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
+72 -102
View File
@@ -1,42 +1,33 @@
import {
bitverseBoardShape,
Board,
BoardState,
Move,
Neighbor,
opponents,
PlayerColor,
playerColors,
PointState,
validityReason,
} from "./goConstants";
import type { Board, BoardState, Move, Neighbor, PointState } from "../Types";
import { GoOpponent, GoColor, GoValidity } from "@enums";
import { bitverseBoardShape } from "../Constants";
import { getExpansionMoveArray } from "../boardAnalysis/goAI";
import {
evaluateIfMoveIsValid,
findAllCapturedChains,
findLibertiesForChain,
getAllChains,
getBoardFromSimplifiedBoardState,
boardFromSimpleBoard,
simpleBoardFromBoard,
} from "../boardAnalysis/boardAnalysis";
import { endGoGame } from "../boardAnalysis/scoring";
import { addObstacles, resetCoordinates, rotate90Degrees } from "./offlineNodes";
/**
* Generates a new BoardState object with the given opponent and size
*/
/** Generates a new BoardState object with the given opponent and size. Optionally use an existing board. */
export function getNewBoardState(
boardSize: number,
ai = opponents.Netburners,
ai = GoOpponent.Netburners,
applyObstacles = false,
boardToCopy?: Board,
): BoardState {
if (ai === opponents.w0r1d_d43m0n) {
boardToCopy = resetCoordinates(rotate90Degrees(getBoardFromSimplifiedBoardState(bitverseBoardShape).board));
if (ai === GoOpponent.w0r1d_d43m0n) {
boardToCopy = resetCoordinates(rotate90Degrees(boardFromSimpleBoard(bitverseBoardShape)));
}
const newBoardState = {
history: [],
previousPlayer: playerColors.white,
const newBoardState: BoardState = {
previousBoard: null,
previousPlayer: GoColor.white,
ai: ai,
passCount: 0,
cheatCount: 0,
@@ -44,7 +35,7 @@ export function getNewBoardState(
Array.from({ length: boardSize }, (_, y) =>
!boardToCopy || boardToCopy?.[x]?.[y]
? {
player: boardToCopy?.[x]?.[y]?.player ?? playerColors.empty,
color: boardToCopy?.[x]?.[y]?.color ?? GoColor.empty,
chain: "",
liberties: null,
x,
@@ -61,7 +52,7 @@ export function getNewBoardState(
const handicap = getHandicap(newBoardState.board[0].length, ai);
if (handicap) {
applyHandicap(newBoardState, handicap);
applyHandicap(newBoardState.board, handicap);
}
return newBoardState;
}
@@ -69,9 +60,9 @@ export function getNewBoardState(
/**
* Determines how many starting pieces the opponent has on the board
*/
export function getHandicap(boardSize: number, opponent: opponents) {
export function getHandicap(boardSize: number, opponent: GoOpponent) {
// Illuminati and WD get a few starting routers
if (opponent === opponents.Illuminati || opponent === opponents.w0r1d_d43m0n) {
if (opponent === GoOpponent.Illuminati || opponent === GoOpponent.w0r1d_d43m0n) {
return ceil(boardSize * 0.35);
}
return 0;
@@ -79,38 +70,38 @@ export function getHandicap(boardSize: number, opponent: opponents) {
/**
* Make a new move on the given board, and update the board state accordingly
* Modifies the board state in place
* @returns a boolean representing whether the move was successful
*/
export function makeMove(boardState: BoardState, x: number, y: number, player: PlayerColor) {
export function makeMove(boardState: BoardState, x: number, y: number, player: GoColor) {
// Do not update on invalid moves
const validity = evaluateIfMoveIsValid(boardState, x, y, player, false);
if (validity !== validityReason.valid || !boardState.board[x][y]?.player) {
console.debug(`Invalid move attempted! ${x} ${y} ${player} : ${validity}`);
if (validity !== GoValidity.valid || !boardState.board[x][y]?.color) {
//console.debug(`Invalid move attempted! ${x} ${y} ${player} : ${validity}`);
return false;
}
boardState.history.push(getBoardCopy(boardState).board);
boardState.history = boardState.history.slice(-4);
boardState.previousBoard = simpleBoardFromBoard(boardState.board);
const point = boardState.board[x][y];
if (!point) {
return false;
}
point.player = player;
if (!point) return false;
point.color = player;
boardState.previousPlayer = player;
boardState.passCount = 0;
return updateCaptures(boardState, player);
updateCaptures(boardState.board, player);
return true;
}
/**
* Pass the current player's turn without making a move.
* Ends the game if this is the second pass in a row.
*/
export function passTurn(boardState: BoardState, player: playerColors, allowEndGame = true) {
export function passTurn(boardState: BoardState, player: GoColor, allowEndGame = true) {
if (boardState.previousPlayer === null || boardState.previousPlayer === player) {
return;
}
boardState.previousPlayer =
boardState.previousPlayer === playerColors.black ? playerColors.white : playerColors.black;
boardState.previousPlayer = boardState.previousPlayer === GoColor.black ? GoColor.white : GoColor.black;
boardState.passCount++;
if (boardState.passCount >= 2 && allowEndGame) {
@@ -120,10 +111,11 @@ export function passTurn(boardState: BoardState, player: playerColors, allowEndG
/**
* Makes a number of random moves on the board before the game starts, to give one player an edge.
* Modifies the board in place.
*/
export function applyHandicap(boardState: BoardState, handicap: number) {
const availableMoves = getEmptySpaces(boardState);
const handicapMoveOptions = getExpansionMoveArray(boardState, playerColors.black, availableMoves);
export function applyHandicap(board: Board, handicap: number): void {
const availableMoves = getEmptySpaces(board);
const handicapMoveOptions = getExpansionMoveArray(board, availableMoves);
const handicapMoves: Move[] = [];
// select random distinct moves from the move options list up to the specified handicap amount
@@ -134,29 +126,28 @@ export function applyHandicap(boardState: BoardState, handicap: number) {
}
handicapMoves.forEach((move: Move) => {
const point = boardState.board[move.point.x][move.point.y];
return move.point && point && (point.player = playerColors.white);
const point = board[move.point.x][move.point.y];
return move.point && point && (point.color = GoColor.white);
});
return updateChains(boardState);
updateChains(board);
}
/**
* Finds all groups of connected stones on the board, and updates the points in them with their
* chain information and liberties.
* Updates a board in-place.
*/
export function updateChains(boardState: BoardState, resetChains = true) {
resetChains && clearChains(boardState);
export function updateChains(board: Board, resetChains = true): void {
resetChains && clearChains(board);
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 point is already analyzed, skip it
if (!point || point.chain !== "") {
continue;
}
if (!point || point.chain !== "") continue;
const chainMembers = findAdjacentPointsInChain(boardState, x, y);
const libertiesForChain = findLibertiesForChain(boardState, chainMembers);
const chainMembers = findAdjacentPointsInChain(board, x, y);
const libertiesForChain = findLibertiesForChain(board, chainMembers);
const id = `${point.x},${point.y}`;
chainMembers.forEach((member) => {
@@ -165,8 +156,6 @@ export function updateChains(boardState: BoardState, resetChains = true) {
});
}
}
return boardState;
}
/**
@@ -174,10 +163,11 @@ export function updateChains(boardState: BoardState, resetChains = true) {
* adjacent to some point on the chain including the current point).
*
* Then, remove any chains with no liberties.
* Modifies the board in place.
*/
export function updateCaptures(initialState: BoardState, playerWhoMoved: PlayerColor, resetChains = true): BoardState {
const boardState = updateChains(initialState, resetChains);
const chains = getAllChains(boardState);
export function updateCaptures(board: Board, playerWhoMoved: GoColor, resetChains = true): void {
const boardState = updateChains(board, resetChains);
const chains = getAllChains(board);
const chainsToCapture = findAllCapturedChains(chains, playerWhoMoved);
if (!chainsToCapture?.length) {
@@ -185,7 +175,7 @@ export function updateCaptures(initialState: BoardState, playerWhoMoved: PlayerC
}
chainsToCapture?.forEach((chain) => captureChain(chain));
return updateChains(boardState);
updateChains(board);
}
/**
@@ -193,26 +183,24 @@ export function updateCaptures(initialState: BoardState, playerWhoMoved: PlayerC
*/
function captureChain(chain: PointState[]) {
chain.forEach((point) => {
point.player = playerColors.empty;
point.color = GoColor.empty;
point.chain = "";
point.liberties = [];
});
}
/**
* Removes the chain data from given points, in preparation for being recalculated later
* Removes the chain data from all points on a board, in preparation for being recalculated later
* Updates the board in-place
*/
function clearChains(boardState: BoardState): BoardState {
for (const x in boardState.board) {
for (const y in boardState.board[x]) {
const point = boardState.board[x][y];
if (point && point.chain && point.liberties) {
point.chain = "";
point.liberties = null;
}
function clearChains(board: Board): void {
for (const column of board) {
for (const point of column) {
if (!point) continue;
point.chain = "";
point.liberties = null;
}
}
return boardState;
}
/**
@@ -221,8 +209,8 @@ function clearChains(boardState: BoardState): BoardState {
* Iteratively traverse the adjacent pieces of the same color to find all the pieces in the same chain,
* which are the pieces connected directly via a path consisting only of only up/down/left/right
*/
export function findAdjacentPointsInChain(boardState: BoardState, x: number, y: number) {
const point = boardState.board[x][y];
export function findAdjacentPointsInChain(board: Board, x: number, y: number) {
const point = board[x][y];
if (!point) {
return [];
}
@@ -237,13 +225,13 @@ export function findAdjacentPointsInChain(boardState: BoardState, x: number, y:
}
checkedPoints.push(currentPoint);
const neighbors = findNeighbors(boardState, currentPoint.x, currentPoint.y);
const neighbors = findNeighbors(board, currentPoint.x, currentPoint.y);
[neighbors.north, neighbors.east, neighbors.south, neighbors.west]
.filter(isNotNull)
.filter(isDefined)
.forEach((neighbor) => {
if (neighbor && neighbor.player === currentPoint.player && !contains(checkedPoints, neighbor)) {
if (neighbor && neighbor.color === currentPoint.color && !contains(checkedPoints, neighbor)) {
adjacentPoints.push(neighbor);
pointsToCheckNeighbors.push(neighbor);
}
@@ -257,12 +245,12 @@ export function findAdjacentPointsInChain(boardState: BoardState, x: number, y:
/**
* Finds all empty spaces on the board.
*/
export function getEmptySpaces(boardState: BoardState): PointState[] {
export function getEmptySpaces(board: Board): PointState[] {
const emptySpaces: PointState[] = [];
boardState.board.forEach((column) => {
board.forEach((column) => {
column.forEach((point) => {
if (point && point.player === playerColors.empty) {
if (point && point.color === GoColor.empty) {
emptySpaces.push(point);
}
});
@@ -277,7 +265,7 @@ export function getEmptySpaces(boardState: BoardState): PointState[] {
export function getStateCopy(initialState: BoardState) {
const boardState = structuredClone(initialState);
boardState.history = [...initialState.history];
boardState.previousBoard = initialState.previousBoard ? [...initialState.previousBoard] : null;
boardState.previousPlayer = initialState.previousPlayer;
boardState.ai = initialState.ai;
boardState.passCount = initialState.passCount;
@@ -285,34 +273,16 @@ export function getStateCopy(initialState: BoardState) {
return boardState;
}
/**
* Makes a deep copy of the given BoardState's board
*/
export function getBoardCopy(boardState: BoardState) {
const boardCopy = getNewBoardState(boardState.board[0].length);
const board = boardState.board;
for (let x = 0; x < board.length; x++) {
for (let y = 0; y < board[x].length; y++) {
const pointToEdit = boardCopy.board[x][y];
const point = board[x][y];
if (!point || !pointToEdit) {
boardCopy.board[x][y] = null;
} else {
pointToEdit.player = point.player;
}
}
}
return boardCopy;
/** Make a deep copy of a board */
export function getBoardCopy(board: Board): Board {
return structuredClone(board);
}
export function contains(arr: PointState[], point: PointState) {
return !!arr.find((p) => p && p.x === point.x && p.y === point.y);
}
export function findNeighbors(boardState: BoardState, x: number, y: number): Neighbor {
const board = boardState.board;
export function findNeighbors(board: Board, x: number, y: number): Neighbor {
return {
north: board[x]?.[y + 1],
east: board[x + 1]?.[y],