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WPSBot/games/gomoku_logic.py

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2025-10-28 17:22:49 +08:00
"""五子棋游戏逻辑模块"""
from typing import Optional, Tuple, List, Dict, Any
def create_empty_board() -> List[List[int]]:
"""创建空棋盘
Returns:
15x15的二维列表0表示空位
"""
return [[0] * 15 for _ in range(15)]
def parse_coord(coord_str: str) -> Optional[Tuple[int, int]]:
"""解析坐标字符串
Args:
coord_str: "A1", "O15", "h8"
Returns:
(row, col) None
"""
coord_str = coord_str.strip().upper()
if len(coord_str) < 2:
return None
# 解析列A-O
col_char = coord_str[0]
if not ('A' <= col_char <= 'O'):
return None
col = ord(col_char) - ord('A')
# 解析行1-15
try:
row = int(coord_str[1:]) - 1
if not (0 <= row <= 14):
return None
except ValueError:
return None
return (row, col)
def format_coord(row: int, col: int) -> str:
"""格式化坐标
Args:
row: 0-14
col: 0-14
Returns:
"A1", "O15"
"""
col_char = chr(ord('A') + col)
row_num = row + 1
return f"{col_char}{row_num}"
def is_valid_position(row: int, col: int) -> bool:
"""检查坐标是否在棋盘范围内
Args:
row: 行号
col: 列号
Returns:
是否有效
"""
return 0 <= row <= 14 and 0 <= col <= 14
def count_consecutive(board: List[List[int]], row: int, col: int,
direction: Tuple[int, int], player: int) -> int:
"""统计某方向连续同色棋子数(包括当前位置)
Args:
board: 棋盘状态
row, col: 起始位置
direction: 方向向量 (dr, dc)
player: 玩家 (1:, 2:)
Returns:
连续棋子数
"""
dr, dc = direction
count = 1 # 包括当前位置
# 正方向
r, c = row + dr, col + dc
while is_valid_position(r, c) and board[r][c] == player:
count += 1
r += dr
c += dc
# 反方向
r, c = row - dr, col - dc
while is_valid_position(r, c) and board[r][c] == player:
count += 1
r -= dr
c -= dc
return count
def check_win(board: List[List[int]], row: int, col: int, player: int) -> bool:
"""检查是否获胜(恰好五连珠)
Args:
board: 棋盘状态
row, col: 最后落子位置
player: 玩家 (1:, 2:)
Returns:
是否五连珠获胜
"""
# 四个方向:横、竖、左斜、右斜
directions = [(0, 1), (1, 0), (1, 1), (1, -1)]
for direction in directions:
count = count_consecutive(board, row, col, direction, player)
if count == 5:
return True
return False
def analyze_line(board: List[List[int]], row: int, col: int,
direction: Tuple[int, int], player: int) -> Dict[str, Any]:
"""分析某方向的棋型
Args:
board: 棋盘状态
row, col: 待分析位置假设已落子
direction: 方向向量
player: 玩家
Returns:
{
"consecutive": int, # 连续数
"left_open": bool, # 左侧是否开放
"right_open": bool, # 右侧是否开放
"pattern": str # 棋型类型
}
"""
dr, dc = direction
# 统计正方向连续数
right_count = 0
r, c = row + dr, col + dc
while is_valid_position(r, c) and board[r][c] == player:
right_count += 1
r += dr
c += dc
right_open = is_valid_position(r, c) and board[r][c] == 0
# 统计反方向连续数
left_count = 0
r, c = row - dr, col - dc
while is_valid_position(r, c) and board[r][c] == player:
left_count += 1
r -= dr
c -= dc
left_open = is_valid_position(r, c) and board[r][c] == 0
# 总连续数(包括当前位置)
consecutive = left_count + 1 + right_count
# 判定棋型
pattern = "none"
if consecutive >= 6:
pattern = "overline"
elif consecutive == 5:
pattern = "five"
elif consecutive == 4:
if left_open and right_open:
pattern = "live_four"
elif left_open or right_open:
pattern = "rush_four"
elif consecutive == 3:
if left_open and right_open:
pattern = "live_three"
elif left_open or right_open:
pattern = "sleep_three"
return {
"consecutive": consecutive,
"left_open": left_open,
"right_open": right_open,
"pattern": pattern
}
def check_forbidden(board: List[List[int]], row: int, col: int) -> Tuple[bool, str]:
"""检查黑方禁手
Args:
board: 棋盘状态不包含待落子
row, col: 待落子位置
Returns:
(是否禁手, 禁手类型)
"""
# 只有黑方玩家1有禁手
player = 1
# 临时落子
original_value = board[row][col]
board[row][col] = player
# 四个方向
directions = [(0, 1), (1, 0), (1, 1), (1, -1)]
live_threes = 0
fours = 0
has_overline = False
for direction in directions:
analysis = analyze_line(board, row, col, direction, player)
if analysis["pattern"] == "overline":
has_overline = True
elif analysis["pattern"] == "live_three":
live_threes += 1
elif analysis["pattern"] in ["live_four", "rush_four"]:
fours += 1
# 恢复棋盘
board[row][col] = original_value
# 判定禁手
if has_overline:
return True, "长连禁手"
if live_threes >= 2:
return True, "三三禁手"
if fours >= 2:
return True, "四四禁手"
return False, ""
def render_board(board: List[List[int]], last_move: Optional[Tuple[int, int]] = None) -> str:
"""渲染棋盘为字符串
Args:
board: 棋盘状态
last_move: 最后落子位置可选用于标记
Returns:
棋盘的字符串表示
"""
lines = []
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# 列标题 - 使用全角空格确保对齐
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col_labels = "\t " + " ".join([chr(ord('A') + i) + "" for i in range(15)])
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lines.append(col_labels.rstrip())
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# 绘制棋盘
for row in range(15):
row_num = f"{row + 1:2d}" # 右对齐行号
row_cells = []
for col in range(15):
cell = board[row][col]
# 标记最后落子
if last_move and last_move == (row, col):
if cell == 1:
row_cells.append("")
elif cell == 2:
row_cells.append("")
else:
row_cells.append("")
else:
if cell == 0:
row_cells.append("")
elif cell == 1:
row_cells.append("")
elif cell == 2:
row_cells.append("")
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# 每个emoji后面加一个空格
lines.append(f"{row_num} " + "".join([cell + " " for cell in row_cells]).rstrip())
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return "\n".join(lines)