, add any empty space chains that are completely surrounded by a single player's color to
an array at that chain number's index.
*/
export function getAllPotentialEyes(
boardState: BoardState,
allChains: PointState[][],
player: playerColors,
_maxSize?: number,
) {
const nodeCount = boardState.board.map((row) => row.filter((p) => p)).flat().length;
export function getAllPotentialEyes(board: Board, allChains: PointState[][], player: GoColor, _maxSize?: number) {
const nodeCount = board.map((row) => row.filter((p) => p)).flat().length;
const maxSize = _maxSize ?? Math.min(nodeCount * 0.4, 11);
const emptyPointChains = allChains.filter((chain) => chain[0].player === playerColors.empty);
const emptyPointChains = allChains.filter((chain) => chain[0].color === GoColor.empty);
const eyeCandidates: { neighbors: PointState[][]; chain: PointState[]; id: string }[] = [];
emptyPointChains
.filter((chain) => chain.length <= maxSize)
.forEach((chain) => {
const neighboringChains = getAllNeighboringChains(boardState, chain, allChains);
const neighboringChains = getAllNeighboringChains(board, chain, allChains);
const hasWhitePieceNeighbor = neighboringChains.find(
(neighborChain) => neighborChain[0]?.player === playerColors.white,
(neighborChain) => neighborChain[0]?.color === GoColor.white,
);
const hasBlackPieceNeighbor = neighboringChains.find(
(neighborChain) => neighborChain[0]?.player === playerColors.black,
(neighborChain) => neighborChain[0]?.color === GoColor.black,
);
// Record the neighbor chains of the eye candidate empty chain, if all of its neighbors are the same color piece
if (
(hasWhitePieceNeighbor && !hasBlackPieceNeighbor && player === playerColors.white) ||
(!hasWhitePieceNeighbor && hasBlackPieceNeighbor && player === playerColors.black)
(hasWhitePieceNeighbor && !hasBlackPieceNeighbor && player === GoColor.white) ||
(!hasWhitePieceNeighbor && hasBlackPieceNeighbor && player === GoColor.black)
) {
eyeCandidates.push({
neighbors: neighboringChains,
@@ -366,12 +322,12 @@ export function getAllPotentialEyes(
* If so, the original candidate is a true eye.
*/
function findNeighboringChainsThatFullyEncircleEmptySpace(
boardState: BoardState,
board: Board,
candidateChain: PointState[],
neighborChainList: PointState[][],
allChains: PointState[][],
) {
const boardMax = boardState.board[0].length - 1;
const boardMax = board[0].length - 1;
const candidateSpread = findFurthestPointsOfChain(candidateChain);
return neighborChainList.filter((neighborChain, index) => {
// If the chain does not go far enough to surround the eye in question, don't bother building an eval board
@@ -392,23 +348,23 @@ function findNeighboringChainsThatFullyEncircleEmptySpace(
return false;
}
const evaluationBoard = getStateCopy(boardState);
const evaluationBoard = getBoardCopy(board);
const examplePoint = candidateChain[0];
const otherChainNeighborPoints = removePointAtIndex(neighborChainList, index)
.flat()
.filter(isNotNull)
.filter(isDefined);
otherChainNeighborPoints.forEach((point) => {
const pointToEdit = evaluationBoard.board[point.x]?.[point.y];
const pointToEdit = evaluationBoard[point.x]?.[point.y];
if (pointToEdit) {
pointToEdit.player = playerColors.empty;
pointToEdit.color = GoColor.empty;
}
});
const updatedBoard = updateChains(evaluationBoard);
const newChains = getAllChains(updatedBoard);
const newChainID = updatedBoard.board[examplePoint.x]?.[examplePoint.y]?.chain;
updateChains(evaluationBoard);
const newChains = getAllChains(evaluationBoard);
const newChainID = evaluationBoard[examplePoint.x]?.[examplePoint.y]?.chain;
const chain = newChains.find((chain) => chain[0].chain === newChainID) || [];
const newNeighborChains = getAllNeighboringChains(boardState, chain, allChains);
const newNeighborChains = getAllNeighboringChains(board, chain, allChains);
return newNeighborChains.length === 1;
});
@@ -456,8 +412,8 @@ function removePointAtIndex(arr: PointState[][], index: number) {
/**
* Get all player chains that are adjacent / touching the current chain
*/
export function getAllNeighboringChains(boardState: BoardState, chain: PointState[], allChains: PointState[][]) {
const playerNeighbors = getPlayerNeighbors(boardState, chain);
export function getAllNeighboringChains(board: Board, chain: PointState[], allChains: PointState[][]) {
const playerNeighbors = getPlayerNeighbors(board, chain);
const neighboringChains = playerNeighbors.reduce(
(neighborChains, neighbor) =>
@@ -471,16 +427,16 @@ export function getAllNeighboringChains(boardState: BoardState, chain: PointStat
/**
* Gets all points that have player pieces adjacent to the given point
*/
export function getPlayerNeighbors(boardState: BoardState, chain: PointState[]) {
return getAllNeighbors(boardState, chain).filter((neighbor) => neighbor && neighbor.player !== playerColors.empty);
export function getPlayerNeighbors(board: Board, chain: PointState[]) {
return getAllNeighbors(board, chain).filter((neighbor) => neighbor && neighbor.color !== GoColor.empty);
}
/**
* Gets all points adjacent to the given point
*/
export function getAllNeighbors(boardState: BoardState, chain: PointState[]) {
export function getAllNeighbors(board: Board, chain: PointState[]) {
const allNeighbors = chain.reduce((chainNeighbors: Set<PointState>, point: PointState) => {
getArrayFromNeighbor(findNeighbors(boardState, point.x, point.y))
getArrayFromNeighbor(findNeighbors(board, point.x, point.y))
.filter((neighborPoint) => !isPointInChain(neighborPoint, chain))
.forEach((neighborPoint) => chainNeighbors.add(neighborPoint));
return chainNeighbors;
@@ -495,33 +451,15 @@ export function isPointInChain(point: PointState, chain: PointState[]) {
return !!chain.find((chainPoint) => chainPoint.x === point.x && chainPoint.y === point.y);
}
/**
* Looks through the board history to see if the current state is identical to any previous state
* Capped at 5 for calculation speed, because loops of size 6 are essentially impossible
*/
function checkIfBoardStateIsRepeated(boardState: BoardState) {
const currentBoard = boardState.board;
return boardState.history.slice(-5).find((state) => {
for (let x = 0; x < state.length; x++) {
for (let y = 0; y < state[x].length; y++) {
if (currentBoard[x]?.[y]?.player && currentBoard[x]?.[y]?.player !== state[x]?.[y]?.player) {
return false;
}
}
}
return true;
});
}
/**
* Finds all groups of connected pieces, or empty space groups
*/
export function getAllChains(boardState: BoardState): PointState[][] {
export function getAllChains(board: Board): PointState[][] {
const chains: { [s: string]: PointState[] } = {};
for (let x = 0; x < boardState.board.length; x++) {
for (let y = 0; y < boardState.board[x].length; y++) {
const point = boardState.board[x]?.[y];
for (let x = 0; x < board.length; x++) {
for (let y = 0; y < board[x].length; y++) {
const point = board[x]?.[y];
// If the current chain is already analyzed, skip it
if (!point || point.chain === "") {
continue;
@@ -538,8 +476,8 @@ export function getAllChains(boardState: BoardState): PointState[][] {
/**
* Find any group of stones with no liberties (who therefore are to be removed from the board)
*/
export function findAllCapturedChains(chainList: PointState[][], playerWhoMoved: PlayerColor) {
const opposingPlayer = playerWhoMoved === playerColors.white ? playerColors.black : playerColors.white;
export function findAllCapturedChains(chainList: PointState[][], playerWhoMoved: GoColor) {
const opposingPlayer = playerWhoMoved === GoColor.white ? GoColor.black : GoColor.white;
const enemyChainsToCapture = findCapturedChainOfColor(chainList, opposingPlayer);
if (enemyChainsToCapture) {
@@ -552,36 +490,36 @@ export function findAllCapturedChains(chainList: PointState[][], playerWhoMoved:
}
}
function findCapturedChainOfColor(chainList: PointState[][], playerColor: PlayerColor) {
return chainList.filter((chain) => chain?.[0].player === playerColor && chain?.[0].liberties?.length === 0);
function findCapturedChainOfColor(chainList: PointState[][], playerColor: GoColor) {
return chainList.filter((chain) => chain?.[0].color === playerColor && chain?.[0].liberties?.length === 0);
}
/**
* Find all empty points adjacent to any piece in a given chain
*/
export function findLibertiesForChain(boardState: BoardState, chain: PointState[]): PointState[] {
return getAllNeighbors(boardState, chain).filter((neighbor) => neighbor && neighbor.player === playerColors.empty);
export function findLibertiesForChain(board: Board, chain: PointState[]): PointState[] {
return getAllNeighbors(board, chain).filter((neighbor) => neighbor && neighbor.color === GoColor.empty);
}
/**
* Find all empty points adjacent to any piece in the chain that a given point belongs to
*/
export function findChainLibertiesForPoint(boardState: BoardState, x: number, y: number): PointState[] {
const chain = findAdjacentPointsInChain(boardState, x, y);
return findLibertiesForChain(boardState, chain);
export function findChainLibertiesForPoint(board: Board, x: number, y: number): PointState[] {
const chain = findAdjacentPointsInChain(board, x, y);
return findLibertiesForChain(board, chain);
}
/**
* Returns an object that includes which of the cardinal neighbors are empty
* (adjacent 'liberties' of the current piece )
*/
export function findAdjacentLibertiesForPoint(boardState: BoardState, x: number, y: number): Neighbor {
const neighbors = findNeighbors(boardState, x, y);
export function findAdjacentLibertiesForPoint(board: Board, x: number, y: number): Neighbor {
const neighbors = findNeighbors(board, x, y);
const hasNorthLiberty = neighbors.north && neighbors.north.player === playerColors.empty;
const hasEastLiberty = neighbors.east && neighbors.east.player === playerColors.empty;
const hasSouthLiberty = neighbors.south && neighbors.south.player === playerColors.empty;
const hasWestLiberty = neighbors.west && neighbors.west.player === playerColors.empty;
const hasNorthLiberty = neighbors.north && neighbors.north.color === GoColor.empty;
const hasEastLiberty = neighbors.east && neighbors.east.color === GoColor.empty;
const hasSouthLiberty = neighbors.south && neighbors.south.color === GoColor.empty;
const hasWestLiberty = neighbors.west && neighbors.west.color === GoColor.empty;
return {
north: hasNorthLiberty ? neighbors.north : null,
@@ -596,22 +534,21 @@ export function findAdjacentLibertiesForPoint(boardState: BoardState, x: number,
* current player's pieces. Used for making the connection map on the board
*/
export function findAdjacentLibertiesAndAlliesForPoint(
boardState: BoardState,
board: Board,
x: number,
y: number,
_player?: PlayerColor,
_player?: GoColor,
): Neighbor {
const currentPoint = boardState.board[x]?.[y];
const player =
_player || (!currentPoint || currentPoint.player === playerColors.empty ? undefined : currentPoint.player);
const adjacentLiberties = findAdjacentLibertiesForPoint(boardState, x, y);
const neighbors = findNeighbors(boardState, x, y);
const currentPoint = board[x]?.[y];
const player = _player || (!currentPoint || currentPoint.color === GoColor.empty ? undefined : currentPoint.color);
const adjacentLiberties = findAdjacentLibertiesForPoint(board, x, y);
const neighbors = findNeighbors(board, x, y);
return {
north: adjacentLiberties.north || neighbors.north?.player === player ? neighbors.north : null,
east: adjacentLiberties.east || neighbors.east?.player === player ? neighbors.east : null,
south: adjacentLiberties.south || neighbors.south?.player === player ? neighbors.south : null,
west: adjacentLiberties.west || neighbors.west?.player === player ? neighbors.west : null,
north: adjacentLiberties.north || neighbors.north?.color === player ? neighbors.north : null,
east: adjacentLiberties.east || neighbors.east?.color === player ? neighbors.east : null,
south: adjacentLiberties.south || neighbors.south?.color === player ? neighbors.south : null,
west: adjacentLiberties.west || neighbors.west?.color === player ? neighbors.west : null,
};
}
@@ -638,16 +575,16 @@ export function findAdjacentLibertiesAndAlliesForPoint(
* be rotated 90 degrees clockwise compared to the board UI as shown in the IPvGO game.
*
*/
export function getSimplifiedBoardState(board: Board): string[] {
export function simpleBoardFromBoard(board: Board): string[] {
return board.map((column) =>
column.reduce((str, point) => {
if (!point) {
return str + "#";
}
if (point.player === playerColors.black) {
if (point.color === GoColor.black) {
return str + "X";
}
if (point.player === playerColors.white) {
if (point.color === GoColor.white) {
return str + "O";
}
return str + ".";
@@ -655,29 +592,47 @@ export function getSimplifiedBoardState(board: Board): string[] {
);
}
export function getBoardFromSimplifiedBoardState(
boardStrings: string[],
ai = opponents.Daedalus,
lastPlayer = playerColors.black,
) {
const newBoardState = getNewBoardState(boardStrings[0].length, ai);
newBoardState.previousPlayer = lastPlayer;
for (let x = 0; x < boardStrings[0].length; x++) {
for (let y = 0; y < boardStrings[0].length; y++) {
const boardStringPoint = boardStrings[x]?.[y];
const newBoardPoint = newBoardState.board[x]?.[y];
if (boardStringPoint === "#") {
newBoardState.board[x][y] = null;
}
if (boardStringPoint === "X" && newBoardPoint?.player) {
newBoardPoint.player = playerColors.black;
}
if (boardStringPoint === "O" && newBoardPoint?.player) {
newBoardPoint.player = playerColors.white;
}
}
}
return updateCaptures(newBoardState, lastPlayer);
/** Creates a board object from a simple board. The resulting board has no analytics (liberties/chains) */
export function boardFromSimpleBoard(simpleBoard: SimpleBoard): Board {
return simpleBoard.map((column, x) =>
column.split("").map((char, y) => {
if (char === "#") return null;
if (char === "X") return blankPointState(GoColor.black, x, y);
if (char === "O") return blankPointState(GoColor.white, x, y);
return blankPointState(GoColor.empty, x, y);
}),
);
}
export function boardStateFromSimpleBoard(
simpleBoard: SimpleBoard,
ai = GoOpponent.Daedalus,
lastPlayer = GoColor.black,
): BoardState {
const newBoardState = getNewBoardState(simpleBoard[0].length, ai, false, boardFromSimpleBoard(simpleBoard));
newBoardState.previousPlayer = lastPlayer;
updateCaptures(newBoardState.board, lastPlayer);
return newBoardState;
}
export function blankPointState(color: GoColor, x: number, y: number): PointState {
return {
color: color,
y,
x,
chain: "",
liberties: null,
};
}
export function areSimpleBoardsIdentical(simpleBoard1: SimpleBoard, simpleBoard2: SimpleBoard) {
return simpleBoard1.every((column, x) => column === simpleBoard2[x]);
}
export function getColorOnSimpleBoard(simpleBoard: SimpleBoard, x: number, y: number): GoColor | null {
const char = simpleBoard[x]?.[y];
if (char === "X") return GoColor.black;
if (char === "O") return GoColor.white;
if (char === ".") return GoColor.empty;
return null;
}