calckey/packages/backend/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 | null;
};
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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;
public board: (Color | null | undefined)[];
public turn: Color | null = BLACK;
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public opts: Options;
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public prevPos = -1;
public prevColor: Color | null = 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 => d === '-' ? null : d === 'b' ? BLACK : d === 'w' ? WHITE : undefined);
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this.map = mapData.split('').map(d => d === '-' || d === 'b' || d === 'w' ? 'empty' : '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
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if (!this.canPutSomewhere(BLACK)) this.turn = this.canPutSomewhere(WHITE) ? WHITE : null;
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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 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,
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turn,
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});
this.calcTurn();
}
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private calcTurn() {
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// ターン計算
this.turn =
this.canPutSomewhere(!this.prevColor) ? !this.prevColor :
this.canPutSomewhere(this.prevColor!) ? this.prevColor :
null;
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}
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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);
return x < 0 || y < 0 || x >= this.mapWidth || y >= this.mapHeight ? 'null' : 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 {
return (
this.board[pos] !== null ? false : // 既に石が置いてある場所には打てない
this.opts.canPutEverywhere ? this.mapDataGet(pos) == 'empty' : // 挟んでなくても置けるモード
this.effects(color, pos).length !== 0); // 相手の石を1つでも反転させられるか
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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
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[ -1, -1], // 左上
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];
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 && this.transformXyToPos(
(x = ((x % this.mapWidth) + this.mapWidth) % this.mapWidth),
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(y = ((y % this.mapHeight) + this.mapHeight) % this.mapHeight)) === 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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} else 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 | null {
return this.isEnded ?
this.blackCount == this.whiteCount ? null :
this.opts.isLlotheo === this.blackCount > this.whiteCount ? WHITE : BLACK :
undefined as never;
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}
}