/** 바둑 (docs/games/baduk.md). */ import { z } from 'zod'; import { fail, ok, type GameDefinition, type GameEvent, type GameResult, type PlayerId } from '@bg/engine'; import { atariStones, chainAt, emptyRegionAt, hashBoard, illegalPoints, markGroup, neighbours, regionsOf, score, suggestMarks, tryPlace, type Cell, type IllegalReason, type ScoreBreakdown, type Stone, } from './board'; export type { Cell, IllegalReason, ScoreBreakdown } from './board'; export type Color = 'black' | 'white'; const STONE: Record = { black: 1, white: 2 }; const other = (c: Color): Color => (c === 'black' ? 'white' : 'black'); const COLOR_KO: Record = { black: '흑', white: '백' }; const HANDICAP_LABELS = { 0: '없음(맞바둑)', 2: '2점', 3: '3점', 4: '4점', 5: '5점', 6: '6점', 7: '7점', 8: '8점', 9: '9점' }; export const badukOptionsSchema = z .object({ boardSize: z .union([z.literal(9), z.literal(13), z.literal(19)]) .default(19) .meta({ title: '판 크기', labels: { 9: '9줄(처음이면 추천)', 13: '13줄', 19: '19줄' } }), scoring: z .enum(['territory', 'area']) .default('territory') .meta({ title: '계가 방식', labels: { territory: '집 계산(한국·일본식)', area: '영역 계산(중국식)' } }), komiAuto: z.boolean().default(true).meta({ title: '덤 자동(맞바둑 6.5집 · 중국식 7.5점 · 접바둑 0.5)' }), komi: z.number().min(-10).max(10).multipleOf(0.5).default(6.5).meta({ title: '덤(자동을 끈 경우, 0.5 단위)' }), handicap: z .union([z.literal(0), z.literal(2), z.literal(3), z.literal(4), z.literal(5), z.literal(6), z.literal(7), z.literal(8), z.literal(9)]) .default(0) .meta({ title: '접바둑 치석(9줄은 5점까지)', labels: HANDICAP_LABELS }), koRule: z .enum(['positionalSuperko', 'korean']) .default('positionalSuperko') .meta({ title: '패 규칙', labels: { positionalSuperko: '동형 반복 금지', korean: '한국식(단순 패 금지, 같은 국면 3번이면 무승부)' } }), colorAssignment: z .enum(['nigiri', 'hostBlack', 'hostWhite']) .default('nigiri') .meta({ title: '흑백 정하기', labels: { nigiri: '무작위(돌 가리기)', hostBlack: '방장이 흑(접바둑이면 하수)', hostWhite: '방장이 백(접바둑이면 상수)' } }), timeControl: z .object({ kind: z .enum(['none', 'byoyomi', 'fischer']) .default('byoyomi') .meta({ title: '시간 방식', labels: { none: '제한 없음', byoyomi: '기본 시간 + 초읽기', fischer: '기본 시간 + 수당 추가' } }), mainSecAuto: z.boolean().default(true).meta({ title: '기본 시간 자동(9줄 3분 · 13줄 10분 · 19줄 20분)' }), mainSec: z.number().int().min(0).max(3600).default(1200).meta({ title: '기본 시간(초, 자동을 끈 경우)' }), periodSec: z .union([z.literal(10), z.literal(20), z.literal(30), z.literal(60)]) .default(30) .meta({ title: '초읽기 한 번(초)', labels: { 10: '10초', 20: '20초', 30: '30초', 60: '60초' } }), periods: z.number().int().min(1).max(5).default(3).meta({ title: '초읽기 횟수' }), incSec: z.number().int().min(0).max(30).default(10).meta({ title: '한 수마다 추가(초, 피셔)' }), }) .default({ kind: 'byoyomi', mainSecAuto: true, mainSec: 1200, periodSec: 30, periods: 3, incSec: 10 }) .meta({ title: '시간 제한' }), idleLimitSec: z .union([z.literal(300), z.literal(600)]) .default(600) .meta({ title: '시간 제한 없음일 때 무응답 한도', labels: { 300: '5분', 600: '10분' } }), undo: z .enum(['off', '1', '3', 'unlimited']) .default('3') .meta({ title: '무르기(1인당, 상대 동의)', labels: { off: '안 씀', 1: '1번', 3: '3번', unlimited: '무제한' } }), drawOffer: z.boolean().default(true).meta({ title: '무승부 제안 허용' }), drawReofferMoves: z.number().int().min(0).max(50).default(5).meta({ title: '무승부 다시 제안까지 둬야 하는 수' }), atariWarning: z.boolean().default(true).meta({ title: '단수 경고(내 돌이 단수에 몰리면 표시)' }), scoringDeadlineSec: z .union([z.literal(120), z.literal(180), z.literal(300)]) .default(180) .meta({ title: '사석 확인 제한 시간', labels: { 120: '2분', 180: '3분', 300: '5분' } }), }) .superRefine((o, ctx) => { if (o.boardSize === 9 && o.handicap > 5) ctx.addIssue({ code: 'custom', path: ['handicap'], message: '9줄 판은 접바둑 5점까지만 둘 수 있어요.' }); }); export type BadukOptions = z.infer; const coord = z.number().int().min(0).max(18); export const badukActionSchema = z.discriminatedUnion('type', [ z.object({ type: z.literal('place'), x: coord, y: coord }), z.object({ type: z.literal('pass') }), z.object({ type: z.literal('toggleDead'), x: coord, y: coord }), z.object({ type: z.literal('toggleSeki'), x: coord, y: coord }), z.object({ type: z.literal('agreeScore') }), z.object({ type: z.literal('resumePlay') }), z.object({ type: z.literal('requestUndo') }), z.object({ type: z.literal('respondUndo'), accept: z.boolean() }), z.object({ type: z.literal('offerDraw') }), z.object({ type: z.literal('respondDraw'), accept: z.boolean() }), z.object({ type: z.literal('cancelOffer') }), z.object({ type: z.literal('resign') }), ]); /** Client-sendable actions plus the system-only timeout action (not in the schema). */ export type BadukAction = z.infer | { type: 'timeout' }; export interface Pt { x: number; y: number; } export type BadukMove = { kind: 'place'; color: Color; pt: Pt; captured: Pt[] } | { kind: 'pass'; color: Color }; export type BadukReason = 'score' | 'jigo' | 'resign' | 'timeLoss' | 'drawAgreed' | 'repetition'; export interface BadukScore extends ScoreBreakdown { /** Winner's margin (e.g. 2.5); 0 for jigo. */ margin: number; } export interface BadukResult { winner: Color | null; reason: BadukReason; score?: BadukScore; summaryKo: string; } export interface BadukState { options: BadukOptions; size: 9 | 13 | 19; komi: number; handicap: number; board: Cell[]; players: Record; turn: Color; phase: 'playing' | 'scoring' | 'finished'; /** Stones each colour captured during play. */ captures: Record; consecutivePasses: number; moves: BadukMove[]; /** Zobrist hash (16 hex chars) of the current arrangement. */ hash: string; /** Hashes of every arrangement so far, initial position first (superko; replayable from moves). */ positionHistory: string[]; /** koRule=korean: (arrangement + side to move) occurrence counts. */ situationCounts: Record; /** koRule=korean: simple-ko banned point for the side to move. */ koPoint: Pt | null; /** moves.length when play last resumed from the scoring phase (undo can't cross it). */ lastResumeAt: number; scoringMarks: { dead: number[]; /** One point per seki-marked empty region (regions are found after removing dead stones). */ seki: number[]; agreed: Record; startedAt: number; } | null; clock: { mainMs: Record; periodsLeft: Record; inByoyomi: Record; turnStartedAt: number; }; undo: { usedBy: Record; pending: { by: Color; plies: 1 | 2 } | null }; draw: { pendingBy: Color | null; lastOfferMove: Record }; result: BadukResult | null; } export interface BadukView { size: number; board: Cell[]; players: Record; myColor: Color | null; turn: Color; phase: BadukState['phase']; rules: { scoring: BadukOptions['scoring']; koRule: BadukOptions['koRule']; komi: number; handicap: number; atariWarning: boolean }; captures: Record; moveCount: number; moves: { color: Color; pt: Pt | null; captured: number }[]; lastMove: Pt | null; /** Stones removed by the last move (for the capture animation). */ lastCaptured: Pt[]; consecutivePasses: number; clock: { kind: BadukOptions['timeControl']['kind']; mainSec: number; periodSec: number; periods: number; incSec: number; idleLimitSec: number; mainMs: Record; periodsLeft: Record; inByoyomi: Record; turnStartedAt: number; }; undo: { allowed: boolean; remaining: Record; pending: { by: Color; plies: number } | null }; draw: { allowed: boolean; pendingBy: Color | null }; /** Only for the player to move. */ illegalPoints: (Pt & { reason: IllegalReason })[]; /** Only for the player to move (atariWarning option): own stones in atari. */ atariWarnings: Pt[]; scoring: { dead: Pt[]; /** Every point of seki-marked regions. */ seki: Pt[]; agreed: Record; deadlineAt: number; durationMs: number; preview: ScoreBreakdown; } | null; result: BadukResult | null; } // ------------------------------------------------------------------ helpers const COLS = 'ABCDEFGHJKLMNOPQRST'; /** "D4" → index, columns skip I, rows count from the bottom. */ function labelIdx(size: number, label: string): number { const x = COLS.indexOf(label[0]!); const y = size - Number(label.slice(1)); return y * size + x; } export const ptLabel = (size: number, p: Pt): string => `${COLS[p.x]}${size - p.y}`; /** §4 handicap placement table (fixed, Korean/Japanese convention). */ export function handicapPoints(size: number, n: number): number[] { if (n < 2) return []; const t = size === 19 ? { c: ['Q16', 'D4', 'Q4', 'D16'], lr: ['D10', 'Q10'], tb: ['K4', 'K16'], m: 'K10' } : size === 13 ? { c: ['K10', 'D4', 'K4', 'D10'], lr: ['D7', 'K7'], tb: ['G4', 'G10'], m: 'G7' } : { c: ['G7', 'C3', 'G3', 'C7'], lr: [], tb: [], m: 'E5' }; let labels: string[]; if (n <= 4) labels = t.c.slice(0, n); else if (n === 5) labels = [...t.c, t.m]; else if (n === 6) labels = [...t.c, ...t.lr]; else if (n === 7) labels = [...t.c, ...t.lr, t.m]; else if (n === 8) labels = [...t.c, ...t.lr, ...t.tb]; else labels = [...t.c, ...t.lr, ...t.tb, t.m]; return labels.map((l) => labelIdx(size, l)); } const DEFAULT_MAIN: Record<9 | 13 | 19, number> = { 9: 180, 13: 600, 19: 1200 }; export function effectiveKomi(o: BadukOptions): number { if (!o.komiAuto) return o.komi; if (o.handicap > 0) return 0.5; return o.scoring === 'area' ? 7.5 : 6.5; } export function effectiveMainSec(o: BadukOptions): number { return o.timeControl.mainSecAuto ? DEFAULT_MAIN[o.boardSize] : o.timeControl.mainSec; } const handicapComp = (s: BadukState) => (s.options.scoring === 'area' && s.handicap > 0 ? s.handicap : 0); const toPt = (i: number, size: number): Pt => ({ x: i % size, y: Math.floor(i / size) }); const undoLimit = (o: BadukOptions): number => (o.undo === 'off' ? 0 : o.undo === 'unlimited' ? Infinity : Number(o.undo)); const colorOf = (s: BadukState, p: PlayerId): Color | null => s.players.black === p ? 'black' : s.players.white === p ? 'white' : null; const situationKey = (hash: string, turn: Color) => hash + (turn === 'black' ? 'b' : 'w'); function initialBoard(size: number, handicap: number): Cell[] { const b = new Array(size * size).fill(0); for (const i of handicapPoints(size, handicap)) b[i] = 1; return b; } function pendingResponder(s: BadukState): Color | null { if (s.undo.pending) return other(s.undo.pending.by); if (s.draw.pendingBy) return other(s.draw.pendingBy); return null; } /** Previous arrangement before the opponent's last move — repeating it is a plain ko. */ function koHashOf(s: BadukState): string | null { const last = s.moves[s.moves.length - 1]; return last?.kind === 'place' && s.positionHistory.length >= 2 ? s.positionHistory[s.positionHistory.length - 2]! : null; } function illegalMap(s: BadukState): Map { const superko = s.options.koRule === 'positionalSuperko'; const ko = s.koPoint ? s.koPoint.y * s.size + s.koPoint.x : null; return illegalPoints(s.board, s.size, STONE[s.turn], s.hash, { koPoint: superko ? null : ko, history: superko ? new Set(s.positionHistory) : null, koHash: superko ? koHashOf(s) : null, }); } const ILLEGAL_MSG: Record = { suicide: '둘 곳의 활로가 없어 둘 수 없어요(자충수).', ko: '패는 바로 되따낼 수 없어요. 다른 곳에 한 수 두고 오세요.', superko: '같은 모양이 반복되어 둘 수 없어요.', }; /** Places a validated stone and updates board, captures, hashes and ko state (no clock/turn). */ function commitPlace(s: BadukState, color: Color, i: number, captured: number[], hash: string): void { const size = s.size; s.board[i] = STONE[color]; for (const c of captured) s.board[c] = 0; s.captures[color] += captured.length; s.hash = hash; s.positionHistory.push(hash); s.moves.push({ kind: 'place', color, pt: toPt(i, size), captured: captured.map((c) => toPt(c, size)) }); s.koPoint = null; if (captured.length === 1) { const ch = chainAt(s.board, size, i); if (ch.stones.length === 1 && ch.libs.length === 1) s.koPoint = toPt(captured[0]!, size); } s.consecutivePasses = 0; s.turn = other(color); } function commitPass(s: BadukState, color: Color): void { s.moves.push({ kind: 'pass', color }); s.koPoint = null; s.consecutivePasses++; s.turn = other(color); } /** Rebuilds board, captures, superko history, ko point and repetition counts by replaying moves (undo). */ function replay(s: BadukState, moves: BadukMove[]): void { s.board = initialBoard(s.size, s.handicap); s.captures = { black: 0, white: 0 }; s.hash = hashBoard(s.board); s.positionHistory = [s.hash]; s.koPoint = null; s.moves = []; s.turn = s.handicap > 0 ? 'white' : 'black'; s.situationCounts = { [situationKey(s.hash, s.turn)]: 1 }; for (const m of moves) { if (m.kind === 'pass') { commitPass(s, m.color); continue; } const i = m.pt.y * s.size + m.pt.x; const r = tryPlace(s.board, s.size, i, STONE[m.color], s.hash); if (!r.ok) throw new Error(`baduk replay: illegal move ${ptLabel(s.size, m.pt)}`); commitPlace(s, m.color, i, r.captured, r.hash); const key = situationKey(s.hash, s.turn); s.situationCounts[key] = (s.situationCounts[key] ?? 0) + 1; } let trailing = 0; for (let k = s.moves.length - 1; k >= s.lastResumeAt && s.moves[k]!.kind === 'pass'; k--) trailing++; s.consecutivePasses = trailing; } /** * Charges the mover's clock for the time spent on this turn (§8.2). Returns false when the * player had already lost on time (the move is then not played). */ function chargeClock(s: BadukState, me: Color, now: number): boolean { const tc = s.options.timeControl; const elapsed = Math.max(0, now - s.clock.turnStartedAt); if (tc.kind === 'byoyomi') { const main = s.clock.mainMs[me]; if (elapsed <= main) { s.clock.mainMs[me] = main - elapsed; return true; } const over = elapsed - main; const periodMs = tc.periodSec * 1000; const used = Math.ceil(over / periodMs) - 1; // within one period → keep it s.clock.mainMs[me] = 0; s.clock.inByoyomi[me] = true; if (used >= s.clock.periodsLeft[me]) { s.clock.periodsLeft[me] = 0; return false; } s.clock.periodsLeft[me] -= used; return true; } if (tc.kind === 'fischer') { const left = s.clock.mainMs[me] - elapsed; if (left <= 0) { s.clock.mainMs[me] = 0; return false; } s.clock.mainMs[me] = left + tc.incSec * 1000; return true; } return elapsed <= s.options.idleLimitSec * 1000; } function marginKo(m: number, method: 'territory' | 'area'): string { if (method === 'area') return `${m}점`; const whole = Math.floor(m); const half = m - whole >= 0.5; if (whole === 0) return half ? '반집' : '0집'; return `${whole}집${half ? ' 반' : ''}`; } function finish(s: BadukState, winner: Color | null, reason: BadukReason, sc?: BadukScore): void { s.phase = 'finished'; s.undo.pending = null; s.draw.pendingBy = null; let summaryKo: string; switch (reason) { case 'score': summaryKo = `${COLOR_KO[winner!]} ${marginKo(sc!.margin, sc!.method)} 승`; break; case 'jigo': summaryKo = '빅 (동점 무승부)'; break; case 'resign': summaryKo = `${COLOR_KO[winner!]} 불계승`; break; case 'timeLoss': summaryKo = `${COLOR_KO[winner!]} 시간승`; break; case 'drawAgreed': summaryKo = '합의 무승부'; break; case 'repetition': summaryKo = '같은 국면이 세 번 반복되어 무승부'; break; } s.result = { winner, reason, summaryKo, ...(sc ? { score: sc } : {}) }; } function scoreOf(s: BadukState): ScoreBreakdown { const m = s.scoringMarks; return score({ board: s.board, size: s.size, dead: new Set(m?.dead ?? []), seki: m?.seki ?? [], method: s.options.scoring, captures: s.captures, komi: s.komi, handicapComp: handicapComp(s), }); } function finalizeScore(s: BadukState, events: GameEvent[]): void { const b = scoreOf(s); const margin = Math.abs(b.diff); const sc: BadukScore = { ...b, margin }; if (b.diff === 0) finish(s, null, 'jigo', sc); else finish(s, b.diff > 0 ? 'black' : 'white', 'score', sc); events.push({ type: 'gameEnded', reason: s.result!.reason, winner: s.result!.winner }); } function enterScoring(s: BadukState, now: number, events: GameEvent[]): void { s.phase = 'scoring'; s.undo.pending = null; s.draw.pendingBy = null; const sug = suggestMarks(s.board, s.size); s.scoringMarks = { dead: sug.dead, seki: sug.seki, agreed: { black: false, white: false }, startedAt: now }; events.push({ type: 'scoringStarted' }); } function sekiPoints(s: BadukState): number[] { const m = s.scoringMarks; if (!m || m.seki.length === 0) return []; const dead = new Set(m.dead); const reg = regionsOf(s.board, s.size, (i) => s.board[i] === 0 || dead.has(i)); const ids = new Set(m.seki.map((i) => reg.id[i]!).filter((r) => r >= 0)); return [...ids].flatMap((r) => reg.list[r]!.points); } /** Single-point own eyes (every orthogonal neighbour is an own stone) — skipped by random playouts. */ function isOwnEye(s: BadukState, i: number, c: Stone): boolean { const nb = neighbours(s.size); const n = nb[i * 5]!; for (let k = 1; k <= n; k++) if (s.board[nb[i * 5 + k]!] !== c) return false; return true; } // ------------------------------------------------------------------ definition export const baduk: GameDefinition = { id: 'baduk', nameKo: '바둑', minPlayers: 2, maxPlayers: 2, stateVersion: 1, defaultOptions: badukOptionsSchema.parse({}), optionsSchema: badukOptionsSchema, actionSchema: badukActionSchema as z.ZodType, setup({ players, options, rng, now }) { const [host, guest] = players as [PlayerId, PlayerId]; const hostBlack = options.colorAssignment === 'hostBlack' ? true : options.colorAssignment === 'hostWhite' ? false : rng.int(2) === 0; const size = options.boardSize; const handicap = size === 9 ? Math.min(options.handicap, 5) : options.handicap; const board = initialBoard(size, handicap); const hash = hashBoard(board); const turn: Color = handicap > 0 ? 'white' : 'black'; const tc = options.timeControl; const main = tc.kind === 'none' ? 0 : effectiveMainSec(options) * 1000; const periods = tc.kind === 'byoyomi' ? tc.periods : 0; return { options, size, komi: effectiveKomi(options), handicap, board, players: hostBlack ? { black: host, white: guest } : { black: guest, white: host }, turn, phase: 'playing', captures: { black: 0, white: 0 }, consecutivePasses: 0, moves: [], hash, positionHistory: [hash], situationCounts: { [situationKey(hash, turn)]: 1 }, koPoint: null, lastResumeAt: 0, scoringMarks: null, clock: { mainMs: { black: main, white: main }, periodsLeft: { black: periods, white: periods }, inByoyomi: { black: tc.kind === 'byoyomi' && main === 0, white: tc.kind === 'byoyomi' && main === 0 }, turnStartedAt: now, }, undo: { usedBy: { black: 0, white: 0 }, pending: null }, draw: { pendingBy: null, lastOfferMove: { black: null, white: null } }, result: null, }; }, validate(s, actor, a) { const me = colorOf(s, actor); if (!me) return fail('이 게임의 플레이어가 아니에요.'); if (s.phase === 'finished') return fail('게임이 이미 끝났어요.'); const playing = s.phase === 'playing'; switch (a.type) { case 'place': { if (!playing) return fail('지금은 돌을 둘 수 없어요.'); if (s.turn !== me) return fail('지금은 내 차례가 아니에요.'); if (a.x >= s.size || a.y >= s.size) return fail('판 밖이에요.'); const i = a.y * s.size + a.x; if (s.board[i] !== 0) return fail('이미 돌이 있는 자리예요.'); if (s.options.koRule === 'korean' && s.koPoint && s.koPoint.x === a.x && s.koPoint.y === a.y) return fail(ILLEGAL_MSG.ko); const r = tryPlace(s.board, s.size, i, STONE[me], s.hash); if (!r.ok) return fail(ILLEGAL_MSG.suicide); if (s.options.koRule === 'positionalSuperko' && s.positionHistory.includes(r.hash)) { return fail(r.hash === koHashOf(s) ? ILLEGAL_MSG.ko : ILLEGAL_MSG.superko); } return ok; } case 'pass': if (!playing) return fail('지금은 패스할 수 없어요.'); if (s.turn !== me) return fail('지금은 내 차례가 아니에요.'); return ok; case 'toggleDead': case 'toggleSeki': { if (s.phase !== 'scoring') return fail('사석 확인 단계가 아니에요.'); if (a.x >= s.size || a.y >= s.size) return fail('판 밖이에요.'); const v = s.board[a.y * s.size + a.x]; if (a.type === 'toggleDead' && v === 0) return fail('돌이 있는 곳을 눌러 주세요.'); if (a.type === 'toggleSeki' && v !== 0) return fail('빈 곳을 눌러 주세요.'); return ok; } case 'agreeScore': if (s.phase !== 'scoring') return fail('사석 확인 단계가 아니에요.'); if (s.scoringMarks!.agreed[me]) return fail('이미 동의했어요.'); return ok; case 'resumePlay': if (s.phase !== 'scoring') return fail('사석 확인 단계가 아니에요.'); return ok; case 'requestUndo': { if (!playing) return fail('지금은 무를 수 없어요.'); if (s.options.undo === 'off') return fail('이 방은 무르기를 쓰지 않아요.'); if (s.undo.pending || s.draw.pendingBy) return fail('이미 대기 중인 요청이 있어요.'); if (s.undo.usedBy[me] >= undoLimit(s.options)) return fail('무르기 횟수를 다 썼어요.'); const last = s.moves[s.moves.length - 1]; const plies = last?.color === me ? 1 : 2; const from = s.moves.length - plies; if (!last || from < s.lastResumeAt || s.moves[from]?.color !== me) return fail('아직 무를 수가 없어요.'); return ok; } case 'respondUndo': if (!s.undo.pending || s.undo.pending.by === me) return fail('응답할 무르기 요청이 없어요.'); return ok; case 'offerDraw': { if (!playing) return fail('지금은 무승부를 제안할 수 없어요.'); if (!s.options.drawOffer) return fail('이 방은 무승부 제안을 쓰지 않아요.'); if (s.undo.pending || s.draw.pendingBy) return fail('이미 대기 중인 요청이 있어요.'); const last = s.draw.lastOfferMove[me]; const gap = s.options.drawReofferMoves; if (last !== null && s.moves.slice(last).filter((m) => m.color === me).length < gap) { return fail(`무승부 제안은 ${gap}수를 더 둔 뒤에 다시 할 수 있어요.`); } return ok; } case 'respondDraw': if (!s.draw.pendingBy || s.draw.pendingBy === me) return fail('응답할 무승부 제안이 없어요.'); return ok; case 'cancelOffer': if (s.undo.pending?.by !== me && s.draw.pendingBy !== me) return fail('취소할 요청이 없어요.'); return ok; case 'resign': return ok; case 'timeout': if (playing && s.turn !== me) return fail('지금은 내 차례가 아니에요.'); if (s.phase === 'scoring' && s.scoringMarks!.agreed[me]) return fail('이미 동의했어요.'); return ok; } }, apply(prev, actor, a, { now }) { const s = structuredClone(prev); const me = colorOf(s, actor)!; const events: GameEvent[] = []; switch (a.type) { case 'place': case 'pass': { if (!chargeClock(s, me, now)) { finish(s, other(me), 'timeLoss'); events.push({ type: 'timeLoss', color: me }, { type: 'gameEnded', reason: 'timeLoss', winner: other(me) }); break; } s.undo.pending = null; s.draw.pendingBy = null; s.clock.turnStartedAt = now; if (a.type === 'pass') { commitPass(s, me); events.push({ type: 'pass', color: me }); if (s.consecutivePasses >= 2) enterScoring(s, now, events); break; } const i = a.y * s.size + a.x; const r = tryPlace(s.board, s.size, i, STONE[me], s.hash); if (!r.ok) throw new Error('baduk: illegal place reached apply'); commitPlace(s, me, i, r.captured, r.hash); const captured = r.captured.map((c) => toPt(c, s.size)); events.push({ type: 'stonePlaced', color: me, x: a.x, y: a.y, captured }); if (captured.length) events.push({ type: 'captured', color: me, count: captured.length }); const nb = neighbours(s.size); const oppStone = STONE[other(me)]; const seen = new Set(); for (let k = 1; k <= nb[i * 5]!; k++) { const q = nb[i * 5 + k]!; if (s.board[q] !== oppStone || seen.has(q)) continue; const ch = chainAt(s.board, s.size, q); for (const st of ch.stones) seen.add(st); if (ch.libs.length === 1) events.push({ type: 'atari', color: other(me), stones: ch.stones.map((st) => toPt(st, s.size)) }); } if (s.options.koRule === 'korean') { const key = situationKey(s.hash, s.turn); s.situationCounts[key] = (s.situationCounts[key] ?? 0) + 1; if (s.situationCounts[key]! >= 3) { finish(s, null, 'repetition'); events.push({ type: 'gameEnded', reason: 'repetition', winner: null }); } } break; } case 'toggleDead': { const m = s.scoringMarks!; const dead = new Set(m.dead); const i = a.y * s.size + a.x; const group = markGroup(s.board, s.size, i, dead); const makeDead = !dead.has(i); for (const g of group) { if (makeDead) dead.add(g); else dead.delete(g); } m.dead = [...dead].sort((x, y) => x - y); m.agreed = { black: false, white: false }; events.push({ type: 'marksChanged', by: me, kind: makeDead ? 'dead' : 'alive', points: group.map((g) => toPt(g, s.size)) }); break; } case 'toggleSeki': { const m = s.scoringMarks!; const region = emptyRegionAt(s.board, s.size, a.y * s.size + a.x, new Set(m.dead)); const inR = new Set(region); const had = m.seki.some((p) => inR.has(p)); m.seki = had ? m.seki.filter((p) => !inR.has(p)) : [...m.seki, Math.min(...region)].sort((x, y) => x - y); m.agreed = { black: false, white: false }; events.push({ type: 'marksChanged', by: me, kind: had ? 'unseki' : 'seki', points: region.map((g) => toPt(g, s.size)) }); break; } case 'agreeScore': case 'timeout': if (s.phase === 'scoring') { s.scoringMarks!.agreed[me] = true; events.push({ type: 'scoreAgreed', color: me, auto: a.type === 'timeout' }); if (s.scoringMarks!.agreed.black && s.scoringMarks!.agreed.white) finalizeScore(s, events); break; } // playing: no auto move in baduk — the player loses on time (§8.5). if (s.options.timeControl.kind === 'byoyomi') { s.clock.mainMs[me] = 0; s.clock.periodsLeft[me] = 0; } else if (s.options.timeControl.kind === 'fischer') s.clock.mainMs[me] = 0; finish(s, other(me), 'timeLoss'); events.push({ type: 'timeLoss', color: me }, { type: 'gameEnded', reason: 'timeLoss', winner: other(me) }); break; case 'resumePlay': s.phase = 'playing'; s.scoringMarks = null; s.turn = other(me); s.consecutivePasses = 0; s.lastResumeAt = s.moves.length; s.clock.turnStartedAt = now; events.push({ type: 'playResumed', by: me, turn: s.turn }); break; case 'requestUndo': { const last = s.moves[s.moves.length - 1]!; s.undo.pending = { by: me, plies: last.color === me ? 1 : 2 }; events.push({ type: 'undoRequested', color: me }); break; } case 'respondUndo': { const { by, plies } = s.undo.pending!; s.undo.pending = null; if (a.accept) { replay(s, s.moves.slice(0, s.moves.length - plies)); s.turn = by; s.undo.usedBy[by]++; s.clock.turnStartedAt = now; events.push({ type: 'undoAccepted', color: by, plies }); } else events.push({ type: 'undoDeclined', color: by }); break; } case 'offerDraw': s.draw.pendingBy = me; s.draw.lastOfferMove[me] = s.moves.length; events.push({ type: 'drawOffered', color: me }); break; case 'respondDraw': s.draw.pendingBy = null; if (a.accept) { finish(s, null, 'drawAgreed'); events.push({ type: 'drawAccepted' }, { type: 'gameEnded', reason: 'drawAgreed', winner: null }); } else events.push({ type: 'drawDeclined' }); break; case 'cancelOffer': if (s.undo.pending?.by === me) s.undo.pending = null; if (s.draw.pendingBy === me) s.draw.pendingBy = null; events.push({ type: 'offerCancelled', color: me }); break; case 'resign': finish(s, other(me), 'resign'); events.push({ type: 'resigned', color: me }, { type: 'gameEnded', reason: 'resign', winner: other(me) }); break; } return { state: s, events }; }, view(s, viewer) { const myColor = viewer ? colorOf(s, viewer) : null; const limit = undoLimit(s.options); const tc = s.options.timeControl; const myTurn = s.phase === 'playing' && myColor !== null && myColor === s.turn; const last = s.moves[s.moves.length - 1]; const m = s.scoringMarks; return { size: s.size, board: s.board, players: s.players, myColor, turn: s.turn, phase: s.phase, rules: { scoring: s.options.scoring, koRule: s.options.koRule, komi: s.komi, handicap: s.handicap, atariWarning: s.options.atariWarning }, captures: s.captures, moveCount: s.moves.length, moves: s.moves.map((mv) => ({ color: mv.color, pt: mv.kind === 'place' ? mv.pt : null, captured: mv.kind === 'place' ? mv.captured.length : 0 })), lastMove: last?.kind === 'place' ? last.pt : null, lastCaptured: last?.kind === 'place' ? last.captured : [], consecutivePasses: s.consecutivePasses, clock: { kind: tc.kind, mainSec: effectiveMainSec(s.options), periodSec: tc.periodSec, periods: tc.periods, incSec: tc.incSec, idleLimitSec: s.options.idleLimitSec, mainMs: s.clock.mainMs, periodsLeft: s.clock.periodsLeft, inByoyomi: s.clock.inByoyomi, turnStartedAt: s.clock.turnStartedAt, }, undo: { allowed: s.options.undo !== 'off', remaining: { black: Number.isFinite(limit) ? limit - s.undo.usedBy.black : null, white: Number.isFinite(limit) ? limit - s.undo.usedBy.white : null, }, pending: s.undo.pending, }, draw: { allowed: s.options.drawOffer, pendingBy: s.draw.pendingBy }, illegalPoints: myTurn ? [...illegalMap(s)].map(([i, reason]) => ({ ...toPt(i, s.size), reason })) : [], atariWarnings: myTurn && s.options.atariWarning ? atariStones(s.board, s.size, STONE[myColor]).map((i) => toPt(i, s.size)) : [], scoring: m ? { dead: m.dead.map((i) => toPt(i, s.size)), seki: sekiPoints(s).map((i) => toPt(i, s.size)), agreed: m.agreed, deadlineAt: m.startedAt + s.options.scoringDeadlineSec * 1000, durationMs: s.options.scoringDeadlineSec * 1000, preview: scoreOf(s), } : null, result: s.result, }; }, activePlayers(s) { if (s.phase === 'scoring') return (['black', 'white'] as const).filter((c) => !s.scoringMarks!.agreed[c]).map((c) => s.players[c]); if (s.phase !== 'playing') return []; const out = [s.players[s.turn]]; const responder = pendingResponder(s); if (responder && responder !== s.turn) out.push(s.players[responder]); return out; }, deadline(s) { if (s.phase === 'scoring') return s.scoringMarks!.startedAt + s.options.scoringDeadlineSec * 1000; if (s.phase !== 'playing') return null; const tc = s.options.timeControl; const start = s.clock.turnStartedAt; if (tc.kind === 'byoyomi') return start + s.clock.mainMs[s.turn] + s.clock.periodsLeft[s.turn] * tc.periodSec * 1000; if (tc.kind === 'fischer') return start + s.clock.mainMs[s.turn]; return start + s.options.idleLimitSec * 1000; }, timeoutPlayers(s) { if (s.phase === 'scoring') return (['black', 'white'] as const).filter((c) => !s.scoringMarks!.agreed[c]).map((c) => s.players[c]); return s.phase === 'playing' ? [s.players[s.turn]] : []; }, onTimeout() { return { type: 'timeout' }; }, onLeave() { return { type: 'resign' }; }, result(s): GameResult | null { if (!s.result) return null; const { winner, reason, summaryKo, score: sc } = s.result; const ranking = winner ? [[s.players[winner]], [s.players[other(winner)]]] : [[s.players.black, s.players.white]]; const map: Record = { score: 'normal', jigo: 'normal', repetition: 'normal', resign: 'resign', timeLoss: 'timeout', drawAgreed: 'draw-agreed', }; return { ranking, summary: summaryKo, reason: map[reason], ...(sc ? { scores: { [s.players.black]: sc.black.total, [s.players.white]: sc.white.total } } : {}), }; }, legalActions(s, p) { const me = colorOf(s, p); if (!me || s.phase === 'finished') return []; if (s.phase === 'scoring') { if (s.scoringMarks!.agreed[me]) return []; const out: BadukAction[] = [{ type: 'agreeScore' }, { type: 'agreeScore' }, { type: 'resumePlay' }]; const stone = s.board.findIndex((v) => v !== 0); if (stone >= 0) out.push({ type: 'toggleDead', ...toPt(stone, s.size) }); const empty = s.board.indexOf(0); if (empty >= 0) out.push({ type: 'toggleSeki', ...toPt(empty, s.size) }); return out; } const responder = pendingResponder(s); if (responder === me) { const accept = s.moves.length % 2 === 0; return s.undo.pending ? [{ type: 'respondUndo', accept }] : [{ type: 'respondDraw', accept: false }]; } if (s.turn !== me) return []; const illegal = illegalMap(s); const out: BadukAction[] = [{ type: 'pass' }]; for (let i = 0; i < s.board.length; i++) { if (s.board[i] === 0 && !illegal.has(i) && !isOwnEye(s, i, STONE[me])) out.push({ type: 'place', ...toPt(i, s.size) }); } if (s.moves.length % 37 === 5 && baduk.validate(s, p, { type: 'requestUndo' }).ok) out.push({ type: 'requestUndo' }); return out; }, };