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201 lines
5.9 KiB
201 lines
5.9 KiB
class Matrix {
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constructor() {
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this.cases = Array(3).fill(null).map(() => Array(3).fill(0));
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this.marked_case = 0;
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}
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is_full() {
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return this.marked_case === 9;
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}
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mark(row, col, player) {
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if (this.cases[row][col] === 0) {
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this.cases[row][col] = player;
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this.marked_case++;
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return true;
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}
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return false;
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}
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check_win(player) {
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const win_combinations = [
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[[0, 0], [0, 1], [0, 2]],
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[[1, 0], [1, 1], [1, 2]],
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[[2, 0], [2, 1], [2, 2]],
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[[0, 0], [1, 0], [2, 0]],
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[[0, 1], [1, 1], [2, 1]],
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[[0, 2], [1, 2], [2, 2]],
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[[0, 0], [1, 1], [2, 2]],
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[[0, 2], [1, 1], [2, 0]],
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];
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return win_combinations.some(combination =>
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combination.every(([row, col]) => this.cases[row][col] === player)
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);
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}
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}
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class AI {
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constructor(level = 5, player = 2) {
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this.level = level;
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this.player = player;
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}
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random_move(matrix) {
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const available_moves = [];
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matrix.cases.forEach((row, i) => {
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row.forEach((cell, j) => {
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if (cell === 0) {
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available_moves.push([i, j]);
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}
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});
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});
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if (available_moves.length === 0) {
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return null;
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}
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const random_index = Math.floor(Math.random() * available_moves.length);
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return available_moves[random_index];
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}
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minimax(matrix, maximizing) {
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const caseStatus = matrix.winner();
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if (caseStatus === 1) return { value: 1, move: null };
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if (caseStatus === 2) return { value: -1, move: null };
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if (matrix.isFull()) return { value: 0, move: null };
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let bestValue;
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let bestMove = null;
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const emptyCases = matrix.getEmptyCases();
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if (maximizing) {
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bestValue = -Infinity;
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for (const [row, col] of emptyCases) {
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const tempMatrix = matrix.clone();
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tempMatrix.markCase(row, col, 1);
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const { value } = this.minimax(tempMatrix, false);
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if (value > bestValue) {
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bestValue = value;
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bestMove = [row, col];
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}
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}
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} else {
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bestValue = Infinity;
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for (const [row, col] of emptyCases) {
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const tempMatrix = matrix.clone();
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tempMatrix.markCase(row, col, this.player);
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const { value } = this.minimax(tempMatrix, true);
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if (value < bestValue) {
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bestValue = value;
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bestMove = [row, col];
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}
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}
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}
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return { value: bestValue, move: bestMove };
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}
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evaluate(mainMatrix) {
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if (this.level === 0) {
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const emptyCases = mainMatrix.getEmptyCases();
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const randomIndex = Math.floor(Math.random() * emptyCases.length);
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return emptyCases[randomIndex];
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} else {
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const { move } = this.minimax(mainMatrix, false);
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return move;
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}
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}
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move(matrix) {
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if (this.level === 0) {
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return this.random_move(matrix);
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} else {
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return this.evaluate(matrix);
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}
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}
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}
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class Game {
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constructor() {
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this.matrix = new Matrix();
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this.ai = new AI();
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this.player = 1;
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this.gamemode = 'ai';
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this.running = true;
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this.ai_starts = false;
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}
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updateBoard() {
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const gameBoard = document.getElementById('game-board');
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gameBoard.innerHTML = '';
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this.matrix.cases.forEach((row, rowIndex) => {
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const rowElement = document.createElement('div');
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rowElement.classList.add('row');
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row.forEach((cell, cellIndex) => {
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const cellElement = document.createElement('div');
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cellElement.classList.add('cell');
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cellElement.dataset.mark = cell;
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cellElement.addEventListener('click', () => this.handleCellClick(rowIndex, cellIndex));
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rowElement.appendChild(cellElement);
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});
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gameBoard.appendChild(rowElement);
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});
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}
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handleCellClick(row, col) {
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if (this.running && this.matrix.mark(row, col, this.player)) {
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if (this.matrix.check_win(this.player)) {
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alert(`Le joueur ${this.player} a gagné !`);
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this.running = false;
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} else if (this.matrix.is_full()) {
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alert("Match nul !");
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this.running = false;
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} else {
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this.player = 3 - this.player;
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if (this.gamemode === 'ai' && this.player === this.ai.player) {
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const [ai_row, ai_col] = this.ai.move(this.matrix);
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if (ai_row !== null && ai_col !== null) {
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this.matrix.mark(ai_row, ai_col, this.ai.player);
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if (this.matrix.check_win(this.ai.player)) {
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alert(`L'IA a gagné !`);
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this.running = false;
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} else if (this.matrix.is_full()) {
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alert("Match nul !");
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this.running = false;
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}
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}
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this.player = 3 - this.player;
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}
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}
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this.updateBoard();
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}
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}
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start() {
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this.running = true;
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this.matrix = new Matrix();
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if (this.gamemode === 'ai' && this.ai_starts) {
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const [ai_row, ai_col] = this.ai.move(this.matrix);
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this.matrix.mark(ai_row, ai_col, this.ai.player);
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this.player = 3 - this.player;
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}
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this.updateBoard();
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}
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}
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const game = new Game();
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game.start();
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