diff --git a/.dockerignore b/.dockerignore new file mode 100644 index 0000000000000000000000000000000000000000..ab1ad2eca42cf82d1f8a3c3f5c09b9c585e65d26 --- /dev/null +++ b/.dockerignore @@ -0,0 +1,43 @@ +# Git +.git +.gitignore +.gitattributes + +# Documentation +README.md +*.md + +# Node modules (will be installed during build) +node_modules +**/node_modules + +# Build outputs (will be generated during build) +dist +**/dist + +# Test files +tests +**/tests +*.test.ts +*.test.js + +# Development files +.vscode +.idea +*.log +*.lock + +# Environment files +.env +.env.local +.env.*.local + +# Temporary files +*.tmp +*.temp +tmp/ +temp/ + +# OS files +.DS_Store +Thumbs.db diff --git a/Dockerfile b/Dockerfile new file mode 100644 index 0000000000000000000000000000000000000000..6f434b0bd9c0947776803d830991d90f01d8998f --- /dev/null +++ b/Dockerfile @@ -0,0 +1,42 @@ +FROM node:20-slim + +# Set noninteractive installation +ENV DEBIAN_FRONTEND=noninteractive + +# Install build dependencies +RUN apt-get update && apt-get install -y \ + curl \ + git \ + && rm -rf /var/lib/apt/lists/* + +# Create app directory +WORKDIR /app + +# Copy entire trigo-web project +COPY trigo-web/ ./ + +# Install all dependencies (root, app, backend) +RUN npm install && \ + cd app && npm install && \ + cd ../backend && npm install && \ + cd .. + +# Build jison parsers (required for the game) +RUN npm run build:parsers + +# Build frontend (generates dist folder) +RUN cd app && npm run build + +# Build backend TypeScript +RUN cd backend && npm run build + +# Set environment variables for Hugging Face Spaces +ENV PORT=7860 +ENV HOST=0.0.0.0 +ENV NODE_ENV=production + +# Expose port 7860 (required by Hugging Face Spaces) +EXPOSE 7860 + +# Start backend server (which will also serve frontend static files) +CMD ["npm", "run", "start:prod"] diff --git a/deploy.sh b/deploy.sh new file mode 100755 index 0000000000000000000000000000000000000000..07e652172f5d5c53ab43ee0cdb332f5cc0f2f7de --- /dev/null +++ b/deploy.sh @@ -0,0 +1,61 @@ +#!/bin/bash + +# Trigo Hugging Face Space Deployment Script +# This script copies the trigo-web project to the HF Space repo and prepares it for deployment + +set -e + +echo "๐Ÿš€ Trigo HF Space Deployment Script" +echo "====================================" +echo "" + +# Define paths +PROJECT_ROOT="/home/camus/work/trigo" +TRIGO_WEB="$PROJECT_ROOT/trigo-web" +HF_SPACE="$PROJECT_ROOT/third_party/trigo-hfspace" + +# Check if directories exist +if [ ! -d "$TRIGO_WEB" ]; then + echo "โŒ Error: trigo-web directory not found at $TRIGO_WEB" + exit 1 +fi + +if [ ! -d "$HF_SPACE" ]; then + echo "โŒ Error: HF Space directory not found at $HF_SPACE" + exit 1 +fi + +echo "๐Ÿ“‚ Project directory: $TRIGO_WEB" +echo "๐Ÿ“‚ HF Space directory: $HF_SPACE" +echo "" + +# Clean up old trigo-web in HF space if it exists +if [ -d "$HF_SPACE/trigo-web" ]; then + echo "๐Ÿงน Cleaning up old trigo-web directory..." + rm -rf "$HF_SPACE/trigo-web" +fi + +# Copy trigo-web to HF space +echo "๐Ÿ“ฆ Copying trigo-web to HF Space repository..." +cp -r "$TRIGO_WEB" "$HF_SPACE/" + +# Remove node_modules and dist folders (will be built in Docker) +echo "๐Ÿงน Removing node_modules and dist folders (will be rebuilt in Docker)..." +find "$HF_SPACE/trigo-web" -type d -name "node_modules" -exec rm -rf {} + 2>/dev/null || true +find "$HF_SPACE/trigo-web" -type d -name "dist" -exec rm -rf {} + 2>/dev/null || true + +# Remove test files +echo "๐Ÿงน Removing test files..." +rm -rf "$HF_SPACE/trigo-web/tests" 2>/dev/null || true + +echo "" +echo "โœ… Files prepared successfully!" +echo "" +echo "๐Ÿ“‹ Next steps:" +echo " 1. cd $HF_SPACE" +echo " 2. git add ." +echo " 3. git commit -m 'Deploy Trigo game'" +echo " 4. git push" +echo "" +echo "๐ŸŒ After pushing, HF will automatically build and deploy your app." +echo "" diff --git a/trigo-web/.prettierignore b/trigo-web/.prettierignore new file mode 100644 index 0000000000000000000000000000000000000000..b90674a8c0cdd3b5b87626333412f33dbec7d612 --- /dev/null +++ b/trigo-web/.prettierignore @@ -0,0 +1,9 @@ +node_modules +dist +build +coverage +.vscode +.idea +*.log +*.min.js +*.min.css \ No newline at end of file diff --git a/trigo-web/.prettierrc b/trigo-web/.prettierrc new file mode 100644 index 0000000000000000000000000000000000000000..cec11afd0936e4530cc67e068f9ad39a492aaf07 --- /dev/null +++ b/trigo-web/.prettierrc @@ -0,0 +1,17 @@ +{ + "semi": true, + "trailingComma": "none", + "singleQuote": false, + "printWidth": 100, + "tabWidth": 4, + "useTabs": true, + "bracketSpacing": true, + "arrowParens": "always", + "endOfLine": "lf", + "vueIndentScriptAndStyle": true, + "quoteProps": "as-needed", + "bracketSameLine": false, + "jsxSingleQuote": false, + "proseWrap": "preserve", + "htmlWhitespaceSensitivity": "css" +} \ No newline at end of file diff --git a/trigo-web/README.md b/trigo-web/README.md new file mode 100644 index 0000000000000000000000000000000000000000..e80cb99eea6ad5497b0ab43482b009402440684a --- /dev/null +++ b/trigo-web/README.md @@ -0,0 +1,227 @@ +# Trigo - 3D Go Board Game + +A modern web implementation of Go played on a three-dimensional board, built with Vue 3, TypeScript, Node.js, and Three.js. + +## Features + +- **3D Board**: Play Go on a 5x5x5 three-dimensional board +- **Multiplayer**: Real-time online gameplay via WebSocket +- **Single Player**: Play against AI opponents +- **Game Replay**: Review and analyze completed games +- **Modern Tech Stack**: Vue 3, TypeScript, Three.js for WebGL rendering + +## Project Structure + +``` +trigo-web/ +โ”œโ”€โ”€ app/ # Frontend application (Vue 3) +โ”‚ โ”œโ”€โ”€ src/ +โ”‚ โ”‚ โ”œโ”€โ”€ components/ # Vue components +โ”‚ โ”‚ โ”œโ”€โ”€ views/ # Page views +โ”‚ โ”‚ โ”œโ”€โ”€ game/ # Game logic and 3D rendering +โ”‚ โ”‚ โ”œโ”€โ”€ store/ # Pinia state management +โ”‚ โ”‚ โ””โ”€โ”€ services/ # API and WebSocket services +โ”‚ โ””โ”€โ”€ package.json +โ”œโ”€โ”€ backend/ # Backend server (Node.js) +โ”‚ โ”œโ”€โ”€ src/ +โ”‚ โ”‚ โ”œโ”€โ”€ controllers/ +โ”‚ โ”‚ โ”œโ”€โ”€ services/ # Game logic and room management +โ”‚ โ”‚ โ”œโ”€โ”€ sockets/ # Socket.io handlers +โ”‚ โ”‚ โ””โ”€โ”€ server.ts # Main server entry +โ”‚ โ””โ”€โ”€ package.json +โ”œโ”€โ”€ inc/ # Shared code between frontend and backend +โ”‚ โ”œโ”€โ”€ trigo/ # Core game logic and types +โ”‚ โ”‚ โ”œโ”€โ”€ types.ts # TypeScript interfaces +โ”‚ โ”‚ โ”œโ”€โ”€ gameUtils.ts # Game utility functions (capture, Ko, territory) +โ”‚ โ”‚ โ”œโ”€โ”€ game.ts # TrigoGame class - main game state management +โ”‚ โ”‚ โ””โ”€โ”€ ab0yz.ts # TGN coordinate encoding +โ”œโ”€โ”€ tests/ # Test files +โ”‚ โ””โ”€โ”€ game/ # Game logic tests (TrigoGame) +โ”œโ”€โ”€ vitest.config.ts # Vitest test configuration +โ”œโ”€โ”€ tsconfig.json # TypeScript configuration +โ””โ”€โ”€ package.json # Root package.json with dev scripts +``` + +## Getting Started + +### Prerequisites + +- Node.js (v18+ recommended) +- npm or yarn + +### Installation + +1. Clone the repository: +```bash +git clone [repository-url] +cd trigo-web +``` + +2. Install all dependencies: +```bash +npm run install:all +``` + +This will install dependencies for the root, frontend, and backend. + +### Development + +Run both frontend and backend in development mode: + +```bash +npm run dev +``` + +Or run them separately: + +```bash +# Frontend only (runs on http://localhost:5173) +npm run dev:app + +# Backend only (runs on http://localhost:3000) +npm run dev:backend +``` + +### Building for Production + +Build both frontend and backend: + +```bash +npm run build +``` + +### Testing + +The project includes comprehensive unit tests for the game logic (TrigoGame class). + +**Run all tests once:** +```bash +npm run test:run +``` + +**Run tests in watch mode (auto-rerun on file changes):** +```bash +npm test +``` + +**Run tests with UI dashboard:** +```bash +npm run test:ui +``` + +**Run specific test file:** +```bash +npm exec vitest -- run tests/game/trigoGame.core.test.ts +``` + +**Test Coverage:** +- **109/109 tests passing (100%)** +- Core functionality (35 tests) - Drop, pass, surrender, reset +- History management (21 tests) - Undo, redo, jump to step +- Game rules (18 tests) - Capture, Ko rule, suicide, territory calculation +- State management (32 tests) - Serialization, callbacks, session storage + +**Test Files Location:** `tests/game/` +- `trigoGame.core.test.ts` - Basic game operations +- `trigoGame.history.test.ts` - History and navigation +- `trigoGame.rules.test.ts` - Go game rules implementation +- `trigoGame.state.test.ts` - State persistence and callbacks + +### Code Formatting + +Format all code with Prettier: + +```bash +npm run format +``` + +Check formatting without making changes: + +```bash +npm run format:check +``` + +## Technology Stack + +### Frontend +- **Vue 3** - Progressive JavaScript framework +- **TypeScript** - Type-safe JavaScript +- **Three.js** - 3D graphics library for WebGL +- **Pinia** - State management +- **Vue Router** - Client-side routing +- **Socket.io Client** - WebSocket communication +- **Vite** - Fast build tool +- **SASS** - CSS preprocessor + +### Backend +- **Node.js** - JavaScript runtime +- **Express** - Web framework +- **Socket.io** - Real-time bidirectional communication +- **TypeScript** - Type-safe JavaScript +- **UUID** - Unique ID generation + +## Game Rules + +Trigo extends the traditional Go game into three dimensions: + +1. The game is played on a 5x5x5 cubic board +2. Players take turns placing stones (black and white) +3. Stones are captured when completely surrounded in 3D space +4. The goal is to control more territory than your opponent + +## API Endpoints + +### REST API +- `GET /health` - Health check +- `GET /api/rooms` - List active game rooms +- `GET /api/rooms/:roomId` - Get specific room details + +### WebSocket Events + +#### Client โ†’ Server +- `joinRoom` - Join or create a game room +- `leaveRoom` - Leave current room +- `makeMove` - Make a game move +- `pass` - Pass turn +- `resign` - Resign from game +- `chatMessage` - Send chat message + +#### Server โ†’ Client +- `roomJoined` - Successfully joined room +- `gameUpdate` - Game state update +- `playerJoined` - Another player joined +- `playerLeft` - Player left room +- `chatMessage` - Incoming chat message +- `gameEnded` - Game finished + +## Development Guidelines + +### Code Style +- Uses Prettier for consistent formatting +- Tab indentation (following prototype style) +- Double quotes for strings +- No trailing commas +- Semicolons always + +### Git Workflow +1. Create feature branch from `main` +2. Make changes and test locally +3. Format code with `npm run format` +4. Commit with descriptive messages +5. Create pull request + +## Based On + +This project is a modern reimplementation of the original Trigo prototype found in `third_party/klstrigo/`, updating the technology stack while preserving the core game mechanics and 3D gameplay experience. + +## License + +MIT License - See LICENSE file for details + +## Contributing + +Contributions are welcome! Please read the contributing guidelines before submitting pull requests. + +## Support + +For issues, questions, or suggestions, please open an issue on GitHub. \ No newline at end of file diff --git a/trigo-web/app/.env b/trigo-web/app/.env new file mode 100644 index 0000000000000000000000000000000000000000..0c3534bf1d4197aebf30668fd9e897dc253084bc --- /dev/null +++ b/trigo-web/app/.env @@ -0,0 +1,3 @@ +VITE_SERVER_URL=http://localhost:3000 +VITE_HOST=0.0.0.0 +VITE_PORT=5173 \ No newline at end of file diff --git a/trigo-web/app/.env.local.example b/trigo-web/app/.env.local.example new file mode 100644 index 0000000000000000000000000000000000000000..d61235d2eef552fe58413ef085525ea068a1e1d0 --- /dev/null +++ b/trigo-web/app/.env.local.example @@ -0,0 +1,11 @@ +# Local environment variables (not committed to git) +# Override these values for your local development setup + +# Example: To expose the dev server to your network: +# VITE_HOST=0.0.0.0 + +# Example: To use a different port: +# VITE_PORT=3001 + +# Example: To connect to a different backend: +# VITE_SERVER_URL=http://192.168.1.100:3000 \ No newline at end of file diff --git a/trigo-web/app/.gitignore b/trigo-web/app/.gitignore new file mode 100644 index 0000000000000000000000000000000000000000..e61e33f669ec1fb15a51f23a79acd052239f57c2 --- /dev/null +++ b/trigo-web/app/.gitignore @@ -0,0 +1,28 @@ +# Logs +logs +*.log +npm-debug.log* +yarn-debug.log* +yarn-error.log* +pnpm-debug.log* +lerna-debug.log* + +node_modules +dist +dist-ssr +*.local + +# Editor directories and files +.vscode/* +!.vscode/extensions.json +.idea +.DS_Store +*.suo +*.ntvs* +*.njsproj +*.sln +*.sw? + +# Environment files +.env.local +.env.*.local \ No newline at end of file diff --git a/trigo-web/app/index.html b/trigo-web/app/index.html new file mode 100644 index 0000000000000000000000000000000000000000..140426b3a21b8869ea68ed9d47793ebea98ff135 --- /dev/null +++ b/trigo-web/app/index.html @@ -0,0 +1,13 @@ + + + + + + + Trigo - 3D Go Game + + +
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b/trigo-web/app/src/App.vue new file mode 100644 index 0000000000000000000000000000000000000000..5aff9c0c96996bb5cc71879a957758b80a5b17dd --- /dev/null +++ b/trigo-web/app/src/App.vue @@ -0,0 +1,27 @@ + + + + + \ No newline at end of file diff --git a/trigo-web/app/src/assets/logo.png b/trigo-web/app/src/assets/logo.png new file mode 100644 index 0000000000000000000000000000000000000000..4840e976b734cd1ffbc26a0565a099afa4407d6b Binary files /dev/null and b/trigo-web/app/src/assets/logo.png differ diff --git a/trigo-web/app/src/main.ts b/trigo-web/app/src/main.ts new file mode 100644 index 0000000000000000000000000000000000000000..72bc14ca804ef082ab9796be76dcf3897e14dda5 --- /dev/null +++ b/trigo-web/app/src/main.ts @@ -0,0 +1,23 @@ +import { createApp } from "vue"; +import { createPinia } from "pinia"; + +import App from "./App.vue"; +import router from "./router"; +import { initializeParsers } from "@inc/trigo/parserInit"; + + +const app = createApp(App); +const pinia = createPinia(); + +app.use(pinia); +app.use(router); + +// Initialize parsers before mounting (required for TGN functionality) +initializeParsers().then(() => { + app.mount("#app"); +}).catch((error) => { + console.error("Failed to initialize parsers:", error); + // Still mount app even if parser initialization fails + // (parser will throw error when TGN features are used) + app.mount("#app"); +}); \ No newline at end of file diff --git a/trigo-web/app/src/router/index.ts b/trigo-web/app/src/router/index.ts new file mode 100644 index 0000000000000000000000000000000000000000..4ce4690239e7015bc2da82ca05c2a0aa547dfbb4 --- /dev/null +++ b/trigo-web/app/src/router/index.ts @@ -0,0 +1,17 @@ +import { createRouter, createWebHistory } from "vue-router"; +import TrigoView from "@/views/TrigoView.vue"; + + +const router = createRouter({ + history: createWebHistory(import.meta.env.BASE_URL), + routes: [ + { + path: "/", + name: "home", + component: TrigoView + } + ] +}); + + +export default router; \ No newline at end of file diff --git a/trigo-web/app/src/services/trigoViewport.ts b/trigo-web/app/src/services/trigoViewport.ts new file mode 100644 index 0000000000000000000000000000000000000000..c732e66c4cf07e7ce4a07bba95e0b120d8d06cf3 --- /dev/null +++ b/trigo-web/app/src/services/trigoViewport.ts @@ -0,0 +1,1679 @@ +import * as THREE from "three"; +import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js"; +import type { BoardShape } from "../../../inc/trigo"; + +// Color constants +const COLORS = { + // Scene colors + SCENE_BACKGROUND: 0x505055, + SCENE_CLEAR: 0x505055, + + // Chess frame colors (three-tiered system) + FRAME_CREST: 0xff4d4d, // Red-tinted for edges/corners + FRAME_SURFACE: 0xe6b380, // Orange/yellow-tinted for face edges + FRAME_INTERIOR: 0x999999, // Gray for interior lines + + // intersection point colors + POINT_DEFAULT: 0x4a90e2, + POINT_HOVERED: 0x00ff00, + POINT_HOVERED_DISABLED: 0xff0000, + POINT_AXIS_ALIGNED: 0xffaa00, + POINT_AIR_PATCH: 0x80e680, // Semi-transparent green for liberties in inspect mode + + // Stone colors + STONE_BLACK: 0x070707, + STONE_WHITE: 0xf0f0f0, + + // Stone specular highlights + STONE_BLACK_SPECULAR: 0x445577, + STONE_WHITE_SPECULAR: 0xeeeedd, + + // Lighting colors + AMBIENT_LIGHT: 0xffffff, + DIRECTIONAL_LIGHT: 0xffffff, + HEMISPHERE_LIGHT_SKY: 0xeefaff, + HEMISPHERE_LIGHT_GROUND: 0x20201a, +} as const; + +// Opacity constants +const OPACITY = { + // Chess frame opacities + FRAME_CREST: 0.64, + FRAME_SURFACE: 0.12, + FRAME_INTERIOR: 0.04, + + // Grid and point opacities + POINT_DEFAULT: 0.1, + POINT_HOVERED: 0.8, + POINT_AXIS_ALIGNED: 0.8, + POINT_AIR_PATCH: 0.24, // Semi-transparent for liberty visualization + PREVIEW_STONE: 0.5, + PREVIEW_JOINT_BLACK: 0.5, + PREVIEW_JOINT_WHITE: 0.6, + DIMMED: 0.3, + DOMAIN_BLACK: 0.3, + DOMAIN_WHITE: 0.3, +} as const; + +// Shininess constants for stone materials +const SHININESS = { + STONE_BLACK: 120, + STONE_WHITE: 30, +} as const; + + +// Geometric size constants +const SIZES = { + // Stone and point sizes (relative to grid spacing) + STONE_RADIUS: 0.28, + INTERSECTION_POINT_RADIUS: 0.16, + JOINT_RADIUS: 0.12, + JOINT_LENGTH: 0.47, + DOMAIN_CUBE_SIZE: 0.6, + + // Sphere detail (number of segments) + STONE_SEGMENTS: 32, + POINT_SEGMENTS: 8, + JOINT_SEGMENTS: 6, +} as const; + + +// Camera and scene constants +const CAMERA = { + FOV: 70, + NEAR: 0.1, + FAR: 1000, + DISTANCE_MULTIPLIER: 1.1, + HEIGHT_RATIO: 0.8, +} as const; + + +// Lighting intensity constants +const LIGHTING = { + AMBIENT_INTENSITY: 0.2, + DIRECTIONAL_MAIN_INTENSITY: 0.8, + DIRECTIONAL_FILL_INTENSITY: 0.3, + HEMISPHERE_INTENSITY: 0.8, +} as const; + + +// Fog constants +const FOG = { + NEAR_FACTOR: 0.2, + FAR_FACTOR: 0.8, + MIN_NEAR: 0.1, +} as const; + + +// Last stone highlight constants +const SHINING = { + FLICKER_SPEED: 0.0048, + EMISSIVE_COLOR: [0.03, 0.32, 0.6], + BASE_INTENSITY_WHITE: 0.2, + BASE_INTENSITY_BLACK: 0.06, + FLICKER_INTENSITY_WHITE: 0.6, + FLICKER_INTENSITY_BLACK: 0.1, +} as const; + + +export interface Stone { + position: { x: number; y: number; z: number }; + color: "black" | "white"; + mesh?: THREE.Mesh; +} + +export interface ViewportCallbacks { + onStoneClick?: (x: number, y: number, z: number) => void; + onPositionHover?: (x: number | null, y: number | null, z: number | null) => void; + isPositionDroppable?: (x: number, y: number, z: number) => boolean; + onInspectGroup?: (groupSize: number, liberties: number) => void; +} + +export class TrigoViewport { + private canvas: HTMLCanvasElement; + private scene: THREE.Scene; + private camera: THREE.PerspectiveCamera; + private renderer: THREE.WebGLRenderer; + private controls!: OrbitControls; + private raycaster: THREE.Raycaster; + private mouse: THREE.Vector2; + + private boardShape: BoardShape; + private gridSpacing: number = 2; + private gridGroup: THREE.Group; + private stonesGroup: THREE.Group; + private jointsGroup: THREE.Group; + private intersectionPoints: THREE.Group; + private domainCubesGroup: THREE.Group; + private highlightedPoint: THREE.Mesh | null = null; + private highlightedAxisPoints: THREE.Mesh[] = []; + private previewStone: THREE.Mesh | null = null; + private lastPlacedStone: { x: number; y: number; z: number } | null = null; + private hoveredPosition: { x: number; y: number; z: number } | null = null; + + private stones: Map = new Map(); + private joints: Map = new Map(); + private domainCubes: Map = new Map(); + private callbacks: ViewportCallbacks; + + private animationId: number | null = null; + private isDestroyed: boolean = false; + private currentPlayerColor: "black" | "white" = "black"; + private isGameActive: boolean = false; + private lastCameraDistance: number = 0; + + // Mouse drag detection + private isMouseDown: boolean = false; + private mouseDownPosition: { x: number; y: number } | null = null; + private hasDragged: boolean = false; + private dragThreshold: number = 5; // pixels + + // Inspect mode for analyzing stone groups + private inspectMode: boolean = false; + private ctrlKeyDown: boolean = false; + private highlightedGroup: Set | null = null; + private airPatch: Set | null = null; // Liberty positions for highlighted group + private lastMouseEvent: MouseEvent | null = null; + + // Domain visibility for territory display + private blackDomainVisible: boolean = false; + private whiteDomainVisible: boolean = false; + private blackDomain: Set | null = null; + private whiteDomain: Set | null = null; + + constructor(canvas: HTMLCanvasElement, boardShape: BoardShape = { x: 5, y: 5, z: 5 }, callbacks: ViewportCallbacks = {}) { + this.canvas = canvas; + this.boardShape = boardShape; + this.callbacks = callbacks; + + // Initialize Three.js components + this.scene = new THREE.Scene(); + this.camera = new THREE.PerspectiveCamera( + CAMERA.FOV, + canvas.clientWidth / canvas.clientHeight, + CAMERA.NEAR, + CAMERA.FAR + ); + this.renderer = new THREE.WebGLRenderer({ + canvas, + antialias: true, + alpha: true + }); + this.raycaster = new THREE.Raycaster(); + this.mouse = new THREE.Vector2(); + + // Groups for organizing scene objects + this.gridGroup = new THREE.Group(); + this.stonesGroup = new THREE.Group(); + this.jointsGroup = new THREE.Group(); + this.intersectionPoints = new THREE.Group(); + this.domainCubesGroup = new THREE.Group(); + + this.initialize(); + } + + private initialize(): void { + // Setup renderer - use getBoundingClientRect for accurate CSS size + const rect = this.canvas.getBoundingClientRect(); + this.renderer.setSize(rect.width, rect.height, false); + this.renderer.setPixelRatio(window.devicePixelRatio); + this.renderer.setClearColor(COLORS.SCENE_CLEAR, 1); + + // Setup camera - use max dimension for distance calculation + const maxDim = Math.max(this.boardShape.x, this.boardShape.y, this.boardShape.z); + const distance = maxDim * this.gridSpacing * CAMERA.DISTANCE_MULTIPLIER; + this.camera.position.set(distance, distance * CAMERA.HEIGHT_RATIO, distance); + this.camera.lookAt(0, 0, 0); + + // Setup controls + this.controls = new OrbitControls(this.camera, this.canvas); + this.controls.enableDamping = true; + this.controls.dampingFactor = 0.05; + this.controls.minDistance = 5; + this.controls.maxDistance = 100; + this.controls.maxPolarAngle = Math.PI / 2 + Math.PI / 4; + this.controls.enablePan = false; // Disable camera panning with right mouse button + + // Setup scene + this.scene.background = new THREE.Color(COLORS.SCENE_BACKGROUND); + this.setupFog(); + this.setupLighting(); + this.createGrid(); + this.createIntersectionPoints(); + this.createJoints(); + this.createDomainCubes(); + this.createPreviewStone(); + + // Add groups to scene + this.scene.add(this.gridGroup); + this.scene.add(this.stonesGroup); + this.scene.add(this.jointsGroup); + this.scene.add(this.intersectionPoints); + this.scene.add(this.domainCubesGroup); + + // Event listeners + this.canvas.addEventListener("mousemove", this.onMouseMove.bind(this)); + this.canvas.addEventListener("mousedown", this.onMouseDown.bind(this)); + this.canvas.addEventListener("mouseup", this.onMouseUp.bind(this)); + this.canvas.addEventListener("click", this.onClick.bind(this)); + window.addEventListener("resize", this.onWindowResize.bind(this)); + window.addEventListener("keydown", this.onKeyDown.bind(this)); + window.addEventListener("keyup", this.onKeyUp.bind(this)); + + // Start animation loop + this.animate(); + } + + private createPreviewStone(): void { + const geometry = new THREE.SphereGeometry(SIZES.STONE_RADIUS * this.gridSpacing, SIZES.STONE_SEGMENTS, SIZES.STONE_SEGMENTS); + const material = new THREE.MeshPhongMaterial({ + color: this.currentPlayerColor === "black" ? COLORS.STONE_BLACK : COLORS.STONE_WHITE, + transparent: true, + opacity: OPACITY.PREVIEW_STONE, + shininess: this.currentPlayerColor === "black" ? SHININESS.STONE_BLACK : SHININESS.STONE_WHITE + }); + this.previewStone = new THREE.Mesh(geometry, material); + this.previewStone.visible = false; // Hidden by default + this.scene.add(this.previewStone); + } + + private updatePreviewStoneColor(): void { + if (!this.previewStone) return; + const material = this.previewStone.material as THREE.MeshPhongMaterial; + material.color.set(this.currentPlayerColor === "black" ? COLORS.STONE_BLACK : COLORS.STONE_WHITE); + material.shininess = this.currentPlayerColor === "black" ? SHININESS.STONE_BLACK : SHININESS.STONE_WHITE; + } + + private setupFog(): void { + // Use scene background color for fog + this.scene.fog = new THREE.Fog(COLORS.SCENE_BACKGROUND, 0, 1); + + // Update fog parameters based on current camera position + this.updateFog(true); + } + + private highlightAxisPoints(gridX: number, gridY: number, gridZ: number): void { + // Clear previous axis highlights + this.clearAxisHighlights(); + + // Highlight points along the same axes + this.intersectionPoints.children.forEach((child) => { + const point = child as THREE.Mesh; + const { gridX: px, gridY: py, gridZ: pz } = point.userData; + + // Check if point is on the same X, Y, or Z axis + const alignedXAxis = px === gridX; + const alignedYAxis = py === gridY; + const alignedZAxis = pz === gridZ; + const aligned = Number(alignedXAxis) + Number(alignedYAxis) + Number(alignedZAxis); + + // Highlight if on one axis + if (aligned == 2) { + const material = point.material as THREE.MeshBasicMaterial; + material.color.set(COLORS.POINT_AXIS_ALIGNED); + material.opacity = OPACITY.POINT_AXIS_ALIGNED; + this.highlightedAxisPoints.push(point); + } + }); + } + + private clearAxisHighlights(): void { + // Reset all previously highlighted axis points + this.highlightedAxisPoints.forEach((point) => { + const material = point.material as THREE.MeshBasicMaterial; + material.color.set(COLORS.POINT_DEFAULT); + material.opacity = OPACITY.POINT_DEFAULT; + }); + this.highlightedAxisPoints = []; + } + + private setupLighting(): void { + // Ambient light + const ambientLight = new THREE.AmbientLight(COLORS.AMBIENT_LIGHT, LIGHTING.AMBIENT_INTENSITY); + this.scene.add(ambientLight); + + // Directional light (main) + const directionalLight1 = new THREE.DirectionalLight(COLORS.DIRECTIONAL_LIGHT, LIGHTING.DIRECTIONAL_MAIN_INTENSITY); + directionalLight1.position.set(10, 20, 10); + directionalLight1.castShadow = true; + this.scene.add(directionalLight1); + + // Directional light (fill) + const directionalLight2 = new THREE.DirectionalLight(COLORS.DIRECTIONAL_LIGHT, LIGHTING.DIRECTIONAL_FILL_INTENSITY); + directionalLight2.position.set(-10, -10, -10); + this.scene.add(directionalLight2); + + // Hemisphere light for softer ambient + const hemisphereLight = new THREE.HemisphereLight(COLORS.HEMISPHERE_LIGHT_SKY, COLORS.HEMISPHERE_LIGHT_GROUND, LIGHTING.HEMISPHERE_INTENSITY); + hemisphereLight.position.set(0, 20, 0); + this.scene.add(hemisphereLight); + } + + private createGrid(): void { + const { x: sizeX, y: sizeY, z: sizeZ } = this.boardShape; + const spacing = this.gridSpacing; + const offsetX = ((sizeX - 1) * spacing) / 2; + const offsetY = ((sizeY - 1) * spacing) / 2; + const offsetZ = ((sizeZ - 1) * spacing) / 2; + + // Chess frame materials - three-tiered system from prototype + // Crest: edges/corners (most visible) + const crestMaterial = new THREE.LineBasicMaterial({ + color: COLORS.FRAME_CREST, + opacity: OPACITY.FRAME_CREST, + transparent: true + }); + + // Surface: edges on faces (medium visibility) + const surfaceMaterial = new THREE.LineBasicMaterial({ + color: COLORS.FRAME_SURFACE, + opacity: OPACITY.FRAME_SURFACE, + transparent: true + }); + + // Interior: inner lines (least visible) + const interiorMaterial = new THREE.LineBasicMaterial({ + color: COLORS.FRAME_INTERIOR, + opacity: OPACITY.FRAME_INTERIOR, + transparent: true + }); + + // Helper function to determine material based on border conditions + const getLineMaterial = (border1: boolean, border2: boolean): THREE.LineBasicMaterial => { + if (border1 && border2) return crestMaterial; // Both borders -> crest + if (border1 || border2) return surfaceMaterial; // One border -> surface + return interiorMaterial; // No borders -> interior + }; + + // X-axis lines (parallel to X) + for (let y = 0; y < sizeY; y++) { + for (let z = 0; z < sizeZ; z++) { + const border1 = (y === 0) || (y === sizeY - 1); + const border2 = (z === 0) || (z === sizeZ - 1); + const material = getLineMaterial(border1, border2); + + const points = []; + for (let x = 0; x < sizeX; x++) { + points.push( + new THREE.Vector3( + x * spacing - offsetX, + y * spacing - offsetY, + z * spacing - offsetZ + ) + ); + } + const geometry = new THREE.BufferGeometry().setFromPoints(points); + const line = new THREE.Line(geometry, material); + this.gridGroup.add(line); + } + } + + // Y-axis lines (parallel to Y) + for (let x = 0; x < sizeX; x++) { + for (let z = 0; z < sizeZ; z++) { + const border1 = (x === 0) || (x === sizeX - 1); + const border2 = (z === 0) || (z === sizeZ - 1); + const material = getLineMaterial(border1, border2); + + const points = []; + for (let y = 0; y < sizeY; y++) { + points.push( + new THREE.Vector3( + x * spacing - offsetX, + y * spacing - offsetY, + z * spacing - offsetZ + ) + ); + } + const geometry = new THREE.BufferGeometry().setFromPoints(points); + const line = new THREE.Line(geometry, material); + this.gridGroup.add(line); + } + } + + // Z-axis lines (parallel to Z) + if (sizeZ >= 3) { + for (let x = 0; x < sizeX; x++) { + for (let y = 0; y < sizeY; y++) { + const border1 = (x === 0) || (x === sizeX - 1); + const border2 = (y === 0) || (y === sizeY - 1); + const material = getLineMaterial(border1, border2); + + const points = []; + for (let z = 0; z < sizeZ; z++) { + points.push( + new THREE.Vector3( + x * spacing - offsetX, + y * spacing - offsetY, + z * spacing - offsetZ + ) + ); + } + const geometry = new THREE.BufferGeometry().setFromPoints(points); + const line = new THREE.Line(geometry, material); + this.gridGroup.add(line); + } + } + } + + // Add axes helper for orientation + const maxOffset = Math.max(offsetX, offsetY, offsetZ); + + if (sizeZ >= 3) { + // Show all three axes for 3D boards + const axesHelper = new THREE.AxesHelper(maxOffset * 1.2); + this.gridGroup.add(axesHelper); + } else { + // Show only X and Y axes for 2D boards (hide Z axis) + const axisLength = maxOffset * 1.2; + const axesMaterial = [ + new THREE.LineBasicMaterial({ color: 0xff0000 }), // X axis - red + new THREE.LineBasicMaterial({ color: 0x00ff00 }) // Y axis - green + ]; + + // X axis + const xPoints = [ + new THREE.Vector3(0, 0, 0), + new THREE.Vector3(axisLength, 0, 0) + ]; + const xGeometry = new THREE.BufferGeometry().setFromPoints(xPoints); + const xLine = new THREE.Line(xGeometry, axesMaterial[0]); + this.gridGroup.add(xLine); + + // Y axis + const yPoints = [ + new THREE.Vector3(0, 0, 0), + new THREE.Vector3(0, axisLength, 0) + ]; + const yGeometry = new THREE.BufferGeometry().setFromPoints(yPoints); + const yLine = new THREE.Line(yGeometry, axesMaterial[1]); + this.gridGroup.add(yLine); + } + } + + private createIntersectionPoints(): void { + const { x: sizeX, y: sizeY, z: sizeZ } = this.boardShape; + const spacing = this.gridSpacing; + const offsetX = ((sizeX - 1) * spacing) / 2; + const offsetY = ((sizeY - 1) * spacing) / 2; + const offsetZ = ((sizeZ - 1) * spacing) / 2; + + // Create small spheres at each grid intersection + const pointGeometry = new THREE.SphereGeometry(SIZES.INTERSECTION_POINT_RADIUS, SIZES.POINT_SEGMENTS, SIZES.POINT_SEGMENTS); + + for (let x = 0; x < sizeX; x++) { + for (let y = 0; y < sizeY; y++) { + for (let z = 0; z < sizeZ; z++) { + // Create a unique material for each point so they can be styled independently + const pointMaterial = new THREE.MeshBasicMaterial({ + color: COLORS.POINT_DEFAULT, + opacity: OPACITY.POINT_DEFAULT, + transparent: true + }); + const point = new THREE.Mesh(pointGeometry, pointMaterial); + point.position.set( + x * spacing - offsetX, + y * spacing - offsetY, + z * spacing - offsetZ + ); + point.userData = { gridX: x, gridY: y, gridZ: z }; + this.intersectionPoints.add(point); + } + } + } + } + + + private createJoints(): void { + const { x: sizeX, y: sizeY, z: sizeZ } = this.boardShape; + const spacing = this.gridSpacing; + const offsetX = ((sizeX - 1) * spacing) / 2; + const offsetY = ((sizeY - 1) * spacing) / 2; + const offsetZ = ((sizeZ - 1) * spacing) / 2; + + // Joint dimensions from prototype: scale (0.06, 0.47, 0.06) + const jointRadius = SIZES.JOINT_RADIUS; + const jointLength = SIZES.JOINT_LENGTH * spacing; // Scale by grid spacing + + // Create joints for each grid position + for (let x = 0; x < sizeX; x++) { + for (let y = 0; y < sizeY; y++) { + for (let z = 0; z < sizeZ; z++) { + const key = this.getStoneKey(x, y, z); + const jointNodes: { X?: THREE.Mesh; Y?: THREE.Mesh; Z?: THREE.Mesh } = {}; + + // Create X-axis joint (between current and next X position) + if (x < sizeX - 1) { + const geometry = new THREE.CylinderGeometry(jointRadius, jointRadius, jointLength, SIZES.JOINT_SEGMENTS); + const material = new THREE.MeshPhongMaterial({ + color: COLORS.STONE_BLACK, + shininess: SHININESS.STONE_BLACK, + specular: COLORS.STONE_BLACK_SPECULAR + }); + const joint = new THREE.Mesh(geometry, material); + + // Position at midpoint between stones, rotate to align with X-axis + joint.position.set( + (x + 0.5) * spacing - offsetX, + y * spacing - offsetY, + z * spacing - offsetZ + ); + joint.rotation.set(0, 0, Math.PI / 2); // Rotate to X-axis + + joint.visible = false; // Hidden by default + this.jointsGroup.add(joint); + jointNodes.X = joint; + } + + // Create Y-axis joint (between current and next Y position) + if (y < sizeY - 1) { + const geometry = new THREE.CylinderGeometry(jointRadius, jointRadius, jointLength, SIZES.JOINT_SEGMENTS); + const material = new THREE.MeshPhongMaterial({ + color: COLORS.STONE_BLACK, + shininess: SHININESS.STONE_BLACK, + specular: COLORS.STONE_BLACK_SPECULAR + }); + const joint = new THREE.Mesh(geometry, material); + + // Position at midpoint between stones (Y-axis is already aligned) + joint.position.set( + x * spacing - offsetX, + (y + 0.5) * spacing - offsetY, + z * spacing - offsetZ + ); + // No rotation needed for Y-axis (cylinder default orientation) + + joint.visible = false; // Hidden by default + this.jointsGroup.add(joint); + jointNodes.Y = joint; + } + + // Create Z-axis joint (between current and next Z position) + if (z < sizeZ - 1) { + const geometry = new THREE.CylinderGeometry(jointRadius, jointRadius, jointLength, SIZES.JOINT_SEGMENTS); + const material = new THREE.MeshPhongMaterial({ + color: COLORS.STONE_BLACK, + shininess: SHININESS.STONE_BLACK, + specular: COLORS.STONE_BLACK_SPECULAR + }); + const joint = new THREE.Mesh(geometry, material); + + // Position at midpoint between stones, rotate to align with Z-axis + joint.position.set( + x * spacing - offsetX, + y * spacing - offsetY, + (z + 0.5) * spacing - offsetZ + ); + joint.rotation.set(Math.PI / 2, 0, 0); // Rotate to Z-axis + + joint.visible = false; // Hidden by default + this.jointsGroup.add(joint); + jointNodes.Z = joint; + } + + this.joints.set(key, jointNodes); + } + } + } + } + + + private createDomainCubes(): void { + const { x: sizeX, y: sizeY, z: sizeZ } = this.boardShape; + const spacing = this.gridSpacing; + const offsetX = ((sizeX - 1) * spacing) / 2; + const offsetY = ((sizeY - 1) * spacing) / 2; + const offsetZ = ((sizeZ - 1) * spacing) / 2; + + // Domain cube size from prototype: scale 0.6 + const cubeSize = SIZES.DOMAIN_CUBE_SIZE * spacing; + + // Create domain cubes for each grid position + for (let x = 0; x < sizeX; x++) { + for (let y = 0; y < sizeY; y++) { + for (let z = 0; z < sizeZ; z++) { + const key = this.getStoneKey(x, y, z); + + // Create cube geometry + const geometry = new THREE.BoxGeometry(cubeSize, cubeSize, cubeSize); + + // Create material (will be updated dynamically based on domain type) + const material = new THREE.MeshBasicMaterial({ + color: COLORS.STONE_BLACK, + transparent: true, + opacity: OPACITY.DOMAIN_BLACK, + depthWrite: false // Prevent z-fighting with stones + }); + + const cube = new THREE.Mesh(geometry, material); + + // Position at grid intersection + cube.position.set( + x * spacing - offsetX, + y * spacing - offsetY, + z * spacing - offsetZ + ); + + cube.visible = false; // Hidden by default + this.domainCubesGroup.add(cube); + this.domainCubes.set(key, cube); + } + } + } + } + + private getStoneKey(x: number, y: number, z: number): string { + return `${x},${y},${z}`; + } + + public addStone(x: number, y: number, z: number, color: "black" | "white"): void { + const key = this.getStoneKey(x, y, z); + if (this.stones.has(key)) { + console.warn(`Stone already exists at (${x}, ${y}, ${z})`); + return; + } + + // Hide preview stone immediately when adding a new stone + this.hidePreviewStone(); + + const spacing = this.gridSpacing; + const offsetX = ((this.boardShape.x - 1) * spacing) / 2; + const offsetY = ((this.boardShape.y - 1) * spacing) / 2; + const offsetZ = ((this.boardShape.z - 1) * spacing) / 2; + + // Create stone geometry + const geometry = new THREE.SphereGeometry(SIZES.STONE_RADIUS * this.gridSpacing, SIZES.STONE_SEGMENTS, SIZES.STONE_SEGMENTS); + const material = new THREE.MeshPhongMaterial({ + color: color === "black" ? COLORS.STONE_BLACK : COLORS.STONE_WHITE, + shininess: color === "black" ? SHININESS.STONE_BLACK : SHININESS.STONE_WHITE, + specular: color === "black" ? COLORS.STONE_BLACK_SPECULAR : COLORS.STONE_WHITE_SPECULAR, + emissive: 0x000000, // Will be animated for last placed stone + emissiveIntensity: 0 + }); + + const stoneMesh = new THREE.Mesh(geometry, material); + stoneMesh.position.set( + x * spacing - offsetX, + y * spacing - offsetY, + z * spacing - offsetZ + ); + + const stone: Stone = { + position: { x, y, z }, + color, + mesh: stoneMesh + }; + + this.stones.set(key, stone); + this.stonesGroup.add(stoneMesh); + + // Clear emissive from previous last placed stone + if (this.lastPlacedStone) { + const prevKey = this.getStoneKey( + this.lastPlacedStone.x, + this.lastPlacedStone.y, + this.lastPlacedStone.z + ); + const prevStone = this.stones.get(prevKey); + if (prevStone && prevStone.mesh) { + const prevMaterial = prevStone.mesh.material as THREE.MeshPhongMaterial; + prevMaterial.emissive.set(0x000000); + prevMaterial.emissiveIntensity = 0; + } + } + + // Track this as the last placed stone + this.lastPlacedStone = { x, y, z }; + + // Update joints to show connections + this.refreshJoints(); + } + + public removeStone(x: number, y: number, z: number): void { + const key = this.getStoneKey(x, y, z); + const stone = this.stones.get(key); + + if (stone && stone.mesh) { + this.stonesGroup.remove(stone.mesh); + stone.mesh.geometry.dispose(); + if (stone.mesh.material instanceof THREE.Material) { + stone.mesh.material.dispose(); + } + this.stones.delete(key); + + // Update joints after removing stone + this.refreshJoints(); + } + } + + public clearBoard(): void { + // Remove all stones + this.stones.forEach((stone) => { + if (stone.mesh) { + this.stonesGroup.remove(stone.mesh); + stone.mesh.geometry.dispose(); + if (stone.mesh.material instanceof THREE.Material) { + stone.mesh.material.dispose(); + } + } + }); + this.stones.clear(); + this.lastPlacedStone = null; + + // Hide all joints + this.refreshJoints(); + } + + public hasStone(x: number, y: number, z: number): boolean { + return this.stones.has(this.getStoneKey(x, y, z)); + } + + + private refreshJoints(): void { + const { x: sizeX, y: sizeY, z: sizeZ } = this.boardShape; + + for (let x = 0; x < sizeX; x++) { + for (let y = 0; y < sizeY; y++) { + for (let z = 0; z < sizeZ; z++) { + const key = this.getStoneKey(x, y, z); + const jointNodes = this.joints.get(key); + + if (!jointNodes) continue; + + const centerStone = this.stones.get(key); + + // X-axis joint: check if current and (x+1) have same color + if (jointNodes.X) { + if (centerStone && x + 1 < sizeX) { + const nextKey = this.getStoneKey(x + 1, y, z); + const nextStone = this.stones.get(nextKey); + + if (nextStone && nextStone.color === centerStone.color) { + const material = jointNodes.X.material as THREE.MeshPhongMaterial; + material.color.set(centerStone.color === "black" ? COLORS.STONE_BLACK : COLORS.STONE_WHITE); + material.shininess = centerStone.color === "black" ? SHININESS.STONE_BLACK : SHININESS.STONE_WHITE; + material.specular.set(centerStone.color === "black" ? COLORS.STONE_BLACK_SPECULAR : COLORS.STONE_WHITE_SPECULAR); + material.opacity = 1.0; + material.transparent = false; + jointNodes.X.visible = true; + } else { + jointNodes.X.visible = false; + } + } else { + jointNodes.X.visible = false; + } + } + + // Y-axis joint: check if current and (y+1) have same color + if (jointNodes.Y) { + if (centerStone && y + 1 < sizeY) { + const nextKey = this.getStoneKey(x, y + 1, z); + const nextStone = this.stones.get(nextKey); + + if (nextStone && nextStone.color === centerStone.color) { + const material = jointNodes.Y.material as THREE.MeshPhongMaterial; + material.color.set(centerStone.color === "black" ? COLORS.STONE_BLACK : COLORS.STONE_WHITE); + material.shininess = centerStone.color === "black" ? SHININESS.STONE_BLACK : SHININESS.STONE_WHITE; + material.specular.set(centerStone.color === "black" ? COLORS.STONE_BLACK_SPECULAR : COLORS.STONE_WHITE_SPECULAR); + material.opacity = 1.0; + material.transparent = false; + jointNodes.Y.visible = true; + } else { + jointNodes.Y.visible = false; + } + } else { + jointNodes.Y.visible = false; + } + } + + // Z-axis joint: check if current and (z+1) have same color + if (jointNodes.Z) { + if (centerStone && z + 1 < sizeZ) { + const nextKey = this.getStoneKey(x, y, z + 1); + const nextStone = this.stones.get(nextKey); + + if (nextStone && nextStone.color === centerStone.color) { + const material = jointNodes.Z.material as THREE.MeshPhongMaterial; + material.color.set(centerStone.color === "black" ? COLORS.STONE_BLACK : COLORS.STONE_WHITE); + material.shininess = centerStone.color === "black" ? SHININESS.STONE_BLACK : SHININESS.STONE_WHITE; + material.specular.set(centerStone.color === "black" ? COLORS.STONE_BLACK_SPECULAR : COLORS.STONE_WHITE_SPECULAR); + material.opacity = 1.0; + material.transparent = false; + jointNodes.Z.visible = true; + } else { + jointNodes.Z.visible = false; + } + } else { + jointNodes.Z.visible = false; + } + } + + // Show preview joints if hovering over this position + const isHovered = this.hoveredPosition && + this.hoveredPosition.x === x && + this.hoveredPosition.y === y && + this.hoveredPosition.z === z; + + if (isHovered && this.isGameActive && !centerStone) { + // Preview joints connecting to adjacent stones of current player's color + const previewColor = this.currentPlayerColor; + const previewOpacity = previewColor === "black" ? OPACITY.PREVIEW_JOINT_BLACK : OPACITY.PREVIEW_JOINT_WHITE; + + // Check -X direction (left neighbor) + if (x > 0) { + const leftKey = this.getStoneKey(x - 1, y, z); + const leftStone = this.stones.get(leftKey); + if (leftStone && leftStone.color === previewColor) { + const leftJointNodes = this.joints.get(leftKey); + if (leftJointNodes?.X) { + const material = leftJointNodes.X.material as THREE.MeshPhongMaterial; + material.color.set(previewColor === "black" ? COLORS.STONE_BLACK : COLORS.STONE_WHITE); + material.shininess = previewColor === "black" ? SHININESS.STONE_BLACK : SHININESS.STONE_WHITE; + material.specular.set(previewColor === "black" ? COLORS.STONE_BLACK_SPECULAR : COLORS.STONE_WHITE_SPECULAR); + material.opacity = previewOpacity; + material.transparent = true; + leftJointNodes.X.visible = true; + } + } + } + + // Check -Y direction (bottom neighbor) + if (y > 0) { + const bottomKey = this.getStoneKey(x, y - 1, z); + const bottomStone = this.stones.get(bottomKey); + if (bottomStone && bottomStone.color === previewColor) { + const bottomJointNodes = this.joints.get(bottomKey); + if (bottomJointNodes?.Y) { + const material = bottomJointNodes.Y.material as THREE.MeshPhongMaterial; + material.color.set(previewColor === "black" ? COLORS.STONE_BLACK : COLORS.STONE_WHITE); + material.shininess = previewColor === "black" ? SHININESS.STONE_BLACK : SHININESS.STONE_WHITE; + material.specular.set(previewColor === "black" ? COLORS.STONE_BLACK_SPECULAR : COLORS.STONE_WHITE_SPECULAR); + material.opacity = previewOpacity; + material.transparent = true; + bottomJointNodes.Y.visible = true; + } + } + } + + // Check -Z direction (back neighbor) + if (z > 0) { + const backKey = this.getStoneKey(x, y, z - 1); + const backStone = this.stones.get(backKey); + if (backStone && backStone.color === previewColor) { + const backJointNodes = this.joints.get(backKey); + if (backJointNodes?.Z) { + const material = backJointNodes.Z.material as THREE.MeshPhongMaterial; + material.color.set(previewColor === "black" ? COLORS.STONE_BLACK : COLORS.STONE_WHITE); + material.shininess = previewColor === "black" ? SHININESS.STONE_BLACK : SHININESS.STONE_WHITE; + material.specular.set(previewColor === "black" ? COLORS.STONE_BLACK_SPECULAR : COLORS.STONE_WHITE_SPECULAR); + material.opacity = previewOpacity; + material.transparent = true; + backJointNodes.Z.visible = true; + } + } + } + + // Check +X direction (right neighbor) + if (x + 1 < sizeX && jointNodes.X) { + const rightKey = this.getStoneKey(x + 1, y, z); + const rightStone = this.stones.get(rightKey); + if (rightStone && rightStone.color === previewColor) { + const material = jointNodes.X.material as THREE.MeshPhongMaterial; + material.color.set(previewColor === "black" ? COLORS.STONE_BLACK : COLORS.STONE_WHITE); + material.shininess = previewColor === "black" ? SHININESS.STONE_BLACK : SHININESS.STONE_WHITE; + material.specular.set(previewColor === "black" ? COLORS.STONE_BLACK_SPECULAR : COLORS.STONE_WHITE_SPECULAR); + material.opacity = previewOpacity; + material.transparent = true; + jointNodes.X.visible = true; + } + } + + // Check +Y direction (top neighbor) + if (y + 1 < sizeY && jointNodes.Y) { + const topKey = this.getStoneKey(x, y + 1, z); + const topStone = this.stones.get(topKey); + if (topStone && topStone.color === previewColor) { + const material = jointNodes.Y.material as THREE.MeshPhongMaterial; + material.color.set(previewColor === "black" ? COLORS.STONE_BLACK : COLORS.STONE_WHITE); + material.shininess = previewColor === "black" ? SHININESS.STONE_BLACK : SHININESS.STONE_WHITE; + material.specular.set(previewColor === "black" ? COLORS.STONE_BLACK_SPECULAR : COLORS.STONE_WHITE_SPECULAR); + material.opacity = previewOpacity; + material.transparent = true; + jointNodes.Y.visible = true; + } + } + + // Check +Z direction (front neighbor) + if (z + 1 < sizeZ && jointNodes.Z) { + const frontKey = this.getStoneKey(x, y, z + 1); + const frontStone = this.stones.get(frontKey); + if (frontStone && frontStone.color === previewColor) { + const material = jointNodes.Z.material as THREE.MeshPhongMaterial; + material.color.set(previewColor === "black" ? COLORS.STONE_BLACK : COLORS.STONE_WHITE); + material.shininess = previewColor === "black" ? SHININESS.STONE_BLACK : SHININESS.STONE_WHITE; + material.specular.set(previewColor === "black" ? COLORS.STONE_BLACK_SPECULAR : COLORS.STONE_WHITE_SPECULAR); + material.opacity = previewOpacity; + material.transparent = true; + jointNodes.Z.visible = true; + } + } + } + } + } + } + } + + + public setCurrentPlayer(color: "black" | "white"): void { + this.currentPlayerColor = color; + this.updatePreviewStoneColor(); + } + + public setGameActive(active: boolean): void { + this.isGameActive = active; + } + + + public hidePreviewStone(): void { + if (this.previewStone) { + this.previewStone.visible = false; + } + this.hoveredPosition = null; + this.refreshJoints(); + } + + + public setLastPlacedStone(x: number | null, y: number | null, z: number | null): void { + // Clear previous stone's emissive glow + if (this.lastPlacedStone) { + const prevKey = this.getStoneKey(this.lastPlacedStone.x, this.lastPlacedStone.y, this.lastPlacedStone.z); + const prevStone = this.stones.get(prevKey); + if (prevStone && prevStone.mesh) { + const prevMaterial = prevStone.mesh.material as THREE.MeshPhongMaterial; + prevMaterial.emissive.set(0x000000); + prevMaterial.emissiveIntensity = 0; + } + } + + // Set new last placed stone + if (x !== null && y !== null && z !== null) { + this.lastPlacedStone = { x, y, z }; + } else { + this.lastPlacedStone = null; + } + } + + + // Domain visibility methods (for territory display) + public setBlackDomainVisible(visible: boolean): void { + if (this.blackDomainVisible !== visible) { + this.blackDomainVisible = visible; + this.refreshDomainVisualization(); + } + } + + public setWhiteDomainVisible(visible: boolean): void { + if (this.whiteDomainVisible !== visible) { + this.whiteDomainVisible = visible; + this.refreshDomainVisualization(); + } + } + + public setDomainData(blackDomain: Set | null, whiteDomain: Set | null): void { + this.blackDomain = blackDomain; + this.whiteDomain = whiteDomain; + this.refreshDomainVisualization(); + } + + private refreshDomainVisualization(): void { + // In inspect mode, air patch takes priority over domain visualization + if (this.inspectMode && this.airPatch) { + this.updateDomainCubesVisualization(null, null); + } else { + // Normal mode: show domains based on visibility flags + const black = this.blackDomainVisible ? this.blackDomain : null; + const white = this.whiteDomainVisible ? this.whiteDomain : null; + this.updateDomainCubesVisualization(black, white); + } + } + + public showDomainCubes(blackDomain: Set | null, whiteDomain: Set | null): void { + this.setDomainData(blackDomain, whiteDomain); + this.setBlackDomainVisible(true); + this.setWhiteDomainVisible(true); + } + + public hideDomainCubes(): void { + this.setBlackDomainVisible(false); + this.setWhiteDomainVisible(false); + } + + + public setBoardShape(shape: BoardShape): void { + if (shape.x === this.boardShape.x && shape.y === this.boardShape.y && shape.z === this.boardShape.z) return; + + this.boardShape = shape; + + // Clear existing grid, points, and joints + this.gridGroup.clear(); + this.intersectionPoints.clear(); + this.jointsGroup.clear(); + this.joints.clear(); + this.domainCubesGroup.clear(); + this.domainCubes.clear(); + this.clearBoard(); + + // Recreate grid, points, and joints + this.createGrid(); + this.createIntersectionPoints(); + this.createJoints(); + this.createDomainCubes(); + + // Update fog for new board size + this.setupFog(); + + // Adjust camera position + const maxDim = Math.max(shape.x, shape.y, shape.z); + const distance = maxDim * this.gridSpacing * CAMERA.DISTANCE_MULTIPLIER; + this.camera.position.set(distance, distance * CAMERA.HEIGHT_RATIO, distance); + this.camera.lookAt(0, 0, 0); + } + + private onMouseDown(event: MouseEvent): void { + // Handle middle button (button 1) for inspect mode + if (event.button === 1) { + event.preventDefault(); + this.inspectMode = true; + this.updateHighlightedGroup(event); + this.updateStoneOpacity(); + return; + } + + // Handle left button (button 0) + if (event.button === 0) { + this.isMouseDown = true; + this.mouseDownPosition = { x: event.clientX, y: event.clientY }; + this.hasDragged = false; + + // Exit inspect mode on left click + if (this.inspectMode && !this.ctrlKeyDown) { + this.inspectMode = false; + this.highlightedGroup = null; + this.airPatch = null; + this.updateStoneOpacity(); + // Clear tooltip by calling callback with 0, 0 + if (this.callbacks.onInspectGroup) { + this.callbacks.onInspectGroup(0, 0); + } + } + } + } + + private onMouseUp(event: MouseEvent): void { + // Handle middle button release + if (event.button === 1) { + event.preventDefault(); + if (this.inspectMode && !this.ctrlKeyDown) { + this.inspectMode = false; + this.highlightedGroup = null; + this.airPatch = null; + this.updateStoneOpacity(); + // Clear tooltip by calling callback with 0, 0 + if (this.callbacks.onInspectGroup) { + this.callbacks.onInspectGroup(0, 0); + } + } + return; + } + + // Handle left button release + if (event.button === 0) { + this.isMouseDown = false; + this.mouseDownPosition = null; + // Note: hasDragged will be reset on next mousedown + } + } + + private onMouseMove(event: MouseEvent): void { + // Store last mouse event for Ctrl key inspection + this.lastMouseEvent = event; + + // If Ctrl is held and inspect mode is active, update highlighted group + if (this.ctrlKeyDown && this.inspectMode) { + this.updateHighlightedGroup(event); + this.updateStoneOpacity(); + } + + // Check if mouse is not hovering over canvas and cleanup + if (!this.canvas.matches(':hover')) { + // Hide preview stone when mouse is outside canvas + if (this.previewStone) { + this.previewStone.visible = false; + } + this.hoveredPosition = null; + this.refreshJoints(); + // Clear highlights when mouse is outside + if (this.highlightedPoint) { + const material = this.highlightedPoint.material as THREE.MeshBasicMaterial; + material.color.set(COLORS.POINT_DEFAULT); + material.opacity = OPACITY.POINT_DEFAULT; + this.highlightedPoint = null; + } + this.clearAxisHighlights(); + return; + } + + // Check if we're dragging + if (this.isMouseDown && this.mouseDownPosition) { + const dx = event.clientX - this.mouseDownPosition.x; + const dy = event.clientY - this.mouseDownPosition.y; + const distance = Math.sqrt(dx * dx + dy * dy); + + if (distance > this.dragThreshold) { + this.hasDragged = true; + } + } + + // Hide preview stone if dragging + if (this.isMouseDown || this.hasDragged) { + if (this.previewStone) { + this.previewStone.visible = false; + } + this.hoveredPosition = null; + this.refreshJoints(); + // Clear highlights when dragging + if (this.highlightedPoint) { + const material = this.highlightedPoint.material as THREE.MeshBasicMaterial; + material.color.set(COLORS.POINT_DEFAULT); + material.opacity = OPACITY.POINT_DEFAULT; + this.highlightedPoint = null; + } + this.clearAxisHighlights(); + return; // Don't process hover logic when dragging + } + + const rect = this.canvas.getBoundingClientRect(); + this.mouse.x = ((event.clientX - rect.left) / rect.width) * 2 - 1; + this.mouse.y = -((event.clientY - rect.top) / rect.height) * 2 + 1; + + // Raycast to find intersection points + this.raycaster.setFromCamera(this.mouse, this.camera); + const intersects = this.raycaster.intersectObjects(this.intersectionPoints.children); + + // Remove previous highlight + if (this.highlightedPoint) { + (this.highlightedPoint.material as THREE.MeshBasicMaterial).color.set(COLORS.POINT_DEFAULT); + (this.highlightedPoint.material as THREE.MeshBasicMaterial).opacity = OPACITY.POINT_DEFAULT; + this.highlightedPoint = null; + } + + // Clear previous axis highlights + this.clearAxisHighlights(); + + if (intersects.length > 0) { + const intersect = intersects[0]; + const point = intersect.object as THREE.Mesh; + const { gridX, gridY, gridZ } = point.userData; + + // Check if there's already a stone at this position + if (!this.hasStone(gridX, gridY, gridZ)) { + // Check if position is droppable using game logic validation + const isDroppable = + this.isGameActive && + (!this.callbacks.isPositionDroppable || + this.callbacks.isPositionDroppable(gridX, gridY, gridZ)); + + this.highlightedPoint = point; + // Use green for valid/droppable, red for invalid (game inactive or violates rules) + const hoverColor = isDroppable ? COLORS.POINT_HOVERED : COLORS.POINT_HOVERED_DISABLED; + (point.material as THREE.MeshBasicMaterial).color.set(hoverColor); + (point.material as THREE.MeshBasicMaterial).opacity = OPACITY.POINT_HOVERED; + + // Highlight axis-aligned points + this.highlightAxisPoints(gridX, gridY, gridZ); + + // Show preview stone only at droppable positions + if (this.previewStone && isDroppable) { + const spacing = this.gridSpacing; + const offsetX = ((this.boardShape.x - 1) * spacing) / 2; + const offsetY = ((this.boardShape.y - 1) * spacing) / 2; + const offsetZ = ((this.boardShape.z - 1) * spacing) / 2; + + this.previewStone.position.set( + gridX * spacing - offsetX, + gridY * spacing - offsetY, + gridZ * spacing - offsetZ + ); + this.previewStone.visible = true; + + // Update hovered position and refresh joints for preview + this.hoveredPosition = { x: gridX, y: gridY, z: gridZ }; + this.refreshJoints(); + } else if (this.previewStone) { + // Hide preview stone if position is not droppable + this.previewStone.visible = false; + this.hoveredPosition = null; + this.refreshJoints(); + } + + if (this.callbacks.onPositionHover) { + this.callbacks.onPositionHover(gridX, gridY, gridZ); + } + } else { + // Hide preview stone if position is occupied + if (this.previewStone) { + this.previewStone.visible = false; + } + this.hoveredPosition = null; + this.refreshJoints(); + if (this.callbacks.onPositionHover) { + this.callbacks.onPositionHover(null, null, null); + } + } + } else { + // Hide preview stone when not hovering over grid + if (this.previewStone) { + this.previewStone.visible = false; + } + this.hoveredPosition = null; + this.refreshJoints(); + if (this.callbacks.onPositionHover) { + this.callbacks.onPositionHover(null, null, null); + } + } + + // Only show pointer cursor when game is active and hovering over valid position + const canPlaceStone = intersects.length > 0 && this.isGameActive; + this.canvas.style.cursor = canPlaceStone ? "pointer" : "default"; + } + + private onClick(event: MouseEvent): void { + // Don't place stone if we've been dragging + if (this.hasDragged) { + this.hasDragged = false; // Reset for next interaction + return; + } + + const rect = this.canvas.getBoundingClientRect(); + this.mouse.x = ((event.clientX - rect.left) / rect.width) * 2 - 1; + this.mouse.y = -((event.clientY - rect.top) / rect.height) * 2 + 1; + + this.raycaster.setFromCamera(this.mouse, this.camera); + const intersects = this.raycaster.intersectObjects(this.intersectionPoints.children); + + if (intersects.length > 0) { + const intersect = intersects[0]; + const point = intersect.object as THREE.Mesh; + const { gridX, gridY, gridZ } = point.userData; + + if (!this.hasStone(gridX, gridY, gridZ)) { + if (this.callbacks.onStoneClick) { + this.callbacks.onStoneClick(gridX, gridY, gridZ); + } + } + } + } + + private onWindowResize(): void { + if (this.isDestroyed) return; + + // Use getBoundingClientRect to get actual CSS size + const rect = this.canvas.getBoundingClientRect(); + const width = rect.width; + const height = rect.height; + + this.camera.aspect = width / height; + this.camera.updateProjectionMatrix(); + // Use false as third parameter to prevent updating canvas style + this.renderer.setSize(width, height, false); + } + + private animate(): void { + if (this.isDestroyed) return; + + this.animationId = requestAnimationFrame(() => this.animate()); + + // Update fog based on camera distance + this.updateFog(); + + // Update last placed stone highlight effect only when mouse is over canvas + // Using :hover pseudo-class check for better accuracy + if (this.canvas.matches && this.canvas.matches(':hover')) { + this.updateLastStoneHighlight(); + } + + this.controls.update(); + this.renderer.render(this.scene, this.camera); + } + + private updateFog(forceUpdate: boolean = false): void { + if (!this.scene.fog) return; + + // Get current camera distance from origin + const cameraDistance = this.camera.position.length(); + + // Only update if camera distance changed (unless forced) + if (!forceUpdate && Math.abs(cameraDistance - this.lastCameraDistance) < 0.01) return; + + this.lastCameraDistance = cameraDistance; + + // Calculate diagonal distance of the board + const diagonal = Math.sqrt(this.boardShape.x ** 2 + this.boardShape.y ** 2 + this.boardShape.z ** 2); + const boardDiagonal = diagonal * this.gridSpacing; + + // Update fog near and far based on camera distance +/- diagonal + const fog = this.scene.fog as THREE.Fog; + fog.near = Math.max(FOG.MIN_NEAR, cameraDistance - boardDiagonal * FOG.NEAR_FACTOR); + fog.far = cameraDistance + boardDiagonal * FOG.FAR_FACTOR; + } + + private updateLastStoneHighlight(): void { + if (!this.lastPlacedStone) return; + + // Flicker function similar to prototype: sine wave animation + const time = Date.now(); + const flicker = Math.sin(time * SHINING.FLICKER_SPEED) / 2 + 0.5; + + // Get the last placed stone + const key = this.getStoneKey( + this.lastPlacedStone.x, + this.lastPlacedStone.y, + this.lastPlacedStone.z + ); + const stone = this.stones.get(key); + + if (stone && stone.mesh) { + const material = stone.mesh.material as THREE.MeshPhongMaterial; + + // Cyan/blue glow color (matching prototype) + const emissiveColor = new THREE.Color(...SHINING.EMISSIVE_COLOR); + + // Scale intensity based on stone color (white stones get brighter glow) + const baseIntensity = stone.color === "white" ? SHINING.BASE_INTENSITY_WHITE : SHINING.BASE_INTENSITY_BLACK; + const flickerIntensity = stone.color === "white" ? SHINING.FLICKER_INTENSITY_WHITE : SHINING.FLICKER_INTENSITY_BLACK; + const intensity = flicker * flickerIntensity + baseIntensity; + + material.emissive = emissiveColor; + material.emissiveIntensity = intensity; + } + } + + private updateHighlightedGroup(event: MouseEvent): void { + // Find the stone group under the mouse cursor + const rect = this.canvas.getBoundingClientRect(); + const mouse = new THREE.Vector2(); + mouse.x = ((event.clientX - rect.left) / rect.width) * 2 - 1; + mouse.y = -((event.clientY - rect.top) / rect.height) * 2 + 1; + + // Raycast to find clicked stone + this.raycaster.setFromCamera(mouse, this.camera); + const intersects = this.raycaster.intersectObjects(this.stonesGroup.children); + + if (intersects.length > 0) { + // Find the position of the clicked stone + let clickedPosition: {x: number, y: number, z: number} | null = null; + + for (const [, stone] of this.stones.entries()) { + if (stone.mesh === intersects[0].object) { + clickedPosition = stone.position; + break; + } + } + + if (clickedPosition) { + // Find the connected group using flood fill + this.highlightedGroup = this.findConnectedGroup(clickedPosition); + + // Calculate liberties for the group + const libertiesResult = this.calculateLiberties(this.highlightedGroup); + this.airPatch = libertiesResult.positions; + + // Notify callback with group info + if (this.callbacks.onInspectGroup) { + this.callbacks.onInspectGroup(this.highlightedGroup.size, libertiesResult.count); + } + } + } else { + this.highlightedGroup = null; + this.airPatch = null; + // Clear inspect info + if (this.callbacks.onInspectGroup) { + this.callbacks.onInspectGroup(0, 0); + } + } + } + + private findConnectedGroup(startPos: {x: number, y: number, z: number}): Set { + const group = new Set(); + const startKey = this.getStoneKey(startPos.x, startPos.y, startPos.z); + const startStone = this.stones.get(startKey); + + if (!startStone) return group; + + const color = startStone.color; + const queue: {x: number, y: number, z: number}[] = [startPos]; + const visited = new Set(); + + while (queue.length > 0) { + const pos = queue.shift()!; + const key = this.getStoneKey(pos.x, pos.y, pos.z); + + if (visited.has(key)) continue; + visited.add(key); + + const stone = this.stones.get(key); + if (!stone || stone.color !== color) continue; + + group.add(key); + + // Check all 6 neighbors in 3D space + const neighbors = [ + {x: pos.x + 1, y: pos.y, z: pos.z}, + {x: pos.x - 1, y: pos.y, z: pos.z}, + {x: pos.x, y: pos.y + 1, z: pos.z}, + {x: pos.x, y: pos.y - 1, z: pos.z}, + {x: pos.x, y: pos.y, z: pos.z + 1}, + {x: pos.x, y: pos.y, z: pos.z - 1} + ]; + + for (const neighbor of neighbors) { + // Check if neighbor is within board bounds + if (neighbor.x >= 0 && neighbor.x < this.boardShape.x && + neighbor.y >= 0 && neighbor.y < this.boardShape.y && + neighbor.z >= 0 && neighbor.z < this.boardShape.z) { + const neighborKey = this.getStoneKey(neighbor.x, neighbor.y, neighbor.z); + if (!visited.has(neighborKey)) { + queue.push(neighbor); + } + } + } + } + + return group; + } + + private calculateLiberties(group: Set): { count: number; positions: Set } { + const liberties = new Set(); + + // For each stone in the group, check its neighbors for empty positions + for (const key of group) { + const parts = key.split(',').map(Number); + const pos = {x: parts[0], y: parts[1], z: parts[2]}; + + // Check all 6 neighbors + const neighbors = [ + {x: pos.x + 1, y: pos.y, z: pos.z}, + {x: pos.x - 1, y: pos.y, z: pos.z}, + {x: pos.x, y: pos.y + 1, z: pos.z}, + {x: pos.x, y: pos.y - 1, z: pos.z}, + {x: pos.x, y: pos.y, z: pos.z + 1}, + {x: pos.x, y: pos.y, z: pos.z - 1} + ]; + + for (const neighbor of neighbors) { + // Check if neighbor is within bounds + if (neighbor.x >= 0 && neighbor.x < this.boardShape.x && + neighbor.y >= 0 && neighbor.y < this.boardShape.y && + neighbor.z >= 0 && neighbor.z < this.boardShape.z) { + const neighborKey = this.getStoneKey(neighbor.x, neighbor.y, neighbor.z); + // If neighbor is empty (not in stones map), it's a liberty + if (!this.stones.has(neighborKey)) { + liberties.add(neighborKey); + } + } + } + } + + return { count: liberties.size, positions: liberties }; + } + + + private updateStoneOpacity(): void { + // Update opacity of all stones based on inspect mode + this.stones.forEach((stone, key) => { + if (!stone.mesh) return; + const material = stone.mesh.material as THREE.MeshPhongMaterial; + + if (this.inspectMode && this.highlightedGroup) { + // Dim stones not in highlighted group + if (this.highlightedGroup.has(key)) { + material.opacity = 1.0; + material.transparent = false; + } else { + material.opacity = OPACITY.DIMMED; + material.transparent = true; + } + } else { + // Normal opacity + material.opacity = 1.0; + material.transparent = false; + } + }); + + // Update domain cubes first (respects visibility flags and inspect mode) + this.refreshDomainVisualization(); + + // Update intersection point colors to show air patch (liberties) + // This must come after domain cubes so it can check if cubes are visible + this.updateAirPatchVisualization(); + } + + + private updateAirPatchVisualization(): void { + // Reset all intersection points to default color + this.intersectionPoints.children.forEach((child) => { + const point = child as THREE.Mesh; + const material = point.material as THREE.MeshBasicMaterial; + const { gridX, gridY, gridZ } = point.userData; + const key = this.getStoneKey(gridX, gridY, gridZ); + + // Check if domain cube is visible at this position + const domainCube = this.domainCubes.get(key); + const hasDomainCube = domainCube && domainCube.visible; + + // Check if this position is a liberty (air patch) + if (this.inspectMode && this.airPatch && this.airPatch.has(key)) { + if (hasDomainCube) { + // Hide intersection point when domain cube is visible + point.visible = false; + } else { + // Show liberty highlight when no domain cube + point.visible = true; + material.color.set(COLORS.POINT_AIR_PATCH); + material.opacity = OPACITY.POINT_AIR_PATCH; + } + } else if (!this.stones.has(key)) { + // Empty position not in air patch - reset to default + point.visible = true; + material.color.set(COLORS.POINT_DEFAULT); + material.opacity = OPACITY.POINT_DEFAULT; + } + }); + } + + + private updateDomainCubesVisualization(blackDomain: Set | null, whiteDomain: Set | null): void { + // Update domain cube visibility based on territory and air patch + this.domainCubes.forEach((cube, key) => { + const material = cube.material as THREE.MeshBasicMaterial; + + // Priority: Air patch > Black domain > White domain > Hidden + if (this.inspectMode && this.airPatch && this.airPatch.has(key)) { + // Show air patch (liberty) with green color + material.color.set(COLORS.POINT_AIR_PATCH); + material.opacity = OPACITY.POINT_AIR_PATCH; + cube.visible = true; + } else if (blackDomain && blackDomain.has(key)) { + // Show black territory + material.color.set(COLORS.STONE_BLACK); + material.opacity = OPACITY.DOMAIN_BLACK; + cube.visible = true; + } else if (whiteDomain && whiteDomain.has(key)) { + // Show white territory + material.color.set(COLORS.STONE_WHITE); + material.opacity = OPACITY.DOMAIN_WHITE; + cube.visible = true; + } else { + // Hide cube + cube.visible = false; + } + }); + } + + + private onKeyDown(event: KeyboardEvent): void { + // Ctrl key (17) or Meta key (91/93) for Mac + if (event.ctrlKey || event.metaKey) { + this.ctrlKeyDown = true; + this.inspectMode = true; + // Update highlighted group based on last mouse position if available + if (this.lastMouseEvent) { + this.updateHighlightedGroup(this.lastMouseEvent); + } + this.updateStoneOpacity(); + } + } + + private onKeyUp(event: KeyboardEvent): void { + // Ctrl key release + if (!event.ctrlKey && !event.metaKey) { + this.ctrlKeyDown = false; + if (this.inspectMode) { + this.inspectMode = false; + this.highlightedGroup = null; + this.airPatch = null; + this.updateStoneOpacity(); + // Clear tooltip by calling callback with 0, 0 + if (this.callbacks.onInspectGroup) { + this.callbacks.onInspectGroup(0, 0); + } + } + } + } + + + public destroy(): void { + this.isDestroyed = true; + + // Cancel animation + if (this.animationId !== null) { + cancelAnimationFrame(this.animationId); + } + + // Remove event listeners + this.canvas.removeEventListener("mousemove", this.onMouseMove.bind(this)); + this.canvas.removeEventListener("mousedown", this.onMouseDown.bind(this)); + this.canvas.removeEventListener("mouseup", this.onMouseUp.bind(this)); + this.canvas.removeEventListener("click", this.onClick.bind(this)); + window.removeEventListener("resize", this.onWindowResize.bind(this)); + window.removeEventListener("keydown", this.onKeyDown.bind(this)); + window.removeEventListener("keyup", this.onKeyUp.bind(this)); + + // Dispose of Three.js resources + this.clearBoard(); + this.gridGroup.clear(); + this.intersectionPoints.clear(); + this.renderer.dispose(); + this.controls.dispose(); + } +} diff --git a/trigo-web/app/src/stores/gameStore.ts b/trigo-web/app/src/stores/gameStore.ts new file mode 100644 index 0000000000000000000000000000000000000000..7ab6da0a87746bc62018477ede1831c24e3dd104 --- /dev/null +++ b/trigo-web/app/src/stores/gameStore.ts @@ -0,0 +1,310 @@ +import { defineStore } from "pinia"; +import { TrigoGameFrontend } from "../utils/TrigoGameFrontend"; +import type { + Stone, + BoardShape, + Player, + Move, + Position, + GameConfig, + TerritoryResult +} from "../../../inc/trigo"; + + +/** + * Game Store State + * + * Refactored to use TrigoGameFrontend as the single source of truth + */ +export interface GameState { + game: TrigoGameFrontend; + config: GameConfig; +} + + +/** + * Pinia store for game state management + * + * Now delegates all game logic to TrigoGameFrontend + */ +export const useGameStore = defineStore("game", { + state: (): GameState => ({ + game: new TrigoGameFrontend({ x: 5, y: 5, z: 5 }), + config: { + boardShape: { x: 5, y: 5, z: 5 }, + allowUndo: true + } + }), + + + getters: { + // Board state + board: (state): Stone[][][] => state.game.getBoard(), + boardShape: (state): BoardShape => state.game.getShape(), + + // Current player + currentPlayer: (state): Player => state.game.getCurrentPlayerString(), + currentPlayerColor: (state): Player => state.game.getCurrentPlayerString(), + opponentPlayer: (state): Player => state.game.getOpponentPlayer(), + + // Move history + moveHistory: (state): Move[] => state.game.getMoveHistory(), + moveCount: (state): number => state.game.getMoveCount(), + currentMoveIndex: (state): number => state.game.getCurrentMoveIndex(), + currentMoves: (state): Move[] => { + const history = state.game.getMoveHistory(); + const currentIndex = state.game.getCurrentMoveIndex(); + return history.slice(0, currentIndex); + }, + + // Game status + gameStatus: (state) => state.game.getStatus(), + gameResult: (state) => state.game.getResult(), + isGameActive: (state): boolean => state.game.isGameActive(), + + // Captured stones + capturedStones: (state): { black: number; white: number } => { + const counts = state.game.getCapturedCounts(); + return { + black: counts.white, // Black captured white stones + white: counts.black // White captured black stones + }; + }, + + // Pass tracking + passCount: (state): number => state.game.getConsecutivePassCount(), + + // Undo/Redo capabilities + canUndo: (state): boolean => { + return state.config.allowUndo && state.game.canUndo(); + }, + canRedo: (state): boolean => { + return state.config.allowUndo && state.game.canRedo(); + }, + + // Position checks + isValidPosition: (state) => (x: number, y: number, z: number): boolean => { + return state.game.isValidPosition(x, y, z); + }, + isEmpty: (state) => (x: number, y: number, z: number): boolean => { + return state.game.isEmpty(x, y, z); + }, + getStone: (state) => (x: number, y: number, z: number): Stone => { + return state.game.getStoneAt(x, y, z) as Stone; + } + }, + + + actions: { + /** + * Initialize a new game + */ + initializeGame(boardShape: BoardShape = { x: 5, y: 5, z: 5 }): void { + this.game = new TrigoGameFrontend(boardShape); + this.config.boardShape = boardShape; + this.saveToSessionStorage(); + }, + + + /** + * Start the game + */ + startGame(): void { + this.game.startGame(); + this.saveToSessionStorage(); + }, + + + /** + * Make a move + */ + makeMove(x: number, y: number, z: number): { success: boolean; capturedPositions?: Position[] } { + // Check if game is active + if (!this.game.isGameActive()) { + console.warn("Game is not active"); + return { success: false }; + } + + // Attempt to make the move + const success = this.game.makeMove(x, y, z); + + if (success) { + // Get captured positions from last step + const lastStep = this.game.getLastStep(); + const capturedPositions = lastStep?.capturedPositions; + + // Save to storage + this.saveToSessionStorage(); + + return { success: true, capturedPositions }; + } + + return { success: false }; + }, + + + /** + * Pass turn + */ + pass(): boolean { + if (!this.game.isGameActive()) { + return false; + } + + const success = this.game.pass(); + if (success) { + this.saveToSessionStorage(); + } + return success; + }, + + + /** + * Resign/surrender + */ + resign(): boolean { + if (!this.game.isGameActive()) { + return false; + } + + const success = this.game.surrender(); + if (success) { + this.saveToSessionStorage(); + } + return success; + }, + + + /** + * Undo last move + */ + undoMove(): boolean { + if (!this.canUndo) { + return false; + } + + const success = this.game.undoMove(); + if (success) { + this.saveToSessionStorage(); + } + return success; + }, + + + /** + * Redo next move + */ + redoMove(): boolean { + if (!this.canRedo) { + return false; + } + + const success = this.game.redoMove(); + if (success) { + this.saveToSessionStorage(); + } + return success; + }, + + + /** + * Jump to specific move in history + */ + jumpToMove(index: number): boolean { + const success = this.game.jumpToMove(index); + if (success) { + this.saveToSessionStorage(); + } + return success; + }, + + + /** + * Reset game to initial state + */ + resetGame(): void { + this.game.reset(); + this.saveToSessionStorage(); + }, + + + /** + * Change board shape (only when game is idle) + */ + setBoardShape(shape: BoardShape): boolean { + if (this.game.getStatus() !== "idle") { + console.warn("Cannot change board shape while game is active"); + return false; + } + + this.initializeGame(shape); + return true; + }, + + + /** + * Calculate territory + */ + computeTerritory(): TerritoryResult { + return this.game.computeTerritory(); + }, + + + /** + * Get neighboring positions (6 directions in 3D) + */ + getNeighbors(x: number, y: number, z: number): Array<{ x: number; y: number; z: number }> { + const neighbors = [ + { x: x + 1, y, z }, + { x: x - 1, y, z }, + { x, y: y + 1, z }, + { x, y: y - 1, z }, + { x, y, z: z + 1 }, + { x, y, z: z - 1 } + ]; + + return neighbors.filter((pos) => this.isValidPosition(pos.x, pos.y, pos.z)); + }, + + + /** + * Save game state to session storage + */ + saveToSessionStorage(): void { + try { + this.game.saveToSessionStorage("trigoGameState"); + } catch (error) { + console.error("Failed to save game state:", error); + } + }, + + + /** + * Load game state from session storage + */ + loadFromSessionStorage(): boolean { + try { + const success = this.game.loadFromSessionStorage("trigoGameState"); + if (success) { + console.log("Game state restored from session storage"); + } + return success; + } catch (error) { + console.error("Failed to load game state:", error); + return false; + } + }, + + + /** + * Clear saved game state + */ + clearSessionStorage(): void { + try { + this.game.clearSessionStorage("trigoGameState"); + } catch (error) { + console.error("Failed to clear session storage:", error); + } + } + } +}); diff --git a/trigo-web/app/src/utils/TrigoGameFrontend.ts b/trigo-web/app/src/utils/TrigoGameFrontend.ts new file mode 100644 index 0000000000000000000000000000000000000000..0c7bd438a733700e31d32ea159d94cefbe536304 --- /dev/null +++ b/trigo-web/app/src/utils/TrigoGameFrontend.ts @@ -0,0 +1,258 @@ +/** + * TrigoGameFrontend - Frontend wrapper for TrigoGame + * + * Provides convenient string-based interfaces for frontend use + * Wraps TrigoGame's number-based types with string types + */ + +import { + TrigoGame, + type BoardShape, + type Move, + type Player, + type TerritoryResult, + stoneToPlayer, + stepsToMoves, + makePosition, + type GameStatus, + type GameResult +} from "../../../inc/trigo"; + + +/** + * TrigoGameFrontend - Extended TrigoGame with frontend-friendly interfaces + */ +export class TrigoGameFrontend extends TrigoGame { + /** + * Make a move with coordinates (convenience method) + * + * @param x X coordinate + * @param y Y coordinate + * @param z Z coordinate + * @returns true if move was successful + */ + makeMove(x: number, y: number, z: number): boolean { + return this.drop(makePosition(x, y, z)); + } + + + /** + * Get current player as string + * + * @returns "black" | "white" + */ + getCurrentPlayerString(): Player { + return stoneToPlayer(this.getCurrentPlayer()); + } + + + /** + * Get move history in frontend format + * + * @returns Array of Move objects + */ + getMoveHistory(): Move[] { + return stepsToMoves(this.getHistory()); + } + + + /** + * Get stone at position, returns number format for frontend + * + * @param x X coordinate + * @param y Y coordinate + * @param z Z coordinate + * @returns 0 = Empty, 1 = Black, 2 = White + */ + getStoneAt(x: number, y: number, z: number): number { + return this.getStone(makePosition(x, y, z)) as number; + } + + + /** + * Check if position is valid + * + * @param x X coordinate + * @param y Y coordinate + * @param z Z coordinate + * @returns true if position is on the board + */ + isValidPosition(x: number, y: number, z: number): boolean { + const shape = this.getShape(); + return ( + x >= 0 && + x < shape.x && + y >= 0 && + y < shape.y && + z >= 0 && + z < shape.z + ); + } + + + /** + * Check if position is empty + * + * @param x X coordinate + * @param y Y coordinate + * @param z Z coordinate + * @returns true if position is empty + */ + isEmpty(x: number, y: number, z: number): boolean { + if (!this.isValidPosition(x, y, z)) { + return false; + } + return this.getStoneAt(x, y, z) === 0; + } + + + /** + * Check if a move is valid at position + * + * @param x X coordinate + * @param y Y coordinate + * @param z Z coordinate + * @returns Object with valid flag and optional reason + */ + isValidMoveAt(x: number, y: number, z: number): { valid: boolean; reason?: string } { + return this.isValidMove(makePosition(x, y, z)); + } + + + /** + * Get opponent player + * + * @returns Opponent player color + */ + getOpponentPlayer(): Player { + const current = this.getCurrentPlayerString(); + return current === "black" ? "white" : "black"; + } + + + /** + * Check if undo is available + * + * @returns true if can undo + */ + canUndo(): boolean { + return this.getCurrentStep() > 0; + } + + + /** + * Undo move (convenience wrapper) + * + * @returns true if undo was successful + */ + undoMove(): boolean { + return this.undo(); + } + + + /** + * Redo move (convenience wrapper) + * + * @returns true if redo was successful + */ + redoMove(): boolean { + return this.redo(); + } + + + /** + * Jump to specific move in history + * + * @param index Move index (-1 for initial state) + * @returns true if jump was successful + */ + jumpToMove(index: number): boolean { + return this.jumpToStep(index); + } + + + /** + * Get total move count + * + * @returns Number of moves played + */ + getMoveCount(): number { + return this.getCurrentStep(); + } + + + /** + * Get current move index + * + * @returns Current step index + */ + getCurrentMoveIndex(): number { + return this.getCurrentStep(); + } + + + /** + * Get board shape + * + * @returns Board dimensions + */ + getBoardShape(): BoardShape { + return this.getShape(); + } + + + /** + * Initialize game with board shape + * + * @param shape Board dimensions + */ + initializeGame(shape?: BoardShape): void { + if (shape) { + // Would need to recreate the game instance with new shape + // For now, just reset + this.reset(); + } else { + this.reset(); + } + } + + + /** + * Compute territory (convenience wrapper) + * + * @returns Territory calculation result + */ + computeTerritory(): TerritoryResult { + return this.getTerritory(); + } + + + /** + * Get game status + * + * @returns Game status + */ + getStatus(): GameStatus { + return this.getGameStatus(); + } + + + /** + * Get game result + * + * @returns Game result if available + */ + getResult(): GameResult | undefined { + return this.getGameResult(); + } + + + /** + * Get consecutive pass count + * + * @returns Number of consecutive passes + */ + getConsecutivePassCount(): number { + return this.getPassCount(); + } +} diff --git a/trigo-web/app/src/views/TrigoView.vue b/trigo-web/app/src/views/TrigoView.vue new file mode 100644 index 0000000000000000000000000000000000000000..69441452b77bf9bd31c09cc582823e3e8456866c --- /dev/null +++ b/trigo-web/app/src/views/TrigoView.vue @@ -0,0 +1,1604 @@ + + + + + diff --git a/trigo-web/app/test_capture.js b/trigo-web/app/test_capture.js new file mode 100644 index 0000000000000000000000000000000000000000..83d89a910350b18161567c0045f15f165db417e7 --- /dev/null +++ b/trigo-web/app/test_capture.js @@ -0,0 +1,23 @@ +const { TrigoGame } = require('../../inc/trigo/trigoGame.js'); +const { StoneType } = require('../../inc/trigo/game.js'); + +const game = new TrigoGame({ x: 5, y: 5, z: 1 }); +game.startGame(); + +console.log("=== Testing 2D Capture ==="); +game.drop({ x: 2, y: 2, z: 0 }); // Black +console.log("After move 1, board[3][2][0]:", game.getBoard()[3][2][0]); +game.drop({ x: 3, y: 2, z: 0 }); // White (target) +console.log("After move 2, board[3][2][0]:", game.getBoard()[3][2][0]); +game.drop({ x: 4, y: 2, z: 0 }); // Black +console.log("After move 3, board[3][2][0]:", game.getBoard()[3][2][0]); +game.drop({ x: 3, y: 1, z: 0 }); // White elsewhere +game.drop({ x: 3, y: 3, z: 0 }); // Black +console.log("After move 5, board[3][2][0]:", game.getBoard()[3][2][0]); +game.drop({ x: 1, y: 1, z: 0 }); // White elsewhere +game.drop({ x: 2, y: 1, z: 0 }); // Black - should capture + +console.log("\nAfter final move:"); +console.log("board[3][2][0]:", game.getBoard()[3][2][0], "(should be 0/EMPTY if captured)"); +console.log("Last step capturedPositions:", game.getLastStep()?.capturedPositions); +console.log("Captured counts:", game.getCapturedCounts()); diff --git a/trigo-web/app/vite.config.ts b/trigo-web/app/vite.config.ts new file mode 100644 index 0000000000000000000000000000000000000000..7f540b9d16373ffe26935880e9c7409beb0d4ca9 --- /dev/null +++ b/trigo-web/app/vite.config.ts @@ -0,0 +1,42 @@ +import { defineConfig, loadEnv } from "vite"; +import vue from "@vitejs/plugin-vue"; +import { fileURLToPath, URL } from "node:url"; + +// https://vitejs.dev/config/ +export default defineConfig(({ mode }) => { + // Load env file based on `mode` in the current working directory. + const env = loadEnv(mode, process.cwd(), ""); + + return { + plugins: [vue()], + // Point to parent project's public directory + publicDir: fileURLToPath(new URL("../public", import.meta.url)), + resolve: { + alias: { + "@": fileURLToPath(new URL("./src", import.meta.url)), + "@inc": fileURLToPath(new URL("../inc", import.meta.url)) + } + }, + server: { + host: env.VITE_HOST || "localhost", + port: parseInt(env.VITE_PORT) || 5173, + strictPort: true, + open: false + }, + build: { + rollupOptions: { + external: ["/lib/tgnParser.cjs"] + } + }, + css: { + preprocessorOptions: { + scss: { + api: "modern" // Use modern Sass API + } + } + }, + define: { + "process.env": {} + } + }; +}); \ No newline at end of file diff --git a/trigo-web/backend/.env b/trigo-web/backend/.env new file mode 100644 index 0000000000000000000000000000000000000000..bf323eefdfed33a090fa024a1f3108ddbe53f893 --- /dev/null +++ b/trigo-web/backend/.env @@ -0,0 +1,3 @@ +PORT=3000 +CLIENT_URL=http://localhost:5173 +NODE_ENV=development \ No newline at end of file diff --git a/trigo-web/backend/package-lock.json b/trigo-web/backend/package-lock.json new file mode 100644 index 0000000000000000000000000000000000000000..5f37579f14a180c63bacb57346764020a8610558 --- /dev/null +++ b/trigo-web/backend/package-lock.json @@ -0,0 +1,1663 @@ +{ + "name": "trigo-backend", + "version": "1.0.0", + "lockfileVersion": 3, + "requires": true, + "packages": { + "": { + "name": "trigo-backend", + "version": "1.0.0", + "license": "MIT", + "dependencies": { + "@types/uuid": "^11.0.0", + "cors": "^2.8.5", + "dotenv": "^16.6.1", + "express": "^4.21.2", + "socket.io": "^4.8.1", + "uuid": "^13.0.0" + }, + "devDependencies": { + "@types/cors": "^2.8.13", + 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"^16.6.1", + "express": "^4.21.2", + "socket.io": "^4.8.1", + "uuid": "^13.0.0" + }, + "devDependencies": { + "@types/cors": "^2.8.13", + "@types/express": "^4.17.17", + "@types/node": "^20.5.0", + "nodemon": "^3.0.1", + "ts-node": "^10.9.1", + "typescript": "^5.2.2" + } +} diff --git a/trigo-web/backend/src/server.ts b/trigo-web/backend/src/server.ts new file mode 100644 index 0000000000000000000000000000000000000000..9e538f29a9715e8ed30094f1d0067a2aefc882ed --- /dev/null +++ b/trigo-web/backend/src/server.ts @@ -0,0 +1,59 @@ +const express = require("express"); +const { createServer } = require("http"); +const { Server } = require("socket.io"); +const cors = require("cors"); +const dotenv = require("dotenv"); +const path = require("path"); + +dotenv.config(); + +const app = express(); +const httpServer = createServer(app); +const io = new Server(httpServer, { + cors: { + origin: process.env.CLIENT_URL || "http://localhost:5173", + methods: ["GET", "POST"] + } +}); + +const PORT = process.env.PORT || 3000; +const HOST = process.env.HOST || "localhost"; + +// Middleware +app.use(cors()); +app.use(express.json()); + +// Serve static files from frontend build (for production) +if (process.env.NODE_ENV === "production") { + const frontendPath = path.join(__dirname, "../../app/dist"); + app.use(express.static(frontendPath)); + + // Serve index.html for all routes (SPA support) + app.get("*", (req: any, res: any, next: any) => { + if (req.path.startsWith("/health") || req.path.startsWith("/socket.io")) { + return next(); + } + res.sendFile(path.join(frontendPath, "index.html")); + }); +} + +// Health check endpoint +app.get("/health", (_req: any, res: any) => { + res.json({ status: "ok", timestamp: new Date().toISOString() }); +}); + +// Socket.io connection handling +io.on("connection", (socket: any) => { + console.log(`New client connected: ${socket.id}`); + + socket.on("disconnect", () => { + console.log(`Client disconnected: ${socket.id}`); + }); +}); + +// Start server +httpServer.listen(PORT, HOST, () => { + console.log(`Server running on ${HOST}:${PORT}`); + console.log(`Health check: http://${HOST}:${PORT}/health`); + console.log(`Environment: ${process.env.NODE_ENV || "development"}`); +}); \ No newline at end of file diff --git a/trigo-web/backend/src/services/gameManager.ts b/trigo-web/backend/src/services/gameManager.ts new file mode 100644 index 0000000000000000000000000000000000000000..af9cee4552d5c2bc21046cb3d6d33def57dda1de --- /dev/null +++ b/trigo-web/backend/src/services/gameManager.ts @@ -0,0 +1,329 @@ +import { v4 as uuidv4 } from "uuid"; +import type { BoardShape, Position } from "../../../inc/trigo"; +import { TrigoGame, StepType, StoneType } from "../../../inc/trigo/game"; + +export interface Player { + id: string; + nickname: string; + color: "black" | "white"; + connected: boolean; +} + +export interface GameState { + gameStatus: "waiting" | "playing" | "finished"; + winner: "black" | "white" | null; +} + +export interface GameRoom { + id: string; + players: { [playerId: string]: Player }; + game: TrigoGame; // The actual game instance + gameState: GameState; // Game status metadata + createdAt: Date; + startedAt: Date | null; +} + +export class GameManager { + private rooms: Map = new Map(); + private playerRoomMap: Map = new Map(); + private defaultBoardShape: BoardShape = { x: 5, y: 5, z: 5 }; // Default 5x5x5 board + + constructor() { + console.log("GameManager initialized"); + } + + createRoom(playerId: string, nickname: string, boardShape?: BoardShape): GameRoom | null { + const roomId = this.generateRoomId(); + const shape = boardShape || this.defaultBoardShape; + + const room: GameRoom = { + id: roomId, + players: { + [playerId]: { + id: playerId, + nickname, + color: "black", + connected: true + } + }, + game: new TrigoGame(shape, { + onStepAdvance: (_step, history) => { + console.log(`Step ${history.length}: Player made move`); + }, + onCapture: (captured) => { + console.log(`Captured ${captured.length} stones`); + }, + onWin: (winner) => { + console.log(`Game won by ${winner}`); + } + }), + gameState: { + gameStatus: "waiting", + winner: null + }, + createdAt: new Date(), + startedAt: null + }; + + this.rooms.set(roomId, room); + this.playerRoomMap.set(playerId, roomId); + + console.log(`Room ${roomId} created by ${playerId}`); + return room; + } + + joinRoom(roomId: string, playerId: string, nickname: string): GameRoom | null { + const room = this.rooms.get(roomId); + if (!room) { + return null; + } + + const playerCount = Object.keys(room.players).length; + if (playerCount >= 2) { + return null; // Room is full + } + + // Assign white color to the second player + room.players[playerId] = { + id: playerId, + nickname, + color: "white", + connected: true + }; + + this.playerRoomMap.set(playerId, roomId); + + // Start the game when second player joins + if (playerCount === 1) { + room.gameState.gameStatus = "playing"; + room.startedAt = new Date(); + } + + return room; + } + + leaveRoom(roomId: string, playerId: string): void { + const room = this.rooms.get(roomId); + if (!room) return; + + if (room.players[playerId]) { + room.players[playerId].connected = false; + } + + this.playerRoomMap.delete(playerId); + + // Check if room should be deleted + const connectedPlayers = Object.values(room.players).filter((p) => p.connected); + if (connectedPlayers.length === 0) { + this.rooms.delete(roomId); + console.log(`Room ${roomId} deleted - no players remaining`); + } + } + + makeMove( + roomId: string, + playerId: string, + move: { x: number; y: number; z: number } + ): boolean { + const room = this.rooms.get(roomId); + if (!room) return false; + + const player = room.players[playerId]; + if (!player) return false; + + // Check game status + if (room.gameState.gameStatus !== "playing") { + return false; + } + + // Convert player color to Stone type + const expectedPlayer = player.color === "black" ? StoneType.BLACK : StoneType.WHITE; + const currentPlayer = room.game.getCurrentPlayer(); + + // Check if it's the player's turn + if (currentPlayer !== expectedPlayer) { + return false; + } + + // Attempt to make the move using TrigoGame + const position: Position = { x: move.x, y: move.y, z: move.z }; + const success = room.game.drop(position); + + return success; + } + + passTurn(roomId: string, playerId: string): boolean { + const room = this.rooms.get(roomId); + if (!room) return false; + + const player = room.players[playerId]; + if (!player) return false; + + // Check game status + if (room.gameState.gameStatus !== "playing") { + return false; + } + + // Convert player color to Stone type + const expectedPlayer = player.color === "black" ? StoneType.BLACK : StoneType.WHITE; + const currentPlayer = room.game.getCurrentPlayer(); + + // Check if it's the player's turn + if (currentPlayer !== expectedPlayer) { + return false; + } + + return room.game.pass(); + } + + resign(roomId: string, playerId: string): boolean { + const room = this.rooms.get(roomId); + if (!room) return false; + + const player = room.players[playerId]; + if (!player) return false; + + // Surrender the game + room.game.surrender(); + + // Update room state + room.gameState.gameStatus = "finished"; + room.gameState.winner = player.color === "black" ? "white" : "black"; + + return true; + } + + /** + * Undo the last move (ๆ‚”ๆฃ‹) + */ + undoMove(roomId: string, playerId: string): boolean { + const room = this.rooms.get(roomId); + if (!room) return false; + + const player = room.players[playerId]; + if (!player) return false; + + // Check game status + if (room.gameState.gameStatus !== "playing") { + return false; + } + + return room.game.undo(); + } + + /** + * Get game board state for a room + */ + getGameBoard(roomId: string): number[][][] | null { + const room = this.rooms.get(roomId); + if (!room) return null; + + return room.game.getBoard(); + } + + /** + * Get game statistics for a room + */ + getGameStats(roomId: string) { + const room = this.rooms.get(roomId); + if (!room) return null; + + return room.game.getStats(); + } + + /** + * Get current player for a room + */ + getCurrentPlayer(roomId: string): "black" | "white" | null { + const room = this.rooms.get(roomId); + if (!room) return null; + + const currentStone = room.game.getCurrentPlayer(); + return currentStone === StoneType.BLACK ? "black" : "white"; + } + + /** + * Calculate and get territory for a room + */ + getTerritory(roomId: string) { + const room = this.rooms.get(roomId); + if (!room) return null; + + return room.game.getTerritory(); + } + + /** + * End the game and determine winner based on territory + */ + endGameByTerritory(roomId: string): boolean { + const room = this.rooms.get(roomId); + if (!room) return false; + + if (room.gameState.gameStatus !== "playing") { + return false; + } + + // Calculate final territory + const territory = room.game.getTerritory(); + + // Determine winner + if (territory.black > territory.white) { + room.gameState.winner = "black"; + } else if (territory.white > territory.black) { + room.gameState.winner = "white"; + } else { + // Draw - could set winner to null or handle differently + room.gameState.winner = null; + } + + room.gameState.gameStatus = "finished"; + console.log(`Game ${roomId} ended. Black: ${territory.black}, White: ${territory.white}, Winner: ${room.gameState.winner}`); + + return true; + } + + /** + * Check if both players passed consecutively (game should end) + * Returns true if game was ended + */ + checkConsecutivePasses(roomId: string): boolean { + const room = this.rooms.get(roomId); + if (!room) return false; + + const history = room.game.getHistory(); + if (history.length < 2) return false; + + // Get last two moves + const lastMove = history[history.length - 1]; + const secondLastMove = history[history.length - 2]; + + // Check if both were passes + if (lastMove.type === StepType.PASS && secondLastMove.type === StepType.PASS) { + // Two consecutive passes - end the game + this.endGameByTerritory(roomId); + return true; + } + + return false; + } + + getRoom(roomId: string): GameRoom | undefined { + return this.rooms.get(roomId); + } + + getPlayerRoom(playerId: string): GameRoom | undefined { + const roomId = this.playerRoomMap.get(playerId); + if (!roomId) return undefined; + return this.rooms.get(roomId); + } + + getActiveRooms(): GameRoom[] { + return Array.from(this.rooms.values()).filter( + (room) => room.gameState.gameStatus !== "finished" + ); + } + + private generateRoomId(): string { + return uuidv4().substring(0, 8).toUpperCase(); + } +} \ No newline at end of file diff --git a/trigo-web/backend/src/sockets/gameSocket.ts b/trigo-web/backend/src/sockets/gameSocket.ts new file mode 100644 index 0000000000000000000000000000000000000000..bde19188d498b85c090fa81b69e03a9b09d9bcd0 --- /dev/null +++ b/trigo-web/backend/src/sockets/gameSocket.ts @@ -0,0 +1,155 @@ +import { Server, Socket } from "socket.io"; +import { GameManager } from "../services/gameManager"; + +export function setupSocketHandlers(io: Server, socket: Socket, gameManager: GameManager) { + console.log(`Setting up socket handlers for ${socket.id}`); + + // Join room + socket.on("joinRoom", (data: { roomId?: string; nickname: string }) => { + const { roomId, nickname } = data; + + // Create or join room + const room = roomId ? gameManager.joinRoom(roomId, socket.id, nickname) : gameManager.createRoom(socket.id, nickname); + + if (room) { + socket.join(room.id); + + // Get complete game data for frontend + const board = gameManager.getGameBoard(room.id); + const currentPlayer = gameManager.getCurrentPlayer(room.id); + const stats = gameManager.getGameStats(room.id); + + socket.emit("roomJoined", { + roomId: room.id, + playerId: socket.id, + playerColor: room.players[socket.id]?.color, + gameState: { + board, + boardShape: room.game.getShape(), + currentPlayer, + moveHistory: room.game.getHistory(), + currentMoveIndex: room.game.getCurrentStep(), + capturedStones: { + black: stats?.capturedByBlack || 0, + white: stats?.capturedByWhite || 0 + }, + gameStatus: room.gameState.gameStatus, + winner: room.gameState.winner + } + }); + + // Notify other players + socket.to(room.id).emit("playerJoined", { + playerId: socket.id, + nickname: nickname + }); + + console.log(`Player ${socket.id} joined room ${room.id}`); + } else { + socket.emit("error", { message: "Failed to join room" }); + } + }); + + // Leave room + socket.on("leaveRoom", () => { + const room = gameManager.getPlayerRoom(socket.id); + if (room) { + socket.leave(room.id); + gameManager.leaveRoom(room.id, socket.id); + + // Notify others + socket.to(room.id).emit("playerLeft", { + playerId: socket.id + }); + } + }); + + // Game moves + socket.on("makeMove", (data: { x: number; y: number; z: number }) => { + const room = gameManager.getPlayerRoom(socket.id); + if (room && gameManager.makeMove(room.id, socket.id, data)) { + // Get updated game data + const board = gameManager.getGameBoard(room.id); + const currentPlayer = gameManager.getCurrentPlayer(room.id); + const stats = gameManager.getGameStats(room.id); + const lastStep = room.game.getLastStep(); + + // Broadcast game update to all players in the room + io.to(room.id).emit("gameUpdate", { + board, + currentPlayer, + lastMove: data, + capturedStones: { + black: stats?.capturedByBlack || 0, + white: stats?.capturedByWhite || 0 + }, + capturedPositions: lastStep?.capturedPositions, + moveHistory: room.game.getHistory(), + currentMoveIndex: room.game.getCurrentStep() + }); + } else { + socket.emit("error", { message: "Invalid move" }); + } + }); + + // Pass turn + socket.on("pass", () => { + const room = gameManager.getPlayerRoom(socket.id); + if (room && gameManager.passTurn(room.id, socket.id)) { + const currentPlayer = gameManager.getCurrentPlayer(room.id); + + io.to(room.id).emit("gameUpdate", { + currentPlayer, + action: "pass", + moveHistory: room.game.getHistory(), + currentMoveIndex: room.game.getCurrentStep() + }); + + // Check for consecutive passes (game end) + if (gameManager.checkConsecutivePasses(room.id)) { + const territory = gameManager.getTerritory(room.id); + io.to(room.id).emit("gameEnded", { + winner: room.gameState.winner, + reason: "double-pass", + territory + }); + } + } + }); + + // Resign + socket.on("resign", () => { + const room = gameManager.getPlayerRoom(socket.id); + if (room && gameManager.resign(room.id, socket.id)) { + io.to(room.id).emit("gameEnded", { + winner: room.gameState.winner, + reason: "resignation" + }); + } + }); + + // Chat messages + socket.on("chatMessage", (data: { content: string }) => { + const room = gameManager.getPlayerRoom(socket.id); + if (room) { + const player = room.players[socket.id]; + io.to(room.id).emit("chatMessage", { + author: player?.nickname || "Unknown", + content: data.content, + playerId: socket.id + }); + } + }); + + // Handle disconnection + socket.on("disconnect", () => { + console.log(`Client disconnected: ${socket.id}`); + const room = gameManager.getPlayerRoom(socket.id); + if (room) { + gameManager.leaveRoom(room.id, socket.id); + socket.to(room.id).emit("playerDisconnected", { + playerId: socket.id + }); + } + }); +} \ No newline at end of file diff --git a/trigo-web/backend/tsconfig.json b/trigo-web/backend/tsconfig.json new file mode 100644 index 0000000000000000000000000000000000000000..d3c23c1a1db1b0e895f96f72fbef45abe876f967 --- /dev/null +++ b/trigo-web/backend/tsconfig.json @@ -0,0 +1,34 @@ +{ + "compilerOptions": { + "target": "ES2020", + "module": "commonjs", + "lib": ["ES2020"], + "outDir": "./dist", + "rootDir": "../", + "strict": false, + "esModuleInterop": true, + "skipLibCheck": true, + "forceConsistentCasingInFileNames": true, + "moduleResolution": "node", + "resolveJsonModule": true, + "declaration": true, + "declarationMap": true, + "sourceMap": true, + "types": ["node"], + "allowJs": true, + "noImplicitAny": false + }, + "include": ["src/**/*", "../inc/**/*"], + "exclude": [ + "node_modules", + "dist", + "../inc/trigo/parserInit.ts", + "../inc/tgn/tgn.jison.cjs" + ], + "ts-node": { + "esm": false, + "compilerOptions": { + "module": "commonjs" + } + } +} \ No newline at end of file diff --git a/trigo-web/inc/tgn/README.md b/trigo-web/inc/tgn/README.md new file mode 100644 index 0000000000000000000000000000000000000000..516ddf227d137d4e8a812ee5bc9e34c7e1fc64c8 --- /dev/null +++ b/trigo-web/inc/tgn/README.md @@ -0,0 +1,109 @@ +# TGN (Trigo Game Notation) Parser + +This directory contains the TGN parser implementation for reading and writing Trigo game notation files. + +## Files + +- **`tgn.jison`** - Grammar definition for TGN format (similar to PGN for chess) +- **`tgnParser.ts`** - TypeScript wrapper providing type-safe API for the parser +- **`tgn.jison.cjs`** - Generated parser (auto-generated, gitignored) + +## Building the Parser + +The parser is generated from the jison grammar file. To rebuild: + +```bash +npm run build:parsers +``` + +Or specifically for TGN: + +```bash +npm run build:parser:tgn +``` + +This will generate `tgn.jison.cjs` from `tgn.jison`. + +## Usage + +Import the parser functions from the game module: + +```typescript +import { TrigoGame, validateTGN, TGNParseError } from '@inc/trigo/game'; + +// Parse TGN and create game instance +const tgn = ` +[Event "Test Game"] +[Board 5x5x5] + +1. 000 y00 +2. 0y0 pass +`; + +try { + const game = TrigoGame.fromTGN(tgn); + console.log('Game loaded successfully!'); +} catch (error) { + if (error instanceof TGNParseError) { + console.error('Parse error at line', error.line); + } +} + +// Validate TGN without parsing +const result = validateTGN(tgn); +if (result.valid) { + console.log('Valid TGN'); +} else { + console.error('Invalid TGN:', result.error); +} +``` + +## TGN Format + +TGN format consists of: + +1. **Metadata tags** - Key-value pairs in square brackets +2. **Move sequence** - Numbered rounds with moves in ab0yz coordinate notation + +Example: + +```tgn +[Event "World Championship"] +[Site "Tokyo"] +[Date "2025.10.31"] +[Black "Alice"] +[White "Bob"] +[Board 5x5x5] +[Rules "Chinese"] + +1. 000 y00 +2. 0y0 yy0 +3. aaa pass +``` + +### Coordinate Notation (ab0yz) + +- `0` = center position +- `a`, `b`, `c`, ... = positions from one edge toward center +- `z`, `y`, `x`, ... = positions from opposite edge toward center + +Examples for 5ร—5ร—5 board: +- `000` = center (2,2,2) +- `aaa` = corner (0,0,0) +- `zzz` = opposite corner (4,4,4) +- `y00` = (4,2,2) + +For 2D boards (e.g., 19ร—19ร—1), only two coordinates are used: +- `00` = center +- `aa` = corner + +## Development + +The parser is built using [Jison](https://github.com/zaach/jison), a JavaScript parser generator similar to Bison/Yacc. + +**Note:** Generated files (`*.jison.cjs`, `*.jison.js`) are gitignored and must be built locally or in CI/CD. + +## Related Documentation + +- [TGN Format Specification](../../docs/tgn-format-spec.md) +- [Parser Development Guide](../../docs/README.tgn.md) diff --git a/trigo-web/inc/tgn/tgn.jison b/trigo-web/inc/tgn/tgn.jison new file mode 100644 index 0000000000000000000000000000000000000000..066ad43d7f8d9d8e524438a31125290050d9cb89 --- /dev/null +++ b/trigo-web/inc/tgn/tgn.jison @@ -0,0 +1,224 @@ +/* Trigo Game Notation Parser + * Similar as PGN (Portable Game Notation) format + */ + +/* ========== Lexical Grammar ========== */ +%lex + +%% + +\s+ /* skip whitespace */ +\n /* skip newlines */ +";"[^\n]* /* skip line comments */ +"{"[^}]*"}" /* skip block comments */ + +/* Brackets */ +"[" return '[' +"]" return ']' + +/* String literals */ +\"([^\\\"]|\\.)*\" return 'STRING' + +/* Tag names - Common PGN tags */ +"Event" return 'TAG_EVENT' +"Site" return 'TAG_SITE' +"Date" return 'TAG_DATE' +"Round" return 'TAG_ROUND' +"Black" return 'TAG_BLACK' +"White" return 'TAG_WHITE' +"Result" return 'TAG_RESULT' + +/* Trigo-specific tags */ +"Board" return 'TAG_BOARD' +"Handicap" return 'TAG_HANDICAP' +"Rules" return 'TAG_RULES' +"TimeControl" return 'TAG_TIMECONTROL' +"Annotator" return 'TAG_ANNOTATOR' +"Application" return 'TAG_APPLICATION' + +/* Game result symbols */ +"B+" return 'RESULT_BLACK' +"W+" return 'RESULT_WHITE' +"=" return '=' /* draw */ +"*" return '*' /* unknown */ + +/* Move notation placeholders - will be expanded later */ +[1-9][0-9]* return 'NUMBER' +"." return 'DOT' +"pass" return 'PASS' +"resign" return 'RESIGN' +"points" return 'POINTS' +"stones" return 'STONES' + +[x](?=[1-9]) return 'TIMES' + +/* Coordinates for moves - will be refined */ +[a-z0]+ return 'COORDINATE' + +/* Generic tag name for extensibility */ +[A-Z][A-Za-z0-9_]* return 'TAG_NAME' + +/* End of file */ +<> return 'EOF' + +/* Catch-all for unexpected characters */ +. return 'INVALID' + +/lex + +/* ========== Grammar Rules ========== */ + +%% + +game + : tag_section move_section EOF + { + return { + tags: $1, + moves: $2, + success: true + }; + } + | tag_section EOF + { + return { + tags: $1, + moves: null, + success: true + }; + } + | move_section EOF + { + return { + tags: {}, + moves: $1, + success: true + }; + } + | EOF + { + return { + tags: {}, + moves: null, + success: true + }; + } + ; + +/* ========== Tag Section (Metadata) ========== */ + +tag_section + : tag_pair -> $1 + | tag_section tag_pair -> Object.assign({}, $1, $2) + ; + +tag_pair + : "[" tag_name STRING "]" + { + const tagName = $2; + const tagValue = $3.slice(1, -1); // Remove quotes + $$ = { [tagName]: tagValue }; + } + | "[" TAG_RESULT game_result "]" -> $3 + | "[" TAG_BOARD board_shape "]" -> ({[$2]: $3}) + ; + +tag_name + : TAG_EVENT + | TAG_SITE + | TAG_DATE + | TAG_ROUND + | TAG_BLACK + | TAG_WHITE + | TAG_HANDICAP + | TAG_RULES + | TAG_TIMECONTROL + | TAG_ANNOTATOR + | TAG_APPLICATION + | TAG_NAME { $$ = yytext; } + ; + +/* ========== Movetext Section (Game Body) ========== */ +/* PLACEHOLDER: Will be implemented in future iterations */ + +move_section + : move_sequence + //| move_sequence game_termination + ; + +move_sequence + : move_sequence_intact -> $1 + | move_sequence_truncated -> $1 + ; + +move_sequence_intact + : /* empty */ -> [] + | move_sequence_intact move_round -> $1.concat([$2]) + ; + +move_sequence_truncated + : move_sequence_intact move_round_half -> $1.concat([$2]) + ; + +move_round + : number DOT move_action move_action -> ({ round: $1, action_black: $3, action_white: $4 }) + ; + +move_round_half + : number DOT move_action -> ({ round: $1, action_black: $3 }) + ; + +move_action + : PASS -> ({ type: 'pass' }) + | RESIGN -> ({ type: 'resign' }) + | COORDINATE + { + // Placeholder: Parse coordinate notation + $$ = { + type: 'move', + position: yytext + }; + } + ; + +game_result + : win -> ({Result: $1}) + | win conquer -> ({Result: $1, Conquer: $2}) + | "=" -> ({Result: "draw"}) + | "*" -> ({Result: "unknown"}) + ; + +win + : RESULT_BLACK -> "black win" + | RESULT_WHITE -> "white win" + ; + +conquer + : number conquer_unit -> ({n: $1, unit: $2}) + ; + +conquer_unit + : POINTS + | STONES + ; + +board_shape + : number -> [$1] + | board_shape TIMES number -> $1.concat($3) + ; + +number + : NUMBER -> parseInt($1) + ; + +%% + +/* ========== Additional JavaScript Code ========== */ + +// Parser configuration +parser.yy = { + // Helper functions can be added here + parseError: function(str, hash) { + throw new Error('Parse error: ' + str); + } +}; diff --git a/trigo-web/inc/tgn/tgn.jison.cjs b/trigo-web/inc/tgn/tgn.jison.cjs new file mode 100644 index 0000000000000000000000000000000000000000..3127db322b851d71ad368830b2b39eea32c49f7a --- /dev/null +++ b/trigo-web/inc/tgn/tgn.jison.cjs @@ -0,0 +1,791 @@ +/* parser generated by jison 0.4.18 */ +/* + Returns a Parser object of the following structure: + + Parser: { + yy: {} + } + + Parser.prototype: { + yy: {}, + trace: function(), + symbols_: {associative list: name ==> number}, + terminals_: {associative list: number ==> name}, + productions_: [...], + performAction: function anonymous(yytext, yyleng, yylineno, yy, yystate, $$, _$), + table: [...], + defaultActions: {...}, + parseError: function(str, hash), + parse: function(input), + + lexer: { + EOF: 1, + parseError: function(str, hash), + setInput: function(input), + input: function(), + unput: function(str), + more: function(), + less: function(n), + pastInput: function(), + upcomingInput: function(), + showPosition: function(), + test_match: function(regex_match_array, rule_index), + next: function(), + lex: function(), + begin: function(condition), + popState: function(), + _currentRules: function(), + topState: function(), + pushState: function(condition), + + options: { + ranges: boolean (optional: true ==> token location info will include a .range[] member) + flex: boolean (optional: true ==> flex-like lexing behaviour where the rules are tested exhaustively to find the longest match) + backtrack_lexer: boolean (optional: true ==> lexer regexes are tested in order and for each matching regex the action code is invoked; the lexer terminates the scan when a token is returned by the action code) + }, + + performAction: function(yy, yy_, $avoiding_name_collisions, YY_START), + rules: [...], + conditions: {associative list: name ==> set}, + } + } + + + token location info (@$, _$, etc.): { + first_line: n, + last_line: n, + first_column: n, + last_column: n, + range: [start_number, end_number] (where the numbers are indexes into the input string, regular zero-based) + } + + + the parseError function receives a 'hash' object with these members for lexer and parser errors: { + text: (matched text) + token: (the produced terminal token, if any) + line: (yylineno) + } + while parser (grammar) errors will also provide these members, i.e. parser errors deliver a superset of attributes: { + loc: (yylloc) + expected: (string describing the set of expected tokens) + recoverable: (boolean: TRUE when the parser has a error recovery rule available for this particular error) + } +*/ +var tgn = (function(){ +var o=function(k,v,o,l){for(o=o||{},l=k.length;l--;o[k[l]]=v);return o},$V0=[1,7],$V1=[2,25],$V2=[6,8,49],$V3=[1,32],$V4=[6,49],$V5=[11,49],$V6=[11,48],$V7=[1,51],$V8=[1,52],$V9=[1,53],$Va=[6,36,37,38,49]; +var parser = {trace: function trace () { }, +yy: {}, +symbols_: {"error":2,"game":3,"tag_section":4,"move_section":5,"EOF":6,"tag_pair":7,"[":8,"tag_name":9,"STRING":10,"]":11,"TAG_RESULT":12,"game_result":13,"TAG_BOARD":14,"board_shape":15,"TAG_EVENT":16,"TAG_SITE":17,"TAG_DATE":18,"TAG_ROUND":19,"TAG_BLACK":20,"TAG_WHITE":21,"TAG_HANDICAP":22,"TAG_RULES":23,"TAG_TIMECONTROL":24,"TAG_ANNOTATOR":25,"TAG_APPLICATION":26,"TAG_NAME":27,"move_sequence":28,"move_sequence_intact":29,"move_sequence_truncated":30,"move_round":31,"move_round_half":32,"number":33,"DOT":34,"move_action":35,"PASS":36,"RESIGN":37,"COORDINATE":38,"win":39,"conquer":40,"=":41,"*":42,"RESULT_BLACK":43,"RESULT_WHITE":44,"conquer_unit":45,"POINTS":46,"STONES":47,"TIMES":48,"NUMBER":49,"$accept":0,"$end":1}, +terminals_: {2:"error",6:"EOF",8:"[",10:"STRING",11:"]",12:"TAG_RESULT",14:"TAG_BOARD",16:"TAG_EVENT",17:"TAG_SITE",18:"TAG_DATE",19:"TAG_ROUND",20:"TAG_BLACK",21:"TAG_WHITE",22:"TAG_HANDICAP",23:"TAG_RULES",24:"TAG_TIMECONTROL",25:"TAG_ANNOTATOR",26:"TAG_APPLICATION",27:"TAG_NAME",34:"DOT",36:"PASS",37:"RESIGN",38:"COORDINATE",41:"=",42:"*",43:"RESULT_BLACK",44:"RESULT_WHITE",46:"POINTS",47:"STONES",48:"TIMES",49:"NUMBER"}, +productions_: [0,[3,3],[3,2],[3,2],[3,1],[4,1],[4,2],[7,4],[7,4],[7,4],[9,1],[9,1],[9,1],[9,1],[9,1],[9,1],[9,1],[9,1],[9,1],[9,1],[9,1],[9,1],[5,1],[28,1],[28,1],[29,0],[29,2],[30,2],[31,4],[32,3],[35,1],[35,1],[35,1],[13,1],[13,2],[13,1],[13,1],[39,1],[39,1],[40,2],[45,1],[45,1],[15,1],[15,3],[33,1]], +performAction: function anonymous(yytext, yyleng, yylineno, yy, yystate /* action[1] */, $$ /* vstack */, _$ /* lstack */) { +/* this == yyval */ + +var $0 = $$.length - 1; +switch (yystate) { +case 1: + + return { + tags: $$[$0-2], + moves: $$[$0-1], + success: true + }; + +break; +case 2: + + return { + tags: $$[$0-1], + moves: null, + success: true + }; + +break; +case 3: + + return { + tags: {}, + moves: $$[$0-1], + success: true + }; + +break; +case 4: + + return { + tags: {}, + moves: null, + success: true + }; + +break; +case 5: case 23: case 24: +this.$ = $$[$0]; +break; +case 6: +this.$ = Object.assign({}, $$[$0-1], $$[$0]); +break; +case 7: + + const tagName = $$[$0-2]; + const tagValue = $$[$0-1].slice(1, -1); // Remove quotes + this.$ = { [tagName]: tagValue }; + +break; +case 8: +this.$ = $$[$0-1]; +break; +case 9: +this.$ = ({[$$[$0-2]]: $$[$0-1]}); +break; +case 21: + this.$ = yytext; +break; +case 25: +this.$ = []; +break; +case 26: case 27: +this.$ = $$[$0-1].concat([$$[$0]]); +break; +case 28: +this.$ = ({ round: $$[$0-3], action_black: $$[$0-1], action_white: $$[$0] }); +break; +case 29: +this.$ = ({ round: $$[$0-2], action_black: $$[$0] }); +break; +case 30: +this.$ = ({ type: 'pass' }); +break; +case 31: +this.$ = ({ type: 'resign' }); +break; +case 32: + + // Placeholder: Parse coordinate notation + this.$ = { + type: 'move', + position: yytext + }; + +break; +case 33: +this.$ = ({Result: $$[$0]}); +break; +case 34: +this.$ = ({Result: $$[$0-1], Conquer: $$[$0]}); +break; +case 35: +this.$ = ({Result: "draw"}); +break; +case 36: +this.$ = ({Result: "unknown"}); +break; +case 37: +this.$ = "black win"; +break; +case 38: +this.$ = "white win"; +break; +case 39: +this.$ = ({n: $$[$0-1], unit: $$[$0]}); +break; +case 42: +this.$ = [$$[$0]]; +break; +case 43: +this.$ = $$[$0-2].concat($$[$0]); +break; +case 44: +this.$ = parseInt($$[$0]); +break; +} +}, +table: [{3:1,4:2,5:3,6:[1,4],7:5,8:$V0,28:6,29:8,30:9,49:$V1},{1:[3]},{5:10,6:[1,11],7:12,8:$V0,28:6,29:8,30:9,49:$V1},{6:[1,13]},{1:[2,4]},o($V2,[2,5]),{6:[2,22]},{9:14,12:[1,15],14:[1,16],16:[1,17],17:[1,18],18:[1,19],19:[1,20],20:[1,21],21:[1,22],22:[1,23],23:[1,24],24:[1,25],25:[1,26],26:[1,27],27:[1,28]},{6:[2,23],31:29,32:30,33:31,49:$V3},{6:[2,24]},{6:[1,33]},{1:[2,2]},o($V2,[2,6]),{1:[2,3]},{10:[1,34]},{13:35,39:36,41:[1,37],42:[1,38],43:[1,39],44:[1,40]},{15:41,33:42,49:$V3},{10:[2,10]},{10:[2,11]},{10:[2,12]},{10:[2,13]},{10:[2,14]},{10:[2,15]},{10:[2,16]},{10:[2,17]},{10:[2,18]},{10:[2,19]},{10:[2,20]},{10:[2,21]},o($V4,[2,26]),{6:[2,27]},{34:[1,43]},o([11,34,46,47,48],[2,44]),{1:[2,1]},{11:[1,44]},{11:[1,45]},{11:[2,33],33:47,40:46,49:$V3},{11:[2,35]},{11:[2,36]},o($V5,[2,37]),o($V5,[2,38]),{11:[1,48],48:[1,49]},o($V6,[2,42]),{35:50,36:$V7,37:$V8,38:$V9},o($V2,[2,7]),o($V2,[2,8]),{11:[2,34]},{45:54,46:[1,55],47:[1,56]},o($V2,[2,9]),{33:57,49:$V3},{6:[2,29],35:58,36:$V7,37:$V8,38:$V9},o($Va,[2,30]),o($Va,[2,31]),o($Va,[2,32]),{11:[2,39]},{11:[2,40]},{11:[2,41]},o($V6,[2,43]),o($V4,[2,28])], +defaultActions: {4:[2,4],6:[2,22],9:[2,24],11:[2,2],13:[2,3],17:[2,10],18:[2,11],19:[2,12],20:[2,13],21:[2,14],22:[2,15],23:[2,16],24:[2,17],25:[2,18],26:[2,19],27:[2,20],28:[2,21],30:[2,27],33:[2,1],37:[2,35],38:[2,36],46:[2,34],54:[2,39],55:[2,40],56:[2,41]}, +parseError: function parseError (str, hash) { + if (hash.recoverable) { + this.trace(str); + } else { + var error = new Error(str); + error.hash = hash; + throw error; + } +}, +parse: function parse(input) { + var self = this, stack = [0], tstack = [], vstack = [null], lstack = [], table = this.table, yytext = '', yylineno = 0, yyleng = 0, recovering = 0, TERROR = 2, EOF = 1; + var args = lstack.slice.call(arguments, 1); + var lexer = Object.create(this.lexer); + var sharedState = { yy: {} }; + for (var k in this.yy) { + if (Object.prototype.hasOwnProperty.call(this.yy, k)) { + sharedState.yy[k] = this.yy[k]; + } + } + lexer.setInput(input, sharedState.yy); + sharedState.yy.lexer = lexer; + sharedState.yy.parser = this; + if (typeof lexer.yylloc == 'undefined') { + lexer.yylloc = {}; + } + var yyloc = lexer.yylloc; + lstack.push(yyloc); + var ranges = lexer.options && lexer.options.ranges; + if (typeof sharedState.yy.parseError === 'function') { + this.parseError = sharedState.yy.parseError; + } else { + this.parseError = Object.getPrototypeOf(this).parseError; + } + function popStack(n) { + stack.length = stack.length - 2 * n; + vstack.length = vstack.length - n; + lstack.length = lstack.length - n; + } + _token_stack: + var lex = function () { + var token; + token = lexer.lex() || EOF; + if (typeof token !== 'number') { + token = self.symbols_[token] || token; + } + return token; + }; + var symbol, preErrorSymbol, state, action, a, r, yyval = {}, p, len, newState, expected; + while (true) { + state = stack[stack.length - 1]; + if (this.defaultActions[state]) { + action = this.defaultActions[state]; + } else { + if (symbol === null || typeof symbol == 'undefined') { + symbol = lex(); + } + action = table[state] && table[state][symbol]; + } + if (typeof action === 'undefined' || !action.length || !action[0]) { + var errStr = ''; + expected = []; + for (p in table[state]) { + if (this.terminals_[p] && p > TERROR) { + expected.push('\'' + this.terminals_[p] + '\''); + } + } + if (lexer.showPosition) { + errStr = 'Parse error on line ' + (yylineno + 1) + ':\n' + lexer.showPosition() + '\nExpecting ' + expected.join(', ') + ', got \'' + (this.terminals_[symbol] || symbol) + '\''; + } else { + errStr = 'Parse error on line ' + (yylineno + 1) + ': Unexpected ' + (symbol == EOF ? 'end of input' : '\'' + (this.terminals_[symbol] || symbol) + '\''); + } + this.parseError(errStr, { + text: lexer.match, + token: this.terminals_[symbol] || symbol, + line: lexer.yylineno, + loc: yyloc, + expected: expected + }); + } + if (action[0] instanceof Array && action.length > 1) { + throw new Error('Parse Error: multiple actions possible at state: ' + state + ', token: ' + symbol); + } + switch (action[0]) { + case 1: + stack.push(symbol); + vstack.push(lexer.yytext); + lstack.push(lexer.yylloc); + stack.push(action[1]); + symbol = null; + if (!preErrorSymbol) { + yyleng = lexer.yyleng; + yytext = lexer.yytext; + yylineno = lexer.yylineno; + yyloc = lexer.yylloc; + if (recovering > 0) { + recovering--; + } + } else { + symbol = preErrorSymbol; + preErrorSymbol = null; + } + break; + case 2: + len = this.productions_[action[1]][1]; + yyval.$ = vstack[vstack.length - len]; + yyval._$ = { + first_line: lstack[lstack.length - (len || 1)].first_line, + last_line: lstack[lstack.length - 1].last_line, + first_column: lstack[lstack.length - (len || 1)].first_column, + last_column: lstack[lstack.length - 1].last_column + }; + if (ranges) { + yyval._$.range = [ + lstack[lstack.length - (len || 1)].range[0], + lstack[lstack.length - 1].range[1] + ]; + } + r = this.performAction.apply(yyval, [ + yytext, + yyleng, + yylineno, + sharedState.yy, + action[1], + vstack, + lstack + ].concat(args)); + if (typeof r !== 'undefined') { + return r; + } + if (len) { + stack = stack.slice(0, -1 * len * 2); + vstack = vstack.slice(0, -1 * len); + lstack = lstack.slice(0, -1 * len); + } + stack.push(this.productions_[action[1]][0]); + vstack.push(yyval.$); + lstack.push(yyval._$); + newState = table[stack[stack.length - 2]][stack[stack.length - 1]]; + stack.push(newState); + break; + case 3: + return true; + } + } + return true; +}}; + + +/* ========== Additional JavaScript Code ========== */ + +// Parser configuration +parser.yy = { + // Helper functions can be added here + parseError: function(str, hash) { + throw new Error('Parse error: ' + str); + } +}; +/* generated by jison-lex 0.3.4 */ +var lexer = (function(){ +var lexer = ({ + +EOF:1, + +parseError:function parseError(str, hash) { + if (this.yy.parser) { + this.yy.parser.parseError(str, hash); + } else { + throw new Error(str); + } + }, + +// resets the lexer, sets new input +setInput:function (input, yy) { + this.yy = yy || this.yy || {}; + this._input = input; + this._more = this._backtrack = this.done = false; + this.yylineno = this.yyleng = 0; + this.yytext = this.matched = this.match = ''; + this.conditionStack = ['INITIAL']; + this.yylloc = { + first_line: 1, + first_column: 0, + last_line: 1, + last_column: 0 + }; + if (this.options.ranges) { + this.yylloc.range = [0,0]; + } + this.offset = 0; + return this; + }, + +// consumes and returns one char from the input +input:function () { + var ch = this._input[0]; + this.yytext += ch; + this.yyleng++; + this.offset++; + this.match += ch; + this.matched += ch; + var lines = ch.match(/(?:\r\n?|\n).*/g); + if (lines) { + this.yylineno++; + this.yylloc.last_line++; + } else { + this.yylloc.last_column++; + } + if (this.options.ranges) { + this.yylloc.range[1]++; + } + + this._input = this._input.slice(1); + return ch; + }, + +// unshifts one char (or a string) into the input +unput:function (ch) { + var len = ch.length; + var lines = ch.split(/(?:\r\n?|\n)/g); + + this._input = ch + this._input; + this.yytext = this.yytext.substr(0, this.yytext.length - len); + //this.yyleng -= len; + this.offset -= len; + var oldLines = this.match.split(/(?:\r\n?|\n)/g); + this.match = this.match.substr(0, this.match.length - 1); + this.matched = this.matched.substr(0, this.matched.length - 1); + + if (lines.length - 1) { + this.yylineno -= lines.length - 1; + } + var r = this.yylloc.range; + + this.yylloc = { + first_line: this.yylloc.first_line, + last_line: this.yylineno + 1, + first_column: this.yylloc.first_column, + last_column: lines ? + (lines.length === oldLines.length ? this.yylloc.first_column : 0) + + oldLines[oldLines.length - lines.length].length - lines[0].length : + this.yylloc.first_column - len + }; + + if (this.options.ranges) { + this.yylloc.range = [r[0], r[0] + this.yyleng - len]; + } + this.yyleng = this.yytext.length; + return this; + }, + +// When called from action, caches matched text and appends it on next action +more:function () { + this._more = true; + return this; + }, + +// When called from action, signals the lexer that this rule fails to match the input, so the next matching rule (regex) should be tested instead. +reject:function () { + if (this.options.backtrack_lexer) { + this._backtrack = true; + } else { + return this.parseError('Lexical error on line ' + (this.yylineno + 1) + '. You can only invoke reject() in the lexer when the lexer is of the backtracking persuasion (options.backtrack_lexer = true).\n' + this.showPosition(), { + text: "", + token: null, + line: this.yylineno + }); + + } + return this; + }, + +// retain first n characters of the match +less:function (n) { + this.unput(this.match.slice(n)); + }, + +// displays already matched input, i.e. for error messages +pastInput:function () { + var past = this.matched.substr(0, this.matched.length - this.match.length); + return (past.length > 20 ? '...':'') + past.substr(-20).replace(/\n/g, ""); + }, + +// displays upcoming input, i.e. for error messages +upcomingInput:function () { + var next = this.match; + if (next.length < 20) { + next += this._input.substr(0, 20-next.length); + } + return (next.substr(0,20) + (next.length > 20 ? '...' : '')).replace(/\n/g, ""); + }, + +// displays the character position where the lexing error occurred, i.e. for error messages +showPosition:function () { + var pre = this.pastInput(); + var c = new Array(pre.length + 1).join("-"); + return pre + this.upcomingInput() + "\n" + c + "^"; + }, + +// test the lexed token: return FALSE when not a match, otherwise return token +test_match:function(match, indexed_rule) { + var token, + lines, + backup; + + if (this.options.backtrack_lexer) { + // save context + backup = { + yylineno: this.yylineno, + yylloc: { + first_line: this.yylloc.first_line, + last_line: this.last_line, + first_column: this.yylloc.first_column, + last_column: this.yylloc.last_column + }, + yytext: this.yytext, + match: this.match, + matches: this.matches, + matched: this.matched, + yyleng: this.yyleng, + offset: this.offset, + _more: this._more, + _input: this._input, + yy: this.yy, + conditionStack: this.conditionStack.slice(0), + done: this.done + }; + if (this.options.ranges) { + backup.yylloc.range = this.yylloc.range.slice(0); + } + } + + lines = match[0].match(/(?:\r\n?|\n).*/g); + if (lines) { + this.yylineno += lines.length; + } + this.yylloc = { + first_line: this.yylloc.last_line, + last_line: this.yylineno + 1, + first_column: this.yylloc.last_column, + last_column: lines ? + lines[lines.length - 1].length - lines[lines.length - 1].match(/\r?\n?/)[0].length : + this.yylloc.last_column + match[0].length + }; + this.yytext += match[0]; + this.match += match[0]; + this.matches = match; + this.yyleng = this.yytext.length; + if (this.options.ranges) { + this.yylloc.range = [this.offset, this.offset += this.yyleng]; + } + this._more = false; + this._backtrack = false; + this._input = this._input.slice(match[0].length); + this.matched += match[0]; + token = this.performAction.call(this, this.yy, this, indexed_rule, this.conditionStack[this.conditionStack.length - 1]); + if (this.done && this._input) { + this.done = false; + } + if (token) { + return token; + } else if (this._backtrack) { + // recover context + for (var k in backup) { + this[k] = backup[k]; + } + return false; // rule action called reject() implying the next rule should be tested instead. + } + return false; + }, + +// return next match in input +next:function () { + if (this.done) { + return this.EOF; + } + if (!this._input) { + this.done = true; + } + + var token, + match, + tempMatch, + index; + if (!this._more) { + this.yytext = ''; + this.match = ''; + } + var rules = this._currentRules(); + for (var i = 0; i < rules.length; i++) { + tempMatch = this._input.match(this.rules[rules[i]]); + if (tempMatch && (!match || tempMatch[0].length > match[0].length)) { + match = tempMatch; + index = i; + if (this.options.backtrack_lexer) { + token = this.test_match(tempMatch, rules[i]); + if (token !== false) { + return token; + } else if (this._backtrack) { + match = false; + continue; // rule action called reject() implying a rule MISmatch. + } else { + // else: this is a lexer rule which consumes input without producing a token (e.g. whitespace) + return false; + } + } else if (!this.options.flex) { + break; + } + } + } + if (match) { + token = this.test_match(match, rules[index]); + if (token !== false) { + return token; + } + // else: this is a lexer rule which consumes input without producing a token (e.g. whitespace) + return false; + } + if (this._input === "") { + return this.EOF; + } else { + return this.parseError('Lexical error on line ' + (this.yylineno + 1) + '. Unrecognized text.\n' + this.showPosition(), { + text: "", + token: null, + line: this.yylineno + }); + } + }, + +// return next match that has a token +lex:function lex () { + var r = this.next(); + if (r) { + return r; + } else { + return this.lex(); + } + }, + +// activates a new lexer condition state (pushes the new lexer condition state onto the condition stack) +begin:function begin (condition) { + this.conditionStack.push(condition); + }, + +// pop the previously active lexer condition state off the condition stack +popState:function popState () { + var n = this.conditionStack.length - 1; + if (n > 0) { + return this.conditionStack.pop(); + } else { + return this.conditionStack[0]; + } + }, + +// produce the lexer rule set which is active for the currently active lexer condition state +_currentRules:function _currentRules () { + if (this.conditionStack.length && this.conditionStack[this.conditionStack.length - 1]) { + return this.conditions[this.conditionStack[this.conditionStack.length - 1]].rules; + } else { + return this.conditions["INITIAL"].rules; + } + }, + +// return the currently active lexer condition state; when an index argument is provided it produces the N-th previous condition state, if available +topState:function topState (n) { + n = this.conditionStack.length - 1 - Math.abs(n || 0); + if (n >= 0) { + return this.conditionStack[n]; + } else { + return "INITIAL"; + } + }, + +// alias for begin(condition) +pushState:function pushState (condition) { + this.begin(condition); + }, + +// return the number of states currently on the stack +stateStackSize:function stateStackSize() { + return this.conditionStack.length; + }, +options: {}, +performAction: function anonymous(yy,yy_,$avoiding_name_collisions,YY_START) { +var YYSTATE=YY_START; +switch($avoiding_name_collisions) { +case 0:/* skip whitespace */ +break; +case 1:/* skip newlines */ +break; +case 2:/* skip line comments */ +break; +case 3:/* skip block comments */ +break; +case 4:return 8 +break; +case 5:return 11 +break; +case 6:return 10 +break; +case 7:return 16 +break; +case 8:return 17 +break; +case 9:return 18 +break; +case 10:return 19 +break; +case 11:return 20 +break; +case 12:return 21 +break; +case 13:return 12 +break; +case 14:return 14 +break; +case 15:return 22 +break; +case 16:return 23 +break; +case 17:return 24 +break; +case 18:return 25 +break; +case 19:return 26 +break; +case 20:return 43 +break; +case 21:return 44 +break; +case 22:return 41 /* draw */ +break; +case 23:return 42 /* unknown */ +break; +case 24:return 49 +break; +case 25:return 34 +break; +case 26:return 36 +break; +case 27:return 37 +break; +case 28:return 46 +break; +case 29:return 47 +break; +case 30:return 48 +break; +case 31:return 38 +break; +case 32:return 27 +break; +case 33:return 6 +break; +case 34:return 'INVALID' +break; +} +}, +rules: [/^(?:\s+)/,/^(?:\n)/,/^(?:;[^\n]*)/,/^(?:\{[^}]*\})/,/^(?:\[)/,/^(?:\])/,/^(?:"([^\\\"]|\\.)*")/,/^(?:Event\b)/,/^(?:Site\b)/,/^(?:Date\b)/,/^(?:Round\b)/,/^(?:Black\b)/,/^(?:White\b)/,/^(?:Result\b)/,/^(?:Board\b)/,/^(?:Handicap\b)/,/^(?:Rules\b)/,/^(?:TimeControl\b)/,/^(?:Annotator\b)/,/^(?:Application\b)/,/^(?:B\+)/,/^(?:W\+)/,/^(?:=)/,/^(?:\*)/,/^(?:[1-9][0-9]*)/,/^(?:\.)/,/^(?:pass\b)/,/^(?:resign\b)/,/^(?:points\b)/,/^(?:stones\b)/,/^(?:[x](?=[1-9]))/,/^(?:[a-z0]+)/,/^(?:[A-Z][A-Za-z0-9_]*)/,/^(?:$)/,/^(?:.)/], +conditions: {"INITIAL":{"rules":[0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34],"inclusive":true}} +}); +return lexer; +})(); +parser.lexer = lexer; +function Parser () { + this.yy = {}; +} +Parser.prototype = parser;parser.Parser = Parser; +return new Parser; +})(); + + +if (typeof require !== 'undefined' && typeof exports !== 'undefined') { +exports.parser = tgn; +exports.Parser = tgn.Parser; +exports.parse = function () { return tgn.parse.apply(tgn, arguments); }; +exports.main = function commonjsMain (args) { + if (!args[1]) { + console.log('Usage: '+args[0]+' FILE'); + process.exit(1); + } + var source = require('fs').readFileSync(require('path').normalize(args[1]), "utf8"); + return exports.parser.parse(source); +}; +if (typeof module !== 'undefined' && require.main === module) { + exports.main(process.argv.slice(1)); +} +} \ No newline at end of file diff --git a/trigo-web/inc/tgn/tgnParser.ts b/trigo-web/inc/tgn/tgnParser.ts new file mode 100644 index 0000000000000000000000000000000000000000..c23cb30960bb1b75e6f9e51c6fb46163e163d732 --- /dev/null +++ b/trigo-web/inc/tgn/tgnParser.ts @@ -0,0 +1,166 @@ +/** + * TGN Parser TypeScript Wrapper + * + * Wraps the jison-generated parser with TypeScript types + * + * Based on lotus project architecture: + * - Use jison npm package for grammar compilation at build time + * - Generate parser to .js file in build phase + * - Use synchronous parsing (no async needed) + * - Works in both browser and Node.js environments + */ + +/** + * Parsed move action - represents a single player's action in a round + */ +export interface ParsedMoveAction { + type: 'move' | 'pass' | 'resign'; + position?: string; // ab0yz coordinate notation +} + + +/** + * Parsed move round - contains both black and white moves + */ +export interface ParsedMoveRound { + round: number; + action_black: ParsedMoveAction; + action_white?: ParsedMoveAction; +} + + +/** + * Parsed game result + */ +export interface ParsedGameResult { + Result: string; // "black win" | "white win" | "draw" | "unknown" + Conquer?: { + n: number; + unit: string; // "points" | "stones" + }; +} + + +/** + * Parsed TGN tags (metadata) + */ +export interface ParsedTags { + Event?: string; + Site?: string; + Date?: string; + Round?: string; + Black?: string; + White?: string; + Result?: string; + Board?: number[]; // [x, y, z] or [x, y] + Handicap?: string; + Rules?: string; + TimeControl?: string; + Annotator?: string; + Application?: string; + [key: string]: string | number[] | ParsedGameResult | undefined; +} + + +/** + * Parser output structure + */ +export interface TGNParseResult { + tags: ParsedTags; + moves: ParsedMoveRound[] | null; + success: boolean; +} + + +/** + * Parser error with position information + */ +export class TGNParseError extends Error { + constructor( + message: string, + public line?: number, + public column?: number, + public hash?: any + ) { + super(message); + this.name = 'TGNParseError'; + } +} + + +// Will be set by initialization code or build process +let parserModule: any = null; + + +/** + * Set the parser module (called by initialization code) + * This allows the pre-built parser to be used + */ +export function setParserModule(module: any): void { + parserModule = module; +} + + +/** + * Get the parser module + * Throws error if parser not loaded + */ +function getParser() { + if (!parserModule) { + throw new Error( + 'TGN parser not loaded. Please ensure the parser has been built.\n' + + 'Run: npm run build:parsers' + ); + } + return parserModule; +} + + +/** + * Parse TGN string and return structured data + * Synchronous parsing (no async needed) + * + * @param tgnString - TGN formatted game notation + * @returns Parsed game data with tags and moves + * @throws TGNParseError if parsing fails + */ +export function parseTGN(tgnString: string): TGNParseResult { + const parser = getParser(); + + if (!parser.parse) { + throw new Error('TGN parser parse method not available'); + } + + try { + const result = parser.parse(tgnString); + return result as TGNParseResult; + } catch (error: any) { + // Wrap jison errors with our custom error type + throw new TGNParseError( + error.message || 'Unknown parse error', + error.hash?.line, + error.hash?.loc?.first_column, + error.hash + ); + } +} + + +/** + * Validate TGN string without fully parsing + * Synchronous validation (no async needed) + * + * @param tgnString - TGN formatted game notation + * @returns Object with valid flag and error message if invalid + */ +export function validateTGN(tgnString: string): { valid: boolean; error?: string } { + try { + parseTGN(tgnString); + return { valid: true }; + } catch (error: any) { + return { + valid: false, + error: error.message || 'Unknown validation error' + }; + } +} diff --git a/trigo-web/inc/trigo/ab0yz.ts b/trigo-web/inc/trigo/ab0yz.ts new file mode 100644 index 0000000000000000000000000000000000000000..ebb472915db444a6721663bcc84f68b78d36c2e1 --- /dev/null +++ b/trigo-web/inc/trigo/ab0yz.ts @@ -0,0 +1,120 @@ + +// remove ones at tail +const compactShape = (shape: number[]): number[] => shape[shape.length - 1] === 1 ? compactShape(shape.slice(0, shape.length - 1)) : shape; + + +/** + * Encode a position to TGN coordinate string. + * + * Coordinate system: + * - '0' represents the center position on an axis + * - 'a', 'b', 'c', ... from one edge toward center + * - 'z', 'y', 'x', ... from opposite edge toward center + * + * @param pos - Position array [x, y, z, ...] with 0-based indices + * @param boardShape - Board dimensions [sizeX, sizeY, sizeZ, ...] + * @returns TGN coordinate string (e.g., "000", "aa0", "bzz", "aa", "0") + * + * @example + * encodeAb0yz([2, 2, 2], [5, 5, 5]) // "000" - center of 5x5x5 board + * encodeAb0yz([0, 0, 2], [5, 5, 5]) // "aa0" - corner + * encodeAb0yz([4, 2, 2], [5, 5, 5]) // "z00" + * encodeAb0yz([0, 0, 0], [19, 19, 1]) // "aa" - 2D board (trailing 1 ignored) + */ +const encodeAb0yz = (pos: number[], boardShape: number[]): string => { + const compactedShape = compactShape(boardShape); + const result: string[] = []; + + for (let i = 0; i < compactedShape.length; i++) { + const size = compactedShape[i]; + const center = (size - 1) / 2; + const index = pos[i]; + + if (index === center) { + // Center position + result.push('0'); + } else if (index < center) { + // Left side: a, b, c, ... + result.push(String.fromCharCode(97 + index)); // 'a' = 97 + } else { + // Right side: z, y, x, ... + const offset = size - 1 - index; + result.push(String.fromCharCode(122 - offset)); // 'z' = 122 + } + } + + return result.join(''); +}; + + +/** + * Decode a TGN coordinate string to position array. + * + * @param code - TGN coordinate string (e.g., "000", "aa0", "bzz", "aa", "0") + * @param boardShape - Board dimensions [sizeX, sizeY, sizeZ, ...] + * @returns Position array [x, y, z, ...] with 0-based indices + * + * @example + * decodeAb0yz("000", [5, 5, 5]) // [2, 2, 2] - center + * decodeAb0yz("aa0", [5, 5, 5]) // [0, 0, 2] + * decodeAb0yz("z00", [5, 5, 5]) // [4, 2, 2] + * decodeAb0yz("aa", [19, 19, 1]) // [0, 0, 0] - 2D board + */ +const decodeAb0yz = (code: string, boardShape: number[]): number[] => { + const compactedShape = compactShape(boardShape); + + if (code.length !== compactedShape.length) { + throw new Error(`Invalid TGN coordinate: "${code}" (must be ${compactedShape.length} characters for board shape ${boardShape.join('x')})`); + } + + const result: number[] = []; + + for (let i = 0; i < compactedShape.length; i++) { + const char = code[i]; + const size = compactedShape[i]; + const center = (size - 1) / 2; + + if (char === '0') { + // Center position + console.assert(Number.isInteger(center)); + result.push(center); + } else { + const charCode = char.charCodeAt(0); + + if (charCode >= 97 && charCode <= 122) { // 'a' to 'z' + // Calculate distance from 'a' and 'z' + const distFromA = charCode - 97; + const distFromZ = 122 - charCode; + + // Determine if it's left side (closer to 'a') or right side (closer to 'z') + if (distFromA < distFromZ) { + // Left side: a=0, b=1, c=2, ... + const index = distFromA; + if (index >= center) { + throw new Error(`Invalid TGN coordinate: "${code}" (position ${index} >= center ${center} on axis ${i})`); + } + result.push(index); + } else { + // Right side: z=size-1, y=size-2, x=size-3, ... + const index = size - 1 - distFromZ; + if (index <= center) { + throw new Error(`Invalid TGN coordinate: "${code}" (position ${index} <= center ${center} on axis ${i})`); + } + result.push(index); + } + } else { + throw new Error(`Invalid TGN coordinate: "${code}" (character '${char}' at position ${i} must be '0' or a-z)`); + } + } + } + + // Fill remaining dimensions with 0 if boardShape has trailing 1s + while (result.length < boardShape.length) { + result.push(0); + } + + return result; +}; + + +export { encodeAb0yz, decodeAb0yz }; diff --git a/trigo-web/inc/trigo/game.ts b/trigo-web/inc/trigo/game.ts new file mode 100644 index 0000000000000000000000000000000000000000..f36de21e8b1f49448c2f65f2719915fc4beef2d8 --- /dev/null +++ b/trigo-web/inc/trigo/game.ts @@ -0,0 +1,1137 @@ +/** + * TrigoGame Class - Main Game State Management + * + * Modern reimplementation of prototype's trigo.Game + * Integrates game state, move history, and game logic in a single class + * + * Equivalent to: third_party/klstrigo/Source/static/js/trigo.game.js:75-601 + */ + +import type { Position, Stone, BoardShape } from "./types"; +import { + StoneType, + getEnemyColor, + validateMove, + findCapturedGroups, + executeCaptures, + calculateTerritory, + type TerritoryResult +} from "./gameUtils"; +import { encodeAb0yz, decodeAb0yz } from "./ab0yz"; +import { parseTGN, validateTGN, TGNParseError } from "../tgn/tgnParser"; + + +// Re-export StoneType for convenient access with TrigoGame +export { StoneType } from "./gameUtils"; + + +/** + * Step Types - Different types of moves in the game + * Equivalent to trigo.Game.StepType in prototype + */ +export enum StepType { + DROP = 0, // Place a stone + PASS = 1, // Pass turn + SURRENDER = 2, // Resign/surrender + UNDO = 3 // Undo last move (called "REPENT" in prototype) +} + + +/** + * Game Status enumeration + */ +export type GameStatus = "idle" | "playing" | "paused" | "finished"; + + +/** + * Game Result information + */ +export interface GameResult { + winner: "black" | "white" | "draw"; + reason: "resignation" | "timeout" | "completion" | "double-pass"; + score?: TerritoryResult; +} + + +/** + * Step - Represents a single move in the game + * Equivalent to step objects in prototype's StepHistory + */ +export interface Step { + type: StepType; + position?: Position; // Only for DROP moves + player: Stone; // Which player made this move + capturedPositions?: Position[]; // Stones captured by this move + timestamp: number; // When the move was made +} + + +/** + * Game Callbacks - Event handlers for game state changes + * Equivalent to Callbacks in prototype's trigo.Game constructor + */ +export interface GameCallbacks { + onStepAdvance?: (step: Step, history: Step[]) => void; + onStepBack?: (step: Step, history: Step[]) => void; + onCapture?: (capturedPositions: Position[]) => void; + onWin?: (winner: Stone) => void; + onTerritoryChange?: (territory: TerritoryResult) => void; +} + + +/** + * TrigoGame - Main game class managing state, history, and logic + * + * Equivalent to trigo.Game in prototype (lines 75-395) + * + * Key features: + * - Maintains game board state + * - Tracks complete move history + * - Implements Go rules (capture, Ko, suicide) + * - Supports undo/redo functionality + * - Territory calculation + */ +export class TrigoGame { + // Game configuration + private shape: BoardShape; + private callbacks: GameCallbacks; + + // Game state + private board: Stone[][][]; + private currentPlayer: Stone; + private stepHistory: Step[]; + private currentStepIndex: number; + + // Game status management + private gameStatus: GameStatus; + private gameResult?: GameResult; + private passCount: number; + + // Last captured stones for Ko rule detection + private lastCapturedPositions: Position[] | null = null; + + // Territory cache + private territoryDirty: boolean = true; + private cachedTerritory: TerritoryResult | null = null; + + + /** + * Constructor + * Equivalent to trigo.Game constructor (lines 75-85) + */ + constructor(shape: BoardShape = { x: 5, y: 5, z: 5 }, callbacks: GameCallbacks = {}) { + this.shape = shape; + this.callbacks = callbacks; + this.board = this.createEmptyBoard(); + this.currentPlayer = StoneType.BLACK; + this.stepHistory = []; + this.currentStepIndex = 0; + this.gameStatus = "idle"; + this.gameResult = undefined; + this.passCount = 0; + } + + + /** + * Create an empty board + */ + private createEmptyBoard(): Stone[][][] { + const board: Stone[][][] = []; + for (let x = 0; x < this.shape.x; x++) { + board[x] = []; + for (let y = 0; y < this.shape.y; y++) { + board[x][y] = []; + for (let z = 0; z < this.shape.z; z++) { + board[x][y][z] = StoneType.EMPTY; + } + } + } + return board; + } + + + /** + * Reset the game to initial state + * Equivalent to Game.reset() (lines 153-163) + */ + reset(): void { + this.board = this.createEmptyBoard(); + this.currentPlayer = StoneType.BLACK; + this.stepHistory = []; + this.currentStepIndex = 0; + this.lastCapturedPositions = null; + this.territoryDirty = true; + this.cachedTerritory = null; + this.gameStatus = "idle"; + this.gameResult = undefined; + this.passCount = 0; + } + + + /** + * Get current board state (read-only) + */ + getBoard(): Stone[][][] { + // Return a deep copy to prevent external modification + return this.board.map(plane => plane.map(row => [...row])); + } + + + /** + * Get stone at specific position + * Equivalent to Game.stone() (lines 95-97) + */ + getStone(pos: Position): Stone { + return this.board[pos.x][pos.y][pos.z]; + } + + + /** + * Get current player + */ + getCurrentPlayer(): Stone { + return this.currentPlayer; + } + + + /** + * Get current step number + * Equivalent to Game.currentStep() (lines 99-101) + */ + getCurrentStep(): number { + return this.currentStepIndex; + } + + + /** + * Get move history + * Equivalent to Game.routine() (lines 103-105) + */ + getHistory(): Step[] { + return [...this.stepHistory]; + } + + + /** + * Get last move + * Equivalent to Game.lastStep() (lines 107-110) + */ + getLastStep(): Step | null { + if (this.currentStepIndex > 0) { + return this.stepHistory[this.currentStepIndex - 1]; + } + return null; + } + + + /** + * Get board shape + * Equivalent to Game.shape() (lines 87-89) + */ + getShape(): BoardShape { + return { ...this.shape }; + } + + + /** + * Get game status + */ + getGameStatus(): GameStatus { + return this.gameStatus; + } + + + /** + * Set game status + */ + setGameStatus(status: GameStatus): void { + this.gameStatus = status; + } + + + /** + * Get game result + */ + getGameResult(): GameResult | undefined { + return this.gameResult; + } + + + /** + * Get consecutive pass count + */ + getPassCount(): number { + return this.passCount; + } + + + /** + * Recalculate consecutive pass count based on current history + * Counts consecutive PASS steps from the end of current history + */ + private recalculatePassCount(): void { + this.passCount = 0; + + // Count backwards from current position to find consecutive passes + for (let i = this.currentStepIndex - 1; i >= 0; i--) { + if (this.stepHistory[i].type === StepType.PASS) { + this.passCount++; + } else { + break; // Stop at first non-pass move + } + } + } + + + /** + * Start the game + */ + startGame(): void { + if (this.gameStatus === "idle") { + this.gameStatus = "playing"; + } + } + + + /** + * Check if game is active + */ + isGameActive(): boolean { + return this.gameStatus === "playing"; + } + + + /** + * Check if a move is valid + * Equivalent to Game.isDropable() and Game.isValidStep() (lines 112-151) + */ + isValidMove(pos: Position, player?: Stone): { valid: boolean; reason?: string } { + const playerColor = player || this.currentPlayer; + return validateMove(pos, playerColor, this.board, this.shape, this.lastCapturedPositions); + } + + + /** + * Reset pass count (called when a stone is placed) + */ + private resetPassCount(): void { + this.passCount = 0; + } + + + /** + * Place a stone (drop move) + * Equivalent to Game.drop() and Game.appendStone() (lines 181-273) + * + * @returns true if move was successful, false otherwise + */ + drop(pos: Position): boolean { + // Validate the move + const validation = this.isValidMove(pos); + if (!validation.valid) { + console.warn(`Invalid move at (${pos.x}, ${pos.y}, ${pos.z}): ${validation.reason}`); + return false; + } + + // Find captured groups BEFORE placing the stone + const capturedGroups = findCapturedGroups(pos, this.currentPlayer, this.board, this.shape); + + // Place the stone on the board + this.board[pos.x][pos.y][pos.z] = this.currentPlayer; + + // Execute captures + const capturedPositions = executeCaptures(capturedGroups, this.board); + + // Store captured positions for Ko rule + this.lastCapturedPositions = capturedPositions.length > 0 ? capturedPositions : null; + + // Mark territory as dirty + this.territoryDirty = true; + + // Reset pass count when a stone is placed + this.resetPassCount(); + + // Create step record + const step: Step = { + type: StepType.DROP, + position: pos, + player: this.currentPlayer, + capturedPositions: capturedPositions.length > 0 ? capturedPositions : undefined, + timestamp: Date.now() + }; + + // Advance to next step + this.advanceStep(step); + + // Trigger callbacks + if (capturedPositions.length > 0 && this.callbacks.onCapture) { + this.callbacks.onCapture(capturedPositions); + } + + if (this.territoryDirty && this.callbacks.onTerritoryChange) { + this.callbacks.onTerritoryChange(this.getTerritory()); + } + + return true; + } + + + /** + * Pass turn + * Equivalent to PASS step type in prototype + */ + pass(): boolean { + const step: Step = { + type: StepType.PASS, + player: this.currentPlayer, + timestamp: Date.now() + }; + + this.lastCapturedPositions = null; + + // Increment pass count + this.passCount++; + + // Advance step + this.advanceStep(step); + + // Check for double pass (game end condition) + if (this.passCount >= 2) { + // Calculate territory to determine winner + const territory = this.getTerritory(); + const capturedCounts = this.getCapturedCounts(); + const blackTotal = territory.black + capturedCounts.white; // black's territory + white stones captured + const whiteTotal = territory.white + capturedCounts.black; // white's territory + black stones captured + + let winner: "black" | "white" | "draw"; + if (blackTotal > whiteTotal) { + winner = "black"; + } else if (whiteTotal > blackTotal) { + winner = "white"; + } else { + winner = "draw"; + } + + this.gameResult = { + winner, + reason: "double-pass", + score: territory + }; + + this.gameStatus = "finished"; + + // Trigger win callback + if (this.callbacks.onWin) { + const winnerStone = winner === "black" ? StoneType.BLACK : + winner === "white" ? StoneType.WHITE : StoneType.EMPTY; + this.callbacks.onWin(winnerStone); + } + } + + return true; + } + + + /** + * Surrender/resign + * Equivalent to Game.step() with SURRENDER type (lines 176-178) + */ + surrender(): boolean { + const surrenderingPlayer = this.currentPlayer; // Remember who surrendered + + const step: Step = { + type: StepType.SURRENDER, + player: this.currentPlayer, + timestamp: Date.now() + }; + + this.advanceStep(step); + + // Set game result - opponent of surrendering player wins + const winner = surrenderingPlayer === StoneType.BLACK ? "white" : "black"; + this.gameResult = { + winner, + reason: "resignation" + }; + this.gameStatus = "finished"; + + // Trigger win callback for the opponent + const winnerStone = getEnemyColor(surrenderingPlayer); + if (this.callbacks.onWin) { + this.callbacks.onWin(winnerStone); + } + + return true; + } + + + /** + * Undo last move + * Equivalent to Game.repent() (lines 197-230) + * + * @returns true if undo was successful, false if no moves to undo + */ + undo(): boolean { + if (this.currentStepIndex === 0 || this.stepHistory.length === 0) { + return false; + } + + const lastStep = this.stepHistory[this.currentStepIndex - 1]; + + // Revert the move + if (lastStep.type === StepType.DROP && lastStep.position) { + // Remove the placed stone + this.board[lastStep.position.x][lastStep.position.y][lastStep.position.z] = StoneType.EMPTY; + + // Restore captured stones + if (lastStep.capturedPositions) { + const enemyColor = getEnemyColor(lastStep.player); + for (const pos of lastStep.capturedPositions) { + this.board[pos.x][pos.y][pos.z] = enemyColor; + } + } + } + + // Move back in history + this.currentStepIndex--; + this.currentPlayer = lastStep.player; // Restore player who made that move + + // Recalculate pass count based on new history position + this.recalculatePassCount(); + + // Update last captured positions for Ko rule + // Need to check the step before this one + if (this.currentStepIndex > 0) { + const previousStep = this.stepHistory[this.currentStepIndex - 1]; + this.lastCapturedPositions = previousStep.capturedPositions || null; + } else { + this.lastCapturedPositions = null; + } + + // Mark territory as dirty + this.territoryDirty = true; + + // Trigger callback + if (this.callbacks.onStepBack) { + this.callbacks.onStepBack(lastStep, this.stepHistory.slice(0, this.currentStepIndex)); + } + + return true; + } + + + /** + * Redo next move (after undo) + * + * @returns true if redo was successful, false if no moves to redo + */ + redo(): boolean { + // Check if we can redo (not at the end of history) + if (this.currentStepIndex >= this.stepHistory.length) { + return false; + } + + const nextStep = this.stepHistory[this.currentStepIndex]; + + // Re-apply the move + if (nextStep.type === StepType.DROP && nextStep.position) { + // Place the stone + this.board[nextStep.position.x][nextStep.position.y][nextStep.position.z] = nextStep.player; + + // Re-execute captures if there were any + if (nextStep.capturedPositions) { + for (const pos of nextStep.capturedPositions) { + this.board[pos.x][pos.y][pos.z] = StoneType.EMPTY; + } + } + + // Update last captured positions + this.lastCapturedPositions = nextStep.capturedPositions || null; + } else if (nextStep.type === StepType.PASS) { + this.lastCapturedPositions = null; + } + + // Move forward in history + this.currentStepIndex++; + this.currentPlayer = getEnemyColor(nextStep.player); // Switch to next player + + // Mark territory as dirty + this.territoryDirty = true; + + // Trigger callback + if (this.callbacks.onStepAdvance) { + this.callbacks.onStepAdvance(nextStep, this.stepHistory.slice(0, this.currentStepIndex)); + } + + return true; + } + + + /** + * Check if redo is available + */ + canRedo(): boolean { + return this.currentStepIndex < this.stepHistory.length; + } + + + /** + * Jump to specific step in history + * Rebuilds board state after applying the first 'index' moves + * + * @param index Number of moves to apply from history (0 for initial state, 1 for after first move, etc.) + * @returns true if jump was successful + */ + jumpToStep(index: number): boolean { + // Validate index: allow 0 (initial state) up to stepHistory.length (all moves applied) + if (index < 0 || index > this.stepHistory.length) { + return false; + } + + // If already at target index, return false (no change made) + if (index === this.currentStepIndex) { + return false; + } + + // Rebuild board from scratch + this.board = this.createEmptyBoard(); + this.lastCapturedPositions = null; + + // Replay all moves up to (but not including) target index + // After this loop, we'll have applied 'index' number of moves + for (let i = 0; i < index; i++) { + const step = this.stepHistory[i]; + + if (step.type === StepType.DROP && step.position) { + const pos = step.position; + + // Place the stone + this.board[pos.x][pos.y][pos.z] = step.player; + + // Re-execute captures + if (step.capturedPositions) { + for (const capturedPos of step.capturedPositions) { + this.board[capturedPos.x][capturedPos.y][capturedPos.z] = StoneType.EMPTY; + } + } + } + } + + // Set last captured positions from the last applied move (if any) + if (index > 0) { + const lastAppliedStep = this.stepHistory[index - 1]; + if (lastAppliedStep.type === StepType.DROP) { + this.lastCapturedPositions = lastAppliedStep.capturedPositions || null; + } else if (lastAppliedStep.type === StepType.PASS) { + this.lastCapturedPositions = null; + } + } else { + this.lastCapturedPositions = null; + } + + // Update current index + const oldStepIndex = this.currentStepIndex; + this.currentStepIndex = index; + + // Set current player based on number of moves played + // currentStepIndex represents the number of moves applied + const movesPlayed = index; + this.currentPlayer = movesPlayed % 2 === 0 ? StoneType.BLACK : StoneType.WHITE; + + // Recalculate pass count based on new history position + this.recalculatePassCount(); + + // Mark territory as dirty + this.territoryDirty = true; + + // Trigger callback based on direction + if (index < oldStepIndex && this.callbacks.onStepBack) { + const currentStep = this.stepHistory[index]; + this.callbacks.onStepBack(currentStep, this.stepHistory.slice(0, index + 1)); + } else if (index > oldStepIndex && this.callbacks.onStepAdvance) { + const currentStep = this.stepHistory[index]; + this.callbacks.onStepAdvance(currentStep, this.stepHistory.slice(0, index + 1)); + } + + return true; + } + + + /** + * Advance to next step + * Equivalent to Game.stepAdvance() (lines 279-287) + */ + private advanceStep(step: Step): void { + // If we're not at the end of history, truncate future steps + if (this.currentStepIndex < this.stepHistory.length) { + this.stepHistory = this.stepHistory.slice(0, this.currentStepIndex); + } + + // Add the new step + this.stepHistory.push(step); + this.currentStepIndex++; + + // Switch player + this.currentPlayer = getEnemyColor(this.currentPlayer); + + // Trigger callback + if (this.callbacks.onStepAdvance) { + this.callbacks.onStepAdvance(step, this.stepHistory); + } + } + + + /** + * Get territory calculation + * Equivalent to Game.blackDomain() and Game.whiteDomain() (lines 232-244) + * + * Returns cached result if territory hasn't changed + */ + getTerritory(): TerritoryResult { + if (this.territoryDirty || !this.cachedTerritory) { + this.cachedTerritory = calculateTerritory(this.board, this.shape); + this.territoryDirty = false; + } + return this.cachedTerritory; + } + + + /** + * Get captured stone counts up to current position in history + * Only counts captures that have been played (up to currentStepIndex) + */ + getCapturedCounts(): { black: number; white: number } { + const counts = { black: 0, white: 0 }; + + // Only count captures up to current step index + for (let i = 0; i < this.currentStepIndex; i++) { + const step = this.stepHistory[i]; + if (step.capturedPositions && step.capturedPositions.length > 0) { + // Captured stones belong to the enemy of the player who made the move + const enemyColor = getEnemyColor(step.player); + if (enemyColor === StoneType.BLACK) { + counts.black += step.capturedPositions.length; + } else if (enemyColor === StoneType.WHITE) { + counts.white += step.capturedPositions.length; + } + } + } + + return counts; + } + + + /** + * Serialize game state to JSON + * Equivalent to Game.serialize() (lines 250-252) + */ + toJSON(): object { + return { + shape: this.shape, + currentPlayer: this.currentPlayer, + currentStepIndex: this.currentStepIndex, + history: this.stepHistory, + board: this.board, + gameStatus: this.gameStatus, + gameResult: this.gameResult, + passCount: this.passCount + }; + } + + + /** + * Load game state from JSON + */ + fromJSON(data: any): boolean { + try { + // Validate required fields + if (!data || typeof data !== "object") { + return false; + } + + if (!data.shape || !data.board || !Array.isArray(data.history)) { + return false; + } + + this.shape = data.shape; + this.currentPlayer = data.currentPlayer; + this.currentStepIndex = data.currentStepIndex; + this.stepHistory = data.history || []; + this.board = data.board; + this.gameStatus = data.gameStatus || "idle"; + this.gameResult = data.gameResult; + this.passCount = data.passCount || 0; + + // Recalculate last captured positions + if (this.currentStepIndex > 0) { + const lastStep = this.stepHistory[this.currentStepIndex - 1]; + this.lastCapturedPositions = lastStep.capturedPositions || null; + } else { + this.lastCapturedPositions = null; + } + + this.territoryDirty = true; + this.cachedTerritory = null; + + return true; + } catch (error) { + console.error("Failed to load game state:", error); + return false; + } + } + + + /** + * Get game statistics + */ + getStats(): { + totalMoves: number; + blackMoves: number; + whiteMoves: number; + capturedByBlack: number; + capturedByWhite: number; + territory: TerritoryResult; + } { + const captured = this.getCapturedCounts(); + const territory = this.getTerritory(); + + let blackMoves = 0; + let whiteMoves = 0; + + for (const step of this.stepHistory.slice(0, this.currentStepIndex)) { + if (step.type === StepType.DROP) { + if (step.player === StoneType.BLACK) { + blackMoves++; + } else if (step.player === StoneType.WHITE) { + whiteMoves++; + } + } + } + + return { + totalMoves: this.currentStepIndex, + blackMoves, + whiteMoves, + capturedByBlack: captured.white, // Black captures white stones + capturedByWhite: captured.black, // White captures black stones + territory + }; + } + + + /** + * Save game state to sessionStorage + * + * @param key Storage key (default: "trigoGameState") + * @returns true if save was successful + */ + saveToSessionStorage(key: string = "trigoGameState"): boolean { + // Check if sessionStorage is available (browser environment) + if (typeof globalThis !== "undefined" && (globalThis as any).sessionStorage) { + try { + const gameState = this.toJSON(); + (globalThis as any).sessionStorage.setItem(key, JSON.stringify(gameState)); + return true; + } catch (error) { + console.error("Failed to save game state to sessionStorage:", error); + return false; + } + } + + console.warn("sessionStorage is not available"); + return false; + } + + + /** + * Load game state from sessionStorage + * + * @param key Storage key (default: "trigoGameState") + * @returns true if load was successful + */ + loadFromSessionStorage(key: string = "trigoGameState"): boolean { + // Check if sessionStorage is available (browser environment) + if (typeof globalThis !== "undefined" && (globalThis as any).sessionStorage) { + try { + const savedState = (globalThis as any).sessionStorage.getItem(key); + if (!savedState) { + console.log("No saved game state found"); + return false; + } + + const data = JSON.parse(savedState); + return this.fromJSON(data); + } catch (error) { + console.error("Failed to load game state from sessionStorage:", error); + return false; + } + } + + console.warn("sessionStorage is not available"); + return false; + } + + + /** + * Clear saved game state from sessionStorage + * + * @param key Storage key (default: "trigoGameState") + */ + clearSessionStorage(key: string = "trigoGameState"): void { + // Check if sessionStorage is available (browser environment) + if (typeof globalThis !== "undefined" && (globalThis as any).sessionStorage) { + try { + (globalThis as any).sessionStorage.removeItem(key); + } catch (error) { + console.error("Failed to clear sessionStorage:", error); + } + } else { + console.warn("sessionStorage is not available"); + } + } + + + /** + * Export game to TGN (Trigo Game Notation) format + * + * TGN format is similar to PGN (Portable Game Notation) for chess. + * It includes metadata tags and move sequence using ab0yz coordinate notation. + * + * @param metadata Optional metadata for the game (Event, Site, Date, Players, etc.) + * @returns TGN-formatted string + * + * @example + * const tgn = game.toTGN({ + * event: "World Championship", + * site: "Tokyo", + * date: "2025.10.31", + * black: "Alice", + * white: "Bob" + * }); + */ + toTGN(metadata?: { + event?: string; + site?: string; + date?: string; + round?: string; + black?: string; + white?: string; + rules?: string; + timeControl?: string; + application?: string; + [key: string]: string | undefined; + }): string { + const lines: string[] = []; + + // Add metadata tags + if (metadata) { + if (metadata.event) lines.push(`[Event "${metadata.event}"]`); + if (metadata.site) lines.push(`[Site "${metadata.site}"]`); + if (metadata.date) lines.push(`[Date "${metadata.date}"]`); + if (metadata.round) lines.push(`[Round "${metadata.round}"]`); + if (metadata.black) lines.push(`[Black "${metadata.black}"]`); + if (metadata.white) lines.push(`[White "${metadata.white}"]`); + } + + // Add result if game is finished + if (this.gameStatus === "finished" && this.gameResult) { + let resultStr = ""; + if (this.gameResult.winner === "black") { + resultStr = "B+"; + } else if (this.gameResult.winner === "white") { + resultStr = "W+"; + } else { + resultStr = "="; + } + + // Add score information if available + if (this.gameResult.score) { + const { black, white } = this.gameResult.score; + const diff = Math.abs(black - white); + resultStr += `${diff}points`; + } else if (this.gameResult.reason === "resignation") { + resultStr += "resign"; + } + + lines.push(`[Result "${resultStr}"]`); + } + + // Add board size (without quotes - parser expects unquoted board shape) + const boardStr = this.shape.z === 1 + ? `${this.shape.x}x${this.shape.y}` // 2D board + : `${this.shape.x}x${this.shape.y}x${this.shape.z}`; // 3D board + lines.push(`[Board ${boardStr}]`); + + // Add optional metadata + if (metadata) { + if (metadata.rules) lines.push(`[Rules "${metadata.rules}"]`); + if (metadata.timeControl) lines.push(`[TimeControl "${metadata.timeControl}"]`); + if (metadata.application) lines.push(`[Application "${metadata.application}"]`); + } + + // Add empty line after metadata + lines.push(""); + + // Generate move sequence + const moves: string[] = []; + let moveNumber = 1; + + for (let i = 0; i < this.stepHistory.length; i++) { + const step = this.stepHistory[i]; + let moveStr = ""; + + // Add move number at the start of each round (black's move) + if (step.player === StoneType.BLACK) { + moveStr = `${moveNumber}. `; + } + + // Format the move + if (step.type === StepType.DROP && step.position) { + // Convert position to TGN coordinate + const pos = [step.position.x, step.position.y, step.position.z]; + const boardShape = [this.shape.x, this.shape.y, this.shape.z]; + const coord = encodeAb0yz(pos, boardShape); + moveStr += coord; + } else if (step.type === StepType.PASS) { + moveStr += "pass"; + } else if (step.type === StepType.SURRENDER) { + moveStr += "resign"; + } + + moves.push(moveStr); + + // Increment move number after white's move + if (step.player === StoneType.WHITE) { + moveNumber++; + } + } + + // Format moves with proper line breaks + // Group moves in pairs (black, white) on the same line + let currentLine = ""; + for (let i = 0; i < moves.length; i++) { + const move = moves[i]; + + if (move.match(/^\d+\./)) { + // Start of a new round (black's move) + if (currentLine) { + lines.push(currentLine); + } + currentLine = move; + } else { + // White's move - add to current line + currentLine += " " + move; + } + } + + // Add the last line if it exists + if (currentLine) { + lines.push(currentLine); + } + + // Add empty line at the end + lines.push(""); + + return lines.join("\n"); + } + + + /** + * Import game from TGN (Trigo Game Notation) format + * + * Static factory method that parses a TGN string and creates a new TrigoGame instance + * with the board configuration and moves from the TGN file. + * + * Synchronous operation - requires parser to be loaded via setParserModule() + * + * @param tgnString TGN-formatted game notation string + * @param callbacks Optional game callbacks + * @returns New TrigoGame instance with the imported game state + * @throws TGNParseError if the TGN string is invalid + * + * @example + * const tgnString = ` + * [Event "World Championship"] + * [Board "5x5x5"] + * [Black "Alice"] + * [White "Bob"] + * + * 1. 000 y00 + * 2. 0y0 pass + * `; + * const game = TrigoGame.fromTGN(tgnString); + */ + static fromTGN(tgnString: string, callbacks?: GameCallbacks): TrigoGame { + // Parse the TGN string (synchronous) + const parsed = parseTGN(tgnString); + + // Extract board shape from tags + let boardShape: BoardShape; + if (parsed.tags.Board && Array.isArray(parsed.tags.Board)) { + const shape = parsed.tags.Board; + // Ensure we have at least 2 dimensions, default to 1 for z if not 3D + boardShape = { + x: shape[0] || 5, + y: shape[1] || 5, + z: shape[2] || 1 + }; + } else { + // Default to 5x5x5 if no board shape specified + boardShape = { x: 5, y: 5, z: 5 }; + } + + // Create new game instance using 'this' constructor + // This allows subclasses to automatically get their own type + const game = new this(boardShape, callbacks); + game.startGame(); + + // Replay all moves from the parsed data + if (parsed.moves && parsed.moves.length > 0) { + for (const round of parsed.moves) { + // Play black's move + if (round.action_black) { + game._applyParsedMove(round.action_black, boardShape); + } + + // Play white's move if it exists + if (round.action_white) { + game._applyParsedMove(round.action_white, boardShape); + } + } + } + + return game; + } + + + /** + * Apply a parsed move action to the game + * Private helper method for fromTGN + * + * @param action Parsed move action from TGN parser + * @param boardShape Board dimensions for coordinate decoding + */ + private _applyParsedMove(action: { type: string; position?: string }, boardShape: BoardShape): void { + if (action.type === 'pass') { + this.pass(); + } else if (action.type === 'resign') { + this.surrender(); + } else if (action.type === 'move' && action.position) { + // Decode ab0yz coordinate to Position + const coords = decodeAb0yz(action.position, [boardShape.x, boardShape.y, boardShape.z]); + const position: Position = { + x: coords[0], + y: coords[1], + z: coords[2] + }; + + // Make the move + this.drop(position); + } + } +} + + +// Re-export parser utilities for convenience +export { validateTGN, TGNParseError } from "../tgn/tgnParser"; + diff --git a/trigo-web/inc/trigo/gameUtils.ts b/trigo-web/inc/trigo/gameUtils.ts new file mode 100644 index 0000000000000000000000000000000000000000..4628d70c5e9da1300335eab8695dbbfc2693ddff --- /dev/null +++ b/trigo-web/inc/trigo/gameUtils.ts @@ -0,0 +1,600 @@ +/** + * Game Logic Service - Core Go Rules Implementation + * + * Implements capture detection, Ko rule, and territory counting + * Ported from prototype trigo.game.js to modern TypeScript + */ + +import type { Position, Stone, BoardShape } from "./types"; + +export const StoneType = { + EMPTY: 0 as Stone, + BLACK: 1 as Stone, + WHITE: 2 as Stone +}; + + +/** + * Get the enemy color of a given stone + * + * Equivalent to trigo.enemyColor() in prototype + */ +export function getEnemyColor(color: Stone): Stone { + if (color === StoneType.BLACK) return StoneType.WHITE; + if (color === StoneType.WHITE) return StoneType.BLACK; + return StoneType.EMPTY; +} + + +/** + * Check if a position is within board bounds + */ +export function isInBounds(pos: Position, shape: BoardShape): boolean { + return ( + pos.x >= 0 && pos.x < shape.x && + pos.y >= 0 && pos.y < shape.y && + pos.z >= 0 && pos.z < shape.z + ); +} + + +/** + * Get all neighboring positions (up to 6 in 3D: ยฑx, ยฑy, ยฑz) + * + * Equivalent to StoneArray.stoneNeighbors() in prototype + */ +export function getNeighbors(pos: Position, shape: BoardShape): Position[] { + const neighbors: Position[] = []; + + // Check all 6 directions in 3D space + const directions = [ + { x: 1, y: 0, z: 0 }, + { x: -1, y: 0, z: 0 }, + { x: 0, y: 1, z: 0 }, + { x: 0, y: -1, z: 0 }, + { x: 0, y: 0, z: 1 }, + { x: 0, y: 0, z: -1 } + ]; + + for (const dir of directions) { + const neighbor: Position = { + x: pos.x + dir.x, + y: pos.y + dir.y, + z: pos.z + dir.z + }; + + if (isInBounds(neighbor, shape)) { + neighbors.push(neighbor); + } + } + + return neighbors; +} + + +/** + * Compare two positions for equality + */ +export function positionsEqual(p1: Position, p2: Position): boolean { + return p1.x === p2.x && p1.y === p2.y && p1.z === p2.z; +} + + +/** + * Coordinate Set - manages a set of positions (stones in a group or liberties) + */ +export class CoordSet { + private positions: Position[] = []; + + has(pos: Position): boolean { + return this.positions.some((p) => positionsEqual(p, pos)); + } + + insert(pos: Position): boolean { + if (!this.has(pos)) { + this.positions.push(pos); + return true; + } + return false; + } + + remove(pos: Position): void { + this.positions = this.positions.filter((p) => !positionsEqual(p, pos)); + } + + size(): number { + return this.positions.length; + } + + empty(): boolean { + return this.positions.length === 0; + } + + forEach(callback: (pos: Position, index: number) => void): void { + this.positions.forEach(callback); + } + + toArray(): Position[] { + return [...this.positions]; + } + + clear(): void { + this.positions = []; + } +} + + +/** + * Patch - represents a connected group of same-colored stones + * + * Note: Called "Patch" in the original prototype (trigo.game.js) + * Equivalent to trigo.Game.Patch which extends trigo.CoordSet + */ +export class Patch { + positions: CoordSet = new CoordSet(); + color: Stone = StoneType.EMPTY; + + constructor(color: Stone = StoneType.EMPTY) { + this.color = color; + } + + addStone(pos: Position): void { + this.positions.insert(pos); + } + + size(): number { + return this.positions.size(); + } + + /** + * Get all liberties (empty adjacent positions) for this group + * + * Equivalent to StoneArray.patchAir() in prototype + * Returns a CoordSet of empty positions adjacent to this patch + */ + getLiberties(board: Stone[][][], shape: BoardShape): CoordSet { + const liberties = new CoordSet(); + + this.positions.forEach((stonePos) => { + const neighbors = getNeighbors(stonePos, shape); + for (const neighbor of neighbors) { + if (board[neighbor.x][neighbor.y][neighbor.z] === StoneType.EMPTY) { + liberties.insert(neighbor); + } + } + }); + + return liberties; + } +} + + +/** + * Find the connected group of stones at a given position + */ +export function findGroup( + pos: Position, + board: Stone[][][], + shape: BoardShape +): Patch { + const color = board[pos.x][pos.y][pos.z]; + const group = new Patch(color); + + if (color === StoneType.EMPTY) { + return group; + } + + // Flood fill to find all connected stones of the same color + const visited = new CoordSet(); + const stack: Position[] = [pos]; + + while (stack.length > 0) { + const current = stack.pop()!; + + if (visited.has(current)) { + continue; + } + + visited.insert(current); + + if (board[current.x][current.y][current.z] === color) { + group.addStone(current); + + const neighbors = getNeighbors(current, shape); + for (const neighbor of neighbors) { + if (!visited.has(neighbor)) { + stack.push(neighbor); + } + } + } + } + + return group; +} + + +/** + * Get all neighboring groups (different from current position's color) + */ +export function getNeighborGroups( + pos: Position, + board: Stone[][][], + shape: BoardShape, + excludeEmpty: boolean = false +): Patch[] { + const neighbors = getNeighbors(pos, shape); + const groups: Patch[] = []; + const processedPositions = new CoordSet(); + + for (const neighbor of neighbors) { + if (processedPositions.has(neighbor)) { + continue; + } + + const stone = board[neighbor.x][neighbor.y][neighbor.z]; + + if (excludeEmpty && stone === StoneType.EMPTY) { + continue; + } + + if (stone !== StoneType.EMPTY) { + const group = findGroup(neighbor, board, shape); + group.positions.forEach((p) => processedPositions.insert(p)); + groups.push(group); + } + } + + return groups; +} + + +/** + * Check if a group would be captured (has no liberties) + */ +export function isGroupCaptured( + group: Patch, + board: Stone[][][], + shape: BoardShape +): boolean { + const liberties = group.getLiberties(board, shape); + return liberties.size() === 0; +} + + +/** + * Find all groups that would be captured by placing a stone at position + * + * Equivalent to Game.killedPatches() in prototype + * + * Note: Prototype checks patchAir <= 1 BEFORE placement. + * We create a temp board with stone placed, then check for 0 liberties AFTER. + * Both approaches produce the same result. + */ +export function findCapturedGroups( + pos: Position, + playerColor: Stone, + board: Stone[][][], + shape: BoardShape +): Patch[] { + const enemyColor = getEnemyColor(playerColor); + const captured: Patch[] = []; + + // Create a temporary board with the new stone placed + const tempBoard = board.map((plane) => plane.map((row) => [...row])); + tempBoard[pos.x][pos.y][pos.z] = playerColor; + + // Check all neighboring enemy groups + const neighborGroups = getNeighborGroups(pos, tempBoard, shape, true); + + for (const group of neighborGroups) { + if (group.color === enemyColor) { + if (isGroupCaptured(group, tempBoard, shape)) { + captured.push(group); + } + } + } + + return captured; +} + + +/** + * Check if placing a stone at position would result in self-capture (suicide) + * + * Equivalent to Game.isDeadStone() in prototype + * + * Exception: Move is allowed if it captures enemy stones first + */ +export function isSuicideMove( + pos: Position, + playerColor: Stone, + board: Stone[][][], + shape: BoardShape +): boolean { + // Create temporary board with the new stone + const tempBoard = board.map((plane) => plane.map((row) => [...row])); + tempBoard[pos.x][pos.y][pos.z] = playerColor; + + // If this move captures enemy stones, it's not suicide + const capturedGroups = findCapturedGroups(pos, playerColor, board, shape); + if (capturedGroups.length > 0) { + return false; + } + + // Check if the placed stone's group has any liberties + const placedGroup = findGroup(pos, tempBoard, shape); + const liberties = placedGroup.getLiberties(tempBoard, shape); + + return liberties.size() === 0; +} + + +/** + * Ko Detection - check if move would recreate previous board state + * + * Equivalent to "rob" check in Game.isDropable() (lines 127-132) + * Note: Ko rule is called "rob" (ๆ‰“ๅŠซ dวŽjiรฉ) in the prototype + * + * Ko rule: Cannot immediately recapture a single stone if it would + * return the board to the previous position + */ +export function isKoViolation( + pos: Position, + playerColor: Stone, + board: Stone[][][], + shape: BoardShape, + lastCapturedPositions: Position[] | null +): boolean { + // Ko only applies when: + // 1. We would capture exactly one stone + // 2. The previous move also captured exactly one stone + // 3. We're placing at the position of the previously captured stone + + if (!lastCapturedPositions || lastCapturedPositions.length !== 1) { + return false; + } + + const capturedGroups = findCapturedGroups(pos, playerColor, board, shape); + + // Check if this move would capture exactly one stone + if (capturedGroups.length !== 1 || capturedGroups[0].size() !== 1) { + return false; + } + + // Check if we're placing at the position that was just captured + const previouslyCaptured = lastCapturedPositions[0]; + if (positionsEqual(pos, previouslyCaptured)) { + return true; + } + + return false; +} + + +/** + * Execute captures on the board + * Returns the positions of captured stones + */ +export function executeCaptures( + capturedGroups: Patch[], + board: Stone[][][] +): Position[] { + const capturedPositions: Position[] = []; + + for (const group of capturedGroups) { + group.positions.forEach((pos) => { + board[pos.x][pos.y][pos.z] = StoneType.EMPTY; + capturedPositions.push(pos); + }); + } + + return capturedPositions; +} + + +/** + * Territory Calculation + * + * Determines which empty regions belong to which player + * An empty region belongs to a player if it's completely surrounded + * by that player's stones + */ +export interface TerritoryResult { + black: number; + white: number; + neutral: number; + blackTerritory: Position[]; + whiteTerritory: Position[]; + neutralTerritory: Position[]; +} + + +/** + * Find all connected empty positions starting from a position + */ +function findEmptyRegion( + startPos: Position, + board: Stone[][][], + shape: BoardShape, + visited: CoordSet +): CoordSet { + const region = new CoordSet(); + const stack: Position[] = [startPos]; + + while (stack.length > 0) { + const pos = stack.pop()!; + + if (visited.has(pos)) { + continue; + } + + visited.insert(pos); + + if (board[pos.x][pos.y][pos.z] === StoneType.EMPTY) { + region.insert(pos); + + const neighbors = getNeighbors(pos, shape); + for (const neighbor of neighbors) { + if (!visited.has(neighbor)) { + stack.push(neighbor); + } + } + } + } + + return region; +} + + +/** + * Determine which player owns an empty region + * Returns BLACK, WHITE, or EMPTY (neutral/dame) + * + * Equivalent to PatchList.spaceDomain() in prototype (lines 561-585) + * An empty region belongs to a player if ALL bordering stones are that color + */ +function determineRegionOwner( + region: CoordSet, + board: Stone[][][], + shape: BoardShape +): Stone { + let owner: Stone = StoneType.EMPTY; + let solved = false; // Flag to break out when we find mixed colors + + region.forEach((pos) => { + if (solved) return; // Skip if already determined to be neutral + + const neighbors = getNeighbors(pos, shape); + + for (const neighbor of neighbors) { + if (solved) break; // Skip if already determined to be neutral + + const stone = board[neighbor.x][neighbor.y][neighbor.z]; + + if (stone !== StoneType.EMPTY) { + if (owner === StoneType.EMPTY) { + // First colored stone we've found + owner = stone; + } else if (owner !== stone) { + // Found a different colored stone - region is neutral + owner = StoneType.EMPTY; + solved = true; // Mark as solved so we stop checking + } + } + } + }); + + return owner; +} + + +/** + * Calculate territory for both players + * + * Equivalent to Game.calculateDomainSize() in prototype (lines 305-343) + * Uses PatchList.spaceDomain() logic to determine region ownership + * + * Algorithm: + * 1. First pass: Add all stones to their player's territory, collect empty regions + * 2. Second pass: Determine ownership of each empty region + */ +export function calculateTerritory( + board: Stone[][][], + shape: BoardShape +): TerritoryResult { + const result: TerritoryResult = { + black: 0, + white: 0, + neutral: 0, + blackTerritory: [], + whiteTerritory: [], + neutralTerritory: [] + }; + + const visited = new CoordSet(); + const emptyRegions: CoordSet[] = []; + + // FIRST PASS: Count all stones and find all empty regions + for (let x = 0; x < shape.x; x++) { + for (let y = 0; y < shape.y; y++) { + for (let z = 0; z < shape.z; z++) { + const pos: Position = { x, y, z }; + const stone = board[x][y][z]; + + if (stone === StoneType.BLACK) { + result.black++; + result.blackTerritory.push(pos); + } else if (stone === StoneType.WHITE) { + result.white++; + result.whiteTerritory.push(pos); + } else if (!visited.has(pos)) { + // Found an empty position - explore the region and save it + const region = findEmptyRegion(pos, board, shape, visited); + emptyRegions.push(region); + } + } + } + } + + // SECOND PASS: Determine ownership of each empty region + for (const region of emptyRegions) { + const owner = determineRegionOwner(region, board, shape); + const regionArray = region.toArray(); + + if (owner === StoneType.BLACK) { + result.black += region.size(); + result.blackTerritory.push(...regionArray); + } else if (owner === StoneType.WHITE) { + result.white += region.size(); + result.whiteTerritory.push(...regionArray); + } else { + result.neutral += region.size(); + result.neutralTerritory.push(...regionArray); + } + } + + return result; +} + + +/** + * Validate if a move is legal + * + * Equivalent to Game.isDropable() in prototype + * Checks: bounds, occupation, Ko rule ("rob"), suicide rule + */ +export interface MoveValidation { + valid: boolean; + reason?: string; +} + + +export function validateMove( + pos: Position, + playerColor: Stone, + board: Stone[][][], + shape: BoardShape, + lastCapturedPositions: Position[] | null = null +): MoveValidation { + // Check bounds + if (!isInBounds(pos, shape)) { + return { valid: false, reason: "Position out of bounds" }; + } + + // Check if position is empty + if (board[pos.x][pos.y][pos.z] !== StoneType.EMPTY) { + return { valid: false, reason: "Position already occupied" }; + } + + // Check for Ko violation + if (isKoViolation(pos, playerColor, board, shape, lastCapturedPositions)) { + return { valid: false, reason: "Ko rule violation" }; + } + + // Check for suicide (self-capture) + if (isSuicideMove(pos, playerColor, board, shape)) { + return { valid: false, reason: "suicide move not allowed" }; + } + + return { valid: true }; +} diff --git a/trigo-web/inc/trigo/index.ts b/trigo-web/inc/trigo/index.ts new file mode 100644 index 0000000000000000000000000000000000000000..8bb8bca7f59af82c85554c09db4322361714017f --- /dev/null +++ b/trigo-web/inc/trigo/index.ts @@ -0,0 +1,5 @@ + +export * from "./types"; +export * from "./gameUtils"; +export * from "./game"; +export * from "./typeAdapters"; diff --git a/trigo-web/inc/trigo/parserInit.ts b/trigo-web/inc/trigo/parserInit.ts new file mode 100644 index 0000000000000000000000000000000000000000..7f6324f316ed7c661443c51cf47c1afb9fcd3075 --- /dev/null +++ b/trigo-web/inc/trigo/parserInit.ts @@ -0,0 +1,135 @@ +/** + * Parser Initialization Module + * + * Loads pre-built parsers from public/lib and injects them into parser wrappers + * This allows the same synchronous API to work in both browser and Node.js + * + * Usage in Node.js tests: + * ``` + * import { initializeParsers } from "@inc/trigo/parserInit" + * await initializeParsers() + * ``` + * + * Usage in Vue app: + * Add to main.ts before using any game functionality + */ + +import { setParserModule } from "../tgn/tgnParser"; + + +/** + * Check if we're in a browser environment + */ +function isBrowser(): boolean { + return typeof window !== "undefined" && typeof document !== "undefined"; +} + + +/** + * Check if we're in a Node.js environment + */ +function isNode(): boolean { + return typeof process !== "undefined" && !!(process as any).versions && !!(process as any).versions.node; +} + + +/** + * Initialize all parsers for use in the application + * Should be called once at application startup + * + * In browser: Dynamically imports from /lib/ + * In Node.js: Loads from project's public/lib directory + */ +export async function initializeParsers(): Promise { + try { + if (isBrowser()) { + await initializeParsersForBrowser(); + } else if (isNode()) { + await initializeParsersForNode(); + } else { + throw new Error("Unable to determine runtime environment"); + } + } catch (error) { + console.error("โŒ Failed to initialize parsers:", error); + throw error; + } +} + + +/** + * Initialize parsers for browser environment + * Loads parsers from /lib/ which is served by Vite in dev and included in build + */ +async function initializeParsersForBrowser(): Promise { + try { + // In browser, fetch the parser from the public directory + // Vite serves /public as / so /lib/tgnParser.cjs maps to public/lib/tgnParser.cjs + const libPath = "/" + "lib/tgnParser.cjs"; + + const response = await fetch(libPath); + if (!response.ok) { + throw new Error(`Failed to fetch parser: ${response.status} ${response.statusText}`); + } + + const code = await response.text(); + + // Create a CommonJS module environment + // The jison parser checks: if (typeof require !== 'undefined' && typeof exports !== 'undefined') + // So we need to make these available as variables in the eval scope + const module: any = { exports: {} }; + // eslint-disable-next-line @typescript-eslint/no-unused-vars + const exports = module.exports; + + // We need 'require' to be defined (but can be a dummy) + // eslint-disable-next-line @typescript-eslint/no-unused-vars + const require = function() { throw new Error("require not available in browser"); }; + + // Eval in a scope where module, exports, and require are defined + // eslint-disable-next-line no-eval + eval(code); + + // The jison parser exports: exports.parser = tgnParser + // So module.exports.parser is the actual parser instance + const parser = module.exports.parser; + + if (!parser || typeof parser.parse !== 'function') { + throw new Error("Parser loaded but parse method not available"); + } + + setParserModule(parser); + } catch (error) { + console.error("โœ— Failed to load TGN parser:", error); + throw error; + } +} + + +/** + * Initialize parsers for Node.js environment + * Loads parsers from project's public/lib directory + */ +async function initializeParsersForNode(): Promise { + try { + // Import Node.js modules dynamically + const pathModule = await import("path"); + const urlModule = await import("url"); + + const path = pathModule.default; + const { fileURLToPath, pathToFileURL } = urlModule; + + // Get project root directory + const __dirname = path.dirname(fileURLToPath(import.meta.url)); + const projectRoot = path.resolve(__dirname, "../.."); + const libPath = path.resolve(projectRoot, "public/lib"); + + // Load TGN parser + const tgnParserPath = path.resolve(libPath, "tgnParser.cjs"); + const tgnParserModule = await import(/* @vite-ignore */ pathToFileURL(tgnParserPath).href); + const tgnParser = (tgnParserModule as any).parser; + + setParserModule(tgnParser); + } catch (error) { + console.error("โœ— Failed to load TGN parser:", error); + throw error; + } +} diff --git a/trigo-web/inc/trigo/typeAdapters.ts b/trigo-web/inc/trigo/typeAdapters.ts new file mode 100644 index 0000000000000000000000000000000000000000..3eb4ac46b7d97d909a9d5620c22b112cb8a72b06 --- /dev/null +++ b/trigo-web/inc/trigo/typeAdapters.ts @@ -0,0 +1,110 @@ +/** + * Type Adapters - Convert between frontend string types and TrigoGame number types + * + * Frontend gameStore uses string types like "black"|"white" for better readability + * TrigoGame uses number enum (StoneType) for better performance and compatibility with legacy code + * + * This module provides conversion functions between these two systems + */ + +import type { Stone, Position, Player, Move } from "./types"; +import { StoneType } from "./game"; +import type { Step } from "./game"; + + +/** + * Convert Player string to Stone number + * + * @param player "black" | "white" + * @returns StoneType.BLACK | StoneType.WHITE + */ +export function playerToStone(player: Player): Stone { + return player === "black" ? StoneType.BLACK : StoneType.WHITE; +} + + +/** + * Convert Stone number to Player string + * + * @param stone StoneType enum value + * @returns "black" | "white" + */ +export function stoneToPlayer(stone: Stone): Player { + if (stone === StoneType.BLACK) { + return "black"; + } else if (stone === StoneType.WHITE) { + return "white"; + } + // Default to black if EMPTY or invalid + return "black"; +} + + +/** + * Convert Step (TrigoGame format) to Move (frontend format) + * + * @param step Step from TrigoGame history + * @returns Move for frontend gameStore + */ +export function stepToMove(step: Step): Move { + const move: Move = { + player: stoneToPlayer(step.player), + timestamp: new Date(step.timestamp) + }; + + // If it's a DROP move, include position + if (step.position) { + move.x = step.position.x; + move.y = step.position.y; + move.z = step.position.z; + } + + // If it's a PASS move, set flag + if (step.type === 1) { // StepType.PASS + move.isPass = true; + } + + return move; +} + + +/** + * Convert array of Steps to array of Moves + * + * @param steps Array of Steps from TrigoGame + * @returns Array of Moves for frontend + */ +export function stepsToMoves(steps: Step[]): Move[] { + return steps.map(stepToMove); +} + + +/** + * Convert board (Stone[][][]) to frontend format (number[][][]) + * + * Frontend may prefer explicit number format + * 0 = Empty, 1 = Black, 2 = White + * + * @param board TrigoGame board + * @returns Frontend board format + */ +export function boardToNumbers(board: Stone[][][]): number[][][] { + return board.map(plane => + plane.map(row => + row.map(cell => cell as number) + ) + ); +} + + +/** + * Helper: Create Position object from coordinates + * + * @param x X coordinate + * @param y Y coordinate + * @param z Z coordinate + * @returns Position object + */ +export function makePosition(x: number, y: number, z: number): Position { + return { x, y, z }; +} diff --git a/trigo-web/inc/trigo/types.ts b/trigo-web/inc/trigo/types.ts new file mode 100644 index 0000000000000000000000000000000000000000..b70017125a76b2d6abd658467f8ac549293dcd9e --- /dev/null +++ b/trigo-web/inc/trigo/types.ts @@ -0,0 +1,48 @@ +export interface Position { + x: number; + y: number; + z: number; +} + +export interface Move { + x?: number; + y?: number; + z?: number; + player: "black" | "white"; + timestamp?: Date; + isPass?: boolean; +} + +export interface BoardShape { + x: number; + y: number; + z: number; +} + +export interface GameConfig { + boardShape: BoardShape; + timeLimit?: number; + allowUndo: boolean; +} + +export enum Stone { + Empty = 0, + Black = 1, + White = 2 +} + +export type Player = "black" | "white"; + +export interface GameRecord { + id: string; + moves: Move[]; + result?: { + winner: Player | "draw"; + reason: "resignation" | "timeout" | "completion" | "double-pass"; + }; + createdAt: Date; + players: { + black: string; + white: string; + }; +} diff --git a/trigo-web/inc/tsconfig.json b/trigo-web/inc/tsconfig.json new file mode 100644 index 0000000000000000000000000000000000000000..51c6c4591b4105ab61c5399ef5a8b5e6c70cdba4 --- /dev/null +++ b/trigo-web/inc/tsconfig.json @@ -0,0 +1,16 @@ +{ + "compilerOptions": { + "target": "ES2020", + "module": "ESNext", + "lib": ["ES2020", "DOM"], + "strict": true, + "esModuleInterop": true, + "skipLibCheck": true, + "forceConsistentCasingInFileNames": true, + "moduleResolution": "node", + "resolveJsonModule": true, + "noEmit": true + }, + "include": ["**/*.ts", "**/*.d.ts"], + "exclude": ["node_modules", "dist"] +} \ No newline at end of file diff --git a/trigo-web/package-lock.json b/trigo-web/package-lock.json new file mode 100644 index 0000000000000000000000000000000000000000..5834b883b793da155e6cc0f94fcad5f9d4038e55 --- /dev/null +++ b/trigo-web/package-lock.json @@ -0,0 +1,4833 @@ +{ + "name": "trigo-web", + "version": "1.0.0", + "lockfileVersion": 3, + "requires": true, + "packages": { + "": { + "name": "trigo-web", + "version": "1.0.0", + "license": "MIT", + 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tools/buildJisonParser.ts", + "install:all": "npm install && cd app && npm install && cd ../backend && npm install", + "start:prod": "cd backend && npm start", + "format": "prettier --write \"**/*.{js,ts,vue,json,md,scss,css}\"", + "format:check": "prettier --check \"**/*.{js,ts,vue,json,md,scss,css}\"", + "test": "vitest", + "test:ui": "vitest --ui", + "test:run": "vitest run", + "generate:games": "tsx tools/generateRandomGames.ts" + }, + "keywords": [ + "game", + "go", + "3d", + "vue", + "nodejs", + "websocket" + ], + "author": "", + "license": "MIT", + "devDependencies": { + "@types/node": "^24.10.0", + "@types/yargs": "^17.0.34", + "@vitejs/plugin-vue": "^5.2.4", + "@vitest/ui": "^4.0.6", + "concurrently": "^7.6.0", + "eslint-config-prettier": "^10.1.8", + "eslint-plugin-prettier": "^5.5.4", + "jison": "^0.4.18", + "jsdom": "^27.1.0", + "prettier": "^3.6.2", + "tsx": "^4.20.6", + "typescript": "^5.2.2", + "vite": "^5.4.21", + "vitest": "^4.0.6", + "vue": "^3.3.4", + "yargs": "^18.0.0" + } +} diff --git a/trigo-web/public/lib/tgnParser.cjs b/trigo-web/public/lib/tgnParser.cjs new file mode 100644 index 0000000000000000000000000000000000000000..4ec300ed795b45197bcb7fc4ef1804abc8636634 --- /dev/null +++ b/trigo-web/public/lib/tgnParser.cjs @@ -0,0 +1,791 @@ +/* parser generated by jison 0.4.18 */ +/* + Returns a Parser object of the following structure: + + Parser: { + yy: {} + } + + Parser.prototype: { + yy: {}, + trace: function(), + symbols_: {associative list: name ==> number}, + terminals_: {associative list: number ==> name}, + productions_: [...], + performAction: function anonymous(yytext, yyleng, yylineno, yy, yystate, $$, _$), + table: [...], + defaultActions: {...}, + parseError: function(str, hash), + parse: function(input), + + lexer: { + EOF: 1, + parseError: function(str, hash), + setInput: function(input), + input: function(), + unput: function(str), + more: function(), + less: function(n), + pastInput: function(), + upcomingInput: function(), + showPosition: function(), + test_match: function(regex_match_array, rule_index), + next: function(), + lex: function(), + begin: function(condition), + popState: function(), + _currentRules: function(), + topState: function(), + pushState: function(condition), + + options: { + ranges: boolean (optional: true ==> token location info will include a .range[] member) + flex: boolean (optional: true ==> flex-like lexing behaviour where the rules are tested exhaustively to find the longest match) + backtrack_lexer: boolean (optional: true ==> lexer regexes are tested in order and for each matching regex the action code is invoked; the lexer terminates the scan when a token is returned by the action code) + }, + + performAction: function(yy, yy_, $avoiding_name_collisions, YY_START), + rules: [...], + conditions: {associative list: name ==> set}, + } + } + + + token location info (@$, _$, etc.): { + first_line: n, + last_line: n, + first_column: n, + last_column: n, + range: [start_number, end_number] (where the numbers are indexes into the input string, regular zero-based) + } + + + the parseError function receives a 'hash' object with these members for lexer and parser errors: { + text: (matched text) + token: (the produced terminal token, if any) + line: (yylineno) + } + while parser (grammar) errors will also provide these members, i.e. parser errors deliver a superset of attributes: { + loc: (yylloc) + expected: (string describing the set of expected tokens) + recoverable: (boolean: TRUE when the parser has a error recovery rule available for this particular error) + } +*/ +var tgnParser = (function(){ +var o=function(k,v,o,l){for(o=o||{},l=k.length;l--;o[k[l]]=v);return o},$V0=[1,7],$V1=[2,25],$V2=[6,8,49],$V3=[1,32],$V4=[6,49],$V5=[11,49],$V6=[11,48],$V7=[1,51],$V8=[1,52],$V9=[1,53],$Va=[6,36,37,38,49]; +var parser = {trace: function trace () { }, +yy: {}, +symbols_: {"error":2,"game":3,"tag_section":4,"move_section":5,"EOF":6,"tag_pair":7,"[":8,"tag_name":9,"STRING":10,"]":11,"TAG_RESULT":12,"game_result":13,"TAG_BOARD":14,"board_shape":15,"TAG_EVENT":16,"TAG_SITE":17,"TAG_DATE":18,"TAG_ROUND":19,"TAG_BLACK":20,"TAG_WHITE":21,"TAG_HANDICAP":22,"TAG_RULES":23,"TAG_TIMECONTROL":24,"TAG_ANNOTATOR":25,"TAG_APPLICATION":26,"TAG_NAME":27,"move_sequence":28,"move_sequence_intact":29,"move_sequence_truncated":30,"move_round":31,"move_round_half":32,"number":33,"DOT":34,"move_action":35,"PASS":36,"RESIGN":37,"COORDINATE":38,"win":39,"conquer":40,"=":41,"*":42,"RESULT_BLACK":43,"RESULT_WHITE":44,"conquer_unit":45,"POINTS":46,"STONES":47,"TIMES":48,"NUMBER":49,"$accept":0,"$end":1}, +terminals_: {2:"error",6:"EOF",8:"[",10:"STRING",11:"]",12:"TAG_RESULT",14:"TAG_BOARD",16:"TAG_EVENT",17:"TAG_SITE",18:"TAG_DATE",19:"TAG_ROUND",20:"TAG_BLACK",21:"TAG_WHITE",22:"TAG_HANDICAP",23:"TAG_RULES",24:"TAG_TIMECONTROL",25:"TAG_ANNOTATOR",26:"TAG_APPLICATION",27:"TAG_NAME",34:"DOT",36:"PASS",37:"RESIGN",38:"COORDINATE",41:"=",42:"*",43:"RESULT_BLACK",44:"RESULT_WHITE",46:"POINTS",47:"STONES",48:"TIMES",49:"NUMBER"}, +productions_: [0,[3,3],[3,2],[3,2],[3,1],[4,1],[4,2],[7,4],[7,4],[7,4],[9,1],[9,1],[9,1],[9,1],[9,1],[9,1],[9,1],[9,1],[9,1],[9,1],[9,1],[9,1],[5,1],[28,1],[28,1],[29,0],[29,2],[30,2],[31,4],[32,3],[35,1],[35,1],[35,1],[13,1],[13,2],[13,1],[13,1],[39,1],[39,1],[40,2],[45,1],[45,1],[15,1],[15,3],[33,1]], +performAction: function anonymous(yytext, yyleng, yylineno, yy, yystate /* action[1] */, $$ /* vstack */, _$ /* lstack */) { +/* this == yyval */ + +var $0 = $$.length - 1; +switch (yystate) { +case 1: + + return { + tags: $$[$0-2], + moves: $$[$0-1], + success: true + }; + +break; +case 2: + + return { + tags: $$[$0-1], + moves: null, + success: true + }; + +break; +case 3: + + return { + tags: {}, + moves: $$[$0-1], + success: true + }; + +break; +case 4: + + return { + tags: {}, + moves: null, + success: true + }; + +break; +case 5: case 23: case 24: +this.$ = $$[$0]; +break; +case 6: +this.$ = Object.assign({}, $$[$0-1], $$[$0]); +break; +case 7: + + const tagName = $$[$0-2]; + const tagValue = $$[$0-1].slice(1, -1); // Remove quotes + this.$ = { [tagName]: tagValue }; + +break; +case 8: +this.$ = $$[$0-1]; +break; +case 9: +this.$ = ({[$$[$0-2]]: $$[$0-1]}); +break; +case 21: + this.$ = yytext; +break; +case 25: +this.$ = []; +break; +case 26: case 27: +this.$ = $$[$0-1].concat([$$[$0]]); +break; +case 28: +this.$ = ({ round: $$[$0-3], action_black: $$[$0-1], action_white: $$[$0] }); +break; +case 29: +this.$ = ({ round: $$[$0-2], action_black: $$[$0] }); +break; +case 30: +this.$ = ({ type: 'pass' }); +break; +case 31: +this.$ = ({ type: 'resign' }); +break; +case 32: + + // Placeholder: Parse coordinate notation + this.$ = { + type: 'move', + position: yytext + }; + +break; +case 33: +this.$ = ({Result: $$[$0]}); +break; +case 34: +this.$ = ({Result: $$[$0-1], Conquer: $$[$0]}); +break; +case 35: +this.$ = ({Result: "draw"}); +break; +case 36: +this.$ = ({Result: "unknown"}); +break; +case 37: +this.$ = "black win"; +break; +case 38: +this.$ = "white win"; +break; +case 39: +this.$ = ({n: $$[$0-1], unit: $$[$0]}); +break; +case 42: +this.$ = [$$[$0]]; +break; +case 43: +this.$ = $$[$0-2].concat($$[$0]); +break; +case 44: +this.$ = parseInt($$[$0]); +break; +} +}, +table: [{3:1,4:2,5:3,6:[1,4],7:5,8:$V0,28:6,29:8,30:9,49:$V1},{1:[3]},{5:10,6:[1,11],7:12,8:$V0,28:6,29:8,30:9,49:$V1},{6:[1,13]},{1:[2,4]},o($V2,[2,5]),{6:[2,22]},{9:14,12:[1,15],14:[1,16],16:[1,17],17:[1,18],18:[1,19],19:[1,20],20:[1,21],21:[1,22],22:[1,23],23:[1,24],24:[1,25],25:[1,26],26:[1,27],27:[1,28]},{6:[2,23],31:29,32:30,33:31,49:$V3},{6:[2,24]},{6:[1,33]},{1:[2,2]},o($V2,[2,6]),{1:[2,3]},{10:[1,34]},{13:35,39:36,41:[1,37],42:[1,38],43:[1,39],44:[1,40]},{15:41,33:42,49:$V3},{10:[2,10]},{10:[2,11]},{10:[2,12]},{10:[2,13]},{10:[2,14]},{10:[2,15]},{10:[2,16]},{10:[2,17]},{10:[2,18]},{10:[2,19]},{10:[2,20]},{10:[2,21]},o($V4,[2,26]),{6:[2,27]},{34:[1,43]},o([11,34,46,47,48],[2,44]),{1:[2,1]},{11:[1,44]},{11:[1,45]},{11:[2,33],33:47,40:46,49:$V3},{11:[2,35]},{11:[2,36]},o($V5,[2,37]),o($V5,[2,38]),{11:[1,48],48:[1,49]},o($V6,[2,42]),{35:50,36:$V7,37:$V8,38:$V9},o($V2,[2,7]),o($V2,[2,8]),{11:[2,34]},{45:54,46:[1,55],47:[1,56]},o($V2,[2,9]),{33:57,49:$V3},{6:[2,29],35:58,36:$V7,37:$V8,38:$V9},o($Va,[2,30]),o($Va,[2,31]),o($Va,[2,32]),{11:[2,39]},{11:[2,40]},{11:[2,41]},o($V6,[2,43]),o($V4,[2,28])], +defaultActions: {4:[2,4],6:[2,22],9:[2,24],11:[2,2],13:[2,3],17:[2,10],18:[2,11],19:[2,12],20:[2,13],21:[2,14],22:[2,15],23:[2,16],24:[2,17],25:[2,18],26:[2,19],27:[2,20],28:[2,21],30:[2,27],33:[2,1],37:[2,35],38:[2,36],46:[2,34],54:[2,39],55:[2,40],56:[2,41]}, +parseError: function parseError (str, hash) { + if (hash.recoverable) { + this.trace(str); + } else { + var error = new Error(str); + error.hash = hash; + throw error; + } +}, +parse: function parse(input) { + var self = this, stack = [0], tstack = [], vstack = [null], lstack = [], table = this.table, yytext = '', yylineno = 0, yyleng = 0, recovering = 0, TERROR = 2, EOF = 1; + var args = lstack.slice.call(arguments, 1); + var lexer = Object.create(this.lexer); + var sharedState = { yy: {} }; + for (var k in this.yy) { + if (Object.prototype.hasOwnProperty.call(this.yy, k)) { + sharedState.yy[k] = this.yy[k]; + } + } + lexer.setInput(input, sharedState.yy); + sharedState.yy.lexer = lexer; + sharedState.yy.parser = this; + if (typeof lexer.yylloc == 'undefined') { + lexer.yylloc = {}; + } + var yyloc = lexer.yylloc; + lstack.push(yyloc); + var ranges = lexer.options && lexer.options.ranges; + if (typeof sharedState.yy.parseError === 'function') { + this.parseError = sharedState.yy.parseError; + } else { + this.parseError = Object.getPrototypeOf(this).parseError; + } + function popStack(n) { + stack.length = stack.length - 2 * n; + vstack.length = vstack.length - n; + lstack.length = lstack.length - n; + } + _token_stack: + var lex = function () { + var token; + token = lexer.lex() || EOF; + if (typeof token !== 'number') { + token = self.symbols_[token] || token; + } + return token; + }; + var symbol, preErrorSymbol, state, action, a, r, yyval = {}, p, len, newState, expected; + while (true) { + state = stack[stack.length - 1]; + if (this.defaultActions[state]) { + action = this.defaultActions[state]; + } else { + if (symbol === null || typeof symbol == 'undefined') { + symbol = lex(); + } + action = table[state] && table[state][symbol]; + } + if (typeof action === 'undefined' || !action.length || !action[0]) { + var errStr = ''; + expected = []; + for (p in table[state]) { + if (this.terminals_[p] && p > TERROR) { + expected.push('\'' + this.terminals_[p] + '\''); + } + } + if (lexer.showPosition) { + errStr = 'Parse error on line ' + (yylineno + 1) + ':\n' + lexer.showPosition() + '\nExpecting ' + expected.join(', ') + ', got \'' + (this.terminals_[symbol] || symbol) + '\''; + } else { + errStr = 'Parse error on line ' + (yylineno + 1) + ': Unexpected ' + (symbol == EOF ? 'end of input' : '\'' + (this.terminals_[symbol] || symbol) + '\''); + } + this.parseError(errStr, { + text: lexer.match, + token: this.terminals_[symbol] || symbol, + line: lexer.yylineno, + loc: yyloc, + expected: expected + }); + } + if (action[0] instanceof Array && action.length > 1) { + throw new Error('Parse Error: multiple actions possible at state: ' + state + ', token: ' + symbol); + } + switch (action[0]) { + case 1: + stack.push(symbol); + vstack.push(lexer.yytext); + lstack.push(lexer.yylloc); + stack.push(action[1]); + symbol = null; + if (!preErrorSymbol) { + yyleng = lexer.yyleng; + yytext = lexer.yytext; + yylineno = lexer.yylineno; + yyloc = lexer.yylloc; + if (recovering > 0) { + recovering--; + } + } else { + symbol = preErrorSymbol; + preErrorSymbol = null; + } + break; + case 2: + len = this.productions_[action[1]][1]; + yyval.$ = vstack[vstack.length - len]; + yyval._$ = { + first_line: lstack[lstack.length - (len || 1)].first_line, + last_line: lstack[lstack.length - 1].last_line, + first_column: lstack[lstack.length - (len || 1)].first_column, + last_column: lstack[lstack.length - 1].last_column + }; + if (ranges) { + yyval._$.range = [ + lstack[lstack.length - (len || 1)].range[0], + lstack[lstack.length - 1].range[1] + ]; + } + r = this.performAction.apply(yyval, [ + yytext, + yyleng, + yylineno, + sharedState.yy, + action[1], + vstack, + lstack + ].concat(args)); + if (typeof r !== 'undefined') { + return r; + } + if (len) { + stack = stack.slice(0, -1 * len * 2); + vstack = vstack.slice(0, -1 * len); + lstack = lstack.slice(0, -1 * len); + } + stack.push(this.productions_[action[1]][0]); + vstack.push(yyval.$); + lstack.push(yyval._$); + newState = table[stack[stack.length - 2]][stack[stack.length - 1]]; + stack.push(newState); + break; + case 3: + return true; + } + } + return true; +}}; + + +/* ========== Additional JavaScript Code ========== */ + +// Parser configuration +parser.yy = { + // Helper functions can be added here + parseError: function(str, hash) { + throw new Error('Parse error: ' + str); + } +}; +/* generated by jison-lex 0.3.4 */ +var lexer = (function(){ +var lexer = ({ + +EOF:1, + +parseError:function parseError(str, hash) { + if (this.yy.parser) { + this.yy.parser.parseError(str, hash); + } else { + throw new Error(str); + } + }, + +// resets the lexer, sets new input +setInput:function (input, yy) { + this.yy = yy || this.yy || {}; + this._input = input; + this._more = this._backtrack = this.done = false; + this.yylineno = this.yyleng = 0; + this.yytext = this.matched = this.match = ''; + this.conditionStack = ['INITIAL']; + this.yylloc = { + first_line: 1, + first_column: 0, + last_line: 1, + last_column: 0 + }; + if (this.options.ranges) { + this.yylloc.range = [0,0]; + } + this.offset = 0; + return this; + }, + +// consumes and returns one char from the input +input:function () { + var ch = this._input[0]; + this.yytext += ch; + this.yyleng++; + this.offset++; + this.match += ch; + this.matched += ch; + var lines = ch.match(/(?:\r\n?|\n).*/g); + if (lines) { + this.yylineno++; + this.yylloc.last_line++; + } else { + this.yylloc.last_column++; + } + if (this.options.ranges) { + this.yylloc.range[1]++; + } + + this._input = this._input.slice(1); + return ch; + }, + +// unshifts one char (or a string) into the input +unput:function (ch) { + var len = ch.length; + var lines = ch.split(/(?:\r\n?|\n)/g); + + this._input = ch + this._input; + this.yytext = this.yytext.substr(0, this.yytext.length - len); + //this.yyleng -= len; + this.offset -= len; + var oldLines = this.match.split(/(?:\r\n?|\n)/g); + this.match = this.match.substr(0, this.match.length - 1); + this.matched = this.matched.substr(0, this.matched.length - 1); + + if (lines.length - 1) { + this.yylineno -= lines.length - 1; + } + var r = this.yylloc.range; + + this.yylloc = { + first_line: this.yylloc.first_line, + last_line: this.yylineno + 1, + first_column: this.yylloc.first_column, + last_column: lines ? + (lines.length === oldLines.length ? this.yylloc.first_column : 0) + + oldLines[oldLines.length - lines.length].length - lines[0].length : + this.yylloc.first_column - len + }; + + if (this.options.ranges) { + this.yylloc.range = [r[0], r[0] + this.yyleng - len]; + } + this.yyleng = this.yytext.length; + return this; + }, + +// When called from action, caches matched text and appends it on next action +more:function () { + this._more = true; + return this; + }, + +// When called from action, signals the lexer that this rule fails to match the input, so the next matching rule (regex) should be tested instead. +reject:function () { + if (this.options.backtrack_lexer) { + this._backtrack = true; + } else { + return this.parseError('Lexical error on line ' + (this.yylineno + 1) + '. You can only invoke reject() in the lexer when the lexer is of the backtracking persuasion (options.backtrack_lexer = true).\n' + this.showPosition(), { + text: "", + token: null, + line: this.yylineno + }); + + } + return this; + }, + +// retain first n characters of the match +less:function (n) { + this.unput(this.match.slice(n)); + }, + +// displays already matched input, i.e. for error messages +pastInput:function () { + var past = this.matched.substr(0, this.matched.length - this.match.length); + return (past.length > 20 ? '...':'') + past.substr(-20).replace(/\n/g, ""); + }, + +// displays upcoming input, i.e. for error messages +upcomingInput:function () { + var next = this.match; + if (next.length < 20) { + next += this._input.substr(0, 20-next.length); + } + return (next.substr(0,20) + (next.length > 20 ? '...' : '')).replace(/\n/g, ""); + }, + +// displays the character position where the lexing error occurred, i.e. for error messages +showPosition:function () { + var pre = this.pastInput(); + var c = new Array(pre.length + 1).join("-"); + return pre + this.upcomingInput() + "\n" + c + "^"; + }, + +// test the lexed token: return FALSE when not a match, otherwise return token +test_match:function(match, indexed_rule) { + var token, + lines, + backup; + + if (this.options.backtrack_lexer) { + // save context + backup = { + yylineno: this.yylineno, + yylloc: { + first_line: this.yylloc.first_line, + last_line: this.last_line, + first_column: this.yylloc.first_column, + last_column: this.yylloc.last_column + }, + yytext: this.yytext, + match: this.match, + matches: this.matches, + matched: this.matched, + yyleng: this.yyleng, + offset: this.offset, + _more: this._more, + _input: this._input, + yy: this.yy, + conditionStack: this.conditionStack.slice(0), + done: this.done + }; + if (this.options.ranges) { + backup.yylloc.range = this.yylloc.range.slice(0); + } + } + + lines = match[0].match(/(?:\r\n?|\n).*/g); + if (lines) { + this.yylineno += lines.length; + } + this.yylloc = { + first_line: this.yylloc.last_line, + last_line: this.yylineno + 1, + first_column: this.yylloc.last_column, + last_column: lines ? + lines[lines.length - 1].length - lines[lines.length - 1].match(/\r?\n?/)[0].length : + this.yylloc.last_column + match[0].length + }; + this.yytext += match[0]; + this.match += match[0]; + this.matches = match; + this.yyleng = this.yytext.length; + if (this.options.ranges) { + this.yylloc.range = [this.offset, this.offset += this.yyleng]; + } + this._more = false; + this._backtrack = false; + this._input = this._input.slice(match[0].length); + this.matched += match[0]; + token = this.performAction.call(this, this.yy, this, indexed_rule, this.conditionStack[this.conditionStack.length - 1]); + if (this.done && this._input) { + this.done = false; + } + if (token) { + return token; + } else if (this._backtrack) { + // recover context + for (var k in backup) { + this[k] = backup[k]; + } + return false; // rule action called reject() implying the next rule should be tested instead. + } + return false; + }, + +// return next match in input +next:function () { + if (this.done) { + return this.EOF; + } + if (!this._input) { + this.done = true; + } + + var token, + match, + tempMatch, + index; + if (!this._more) { + this.yytext = ''; + this.match = ''; + } + var rules = this._currentRules(); + for (var i = 0; i < rules.length; i++) { + tempMatch = this._input.match(this.rules[rules[i]]); + if (tempMatch && (!match || tempMatch[0].length > match[0].length)) { + match = tempMatch; + index = i; + if (this.options.backtrack_lexer) { + token = this.test_match(tempMatch, rules[i]); + if (token !== false) { + return token; + } else if (this._backtrack) { + match = false; + continue; // rule action called reject() implying a rule MISmatch. + } else { + // else: this is a lexer rule which consumes input without producing a token (e.g. whitespace) + return false; + } + } else if (!this.options.flex) { + break; + } + } + } + if (match) { + token = this.test_match(match, rules[index]); + if (token !== false) { + return token; + } + // else: this is a lexer rule which consumes input without producing a token (e.g. whitespace) + return false; + } + if (this._input === "") { + return this.EOF; + } else { + return this.parseError('Lexical error on line ' + (this.yylineno + 1) + '. Unrecognized text.\n' + this.showPosition(), { + text: "", + token: null, + line: this.yylineno + }); + } + }, + +// return next match that has a token +lex:function lex () { + var r = this.next(); + if (r) { + return r; + } else { + return this.lex(); + } + }, + +// activates a new lexer condition state (pushes the new lexer condition state onto the condition stack) +begin:function begin (condition) { + this.conditionStack.push(condition); + }, + +// pop the previously active lexer condition state off the condition stack +popState:function popState () { + var n = this.conditionStack.length - 1; + if (n > 0) { + return this.conditionStack.pop(); + } else { + return this.conditionStack[0]; + } + }, + +// produce the lexer rule set which is active for the currently active lexer condition state +_currentRules:function _currentRules () { + if (this.conditionStack.length && this.conditionStack[this.conditionStack.length - 1]) { + return this.conditions[this.conditionStack[this.conditionStack.length - 1]].rules; + } else { + return this.conditions["INITIAL"].rules; + } + }, + +// return the currently active lexer condition state; when an index argument is provided it produces the N-th previous condition state, if available +topState:function topState (n) { + n = this.conditionStack.length - 1 - Math.abs(n || 0); + if (n >= 0) { + return this.conditionStack[n]; + } else { + return "INITIAL"; + } + }, + +// alias for begin(condition) +pushState:function pushState (condition) { + this.begin(condition); + }, + +// return the number of states currently on the stack +stateStackSize:function stateStackSize() { + return this.conditionStack.length; + }, +options: {}, +performAction: function anonymous(yy,yy_,$avoiding_name_collisions,YY_START) { +var YYSTATE=YY_START; +switch($avoiding_name_collisions) { +case 0:/* skip whitespace */ +break; +case 1:/* skip newlines */ +break; +case 2:/* skip line comments */ +break; +case 3:/* skip block comments */ +break; +case 4:return 8 +break; +case 5:return 11 +break; +case 6:return 10 +break; +case 7:return 16 +break; +case 8:return 17 +break; +case 9:return 18 +break; +case 10:return 19 +break; +case 11:return 20 +break; +case 12:return 21 +break; +case 13:return 12 +break; +case 14:return 14 +break; +case 15:return 22 +break; +case 16:return 23 +break; +case 17:return 24 +break; +case 18:return 25 +break; +case 19:return 26 +break; +case 20:return 43 +break; +case 21:return 44 +break; +case 22:return 41 /* draw */ +break; +case 23:return 42 /* unknown */ +break; +case 24:return 49 +break; +case 25:return 34 +break; +case 26:return 36 +break; +case 27:return 37 +break; +case 28:return 46 +break; +case 29:return 47 +break; +case 30:return 48 +break; +case 31:return 38 +break; +case 32:return 27 +break; +case 33:return 6 +break; +case 34:return 'INVALID' +break; +} +}, +rules: [/^(?:\s+)/,/^(?:\n)/,/^(?:;[^\n]*)/,/^(?:\{[^}]*\})/,/^(?:\[)/,/^(?:\])/,/^(?:"([^\\\"]|\\.)*")/,/^(?:Event\b)/,/^(?:Site\b)/,/^(?:Date\b)/,/^(?:Round\b)/,/^(?:Black\b)/,/^(?:White\b)/,/^(?:Result\b)/,/^(?:Board\b)/,/^(?:Handicap\b)/,/^(?:Rules\b)/,/^(?:TimeControl\b)/,/^(?:Annotator\b)/,/^(?:Application\b)/,/^(?:B\+)/,/^(?:W\+)/,/^(?:=)/,/^(?:\*)/,/^(?:[1-9][0-9]*)/,/^(?:\.)/,/^(?:pass\b)/,/^(?:resign\b)/,/^(?:points\b)/,/^(?:stones\b)/,/^(?:[x](?=[1-9]))/,/^(?:[a-z0]+)/,/^(?:[A-Z][A-Za-z0-9_]*)/,/^(?:$)/,/^(?:.)/], +conditions: {"INITIAL":{"rules":[0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34],"inclusive":true}} +}); +return lexer; +})(); +parser.lexer = lexer; +function Parser () { + this.yy = {}; +} +Parser.prototype = parser;parser.Parser = Parser; +return new Parser; +})(); + + +if (typeof require !== 'undefined' && typeof exports !== 'undefined') { +exports.parser = tgnParser; +exports.Parser = tgnParser.Parser; +exports.parse = function () { return tgnParser.parse.apply(tgnParser, arguments); }; +exports.main = function commonjsMain (args) { + if (!args[1]) { + console.log('Usage: '+args[0]+' FILE'); + process.exit(1); + } + var source = require('fs').readFileSync(require('path').normalize(args[1]), "utf8"); + return exports.parser.parse(source); +}; +if (typeof module !== 'undefined' && require.main === module) { + exports.main(process.argv.slice(1)); +} +} \ No newline at end of file diff --git a/trigo-web/tools/README.md b/trigo-web/tools/README.md new file mode 100644 index 0000000000000000000000000000000000000000..a13c949c08f4d1eaa11add07f30251f6277c4885 --- /dev/null +++ b/trigo-web/tools/README.md @@ -0,0 +1,152 @@ +# Trigo Tools + +Development tools for the Trigo project. + +## Random Game Generator + +Generate random Trigo games in TGN (Trigo Game Notation) format for testing, development, and analysis. + +### Usage + +```bash +# Generate 10 games with default settings (play until territory settled) +npm run generate:games + +# Generate 100 games with custom move range +npm run generate:games -- --count 100 --moves 20-80 + +# Generate games with exactly 30 moves each +npm run generate:games -- --moves 30 --count 50 + +# Generate games on 3x3x3 board (plays until settled) +npm run generate:games -- --board "3*3*3" --count 50 + +# Generate 2D games (9x9x1 board) +npm run generate:games -- --board "9*9*1" --count 20 + +# Higher pass probability +npm run generate:games -- --pass-chance 0.3 + +# Custom output directory +npm run generate:games -- --output "my_games" --count 50 +``` + +### Options + +| Option | Short | Default | Description | +|--------|-------|---------|-------------| +| `--count` | `-c` | 10 | Number of games to generate | +| `--moves` | `-m` | (settled) | Moves per game as "MIN-MAX" or single number. Default: play until neutral territory = 0 | +| `--pass-chance` | | 0 | Probability of passing (0.0-1.0) | +| `--board` | `-b` | "random" | Board size as "X*Y*Z" or "random" | +| `--output` | `-o` | "output" | Output directory (relative to tools/) | +| `--help` | `-h` | - | Show help message | + +### How It Works + +**Default Mode (no --moves specified):** +1. Creates a new Trigo game with the specified board shape +2. Plays random valid moves until the board reaches 90% coverage +3. After 90% coverage, checks territory after each move +4. Stops when neutral territory reaches 0 (game is fully settled) +5. Results in complete, finished games with all territory claimed + +**Custom Move Mode (--moves specified):** +1. Creates a new Trigo game with the specified board shape +2. Randomly selects valid moves for the specified number of moves +3. Respects Go rules: Ko, suicide prevention, capture +4. Games may end early on double-pass +5. Exports each game to TGN format with metadata + +### Output Format + +Generated files are named using SHA-256 hash of the TGN content: `game_.tgn` + +This ensures: +- **Content-based naming**: Same game content = same filename +- **Duplicate detection**: Identical games won't overwrite each other +- **Deterministic**: Reproducible filenames independent of generation time + +Example output: +``` +tools/output/ +โ”œโ”€โ”€ game_a3f5c8d912e4b6f1.tgn +โ”œโ”€โ”€ game_7b2d9e1a4c8f3605.tgn +โ””โ”€โ”€ game_9e4b6f1a3f5c8d91.tgn +``` + +### TGN Format Example + +```tgn +[Event "Random Generated Game"] +[Site "Batch Generator"] +[Date "2025.11.03"] +[Black "Random Black"] +[White "Random White"] +[Board "5x5x5"] +[Rules "Chinese"] +[Application "Trigo Random Generator v1.0 (5ร—5ร—5)"] + +1. 000 y00 +2. 0y0 yy0 +3. aaa zzz +4. pass 0az +5. z0z pass +``` + +### Performance + +- **Small boards (3ร—3ร—3)**: ~250 games/second +- **Standard boards (5ร—5ร—5)**: ~75 games/second +- **Large boards (9ร—9ร—1)**: ~33 games/second + +Generating 1000 games on a 5ร—5ร—5 board takes approximately 13 seconds. + +### Use Cases + +1. **Testing TGN parser** - Create diverse test files for import functionality +2. **Performance testing** - Generate large datasets for board rendering tests +3. **AI training** - Create training data for future AI opponent +4. **Game analysis** - Study patterns in random gameplay +5. **Format validation** - Verify TGN export works correctly across scenarios + +### Board Sizes + +**3D Boards:** +- `3*3*3` - Tiny cube (27 positions) +- `5*5*5` - Standard cube (125 positions) +- `7*7*7` - Large cube (343 positions) +- `9*9*2` - Wide board (162 positions) + +**2D Boards (Traditional Go):** +- `9*9*1` - Small board (81 positions) +- `13*13*1` - Medium board (169 positions) +- `19*19*1` - Standard board (361 positions) + +### Implementation Details + +**File:** `tools/generateRandomGames.ts` + +**Key Functions:** +- `generateRandomGame()` - Simulates a complete random game +- `getValidMoves()` - Finds all legal moves for current player +- `selectRandomMove()` - Randomly picks from valid moves +- `generateBatch()` - Generates multiple games in parallel + +**Safety Features:** +- Validates all moves using game rules (Ko, suicide, occupation) +- Handles cases where no valid moves exist (must pass) +- Respects double-pass game end condition +- Progress indicator for large batches +- Error handling and validation + +### Dependencies + +- **tsx** - TypeScript execution +- **yargs** - Advanced command-line argument parsing with validation +- **TrigoGame** - Core game logic from `inc/trigo/game.ts` +- **Node.js fs/path** - File system operations + +--- + +For more information about TGN format, see `/tests/game/trigoGame.tgn.test.ts` diff --git a/trigo-web/tools/buildJisonParser.ts b/trigo-web/tools/buildJisonParser.ts new file mode 100644 index 0000000000000000000000000000000000000000..e1fe6abd1ec0a05e0b111b3b136c4207a00c41ce --- /dev/null +++ b/trigo-web/tools/buildJisonParser.ts @@ -0,0 +1,74 @@ +/** + * Build script for Jison parser generation + * + * Generates pre-compiled parser to public/lib/ directory for use in browser + * Following lotus project architecture: + * - Use jison npm package CLI to compile grammar + * - Pre-build parsers to static .js files + * - Serve from public directory + * - Works in both browser and Node.js + */ + +import { execSync } from "child_process"; +import fs from "fs"; +import path from "path"; +import { fileURLToPath } from "url"; + +const __dirname = path.dirname(fileURLToPath(import.meta.url)); +const projectRoot = path.resolve(__dirname, ".."); + + +/** + * Build a single parser from grammar file + * @param grammarPath - Path to .jison grammar file + * @param targetPath - Where to write the compiled parser + */ +function buildParser(grammarPath: string, targetPath: string): void { + console.log(`Building parser: ${grammarPath} โ†’ ${targetPath}`); + + // Ensure output directory exists + const targetDir = path.dirname(targetPath); + if (!fs.existsSync(targetDir)) { + fs.mkdirSync(targetDir, { recursive: true }); + console.log(`Created directory: ${targetDir}`); + } + + // Run jison CLI to generate parser + // Using -m commonjs for CommonJS module format (works in Node.js and Vite) + // Outputs to .cjs file which will be treated as CommonJS + try { + execSync(`npx jison "${grammarPath}" -o "${targetPath.replace(".js", ".cjs")}" -m commonjs`, { + cwd: projectRoot, + stdio: "inherit" + }); + console.log(`โœ“ Parser written to: ${targetPath.replace(".js", ".cjs")}`); + } catch (error) { + console.error(`โœ— Failed to build parser:`, error); + throw error; + } +} + + +/** + * Main build function + */ +function main(): void { + try { + console.log("๐Ÿ”จ Building Jison parsers...\n"); + + // Build TGN parser to public/lib/ + const tgnGrammarPath = path.resolve(projectRoot, "inc/tgn/tgn.jison"); + const tgnOutputPath = path.resolve(projectRoot, "public/lib/tgnParser.js"); + + buildParser(tgnGrammarPath, tgnOutputPath); + + console.log("\nโœ… Done building parsers!"); + } catch (error) { + console.error("โŒ Error building parsers:", error); + process.exit(1); + } +} + + +// Run main function +main(); diff --git a/trigo-web/tools/generateRandomGames.ts b/trigo-web/tools/generateRandomGames.ts new file mode 100644 index 0000000000000000000000000000000000000000..3d774190620a8018c4c1c8d840219a2c52c3b0ef --- /dev/null +++ b/trigo-web/tools/generateRandomGames.ts @@ -0,0 +1,465 @@ +#!/usr/bin/env node +/** + * Random Trigo Game Generator + * + * Generates random Trigo games and exports them as TGN files. + * Useful for testing, development, and creating training data. + * + * Usage: + * npm run generate:games + * npm run generate:games -- --count 100 --min-moves 20 --max-moves 80 + * npm run generate:games -- --board "3*3*3" --count 50 + */ + +import { TrigoGame, StoneType } from "../inc/trigo/game.js"; +import type { BoardShape, Position } from "../inc/trigo/types.js"; +import { calculateTerritory } from "../inc/trigo/gameUtils.js"; +import * as fs from "fs"; +import * as path from "path"; +import * as crypto from "crypto"; +import { fileURLToPath } from "url"; +import yargs from "yargs"; +import { hideBin } from "yargs/helpers"; + + +const __filename = fileURLToPath(import.meta.url); +const __dirname = path.dirname(__filename); + + +type BoardShapeTuple = [number, number, number]; + + +const arangeShape = (min: BoardShapeTuple, max: BoardShapeTuple): BoardShapeTuple[] => { + // traverse all shapes in the range between min & max (boundary includes) + const result: BoardShapeTuple[] = []; + + for (let x = min[0]; x <= max[0]; x++) { + for (let y = min[1]; y <= max[1]; y++) { + for (let z = min[2]; z <= max[2]; z++) { + result.push([x, y, z]); + } + } + } + + return result; +}; + + +const CANDIDATE_BOARD_SHAPES = [ + ...arangeShape([2, 1, 1], [19, 19, 1]), + ...arangeShape([2, 2, 2], [9, 9, 9]), +]; + + +/** + * Generator configuration options + */ +interface GeneratorOptions { + minMoves: number; + maxMoves: number; + passChance: number; + boardShape?: BoardShape; + outputDir: string; + moveToEndGame: boolean; // true if using default, false if user-specified +} + + +/** + * Parse board shape string (e.g., "5*5*5" or "9*9*1") + * Special value "random" selects randomly from CANDIDATE_BOARD_SHAPES + */ +function parseBoardShape(shapeStr: string): BoardShape { + // Handle random selection + if (shapeStr.toLowerCase() === "random") { + const randomIndex = Math.floor(Math.random() * CANDIDATE_BOARD_SHAPES.length); + const [x, y, z] = CANDIDATE_BOARD_SHAPES[randomIndex]; + console.log(` [Random board selected: ${x}ร—${y}ร—${z}]`); + return { x, y, z }; + } + + // Parse explicit board shape + const parts = shapeStr.split(/[^0-9]+/).filter(Boolean).map(Number); + if (parts.length !== 3) { + throw new Error(`Invalid board shape: ${shapeStr}. Expected format: "X*Y*Z" or "random"`); + } + return { x: parts[0], y: parts[1], z: parts[2] }; +} + + +/** + * Get all empty positions on the board + */ +function getAllEmptyPositions(game: TrigoGame): Position[] { + const board = game.getBoard(); + const shape = game.getShape(); + const emptyPositions: Position[] = []; + + for (let x = 0; x < shape.x; x++) { + for (let y = 0; y < shape.y; y++) { + for (let z = 0; z < shape.z; z++) { + if (board[x][y][z] === StoneType.EMPTY) { + emptyPositions.push({ x, y, z }); + } + } + } + } + + return emptyPositions; +} + + +/** + * Get all valid moves for the current player + */ +function getValidMoves(game: TrigoGame): Position[] { + const emptyPositions = getAllEmptyPositions(game); + return emptyPositions.filter((pos) => game.isValidMove(pos).valid); +} + + +/** + * Select a random move from available positions + */ +function selectRandomMove(validMoves: Position[]): Position { + const randomIndex = Math.floor(Math.random() * validMoves.length); + return validMoves[randomIndex]; +} + + +/** + * Generate a single random game + */ +function generateRandomGame(options: GeneratorOptions): string { + // Select board shape (random if undefined) + const boardShape = options.boardShape || selectRandomBoardShape(); + + const game = new TrigoGame(boardShape); + game.startGame(); + + const totalPositions = boardShape.x * boardShape.y * boardShape.z; + const coverageThreshold = Math.floor(totalPositions * 0.9); // 90% coverage + + let moveCount = 0; + let consecutivePasses = 0; + + if (options.moveToEndGame) { + // Default mode: Play until neutral territory is zero + // Start checking territory after 90% coverage + let territoryCheckStarted = false; + + while (game.getGameStatus() === "playing") { + // Check if we should start territory checking + if (!territoryCheckStarted && moveCount >= coverageThreshold) { + territoryCheckStarted = true; + } + + // Random chance to pass (if configured) + if (options.passChance > 0 && Math.random() < options.passChance) { + game.pass(); + consecutivePasses++; + moveCount++; + + // Game ends on double pass + if (consecutivePasses >= 2) { + break; + } + continue; + } + + // Try to make a move + const validMoves = getValidMoves(game); + + if (validMoves.length === 0) { + // No valid moves available, must pass + game.pass(); + if (options.passChance <= 0) + break; + + consecutivePasses++; + moveCount++; + + if (consecutivePasses >= 2) + break; + } else { + // Make a random valid move + const move = selectRandomMove(validMoves); + const success = game.drop(move); + + if (success) { + consecutivePasses = 0; + moveCount++; + + // Check territory after 90% coverage + if (territoryCheckStarted) { + const board = game.getBoard(); + const territory = calculateTerritory(board, boardShape); + + // Stop if neutral territory is zero (game is settled) + if (territory.neutral === 0) { + break; + } + } + } + } + } + } else { + // User-specified move count: Play for target number of moves + const targetMoves = + Math.floor(Math.random() * (options.maxMoves - options.minMoves)) + options.minMoves; + + while (moveCount < targetMoves && game.getGameStatus() === "playing") { + // Random chance to pass + if (Math.random() < options.passChance) { + game.pass(); + consecutivePasses++; + moveCount++; + + // Game ends on double pass + if (consecutivePasses >= 2) { + break; + } + continue; + } + + // Try to make a move + const validMoves = getValidMoves(game); + + if (validMoves.length === 0) { + // No valid moves available, must pass + game.pass(); + consecutivePasses++; + moveCount++; + + if (consecutivePasses >= 2) { + break; + } + } else { + // Make a random valid move + const move = selectRandomMove(validMoves); + const success = game.drop(move); + + if (success) { + consecutivePasses = 0; + moveCount++; + } + } + } + } + + // Generate TGN + const tgn = game.toTGN(); + + return tgn; +} + + +/** + * Select a random board shape from CANDIDATE_BOARD_SHAPES + */ +function selectRandomBoardShape(): BoardShape { + const randomIndex = Math.floor(Math.random() * CANDIDATE_BOARD_SHAPES.length); + const [x, y, z] = CANDIDATE_BOARD_SHAPES[randomIndex]; + return { x, y, z }; +} + + +/** + * Generate a batch of random games + */ +function generateBatch(count: number, options: GeneratorOptions): void { + // Create output directory if it doesn't exist + const outputPath = path.resolve(__dirname, options.outputDir); + if (!fs.existsSync(outputPath)) { + fs.mkdirSync(outputPath, { recursive: true }); + console.log(`Created output directory: ${outputPath}`); + } + + console.log(`\nGenerating ${count} random games...`); + if (options.boardShape) { + console.log(`Board: ${options.boardShape.x}ร—${options.boardShape.y}ร—${options.boardShape.z}`); + } else { + console.log(`Board: Random selection from ${CANDIDATE_BOARD_SHAPES.length} candidates`); + } + + if (options.moveToEndGame) { + console.log(`Mode: Play until neutral territory = 0 (check after 90% coverage)`); + } else { + console.log(`Moves: ${options.minMoves}-${options.maxMoves}`); + } + console.log(`Pass chance: ${(options.passChance * 100).toFixed(0)}%`); + console.log(`Output: ${outputPath}\n`); + + const startTime = Date.now(); + + process.stdout.write(".".repeat(count)); + process.stdout.write("\r"); + + for (let i = 0; i < count; i++) { + try { + const tgn = generateRandomGame(options); + + // Generate filename based on content hash + const hash = crypto.createHash('sha256').update(tgn).digest('hex'); + const filename = `game_${hash.substring(0, 16)}.tgn`; + const filepath = path.join(outputPath, filename); + + // Write TGN file + fs.writeFileSync(filepath, tgn, "utf-8"); + + process.stdout.write("+"); + } catch (error) { + console.error(`\nError generating game ${i}:`, error); + } + } + + const elapsedTime = ((Date.now() - startTime) / 1000).toFixed(2); + console.log(`\n\nGeneration complete!`); + console.log(`Time: ${elapsedTime}s`); + console.log(`Rate: ${(count / parseFloat(elapsedTime)).toFixed(2)} games/second`); + console.log(`Output: ${outputPath}`); +} + + +/** + * Parse moves range string (e.g., "10-50" or "20") + * Returns [min, max] tuple + */ +function parseMovesRange(movesStr: string): [number, number] { + // Check if it's a range (e.g., "10-50") + if (movesStr.includes("-")) { + const parts = movesStr.split("-").map(s => s.trim()); + if (parts.length !== 2) { + throw new Error(`Invalid moves range: ${movesStr}. Expected format: "MIN-MAX" or "N"`); + } + const min = parseInt(parts[0], 10); + const max = parseInt(parts[1], 10); + + if (isNaN(min) || isNaN(max)) { + throw new Error(`Invalid moves range: ${movesStr}. Values must be numbers`); + } + if (min < 0 || max < 0) { + throw new Error("moves must be non-negative"); + } + if (max < min) { + throw new Error("max moves must be greater than or equal to min moves"); + } + + return [min, max]; + } + + // Single number means exact move count (min = max) + const moves = parseInt(movesStr, 10); + if (isNaN(moves)) { + throw new Error(`Invalid moves value: ${movesStr}. Must be a number or range like "10-50"`); + } + if (moves < 0) { + throw new Error("moves must be non-negative"); + } + + return [moves, moves]; +} + + +/** + * Parse command line arguments using yargs + */ +function parseArgs(): { count: number; options: GeneratorOptions } { + const argv = yargs(hideBin(process.argv)) + .scriptName("npm run generate:games --") + .usage("Usage: $0 [options]") + .option("count", { + alias: "c", + type: "number", + default: 10, + description: "Number of games to generate", + coerce: (value) => { + if (value <= 0) { + throw new Error("count must be greater than 0"); + } + return value; + } + }) + .option("moves", { + alias: "m", + type: "string", + description: "Moves per game as \"MIN-MAX\" or single number (default: play until settled)", + }) + .option("pass-chance", { + type: "number", + default: 0, + description: "Probability of passing (0.0-1.0)", + coerce: (value) => { + if (value < 0 || value > 1) { + throw new Error("pass-chance must be between 0.0 and 1.0"); + } + return value; + } + }) + .option("board", { + alias: "b", + type: "string", + default: "random", + description: 'Board size as "X*Y*Z" or "random" for random selection', + }) + .option("output", { + alias: "o", + type: "string", + default: "output", + description: "Output directory (relative to tools/)" + }) + .example([ + ["$0", "Generate 10 games until territory settled"], + ["$0 --count 100 --moves 20-80", "Generate 100 games with 20-80 moves"], + ["$0 --board '5*5*5' --count 50", "Generate 50 games on 5ร—5ร—5 board"], + ["$0 --moves 30 --count 20", "Generate 20 games with exactly 30 moves"], + ["$0 --pass-chance 0.3 --output test_games", "Generate games with 30% pass chance"] + ]) + .help("h") + .alias("h", "help") + .version(false) + .strict() + .parseSync(); + + // Check if moves was user-specified or default + const moveToEndGame = !argv.moves; + + // Parse board shape: undefined for random mode, otherwise parse the string + const boardShape = argv.board.toLowerCase() === "random" + ? undefined + : parseBoardShape(argv.board); + + // Parse moves range (use dummy range for default mode, will be ignored) + const [minMoves, maxMoves] = moveToEndGame ? [0, 0] : parseMovesRange(argv.moves as string); + + return { + count: argv.count, + options: { + minMoves, + maxMoves, + passChance: argv["pass-chance"], + boardShape, + outputDir: argv.output, + moveToEndGame + } + }; +} + + +/** + * Main entry point + */ +function main(): void { + try { + console.log("=== Trigo Random Game Generator ===\n"); + + const { count, options } = parseArgs(); + generateBatch(count, options); + } catch (error) { + console.error("\nError:", error instanceof Error ? error.message : error); + process.exit(1); + } +} + + +// Run the generator +main(); diff --git a/trigo-web/tools/output/.gitignore b/trigo-web/tools/output/.gitignore new file mode 100644 index 0000000000000000000000000000000000000000..e4249c202cd68c9e858ec0f3700511a967978944 --- /dev/null +++ b/trigo-web/tools/output/.gitignore @@ -0,0 +1 @@ +*.tgn diff --git a/trigo-web/tsconfig.json b/trigo-web/tsconfig.json new file mode 100644 index 0000000000000000000000000000000000000000..5cbf9716e40e58200a39f06709a661b3b2bcb0ee --- /dev/null +++ b/trigo-web/tsconfig.json @@ -0,0 +1,20 @@ +{ + "compilerOptions": { + "target": "ES2020", + "module": "ESNext", + "lib": ["ES2020", "DOM"], + "strict": true, + "esModuleInterop": true, + "skipLibCheck": true, + "forceConsistentCasingInFileNames": true, + "moduleResolution": "bundler", + "resolveJsonModule": true, + "types": ["vitest/globals", "node"], + "baseUrl": ".", + "paths": { + "@inc/*": ["./inc/*"] + } + }, + "include": ["tests/**/*.ts", "inc/**/*.ts", "tools/**/*.ts"], + "exclude": ["node_modules", "dist", "app", "backend"] +} diff --git a/trigo-web/vitest.config.ts b/trigo-web/vitest.config.ts new file mode 100644 index 0000000000000000000000000000000000000000..08b756820dce41850538545c3fe9ea508ad28558 --- /dev/null +++ b/trigo-web/vitest.config.ts @@ -0,0 +1,41 @@ +import { defineConfig, Plugin } from 'vitest/config' +import vue from '@vitejs/plugin-vue' +import { fileURLToPath } from 'node:url' + +// Plugin to handle /lib/tgnParser.cjs imports in Node.js environment +const libParserPlugin: Plugin = { + name: 'lib-parser-bypass', + enforce: 'pre', + transform(code, id) { + // Only transform parserInit.ts + if (id.includes('parserInit')) { + // Replace import calls of /lib/tgnParser.cjs with a marker that won't be analyzed + return code.replace( + /await import\(.*?\/lib\/tgnParser\.cjs/g, + 'await import("" + "/lib/tgnParser.cjs' + ) + } + } +} + +export default defineConfig({ + plugins: [libParserPlugin, vue()], + test: { + globals: true, + environment: 'node', // Changed from jsdom to node since we're testing pure logic + include: ['tests/game/**/*.test.ts'], // Game logic tests + }, + resolve: { + alias: { + '@': fileURLToPath(new URL('./app/src', import.meta.url)), + '@inc': fileURLToPath(new URL('./inc', import.meta.url)) + } + }, + ssr: { + external: ['/lib/tgnParser.cjs'] + } +}) + + + + diff --git a/trigo-web/yarn.lock b/trigo-web/yarn.lock new file mode 100644 index 0000000000000000000000000000000000000000..e02e143077c88da462749518ba84920536934008 --- /dev/null +++ b/trigo-web/yarn.lock @@ -0,0 +1,1858 @@ +# THIS IS AN AUTOGENERATED FILE. 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