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@@ -1,223 +1,307 @@
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-var Card = require('./Card.js');
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+// var Card = require('./Card.js');
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+const SHA256 = require('crypto-js/sha256');
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+// TO-DO
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+
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+// Need to create an initialization move or something to get verified!
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+// Players can have their names placed on state.players on init, showing turns and colors
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class GameMachine {
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class GameMachine {
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- constructor() {
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- this.state = {
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- board: new Board(),
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- players: [],
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- hash: "0123456789"
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- };
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-
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- }
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-
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- setState(state) {
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- this.state = { ...this.state, ...state};
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- }
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-
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- setBoard(board) {
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- this.state = { ...this.state, board};
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- }
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-
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- setPlayers(players) {
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- this.state = { ...this.state, players};
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- }
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-
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- runMove(move) {
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- move.performMove(this.state.board);
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- }
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+ constructor() {
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+ this.state = {
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+ board: new Board(),
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+ players: [],
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+ hash: '0123456789',
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+ stack: []
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+ };
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+ }
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+
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+ flush() {
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+ console.log(this.state);
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+ }
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+
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+ setState(state) {
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+ this.state = { ...this.state, ...state};
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+ }
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+
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+ setBoard(board) {
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+ this.state = { ...this.state, board};
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+ }
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+
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+ save() {
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+ return {...this.state, board: this.state.board.save()};
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+ }
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+
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+ load(state) {
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+ this.state.board.load(state.board);
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+ this.state = { ...state, board: this.state.board };
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+ }
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+
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+ setPlayers(players) {
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+ this.state = { ...this.state, players};
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+ }
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+
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+ getPlayerNumber(player) {
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+ return this.state.players[0] === player ? 0 : 1;
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+ // return this.state.players[0] === UserService.getUsername() ? 0 : 1;
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+ }
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+
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+ getPositionTeam(x) {
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+ return this.state.players.indexOf(this.state.board.owners[x]);
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+ }
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+
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+ hasFinished() {
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+ return this.state.stack.length >= 10;
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+ }
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+
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+ getWinner() {
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+ const score1 = this.state.board.getScore(this.state.players[0]);
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+ const score2 = this.state.board.getScore(this.state.players[1]) + 1;
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+ return score1 === score2 ? -1
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+ : (
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+ score1 > score2
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+ ? this.state.players[0]
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+ : this.state.players[1]
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+ );
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+ }
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+
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+ isMyTurn(player) {
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+ let moves = this.state.stack.length;
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+ return this.getPlayerNumber(player) === moves % 2 && moves < 10;
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+ }
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+
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+ needFinalization() {
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+ return this.state.stack.length === 9;
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+ }
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+
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+ runMove(move) {
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+ const spray = SHA256(JSON.stringify(move)).toString();
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+ if (this.state.stack.includes(spray)) {
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+ console.log('This move has been processed already');
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+ return;
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+ }
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+ try {
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+ move.verify(this.state);
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+ move.performMove(this.state.board);
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+ this.state.stack.push(spray);
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+ } catch (e) {
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+ throw e;
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+ }
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+ }
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+
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+ ownerOf(x) {
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+ return this.state.board.owners[x];
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+ }
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+
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+ validateMatch(stack) {
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+ this.setPlayers()
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+ for (let i = 0; i < 9; i++) {
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+ this.runMove(stack[i]);
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+
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+
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+ }
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+ }
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}
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}
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class Board {
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class Board {
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- constructor() {
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- this.data = [];
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- this.owners = [];
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-
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- // These 2 to be updated after every move
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- this.triggerPaths = []; // like attackVectors
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- this.plusPaths = []; // like attackVectors
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- for (var i=0; i < 9; i += 1) {
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- this.triggerPaths[i] = [];
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- this.plusPaths[i] = {
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- winner: -1,
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- sums: []
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- }
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- }
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- }
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-
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- debug() {
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- console.log('BOARD');
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- console.log('---------------------------');
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- console.log('Cards :');
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- let s = '';
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- for(var i=0,j=0;i<this.data.length;i+=1) {
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- s += this.owners[i] + ':' + this.data[i] + '\t';
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- j += 1;
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- if(j%3===0)s += '\n';
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- }
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- console.log(s);
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- console.log('---------------------------');
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- console.log('Triggers');
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- console.log('---------------------------');
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- s = '';
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- for(var i=0,j=0;i<this.triggerPaths.length;i+=1) {
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- s += '[' + this.triggerPaths[i] + ']' + '\t\t';
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- j += 1;
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- if(j%3===0)s += '\n';
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- }
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- console.log(s);
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- console.log('---------------------------');
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- console.log('Pluspaths');
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- console.log('---------------------------');
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- s = '';
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- for(var i=0,j=0;i<this.plusPaths.length;i+=1) {
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- s += '[' + (this.plusPaths[i].winner) + ']' + '\t\t';
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- j += 1;
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- if(j%3===0)s += '\n';
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- }
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- console.log(s);
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- console.log('---------------------------');
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-
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- }
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-
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- putCard(card, position, player) { // position = 0-9
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- this.data[ position ] = card;
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- this.owners[position] = player;
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-
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- this._calculatePlusAndTriggers(position);
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- this._analyze(position);
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- }
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-
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- _calculatePlusAndTriggers(position) {
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- const attacker = this.data[position];
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- for (let j = 0; j < 4; j += 1) {
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- if ( Board.ATTACK_VECTORS[position][j] === 0 ) continue;
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-
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- const dx = this._getDisplacement(j);
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- const attackedCard = this.data[position + dx];
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- const defendJ = ( j + 2 ) % 4;
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-
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- if (attackedCard) {
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- const sum = attacker.attack[j] + attackedCard.attack[defendJ];
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- this.plusPaths[ position ].sums[j] = sum;
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- this.plusPaths[ position + dx].sums[defendJ] = sum;
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- this.triggerPaths[ position ][j] = attacker.attack[j] - attackedCard.attack[defendJ];
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- this.triggerPaths[position + dx][defendJ] = -this .triggerPaths[position][j]; // opposite to the above
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- }
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- }
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- }
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-
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- _getDisplacement(j) {
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- switch(j) {
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- case 0: return 1;//return {x: 1, y:0};
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- case 1: return -3;//return {x: 0, y:1};
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- case 2: return -1;//return {x: -1, y:0};
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- case 3: return 3;//return {x: 0, y:-1};
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- default: throw Error("Cannot _getDisplacement of this value: " + j);
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- }
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- }
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-
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- _flipCard(position, combo, owner) {
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- // change owner!
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-
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- this.owners[position] = owner;
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- if(combo) this._analyze(position, combo);
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- }
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-
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- _analyze(position, combo) {
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- // check rules!
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- if( this._checkSameRule(position) && !combo ) {
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- // Apply Same Rule
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- this._applySameRule(position);
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- } else if ( this._checkPlusRule(position) && !combo ) {
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- // Apply Plus Rule
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- this._applyPlusRule(position);
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- } else {
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- this._applyAttackRule(position);
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- }
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- }
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-
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- _applyAttackRule(position) { //seems ok
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- if ( !this.triggerPaths[position] ) return;
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- for (let j = 0; j < 4; j += 1) {
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- if ( Board.ATTACK_VECTORS[position][j] === 0 ) continue;
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- const dx = this._getDisplacement(j);
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- if ( this.triggerPaths[position][j] > 0 ) {
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- this._flipCard(position + dx, false, this.owners[position]);
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- }
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- }
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- }
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-
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- _applySameRule(position) {
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- for (let j = 0; j < 4; j += 1) {
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- if ( Board.ATTACK_VECTORS[position][j] === 0 ) continue;
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- const dx = this._getDisplacement(j);
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- if ( this.triggerPaths[position][j] === 0 ) {
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- this._flipCard(position + dx, true, this.owners[position]);
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- }
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- }
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- }
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-
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- _applyPlusRule(position) {
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- for (let j = 0; j < 4; j += 1) { // this for loop can be fixed seems obsolete & slow
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- if ( Board.ATTACK_VECTORS[position][j] === 0 ) continue;
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- const dx = this._getDisplacement(j);
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- if ( this.plusPaths[position].sums[j] === this.plusPaths[position].winner ) {
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- this._flipCard(position + dx, true, this.owners[position]);
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- }
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- }
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- }
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-
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- _checkSameRule(position) {
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- const card = this.data[position];
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- let sames = 0;
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- for (let j = 0; j < 4; j += 1) {
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- if ( Board.ATTACK_VECTORS[position][j] === 0 ) continue;
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- if (this.triggerPaths[position] &&
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- this.triggerPaths[position][j] === 0) {
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- sames += 1;
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- }
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- }
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- return sames > 1;
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- }
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-
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- _checkPlusRule(position) { // refactor plz // need fix (problem double plus a.k.a. four side attack)
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- const card = this.data[position];
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- let pluses = {};
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- let sum = -1;
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- for (let j = 0; j < 4; j += 1) {
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- if ( Board.ATTACK_VECTORS[position][j] === 0 ) continue;
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- if(sum = this.plusPaths[position].sums[j])
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- pluses[sum] = (pluses[sum] || 0) + 1;
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- }
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- for (var i in pluses) {
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- if (pluses[i] > 1) {
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- this.plusPaths[position].winner = parseInt(i);
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- console.log(i);
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- return true;
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- }
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- }
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- this.plusPaths[position].winner = -1;
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- return false;
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- }
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-
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- isEmpty(position) {
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- return !!this.data[position];
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- }
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+ constructor() {
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+ this.data = [];
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+ this.owners = [];
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+
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+ // These 2 to be updated after every move
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+ this.triggerPaths = []; // like attackVectors
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+ this.plusPaths = []; // like attackVectors
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+ for (let i=0; i < 9; i += 1) {
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+ this.triggerPaths[i] = [];
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+ this.plusPaths[i] = {
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+ winners: [],
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+ sums: []
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+ };
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+ }
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+ }
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+
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+ getScore(player) {
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+ return this.owners.reduce((a,b) => b === player ? a + 1 : a, 0);
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+ }
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+
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+ debug() {
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+ console.log('BOARD');
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+ console.log('---------------------------');
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+ console.log('Cards :');
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+ let s = '';
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+ for(let i=0,j=0;i<9;i+=1) {
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+ s += `P${this.owners[i]}:${(this.data[i] ? this.data[i].attack.reduce((a,b) => a + b + '|', '|') : 'Empty')}\t`;
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+ j += 1;
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+ if(j%3===0)s += '\n';
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+ }
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+ console.log(s);
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+ console.log('---------------------------');
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+ console.log('Triggers');
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+ console.log('---------------------------');
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+ s = '';
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+ for(let i=0,j=0;i<9;i+=1) {
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+ s += `[${this.triggerPaths[i]}]\t\t`;
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+ j += 1;
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+ if(j%3===0)s += '\n';
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+ }
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+ console.log(s);
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+ console.log('---------------------------');
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+ console.log('Pluspaths');
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+ console.log('---------------------------');
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+ s = '';
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+ for(let i=0,j=0;i<9;i+=1) {
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+ s += `[${(this.plusPaths[i].winners.reduce((a,b) => a + b + '|', '|'))}]\t\t`;
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+ j += 1;
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+ if(j%3===0)s += '\n';
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+ }
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+ console.log(s);
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+ console.log('---------------------------');
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+
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+ }
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+
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+ putCard(card, position, player) { // position = 0-9
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+ this.data[ position ] = card;
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+ this.owners[position] = player;
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+
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+ this._calculatePlusAndTriggers(position);
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|
|
+ this._analyze(position);
|
|
|
|
+ }
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|
|
|
+
|
|
|
|
+ _calculatePlusAndTriggers(position) {
|
|
|
|
+ const attacker = this.data[position];
|
|
|
|
+ for (let j = 0; j < 4; j += 1) {
|
|
|
|
+ if ( Board.ATTACK_VECTORS[position][j] === 0 ) continue;
|
|
|
|
+
|
|
|
|
+ const dx = this._getDisplacement(j);
|
|
|
|
+ const attackedCard = this.data[position + dx];
|
|
|
|
+ const defendJ = ( j + 2 ) % 4;
|
|
|
|
+
|
|
|
|
+ if (attackedCard) {
|
|
|
|
+ const sum = attacker.attack[j] + attackedCard.attack[defendJ];
|
|
|
|
+ this.plusPaths[ position ].sums[j] = sum;
|
|
|
|
+ this.plusPaths[ position + dx].sums[defendJ] = sum;
|
|
|
|
+ this.triggerPaths[ position ][j] = attacker.attack[j] - attackedCard.attack[defendJ];
|
|
|
|
+ this.triggerPaths[position + dx][defendJ] = -this.triggerPaths[position][j]; // opposite to the above
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ _getDisplacement(j) {
|
|
|
|
+ switch(j) {
|
|
|
|
+ case 0: return 1; //return {x: 1, y:0};
|
|
|
|
+ case 1: return -3; //return {x: 0, y:1};
|
|
|
|
+ case 2: return -1; //return {x: -1, y:0};
|
|
|
|
+ case 3: return 3; //return {x: 0, y:-1};
|
|
|
|
+ default: throw Error ('Cannot _getDisplacement of this value: ' + j);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ _flipCard(position, combo, owner) {
|
|
|
|
+ // change owner!
|
|
|
|
+ let isFlipping = owner !== this.owners[position];
|
|
|
|
+ this.owners[position] = owner;
|
|
|
|
+ if(combo && isFlipping) this._analyze(position, combo);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ _analyze(position, combo) {
|
|
|
|
+ // check rules!
|
|
|
|
+ if( this._checkSameRule(position) && !combo ) {
|
|
|
|
+ // Apply Same Rule
|
|
|
|
+ this._applySameRule(position);
|
|
|
|
+ }
|
|
|
|
+ if ( this._checkPlusRule(position) && !combo ) {
|
|
|
|
+ // Apply Plus Rule
|
|
|
|
+ this._applyPlusRule(position);
|
|
|
|
+ }
|
|
|
|
+ this._applyAttackRule(position, combo);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ _applyAttackRule(position, combo = false) { //seems ok
|
|
|
|
+ if ( !this.triggerPaths[position] ) return;
|
|
|
|
+ for (let j = 0; j < 4; j += 1) {
|
|
|
|
+ if ( Board.ATTACK_VECTORS[position][j] === 0 ) continue;
|
|
|
|
+ const dx = this._getDisplacement(j);
|
|
|
|
+ if ( this.triggerPaths[position][j] > 0 ) {
|
|
|
|
+ this._flipCard(position + dx, combo, this.owners[position]);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ _applySameRule(position) {
|
|
|
|
+ for (let j = 0; j < 4; j += 1) {
|
|
|
|
+ if ( Board.ATTACK_VECTORS[position][j] === 0 ) continue;
|
|
|
|
+ const dx = this._getDisplacement(j);
|
|
|
|
+ if ( this.triggerPaths[position][j] === 0 ) {
|
|
|
|
+ this._flipCard(position + dx, true, this.owners[position]);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ _applyPlusRule(position) {
|
|
|
|
+ for (let j = 0; j < 4; j += 1) { // this for loop can be fixed seems obsolete & slow
|
|
|
|
+ if ( Board.ATTACK_VECTORS[position][j] === 0 ) continue;
|
|
|
|
+ const dx = this._getDisplacement(j);
|
|
|
|
+ if ( this.plusPaths[position].winners.includes(this.plusPaths[position].sums[j]) ) {
|
|
|
|
+ this._flipCard(position + dx, true, this.owners[position]);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ _checkSameRule(position) {
|
|
|
|
+ let sames = 0;
|
|
|
|
+ for (let j = 0; j < 4; j += 1) {
|
|
|
|
+ if ( Board.ATTACK_VECTORS[position][j] === 0 ) continue;
|
|
|
|
+ if (this.triggerPaths[position] &&
|
|
|
|
+ this.triggerPaths[position][j] === 0) {
|
|
|
|
+ sames += 1;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ return sames > 1;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ _checkPlusRule(position) { // refactor plz // need fix (problem double plus a.k.a. four side attack)
|
|
|
|
+ let pluses = {};
|
|
|
|
+ for (let j = 0; j < 4; j += 1) {
|
|
|
|
+ if ( Board.ATTACK_VECTORS[position][j] === 0 ) continue;
|
|
|
|
+ let sum = this.plusPaths[position].sums[j];
|
|
|
|
+ if ( sum ) {
|
|
|
|
+ pluses[sum] = (pluses[sum] || 0) + 1;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ for (let i in pluses) {
|
|
|
|
+ if (pluses[i] > 1) {
|
|
|
|
+ this.plusPaths[position].winners.push(parseInt(i, 10));
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ return this.plusPaths[position].winners.length > 0;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ isEmpty(position) {
|
|
|
|
+ return !this.data[position];
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ save() {
|
|
|
|
+ return {
|
|
|
|
+ data: this.data,
|
|
|
|
+ owners: this.owners
|
|
|
|
+ };
|
|
|
|
+ }
|
|
|
|
+ load(state) {
|
|
|
|
+ this.data = state.data;
|
|
|
|
+ this.owners = state.owners;
|
|
|
|
+ }
|
|
}
|
|
}
|
|
-// START From top left goin row row
|
|
|
|
|
|
+// START From top left goin row row
|
|
Board.ATTACK_VECTORS = [
|
|
Board.ATTACK_VECTORS = [
|
|
// [R, U, L, D] // right up left down
|
|
// [R, U, L, D] // right up left down
|
|
- [1, 0, 0, 1],
|
|
|
|
- [1, 0, 1, 1],
|
|
|
|
- [0, 0, 1, 1],
|
|
|
|
- [1, 1, 0, 1],
|
|
|
|
- [1, 1, 1, 1],
|
|
|
|
- [0, 1, 1, 1],
|
|
|
|
- [1, 1, 0, 0],
|
|
|
|
- [1, 1, 1, 0],
|
|
|
|
- [0, 1, 1, 0]
|
|
|
|
|
|
+ [1, 0, 0, 1],
|
|
|
|
+ [1, 0, 1, 1],
|
|
|
|
+ [0, 0, 1, 1],
|
|
|
|
+ [1, 1, 0, 1],
|
|
|
|
+ [1, 1, 1, 1],
|
|
|
|
+ [0, 1, 1, 1],
|
|
|
|
+ [1, 1, 0, 0],
|
|
|
|
+ [1, 1, 1, 0],
|
|
|
|
+ [0, 1, 1, 0]
|
|
];
|
|
];
|
|
|
|
|
|
-module.exports = {
|
|
|
|
- GameMachine
|
|
|
|
-};
|
|
|
|
|
|
+module.exports = GameMachine;
|