X-Git-Url: https://git.cworth.org/git?p=lmno.games;a=blobdiff_plain;f=scribe%2Fscribe.jsx;h=d8f6afc9bf334b9ff523626854ff6883bfa870a4;hp=d66fc049b9a90b7c17c94ad39942b6d03312f17a;hb=7274cc0cc286ead5e767155101658074353afb14;hpb=f44e7e5f69e19ceb1909f371eb88e44e736990ee diff --git a/scribe/scribe.jsx b/scribe/scribe.jsx index d66fc04..d8f6afc 100644 --- a/scribe/scribe.jsx +++ b/scribe/scribe.jsx @@ -329,12 +329,19 @@ function Glyph(props) { function Square(props) { let className = "square"; - if (props.value) { + if (props.value.symbol) { className += " occupied"; } else if (props.active) { className += " open"; } + if (props.value.glyph) { + if (props.value.symbol === '+') + className += " glyph-plus"; + else + className += " glyph-o"; + } + if (props.last_move) { className += " last-move"; } @@ -344,7 +351,7 @@ function Square(props) { return (
- {props.value} + {props.value.symbol}
); } @@ -353,10 +360,15 @@ function MiniGrid(props) { function grid_square(j) { const value = props.squares[j]; const last_move = props.last_moves.includes(j); + + /* Even if the grid is active, the square is only active if + * unoccupied. */ + const square_active = (props.active && (value.symbol === null)); + return ( props.onClick(j)} /> @@ -367,7 +379,7 @@ function MiniGrid(props) { * might not _really_ be active if I'm full. */ let occupied = 0; props.squares.forEach(element => { - if (element) + if (element.symbol) occupied++; }); @@ -416,7 +428,7 @@ class Board extends React.Component { const target = this.props.last_two_moves[0][1]; let occupied = 0; this.props.squares[target].forEach(element => { - if (element) + if (element.symbol) occupied++; }); /* If the target mini-grid isn't full then this grid is @@ -490,7 +502,10 @@ class Game extends React.Component { game_info: {}, player_info: {}, other_players: [], - squares: [...Array(9)].map(() => Array(9).fill(null)), + squares: [...Array(9)].map(() => Array(9).fill({ + symbol: null, + glyph: false + })), moves: [], next_to_play: "+", }; @@ -527,19 +542,217 @@ class Game extends React.Component { }); } + find_connected_recursive(recursion_state, position) { + + if (position < 0 || position >= 9) + return; + + if (recursion_state.visited[position]) + return; + + recursion_state.visited[position] = true; + + if (recursion_state.mini_grid[position].symbol !== recursion_state.target) + return; + + recursion_state.connected[position] = true; + + /* Left */ + if (position % 3 !== 0) + this.find_connected_recursive(recursion_state, position - 1); + /* Right */ + if (position % 3 !== 2) + this.find_connected_recursive(recursion_state, position + 1); + /* Up */ + this.find_connected_recursive(recursion_state, position - 3); + /* Down */ + this.find_connected_recursive(recursion_state, position + 3); + } + + /* Find all cells within a mini-grid that are 4-way connected to the + * given cell. */ + find_connected(mini_grid, position) { + const connected = Array(9).fill(false); + + /* If the given cell is empty then there is nothing connected. */ + if (mini_grid[position] === null) + return connected; + + const cell = mini_grid[position].symbol; + + let recursion_state = { + mini_grid: mini_grid, + connected: connected, + visited: Array(9).fill(false), + target: cell, + }; + this.find_connected_recursive(recursion_state, position); + + return connected; + } + + /* Determine whether a connected group of cells is a glyph. + * + * Here, 'connected' is a length-9 array of Booleans, true + * for the connected cells in a mini-grid. + */ + is_glyph(connected) { + + /* Now that we have a set of connected cells, let's collect some + * stats on them, (width, height, number of cells, configuration + * of corner cells, etc.). + */ + let min_row = 2; + let min_col = 2; + let max_row = 0; + let max_col = 0; + let count = 0; + + for (let i = 0; i < 9; i++) { + const row = Math.floor(i/3); + const col = i % 3; + + if (! connected[i]) + continue; + + count++; + + min_row = Math.min(row, min_row); + min_col = Math.min(col, min_col); + max_row = Math.max(row, max_row); + max_col = Math.max(col, max_col); + } + + const width = max_col - min_col + 1; + const height = max_row - min_row + 1; + + /* Corners, (top-left, top-right, bottom-left, and bottom-right) */ + const tl = connected[3 * min_row + min_col]; + const tr = connected[3 * min_row + max_col]; + const bl = connected[3 * max_row + min_col]; + const br = connected[3 * max_row + max_col]; + + const count_true = (acc, val) => acc + (val ? 1 : 0); + const corners_count = [tl, tr, bl, br].reduce(count_true, 0); + const top_corners_count = [tl, tr].reduce(count_true, 0); + const bottom_corners_count = [bl, br].reduce(count_true, 0); + const left_corners_count = [tl, bl].reduce(count_true, 0); + const right_corners_count = [tr, br].reduce(count_true, 0); + + let two_corners_in_a_line = false; + if (top_corners_count === 2 || + bottom_corners_count === 2 || + left_corners_count === 2 || + right_corners_count === 2) + { + two_corners_in_a_line = true; + } + + let zero_corners_in_a_line = false; + if (top_corners_count === 0 || + bottom_corners_count === 0 || + left_corners_count === 0 || + right_corners_count === 0) + { + zero_corners_in_a_line = true; + } + + /* Now we have the information we need to determine glyphs. */ + switch (count) { + case 1: + /* Single */ + return true; + case 2: + /* Double */ + return true; + case 3: + /* Line */ + return (width === 3 || height === 3); + case 4: + /* Pipe, Squat-T, and 4-block, but not Tetris S */ + return two_corners_in_a_line; + case 5: + if (width !== 3 || height !== 3 || ! connected[4]) + { + /* Pentomino P and U are not glyphs (not 3x3) */ + /* Pentomino V is not a glyph (center not connected) */ + return false; + } + else if (corners_count === 0 || two_corners_in_a_line) + { + /* Pentomino X is glyph Cross (no corners) */ + /* Pentomino T is glyph T (has a row or column with 2 corners) */ + return true; + } else { + /* The corner counting above excludes pentomino F, W, and Z + * which are not glyphs. */ + return false; + } + break; + case 6: + /* 6-Block has width or height of 2. */ + /* Bomber, Chair, and J have 3 corners occupied. */ + if (width === 2 || height === 2 || corners_count === 3) + return true; + return false; + case 7: + /* Earring and U have no center square occupied */ + /* H has 4 corners occupied */ + /* House has a row or column with 0 corners occupied */ + if ((! connected[4]) || corners_count === 4 || zero_corners_in_a_line) + return true; + return false; + case 8: + /* Ottoman or O */ + if (corners_count === 4) + return true; + return false; + case 9: + return true; + } + + /* Should be unreachable */ + return false; + } + receive_move(move) { + const mini_grid_index = move[0]; + const position = move[1]; + + /* Don't allow any moves after the board is full */ if (this.state.moves.length === 81) { return; } + + /* Set the team's symbol into the board state. */ const symbol = team_symbol(this.state.next_to_play); const new_squares = this.state.squares.map(arr => arr.slice()); - new_squares[move[0]][move[1]] = symbol; + new_squares[mini_grid_index][position] = { + symbol: symbol, + glyph: false + }; + + /* With the symbol added to the squares, we need to see if this + * newly-placed move forms a glyph or not. */ + const connected = this.find_connected(new_squares[mini_grid_index], position); + const is_glyph = this.is_glyph(connected); + + for (let i = 0; i < 9; i++) { + if (connected[i]) + new_squares[mini_grid_index][i].glyph = is_glyph; + } + + /* And append the move to the list of moves. */ const new_moves = [...this.state.moves, move]; + + /* Finally, compute the next player to move. */ let next_to_play; if (this.state.next_to_play === "+") next_to_play = "o"; else next_to_play = "+"; + + /* And shove all those state modifications toward React. */ this.setState({ squares: new_squares, moves: new_moves,