Hana 9e216da9ef go.mod: add go.mod and move pygments to third_party
After go1.16, go will use module mode by default,
even when the repository is checked out under GOPATH
or in a one-off directory. Add go.mod, go.sum to keep
this repo buildable without opting out of the module
mode.

> go mod init github.com/mmcgrana/gobyexample
> go mod tidy
> go mod vendor

In module mode, the 'vendor' directory is special
and its contents will be actively maintained by the
go command. pygments aren't the dependency the go will
know about, so it will delete the contents from vendor
directory. Move it to `third_party` directory now.

And, vendor the blackfriday package.

Note: the tutorial contents are not affected by the
change in go1.16 because all the examples in this
tutorial ask users to run the go command with the
explicit list of files to be compiled (e.g.
`go run hello-world.go` or `go build command-line-arguments.go`).
When the source list is provided, the go command does
not have to compute the build list and whether it's
running in GOPATH mode or module mode becomes irrelevant.
2021-02-15 16:45:26 -05:00

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#!/usr/bin/env newlisp
;; @module reversi.lsp
;; @description a simple version of Reversi: you as white against newLISP as black
;; @version 0.1 alpha August 2007
;; @author cormullion
;;
;; 2008-10-08 21:46:54
;; updated for newLISP version 10. (changed nth-set to setf)
;; this now does not work with newLISP version 9!
;;
;; This is my first attempt at writing a simple application using newLISP-GS.
;; The game algorithms are basically by
;; Peter Norvig http://norvig.com/paip/othello.lisp
;; and all I've done is translate to newLISP and add the interface...
;;
;; To-Do: work out how to handle the end of the game properly...
;; To-Do: complete newlispdoc for the functions
(constant 'empty 0)
(constant 'black 1)
(constant 'white 2)
(constant 'outer 3) ; squares outside the 8x8 board
(set '*board* '()) ; the master board is a 100 element list
(set '*moves* '()) ; list of moves made
; these are the 8 different directions from a square on the board
(set 'all-directions '(-11 -10 -9 -1 1 9 10 11))
; return a list of all the playable squares (the 8 by 8 grid inside the 10by10
(define (all-squares)
(local (result)
(for (square 11 88)
(if (<= 1 (mod square 10) 8)
(push square result -1)))
result))
; make a board
(define (make-board)
(set '*board* (dup outer 100))
(dolist (s (all-squares))
(setf (*board* s) empty)))
; for testing and working at a terminal
(define (print-board)
(print { })
(for (c 1 8)
(print c))
(set 'c 0)
(for (i 0 99)
(cond
((= (*board* i) 0) (print {.}))
((= (*board* i) 1) (print {b}))
((= (*board* i) 2) (print {w})))
(if (and (<= i 88) (= (mod (+ i 1) 10) 0)) ; newline
(print "\n" (inc c))))
(println "\n"))
; the initial starting pattern
(define (initial-board)
(make-board)
(setf (*board* 44) white)
(setf (*board* 55) white)
(setf (*board* 45) black)
(setf (*board* 54) black))
(define (opponent player)
(if (= player black) white black))
(define (player-name player)
(if (= player white) "white" "black"))
(define (valid-move? move)
(and
(integer? move)
(<= 11 move 88)
(<= 1 (mod move 10) 8)))
(define (empty-square? square)
(and
(valid-move? square)
(= (*board* square) empty)))
; test whether a move is legal. The square must be empty
; and it must flip at least one of the opponent's piece
(define (legal-move? move player)
(and
(empty-square? move)
(exists (fn (dir) (would-flip? move player dir)) all-directions)))
; would this move by player result in any flips in the given direction?
; if so, return the number of the 'opposite' (bracketing) piece's square
(define (would-flip? move player dir)
(let
((c (+ move dir)))
(and
(= (*board* c) (opponent player))
(find-bracketing-piece (+ c dir) player dir))))
(define (find-bracketing-piece square player dir)
; return the square of the bracketing piece, if any
(cond
((= (*board* square) player) square)
((= (*board* square) (opponent player))
(find-bracketing-piece (+ square dir) player dir))
(true nil)))
(define (make-flips move player dir)
(let
((bracketer (would-flip? move player dir))
(c (+ move dir)))
(if bracketer
(do-until (= c bracketer)
(setf (*board* c) player)
(push c *flips* -1)
(inc c dir)))))
; make the move on the master game board, not yet visually
(define (make-move move player)
(setf (*board* move) player)
(push move *moves* -1)
(set '*flips* '()) ; we're going to keep a record of the flips made
(dolist (dir all-directions)
(make-flips move player dir)))
(define (next-to-play previous-player)
(let ((opp (opponent previous-player)))
(cond
((any-legal-move? opp) opp)
((any-legal-move? previous-player)
(println (player-name opp) " has no moves")
previous-player)
(true nil))))
; are there any legal moves (returns first) for this player?
(define (any-legal-move? player)
(exists (fn (move) (legal-move? move player))
(all-squares)))
; a list of all legal moves might be useful
(define (legal-moves player)
(let ((result '()))
(dolist (move (all-squares))
(if (legal-move? move player)
(push move result)))
(unique result)))
; define any number of strategies that can be called on to calculate
; the next computer move. This is the only one I've done... - make
; any legal move at random!
(define (random-strategy player)
(seed (date-value))
(apply amb (legal-moves player)))
; get the next move using a particular strategy
(define (get-move strategy player)
(let ((move (apply strategy (list player))))
(cond
((and
(valid-move? move)
(legal-move? move player))
(make-move move player))
(true
(println "no valid or legal move for " (player-name player) )
nil))
move))
; that's about all the game algorithms for now
; now for the interface
(if (= ostype "Win32")
(load (string (env "PROGRAMFILES") "/newlisp/guiserver.lsp"))
(load "/usr/share/newlisp/guiserver.lsp")
)
(gs:init)
(map set '(screen-width screen-height) (gs:get-screen))
(set 'board-width 540)
; center on screen
(gs:frame 'Reversi (- (/ screen-width 2) (/ board-width 2)) 60 board-width 660 "Reversi")
(gs:set-border-layout 'Reversi)
(gs:canvas 'MyCanvas 'Reversi)
(gs:set-background 'MyCanvas '(.8 .9 .7 .8))
(gs:mouse-released 'MyCanvas 'mouse-released-action true)
(gs:panel 'Controls)
(gs:button 'Start 'start-game "Start")
(gs:panel 'Lower)
(gs:label 'WhiteScore "")
(gs:label 'BlackScore "")
(gs:add-to 'Controls 'Start )
(gs:add-to 'Lower 'WhiteScore 'BlackScore)
(gs:add-to 'Reversi 'MyCanvas "center" 'Controls "north" 'Lower "south")
(gs:set-anti-aliasing true)
(gs:set-visible 'Reversi true)
; size of board square, and radius/width of counter
(set 'size 60 'width 30)
; initialize the master board
(define (initial-board)
(make-board)
(setf (*board* 44) white)
(setf (*board* 55) white)
(setf (*board* 45) black)
(setf (*board* 54) black)
)
; draw a graphical repesentation of the board
(define (draw-board)
(local (x y)
(dolist (i (all-squares))
(map set '(x y) (square-to-xy i))
(gs:draw-rect
(string x y)
(- (* y size) width ) ; !!!!!!
(- (* x size) width )
(* width 2)
(* width 2)
gs:white))))
(define (draw-first-four-pieces)
(draw-piece 44 "white")
(draw-piece 55 "white")
(draw-piece 45 "black")
(draw-piece 54 "black"))
; this next function can mark the legal moves available to a player
(define (show-legal-moves player)
(local (legal-move-list x y)
(set 'legal-move-list (legal-moves player))
(dolist (m (all-squares))
(map set '(x y) (square-to-xy m))
(gs:draw-rect
(string x y)
(- (* y size) width ) ; !!!!!!
(- (* x size) width )
(* width 2)
(* width 2)
(if (find m legal-move-list) gs:blue gs:white)
)
)
)
)
; convert the number of a square on the master board to coordinates
(define (square-to-xy square)
(list (/ square 10) (mod square 10)))
; draw one of the pieces
(define (draw-piece square colour)
(local (x y)
(map set '(x y) (square-to-xy square))
(cond
((= colour "white")
(gs:fill-circle
(string x y)
(* y size) ; !!!!!!! y first, cos y is x ;-)
(* x size)
width
gs:white))
((= colour "black")
(gs:fill-circle
(string x y)
(* y size)
(* x size)
width
gs:black))
((= colour "empty")
(gs:draw-rect
(string x y)
(- (* y size) width )
(- (* x size) width )
(* width 2)
(* width 2)
gs:white))
)))
; animate the pieces flipping
(define (flip-piece square player)
; flip by drawing thinner and fatter ellipses
; go from full disk in opposite colour to invisible
; then from invisible to full disk in true colour
(local (x y colour)
(map set '(x y) (square-to-xy square))
; delete original piece
(gs:delete-tag (string x y))
(set 'colour (if (= player 2) gs:black gs:white ))
(for (i width 1 -3)
(gs:fill-ellipse
(string x y {flip} i)
(* y size) ; y first :-) !!!
(* x size)
i
width
colour)
(sleep 20) ; this might need adjusting...
(gs:delete-tag (string x y {flip} i))
)
(set 'colour (if (= player 2) gs:white gs:black))
(for (i 1 width 3)
(gs:fill-ellipse
(string x y {flip} i)
(* y size) ; :-) !!!
(* x size)
i
width
colour)
(sleep 20)
(gs:delete-tag (string x y {flip} i))
)
; draw the piece again
(gs:fill-circle
(string x y)
(* y size)
(* x size)
width
colour)
)
)
(define (do-move move player)
(cond
; check if the move is good ...
((and (!= player nil)
(valid-move? move)
(legal-move? move player))
; ... play it
; make move on board
(make-move move player)
; and on screen
(draw-piece move (player-name player))
(gs:update)
; do flipping stuff
; wait for a while
(sleep 1000)
; then do flipping
(dolist (f *flips*)
(flip-piece f player))
(inc *move-number*)
(draw-piece move (player-name player))
(gs:update)
; update scores
(gs:set-text 'WhiteScore
(string "White: " (first (count (list white) *board*))))
(gs:set-text 'BlackScore
(string "Black: " (first (count (list black) *board*))))
)
; or return nil
(true
nil)))
; the game is driven by the mouse clicks of the user
; in reply, the computer plays a black piece
; premature clicking is possible and possibly a bad thing...
(define (mouse-released-action x y button modifiers tags)
; extract the tag of the clicked square
(set 'move (int (string (first tags)) 0 10))
(if (do-move move player)
(begin
(set 'player (next-to-play player))
; there is a training mode - legal squares are highlighted
; you can uncomment the next line...
; (show-legal-moves player)
(gs:update)
; wait for black's reply
(gs:set-cursor 'Reversi "wait")
(gs:set-text 'Start "black's move - thinking...")
; give the illusion of Deep Thought...
(sleep 2000)
; black's reply
; currently only the random strategy has been defined...
(set 'strategy random-strategy)
(set 'move (apply strategy (list player)))
(do-move move player)
(set 'player (next-to-play player))
; (show-legal-moves player) ; to see black's moves
(gs:set-text 'Start "your move")
(gs:set-cursor 'Reversi "default")
(gs:update))))
(define (start-game)
(gs:set-text 'Start "Click a square to place a piece!")
(gs:disable 'Start)
(set 'player white))
(define (start)
(gs:set-text 'Start "Start")
(gs:enable 'Start)
(set '*move-number* 1
'*flips* '())
(initial-board)
(draw-board)
(draw-first-four-pieces))
(start)
(gs:listen)