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import sys
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import random
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import pygame
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from pygame.locals import *
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import pygame.gfxdraw
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from collections import namedtuple
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Chessman = namedtuple('Chessman', 'Name Value Color')
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Point = namedtuple('Point', 'X Y')
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BLACK_CHESSMAN = Chessman('黑子', 1, (45, 45, 45))
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WHITE_CHESSMAN = Chessman('白子', 2, (219, 219, 219))
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offset = [(1, 0), (0, 1), (1, 1), (1, -1)]
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class Checkerboard:
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def __init__(self, line_points):
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self._line_points = line_points
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self._checkerboard = [[0] * line_points for _ in range(line_points)]
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def _get_checkerboard(self):
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return self._checkerboard
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checkerboard = property(_get_checkerboard)
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# 判断是否可落子
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def can_drop(self, point):
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return self._checkerboard[point.Y][point.X] == 0
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def drop(self, chessman, point):
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"""
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落子
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:param chessman:
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:param point:落子位置
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:return:若该子落下之后即可获胜,则返回获胜方,否则返回 None
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"""
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print(f'{chessman.Name} ({point.X}, {point.Y})')
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self._checkerboard[point.Y][point.X] = chessman.Value
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if self._win(point):
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print(f'{chessman.Name}获胜')
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return chessman
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# 判断是否赢了
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def _win(self, point):
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cur_value = self._checkerboard[point.Y][point.X]
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for os in offset:
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if self._get_count_on_direction(point, cur_value, os[0], os[1]):
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return True
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def _get_count_on_direction(self, point, value, x_offset, y_offset):
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count = 1
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for step in range(1, 5):
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x = point.X + step * x_offset
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y = point.Y + step * y_offset
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if 0 <= x < self._line_points and 0 <= y < self._line_points and self._checkerboard[y][x] == value:
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count += 1
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else:
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break
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for step in range(1, 5):
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x = point.X - step * x_offset
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y = point.Y - step * y_offset
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if 0 <= x < self._line_points and 0 <= y < self._line_points and self._checkerboard[y][x] == value:
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count += 1
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else:
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break
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return count >= 5
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SIZE = 30 # 棋盘每个点时间的间隔
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Line_Points = 19 # 棋盘每行/每列点数
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Outer_Width = 20 # 棋盘外宽度
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Border_Width = 4 # 边框宽度
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Inside_Width = 4 # 边框跟实际的棋盘之间的间隔
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Border_Length = SIZE * (Line_Points - 1) + Inside_Width * 2 + Border_Width # 边框线的长度
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Start_X = Start_Y = Outer_Width + int(Border_Width / 2) + Inside_Width # 网格线起点(左上角)坐标
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SCREEN_HEIGHT = SIZE * (Line_Points - 1) + Outer_Width * 2 + Border_Width + Inside_Width * 2 # 游戏屏幕的高
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SCREEN_WIDTH = SCREEN_HEIGHT + 200 # 游戏屏幕的宽
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Stone_Radius = SIZE // 2 - 3 # 棋子半径
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Stone_Radius2 = SIZE // 2 + 3
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Checkerboard_Color = (0xE3, 0x92, 0x65) # 棋盘颜色
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BLACK_COLOR = (0, 0, 0)
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WHITE_COLOR = (255, 255, 255)
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RED_COLOR = (200, 30, 30)
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BLUE_COLOR = (30, 30, 200)
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RIGHT_INFO_POS_X = SCREEN_HEIGHT + Stone_Radius2 * 2 + 10
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def print_text(screen, font, x, y, text, fcolor=(255, 255, 255)):
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imgText = font.render(text, True, fcolor)
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screen.blit(imgText, (x, y))
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def main():
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pygame.init()
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screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
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pygame.display.set_caption('五子棋')
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font1 = pygame.font.SysFont('SimHei', 32)
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font2 = pygame.font.SysFont('SimHei', 72)
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fwidth, fheight = font2.size('黑方获胜')
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checkerboard = Checkerboard(Line_Points)
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cur_runner = BLACK_CHESSMAN
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winner = None
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computer = AI(Line_Points, WHITE_CHESSMAN)
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black_win_count = 0
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white_win_count = 0
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while True:
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for event in pygame.event.get():
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if event.type == QUIT:
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sys.exit()
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elif event.type == KEYDOWN:
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if event.key == K_RETURN:
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if winner is not None:
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winner = None
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cur_runner = BLACK_CHESSMAN
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checkerboard = Checkerboard(Line_Points)
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computer = AI(Line_Points, WHITE_CHESSMAN)
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elif event.type == MOUSEBUTTONDOWN:
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if winner is None:
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pressed_array = pygame.mouse.get_pressed()
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if pressed_array[0]:
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mouse_pos = pygame.mouse.get_pos()
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click_point = _get_clickpoint(mouse_pos)
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if click_point is not None:
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if checkerboard.can_drop(click_point):
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winner = checkerboard.drop(cur_runner, click_point)
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if winner is None:
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cur_runner = _get_next(cur_runner)
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computer.get_opponent_drop(click_point)
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AI_point = computer.AI_drop()
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winner = checkerboard.drop(cur_runner, AI_point)
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if winner is not None:
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white_win_count += 1
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cur_runner = _get_next(cur_runner)
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else:
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black_win_count += 1
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else:
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print('超出棋盘区域')
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# 画棋盘
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_draw_checkerboard(screen)
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# 画棋盘上已有的棋子
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for i, row in enumerate(checkerboard.checkerboard):
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for j, cell in enumerate(row):
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if cell == BLACK_CHESSMAN.Value:
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_draw_chessman(screen, Point(j, i), BLACK_CHESSMAN.Color)
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elif cell == WHITE_CHESSMAN.Value:
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_draw_chessman(screen, Point(j, i), WHITE_CHESSMAN.Color)
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_draw_left_info(screen, font1, cur_runner, black_win_count, white_win_count)
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if winner:
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print_text(screen, font2, (SCREEN_WIDTH - fwidth)//2, (SCREEN_HEIGHT - fheight)//2, winner.Name + '获胜', RED_COLOR)
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pygame.display.flip()
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def _get_next(cur_runner):
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if cur_runner == BLACK_CHESSMAN:
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return WHITE_CHESSMAN
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else:
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return BLACK_CHESSMAN
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# 画棋盘
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def _draw_checkerboard(screen):
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# 填充棋盘背景色
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screen.fill(Checkerboard_Color)
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# 画棋盘网格线外的边框
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pygame.draw.rect(screen, BLACK_COLOR, (Outer_Width, Outer_Width, Border_Length, Border_Length), Border_Width)
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# 画网格线
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for i in range(Line_Points):
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pygame.draw.line(screen, BLACK_COLOR,
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(Start_Y, Start_Y + SIZE * i),
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(Start_Y + SIZE * (Line_Points - 1), Start_Y + SIZE * i),
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1)
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for j in range(Line_Points):
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pygame.draw.line(screen, BLACK_COLOR,
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(Start_X + SIZE * j, Start_X),
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(Start_X + SIZE * j, Start_X + SIZE * (Line_Points - 1)),
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1)
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# 画星位和天元
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for i in (3, 9, 15):
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for j in (3, 9, 15):
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if i == j == 9:
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radius = 5
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else:
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radius = 3
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# pygame.draw.circle(screen, BLACK, (Start_X + SIZE * i, Start_Y + SIZE * j), radius)
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pygame.gfxdraw.aacircle(screen, Start_X + SIZE * i, Start_Y + SIZE * j, radius, BLACK_COLOR)
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pygame.gfxdraw.filled_circle(screen, Start_X + SIZE * i, Start_Y + SIZE * j, radius, BLACK_COLOR)
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# 画棋子
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def _draw_chessman(screen, point, stone_color):
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# pygame.draw.circle(screen, stone_color, (Start_X + SIZE * point.X, Start_Y + SIZE * point.Y), Stone_Radius)
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pygame.gfxdraw.aacircle(screen, Start_X + SIZE * point.X, Start_Y + SIZE * point.Y, Stone_Radius, stone_color)
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pygame.gfxdraw.filled_circle(screen, Start_X + SIZE * point.X, Start_Y + SIZE * point.Y, Stone_Radius, stone_color)
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# 画左侧信息显示
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def _draw_left_info(screen, font, cur_runner, black_win_count, white_win_count):
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_draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, Start_X + Stone_Radius2), BLACK_CHESSMAN.Color)
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_draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, Start_X + Stone_Radius2 * 4), WHITE_CHESSMAN.Color)
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print_text(screen, font, RIGHT_INFO_POS_X, Start_X + 3, '玩家', BLUE_COLOR)
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print_text(screen, font, RIGHT_INFO_POS_X, Start_X + Stone_Radius2 * 3 + 3, '电脑', BLUE_COLOR)
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print_text(screen, font, SCREEN_HEIGHT, SCREEN_HEIGHT - Stone_Radius2 * 8, '战况:', BLUE_COLOR)
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_draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, SCREEN_HEIGHT - int(Stone_Radius2 * 4.5)), BLACK_CHESSMAN.Color)
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_draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, SCREEN_HEIGHT - Stone_Radius2 * 2), WHITE_CHESSMAN.Color)
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print_text(screen, font, RIGHT_INFO_POS_X, SCREEN_HEIGHT - int(Stone_Radius2 * 5.5) + 3, f'{black_win_count} 胜', BLUE_COLOR)
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print_text(screen, font, RIGHT_INFO_POS_X, SCREEN_HEIGHT - Stone_Radius2 * 3 + 3, f'{white_win_count} 胜', BLUE_COLOR)
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def _draw_chessman_pos(screen, pos, stone_color):
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pygame.gfxdraw.aacircle(screen, pos[0], pos[1], Stone_Radius2, stone_color)
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pygame.gfxdraw.filled_circle(screen, pos[0], pos[1], Stone_Radius2, stone_color)
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# 根据鼠标点击位置,返回游戏区坐标
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def _get_clickpoint(click_pos):
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pos_x = click_pos[0] - Start_X
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pos_y = click_pos[1] - Start_Y
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if pos_x < -Inside_Width or pos_y < -Inside_Width:
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return None
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x = pos_x // SIZE
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y = pos_y // SIZE
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if pos_x % SIZE > Stone_Radius:
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x += 1
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if pos_y % SIZE > Stone_Radius:
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y += 1
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if x >= Line_Points or y >= Line_Points:
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return None
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return Point(x, y)
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class AI:
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def __init__(self, line_points, chessman):
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self._line_points = line_points
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self._my = chessman
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self._opponent = BLACK_CHESSMAN if chessman == WHITE_CHESSMAN else WHITE_CHESSMAN
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self._checkerboard = [[0] * line_points for _ in range(line_points)]
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def get_opponent_drop(self, point):
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self._checkerboard[point.Y][point.X] = self._opponent.Value
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def AI_drop(self):
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point = None
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score = 0
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for i in range(self._line_points):
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for j in range(self._line_points):
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if self._checkerboard[j][i] == 0:
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_score = self._get_point_score(Point(i, j))
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if _score > score:
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score = _score
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point = Point(i, j)
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elif _score == score and _score > 0:
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r = random.randint(0, 100)
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if r % 2 == 0:
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point = Point(i, j)
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self._checkerboard[point.Y][point.X] = self._my.Value
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return point
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def _get_point_score(self, point):
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score = 0
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for os in offset:
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score += self._get_direction_score(point, os[0], os[1])
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return score
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def _get_direction_score(self, point, x_offset, y_offset):
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count = 0 # 落子处我方连续子数
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_count = 0 # 落子处对方连续子数
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space = None # 我方连续子中有无空格
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_space = None # 对方连续子中有无空格
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both = 0 # 我方连续子两端有无阻挡
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_both = 0 # 对方连续子两端有无阻挡
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# 如果是 1 表示是边上是我方子,2 表示敌方子
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flag = self._get_stone_color(point, x_offset, y_offset, True)
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if flag != 0:
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for step in range(1, 6):
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x = point.X + step * x_offset
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y = point.Y + step * y_offset
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if 0 <= x < self._line_points and 0 <= y < self._line_points:
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if flag == 1:
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if self._checkerboard[y][x] == self._my.Value:
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count += 1
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if space is False:
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space = True
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elif self._checkerboard[y][x] == self._opponent.Value:
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_both += 1
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break
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else:
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if space is None:
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space = False
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else:
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break # 遇到第二个空格退出
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elif flag == 2:
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if self._checkerboard[y][x] == self._my.Value:
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_both += 1
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break
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elif self._checkerboard[y][x] == self._opponent.Value:
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_count += 1
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if _space is False:
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_space = True
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else:
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if _space is None:
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_space = False
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else:
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break
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else:
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# 遇到边也就是阻挡
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if flag == 1:
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both += 1
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elif flag == 2:
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_both += 1
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if space is False:
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space = None
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if _space is False:
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_space = None
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_flag = self._get_stone_color(point, -x_offset, -y_offset, True)
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if _flag != 0:
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for step in range(1, 6):
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x = point.X - step * x_offset
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y = point.Y - step * y_offset
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if 0 <= x < self._line_points and 0 <= y < self._line_points:
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if _flag == 1:
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if self._checkerboard[y][x] == self._my.Value:
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count += 1
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|
|
if space is False:
|
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|
|
space = True
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elif self._checkerboard[y][x] == self._opponent.Value:
|
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_both += 1
|
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|
|
break
|
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else:
|
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|
|
if space is None:
|
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|
|
space = False
|
|
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else:
|
|
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|
|
break # 遇到第二个空格退出
|
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|
|
elif _flag == 2:
|
|
|
|
|
if self._checkerboard[y][x] == self._my.Value:
|
|
|
|
|
_both += 1
|
|
|
|
|
break
|
|
|
|
|
elif self._checkerboard[y][x] == self._opponent.Value:
|
|
|
|
|
_count += 1
|
|
|
|
|
if _space is False:
|
|
|
|
|
_space = True
|
|
|
|
|
else:
|
|
|
|
|
if _space is None:
|
|
|
|
|
_space = False
|
|
|
|
|
else:
|
|
|
|
|
break
|
|
|
|
|
else:
|
|
|
|
|
# 遇到边也就是阻挡
|
|
|
|
|
if _flag == 1:
|
|
|
|
|
both += 1
|
|
|
|
|
elif _flag == 2:
|
|
|
|
|
_both += 1
|
|
|
|
|
|
|
|
|
|
score = 0
|
|
|
|
|
if count == 4:
|
|
|
|
|
score = 10000
|
|
|
|
|
elif _count == 4:
|
|
|
|
|
score = 9000
|
|
|
|
|
elif count == 3:
|
|
|
|
|
if both == 0:
|
|
|
|
|
score = 1000
|
|
|
|
|
elif both == 1:
|
|
|
|
|
score = 100
|
|
|
|
|
else:
|
|
|
|
|
score = 0
|
|
|
|
|
elif _count == 3:
|
|
|
|
|
if _both == 0:
|
|
|
|
|
score = 900
|
|
|
|
|
elif _both == 1:
|
|
|
|
|
score = 90
|
|
|
|
|
else:
|
|
|
|
|
score = 0
|
|
|
|
|
elif count == 2:
|
|
|
|
|
if both == 0:
|
|
|
|
|
score = 100
|
|
|
|
|
elif both == 1:
|
|
|
|
|
score = 10
|
|
|
|
|
else:
|
|
|
|
|
score = 0
|
|
|
|
|
elif _count == 2:
|
|
|
|
|
if _both == 0:
|
|
|
|
|
score = 90
|
|
|
|
|
elif _both == 1:
|
|
|
|
|
score = 9
|
|
|
|
|
else:
|
|
|
|
|
score = 0
|
|
|
|
|
elif count == 1:
|
|
|
|
|
score = 10
|
|
|
|
|
elif _count == 1:
|
|
|
|
|
score = 9
|
|
|
|
|
else:
|
|
|
|
|
score = 0
|
|
|
|
|
|
|
|
|
|
if space or _space:
|
|
|
|
|
score /= 2
|
|
|
|
|
|
|
|
|
|
return score
|
|
|
|
|
|
|
|
|
|
# 判断指定位置处在指定方向上是我方子、对方子、空
|
|
|
|
|
def _get_stone_color(self, point, x_offset, y_offset, next):
|
|
|
|
|
x = point.X + x_offset
|
|
|
|
|
y = point.Y + y_offset
|
|
|
|
|
if 0 <= x < self._line_points and 0 <= y < self._line_points:
|
|
|
|
|
if self._checkerboard[y][x] == self._my.Value:
|
|
|
|
|
return 1
|
|
|
|
|
elif self._checkerboard[y][x] == self._opponent.Value:
|
|
|
|
|
return 2
|
|
|
|
|
else:
|
|
|
|
|
if next:
|
|
|
|
|
return self._get_stone_color(Point(x, y), x_offset, y_offset, False)
|
|
|
|
|
else:
|
|
|
|
|
return 0
|
|
|
|
|
else:
|
|
|
|
|
return 0
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if __name__ == '__main__':
|
|
|
|
|
main()
|