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【コピペで動くよ!】JavaScriptでビットボードを用いたオセロ盤を実装する

Last updated at Posted at 2024-07-17

はじめに

JavaScriptは32bit整数しかサポートしてないからビットボードで実装できないな~って思ってたら、今はそんなことなかったっぽいので実装してみました。

各ブラウザの対応状況

BigInt()使えるやん
image.png

Swiftで実装した記事

ロジックはこちらを丸パクリ参考にします。

ソースコード

盤はSVGで描画しました。

index.html
<!DOCTYPE html>
<html>
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no" />
    <title>オセロ棋譜再生</title>
    <script src="./board.js"></script>
    <style>
        * {
            margin: 0;
            padding: 0;
            touch-action: manipulation;
        }
        .button-list {
            display: flex;
            justify-content: space-between;
            width: 100%;
        }

        button {
            flex: 1;
            margin: 0 5px;
        }
    </style>
</head>
<body>
<div id="board" style="width: 100%"></div>
<div class="button-list">
    <button onmouseup="moveStart(board)">|<</button>
    <button onmouseup="movePrev(board)"><<</button>
    <button onmouseup="moveNext(board)">>></button>
    <button onmouseup="moveLast(board)">>|</button>
</div>
<script>
    const queryParams = new URLSearchParams(window.location.search);
    const params = Object.fromEntries(queryParams.entries());
    const kifu = params.kifu ?? '';
    const initBoard = params.board ?? '';
    const start = params.start ?? 0;
    const board = new Board(kifu, initBoard, Number(start));

    board.makeBoard(board.currentKifu);
    board.drawBoard();
</script>
</body>
</html>
board.js
class Board {
    BLACK_TURN = 100;
    WHITE_TURN = -100;
    nowTurn;
    playerBoard;
    opponentBoard;
    inputBoard;
    inputKifu;
    currentKifu;
    currentMoveCount;
    moveTotalCount;

    constructor(kifu, inputBoard, start = 0) {
        this.inputBoard = inputBoard;
        this.initBoard(this.inputBoard);
        this.inputKifu = kifu ?? '';
        this.moveTotalCount = this.inputKifu.length / 2;
        this.currentMoveCount = start;
        this.currentKifu = kifu.substr(0, start * 2)
    }

    initBoard(inputBoard) {
        this.nowTurn = this.BLACK_TURN;
        this.currentKifu = '';

        if (inputBoard !== '') {
            let black = 0n;
            let white = 0n;
            let index = 0;
            for (let i = 0; i < 8; i++) {
                for (let j = 0; j < 8; j++) {
                    const char = inputBoard.charAt(index++);
                    if (char === "x") {
                        black |= 1n << BigInt(i * 8 + j);
                    } else if (char === "o") {
                        white |= 1n << BigInt(i * 8 + j);
                    }
                }
            }

            this.playerBoard = black;
            this.opponentBoard = white;
        } else {
            // 一般的な初期配置を指定
            this.playerBoard = 0x0000000810000000n;
            this.opponentBoard = 0x0000001008000000n;
        }
    }

    /**
     * 着手し,反転処理を行う
     * @param put 着手した場所のみにフラグが立つ64ビット
     */
    reverse(put) {
        let rev = BigInt(0);
        for (let k = 0; k < 8; k++) {
            let rev_ = BigInt(0);
            let mask = this.transfer(put, k);
            while ((mask !== BigInt(0)) && ((mask & this.opponentBoard) !== BigInt(0))) {
                rev_ |= mask;
                mask = this.transfer(mask, k);
            }
            if ((mask & this.playerBoard) !== BigInt(0)) {
                rev |= rev_;
            }
        }
        this.playerBoard ^= put | rev;
        this.opponentBoard ^= rev;
    }

    /**
     * 手番の入れ替え
     */
    swapBoard() {
        [this.playerBoard, this.opponentBoard] = [this.opponentBoard, this.playerBoard];
        this.nowTurn *= -1;
    }

    /**
     * 反転箇所を求める
     * @param put 着手した場所のみにフラグが立つ64ビット
     * @param k   反転方向(8つ)
     * @return bigint
     */
    transfer(put, k) {
        switch (k) {
            case 0: //上
                return (put << 8n) & 0xffffffffffffff00n;
            case 1: //右上
                return (put << 7n) & 0x7f7f7f7f7f7f7f00n;
            case 2: //右
                return (put >> 1n) & 0x7f7f7f7f7f7f7f7fn;
            case 3: //右下
                return (put >> 9n) & 0x007f7f7f7f7f7f7fn;
            case 4: //下
                return (put >> 8n) & 0x00ffffffffffffffn;
            case 5: //左下
                return (put >> 7n) & 0x00fefefefefefefen;
            case 6: //左
                return (put << 1n) & 0xfefefefefefefefen;
            case 7: //左上
                return (put << 9n) & 0xfefefefefefefe00n;
            default:
                return 0n;
        }
    }

    /**
     * 座標をbitに変換する
     * @param x 横座標(A~H)
     * @param y 縦座標(1~8)
     * @return bigint
     */
    coordinateToBit(x, y) {
        let mask = BigInt("0x8000000000000000");
        // X方向へのシフト
        switch (x) {
            case "A":
                break;
            case "B":
                mask >>= 1n;
                break;
            case "C":
                mask >>= 2n;
                break;
            case "D":
                mask >>= 3n;
                break;
            case "E":
                mask >>= 4n;
                break;
            case "F":
                mask >>= 5n;
                break;
            case "G":
                mask >>= 6n;
                break;
            case "H":
                mask >>= 7n;
                break;
            default:
                break;
        }
        // Y方向へのシフト
        let intY = BigInt(parseInt(y, 10));
        mask >>= ((intY - BigInt(1)) * 8n);

        return mask;
    }

    drawBoard(lastMove) {
        const boardDiv = document.getElementById("board");
        const frameHeight = 760;
        const boardFrameSize = 670;
        const boardSize = 576;
        const cellSize = 72;
        const labelSize = 20;
        const labelFontSize = 28;
        const boardPadding = (boardFrameSize - boardSize) / 2 + labelSize;
        if (this.currentKifu) {
            lastMove = this.currentKifu.substring(this.currentKifu.length - 2);
        }

        const bitLastMove = lastMove && lastMove !== '--'
            ? this.coordinateToBit(lastMove.substring(0, 1), lastMove.substring(1))
            : BigInt(0);

        // 既存のSVGが存在する場合、削除する
        if (boardDiv.firstChild) {
            boardDiv.removeChild(boardDiv.firstChild);
        }

        // 新しいSVGを追加する
        const boardSvg = document.createElementNS("http://www.w3.org/2000/svg", "svg");
        boardSvg.setAttribute("viewBox", "0 0 " + boardFrameSize + " " + frameHeight);

        // オセロ盤を描画する
        const rect = document.createElementNS("http://www.w3.org/2000/svg", "rect");
        rect.setAttribute("x", "0");
        rect.setAttribute("y", "0");
        rect.setAttribute("width", `${boardFrameSize}`);
        rect.setAttribute("height", `${boardFrameSize}`);
        rect.setAttribute("fill", "#3fb8dd");
        rect.setAttribute("rx", "8");
        boardSvg.appendChild(rect);

        // オセロ盤の線を描画する
        for (let i = 0; i <= 8; i++) {
            const verticalLine = document.createElementNS("http://www.w3.org/2000/svg", "line");
            verticalLine.setAttribute("x1", `${i * cellSize + boardPadding}`);
            verticalLine.setAttribute("y1", `${boardPadding}`);
            verticalLine.setAttribute("x2", `${i * cellSize + boardPadding}`);
            verticalLine.setAttribute("y2", `${boardSize + boardPadding}`);
            verticalLine.setAttribute("stroke", "#333366");
            verticalLine.setAttribute("stroke-width", "1");
            boardSvg.appendChild(verticalLine);

            const horizontalLine = document.createElementNS("http://www.w3.org/2000/svg", "line");
            horizontalLine.setAttribute("x1", `${boardPadding}`);
            horizontalLine.setAttribute("y1", `${i * cellSize + boardPadding}`);
            horizontalLine.setAttribute("x2", `${boardSize + boardPadding}`);
            horizontalLine.setAttribute("y2", `${i * cellSize + boardPadding}`);
            horizontalLine.setAttribute("stroke", "#333366");
            horizontalLine.setAttribute("stroke-width", "1");
            boardSvg.appendChild(horizontalLine);
        }

        // 星を描画する
        for (let i = 0; i < 2; i++) {
            for (let j = 0; j < 2; j++) {
                const cell = document.createElementNS("http://www.w3.org/2000/svg", "circle");
                cell.setAttribute("cx", String(cellSize * 3 + i * cellSize * 4 - 5));
                cell.setAttribute("cy", String(cellSize * 3 + j * cellSize * 4 - 5));
                cell.setAttribute("fill", "#333366");
                cell.setAttribute("r", "4");
                boardSvg.appendChild(cell);
            }
        }

        const rowText = ["1", "2", "3", "4", "5", "6", "7", "8"];
        for (let i = 0; i < 8; i++) {
            const text = document.createElementNS("http://www.w3.org/2000/svg", "text");
            text.setAttribute("x", `${labelSize}`);
            text.setAttribute("y", `${cellSize * (i + 1) + ((cellSize - labelFontSize) / 2) + labelSize}`);
            text.setAttribute("fill", "#333366");
            text.setAttribute("font-size", `${labelFontSize}`);
            text.textContent = rowText[i];
            boardSvg.appendChild(text);
        }

        const colText = ["A", "B", "C", "D", "E", "F", "G", "H"];
        for (let i = 0; i < 8; i++) {
            const text = document.createElementNS("http://www.w3.org/2000/svg", "text");
            text.setAttribute("x", `${cellSize * (i + 1) + ((cellSize - labelFontSize) / 2)}`);
            text.setAttribute("y", `${labelSize + labelSize}`);
            text.setAttribute("fill", "#333366");
            text.setAttribute("font-size", `${labelFontSize}`);
            text.textContent = colText[i];
            boardSvg.appendChild(text);
        }

        // 盤面の描画
        let count = 1;
        for (let i = 8; i > 0; i--) {
            for (let j = 8; j > 0; j--) {
                const cell = document.createElementNS("http://www.w3.org/2000/svg", "circle");
                cell.setAttribute("cy", String((i - 0.5) * cellSize + boardPadding));
                cell.setAttribute("cx", String((j - 0.5) * cellSize + boardPadding));
                cell.setAttribute("r", "28");
                if (Number(this.playerBoard.toString(2)[this.playerBoard.toString(2).length - count])) {
                    if (this.nowTurn === this.BLACK_TURN) {
                        cell.setAttribute("fill", "black");
                    } else {
                        cell.setAttribute("fill", "white");
                    }
                } else if (Number(this.opponentBoard.toString(2)[this.opponentBoard.toString(2).length - count])) {
                    if (this.nowTurn === this.BLACK_TURN) {
                        cell.setAttribute("fill", "white");
                    } else {
                        cell.setAttribute("fill", "black");
                    }
                } else {
                    cell.setAttribute("fill", "#3fb8dd");
                }
                boardSvg.appendChild(cell);

                // 最終手にマーク
                if (Number(bitLastMove.toString(2)[bitLastMove.toString(2).length - count])) {
                    const marker = document.createElementNS("http://www.w3.org/2000/svg", "rect");
                    marker.setAttribute("y", String((i - 0.5) * cellSize + boardPadding - 4));
                    marker.setAttribute("x", String((j - 0.5) * cellSize + boardPadding - 4));
                    marker.setAttribute("fill", "red");
                    marker.setAttribute("width", "8");
                    marker.setAttribute("height", "8");
                    boardSvg.appendChild(marker);
                }

                count++;
            }
        }

        // 情報パネル
        const infoRect = document.createElementNS("http://www.w3.org/2000/svg", "rect");
        infoRect.setAttribute("x", "0");
        infoRect.setAttribute("y", `${boardFrameSize + 5}`);
        infoRect.setAttribute("width", `${boardFrameSize}`);
        infoRect.setAttribute("height", "60");
        infoRect.setAttribute("fill", "#aaa");
        boardSvg.appendChild(infoRect);

        for (let i = 0; i < 2; i++) {
            const cell = document.createElementNS("http://www.w3.org/2000/svg", "circle");
            cell.setAttribute("cx", `${100 * i + 80}`);
            cell.setAttribute("cy", "705");
            cell.setAttribute("fill", `${i === 0 ? "#333" : "#fff"}`);
            cell.setAttribute("r", "20");
            boardSvg.appendChild(cell);

            const turnMarker = document.createElementNS("http://www.w3.org/2000/svg", "circle");
            turnMarker.setAttribute("cx", `${100 * i + 40}`);
            turnMarker.setAttribute("cy", "705");
            turnMarker.setAttribute("fill", `${i === 0 && this.nowTurn === this.BLACK_TURN || i === 1 && this.nowTurn === this.WHITE_TURN ? "#fefd68" : "#ccc"}`);
            turnMarker.setAttribute("r", "8");
            boardSvg.appendChild(turnMarker);

            const text = document.createElementNS("http://www.w3.org/2000/svg", "text");
            text.setAttribute("x", `${100 * i + 80}`);
            text.setAttribute("y", "712");
            text.setAttribute("text-anchor", "middle");
            text.setAttribute("fill", `${i === 0 ? "#fff" : "#333"}`);
            text.setAttribute("font-size", "22");
            text.textContent = `${i === 0 ? this.bitCount(this.opponentBoard) : this.bitCount(this.playerBoard)}`;
            boardSvg.appendChild(text);
        }

        // 手数
        const moveCountText = document.createElementNS("http://www.w3.org/2000/svg", "text");
        moveCountText.setAttribute("x", `${350}`);
        moveCountText.setAttribute("y", "712");
        moveCountText.setAttribute("text-anchor", "middle");
        moveCountText.setAttribute("fill", "#333");
        moveCountText.setAttribute("font-size", "22");
        moveCountText.textContent = this.currentKifu.length / 2 + ':';
        boardSvg.appendChild(moveCountText);
        boardDiv.appendChild(boardSvg);

        // 最終手の座標
        const moveText = document.createElementNS("http://www.w3.org/2000/svg", "text");
        moveText.setAttribute("x", `${400}`);
        moveText.setAttribute("y", "712");
        moveText.setAttribute("text-anchor", "middle");
        moveText.setAttribute("fill", "#333");
        moveText.setAttribute("font-size", "22");
        moveText.textContent = this.currentKifu.length < 2 ? "--" : this.currentKifu.substr(-2, 2);
        boardSvg.appendChild(moveText);
        boardDiv.appendChild(boardSvg);
    }

    /**
     * ビットカウント
     * @param num: UINT64
     * @return 立ってるフラグの数[Int]
     */
    bitCount(num) {
        let mask = BigInt("0x8000000000000000");
        let count = 0;

        for (let i = 0n; i < 64; i++) {
            if (mask & num) {
                count += 1;
            }
            mask >>= 1n;
        }
        return count;
    }

    makeBoard(kifu) {
        this.initBoard(this.inputBoard);
        this.currentKifu = kifu;
        const length = this.currentKifu.length / 2;
        for (let i = 0; i < length; i++) {
            const x = kifu.substring(i * 2, i * 2 + 1);
            const y = kifu.substring(i * 2 + 1, i * 2 + 2);

            // パス判定
            if (x === '-' && y === '-') {
                board.swapBoard();
            } else {
                const put = board.coordinateToBit(x, y);
                board.reverse(put);
                board.swapBoard();
            }
        }
    }

    incrementMoveCount(count) {
        if (count < this.inputKifu.length / 2) {
            return count + 1;
        } else {
            return count;
        }
    }

    decrementMoveCount(count) {
        if (count > 0) {
            return count - 1;
        } else {
            return count;
        }
    }
}

function movePrev(board) {
    board.currentMoveCount = board.decrementMoveCount(board.currentMoveCount);
    board.currentKifu = board.inputKifu.substring(0, board.currentMoveCount * 2);
    board.makeBoard(board.currentKifu);
    board.drawBoard();
}

function moveNext(board) {
    board.currentMoveCount = board.incrementMoveCount(board.currentMoveCount);
    board.currentKifu = board.inputKifu.substring(0, board.currentMoveCount * 2);
    board.makeBoard(board.currentKifu);
    board.drawBoard();
}

function moveStart(board) {
    board.currentKifu = '';
    board.currentMoveCount = 0;
    board.makeBoard(board.currentKifu);
    board.drawBoard();
}

function moveLast(board) {
    board.currentKifu = board.inputKifu;
    board.currentMoveCount = board.moveTotalCount;
    board.makeBoard(board.currentKifu);
    board.drawBoard();
}

動かしてみる

index.htmlとboard.jsを同じ階層に置いて、index.htmlをブラウザで開くとオセロ盤が表示されます。
アドレスバーのindex.htmlの後ろに ?kifu=F5D6C3... と入力すれば棋譜を再生できます。
パスは--で表現します。
image.png

その他

着手可能判定や盤面をクリックして着手などの機能は実装していないので、興味のある方はこのコードを修正して実装してみてください。

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