misskey-awawa/packages/misskey-reversi/src/game.ts

227 lines
6.1 KiB
TypeScript

/*
* SPDX-FileCopyrightText: syuilo and other misskey contributors
* SPDX-License-Identifier: AGPL-3.0-only
*/
import CRC32 from 'crc-32';
/**
* true ... 黒
* false ... 白
*/
export type Color = boolean;
const BLACK = true;
const WHITE = false;
export type MapCell = 'null' | 'empty';
export type Options = {
isLlotheo: boolean;
canPutEverywhere: boolean;
loopedBoard: boolean;
};
export type Undo = {
color: Color;
pos: number;
/**
* 反転した石の位置の配列
*/
effects: number[];
turn: Color | null;
};
export class Game {
public map: MapCell[];
public mapWidth: number;
public mapHeight: number;
public board: (Color | null | undefined)[];
public turn: Color | null = BLACK;
public opts: Options;
public prevPos = -1;
public prevColor: Color | null = null;
private logs: Undo[] = [];
constructor(map: string[], opts: Options) {
//#region binds
this.putStone = this.putStone.bind(this);
//#endregion
//#region Options
this.opts = opts;
if (this.opts.isLlotheo == null) this.opts.isLlotheo = false;
if (this.opts.canPutEverywhere == null) this.opts.canPutEverywhere = false;
if (this.opts.loopedBoard == null) this.opts.loopedBoard = false;
//#endregion
//#region Parse map data
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);
this.map = mapData.split('').map(d => d === '-' || d === 'b' || d === 'w' ? 'empty' : 'null');
//#endregion
// 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)) this.turn = this.canPutSomewhere(WHITE) ? WHITE : null;
}
public get blackCount() {
return this.board.filter(x => x === BLACK).length;
}
public get whiteCount() {
return this.board.filter(x => x === WHITE).length;
}
public posToXy(pos: number): number[] {
const x = pos % this.mapWidth;
const y = Math.floor(pos / this.mapWidth);
return [x, y];
}
public xyToPos(x: number, y: number): number {
return x + (y * this.mapWidth);
}
public putStone(pos: number) {
const color = this.turn;
if (color == null) return;
this.prevPos = pos;
this.prevColor = color;
this.board[pos] = color;
// 反転させられる石を取得
const effects = this.effects(color, pos);
// 反転させる
for (const pos of effects) {
this.board[pos] = color;
}
const turn = this.turn;
this.logs.push({
color,
pos,
effects,
turn,
});
this.calcTurn();
}
private calcTurn() {
// ターン計算
this.turn =
this.canPutSomewhere(!this.prevColor) ? !this.prevColor :
this.canPutSomewhere(this.prevColor!) ? this.prevColor :
null;
}
public undo() {
const undo = this.logs.pop()!;
this.prevColor = undo.color;
this.prevPos = undo.pos;
this.board[undo.pos] = null;
for (const pos of undo.effects) {
const color = this.board[pos];
this.board[pos] = !color;
}
this.turn = undo.turn;
}
public mapDataGet(pos: number): MapCell {
const [x, y] = this.posToXy(pos);
return x < 0 || y < 0 || x >= this.mapWidth || y >= this.mapHeight ? 'null' : this.map[pos];
}
public getPuttablePlaces(color: Color): number[] {
return Array.from(this.board.keys()).filter(i => this.canPut(color, i));
}
public canPutSomewhere(color: Color): boolean {
return this.getPuttablePlaces(color).length > 0;
}
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
}
/**
* 指定のマスに石を置いた時の、反転させられる石を取得します
* @param color 自分の色
* @param initPos 位置
*/
public effects(color: Color, initPos: number): number[] {
const enemyColor = !color;
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.posToXy(initPos);
while (true) {
[x, y] = nextPos(x, y);
// 座標が指し示す位置がボード外に出たとき
if (this.opts.loopedBoard && this.xyToPos(
(x = ((x % this.mapWidth) + this.mapWidth) % this.mapWidth),
(y = ((y % this.mapHeight) + this.mapHeight) % this.mapHeight)) === initPos) {
// 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;
} 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)
const pos = this.xyToPos(x, y);
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)
const stone = this.board[pos];
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)
}
};
return ([] as number[]).concat(...diffVectors.map(effectsInLine));
}
public calcCrc32(): number {
return CRC32.str(JSON.stringify({
board: this.board,
turn: this.turn,
}));
}
public get isEnded(): boolean {
return this.turn === 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;
}
}