Press n or j to go to the next uncovered block, b, p or k for the previous block.
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* @author Timo lehnertz
*/
import { BoardPosition } from "./BoardPosition";
import { Heading, HeadingHelper } from "./Heading";
import { Path, PathPart } from "./Path";
import { ShiftPosition } from "./ShiftPosition";
import { PathTile } from "./PathTile";
import { Treasure } from "./Treasure";
/**
* Immutable Board class representing the gameboard.
*/
export class Board {
private tiles: PathTile[][];
public readonly looseTile: PathTile;
public readonly shiftPosition: ShiftPosition;
public readonly width: number;
public readonly height: number;
/**
* @param tiles Must a quadratic array
* @param looseTile the tile that is currently free
*/
public constructor(
tiles: PathTile[][],
looseTile: PathTile,
shiftPosition: ShiftPosition
) {
this.tiles = tiles;
this.looseTile = looseTile;
this.shiftPosition = shiftPosition;
this.width = tiles.length;
this.height = tiles[0].length;
for (const row of tiles) {
Iif (row.length !== this.height) {
throw new Error("Tiles of have invalid shape");
}
}
Iif (!Board.isSizeValid(this.width) || !Board.isSizeValid(this.height)) {
throw new Error(
"The provided size is invalid! Size must be >= 7 and cant be prime"
);
}
}
public insertLooseTile() {
let currentPosition = this.getFirstMovedTilePosition(this.shiftPosition);
const newTiles = this.copyTiles();
let lastTile = this.looseTile;
while (currentPosition.isInBounds(this.width, this.height)) {
const tmp = newTiles[currentPosition.x][currentPosition.y];
newTiles[currentPosition.x][currentPosition.y] = lastTile;
lastTile = tmp;
currentPosition = currentPosition.add(this.shiftPosition.shiftVector);
}
return new Board(
newTiles,
lastTile,
this.invertShiftPosition(this.shiftPosition)
);
}
public generateDistances(from: BoardPosition): number[][] {
const distances: number[][] = [];
for (let x = 0; x < this.width; x++) {
const column: number[] = [];
for (let y = 0; y < this.height; y++) {
column[y] = Number.MAX_SAFE_INTEGER;
}
distances[x] = column;
}
const checkDistance = (position: BoardPosition, distance: number) => {
if (distances[position.x][position.y] > distance) {
distances[position.x][position.y] = distance;
} else {
return;
}
const tile = this.getTile(position);
for (const openHeading of tile.openSides.headings) {
const direction = new HeadingHelper(openHeading).vec2;
const nextPos = position.add(direction);
if (!nextPos.isInBounds(this.width, this.height)) {
continue;
}
const nextTile = this.getTile(nextPos);
if (!nextTile.openSides.isOpposingOpen(openHeading)) {
continue;
}
checkDistance(nextPos, distance + 1);
}
};
// build distance grid
checkDistance(from, 0);
return distances;
}
public generateShortestPath(
from: BoardPosition,
to: BoardPosition
): Path | null {
Iif (from.equals(to)) {
return new Path([]);
}
const distances = this.generateDistances(to);
// check if reachable
Iif (distances[from.x][from.y] === Number.MAX_SAFE_INTEGER) {
return null;
}
const pathParts: PathPart[] = [];
let currentLocation = from;
while (!currentLocation.equals(to)) {
let minDistance = Number.MAX_SAFE_INTEGER;
let bestHeading: Heading | null = null;
const currentTile = this.getTile(currentLocation);
for (const heading of currentTile.openSides.headings) {
const nextLocation = currentLocation.add(
new HeadingHelper(heading).vec2
);
Iif (!nextLocation.isInBounds(this.width, this.height)) {
continue;
}
const nextTile = this.getTile(nextLocation);
Iif (!nextTile.openSides.isOpposingOpen(heading)) {
continue;
}
Iif (distances[nextLocation.x][nextLocation.y] < minDistance) {
minDistance = distances[nextLocation.x][nextLocation.y];
bestHeading = heading;
}
}
const nextPos = currentLocation.add(
new HeadingHelper(bestHeading ?? Heading.NORTH).vec2
);
Iif (bestHeading === null) {
throw new Error("Bug");
}
pathParts.push({
from: currentLocation,
to: nextPos,
heading: bestHeading,
});
currentLocation = nextPos;
}
return new Path(pathParts);
}
public getReachablePositions(from: BoardPosition): BoardPosition[] {
const checkedLocations: boolean[][] = [];
for (let x = 0; x < this.width; x++) {
const column: boolean[] = [];
for (let y = 0; y < this.height; y++) {
column[y] = false;
}
checkedLocations[x] = column;
}
const reachablePositions: BoardPosition[] = [];
const check = (position: BoardPosition) => {
if (
!position.isInBounds(this.width, this.height) ||
checkedLocations[position.x][position.y]
) {
return;
}
reachablePositions.push(position);
checkedLocations[position.x][position.y] = true;
// check surrounding
const tile = this.tiles[position.x][position.y];
for (const openHeading of tile.openSides.headings) {
const direction = new HeadingHelper(openHeading).vec2;
const nextPos = position.add(direction);
if (!nextPos.isInBounds(this.width, this.height)) {
continue;
}
const nextTile = this.tiles[nextPos.x][nextPos.y];
if (!nextTile.openSides.isOpposingOpen(openHeading)) {
continue;
}
check(nextPos);
}
};
check(from);
return reachablePositions;
}
public isReachable(from: BoardPosition, to: BoardPosition): boolean {
const distances = this.generateDistances(from);
Iif (distances[to.x][to.y] === Number.MAX_SAFE_INTEGER) {
return false;
}
return true;
}
public rotateLooseTile(rotateBeforeShift: number): Board {
return new Board(
this.tiles,
this.looseTile.rotate(rotateBeforeShift),
this.shiftPosition
);
}
public static getValidSizes(maxSize: number): number[] {
const validSizes: number[] = [];
for (let i = 0; i <= maxSize; i++) {
Iif (Board.isSizeValid(i)) {
validSizes.push(i);
}
}
return validSizes;
}
/**
* @param size Width or height
*/
public static isSizeValid(size: number): boolean {
return (
size >= 7 && // must be larger than the min size
((size - 1) % 4 === 0 || (size - 1) % 5 === 0 || (size - 1) % 6 === 0) && // must be possible to distribute players home positions equaly
size % 2 != 0 // has to be uneven to not have shift rows at the edge
);
}
public static getMaxPlayerCount(width: number, height: number): number {
return Board.generatePlayerHomePositions(width, height).length;
}
public static getHomePositionIncrement(size: number): number {
Iif (size < 7) {
throw new Error("Invalid size");
}
size -= 1;
Iif (size % 4 === 0) {
return 4;
}
Iif (size % 5 === 0) {
return 5;
}
if (size % 6 === 0) {
return 6;
}
throw new Error("Invalid size");
}
public static generatePlayerHomePositions(
width: number,
height: number
): BoardPosition[] {
const homePositions: BoardPosition[] = [];
const xIncrement = Board.getHomePositionIncrement(width);
const YIncrement = Board.getHomePositionIncrement(height);
for (let x = 0; x < width; x += xIncrement) {
for (let y = 0; y < height; y += YIncrement) {
const pos = new BoardPosition(x, y);
if (pos.isEdge(width, height)) {
homePositions.push(pos);
}
}
}
return homePositions;
}
public static getPlayerHomePosition(
playerIndex: number,
width: number,
height: number
): BoardPosition {
const homePositions = Board.generatePlayerHomePositions(width, height);
return homePositions[playerIndex];
}
public generateValidShiftPositions(): ShiftPosition[] {
const shiftPositions: ShiftPosition[] = [];
for (const heading of [Heading.NORTH, Heading.SOUTH]) {
let index = 0;
for (let x = 1; x < this.width - 1; x += 2) {
shiftPositions.push(new ShiftPosition(heading, index++));
}
}
for (const heading of [Heading.WEST, Heading.EAST]) {
let index = 0;
for (let x = 1; x < this.height - 1; x += 2) {
shiftPositions.push(new ShiftPosition(heading, index++));
}
}
return shiftPositions;
}
private static getShiftPositionCount(size: number): number {
return (size - 1) / 2;
}
public isShiftPositionValid(shiftPosition: ShiftPosition): boolean {
Iif (shiftPosition.index < 0 || !Number.isInteger(shiftPosition.index)) {
return false;
}
switch (shiftPosition.heading) {
case Heading.NORTH:
case Heading.SOUTH:
return shiftPosition.index < Board.getShiftPositionCount(this.width);
case Heading.EAST:
case Heading.WEST:
return shiftPosition.index < Board.getShiftPositionCount(this.height);
}
}
public invertShiftPosition(shiftPosition: ShiftPosition): ShiftPosition {
const invertedHeading = new HeadingHelper(shiftPosition.heading).inverted;
return new ShiftPosition(invertedHeading, shiftPosition.index);
}
public getLastMovedTilePosition(shiftPosition: ShiftPosition): BoardPosition {
return this.getFirstMovedTilePosition(
this.invertShiftPosition(shiftPosition)
);
}
public getFirstMovedTilePosition(
shiftPosition: ShiftPosition
): BoardPosition {
switch (shiftPosition.heading) {
case Heading.NORTH:
return new BoardPosition(1 + shiftPosition.index * 2, 0);
case Heading.EAST:
return new BoardPosition(this.width - 1, 1 + shiftPosition.index * 2);
case Heading.SOUTH:
return new BoardPosition(1 + shiftPosition.index * 2, this.height - 1);
case Heading.WEST:
return new BoardPosition(0, 1 + shiftPosition.index * 2);
}
}
public setShiftPosition(shiftPosition: ShiftPosition): Board {
return new Board(this.tiles, this.looseTile, shiftPosition);
}
/**
* Because Tile is immutable we dont need to make a deep copy here
*/
private copyTiles(): PathTile[][] {
const newTiles: PathTile[][] = [];
for (const column of this.tiles) {
const newColumn: PathTile[] = [];
for (const tile of column) {
newColumn.push(tile);
}
newTiles.push(newColumn);
}
return newTiles;
}
public getTile(position: BoardPosition): PathTile {
return this.tiles[position.x][position.y];
}
public getTreasureAt(position: BoardPosition): Treasure | null {
return this.tiles[position.x][position.y].treasure;
}
public equals(other: Board): boolean {
Iif (!this.looseTile.equals(other.looseTile)) {
console.log("looseTile");
return false;
}
Iif (!this.shiftPosition.equals(other.shiftPosition)) {
return false;
}
Iif (this.width !== other.width || this.height !== other.height) {
return false;
}
for (let x = 0; x < this.width; x++) {
for (let y = 0; y < this.height; y++) {
Iif (!this.tiles[x][y].equals(other.tiles[x][y])) {
return false;
}
}
}
return true;
}
static create(instance: Board): Board {
const tiles: PathTile[][] = [];
for (const row of instance.tiles) {
const newRow: PathTile[] = [];
for (const tile of row) {
newRow.push(PathTile.create(tile));
}
tiles.push(newRow);
}
return new Board(
tiles,
PathTile.create(instance.looseTile),
ShiftPosition.create(instance.shiftPosition)
);
}
}
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