python3 reversi游戏代码

时间:2012-12-03 02:19:08

标签: python python-3.x quickdraw reversi

我有一个用于python 3的reversi游戏的2个文件。我的第一个文件名为reversi.py。 它实现(a)对游戏的高级控制(例如,从计算机玩家和人类玩家获得移动,确定玩家是否用尽移动,确定游戏结束并宣布游戏结果) ,(b)通过QuickDraw渲染游戏,以及(c)从人类玩家那里获取输入。

继承文件:

from game import *
from copy import deepcopy
from time import sleep
import sys
from subprocess import PIPE,Popen
from threading import Thread
from queue import Queue,Empty



def ParseEvent() :
    r=receive()
    if r==None:return None,None
    s=[x.rstrip().strip() for x in r.split(":")]
    return s[0],s[1]


def highlight(move):
    send( 'color 255 0 0\n circle %d %d 11\n' % \
        (240+(move[0]+0.5)*40, 100+(move[1]+0.5)*40))


def stone(x,y,turn):
    send('color %d %d %d\n' % \
        (255*(1-turn),255*(1-turn),255*(1-turn)))
    send('fillcircle %d %d %d\n' % \
        (240+(x+0.5)*40, 100+(y+0.5)*40, 17))


def draw(board):
    send('color 20 20 20\n clear\n color 15 15 100\n')
    send( 'button button1 600 20 100 20 "Calculate W:L"')
    send('fillrect %d %d %d %d\n' % (240,100,320,320))
    send('color 0 70 0\n') 
    for i in range(1,8):
        send('line %d %d %d %d\n' %\
            (240+i*40,100, 240+i*40,420))
        send('line %d %d %d %d\n' %\
            (240, 100+i*40, 560, 100+i*40))
    for i in range(8):
        for j in range(8):
            if board[i][j] >= 0:
                stone(i, j, board[i][j])

def makeBoard():
    board = []
    for i in range(8):
        board.append([])
        for j in range(8):
            board[i].append(-1)  
    board[3][3], board[4][4], board[3][4], board[4][3] = 0,0,1,1
    return board



def _queueqd(ip,q):
    for line in iter(ip.readline,b''):
        q.put(line)
    ip.close()

def send(*args):
    s=""
    for a in args:
        s+=str(a)
        if s[-1]!=" ":s+=" "
    if s!="":
        op.write((s[:-1]+"\n").encode('utf-8'))
    else:
        op.write("\n".encode('utf-8'))

def receive():
    try:
        return qdq.get_nowait().decode('utf-8')[:-1]
    except Empty:
        return None
def running():
    return qdp.poll()==None


def simulate(numTimes=1000):
    w=0
    b=0
    for i in range(numTimes):
        goesFirst=i&1
        gb=makeBoard()
        sg = Game(gb, goesFirst)
        count = 4
        while count < 64: # max num of stones is 64
            sg.get_moves()
            if sg.moves == []: 
                sg.turn = 1 - sg.turn
                sg.get_moves()
                if sg.moves!= []:
                    continue 
                sg.turn = 1 - sg.turn
                break 
            if sg.turn==0:
                mv = sg.select_move()
            else:
                mv= sg.moves[int(len(sg.moves)*random.random())]
            sg.play_move(mv)
            sg.turn=1-sg.turn
            count+=1
        num_white, num_black = sg.final_result()
        if num_white>num_black:w+=1
        if num_black>num_white:b+=1
    return w/b

try:
    qdp = Popen("java -jar quickdraw.jar",shell=True,stdout=PIPE,stdin=PIPE)
    op=qdp.stdin
    qdq = Queue()
    qdt = Thread(target=_queueqd,args=(qdp.stdout,qdq))
    qdt.daemon=True
    qdt.start()
except:
    print("quickdraw.jar must be in the same directory as this python script.")
    quit()

send( "mouseclick True\n" )
# initialize the board, get ready for the game 

board =makeBoard()
draw(board) 


# game time, let's play...
# human player is white and moves first

g = Game(board, 0)
count = 4
while count < 64: # max num of stones is 64
    g.get_moves()
    if g.moves == []: 
        g.turn = 1 - g.turn
        g.get_moves()
        if  g.moves!= []:
            continue 
        g.turn = 1 - g.turn
        break 
    if g.turn == 0:
        while running():
            event, val = ParseEvent()
            if event == "MouseClicked":
                val=[ int(x) for x in val.split(",")]
                move = [(val[0]-240)//40, (val[1]-100)//40]
                if move in g.moves: break
            elif event=="ButtonClicked":
                send("colour 20 20 20\nfillrect 600 50 200 50\ncolour 255 255 255")
                send('text "Calculating..." 600 80')
                r=simulate()
                send("colour 20 20 20\nfillrect 600 50 200 50\ncolour 255 255 255")
                send("text ",'"W:L=',r,'"'," 600 80")
    else:
        move = g.select_move()
    stone(move[0], move[1], g.turn)
    highlight(move)
    sleep(1)
    board = deepcopy(g.board)
    g.play_move(move)
    g.turn=1-g.turn
    for i in range(8):
        for j in range(8):
            if board[i][j]!= g.board[i][j]:
                stone(i,j,1-g.turn)
    sleep(1)
    stone(move[0], move[1], 1-g.turn) # redraw to de-highlight
    count += 1


# game over, let's announce the result:

num_white, num_black = g.final_result()
send('color 255 255 255\n')
if num_black > num_white:
    send('text "black wins!" 370 470\n')
elif num_black < num_white:
    send('text "white wins!" 370 470\n')
else:
    send('text "tie!" 390 470\n')
send('text "black:" 325 500\n')
send('text "%d" 375 500\n' % num_black)
send('text "white:" 425 500\n')
send('text "%d" 475 500\n' % num_white)

while running():
    pass

此文件已完成。我的第二个文件名为Game.py.第一个文件为玩家可以进行的动作导入了这个。

import random

class Game:
    delta = [[0,-1],[1,-1],[1,0],[1,1],[0,1],\
                [-1,1],[-1,0],[-1,-1]]

    def __init__(self, board, turn):
        self.board = board
        self.turn = turn
        self.moves = self.get_moves()

    def check_move(self, move, d):
        pass #which I have to figure out!

    def get_moves(self):
        pass ##################

    def select_move(self):
        pass ##################

    def play_move(self, move): 
        m,n=move[0],move[1]
        for d in range(8):
            i, j = m, n
            if self.check_move(move,d):
                i, j = i+self.delta[d][0], j+self.delta[d][1]
                while self.board[i][j] == 1-self.turn:
                    self.board[i][j] = self.turn
                    i, j = i+self.delta[d][0], j+self.delta[d][1]
        self.board[m][n]=self.turn

    def final_result(self): 
        black, white = 0, 0   # color 0 is white
        for i in range(8):
            for j in range(8):
                if self.board[i][j] == 0: white += 1
                elif self.board[i][j] == 1: black += 1
        return white,black

我应该填写三个缺失的定义。假设给定的转弯,检查移动(自我,移动,d)方法检查给定移动是否沿某个方向d被验证。它会相应地返回True或False。换句话说,如果从移动指定的网格开始,可以捕获沿方向d的多个对手宝石,则应返回True。此方法可以方便地用于其他方法,例如get move()和play move()。get move(self)方法查找当前转弯的所有有效移动,并将它们返回到列表中。例如,如果在[2,4]和[3,6]处有两个移动,则返回值应为[[2,4],[3,6]]。 select move(self)方法从self.move中选择一个移动并返回它。显然,最简单的方法是返回随机移动。所以基本上我知道三个功能中的每一个应该做什么以及它们为什么需要用于游戏,但我不知道如何编码它们......任何帮助或指导都将受到赞赏!!

所以我基本上把它作为“check_move”函数的基础:

def check_move(self,move,d):
    check neighboring tile:
        if empty:
            False #can't move
        if enemy present:
            while there are enemy pieces:
                True #can move

是正确的方向吗?

另外对于get_moves,我有这样的推理:

def get_moves(self): # grid[ij]
    for i in range 
    for j in range
        check for possible move directions:
            check move again:
                if yes then append[ij] to a list of valid moves
        return list of valid moves

1 个答案:

答案 0 :(得分:2)

我认为你首先应该在开始编写代码之前考虑在Reversi中定义有效移动的内容。尝试用英语写出定义是什么。例如,这是我几秒钟内可以想到的条件:

  1. 测试的图块必须为空
  2. 测试的瓷砖必须在所选方向旁边有一个敌人。
  3. 在给定的方向上过去那个敌人,可能会有更多的敌人。
  4. 过去所有敌人的棋子,必须有一个友好的棋子(不是空的空间或棋盘的边缘)。
  5. 我不确定这是否全面,但这是一个合理的开始。然后,考虑如何测试每一个。有些可能很容易相互流动,而其他可能是单独的测试。

    我也不会羞于阅读和调整你给出的现有代码。例如,你要实现的方法正下方的play_move方法与你在check_move方法中想要的东西非常相似(尽管它正在翻转磁贴,而不是检查它们是否可以翻转。)