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Doric/doric-web/dist/Gobang.js
2019-12-31 18:39:38 +08:00

672 lines
23 KiB
JavaScript

'use strict';
var doric = require('doric');
const colors = [
"#70a1ff",
"#7bed9f",
"#ff6b81",
"#a4b0be",
"#f0932b",
"#eb4d4b",
"#6ab04c",
"#e056fd",
"#686de0",
"#30336b",
].map(e => doric.Color.parse(e));
var __decorate = (undefined && undefined.__decorate) || function (decorators, target, key, desc) {
var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
return c > 3 && r && Object.defineProperty(target, key, r), r;
};
var State;
(function (State) {
State[State["Unspecified"] = 0] = "Unspecified";
State[State["BLACK"] = 1] = "BLACK";
State[State["WHITE"] = 2] = "WHITE";
})(State || (State = {}));
const count = 13;
class AIComputer {
constructor(matrix) {
this.wins = [];
this.winCount = 0;
this.matrix = matrix;
for (let y = 0; y < count; y++) {
for (let x = 0; x < count - 4; x++) {
this.wins.push([]);
for (let k = 0; k < 5; k++) {
this.wins[this.winCount].push({
x: x + k,
y,
});
}
this.winCount++;
}
}
for (let x = 0; x < count; x++) {
for (let y = 0; y < count - 4; y++) {
this.wins.push([]);
for (let k = 0; k < 5; k++) {
this.wins[this.winCount].push({
x,
y: y + k,
});
}
this.winCount++;
}
}
for (let x = 0; x < count - 4; x++) {
for (let y = 0; y < count - 4; y++) {
this.wins.push([]);
for (let k = 0; k < 5; k++) {
this.wins[this.winCount].push({
x: x + k,
y: y + k,
});
}
this.winCount++;
}
}
for (let x = 0; x < count - 4; x++) {
for (let y = count - 1; y > 3; y--) {
this.wins.push([]);
for (let k = 0; k < 5; k++) {
this.wins[this.winCount].push({
x: x + k,
y: y - k,
});
}
this.winCount++;
}
}
}
get blackWins() {
return this.wins.map((win) => {
let idx = 0;
for (let e of win) {
switch (this.matrix.get(e.x + e.y * count)) {
case State.BLACK:
idx++;
break;
case State.WHITE:
return 0;
}
}
return idx;
});
}
get whiteWins() {
return this.wins.map((win) => {
let idx = 0;
for (let e of win) {
switch (this.matrix.get(e.x + e.y * count)) {
case State.WHITE:
idx++;
break;
case State.BLACK:
return 0;
}
}
return idx;
});
}
compute(matrix, role) {
const myScore = new Array(matrix.length).fill(0);
const rivalScore = new Array(matrix.length).fill(0);
const myWins = role === State.BLACK ? this.blackWins : this.whiteWins;
const rivalWins = role === State.BLACK ? this.whiteWins : this.blackWins;
let max = 0;
let retIdx = 0;
matrix.forEach((state, idx) => {
if (state != State.Unspecified) {
return;
}
this.wins.forEach((e, winIdx) => {
if (e.filter(e => (e.x + e.y * count) === idx).length === 0) {
return;
}
switch (rivalWins[winIdx]) {
case 1:
rivalScore[idx] += 1;
break;
case 2:
rivalScore[idx] += 10;
break;
case 3:
rivalScore[idx] += 100;
break;
case 4:
rivalScore[idx] += 10000;
break;
}
switch (myWins[winIdx]) {
case 1:
myScore[idx] += 2;
break;
case 2:
myScore[idx] += 20;
break;
case 3:
myScore[idx] += 200;
break;
case 4:
myScore[idx] += 20000;
break;
}
});
if (rivalScore[idx] > max) {
max = rivalScore[idx];
retIdx = idx;
}
else if (rivalScore[idx] == max) {
if (myScore[idx] > myScore[retIdx]) {
retIdx = idx;
}
}
if (myScore[idx] > max) {
max = myScore[idx];
retIdx = idx;
}
else if (myScore[idx] == max) {
if (rivalScore[idx] > rivalScore[retIdx]) {
retIdx = idx;
}
}
});
return retIdx;
}
}
const lineColor = doric.Color.BLACK;
function columLine() {
return (new doric.Stack).apply({
layoutConfig: doric.layoutConfig().most().configWidth(doric.LayoutSpec.JUST),
width: 1,
backgroundColor: lineColor,
});
}
function rowLine() {
return (new doric.Stack).apply({
layoutConfig: doric.layoutConfig().most().configHeight(doric.LayoutSpec.JUST),
height: 1,
backgroundColor: lineColor,
});
}
function pointer(size) {
return (new doric.Stack).apply({
layoutConfig: doric.layoutConfig().just(),
width: size,
height: size,
});
}
var GameMode;
(function (GameMode) {
GameMode[GameMode["P2P"] = 0] = "P2P";
GameMode[GameMode["P2C"] = 1] = "P2C";
GameMode[GameMode["C2P"] = 2] = "C2P";
})(GameMode || (GameMode = {}));
class GoBangVH extends doric.ViewHolder {
constructor() {
super(...arguments);
this.gap = 0;
this.targetZone = [];
}
build(root) {
this.root = root;
}
actualBuild(state) {
const boardSize = state.gap * (state.count - 1);
const gap = state.gap;
const borderWidth = gap;
this.gap = state.gap;
doric.scroller(doric.vlayout([
doric.text({
text: "五子棋",
layoutConfig: doric.layoutConfig().configWidth(doric.LayoutSpec.MOST),
textSize: 30,
textColor: doric.Color.WHITE,
backgroundColor: colors[0],
textAlignment: doric.gravity().center(),
height: 50,
}),
doric.stack([
doric.stack([
...(new Array(count - 2)).fill(0).map((_, idx) => {
return columLine().also(v => {
v.left = (idx + 1) * gap;
});
}),
...(new Array(count - 2)).fill(0).map((_, idx) => {
return rowLine().also(v => {
v.top = (idx + 1) * gap;
});
}),
])
.apply({
layoutConfig: doric.layoutConfig().just()
.configMargin({ top: borderWidth, left: borderWidth }),
width: boardSize,
height: boardSize,
border: {
width: 1,
color: lineColor,
},
}),
...this.targetZone = (new Array(count * count)).fill(0).map((_, idx) => {
const row = Math.floor(idx / count);
const colum = idx % count;
return pointer(gap).also(v => {
v.top = (row - 0.5) * gap + borderWidth;
v.left = (colum - 0.5) * gap + borderWidth;
});
}),
]).apply({
layoutConfig: doric.layoutConfig().just(),
width: boardSize + 2 * borderWidth,
height: boardSize + 2 * borderWidth,
backgroundColor: doric.Color.parse("#E6B080"),
}),
this.gameMode = doric.text({
text: "游戏模式",
textSize: 20,
textColor: doric.Color.WHITE,
layoutConfig: doric.layoutConfig().most().configHeight(doric.LayoutSpec.JUST),
height: 50,
backgroundColor: colors[8],
}),
doric.hlayout([
this.currentRole = doric.text({
text: "当前:",
textSize: 20,
textColor: doric.Color.WHITE,
layoutConfig: doric.layoutConfig().just().configWeight(1),
height: 50,
backgroundColor: colors[1],
}),
this.result = doric.text({
text: "获胜方:",
textSize: 20,
textColor: doric.Color.WHITE,
layoutConfig: doric.layoutConfig().just().configWeight(1),
height: 50,
backgroundColor: colors[2],
}),
]).apply({
layoutConfig: doric.layoutConfig().fit().configWidth(doric.LayoutSpec.MOST),
}),
this.assistant = doric.text({
text: "提示",
textSize: 20,
textColor: doric.Color.WHITE,
layoutConfig: doric.layoutConfig().just().configWidth(doric.LayoutSpec.MOST),
height: 50,
backgroundColor: colors[3],
}),
])
.apply({
layoutConfig: doric.layoutConfig().fit(),
backgroundColor: doric.Color.parse('#ecf0f1'),
})).in(this.root);
}
}
class GoBangVM extends doric.ViewModel {
onAttached(state, vh) {
if (!this.computer) {
this.computer = new AIComputer(state.matrix);
}
vh.actualBuild(state);
vh.targetZone.forEach((e, idx) => {
e.onClick = () => {
if (state.gameState !== 'idle') {
return;
}
const zoneState = state.matrix.get(idx);
if (zoneState === State.BLACK || zoneState === State.WHITE) {
doric.modal(context).toast('This position had been token.');
return;
}
if (state.anchor === undefined || state.anchor != idx) {
this.updateState(it => {
it.anchor = idx;
});
}
else {
this.updateState(it => {
if (it.role === 'black') {
it.matrix.set(idx, State.BLACK);
it.role = 'white';
}
else {
it.matrix.set(idx, State.WHITE);
it.role = 'black';
}
it.anchor = undefined;
if (this.checkResult(idx)) {
doric.modal(context).toast(`恭喜获胜方${it.role === 'white' ? "黑方" : "白方"}`);
it.gameState = it.role === 'white' ? 'blackWin' : 'whiteWin';
}
else {
if (it.role === 'black' && it.gameMode === GameMode.C2P) {
setTimeout(() => {
this.computeNextStep(it);
}, 0);
}
else if (it.role === 'white' && it.gameMode === GameMode.P2C) {
setTimeout(() => {
this.computeNextStep(it);
}, 0);
}
}
});
}
};
});
vh.gameMode.onClick = () => {
doric.popover(context).show(doric.vlayout([
...[
{
label: "黑方:人 白方:人",
mode: GameMode.P2P,
},
{
label: "黑方:人 白方:机",
mode: GameMode.P2C,
},
{
label: "黑方:机 白方:人",
mode: GameMode.C2P,
},
].map((e) => doric.text({
text: e.label,
textSize: 20,
textColor: doric.Color.WHITE,
layoutConfig: doric.layoutConfig().just(),
height: 50,
width: 300,
backgroundColor: (state.gameMode === e.mode) ? doric.Color.parse('#636e72') : doric.Color.parse('#b2bec3'),
onClick: () => {
this.updateState(s => {
s.gameMode = e.mode;
this.reset(s);
});
doric.popover(context).dismiss();
},
}))
])
.apply({
layoutConfig: doric.layoutConfig().most(),
onClick: () => {
doric.popover(context).dismiss();
},
gravity: doric.Gravity.Center,
}));
};
vh.result.onClick = () => {
switch (state.gameState) {
case "idle":
this.updateState(state => {
this.reset(state);
});
break;
}
};
vh.currentRole.onClick = () => {
switch (state.gameState) {
case "idle":
break;
case "blackWin":
case "whiteWin":
this.updateState(state => {
this.reset(state);
});
break;
}
};
vh.assistant.onClick = () => {
const it = this.getState();
if (it.gameState !== 'idle') {
return;
}
this.computeNextStep(it);
if (it.gameState !== 'idle') {
return;
}
if (it.role === 'black' && it.gameMode === GameMode.C2P) {
setTimeout(() => {
this.computeNextStep(it);
}, 0);
}
else if (it.role === 'white' && it.gameMode === GameMode.P2C) {
setTimeout(() => {
this.computeNextStep(it);
}, 0);
}
};
}
computeNextStep(it) {
const tempMatrix = new Array(count * count).fill(0).map((_, idx) => {
return it.matrix.get(idx) || State.Unspecified;
});
let idx = 0;
do {
idx = this.computer.compute(tempMatrix, it.role === 'black' ? State.BLACK : State.WHITE);
} while (it.matrix.get(idx) === State.Unspecified);
this.updateState(state => {
state.matrix.set(idx, state.role === 'black' ? State.BLACK : State.WHITE);
state.role = state.role === 'black' ? 'white' : 'black';
if (this.checkResult(idx)) {
doric.modal(context).toast(`恭喜获胜方${it.role === 'white' ? "黑方" : "白方"}`);
it.gameState = it.role === 'white' ? 'blackWin' : 'whiteWin';
}
});
}
reset(it) {
it.matrix.clear();
it.gameState = 'idle';
it.role = "black";
it.anchor = undefined;
this.computer = new AIComputer(it.matrix);
if (it.gameMode === GameMode.C2P) {
const idx = Math.floor(Math.random() * count) * count + Math.floor(Math.random() * count);
it.matrix.set(idx, State.BLACK);
it.role = 'white';
}
}
onBind(state, vh) {
vh.targetZone.forEach((v, idx) => {
const zoneState = state.matrix.get(idx);
switch (zoneState) {
case State.BLACK:
v.also(it => {
it.backgroundColor = doric.Color.BLACK;
it.corners = state.gap / 2;
it.border = {
color: doric.Color.TRANSPARENT,
width: 0,
};
});
break;
case State.WHITE:
v.also(it => {
it.backgroundColor = doric.Color.WHITE;
it.corners = state.gap / 2;
it.border = {
color: doric.Color.TRANSPARENT,
width: 0,
};
});
break;
default:
v.also(it => {
it.backgroundColor = doric.Color.TRANSPARENT;
it.corners = 0;
it.border = {
color: doric.Color.TRANSPARENT,
width: 0,
};
});
break;
}
if (state.anchor === idx) {
v.also(it => {
it.backgroundColor = doric.Color.RED.alpha(0.1);
it.corners = 0;
it.border = {
color: doric.Color.RED,
width: 1,
};
});
}
});
vh.gameMode.text = `游戏模式: 黑方 ${state.gameMode === GameMode.C2P ? "机" : "人"} 白方 ${state.gameMode === GameMode.P2C ? "机" : "人"}`;
switch (state.gameState) {
case "idle":
vh.result.text = "重新开始";
vh.currentRole.text = `当前: ${(state.role === 'black') ? "黑方" : "白方"}`;
break;
case "blackWin":
vh.result.text = "黑方获胜";
vh.currentRole.text = "重新开始";
break;
case "whiteWin":
vh.result.text = "白方获胜";
vh.currentRole.text = "重新开始";
break;
}
}
checkResult(pos) {
const matrix = this.getState().matrix;
const state = matrix.get(pos);
const y = Math.floor(pos / count);
const x = pos % count;
const getState = (x, y) => matrix.get(y * count + x);
///Horitonzal
{
let left = x;
while (left >= 1) {
if (getState(left - 1, y) === state) {
left -= 1;
}
else {
break;
}
}
let right = x;
while (right <= count - 2) {
if (getState(right + 1, y) === state) {
right += 1;
}
else {
break;
}
}
if (right - left >= 4) {
return true;
}
}
///Vertical
{
let top = y;
while (top >= 1) {
if (getState(x, top - 1) === state) {
top -= 1;
}
else {
break;
}
}
let bottom = y;
while (bottom <= count - 2) {
if (getState(x, bottom + 1) === state) {
bottom += 1;
}
else {
break;
}
}
if (bottom - top >= 4) {
return true;
}
}
///LT-RB
{
let startX = x, startY = y;
while (startX >= 1 && startY >= 1) {
if (getState(startX - 1, startY - 1) === state) {
startX -= 1;
startY -= 1;
}
else {
break;
}
}
let endX = x, endY = y;
while (endX <= count - 2 && endY <= count - 2) {
if (getState(endX + 1, endY + 1) === state) {
endX += 1;
endY += 1;
}
else {
break;
}
}
if (endX - startX >= 4) {
return true;
}
}
///LB-RT
{
let startX = x, startY = y;
while (startX >= 1 && startY <= count + 2) {
if (getState(startX - 1, startY + 1) === state) {
startX -= 1;
startY += 1;
}
else {
break;
}
}
let endX = x, endY = y;
while (endX <= count - 2 && endY >= 1) {
if (getState(endX + 1, endY - 1) === state) {
endX += 1;
endY -= 1;
}
else {
break;
}
}
if (endX - startX >= 4) {
return true;
}
}
return false;
}
}
let Gobang = class Gobang extends doric.VMPanel {
getViewModelClass() {
return GoBangVM;
}
getState() {
return {
count,
gap: this.getRootView().width / 14,
role: "black",
matrix: new Map,
gameMode: GameMode.P2C,
gameState: "idle"
};
}
getViewHolderClass() {
return GoBangVH;
}
onShow() {
doric.navbar(context).setTitle("五子棋");
}
};
Gobang = __decorate([
Entry
], Gobang);
//# sourceMappingURL=Gobang.js.map