import Hole from "./Hole";
import MoveDirection from "./MoveDirection";
/*
* bawo.zone - <a href="https://bawo.zone">https://bawo.zone</a>
* <a href="https://github.com/fumba/bawo.zone">https://github.com/fumba/bawo.zone</a>
*
* Licensed to the Apache Software Foundation (ASF) under one or more
* contributor license agreements. See the NOTICE file distributed with
* this work for additional information regarding copyright ownership.
* The ASF licenses this file to You under the Apache License, Version 2.0
* (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
class Move {
public prevContinuedMovesCount: number;
public hole: Hole;
public direction: MoveDirection;
public readonly possibleDirections = [
MoveDirection.AntiClockwise,
MoveDirection.Clockwise,
];
/**
* <p>
* Mtaji moves result into a capture on the initial move. This switch is set to
* {@code false} for all subsequent continuing moves if the initial move did not
* result into a capture.
* </p>
* <p>
* The default value for this switch is initially set to {@code true} with the
* assumption that every move that a {@link Player} initiates has the potential
* to result into a capture.
* </p>
*/
public isMtaji: boolean;
/**
* constrtuctor
*
* @param {Hole} hole the hole on which the moves starts on
* @param {MoveDirection} direction move direction
* @param {number} prevContinuedMovesCount the number of subsequent (continued) moves executed before current move
*/
constructor(
hole: Hole,
direction: MoveDirection,
prevContinuedMovesCount = 0
) {
this.prevContinuedMovesCount = prevContinuedMovesCount;
this.hole = hole;
this.direction = direction;
this.isMtaji = true;
}
/**
* Determines if a move is continuing. This happens when previous moves have
* been executed before this move.
*
* @returns {true} if the move is continuing.
*/
public isContinuing(): boolean {
return this.prevContinuedMovesCount > 0;
}
public toString(): string {
let buffer = "";
buffer = buffer.concat("\nMOVE [ dir : " + this.direction);
buffer = buffer.concat(", owner :" + this.hole.player.side);
buffer = buffer.concat(", hole id :" + this.hole.id);
buffer = buffer.concat(", seed count:" + this.hole.numSeeds);
buffer = buffer.concat(
", prev-cont-count :" + this.prevContinuedMovesCount
);
buffer = buffer.concat(", isMtaji:" + this.isMtaji + " \n");
buffer = buffer.concat("\n");
return buffer;
}
/**
* Checks to see if the move results into seed tokens being put in any front row
* hole that is assigned to the player.
*
* @returns {boolean} true if move sows seed in any front row hole
*/
public sowsSeedInFrontHole(): boolean {
let hole: Hole = this.hole;
for (let i = 0; i < this.hole.numSeeds; i++) {
if (this.direction == MoveDirection.Clockwise) {
if (hole.nextHole.isInFrontRow()) {
return true;
}
hole = hole.nextHole;
} else if (this.direction == MoveDirection.AntiClockwise) {
if (hole.prevHole.isInFrontRow()) {
return true;
}
hole = hole.prevHole;
}
}
return false;
}
/**
*
* Gets the hole on which the specified move will be planting the last seed in
* the players hand.
*
*
* @returns {Hole} Hole on which the move ends
*/
public getDestinationHole(): Hole {
switch (this.direction) {
case MoveDirection.Clockwise:
return this.hole.player.boardHoles.stepClockwise(
this.hole,
this.hole.numSeeds
);
case MoveDirection.AntiClockwise:
return this.hole.player.boardHoles.stepAntiClockwise(
this.hole,
this.hole.numSeeds
);
default:
throw new Error(
"Only Clockwise and Anticlockwise moves are allowed. Input : " +
this.direction
);
}
}
}
export default Move;
Source