2021-08-19 08:04:15 -05:00
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import { count, concat } from '@/prelude/array';
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2018-09-05 12:16:08 -05:00
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2018-07-07 05:01:33 -05:00
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// MISSKEY REVERSI ENGINE
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2018-03-12 11:49:54 -05:00
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/**
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* true ... 黒
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* false ... 白
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*/
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export type Color = boolean;
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const BLACK = true;
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const WHITE = false;
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2018-03-08 02:57:57 -06:00
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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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};
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2018-03-12 11:49:54 -05:00
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export type Undo = {
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/**
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* 色
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*/
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color: Color;
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/**
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* どこに打ったか
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*/
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pos: number;
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/**
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* 反転した石の位置の配列
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*/
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effects: number[];
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2018-03-12 13:22:40 -05:00
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/**
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* ターン
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*/
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turn: Color | null;
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};
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2018-03-08 02:57:57 -06:00
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/**
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* リバーシエンジン
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*/
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export default class Reversi {
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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 | null | undefined)[];
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public turn: Color | null = BLACK;
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public opts: Options;
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public prevPos = -1;
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public prevColor: Color | null = null;
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2018-03-15 00:09:38 -05:00
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private logs: Undo[] = [];
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2018-03-08 02:57:57 -06:00
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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(map: string[], opts: Options) {
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//#region binds
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this.put = this.put.bind(this);
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//#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;
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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 => 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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2018-03-09 22:07:17 -06:00
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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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}
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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 count(BLACK, this.board);
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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 count(WHITE, this.board);
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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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this.prevPos = pos;
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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
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const effects = this.effects(color, pos);
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// 反転させる
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for (const pos of effects) {
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this.board[pos] = color;
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}
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const turn = this.turn;
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this.logs.push({
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color,
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pos,
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effects,
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turn,
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});
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this.calcTurn();
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}
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private calcTurn() {
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// ターン計算
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this.turn =
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this.canPutSomewhere(!this.prevColor) ? !this.prevColor :
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this.canPutSomewhere(this.prevColor!) ? this.prevColor :
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null;
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}
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public undo() {
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const undo = this.logs.pop()!;
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this.prevColor = undo.color;
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this.prevPos = undo.pos;
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this.board[undo.pos] = null;
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for (const pos of undo.effects) {
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const color = this.board[pos];
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this.board[pos] = !color;
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}
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this.turn = undo.turn;
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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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const [x, y] = this.transformPosToXy(pos);
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return x < 0 || y < 0 || x >= this.mapWidth || y >= this.mapHeight ? 'null' : 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 puttablePlaces(color: Color): number[] {
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return Array.from(this.board.keys()).filter(i => this.canPut(color, i));
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}
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2018-09-05 13:02:52 -05:00
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/**
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* 打つことができる場所があるかどうかを取得します
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*/
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public canPutSomewhere(color: Color): boolean {
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return this.puttablePlaces(color).length > 0;
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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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return (
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this.board[pos] !== null ? false : // 既に石が置いてある場所には打てない
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this.opts.canPutEverywhere ? this.mapDataGet(pos) == 'empty' : // 挟んでなくても置けるモード
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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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}
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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 initPos 位置
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*/
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public effects(color: Color, initPos: number): number[] {
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const enemyColor = !color;
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const diffVectors: [number, number][] = [
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[ 0, -1], // 上
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[ +1, -1], // 右上
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[ +1, 0], // 右
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[ +1, +1], // 右下
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[ 0, +1], // 下
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[ -1, +1], // 左下
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[ -1, 0], // 左
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[ -1, -1], // 左上
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];
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const effectsInLine = ([dx, dy]: [number, number]): number[] => {
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const nextPos = (x: number, y: number): [number, number] => [x + dx, y + dy];
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const found: number[] = []; // 挟めるかもしれない相手の石を入れておく配列
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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
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if (this.opts.loopedBoard && this.transformXyToPos(
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(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)
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return found;
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} else if (x === -1 || y === -1 || x === this.mapWidth || y === this.mapHeight) {
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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)
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if (stone === enemyColor) found.push(pos); // 挟めるかもしれない (相手の石を発見)
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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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};
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return concat(diffVectors.map(effectsInLine));
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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 | null {
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return this.isEnded ?
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this.blackCount == this.whiteCount ? null :
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this.opts.isLlotheo === this.blackCount > this.whiteCount ? WHITE : BLACK :
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undefined as never;
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}
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}
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