Files
bitburner-src/src/Go/boardState/boardState.ts

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11 KiB
TypeScript

import { Board, BoardState, Move, Neighbor, PointState, SimpleBoard } from "../Types";
import { GoColor, GoOpponent, GoValidity } from "@enums";
import { bitverseBoardShape } from "../Constants";
import { getExpansionMoveArray } from "../boardAnalysis/goAI";
import {
boardFromSimpleBoard,
boardStringFromBoard,
evaluateIfMoveIsValid,
findAllCapturedChains,
findLibertiesForChain,
getAllChains,
updatedBoardFromSimpleBoard,
} 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. Optionally use an existing board. */
export function getNewBoardState(
boardSize: number,
ai = GoOpponent.Netburners,
applyObstacles = false,
boardToCopy?: Board,
): BoardState {
if (ai === GoOpponent.w0r1d_d43m0n) {
boardToCopy = resetCoordinates(rotate90Degrees(boardFromSimpleBoard(bitverseBoardShape)));
boardSize = 19;
applyObstacles = false;
}
const newBoardState: BoardState = {
previousBoards: [],
previousPlayer: GoColor.white,
ai: ai,
passCount: 0,
cheatCount: 0,
cheatCountForWhite: 0,
komiOverride: null,
board: Array.from({ length: boardSize }, (_, x) =>
Array.from({ length: boardSize }, (_, y) =>
!boardToCopy || boardToCopy?.[x]?.[y]
? {
color: boardToCopy?.[x]?.[y]?.color ?? GoColor.empty,
chain: "",
liberties: null,
x,
y,
}
: null,
),
),
};
if (applyObstacles) {
addObstacles(newBoardState);
}
const handicap = getHandicap(newBoardState.board[0].length, ai);
if (handicap) {
applyHandicap(newBoardState.board, handicap);
}
return newBoardState;
}
/**
* Generates a new BoardState object from a given SimpleBoard string array, and an optional prior move board state
*/
export function getNewBoardStateFromSimpleBoard(
simpleBoard: SimpleBoard,
priorSimpleBoard?: SimpleBoard,
ai: GoOpponent = GoOpponent.Netburners,
): BoardState {
const newState = getNewBoardState(simpleBoard.length, ai, false, updatedBoardFromSimpleBoard(simpleBoard));
if (priorSimpleBoard) {
newState.previousBoards.push(priorSimpleBoard.join(""));
// Identify the previous player based on the difference in pieces
const priorWhitePieces = priorSimpleBoard.join("").match(/O/g)?.length ?? 0;
const priorBlackPieces = priorSimpleBoard.join("").match(/X/g)?.length ?? 0;
const currentWhitePieces = simpleBoard.join("").match(/O/g)?.length ?? 0;
const currentBlackPieces = simpleBoard.join("").match(/X/g)?.length ?? 0;
if (priorWhitePieces - priorBlackPieces > currentWhitePieces - currentBlackPieces) {
newState.previousPlayer = GoColor.black;
}
}
updateCaptures(newState.board, newState.previousPlayer ?? GoColor.white);
return newState;
}
/**
* Determines how many starting pieces the opponent has on the board
*/
export function getHandicap(boardSize: number, opponent: GoOpponent) {
// Illuminati and WD get a few starting routers
if (opponent === GoOpponent.Illuminati || opponent === GoOpponent.w0r1d_d43m0n) {
return {
[5]: 1,
[7]: 3,
[9]: 4,
[13]: 5,
[19]: 7,
}[boardSize];
}
return 0;
}
/**
* 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: GoColor) {
// Do not update on invalid moves
const validity = evaluateIfMoveIsValid(boardState, x, y, player, false);
if (validity !== GoValidity.valid || !boardState.board[x][y]?.color) {
//console.debug(`Invalid move attempted! ${x} ${y} ${player} : ${validity}`);
return false;
}
const point = boardState.board[x][y];
if (!point) return false;
// Add move to board history
boardState.previousBoards.unshift(boardStringFromBoard(boardState.board));
point.color = player;
boardState.previousPlayer = player;
boardState.passCount = 0;
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: GoColor, allowEndGame = true) {
if (boardState.previousPlayer === null || boardState.previousPlayer === player) {
return;
}
boardState.previousPlayer = boardState.previousPlayer === GoColor.black ? GoColor.white : GoColor.black;
boardState.passCount++;
if (boardState.passCount >= 2 && allowEndGame) {
endGoGame(boardState);
}
}
/**
* 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(board: Board, handicap: number): void {
const availableMoves = [];
for (const column of board) {
for (const point of column) {
if (point) {
if (point.color !== GoColor.empty) {
// Game is in progress, don't apply handicap
return;
}
availableMoves.push(point);
}
}
}
const handicapMoveOptions = getExpansionMoveArray(board, availableMoves);
const handicapMoves: Move[] = [];
// Special handling for 5x5: extra weight on handicap piece in the center of the board
if (availableMoves.length < 26 && board[2][2] && Math.random() < 0.2) {
board[2][2].color = GoColor.white;
updateChains(board);
return;
}
// select random distinct moves from the move options list up to the specified handicap amount
for (let i = 0; i < handicap && i < handicapMoveOptions.length; i++) {
const index = Math.floor(Math.random() * handicapMoveOptions.length);
handicapMoves.push(handicapMoveOptions[index]);
handicapMoveOptions.splice(index, 1);
}
handicapMoves.forEach((move: Move) => {
const point = board[move.point.x][move.point.y];
return move.point && point && (point.color = GoColor.white);
});
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(board: Board, resetChains = true): void {
resetChains && clearChains(board);
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;
const chainMembers = findAdjacentPointsInChain(board, x, y);
const libertiesForChain = findLibertiesForChain(board, chainMembers);
const id = `${point.x},${point.y}`;
chainMembers.forEach((member) => {
member.chain = id;
member.liberties = libertiesForChain;
});
}
}
}
/**
* Assign each point on the board a chain ID, and link its list of 'liberties' (which are empty spaces
* 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(board: Board, playerWhoMoved: GoColor, resetChains = true): void {
updateChains(board, resetChains);
const chains = getAllChains(board);
const chainsToCapture = findAllCapturedChains(chains, playerWhoMoved);
if (!chainsToCapture?.length) {
return;
}
chainsToCapture?.forEach((chain) => captureChain(chain));
updateChains(board);
}
/**
* Removes a chain from the board, after being captured
*/
function captureChain(chain: PointState[]) {
chain.forEach((point) => {
point.color = GoColor.empty;
point.chain = "";
point.liberties = [];
});
}
/**
* Removes the chain data from all points on a board, in preparation for being recalculated later
* Updates the board in-place
*/
function clearChains(board: Board): void {
for (const column of board) {
for (const point of column) {
if (!point) continue;
point.chain = "";
point.liberties = null;
}
}
}
/**
* Finds all the pieces in the current continuous group, or 'chain'
*
* 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(board: Board, x: number, y: number) {
const point = board[x][y];
if (!point) {
return [];
}
const checkedPoints: PointState[] = [];
const adjacentPoints: PointState[] = [point];
const pointsToCheckNeighbors: PointState[] = [point];
while (pointsToCheckNeighbors.length) {
const currentPoint = pointsToCheckNeighbors.pop();
if (!currentPoint) {
break;
}
checkedPoints.push(currentPoint);
const neighbors = findNeighbors(board, currentPoint.x, currentPoint.y);
[neighbors.north, neighbors.east, neighbors.south, neighbors.west].filter(isNotNullish).forEach((neighbor) => {
if (neighbor && neighbor.color === currentPoint.color && !contains(checkedPoints, neighbor)) {
adjacentPoints.push(neighbor);
pointsToCheckNeighbors.push(neighbor);
}
checkedPoints.push(neighbor);
});
}
return adjacentPoints;
}
/**
* Finds all empty spaces on the board.
*/
export function getEmptySpaces(board: Board): PointState[] {
const emptySpaces: PointState[] = [];
board.forEach((column) => {
column.forEach((point) => {
if (point && point.color === GoColor.empty) {
emptySpaces.push(point);
}
});
});
return emptySpaces;
}
/**
* Makes a deep copy of the given board state
*/
export function getStateCopy(initialState: BoardState) {
const boardState = structuredClone(initialState);
boardState.previousBoards = initialState.previousBoards ?? [];
boardState.previousPlayer = initialState.previousPlayer;
boardState.ai = initialState.ai;
boardState.passCount = initialState.passCount;
return boardState;
}
/** 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(board: Board, x: number, y: number): Neighbor {
return {
north: board[x]?.[y + 1],
east: board[x + 1]?.[y],
south: board[x]?.[y - 1],
west: board[x - 1]?.[y],
};
}
export function getArrayFromNeighbor(neighborObject: Neighbor): PointState[] {
return [neighborObject.north, neighborObject.east, neighborObject.south, neighborObject.west].filter(isNotNullish);
}
export function isNotNullish<T>(argument: T | undefined | null): argument is T {
return argument != null;
}