Created a Goban class to handle all of the Go logic

This commit is contained in:
Anna Rose 2012-04-08 16:25:06 -04:00
parent b7f1d5b58d
commit 15480ae9e0

219
pygo.py
View File

@ -42,8 +42,8 @@ def build_img_res():
for d in ('u', 'd', 'l', 'r', 'm', 'dl', 'dr', 'ul', 'ur', 'h'): for d in ('u', 'd', 'l', 'r', 'm', 'dl', 'dr', 'ul', 'ur', 'h'):
ret[d] = load_png('go_' + d + '.png') ret[d] = load_png('go_' + d + '.png')
ret[d + 'c'] = load_png('go_' + d + '.png') ret[d + 'C'] = load_png('go_' + d + '.png')
ret[d + 'c'].blit(circle, (0,0)) ret[d + 'C'].blit(circle, (0,0))
return ret return ret
@ -53,7 +53,8 @@ class GobanSquare:
def __init__(self, pos): def __init__(self, pos):
self.x, self.y = pos self.x, self.y = pos
self.state = 'empty' self.state = -1
self.marked = False
if (self.x, self.y) == (1,1): if (self.x, self.y) == (1,1):
self.default_draw_code = 'ul' self.default_draw_code = 'ul'
@ -77,34 +78,176 @@ class GobanSquare:
self.default_draw_code = 'm' self.default_draw_code = 'm'
def toggle_marked(self):
if self.marked:
self.marked = False
else:
self.marked = True
def get_draw_code(self): def get_draw_code(self):
if self.state == 'empty': ret = None
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'
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): class Goban:
board = pygame.Surface((size,size)) """Represents the go board. Handles stone placement, captures, etc"""
inc = size / 19; def __init__(self):
i = 0 # Build the 361 board intersections
for row in goban: self.board = []
j = 0 for i in range(19):
for square in row: self.board.append([])
s = pygame.transform.scale(img_res[square.get_draw_code()], (inc, inc)) for j in range(19):
board.blit(s, (j*inc,i*inc)) self.board[i].append(GobanSquare((i+1, j+1)))
j += 1
i += 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(): def main():
@ -121,17 +264,12 @@ def main():
# Build the dict of image objects # Build the dict of image objects
img_res = build_img_res() 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_size = 800
board_inc = board_size / 19 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)) background.blit(board, (0,0))
screen.blit(background, (0, 0)) screen.blit(background, (0, 0))
@ -143,17 +281,16 @@ def main():
if event.type == QUIT: if event.type == QUIT:
return return
if event.type == MOUSEBUTTONDOWN: 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 x, y = event.pos
goban[y / board_inc][x / board_inc].state = state row = y / board_inc
col = x / board_inc
board = draw_board(goban, board_size, img_res) 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)) background.blit(board, (0,0))
screen.blit(background, (0, 0)) screen.blit(background, (0, 0))