pygo/pygo.py

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#!/usr/bin/python
# -*- coding: utf-8 -*-
#
# A GTK Python GO client
import os
import pygame
from pygame.locals import *
def load_png(name):
""" Load image and return image object"""
fullname = os.path.join('res', name)
try:
image = pygame.image.load(fullname)
if image.get_alpha() is None:
image = image.convert()
else:
image = image.convert_alpha()
except pygame.error, message:
print 'Cannot load image:', fullname
raise SystemExit, message
return image
def build_img_res():
ret = {}
triangle = load_png('go_t.png')
ret['w'] = load_png('go_w.png')
ret['wT'] = load_png('go_w.png')
ret['wT'].blit(triangle, (0,0))
ret['b'] = load_png('go_b.png')
ret['bT'] = load_png('go_b.png')
ret['bT'].blit(triangle, (0,0))
circle = load_png('go_c.png')
for d in ('u', 'd', 'l', 'r', 'm', 'dl', 'dr', 'ul', 'ur', 'h'):
ret[d] = load_png('go_' + d + '.png')
ret[d + 'C'] = load_png('go_' + d + '.png')
ret[d + 'C'].blit(circle, (0,0))
return ret
class GobanSquare:
"""A single square on the go board"""
def __init__(self, pos):
self.x, self.y = pos
self.state = -1
self.marked = False
if (self.x, self.y) == (1,1):
self.default_draw_code = 'ul'
elif (self.x, self.y) == (1,19):
self.default_draw_code = 'ur'
elif (self.x, self.y) == (19,1):
self.default_draw_code = 'dl'
elif (self.x, self.y) == (19,19):
self.default_draw_code = 'dr'
elif (self.x, self.y) in [(4,4), (4,10), (4,16), (10,4), (10,10), (10,16), (16,4), (16,10), (16,16)]:
self.default_draw_code = 'h'
elif self.x == 1:
self.default_draw_code = 'u'
elif self.y == 1:
self.default_draw_code = 'l'
elif self.x == 19:
self.default_draw_code = 'd'
elif self.y == 19:
self.default_draw_code = 'r'
else:
self.default_draw_code = 'm'
def toggle_marked(self):
if self.marked:
self.marked = False
else:
self.marked = True
def get_draw_code(self):
ret = None
if self.state == -1:
ret = self.default_draw_code
elif self.state == 0:
ret = 'b'
elif self.state == 1:
ret = 'w'
if self.marked:
if self.state >=0:
ret = self.default_draw_code + 'T'
else:
ret = self.default_draw_code + 'C'
return ret
class Goban:
"""Represents the go board. Handles stone placement, captures, etc"""
def __init__(self):
# Build the 361 board intersections
self.board = []
for i in range(19):
self.board.append([])
for j in range(19):
self.board[i].append(GobanSquare((i+1, j+1)))
self.turn = 0
self.captures = []
self.captures.append(0)
self.captures.append(0)
def place_stone(self, pos):
if not self._valid_move(pos):
return
x, y = pos
self.board[x][y].state = self.turn
self._capture(pos)
self.turn = (self.turn + 1) % 2
def toggle_marked(self, pos):
x,y = pos
if x < 0 or x > 18 or y < 0 or y > 18:
return
self.board[x][y].toggle_marked()
def _capture(self, pos):
x, y = pos
who = (self.turn + 1) % 2
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for p in [(x, y+1), (x, y-1), (x+1, y), (x-1, y)]:
newx, newy = p
if newx < 0 or newx > 18 or newy < 0 or newy > 18 or self.board[newx][newy].state == self.turn:
continue
if not self._has_liberties(p, who):
captures[self.turn] += self._delete_group(p)
def _valid_move(self, pos):
x, y = pos
if x < 0 or x > 18 or y < 0 or y > 18:
return False
# Can't play atop another stone
if self.board[x][y].state != -1:
return False
# Temporarily place the stone
self.board[x][y].state = self.turn
liberties = self._has_liberties(pos, self.turn)
opponent = (self.turn + 1) % 2
kills_group = False
for d in [(x, y+1), (x, y-1), (x+1, y), (x-1, y)]:
if not self._has_liberties(d, opponent):
kills_group = True
break
self.board[x][y].state = -1
return liberties > 0 or kills_group
# Recursively find whether there are liberties for the group
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# at pos. Positive numbers are not necessarily accurate -
# treat this as a boolean
# fixme: Apparently there is some case that causes infinite recursion,
# yay!
def _has_liberties(self, pos, who, direction = None):
x,y = pos
if x < 0 or x > 18 or y < 0 or y > 18:
return 0
square = self.board[x][y]
if square.state == -1:
return 1
elif square.state != who:
return 0
elif square.state == who:
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to_check = []
if direction == None:
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to_check = [((x, y+1), 'r'), ((x-1, y), 'u'), ((x+1, y), 'd'), ((x, y-1), 'l')]
if direction == 'r':
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to_check = [((x, y+1), 'r'), ((x-1, y), 'u'), ((x+1, y), 'd')]
if direction == 'l':
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to_check = [((x, y-1), 'l'), ((x-1, y), 'u'), ((x+1, y), 'd')]
if direction == 'u':
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to_check = [((x, y+1), 'r'), ((x-1, y), 'u'), ((x, y-1), 'l')]
if direction == 'd':
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to_check = [((x, y+1), 'r'), ((x, y-1), 'l'), ((x+1, y), 'd')]
liberties = 0
for d, c in to_check:
liberties += self._has_liberties(d, who, c)
return liberties
# We don't need to worry about crossing ourselves with the
# recursion here, because we've already deleted the stone.
# It would be more efficient to avoid going backwards,
# but a lot more complicated (see _has_liberties)
def _delete_group(self, pos):
x,y = pos
if x < 0 or x > 18 or y < 0 or y > 18:
return
who = self.board[x][y].state
if who == -1:
return
self.board[x][y].state = -1
num_deleted = 1
num_deleted += self._delete_group_r((x, y+1), who)
num_deleted += self._delete_group_r((x, y-1), who)
num_deleted += self._delete_group_r((x+1, y), who)
num_deleted += self._delete_group_r((x-1, y), who)
return num_deleted
def _delete_group_r(self, pos, who):
x,y = pos
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if x < 0 or x > 18 or y < 0 or y > 18:
return 0
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if self.board[x][y].state != who:
return 0
self.board[x][y].state = -1
num_deleted = 1
num_deleted += self._delete_group_r((x, y+1), who)
num_deleted += self._delete_group_r((x, y-1), who)
num_deleted += self._delete_group_r((x+1, y), who)
num_deleted += self._delete_group_r((x-1, y), who)
return num_deleted
def draw_board(self, size, img_res):
ret = pygame.Surface((size,size))
inc = size / 19;
i = 0
for row in self.board:
j = 0
for square in row:
s = pygame.transform.scale(img_res[square.get_draw_code()], (inc, inc))
ret.blit(s, (j*inc,i*inc))
j += 1
i += 1
return ret.convert()
def main():
# Basic screen init
pygame.init()
screen = pygame.display.set_mode((1000, 800))
pygame.display.set_caption('pyGo')
# Create the background object, make it blank
background = pygame.Surface(screen.get_size())
background = background.convert()
background.fill((250, 250, 250))
# Build the dict of image objects
img_res = build_img_res()
board_size = 800
board_inc = board_size / 19
goban = Goban()
board = goban.draw_board(board_size, img_res)
background.blit(board, (0,0))
screen.blit(background, (0, 0))
pygame.display.flip()
while True:
event = pygame.event.wait()
if event.type == QUIT:
return
if event.type == MOUSEBUTTONDOWN:
x, y = event.pos
row = y / board_inc
col = x / board_inc
if x <= board_size:
if event.button == 1:
goban.place_stone((row, col))
if event.button == 3:
goban.toggle_marked((row, col))
board = goban.draw_board(board_size, img_res)
background.blit(board, (0,0))
screen.blit(background, (0, 0))
pygame.display.flip()
if __name__ == '__main__': main()