#import pdb
import sys
import random
from PyQt5.QtWidgets import QApplication, QWidget, QMessageBox, QPushButton
from PyQt5.QtGui import QPainter, QColor, QPen
from PyQt5.QtCore import Qt, QTimer, QPoint
BOARD_SIZE = 19
CELL_SIZE = 40
STONE_RADIUS = 18
EMPTY = 0
BLACK = 1
WHITE = 2
# 나이트 이동 방향
NALMOK_DIRECTIONS = [(-2, -1), (-2, 1), (-1, -2), (-1, 2), (1, -2), (1, 2), (2, -1), (2, 1)]
class NalmokGame(QWidget):
def __init__(self):
super().__init__()
self.setWindowTitle("날목")
self.setFixedSize(BOARD_SIZE * CELL_SIZE, BOARD_SIZE * CELL_SIZE +50)
self.board = [[EMPTY for _ in range(BOARD_SIZE)] for _ in range(BOARD_SIZE)]
self.move_history = []
self.game_over_flag = False
self.last_black_move = None
self.last_white_move = None
undo_button = DraggableButton("Undo", self)
undo_button.move(10, self.height() - 40)
undo_button.clicked.connect(self.undo_move)
# 컴퓨터가 흑으로 시작
center = BOARD_SIZE // 2
self.place_stone(center, center, BLACK)
self.turn = WHITE
self.show()
def paintEvent(self, event):
qp = QPainter()
qp.begin(self)
self.draw_board(qp)
self.draw_stones(qp)
qp.end()
def draw_board(self, qp):
qp.setBrush(QColor(222, 184, 135))
qp.drawRect(0, 0, self.width(), self.height())
qp.setPen(QPen(Qt.black, 1))
for i in range(BOARD_SIZE):
qp.drawLine(CELL_SIZE // 2, CELL_SIZE // 2 + i * CELL_SIZE,
CELL_SIZE // 2 + (BOARD_SIZE - 1) * CELL_SIZE, CELL_SIZE // 2 + i * CELL_SIZE)
qp.drawLine(CELL_SIZE // 2 + i * CELL_SIZE, CELL_SIZE // 2,
CELL_SIZE // 2 + i * CELL_SIZE, CELL_SIZE // 2 + (BOARD_SIZE - 1) * CELL_SIZE)
star_points = [(3, 3), (3, 9), (3, 15),
(9, 3), (9, 9), (9, 15),
(15, 3), (15, 9), (15, 15)]
for x, y in star_points:
cx = CELL_SIZE // 2 + x * CELL_SIZE
cy = CELL_SIZE // 2 + y * CELL_SIZE
qp.setBrush(QColor(0, 0, 0))
qp.drawEllipse(cx - 3, cy - 3, 6, 6)
def draw_stones(self, qp):
for y in range(BOARD_SIZE):
for x in range(BOARD_SIZE):
if self.board[y][x] != EMPTY:
qp.setBrush(QColor(0, 0, 0) if self.board[y][x] == BLACK else QColor(255, 255, 255))
qp.drawEllipse(
CELL_SIZE // 2 + x * CELL_SIZE - STONE_RADIUS,
CELL_SIZE // 2 + y * CELL_SIZE - STONE_RADIUS,
STONE_RADIUS * 2,
STONE_RADIUS * 2
)
last = self.last_black_move if self.turn == WHITE else self.last_white_move
# pdb.set_trace()
if last:
x, y = last
cx = CELL_SIZE // 2 + x * CELL_SIZE
cy = CELL_SIZE // 2 + y * CELL_SIZE
qp.setPen(QPen(Qt.green, 2))
qp.drawEllipse(cx - 6, cy - 6, 12, 12)
def mousePressEvent(self, event):
if self.game_over_flag or self.turn != WHITE:
return
x = int((event.x() - CELL_SIZE // 2 + CELL_SIZE / 2) // CELL_SIZE)
y = int((event.y() - CELL_SIZE // 2 + CELL_SIZE / 2) // CELL_SIZE)
if 0 <= x < BOARD_SIZE and 0 <= y < BOARD_SIZE and self.board[y][x] == EMPTY:
self.place_stone(x, y, WHITE)
if self.check_win(x, y, WHITE):
self.update()
self.game_over("사용자(백) 승리!")
return
self.turn = BLACK
self.update()
QTimer.singleShot(1, self.computer_move)
def place_stone(self, x, y, stone):
self.board[y][x] = stone
self.move_history.append((x, y, stone))
if stone == BLACK:
self.last_black_move = (x, y)
else:
self.last_white_move = (x, y)
def undo_move(self):
if len(self.move_history) >= 2:
for _ in range(2):
x, y, stone = self.move_history.pop()
self.board[y][x] = EMPTY
if stone == BLACK:
self.last_black_move = None
else:
self.last_white_move = None
self.turn = WHITE
self.update()
def check_win(self, x, y, stone):
for dx, dy in NALMOK_DIRECTIONS:
count = 1
for dir in [1, -1]:
for i in range(1, 5):
nx, ny = x + dx * i * dir, y + dy * i * dir
if 0 <= nx < BOARD_SIZE and 0 <= ny < BOARD_SIZE and self.board[ny][nx] == stone:
count += 1
else:
break
if count >= 5:
return True
return False
def should_block_nalmok(self, x, y, stone, length):
for dx, dy in NALMOK_DIRECTIONS:
count = 1
blocked = 0
for i in range(1, length):
nx = x + dx * i
ny = y + dy * i
if 0 <= nx < BOARD_SIZE and 0 <= ny < BOARD_SIZE:
cell = self.board[ny][nx]
if cell == stone:
count += 1
elif cell == EMPTY:
continue
else:
blocked += 1
break
else:
blocked += 1
break
if count == length and blocked == 0:
return True
return False
def check_special_attack_pattern(self):
base_patterns = [(-3, -6), (-1, -2), (1, 2), (3, 6)]
all_patterns = []
for dx, dy in base_patterns:
all_patterns.append((dx, dy))
all_patterns.append((-dx, dy))
all_patterns.append((dx, -dy))
all_patterns.append((-dx, -dy))
all_patterns.append((dy, dx))
all_patterns.append((-dy, dx))
all_patterns.append((dy, -dx))
all_patterns.append((-dy, -dx))
all_patterns = list(set(all_patterns))
for y in range(BOARD_SIZE):
for x in range(BOARD_SIZE):
if self.board[y][x] != EMPTY:
continue
for pattern in [base_patterns, [(dy, dx) for dx, dy in base_patterns]]:
found = True
for dx, dy in pattern:
nx, ny = x + dx, y + dy
if not (0 <= nx < BOARD_SIZE and 0 <= ny < BOARD_SIZE and self.board[ny][nx] == WHITE):
found = False
break
if found:
return x, y
return None
def evaluate_board(self, stone):
score = 0
for y in range(BOARD_SIZE):
for x in range(BOARD_SIZE):
if self.board[y][x] == stone:
for dx, dy in NALMOK_DIRECTIONS:
count = 1
blocked = 0
for i in range(1, 5):
nx, ny = x + dx * i, y + dy * i
if 0 <= nx < BOARD_SIZE and 0 <= ny < BOARD_SIZE:
if self.board[ny][nx] == stone:
count += 1
elif self.board[ny][nx] != EMPTY:
blocked += 1
break
else:
blocked += 1
break
if blocked == 0: # 열린 패턴
if count == 4:
score += 100
elif count == 3:
score += 50
elif count == 2:
score += 10
return score
def computer_move(self):
if self.game_over_flag:
return
# 우선순위 1: 컴퓨터 승리 수
for y in range(BOARD_SIZE):
for x in range(BOARD_SIZE):
if self.board[y][x] == EMPTY:
self.place_stone(x, y, BLACK)
if self.check_win(x, y, BLACK):
self.update()
self.game_over("컴퓨터(흑) 승리!")
return
self.board[y][x] = EMPTY
self.move_history.pop()
# 우선순위 2: 상대 승리 차단
for y in range(BOARD_SIZE):
for x in range(BOARD_SIZE):
if self.board[y][x] == EMPTY:
self.place_stone(x, y, WHITE)
if self.check_win(x, y, WHITE):
self.board[y][x] = EMPTY
self.move_history.pop()
self.place_stone(x, y, BLACK)
self.turn = WHITE
self.update()
return
self.board[y][x] = EMPTY
self.move_history.pop()
# 우선순위 4: 상대 열린 4 차단
for y in range(BOARD_SIZE):
for x in range(BOARD_SIZE):
if self.board[y][x] == EMPTY and self.should_block_nalmok(x, y, WHITE, 4):
self.place_stone(x, y, BLACK)
self.turn = WHITE
self.update()
return
# 우선순위 5: 컴퓨터 공격 - 열린 3
for y in range(BOARD_SIZE):
for x in range(BOARD_SIZE):
if self.board[y][x] == EMPTY and self.should_block_nalmok(x, y, BLACK, 3):
self.place_stone(x, y, BLACK)
self.turn = WHITE
self.update()
return
# 우선순위 6: 상대 열린 3 차단
for y in range(BOARD_SIZE):
for x in range(BOARD_SIZE):
if self.board[y][x] == EMPTY and self.should_block_nalmok(x, y, WHITE, 3):
self.place_stone(x, y, BLACK)
self.turn = WHITE
self.update()
return
###
# 우선순위 3: 특별 공격 패턴 차단
result = self.check_special_attack_pattern()
if result:
x, y = result
self.place_stone(x, y, BLACK)
self.turn = WHITE
self.update()
return
###
# 우선순위 7: 평가 기반 최적 수
best_score = -float('inf')
best_move = None
center = BOARD_SIZE // 2
search_range = 5 # 중앙 근처 탐색으로 연산량 감소
for y in range(max(0, center - search_range), min(BOARD_SIZE, center + search_range)):
for x in range(max(0, center - search_range), min(BOARD_SIZE, center + search_range)):
if self.board[y][x] == EMPTY:
self.board[y][x] = BLACK
score = self.evaluate_board(BLACK) - self.evaluate_board(WHITE)
self.board[y][x] = EMPTY
if score > best_score:
best_score = score
best_move = (x, y)
if best_move:
x, y = best_move
self.place_stone(x, y, BLACK)
self.turn = WHITE
self.update()
return
# 대체 수: 최근 돌 근처 나이트 이동
base_x, base_y = self.last_black_move if self.last_black_move else (center, center)
for dx, dy in NALMOK_DIRECTIONS:
nx = base_x + dx
ny = base_y + dy
if 0 <= nx < BOARD_SIZE and 0 <= ny < BOARD_SIZE and self.board[ny][nx] == EMPTY:
self.place_stone(nx, ny, BLACK)
self.turn = WHITE
self.update()
return
def game_over(self, message):
self.game_over_flag = True
QMessageBox.information(self, "게임 종료", message)
self.close()
class DraggableButton(QPushButton):
def __init__(self, title, parent):
super().__init__(title, parent)
self.setMouseTracking(True)
self.dragging = False
self.offset = QPoint()
def mousePressEvent(self, event):
if event.button() == Qt.LeftButton:
self.dragging = True
self.offset = event.pos()
super().mousePressEvent(event)
def mouseMoveEvent(self, event):
if self.dragging:
new_pos = self.mapToParent(event.pos() - self.offset)
self.move(new_pos)
super().mouseMoveEvent(event)
def mouseReleaseEvent(self, event):
if event.button() == Qt.LeftButton:
self.dragging = False
super().mouseReleaseEvent(event)
if __name__ == "__main__":
app = QApplication(sys.argv)
game = NalmokGame()
sys.exit(app.exec_())
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