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@ -1,6 +1,7 @@
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class GameState:
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def __init__(self):
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'''
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@ -67,10 +68,25 @@ class GameState:
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return True
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return False
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def Eliminate(self,row,col,nxt_row,nxt_col):
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def Eliminate(self,row,col,nxt_row,nxt_col):#下一步可吃对手的棋
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return self.board[nxt_row][nxt_col] == '00' or self.board[nxt_row][nxt_col][0] != self.board[row][col][0] and eval(self.board[row][col][1]) >= eval(self.board[nxt_row][nxt_col][1])
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# 定义移动方式
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#----------------------------------
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# 以下为移动方式的相关规定:
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# 1.下一步的可行位置以二维数组的格式进行记录。
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# 2.getValidMoves返回值为下一步可行位置构成的集合。
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#----------------------------------
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def getAllMoves(self):
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moves=[]
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for row in range(len(self.board)):
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for col in range(len(self.board[row])):
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player = self.board[row][col][0]
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if (player == 'r' and self.red_to_move or player == 'b' and not self.red_to_move):
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self.moveFunctions[self.board[row][col][1]](row,col,moves)
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return moves
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def getStdMoves(self,row,col,moves):#输入当前的位置,将可行路径输出给moves
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directions = [(1,0),(0,1),(-1,0),(0,-1)]
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enemy_color = 'b' if self.red_to_move else 'r'
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@ -80,9 +96,9 @@ class GameState:
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if 0<=new_row<=8 and 0<=new_col<=6 :
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nxt_piece = self.board[new_row][new_col]
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if nxt_piece == '00' and not self.inWater(new_row,new_col) and not self.inHome(new_row,new_col,self.color):#如果下一个位置是空的,则可以移动
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moves.append((new_row,new_col))
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moves.append(Move((row,col),(new_row,new_col),self.board))
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elif nxt_piece[0]==enemy_color and not self.inWater(new_row,new_col) and not self.inHome(new_row,new_col,self.color) and self.Eliminate(row,col,new_row,new_col):#如果是敌方棋子,且不在水里,且可以消除,则添加到可行路径中
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moves.append((new_row,new_col))
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moves.append(Move((row,col),(new_row,new_col),self.board))
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return moves
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def getMseMoves(self,row,col,moves):
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@ -94,9 +110,9 @@ class GameState:
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if 0<=new_row<=8 and 0<=new_col<=6 :
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nxt_piece = self.board[new_row][new_col]
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if nxt_piece == '00' and not self.inHome(new_row,new_col,self.color):
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moves.append((new_row,new_col))
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moves.append(Move((row,col),(new_row,new_col),self.board))
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elif nxt_piece[0]==enemy_color and self.Eliminate(row,col,new_row,new_col):
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moves.append((new_row,new_col))
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moves.append(Move((row,col),(new_row,new_col),self.board))
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return moves
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def getEagMoves(self,row,col,moves):
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@ -112,9 +128,9 @@ class GameState:
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if 0<=new_row<=6:
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nxt_piece = self.board[new_row][col]
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if nxt_piece == '00':
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moves.append((new_row,col))
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moves.append(Move((row,col),(new_row,new_col),self.board))
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elif nxt_piece[0]==enemy_color and not self.inWater(new_row,col) and not self.inHome(row,new_col,self.color) and self.Eliminate(row,col,new_row,new_col):
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moves.append((new_row,col))
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moves.append(Move((row,col),(new_row,new_col),self.board))
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else :
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break
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moveNum_row += 1
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@ -124,9 +140,9 @@ class GameState:
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if 0 <= new_col <= 8:
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nxt_piece = self.board[row][new_col]
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if nxt_piece == '00' and not self.inWater(row,new_col) and not self.inHome(row,new_col,self.color):
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moves.append((row,new_col))
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moves.append(Move((row,col),(new_row,new_col),self.board))
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elif nxt_piece[0]==enemy_color and self.Eliminate(row,col,new_row,new_col):
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moves.append((row,new_col))
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moves.append(Move((row,col),(new_row,new_col),self.board))
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else :
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break
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moveNum_col += 1
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@ -143,9 +159,9 @@ class GameState:
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if 0<=new_row<=8 and 0<=new_col<=6 :
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nxt_piece = self.board[new_row][new_col]
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if nxt_piece == '00' and not self.inWater(new_row,new_col) and not self.inHome(new_row,new_col,self.color):#如果下一个位置是空的,则可以移动
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moves.append((new_row,new_col))
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moves.append(Move((row,col),(new_row,new_col),self.board))
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elif nxt_piece[0]==enemy_color and not self.inWater(new_row,new_col) and not self.inHome(new_row,new_col,self.color) and self.Eliminate(row,col,new_row,new_col):#如果是敌方棋子,且不在水里,且可以消除,则添加到可行路径中
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moves.append((new_row,new_col))
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moves.append(Move((row,col),(new_row,new_col),self.board))
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return moves
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def getLionMoves(self,row,col,moves):
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@ -159,20 +175,20 @@ class GameState:
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end_piece = self.board[end_row][end_col]
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if end_piece == "--" and not self.inWater(end_row,end_col) and self.moveNotOwnDen(end_row,end_col,enemy_color): # empty space is valid and Not in Water
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moves.append(Move((row, col), (end_row, end_col), self.board))
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moves.append(Move((row,col),(end_row, end_col),self.board))
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elif end_piece == "--" and self.inWater(end_row,end_col):
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jump_row = end_row - row #Vertical jump
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jump_col = end_col - col #Horizontal jump
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if jump_row != 0 and self.jumpConditions(row,col,end_row,end_col,jump_row,jump_col,enemy_color):
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moves.append(Move((row, col), (end_row+(3*jump_row), end_col), self.board))
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moves.append(Move((row,col),(end_row+(3*jump_row), end_col),self.board))
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elif jump_col != 0 and self.jumpConditions(row,col,end_row,end_col,jump_row,jump_col,enemy_color):
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moves.append(Move((row, col), (end_row, end_col+(2*jump_col)), self.board))
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moves.append(Move((row,col),(end_row, end_col+(2*jump_col)),self.board))
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elif end_piece[0] == enemy_color and not self.inWater(end_row,end_col) and self.canAttack(row, col, end_row, end_col): # capture enemy piece
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moves.append(Move((row, col), (end_row, end_col), self.board))
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moves.append(Move((row,col),(end_row, end_col),self.board))
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break
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else: # friendly piece
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break
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@ -184,4 +200,17 @@ class GameState:
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if self.board[3][0][0] == 'r' or self.board[3][8][0] == 'b':
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self.conquered = True
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return self.conquered
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#移动操作
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def makeMove(self,move):#cur是当前位置,nxt是下一个位置,参数传入为元组
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self.board[move.end_row][move.end_col] = self.board[move.start_row][move.start_col]
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self.board[move.start_row][move.start_col] = '00'
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class Move:
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def __init__(self,start_loc,end_loc,board):
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self.start_row = start_loc[0]
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self.start_col = start_loc[1]
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self.end_row = end_loc[0]
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self.end_col = end_loc[1]
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self.nxt_piece = board[self.end_row][self.end_col]
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self.cur_piece = board[self.start_row][self.start_col]
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self.attack = self.nxt_piece != '00'
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