class TicTacToe { constructor(playerX = 'x', playerO = 'o') { this.playerX = playerX this.playerO = playerO this._currentTurn = false this._x = 0 this._o = 0 this.turns = 0 } get board() { return this._x | this._o } get currentTurn() { return this._currentTurn ? this.playerO : this.playerX } get enemyTurn() { return this._currentTurn ? this.playerX : this.playerO } static check(state) { for (let combo of [7, 56, 73, 84, 146, 273, 292, 448]) if ((state & combo) === combo) return !0 return !1 } /** * ```js * TicTacToe.toBinary(1, 2) // 0b010000000 * ``` */ static toBinary(x = 0, y = 0) { if (x < 0 || x > 2 || y < 0 || y > 2) throw new Error('invalid position') return 1 << x + (3 * y) } /** * @param player `0` is `X`, `1` is `O` * * - `-3` `Game Ended` * - `-2` `Invalid` * - `-1` `Invalid Position` * - ` 0` `Position Occupied` * - ` 1` `Sucess` * @returns {-3|-2|-1|0|1} */ turn(player = 0, x = 0, y) { if (this.board === 511) return -3 let pos = 0 if (y == null) { if (x < 0 || x > 8) return -1 pos = 1 << x } else { if (x < 0 || x > 2 || y < 0 || y > 2) return -1 pos = TicTacToe.toBinary(x, y) } if (this._currentTurn ^ player) return -2 if (this.board & pos) return 0 this[this._currentTurn ? '_o' : '_x'] |= pos this._currentTurn = !this._currentTurn this.turns++ return 1 } /** * @returns {('X'|'O'|1|2|3|4|5|6|7|8|9)[]} */ static render(boardX = 0, boardO = 0) { let x = parseInt(boardX.toString(2), 4) let y = parseInt(boardO.toString(2), 4) * 2 return [...(x + y).toString(4).padStart(9, '0')].reverse().map((value, index) => value == 1 ? 'X' : value == 2 ? 'O' : ++index) } /** * @returns {('X'|'O'|1|2|3|4|5|6|7|8|9)[]} */ render() { return TicTacToe.render(this._x, this._o) } get winner() { let x = TicTacToe.check(this._x) let o = TicTacToe.check(this._o) return x ? this.playerX : o ? this.playerO : false } } new TicTacToe().turn module.exports = TicTacToe