Factored the board code into a 'goban' library, and re-implemented it to use simple arrays and to be much, much simpler. Unfortunately, though, it doesn't quite work yet

This commit is contained in:
Anna Rose 2012-04-13 16:53:57 -04:00
parent 55dbed09f5
commit 1474af0e5f
2 changed files with 286 additions and 294 deletions

273
lib/goban.py Normal file
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@ -0,0 +1,273 @@
import pygame
from pygame.locals import *
class Goban:
"""Represents the go board. Handles stone placement, captures, etc"""
# enum values for the board array
EMPTY=0
WHITE=1
BLACK=2
# GRAY_WHITE=3
# GRAY_BLACK=4
def __init__(self, board_size=19):
# Build the board intersections
self.board_size = board_size
num_points = board_size * board_size
self.board = [Goban.EMPTY] * num_points
self.def_draw_codes = self._make_default_draw_codes()
self.to_move = Goban.BLACK
self.black_captures = 0
self.white_captures = 0
self.ko = None
self.hover = None
self.elapsed_time = 0
def set_hover(self, pos):
rpos = self._real_pos(pos)
if not self._valid_move(rpos):
self.clear_hover()
return
self.hover = rpos
def clear_hover(self):
self.hover = None
# fixme - somewhere in this or its component functions we need to
# identify ko points :)
def place_stone(self, pos):
rpos = self._real_pos(pos)
if not self._valid_move(rpos):
return
# fixme - update the GRAY status of affected squares
self.board[rpos] = self.to_move
self._capture(rpos)
self.to_move = self._other_color(self.to_move)
def _capture(self, pos):
"""Look for stones captured on the 4 sides of pos, remove them and increment
capture counter. This pos must be a *real* position value, not an x,y tuple."""
# Who are we capturing
who = self._other_color(self.to_move)
for p in [pos + 1, pos - 1, pos + self.board_size, pos - self.board_size]:
if not self._on_board(p):
continue
if not self._has_liberties(p, who):
if self.to_move == Goban.BLACK:
self.black_captures += self._delete_group(p)
elif self.to_move == Goban.WHITE:
self.white_captures += self._delete_group(p)
def _valid_move(self, pos):
if not self._on_board(pos):
return False
# Can't play atop another stone
if self.board[pos] == Goban.EMPTY:
return True
# Temporarily place the stone
self.board[pos] = self.to_move
liberties = self._has_liberties(pos, self.to_move)
opponent = self._other_color(self.to_move)
kills_group = False
for d in [pos + 1, pos - 1, pos + self.board_size, pos - self.board_size]:
if not self._on_board(d):
continue
if self._has_liberties(d, opponent) == 0:
kills_group = True
break
# Remove temporary stone
self.board[pos] = Goban.EMPTY
return liberties > 0 or kills_group
# Recursively find whether there are liberties for the group
# at pos. Positive numbers are not necessarily accurate -
# treat this as a boolean
def _has_liberties(self, pos, who, checked=None):
if not self._on_board(pos):
return 0
if checked is None:
bs = board_size * board_size
checked = [False] * bs
if checked[pos]:
return 0
else:
checked[pos] = True
square = self.board[pos]
if square == Goban.EMPTY:
return 1
elif square != who:
return 0
else:
liberties = 0
for d in [pos + 1, pos - 1, pos + self.board_size, pos - self.board_size]:
liberties += self._has_liberties(d, who, checked)
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):
if not self._on_board(pos):
return
who = self.board[pos]
if who == Goban.EMPTY:
return 0
return self._delete_group_r(pos, who)
if who == Goban.EMPTY:
return 0
self.board[x][y].state = Goban.EMPTY
# fixme - needs to be evaluated with new data model
def _delete_group_r(self, pos, who):
if not self._on_board(pos):
return
if self.board[pos] != who:
return 0
self.board[pos] = Goban.EMPTY
num_deleted = 1
num_deleted += self._delete_group_r(pos + 1, who)
num_deleted += self._delete_group_r(pos - 1, who)
num_deleted += self._delete_group_r(pos + self.board_size, who)
num_deleted += self._delete_group_r(pos - self.board_size, who)
return num_deleted
def draw_board(self, size, img_res):
ret = pygame.Surface((size,size))
inc = size / self.board_size;
for pos in range(len(self.board)):
point = self.board[pos]
if point == Goban.EMPTY:
s = img_res[self.def_draw_codes[pos]]
elif point == Goban.BLACK:
s = img_res('b')
elif point == Goban.WHITE:
s = img_res('w')
s = pygame.transform.scale(s, (inc, inc))
ret.blit(s, ((pos % self.board_size) *inc, (pos / self.board_size) *inc))
if self.hover == point:
c = img_res['bH']
if self.to_move == Goban.WHITE:
c = img_res['wH']
c = pygame.transform.scale(c, (inc, inc))
ret.blit(c, ((pos % self.board_size) *inc, (pos / self.board_size) *inc))
return ret.convert_alpha()
def draw_info(self):
textbox = pygame.Surface((150, 300))
textbox = textbox.convert()
textbox.fill((250, 250, 250))
font = pygame.font.Font(None, 24)
time = font.render('Time: {:02d}:{:02d}'.format(self.elapsed_time / 60, self.elapsed_time % 60), 1, (10, 10, 10))
heading = font.render('Captures', 1, (10, 10, 10))
black_cap = font.render('Black: {}'.format(self.black_captures), 1, (10, 10, 10))
white_cap = font.render('White: {}'.format(self.white_captures), 1, (10, 10, 10))
if self.to_move == Goban.BLACK:
turn = font.render('To move: Black', 1, (10, 10, 10))
elif self.to_move == Goban.WHITE:
turn = font.render('To move: White', 1, (10, 10, 10))
textbox.blit(heading, (0, 0))
textbox.blit(black_cap, (0, 28))
textbox.blit(white_cap, (0, 56))
textbox.blit(turn, (0, 100))
textbox.blit(time, (0, 150))
return textbox
def _make_default_draw_codes(self):
ret = []
for pos in range(len(self.board)):
if pos == 0:
ret.append('ul')
elif pos == self.board_size - 1:
ret.append('ur')
elif pos == self.board_size * self.board_size - 19:
ret.append('dl')
elif pos == self.board_size * self.board_size - 1:
ret.append('dr')
elif pos in [60, 66, 72, 174, 180, 186, 288, 294, 300]:
ret.append('h')
elif pos < self.board_size - 1:
ret.append('u')
elif pos % self.board_size == 0:
ret.append('l')
elif pos > (self.board_size * self.board_size - 20):
ret.append('d')
elif pos % self.board_size == 18:
ret.append('r')
else:
ret.append('m')
return ret
def _real_pos(self, pos):
x,y = pos
return x * self.board_size + y
def _on_board(self, pos):
return pos < 0 or pos > self.board_size * self.board_size - 1
def _other_color(self, color):
if color == Goban.BLACK:
return Goban.WHITE
elif color == Goban.WHITE:
return Goban.BLACK

307
pygo.py
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@ -3,9 +3,13 @@
#
# A GTK Python GO client
import sys
sys.path.append('lib/')
import os
import pygame
from pygame.locals import *
import goban
def load_png(name, alpha=None):
@ -54,288 +58,6 @@ def build_img_res():
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
self.checked = False # Used for recursive checks
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)
self.hover = None
self.elapsed_time = 0
def set_hover(self, pos):
if not self._valid_move(pos):
self.clear_hover()
return
x,y = pos
self.hover = self.board[x][y]
def clear_hover(self):
self.hover = None
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
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):
self.captures[self.turn] += self._delete_group(p)
self._clear_checks()
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)
self._clear_checks()
opponent = (self.turn + 1) % 2
kills_group = False
for d in [(x, y+1), (x, y-1), (x+1, y), (x-1, y)]:
new_x, new_y = d
if new_x < 0 or new_x > 18 or new_y < 0 or new_y > 18:
continue
if self._has_liberties(d, opponent) == 0:
kills_group = True
break
self._clear_checks()
# Remove temporary stone
self.board[x][y].state = -1
return liberties > 0 or kills_group
# Recursively find whether there are liberties for the group
# at pos. Positive numbers are not necessarily accurate -
# treat this as a boolean
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.checked:
return 0
else:
square.checked = True
if square.state == -1:
return 1
elif square.state != who:
return 0
else:
liberties = 0
for d in [(x, y+1), (x-1, y), (x+1, y), (x, y-1)]:
liberties += self._has_liberties(d, who)
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
if x < 0 or x > 18 or y < 0 or y > 18:
return 0
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 _clear_checks(self):
for row in self.board:
for col in row:
col.checked = False
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 = img_res[square.get_draw_code()]
s = pygame.transform.scale(s, (inc, inc))
ret.blit(s, (j*inc,i*inc))
if self.hover == square:
c = img_res['bH']
if self.turn == 1:
c = img_res['wH']
c = pygame.transform.scale(c, (inc, inc))
ret.blit(c, (j*inc,i*inc))
j += 1
i += 1
return ret.convert_alpha()
def draw_info(self):
textbox = pygame.Surface((150, 300))
textbox = textbox.convert()
textbox.fill((250, 250, 250))
font = pygame.font.Font(None, 24)
time = font.render('Time: {:02d}:{:02d}'.format(self.elapsed_time / 60, self.elapsed_time % 60), 1, (10, 10, 10))
heading = font.render('Captures', 1, (10, 10, 10))
black_cap = font.render('Black: {}'.format(self.captures[0]), 1, (10, 10, 10))
white_cap = font.render('White: {}'.format(self.captures[1]), 1, (10, 10, 10))
turn = font.render('Turn: {}'.format(['Black', 'White'][self.turn]), 1, (10, 10, 10))
textbox.blit(heading, (0, 0))
textbox.blit(black_cap, (0, 28))
textbox.blit(white_cap, (0, 56))
textbox.blit(turn, (0, 100))
textbox.blit(time, (0, 150))
return textbox
def main():
# Basic screen init
@ -354,12 +76,12 @@ def main():
board_size = 800
board_inc = board_size / 19
goban = Goban()
gb = goban.Goban()
board = goban.draw_board(board_size, img_res)
board = gb.draw_board(board_size, img_res)
background.blit(board, (0,0))
text = goban.draw_info()
text = gb.draw_info()
background.blit(text, (815, 25))
screen.blit(background, (0, 0))
@ -381,9 +103,9 @@ def main():
col = x / board_inc
if x <= board_size:
goban.set_hover((row,col))
gb.set_hover((row,col))
else:
goban.clear_hover()
gb.clear_hover()
# Place a stone on left-click
if event.type == MOUSEBUTTONDOWN:
@ -393,18 +115,15 @@ def main():
if x <= board_size:
if event.button == 1:
goban.place_stone((row, col))
if event.button == 3:
goban.toggle_marked((row, col))
gb.place_stone((row, col))
if event.type == USEREVENT:
goban.elapsed_time += 1
gb.elapsed_time += 1
board = goban.draw_board(board_size, img_res)
board = gb.draw_board(board_size, img_res)
background.blit(board, (0,0))
text = goban.draw_info()
text = gb.draw_info()
background.blit(text, (815, 25))
screen.blit(background, (0, 0))