import logging as log 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