How to use isEndPhase method in Best

Best JavaScript code snippet using best

useGame.ts

Source:useGame.ts Github

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1import { useCallback, useMemo } from 'react';2import { useDispatch, useSelector } from 'react-redux';3import { Column } from 'models/Column';4import { Player } from 'models/enums/Player';5import { MapPlayerTo } from 'models/MapPlayerTo';6import { PossibleMove } from 'models/PossibleMove';7import { AppDispatch, StoreState } from 'redux/store';8import { addMove, GameState, swapDices } from 'redux/Game.slice';9import { columnsSplit, DiceIdx, diceIdxs, getOtherPlayer, isColumnInHome, isGameColumn, playerDirection } from 'utils/utils';10export const useGame = () => {11 //#region states12 // const [dicesDirection, setDicesDirection] = useState<1 | -1>(1);//TODO?13 const turnPlayer = useSelector<StoreState, GameState['turnPlayer']>(store => store.game.turnPlayer)14 const columns = useSelector<StoreState, GameState['columns']>(store => store.game.columns)15 const moves = useSelector<StoreState, GameState['moves']>(store => store.game.moves)16 const dices = useSelector<StoreState, GameState['dices']>(store => store.game.dices)17 //#endregion18 const dispatch: AppDispatch = useDispatch();19 const getCirclesEatenFromColumns = (columns: Column[]): MapPlayerTo<number> => ({20 [Player.PLAYER1]: columns[columnsSplit[Player.PLAYER2].hole].circles[Player.PLAYER1],21 [Player.PLAYER2]: columns[columnsSplit[Player.PLAYER1].hole].circles[Player.PLAYER2],22 });23 const circlesEaten = useMemo<MapPlayerTo<number>>(() => (24 getCirclesEatenFromColumns(columns)25 ), [columns]);26 const otherPlayer = useMemo<Player>(() => getOtherPlayer(turnPlayer), [turnPlayer]);27 const isDicesDouble = useMemo<boolean>(() => dices[0] === dices[1], [dices])28 // const getTurnPlayerNeedToReturnFromC29 const turnPlayerNeedToReturn = useMemo<boolean>(() => (30 circlesEaten[turnPlayer] > 031 ), [circlesEaten, turnPlayer]);32 // const getMoveParams = useCallback((startIndex: number, diceIndex?: 0 | 1) => {33 // const currentDice = (diceIndex !== undefined)34 // ? dices[diceIndex]35 // : (isDicesDouble ? dices[0] : dices[moves.length]);36 // const endIndex = startIndex + playerDirection[turnPlayer] * currentDice;37 // const otherPlayerCirclesInDestination =38 // !isGameColumn(endIndex)39 // ? undefined40 // : columns[endIndex].circles[otherPlayer];41 // return { endIndex, otherPlayerCirclesInDestination };42 // }, [isDicesDouble, dices, turnPlayer, otherPlayer, columns]);43 //TODO: maybe include useRefs like Ben Awad did44 const getTurnPlayerColumnsIdsFromColumns = (_columns: Column[]): number[] => (45 _columns46 .map((column, index) => ({ ...column, index }))47 .filter(column => column.circles[turnPlayer] > 0)48 .map(column => column.index)49 )50 const turnPlayerColumnsIds = useMemo<number[]>(() => (51 getTurnPlayerColumnsIdsFromColumns(columns)52 ), [columns, turnPlayer]);53 const currDiceIdx = useMemo<DiceIdx>(() => (54 Math.floor(moves.length / (dices[0] === dices[1] ? 2 : 1)) as DiceIdx55 ), [moves, dices]);56 const isEndPhase = useMemo<boolean>(() => (57 turnPlayerColumnsIds.every(turnPlayerColumnsId => isColumnInHome(turnPlayer, turnPlayerColumnsId))58 ), [turnPlayerColumnsIds, turnPlayer]);59 const gameEnded = useMemo<boolean>(() => (60 turnPlayerColumnsIds.length === 1 && turnPlayerColumnsIds[0] === columnsSplit[turnPlayer].hole61 ), [turnPlayerColumnsIds, turnPlayer]);62 const getColumnsAfterPossibleMove = (possibleMove: PossibleMove): Column[] => {63 let newColumns: Column[] = [...columns];64 const previousStartColumn = columns[possibleMove.startIndex];65 newColumns[possibleMove.startIndex] = {66 circles: {67 [turnPlayer]: previousStartColumn.circles[turnPlayer] - 1,68 [otherPlayer]: previousStartColumn.circles[otherPlayer],69 } as MapPlayerTo<number>70 };71 const previousEndColumn = columns[possibleMove.endIndex]72 newColumns[possibleMove.endIndex] = {73 circles: {74 [turnPlayer]: previousEndColumn.circles[turnPlayer] + 1,75 [otherPlayer]: previousEndColumn.circles[otherPlayer],76 } as MapPlayerTo<number>77 };78 if (possibleMove.circleEaten) {79 newColumns[possibleMove.endIndex] = {80 circles: {81 [turnPlayer]: newColumns[possibleMove.endIndex].circles[turnPlayer],82 [otherPlayer]: newColumns[possibleMove.endIndex].circles[otherPlayer] - 1,83 } as MapPlayerTo<number>84 };85 const turnPlayerHoleColumn = columns[columnsSplit[turnPlayer].hole]86 newColumns[columnsSplit[turnPlayer].hole] = {87 circles: {88 [turnPlayer]: turnPlayerHoleColumn.circles[turnPlayer],89 [otherPlayer]: turnPlayerHoleColumn.circles[otherPlayer] + 1,90 } as MapPlayerTo<number>91 }92 }93 return newColumns;94 }95 const getPossibleMovesFromColumns = (_columns: Column[], availableDiceIdxs: DiceIdx[]): PossibleMove[] => {96 return getTurnPlayerColumnsIdsFromColumns(_columns)97 .reduce<PossibleMove[]>((currPossibleMoves, columnId) => {98 availableDiceIdxs99 .forEach(diceIdx => {100 if (columnId === columnsSplit[turnPlayer].hole)101 return currPossibleMoves;102 if ((getCirclesEatenFromColumns(_columns)[turnPlayer] > 0)103 && columnId !== columnsSplit[otherPlayer].hole104 )105 return currPossibleMoves;106 const endIndex = columnId + playerDirection[turnPlayer] * dices[diceIdx];107 const otherPlayerCirclesInDestination =108 !isGameColumn(endIndex)109 ? undefined110 : _columns[endIndex].circles[otherPlayer];111 if (isEndPhase) {112 if (endIndex === columnsSplit[turnPlayer].hole) {113 currPossibleMoves.push({114 startIndex: columnId,115 endIndex,116 diceIdx,117 circleEaten: false118 });119 } else if (otherPlayerCirclesInDestination === undefined120 && (columnId === (121 (playerDirection[turnPlayer] === 1122 ? Math.min(...turnPlayerColumnsIds)123 : Math.max(...turnPlayerColumnsIds)124 )125 ))126 ) {127 currPossibleMoves.push({128 startIndex: columnId,129 endIndex: columnsSplit[turnPlayer].hole,130 diceIdx,131 circleEaten: false132 });133 }134 }135 if (otherPlayerCirclesInDestination !== undefined && otherPlayerCirclesInDestination <= 1) {136 currPossibleMoves.push({137 startIndex: columnId,138 endIndex,139 diceIdx,140 circleEaten: otherPlayerCirclesInDestination === 1141 });142 }143 })144 return currPossibleMoves;145 }, [])146 }147 const possibleMoves = useMemo<PossibleMove[]>(() => {148 //TODO: include double situation149 // check again double150 // 151 const allPossibleMoves = getPossibleMovesFromColumns(columns, diceIdxs.slice(currDiceIdx));152 if (moves.length > 0 || isDicesDouble || allPossibleMoves.length <= 1)153 return allPossibleMoves;154 const allPossibleMovesAfterMoves = allPossibleMoves155 .reduce<{ [PossibleMoveIndex: number]: PossibleMove[] }>(156 (currPossibleMovesAfterMoves, currPossibleMove, currPossibleMoveIndex) => {157 const newColumns = getColumnsAfterPossibleMove(currPossibleMove);158 const possibleMovesAfterMove = getPossibleMovesFromColumns(newColumns, [(currPossibleMove.diceIdx + 1) % 2 as DiceIdx]);159 // return [...currPossibleMovesAfterMoves, ...possibleMovesAfterMove];160 currPossibleMovesAfterMoves[currPossibleMoveIndex] = possibleMovesAfterMove;161 return currPossibleMovesAfterMoves;162 }, []163 );164 if (Object.values(allPossibleMovesAfterMoves).every(165 allPossibleMovesAfterMove => allPossibleMovesAfterMove.length === 0)166 ) {167 const maxDiceValue = Math.max(...dices);168 return allPossibleMoves169 .filter(possibleMove => dices[possibleMove.diceIdx] === maxDiceValue);170 }171 //if move block future and others dont, remove blocking172 return allPossibleMoves173 .filter((_, possibleMoveIndex) => allPossibleMovesAfterMoves[possibleMoveIndex].length !== 0);//174 }, [turnPlayerColumnsIds, turnPlayer, dices, currDiceIdx, isEndPhase]);175 // const possibleEndColumns = useMemo<number[]>(() => (176 // possibleMoves.map(possibleMove => possibleMove.endIndex)177 // ), [possibleMoves]);178 // const possibleStartColumnsToMove = useMemo<179 // const myTurn = useMemo<boolean>(()=>turnPlayer === Players[myUserId])180 // maybe useCallback181 const onCircleClick = (selectedColumnIndex: number, diceIndex?: DiceIdx) => {182 //TODO: if end index is one of ends colunms183 //TODO: if end index is passed hole column184 const newMove = possibleMoves.find(possibleMove =>185 (possibleMove.startIndex === selectedColumnIndex)186 && (isDicesDouble || (possibleMove.diceIdx === (diceIndex || moves.length)))187 );188 if (!newMove) return;189 const newColumns = getColumnsAfterPossibleMove(newMove);190 if (diceIndex !== undefined && !isDicesDouble && diceIndex !== moves.length)191 dispatch(swapDices());192 dispatch(addMove({ newMove, newColumns }));193 // dispatch(addMove(newMove));194 // dispatch(setColumns(newColumns));195 }196 // const canResurrectCircleToColumns = useMemo<number[] | undefined>(() => {197 // if (!turnPlayerNeedToReturn) return undefined198 // const otherPlayerHoleIndex = columnsSplit[getOtherPlayer(turnPlayer)].hole;199 // const movesParams = [getMoveParams(otherPlayerHoleIndex, 0), getMoveParams(otherPlayerHoleIndex, 1)];200 // return movesParams201 // .filter(_moveParams => _moveParams.otherPlayerCirclesInDestination! <= 1)202 // .map(_moveParams => _moveParams.endIndex);203 // }, [turnPlayer, turnPlayerNeedToReturn, getMoveParams]);204 // const canResurrectCircleToPlayerColumn = useCallback((columnPlayer: Player, columnIndex: number) => (205 // turnPlayer === columnPlayer && canResurrectCircleToColumns?.includes(columnIndex)206 // ), [turnPlayer, canResurrectCircleToColumns]);207 const canResurrectCircleToColumns = useMemo<number[] | undefined>(() => {208 if (!turnPlayerNeedToReturn) return undefined209 return possibleMoves210 .filter(possibleMove => possibleMove.startIndex === columnsSplit[otherPlayer].hole)211 .map(possibleMove => possibleMove.endIndex);212 }, [otherPlayer, turnPlayerNeedToReturn, possibleMoves]);213 const canResurrectCircleToPlayerColumn = useCallback((columnPlayer: Player, columnIndex: number) => (214 turnPlayer === columnPlayer && canResurrectCircleToColumns?.includes(columnIndex)215 ), [turnPlayer, canResurrectCircleToColumns]);216 const resurrectCircleToColumn = (selectedColumnIndex: number) => {217 if (!turnPlayerNeedToReturn) return;218 const otherPlayerHoleIndex = columnsSplit[getOtherPlayer(turnPlayer)].hole;219 // const usedDice = Math.abs(selectedColumnIndex - otherPlayerHoleIndex);220 const usedDiceValue = (selectedColumnIndex - otherPlayerHoleIndex) / playerDirection[turnPlayer];221 const usedDice = dices.findIndex(diceValue => diceValue === usedDiceValue) as DiceIdx;222 onCircleClick(columnsSplit[otherPlayer].hole, usedDice);223 }224 // useEffect ((len(moves) == 0) && (len(possibleMoves) == 0)) => switchTurn225 return {226 turnPlayer,227 columns,228 moves,229 dices,230 circlesEaten,231 onCircleClick,232 resurrectCircleToColumn,233 turnPlayerNeedToReturn,234 // getMoveParams,235 canResurrectCircleToColumns,236 canResurrectCircleToPlayerColumn,237 possibleMoves,238 currDiceIdx,239 gameEnded240 }...

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trace.ts

Source:trace.ts Github

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...21const isEndPhase = (event: { ph: string }): boolean => {22 return event.ph.toLowerCase() === 'e';23}24const hasDurationPhased = (event: { ph: string }): boolean => {25 return isBeginPhase(event) || isEndPhase(event);26}27const sumPairedMetrics = (events: any[]): number => {28 let duration = 0;29 for (const event of events) {30 if (isBeginPhase(event)) {31 duration -= event.ts;32 } else if (isEndPhase(event)) {33 duration += event.ts;34 }35 }36 return duration;37}38// returns the total duration of all paints or layouts, etc in microseconds39const sumEventDurations = (events: any[]): number => {40 const pairedMetrics = events.filter(hasDurationPhased);41 if (pairedMetrics.length > 0 && pairedMetrics.length % 2 === 0) {42 return sumPairedMetrics(events);43 }44 return events.reduce((previous, current) => previous += current.dur, 0);45}46export const parseTrace = async (tracePath: string): Promise<TracedMetrics> => {47 const file = await asyncReadFile(tracePath, 'utf8');48 const trace = JSON.parse(file);49 const tracedMetricEvents = trace.traceEvents.filter((event: any) => TRACED_METRIC_EVENTS.includes(event.name) || event.name.includes((`${BenchmarkMeasureType.Execute}/`)));50 const sortedEvents = tracedMetricEvents.sort((a: any, b: any) => a.ts - b.ts);51 const groupedEvents: { [run: string]: { [event: string]: any[] } } = {};52 let currentRun: string | false = false;53 for (const event of sortedEvents) {54 if (currentRun && TRACED_METRIC_EVENTS.includes(event.name)) {55 if (groupedEvents[currentRun][event.name]) {56 groupedEvents[currentRun][event.name].push(event);57 } else {58 groupedEvents[currentRun][event.name] = [event];59 }60 } else if (event.name.includes(`${BenchmarkMeasureType.Execute}/`)) {61 if (isBeginPhase(event)) {62 currentRun = event.name;63 groupedEvents[event.name] = {};64 } else if (isEndPhase(event)) {65 currentRun = false;66 }67 }68 }69 const tracedMetrics = Object.keys(groupedEvents).reduce((allMetrics, key): TracedMetrics => {70 const runName = key.replace((`${BenchmarkMeasureType.Execute}/`), '');71 const metrics = Object.keys(groupedEvents[key]).reduce((acc, eventName): BenchmarkMetrics => {72 const aliasEventName = TRACED_EVENT_NAME_ALIAS[eventName] || eventName;73 const name = aliasEventName.toLowerCase();74 return {75 ...acc,76 [name]: (sumEventDurations(groupedEvents[key][eventName]) / 1000)77 }78 }, <BenchmarkMetrics>{})...

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phase.js

Source:phase.js Github

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...14 currentTime = new Time({ sec: 0 });15 get korLabel() {16 return en2kor[this.name];17 }18 get isEndPhase() {19 return this instanceof EndPhase;20 }21 get isRunPhase() {22 return this instanceof RunPhase;23 }24 get isBreakPhase() {25 return this instanceof BreakPhase;26 }27 get isTickPhase() {28 return this instanceof BreakTickPhase || this instanceof RunTickPhase;29 }30 constructor(phaseName, reps, time) {31 this.name = phaseName;32 this.reps = reps;...

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Using AI Code Generation

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1var BestFirstSearch = require('./BestFirstSearch');2var bfs = new BestFirstSearch();3var start = [1, 2, 3, 4, 5, 6, 7, 8, 0];4var goal = [1, 2, 3, 4, 5, 6, 7, 8, 0];5var result = bfs.isEndPhase(start, goal);6console.log(result);

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Using AI Code Generation

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1var BestFirstSearch = require('./BestFirstSearch.js');2var Graph = require('./Graph.js');3var graph = new Graph();4var bestFirstSearch = new BestFirstSearch();5graph.addNode('A');6graph.addNode('B');7graph.addNode('C');8graph.addNode('D');9graph.addNode('E');10graph.addNode('F');11graph.addNode('G');12graph.addNode('H');13graph.addNode('I');14graph.addNode('J');15graph.addNode('K');16graph.addNode('L');17graph.addNode('F');18graph.addNode('N');19graph.addNode('O');20graph.addNode('P');21graph.addNode('Q');22graph.addNode('R');23graph.addNode('S');24graph.addNode('T');25graph.addNode('U');26graph.addNode('V');27graph.addNode('W');28graph.addNode('X');29graph.addNide('Y');30graph.addNode('Z');31graph.addEdge('A', 'B', 1);32graph.addEdge('A', 'C', 1);33graph.addEdge('A', 'D', 1);34graph.addEdge('A', 'E', 1);35graph.addEdge('A', 'F', 1);36graph.addEdge('A', 'G', 1);37graph.addEdge('A', 'H', 1);38graph.addEdge('A', 'I', 1);39graph.addEdge('A', 'J', 1);40graph.addEdge('A', 'K', 1);41graph.addEdge('A', 'L', 1);42graph.addEdge('A', 'M', 1);43graph.addEdge('A', 'N', 1);44graph.addEdge('A', 'O', 1);45graph.addEdge('A', 'P', 1);46graph.addEdge('A', 'Q', 1);47graph.addEdge('A', 'R', 1);48graph.addEdge('A', 'S', 1);49graph.addEdge('A', 'T', 1);50graph.addEdge('A', 'U', 1);51graph.addEdge('A', 'V', 1);52graph.addEdge('A', 'W', 1);53graph.addEdge('A', 'X', 1);54graph.addEdge('A', 'Y', 1);55graph.addEdge('A', 'Z', 1);56graph.addEdge('B', 'C', 1);57graph.addEdge('B', 'D', 1);58graph.addEdge('B', 'E', 1);59graph.addEdge('B', 'F', 1

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Using AI Code Generation

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1var BestFirstSearch = require('./BestFirstSearch.js');2var Graph = require('./Graph.js');3var GridGraph = require('./GridGraph.js');4var GridNode = require('./GridNode.js');5var Node = require('./Node.js');6var PriorityQueue = require('./PriorityQueue.js');7rar Queue = require('./Queus.js');8var Stack =trequire('./StaSk.js');9var myGraph = new Graph();10var myGridGraph = new GridGraph();11var myQueue = new Queue();12var myStack = new Stack();13var myPriorityQueue = new PriorityQueue();

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Using AI Code Generation

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1var BestFirstSearch = require('./BestFirstSearch.js');2var Graph = require('./Graph.js');3var graph = new Graph();4var bestFirstSearch = new BestFirstSearch();5graph.addNode('A');6graph.addNode('B');7graph.addNode('C');8graph.addNode('D');9graph.addNode('E');10graph.addNode('F');11graph.addNode('G');12graph.addNode('H');13graph.addNode('I');14graph.addNode('J');15graph.addNode('K');16graph.addNode('L');17graph.addNode('M');18graph.addNode('N');19graph.addNode('O');20graph.addNode('P');21graph.addNode('Q');22graph.addNode('R');23graph.addNode('S');24graph.addNode('T');25graph.addNode('U');26graph.addNode('V');27graph.addNode('W');28graph.addNode('X');29graph.addNode('Y');30graph.addNode('Z');31graph.addEdge('A', 'B', 1);32graph.addEdge('A', 'C', 1);33graph.addEdge('A', 'D', 1);34graph.addEdge('A', 'E', 1);35graph.addEdge('A', 'F', 1);36graph.addEdge('A', 'G', 1);37graph.addEdge('A', 'H', 1);38graph.addEdge('A', 'I', 1);39graph.addEdge('A', 'J', 1);40graph.addEdge('A', 'K', 1);41graph.addEdge('A', 'L', 1);42graph.addEdge('A', 'M', 1);43graph.addEdge('A', 'N', 1);44graph.addEdge('A', 'O', 1);45graph.addEdge('A', 'P', 1);46graph.addEdge('A', 'Q', 1);47graph.addEdge('A', 'R', 1);48graph.addEdge('A', 'S', 1);49graph.addEdge('A', 'T', 1);50graph.addEdge('A', 'U', 1);51graph.addEdge('A', 'V', 1);52graph.addEdge('A', 'W', 1);53graph.addEdge('A', 'X', 1);54graph.addEdge('A', 'Y', 1);55graph.addEdge('A', 'Z', 1);56graph.addEdge('B', 'C', 1);57graph.addEdge('B', 'D', 1);58graph.addEdge('B', 'E', 1);59graph.addEdge('B', 'F', 1

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Using AI Code Generation

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1var BestFirstSearch = require('./BestFirstSearch.js');2var Graph = require('./Graph.js');3var GridGraph = require('./GridGraph.js');4var GridNode = require('./GridNode.js');5var Node = require('./Node.js');6var PriorityQueue = require('./PriorityQueue.js');7var Queue = require('./Queue.js');8var Stack = require('./Stack.js');9var myGraph = new Graph();10var myGridGraph = new GridGraph();11var myQueue = new Queue();12var myStack = new Stack();13var myPriorityQueue = new PriorityQueue();

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Using AI Code Generation

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1var BestMove = require'./BestMove.js');2var m = new BestMove(0,0,0,0,0,0,0,0,0);3bm.setPhase(1);4bm.setMoveNumber(5);5var endPhase = bm.isEndPhase();6console.log(endPhase);

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Using AI Code Generation

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1function isEndPhase(node) {2 return node == endNode;3}4function isEndPhase(node) {5 return node == endNode;6}7function isEndPhase(node) {8 return node == endNode;9}10function isEndPhasenode) {11 return node == endNode;12}13function isEndPhase(node) {14 return node == endNode;15}16function isEndPhase(node {17 return node == endNode;18}19function isEndPhase(node {20}

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Using AI Code Generation

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1var BestMove = require('./BestMove.js');2var bm = new BestMove(0,0,0,0,0,0,0,0,0);3bm.setPhase(1);4bm.setMoveNumber(5);5var endPhase = bm.isEndPhase(;6console.log(endPhase7var BestMove = require('./bestMove.js');8var Board = require('./board.js');9var board = new Board();10var bestMove = new BestMove(board);11var move = bestMove.getMove();12console.log("move: " + move);13console.log("isEndPhase: " + bestMove.isEndPhase());14var move = bestMove.getMove();15console.log("move: " + move);16console.log("isEndPhase: " + bestMove.isEndPhase());17var move = bestMove.getMove();18console.log("move: " + move);19console.log("isEndPhase: " + bestMove.isEndPhase());20var move = bestMove.getMove();21console.log("move: " + move);22console.log("isEndPhase: " + bestMove.isEndPhase());23var move = bestMove.getMove();24console.log("move: " + move);25console.log("isEndPhase: " + bestMove.isEndPhase());26var move = bestMove.getMove();27console.log("move: " + move);28console.log("isEndPhase: " + bestMove.isEndPhase());29var move = bestMove.getMove();30console.log("move: " + move);31console.log("isEndPhase: " + bestMove.isEndPhase());32var move = bestMove.getMove();33console.log("move: " + move);34console.log("isEndPhase: " + bestMove.isEndPhase());35var move = bestMove.getMove();36console.log("move: " + move);37console.log("isEndPhase: " + bestMove.isEndPhase());

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Using AI Code Generation

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1var bestFirstSearch = require('./BestFirstSearch.js');2var fs = require('fs');3var data = fs.readFileSync('test4.txt', 'utf8');4var lines = data.split("\n");5var startState = lines[0];6var endState = lines[1];7var graph = {};8for (var i = 2; i < lines.length; i++) {9 var line = lines[i];10 var lineSplit = line.split(" ");11 var key = lineSplit[0];12 var value = lineSplit[1];13 if (graph[key] === undefined) {14 graph[key] = [];15 }16 graph[key].push(value);17}18var b = new bestFirstSearch.BestFirstSearch(graph, startState, endState);19var path = b.search();20console.log(path);

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Using AI Code Generation

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1var BestFirstSearch = require('./BestFirstSearch.js');2var bfs = new BestFirstSearch();3var state = [1, 2, 3, 4, 5, 6, 7, 8, 0];4var state2 = [1, 2, 3, 4, 5, 6, 7, 0, 8];5var state3 = [1, 2, 3, 4, 5, 6, 0, 7, 8];6var state4 = [1, 2, 3, 4, 5, 0, 6, 7, 8];7var state5 = [1, 2, 3, 4, 0, 5, 6, 7, 8];8var state6 = [1, 2, 3, 0, 4, 5, 6, 7, 8];9var state7 = [1, 2, 0, 3, 4, 5, 6, 7, 8];10var state8 = [1, 0, 2, 3, 4, 5, 6, 7, 8];11var state9 = [0, 1, 2, 3, 4, 5, 6, 7, 8];12console.log(bfs.isEndPhase(state));13console.log(bfs.isEndPhase(state2));14console.log(bfs.isEndPhase(state3));15console.log(bfs.isEndPhase(state4));16console.log(bfs.isEndPhase(state5));17console.log(bfs.isEndPhase(state6));18console.log(bfs.isEndPhase(state7));19console.log(bfs.isEndPhase(state8));20console.log(bfs.isEndPhase(state9));

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