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|
# Othello
# by tieg
# 1/13/08
# with help: DeeJay, Ryan M. from mailing list
#
# FIXME bug if it memorizes it but it's not a valid move
#
module Othello
PIECE_WIDTH = 62
PIECE_HEIGHT = 62
TOP_OFFSET = 47
LEFT_OFFSET = 12
class Game
BOARD_SIZE = [8,8]
attr_accessor :p1, :p2, :board, :board_history
def initialize
@board_history = []
@p1 = Player.new(:black, pieces_per_player)
@p2 = Player.new(:white, pieces_per_player)
@board = new_board
lay_initial_pieces
end
def next_turn(check_available_moves=true)
@current_player = next_player
if check_available_moves && skip_turn?
# FIXME Possible infinite loop if neither player has a good move?
next_turn
raise "Player #{@current_player.piece} (#{@current_player.color}) has no available moves. Player #{next_player.piece}'s (#{next_player.color}) turn."
end
end
def current_player
@current_player ||= @p1
end
def next_player
current_player == @p1 ? @p2 : @p1
end
# Build the array for the board, with zero-based arrays.
def new_board
Array.new(BOARD_SIZE[0]) do # build each cols L to R
Array.new(BOARD_SIZE[1]) do # insert cells in each col
0
end
end
end
# Lay the initial 4 pieces in the middle
def lay_initial_pieces
lay_piece([4, 3], false)
next_turn(false)
lay_piece([3, 3], false)
next_turn(false)
lay_piece([3, 4], false)
next_turn(false)
lay_piece([4, 4], false)
next_turn(false)
end
def lay_piece(c=[0,0], check_adjacent_pieces=true)
memorize_board
piece = current_player.piece
opp_piece = current_player.opp_piece
raise "Spot already taken." if board_at(c) != 0
if check_adjacent_pieces
pieces_to_change = []
pieces_to_change << check_direction(c, [ 0, 1], piece, opp_piece) # N
pieces_to_change << check_direction(c, [ 1, 1], piece, opp_piece) # NE
pieces_to_change << check_direction(c, [ 1, 0], piece, opp_piece) # E
pieces_to_change << check_direction(c, [ 1,-1], piece, opp_piece) # SE
pieces_to_change << check_direction(c, [ 0,-1], piece, opp_piece) # S
pieces_to_change << check_direction(c, [-1,-1], piece, opp_piece) # SW
pieces_to_change << check_direction(c, [-1, 0], piece, opp_piece) # W
pieces_to_change << check_direction(c, [-1, 1], piece, opp_piece) # NW
raise "You must move to a spot that will turn your opponent's piece." if pieces_to_change.compact.all? { |a| a.empty? }
pieces_to_change.compact.each { |direction| direction.each { |i| @board[i[0]][i[1]] = piece } }
end
current_player.pieces -= 1
@board[c[0]][c[1]] = piece
current_winner = calculate_current_winner
raise "Game over. Player #{current_winner.piece} wins with #{current_winner.pieces_on_board} pieces!" if @p1.pieces + @p2.pieces == 0
end
def skip_turn?
possibles = []
@board.each_with_index { |col,col_index|
col.each_with_index { |cell,row_index|
return false if possible_move?([col_index,row_index])
}
}
true
end
def possible_move?(c=[0,0])
return nil if board_at(c) != 0
possible_moves = []
piece = current_player.piece
opp_piece = current_player.opp_piece
pieces_to_change = []
pieces_to_change << check_direction(c, [ 0, 1], piece, opp_piece) # N
pieces_to_change << check_direction(c, [ 1, 1], piece, opp_piece) # NE
pieces_to_change << check_direction(c, [ 1, 0], piece, opp_piece) # E
pieces_to_change << check_direction(c, [ 1,-1], piece, opp_piece) # SE
pieces_to_change << check_direction(c, [ 0,-1], piece, opp_piece) # S
pieces_to_change << check_direction(c, [-1,-1], piece, opp_piece) # SW
pieces_to_change << check_direction(c, [-1, 0], piece, opp_piece) # W
pieces_to_change << check_direction(c, [-1, 1], piece, opp_piece) # NW
return nil if pieces_to_change.compact.all? { |a| a.empty? }
true
end
def memorize_board
dup_board = new_board
dup_board = []
@board.each do |col|
dup_board << col.dup
end
@board_history << { :player => current_player, :board => dup_board }
end
def undo!
last_move = @board_history.pop
@board = last_move[:board]
@current_player = last_move[:player]
@current_player.pieces += 1
end
def calculate_current_winner
@p1.pieces_on_board, @p2.pieces_on_board = 0, 0
@board.each { |row|
row.each { |cell|
if cell == 1
@p1.pieces_on_board += 1
else
@p2.pieces_on_board += 1
end
}
}
@p1.pieces_on_board > @p2.pieces_on_board ? @p1 : @p2
end
def check_direction(c, dir, piece, opp_piece)
c_adjacent = next_in_direction(c.dup, dir)
c_last = nil
pieces_in_between = []
# Find the last piece if there is one.
while(valid_location?(c_adjacent))
if board_at(c_adjacent) == opp_piece
pieces_in_between << c_adjacent.dup
elsif board_at(c_adjacent) == piece && pieces_in_between.size > 0
c_last = c_adjacent
break
else
break
end
c_adjacent = next_in_direction(c_adjacent, dir)
end
pieces_in_between.empty? || c_last.nil? ? nil : pieces_in_between
end
# Find the value of the board at the given coordinate.
def board_at(c)
@board[c[0]][c[1]]
end
# Is this a valid location on board?
def valid_location?(c=[1,1])
c[0] >= 0 && c[1] >= 0 && c[0] < BOARD_SIZE[0] && c[1] < BOARD_SIZE[1]
end
# Perform the operations to get the next spot in the appropriate direction
def next_in_direction(c, dir)
c[0] += dir[0]
c[1] += dir[1]
c
end
private
def pieces_per_player
total_squares / 2
end
# The total number of squares
def total_squares
BOARD_SIZE[0] * BOARD_SIZE[1]
end
class Player
attr_accessor :pieces, :color, :pieces_on_board
def initialize(color=:black,pieces=0)
@pieces = pieces
@pieces_on_board = 0 # used only in calculating winner
@color = color
end
def piece
color == :black ? 1 : 2
end
def opp_piece
color == :black ? 2 : 1
end
end
end
def draw_player_1(first_turn=false)
stack :margin => 10 do
if GAME.current_player==GAME.p1
background yellow
para span("Player 1 (#{GAME.current_player.color}) turn", :stroke => black, :font => "Trebuchet 20px bold"), :margin => 4
else
background white
para span("Player 1", :stroke => black, :font => "Trebuchet 10px bold"), :margin => 4
button("Undo last move", :top => 0, :left => -150) { GAME.undo!; draw_board } unless GAME.board_history.empty?
end
end
end
def draw_player_2(first_turn=false)
stack :top => 550, :left => 0, :margin => 10 do
if GAME.current_player==GAME.p2
background yellow
para span("Player 2's (#{GAME.current_player.color}) turn", :stroke => black, :font => "Trebuchet 20px bold"), :margin => 4
else
background white
para span("Player 2", :stroke => black, :font => "Trebuchet 10px bold"), :margin => 4
button("Undo last move", :top => 0, :left => -150) { GAME.undo!; draw_board } unless GAME.board_history.empty?
end
end
end
def draw_board
clear do
background black
draw_player_1
stack :margin => 10 do
fill rgb(0, 190, 0)
rect :left => 0, :top => 0, :width => 495, :height => 495
GAME.board.each_with_index do |col, col_index|
col.each_with_index do |cell, row_index|
left, top = left_top_corner_of_piece(col_index, row_index)
left = left - LEFT_OFFSET
top = top - TOP_OFFSET
fill rgb(0, 440, 0, 90)
strokewidth 1
stroke rgb(0, 100, 0)
rect :left => left, :top => top, :width => PIECE_WIDTH, :height => PIECE_HEIGHT
if cell != 0
strokewidth 0
fill (cell == 1 ? rgb(100,100,100) : rgb(155,155,155))
oval(left+3, top+4, PIECE_WIDTH-10, PIECE_HEIGHT-10)
fill (cell == 1 ? black : white)
oval(left+5, top+5, PIECE_WIDTH-10, PIECE_HEIGHT-10)
end
end
end
end
draw_player_2
end
end
def left_top_corner_of_piece(a,b)
[(a*PIECE_WIDTH+LEFT_OFFSET), (b*PIECE_HEIGHT+TOP_OFFSET)]
end
def right_bottom_corner_of_piece(a,b)
left_top_corner_of_piece(a,b).map { |coord| coord + PIECE_WIDTH }
end
def find_piece(x,y)
GAME.board.each_with_index { |row_array, row|
row_array.each_with_index { |col_array, col|
left, top = left_top_corner_of_piece(col, row).map { |i| i - 5}
right, bottom = right_bottom_corner_of_piece(col, row).map { |i| i -5 }
return [col, row] if x >= left && x <= right && y >= top && y <= bottom
}
}
return false
end
GAME = Othello::Game.new
end
Shoes.app :width => 520, :height => 600 do
extend Othello
draw_board
click { |button, x, y|
if coords = find_piece(x,y)
begin
GAME.lay_piece(coords)
GAME.next_turn
draw_board
rescue => e
draw_board
alert(e.message)
end
else
# alert("Not a piece.")
end
}
end
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