mirror of
https://github.com/osmarks/random-stuff
synced 2024-09-07 21:16:47 +00:00
472 lines
18 KiB
HTML
472 lines
18 KiB
HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Tic-Tac-Toe</title>
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<style>
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.row {
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width: fit-content;
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height: 4em;
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}
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.layer {
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margin: 1em;
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width: fit-content;
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border: 1px solid black;
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display: inline-block;
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}
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.cell {
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width: 4em;
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height: 4em;
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display: inline-block;
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border: 1px solid gray;
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}
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.cell-1 {
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background: blue;
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}
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.cell-2 {
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background: red;
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}
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.highlight {
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background: yellow;
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width: 50%;
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height: 50%;
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top: 25%;
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left: 25%;
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position: relative;
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}
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.view3d .layer {
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display: block;
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margin-bottom: 0;
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margin-top: 0;
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transform: rotateX(60deg) rotateZ(-45.8deg);
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margin-left: 4em;
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}
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.view3d .layer + .layer {
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margin-top: -4em;
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}
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.control, .control button, .control select {
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border: 1px solid black;
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border-radius: 0;
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padding: 0.3em;
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}
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.control select {
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transform: translateY(-1px)
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}
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#info {
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font-size: 1.5em;
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padding: 1rem;
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}
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</style>
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</head>
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<body>
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<div id="screen"></div>
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<div id="info"></div>
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<div id="controls">
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<button id="rotate" class="control">Rotate View</button>
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<span class="control"><input type="checkbox" name="view3d" id="view3d"><label for="view3d">3D</label></span>
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<span class="control"><input type="checkbox" name="lineassist" id="lineassist"><label for="lineassist">Line Assist</label></span>
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<span class="control">
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<select id="opponent">
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<option value="ai1">"AI" v1</option>
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<option value="ai2">"AI" v2</option>
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<option value="human">Local Human</option>
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</select>
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Select Opponent
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</span>
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</div>
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<script id="game-logic">
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var size = 4
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var gsize = size ** 3
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var grid = new Uint8Array(gsize)
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var range = Array(size).fill(null).map((_, index) => index)
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function packCoord([l, r, c]) {
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return l + r * size + c * size * size
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}
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function cartesianProduct(xss) {
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var prods = [[]]
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for (const xs of xss) {
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prods = xs.flatMap(x => prods.map(p => p.concat([x])))
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}
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return prods
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}
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function rotateArray(xs, by) {
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return xs.slice(by).concat(xs.slice(0, by))
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}
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function zip(xs, ys) {
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return xs.map((x, i) => [x, ys[i]])
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}
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var inPlaneDiagonals = cartesianProduct([[zip(range, range), zip(range, range.map(x => x).reverse())], range]).map(([diag, a]) => diag.map(([b, c]) => [a, b, c]))
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var throughLayerLines = cartesianProduct([range, range]).map(withinLayerPosition => range.map(i => withinLayerPosition.concat([i]))).concat(inPlaneDiagonals)
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var winConditions = throughLayerLines.concat(throughLayerLines.map(l => l.map(c => rotateArray(c, 1))), throughLayerLines.map(l => l.map(c => rotateArray(c, 2))))
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function insertDiagonalFrom(row, cell) {
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var diagonal = []
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var dirR = row == 0 ? 1 : -1
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var dirC = cell == 0 ? 1 : -1
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for (var layer = 0; layer < size; layer++) {
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diagonal.push([layer, row, cell])
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row += dirR
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cell += dirC
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}
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winConditions.push(diagonal)
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}
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insertDiagonalFrom(0, 0)
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insertDiagonalFrom(0, size - 1)
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insertDiagonalFrom(size - 1, 0)
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insertDiagonalFrom(size - 1, size - 1)
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winConditions = winConditions.map(w => w.map(packCoord))
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var lineLookup = Array(gsize).fill(null).map((_, index) => winConditions.map((w, c) => [w, c]).filter(([w, c]) => w.includes(index)).map(x => x[0]))
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function containsWin(grid, last) {
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outer: for (var winCondition of (last ? lineLookup[last] : winConditions)) {
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var fst = grid[winCondition[0]]
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for (var i = 1; i < winCondition.length; i++) {
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var val = grid[winCondition[i]]
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if (val != fst || val == 0) {
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continue outer
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}
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}
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return fst
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}
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}
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function unfilledLineLocation(grid, player, last) {
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outer: for (var winCondition of (last ? lineLookup[last] : winConditions)) {
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var count = 0
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var last = null
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for (var i = 0; i < winCondition.length; i++) {
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if (grid[winCondition[i]] === player) {
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count++
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} else if (grid[winCondition[i]] == 0) {
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last = winCondition[i]
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} else {
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continue outer
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}
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}
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if (count == size - 1) { return last }
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}
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}
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// heuristic score for minmax - rate position based on difference in uncontested lines
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function heuristicScore(grid, player) {
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var self = 0
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var other = 0
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outer: for (var winCondition of winConditions) {
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var count = 0
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var fst = null
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for (var i = 0; i < winCondition.length; i++) {
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var val = grid[winCondition[i]]
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if (val != 0) {
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if (!fst) {
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fst = val
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}
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if (val != fst) {
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continue outer
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} else {
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count++
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}
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}
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}
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if (count > 0) {
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if (fst === player) {
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self += 1 << count
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} else {
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other += 1 << count
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}
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}
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}
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return self - other
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}
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function possibleMoves(grid) {
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var out = []
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for (var i = 0; i < gsize; i++) {
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if (!grid[i]) {
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out.push(i)
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}
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}
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return out
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}
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function set(grid, cell, val) {
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var out = new Uint8Array(grid.length)
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out.set(grid)
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out[cell] = val
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return out
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}
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function otherPlayer(p) {
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return 3 - p
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}
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function randomPick(xs) {
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return xs[Math.floor(xs.length * Math.random())]
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}
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function hash(ar, seed=0) {
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let h1 = 0xdeadbeef ^ seed, h2 = 0x41c6ce57 ^ seed
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for (let i = 0, ch; i < ar.length; i++) {
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ch = ar[i]
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h1 = Math.imul(h1 ^ ch, 2654435761)
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h2 = Math.imul(h2 ^ ch, 1597334677)
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}
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h1 = Math.imul(h1 ^ (h1>>>16), 2246822507) ^ Math.imul(h2 ^ (h2>>>13), 3266489909)
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//h2 = Math.imul(h2 ^ (h2>>>16), 2246822507) ^ Math.imul(h1 ^ (h1>>>13), 3266489909)
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return /*4294967296 * (2097151 & h2) + */(h1>>>0)
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}
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function runRandomGame(grid, player) {
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var targetPlayer = player
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while (true) {
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var moves = possibleMoves(grid)
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if (moves.length === 0) {
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return 0
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}
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var move = randomPick(moves)
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grid = set(grid, move, player)
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var winner = containsWin(grid, move)
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if (winner === targetPlayer) {
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return 1
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} else if (winner === otherPlayer(targetPlayer) || unfilledLineLocation(grid, otherPlayer(player), move)) {
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return -1
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}
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player = otherPlayer(player)
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}
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}
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function scoreGrid(grid, player) {
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let score = 0
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for (let i = 0; i < 128; i++) {
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score += runRandomGame(grid, player)
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}
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return score
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}
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function brokenMctsPolicy(grid, player) {
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// hardcoded limited nonstupidity
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var nextLoc = unfilledLineLocation(grid, player)
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if (nextLoc != null) { return nextLoc }
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nextLoc = unfilledLineLocation(grid, otherPlayer(player))
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if (nextLoc != null) { return nextLoc }
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var bestscore = -Infinity
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var best = null
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var moves = possibleMoves(grid)
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for (const p of moves) {
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var optn = scoreGrid(set(grid, p, player), player)
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if (optn > bestscore) {
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bestscore = optn
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best = p
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}
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}
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return best
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}
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function minimax(grid, depth, forPlayer, maximizingPlayer, alpha, beta, last=null) {
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var winner = containsWin(grid, last)
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if (winner) {
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return winner === forPlayer ? 100000 : -100000
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}
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if (depth === 0) {
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return heuristicScore(grid, forPlayer)
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}
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var moves = possibleMoves(grid)
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if (moves.length === 0) { // draw
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return 99999
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}
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if (maximizingPlayer) {
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var value = -Infinity
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for (var move of moves) {
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value = Math.max(value, minimax(set(grid, move, forPlayer), depth - 1, forPlayer, false, alpha, beta, move))
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if (value >= beta) {
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break
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}
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alpha = Math.max(alpha, value)
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}
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return value
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}
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else {
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value = Infinity
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for (var move of moves) {
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value = Math.min(value, minimax(set(grid, move, otherPlayer(forPlayer)), depth - 1, forPlayer, true, alpha, beta, move))
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if (value <= alpha) {
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break
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}
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beta = Math.min(beta, value)
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}
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return value
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}
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}
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function minimaxPolicy(grid, player) {
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var best = -Infinity
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var optn = null
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for (var move of possibleMoves(grid)) {
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var r = minimax(set(grid, move, player), 3, player, false, -Infinity, Infinity)
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if (r > best) {
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optn = move
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best = r
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}
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}
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return optn
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}
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var policies = {
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ai1: brokenMctsPolicy,
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ai2: minimaxPolicy
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}
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</script>
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<script>
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// copyright (2022 CE) © © © osmarks.net hypercomputational tetrational metahexagonal industrial - unsigned integer division
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var workerGlue = `
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onmessage = event => {
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var [policy, ...args] = event.data
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postMessage(policies[policy](...args))
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}
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`
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var highlight = new Uint8Array(gsize)
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var worker = new Worker(`data:application/javascript;base64,${btoa(document.getElementById("game-logic").innerHTML + workerGlue)}`)
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var screen = document.getElementById("screen")
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var info = document.getElementById("info")
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var rotation = 0
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document.getElementById("rotate").onclick = () => {
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rotation += 1
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rotation %= 3
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render()
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}
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function set3D() {
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if (document.getElementById("view3d").checked) {
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screen.classList.add("view3d")
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} else {
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screen.classList.remove("view3d")
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}
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}
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document.getElementById("view3d").onclick = set3D
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set3D()
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var currentPlayer = 1
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var gameOver = false
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function render() {
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var html = ""
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for (var l = 0; l < size; l++) {
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html += '<div class="layer">'
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for (var r = 0; r < size; r++) {
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html += '<div class="row">'
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for (var c = 0; c < size; c++) {
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var coord = packCoord(rotateArray([l, r, c], rotation))
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var hl = ""
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if (highlight[coord]) {
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hl = `<div class="highlight" style="background: hsl(${highlight[coord] * 20 + 40}deg, 100%, 60%)"></div>`
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}
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html += `<div class="cell cell-${grid[coord]}" id="cell-${coord}">${hl}</div>`
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}
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html += '</div>'
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}
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html += '</div>'
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}
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screen.innerHTML = html
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if (!gameOver) info.innerHTML = `Player ${currentPlayer}'s turn`
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}
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function reset() {
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gameOver = false
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grid = new Uint8Array(gsize)
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currentPlayer = 1
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render()
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}
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var opponent = document.querySelector("#opponent")
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function opponentIsAI() {
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return opponent.value.startsWith("ai")
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}
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function onTurn(move) {
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if (gameOver) return true
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grid[move] = currentPlayer
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currentPlayer = otherPlayer(currentPlayer)
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render()
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var winner = containsWin(grid)
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var isDraw = possibleMoves(grid).length === 0
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if (winner != null || isDraw) {
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setTimeout(() => {
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if (winner) {
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info.innerHTML = `${winner} wins! Click to reset.`
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} else {
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info.innerHTML = "Draw! Click to reset."
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}
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var el = () => {
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reset()
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info.removeEventListener("click", el)
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}
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info.addEventListener("click", el)
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gameOver = true
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})
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return true
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}
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}
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function findTarget(ev) {
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var target = ev.target
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if (target.classList.contains("highlight")) {
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return target.parentNode
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} else {
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return target
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}
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}
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worker.onmessage = event => {
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onTurn(event.data)
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}
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var holdHighlight = false
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screen.onmousemove = event => {
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var [start, coord] = findTarget(event).id.split("-")
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var coord = parseInt(coord)
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if (holdHighlight) {
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if (event.shiftKey) {
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holdHighlight = !holdHighlight
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}
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return
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}
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highlight = new Uint8Array(gsize)
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if (!isNaN(coord) && typeof coord == "number" && start == "cell" && document.getElementById("lineassist").checked) {
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highlight = new Uint8Array(gsize)
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for (var [line, id] of lineLookup[coord].map((x, i) => [x, i])) {
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for (var pos of line) {
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highlight[pos] = id + 1
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}
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}
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}
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if (event.shiftKey) {
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holdHighlight = true
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}
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render()
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return
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}
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screen.onclick = event => {
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if (gameOver) return
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holdHighlight = false
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if (currentPlayer != 1 && opponentIsAI()) { return }
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var [start, coord] = findTarget(event).id.split("-")
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var coord = parseInt(coord)
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if (isNaN(coord) || typeof coord != "number" || start != "cell") { return }
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if (grid[coord]) { return }
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if (!onTurn(coord) && opponentIsAI()) {
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worker.postMessage([opponent.value, grid, currentPlayer])
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}
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}
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render()
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</script>
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</body>
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</html> |