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@ -1,6 +1,10 @@
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from re import S
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from shutil import move
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class GameState:
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def __init__(self):
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'''
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@ -67,10 +71,25 @@ 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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# 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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@ -159,20 +178,20 @@ 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((end_row, end_col))
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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((end_row+(3*jump_row), end_col))
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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((end_row, end_col+(2*jump_col)))
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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((end_row, end_col))
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break
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else: # friendly piece
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break
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