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BITNODE: IPvGO territory control strategy game (#934)
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import {
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bitverseBoardShape,
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Board,
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BoardState,
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Move,
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Neighbor,
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opponents,
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PlayerColor,
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playerColors,
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PointState,
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validityReason,
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} from "./goConstants";
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import { getExpansionMoveArray } from "../boardAnalysis/goAI";
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import {
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evaluateIfMoveIsValid,
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findAllCapturedChains,
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findLibertiesForChain,
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getAllChains,
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getBoardFromSimplifiedBoardState,
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} from "../boardAnalysis/boardAnalysis";
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import { endGoGame } from "../boardAnalysis/scoring";
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import { cloneDeep } from "lodash";
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import { addObstacles, resetCoordinates, rotate90Degrees } from "./offlineNodes";
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/**
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* Generates a new BoardState object with the given opponent and size
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*/
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export function getNewBoardState(
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boardSize: number,
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ai = opponents.Netburners,
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applyObstacles = false,
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boardToCopy?: Board,
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): BoardState {
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if (ai === opponents.w0r1d_d43m0n) {
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boardToCopy = resetCoordinates(rotate90Degrees(getBoardFromSimplifiedBoardState(bitverseBoardShape).board));
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}
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const newBoardState = {
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history: [],
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previousPlayer: playerColors.white,
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ai: ai,
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passCount: 0,
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cheatCount: 0,
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board: Array.from({ length: boardSize }, (_, x) =>
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Array.from({ length: boardSize }, (_, y) =>
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!boardToCopy || boardToCopy?.[x]?.[y]
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? {
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player: boardToCopy?.[x]?.[y]?.player ?? playerColors.empty,
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chain: "",
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liberties: null,
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x,
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y,
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}
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: null,
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),
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),
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};
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if (applyObstacles) {
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addObstacles(newBoardState);
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}
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const handicap = getHandicap(newBoardState.board[0].length, ai);
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if (handicap) {
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applyHandicap(newBoardState, handicap);
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}
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return newBoardState;
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}
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/**
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* Determines how many starting pieces the opponent has on the board
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*/
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export function getHandicap(boardSize: number, opponent: opponents) {
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// Illuminati and WD get a few starting routers
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if (opponent === opponents.Illuminati || opponent === opponents.w0r1d_d43m0n) {
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return ceil(boardSize * 0.35);
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}
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return 0;
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}
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/**
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* Make a new move on the given board, and update the board state accordingly
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*/
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export function makeMove(boardState: BoardState, x: number, y: number, player: PlayerColor) {
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// Do not update on invalid moves
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const validity = evaluateIfMoveIsValid(boardState, x, y, player, false);
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if (validity !== validityReason.valid || !boardState.board[x][y]?.player) {
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console.debug(`Invalid move attempted! ${x} ${y} ${player} : ${validity}`);
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return false;
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}
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boardState.history.push(getBoardCopy(boardState).board);
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boardState.history = boardState.history.slice(-4);
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const point = boardState.board[x][y];
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if (!point) {
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return false;
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}
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point.player = player;
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boardState.previousPlayer = player;
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boardState.passCount = 0;
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return updateCaptures(boardState, player);
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}
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/**
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* Pass the current player's turn without making a move.
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* Ends the game if this is the second pass in a row.
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*/
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export function passTurn(boardState: BoardState, player: playerColors, allowEndGame = true) {
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if (boardState.previousPlayer === null || boardState.previousPlayer === player) {
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return;
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}
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boardState.previousPlayer =
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boardState.previousPlayer === playerColors.black ? playerColors.white : playerColors.black;
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boardState.passCount++;
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if (boardState.passCount >= 2 && allowEndGame) {
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endGoGame(boardState);
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}
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}
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/**
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* Makes a number of random moves on the board before the game starts, to give one player an edge.
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*/
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export function applyHandicap(boardState: BoardState, handicap: number) {
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const availableMoves = getEmptySpaces(boardState);
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const handicapMoveOptions = getExpansionMoveArray(boardState, playerColors.black, availableMoves);
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const handicapMoves: Move[] = [];
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// select random distinct moves from the move options list up to the specified handicap amount
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for (let i = 0; i < handicap && i < handicapMoveOptions.length; i++) {
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const index = floor(Math.random() * handicapMoveOptions.length);
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handicapMoves.push(handicapMoveOptions[index]);
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handicapMoveOptions.splice(index, 1);
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}
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handicapMoves.forEach((move: Move) => {
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const point = boardState.board[move.point.x][move.point.y];
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return move.point && point && (point.player = playerColors.white);
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});
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return updateChains(boardState);
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}
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/**
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* Finds all groups of connected stones on the board, and updates the points in them with their
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* chain information and liberties.
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*/
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export function updateChains(boardState: BoardState, resetChains = true) {
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resetChains && clearChains(boardState);
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for (let x = 0; x < boardState.board.length; x++) {
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for (let y = 0; y < boardState.board[x].length; y++) {
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const point = boardState.board[x][y];
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// If the current point is already analyzed, skip it
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if (!point || point.chain !== "") {
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continue;
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}
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const chainMembers = findAdjacentPointsInChain(boardState, x, y);
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const libertiesForChain = findLibertiesForChain(boardState, chainMembers);
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const id = `${point.x},${point.y}`;
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chainMembers.forEach((member) => {
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member.chain = id;
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member.liberties = libertiesForChain;
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});
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}
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}
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return boardState;
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}
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/**
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* Assign each point on the board a chain ID, and link its list of 'liberties' (which are empty spaces
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* adjacent to some point on the chain including the current point).
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*
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* Then, remove any chains with no liberties.
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*/
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export function updateCaptures(initialState: BoardState, playerWhoMoved: PlayerColor, resetChains = true): BoardState {
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const boardState = updateChains(initialState, resetChains);
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const chains = getAllChains(boardState);
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const chainsToCapture = findAllCapturedChains(chains, playerWhoMoved);
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if (!chainsToCapture?.length) {
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return boardState;
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}
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chainsToCapture?.forEach((chain) => captureChain(chain));
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return updateChains(boardState);
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}
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/**
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* Removes a chain from the board, after being captured
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*/
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function captureChain(chain: PointState[]) {
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chain.forEach((point) => {
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point.player = playerColors.empty;
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point.chain = "";
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point.liberties = [];
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});
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}
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/**
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* Removes the chain data from given points, in preparation for being recalculated later
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*/
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function clearChains(boardState: BoardState): BoardState {
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for (const x in boardState.board) {
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for (const y in boardState.board[x]) {
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const point = boardState.board[x][y];
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if (point && point.chain && point.liberties) {
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point.chain = "";
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point.liberties = null;
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}
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}
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}
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return boardState;
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}
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/**
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* Finds all the pieces in the current continuous group, or 'chain'
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*
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* Iteratively traverse the adjacent pieces of the same color to find all the pieces in the same chain,
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* which are the pieces connected directly via a path consisting only of only up/down/left/right
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*/
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export function findAdjacentPointsInChain(boardState: BoardState, x: number, y: number) {
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const point = boardState.board[x][y];
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if (!point) {
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return [];
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}
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const checkedPoints: PointState[] = [];
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const adjacentPoints: PointState[] = [point];
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const pointsToCheckNeighbors: PointState[] = [point];
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while (pointsToCheckNeighbors.length) {
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const currentPoint = pointsToCheckNeighbors.pop();
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if (!currentPoint) {
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break;
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}
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checkedPoints.push(currentPoint);
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const neighbors = findNeighbors(boardState, currentPoint.x, currentPoint.y);
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[neighbors.north, neighbors.east, neighbors.south, neighbors.west]
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.filter(isNotNull)
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.filter(isDefined)
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.forEach((neighbor) => {
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if (neighbor && neighbor.player === currentPoint.player && !contains(checkedPoints, neighbor)) {
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adjacentPoints.push(neighbor);
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pointsToCheckNeighbors.push(neighbor);
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}
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checkedPoints.push(neighbor);
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});
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}
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return adjacentPoints;
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}
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/**
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* Finds all empty spaces on the board.
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*/
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export function getEmptySpaces(boardState: BoardState): PointState[] {
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const emptySpaces: PointState[] = [];
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boardState.board.forEach((column) => {
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column.forEach((point) => {
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if (point && point.player === playerColors.empty) {
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emptySpaces.push(point);
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}
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});
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});
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return emptySpaces;
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}
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/**
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* Makes a deep copy of the given board state
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*/
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export function getStateCopy(initialState: BoardState) {
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const boardState = cloneDeep(initialState);
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boardState.history = [...initialState.history];
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boardState.previousPlayer = initialState.previousPlayer;
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boardState.ai = initialState.ai;
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boardState.passCount = initialState.passCount;
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return boardState;
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}
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/**
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* Makes a deep copy of the given BoardState's board
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*/
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export function getBoardCopy(boardState: BoardState) {
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const boardCopy = getNewBoardState(boardState.board[0].length);
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const board = boardState.board;
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for (let x = 0; x < board.length; x++) {
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for (let y = 0; y < board[x].length; y++) {
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const pointToEdit = boardCopy.board[x][y];
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const point = board[x][y];
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if (!point || !pointToEdit) {
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boardCopy.board[x][y] = null;
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} else {
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pointToEdit.player = point.player;
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}
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}
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}
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return boardCopy;
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}
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export function contains(arr: PointState[], point: PointState) {
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return !!arr.find((p) => p && p.x === point.x && p.y === point.y);
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}
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export function findNeighbors(boardState: BoardState, x: number, y: number): Neighbor {
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const board = boardState.board;
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return {
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north: board[x]?.[y + 1],
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east: board[x + 1]?.[y],
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south: board[x]?.[y - 1],
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west: board[x - 1]?.[y],
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};
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}
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export function getArrayFromNeighbor(neighborObject: Neighbor): PointState[] {
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return [neighborObject.north, neighborObject.east, neighborObject.south, neighborObject.west]
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.filter(isNotNull)
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.filter(isDefined);
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}
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export function isNotNull<T>(argument: T | null): argument is T {
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return argument !== null;
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}
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export function isDefined<T>(argument: T | undefined): argument is T {
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return argument !== undefined;
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}
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export function floor(n: number) {
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return ~~n;
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}
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export function ceil(n: number) {
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const floored = floor(n);
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return floored === n ? n : floored + 1;
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}
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