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import gradio as gr
from PIL import Image, ImageDraw
import random

def choose_move(board, player):
    """
    Simple AI: chooses a random valid move from all legal flips.
    """
    valid_moves = []
    for r in range(8):
        for c in range(8):
            if get_flips(board, r, c, player):
                valid_moves.append((r, c))
    if not valid_moves:
        return None
    return random.choice(valid_moves)

def initialize_board():
    board = [[0 for _ in range(8)] for _ in range(8)]
    board[3][3], board[4][4] = 1, 1
    board[3][4], board[4][3] = -1, -1
    return board

DIRECTIONS = [(-1, -1), (-1, 0), (-1, 1),
              (0, -1),           (0, 1),
              (1, -1),  (1, 0),  (1, 1)]

def get_flips(board, row, col, player):
    if board[row][col] != 0:
        return []
    flips = []
    for dr, dc in DIRECTIONS:
        r, c = row + dr, col + dc
        buffer = []
        while 0 <= r < 8 and 0 <= c < 8 and board[r][c] == -player:
            buffer.append((r, c))
            r += dr
            c += dc
        if buffer and 0 <= r < 8 and 0 <= c < 8 and board[r][c] == player:
            flips.extend(buffer)
    return flips

def apply_move(board, row, col, player):
    flips = get_flips(board, row, col, player)
    if not flips:
        return False
    board[row][col] = player
    for r, c in flips:
        board[r][c] = player
    return True

def board_to_image(board, img_size=320):
    cell_size = img_size // 8
    img = Image.new('RGB', (img_size, img_size), 'green')
    draw = ImageDraw.Draw(img)
    for r in range(8):
        for c in range(8):
            x0, y0 = c * cell_size, r * cell_size
            x1, y1 = x0 + cell_size, y0 + cell_size
            draw.rectangle([x0, y0, x1, y1], outline='black')
            if board[r][c] == 1:
                draw.ellipse([x0+4, y0+4, x1-4, y1-4], fill='white')
            elif board[r][c] == -1:
                draw.ellipse([x0+4, y0+4, x1-4, y1-4], fill='black')
    return img

def count_score(board):
    black = sum(cell == -1 for row in board for cell in row)
    white = sum(cell == 1 for row in board for cell in row)
    return black, white

def play_move(x, y, state):
    board, player = state
    img_size = 320
    cell_size = img_size / 8
    col, row = int(x // cell_size), int(y // cell_size)
    if not (0 <= row < 8 and 0 <= col < 8):
        return board_to_image(board), f"Click inside the board.", state
    if not apply_move(board, row, col, player):
        return board_to_image(board), f"Invalid move at ({row+1},{col+1})", state
    player = -player
    black_score, white_score = count_score(board)
    status = f"Black: {black_score} | White: {white_score} | {'Black' if player == -1 else 'White'} to move"
    return board_to_image(board), status, (board, player)

def main():
    with gr.Blocks() as demo:
        gr.HTML("<h2>Othello (Reversi) Game</h2>")
        state = gr.State((initialize_board(), -1))
        image_box = gr.Image(value=board_to_image(initialize_board()), interactive=True, label="Click to place a stone")
        status = gr.Text(value="Black: 2 | White: 2 | Black to move", interactive=False)

        def click_handler(evt: gr.SelectData, state):
            # ユーザーの手
            board_img, status_text, state = play_move(evt.index[0], evt.index[1], state)
            board, player = state
            # AI(White)が動く
            if player == 1:
                ai_move = choose_move(board, player)
                if ai_move:
                    apply_move(board, ai_move[0], ai_move[1], player)
                    player = -player
                    black_score, white_score = count_score(board)
                    status_text = f"Black: {black_score} | White: {white_score} | {'Black' if player == -1 else 'White'} to move"
                    board_img = board_to_image(board)
                state = (board, player)
            return board_img, status_text, state

        image_box.select(click_handler, inputs=[state], outputs=[image_box, status, state])
    demo.launch()

if __name__ == "__main__":
    main()