const BOARD_SIZE = 8; export default class Othello { public board: Array>; /** * ゲームを初期化します */ constructor() { this.board = [ [null, null, null, null, null, null, null, null], [null, null, null, null, null, null, null, null], [null, null, null, null, null, null, null, null], [null, null, null, 'black', 'white', null, null, null], [null, null, null, 'white', 'black', null, null, null], [null, null, null, null, null, null, null, null], [null, null, null, null, null, null, null, null], [null, null, null, null, null, null, null, null] ]; } public setByNumber(color, n) { const ps = this.getPattern(color); this.set(color, ps[n][0], ps[n][1]); } private write(color, x, y) { this.board[y][x] = color; } /** * 石を配置します */ public set(color, x, y) { this.write(color, x, y); const reverses = this.getReverse(color, x, y); reverses.forEach(r => { switch (r[0]) { case 0: // 上 for (let c = 0, _y = y - 1; c < r[1]; c++, _y--) { this.write(color, x, _y); } break; case 1: // 右上 for (let c = 0, i = 1; c < r[1]; c++, i++) { this.write(color, x + i, y - i); } break; case 2: // 右 for (let c = 0, _x = x + 1; c < r[1]; c++, _x++) { this.write(color, _x, y); } break; case 3: // 右下 for (let c = 0, i = 1; c < r[1]; c++, i++) { this.write(color, x + i, y + i); } break; case 4: // 下 for (let c = 0, _y = y + 1; c < r[1]; c++, _y++) { this.write(color, x, _y); } break; case 5: // 左下 for (let c = 0, i = 1; c < r[1]; c++, i++) { this.write(color, x - i, y + i); } break; case 6: // 左 for (let c = 0, _x = x - 1; c < r[1]; c++, _x--) { this.write(color, _x, y); } break; case 7: // 左上 for (let c = 0, i = 1; c < r[1]; c++, i++) { this.write(color, x - i, y - i); } break; } }); } /** * 打つことができる場所を取得します */ public getPattern(myColor): number[][] { const result = []; this.board.forEach((stones, y) => stones.forEach((stone, x) => { if (stone != null) return; if (this.canReverse(myColor, x, y)) result.push([x, y]); })); return result; } /** * 指定の位置に石を打つことができるかどうか(相手の石を1つでも反転させられるか)を取得します */ public canReverse(myColor, targetx, targety): boolean { return this.getReverse(myColor, targetx, targety) !== null; } private getReverse(myColor, targetx, targety): number[] { const opponentColor = myColor == 'black' ? 'white' : 'black'; const createIterater = () => { let opponentStoneFound = false; let breaked = false; return (x, y): any => { if (breaked) { return; } else if (this.board[y][x] == myColor && opponentStoneFound) { return true; } else if (this.board[y][x] == myColor && !opponentStoneFound) { breaked = true; } else if (this.board[y][x] == opponentColor) { opponentStoneFound = true; } else { breaked = true; } }; }; const res = []; let iterate; // 上 iterate = createIterater(); for (let c = 0, y = targety - 1; y >= 0; c++, y--) { if (iterate(targetx, y)) { res.push([0, c]); break; } } // 右上 iterate = createIterater(); for (let c = 0, i = 1; i <= Math.min(BOARD_SIZE - targetx, targety); c++, i++) { if (iterate(targetx + i, targety - i)) { res.push([1, c]); break; } } // 右 iterate = createIterater(); for (let c = 0, x = targetx + 1; x < BOARD_SIZE; c++, x++) { if (iterate(x, targety)) { res.push([2, c]); break; } } // 右下 iterate = createIterater(); for (let c = 0, i = 1; i < Math.min(BOARD_SIZE - targetx, BOARD_SIZE - targety); c++, i++) { if (iterate(targetx + i, targety + i)) { res.push([3, c]); break; } } // 下 iterate = createIterater(); for (let c = 0, y = targety + 1; y < BOARD_SIZE; c++, y++) { if (iterate(targetx, y)) { res.push([4, c]); break; } } // 左下 iterate = createIterater(); for (let c = 0, i = 1; i < Math.min(targetx, BOARD_SIZE - targety); c++, i++) { if (iterate(targetx - i, targety + i)) { res.push([5, c]); break; } } // 左 iterate = createIterater(); for (let c = 0, x = targetx - 1; x >= 0; c++, x--) { if (iterate(x, targety)) { res.push([6, c]); break; } } // 左上 iterate = createIterater(); for (let c = 0, i = 1; i <= Math.min(targetx, targety); c++, i++) { if (iterate(targetx - i, targety - i)) { res.push([7, c]); break; } } return res.length === 0 ? null : res; } public toString(): string { //return this.board.map(row => row.map(state => state === 'black' ? '●' : state === 'white' ? '○' : '┼').join('')).join('\n'); return this.board.map(row => row.map(state => state === 'black' ? '⚫️' : state === 'white' ? '⚪️' : '🔹').join('')).join('\n'); } public toPatternString(color): string { //const num = ['0', '1', '2', '3', '4', '5', '6', '7', '8', '9']; const num = ['0️⃣', '1️⃣', '2️⃣', '3️⃣', '4️⃣', '5️⃣', '6️⃣', '7️⃣', '8️⃣', '9️⃣', '🔟', '🍏', '🍎', '🍐', '🍊', '🍋', '🍌', '🍉', '🍇', '🍓', '🍈', '🍒', '🍑', '🍍']; const pattern = this.getPattern(color); return this.board.map((row, y) => row.map((state, x) => { const i = pattern.findIndex(p => p[0] == x && p[1] == y); //return state === 'black' ? '●' : state === 'white' ? '○' : i != -1 ? num[i] : '┼'; return state === 'black' ? '⚫️' : state === 'white' ? '⚪️' : i != -1 ? num[i] : '🔹'; }).join('')).join('\n'); } } export function ai(color: string, othello: Othello) { const opponentColor = color == 'black' ? 'white' : 'black'; function think() { // 打てる場所を取得 const ps = othello.getPattern(color); if (ps.length > 0) { // 打てる場所がある場合 // 角を取得 const corners = ps.filter(p => // 左上 (p[0] == 0 && p[1] == 0) || // 右上 (p[0] == (BOARD_SIZE - 1) && p[1] == 0) || // 右下 (p[0] == (BOARD_SIZE - 1) && p[1] == (BOARD_SIZE - 1)) || // 左下 (p[0] == 0 && p[1] == (BOARD_SIZE - 1)) ); if (corners.length > 0) { // どこかしらの角に打てる場合 // 打てる角からランダムに選択して打つ const p = corners[Math.floor(Math.random() * corners.length)]; othello.set(color, p[0], p[1]); } else { // 打てる角がない場合 // 打てる場所からランダムに選択して打つ const p = ps[Math.floor(Math.random() * ps.length)]; othello.set(color, p[0], p[1]); } // 相手の打つ場所がない場合続けてAIのターン if (othello.getPattern(opponentColor).length === 0) { think(); } } } think(); }