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GoLogic.py
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GoLogic.py
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'''
Author: Code Monkey King
Date: Feb 8, 2024.
Board class.
Board data:
1=white, -1=black, 0=empty
first dim is column , 2nd is row:
pieces[1][7] is the square in column 2,
at the opposite end of the board in row 8.
Squares are stored and manipulated as (x,y) tuples.
x is the column, y is the row.
'''
import numpy as np
class Board():
# list of all 8 directions on the board, as (x,y) offsets
#__directions = [(1,1),(1,0),(1,-1),(0,-1),(-1,-1),(-1,0),(-1,1),(0,1)]
def __init__(self, n):
"Set up initial board configuration."
self.n = n
# Create the empty board array.
self.pieces = [None]*self.n
for i in range(self.n):
self.pieces[i] = [0]*self.n
# add [][] indexer syntax to the Board
def __getitem__(self, index):
return self.pieces[index]
def get_legal_moves(self, color, ko):
"""Returns all the legal moves for the given color.
(1 for white, -1 for black
"""
moves = set()
for y in range(self.n):
for x in range(self.n):
if self[y][x] == 0 and (x, y) != ko:
old_board = np.copy(self.pieces)
self.execute_move((x, y), color, ko)
liberties = []
self.count(y, x, color, liberties, [])
if len(liberties): moves.update({(x, y)})
self.pieces = np.copy(old_board)
return list(moves)
def execute_move(self, move, color, ko):
"""Perform the given move on the board; flips pieces as necessary.
color gives the color pf the piece to play (1=white,-1=black)
"""
self[move[1]][move[0]] = color
return self.captures(-color, ko);
def captures(self, color, ko):
new_ko = (-1, -1)
for y in range(self.n):
for x in range(self.n):
if self[x][y]==color:
liberties = []
block = []
self.count(x, y, color, liberties, block)
if len(liberties) == 0:
if len(block) == 1:
new_ko = (block[0][1], block[0][0])
# TODO: this is wrong because we can't do snap back captures
# but for testing purposes this may be fine
for captured in block:
self[captured[0]][captured[1]] = 0
self.restore_board()
return new_ko
def count(self, x, y, color, liberties, block):
if x < 0 or y < 0 or x >= self.n or y >= self.n: return
if self[x][y] == color:
block.append((x, y))
if color == 1: self[x][y] = 2
if color == -1: self[x][y] = -2
self.count(x, y-1, color, liberties, block)
self.count(x, y+1, color, liberties, block)
self.count(x-1, y, color, liberties, block)
self.count(x+1, y, color, liberties, block)
elif self[x][y] == 0:
self[x][y] = 3
liberties.append((x, y))
def restore_board(self):
for y in range(self.n):
for x in range(self.n):
if self[x][y] == 2: self[x][y] = 1
if self[x][y] == -2: self[x][y] = -1
if self[x][y] == 3: self[x][y] = 0
if self[x][y] == 4: self[x][y] = 0
# Count territory territory
def count_territory(self, x, y, pointsCount, pointsColor):
if x < 0 or y < 0 or x >= self.n or y >= self.n: return
if self[x][y] == 0:
pointsCount.append((x, y))
self[x][y] = 4
self.count_territory(x, y-1, pointsCount, pointsColor)
self.count_territory(x, y+1, pointsCount, pointsColor)
self.count_territory(x-1, y, pointsCount, pointsColor)
self.count_territory(x+1, y, pointsCount, pointsColor)
elif self[x][y] != 4:
pointsColor.append(self[x][y])
if len(pointsColor) == 0: return [0, len(pointsCount)]
elif all(element == pointsColor[0] for element in pointsColor):
return [pointsColor[0], len(pointsCount)]
else: return [0, len(pointsCount)]
# Evaluate game result
def score_game(self):
scorePosition = [0, 0, 0];
for y in range(self.n):
for x in range(self.n):
if self[x][y]: continue
pointsCount = []
pointsColor = []
result = self.count_territory(x, y, pointsCount, pointsColor)
scorePosition[result[0]] += result[1];
self.restore_board();
return scorePosition;