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666 lines
24 KiB
TypeScript
666 lines
24 KiB
TypeScript
import type { Board, BoardState, Neighbor, PointState, SimpleBoard } from "../Types";
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import { GoValidity, GoOpponent, GoColor } from "@enums";
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import { Go } from "../Go";
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import {
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findAdjacentPointsInChain,
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findNeighbors,
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getArrayFromNeighbor,
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getBoardCopy,
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getEmptySpaces,
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getNewBoardState,
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isDefined,
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isNotNull,
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updateCaptures,
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updateChains,
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} from "../boardState/boardState";
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/**
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* Determines if the given player can legally make a move at the specified coordinates.
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*
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* You cannot repeat previous board states, to prevent endless loops (superko rule)
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*
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* You cannot make a move that would remove all liberties of your own piece(s) unless it captures opponent's pieces
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*
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* You cannot make a move in an occupied space
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*
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* You cannot make a move if it is not your turn, or if the game is over
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*
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* @returns a validity explanation for if the move is legal or not
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*/
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export function evaluateIfMoveIsValid(boardState: BoardState, x: number, y: number, player: GoColor, shortcut = true) {
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const point = boardState.board[x]?.[y];
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if (boardState.previousPlayer === null) {
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return GoValidity.gameOver;
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}
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if (boardState.previousPlayer === player) {
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return GoValidity.notYourTurn;
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}
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if (!point) {
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return GoValidity.pointBroken;
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}
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if (point.color !== GoColor.empty) {
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return GoValidity.pointNotEmpty;
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}
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// Detect if the move might be an immediate repeat (only one board of history is saved to check)
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const possibleRepeat = boardState.previousBoards.find((board) => getColorOnSimpleBoard(board, x, y) === player);
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if (shortcut) {
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// If the current point has some adjacent open spaces, it is not suicide. If the move is not repeated, it is legal
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const liberties = findAdjacentLibertiesForPoint(boardState.board, x, y);
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const hasLiberty = liberties.north || liberties.east || liberties.south || liberties.west;
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if (!possibleRepeat && hasLiberty) {
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return GoValidity.valid;
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}
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// If a connected friendly chain has more than one liberty, the move is not suicide. If the move is not repeated, it is legal
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const neighborChainLibertyCount = findMaxLibertyCountOfAdjacentChains(boardState, x, y, player);
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if (!possibleRepeat && neighborChainLibertyCount > 1) {
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return GoValidity.valid;
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}
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// If there is any neighboring enemy chain with only one liberty, and the move is not repeated, it is valid,
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// because it would capture the enemy chain and free up some liberties for itself
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const potentialCaptureChainLibertyCount = findMinLibertyCountOfAdjacentChains(
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boardState.board,
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x,
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y,
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player === GoColor.black ? GoColor.white : GoColor.black,
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);
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if (!possibleRepeat && potentialCaptureChainLibertyCount < 2) {
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return GoValidity.valid;
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}
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// If there is no direct liberties for the move, no captures, and no neighboring friendly chains with multiple liberties,
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// the move is not valid because it would suicide the piece
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if (!hasLiberty && potentialCaptureChainLibertyCount >= 2 && neighborChainLibertyCount <= 1) {
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return GoValidity.noSuicide;
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}
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}
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// If the move has been played before and is not obviously illegal, we have to actually play it out to determine
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// if it is a repeated move, or if it is a valid move
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const evaluationBoard = evaluateMoveResult(boardState.board, x, y, player, true);
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if (evaluationBoard[x]?.[y]?.color !== player) {
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return GoValidity.noSuicide;
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}
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if (possibleRepeat && boardState.previousBoards.length) {
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const simpleEvalBoard = simpleBoardFromBoard(evaluationBoard);
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if (boardState.previousBoards.find((board) => areSimpleBoardsIdentical(simpleEvalBoard, board))) {
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return GoValidity.boardRepeated;
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}
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}
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return GoValidity.valid;
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}
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/**
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* Create a new evaluation board and play out the results of the given move on the new board
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* @returns the evaluation board
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*/
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export function evaluateMoveResult(board: Board, x: number, y: number, player: GoColor, resetChains = false): Board {
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const evaluationBoard = getBoardCopy(board);
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const point = evaluationBoard[x]?.[y];
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if (!point) return board;
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point.color = player;
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const neighbors = getArrayFromNeighbor(findNeighbors(board, x, y));
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const chainIdsToUpdate = [point.chain, ...neighbors.map((point) => point.chain)];
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resetChainsById(evaluationBoard, chainIdsToUpdate);
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updateCaptures(evaluationBoard, player, resetChains);
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return evaluationBoard;
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}
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export function getControlledSpace(board: Board) {
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const chains = getAllChains(board);
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const length = board[0].length;
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const whiteControlledEmptyNodes = getAllPotentialEyes(board, chains, GoColor.white, length * 2)
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.map((eye) => eye.chain)
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.flat();
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const blackControlledEmptyNodes = getAllPotentialEyes(board, chains, GoColor.black, length * 2)
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.map((eye) => eye.chain)
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.flat();
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const ownedPointGrid = Array.from({ length }, () => Array.from({ length }, () => GoColor.empty));
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whiteControlledEmptyNodes.forEach((node) => {
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ownedPointGrid[node.x][node.y] = GoColor.white;
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});
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blackControlledEmptyNodes.forEach((node) => {
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ownedPointGrid[node.x][node.y] = GoColor.black;
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});
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return ownedPointGrid;
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}
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/**
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Clear the chain and liberty data of all points in the given chains
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*/
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const resetChainsById = (board: Board, chainIds: string[]) => {
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for (const column of board) {
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for (const point of column) {
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if (!point || !chainIds.includes(point.chain)) continue;
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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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/**
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* For a potential move, determine what the liberty of the point would be if played, by looking at adjacent empty nodes
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* as well as the remaining liberties of neighboring friendly chains
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*/
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export function findEffectiveLibertiesOfNewMove(board: Board, x: number, y: number, player: GoColor) {
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const friendlyChains = getAllChains(board).filter((chain) => chain[0].color === player);
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const neighbors = findAdjacentLibertiesAndAlliesForPoint(board, x, y, player);
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const neighborPoints = [neighbors.north, neighbors.east, neighbors.south, neighbors.west]
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.filter(isNotNull)
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.filter(isDefined);
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// Get all chains that the new move will connect to
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const allyNeighbors = neighborPoints.filter((neighbor) => neighbor.color === player);
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const allyNeighborChainLiberties = allyNeighbors
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.map((neighbor) => {
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const chain = friendlyChains.find((chain) => chain[0].chain === neighbor.chain);
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return chain?.[0]?.liberties ?? null;
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})
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.flat()
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.filter(isNotNull);
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// Get all empty spaces that the new move connects to that aren't already part of friendly liberties
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const directLiberties = neighborPoints.filter((neighbor) => neighbor.color === GoColor.empty);
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const allLiberties = [...directLiberties, ...allyNeighborChainLiberties];
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// filter out duplicates, and starting point
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return allLiberties
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.filter(
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(liberty, index) =>
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allLiberties.findIndex((neighbor) => liberty.x === neighbor.x && liberty.y === neighbor.y) === index,
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)
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.filter((liberty) => liberty.x !== x || liberty.y !== y);
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}
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/**
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* Find the number of open spaces that are connected to chains adjacent to a given point, and return the maximum
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*/
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export function findMaxLibertyCountOfAdjacentChains(boardState: BoardState, x: number, y: number, player: GoColor) {
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const neighbors = findAdjacentLibertiesAndAlliesForPoint(boardState.board, x, y, player);
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const friendlyNeighbors = [neighbors.north, neighbors.east, neighbors.south, neighbors.west]
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.filter(isNotNull)
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.filter(isDefined)
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.filter((neighbor) => neighbor.color === player);
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return friendlyNeighbors.reduce((max, neighbor) => Math.max(max, neighbor?.liberties?.length ?? 0), 0);
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}
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/**
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* Find the number of open spaces that are connected to chains adjacent to a given point, and return the minimum
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*/
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export function findMinLibertyCountOfAdjacentChains(board: Board, x: number, y: number, player: GoColor) {
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const chain = findEnemyNeighborChainWithFewestLiberties(board, x, y, player);
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return chain?.[0]?.liberties?.length ?? 99;
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}
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export function findEnemyNeighborChainWithFewestLiberties(board: Board, x: number, y: number, player: GoColor) {
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const chains = getAllChains(board);
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const neighbors = findAdjacentLibertiesAndAlliesForPoint(board, x, y, player);
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const friendlyNeighbors = [neighbors.north, neighbors.east, neighbors.south, neighbors.west]
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.filter(isNotNull)
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.filter(isDefined)
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.filter((neighbor) => neighbor.color === player);
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const minimumLiberties = friendlyNeighbors.reduce(
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(min, neighbor) => Math.min(min, neighbor?.liberties?.length ?? 0),
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friendlyNeighbors?.[0]?.liberties?.length ?? 99,
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);
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const chainId = friendlyNeighbors.find((neighbor) => neighbor?.liberties?.length === minimumLiberties)?.chain;
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return chains.find((chain) => chain[0].chain === chainId);
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}
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/**
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* Returns a list of points that are valid moves for the given player
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*/
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export function getAllValidMoves(boardState: BoardState, player: GoColor) {
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return getEmptySpaces(boardState.board).filter(
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(point) => evaluateIfMoveIsValid(boardState, point.x, point.y, player) === GoValidity.valid,
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);
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}
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/**
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Find all empty point groups where either:
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* all of its immediate surrounding player-controlled points are in the same continuous chain, or
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* it is completely surrounded by some single larger chain and the edge of the board
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Eyes are important, because a chain of pieces cannot be captured if it fully surrounds two or more eyes.
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*/
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export function getAllEyesByChainId(board: Board, player: GoColor) {
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const allChains = getAllChains(board);
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const eyeCandidates = getAllPotentialEyes(board, allChains, player);
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const eyes: { [s: string]: PointState[][] } = {};
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eyeCandidates.forEach((candidate) => {
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if (candidate.neighbors.length === 0) {
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return;
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}
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// If only one chain surrounds the empty space, it is a true eye
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if (candidate.neighbors.length === 1) {
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const neighborChainID = candidate.neighbors[0][0].chain;
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eyes[neighborChainID] = eyes[neighborChainID] || [];
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eyes[neighborChainID].push(candidate.chain);
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return;
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}
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// If any chain fully encircles the empty space (even if there are other chains encircled as well), the eye is true
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const neighborsEncirclingEye = findNeighboringChainsThatFullyEncircleEmptySpace(
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board,
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candidate.chain,
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candidate.neighbors,
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allChains,
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);
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neighborsEncirclingEye.forEach((neighborChain) => {
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const neighborChainID = neighborChain[0].chain;
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eyes[neighborChainID] = eyes[neighborChainID] || [];
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eyes[neighborChainID].push(candidate.chain);
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});
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});
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return eyes;
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}
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/**
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* Get a list of all eyes, grouped by the chain they are adjacent to
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*/
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export function getAllEyes(board: Board, player: GoColor, eyesObject?: { [s: string]: PointState[][] }) {
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const eyes = eyesObject ?? getAllEyesByChainId(board, player);
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return Object.keys(eyes).map((key) => eyes[key]);
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}
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/**
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Find all empty spaces completely surrounded by a single player color.
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For each player chain number, add any empty space chains that are completely surrounded by a single player's color to
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an array at that chain number's index.
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*/
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export function getAllPotentialEyes(board: Board, allChains: PointState[][], player: GoColor, _maxSize?: number) {
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const nodeCount = board.map((row) => row.filter((p) => p)).flat().length;
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const maxSize = _maxSize ?? Math.min(nodeCount * 0.4, 11);
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const emptyPointChains = allChains.filter((chain) => chain[0].color === GoColor.empty);
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const eyeCandidates: { neighbors: PointState[][]; chain: PointState[]; id: string }[] = [];
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emptyPointChains
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.filter((chain) => chain.length <= maxSize)
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.forEach((chain) => {
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const neighboringChains = getAllNeighboringChains(board, chain, allChains);
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const hasWhitePieceNeighbor = neighboringChains.find(
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(neighborChain) => neighborChain[0]?.color === GoColor.white,
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);
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const hasBlackPieceNeighbor = neighboringChains.find(
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(neighborChain) => neighborChain[0]?.color === GoColor.black,
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);
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// Record the neighbor chains of the eye candidate empty chain, if all of its neighbors are the same color piece
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if (
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(hasWhitePieceNeighbor && !hasBlackPieceNeighbor && player === GoColor.white) ||
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(!hasWhitePieceNeighbor && hasBlackPieceNeighbor && player === GoColor.black)
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) {
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eyeCandidates.push({
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neighbors: neighboringChains,
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chain: chain,
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id: chain[0].chain,
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});
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}
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});
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return eyeCandidates;
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}
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/**
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* For each chain bordering an eye candidate:
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* remove all other neighboring chains. (replace with empty points)
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* check if the eye candidate is a simple true eye now
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* If so, the original candidate is a true eye.
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*/
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function findNeighboringChainsThatFullyEncircleEmptySpace(
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board: Board,
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candidateChain: PointState[],
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neighborChainList: PointState[][],
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allChains: PointState[][],
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) {
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const boardMax = board[0].length - 1;
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const candidateSpread = findFurthestPointsOfChain(candidateChain);
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return neighborChainList.filter((neighborChain, index) => {
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// If the chain does not go far enough to surround the eye in question, don't bother building an eval board
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const neighborSpread = findFurthestPointsOfChain(neighborChain);
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const couldWrapNorth =
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neighborSpread.north > candidateSpread.north ||
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(candidateSpread.north === boardMax && neighborSpread.north === boardMax);
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const couldWrapEast =
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neighborSpread.east > candidateSpread.east ||
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(candidateSpread.east === boardMax && neighborSpread.east === boardMax);
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const couldWrapSouth =
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neighborSpread.south < candidateSpread.south || (candidateSpread.south === 0 && neighborSpread.south === 0);
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const couldWrapWest =
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neighborSpread.west < candidateSpread.west || (candidateSpread.west === 0 && neighborSpread.west === 0);
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if (!couldWrapNorth || !couldWrapEast || !couldWrapSouth || !couldWrapWest) {
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return false;
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}
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const evaluationBoard = getBoardCopy(board);
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const examplePoint = candidateChain[0];
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const otherChainNeighborPoints = removePointAtIndex(neighborChainList, index)
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.flat()
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.filter(isNotNull)
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.filter(isDefined);
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otherChainNeighborPoints.forEach((point) => {
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const pointToEdit = evaluationBoard[point.x]?.[point.y];
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if (pointToEdit) {
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pointToEdit.color = GoColor.empty;
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}
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});
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updateChains(evaluationBoard);
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const newChains = getAllChains(evaluationBoard);
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const newChainID = evaluationBoard[examplePoint.x]?.[examplePoint.y]?.chain;
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const chain = newChains.find((chain) => chain[0].chain === newChainID) || [];
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const newNeighborChains = getAllNeighboringChains(board, chain, allChains);
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return newNeighborChains.length === 1;
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});
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}
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/**
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* Determine the furthest that a chain extends in each of the cardinal directions
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*/
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function findFurthestPointsOfChain(chain: PointState[]) {
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return chain.reduce(
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(directions, point) => {
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if (point.y > directions.north) {
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directions.north = point.y;
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}
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if (point.y < directions.south) {
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directions.south = point.y;
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}
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if (point.x > directions.east) {
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directions.east = point.x;
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}
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if (point.x < directions.west) {
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directions.west = point.x;
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}
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return directions;
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},
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{
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north: chain[0].y,
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east: chain[0].x,
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south: chain[0].y,
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west: chain[0].x,
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},
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);
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}
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/**
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* Removes an element from an array at the given index
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*/
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function removePointAtIndex(arr: PointState[][], index: number) {
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const newArr = [...arr];
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newArr.splice(index, 1);
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return newArr;
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}
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/**
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* Get all player chains that are adjacent / touching the current chain
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*/
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export function getAllNeighboringChains(board: Board, chain: PointState[], allChains: PointState[][]) {
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const playerNeighbors = getPlayerNeighbors(board, chain);
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const neighboringChains = playerNeighbors.reduce(
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(neighborChains, neighbor) =>
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neighborChains.add(allChains.find((chain) => chain[0].chain === neighbor.chain) || []),
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new Set<PointState[]>(),
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);
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return [...neighboringChains];
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}
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/**
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* Gets all points that have player pieces adjacent to the given point
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*/
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export function getPlayerNeighbors(board: Board, chain: PointState[]) {
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return getAllNeighbors(board, chain).filter((neighbor) => neighbor && neighbor.color !== GoColor.empty);
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}
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/**
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* Gets all points adjacent to the given point
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*/
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export function getAllNeighbors(board: Board, chain: PointState[]) {
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const allNeighbors = chain.reduce((chainNeighbors: Set<PointState>, point: PointState) => {
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getArrayFromNeighbor(findNeighbors(board, point.x, point.y))
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.filter((neighborPoint) => !isPointInChain(neighborPoint, chain))
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.forEach((neighborPoint) => chainNeighbors.add(neighborPoint));
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return chainNeighbors;
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}, new Set<PointState>());
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return [...allNeighbors];
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}
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/**
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* Determines if chain has a point that matches the given coordinates
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*/
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export function isPointInChain(point: PointState, chain: PointState[]) {
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return !!chain.find((chainPoint) => chainPoint.x === point.x && chainPoint.y === point.y);
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}
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/**
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* Finds all groups of connected pieces, or empty space groups
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*/
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export function getAllChains(board: Board): PointState[][] {
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const chains: { [s: string]: PointState[] } = {};
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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 point = board[x]?.[y];
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// If the current chain is already analyzed, skip it
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if (!point || point.chain === "") {
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continue;
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|
}
|
|
|
|
chains[point.chain] = chains[point.chain] || [];
|
|
chains[point.chain].push(point);
|
|
}
|
|
}
|
|
|
|
return Object.keys(chains).map((key) => chains[key]);
|
|
}
|
|
|
|
/**
|
|
* Find any group of stones with no liberties (who therefore are to be removed from the board)
|
|
*/
|
|
export function findAllCapturedChains(chainList: PointState[][], playerWhoMoved: GoColor) {
|
|
const opposingPlayer = playerWhoMoved === GoColor.white ? GoColor.black : GoColor.white;
|
|
const enemyChainsToCapture = findCapturedChainOfColor(chainList, opposingPlayer);
|
|
|
|
if (enemyChainsToCapture.length) {
|
|
return enemyChainsToCapture;
|
|
}
|
|
|
|
const friendlyChainsToCapture = findCapturedChainOfColor(chainList, playerWhoMoved);
|
|
if (friendlyChainsToCapture.length) {
|
|
return friendlyChainsToCapture;
|
|
}
|
|
}
|
|
|
|
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(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(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(board: Board, x: number, y: number): Neighbor {
|
|
const neighbors = findNeighbors(board, x, y);
|
|
|
|
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,
|
|
east: hasEastLiberty ? neighbors.east : null,
|
|
south: hasSouthLiberty ? neighbors.south : null,
|
|
west: hasWestLiberty ? neighbors.west : null,
|
|
};
|
|
}
|
|
|
|
/**
|
|
* Returns an object that includes which of the cardinal neighbors are either empty or contain the
|
|
* current player's pieces. Used for making the connection map on the board
|
|
*/
|
|
export function findAdjacentLibertiesAndAlliesForPoint(
|
|
board: Board,
|
|
x: number,
|
|
y: number,
|
|
_player?: GoColor,
|
|
): Neighbor {
|
|
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?.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,
|
|
};
|
|
}
|
|
|
|
/**
|
|
* Retrieves a simplified version of the board state. "X" represents black pieces, "O" white, and "." empty points.
|
|
*
|
|
* For example, a 5x5 board might look like this:
|
|
* ```
|
|
* [
|
|
* "XX.O.",
|
|
* "X..OO",
|
|
* ".XO..",
|
|
* "XXO..",
|
|
* ".XOO.",
|
|
* ]
|
|
* ```
|
|
*
|
|
* Each string represents a vertical column on the board, and each character in the string represents a point.
|
|
*
|
|
* Traditional notation for Go is e.g. "B,1" referring to second ("B") column, first rank. This is the equivalent of index [1][0].
|
|
*
|
|
* Note that the [0][0] point is shown on the bottom-left on the visual board (as is traditional), and each
|
|
* string represents a vertical column on the board. In other words, the printed example above can be understood to
|
|
* be rotated 90 degrees clockwise compared to the board UI as shown in the IPvGO game.
|
|
*
|
|
*/
|
|
export function simpleBoardFromBoard(board: Board): string[] {
|
|
return board.map((column) =>
|
|
column.reduce((str, point) => {
|
|
if (!point) {
|
|
return str + "#";
|
|
}
|
|
if (point.color === GoColor.black) {
|
|
return str + "X";
|
|
}
|
|
if (point.color === GoColor.white) {
|
|
return str + "O";
|
|
}
|
|
return str + ".";
|
|
}, ""),
|
|
);
|
|
}
|
|
|
|
/** 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;
|
|
}
|
|
|
|
/** Find a move made by the previous player, if present. */
|
|
export function getPreviousMove(): [number, number] | null {
|
|
const priorBoard = Go.currentGame?.previousBoards[0];
|
|
if (Go.currentGame.passCount || !priorBoard) {
|
|
return null;
|
|
}
|
|
|
|
for (const rowIndexString in Go.currentGame.board) {
|
|
const row = Go.currentGame.board[+rowIndexString] ?? [];
|
|
for (const pointIndexString in row) {
|
|
const point = row[+pointIndexString];
|
|
const priorColor = point && priorBoard && getColorOnSimpleBoard(priorBoard, point.x, point.y);
|
|
const currentColor = point?.color;
|
|
const isPreviousPlayer = currentColor === Go.currentGame.previousPlayer;
|
|
const isChanged = priorColor !== currentColor;
|
|
if (priorColor && currentColor && isPreviousPlayer && isChanged) {
|
|
return [+rowIndexString, +pointIndexString];
|
|
}
|
|
}
|
|
}
|
|
|
|
return null;
|
|
}
|