本文整理汇总了Python中board.Board.check_win方法的典型用法代码示例。如果您正苦于以下问题:Python Board.check_win方法的具体用法?Python Board.check_win怎么用?Python Board.check_win使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类board.Board
的用法示例。
在下文中一共展示了Board.check_win方法的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: min_val
# 需要导入模块: from board import Board [as 别名]
# 或者: from board.Board import check_win [as 别名]
def min_val(board, node, y, z, score, depth):
#initialize temporary board for checking the moves
b_buf = Board()
b_buf = board.copy_temp()
m_buf = b_buf.empty_moves()
all_val = [] #list of tuples: (succ, score)
for succ in m_buf:
b_buf.temp_move(y, succ)
if b_buf.check_win(y):
score = depth - 10
val = (succ, score)
all_val.append(val)
b_buf.del_move(y,succ)
elif b_buf.check_draw(y,z):
val =(succ, 0)
all_val.append(val)
b_buf.del_move(y,succ)
else:
depth = depth + 1
buf = max_val(b_buf, succ, y, z, score, depth) #(succ, score)
val = (succ, buf[1]) #succ : the next node, buf[1] : max score generated by max_val
all_val.append(val)
minscore = getminscore(all_val)
return minscore #tuple with minimum score : (next node, minimum score)
示例2: main
# 需要导入模块: from board import Board [as 别名]
# 或者: from board.Board import check_win [as 别名]
def main():
board = Board()
board.lastmove = 'x'
turn = 'o'
while not board.check_win(board.lastmove):
board.display()
got_move = False
print("It's " + turn + "'s turn.")
while not got_move:
movex = raw_input(" Enter row number (0-2): ")
movey = raw_input(" Enter column number (0-2): ")
try:
movex = int(movex)
movey = int(movey)
got_move = True
except ValueError:
got_move = False
board.move(movex, movey, turn)
if board.lastmove == 'o':
turn = 'x'
elif board.lastmove == 'x':
turn = 'o'
print('')
# For posterity.
board.display()
示例3: max_val
# 需要导入模块: from board import Board [as 别名]
# 或者: from board.Board import check_win [as 别名]
def max_val(board, node, y, z, score, depth):
b_buf = Board()
b_buf = board.copy_temp()
m_buf = b_buf.empty_moves()
all_val = []
for succ in m_buf:
b_buf.temp_move(z, succ)
if b_buf.check_win(z):
score = 10-depth
val = (succ, score)
all_val.append(val)
b_buf.del_move(z,succ)
elif b_buf.check_draw(y,z):
val = (succ, 0)
all_val.append(val)
b_buf.del_move(z,succ)
else:
depth = depth + 1
buf = min_val(b_buf, succ, y, z, score, depth)
val = (succ, buf[1])
all_val.append(val)
b_buf.del_move(z,succ)
maxscore = getmaxscore(all_val)
return maxscore
示例4: test_check_win_no_win
# 需要导入模块: from board import Board [as 别名]
# 或者: from board.Board import check_win [as 别名]
def test_check_win_no_win(self):
# Arrange
position = [0]*12
board = Board(position, '', '')
# Act
win = board.check_win(board.position)
# Assert
self.assertEquals(False,win)
示例5: test_check_win_p1_win
# 需要导入模块: from board import Board [as 别名]
# 或者: from board.Board import check_win [as 别名]
def test_check_win_p1_win(self):
# Arrange
position = [0]*12
board = Board(position, '', '')
for i in range (0,len(board.position)):
board.position[i] = 1
# Act
win = board.check_win(board.position)
# Assert
self.assertEquals(1,win)
示例6: tic_tac_toe
# 需要导入模块: from board import Board [as 别名]
# 或者: from board.Board import check_win [as 别名]
def tic_tac_toe():
pX = select_player(X)
pO = select_player(O)
board = Board()
winner = None
print board
for player in itertools.cycle( (pX, pO) ):
player.move(board)
print board
winner = board.check_win()
if winner:
break
if winner == STALEMATE:
print "Stale Mate"
print "A curious game."
print "The only way to win is not to play."
print "How about a nice game of Global Thermonuclear Warfare?"
print ""
else:
print "%s Wins!" % winner
示例7:
# 需要导入模块: from board import Board [as 别名]
# 或者: from board.Board import check_win [as 别名]
while True:
screen.fill(BLACK)
board.draw()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
if event.type == pygame.MOUSEBUTTONDOWN:
row, line = pygame.mouse.get_pos()
line //= 200
row //= 200
if board.check(row, line) == 'can be placed here':
if player == 1:
player = 2
elif player == 2:
player = 1
board.color(player, line, row)
moves -= 1
if board.check_win(1) == 'win':
screen.fill(BLUE)
pygame.display.flip()
pygame.time.wait(1000)
board.reset()
elif board.check_win(2) == 'win':
screen.fill(GREEN)
pygame.display.flip()
pygame.time.wait(1000)
board.reset()
if moves == 0:
moves = 9
board.reset()
pygame.display.flip()
示例8: play_game
# 需要导入模块: from board import Board [as 别名]
# 或者: from board.Board import check_win [as 别名]
def play_game(game):
"""plays a game of tic tac toe with humans and/or AI"""
# first game or a restart
setPlayers = True
# whether or not to list paths that can be reached
paths = False
donePlaying = False
# loops through games until the user is done playing
while not donePlaying:
if setPlayers:
setPlayers = False
players = set_players()
# whether paths will be shown or not
if get_input("Do you want to show game path solutions? (Y)es or (N)o", ['Y', 'N']) == 'Y':
paths = True
# the game currently in play
gameState = Board(' ', 1)
gameState.paths = game[0][0].paths
turnNum = 0
# loops until the game is won
while not gameState.check_win()[0] and gameState.what_turn() != 9:
print gameState.make_board(paths)
# gets the character for the current player
if turnNum % 2 == 0:
player = 'X'
else:
player = 'O'
# human move
if players[turnNum % 2] == 'H':
move = human_turn(player, gameState)
# AI controlled move
else:
move = ai_turn(gameState)
raw_input("\nComputer player %s has made their move. Press enter to see it.\n" % player)
# re-makes the board with new information
gameState = Board(gameState[0:move] + player + gameState[move + 1:9])
for layout in game[gameState.what_turn()]:
if layout.matches(gameState):
gameState.pattern = layout.pattern
# won't continue if there are no paths to show
if len(layout.paths) == 9:
l = Board(layout, layout.pattern, layout.paths)
# goes through every possible rotation of the board to correctly set the paths
for rots in range(8):
if l.make_board(False) == gameState.make_board(False):
gameState.paths = l.paths
break
p = l.paths
# rotates the board and the paths
l = Board(l.rotate(), l.pattern,
[p[6], p[3], p[0], p[7], p[4], p[1], p[8], p[5], p[2]])
if rots == 3:
p = l.paths
# mirrors the board and the paths
l = Board(l.mirror(), l.pattern,
[p[2], p[1], p[0], p[5], p[4], p[3], p[8], p[7], p[6]])
turnNum += 1
# prints the winning or tied board
print gameState.make_board(showWin = True)
again = get_input("\n(R)ematch, (C)hange players / toggle paths display, or go (B)ack?", 'R C B'.split())
if again == 'B':
donePlaying = True
elif again == 'C':
setPlayers = True