Sharkey/src/games/reversi/core.ts

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import { count, concat } from "../../prelude/array";
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// MISSKEY REVERSI ENGINE
/**
* true ...
* false ...
*/
export type Color = boolean;
const BLACK = true;
const WHITE = false;
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export type MapPixel = 'null' | 'empty';
export type Options = {
isLlotheo: boolean;
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canPutEverywhere: boolean;
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loopedBoard: boolean;
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};
export type Undo = {
/**
*
*/
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color: Color;
/**
*
*/
pos: number;
/**
*
*/
effects: number[];
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/**
*
*/
turn: Color;
};
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/**
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*
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*/
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export default class Reversi {
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public map: MapPixel[];
public mapWidth: number;
public mapHeight: number;
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public board: Color[];
public turn: Color = BLACK;
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public opts: Options;
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public prevPos = -1;
public prevColor: Color = null;
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private logs: Undo[] = [];
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/**
*
*/
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constructor(map: string[], opts: Options) {
//#region binds
this.put = this.put.bind(this);
//#endregion
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//#region Options
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this.opts = opts;
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if (this.opts.isLlotheo == null) this.opts.isLlotheo = false;
if (this.opts.canPutEverywhere == null) this.opts.canPutEverywhere = false;
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if (this.opts.loopedBoard == null) this.opts.loopedBoard = false;
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//#endregion
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//#region Parse map data
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this.mapWidth = map[0].length;
this.mapHeight = map.length;
const mapData = map.join('');
this.board = mapData.split('').map(d => {
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if (d == '-') return null;
if (d == 'b') return BLACK;
if (d == 'w') return WHITE;
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return undefined;
});
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this.map = mapData.split('').map(d => {
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if (d == '-' || d == 'b' || d == 'w') return 'empty';
return 'null';
});
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//#endregion
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// ゲームが始まった時点で片方の色の石しかないか、始まった時点で勝敗が決定するようなマップの場合がある
if (!this.canPutSomewhere(BLACK)) {
if (!this.canPutSomewhere(WHITE)) {
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this.turn = null;
} else {
this.turn = WHITE;
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}
}
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}
/**
*
*/
public get blackCount() {
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return count(BLACK, this.board);
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}
/**
*
*/
public get whiteCount() {
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return count(WHITE, this.board);
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}
/**
*
*/
public get blackP() {
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if (this.blackCount == 0 && this.whiteCount == 0) return 0;
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return this.blackCount / (this.blackCount + this.whiteCount);
}
/**
*
*/
public get whiteP() {
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if (this.blackCount == 0 && this.whiteCount == 0) return 0;
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return this.whiteCount / (this.blackCount + this.whiteCount);
}
public transformPosToXy(pos: number): number[] {
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const x = pos % this.mapWidth;
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const y = Math.floor(pos / this.mapWidth);
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return [x, y];
}
public transformXyToPos(x: number, y: number): number {
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return x + (y * this.mapWidth);
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}
/**
*
* @param color
* @param pos
*/
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public put(color: Color, pos: number) {
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this.prevPos = pos;
this.prevColor = color;
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this.board[pos] = color;
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// 反転させられる石を取得
const effects = this.effects(color, pos);
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// 反転させる
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for (const pos of effects) {
this.board[pos] = color;
}
const turn = this.turn;
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this.logs.push({
color,
pos,
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effects,
turn
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});
this.calcTurn();
}
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private calcTurn() {
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// ターン計算
if (this.canPutSomewhere(!this.prevColor)) {
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this.turn = !this.prevColor;
} else if (this.canPutSomewhere(this.prevColor)) {
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this.turn = this.prevColor;
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} else {
this.turn = null;
}
}
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public undo() {
const undo = this.logs.pop();
this.prevColor = undo.color;
this.prevPos = undo.pos;
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this.board[undo.pos] = null;
for (const pos of undo.effects) {
const color = this.board[pos];
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this.board[pos] = !color;
}
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this.turn = undo.turn;
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}
/**
*
* @param pos
*/
public mapDataGet(pos: number): MapPixel {
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const [x, y] = this.transformPosToXy(pos);
if (x < 0 || y < 0 || x >= this.mapWidth || y >= this.mapHeight) return 'null';
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return this.map[pos];
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}
/**
*
*/
public puttablePlaces(color: Color): number[] {
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return Array.from(this.board.keys()).filter(i => this.canPut(color, i));
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}
/**
*
*/
public canPutSomewhere(color: Color): boolean {
return this.puttablePlaces(color).length > 0;
}
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/**
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*
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* @param color
* @param pos
*/
public canPut(color: Color, pos: number): boolean {
// 既に石が置いてある場所には打てない
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if (this.board[pos] !== null) return false;
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if (this.opts.canPutEverywhere) {
// 挟んでなくても置けるモード
return this.mapDataGet(pos) == 'empty';
} else {
// 相手の石を1つでも反転させられるか
return this.effects(color, pos).length !== 0;
}
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}
/**
*
* @param color
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* @param initPos
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*/
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public effects(color: Color, initPos: number): number[] {
const enemyColor = !color;
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const diffVectors: [number, number][] = [
[ 0, -1], // 上
[ +1, -1], // 右上
[ +1, 0], // 右
[ +1, +1], // 右下
[ 0, +1], // 下
[ -1, +1], // 左下
[ -1, 0], // 左
[ -1, -1] // 左上
];
const effectsInLine = ([dx, dy]: [number, number]): number[] => {
const nextPos = (x: number, y: number): [number, number] => [x + dx, y + dy];
const found: number[] = []; // 挟めるかもしれない相手の石を入れておく配列
let [x, y] = this.transformPosToXy(initPos);
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while (true) {
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[x, y] = nextPos(x, y);
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// 座標が指し示す位置がボード外に出たとき
if (this.opts.loopedBoard) {
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x = ((x % this.mapWidth) + this.mapWidth) % this.mapWidth;
y = ((y % this.mapHeight) + this.mapHeight) % this.mapHeight;
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if (this.transformXyToPos(x, y) == initPos) {
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// 盤面の境界でループし、自分が石を置く位置に戻ってきたとき、挟めるようにしている (ref: Test4のマップ)
return found;
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}
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} else {
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if (x == -1 || y == -1 || x == this.mapWidth || y == this.mapHeight) {
return []; // 挟めないことが確定 (盤面外に到達)
}
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}
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const pos = this.transformXyToPos(x, y);
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if (this.mapDataGet(pos) === 'null') return []; // 挟めないことが確定 (配置不可能なマスに到達)
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const stone = this.board[pos];
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if (stone === null) return []; // 挟めないことが確定 (石が置かれていないマスに到達)
if (stone === enemyColor) found.push(pos); // 挟めるかもしれない (相手の石を発見)
if (stone === color) return found; // 挟めることが確定 (対となる自分の石を発見)
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}
};
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return concat(diffVectors.map(effectsInLine));
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}
/**
*
*/
public get isEnded(): boolean {
return this.turn === null;
}
/**
* (null = )
*/
public get winner(): Color {
if (!this.isEnded) return undefined;
if (this.blackCount == this.whiteCount) return null;
if (this.opts.isLlotheo) {
return this.blackCount > this.whiteCount ? WHITE : BLACK;
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} else {
return this.blackCount > this.whiteCount ? BLACK : WHITE;
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}
}
}