project_reversi/src/classes/Reversi.py

244 lines
9.2 KiB
Python

# -*- coding: utf-8 -*-
''' Fichier de règles du Reversi
Certaines parties de ce code sont fortement inspirée de
https://inventwithpython.com/chapter15.html
'''
class Board:
_BLACK = 1
_WHITE = 2
_EMPTY = 0
# Attention, la taille du plateau est donnée en paramètre
def __init__(self, boardsize = 8):
self._nbWHITE = 2
self._nbBLACK = 2
self._nextPlayer = self._BLACK
self._boardsize = boardsize
self._board = []
for x in range(self._boardsize):
self._board.append([self._EMPTY]* self._boardsize)
_middle = int(self._boardsize / 2)
self._board[_middle-1][_middle-1] = self._BLACK
self._board[_middle-1][_middle] = self._WHITE
self._board[_middle][_middle-1] = self._WHITE
self._board[_middle][_middle] = self._BLACK
self._stack= []
self._successivePass = 0
def reset(self):
self.__init__()
# Donne la taille du plateau
def get_board_size(self):
return self._boardsize
# Donne le nombre de pieces de blanc et noir sur le plateau
# sous forme de tuple (blancs, noirs)
# Peut être utilisé si le jeu est terminé pour déterminer le vainqueur
def get_nb_pieces(self):
return (self._nbWHITE, self._nbBLACK)
# Vérifie si player a le droit de jouer en (x,y)
def is_valid_move(self, player, x, y):
if x == -1 and y == -1:
return not self.at_least_one_legal_move(player)
return self.lazyTest_ValidMove(player,x,y)
def _isOnBoard(self,x,y):
return x >= 0 and x < self._boardsize and y >= 0 and y < self._boardsize
# Renvoie la liste des pieces a retourner si le coup est valide
# Sinon renvoie False
# Ce code est très fortement inspiré de https://inventwithpython.com/chapter15.html
# y faire référence dans tous les cas
def testAndBuild_ValidMove(self, player, xstart, ystart):
if self._board[xstart][ystart] != self._EMPTY or not self._isOnBoard(xstart, ystart):
return False
self._board[xstart][ystart] = player # On pourra remettre _EMPTY ensuite
otherPlayer = self._flip(player)
tilesToFlip = [] # Si au moins un coup est valide, on collecte ici toutes les pieces a retourner
for xdirection, ydirection in [[0, 1], [1, 1], [1, 0], [1, -1], [0, -1], [-1, -1], [-1, 0], [-1, 1]]:
x, y = xstart, ystart
x += xdirection
y += ydirection
if self._isOnBoard(x, y) and self._board[x][y] == otherPlayer:
# There is a piece belonging to the other player next to our piece.
x += xdirection
y += ydirection
if not self._isOnBoard(x, y):
continue
while self._board[x][y] == otherPlayer:
x += xdirection
y += ydirection
if not self._isOnBoard(x, y): # break out of while loop, then continue in for loop
break
if not self._isOnBoard(x, y):
continue
if self._board[x][y] == player: # We are sure we can at least build this move. Let's collect
while True:
x -= xdirection
y -= ydirection
if x == xstart and y == ystart:
break
tilesToFlip.append([x, y])
self._board[xstart][ystart] = self._EMPTY # restore the empty space
if len(tilesToFlip) == 0: # If no tiles were flipped, this is not a valid move.
return False
return tilesToFlip
# Pareil que ci-dessus mais ne revoie que vrai / faux (permet de tester plus rapidement)
def lazyTest_ValidMove(self, player, xstart, ystart):
if self._board[xstart][ystart] != self._EMPTY or not self._isOnBoard(xstart, ystart):
return False
self._board[xstart][ystart] = player # On pourra remettre _EMPTY ensuite
otherPlayer = self._flip(player)
for xdirection, ydirection in [[0, 1], [1, 1], [1, 0], [1, -1], [0, -1], [-1, -1], [-1, 0], [-1, 1]]:
x, y = xstart, ystart
x += xdirection
y += ydirection
if self._isOnBoard(x, y) and self._board[x][y] == otherPlayer:
# There is a piece belonging to the other player next to our piece.
x += xdirection
y += ydirection
if not self._isOnBoard(x, y):
continue
while self._board[x][y] == otherPlayer:
x += xdirection
y += ydirection
if not self._isOnBoard(x, y): # break out of while loop, then continue in for loop
break
if not self._isOnBoard(x, y): # On a au moins
continue
if self._board[x][y] == player: # We are sure we can at least build this move.
self._board[xstart][ystart] = self._EMPTY
return True
self._board[xstart][ystart] = self._EMPTY # restore the empty space
return False
def _flip(self, player):
if player == self._BLACK:
return self._WHITE
return self._BLACK
def is_game_over(self):
if self.at_least_one_legal_move(self._nextPlayer):
return False
if self.at_least_one_legal_move(self._flip(self._nextPlayer)):
return False
return True
def push(self, move):
[player, x, y] = move
assert player == self._nextPlayer
if x==-1 and y==-1: # pass
self._nextPlayer = self._flip(player)
self._stack.append([move, self._successivePass, []])
self._successivePass += 1
return
toflip = self.testAndBuild_ValidMove(player,x,y)
self._stack.append([move, self._successivePass, toflip])
self._successivePass = 0
self._board[x][y] = player
for xf,yf in toflip:
self._board[xf][yf] = self._flip(self._board[xf][yf])
if player == self._BLACK:
self._nbBLACK += 1 + len(toflip)
self._nbWHITE -= len(toflip)
self._nextPlayer = self._WHITE
else:
self._nbWHITE += 1 + len(toflip)
self._nbBLACK -= len(toflip)
self._nextPlayer = self._BLACK
def pop(self):
[move, self._successivePass, toflip] = self._stack.pop()
[player,x,y] = move
self._nextPlayer = player
if len(toflip) == 0: # pass
assert x == -1 and y == -1
return
self._board[x][y] = self._EMPTY
for xf,yf in toflip:
self._board[xf][yf] = self._flip(self._board[xf][yf])
if player == self._BLACK:
self._nbBLACK -= 1 + len(toflip)
self._nbWHITE += len(toflip)
else:
self._nbWHITE -= 1 + len(toflip)
self._nbBLACK += len(toflip)
# Est-ce que on peut au moins jouer un coup ?
# Note: cette info pourrait être codée plus efficacement
def at_least_one_legal_move(self, player):
for x in range(0,self._boardsize):
for y in range(0,self._boardsize):
if self.lazyTest_ValidMove(player, x, y):
return True
return False
# Renvoi la liste des coups possibles
# Note: cette méthode pourrait être codée plus efficacement
def legal_moves(self):
moves = []
for x in range(0,self._boardsize):
for y in range(0,self._boardsize):
if self.lazyTest_ValidMove(self._nextPlayer, x, y):
moves.append([self._nextPlayer,x,y])
if len(moves) is 0:
moves = [[self._nextPlayer, -1, -1]] # We shall pass
return moves
# Exemple d'heuristique tres simple : compte simplement les pieces
def heuristique(self, player=None):
if player is None:
player = self._nextPlayer
if player is self._WHITE:
return self._nbWHITE - self._nbBLACK
return self._nbBLACK - self._nbWHITE
def _piece2str(self, c):
if c==self._WHITE:
return 'O'
elif c==self._BLACK:
return 'X'
else:
return '.'
def show_board(self):
display = " |"
for x in range(self.get_board_size()):
display += "{}|".format(str(x))
display += "\n"
for x in range(self.get_board_size()):
display += "{}|".format(str(x))
for y in range(self.get_board_size()):
display += "{}|".format(self._piece2str(self._board[x][y]))
display += "\n"
return display
def __str__(self):
toreturn=""
for l in self._board:
for c in l:
toreturn += self._piece2str(c)
toreturn += "\n"
toreturn += "Next player: " + ("BLACK" if self._nextPlayer == self._BLACK else "WHITE") + "\n"
toreturn += str(self._nbBLACK) + " blacks and " + str(self._nbWHITE) + " whites on board\n"
toreturn += "(successive pass: " + str(self._successivePass) + " )"
return toreturn
__repr__ = __str__