mirror of
https://iceshrimp.dev/iceshrimp/iceshrimp
synced 2025-01-11 08:02:54 +09:00
326 lines
7.9 KiB
TypeScript
326 lines
7.9 KiB
TypeScript
const BOARD_SIZE = 8;
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export default class Othello {
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public board: Array<'black' | 'white'>;
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public stats: Array<{
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b: number;
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w: number;
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}> = [];
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/**
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* ゲームを初期化します
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*/
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constructor() {
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this.board = [
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null, null, null, null, null, null, null, null,
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null, null, null, null, null, null, null, null,
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null, null, null, null, null, null, null, null,
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null, null, null, 'white', 'black', null, null, null,
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null, null, null, 'black', 'white', null, null, null,
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null, null, null, null, null, null, null, null,
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null, null, null, null, null, null, null, null,
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null, null, null, null, null, null, null, null
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];
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this.stats.push({
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b: 0.5,
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w: 0.5
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});
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}
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public prevPos = -1;
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public get blackCount() {
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return this.board.filter(s => s == 'black').length;
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}
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public get whiteCount() {
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return this.board.filter(s => s == 'white').length;
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}
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public get blackP() {
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return this.blackCount / (this.blackCount + this.whiteCount);
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}
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public get whiteP() {
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return this.whiteCount / (this.blackCount + this.whiteCount);
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}
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public setByNumber(color, n) {
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const ps = this.getPattern(color);
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this.set2(color, ps[n][0], ps[n][1]);
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}
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private write(color, x, y) {
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const pos = x + (y * 8);
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this.board[pos] = color;
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}
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/**
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* 石を配置します
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*/
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public set2(color, x, y) {
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this.prevPos = x + (y * 8);
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this.write(color, x, y);
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const reverses = this.getReverse(color, x, y);
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reverses.forEach(r => {
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switch (r[0]) {
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case 0: // 上
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for (let c = 0, _y = y - 1; c < r[1]; c++, _y--) {
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this.write(color, x, _y);
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}
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break;
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case 1: // 右上
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for (let c = 0, i = 1; c < r[1]; c++, i++) {
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this.write(color, x + i, y - i);
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}
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break;
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case 2: // 右
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for (let c = 0, _x = x + 1; c < r[1]; c++, _x++) {
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this.write(color, _x, y);
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}
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break;
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case 3: // 右下
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for (let c = 0, i = 1; c < r[1]; c++, i++) {
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this.write(color, x + i, y + i);
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}
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break;
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case 4: // 下
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for (let c = 0, _y = y + 1; c < r[1]; c++, _y++) {
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this.write(color, x, _y);
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}
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break;
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case 5: // 左下
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for (let c = 0, i = 1; c < r[1]; c++, i++) {
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this.write(color, x - i, y + i);
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}
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break;
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case 6: // 左
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for (let c = 0, _x = x - 1; c < r[1]; c++, _x--) {
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this.write(color, _x, y);
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}
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break;
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case 7: // 左上
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for (let c = 0, i = 1; c < r[1]; c++, i++) {
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this.write(color, x - i, y - i);
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}
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break;
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}
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});
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this.stats.push({
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b: this.blackP,
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w: this.whiteP
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});
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}
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public set(color, pos) {
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const x = pos % BOARD_SIZE;
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const y = Math.floor(pos / BOARD_SIZE);
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this.set2(color, x, y);
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}
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public get(x, y) {
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const pos = x + (y * 8);
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return this.board[pos];
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}
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/**
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* 打つことができる場所を取得します
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*/
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public getPattern(myColor): number[][] {
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const result = [];
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this.board.forEach((stone, i) => {
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if (stone != null) return;
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const x = i % BOARD_SIZE;
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const y = Math.floor(i / BOARD_SIZE);
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if (this.canReverse2(myColor, x, y)) result.push([x, y]);
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});
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return result;
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}
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/**
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* 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
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*/
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public canReverse2(myColor, x, y): boolean {
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return this.canReverse(myColor, x + (y * 8));
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}
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public canReverse(myColor, pos): boolean {
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if (this.board[pos] != null) return false;
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const x = pos % BOARD_SIZE;
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const y = Math.floor(pos / BOARD_SIZE);
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return this.getReverse(myColor, x, y) !== null;
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}
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private getReverse(myColor, targetx, targety): number[] {
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const opponentColor = myColor == 'black' ? 'white' : 'black';
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const createIterater = () => {
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let opponentStoneFound = false;
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let breaked = false;
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return (x, y): any => {
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if (breaked) {
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return;
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} else if (this.get(x, y) == myColor && opponentStoneFound) {
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return true;
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} else if (this.get(x, y) == myColor && !opponentStoneFound) {
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breaked = true;
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} else if (this.get(x, y) == opponentColor) {
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opponentStoneFound = true;
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} else {
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breaked = true;
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}
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};
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};
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const res = [];
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let iterate;
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// 上
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iterate = createIterater();
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for (let c = 0, y = targety - 1; y >= 0; c++, y--) {
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if (iterate(targetx, y)) {
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res.push([0, c]);
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break;
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}
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}
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// 右上
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iterate = createIterater();
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for (let c = 0, i = 1; i <= Math.min(BOARD_SIZE - targetx, targety); c++, i++) {
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if (iterate(targetx + i, targety - i)) {
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res.push([1, c]);
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break;
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}
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}
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// 右
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iterate = createIterater();
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for (let c = 0, x = targetx + 1; x < BOARD_SIZE; c++, x++) {
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if (iterate(x, targety)) {
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res.push([2, c]);
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break;
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}
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}
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// 右下
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iterate = createIterater();
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for (let c = 0, i = 1; i <= Math.min(BOARD_SIZE - targetx, BOARD_SIZE - targety); c++, i++) {
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if (iterate(targetx + i, targety + i)) {
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res.push([3, c]);
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break;
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}
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}
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// 下
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iterate = createIterater();
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for (let c = 0, y = targety + 1; y < BOARD_SIZE; c++, y++) {
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if (iterate(targetx, y)) {
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res.push([4, c]);
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break;
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}
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}
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// 左下
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iterate = createIterater();
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for (let c = 0, i = 1; i <= Math.min(targetx, BOARD_SIZE - targety); c++, i++) {
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if (iterate(targetx - i, targety + i)) {
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res.push([5, c]);
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break;
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}
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}
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// 左
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iterate = createIterater();
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for (let c = 0, x = targetx - 1; x >= 0; c++, x--) {
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if (iterate(x, targety)) {
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res.push([6, c]);
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break;
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}
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}
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// 左上
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iterate = createIterater();
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for (let c = 0, i = 1; i <= Math.min(targetx, targety); c++, i++) {
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if (iterate(targetx - i, targety - i)) {
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res.push([7, c]);
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break;
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}
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}
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return res.length === 0 ? null : res;
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}
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public toString(): string {
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//return this.board.map(row => row.map(state => state === 'black' ? '●' : state === 'white' ? '○' : '┼').join('')).join('\n');
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//return this.board.map(row => row.map(state => state === 'black' ? '⚫️' : state === 'white' ? '⚪️' : '🔹').join('')).join('\n');
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return 'wip';
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}
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public toPatternString(color): string {
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//const num = ['0', '1', '2', '3', '4', '5', '6', '7', '8', '9'];
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/*const num = ['0️⃣', '1️⃣', '2️⃣', '3️⃣', '4️⃣', '5️⃣', '6️⃣', '7️⃣', '8️⃣', '9️⃣', '🔟', '🍏', '🍎', '🍐', '🍊', '🍋', '🍌', '🍉', '🍇', '🍓', '🍈', '🍒', '🍑', '🍍'];
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const pattern = this.getPattern(color);
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return this.board.map((row, y) => row.map((state, x) => {
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const i = pattern.findIndex(p => p[0] == x && p[1] == y);
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//return state === 'black' ? '●' : state === 'white' ? '○' : i != -1 ? num[i] : '┼';
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return state === 'black' ? '⚫️' : state === 'white' ? '⚪️' : i != -1 ? num[i] : '🔹';
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}).join('')).join('\n');*/
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return 'wip';
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}
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}
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export function ai(color: string, othello: Othello) {
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const opponentColor = color == 'black' ? 'white' : 'black';
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function think() {
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// 打てる場所を取得
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const ps = othello.getPattern(color);
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if (ps.length > 0) { // 打てる場所がある場合
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// 角を取得
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const corners = ps.filter(p =>
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// 左上
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(p[0] == 0 && p[1] == 0) ||
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// 右上
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(p[0] == (BOARD_SIZE - 1) && p[1] == 0) ||
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// 右下
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(p[0] == (BOARD_SIZE - 1) && p[1] == (BOARD_SIZE - 1)) ||
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// 左下
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(p[0] == 0 && p[1] == (BOARD_SIZE - 1))
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);
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if (corners.length > 0) { // どこかしらの角に打てる場合
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// 打てる角からランダムに選択して打つ
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const p = corners[Math.floor(Math.random() * corners.length)];
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othello.set(color, p[0], p[1]);
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} else { // 打てる角がない場合
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// 打てる場所からランダムに選択して打つ
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const p = ps[Math.floor(Math.random() * ps.length)];
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othello.set(color, p[0], p[1]);
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}
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// 相手の打つ場所がない場合続けてAIのターン
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if (othello.getPattern(opponentColor).length === 0) {
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think();
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}
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}
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}
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think();
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}
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