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Gobang game based on pyGame Library
2022-04-23 18:00:00 【Round programmer】
Environmental Science python3.8+win10
Packed , Can be found in win System executed .exe file :
Baidu cloud disk address :( link ) Extraction code :1111
In the game, the Enter key is used to refresh , If you can play, you can try , I didn't win several games (T⌓T)

Source code :
# -*- coding: utf-8 -*-
# @Time : 2021/12/10 14:49
# @Author : Liu Lang
# @File : Gobang.py
import sys
import random
import pygame
from pygame.locals import *
import pygame.gfxdraw
from collections import namedtuple
Chessman = namedtuple('Chessman', 'Name Value Color')
Point = namedtuple('Point', 'X Y')
BLACK_CHESSMAN = Chessman(' The spots ', 1, (45, 45, 45))
WHITE_CHESSMAN = Chessman(' An albino ', 2, (219, 219, 219))
offset = [(1, 0), (0, 1), (1, 1), (1, -1)]
class Checkerboard:
def __init__(self, line_points):
self._line_points = line_points
self._checkerboard = [[0] * line_points for _ in range(line_points)]
def _get_checkerboard(self):
return self._checkerboard
checkerboard = property(_get_checkerboard)
# Judge whether can drop son
def can_drop(self, point):
return self._checkerboard[point.Y][point.X] == 0
def drop(self, chessman, point):
""" Move later :param chessman: :param point: Move later position :return: If the son falls, he wins , Return to the winning side , Otherwise return to None """
#print(f'{chessman.Name} ({point.X}, {point.Y})')
self._checkerboard[point.Y][point.X] = chessman.Value
if self._win(point):
print(f'{
chessman.Name} win victory ')
return chessman
# Judge if you won
def _win(self, point):
cur_value = self._checkerboard[point.Y][point.X]
for os in offset:
if self._get_count_on_direction(point, cur_value, os[0], os[1]):
return True
def _get_count_on_direction(self, point, value, x_offset, y_offset):
count = 1
for step in range(1, 5):
x = point.X + step * x_offset
y = point.Y + step * y_offset
if 0 <= x < self._line_points and 0 <= y < self._line_points and self._checkerboard[y][x] == value:
count += 1
else:
break
for step in range(1, 5):
x = point.X - step * x_offset
y = point.Y - step * y_offset
if 0 <= x < self._line_points and 0 <= y < self._line_points and self._checkerboard[y][x] == value:
count += 1
else:
break
return count >= 5
SIZE = 30 # The time interval between each point on the chessboard
Line_Points = 19 # Each line of the chessboard / Points per column
Outer_Width = 20 # The width outside the chessboard
Border_Width = 4 # Border width
Inside_Width = 4 # The space between the border and the actual chessboard
Border_Length = SIZE * (Line_Points - 1) + Inside_Width * 2 + Border_Width # The length of the border line
Start_X = Start_Y = Outer_Width + int(Border_Width / 2) + Inside_Width # Grid line start point ( top left corner ) coordinate
SCREEN_HEIGHT = SIZE * (Line_Points - 1) + Outer_Width * 2 + Border_Width + Inside_Width * 2 # The height of the game screen
SCREEN_WIDTH = SCREEN_HEIGHT + 200 # The width of the game screen
Stone_Radius = SIZE // 2 - 3 # The radius of the piece
Stone_Radius2 = SIZE // 2 + 3
Checkerboard_Color = (0xE3, 0x92, 0x65) # Chessboard color
BLACK_COLOR = (0, 0, 0)
WHITE_COLOR = (255, 255, 255)
RED_COLOR = (200, 30, 30)
BLUE_COLOR = (30, 30, 200)
RIGHT_INFO_POS_X = SCREEN_HEIGHT + Stone_Radius2 * 2 + 10
def print_text(screen, font, x, y, text, fcolor=(255, 255, 255)):
imgText = font.render(text, True, fcolor)
screen.blit(imgText, (x, y))
def main():
pygame.init()
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption(' gobang ')
font1 = pygame.font.SysFont('SimHei', 32)
font2 = pygame.font.SysFont('SimHei', 72)
fwidth, fheight = font2.size(' Black wins ')
checkerboard = Checkerboard(Line_Points)
cur_runner = BLACK_CHESSMAN
winner = None
computer = AI(Line_Points, WHITE_CHESSMAN)
black_win_count = 0
white_win_count = 0
while True:
for event in pygame.event.get():
if event.type == QUIT:
sys.exit()
elif event.type == KEYDOWN:
if event.key == K_RETURN:
if winner is not None:
winner = None
cur_runner = BLACK_CHESSMAN
checkerboard = Checkerboard(Line_Points)
computer = AI(Line_Points, WHITE_CHESSMAN)
elif event.type == MOUSEBUTTONDOWN:
if winner is None:
pressed_array = pygame.mouse.get_pressed()
if pressed_array[0]:
mouse_pos = pygame.mouse.get_pos()
click_point = _get_clickpoint(mouse_pos)
if click_point is not None:
if checkerboard.can_drop(click_point):
winner = checkerboard.drop(cur_runner, click_point)
if winner is None:
cur_runner = _get_next(cur_runner)
computer.get_opponent_drop(click_point)
AI_point = computer.AI_drop()
winner = checkerboard.drop(cur_runner, AI_point)
if winner is not None:
white_win_count += 1
cur_runner = _get_next(cur_runner)
else:
black_win_count += 1
else:
print(' Beyond the chessboard area ')
# Drawing board
_draw_checkerboard(screen)
# Draw the existing pieces on the chessboard
for i, row in enumerate(checkerboard.checkerboard):
for j, cell in enumerate(row):
if cell == BLACK_CHESSMAN.Value:
_draw_chessman(screen, Point(j, i), BLACK_CHESSMAN.Color)
elif cell == WHITE_CHESSMAN.Value:
_draw_chessman(screen, Point(j, i), WHITE_CHESSMAN.Color)
_draw_left_info(screen, font1, cur_runner, black_win_count, white_win_count)
if winner:
print_text(screen, font2, (SCREEN_WIDTH - fwidth) // 2, (SCREEN_HEIGHT - fheight) // 2, winner.Name + ' win victory ',
RED_COLOR)
pygame.display.flip()
def _get_next(cur_runner):
if cur_runner == BLACK_CHESSMAN:
return WHITE_CHESSMAN
else:
return BLACK_CHESSMAN
# Drawing board
def _draw_checkerboard(screen):
# Fill the checkerboard background color
screen.fill(Checkerboard_Color)
# Draw a border outside the checkerboard grid line
pygame.draw.rect(screen, BLACK_COLOR, (Outer_Width, Outer_Width, Border_Length, Border_Length), Border_Width)
# Painted grid lines
for i in range(Line_Points):
pygame.draw.line(screen, BLACK_COLOR,
(Start_Y, Start_Y + SIZE * i),
(Start_Y + SIZE * (Line_Points - 1), Start_Y + SIZE * i),
1)
for j in range(Line_Points):
pygame.draw.line(screen, BLACK_COLOR,
(Start_X + SIZE * j, Start_X),
(Start_X + SIZE * j, Start_X + SIZE * (Line_Points - 1)),
1)
# Draw the star position and Tianyuan
for i in (3, 9, 15):
for j in (3, 9, 15):
if i == j == 9:
radius = 5
else:
radius = 3
# pygame.draw.circle(screen, BLACK, (Start_X + SIZE * i, Start_Y + SIZE * j), radius)
pygame.gfxdraw.aacircle(screen, Start_X + SIZE * i, Start_Y + SIZE * j, radius, BLACK_COLOR)
pygame.gfxdraw.filled_circle(screen, Start_X + SIZE * i, Start_Y + SIZE * j, radius, BLACK_COLOR)
# Painting pieces
def _draw_chessman(screen, point, stone_color):
pygame.gfxdraw.aacircle(screen, Start_X + SIZE * point.X, Start_Y + SIZE * point.Y, Stone_Radius, stone_color)
pygame.gfxdraw.filled_circle(screen, Start_X + SIZE * point.X, Start_Y + SIZE * point.Y, Stone_Radius, stone_color)
# Draw the left information display
def _draw_left_info(screen, font, cur_runner, black_win_count, white_win_count):
_draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, Start_X + Stone_Radius2), BLACK_CHESSMAN.Color)
_draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, Start_X + Stone_Radius2 * 4), WHITE_CHESSMAN.Color)
print_text(screen, font, RIGHT_INFO_POS_X, Start_X + 3, ' The player ', BLUE_COLOR)
print_text(screen, font, RIGHT_INFO_POS_X, Start_X + Stone_Radius2 * 3 + 3, ' The computer ', BLUE_COLOR)
print_text(screen, font, SCREEN_HEIGHT, SCREEN_HEIGHT - Stone_Radius2 * 8, ' The war situation :', BLUE_COLOR)
_draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, SCREEN_HEIGHT - int(Stone_Radius2 * 4.5)),
BLACK_CHESSMAN.Color)
_draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, SCREEN_HEIGHT - Stone_Radius2 * 2), WHITE_CHESSMAN.Color)
print_text(screen, font, RIGHT_INFO_POS_X, SCREEN_HEIGHT - int(Stone_Radius2 * 5.5) + 3, f'{
black_win_count} - ',
BLUE_COLOR)
print_text(screen, font, RIGHT_INFO_POS_X, SCREEN_HEIGHT - Stone_Radius2 * 3 + 3, f'{
white_win_count} - ',
BLUE_COLOR)
def _draw_chessman_pos(screen, pos, stone_color):
pygame.gfxdraw.aacircle(screen, pos[0], pos[1], Stone_Radius2, stone_color)
pygame.gfxdraw.filled_circle(screen, pos[0], pos[1], Stone_Radius2, stone_color)
# According to the mouse click position , Return to the game area coordinates
def _get_clickpoint(click_pos):
pos_x = click_pos[0] - Start_X
pos_y = click_pos[1] - Start_Y
if pos_x < -Inside_Width or pos_y < -Inside_Width:
return None
x = pos_x // SIZE
y = pos_y // SIZE
if pos_x % SIZE > Stone_Radius:
x += 1
if pos_y % SIZE > Stone_Radius:
y += 1
if x >= Line_Points or y >= Line_Points:
return None
return Point(x, y)
class AI:
def __init__(self, line_points, chessman):
self._line_points = line_points
self._my = chessman
self._opponent = BLACK_CHESSMAN if chessman == WHITE_CHESSMAN else WHITE_CHESSMAN
self._checkerboard = [[0] * line_points for _ in range(line_points)]
def get_opponent_drop(self, point):
self._checkerboard[point.Y][point.X] = self._opponent.Value
def AI_drop(self):
point = None
score = 0
for i in range(self._line_points):
for j in range(self._line_points):
if self._checkerboard[j][i] == 0:
_score = self._get_point_score(Point(i, j))
if _score > score:
score = _score
point = Point(i, j)
elif _score == score and _score > 0:
r = random.randint(0, 100)
if r % 2 == 0:
point = Point(i, j)
self._checkerboard[point.Y][point.X] = self._my.Value
return point
def _get_point_score(self, point):
score = 0
for os in offset:
score += self._get_direction_score(point, os[0], os[1])
return score
def _get_direction_score(self, point, x_offset, y_offset):
count = 0 # The number of our continuous subsets at the drop
_count = 0 # The number of consecutive sons of the other party at the drop
space = None # Whether there are spaces in our continuous subsets
_space = None # Whether there is a space in the other party's continuum
both = 0 # Whether the two ends of our continuum are blocked
_both = 0 # Whether the two ends of the opponent's continuum are blocked
# If it is 1 It means our prescription is on the side ,2 It means the enemy's prescription
flag = self._get_stone_color(point, x_offset, y_offset, True)
if flag != 0:
for step in range(1, 6):
x = point.X + step * x_offset
y = point.Y + step * y_offset
if 0 <= x < self._line_points and 0 <= y < self._line_points:
if flag == 1:
if self._checkerboard[y][x] == self._my.Value:
count += 1
if space is False:
space = True
elif self._checkerboard[y][x] == self._opponent.Value:
_both += 1
break
else:
if space is None:
space = False
else:
break # Exit with the second space
elif flag == 2:
if self._checkerboard[y][x] == self._my.Value:
_both += 1
break
elif self._checkerboard[y][x] == self._opponent.Value:
_count += 1
if _space is False:
_space = True
else:
if _space is None:
_space = False
else:
break
else:
# Meeting an edge is blocking
if flag == 1:
both += 1
elif flag == 2:
_both += 1
if space is False:
space = None
if _space is False:
_space = None
_flag = self._get_stone_color(point, -x_offset, -y_offset, True)
if _flag != 0:
for step in range(1, 6):
x = point.X - step * x_offset
y = point.Y - step * y_offset
if 0 <= x < self._line_points and 0 <= y < self._line_points:
if _flag == 1:
if self._checkerboard[y][x] == self._my.Value:
count += 1
if space is False:
space = True
elif self._checkerboard[y][x] == self._opponent.Value:
_both += 1
break
else:
if space is None:
space = False
else:
break # Exit with the second space
elif _flag == 2:
if self._checkerboard[y][x] == self._my.Value:
_both += 1
break
elif self._checkerboard[y][x] == self._opponent.Value:
_count += 1
if _space is False:
_space = True
else:
if _space is None:
_space = False
else:
break
else:
# Meeting an edge is blocking
if _flag == 1:
both += 1
elif _flag == 2:
_both += 1
score = 0
if count == 4:
score = 10000
elif _count == 4:
score = 9000
elif count == 3:
if both == 0:
score = 1000
elif both == 1:
score = 100
else:
score = 0
elif _count == 3:
if _both == 0:
score = 900
elif _both == 1:
score = 90
else:
score = 0
elif count == 2:
if both == 0:
score = 100
elif both == 1:
score = 10
else:
score = 0
elif _count == 2:
if _both == 0:
score = 90
elif _both == 1:
score = 9
else:
score = 0
elif count == 1:
score = 10
elif _count == 1:
score = 9
else:
score = 0
if space or _space:
score /= 2
return score
# It is our side to judge that the designated position is in the designated direction 、 Right prescription 、 empty
def _get_stone_color(self, point, x_offset, y_offset, next):
x = point.X + x_offset
y = point.Y + y_offset
if 0 <= x < self._line_points and 0 <= y < self._line_points:
if self._checkerboard[y][x] == self._my.Value:
return 1
elif self._checkerboard[y][x] == self._opponent.Value:
return 2
else:
if next:
return self._get_stone_color(Point(x, y), x_offset, y_offset, False)
else:
return 0
else:
return 0
if __name__ == '__main__':
main()
import sys
import random
import pygame
from pygame.locals import *
import pygame.gfxdraw
from collections import namedtuple
Chessman = namedtuple('Chessman', 'Name Value Color')
Point = namedtuple('Point', 'X Y')
BLACK_CHESSMAN = Chessman(' The spots ', 1, (45, 45, 45))
WHITE_CHESSMAN = Chessman(' An albino ', 2, (219, 219, 219))
offset = [(1, 0), (0, 1), (1, 1), (1, -1)]
class Checkerboard:
def __init__(self, line_points):
self._line_points = line_points
self._checkerboard = [[0] * line_points for _ in range(line_points)]
def _get_checkerboard(self):
return self._checkerboard
checkerboard = property(_get_checkerboard)
# Judge whether can drop son
def can_drop(self, point):
return self._checkerboard[point.Y][point.X] == 0
def drop(self, chessman, point):
""" Move later :param chessman: :param point: Move later position :return: If the son falls, he wins , Return to the winning side , Otherwise return to None """
#print(f'{chessman.Name} ({point.X}, {point.Y})')
self._checkerboard[point.Y][point.X] = chessman.Value
if self._win(point):
print(f'{
chessman.Name} win victory ')
return chessman
# Judge if you won
def _win(self, point):
cur_value = self._checkerboard[point.Y][point.X]
for os in offset:
if self._get_count_on_direction(point, cur_value, os[0], os[1]):
return True
def _get_count_on_direction(self, point, value, x_offset, y_offset):
count = 1
for step in range(1, 5):
x = point.X + step * x_offset
y = point.Y + step * y_offset
if 0 <= x < self._line_points and 0 <= y < self._line_points and self._checkerboard[y][x] == value:
count += 1
else:
break
for step in range(1, 5):
x = point.X - step * x_offset
y = point.Y - step * y_offset
if 0 <= x < self._line_points and 0 <= y < self._line_points and self._checkerboard[y][x] == value:
count += 1
else:
break
return count >= 5
SIZE = 30 # The time interval between each point on the chessboard
Line_Points = 19 # Each line of the chessboard / Points per column
Outer_Width = 20 # The width outside the chessboard
Border_Width = 4 # Border width
Inside_Width = 4 # The space between the border and the actual chessboard
Border_Length = SIZE * (Line_Points - 1) + Inside_Width * 2 + Border_Width # The length of the border line
Start_X = Start_Y = Outer_Width + int(Border_Width / 2) + Inside_Width # Grid line start point ( top left corner ) coordinate
SCREEN_HEIGHT = SIZE * (Line_Points - 1) + Outer_Width * 2 + Border_Width + Inside_Width * 2 # The height of the game screen
SCREEN_WIDTH = SCREEN_HEIGHT + 200 # The width of the game screen
Stone_Radius = SIZE // 2 - 3 # The radius of the piece
Stone_Radius2 = SIZE // 2 + 3
Checkerboard_Color = (0xE3, 0x92, 0x65) # Chessboard color
BLACK_COLOR = (0, 0, 0)
WHITE_COLOR = (255, 255, 255)
RED_COLOR = (200, 30, 30)
BLUE_COLOR = (30, 30, 200)
RIGHT_INFO_POS_X = SCREEN_HEIGHT + Stone_Radius2 * 2 + 10
def print_text(screen, font, x, y, text, fcolor=(255, 255, 255)):
imgText = font.render(text, True, fcolor)
screen.blit(imgText, (x, y))
def main():
pygame.init()
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption(' gobang ')
font1 = pygame.font.SysFont('SimHei', 32)
font2 = pygame.font.SysFont('SimHei', 72)
fwidth, fheight = font2.size(' Black wins ')
checkerboard = Checkerboard(Line_Points)
cur_runner = BLACK_CHESSMAN
winner = None
computer = AI(Line_Points, WHITE_CHESSMAN)
black_win_count = 0
white_win_count = 0
while True:
for event in pygame.event.get():
if event.type == QUIT:
sys.exit()
elif event.type == KEYDOWN:
if event.key == K_RETURN:
if winner is not None:
winner = None
cur_runner = BLACK_CHESSMAN
checkerboard = Checkerboard(Line_Points)
computer = AI(Line_Points, WHITE_CHESSMAN)
elif event.type == MOUSEBUTTONDOWN:
if winner is None:
pressed_array = pygame.mouse.get_pressed()
if pressed_array[0]:
mouse_pos = pygame.mouse.get_pos()
click_point = _get_clickpoint(mouse_pos)
if click_point is not None:
if checkerboard.can_drop(click_point):
winner = checkerboard.drop(cur_runner, click_point)
if winner is None:
cur_runner = _get_next(cur_runner)
computer.get_opponent_drop(click_point)
AI_point = computer.AI_drop()
winner = checkerboard.drop(cur_runner, AI_point)
if winner is not None:
white_win_count += 1
cur_runner = _get_next(cur_runner)
else:
black_win_count += 1
else:
print(' Beyond the chessboard area ')
# Drawing board
_draw_checkerboard(screen)
# Draw the existing pieces on the chessboard
for i, row in enumerate(checkerboard.checkerboard):
for j, cell in enumerate(row):
if cell == BLACK_CHESSMAN.Value:
_draw_chessman(screen, Point(j, i), BLACK_CHESSMAN.Color)
elif cell == WHITE_CHESSMAN.Value:
_draw_chessman(screen, Point(j, i), WHITE_CHESSMAN.Color)
_draw_left_info(screen, font1, cur_runner, black_win_count, white_win_count)
if winner:
print_text(screen, font2, (SCREEN_WIDTH - fwidth) // 2, (SCREEN_HEIGHT - fheight) // 2, winner.Name + ' win victory ',
RED_COLOR)
pygame.display.flip()
def _get_next(cur_runner):
if cur_runner == BLACK_CHESSMAN:
return WHITE_CHESSMAN
else:
return BLACK_CHESSMAN
# Drawing board
def _draw_checkerboard(screen):
# Fill the checkerboard background color
screen.fill(Checkerboard_Color)
# Draw a border outside the checkerboard grid line
pygame.draw.rect(screen, BLACK_COLOR, (Outer_Width, Outer_Width, Border_Length, Border_Length), Border_Width)
# Painted grid lines
for i in range(Line_Points):
pygame.draw.line(screen, BLACK_COLOR,
(Start_Y, Start_Y + SIZE * i),
(Start_Y + SIZE * (Line_Points - 1), Start_Y + SIZE * i),
1)
for j in range(Line_Points):
pygame.draw.line(screen, BLACK_COLOR,
(Start_X + SIZE * j, Start_X),
(Start_X + SIZE * j, Start_X + SIZE * (Line_Points - 1)),
1)
# Draw the star position and Tianyuan
for i in (3, 9, 15):
for j in (3, 9, 15):
if i == j == 9:
radius = 5
else:
radius = 3
# pygame.draw.circle(screen, BLACK, (Start_X + SIZE * i, Start_Y + SIZE * j), radius)
pygame.gfxdraw.aacircle(screen, Start_X + SIZE * i, Start_Y + SIZE * j, radius, BLACK_COLOR)
pygame.gfxdraw.filled_circle(screen, Start_X + SIZE * i, Start_Y + SIZE * j, radius, BLACK_COLOR)
# Painting pieces
def _draw_chessman(screen, point, stone_color):
pygame.gfxdraw.aacircle(screen, Start_X + SIZE * point.X, Start_Y + SIZE * point.Y, Stone_Radius, stone_color)
pygame.gfxdraw.filled_circle(screen, Start_X + SIZE * point.X, Start_Y + SIZE * point.Y, Stone_Radius, stone_color)
# Draw the left information display
def _draw_left_info(screen, font, cur_runner, black_win_count, white_win_count):
_draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, Start_X + Stone_Radius2), BLACK_CHESSMAN.Color)
_draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, Start_X + Stone_Radius2 * 4), WHITE_CHESSMAN.Color)
print_text(screen, font, RIGHT_INFO_POS_X, Start_X + 3, ' The player ', BLUE_COLOR)
print_text(screen, font, RIGHT_INFO_POS_X, Start_X + Stone_Radius2 * 3 + 3, ' The computer ', BLUE_COLOR)
print_text(screen, font, SCREEN_HEIGHT, SCREEN_HEIGHT - Stone_Radius2 * 8, ' The war situation :', BLUE_COLOR)
_draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, SCREEN_HEIGHT - int(Stone_Radius2 * 4.5)),
BLACK_CHESSMAN.Color)
_draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, SCREEN_HEIGHT - Stone_Radius2 * 2), WHITE_CHESSMAN.Color)
print_text(screen, font, RIGHT_INFO_POS_X, SCREEN_HEIGHT - int(Stone_Radius2 * 5.5) + 3, f'{
black_win_count} - ',
BLUE_COLOR)
print_text(screen, font, RIGHT_INFO_POS_X, SCREEN_HEIGHT - Stone_Radius2 * 3 + 3, f'{
white_win_count} - ',
BLUE_COLOR)
def _draw_chessman_pos(screen, pos, stone_color):
pygame.gfxdraw.aacircle(screen, pos[0], pos[1], Stone_Radius2, stone_color)
pygame.gfxdraw.filled_circle(screen, pos[0], pos[1], Stone_Radius2, stone_color)
# According to the mouse click position , Return to the game area coordinates
def _get_clickpoint(click_pos):
pos_x = click_pos[0] - Start_X
pos_y = click_pos[1] - Start_Y
if pos_x < -Inside_Width or pos_y < -Inside_Width:
return None
x = pos_x // SIZE
y = pos_y // SIZE
if pos_x % SIZE > Stone_Radius:
x += 1
if pos_y % SIZE > Stone_Radius:
y += 1
if x >= Line_Points or y >= Line_Points:
return None
return Point(x, y)
class AI:
def __init__(self, line_points, chessman):
self._line_points = line_points
self._my = chessman
self._opponent = BLACK_CHESSMAN if chessman == WHITE_CHESSMAN else WHITE_CHESSMAN
self._checkerboard = [[0] * line_points for _ in range(line_points)]
def get_opponent_drop(self, point):
self._checkerboard[point.Y][point.X] = self._opponent.Value
def AI_drop(self):
point = None
score = 0
for i in range(self._line_points):
for j in range(self._line_points):
if self._checkerboard[j][i] == 0:
_score = self._get_point_score(Point(i, j))
if _score > score:
score = _score
point = Point(i, j)
elif _score == score and _score > 0:
r = random.randint(0, 100)
if r % 2 == 0:
point = Point(i, j)
self._checkerboard[point.Y][point.X] = self._my.Value
return point
def _get_point_score(self, point):
score = 0
for os in offset:
score += self._get_direction_score(point, os[0], os[1])
return score
def _get_direction_score(self, point, x_offset, y_offset):
count = 0 # The number of our continuous subsets at the drop
_count = 0 # The number of consecutive sons of the other party at the drop
space = None # Whether there are spaces in our continuous subsets
_space = None # Whether there is a space in the other party's continuum
both = 0 # Whether the two ends of our continuum are blocked
_both = 0 # Whether the two ends of the opponent's continuum are blocked
# If it is 1 It means our prescription is on the side ,2 It means the enemy's prescription
flag = self._get_stone_color(point, x_offset, y_offset, True)
if flag != 0:
for step in range(1, 6):
x = point.X + step * x_offset
y = point.Y + step * y_offset
if 0 <= x < self._line_points and 0 <= y < self._line_points:
if flag == 1:
if self._checkerboard[y][x] == self._my.Value:
count += 1
if space is False:
space = True
elif self._checkerboard[y][x] == self._opponent.Value:
_both += 1
break
else:
if space is None:
space = False
else:
break # Exit with the second space
elif flag == 2:
if self._checkerboard[y][x] == self._my.Value:
_both += 1
break
elif self._checkerboard[y][x] == self._opponent.Value:
_count += 1
if _space is False:
_space = True
else:
if _space is None:
_space = False
else:
break
else:
# Meeting an edge is blocking
if flag == 1:
both += 1
elif flag == 2:
_both += 1
if space is False:
space = None
if _space is False:
_space = None
_flag = self._get_stone_color(point, -x_offset, -y_offset, True)
if _flag != 0:
for step in range(1, 6):
x = point.X - step * x_offset
y = point.Y - step * y_offset
if 0 <= x < self._line_points and 0 <= y < self._line_points:
if _flag == 1:
if self._checkerboard[y][x] == self._my.Value:
count += 1
if space is False:
space = True
elif self._checkerboard[y][x] == self._opponent.Value:
_both += 1
break
else:
if space is None:
space = False
else:
break # Exit with the second space
elif _flag == 2:
if self._checkerboard[y][x] == self._my.Value:
_both += 1
break
elif self._checkerboard[y][x] == self._opponent.Value:
_count += 1
if _space is False:
_space = True
else:
if _space is None:
_space = False
else:
break
else:
# Meeting an edge is blocking
if _flag == 1:
both += 1
elif _flag == 2:
_both += 1
score = 0
if count == 4:
score = 10000
elif _count == 4:
score = 9000
elif count == 3:
if both == 0:
score = 1000
elif both == 1:
score = 100
else:
score = 0
elif _count == 3:
if _both == 0:
score = 900
elif _both == 1:
score = 90
else:
score = 0
elif count == 2:
if both == 0:
score = 100
elif both == 1:
score = 10
else:
score = 0
elif _count == 2:
if _both == 0:
score = 90
elif _both == 1:
score = 9
else:
score = 0
elif count == 1:
score = 10
elif _count == 1:
score = 9
else:
score = 0
if space or _space:
score /= 2
return score
# It is our side to judge that the designated position is in the designated direction 、 Right prescription 、 empty
def _get_stone_color(self, point, x_offset, y_offset, next):
x = point.X + x_offset
y = point.Y + y_offset
if 0 <= x < self._line_points and 0 <= y < self._line_points:
if self._checkerboard[y][x] == self._my.Value:
return 1
elif self._checkerboard[y][x] == self._opponent.Value:
return 2
else:
if next:
return self._get_stone_color(Point(x, y), x_offset, y_offset, False)
else:
return 0
else:
return 0
if __name__ == '__main__':
main()
版权声明
本文为[Round programmer]所创,转载请带上原文链接,感谢
https://yzsam.com/2022/04/202204230545315343.html
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