1.項目簡介
在剛剛學習完python套接字的時候做的一個五子棋小游戲,可以在局域網內雙人對戰,也可以和電腦對戰
2.實現思路
- 局域網對戰
對於局域網功能來說,首先建立連接(tcp),然后每次下棋時將棋子的坐標發送給對方,當接收到坐標后實例化成棋子對象,這個接收時用了select函數,因為pygame需要循環渲染圖片,所以要用非阻塞方式接收消息
select()的機制中提供一fd_set的數據結構,實際上是一long類型的數組, 每一個數組元素都能與一打開的文件句柄(不管是Socket句柄,還是其他文件或命名管道或設備句柄)建立聯系,建立聯系的工作由程序員完成, 當調用select()時,由內核根據IO狀態修改fd_set的內容,由此來通知執行了select()的進程哪一Socket或文件可讀或可寫,主要用於Socket通信當中
主要代碼如下:
1 # 接收cli的消息 2 if is_people: 3 rs, ws, es = select.select(inputs, [], [], 0) 4 for r in rs: 5 if r is tcpclisock: 6 try: 7 data = r.recv(BUFSIZ) 8 islink = True 9 print(data.decode('utf8')) 10 if data.decode('utf8') == 'again': 11 is_recieve1 = True 12 if data.decode('utf8') == 'yes': 13 is_playagain = True 14 is_play = True 15 if data.decode('utf8') == 'no': 16 is_recieve2 = True 17 islink = False 18 if not is_play and not result: 19 me = storn.Storn_Black(eval(data)) 20 black_chesses.append(me) 21 chesses.append(me) 22 is_play = True 23 except error: 24 islink = False
- 電腦對戰
電腦對戰的思路也很簡單,用了應該是最常見的也是最簡單的方法,就是循環遍歷棋盤的每一個點,判斷該點的價值,選取價值最大的點落子,這個需要對五子棋的棋型有一定了解,這里介紹幾種常見的棋型(約定1為己方棋子,2為對方棋子,0為空)
- 活四(011110):這時候四顆棋子相連,同時兩端為空,已經阻止不了一方的勝利了,此時價值應該設置最高
- 死四(011112|10111|11011):四顆棋子,只有一個地方能形成連五,如果是自己的棋可以贏,是對方的也可以阻止對方贏棋,此時價值次高
。。。
就這樣把每種棋型判斷一下,獲得該點的價值,主要代碼如下:
1 # 判斷每個點的價值 2 def point_value(pos, white_chesses, black_chesses, identify1, identify2): 3 value = 0 4 for i in range(1,9): 5 # *1111_ 活四 6 if get_point(pos, i, 1, white_chesses, black_chesses) == identify1 and \ 7 get_point(pos, i, 2, white_chesses, black_chesses) == identify1 and \ 8 get_point(pos, i, 3, white_chesses, black_chesses) == identify1 and \ 9 get_point(pos, i, 4, white_chesses, black_chesses) == identify1 and \ 10 get_point(pos, i, 5, white_chesses, black_chesses) == 0: 11 value += 40000 12 # *11112 死四1 13 if get_point(pos, i, 1, white_chesses, black_chesses) == identify1 and \ 14 get_point(pos, i, 2, white_chesses, black_chesses) == identify1 and \ 15 get_point(pos, i, 3, white_chesses, black_chesses) == identify1 and \ 16 get_point(pos, i, 4, white_chesses, black_chesses) == identify1 and \ 17 get_point(pos, i, 5, white_chesses, black_chesses) == identify2: 18 value += 30000 19 # 1*111 死四2 20 if get_point(pos, i, -1, white_chesses, black_chesses) == identify1 and \ 21 get_point(pos, i, 1, white_chesses, black_chesses) == identify1 and \ 22 get_point(pos, i, 2, white_chesses, black_chesses) == identify1 and \ 23 get_point(pos, i, 3, white_chesses, black_chesses) == identify1: 24 value += 30000 25 # 11*11 死四3 26 if get_point(pos, i, -2, white_chesses, black_chesses) == identify1 and \ 27 get_point(pos, i, -1, white_chesses, black_chesses) == identify1 and \ 28 get_point(pos, i, 1, white_chesses, black_chesses) == identify1 and \ 29 get_point(pos, i, 2, white_chesses, black_chesses) == identify1: 30 value += 30000 31 # *111_ 活三1 32 if get_point(pos, i, 1, white_chesses, black_chesses) == identify1 and \ 33 get_point(pos, i, 2, white_chesses, black_chesses) == identify1 and \ 34 get_point(pos, i, 3, white_chesses, black_chesses) == identify1 and \ 35 get_point(pos, i, 4, white_chesses, black_chesses) == 0: 36 value += 20000 37 # *1_11_ 活三2 38 if get_point(pos, i, 1, white_chesses, black_chesses) == identify1 and \ 39 get_point(pos, i, 2, white_chesses, black_chesses) == 0 and \ 40 get_point(pos, i, 3, white_chesses, black_chesses) == identify1 and \ 41 get_point(pos, i, 4, white_chesses, black_chesses) == identify1 and \ 42 get_point(pos, i, 5, white_chesses, black_chesses) == 0: 43 value += 20000 44 # *1112 死三1 45 if get_point(pos, i, 1, white_chesses, black_chesses) == identify1 and \ 46 get_point(pos, i, 2, white_chesses, black_chesses) == identify1 and \ 47 get_point(pos, i, 3, white_chesses, black_chesses) == identify1 and \ 48 get_point(pos, i, 4, white_chesses, black_chesses) == identify2: 49 value += 15000 50 # _1_112 死三2 51 if get_point(pos, i, 1, white_chesses, black_chesses) == identify1 and \ 52 get_point(pos, i, 2, white_chesses, black_chesses) == 0 and \ 53 get_point(pos, i, 3, white_chesses, black_chesses) == identify1 and \ 54 get_point(pos, i, 4, white_chesses, black_chesses) == identify1 and \ 55 get_point(pos, i, 5, white_chesses, black_chesses) == identify2: 56 value += 15000 57 # _11_12 死三3 58 if get_point(pos, i, 1, white_chesses, black_chesses) == identify1 and \ 59 get_point(pos, i, 2, white_chesses, black_chesses) == identify1 and \ 60 get_point(pos, i, 3, white_chesses, black_chesses) == 0 and \ 61 get_point(pos, i, 4, white_chesses, black_chesses) == identify1 and \ 62 get_point(pos, i, 5, white_chesses, black_chesses) == identify2: 63 value += 15000 64 # 1__11 死三4 65 if get_point(pos, i, -1, white_chesses, black_chesses) == identify1 and \ 66 get_point(pos, i, 1, white_chesses, black_chesses) == 0 and \ 67 get_point(pos, i, 2, white_chesses, black_chesses) == identify1 and \ 68 get_point(pos, i, 3, white_chesses, black_chesses) == identify1: 69 value += 15000 70 # 1_1_1 死三5 71 if get_point(pos, i, -1, white_chesses, black_chesses) == identify1 and \ 72 get_point(pos, i, 1, white_chesses, black_chesses) == identify1 and \ 73 get_point(pos, i, 2, white_chesses, black_chesses) == 0 and \ 74 get_point(pos, i, 3, white_chesses, black_chesses) == identify1: 75 value += 15000 76 # 2_111_2 死三6 77 if get_point(pos, i, -1, white_chesses, black_chesses) == identify2 and \ 78 get_point(pos, i, 1, white_chesses, black_chesses) == identify1 and \ 79 get_point(pos, i, 2, white_chesses, black_chesses) == identify1 and \ 80 get_point(pos, i, 3, white_chesses, black_chesses) == identify1 and \ 81 get_point(pos, i, 4, white_chesses, black_chesses) == 0 and \ 82 get_point(pos, i, 5, white_chesses, black_chesses) == identify2: 83 value += 15000 84 # __11__ 活二1 85 if get_point(pos, i, -1, white_chesses, black_chesses) == 0 and \ 86 get_point(pos, i, 1, white_chesses, black_chesses) == identify1 and \ 87 get_point(pos, i, 2, white_chesses, black_chesses) == identify1 and \ 88 get_point(pos, i, 3, white_chesses, black_chesses) == 0 and \ 89 get_point(pos, i, 4, white_chesses, black_chesses) == 0: 90 value += 1000 91 # _1_1_ 活二2 92 if get_point(pos, i, 1, white_chesses, black_chesses) == identify1 and \ 93 get_point(pos, i, 2, white_chesses, black_chesses) == 0 and \ 94 get_point(pos, i, 3, white_chesses, black_chesses) == identify1 and \ 95 get_point(pos, i, 4, white_chesses, black_chesses) == 0: 96 value += 1000 97 # *1__ 98 if get_point(pos, i, 1, white_chesses, black_chesses) == identify1 and \ 99 get_point(pos, i, 2, white_chesses, black_chesses) == 0 and \ 100 get_point(pos, i, 3, white_chesses, black_chesses) == 0: 101 value += 30 102 # *1_ 103 if get_point(pos, i, 1, white_chesses, black_chesses) == identify1 and \ 104 get_point(pos, i, 2, white_chesses, black_chesses) == 0: 105 value += 20 106 # *1 107 if get_point(pos, i, 1, white_chesses, black_chesses) == identify1: 108 value += 10 109 return value
電腦選擇落子位置時,要判斷是進攻還是防守,需要兩次遍歷棋盤,獲取進攻時的最大價值和防守的最大價值,主要代碼如下:
1 # 電腦選取落子的位置 2 def ai(white_chesses, black_chesses, chesses): 3 value = max1 = max2 = 0 4 pos1 = pos2 = () 5 # 進攻時 6 for i in range(0,15): 7 row = 28 + i * 40 8 for j in range(0,15): 9 col = 28 + j * 40 10 pos = (row,col) 11 if is_empty(pos, chesses): 12 continue 13 value = point_value(pos, white_chesses, black_chesses, 1, 2) 14 if value > max1: 15 max1 = value 16 pos1 = (row,col) 17 18 # 防守時 19 for i in range(0,15): 20 for j in range(0,15): 21 row = 28 + i * 40 22 col = 28 + j * 40 23 if is_empty((row,col), chesses): 24 continue 25 value = point_value((row,col), white_chesses, black_chesses, 2, 1) 26 if value > max2: 27 max2 = value 28 pos2 = (row,col) 29 if max1 > max2: 30 return pos1 31 else: 32 return pos2
3.游戲截圖

源代碼地址:https://github.com/tctctctctc/python- 歡迎star
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