Created a Goban class to handle all of the Go logic
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221
pygo.py
221
pygo.py
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@ -42,8 +42,8 @@ def build_img_res():
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for d in ('u', 'd', 'l', 'r', 'm', 'dl', 'dr', 'ul', 'ur', 'h'):
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for d in ('u', 'd', 'l', 'r', 'm', 'dl', 'dr', 'ul', 'ur', 'h'):
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ret[d] = load_png('go_' + d + '.png')
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ret[d] = load_png('go_' + d + '.png')
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ret[d + 'c'] = load_png('go_' + d + '.png')
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ret[d + 'C'] = load_png('go_' + d + '.png')
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ret[d + 'c'].blit(circle, (0,0))
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ret[d + 'C'].blit(circle, (0,0))
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return ret
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return ret
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@ -53,7 +53,8 @@ class GobanSquare:
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def __init__(self, pos):
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def __init__(self, pos):
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self.x, self.y = pos
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self.x, self.y = pos
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self.state = 'empty'
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self.state = -1
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self.marked = False
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if (self.x, self.y) == (1,1):
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if (self.x, self.y) == (1,1):
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self.default_draw_code = 'ul'
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self.default_draw_code = 'ul'
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@ -77,34 +78,176 @@ class GobanSquare:
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self.default_draw_code = 'm'
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self.default_draw_code = 'm'
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def toggle_marked(self):
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if self.marked:
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self.marked = False
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else:
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self.marked = True
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def get_draw_code(self):
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def get_draw_code(self):
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if self.state == 'empty':
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ret = None
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return self.default_draw_code
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if self.state == 'marked':
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return self.default_draw_code + 'c'
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if self.state == 'white':
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return 'w'
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if self.state == 'black':
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return 'b'
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return None
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if self.state == -1:
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ret = self.default_draw_code
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elif self.state == 0:
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ret = 'b'
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elif self.state == 1:
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ret = 'w'
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if self.marked:
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if self.state >=0:
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ret = self.default_draw_code + 'T'
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else:
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ret = self.default_draw_code + 'C'
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return ret
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def draw_board(goban, size, img_res):
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class Goban:
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board = pygame.Surface((size,size))
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"""Represents the go board. Handles stone placement, captures, etc"""
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inc = size / 19;
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def __init__(self):
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i = 0
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# Build the 361 board intersections
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for row in goban:
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self.board = []
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j = 0
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for i in range(19):
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for square in row:
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self.board.append([])
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s = pygame.transform.scale(img_res[square.get_draw_code()], (inc, inc))
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for j in range(19):
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board.blit(s, (j*inc,i*inc))
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self.board[i].append(GobanSquare((i+1, j+1)))
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j += 1
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i += 1
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self.turn = 0
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def place_stone(self, pos):
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if not self._valid_move(pos):
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return
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x, y = pos
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self.board[x][y].state = self.turn
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self._capture(pos)
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self.turn = (self.turn + 1) % 2
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def toggle_marked(self, pos):
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x,y = pos
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if x < 0 or x > 18 or y < 0 or y > 18:
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return
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self.board[x][y].toggle_marked()
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def _capture(self, pos):
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x, y = pos
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who = (self.turn + 1) % 2
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if self._has_liberties((x, y+1), who):
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self._delete_group((x, y+1))
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if self._has_liberties((x, y-1), who):
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self._delete_group((x, y-1))
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if self._has_liberties((x+1, y), who):
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self._delete_group((x+1, y))
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if self._has_liberties((x-1, y), who):
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self._delete_group((x-1, y))
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def _valid_move(self, pos):
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x, y = pos
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liberties = self._has_liberties((x, y+1), self.turn, 'r')
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liberties += self._has_liberties((x-1, y), self.turn, 'u')
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liberties += self._has_liberties((x, y-1), self.turn, 'l')
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liberties += self._has_liberties((x+1, y), self.turn, 'd')
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return liberties
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# Recursively find whether there are liberties for the group
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# at pos. Positive numbers are not necessarily accurate
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def _has_liberties(self, pos, who, direction = None):
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x,y = pos
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if x < 0 or x > 18 or y < 0 or y > 18:
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return 0
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square = self.board[x][y]
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if square.state == -1:
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return 1
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elif square.state != who:
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return 0
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elif square.state == who:
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if direction == None:
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liberties = self._has_liberties((x, y+1), who, 'r')
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liberties += self._has_liberties((x-1, y), who, 'u')
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liberties += self._has_liberties((x+1, y), who, 'd')
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liberties += self._has_liberties((x, y-1), who, 'l')
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if direction == 'r':
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liberties = self._has_liberties((x, y+1), who, 'r')
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liberties += self._has_liberties((x-1, y), who, 'u')
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liberties += self._has_liberties((x+1, y), who, 'd')
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if direction == 'l':
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liberties = self._has_liberties((x, y-1), who, 'l')
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liberties += self._has_liberties((x-1, y), who, 'u')
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liberties += self._has_liberties((x+1, y), who, 'd')
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if direction == 'u':
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liberties = self._has_liberties((x, y+1), who, 'r')
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liberties += self._has_liberties((x-1, y), who, 'u')
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liberties += self._has_liberties((x, y-1), who, 'l')
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if direction == 'd':
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liberties = self._has_liberties((x, y+1), who, 'r')
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liberties += self._has_liberties((x, y-1), who, 'l')
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liberties += self._has_liberties((x+1, y), who, 'd')
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return liberties
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# We don't need to worry about crossing ourselves with the
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# recursion here, because we've already deleted the stone.
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# It would be more efficient to avoid going backwards,
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# but a lot more complicated (see _has_liberties)
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def _delete_group(self, pos):
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x,y = pos
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if x < 0 or x > 18 or y < 0 or y > 18:
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return
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who = self.board[x][y].state
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if who == -1:
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return
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self.board[x][y].state = -1
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self._delete_group_r((x, y+1), who)
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self._delete_group_r((x, y-1), who)
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self._delete_group_r((x+1, y), who)
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self._delete_group_r((x-1, y), who)
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def _delete_group_r(self, pos, who):
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x,y = pos
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if x < 0 or x > 18 or y < 0 or y > 18 or self.board[x][y] != who:
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return
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self.board[x][y].state = -1
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self._delete_group_r((x, y+1), who)
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self._delete_group_r((x, y-1), who)
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self._delete_group_r((x+1, y), who)
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self._delete_group_r((x-1, y), who)
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def draw_board(self, size, img_res):
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ret = pygame.Surface((size,size))
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inc = size / 19;
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i = 0
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for row in self.board:
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j = 0
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for square in row:
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s = pygame.transform.scale(img_res[square.get_draw_code()], (inc, inc))
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ret.blit(s, (j*inc,i*inc))
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j += 1
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i += 1
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return ret.convert()
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return board.convert()
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def main():
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def main():
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@ -120,18 +263,13 @@ def main():
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# Build the dict of image objects
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# Build the dict of image objects
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img_res = build_img_res()
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img_res = build_img_res()
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# Build the 361 board intersections
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goban = []
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for i in range(19):
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goban.append([])
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for j in range(19):
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goban[i].append(GobanSquare((i+1, j+1)))
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board_size = 800
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board_size = 800
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board_inc = board_size / 19
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board_inc = board_size / 19
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board = draw_board(goban, board_size, img_res)
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goban = Goban()
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board = goban.draw_board(board_size, img_res)
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background.blit(board, (0,0))
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background.blit(board, (0,0))
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screen.blit(background, (0, 0))
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screen.blit(background, (0, 0))
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@ -143,17 +281,16 @@ def main():
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if event.type == QUIT:
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if event.type == QUIT:
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return
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return
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if event.type == MOUSEBUTTONDOWN:
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if event.type == MOUSEBUTTONDOWN:
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if event.button == 1:
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state = 'black'
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if event.button == 2:
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state = 'marked'
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if event.button == 3:
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state = 'white'
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x, y = event.pos
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x, y = event.pos
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goban[y / board_inc][x / board_inc].state = state
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row = y / board_inc
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col = x / board_inc
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board = draw_board(goban, board_size, img_res)
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if event.button == 1:
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goban.place_stone((row, col))
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if event.button == 3:
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goban.toggle_marked((row, col))
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board = goban.draw_board(board_size, img_res)
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background.blit(board, (0,0))
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background.blit(board, (0,0))
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screen.blit(background, (0, 0))
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screen.blit(background, (0, 0))
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