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#!/usr/bin/python
"""
Simplistic implementation of the board game reversi, better known as Othello.
The algorithm for determining legal moves is not particularly efficient since
no attempt is made to cache legal moves.
"""
"""
__version__ = "$Revision: 1.4 $"
__date__ = "$Date: 2004/10/10 01:20:20 $"
"""
from PythonCard import model
from random import randint
import time
EMPTY = 0
BLOCK = 1
HUMAN = RED = 2
COMPUTER = PLAYER2 = BLUE = 3
BOARDWIDTH = BOARDHEIGHT = 7
DIRECTIONS = ((-1, -1), (0, -1), (1, -1),
(-1, 0), (1, 0),
(-1, 1), (0, 1), (1, 1))
SPLIT = DIRECTIONS
JUMP = ((-2, -2), (-1, -2), (0, -2), (1, -2), (2, -2),
(-2, -1), (2, -1),
(-2, 0), (2, 0),
(-2, 1), (2, 1),
(-2, 2), (-1, 2), (0, 2), (1, 2), (2, 2))
BOARDCOLOR = 'black'
GRIDCOLOR = 'cyan'
BLOCKCOLOR = 'light gray'
CELLWIDTH = CELLHEIGHT = 37
class GameBoard:
def __init__(self):
self.initializeBoard()
def initializeBoard(self):
self.board = {}
# the board references are column, row
# to simplify x, y translation
for column in range(BOARDWIDTH):
for row in range(BOARDHEIGHT):
self.board[(column, row)] = EMPTY
# different board arrangements could be used
# to vary the gameplay
self.board[(3, 0)] = BLOCK
self.board[(0, 3)] = BLOCK
self.board[(6, 3)] = BLOCK
self.board[(3, 6)] = BLOCK
self.board[(0, 0)] = HUMAN
self.board[(6, 6)] = HUMAN
self.board[(6, 0)] = COMPUTER
self.board[(0, 6)] = COMPUTER
# black always goes first
self.nextMove = HUMAN
#self.buildLegalMoves(self.nextMove)
self.gameOver = False
def opponentColor(self, color):
if color == HUMAN:
return COMPUTER
else:
return HUMAN
def buildLegalMoves(self, column, row):
"""build a dictionary of legal moves with the (column, row) as the key
and the number of pieces flipped as the value"""
board = self.board
legalMoves = {}
for dx, dy in SPLIT:
x = column + dx
y = row + dy
if board.get((x, y), None) == EMPTY:
legalMoves[(x, y)] = 1
for dx, dy in JUMP:
x = column + dx
y = row + dy
if board.get((x, y), None) == EMPTY:
legalMoves[(x, y)] = 1
return legalMoves
def makeMove(self, fromX, fromY, toX, toY):
board = self.board
color = board[(fromX, fromY)]
opponent = self.opponentColor(color)
dx = toX - fromX
dy = toY - fromY
if abs(dx) == 2 or abs(dy) == 2:
# jump, so move the piece
board[(fromX, fromY)] = EMPTY
board[(toX, toY)] = color
# now flip all the opponent pieces touching the new position
for dx, dy in DIRECTIONS:
x = toX + dx
y = toY + dy
if board.get((x, y), None) == opponent:
board[(x, y)] = color
self.nextMove = opponent
def getScore(self):
"""return a tuple containing the number of
empty, black, and white squares"""
score = {HUMAN:0, COMPUTER:0, EMPTY:0, BLOCK:0}
for value in self.board.values():
score[value] += 1
return score
class Ataxx(model.Background):
def on_initialize(self, event):
self.boardModel = GameBoard()
self.components.bufOff.size = (BOARDWIDTH * CELLWIDTH + 1, BOARDHEIGHT * CELLHEIGHT + 1)
self.singleItemExpandingSizerLayout()
self.drawBoard()
self.updateStatus()
self.player = HUMAN
self.computer = COMPUTER
self.lastHover = None
self.startLocation = None
## # this is leftover from the reversi sample
## # and has to be updated once there is an ataxx computer strategy
## # rather than just human vs. human
## if self.computer == HUMAN:
## self.boardModel.doComputerMove(HUMAN)
##
##
## def computerMove(self):
## if self.menuBar.getChecked('menuStrategyFlipMostPieces'):
## self.boardModel.doFlipMostPiecesComputerMove(self.computer)
## else:
## self.boardModel.doRandomComputerMove(self.computer)
## # sleep for a second to make it appear
## # the computer thought long and hard on her choice :)
## time.sleep(1)
## self.drawBoard()
## self.updateStatus()
def newGame(self):
self.boardModel.initializeBoard()
self.drawBoard()
self.updateStatus()
## if self.computer == COMPUTER:
## self.computerMove()
def drawCell(self, x, y, state):
view = self.components.bufOff
if state in [HUMAN, COMPUTER]:
if state == HUMAN:
color = 'red'
else:
color = 'blue'
view.fillColor = color
view.foregroundColor = 'black'
center = (x * CELLWIDTH + CELLWIDTH / 2 + 1, y * CELLHEIGHT + CELLHEIGHT / 2 + 1)
view.drawCircle(center, round((CELLWIDTH / 2.0) - 3))
elif state == BLOCK:
view.fillColor = BLOCKCOLOR
view.foregroundColor = BLOCKCOLOR
view.drawRectangle((x * CELLWIDTH + 3, y * CELLHEIGHT + 3), (CELLWIDTH - 5, CELLHEIGHT - 5))
else:
view.fillColor = BOARDCOLOR
view.foregroundColor = BOARDCOLOR
view.drawRectangle((x * CELLWIDTH + 1, y * CELLHEIGHT + 1), (CELLWIDTH - 2, CELLHEIGHT - 2))
def drawBoard(self):
view = self.components.bufOff
view.autoRefresh = False
view.backgroundColor = BOARDCOLOR
view.clear()
# draw the right and bottom edge borders
view.foregroundColor = GRIDCOLOR
view.drawLine((0, BOARDHEIGHT * CELLHEIGHT), (BOARDWIDTH * CELLWIDTH, BOARDHEIGHT * CELLHEIGHT))
view.drawLine((BOARDWIDTH * CELLWIDTH, 0), (BOARDWIDTH * CELLWIDTH, BOARDHEIGHT * CELLHEIGHT))
for x in range(BOARDWIDTH):
view.foregroundColor = GRIDCOLOR
view.drawLine((x * CELLWIDTH, 0), (x * CELLWIDTH, BOARDHEIGHT * CELLHEIGHT))
for y in range(BOARDHEIGHT):
view.foregroundColor = GRIDCOLOR
view.drawLine((0, y * CELLHEIGHT), (BOARDWIDTH * CELLWIDTH, y * CELLHEIGHT))
state = self.boardModel.board[(x, y)]
self.drawCell(x, y, state)
view.autoRefresh = True
view.refresh()
def updateStatus(self):
if self.boardModel.gameOver:
score = self.boardModel.getScore()
playerScore = score[self.player]
computerScore = score[self.computer]
scoreString = "Red: %d Blue: %d" % (score[HUMAN], score[COMPUTER])
if playerScore > computerScore:
message = "Player won!"
elif playerScore < computerScore:
message = "Computer won!"
else:
message = "Tie Game"
status = message + " - " + scoreString
else:
if self.boardModel.nextMove == HUMAN:
status = "Red's move"
else:
status = "Blue's move"
self.statusBar.text = status
def on_bufOff_mouseDown(self, event):
self.startLocation = None
x, y = event.position
x = x / CELLWIDTH
y = y / CELLHEIGHT
if (x >= 0 and x < BOARDWIDTH) and (y >= 0 and y < BOARDHEIGHT):
if self.boardModel.board[(x, y)] == self.boardModel.nextMove:
self.startLocation = (x, y)
self.legalMoves = self.boardModel.buildLegalMoves(x, y)
def on_bufOff_mouseDrag(self, event):
if self.startLocation:
x, y = event.position
x = x / CELLWIDTH
y = y / CELLHEIGHT
#if self.boardModel.legalMove(x, y, self.boardModel.nextMove):
if (x, y) != self.lastHover:
# erase lastHover if needed
if self.lastHover and self.boardModel.board[self.lastHover] is EMPTY:
self.drawCell(self.lastHover[0], self.lastHover[1], EMPTY)
# if the move is legal, show it
if self.legalMoves.get((x, y), None):
self.drawCell(x, y, self.boardModel.nextMove)
# don't track positions outside the valid range
if (x >= 0 and x < BOARDWIDTH) and (y >= 0 and y < BOARDHEIGHT):
self.lastHover = (x, y)
def on_bufOff_mouseUp(self, event):
if self.startLocation:
x, y = event.position
# this is a simplistic translation
# when users click on the lines
# separating cells they may get a cell
# they didn't expect
x = x / CELLWIDTH
y = y / CELLHEIGHT
if self.legalMoves.get((x, y), None):
self.boardModel.makeMove(self.startLocation[0], self.startLocation[1], x, y)
self.drawBoard()
self.updateStatus()
def on_menuFileNewGame_select(self, event):
self.newGame()
if __name__ == '__main__':
app = model.Application(Ataxx)
app.MainLoop()
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