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Go(Playable 1.0)
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Go(Playable 1.0)
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import pygame
from pygame.locals import *
import copy
list_of_boards = [[[[0, x, y] for y in range(0,19)]for x in range(0,19)], [[[0, x, y] for y in range(0,19)]for x in range(0,19)]]
move_list = []
#Establishes which player is playing
def player_move(turn):
if turn % 2 == 0:
player = 1
else:
player = 2
if player == 1:
enemy_player = 2
else:
enemy_player = 1
return player, enemy_player
#Creates the board storage,with piece information and position # y is vertical (index[1]) x is horizontal (index[2])
# y is vertical (index[1]) x is horizontal (index[2])
def make_board():
board = [[[0, x, y] for y in range(0,19)]for x in range(0,19)]
return board
#Prints board in terminal
#def print_board(board):
# for row in board:
# print row
#Manages search algorithm and controls piece capture
def gameplay_logic(board, player, enemy_player):
for row in board:
for index in row:
temp_list = []
if index[0] == enemy_player:
temp_list.append([index[0], index[1], index[2]])
search_all(enemy_player, board, index[1], index[2], temp_list)
perimeter_ammend(board, enemy_player, temp_list)
else:
pass
#Combines all directional search functions to create the cycle
def search_all(enemy_player, board, vertical_index, horizontal_index, temp_list):
found = True
while found:
found = False
for item in temp_list:
found_right_piece = search_right(board, item[1], item[2] )
if found_right_piece and found_right_piece not in temp_list and found_right_piece[0] == enemy_player:
temp_list.append([found_right_piece[0], found_right_piece[1], found_right_piece[2]])
found = True
for item in temp_list:
found_down_piece = search_down(board, item[1], item[2] )
if found_down_piece and found_down_piece not in temp_list and found_down_piece[0] == enemy_player:
temp_list.append([found_down_piece[0], found_down_piece[1], found_down_piece[2]])
found = True
for item in temp_list:
found_left_piece = search_left(board, item[1], item[2] )
if found_left_piece and found_left_piece not in temp_list and found_left_piece[0] == enemy_player:
temp_list.append([found_left_piece[0], found_left_piece[1], found_left_piece[2]])
found = True
for item in temp_list:
found_up_piece = search_up(board, item[1], item[2] )
if found_up_piece and found_up_piece not in temp_list and found_up_piece[0] == enemy_player:
temp_list.append([found_up_piece[0], found_up_piece[1], found_up_piece[2]])
found = True
def search_right(board, vertical_index, horizontal_index):
if board[vertical_index][horizontal_index][2] == 18:
found_piece = [99,99,99]
else:
found_piece = board[vertical_index][horizontal_index+1]
return found_piece
def search_down(board, vertical_index, horizontal_index):
if board[vertical_index][horizontal_index][1] == 18:
found_piece = [99, 99, 99]
else:
found_piece = board[vertical_index+1][horizontal_index]
return found_piece
def search_left(board, vertical_index, horizontal_index):
if board[vertical_index][horizontal_index][2] == 0:
found_piece = [99, 99, 99]
else:
found_piece = board[vertical_index][horizontal_index-1]
return found_piece
def search_up(board, vertical_index, horizontal_index):
if board[vertical_index][horizontal_index][1] == 0:
found_piece = [99, 99, 99]
else:
found_piece = board[vertical_index-1][horizontal_index]
return found_piece
#Capture function
def perimeter_ammend(board, enemy_player, temp_list):
for i in range(0, len(temp_list)):
temp_list.append(search_right(board, temp_list[i][1], temp_list[i][2]))
temp_list.append(search_down(board, temp_list[i][1], temp_list[i][2]))
temp_list.append(search_left(board, temp_list[i][1], temp_list[i][2]))
temp_list.append(search_up(board, temp_list[i][1], temp_list[i][2]))
liberty = False
for i in range(0, len(temp_list)):
if temp_list[i][0] == 0:
liberty = True
else:
pass
if not liberty:
for i in range(0, len(temp_list)):
if temp_list[i][0] == enemy_player:
board[temp_list[i][1]][temp_list[i][2]][0] = 0
else:
pass
#Visual interface prompt informing of player turn
def player_print(player, screen):
pygame.draw.rect(screen, (255, 255, 255),(0, 950, 950, 50))
myfont = pygame.font.SysFont("monospace", 25)
if player == 1:
playcolour = "Black"
else:
playcolour = "White"
player_update = myfont.render("It is {}'s go!".format(playcolour), 1, (0,0,0))
screen.blit(player_update, (50, 967))
#Creates a list of exisitng pieces on the current board for quick reference by the program
def get_grid(board):
living_pieces = []
for row in board:
for i in row:
if i[0] != 0:
living_pieces.append((i[0], i[1], i[2]))
else:
pass
return living_pieces
#Logic for establishing mouse position and returning it, playing pieces and contains logic to halt turn if trying to play on a taken place, suicide moves or breaking Ko
def mouse_processing(board, player, living_pieces, screen, enemy_player, pass_button, pass_count, turn, board_turn):
board_position_x = "no click"
board_position_y = "no click"
for event in pygame.event.get():
if event.type == pygame.MOUSEBUTTONUP:
mouse_position = pygame.mouse.get_pos()
if pass_button.collidepoint(mouse_position[0], mouse_position[1]):
pass_count += 1
turn += 1
break
else:
pass
board_position_x = mouse_position[0] / 50
board_position_y = mouse_position[1] / 50
if board_position_y > 18 or board_position_x > 18:
board_position_x = "no click"
board_position_y = "no click"
else:
pass
print "\nHORIZONTAL" + str(board_position_x)
print "VERTICAL" + str(board_position_y)
#Stops playing on occupied spaces
if board_position_x == "no click" or board_position_y == "no click":
pass
else:
for piece in living_pieces:
if int(board_position_x) == int(piece[2]) and int(board_position_y) == int(piece[1]):
if player == 1:
playcolour = "Black"
else:
playcolour = "White"
myfont = pygame.font.SysFont("monospace", 15)
taken_space_warning = myfont.render("That place is taken {}. Please pick another place".format(playcolour), 1, (0,0,0))
screen.blit(taken_space_warning, (400, 967))
board_position_x = "no click"
board_position_y = "no click"
pass
else:
pass
#Stops suicide moves
#program considers the move, creates temp group using search all, sees if its full, if it is give warning of a suicide move and asks user to take their go again
if board_position_x == "no click" or board_position_y == "no click":
pass
else:
temp_list = []
search_all(enemy_player, board, board_position_y, board_position_y, temp_list)
suicide_capture = True
for cord in temp_list:
if cord[0] == 0:
suicide_capture = False
else:
pass
if suicide_capture:
pass
else:
temp_list = []
temp_list.append((player, board_position_y, board_position_x))
search_all(player, board, board_position_y, board_position_x, temp_list)
for i in range(0, len(temp_list)):
temp_list.append(search_right(board, temp_list[i][1], temp_list[i][2]))
temp_list.append(search_down(board, temp_list[i][1], temp_list[i][2]))
temp_list.append(search_left(board, temp_list[i][1], temp_list[i][2]))
temp_list.append(search_up(board, temp_list[i][1], temp_list[i][2]))
liberty = False
for i in range(0, len(temp_list)):
if temp_list[i][0] == 0:
liberty = True
else:
pass
if not liberty:
if player == 1:
playcolour = "Black"
else:
playcolour = "White"
myfont = pygame.font.SysFont("monospace", 15)
suicide_warning = myfont.render("Do you want to die {}?. Please pick another place".format(playcolour), 1, (0,0,0))
screen.blit(suicide_warning, (400, 967))
board_position_x = "no click"
board_position_y = "no click"
temp_list = []
#Stops breaking Ko
if board_position_x == "no click" or board_position_y == "no click":
pass
else:
print list_of_boards
temp_board = copy.deepcopy(board)
temp_board[board_position_y][board_position_x][0] = player
print temp_board
if temp_board == list_of_boards[board_turn-2] or temp_board == list_of_boards[board_turn-1]:
print "invaild"
if player == 1:
playcolour = "Black"
else:
playcolour = "White"
myfont = pygame.font.SysFont("monospace", 15)
taken_space_warning = myfont.render("You are breaking ko {}. Please pick another place".format(playcolour), 1, (0,0,0))
screen.blit(taken_space_warning, (400, 967))
board_position_x = "no click"
board_position_y = "no click"
else:
list_of_boards.append(temp_board)
pass
break
else:
pass
return board_position_x, board_position_y, turn, pass_count
#def board_save(board, turn):
# list_of_boards.append(board)
# return list_of_boards
#scans current terminal board state and translates it to the GUI board
def circle_generate(screen, position_x, position_y, player, board):
for row in board:
for i in row:
if i[0] == 2:
colour = (255,255,255)
else:
colour = (0,0,0,)
if i[0] == 1 or i[0] == 2:
pygame.draw.circle(screen, colour, (25 + i[2] * 50, 25 + i[1] * 50), 25, 0)
else:
pass
def victory_score(living_pieces, board, screen):
white_liberty = 0
black_liberty = 0
for p in living_pieces:
if p[0] == 1:
black_piece = []
black_piece.append(search_right(board, p[1], p[2]))
black_piece.append(search_down(board, p[1], p[2]))
black_piece.append(search_left(board, p[1], p[2]))
black_piece.append(search_up(board, p[1], p[2]))
for b in black_piece:
if b[0] == 0:
black_liberty += 1
elif p[0] == 2:
white_piece = []
white_piece.append(search_right(board, p[1], p[2]))
white_piece.append(search_down(board, p[1], p[2]))
white_piece.append(search_left(board, p[1], p[2]))
white_piece.append(search_up(board, p[1], p[2]))
for w in white_piece:
if w[0] == 0:
white_liberty += 1
else:
pass
myfont = pygame.font.SysFont("monospace", 15)
white_score = myfont.render("WHITE: {}".format(white_liberty), 1, (0,0,0))
black_score = myfont.render("BLACK: {}".format(black_liberty), 1, (0,0,0))
pygame.draw.rect(screen, (255, 255, 255),(965, 80 , 80, 80))
screen.blit(white_score, (965, 80))
screen.blit(black_score, (965, 120))
#Will establish the game window, main control flow for the game
def main():
pygame.init()
pygame.display.set_caption('Go!')
screen = pygame.display.set_mode((1050,1000))
pygame.draw.rect(screen, (255, 255, 255),(950, 0, 100, 1000))
#pygame.draw.lines(screen, (0,0,0), True, [(960, 15), (1040, 15), (1040, 55), (960, 55)], 5)
pass_button = pygame.draw.rect(screen, (255,0,0), (962,17, 76, 36))
myfont = pygame.font.SysFont("monospace", 30)
pass_button_text = myfont.render("PASS", 1, (0,0,0))
screen.blit(pass_button_text, (965, 20))
go_graph_board = pygame.image.load('Blank_Go_board.png')
stop_play = False
board = make_board()
turn = 0
board_turn = 2
screen.blit(go_graph_board, (0, 0))
pass_count = 0
while not stop_play:
if pass_count == 2:
stop_play = True
else:
pass
pygame.display.update()
player, enemy_player = player_move(turn)
player_print(player, screen)
living_pieces = get_grid(board)
try:
position_x, position_y, turn, pass_count = mouse_processing(board, player, living_pieces, screen, enemy_player, pass_button, pass_count, turn, board_turn)
except ValueError as e:
continue
if position_x == "no click":
continue
else:
#list_of_boards = board_save(board, turn)
pass_count = 0
move_list.append((player, position_y, position_x))
screen.blit(go_graph_board, (0, 0))
board[position_y][position_x][0] = player
pygame.display.update()
gameplay_logic(board, player, enemy_player)
circle_generate(screen, position_x, position_y, player, board)
#print_board(board)
turn += 1
board_turn += 1
pygame.draw.rect(screen, (255, 255, 255),(0, 950, 950, 50))
living_pieces = get_grid(board)
victory_score(living_pieces, board, screen)
pygame.display.update()
main()