othello / app.py
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import gradio as gr
from PIL import Image, ImageDraw, ImageFont
import random
time
DIRECTIONS = [(-1,-1),(-1,0),(-1,1),(0,-1),(0,1),(1,-1),(1,0),(1,1)]
# Game logic
def initialize_board():
board = [[0]*8 for _ in range(8)]
board[3][3], board[4][4] = 1, 1
board[3][4], board[4][3] = -1, -1
return board
def get_flips(board, r, c, p):
if board[r][c] != 0: return []
flips = []
for dr, dc in DIRECTIONS:
rr, cc = r+dr, c+dc; buf=[]
while 0<=rr<8 and 0<=cc<8 and board[rr][cc] == -p:
buf.append((rr,cc)); rr+=dr; cc+=dc
if buf and 0<=rr<8 and 0<=cc<8 and board[rr][cc] == p:
flips += buf
return flips
def apply_move(board, r, c, p):
f = get_flips(board, r, c, p)
if not f: return False
board[r][c] = p
for rr, cc in f: board[rr][cc] = p
return True
def choose_move(board, p):
moves = [(r,c) for r in range(8) for c in range(8) if get_flips(board,r,c,p)]
return random.choice(moves) if moves else None
def count_score(board):
b = sum(cell==-1 for row in board for cell in row)
w = sum(cell==1 for row in board for cell in row)
return b, w
def is_game_over(board):
return not any(get_flips(board,r,c,p) for p in (-1,1) for r in range(8) for c in range(8))
# Rendering
def board_to_image(board, state):
board_state, player, last_user, last_ai = state
size = 400; board_size = 360; cell = board_size//8
img = Image.new('RGB',(size, size), 'darkgreen')
draw = ImageDraw.Draw(img)
# Load font
try:
font = ImageFont.truetype('arial.ttf', 24)
except:
font = ImageFont.load_default()
# Scoreboard
b, w = count_score(board_state)
draw.text((10, 10), f"Black: {b}", font=font, fill='white')
draw.text((size-150, 10), f"White: {w}", font=font, fill='white')
# Winner display
if is_game_over(board_state):
result = 'DRAW' if b==w else ('BLACK WINS' if b>w else 'WHITE WINS')
w_font = ImageFont.truetype('arial.ttf', 36) if hasattr(ImageFont, 'truetype') else font
draw.text((size//2 - 100, size//2 - 18), result, font=w_font, fill='yellow')
# Draw grid and stones
offset = 40
for r in range(8):
for c in range(8):
x0 = offset + c*cell
y0 = offset + r*cell
x1, y1 = x0+cell, y0+cell
draw.rectangle([x0,y0,x1,y1], outline='black')
val = board_state[r][c]
if val == 1:
draw.ellipse([x0+4,y0+4,x1-4,y1-4], fill='white')
elif val == -1:
draw.ellipse([x0+4,y0+4,x1-4,y1-4], fill='black')
return img
# Handlers
def click_handler(evt: gr.SelectData, state):
board, player, last_user, last_ai = state
# Calculate cell
x,y = evt.index; offset=40; cell=360//8
c = int((x-offset)//cell); r = int((y-offset)//cell)
if 0<=r<8 and 0<=c<8 and not is_game_over(board):
if apply_move(board, r, c, player): last_user=(r,c); player=-player
# AI move after delay
time.sleep(1)
if not is_game_over(board):
ai_mv = choose_move(board, player)
if ai_mv:
apply_move(board, ai_mv[0], ai_mv[1], player)
last_ai = ai_mv; player=-player
return board_to_image(board, (board, player, last_user, last_ai)), (board, player, last_user, last_ai)
def reset_game():
return (initialize_board(), -1, None, None)
# UI
with gr.Blocks() as demo:
state = gr.State((initialize_board(), -1, None, None))
img = gr.Image(value=board_to_image(initialize_board(), (initialize_board(),-1,None,None)), interactive=True)
new_game = gr.Button("New Game")
img.select(click_handler, inputs=[state], outputs=[img, state])
new_game.click(fn=lambda: (initialize_board(), -1, None, None), outputs=[state])
demo.launch()