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1217 lines
44 KiB
EmacsLisp
1217 lines
44 KiB
EmacsLisp
;;; gomoku.el --- Gomoku game between you and Emacs
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;; Copyright (C) 1988, 1994, 1996, 2001, 2003 Free Software Foundation, Inc.
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;; Author: Philippe Schnoebelen <phs@lsv.ens-cachan.fr>
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;; Maintainer: FSF
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;; Adapted-By: ESR, Daniel Pfeiffer <occitan@esperanto.org>
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;; Keywords: games
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;; This file is part of GNU Emacs.
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;; GNU Emacs is free software; you can redistribute it and/or modify
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;; it under the terms of the GNU General Public License as published by
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;; the Free Software Foundation; either version 2, or (at your option)
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;; any later version.
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;; GNU Emacs is distributed in the hope that it will be useful,
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;; but WITHOUT ANY WARRANTY; without even the implied warranty of
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;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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;; GNU General Public License for more details.
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;; You should have received a copy of the GNU General Public License
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;; along with GNU Emacs; see the file COPYING. If not, write to the
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;; Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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;; Boston, MA 02111-1307, USA.
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;;; Commentary:
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;; RULES:
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;;
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;; Gomoku is a game played between two players on a rectangular board. Each
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;; player, in turn, marks a free square of its choice. The winner is the first
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;; one to mark five contiguous squares in any direction (horizontally,
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;; vertically or diagonally).
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;;
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;; I have been told that, in "The TRUE Gomoku", some restrictions are made
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;; about the squares where one may play, or else there is a known forced win
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;; for the first player. This program has no such restriction, but it does not
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;; know about the forced win, nor do I.
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;; See http://renju.nu/r1rulhis.htm for more information.
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;; There are two main places where you may want to customize the program: key
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;; bindings and board display. These features are commented in the code. Go
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;; and see.
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;; HOW TO USE:
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;;
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;; The command "M-x gomoku" displays a
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;; board, the size of which depends on the size of the current window. The
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;; size of the board is easily modified by giving numeric arguments to the
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;; gomoku command and/or by customizing the displaying parameters.
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;;
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;; Emacs plays when it is its turn. When it is your turn, just put the cursor
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;; on the square where you want to play and hit RET, or X, or whatever key you
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;; bind to the command gomoku-human-plays. When it is your turn, Emacs is
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;; idle: you may switch buffers, read your mail, ... Just come back to the
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;; *Gomoku* buffer and resume play.
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;; ALGORITHM:
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;;
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;; The algorithm is briefly described in section "THE SCORE TABLE". Some
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;; parameters may be modified if you want to change the style exhibited by the
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;; program.
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;;; Code:
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(defgroup gomoku nil
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"Gomoku game between you and Emacs."
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:prefix "gomoku-"
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:group 'games)
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;;;
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;;; GOMOKU MODE AND KEYMAP.
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;;;
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(defcustom gomoku-mode-hook nil
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"If non-nil, its value is called on entry to Gomoku mode.
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One useful value to include is `turn-on-font-lock' to highlight the pieces."
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:type 'hook
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:group 'gomoku)
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;;;
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;;; CONSTANTS FOR BOARD
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;;;
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(defconst gomoku-buffer-name "*Gomoku*"
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"Name of the Gomoku buffer.")
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;; You may change these values if you have a small screen or if the squares
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;; look rectangular, but spacings SHOULD be at least 2 (MUST BE at least 1).
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(defconst gomoku-square-width 4
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"*Horizontal spacing between squares on the Gomoku board.")
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(defconst gomoku-square-height 2
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"*Vertical spacing between squares on the Gomoku board.")
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(defconst gomoku-x-offset 3
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"*Number of columns between the Gomoku board and the side of the window.")
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(defconst gomoku-y-offset 1
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"*Number of lines between the Gomoku board and the top of the window.")
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(defvar gomoku-mode-map nil
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"Local keymap to use in Gomoku mode.")
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(if gomoku-mode-map nil
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(setq gomoku-mode-map (make-sparse-keymap))
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;; Key bindings for cursor motion.
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(define-key gomoku-mode-map "y" 'gomoku-move-nw) ; y
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(define-key gomoku-mode-map "u" 'gomoku-move-ne) ; u
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(define-key gomoku-mode-map "b" 'gomoku-move-sw) ; b
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(define-key gomoku-mode-map "n" 'gomoku-move-se) ; n
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(define-key gomoku-mode-map "h" 'backward-char) ; h
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(define-key gomoku-mode-map "l" 'forward-char) ; l
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(define-key gomoku-mode-map "j" 'gomoku-move-down) ; j
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(define-key gomoku-mode-map "k" 'gomoku-move-up) ; k
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(define-key gomoku-mode-map [kp-7] 'gomoku-move-nw)
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(define-key gomoku-mode-map [kp-9] 'gomoku-move-ne)
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(define-key gomoku-mode-map [kp-1] 'gomoku-move-sw)
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(define-key gomoku-mode-map [kp-3] 'gomoku-move-se)
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(define-key gomoku-mode-map [kp-4] 'backward-char)
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(define-key gomoku-mode-map [kp-6] 'forward-char)
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(define-key gomoku-mode-map [kp-2] 'gomoku-move-down)
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(define-key gomoku-mode-map [kp-8] 'gomoku-move-up)
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(define-key gomoku-mode-map "\C-n" 'gomoku-move-down) ; C-n
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(define-key gomoku-mode-map "\C-p" 'gomoku-move-up) ; C-p
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;; Key bindings for entering Human moves.
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(define-key gomoku-mode-map "X" 'gomoku-human-plays) ; X
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(define-key gomoku-mode-map "x" 'gomoku-human-plays) ; x
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(define-key gomoku-mode-map " " 'gomoku-human-plays) ; SPC
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(define-key gomoku-mode-map "\C-m" 'gomoku-human-plays) ; RET
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(define-key gomoku-mode-map "\C-c\C-p" 'gomoku-human-plays) ; C-c C-p
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(define-key gomoku-mode-map "\C-c\C-b" 'gomoku-human-takes-back) ; C-c C-b
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(define-key gomoku-mode-map "\C-c\C-r" 'gomoku-human-resigns) ; C-c C-r
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(define-key gomoku-mode-map "\C-c\C-e" 'gomoku-emacs-plays) ; C-c C-e
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(define-key gomoku-mode-map [kp-enter] 'gomoku-human-plays)
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(define-key gomoku-mode-map [insert] 'gomoku-human-plays)
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(define-key gomoku-mode-map [down-mouse-1] 'gomoku-click)
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(define-key gomoku-mode-map [drag-mouse-1] 'gomoku-click)
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(define-key gomoku-mode-map [mouse-1] 'gomoku-click)
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(define-key gomoku-mode-map [down-mouse-2] 'gomoku-click)
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(define-key gomoku-mode-map [mouse-2] 'gomoku-mouse-play)
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(define-key gomoku-mode-map [drag-mouse-2] 'gomoku-mouse-play)
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(define-key gomoku-mode-map [remap previous-line] 'gomoku-move-up)
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(define-key gomoku-mode-map [remap next-line] 'gomoku-move-down)
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(define-key gomoku-mode-map [remap beginning-of-line] 'gomoku-beginning-of-line)
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(define-key gomoku-mode-map [remap end-of-line] 'gomoku-end-of-line)
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(define-key gomoku-mode-map [remap undo] 'gomoku-human-takes-back)
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(define-key gomoku-mode-map [remap advertised-undo] 'gomoku-human-takes-back))
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(defvar gomoku-emacs-won ()
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"For making font-lock use the winner's face for the line.")
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(defface gomoku-font-lock-O-face
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'((((class color)) (:foreground "red" :weight bold)))
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"Face to use for Emacs' O."
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:group 'gomoku)
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(defface gomoku-font-lock-X-face
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'((((class color)) (:foreground "green" :weight bold)))
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"Face to use for your X."
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:group 'gomoku)
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(defvar gomoku-font-lock-keywords
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'(("O" . 'gomoku-font-lock-O-face)
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("X" . 'gomoku-font-lock-X-face)
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("[-|/\\]" 0 (if gomoku-emacs-won
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'gomoku-font-lock-O-face
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'gomoku-font-lock-X-face)))
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"*Font lock rules for Gomoku.")
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(put 'gomoku-mode 'front-sticky
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(put 'gomoku-mode 'rear-nonsticky '(intangible)))
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(put 'gomoku-mode 'intangible 1)
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;; This one is for when they set view-read-only to t: Gomoku cannot
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;; allow View Mode to be activated in its buffer.
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(put 'gomoku-mode 'mode-class 'special)
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(defun gomoku-mode ()
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"Major mode for playing Gomoku against Emacs.
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You and Emacs play in turn by marking a free square. You mark it with X
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and Emacs marks it with O. The winner is the first to get five contiguous
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marks horizontally, vertically or in diagonal.
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You play by moving the cursor over the square you choose and hitting \\[gomoku-human-plays].
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Other useful commands:
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\\{gomoku-mode-map}
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Entry to this mode calls the value of `gomoku-mode-hook' if that value
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is non-nil."
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(interactive)
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(kill-all-local-variables)
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(setq major-mode 'gomoku-mode
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mode-name "Gomoku")
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(gomoku-display-statistics)
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(use-local-map gomoku-mode-map)
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(make-local-variable 'font-lock-defaults)
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(setq font-lock-defaults '(gomoku-font-lock-keywords t))
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(toggle-read-only t)
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(run-hooks 'gomoku-mode-hook))
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;;;
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;;; THE BOARD.
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;;;
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;; The board is a rectangular grid. We code empty squares with 0, X's with 1
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;; and O's with 6. The rectangle is recorded in a one dimensional vector
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;; containing padding squares (coded with -1). These squares allow us to
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;; detect when we are trying to move out of the board. We denote a square by
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;; its (X,Y) coords, or by the INDEX corresponding to them in the vector. The
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;; leftmost topmost square has coords (1,1) and index gomoku-board-width + 2.
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;; Similarly, vectors between squares may be given by two DX, DY coords or by
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;; one DEPL (the difference between indexes).
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(defvar gomoku-board-width nil
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"Number of columns on the Gomoku board.")
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(defvar gomoku-board-height nil
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"Number of lines on the Gomoku board.")
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(defvar gomoku-board nil
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"Vector recording the actual state of the Gomoku board.")
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(defvar gomoku-vector-length nil
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"Length of gomoku-board vector.")
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(defvar gomoku-draw-limit nil
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;; This is usually set to 70% of the number of squares.
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"After how many moves will Emacs offer a draw?")
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(defun gomoku-xy-to-index (x y)
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"Translate X, Y cartesian coords into the corresponding board index."
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(+ (* y gomoku-board-width) x y))
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(defun gomoku-index-to-x (index)
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"Return corresponding x-coord of board INDEX."
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(% index (1+ gomoku-board-width)))
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(defun gomoku-index-to-y (index)
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"Return corresponding y-coord of board INDEX."
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(/ index (1+ gomoku-board-width)))
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(defun gomoku-init-board ()
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"Create the gomoku-board vector and fill it with initial values."
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(setq gomoku-board (make-vector gomoku-vector-length 0))
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;; Every square is 0 (i.e. empty) except padding squares:
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(let ((i 0) (ii (1- gomoku-vector-length)))
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(while (<= i gomoku-board-width) ; The squares in [0..width] and in
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(aset gomoku-board i -1) ; [length - width - 1..length - 1]
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(aset gomoku-board ii -1) ; are padding squares.
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(setq i (1+ i)
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ii (1- ii))))
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(let ((i 0))
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(while (< i gomoku-vector-length)
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(aset gomoku-board i -1) ; and also all k*(width+1)
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(setq i (+ i gomoku-board-width 1)))))
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;;;
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;;; THE SCORE TABLE.
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;;;
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;; Every (free) square has a score associated to it, recorded in the
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;; GOMOKU-SCORE-TABLE vector. The program always plays in the square having
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;; the highest score.
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(defvar gomoku-score-table nil
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"Vector recording the actual score of the free squares.")
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;; The key point point about the algorithm is that, rather than considering
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;; the board as just a set of squares, we prefer to see it as a "space" of
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;; internested 5-tuples of contiguous squares (called qtuples).
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;;
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;; The aim of the program is to fill one qtuple with its O's while preventing
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;; you from filling another one with your X's. To that effect, it computes a
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;; score for every qtuple, with better qtuples having better scores. Of
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;; course, the score of a qtuple (taken in isolation) is just determined by
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;; its contents as a set, i.e. not considering the order of its elements. The
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;; highest score is given to the "OOOO" qtuples because playing in such a
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;; qtuple is winning the game. Just after this comes the "XXXX" qtuple because
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;; not playing in it is just loosing the game, and so on. Note that a
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;; "polluted" qtuple, i.e. one containing at least one X and at least one O,
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;; has score zero because there is no more any point in playing in it, from
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;; both an attacking and a defending point of view.
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;;
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;; Given the score of every qtuple, the score of a given free square on the
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;; board is just the sum of the scores of all the qtuples to which it belongs,
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;; because playing in that square is playing in all its containing qtuples at
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;; once. And it is that function which takes into account the internesting of
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;; the qtuples.
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;;
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;; This algorithm is rather simple but anyway it gives a not so dumb level of
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;; play. It easily extends to "n-dimensional Gomoku", where a win should not
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;; be obtained with as few as 5 contiguous marks: 6 or 7 (depending on n !)
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;; should be preferred.
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;; Here are the scores of the nine "non-polluted" configurations. Tuning
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;; these values will change (hopefully improve) the strength of the program
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;; and may change its style (rather aggressive here).
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(defconst nil-score 7 "Score of an empty qtuple.")
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(defconst Xscore 15 "Score of a qtuple containing one X.")
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(defconst XXscore 400 "Score of a qtuple containing two X's.")
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(defconst XXXscore 1800 "Score of a qtuple containing three X's.")
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(defconst XXXXscore 100000 "Score of a qtuple containing four X's.")
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(defconst Oscore 35 "Score of a qtuple containing one O.")
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(defconst OOscore 800 "Score of a qtuple containing two O's.")
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(defconst OOOscore 15000 "Score of a qtuple containing three O's.")
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(defconst OOOOscore 800000 "Score of a qtuple containing four O's.")
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;; These values are not just random: if, given the following situation:
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;;
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;; . . . . . . . O .
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;; . X X a . . . X .
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;; . . . X . . . X .
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;; . . . X . . . X .
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;; . . . . . . . b .
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;;
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;; you want Emacs to play in "a" and not in "b", then the parameters must
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;; satisfy the inequality:
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;;
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;; 6 * XXscore > XXXscore + XXscore
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;;
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;; because "a" mainly belongs to six "XX" qtuples (the others are less
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;; important) while "b" belongs to one "XXX" and one "XX" qtuples. Other
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;; conditions are required to obtain sensible moves, but the previous example
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;; should illustrate the point. If you manage to improve on these values,
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;; please send me a note. Thanks.
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;; As we chose values 0, 1 and 6 to denote empty, X and O squares, the
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;; contents of a qtuple are uniquely determined by the sum of its elements and
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;; we just have to set up a translation table.
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(defconst gomoku-score-trans-table
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(vector nil-score Xscore XXscore XXXscore XXXXscore 0
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Oscore 0 0 0 0 0
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OOscore 0 0 0 0 0
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OOOscore 0 0 0 0 0
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OOOOscore 0 0 0 0 0
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0)
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"Vector associating qtuple contents to their score.")
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;; If you do not modify drastically the previous constants, the only way for a
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;; square to have a score higher than OOOOscore is to belong to a "OOOO"
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;; qtuple, thus to be a winning move. Similarly, the only way for a square to
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;; have a score between XXXXscore and OOOOscore is to belong to a "XXXX"
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;; qtuple. We may use these considerations to detect when a given move is
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;; winning or loosing.
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(defconst gomoku-winning-threshold OOOOscore
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"Threshold score beyond which an Emacs move is winning.")
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(defconst gomoku-loosing-threshold XXXXscore
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"Threshold score beyond which a human move is winning.")
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(defun gomoku-strongest-square ()
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"Compute index of free square with highest score, or nil if none."
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;; We just have to loop other all squares. However there are two problems:
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;; 1/ The SCORE-TABLE only gives correct scores to free squares. To speed
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;; up future searches, we set the score of padding or occupied squares
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;; to -1 whenever we meet them.
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;; 2/ We want to choose randomly between equally good moves.
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(let ((score-max 0)
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(count 0) ; Number of equally good moves
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(square (gomoku-xy-to-index 1 1)) ; First square
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(end (gomoku-xy-to-index gomoku-board-width gomoku-board-height))
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best-square score)
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(while (<= square end)
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(cond
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;; If score is lower (i.e. most of the time), skip to next:
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((< (aref gomoku-score-table square) score-max))
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;; If score is better, beware of non free squares:
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((> (setq score (aref gomoku-score-table square)) score-max)
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(if (zerop (aref gomoku-board square)) ; is it free ?
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(setq count 1 ; yes: take it !
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best-square square
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score-max score)
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(aset gomoku-score-table square -1))) ; no: kill it !
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;; If score is equally good, choose randomly. But first check freeness:
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((not (zerop (aref gomoku-board square)))
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(aset gomoku-score-table square -1))
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((zerop (random (setq count (1+ count))))
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(setq best-square square
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score-max score)))
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(setq square (1+ square))) ; try next square
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best-square))
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;;;
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;;; INITIALIZING THE SCORE TABLE.
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;;;
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;; At initialization the board is empty so that every qtuple amounts for
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;; nil-score. Therefore, the score of any square is nil-score times the number
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;; of qtuples that pass through it. This number is 3 in a corner and 20 if you
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;; are sufficiently far from the sides. As computing the number is time
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;; consuming, we initialize every square with 20*nil-score and then only
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;; consider squares at less than 5 squares from one side. We speed this up by
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;; taking symmetry into account.
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;; Also, as it is likely that successive games will be played on a board with
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;; same size, it is a good idea to save the initial SCORE-TABLE configuration.
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(defvar gomoku-saved-score-table nil
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"Recorded initial value of previous score table.")
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(defvar gomoku-saved-board-width nil
|
||
"Recorded value of previous board width.")
|
||
|
||
(defvar gomoku-saved-board-height nil
|
||
"Recorded value of previous board height.")
|
||
|
||
|
||
(defun gomoku-init-score-table ()
|
||
"Create the score table vector and fill it with initial values."
|
||
(if (and gomoku-saved-score-table ; Has it been stored last time ?
|
||
(= gomoku-board-width gomoku-saved-board-width)
|
||
(= gomoku-board-height gomoku-saved-board-height))
|
||
(setq gomoku-score-table (copy-sequence gomoku-saved-score-table))
|
||
;; No, compute it:
|
||
(setq gomoku-score-table
|
||
(make-vector gomoku-vector-length (* 20 nil-score)))
|
||
(let (i j maxi maxj maxi2 maxj2)
|
||
(setq maxi (/ (1+ gomoku-board-width) 2)
|
||
maxj (/ (1+ gomoku-board-height) 2)
|
||
maxi2 (min 4 maxi)
|
||
maxj2 (min 4 maxj))
|
||
;; We took symmetry into account and could use it more if the board
|
||
;; would have been square and not rectangular !
|
||
;; In our case we deal with all (i,j) in the set [1..maxi2]*[1..maxj] U
|
||
;; [maxi2+1..maxi]*[1..maxj2]. Maxi2 and maxj2 are used because the
|
||
;; board may well be less than 8 by 8 !
|
||
(setq i 1)
|
||
(while (<= i maxi2)
|
||
(setq j 1)
|
||
(while (<= j maxj)
|
||
(gomoku-init-square-score i j)
|
||
(setq j (1+ j)))
|
||
(setq i (1+ i)))
|
||
(while (<= i maxi)
|
||
(setq j 1)
|
||
(while (<= j maxj2)
|
||
(gomoku-init-square-score i j)
|
||
(setq j (1+ j)))
|
||
(setq i (1+ i))))
|
||
(setq gomoku-saved-score-table (copy-sequence gomoku-score-table)
|
||
gomoku-saved-board-width gomoku-board-width
|
||
gomoku-saved-board-height gomoku-board-height)))
|
||
|
||
(defun gomoku-nb-qtuples (i j)
|
||
"Return the number of qtuples containing square I,J."
|
||
;; This function is complicated because we have to deal
|
||
;; with ugly cases like 3 by 6 boards, but it works.
|
||
;; If you have a simpler (and correct) solution, send it to me. Thanks !
|
||
(let ((left (min 4 (1- i)))
|
||
(right (min 4 (- gomoku-board-width i)))
|
||
(up (min 4 (1- j)))
|
||
(down (min 4 (- gomoku-board-height j))))
|
||
(+ -12
|
||
(min (max (+ left right) 3) 8)
|
||
(min (max (+ up down) 3) 8)
|
||
(min (max (+ (min left up) (min right down)) 3) 8)
|
||
(min (max (+ (min right up) (min left down)) 3) 8))))
|
||
|
||
(defun gomoku-init-square-score (i j)
|
||
"Give initial score to square I,J and to its mirror images."
|
||
(let ((ii (1+ (- gomoku-board-width i)))
|
||
(jj (1+ (- gomoku-board-height j)))
|
||
(sc (* (gomoku-nb-qtuples i j) (aref gomoku-score-trans-table 0))))
|
||
(aset gomoku-score-table (gomoku-xy-to-index i j) sc)
|
||
(aset gomoku-score-table (gomoku-xy-to-index ii j) sc)
|
||
(aset gomoku-score-table (gomoku-xy-to-index i jj) sc)
|
||
(aset gomoku-score-table (gomoku-xy-to-index ii jj) sc)))
|
||
|
||
;;;
|
||
;;; MAINTAINING THE SCORE TABLE.
|
||
;;;
|
||
|
||
;; We do not provide functions for computing the SCORE-TABLE given the
|
||
;; contents of the BOARD. This would involve heavy nested loops, with time
|
||
;; proportional to the size of the board. It is better to update the
|
||
;; SCORE-TABLE after each move. Updating needs not modify more than 36
|
||
;; squares: it is done in constant time.
|
||
|
||
(defun gomoku-update-score-table (square dval)
|
||
"Update score table after SQUARE received a DVAL increment."
|
||
;; The board has already been updated when this function is called.
|
||
;; Updating scores is done by looking for qtuples boundaries in all four
|
||
;; directions and then calling update-score-in-direction.
|
||
;; Finally all squares received the right increment, and then are up to
|
||
;; date, except possibly for SQUARE itself if we are taking a move back for
|
||
;; its score had been set to -1 at the time.
|
||
(let* ((x (gomoku-index-to-x square))
|
||
(y (gomoku-index-to-y square))
|
||
(imin (max -4 (- 1 x)))
|
||
(jmin (max -4 (- 1 y)))
|
||
(imax (min 0 (- gomoku-board-width x 4)))
|
||
(jmax (min 0 (- gomoku-board-height y 4))))
|
||
(gomoku-update-score-in-direction imin imax
|
||
square 1 0 dval)
|
||
(gomoku-update-score-in-direction jmin jmax
|
||
square 0 1 dval)
|
||
(gomoku-update-score-in-direction (max imin jmin) (min imax jmax)
|
||
square 1 1 dval)
|
||
(gomoku-update-score-in-direction (max (- 1 y) -4
|
||
(- x gomoku-board-width))
|
||
(min 0 (- x 5)
|
||
(- gomoku-board-height y 4))
|
||
square -1 1 dval)))
|
||
|
||
(defun gomoku-update-score-in-direction (left right square dx dy dval)
|
||
"Update scores for all squares in the qtuples starting between the LEFTth
|
||
square and the RIGHTth after SQUARE, along the DX, DY direction, considering
|
||
that DVAL has been added on SQUARE."
|
||
;; We always have LEFT <= 0, RIGHT <= 0 and DEPL > 0 but we may very well
|
||
;; have LEFT > RIGHT, indicating that no qtuple contains SQUARE along that
|
||
;; DX,DY direction.
|
||
(cond
|
||
((> left right)) ; Quit
|
||
(t ; Else ..
|
||
(let (depl square0 square1 square2 count delta)
|
||
(setq depl (gomoku-xy-to-index dx dy)
|
||
square0 (+ square (* left depl))
|
||
square1 (+ square (* right depl))
|
||
square2 (+ square0 (* 4 depl)))
|
||
;; Compute the contents of the first qtuple:
|
||
(setq square square0
|
||
count 0)
|
||
(while (<= square square2)
|
||
(setq count (+ count (aref gomoku-board square))
|
||
square (+ square depl)))
|
||
(while (<= square0 square1)
|
||
;; Update the squares of the qtuple beginning in SQUARE0 and ending
|
||
;; in SQUARE2.
|
||
(setq delta (- (aref gomoku-score-trans-table count)
|
||
(aref gomoku-score-trans-table (- count dval))))
|
||
(cond ((not (zerop delta)) ; or else nothing to update
|
||
(setq square square0)
|
||
(while (<= square square2)
|
||
(if (zerop (aref gomoku-board square)) ; only for free squares
|
||
(aset gomoku-score-table square
|
||
(+ (aref gomoku-score-table square) delta)))
|
||
(setq square (+ square depl)))))
|
||
;; Then shift the qtuple one square along DEPL, this only requires
|
||
;; modifying SQUARE0 and SQUARE2.
|
||
(setq square2 (+ square2 depl)
|
||
count (+ count (- (aref gomoku-board square0))
|
||
(aref gomoku-board square2))
|
||
square0 (+ square0 depl)))))))
|
||
|
||
;;;
|
||
;;; GAME CONTROL.
|
||
;;;
|
||
|
||
;; Several variables are used to monitor a game, including a GAME-HISTORY (the
|
||
;; list of all (SQUARE . PREVSCORE) played) that allows to take moves back
|
||
;; (anti-updating the score table) and to compute the table from scratch in
|
||
;; case of an interruption.
|
||
|
||
(defvar gomoku-game-in-progress nil
|
||
"Non-nil if a game is in progress.")
|
||
|
||
(defvar gomoku-game-history nil
|
||
"A record of all moves that have been played during current game.")
|
||
|
||
(defvar gomoku-number-of-moves nil
|
||
"Number of moves already played in current game.")
|
||
|
||
(defvar gomoku-number-of-human-moves nil
|
||
"Number of moves already played by human in current game.")
|
||
|
||
(defvar gomoku-emacs-played-first nil
|
||
"Non-nil if Emacs played first.")
|
||
|
||
(defvar gomoku-human-took-back nil
|
||
"Non-nil if Human took back a move during the game.")
|
||
|
||
(defvar gomoku-human-refused-draw nil
|
||
"Non-nil if Human refused Emacs offer of a draw.")
|
||
|
||
(defvar gomoku-emacs-is-computing nil
|
||
;; This is used to detect interruptions. Hopefully, it should not be needed.
|
||
"Non-nil if Emacs is in the middle of a computation.")
|
||
|
||
|
||
(defun gomoku-start-game (n m)
|
||
"Initialize a new game on an N by M board."
|
||
(setq gomoku-emacs-is-computing t) ; Raise flag
|
||
(setq gomoku-game-in-progress t)
|
||
(setq gomoku-board-width n
|
||
gomoku-board-height m
|
||
gomoku-vector-length (1+ (* (+ m 2) (1+ n)))
|
||
gomoku-draw-limit (/ (* 7 n m) 10))
|
||
(setq gomoku-emacs-won nil
|
||
gomoku-game-history nil
|
||
gomoku-number-of-moves 0
|
||
gomoku-number-of-human-moves 0
|
||
gomoku-emacs-played-first nil
|
||
gomoku-human-took-back nil
|
||
gomoku-human-refused-draw nil)
|
||
(gomoku-init-display n m) ; Display first: the rest takes time
|
||
(gomoku-init-score-table) ; INIT-BOARD requires that the score
|
||
(gomoku-init-board) ; table be already created.
|
||
(setq gomoku-emacs-is-computing nil))
|
||
|
||
(defun gomoku-play-move (square val &optional dont-update-score)
|
||
"Go to SQUARE, play VAL and update everything."
|
||
(setq gomoku-emacs-is-computing t) ; Raise flag
|
||
(cond ((= 1 val) ; a Human move
|
||
(setq gomoku-number-of-human-moves (1+ gomoku-number-of-human-moves)))
|
||
((zerop gomoku-number-of-moves) ; an Emacs move. Is it first ?
|
||
(setq gomoku-emacs-played-first t)))
|
||
(setq gomoku-game-history
|
||
(cons (cons square (aref gomoku-score-table square))
|
||
gomoku-game-history)
|
||
gomoku-number-of-moves (1+ gomoku-number-of-moves))
|
||
(gomoku-plot-square square val)
|
||
(aset gomoku-board square val) ; *BEFORE* UPDATE-SCORE !
|
||
(if dont-update-score nil
|
||
(gomoku-update-score-table square val) ; previous val was 0: dval = val
|
||
(aset gomoku-score-table square -1))
|
||
(setq gomoku-emacs-is-computing nil))
|
||
|
||
(defun gomoku-take-back ()
|
||
"Take back last move and update everything."
|
||
(setq gomoku-emacs-is-computing t)
|
||
(let* ((last-move (car gomoku-game-history))
|
||
(square (car last-move))
|
||
(oldval (aref gomoku-board square)))
|
||
(if (= 1 oldval)
|
||
(setq gomoku-number-of-human-moves (1- gomoku-number-of-human-moves)))
|
||
(setq gomoku-game-history (cdr gomoku-game-history)
|
||
gomoku-number-of-moves (1- gomoku-number-of-moves))
|
||
(gomoku-plot-square square 0)
|
||
(aset gomoku-board square 0) ; *BEFORE* UPDATE-SCORE !
|
||
(gomoku-update-score-table square (- oldval))
|
||
(aset gomoku-score-table square (cdr last-move)))
|
||
(setq gomoku-emacs-is-computing nil))
|
||
|
||
;;;
|
||
;;; SESSION CONTROL.
|
||
;;;
|
||
|
||
(defvar gomoku-number-of-emacs-wins 0
|
||
"Number of games Emacs won in this session.")
|
||
|
||
(defvar gomoku-number-of-human-wins 0
|
||
"Number of games you won in this session.")
|
||
|
||
(defvar gomoku-number-of-draws 0
|
||
"Number of games already drawn in this session.")
|
||
|
||
|
||
(defun gomoku-terminate-game (result)
|
||
"Terminate the current game with RESULT."
|
||
(message
|
||
(cond
|
||
((eq result 'emacs-won)
|
||
(setq gomoku-number-of-emacs-wins (1+ gomoku-number-of-emacs-wins))
|
||
(cond ((< gomoku-number-of-moves 20)
|
||
"This was a REALLY QUICK win.")
|
||
(gomoku-human-refused-draw
|
||
"I won... Too bad you refused my offer of a draw !")
|
||
(gomoku-human-took-back
|
||
"I won... Taking moves back will not help you !")
|
||
((not gomoku-emacs-played-first)
|
||
"I won... Playing first did not help you much !")
|
||
((and (zerop gomoku-number-of-human-wins)
|
||
(zerop gomoku-number-of-draws)
|
||
(> gomoku-number-of-emacs-wins 1))
|
||
"I'm becoming tired of winning...")
|
||
("I won.")))
|
||
((eq result 'human-won)
|
||
(setq gomoku-number-of-human-wins (1+ gomoku-number-of-human-wins))
|
||
(concat "OK, you won this one."
|
||
(cond
|
||
(gomoku-human-took-back
|
||
" I, for one, never take my moves back...")
|
||
(gomoku-emacs-played-first
|
||
".. so what ?")
|
||
(" Now, let me play first just once."))))
|
||
((eq result 'human-resigned)
|
||
(setq gomoku-number-of-emacs-wins (1+ gomoku-number-of-emacs-wins))
|
||
"So you resign. That's just one more win for me.")
|
||
((eq result 'nobody-won)
|
||
(setq gomoku-number-of-draws (1+ gomoku-number-of-draws))
|
||
(concat "This is a draw. "
|
||
(cond
|
||
(gomoku-human-took-back
|
||
"I, for one, never take my moves back...")
|
||
(gomoku-emacs-played-first
|
||
"Just chance, I guess.")
|
||
("Now, let me play first just once."))))
|
||
((eq result 'draw-agreed)
|
||
(setq gomoku-number-of-draws (1+ gomoku-number-of-draws))
|
||
(concat "Draw agreed. "
|
||
(cond
|
||
(gomoku-human-took-back
|
||
"I, for one, never take my moves back...")
|
||
(gomoku-emacs-played-first
|
||
"You were lucky.")
|
||
("Now, let me play first just once."))))
|
||
((eq result 'crash-game)
|
||
"Sorry, I have been interrupted and cannot resume that game...")))
|
||
(gomoku-display-statistics)
|
||
;;(ding)
|
||
(setq gomoku-game-in-progress nil))
|
||
|
||
(defun gomoku-crash-game ()
|
||
"What to do when Emacs detects it has been interrupted."
|
||
(setq gomoku-emacs-is-computing nil)
|
||
(gomoku-terminate-game 'crash-game)
|
||
(sit-for 4) ; Let's see the message
|
||
(gomoku-prompt-for-other-game))
|
||
|
||
;;;
|
||
;;; INTERACTIVE COMMANDS.
|
||
;;;
|
||
|
||
;;;###autoload
|
||
(defun gomoku (&optional n m)
|
||
"Start a Gomoku game between you and Emacs.
|
||
|
||
If a game is in progress, this command allow you to resume it.
|
||
If optional arguments N and M are given, an N by M board is used.
|
||
If prefix arg is given for N, M is prompted for.
|
||
|
||
You and Emacs play in turn by marking a free square. You mark it with X
|
||
and Emacs marks it with O. The winner is the first to get five contiguous
|
||
marks horizontally, vertically or in diagonal.
|
||
|
||
You play by moving the cursor over the square you choose and hitting
|
||
\\<gomoku-mode-map>\\[gomoku-human-plays].
|
||
|
||
This program actually plays a simplified or archaic version of the
|
||
Gomoku game, and ought to be upgraded to use the full modern rules.
|
||
|
||
Use \\[describe-mode] for more info."
|
||
(interactive (if current-prefix-arg
|
||
(list (prefix-numeric-value current-prefix-arg)
|
||
(eval (read-minibuffer "Height: ")))))
|
||
;; gomoku-switch-to-window, but without the potential call to gomoku
|
||
;; from gomoku-prompt-for-other-game.
|
||
(if (get-buffer gomoku-buffer-name)
|
||
(switch-to-buffer gomoku-buffer-name)
|
||
(when gomoku-game-in-progress
|
||
(setq gomoku-emacs-is-computing nil)
|
||
(gomoku-terminate-game 'crash-game)
|
||
(sit-for 4)
|
||
(or (y-or-n-p "Another game ") (error "Chicken !")))
|
||
(switch-to-buffer gomoku-buffer-name)
|
||
(gomoku-mode))
|
||
(cond
|
||
(gomoku-emacs-is-computing
|
||
(gomoku-crash-game))
|
||
((or (not gomoku-game-in-progress)
|
||
(<= gomoku-number-of-moves 2))
|
||
(let ((max-width (gomoku-max-width))
|
||
(max-height (gomoku-max-height)))
|
||
(or n (setq n max-width))
|
||
(or m (setq m max-height))
|
||
(cond ((< n 1)
|
||
(error "I need at least 1 column"))
|
||
((< m 1)
|
||
(error "I need at least 1 row"))
|
||
((> n max-width)
|
||
(error "I cannot display %d columns in that window" n)))
|
||
(if (and (> m max-height)
|
||
(not (eq m gomoku-saved-board-height))
|
||
;; Use EQ because SAVED-BOARD-HEIGHT may be nil
|
||
(not (y-or-n-p (format "Do you really want %d rows " m))))
|
||
(setq m max-height)))
|
||
(message "One moment, please...")
|
||
(gomoku-start-game n m)
|
||
(if (y-or-n-p "Do you allow me to play first ")
|
||
(gomoku-emacs-plays)
|
||
(gomoku-prompt-for-move)))
|
||
((y-or-n-p "Shall we continue our game ")
|
||
(gomoku-prompt-for-move))
|
||
(t
|
||
(gomoku-human-resigns))))
|
||
|
||
(defun gomoku-emacs-plays ()
|
||
"Compute Emacs next move and play it."
|
||
(interactive)
|
||
(gomoku-switch-to-window)
|
||
(cond
|
||
(gomoku-emacs-is-computing
|
||
(gomoku-crash-game))
|
||
((not gomoku-game-in-progress)
|
||
(gomoku-prompt-for-other-game))
|
||
(t
|
||
(message "Let me think...")
|
||
(let (square score)
|
||
(setq square (gomoku-strongest-square))
|
||
(cond ((null square)
|
||
(gomoku-terminate-game 'nobody-won))
|
||
(t
|
||
(setq score (aref gomoku-score-table square))
|
||
(gomoku-play-move square 6)
|
||
(cond ((>= score gomoku-winning-threshold)
|
||
(setq gomoku-emacs-won t) ; for font-lock
|
||
(gomoku-find-filled-qtuple square 6)
|
||
(gomoku-terminate-game 'emacs-won))
|
||
((zerop score)
|
||
(gomoku-terminate-game 'nobody-won))
|
||
((and (> gomoku-number-of-moves gomoku-draw-limit)
|
||
(not gomoku-human-refused-draw)
|
||
(gomoku-offer-a-draw))
|
||
(gomoku-terminate-game 'draw-agreed))
|
||
(t
|
||
(gomoku-prompt-for-move)))))))))
|
||
|
||
;; For small square dimensions this is approximate, since though measured in
|
||
;; pixels, event's (X . Y) is a character's top-left corner.
|
||
(defun gomoku-click (click)
|
||
"Position at the square where you click."
|
||
(interactive "e")
|
||
(and (windowp (posn-window (setq click (event-end click))))
|
||
(numberp (posn-point click))
|
||
(select-window (posn-window click))
|
||
(setq click (posn-col-row click))
|
||
(gomoku-goto-xy
|
||
(min (max (/ (+ (- (car click)
|
||
gomoku-x-offset
|
||
1)
|
||
(window-hscroll)
|
||
gomoku-square-width
|
||
(% gomoku-square-width 2)
|
||
(/ gomoku-square-width 2))
|
||
gomoku-square-width)
|
||
1)
|
||
gomoku-board-width)
|
||
(min (max (/ (+ (- (cdr click)
|
||
gomoku-y-offset
|
||
1)
|
||
(let ((inhibit-point-motion-hooks t))
|
||
(count-lines 1 (window-start)))
|
||
gomoku-square-height
|
||
(% gomoku-square-height 2)
|
||
(/ gomoku-square-height 2))
|
||
gomoku-square-height)
|
||
1)
|
||
gomoku-board-height))))
|
||
|
||
(defun gomoku-mouse-play (click)
|
||
"Play at the square where you click."
|
||
(interactive "e")
|
||
(if (gomoku-click click)
|
||
(gomoku-human-plays)))
|
||
|
||
(defun gomoku-human-plays ()
|
||
"Signal to the Gomoku program that you have played.
|
||
You must have put the cursor on the square where you want to play.
|
||
If the game is finished, this command requests for another game."
|
||
(interactive)
|
||
(gomoku-switch-to-window)
|
||
(cond
|
||
(gomoku-emacs-is-computing
|
||
(gomoku-crash-game))
|
||
((not gomoku-game-in-progress)
|
||
(gomoku-prompt-for-other-game))
|
||
(t
|
||
(let (square score)
|
||
(setq square (gomoku-point-square))
|
||
(cond ((null square)
|
||
(error "Your point is not on a square. Retry !"))
|
||
((not (zerop (aref gomoku-board square)))
|
||
(error "Your point is not on a free square. Retry !"))
|
||
(t
|
||
(setq score (aref gomoku-score-table square))
|
||
(gomoku-play-move square 1)
|
||
(cond ((and (>= score gomoku-loosing-threshold)
|
||
;; Just testing SCORE > THRESHOLD is not enough for
|
||
;; detecting wins, it just gives an indication that
|
||
;; we confirm with GOMOKU-FIND-FILLED-QTUPLE.
|
||
(gomoku-find-filled-qtuple square 1))
|
||
(gomoku-terminate-game 'human-won))
|
||
(t
|
||
(gomoku-emacs-plays)))))))))
|
||
|
||
(defun gomoku-human-takes-back ()
|
||
"Signal to the Gomoku program that you wish to take back your last move."
|
||
(interactive)
|
||
(gomoku-switch-to-window)
|
||
(cond
|
||
(gomoku-emacs-is-computing
|
||
(gomoku-crash-game))
|
||
((not gomoku-game-in-progress)
|
||
(message "Too late for taking back...")
|
||
(sit-for 4)
|
||
(gomoku-prompt-for-other-game))
|
||
((zerop gomoku-number-of-human-moves)
|
||
(message "You have not played yet... Your move ?"))
|
||
(t
|
||
(message "One moment, please...")
|
||
;; It is possible for the user to let Emacs play several consecutive
|
||
;; moves, so that the best way to know when to stop taking back moves is
|
||
;; to count the number of human moves:
|
||
(setq gomoku-human-took-back t)
|
||
(let ((number gomoku-number-of-human-moves))
|
||
(while (= number gomoku-number-of-human-moves)
|
||
(gomoku-take-back)))
|
||
(gomoku-prompt-for-move))))
|
||
|
||
(defun gomoku-human-resigns ()
|
||
"Signal to the Gomoku program that you may want to resign."
|
||
(interactive)
|
||
(gomoku-switch-to-window)
|
||
(cond
|
||
(gomoku-emacs-is-computing
|
||
(gomoku-crash-game))
|
||
((not gomoku-game-in-progress)
|
||
(message "There is no game in progress"))
|
||
((y-or-n-p "You mean, you resign ")
|
||
(gomoku-terminate-game 'human-resigned))
|
||
((y-or-n-p "You mean, we continue ")
|
||
(gomoku-prompt-for-move))
|
||
(t
|
||
(gomoku-terminate-game 'human-resigned)))) ; OK. Accept it
|
||
|
||
;;;
|
||
;;; PROMPTING THE HUMAN PLAYER.
|
||
;;;
|
||
|
||
(defun gomoku-prompt-for-move ()
|
||
"Display a message asking for Human's move."
|
||
(message (if (zerop gomoku-number-of-human-moves)
|
||
"Your move ? (move to a free square and hit X, RET ...)"
|
||
"Your move ?"))
|
||
;; This may seem silly, but if one omits the following line (or a similar
|
||
;; one), the cursor may very well go to some place where POINT is not.
|
||
(save-excursion (set-buffer (other-buffer))))
|
||
|
||
(defun gomoku-prompt-for-other-game ()
|
||
"Ask for another game, and start it."
|
||
(if (y-or-n-p "Another game ")
|
||
(gomoku gomoku-board-width gomoku-board-height)
|
||
(error "Chicken !")))
|
||
|
||
(defun gomoku-offer-a-draw ()
|
||
"Offer a draw and return t if Human accepted it."
|
||
(or (y-or-n-p "I offer you a draw. Do you accept it ")
|
||
(not (setq gomoku-human-refused-draw t))))
|
||
|
||
;;;
|
||
;;; DISPLAYING THE BOARD.
|
||
;;;
|
||
|
||
(defun gomoku-max-width ()
|
||
"Largest possible board width for the current window."
|
||
(1+ (/ (- (window-width (selected-window))
|
||
gomoku-x-offset gomoku-x-offset 1)
|
||
gomoku-square-width)))
|
||
|
||
(defun gomoku-max-height ()
|
||
"Largest possible board height for the current window."
|
||
(1+ (/ (- (window-height (selected-window))
|
||
gomoku-y-offset gomoku-y-offset 2)
|
||
;; 2 instead of 1 because WINDOW-HEIGHT includes the mode line !
|
||
gomoku-square-height)))
|
||
|
||
(defun gomoku-point-y ()
|
||
"Return the board row where point is."
|
||
(let ((inhibit-point-motion-hooks t))
|
||
(1+ (/ (- (count-lines 1 (point)) gomoku-y-offset (if (bolp) 0 1))
|
||
gomoku-square-height))))
|
||
|
||
(defun gomoku-point-square ()
|
||
"Return the index of the square point is on."
|
||
(let ((inhibit-point-motion-hooks t))
|
||
(gomoku-xy-to-index (1+ (/ (- (current-column) gomoku-x-offset)
|
||
gomoku-square-width))
|
||
(gomoku-point-y))))
|
||
|
||
(defun gomoku-goto-square (index)
|
||
"Move point to square number INDEX."
|
||
(gomoku-goto-xy (gomoku-index-to-x index) (gomoku-index-to-y index)))
|
||
|
||
(defun gomoku-goto-xy (x y)
|
||
"Move point to square at X, Y coords."
|
||
(let ((inhibit-point-motion-hooks t))
|
||
(goto-line (+ 1 gomoku-y-offset (* gomoku-square-height (1- y)))))
|
||
(move-to-column (+ gomoku-x-offset (* gomoku-square-width (1- x)))))
|
||
|
||
(defun gomoku-plot-square (square value)
|
||
"Draw 'X', 'O' or '.' on SQUARE depending on VALUE, leave point there."
|
||
(or (= value 1)
|
||
(gomoku-goto-square square))
|
||
(let ((inhibit-read-only t)
|
||
(inhibit-point-motion-hooks t))
|
||
(insert-and-inherit (cond ((= value 1) ?X)
|
||
((= value 6) ?O)
|
||
(?.)))
|
||
(and (zerop value)
|
||
(add-text-properties
|
||
(1- (point)) (point)
|
||
'(mouse-face highlight help-echo "mouse-2: play at this square")))
|
||
(delete-char 1)
|
||
(backward-char 1))
|
||
(sit-for 0)) ; Display NOW
|
||
|
||
(defun gomoku-init-display (n m)
|
||
"Display an N by M Gomoku board."
|
||
(buffer-disable-undo (current-buffer))
|
||
(let ((inhibit-read-only t)
|
||
(point 1) opoint
|
||
(intangible t)
|
||
(i m) j x)
|
||
;; Try to minimize number of chars (because of text properties)
|
||
(setq tab-width
|
||
(if (zerop (% gomoku-x-offset gomoku-square-width))
|
||
gomoku-square-width
|
||
(max (/ (+ (% gomoku-x-offset gomoku-square-width)
|
||
gomoku-square-width 1) 2) 2)))
|
||
(erase-buffer)
|
||
(newline gomoku-y-offset)
|
||
(while (progn
|
||
(setq j n
|
||
x (- gomoku-x-offset gomoku-square-width))
|
||
(while (>= (setq j (1- j)) 0)
|
||
(insert-char ?\t (/ (- (setq x (+ x gomoku-square-width))
|
||
(current-column))
|
||
tab-width))
|
||
(insert-char ? (- x (current-column)))
|
||
(if (setq intangible (not intangible))
|
||
(put-text-property point (point) 'intangible 2))
|
||
(and (zerop j)
|
||
(= i (- m 2))
|
||
(progn
|
||
(while (>= i 3)
|
||
(append-to-buffer (current-buffer) opoint (point))
|
||
(setq i (- i 2)))
|
||
(goto-char (point-max))))
|
||
(setq point (point))
|
||
(insert ?.)
|
||
(add-text-properties
|
||
point (point)
|
||
'(mouse-face highlight
|
||
help-echo "mouse-2: play at this square")))
|
||
(> (setq i (1- i)) 0))
|
||
(if (= i (1- m))
|
||
(setq opoint point))
|
||
(insert-char ?\n gomoku-square-height))
|
||
(or (eq (char-after 1) ?.)
|
||
(put-text-property 1 2 'point-entered
|
||
(lambda (x y) (if (bobp) (forward-char)))))
|
||
(or intangible
|
||
(put-text-property point (point) 'intangible 2))
|
||
(put-text-property point (point) 'point-entered
|
||
(lambda (x y) (if (eobp) (backward-char))))
|
||
(put-text-property (point-min) (point) 'category 'gomoku-mode))
|
||
(gomoku-goto-xy (/ (1+ n) 2) (/ (1+ m) 2)) ; center of the board
|
||
(sit-for 0)) ; Display NOW
|
||
|
||
(defun gomoku-display-statistics ()
|
||
"Obnoxiously display some statistics about previous games in mode line."
|
||
;; We store this string in the mode-line-process local variable.
|
||
;; This is certainly not the cleanest way out ...
|
||
(setq mode-line-process
|
||
(format ": Won %d, lost %d%s"
|
||
gomoku-number-of-human-wins
|
||
gomoku-number-of-emacs-wins
|
||
(if (zerop gomoku-number-of-draws)
|
||
""
|
||
(format ", drew %d" gomoku-number-of-draws))))
|
||
(force-mode-line-update))
|
||
|
||
(defun gomoku-switch-to-window ()
|
||
"Find or create the Gomoku buffer, and display it."
|
||
(interactive)
|
||
(if (get-buffer gomoku-buffer-name) ; Buffer exists:
|
||
(switch-to-buffer gomoku-buffer-name) ; no problem.
|
||
(if gomoku-game-in-progress
|
||
(gomoku-crash-game)) ; buffer has been killed or something
|
||
(switch-to-buffer gomoku-buffer-name) ; Anyway, start anew.
|
||
(gomoku-mode)))
|
||
|
||
;;;
|
||
;;; CROSSING WINNING QTUPLES.
|
||
;;;
|
||
|
||
;; When someone succeeds in filling a qtuple, we draw a line over the five
|
||
;; corresponding squares. One problem is that the program does not know which
|
||
;; squares ! It only knows the square where the last move has been played and
|
||
;; who won. The solution is to scan the board along all four directions.
|
||
|
||
(defun gomoku-find-filled-qtuple (square value)
|
||
"Return t if SQUARE belongs to a qtuple filled with VALUEs."
|
||
(or (gomoku-check-filled-qtuple square value 1 0)
|
||
(gomoku-check-filled-qtuple square value 0 1)
|
||
(gomoku-check-filled-qtuple square value 1 1)
|
||
(gomoku-check-filled-qtuple square value -1 1)))
|
||
|
||
(defun gomoku-check-filled-qtuple (square value dx dy)
|
||
"Return t if SQUARE belongs to a qtuple filled with VALUEs along DX, DY."
|
||
(let ((a 0) (b 0)
|
||
(left square) (right square)
|
||
(depl (gomoku-xy-to-index dx dy)))
|
||
(while (and (> a -4) ; stretch tuple left
|
||
(= value (aref gomoku-board (setq left (- left depl)))))
|
||
(setq a (1- a)))
|
||
(while (and (< b (+ a 4)) ; stretch tuple right
|
||
(= value (aref gomoku-board (setq right (+ right depl)))))
|
||
(setq b (1+ b)))
|
||
(cond ((= b (+ a 4)) ; tuple length = 5 ?
|
||
(gomoku-cross-qtuple (+ square (* a depl)) (+ square (* b depl))
|
||
dx dy)
|
||
t))))
|
||
|
||
(defun gomoku-cross-qtuple (square1 square2 dx dy)
|
||
"Cross every square between SQUARE1 and SQUARE2 in the DX, DY direction."
|
||
(save-excursion ; Not moving point from last square
|
||
(let ((depl (gomoku-xy-to-index dx dy))
|
||
(inhibit-read-only t)
|
||
(inhibit-point-motion-hooks t))
|
||
;; WARNING: this function assumes DEPL > 0 and SQUARE2 > SQUARE1
|
||
(while (/= square1 square2)
|
||
(gomoku-goto-square square1)
|
||
(setq square1 (+ square1 depl))
|
||
(cond
|
||
((= dy 0) ; Horizontal
|
||
(forward-char 1)
|
||
(insert-char ?- (1- gomoku-square-width) t)
|
||
(delete-region (point) (progn
|
||
(skip-chars-forward " \t")
|
||
(point))))
|
||
((= dx 0) ; Vertical
|
||
(let ((n 1)
|
||
(column (current-column)))
|
||
(while (< n gomoku-square-height)
|
||
(setq n (1+ n))
|
||
(forward-line 1)
|
||
(indent-to column)
|
||
(insert-and-inherit ?|))))
|
||
((= dx -1) ; 1st Diagonal
|
||
(indent-to (prog1 (- (current-column) (/ gomoku-square-width 2))
|
||
(forward-line (/ gomoku-square-height 2))))
|
||
(insert-and-inherit ?/))
|
||
(t ; 2nd Diagonal
|
||
(indent-to (prog1 (+ (current-column) (/ gomoku-square-width 2))
|
||
(forward-line (/ gomoku-square-height 2))))
|
||
(insert-and-inherit ?\\))))))
|
||
(sit-for 0)) ; Display NOW
|
||
|
||
;;;
|
||
;;; CURSOR MOTION.
|
||
;;;
|
||
;; previous-line and next-line don't work right with intangible newlines
|
||
(defun gomoku-move-down ()
|
||
"Move point down one row on the Gomoku board."
|
||
(interactive)
|
||
(if (< (gomoku-point-y) gomoku-board-height)
|
||
(let ((column (current-column)))
|
||
(forward-line gomoku-square-height)
|
||
(move-to-column column))))
|
||
|
||
(defun gomoku-move-up ()
|
||
"Move point up one row on the Gomoku board."
|
||
(interactive)
|
||
(if (> (gomoku-point-y) 1)
|
||
(let ((column (current-column)))
|
||
(forward-line (- 1 gomoku-square-height))
|
||
(move-to-column column))))
|
||
|
||
(defun gomoku-move-ne ()
|
||
"Move point North East on the Gomoku board."
|
||
(interactive)
|
||
(gomoku-move-up)
|
||
(forward-char))
|
||
|
||
(defun gomoku-move-se ()
|
||
"Move point South East on the Gomoku board."
|
||
(interactive)
|
||
(gomoku-move-down)
|
||
(forward-char))
|
||
|
||
(defun gomoku-move-nw ()
|
||
"Move point North West on the Gomoku board."
|
||
(interactive)
|
||
(gomoku-move-up)
|
||
(backward-char))
|
||
|
||
(defun gomoku-move-sw ()
|
||
"Move point South West on the Gomoku board."
|
||
(interactive)
|
||
(gomoku-move-down)
|
||
(backward-char))
|
||
|
||
(defun gomoku-beginning-of-line ()
|
||
"Move point to first square on the Gomoku board row."
|
||
(interactive)
|
||
(move-to-column gomoku-x-offset))
|
||
|
||
(defun gomoku-end-of-line ()
|
||
"Move point to last square on the Gomoku board row."
|
||
(interactive)
|
||
(move-to-column (+ gomoku-x-offset
|
||
(* gomoku-square-width (1- gomoku-board-width)))))
|
||
|
||
(provide 'gomoku)
|
||
|
||
;;; arch-tag: b1b8205e-77fc-4597-b373-3ea2c04311eb
|
||
;;; gomoku.el ends here
|