import socket import this import requests import sys import json from threading import Thread from queue import Queue #multithreading? class Move: def __init__(self,start_loc,end_loc,board): self.start_row = start_loc[0] self.start_col = start_loc[1] self.end_row = end_loc[0] self.end_col = end_loc[1] self.nxt_piece = board[self.end_row][self.end_col] self.cur_piece = board[self.start_row][self.start_col] self.attack = self.nxt_piece != '00' self.moveID = self.start_row + self.start_col*10 + self.end_row *100 +self.end_col * 1000 #Hash def __eq__(self, __o: object) -> bool: if isinstance(__o, Move): return self.moveID == __o.moveID return False def startNewThread(target): thread = Thread(target=target) thread.daemon = True thread.start() # class Network: # def __init__(self,isNet=False): #注意:这里是否在传引用? # self.client = socket.socket(socket.AF_INET, socket.SOCK_STREAM) # self.server = "127.0.0.1" # self.port = 50005 # self.addr = (self.server, self.port) # self.msg = self.connect() # #self.game_state = game_state #考虑将game_state接入Network以方便修改 # global msg_from_serv # thread = Thread(target = self.receive())#开线程始终监听 # thread.setDaemon(True) # thread.start() #专用数据接收线程 # def getPos(self): # return self.pos # def connect(self): # try: # self.client.connect(self.addr) # #return self.client.recv(2048).decode() # except: # pass # def send(self, msg): # try: # packet = json.dumps(msg) # if (sys.version[:1] == '3'): # packet = packet.encode('utf-8') # self.client.send(packet) # print("send complete") # return self.client.recv(2048).encode() # except socket.error as e: # print(e) # return e # def post(self, data): #using requests lib, data is json # headers = {'Content-Type': 'application/json'} # response = requests.post(url='http://localhost',data=data) # return response # def receive(self): #写成持续监听模式 # try: # while True: # recvMsg = self.client.recv(2048).decode('utf-8') # if len(recvMsg) != 0: # msg_from_serv = json.loads(recvMsg) # self.dataDealer(msg_from_serv) # except socket.error as e: # print(e) # return e # def dataDealer(self, msg_json): #根据相关数据对棋盘状态进行更新 # if 'status' in msg_json.keys(): # #处理相关特殊情况 # if msg_json['status'] == '1': # print('Waiting 4 the other player...') # elif 'src' and 'dst' in msg_json.keys(): #侦测到移动 # theMove = Move([msg_json['src']['x'],msg_json['src']['y']],[msg_json['dst']['x'],msg_json['dst']['y']],self.game_state.board) # self.game_state.makeMove(theMove,toUpload = False) # self.game_state.exchange() # def dataReceiver(self): # try: # while True: # msg = self.client.recv(2048).decode('utf-8') # if len(msg) != 0: self.dataDealer(json.loads(msg)) # except socket.error as e: # print(e) # return e # def tell_move(self, move: Move): # thisMove = { # 'type': 1, # 'msg':{ # "game_id": self.game_id, # "side": int(self.red_to_move), # "chessman": move.cur_piece, # "src": { # "x": move.start_row, # "y": move.start_col # }, # "dst": { # "x": move.end_row, # "y": move.end_col # } # } # } # self.client.send(thisMove) # def login(self,myName): # myPlayerData = { # 'type': 0, # game state type ? # 'msg': { # 'name': myName # } # } # self.client.send(myPlayerData) class GameState: def __init__(self): ''' 有关信息: 1. 棋盘尺寸为7*9(横向) 2. 按照以下命名格式对棋盘中的棋子进行标注: (b|r)(1|2|3|4|5|6|7) 3. 左方为蓝方,对应的网络服务器中的side项目编号为0 右方为红方,对应的网络服务器中的side项目编号为1 4. 网络版需要额外的类变量:type, game_id, side, chessman(piece), src, dst ''' self.board = [ ['00','00','b7','00','00','00','r1','00','00'], ['00','b2','00','00','00','00','00','r3','00'], ['00','00','b4','00','00','00','r5','00','00'], ['00','00','b6','00','00','00','r6','00','00'], ['00','00','b5','00','00','00','r4','00','00'], ['00','b3','00','00','00','00','00','r2','00'], ['00','00','b1','00','00','00','r7','00','00'], ] #用数字1-7代替棋子的强弱关系 self.moveFunctions = { "1": self.getMseMoves, "2": self.getEagMoves, "3": self.getFoxMoves, "4": self.getStdMoves, "5": self.getStdMoves, "6": self.getLionMoves, "7": self.getStdMoves, } self.blue_trap_loc=[(2,0),(3,1),(4,0)] self.red_trap_loc=[(3,7),(2,8),(4,8)] self.blue_home=(3,0) self.red_home=(3,8) self.blue_pieces=[7,6,5,4,3,2,1] self.red_pieces=[7,6,5,4,3,2,1] #红方(右)先行 self.red_to_move=True self.conquered=False self.win_person='' self.MASSACRE=False self.isStarted = False def color(self): return 'r' if self.red_to_move else 'b' def exchange(self): self.red_to_move = not self.red_to_move # 判断特殊位置 def inHome(self,row,col,color): if color=="b": if (row,col)==self.blue_home: return True else: if (row,col)==self.red_home: return True return False def inWater(self,row,col): if row in [1,2,4,5]: if col in [3,4,5]: return True return False def inTrap(self,row,col,color): #是否在color方的陷阱中 if color=="b": if (row,col) in self.blue_trap_loc: return True else: if (row,col) in self.red_trap_loc: return True return False def Eliminate(self,row,col,nxt_row,nxt_col):#下一步可吃对手的棋 next_blank = self.board[nxt_row][nxt_col] == '00' attack = 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]) and not (eval(self.board[row][col][1]) == 7 and eval(self.board[nxt_row][nxt_col][1]) == 1 ) or eval(self.board[row][col][1])==1 and eval(self.board[nxt_row][nxt_col][1])==7) other_in_trap = self.board[row][col][0] != self.board[nxt_row][nxt_col][0] and (self.board[nxt_row][nxt_col][0] == 'r' and self.inTrap(nxt_row,nxt_col,'b') or self.board[nxt_row][nxt_col][0] == 'b' and self.inTrap(nxt_row,nxt_col,'r')) return next_blank or attack or other_in_trap # 定义移动方式 #---------------------------------- # 以下为移动方式的相关规定: # 1.下一步的可行位置以二维数组的格式进行记录。 # 2.getValidMoves返回值为下一步可行位置构成的集合。 #---------------------------------- def getAllMoves(self): #全部合法移动的集合 moves=[] for row in range(len(self.board)): for col in range(len(self.board[row])): player = self.board[row][col][0] if (player == 'r' and self.red_to_move or player == 'b' and not self.red_to_move): #print('what color is the valid move? ',player) self.moveFunctions[self.board[row][col][1]](row,col,moves) return moves def getStdMoves(self,row,col,moves):#输入当前的位置,将可行路径输出给moves directions = [(1,0),(0,1),(-1,0),(0,-1)] enemy_color = 'b' if self.red_to_move else 'r' for direction in directions: new_row = row + direction[0]*1 new_col = col + direction[1]*1 if 0<=new_row<=6 and 0<=new_col<=8 : nxt_piece = self.board[new_row][new_col] 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 moves.append(Move((row,col),(new_row,new_col),self.board)) 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 moves.append(Move((row,col),(new_row,new_col),self.board)) return moves def getMseMoves(self,row,col,moves): directions = [(1,0),(0,1),(-1,0),(0,-1)] enemy_color = 'b' if self.red_to_move else 'r' for direction in directions: new_row = row + direction[0]*1 new_col = col + direction[1]*1 if 0<=new_row<=6 and 0<=new_col<=8 : nxt_piece = self.board[new_row][new_col] if self.inHome(new_row,new_col,self.color()): continue if nxt_piece == '00': moves.append(Move((row,col),(new_row,new_col),self.board)) elif nxt_piece[0]==enemy_color and self.Eliminate(row,col,new_row,new_col) and not self.inWater(row,col): moves.append(Move((row,col),(new_row,new_col),self.board)) return moves def getEagMoves(self,row,col,moves): #可能存在一些问题,主要是移动方式的判断以及在陷阱的判断 enemy_color = 'b' if self.red_to_move else 'r' new_row = row new_col = col #U&D direction while new_row >= 0: nxt_piece = self.board[new_row][col] if nxt_piece == '00' and not self.inTrap(new_row,col,enemy_color): if not self.inHome(new_row,col,self.color()) and not self.inWater(new_row,col): moves.append(Move((row,col),(new_row,col),self.board)) else: if self.Eliminate(row,col,new_row,col): moves.append(Move((row,col),(new_row,col),self.board)) if new_row != row: break new_row -= 1 new_row = row while new_row <= 6: nxt_piece = self.board[new_row][col] if nxt_piece == '00' and not self.inTrap(new_row,new_col,enemy_color): if not self.inHome(new_row,col,self.color()) and not self.inWater(new_row,col): moves.append(Move((row,col),(new_row,col),self.board)) else: if self.Eliminate(row,col,new_row,col): moves.append(Move((row,col),(new_row,col),self.board)) if new_row != row: break new_row += 1 #L&R Direction while new_col >= 0: nxt_piece = self.board[row][new_col] if nxt_piece == '00' and not self.inTrap(row,new_col,enemy_color): if not self.inHome(row,new_col,self.color()) and not self.inWater(row,new_col): moves.append(Move((row,col),(row,new_col),self.board)) else: if self.Eliminate(row,col,row,new_col): moves.append(Move((row,col),(row,new_col),self.board)) if new_col != col: break new_col -= 1 new_col = col while new_col <= 8: nxt_piece = self.board[row][new_col] if nxt_piece == '00' and not self.inTrap(row,new_col,enemy_color): if not self.inHome(row,new_col,self.color()) and not self.inWater(row,new_col): moves.append(Move((row,col),(row,new_col),self.board)) else: if self.Eliminate(row,col,row,new_col): moves.append(Move((row,col),(row,new_col),self.board)) if new_col != col: break new_col += 1 return moves def getFoxMoves(self,row,col,moves): directions = [(1,0),(0,1),(-1,0),(0,-1),(1,1),(1,-1),(-1,1),(-1,-1)] enemy_color = 'b' if self.red_to_move else 'r' for direction in directions: new_row = row + direction[0]*1 new_col = col + direction[1]*1 if 0<=new_row<=6 and 0<=new_col<=8 : nxt_piece = self.board[new_row][new_col] 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 moves.append(Move((row,col),(new_row,new_col),self.board)) 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 moves.append(Move((row,col),(new_row,new_col),self.board)) return moves def getLionMoves(self,row,col,moves): directions = [(1,0),(0,1),(-1,0),(0,-1)] enemy_color = 'b' if self.red_to_move else 'r' for direction in directions: new_row = row + direction[0]*1 new_col = col + direction[1]*1 if 0<=new_row<=6 and 0<=new_col<=8 : nxt_piece = self.board[new_row][new_col] 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 moves.append(Move((row,col),(new_row,new_col),self.board)) 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 moves.append(Move((row,col),(new_row,new_col),self.board)) jump_vert_loc=[(0,3),(0,4),(0,5),(3,3),(3,4),(3,5),(6,3),(6,4),(6,5)] jump_hori_loc=[(1,2),(1,6),(2,2),(2,6),(4,2),(4,6),(5,2),(5,6)] enemy_mouse = enemy_color + '1' if (row,col) in jump_vert_loc: if row == 0: if self.board[1][col] != enemy_mouse and self.board[2][col] != enemy_mouse: if self.Eliminate(row,col,3,col): moves.append(Move((row,col),(3,col),self.board)) elif row == 3: if self.board[1][col] != enemy_mouse and self.board[2][col] != enemy_mouse: if self.Eliminate(row,col,0,col): moves.append(Move((row,col),(0,col),self.board)) if self.board[4][col] != enemy_mouse and self.board[5][col] != enemy_mouse: if self.Eliminate(row,col,6,col): moves.append(Move((row,col),(6,col),self.board)) elif row == 6: if self.board[4][col] != enemy_mouse and self.board[5][col] != enemy_mouse: if self.Eliminate(row,col,3,col): moves.append(Move((row,col),(3,col),self.board)) elif (row,col) in jump_hori_loc: if col == 2: lea = True for i in range(3,6): if self.board[row][i] == enemy_mouse: lea = False if lea and self.Eliminate(row,col,row,6): moves.append(Move((row,col),(row,6),self.board)) elif col == 6: lea = True for i in range(3,6): if self.board[row][i] == enemy_mouse: lea = False if lea and self.Eliminate(row,col,row,2): moves.append(Move((row,col),(row,2),self.board)) return moves # 判断是否胜利 def conquer(self): if self.board[3][0][0] == 'r' or self.board[3][8][0] == 'b': self.conquered = True if self.board[3][0][0] == 'r': self.win_person = 'r' else: self.win_person = 'b' elif len(self.blue_pieces) == 0: self.conquered = True self.win_person = 'r' elif len(self.red_pieces) == 0: self.conquered = True self.win_person = 'b' elif len(self.getAllMoves()) == 0: self.conquered = True self.win_person = 'r' if self.color() == 'b' else 'b' return self.conquered #移动操作 def makeMove(self,move):#cur是当前位置,nxt是下一个位置,参数传入为元组 # makeMove假设这个move一定是合法的 # 为什么添加toUpload?防止使用makeMove更新己方棋盘时,把敌方棋盘错误上传,导致“棋子消失”。 if self.board[move.end_row][move.end_col] != '00': nxt_piece = self.board[move.end_row][move.end_col] if nxt_piece[0] == 'r': self.red_pieces.remove(int(nxt_piece[1])) else: self.blue_pieces.remove(int(nxt_piece[1])) self.board[move.end_row][move.end_col] = self.board[move.start_row][move.start_col] self.board[move.start_row][move.start_col] = '00' self.red_to_move = not self.red_to_move #由于使用多线程,考虑让另一个线程去更新red_to_move