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gogame.py
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264 lines (227 loc) · 9.53 KB
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# -*- coding: utf-8 -*-
# Copyright 2007-2008 One Laptop Per Child
# Copyright 2007 Gerard J. Cerchio <www.circlesoft.com>
# Copyright 2008 Andrés Ambrois <andresambrois@gmail.com>
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 2 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software
# Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
import logging
_logger = logging.getLogger('PlayGo')
from gettext import gettext as _
class GoGame:
""" This class administrates a go board.
It keeps track of the stones currently on the board
in the dictionary self.status, and of the moves played
so far in self.undostack
It has methods to clear the board, play a stone, undo a move. """
def __init__(self, boardSize=19):
self.size = boardSize
self.status = {}
self.undostack = []
self.score = {'B': 0, 'W': 0}
_logger.setLevel(logging.DEBUG)
def get_score(self):
return self.score
def increase_score(self, color):
self.score[color] = self.score[color] + 1
def neighbors(self, x):
""" Returns the coordinates of the 4
(resp. 3 resp. 2 at the side 1 in the corner) intersections
adjacent to the given one. """
if x[0] == 0:
l0 = [1]
elif x[0] == self.size - 1:
l0 = [self.size - 2]
else:
l0 = [x[0] - 1, x[0] + 1]
if x[1] == 0:
l1 = [1]
elif x[1] == self.size - 1:
l1 = [self.size - 2]
else:
l1 = [x[1] - 1, x[1] + 1]
neighbors_list = []
for i in l0:
neighbors_list.append((i, x[1]))
for j in l1:
neighbors_list.append((x[0], j))
return neighbors_list
def is_occupied(self, x, y):
return (x, y) in list(self.status.keys())
def clear(self):
""" Clear the board """
self.status = {}
self.undostack = []
self.score = {'B': 0, 'W': 0}
def play(self, pos, color):
""" This plays a color=black/white stone at pos, if that is a legal move
and deletes stones captured by that move.
It returns 1 if the move has been played, 0 if not. """
if pos in list(self.status.keys()): # check if empty
return 0
if self.legal(pos, color): # legal move?
self.status[pos] = color
captures = self.get_captures(pos, color)
if captures:
for x in captures:
del self.status[x] # remove captured stones, if any
self.increase_score(color)
# remember move + captured stones for easy undo
self.undostack.append((pos, color, captures))
return captures
else:
return 0
def get_captures(self, pos, color):
"""Returns a list of captured stones resulting
from placing a color stone at pos """
c = [] # captured stones
for x in self.neighbors(pos):
if x in list(self.status.keys()) and\
self.status[x] == self.invert(color):
c = c + self.hasNoLibExcP(x, self.invert(color), pos)
if c:
captures = []
for x in c:
if not(x in captures):
captures.append(x)
return captures
return 0
def checkKo(self, pos, color):
''' Check if a move by color at pos would be a basic Ko infraction '''
# Basically what we need to check, is if the current play would undo
# all that was done by the last entry in undostack
# (capture what was placed and place what was captured).
if self.undostack:
lastpos, lastcolor, lastcaptures = self.undostack[-1]
currentcaptures = self.get_captures(pos, color)
if lastcaptures != 0 and currentcaptures != 0:
if lastcolor != color and lastcaptures[0] == pos\
and lastpos == currentcaptures[0]:
return 1
return 0
def legal(self, pos, color):
""" Check if a play by color at pos would be a legal move. """
if pos in list(self.status.keys()):
return 0
# If the play at pos would leave that stone without liberties,
# we have two possibilities:
# 1- It's a capturing move
# 2- It's an illegal move
if self.hasNoLibExcP(pos, color):
# Check if it would capture any stones
if self.get_captures(pos, color):
return 1
# It didnt, so I guess it's illegal
return 0
else:
return not self.checkKo(pos, color)
def illegal(self, x, y, color):
""" Check if a play by color at pos would be an illigal move,
and return pretty errors"""
if (x, y) in list(self.status.keys()):
return _('There already is a stone there!')
if self.checkKo((x, y), color):
return _('Ko violation!')
# If the play at pos would leave that stone without liberties,
# we have two possibilities:
# 1- It's a capturing move
# 2- It's an illegal move
if self.hasNoLibExcP((x, y), color):
# Check if it would capture any stones
if self.get_captures((x, y), color):
return False
# It didnt, so I guess it's illegal
return _('Illegal move.')
else:
return False
def hasNoLibExcP(self, pos, color, exc=None):
""" This function checks if the string (=solidly connected) of stones
containing the stone at pos has a liberty
(resp. has a liberty besides that at exc).
If no liberties are found, a list of all stones in the string is
returned.
The algorithm is a non-recursive implementation of a simple
flood-filling: starting from the stone at pos, the main while-loop
looks at the intersections directly adjacent to the stones found so
far, for liberties or other stones that belong to the string.
Then it looks at the neighbors of those newly found stones, and so
on, until it finds a liberty, or until it doesn't find any new
stones belonging to the string, which means that there are no
liberties.
Once a liberty is found, the function returns immediately. """
# in the end, this list will contain all stones solidly connected to
# the one at pos, if this string has no liberties in the while loop,
# we will look at the neighbors of stones in newlyFound
st = []
newlyFound = [pos]
foundNew = 1
while foundNew:
foundNew = 0
# this will contain the stones found in this iteration of the loop
n = []
for x in newlyFound:
for y in self.neighbors(x):
if not(y in list(self.status.keys())) and\
y != exc and y != pos: # found a liberty
return []
# found another stone of same color
elif y in list(self.status.keys()) and \
self.status[y] == color and \
not(y in newlyFound) and not(y in st):
n.append(y)
foundNew = 1
st[:0] = newlyFound
newlyFound = n
# no liberties found, return list of all stones
# connected to the original one
return st
def get_territories(self):
def get_group(self, first_element, color):
current_group = [first_element]
for current_element in current_group:
for x in self.neighbors(current_element):
if x in list(self.status.keys()):
if self.status[x] != color:
return None
elif not(x in current_group):
current_group.append(x)
return set(current_group)
groups = {'B': set(), 'W': set()}
for x in list(self.status.keys()):
for n in self.neighbors(x):
if not(n in list(self.status.keys())):
new_group = get_group(self, n, self.status[x])
if new_group:
groups[self.status[x]] |= new_group
return groups
def undo(self, no=1):
""" Undo the last no moves. """
for i in range(no):
if self.undostack:
pos, color, captures = self.undostack.pop()
del self.status[pos]
if captures:
for p in captures:
self.status[p] = self.invert(color)
self.score[color] -= 1
return True
else:
return False
def invert(self, color):
if color == 'B':
return 'W'
else:
return 'B'
def get_status(self):
return self.status