forked from ismyrnow/Go
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathish.go.logic.js
333 lines (282 loc) · 9.1 KB
/
ish.go.logic.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
// Ish.Go namespace declaration
var Ish = Ish || {};
Ish.Go = Ish.Go || {};
// begin Ish.Go.Logic namespace
Ish.Go.Logic = new function() {
/**
* Helper function which returns true or false if the given point
* is in the bounds of the game state's board.
*/
this.isPointInBounds = function(point) {
return (
point &&
point.row < gGameState.boardHeight && point.row >= 0 &&
point.column < gGameState.boardWidth && point.column >= 0
);
};
/**
* Returns a Territory object for the territory which "point" is a part of.
*
* A typical call passes only "point".
*/
this.getTerritory = function(point, territory) {
// TODO: make this work when board is empty
var pState = gGameState.getPointStateAt(point);
// Skip non-empty points
if (pState != Constants.PointState.EMPTY) {
return new Territory(this.getChainPoints(point), pState);
}
var isRoot = false;
if (!territory) {
// If territory is null, make a new one
territory = new Territory();
// Mark instance as root of call tree
isRoot = true;
}
// Add the current point to the territory
territory.points.push(point);
// Check for rest of territory in every direction
for (var i = 0; i < Constants.Direction.ALL.length; i++) {
var side = Constants.Direction.ALL[i];
var nPoint = point.getNeighborAt(side);
// Check for territory at neighboring point (nPoint)
if (this.isPointInBounds(nPoint)) {
var nState = gGameState.getPointStateAt(nPoint);
if (nState == Constants.PointState.EMPTY) {
// Empty. Add that piece's territory to this territory.
if (!nPoint.isInArray(territory.points)) {
// TODO: find out why this works
this.getTerritory(nPoint, territory);
}
}
else if (territory.owner != Constants.TerritoryOwner.NEUTRAL) {
if (territory.owner == Constants.TerritoryOwner.UNKNOWN) {
territory.owner = nState;
}
else if (territory.owner != nState) {
territory.owner = Constants.TerritoryOwner.NEUTRAL;
}
}
}
}
// If we are done making calls, and back at the root of the call tree,
// ensure we're passing back a real territory owner (neutral).
if (isRoot && territory.owner == Constants.TerritoryOwner.UNKNOWN) {
territory.owner = Constants.TerritoryOwner.NEUTRAL;
}
return territory;
};
/**
* Returns an array of points which are in the chain that "point" belongs to.
*
* A typical call passes only "point".
*/
this.getChainPoints = function(point, chainPoints) {
var pState = gGameState.getPointStateAt(point);
// TODO: is this necessary?
if (pState == Constants.PointState.EMPTY) {
return new Array();
}
// If chainPoints is null, make it an empty array
chainPoints = chainPoints || new Array();
// Add the current piece to the chain
chainPoints.push(point);
// Check for rest of chain in every direction
for (var i = 0; i < Constants.Direction.ALL.length; i++) {
var side = Constants.Direction.ALL[i];
var nPoint = point.getNeighborAt(side);
// Check for chain at neighboring point (nPoint)
if (this.isPointInBounds(nPoint)) {
var nState = gGameState.getPointStateAt(nPoint);
if (pState == nState) {
// Same piece. Add that piece's chain points to this chain.
if (!nPoint.isInArray(chainPoints)) {
// TODO: find out why this works
this.getChainPoints(nPoint, chainPoints);
}
}
}
}
return chainPoints;
};
/**
* Returns an array of points which are captured by the piece at "point".
*/
this.getCapturedPoints = function(point) {
var capPoints = new Array();
// Check for captures in every direction
for (var i = 0; i < Constants.Direction.ALL.length; i++) {
var side = Constants.Direction.ALL[i];
var nPoint = point.getNeighborAt(side);
// Check for captures at neighboring point (nPoint)
if (this.isPointInBounds(nPoint)) {
var pState = gGameState.getPointStateAt(point);
var nState = gGameState.getPointStateAt(nPoint);
if (nState != pState && nState != Constants.PointState.EMPTY) {
// Opponent piece. Check for captures (if it's new).
if (!nPoint.isInArray(capPoints) &&
this.getLibertyPoints(nPoint).length == 0) {
capPoints = capPoints.concat(this.getChainPoints(nPoint));
}
}
}
}
return capPoints;
};
/**
* Returns an array of points which identify liberties of the
* chain that the piece at "point" belongs to.
*
* A typical call passes only "point".
*/
this.getLibertyPoints = function(point, chainPoints, libPoints) {
// If chainPoints or libPoints are null, make them empty arrays
chainPoints = chainPoints || new Array();
libPoints = libPoints || new Array();
// Check for liberties in every direction
for (var i = 0; i < Constants.Direction.ALL.length; i++) {
var side = Constants.Direction.ALL[i];
var nPoint = point.getNeighborAt(side);
// Check for liberties at neighboring point (nPoint)
if (this.isPointInBounds(nPoint)) {
var pState = gGameState.getPointStateAt(point);
var nState = gGameState.getPointStateAt(nPoint);
if (pState == nState) {
// Same piece. Add that piece's liberties to this chain's liberties.
chainPoints.push(point);
if (!nPoint.isInArray(chainPoints)) {
// TODO: find out why this works
this.getLibertyPoints(nPoint, chainPoints, libPoints);
}
}
else if (nState == Constants.PointState.EMPTY) {
// Empty. Add one liberty (if it's new).
if (!nPoint.isInArray(libPoints)) {
libPoints.push(nPoint);
}
}
}
}
return libPoints;
};
/**
* Validates move, returning true or false.
* Also populates gGameState.moveError if move is invalid.
*/
this.isValidMove = function(point, player) {
// Check if point is empty
if (gGameState.getPointStateAt(point) != Constants.PointState.EMPTY) {
gGameState.moveError = Constants.MoveError.OCCUPIED;
return false;
}
var isValid = true;
// Backup our board
var backupBoard = gGameState.getBoardCopy();
// Place piece
gGameState.setPointStateAt(point, player.pointState);
// Check for captured pieces
var captures = this.getCapturedPoints(point);
if (captures.length > 0) {
// Remove captured pieces
$.each(captures, function() {
gGameState.setPointStateAt(this, Constants.PointState.EMPTY);
});
// Check for repeating board state
if (!gGameState.isUniqueBoard()) {
gGameState.moveError = Constants.MoveError.REPEAT;
isValid = false;
}
}
// Check for liberties
else if (this.getLibertyPoints(point).length == 0) {
gGameState.moveError = Constants.MoveError.SUICIDE;
isValid = false;
}
// Restore our board
gGameState.setBoardCopy(backupBoard);
return isValid;
};
/**
* Validates and makes move by current player at the given point.
* Returns a MoveResult with the board changes.
*/
this.move = function(y, x) {
var point = new Point(y, x);
var player = gGameState.currentPlayer;
var capturedPoints;
// Clear previous move errors
gGameState.moveError = "";
// Validate move
if (!this.isValidMove(point, player)) {
return null;
}
// Store previous board
gGameState.previousBoard = gGameState.getBoardCopy();
// Place piece
gGameState.setPointStateAt(point, player.pointState);
// Remove captured pieces (if any)
capturedPoints = this.getCapturedPoints(point);
$.each(capturedPoints, function() {
gGameState.setPointStateAt(this, Constants.PointState.EMPTY);
});
// Change turn
gGameState.currentPlayer = (player == gGameState.player1) ?
gGameState.player2 : gGameState.player1;
return new MoveResult(
player,
point,
capturedPoints
);
};
/**
* Returns a board (2d array) with territores marked
*/
this.getMarkedBoard = function() {
var markedBoard = gGameState.getBoardCopy();
for (var y = 0; y < gGameState.boardHeight; y++) {
for (var x = 0; x < gGameState.boardWidth; x++) {
if (markedBoard[y][x] == Constants.TerritoryOwner.UNKNOWN) {
var territory = this.getTerritory(new Point(y,x));
$.each(territory.points, function() {
markedBoard[this.row][this.column] = territory.owner;
});
}
}
}
return markedBoard
};
/**
* Sets the scores of both players in gGameState
*/
this.setScores = function() {
var markedBoard = this.getMarkedBoard();
var p1 = gGameState.player1;
var p2 = gGameState.player2;
// Reset scores
p1.score = 0;
p2.score = 0;
// Scan marked board and distribute points
for (var y = 0; y < gGameState.boardHeight; y++) {
for (var x = 0; x < gGameState.boardWidth; x++) {
var pState = markedBoard[y][x];
if (pState == p1.pointState) {
p1.score++;
}
else if (pState == p2.pointState) {
p2.score++;
}
}
}
};
/**
* Creates a new game, with the given board size
*/
this.newGame = function(width, height) {
gGameState = new GameState(
width,
height,
new Player(Constants.Color.BLACK, Constants.PointState.BLACK),
new Player(Constants.Color.WHITE, Constants.PointState.WHITE)
);
}
}; // end Ish.Go.Logic namespace