import random from PIL import Image, ImageTk import math import random import time from tkinter import W Chessimgx = 0 # 玩家落子的横坐标 Chessimgy = 0 # 玩家落子的纵坐标 xregretFLAG = [0 for x in range(365)] # 悔棋的数组x坐标 yregretFLAG = [0 for y in range(365)] # 悔棋的数组y坐标 class Chess: def __init__(self): self.chessData = [[{"Cstate": 0, "Cstep": 0} for j in range(19)] for i in range(19)] # Cstate=0无棋子,1有黑棋子,2有白棋子;Cstep为该棋子落子的步骤 self.currentStep = 0 # 棋子当前进行的步数 self.Chessimg = [[0 for y in range(19)] for x in range(19)] self.Reviewflag = 0 # 复盘的标签flag 0为没有复盘 1为已经复盘,防止重复复盘导致无法消除新建的标签 self.Reviewlabel = [[0 for y in range(19)] for x in range(19)] # 复盘的数字标签 self.score = [[0 for y in range(19)] for x in range(19)] # 初始化计分数组 self.maxScore = 0 # 落子分数 self.counts = 0 self.newCount = 0 self.OvaloneNew = [] # 棋子对象列表 self.winFlag = 0 # 判断是否取得胜利 self.Gameover = 0 # 判断游戏是否结束,1 黑方胜,2 白方胜利,3 平局 self.depth = 0 # 搜索的深度 self.player = 0 # 轮到下棋的标志,1=下,0=不下 self.player2 = 0 # 玩家2 self.currentPlayer = 1 # (=1,黑方;=2,白方) self.myColor = 0 # 玩家选择的棋子颜色 self.chessMode = 3 # 对弈方式标志 chessMode(=0,人-人对弈; =1, 人-机白对弈; =2,机黑-人对弈, =4,测试模式) self.player2Color = 0 # 玩家2的棋子颜色 self.maxScorePos = () # 结果展示的图片,以用于删除 self.PicLocIds = [] def gameEnd(self): if self.Gameover == 1 or self.winFlag == 1: return True else: return False # 计算某个位置得分 def countScore(self, x, y, computerColor): # global sum,count,value global s sum = 0 # count = 0 value = [0, 0, 0, 0] upcount = [0, 0, 0, 0] # 左、上、左斜上、左斜下 棋子数 downcount = [0, 0, 0, 0] # 右、下、右斜向下、右斜向上 棋子数 upflag = [0, 0, 0, 0] # 左、上、左斜上、左斜下 空格数 downflag = [0, 0, 0, 0] # 右、下、右斜向下、右斜向上 空格数 message = ''# 存储得分信息的字符串 for color in range(1, 3): # 假设当前位置为当前遍历的棋子颜色 self.chessData[x][y]['Cstate'] = color for i in range(x - 1, -1, -1): # 计算左边棋子数量 upcount[0]表示左侧同类棋子 用upflag[0] 记录 if self.chessData[i][y]['Cstate'] == color: upcount[0] += 1 # 左侧有自己棋子 elif self.chessData[i][y]['Cstate'] != 0 and self.chessData[i][y]['Cstate'] != color: # 左侧有对方棋子 upflag[0] = -1 break elif self.chessData[i][y]['Cstate'] == 0: # 左侧没有棋子 upflag[0] = 1 if i - 1 >= 0 and self.chessData[i - 1][y]['Cstate'] == 0: upflag[0] = 2 # 表示有两个空格 else: break if i - 2 >= 0 and self.chessData[i - 2][y]['Cstate'] == 0: upflag[0] = 3 # 表示有三个空格 else: break break for i in range(x + 1, 19): # 计算右边棋子数量 downcount[0]表示右侧同类棋子 用downflag[0] 记录 if self.chessData[i][y]['Cstate'] == color: downcount[0] += 1 # 右侧有自己棋子 elif self.chessData[i][y]['Cstate'] != 0 and self.chessData[i][y]['Cstate'] != color: # 右侧有对方棋子 downflag[0] = -1 break elif self.chessData[i][y]['Cstate'] == 0: # 右侧没有棋子 downflag[0] = 1 if i + 1 < 19 and self.chessData[i + 1][y]['Cstate'] == 0: downflag[0] = 2 # 表示有两个空格 else: break if i + 2 < 19 and self.chessData[i + 2][y]['Cstate'] == 0: downflag[0] = 3 # 表示有三个空格 else: break break for i in range(y - 1, -1, -1): # 计算方向向上 upcount[1]表示上方同类棋子 用upflag[1] 记录 if self.chessData[x][i]['Cstate'] == color: upcount[1] += 1 # 上有自己棋子 elif self.chessData[x][i]['Cstate'] != 0 and self.chessData[x][i]['Cstate'] != color: # 上有对方棋子 upflag[1] = -1 break elif self.chessData[x][i]['Cstate'] == 0: # 上没有棋子 upflag[1] = 1 if i - 1 >= 0 and self.chessData[x][i - 1]['Cstate'] == 0: upflag[1] = 2 # 表示上有两个空格 else: break if i - 2 >= 0 and self.chessData[x][i - 2]['Cstate'] == 0: upflag[1] = 3 # 表示上有三个空格 else: break break for i in range(y + 1, 19): # 计算下棋子数量 downcount[0]表示下同类棋子 用downflag[0] 记录 if self.chessData[x][i]['Cstate'] == color: downcount[1] += 1 # 下有自己棋子 elif self.chessData[x][i]['Cstate'] != 0 and self.chessData[x][i]['Cstate'] != color: # 下有对方棋子 downflag[1] = -1 break elif self.chessData[x][i]['Cstate'] == 0: # 下侧没有棋子 downflag[1] = 1 if i + 1 < 19 and self.chessData[x][i + 1]['Cstate'] == 0: downflag[1] = 2 # 表示下有两个空格 else: break if i + 2 < 19 and self.chessData[x][i + 2]['Cstate'] == 0: downflag[1] = 3 # 表示下有三个空格 else: break break j = 1 for i in range(x - 1, -1, -1): # // 计算左斜向上 upcount[2]表示左斜向上同类棋子 用upflag[2]记录 # for j in range(y - 1, -1, -1): if y - j >= 0 and self.chessData[i][y - j]['Cstate'] == color: upcount[2] += 1 # 左斜向上有自己棋子 j += 1 elif y - j >= 0 and self.chessData[i][y - j]['Cstate'] != 0 and self.chessData[i][y - j][ 'Cstate'] != color: # 左斜向上有对方棋子 upflag[2] = -1 j += 1 break elif y - j >= 0 and self.chessData[i][y - j]['Cstate'] == 0: # 左斜向上没有棋子 upflag[2] = 1 if i - 1 >= 0 and y - j - 1 >= 0 and self.chessData[i - 1][y - j - 1]['Cstate'] == 0: upflag[2] = 2 # 表示有两个空格 j += 1 else: j += 1 break if i - 2 >= 0 and y - j - 2 >= 0 and self.chessData[i - 2][y - j - 2]['Cstate'] == 0: upflag[2] = 3 # 表示有三个空格 j += 1 else: j += 1 break j += 1 break j = 1 for i in range(x + 1, 19): # // 计算右斜向下 downcount[2]表示右斜向下同类棋子 用downflag[2]记录 if y + j < 19 and self.chessData[i][y + j]['Cstate'] == color: downcount[2] += 1 # 右斜向下有自己棋子 j += 1 elif y + j < 19 and self.chessData[i][y + j]['Cstate'] != 0 and self.chessData[i][y + j][ 'Cstate'] != color: # 右斜向下有对方棋子 downflag[2] = -1 j += 1 break elif y + j < 19 and self.chessData[i][y + j]['Cstate'] == 0: # 右斜向下没有棋子 downflag[2] = 1 if i + 1 < 19 and y + j + 1 < 19 and self.chessData[i + 1][y + j + 1]['Cstate'] == 0: downflag[2] = 2 # 表示有两个空格 j += 1 else: j += 1 break if i + 2 < 19 and y + j + 2 < 19 and self.chessData[i + 2][y + j + 2]['Cstate'] == 0: downflag[2] = 3 # 表示有三个空格 j += 1 else: j += 1 break j += 1 break j = 1 for i in range(x + 1, 19): # // 计算右斜向上 downcount[3]表示右斜向上同类棋子 用downflag[3]记录 # for j in range(y - 1, -1, -1): if y - j >= 0 and self.chessData[i][y - j]['Cstate'] == color: downcount[3] += 1 # 右斜向上有自己棋子 j += 1 elif y - j >= 0 and self.chessData[i][y - j]['Cstate'] != 0 and self.chessData[i][y - j][ 'Cstate'] != color: # 右斜向上有对方棋子 downflag[3] = -1 j += 1 break elif y - j >= 0 and self.chessData[i][y - j]['Cstate'] == 0: # 右斜向上没有棋子 downflag[3] = 1 if i + 1 < 19 and y - j - 1 >= 0 and self.chessData[i][y - j]['Cstate'] == 0: downflag[3] = 2 # 表示有两个空格 j += 1 else: j += 1 break if i + 2 < 19 and y - j - 2 >= 0 and self.chessData[i][y - j]['Cstate'] == 0: downflag[3] = 3 # 表示有三个空格 j += 1 else: j += 1 break j += 1 break j = 1 for i in range(x - 1, -1, -1): # 计算左斜向下 upcount[3]表示左斜向下同类棋子 用upflag[3]记录 # for j in range(y + 1, 15): if y + j < 19 and self.chessData[i][j + y]['Cstate'] == color: upcount[3] += 1 # 左斜向下有自己棋子 j += 1 elif y + j < 19 and self.chessData[i][j + y]['Cstate'] != 0 and self.chessData[i][j + y][ 'Cstate'] != color: # 左斜向下有对方棋子 upflag[3] = -1 j += 1 break elif y + j < 19 and self.chessData[i][j + y]['Cstate'] == 0: # 左斜向下没有棋子 upflag[3] = 1 if i - 1 >= 0 and j + y + 1 < 19 and self.chessData[i][j + y]['Cstate'] == 0: upflag[3] = 2 # 表示有两个空格 j += 1 else: j += 1 break if i - 2 >= 0 and j + y + 2 < 19 and self.chessData[i - 1][j + y + 1]['Cstate'] == 0: upflag[3] = 3 # 表示有三个空格 j += 1 else: j += 1 break j += 1 break # 根据上述统计的同色棋子数量和两端的空位情况,对当前假设的棋子颜色进行得分计算 # 如果是电脑方的棋子 if computerColor == self.chessData[x][y]['Cstate']: # 详细的得分规则计算,包括成五、活四、死四、活三等情况 for i in range(4): count = upcount[i] + downcount[i] + 1 if count == 5: # 成五 message += '五子连珠,得分加4000!\n' value[i] = 4000 elif count == 4: if upflag[i] >= 1 and downflag[i] >= 1: # 活四 message += '四子连珠且有两端未被对方封堵,得分加1900!\n' value[i] = 1900 if (upflag[i] >= 1 and downflag[i] == -1) or (upflag[i] == -1 and downflag[i] >= 1): # 眠四 message += '四子连珠且有一端未被对方封堵,得分加300!\n' value[i] = 300 if upflag[i] == -1 and downflag[i] == -1: # 死四 message += '四子连珠但两端都被封堵,得分减5!\n' value[i] = -5 # 其他3子2子情况类似 elif count == 3: if (upflag[i] >= 2 and downflag[i] >= 1) or (upflag[i] >= 1 and downflag[i] >= 2): # 活三 message += '三子连珠且有两端未被对方封堵,得分加400!\n' value[i] = 400 if (upflag[i] >= 2 and downflag[i] == -1) or (upflag[i] == -1 and downflag[i] >= 2) or ( upflag[i] == 1 and downflag[i] == 1): # 眠三 message += '三子连珠且有有一端未被对方封堵,得分加80!\n' value[i] = 80 if upflag[i] == -1 and downflag[i] == -1: # 死三 message += '三子连珠但两端都被封堵,得分减5!\n' value[i] = -5 elif count == 2: if (upflag[i] >= 3 and downflag[i] >= 1) or (upflag[i] >= 1 and downflag[i] >= 3) or ( upflag[i] >= 2 and downflag[i] >= 2): # 活二 message += '二子连珠且有两端未被对方封堵,得分加105!\n' value[i] = 105 if (upflag[i] >= 3 and downflag[i] == -1) or (upflag[i] == -1 and downflag[i] >= 3) or ( upflag[i] == 2 and downflag[i] == 1) or (upflag[i] == 1 and downflag[i] == 2): # 眠三 message += '二子连珠且有有一端未被对方封堵,得分加35!\n' value[i] = 35 if upflag[i] == -1 and downflag[i] == -1: # 死二 message += '二子连珠但两端都被封堵,得分减5!\n' value[i] = -5 else: if (upflag[i] >= 3 and downflag[i] >= 2) or (upflag[i] >= 2 and downflag[i] >= 3): # 活一 value[i] = 8 if (upflag[i] == 2 and downflag[i] == 2) or (upflag[i] == 1 and downflag[i] == 3) or ( upflag[i] == 3 and downflag[i] == 1): # 眠一 value[i] = 2 if (upflag[i] <= 1 and downflag[i] <= 2) or (upflag[i] <= 2 and downflag[i] <= 1): # 死一 value[i] = -5 else:# 如果是玩家方的棋子 # 同上,但得分标准可能有所不同 for i in range(4): count = upcount[i] + downcount[i] + 1 if count == 5: # 成五 value[i] = 3000 elif count == 4: if upflag[i] >= 1 and downflag[i] >= 1: # 活四 value[i] = 1500 if (upflag[i] >= 1 and downflag[i] == -1) or (upflag[i] == -1 and downflag[i] >= 1): # 眠四 value[i] = 250 if upflag[i] == -1 and downflag[i] == -1: # 死四 value[i] = -5 elif count == 3: if (upflag[i] >= 2 and downflag[i] >= 1) or (upflag[i] >= 1 and downflag[i] >= 2): # 活三 value[i] = 300 if (upflag[i] >= 2 and downflag[i] == -1) or (upflag[i] == -1 and downflag[i] >= 2) or ( upflag[i] == 1 and downflag[i] == 1): # 眠三 value[i] = 50 if upflag[i] == -1 and downflag[i] == -1: # 死三 value[i] = -5 elif count == 2: if (upflag[i] >= 3 and downflag[i] >= 1) or (upflag[i] >= 1 and downflag[i] >= 3) or ( upflag[i] >= 2 and downflag[i] >= 2): # 活二 value[i] = 65 if (upflag[i] >= 3 and downflag[i] == -1) or (upflag[i] == -1 and downflag[i] >= 3) or ( upflag[i] == 2 and downflag[i] == 1) or (upflag[i] == 1 and downflag[i] == 2): # 眠二 value[i] = 15 if (upflag[i] == -1 and downflag[i] == -1) or (upflag[i] == 1 and downflag[i] == 1) or ( upflag[i] == -1 and downflag[i] == 2) or (upflag[i] == 2 and downflag[i] == -1): # 死二 value[i] = -5 else: if (upflag[i] >= 3 and downflag[i] >= 2) or (upflag[i] >= 2 and downflag[i] >= 3): # 活一 value[i] = 5 if (upflag[i] == 2 and downflag[i] == 2) or (upflag[i] == 1 and downflag[i] == 3) or ( upflag[i] == 3 and downflag[i] == 1): # 眠一 value[i] = 1 if (upflag[i] <= 1 and downflag[i] <= 2) or (upflag[i] <= 2 and downflag[i] <= 1) or ( upflag[i] <= 3 and downflag[i] == -1) or (upflag[i] == -1 and downflag[i] <= 3): # 死三 value[i] = -5 # 汇总得分,并重置变量以便下一轮计算 for i in range(4): sum += value[i] value[i] = 0 upcount[i] = 0 downcount[i] = 0 upflag[i] = 0 downflag[i] = 0 # 恢复棋盘状态并返回得分及得分信息 self.chessData[x][y]['Cstate'] = 0 return sum, message # 根据估值函数计算最佳落子点 def returnChess(self, Depth, computercolor): time.sleep(0.5) self.newCount = 0 self.maxScore = 0 self.counts = 0 pos = [[0 for y in range(2)] for x in range(10)] evaFLAG = 0 position = [0, 0] # 初始化位置坐标数组 for i in range(8 - Depth, 11 + Depth): for j in range(8 - Depth, 11 + Depth): if 0 <= i < 19 and 0 <= j < 19: if self.chessData[i][j]['Cstate'] == 0: self.score[i][j], s = self.countScore(i, j, computercolor) self.newCount += 1 if self.score[i][j] > 0: self.counts += 1 if self.maxScore < self.score[i][j]: self.maxScore = self.score[i][j] # 记录当前棋盘分数的最大值 for i in range(8 - Depth, 11 + Depth): for j in range(8 - Depth, 11 + Depth): if self.chessData[i][j]['Cstate'] != 0: self.score[i][j] = self.chessData[i][j]['Cstate'] if i < 19 and j < 19 and self.score[i][j] == self.maxScore and self.chessData[i][j]['Cstate'] == 0: pos[evaFLAG][0] = i pos[evaFLAG][1] = j evaFLAG += 1 m = random.randint(0, evaFLAG - 1) position[0] = pos[m][0] position[1] = pos[m][1] return position # 落子建议下一步, def returnChessNew(self, Depth, computercolor): time.sleep(0.5) self.newCount = 0 self.maxScore = 0 self.counts = 0 pos = [[0 for y in range(2)] for x in range(10)] evaFLAG = 0 position = [0, 0] # 初始化位置坐标数组 for i in range(8 - Depth, 11 + Depth): for j in range(8 - Depth, 11 + Depth): if 0 <= i < 19 and 0 <= j < 19: if self.chessData[i][j]['Cstate'] == 0: self.score[i][j] = self.countScore(i, j, computercolor) self.newCount += 1 if self.score[i][j] > 0: self.counts += 1 if self.maxScore < self.score[i][j]: self.maxScore = self.score[i][j] # 记录当前棋盘分数的最大值 for i in range(8 - Depth, 11 + Depth): for j in range(8 - Depth, 11 + Depth): if self.chessData[i][j]['Cstate'] != 0: self.score[i][j] = self.chessData[i][j]['Cstate'] if i < 19 and j < 19 and self.score[i][j] >= self.maxScore - 5000 and self.chessData[i][j][ 'Cstate'] == 0: pos[evaFLAG][0] = i pos[evaFLAG][1] = j evaFLAG += 1 m = random.randint(0, evaFLAG - 1) position[0] = pos[m][0] position[1] = pos[m][1] return position # 判断玩家点击的位置是否可以落子,如果可以落子,则进行self.make_move()移动,返回self.make_move()的值,否则返回False def playerLocation(self, playerx, playery, canvas, blackch, whitech): if 0 <= playerx <= 706 and 0 <= playery <= 640: m = (playerx - 40) / 37 n = (playery - 21) / 34 intm = int(m) intn = int(n) if m - intm >= 0.5 or m - intm <= -0.5: pointi = intm + 1 else: pointi = intm if n - intn >= 0.5 or n - intn <= -0.5: pointj = intn + 1 else: pointj = intn # print(pointi, pointj) if 0 <= pointi <= 18 and 0 <= pointj <= 18: # print("1:%d" % self.currentStep) print("准备makeMove") return self.makeMove(pointi, pointj, canvas, blackch, whitech) # print("2:%d" % self.currentStep) return False def getPlayerMoveLocation_xy(self, playerx, playery, canvas, blackch, whitech): if 0 <= playerx <= 706 and 0 <= playery <= 640: m = (playerx - 40) / 37 n = (playery - 21) / 34 intm = int(m) intn = int(n) if m - intm >= 0.5 or m - intm <= -0.5: pointi = intm + 1 else: pointi = intm if n - intn >= 0.5 or n - intn <= -0.5: pointj = intn + 1 else: pointj = intn # print(pointi, pointj) if 0 <= pointi <= 18 and 0 <= pointj <= 18: # print("1:%d" % self.currentStep) return self.makeMove(pointi, pointj, canvas, blackch, whitech), pointi, pointj # print("2:%d" % self.currentStep) return self.makeMove(pointi, pointj, canvas, blackch, whitech), pointi, pointj # # 在pointi, pointj位置进行落子,返回落子是否成功的标记 # def makeMove(self, pointi, pointj, canvas, blackch, whitech): # # print("self.chessData[pointi][pointj]['Cstate']", self.chessData[pointi][pointj]['Cstate']) # print("self.myColor",self.myColor) # print("self.currentStep % 2",self.currentStep % 2) # print("self.player2Color",self.player2Color) # # # 如果pointi, pointj位置没有棋子,且当前执白子 # if self.chessData[pointi][pointj]['Cstate'] == 0 and self.myColor == 2 and self.currentStep % 2 == 0: # # 计算得到需要落子画图位置,并画棋子 # Chessimgx = pointi*36.8 + 41 # Chessimgy = pointj*34.3 + 20 # oval = canvas.create_image(Chessimgx - 14, Chessimgy, image=blackch, anchor=W) # self.Chessimg[pointi][pointj] = oval # self.chessData[pointi][pointj]['Cstate'] = 2 # xregretFLAG[self.currentStep] = pointi # yregretFLAG[self.currentStep] = pointj # self.player = 0 # 玩家下棋标志置0 # self.player2 = 1 # 玩家2下棋标志置1 # self.currentStep += 1 # self.chessData[pointi][pointj]['Cstep'] = self.currentStep # a = max(abs(pointi - 9), abs(pointj - 9)) # self.depth = max(self.depth, a) # print("makeMove True") # return True # # 如果pointi, pointj位置没有棋子,且当前执黑子 # elif (self.chessData[pointi][pointj]['Cstate'] == 0 and self.myColor == 1 and self.currentStep % 2 != 0) or \ # (self.chessData[pointi][pointj]['Cstate'] == 0 and self.player2Color == 1 and self.currentStep % 2 != 0): # # 计算得到需要落子画图位置,并画棋子 # Chessimgx = pointi*36.8 + 41 # Chessimgy = pointj*34.6 + 20 # oval = canvas.create_image(Chessimgx - 14, Chessimgy, image=whitech, anchor=W) # self.Chessimg[pointi][pointj] = oval # self.chessData[pointi][pointj]['Cstate'] = 1 # xregretFLAG[self.currentStep] = pointi # yregretFLAG[self.currentStep] = pointj # self.currentStep += 1 # self.player = 0 # self.player2 = 1 # 玩家2下棋标志置1 # # self.computer = 1 # self.chessData[pointi][pointj]['Cstep'] = self.currentStep # a = max(abs(pointi - 9), abs(pointj - 9)) # self.depth = max(self.depth, a) # print("makeMove True") # return True # # 如果pointi, pointj位置有棋子,无法落子 # elif self.chessData[pointi][pointj]['Cstate'] != 0: # print("makeMove False") # return False # 在pointi, pointj位置进行落子,返回落子是否成功的标记 def makeMove(self, pointi, pointj, canvas, blackch, whitech): print("self.chessData[pointi][pointj]['Cstate']", self.chessData[pointi][pointj]['Cstate']) print("self.myColor", self.myColor) print("self.currentStep % 2", self.currentStep % 2) print("self.player2Color", self.player2Color) # 检查是否可以在pointi, pointj位置落子 if self.chessData[pointi][pointj]['Cstate'] != 0: print("makeMove False") return False # 检查是否轮到当前玩家落子 is_player_turn = (self.myColor == 2 and self.currentStep % 2 == 0) or \ (self.myColor == 1 and self.currentStep % 2 != 0) is_player2_turn = (self.player2Color == 1 and self.currentStep % 2 != 0) # 如果不是当前玩家的轮次,则不能落子,函数返回False if not is_player_turn and not is_player2_turn: print("makeMove False") return False # 根据当前执棋方选择棋子图 image = blackch if self.currentStep % 2 == 0 else whitech # 计算得到需要落子画图位置,并画棋子 Chessimgx = pointi * 36.8 + 41 Chessimgy = pointj * 34.3 + 20 # Chessimgy = pointj * 34.3 + 20 if self.myColor == 2 else pointj * 34.6 + 20 oval = canvas.create_image(Chessimgx - 14, Chessimgy, image=image, anchor=W) # 更新棋盘数据,记录棋子信息 self.Chessimg[pointi][pointj] = oval self.chessData[pointi][pointj]['Cstate'] = self.myColor xregretFLAG[self.currentStep] = pointi yregretFLAG[self.currentStep] = pointj self.currentStep += 1 self.player = 0 self.player2 = 1 self.chessData[pointi][pointj]['Cstep'] = self.currentStep a = max(abs(pointi - 9), abs(pointj - 9))# 计算落子距离棋盘中心的距离 self.depth = max(self.depth, a) # 更新搜索深度,用于AI决策等场景 print("makeMove True") return True def getDirectionScore(self, y, x, y_offset, x_offset): nowcount = 0 # 落子处我方连续子数 _nowcount = 0 # 落子处对方连续子数 space = None # 我方连续子中有无空格 _space = None # 对方连续子中有无空格 both = 0 # 我方连续子两端有无阻挡 _both = 0 # 对方连续子两端有无阻挡 tmp_x = x tmp_y = y # 如果是 2 表示是边上是我方子,1 表示敌方子 if 0 <= y + y_offset <= 18 and 0 <= x + x_offset <= 18: Cflag = self.chessData[y + y_offset][x + x_offset]['Cstate'] if Cflag != 0: for step in range(1, 6): x += x_offset y += y_offset if 0 <= x < 18 and 0 <= y < 18: if Cflag == 2: if self.chessData[y][x]['Cstate'] == 2 and self.myColor == 2: # ) or (self.chessData[y][x]['Cstate'] == 1 and self.myColor == 1) nowcount += 1 if space is False: space = True elif self.chessData[y][x]['Cstate'] == 1 and self.myColor == 2: # ) or (self.chessData[y][x]['Cstate'] == 1 and self.myColor == 1) _both += 1 break else: if space is None: space = False else: break # 遇到第二个空格退出 elif Cflag == 1: if self.chessData[y][x]['Cstate'] == 2 and self.myColor == 1: _both += 1 break elif self.chessData[y][x]['Cstate'] == 1 and self.myColor == 1: _nowcount += 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 Cflag == 2: both += 1 elif Cflag == 1: _both += 1 if space is False: space = None if _space is False: _space = None x = tmp_x y = tmp_y if 0 <= y - y_offset <= 18 and 0 <= x - x_offset <= 18: _flag = self.chessData[y - y_offset][x - x_offset]['Cstate'] if _flag != 0: for step in range(1, 6): x -= x_offset y -= y_offset if 0 <= x < 18 and 0 <= y < 18: if _flag == 2: if self.chessData[y][x]['Cstate'] == 2 and self.myColor == 2: nowcount += 1 if space is False: space = True elif self.chessData[y][x]['Cstate'] == 1 and self.myColor == 2: _both += 1 break else: if space is None: space = False else: break # 遇到第二个空格退出 elif _flag == 1: if self.chessData[y][x]['Cstate'] == 2 and self.myColor == 1: _both += 1 break elif self.chessData[y][x]['Cstate'] == 1 and self.myColor == 1: _nowcount += 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 nowcount == 4: Score = 10000 elif _nowcount == 4: Score = 9000 elif nowcount == 3: if both == 0: Score = 1000 elif both == 1: Score = 100 else: Score = 0 elif _nowcount == 3: if _both == 0: Score = 900 elif _both == 1: Score = 90 else: Score = 0 elif nowcount == 2: if both == 0: Score = 100 elif both == 1: Score = 10 else: Score = 0 elif _nowcount == 2: if _both == 0: Score = 90 elif _both == 1: Score = 9 else: Score = 0 elif nowcount == 1: Score = 10 elif _nowcount == 1: Score = 9 else: Score = 0 if space or _space: Score /= 2 return Score def getPointScore(self, y, x): Score = 0 offset = [(1, 0), (0, 1), (1, 1), (1, -1)] for os in offset: Score += self.getDirectionScore(y, x, os[0], os[1]) return Score def atuoActive(self): _Score = 0 position = [-1 for x in range(2)] for i in range(0, 18): for j in range(0, 18): if self.chessData[i][j]['Cstate'] == 0: Score = self.getPointScore(i, j) if Score > _Score: position[0] = i position[1] = j _Score = Score elif Score == _Score: r = random.randint(0, 100) if r % 2 == 0: position[0] = i position[1] = j return position # 设置的策略ai落子 def aiLocation(self, canvas, blackChPieceImg, whiteChPieceImg): print("do aiLocation") if self.depth >= 9: self.depth = 8 position = self.returnChess(self.depth, self.player2Color) # 调用估值函数 # position = self.atuoactive() if self.chessData[position[0]][position[1]]['Cstate'] == 0: # print("3:%d"%self.currentStep) if self.player2Color == 2 and self.currentStep % 2 == 0: self.chessData[position[0]][position[1]]['Cstate'] = 2 oval = canvas.create_image(position[0] * 36.8 + 41 - 14, position[1] * 34.6 + 20, image=blackChPieceImg, anchor=W) self.Chessimg[position[0]][position[1]] = oval self.chessData[position[0]][position[1]]['Cstep'] = self.currentStep elif self.player2Color == 1 and self.currentStep % 2 != 0: self.chessData[position[0]][position[1]]['Cstate'] = 1 oval = canvas.create_image(position[0] * 36.8 + 41 - 14, position[1] * 34.6 + 20, image=whiteChPieceImg, anchor=W) self.Chessimg[position[0]][position[1]] = oval self.chessData[position[0]][position[1]]['Cstep'] = self.currentStep xregretFLAG[self.currentStep] = position[0] yregretFLAG[self.currentStep] = position[1] self.player = 1 # 玩家下棋标志置0 self.player2 = 0 # 玩家2下棋标志置1 self.currentStep += 1 self.chessData[position[0]][position[1]]['Cstep'] = self.currentStep a = max(abs(position[0] - 9), abs(position[1] - 9)) # 计算该点到中心的最大的距离 self.depth = max(self.depth, a) # 不断更新Depth的值 # print("4:%d" % self.currentStep) return True # 判断对局是否结束,如果结束则返回胜负信息 def chessCheck(self): for x in range(15): # 1.判断x-轴是否连续五子 for y in range(19): if self.chessData[x][y]['Cstate'] == 1 and self.chessData[x + 1][y]['Cstate'] == 1 and \ self.chessData[x + 2][y]['Cstate'] == 1 and self.chessData[x + 3][y]['Cstate'] == 1 and \ self.chessData[x + 4][y]['Cstate'] == 1: self.winFlag = 1 return 1 if self.chessData[x][y]['Cstate'] == 2 and self.chessData[x + 1][y]['Cstate'] == 2 and \ self.chessData[x + 2][y]['Cstate'] == 2 and self.chessData[x + 3][y]['Cstate'] == 2 and \ self.chessData[x + 4][y]['Cstate'] == 2: self.winFlag = 1 return 2 # 2.判断y-轴是否连续五子 for x in range(19): for y in range(15): if self.chessData[x][y]['Cstate'] == 1 and self.chessData[x][y + 1]['Cstate'] == 1 and \ self.chessData[x][y + 2]['Cstate'] == 1 and self.chessData[x][y + 3]['Cstate'] == 1 and \ self.chessData[x][y + 4]['Cstate'] == 1: self.winFlag = 1 return 1 if self.chessData[x][y]['Cstate'] == 2 and self.chessData[x][y + 1]['Cstate'] == 2 and \ self.chessData[x][y + 2]['Cstate'] == 2 and self.chessData[x][y + 3]['Cstate'] == 2 and \ self.chessData[x][y + 4]['Cstate'] == 2: self.winFlag = 1 return 2 # 3.判断右上-左下是否连续五子 for x in range(15): for y in range(4, 19): if self.chessData[x][y]['Cstate'] == 1 and self.chessData[x + 1][y - 1]['Cstate'] == 1 and \ self.chessData[x + 2][y - 2]['Cstate'] == 1 and self.chessData[x + 3][y - 3]['Cstate'] == 1 and \ self.chessData[x + 4][y - 4]['Cstate'] == 1: self.winFlag = 1 return 1 if self.chessData[x][y]['Cstate'] == 2 and self.chessData[x + 1][y - 1]['Cstate'] == 2 and \ self.chessData[x + 2][y - 2]['Cstate'] == 2 and self.chessData[x + 3][y - 3]['Cstate'] == 2 and \ self.chessData[x + 4][y - 4]['Cstate'] == 2: self.winFlag = 1 return 2 # 4.判断左上-右下是否连续五子 for x in range(15): for y in range(15): if self.chessData[x][y]['Cstate'] == 1 and self.chessData[x + 1][y + 1]['Cstate'] == 1 and \ self.chessData[x + 2][y + 2]['Cstate'] == 1 and self.chessData[x + 3][y + 3]['Cstate'] == 1 and \ self.chessData[x + 4][y + 4]['Cstate'] == 1: self.winFlag = 1 return 1 if self.chessData[x][y]['Cstate'] == 2 and self.chessData[x + 1][y + 1]['Cstate'] == 2 and \ self.chessData[x + 2][y + 2]['Cstate'] == 2 and self.chessData[x + 3][y + 3]['Cstate'] == 2 and \ self.chessData[x + 4][y + 4]['Cstate'] == 2: self.winFlag = 1 return 2 # 5.判断是否是平局 avanum = 0 for x in range(19): for y in range(19): if self.chessData[x][y]['Cstate'] == 0: # 判断棋盘中是否有空位,有空位则非平局 break elif self.chessData[x][y]['Cstate'] != 0: avanum += 1 if avanum == 365: return 3 # 展示结果 def resultshow(self, root, canvas, whitech, blackch): global photo, text if self.winFlag == 1: print("resultshow") # if self.myColor == 1 and self.Gameover == 1 and self.computerColor == 2: # photo = canvas.create_image(800, 300, image=whitech, anchor=W) # text = canvas.create_text(850, 300, text='玩家 胜利', font='Arial,10', fill='#AE0000', anchor=W) # elif self.myColor == 2 and self.Gameover == 2 and self.computerColor == 1: # photo = canvas.create_image(800, 300, image=blackch, anchor=W) # text = canvas.create_text(850, 300, text='玩家 胜利', font='Arial,10', fill='#AE0000', anchor=W) # elif self.myColor == 2 and self.Gameover == 1 and self.computerColor == 1: # photo = canvas.create_image(800, 300, image=whitech, anchor=W) # text = canvas.create_text(850, 300, text='电脑 胜利', font='Arial,10', fill='#AE0000', anchor=W) # elif self.myColor == 1 and self.Gameover == 2 and self.computerColor == 2: # photo = canvas.create_image(800, 300, image=blackch, anchor=W) # text = canvas.create_text(850, 300, text='电脑 胜利', font='Arial,10', fill='#AE0000', anchor=W) if self.myColor == 2 and self.player2Color == 1 and self.Gameover == 2: photo = canvas.create_image(800, 300, image=blackch, anchor=W) text = canvas.create_text(850, 300, text='玩家1 胜利', font='Arial,10', fill='#AE0000', anchor=W) elif self.myColor == 1 and self.player2Color == 2 and self.Gameover == 2: photo = canvas.create_image(800, 300, image=whitech, anchor=W) text = canvas.create_text(850, 300, text='玩家1 胜利', font='Arial,10', fill='#AE0000', anchor=W) elif self.myColor == 2 and self.player2Color == 1 and self.Gameover == 1: photo = canvas.create_image(800, 300, image=whitech, anchor=W) text = canvas.create_text(850, 300, text='玩家2 胜利', font='Arial,10', fill='#AE0000', anchor=W) elif self.myColor == 1 and self.player2Color == 2 and self.Gameover == 1: photo = canvas.create_image(800, 300, image=blackch, anchor=W) text = canvas.create_text(850, 300, text='玩家2 胜利', font='Arial,10', fill='#AE0000', anchor=W) elif self.Gameover != 1 or self.Gameover != 2 or self.Gameover != 3: canvas.delete(photo) canvas.delete(text) elif self.Gameover == 3 and self.winFlag == 0: canvas.create_text(850, 300, text='平 局', font='Arial,10', fill='#AE0000', anchor=W) def clearLocation(self, canvas): image_positions = [(750, 145), (870, 145)] # Delete images and texts at specified positions for position in image_positions: canvas.delete(canvas.find_closest(*position)) canvas.delete(canvas.find_closest(*position)) canvas.delete(canvas.find_closest(*position)) canvas.delete(canvas.find_closest(*position)) # canvas.delete(canvas.find_closest(position[0] + 50, 150)) canvas.update() # 设置右上方当前落子方状态显示 def curLocation(self, canvas, player, player2, ChessMode, blackch, whitech, photos1, photos2): print("curLocation !!") # 删除原来的图片,以便于更新展示现在的状态 for item_id in self.PicLocIds: canvas.delete(item_id) # 清空ID列表以避免重复删除 self.PicLocIds.clear() text_options = {'fill': 'white', 'font': 'Arial,9', 'anchor': W} image_positions = [(750, 145), (870, 145)] image_data = [] if ChessMode == 0 or ChessMode == 1: print("player and player2", player,player2) if player == 1 and player2 == 0: image_data = [(blackch, '玩家1'), (None, '玩家2')] else: image_data = [(None, '玩家1'), (whitech, '玩家2')] elif ChessMode == 2: if player == 1 and player2 == 0: image_data = [(whitech, '玩家1'), (None, '玩家2')] else: image_data = [(None, '玩家1'), (blackch, '玩家2')] # 创建图像 for i, (image, text) in enumerate(image_data): id = canvas.create_image(*image_positions[i], image=photos1, anchor=W) self.PicLocIds.append(id) # 保存图像id id = canvas.create_image(*image_positions[i], image=image, anchor=W) self.PicLocIds.append(id) id = canvas.create_text(image_positions[i][0] + 50, 150, text=text, **text_options) self.PicLocIds.append(id) canvas.update() def playing(self, Chess_Mode, root, canvas, blackch, whitech, photos1, photos2): if Chess_Mode == 1: self.myColor = 2 # 先手玩家选择的棋子颜色 self.player2Color = 1 # 后手玩家选择的棋子颜色 # print("self.player2Color set", self.player2Color) self.player = 1 self.player2 = 0 self.winFlag = 0 self.curLocation(canvas, 1, 1, 1, blackch, whitech, photos1, photos2) elif Chess_Mode == 2: self.myColor = 1 # 先手玩家选择的棋子颜色 self.player2Color = 2 # 后手玩家选择的棋子颜色 self.chessData[9][9]['Cstate'] = 2 oval = canvas.create_image(9*36.8 + 41 - 14, 9*34.6 + 20, image=blackch, anchor=W) self.Chessimg[9][9] = oval xregretFLAG[self.currentStep] = 9 yregretFLAG[self.currentStep] = 9 # print("self.player2Color set", self.player2Color) self.player = 1 # 玩家下棋标志置0 self.player2 = 0 # 电脑下棋标志置1 self.currentStep += 1 self.winFlag = 0 self.chessData[9][9]['Cstep'] = self.currentStep a = max(abs(9 - 9), abs(9 - 9)) # 计算该点到中心的最大的距离 self.depth = max(self.depth, a) # 不断更新Depth的值 self.curLocation(canvas, 1, 0, 2, blackch, whitech, photos1, photos2) elif Chess_Mode == 0: self.myColor = 2 # 先手玩家选择的棋子颜色 self.player2Color = 1 # 后手玩家选择的棋子颜色 print("self.player2Color set", self.player2Color) self.player = 1 self.player2 = 0 self.winFlag = 0 self.curLocation(canvas, 1, 1, 1, blackch, whitech, photos1, photos2) # def playGameBlack(self, root, playerx, playery, canvas, blackch, whitech, result, photos1, photos2): # if self.winFlag == 0 and self.player == 1 and self.computer == 0 and self.currentStep % 2 == 0: # # 判断玩家点击的位置是否可以落子,并落子 # if self.playerLocation(playerx, playery, canvas, blackch, whitech): # # 如果使用了落子建议,则删除掉所画的落子点 # for i in self.OvaloneNew: # canvas.delete(i) # # 设置右上方面板当前落子方状态显示 # self.curLocation(canvas, 0, 1, 2, blackch, whitech, photos1, photos2) # # 判断此次落子是否结束游戏 # self.Gameover = self.chessCheck() # root.update() # if self.winFlag == 0 and self.player == 0 and self.computer == 1 and self.currentStep % 2 != 0: # root.update() # self.aiLocation(canvas, blackch, whitech) # self.Gameover = self.chessCheck() # self.curLocation(canvas, 1, 0, 1, blackch, whitech, photos1, photos2) # # root.update() # if self.winFlag == 1: # self.resultshow(root, canvas, whitech, blackch) # root.update() # # def playGameWhite(self, root, playerx, playery, canvas, blackch, whitech, result, photos1, photos2): # if self.winFlag == 0 and self.player == 1 and self.computer == 0 and self.currentStep % 2 == 1: # if self.playerLocation(playerx, playery, canvas, blackch, whitech): # # if self.OvaloneNew != 0: # # print(self.Ovalone) # # 如果使用了落子建议,则删除掉所画的落子点 # for i in self.OvaloneNew: # canvas.delete(i) # self.curLocation(canvas, 0, 1, 1, blackch, whitech, photos1, photos2) # self.Gameover = self.chessCheck() # if self.winFlag == 0 and self.player == 0 and self.computer == 1: # root.update() # self.aiLocation(canvas, blackch, whitech) # self.curLocation(canvas, 1, 0, 2, blackch, whitech, photos1, photos2) # self.Gameover = self.chessCheck() # if self.winFlag == 1: # self.resultshow(root, canvas, whitech, blackch) # root.update() # # # def doublePeople(self, root, playerx, playery, canvas, blackch, whitech, result, photos1, photos2): # if self.winFlag == 0: # if self.player == 1 and self.player2 == 0 and self.currentStep % 2 == 0: # if self.playerLocation(playerx, playery, canvas, blackch, whitech): # for i in self.OvaloneNew: # canvas.delete(i) # self.player2 = 1 # self.Gameover = self.chessCheck() # self.curLocation(canvas, 0, 0, 2, blackch, whitech, photos1, photos2) # if self.winFlag == 1: # self.resultshow(root, canvas, whitech, blackch) # root.update() # elif self.player2 == 1 and self.player == 0 and self.currentStep % 2 != 0: # if self.playerLocation(playerx, playery, canvas, blackch, whitech): # for i in self.OvaloneNew: # canvas.delete(i) # self.player = 1 # self.player2 = 0 # self.curLocation(canvas, 1, 1, 1, blackch, whitech, photos1, photos2) # self.Gameover = self.chessCheck() # if self.winFlag == 1: # self.resultshow(root, canvas, whitech, blackch) # root.update() # 返回一个位置数组 def returnPostion(self, Depth, computercolor): time.sleep(0.5) self.newCount = 0 self.maxScore = 0 self.counts = 0 pos = [[0 for y in range(2)] for x in range(10)] evaFLAG = 0 position = [0, 0] # 初始化位置坐标数组 for i in range(8 - Depth, 11 + Depth): for j in range(8 - Depth, 11 + Depth): if 0 <= i < 19 and 0 <= j < 19: if self.chessData[i][j]['Cstate'] == 0: self.score[i][j] = self.countScore(i, j, computercolor) self.newCount += 1 if self.score[i][j] > 0: self.counts += 1 if self.maxScore < self.score[i][j]: self.maxScore = self.score[i][j] # 记录当前棋盘分数的最大值 for i in range(8 - Depth, 11 + Depth): for j in range(8 - Depth, 11 + Depth): if self.chessData[i][j]['Cstate'] != 0: self.score[i][j] = self.chessData[i][j]['Cstate'] if i < 19 and j < 19 and self.score[i][j] == self.maxScore and self.chessData[i][j]['Cstate'] == 0: pos[evaFLAG][0] = i pos[evaFLAG][1] = j evaFLAG += 1 return pos # 返回建议落子点的位置和原因 def returnPostionNew(self, Depth, computercolor): Depth = 8 # depth = 2 time.sleep(0.5) self.newCount = 0 self.maxScore = 0 self.counts = 0 tempPos = [] tempVal = [] Pos_get = [] pos = [[0 for y in range(2)] for x in range(100)] evaFLAG = 0 position = [0, 0] # 初始化位置坐标数组 for i in range(8 - Depth, 11 + Depth): for j in range(8 - Depth, 11 + Depth): if 0 <= i < 19 and 0 <= j < 19: if self.chessData[i][j]['Cstate'] == 0: self.score[i][j], message = self.countScore(i, j, computercolor) # 计算点的得分 self.newCount += 1 if self.score[i][j] > 0: self.counts += 1 if self.maxScore < self.score[i][j]: self.maxScore = self.score[i][j] # 记录当前棋盘分数的最大值 self.maxScorePos = (i, j) score, message = self.countScore(self.maxScorePos[0], self.maxScorePos[1], computercolor) # 计算点的得分 # print(self.maxScorePos) for i in range(8 - Depth, 11 + Depth): for j in range(8 - Depth, 11 + Depth): if self.chessData[i][j]['Cstate'] != 0: self.score[i][j] = self.chessData[i][j]['Cstate'] if i < 19 and j < 19 and self.score[i][j] >= self.maxScore - 100 and self.chessData[i][j][ 'Cstate'] == 0: pos[evaFLAG][0] = i pos[evaFLAG][1] = j tempPos.append([i, j]) tempVal.append(self.score[i][j]) evaFLAG += 1 # print('\n'.join([' '.join([f'{item:4}' for item in row]) for row in self.score])) # print(pos) sorted_id = sorted(range(len(tempVal)), key=lambda k: tempVal[k], reverse=True) for i in range(min(5,evaFLAG)): Pos_get.append(tempPos[sorted_id[i]]) return Pos_get, message # return pos[:5], message