2018-03-08 02:57:57 -06:00
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export type Color = 'black' | 'white';
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export type MapPixel = 'null' | 'empty';
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export type Options = {
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isLlotheo: boolean;
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canPutEverywhere: boolean;
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loopedBoard: boolean;
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2018-03-08 02:57:57 -06:00
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};
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/**
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* オセロエンジン
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*/
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export default class Othello {
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public map: MapPixel[];
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public mapWidth: number;
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public mapHeight: number;
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public board: Color[];
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public turn: Color = 'black';
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public opts: Options;
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public prevPos = -1;
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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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2018-03-09 03:11:10 -06:00
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constructor(map: string[], opts: Options) {
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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;
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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;
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this.mapHeight = map.length;
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const mapData = map.join('');
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this.board = mapData.split('').map(d => {
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if (d == '-') return null;
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if (d == 'b') return 'black';
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if (d == 'w') return 'white';
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return undefined;
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});
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this.map = mapData.split('').map(d => {
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if (d == '-' || d == 'b' || d == 'w') return 'empty';
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return 'null';
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});
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//#endregion
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// Init stats
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this.stats = [{
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b: this.blackP,
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w: this.whiteP
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}];
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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').length == 0) {
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if (this.canPutSomewhere('white').length == 0) {
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this.turn = null;
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} else {
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this.turn = 'white';
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}
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}
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}
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/**
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* 黒石の数
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*/
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public get blackCount() {
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return this.board.filter(x => x == 'black').length;
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}
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/**
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* 白石の数
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*/
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public get whiteCount() {
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return this.board.filter(x => x == 'white').length;
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}
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/**
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* 黒石の比率
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*/
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public get blackP() {
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if (this.blackCount == 0 && this.whiteCount == 0) return 0;
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return this.blackCount / (this.blackCount + this.whiteCount);
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}
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/**
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* 白石の比率
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*/
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public get whiteP() {
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if (this.blackCount == 0 && this.whiteCount == 0) return 0;
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return this.whiteCount / (this.blackCount + this.whiteCount);
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}
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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];
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}
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public transformXyToPos(x: number, y: number): number {
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return x + (y * this.mapWidth);
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}
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/**
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* 指定のマスに石を書き込みます
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* @param color 石の色
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* @param pos 位置
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*/
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private write(color: Color, pos: number) {
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this.board[pos] = color;
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}
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/**
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* 指定のマスに石を打ちます
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* @param color 石の色
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* @param pos 位置
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*/
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public put(color: Color, pos: number) {
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if (!this.canPut(color, pos)) return;
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this.prevPos = pos;
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this.write(color, pos);
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// 反転させられる石を取得
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const reverses = this.effects(color, pos);
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// 反転させる
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reverses.forEach(pos => {
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this.write(color, pos);
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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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// ターン計算
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const opColor = color == 'black' ? 'white' : 'black';
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if (this.canPutSomewhere(opColor).length > 0) {
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this.turn = color == 'black' ? 'white' : 'black';
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} else if (this.canPutSomewhere(color).length > 0) {
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this.turn = color == 'black' ? 'black' : 'white';
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} else {
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this.turn = null;
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}
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}
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/**
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* 指定したマスの状態を取得します
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* @param pos 位置
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*/
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public get(pos: number) {
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return this.board[pos];
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}
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/**
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* 指定した位置のマップデータのマスを取得します
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* @param pos 位置
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*/
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public mapDataGet(pos: number): MapPixel {
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if (pos < 0 || pos >= this.map.length) return 'null';
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return this.map[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 canPutSomewhere(color: Color): number[] {
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const result = [];
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this.board.forEach((x, i) => {
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if (this.canPut(color, i)) result.push(i);
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});
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return result;
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}
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/**
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* 指定のマスに石を打つことができるかどうかを取得します
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* @param color 自分の色
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* @param pos 位置
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*/
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public canPut(color: Color, pos: number): boolean {
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// 既に石が置いてある場所には打てない
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if (this.get(pos) !== null) return false;
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if (this.opts.canPutEverywhere) {
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// 挟んでなくても置けるモード
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return this.mapDataGet(pos) == 'empty';
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} else {
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// 相手の石を1つでも反転させられるか
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return this.effects(color, pos).length !== 0;
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}
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}
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/**
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* 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
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* @param color 自分の色
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* @param pos 位置
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*/
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private effects(color: Color, pos: number): number[] {
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const enemyColor = color == 'black' ? 'white' : 'black';
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// ひっくり返せる石(の位置)リスト
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let stones = [];
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const initPos = pos;
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// 走査
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const iterate = (fn: (i: number) => number[]) => {
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let i = 1;
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const found = [];
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while (true) {
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let [x, y] = fn(i);
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// 座標が指し示す位置がボード外に出たとき
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if (this.opts.loopedBoard) {
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if (x < 0 ) x = this.mapWidth - ((-x) % this.mapWidth);
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if (y < 0 ) y = this.mapHeight - ((-y) % this.mapHeight);
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if (x >= this.mapWidth ) x = x % this.mapWidth;
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if (y >= this.mapHeight) y = y % this.mapHeight;
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// for debug
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//if (x < 0 || y < 0 || x >= this.mapWidth || y >= this.mapHeight) {
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// console.log(x, y);
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//}
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// 一周して自分に帰ってきたら
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if (this.transformXyToPos(x, y) == initPos) break;
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} else {
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if (x == -1 || y == -1 || x == this.mapWidth || y == this.mapHeight) break;
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}
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const pos = this.transformXyToPos(x, y);
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//#region 「配置不能」マスに当たった場合走査終了
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const pixel = this.mapDataGet(pos);
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if (pixel == 'null') break;
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//#endregion
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// 石取得
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const stone = this.get(pos);
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// 石が置かれていないマスなら走査終了
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if (stone == null) break;
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// 相手の石なら「ひっくり返せるかもリスト」に入れておく
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if (stone == enemyColor) found.push(pos);
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// 自分の石なら「ひっくり返せるかもリスト」を「ひっくり返せるリスト」に入れ、走査終了
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if (stone == color) {
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stones = stones.concat(found);
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break;
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}
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i++;
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}
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};
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const [x, y] = this.transformPosToXy(pos);
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iterate(i => [x , y - i]); // 上
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iterate(i => [x + i, y - i]); // 右上
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iterate(i => [x + i, y ]); // 右
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iterate(i => [x + i, y + i]); // 右下
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iterate(i => [x , y + i]); // 下
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iterate(i => [x - i, y + i]); // 左下
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iterate(i => [x - i, y ]); // 左
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iterate(i => [x - i, y - i]); // 左上
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return stones;
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}
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/**
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* ゲームが終了したか否か
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*/
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public get isEnded(): boolean {
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return this.turn === null;
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}
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/**
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* ゲームの勝者 (null = 引き分け)
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*/
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public get winner(): Color {
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if (!this.isEnded) return undefined;
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if (this.blackCount == this.whiteCount) return null;
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if (this.opts.isLlotheo) {
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return this.blackCount > this.whiteCount ? 'white' : 'black';
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} else {
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return this.blackCount > this.whiteCount ? 'black' : 'white';
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}
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}
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}
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