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text/x-python
refactoring: moving files around
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from util import EMPTY,BLACK,WHITE,colorNames
from .gamerecord import GameRecord
class Go:
## Initializes self.board to a list[r][c]=EMPTY.
def __init__(self,boardSize=19):
self.boardSize=boardSize
self.board=[[EMPTY]*boardSize for x in range(boardSize)]
self._temp=[[EMPTY]*boardSize for x in range(boardSize)]
self.toMove=BLACK
self._record=GameRecord()
## Executes a move.
#
# Doesn't check for kos. Suicide not allowed.
#
# @param color BLACK or WHITE
# @return True on success, False on failure (illegal move)
def move(self,color,row,col):
if color!=self.toMove: log.warning("move by %s out of order",colorNames[color])
if self.board[row][col]!=EMPTY: return False
self.board[row][col]=color
# capture neighbors
for r,c in ((-1,0),(1,0),(0,-1),(0,1)):
self._clearTemp()
if not self._floodFill(-color,row+r,col+c): self._remove()
# check for suicide
self._clearTemp()
if not self._floodFill(color,row,col):
self.board[row][col]=EMPTY
return False
self._record.move(color,row,col)
self.toMove=-1*color
return True
def transitionMove(self,board):
res=transitionMove(self.board,board)
if not res: return res
(r,c,color)=res
return self.move(color,r,c)
## Checks for liberties of a stone at given coordinates.
#
# The stone's group is marked with True in self.temp, ready for capture if needed. Recursively called for stone's neighbors.
#
# @return True if alive, False if captured
def _floodFill(self,color,row,col):
if col<0 or col>=self.boardSize or row<0 or row>=self.boardSize: return False # out of range
if self._temp[row][col]: return False # already visited
if self.board[row][col]==EMPTY: return True # found a liberty
if self.board[row][col]!=color: return False # opponent's stone
self._temp[row][col]=True # set visited
return self._floodFill(color,row,col-1) or self._floodFill(color,row,col+1) or self._floodFill(color,row-1,col) or self._floodFill(color,row+1,col) # check neighbors
## Removes stones at coordinates marked with True in self.temp.
def _remove(self):
for r in range(self.boardSize):
for c in range(self.boardSize):
if self._temp[r][c]: self.board[r][c]=EMPTY
def _clearTemp(self):
for i in range(self.boardSize):
for j in range(self.boardSize):
self._temp[i][j]=EMPTY
def exportBoard(board):
substitutions={EMPTY:".", BLACK:"X", WHITE:"O"}
return "\n".join("".join(substitutions.get(x,"?") for x in row) for row in board)
def isLegalPosition(board):
boardSize=len(board)
temp=[[None]*boardSize for x in range(boardSize)]
for r in range(boardSize):
for c in range(boardSize):
if board[r][c]==EMPTY: continue
if temp[r][c]: continue
if not dfs([(r,c)],board,temp): return False
return True
def transitionMove(state1,state2):
moves=[]
for (r,(row1,row2)) in enumerate(zip(state1,state2)):
for (c,(item1,item2)) in enumerate(zip(row1,row2)):
if item1==EMPTY and item2!=EMPTY:
moves.append((r,c,item2))
if len(moves)==0:
log.info("no new stone")
return None
elif len(moves)==1:
log.info("new stone: %s",moves[0])
return moves[0]
else:
log.warning("too many new stones: %s",moves)
return False
def transitionSequence(state1,state2,diff):
return []
def dfs(stack,board,mask):
boardSize=len(board)
(r,c)=stack[0]
color=board[r][c]
while len(stack)>0:
(r,c)=stack.pop()
if board[r][c]==EMPTY: return True
elif board[r][c]!=color: continue
elif mask[r][c]: return True
mask[r][c]=True
for (x,y) in ((0,-1),(-1,0),(0,1),(1,0)):
if 0<=r+y<boardSize and 0<=c+x<boardSize:
stack.append((r+y,c+x))
return False
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