diff --git a/pygo.py b/pygo.py index a810e18..26383fa 100755 --- a/pygo.py +++ b/pygo.py @@ -42,8 +42,8 @@ def build_img_res(): 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)) + ret[d + 'C'] = load_png('go_' + d + '.png') + ret[d + 'C'].blit(circle, (0,0)) return ret @@ -53,7 +53,8 @@ class GobanSquare: def __init__(self, pos): self.x, self.y = pos - self.state = 'empty' + self.state = -1 + self.marked = False if (self.x, self.y) == (1,1): self.default_draw_code = 'ul' @@ -77,34 +78,176 @@ class GobanSquare: self.default_draw_code = 'm' + def toggle_marked(self): + if self.marked: + self.marked = False + else: + self.marked = True + + def get_draw_code(self): - if self.state == 'empty': - return self.default_draw_code - if self.state == 'marked': - return self.default_draw_code + 'c' - if self.state == 'white': - return 'w' - if self.state == 'black': - return 'b' + ret = None - return 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 -def draw_board(goban, size, img_res): - board = pygame.Surface((size,size)) +class Goban: + """Represents the go board. Handles stone placement, captures, etc""" - inc = size / 19; - i = 0 - for row in goban: - j = 0 - for square in row: - s = pygame.transform.scale(img_res[square.get_draw_code()], (inc, inc)) - board.blit(s, (j*inc,i*inc)) - j += 1 - i += 1 + 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 + + + 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 + + if self._has_liberties((x, y+1), who): + self._delete_group((x, y+1)) + if self._has_liberties((x, y-1), who): + self._delete_group((x, y-1)) + if self._has_liberties((x+1, y), who): + self._delete_group((x+1, y)) + if self._has_liberties((x-1, y), who): + self._delete_group((x-1, y)) + + + def _valid_move(self, pos): + x, y = pos + liberties = self._has_liberties((x, y+1), self.turn, 'r') + liberties += self._has_liberties((x-1, y), self.turn, 'u') + liberties += self._has_liberties((x, y-1), self.turn, 'l') + liberties += self._has_liberties((x+1, y), self.turn, 'd') + return liberties + + + # Recursively find whether there are liberties for the group + # at pos. Positive numbers are not necessarily accurate + 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: + if direction == None: + liberties = self._has_liberties((x, y+1), who, 'r') + liberties += self._has_liberties((x-1, y), who, 'u') + liberties += self._has_liberties((x+1, y), who, 'd') + liberties += self._has_liberties((x, y-1), who, 'l') + if direction == 'r': + liberties = self._has_liberties((x, y+1), who, 'r') + liberties += self._has_liberties((x-1, y), who, 'u') + liberties += self._has_liberties((x+1, y), who, 'd') + if direction == 'l': + liberties = self._has_liberties((x, y-1), who, 'l') + liberties += self._has_liberties((x-1, y), who, 'u') + liberties += self._has_liberties((x+1, y), who, 'd') + if direction == 'u': + liberties = self._has_liberties((x, y+1), who, 'r') + liberties += self._has_liberties((x-1, y), who, 'u') + liberties += self._has_liberties((x, y-1), who, 'l') + if direction == 'd': + liberties = self._has_liberties((x, y+1), who, 'r') + liberties += self._has_liberties((x, y-1), who, 'l') + liberties += self._has_liberties((x+1, y), who, 'd') + + 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 + + self._delete_group_r((x, y+1), who) + self._delete_group_r((x, y-1), who) + self._delete_group_r((x+1, y), who) + self._delete_group_r((x-1, y), who) + + + def _delete_group_r(self, pos, who): + x,y = pos + if x < 0 or x > 18 or y < 0 or y > 18 or self.board[x][y] != who: + return + + self.board[x][y].state = -1 + + self._delete_group_r((x, y+1), who) + self._delete_group_r((x, y-1), who) + self._delete_group_r((x+1, y), who) + self._delete_group_r((x-1, y), who) + + + 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() - return board.convert() def main(): @@ -120,18 +263,13 @@ def main(): # Build the dict of image objects img_res = build_img_res() - - # Build the 361 board intersections - goban = [] - for i in range(19): - goban.append([]) - for j in range(19): - goban[i].append(GobanSquare((i+1, j+1))) board_size = 800 board_inc = board_size / 19 - board = draw_board(goban, board_size, img_res) + goban = Goban() + + board = goban.draw_board(board_size, img_res) background.blit(board, (0,0)) screen.blit(background, (0, 0)) @@ -143,17 +281,16 @@ def main(): if event.type == QUIT: return if event.type == MOUSEBUTTONDOWN: - if event.button == 1: - state = 'black' - if event.button == 2: - state = 'marked' - if event.button == 3: - state = 'white' - x, y = event.pos - goban[y / board_inc][x / board_inc].state = state - - board = draw_board(goban, board_size, img_res) + row = y / board_inc + col = x / board_inc + + 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))