606 lines
18 KiB
Go
606 lines
18 KiB
Go
package tabula
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import (
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"log"
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"math"
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"sort"
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"sync"
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)
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var (
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WeightBlot = 0.25
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WeightHit = -0.225
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WeightOppScore = -0.55
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)
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const (
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SpaceHomePlayer = 0
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SpaceHomeOpponent = 25
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SpaceBarPlayer = 26
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SpaceBarOpponent = 27
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SpaceRoll1 = 28
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SpaceRoll2 = 29
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SpaceRoll3 = 30
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SpaceRoll4 = 31
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)
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const (
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boardSpaces = 32
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)
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type probabilityTable struct {
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Roll1 int
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Roll2 int
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Chance float64
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}
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var rollProbabilities = []*probabilityTable{
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{1, 1, 1.0},
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{1, 2, 2.0},
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{1, 3, 2.0},
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{1, 4, 2.0},
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{1, 5, 2.0},
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{1, 6, 2.0},
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{2, 2, 1.0},
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{2, 3, 2.0},
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{2, 4, 2.0},
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{2, 5, 2.0},
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{2, 6, 2.0},
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{3, 3, 1.0},
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{3, 4, 2.0},
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{3, 5, 2.0},
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{3, 6, 2.0},
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{4, 4, 1.0},
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{4, 5, 2.0},
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{4, 6, 2.0},
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{5, 5, 1.0},
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{5, 6, 2.0},
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{6, 6, 1.0},
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}
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// Board represents the state of a game. It contains spaces for the checkers,
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// as well as four "spaces" which contain the available die rolls.
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type Board [boardSpaces]int8
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// NewBoard returns a new board with checkers placed in their starting positions.
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func NewBoard() Board {
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return Board{0, -2, 0, 0, 0, 0, 5, 0, 3, 0, 0, 0, -5, 5, 0, 0, 0, -3, 0, -5, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0}
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}
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func (b Board) SetValue(space int, value int8) Board {
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b[space] = value
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return b
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}
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// Move moves a checker on the board.
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func (b Board) Move(from int, to int, player int) Board {
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if b[from] == 0 || (player == 1 && b[from] < 0) || (player == 2 && b[from] > 0) {
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log.Panic("illegal move: no from checker", from, to, player)
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} else if b[to] != 0 {
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if (player == 1 && b[to] == -1) || (player == 2 && b[to] == 1) {
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b[to] = 0
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if player == 1 {
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b[SpaceBarOpponent] -= 1
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} else {
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b[SpaceBarPlayer] += 1
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}
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} else if (player == 1 && b[to] < 0) || (player == 2 && b[to] > 0) {
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b.Print()
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log.Panic("illegal move: existing checkers at to space", from, to, player, b[to])
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}
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}
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delta := int8(1)
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if player == 2 {
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delta = int8(-1)
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}
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b[from], b[to] = b[from]-delta, b[to]+delta
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return b
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}
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// Checkers returns the number of checkers at a space. It always returns a positive number.
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func (b Board) Checkers(player int, space int) int {
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v := b[space]
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if player == 1 && v > 0 {
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return int(v)
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} else if player == 2 && v < 0 {
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return int(v * -1)
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}
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return 0
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}
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func (b Board) MayBearOff(player int) bool {
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homeStart := 1
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homeEnd := 6
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barSpace := SpaceBarPlayer
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if player == 2 {
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homeStart = 19
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homeEnd = 24
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barSpace = SpaceBarOpponent
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}
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if b.Checkers(player, barSpace) != 0 {
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return false
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}
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for space := 1; space < 25; space++ {
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if space >= homeStart && space <= homeEnd {
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continue
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} else if b.Checkers(player, space) != 0 {
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return false
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}
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}
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return true
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}
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// HaveRoll returns whether the player has a sufficient die roll for the specified move.
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func (b Board) HaveRoll(from int, to int, player int) bool {
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delta := int8(spaceDiff(from, to))
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if delta == 0 {
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return false
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}
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playerDelta := -1
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playerHomeEnd := 6
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if player == 2 {
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playerDelta = 1
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playerHomeEnd = 19
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}
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if b.MayBearOff(player) {
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allowGreater := true
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for checkSpace := int8(0); checkSpace < 6-delta; checkSpace++ {
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if b.Checkers(player, playerHomeEnd+int(checkSpace)*playerDelta) != 0 {
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allowGreater = false
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break
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}
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}
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if allowGreater {
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return (b[SpaceRoll1] >= delta || b[SpaceRoll2] >= delta || b[SpaceRoll3] >= delta || b[SpaceRoll4] >= delta)
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}
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}
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return (b[SpaceRoll1] == delta || b[SpaceRoll2] == delta || b[SpaceRoll3] == delta || b[SpaceRoll4] == delta)
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}
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// UseRoll uses a die roll.
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func (b Board) UseRoll(from int, to int, player int) Board {
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delta := int8(spaceDiff(from, to))
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if delta == 0 {
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b.Print()
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log.Panic("unknown space diff", from, to, player)
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}
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playerDelta := -1
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playerHomeEnd := 6
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if player == 2 {
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playerDelta = 1
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playerHomeEnd = 19
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}
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var allowGreater bool
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if b.MayBearOff(player) {
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allowGreater = true
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for checkSpace := int8(0); checkSpace < 6-delta; checkSpace++ {
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if b.Checkers(player, playerHomeEnd+int(checkSpace)*playerDelta) != 0 {
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allowGreater = false
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break
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}
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}
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}
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if allowGreater {
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switch {
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case b[SpaceRoll1] >= delta:
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b[SpaceRoll1] = 0
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case b[SpaceRoll2] >= delta:
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b[SpaceRoll2] = 0
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case b[SpaceRoll3] >= delta:
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b[SpaceRoll3] = 0
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case b[SpaceRoll4] >= delta:
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b[SpaceRoll4] = 0
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default:
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b.Print()
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log.Panic("no available roll for move", from, to, player)
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}
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} else {
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switch {
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case b[SpaceRoll1] == delta:
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b[SpaceRoll1] = 0
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case b[SpaceRoll2] == delta:
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b[SpaceRoll2] = 0
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case b[SpaceRoll3] == delta:
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b[SpaceRoll3] = 0
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case b[SpaceRoll4] == delta:
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b[SpaceRoll4] = 0
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default:
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b.Print()
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log.Panic("no available roll for move", from, to, player)
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}
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}
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return b
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}
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// Available returns legal moves available.
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func (b Board) Available(player int) [][]int {
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barSpace := SpaceBarPlayer
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opponentBarSpace := SpaceBarOpponent
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if player == 2 {
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barSpace = SpaceBarOpponent
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opponentBarSpace = SpaceBarPlayer
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}
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mayBearOff := b.MayBearOff(player)
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onBar := b[barSpace] != 0
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var moves [][]int
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for from := 0; from < 28; from++ {
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if from == SpaceHomePlayer || from == SpaceHomeOpponent || from == opponentBarSpace || b.Checkers(player, from) == 0 || (onBar && from != barSpace) {
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continue
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}
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if player == 1 {
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for to := 0; to < from; to++ {
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if to == SpaceBarPlayer || to == SpaceBarOpponent || to == SpaceHomeOpponent || (to == SpaceHomePlayer && !mayBearOff) {
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continue
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}
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v := b[to]
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if (player == 1 && v < -1) || (player == 2 && v > 1) || !b.HaveRoll(from, to, player) {
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continue
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}
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moves = append(moves, []int{from, to})
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}
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} else { // TODO clean up
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start := from + 1
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if from == SpaceBarOpponent {
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start = 0
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}
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for to := start; to <= 25; to++ {
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if to == SpaceBarPlayer || to == SpaceBarOpponent || to == SpaceHomeOpponent || (to == SpaceHomeOpponent && !mayBearOff) {
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continue
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}
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v := b[to]
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if (player == 1 && v < -1) || (player == 2 && v > 1) || !b.HaveRoll(from, to, player) {
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continue
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}
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moves = append(moves, []int{from, to})
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}
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}
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}
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return moves
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}
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// TODO no player argument needed
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func (b Board) Past(player int) bool {
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if b[SpaceBarPlayer] != 0 || b[SpaceBarOpponent] != 0 {
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return false
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}
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var playerFirst, opponentLast int
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for space := 1; space < 25; space++ {
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v := b[space]
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if v == 0 {
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continue
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} else if v > 0 {
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if player == 1 && space > playerFirst {
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playerFirst = space
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} else if player == 2 && space > opponentLast {
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opponentLast = space
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}
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} else {
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if player == 1 && opponentLast == 0 {
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opponentLast = space
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} else if player == 2 && playerFirst == 0 {
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playerFirst = space
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}
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}
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}
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if player == 1 {
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return playerFirst < opponentLast
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} else {
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return playerFirst > opponentLast
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}
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}
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func (b Board) Pips(player int) int {
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var pips int
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if player == 1 {
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pips += int(b.Checkers(player, SpaceBarPlayer)) * (50 + 12)
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} else {
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pips += int(b.Checkers(player, SpaceBarOpponent)) * (50 + 12)
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}
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for space := 1; space < 25; space++ {
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pips += int(b.Checkers(player, space)) * pseudoPips(player, space)
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}
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return pips
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}
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func (b Board) Blots(player int) int {
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o := opponent(player)
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var pips int
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for space := 1; space < 25; space++ {
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checkers := b.Checkers(player, space)
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if checkers != 1 {
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continue
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}
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pips += int(checkers) * pseudoPips(o, space)
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}
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return pips
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}
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func (b Board) evaluate(player int, hitScore int, a *Analysis) {
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pips := b.Pips(player)
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score := float64(pips)
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var blots int
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if !a.Past {
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blots := b.Blots(player)
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score += float64(blots)*WeightBlot + float64(hitScore)*WeightHit
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}
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a.Pips = pips
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a.Blots = blots
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a.Hits = hitScore
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a.PlayerScore = score
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a.hitScore = hitScore
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}
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func (b Board) Evaluation(player int, hitScore int, moves [][]int) *Analysis {
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past := b.Past(player)
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a := &Analysis{
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Board: b,
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Moves: moves,
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Past: past,
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}
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b.evaluate(player, hitScore, a)
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return a
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}
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func queueAnalysis(a *Analysis, w *sync.WaitGroup, b Board, player int, available [][]int, moves [][]int, found *[][][]int, result *[]*Analysis, resultMutex *sync.Mutex) {
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startingHitScore := a.hitScore
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for _, move := range available {
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move := move
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go func() {
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newMoves := append(append([][]int{}, moves...), move)
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resultMutex.Lock()
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for _, f := range *found {
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if movesEqual(f, newMoves) {
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resultMutex.Unlock()
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w.Done()
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return
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}
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}
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*found = append(*found, newMoves)
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resultMutex.Unlock()
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o := opponent(player)
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checkers := b.Checkers(o, move[1])
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hs := startingHitScore
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if checkers == 1 {
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hs += pseudoPips(o, move[1])
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}
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a := &Analysis{
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Board: b.Move(move[0], move[1], player).UseRoll(move[0], move[1], player),
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Moves: newMoves,
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Past: a.Past,
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}
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a.Board.evaluate(player, hs, a)
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available := a.Board.Available(player)
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w.Add(len(available))
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queueAnalysis(a, w, a.Board, player, available, a.Moves, found, result, resultMutex)
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resultMutex.Lock()
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*result = append(*result, a)
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resultMutex.Unlock()
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w.Done()
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}()
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}
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}
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func (b Board) Analyze(player int, available [][]int) []*Analysis {
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if len(available) == 0 {
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return nil
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}
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const bufferSize = 128
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var found [][][]int
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w := &sync.WaitGroup{}
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result := make([]*Analysis, 0, bufferSize)
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resultMutex := &sync.Mutex{}
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a := &Analysis{
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Past: b.Past(player),
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}
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b.evaluate(player, 0, a)
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w.Add(len(available))
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queueAnalysis(a, w, b, player, available, nil, &found, &result, resultMutex)
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w.Wait()
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var maxMoves int
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for i := range result {
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l := len(result[i].Moves)
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if l > maxMoves {
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maxMoves = l
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}
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}
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var newResult []*Analysis
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for i := 0; i < len(result); i++ {
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if len(result[i].Moves) == maxMoves {
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newResult = append(newResult, result[i])
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}
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}
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result = newResult
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if player == 1 && !a.Past {
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oppResults := make([][]*Analysis, len(result))
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w.Add(len(result) * 21)
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for i := range result {
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i := i
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oppResultMutex := &sync.Mutex{}
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oppResults[i] = make([]*Analysis, 0, bufferSize)
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for j := 0; j < 21; j++ {
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j := j
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go func() {
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check := rollProbabilities[j]
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bc := Board{}
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bc = result[i].Board
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bc[SpaceRoll1], bc[SpaceRoll2] = int8(check.Roll1), int8(check.Roll2)
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if int8(check.Roll1) == int8(check.Roll2) {
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bc[SpaceRoll3], bc[SpaceRoll4] = int8(check.Roll1), int8(check.Roll2)
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}
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available := bc.Available(2)
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a := &Analysis{
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Past: a.Past,
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}
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w.Add(len(available))
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queueAnalysis(a, w, bc, 2, available, nil, &[][][]int{}, &oppResults[i], oppResultMutex)
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w.Done()
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}()
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}
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}
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w.Wait()
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for i := range result {
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var oppPips float64
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var oppBlots float64
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var oppHits float64
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var oppScore float64
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var count float64
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for _, r := range oppResults[i] {
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oppPips += float64(r.Pips)
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oppBlots += float64(r.Blots)
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oppHits += float64(r.Hits)
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oppScore += r.PlayerScore
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count++
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}
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result[i].OppPips = (oppPips / count)
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result[i].OppBlots = (oppBlots / count)
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result[i].OppHits = (oppHits / count)
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result[i].OppScore = (oppScore / count)
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score := result[i].PlayerScore
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if !math.IsNaN(oppScore) {
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score += result[i].OppScore * WeightOppScore
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}
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result[i].Score = score
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}
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} else {
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for i := range result {
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result[i].Score = result[i].PlayerScore
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}
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}
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sort.Slice(result, func(i, j int) bool {
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return result[i].Score < result[j].Score
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})
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return result
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}
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func (b Board) Print() {
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log.Printf("%+v", b)
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}
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func opponent(player int) int {
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if player == 1 {
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return 2
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} else {
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return 1
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}
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}
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func spaceValue(player int, space int) int {
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if space == SpaceBarPlayer || space == SpaceBarOpponent {
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return 25
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} else if player == 1 {
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return space
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} else {
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return 25 - space
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}
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}
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func pseudoPips(player int, space int) int {
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v := spaceValue(player, space)*2 + 6
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if (player == 1 && space > 6) || (player == 2 && space < 19) {
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v += 6
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}
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return v
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}
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func spaceDiff(from int, to int) int {
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if from < 0 || from > 27 || to < 0 || to > 27 {
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return 0
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} else if to == SpaceBarPlayer || to == SpaceBarOpponent {
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return 0
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} else if from == SpaceHomePlayer || from == SpaceHomeOpponent {
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return 0
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}
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if (from == SpaceBarPlayer || from == SpaceBarOpponent) && (to == SpaceBarPlayer || to == SpaceBarOpponent || to == SpaceHomePlayer || to == SpaceHomeOpponent) {
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return 0
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}
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if from == SpaceBarPlayer {
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return 25 - to
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} else if from == SpaceBarOpponent {
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return to
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}
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if to == SpaceHomePlayer {
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return from
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} else if to == SpaceHomeOpponent {
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return 25 - from
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}
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diff := to - from
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if diff < 0 {
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return diff * -1
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}
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return diff
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}
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func movesEqual(a [][]int, b [][]int) bool {
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l := len(a)
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if len(b) != l {
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return false
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|
}
|
|
for _, m := range a {
|
|
switch m[0] {
|
|
case SpaceBarPlayer, SpaceBarOpponent:
|
|
return false
|
|
}
|
|
switch m[1] {
|
|
case SpaceHomePlayer, SpaceHomeOpponent:
|
|
return false
|
|
}
|
|
}
|
|
switch l {
|
|
case 0:
|
|
return true
|
|
case 1:
|
|
return a[0][0] == b[0][0] && a[0][1] == b[0][1]
|
|
case 2:
|
|
return (a[0][0] == b[0][0] && a[0][1] == b[0][1] && a[1][0] == b[1][0] && a[1][1] == b[1][1]) || // 1, 2
|
|
(a[0][0] == b[1][0] && a[0][1] == b[1][1] && a[1][0] == b[0][0] && a[1][1] == b[0][1]) // 2, 1
|
|
case 3:
|
|
return (a[0][0] == b[0][0] && a[0][1] == b[0][1] && a[1][0] == b[1][0] && a[1][1] == b[1][1] && a[2][0] == b[2][0] && a[2][1] == b[2][1]) || // 1, 2, 3
|
|
(a[0][0] == b[1][0] && a[0][1] == b[1][1] && a[1][0] == b[2][0] && a[1][1] == b[2][1] && a[2][0] == b[0][0] && a[2][1] == b[0][1]) || // 2, 3, 1
|
|
(a[0][0] == b[2][0] && a[0][1] == b[2][1] && a[1][0] == b[0][0] && a[1][1] == b[0][1] && a[2][0] == b[1][0] && a[2][1] == b[1][1]) || // 3, 1, 2
|
|
(a[0][0] == b[0][0] && a[0][1] == b[0][1] && a[1][0] == b[2][0] && a[1][1] == b[2][1] && a[2][0] == b[1][0] && a[2][1] == b[1][1]) || // 1, 3, 2
|
|
(a[0][0] == b[1][0] && a[0][1] == b[1][1] && a[1][0] == b[0][0] && a[1][1] == b[0][1] && a[2][0] == b[2][0] && a[2][1] == b[2][1]) || // 2, 1, 3
|
|
(a[0][0] == b[2][0] && a[0][1] == b[2][1] && a[1][0] == b[1][0] && a[1][1] == b[1][1] && a[2][0] == b[0][0] && a[2][1] == b[0][1]) // 3, 2, 1
|
|
case 4:
|
|
return (a[0][0] == b[0][0] && a[0][1] == b[0][1] && a[1][0] == b[1][0] && a[1][1] == b[1][1] && a[2][0] == b[2][0] && a[2][1] == b[2][1] && a[3][0] == b[3][0] && a[3][1] == b[3][1]) || // 1,2,3,4
|
|
(a[0][0] == b[1][0] && a[0][1] == b[1][1] && a[1][0] == b[0][0] && a[1][1] == b[0][1] && a[2][0] == b[2][0] && a[2][1] == b[2][1] && a[3][0] == b[3][0] && a[3][1] == b[3][1]) || // 2,1,3,4
|
|
(a[0][0] == b[2][0] && a[0][1] == b[2][1] && a[1][0] == b[0][0] && a[1][1] == b[0][1] && a[2][0] == b[1][0] && a[2][1] == b[1][1] && a[3][0] == b[3][0] && a[3][1] == b[3][1]) || // 3,1,2,4
|
|
(a[0][0] == b[0][0] && a[0][1] == b[0][1] && a[1][0] == b[2][0] && a[1][1] == b[2][1] && a[2][0] == b[1][0] && a[2][1] == b[1][1] && a[3][0] == b[3][0] && a[3][1] == b[3][1]) || // 1,3,2,4
|
|
(a[0][0] == b[1][0] && a[0][1] == b[1][1] && a[1][0] == b[2][0] && a[1][1] == b[2][1] && a[2][0] == b[0][0] && a[2][1] == b[0][1] && a[3][0] == b[3][0] && a[3][1] == b[3][1]) || // 2,3,1,4
|
|
(a[0][0] == b[2][0] && a[0][1] == b[2][1] && a[1][0] == b[1][0] && a[1][1] == b[1][1] && a[2][0] == b[0][0] && a[2][1] == b[0][1] && a[3][0] == b[3][0] && a[3][1] == b[3][1]) || // 3,2,1,4
|
|
(a[0][0] == b[2][0] && a[0][1] == b[2][1] && a[1][0] == b[1][0] && a[1][1] == b[1][1] && a[2][0] == b[3][0] && a[2][1] == b[3][1] && a[3][0] == b[0][0] && a[3][1] == b[0][1]) || // 3,2,4,1
|
|
(a[0][0] == b[1][0] && a[0][1] == b[1][1] && a[1][0] == b[2][0] && a[1][1] == b[2][1] && a[2][0] == b[3][0] && a[2][1] == b[3][1] && a[3][0] == b[0][0] && a[3][1] == b[0][1]) || // 2,3,4,1
|
|
(a[0][0] == b[3][0] && a[0][1] == b[3][1] && a[1][0] == b[2][0] && a[1][1] == b[2][1] && a[2][0] == b[1][0] && a[2][1] == b[1][1] && a[3][0] == b[0][0] && a[3][1] == b[0][1]) || // 4,3,2,1
|
|
(a[0][0] == b[2][0] && a[0][1] == b[2][1] && a[1][0] == b[3][0] && a[1][1] == b[3][1] && a[2][0] == b[1][0] && a[2][1] == b[1][1] && a[3][0] == b[0][0] && a[3][1] == b[0][1]) || // 3,4,2,1
|
|
(a[0][0] == b[1][0] && a[0][1] == b[1][1] && a[1][0] == b[3][0] && a[1][1] == b[3][1] && a[2][0] == b[2][0] && a[2][1] == b[2][1] && a[3][0] == b[0][0] && a[3][1] == b[0][1]) || // 2,4,3,1
|
|
(a[0][0] == b[3][0] && a[0][1] == b[3][1] && a[1][0] == b[1][0] && a[1][1] == b[1][1] && a[2][0] == b[2][0] && a[2][1] == b[2][1] && a[3][0] == b[0][0] && a[3][1] == b[0][1]) || // 4,2,3,1
|
|
(a[0][0] == b[3][0] && a[0][1] == b[3][1] && a[1][0] == b[0][0] && a[1][1] == b[0][1] && a[2][0] == b[2][0] && a[2][1] == b[2][1] && a[3][0] == b[1][0] && a[3][1] == b[1][1]) || // 4,1,3,2
|
|
(a[0][0] == b[0][0] && a[0][1] == b[0][1] && a[1][0] == b[3][0] && a[1][1] == b[3][1] && a[2][0] == b[2][0] && a[2][1] == b[2][1] && a[3][0] == b[1][0] && a[3][1] == b[1][1]) || // 1,4,3,2
|
|
(a[0][0] == b[2][0] && a[0][1] == b[2][1] && a[1][0] == b[3][0] && a[1][1] == b[3][1] && a[2][0] == b[0][0] && a[2][1] == b[0][1] && a[3][0] == b[1][0] && a[3][1] == b[1][1]) || // 3,4,1,2
|
|
(a[0][0] == b[3][0] && a[0][1] == b[3][1] && a[1][0] == b[2][0] && a[1][1] == b[2][1] && a[2][0] == b[0][0] && a[2][1] == b[0][1] && a[3][0] == b[1][0] && a[3][1] == b[1][1]) || // 4,3,1,2
|
|
(a[0][0] == b[0][0] && a[0][1] == b[0][1] && a[1][0] == b[2][0] && a[1][1] == b[2][1] && a[2][0] == b[3][0] && a[2][1] == b[3][1] && a[3][0] == b[1][0] && a[3][1] == b[1][1]) || // 1,3,4,2
|
|
(a[0][0] == b[2][0] && a[0][1] == b[2][1] && a[1][0] == b[0][0] && a[1][1] == b[0][1] && a[2][0] == b[3][0] && a[2][1] == b[3][1] && a[3][0] == b[1][0] && a[3][1] == b[1][1]) || // 3,1,4,2
|
|
(a[0][0] == b[1][0] && a[0][1] == b[1][1] && a[1][0] == b[0][0] && a[1][1] == b[0][1] && a[2][0] == b[3][0] && a[2][1] == b[3][1] && a[3][0] == b[2][0] && a[3][1] == b[2][1]) || // 2,1,4,3
|
|
(a[0][0] == b[0][0] && a[0][1] == b[0][1] && a[1][0] == b[1][0] && a[1][1] == b[1][1] && a[2][0] == b[3][0] && a[2][1] == b[3][1] && a[3][0] == b[2][0] && a[3][1] == b[2][1]) || // 1,2,4,3
|
|
(a[0][0] == b[3][0] && a[0][1] == b[3][1] && a[1][0] == b[1][0] && a[1][1] == b[1][1] && a[2][0] == b[0][0] && a[2][1] == b[0][1] && a[3][0] == b[2][0] && a[3][1] == b[2][1]) || // 4,2,1,3
|
|
(a[0][0] == b[1][0] && a[0][1] == b[1][1] && a[1][0] == b[3][0] && a[1][1] == b[3][1] && a[2][0] == b[0][0] && a[2][1] == b[0][1] && a[3][0] == b[2][0] && a[3][1] == b[2][1]) || // 2,4,1,3
|
|
(a[0][0] == b[0][0] && a[0][1] == b[0][1] && a[1][0] == b[3][0] && a[1][1] == b[3][1] && a[2][0] == b[1][0] && a[2][1] == b[1][1] && a[3][0] == b[2][0] && a[3][1] == b[2][1]) || // 1,4,2,3
|
|
(a[0][0] == b[3][0] && a[0][1] == b[3][1] && a[1][0] == b[0][0] && a[1][1] == b[0][1] && a[2][0] == b[1][0] && a[2][1] == b[1][1] && a[3][0] == b[2][0] && a[3][1] == b[2][1]) // 4,1,2,3
|
|
default:
|
|
log.Panicf("more than 4 moves were provided: %+v %+v", a, b)
|
|
return false
|
|
}
|
|
}
|