Mercurial > emacs
annotate lisp/play/gomoku.el @ 31546:09bc2badb9e6
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author | Kenichi Handa <handa@m17n.org> |
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date | Mon, 11 Sep 2000 23:38:47 +0000 |
parents | cae243d66bbe |
children | 437623e4fe1c |
rev | line source |
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1 ;;; gomoku.el --- Gomoku game between you and Emacs |
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2 |
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3 ;; Copyright (C) 1988, 1994, 1996 Free Software Foundation, Inc. |
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4 |
19963 | 5 ;; Author: Philippe Schnoebelen <phs@lsv.ens-cachan.fr> |
23869 | 6 ;; Adapted-By: ESR, Daniel Pfeiffer <occitan@esperanto.org> |
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7 ;; Keywords: games |
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8 |
36 | 9 ;; This file is part of GNU Emacs. |
10 | |
11 ;; GNU Emacs is free software; you can redistribute it and/or modify | |
12 ;; it under the terms of the GNU General Public License as published by | |
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13 ;; the Free Software Foundation; either version 2, or (at your option) |
36 | 14 ;; any later version. |
15 | |
16 ;; GNU Emacs is distributed in the hope that it will be useful, | |
17 ;; but WITHOUT ANY WARRANTY; without even the implied warranty of | |
18 ;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | |
19 ;; GNU General Public License for more details. | |
20 | |
21 ;; You should have received a copy of the GNU General Public License | |
14169 | 22 ;; along with GNU Emacs; see the file COPYING. If not, write to the |
23 ;; Free Software Foundation, Inc., 59 Temple Place - Suite 330, | |
24 ;; Boston, MA 02111-1307, USA. | |
36 | 25 |
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26 ;;; Commentary: |
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27 |
36 | 28 ;; RULES: |
29 ;; | |
30 ;; Gomoku is a game played between two players on a rectangular board. Each | |
31 ;; player, in turn, marks a free square of its choice. The winner is the first | |
32 ;; one to mark five contiguous squares in any direction (horizontally, | |
33 ;; vertically or diagonally). | |
34 ;; | |
35 ;; I have been told that, in "The TRUE Gomoku", some restrictions are made | |
36 ;; about the squares where one may play, or else there is a known forced win | |
37 ;; for the first player. This program has no such restriction, but it does not | |
38 ;; know about the forced win, nor do I. Furthermore, you probably do not know | |
39 ;; it yourself :-). | |
40 | |
41 | |
42 ;; There are two main places where you may want to customize the program: key | |
43 ;; bindings and board display. These features are commented in the code. Go | |
44 ;; and see. | |
45 | |
46 | |
47 ;; HOW TO USE: | |
48 ;; | |
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49 ;; The command "M-x gomoku" displays a |
36 | 50 ;; board, the size of which depends on the size of the current window. The |
51 ;; size of the board is easily modified by giving numeric arguments to the | |
52 ;; gomoku command and/or by customizing the displaying parameters. | |
53 ;; | |
54 ;; Emacs plays when it is its turn. When it is your turn, just put the cursor | |
55 ;; on the square where you want to play and hit RET, or X, or whatever key you | |
56 ;; bind to the command gomoku-human-plays. When it is your turn, Emacs is | |
57 ;; idle: you may switch buffers, read your mail, ... Just come back to the | |
58 ;; *Gomoku* buffer and resume play. | |
59 | |
60 | |
61 ;; ALGORITHM: | |
62 ;; | |
63 ;; The algorithm is briefly described in section "THE SCORE TABLE". Some | |
64 ;; parameters may be modified if you want to change the style exhibited by the | |
65 ;; program. | |
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66 |
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67 ;;; Code: |
36 | 68 |
21363 | 69 (defgroup gomoku nil |
70 "Gomoku game between you and Emacs." | |
71 :prefix "gomoku-" | |
72 :group 'games) | |
36 | 73 ;;; |
74 ;;; GOMOKU MODE AND KEYMAP. | |
75 ;;; | |
21363 | 76 (defcustom gomoku-mode-hook nil |
77 "If non-nil, its value is called on entry to Gomoku mode. | |
78 One useful value to include is `turn-on-font-lock' to highlight the pieces." | |
79 :type 'hook | |
80 :group 'gomoku) | |
36 | 81 |
82 (defvar gomoku-mode-map nil | |
83 "Local keymap to use in Gomoku mode.") | |
84 | |
85 (if gomoku-mode-map nil | |
86 (setq gomoku-mode-map (make-sparse-keymap)) | |
87 | |
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88 ;; Key bindings for cursor motion. |
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89 (define-key gomoku-mode-map "y" 'gomoku-move-nw) ; y |
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90 (define-key gomoku-mode-map "u" 'gomoku-move-ne) ; u |
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91 (define-key gomoku-mode-map "b" 'gomoku-move-sw) ; b |
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92 (define-key gomoku-mode-map "n" 'gomoku-move-se) ; n |
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93 (define-key gomoku-mode-map "h" 'backward-char) ; h |
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94 (define-key gomoku-mode-map "l" 'forward-char) ; l |
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95 (define-key gomoku-mode-map "j" 'gomoku-move-down) ; j |
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96 (define-key gomoku-mode-map "k" 'gomoku-move-up) ; k |
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97 |
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98 (define-key gomoku-mode-map [kp-7] 'gomoku-move-nw) |
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99 (define-key gomoku-mode-map [kp-9] 'gomoku-move-ne) |
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100 (define-key gomoku-mode-map [kp-1] 'gomoku-move-sw) |
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101 (define-key gomoku-mode-map [kp-3] 'gomoku-move-se) |
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102 (define-key gomoku-mode-map [kp-4] 'backward-char) |
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103 (define-key gomoku-mode-map [kp-6] 'forward-char) |
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104 (define-key gomoku-mode-map [kp-2] 'gomoku-move-down) |
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105 (define-key gomoku-mode-map [kp-8] 'gomoku-move-up) |
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106 |
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107 (define-key gomoku-mode-map "\C-n" 'gomoku-move-down) ; C-n |
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108 (define-key gomoku-mode-map "\C-p" 'gomoku-move-up) ; C-p |
36 | 109 |
110 ;; Key bindings for entering Human moves. | |
111 (define-key gomoku-mode-map "X" 'gomoku-human-plays) ; X | |
112 (define-key gomoku-mode-map "x" 'gomoku-human-plays) ; x | |
14873 | 113 (define-key gomoku-mode-map " " 'gomoku-human-plays) ; SPC |
36 | 114 (define-key gomoku-mode-map "\C-m" 'gomoku-human-plays) ; RET |
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115 (define-key gomoku-mode-map "\C-c\C-p" 'gomoku-human-plays) ; C-c C-p |
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116 (define-key gomoku-mode-map "\C-c\C-b" 'gomoku-human-takes-back) ; C-c C-b |
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117 (define-key gomoku-mode-map "\C-c\C-r" 'gomoku-human-resigns) ; C-c C-r |
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118 (define-key gomoku-mode-map "\C-c\C-e" 'gomoku-emacs-plays) ; C-c C-e |
36 | 119 |
923 | 120 (define-key gomoku-mode-map [kp-enter] 'gomoku-human-plays) |
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121 (define-key gomoku-mode-map [insert] 'gomoku-human-plays) |
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122 (define-key gomoku-mode-map [down-mouse-1] 'gomoku-click) |
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123 (define-key gomoku-mode-map [drag-mouse-1] 'gomoku-click) |
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124 (define-key gomoku-mode-map [mouse-1] 'gomoku-click) |
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125 (define-key gomoku-mode-map [down-mouse-2] 'gomoku-click) |
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126 (define-key gomoku-mode-map [mouse-2] 'gomoku-mouse-play) |
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127 (define-key gomoku-mode-map [drag-mouse-2] 'gomoku-mouse-play) |
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128 |
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129 (substitute-key-definition 'previous-line 'gomoku-move-up |
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130 gomoku-mode-map (current-global-map)) |
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131 (substitute-key-definition 'next-line 'gomoku-move-down |
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132 gomoku-mode-map (current-global-map)) |
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133 (substitute-key-definition 'beginning-of-line 'gomoku-beginning-of-line |
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134 gomoku-mode-map (current-global-map)) |
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135 (substitute-key-definition 'end-of-line 'gomoku-end-of-line |
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136 gomoku-mode-map (current-global-map)) |
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137 (substitute-key-definition 'undo 'gomoku-human-takes-back |
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138 gomoku-mode-map (current-global-map)) |
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139 (substitute-key-definition 'advertised-undo 'gomoku-human-takes-back |
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140 gomoku-mode-map (current-global-map))) |
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141 |
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142 (defvar gomoku-emacs-won () |
21363 | 143 "For making font-lock use the winner's face for the line.") |
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144 |
21363 | 145 (defcustom gomoku-font-lock-O-face |
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146 (if (display-color-p) |
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147 (list (facemenu-get-face 'fg:red) 'bold)) |
21363 | 148 "*Face to use for Emacs' O." |
149 :type '(repeat face) | |
150 :group 'gomoku) | |
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151 |
21363 | 152 (defcustom gomoku-font-lock-X-face |
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153 (if (display-color-p) |
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154 (list (facemenu-get-face 'fg:green) 'bold)) |
21363 | 155 "*Face to use for your X." |
156 :type '(repeat face) | |
157 :group 'gomoku) | |
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158 |
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159 (defvar gomoku-font-lock-keywords |
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160 '(("O" . gomoku-font-lock-O-face) |
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161 ("X" . gomoku-font-lock-X-face) |
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162 ("[-|/\\]" 0 (if gomoku-emacs-won |
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163 gomoku-font-lock-O-face |
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164 gomoku-font-lock-X-face))) |
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165 "*Font lock rules for Gomoku.") |
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166 |
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167 (put 'gomoku-mode 'front-sticky |
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168 (put 'gomoku-mode 'rear-nonsticky '(intangible))) |
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169 (put 'gomoku-mode 'intangible 1) |
36 | 170 |
171 (defun gomoku-mode () | |
172 "Major mode for playing Gomoku against Emacs. | |
207 | 173 You and Emacs play in turn by marking a free square. You mark it with X |
174 and Emacs marks it with O. The winner is the first to get five contiguous | |
36 | 175 marks horizontally, vertically or in diagonal. |
207 | 176 |
177 You play by moving the cursor over the square you choose and hitting \\[gomoku-human-plays]. | |
36 | 178 |
179 Other useful commands: | |
180 \\{gomoku-mode-map} | |
207 | 181 Entry to this mode calls the value of `gomoku-mode-hook' if that value |
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182 is non-nil. One interesting value is `turn-on-font-lock'." |
36 | 183 (interactive) |
184 (setq major-mode 'gomoku-mode | |
185 mode-name "Gomoku") | |
186 (gomoku-display-statistics) | |
187 (use-local-map gomoku-mode-map) | |
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188 (make-local-variable 'font-lock-defaults) |
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189 (setq font-lock-defaults '(gomoku-font-lock-keywords t)) |
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190 (toggle-read-only t) |
36 | 191 (run-hooks 'gomoku-mode-hook)) |
192 | |
193 ;;; | |
194 ;;; THE BOARD. | |
195 ;;; | |
196 | |
197 ;; The board is a rectangular grid. We code empty squares with 0, X's with 1 | |
198 ;; and O's with 6. The rectangle is recorded in a one dimensional vector | |
199 ;; containing padding squares (coded with -1). These squares allow us to | |
200 ;; detect when we are trying to move out of the board. We denote a square by | |
201 ;; its (X,Y) coords, or by the INDEX corresponding to them in the vector. The | |
202 ;; leftmost topmost square has coords (1,1) and index gomoku-board-width + 2. | |
203 ;; Similarly, vectors between squares may be given by two DX, DY coords or by | |
204 ;; one DEPL (the difference between indexes). | |
205 | |
206 (defvar gomoku-board-width nil | |
207 "Number of columns on the Gomoku board.") | |
208 | |
209 (defvar gomoku-board-height nil | |
210 "Number of lines on the Gomoku board.") | |
211 | |
212 (defvar gomoku-board nil | |
213 "Vector recording the actual state of the Gomoku board.") | |
214 | |
215 (defvar gomoku-vector-length nil | |
216 "Length of gomoku-board vector.") | |
217 | |
218 (defvar gomoku-draw-limit nil | |
219 ;; This is usually set to 70% of the number of squares. | |
207 | 220 "After how many moves will Emacs offer a draw?") |
36 | 221 |
222 | |
223 (defun gomoku-xy-to-index (x y) | |
224 "Translate X, Y cartesian coords into the corresponding board index." | |
225 (+ (* y gomoku-board-width) x y)) | |
226 | |
227 (defun gomoku-index-to-x (index) | |
228 "Return corresponding x-coord of board INDEX." | |
229 (% index (1+ gomoku-board-width))) | |
230 | |
231 (defun gomoku-index-to-y (index) | |
232 "Return corresponding y-coord of board INDEX." | |
233 (/ index (1+ gomoku-board-width))) | |
234 | |
235 (defun gomoku-init-board () | |
236 "Create the gomoku-board vector and fill it with initial values." | |
237 (setq gomoku-board (make-vector gomoku-vector-length 0)) | |
238 ;; Every square is 0 (i.e. empty) except padding squares: | |
239 (let ((i 0) (ii (1- gomoku-vector-length))) | |
240 (while (<= i gomoku-board-width) ; The squares in [0..width] and in | |
241 (aset gomoku-board i -1) ; [length - width - 1..length - 1] | |
242 (aset gomoku-board ii -1) ; are padding squares. | |
243 (setq i (1+ i) | |
244 ii (1- ii)))) | |
245 (let ((i 0)) | |
246 (while (< i gomoku-vector-length) | |
247 (aset gomoku-board i -1) ; and also all k*(width+1) | |
248 (setq i (+ i gomoku-board-width 1))))) | |
249 | |
250 ;;; | |
251 ;;; THE SCORE TABLE. | |
252 ;;; | |
253 | |
254 ;; Every (free) square has a score associated to it, recorded in the | |
255 ;; GOMOKU-SCORE-TABLE vector. The program always plays in the square having | |
256 ;; the highest score. | |
257 | |
258 (defvar gomoku-score-table nil | |
259 "Vector recording the actual score of the free squares.") | |
260 | |
261 | |
262 ;; The key point point about the algorithm is that, rather than considering | |
263 ;; the board as just a set of squares, we prefer to see it as a "space" of | |
264 ;; internested 5-tuples of contiguous squares (called qtuples). | |
265 ;; | |
266 ;; The aim of the program is to fill one qtuple with its O's while preventing | |
267 ;; you from filling another one with your X's. To that effect, it computes a | |
268 ;; score for every qtuple, with better qtuples having better scores. Of | |
269 ;; course, the score of a qtuple (taken in isolation) is just determined by | |
270 ;; its contents as a set, i.e. not considering the order of its elements. The | |
271 ;; highest score is given to the "OOOO" qtuples because playing in such a | |
272 ;; qtuple is winning the game. Just after this comes the "XXXX" qtuple because | |
273 ;; not playing in it is just loosing the game, and so on. Note that a | |
274 ;; "polluted" qtuple, i.e. one containing at least one X and at least one O, | |
275 ;; has score zero because there is no more any point in playing in it, from | |
276 ;; both an attacking and a defending point of view. | |
277 ;; | |
278 ;; Given the score of every qtuple, the score of a given free square on the | |
279 ;; board is just the sum of the scores of all the qtuples to which it belongs, | |
280 ;; because playing in that square is playing in all its containing qtuples at | |
281 ;; once. And it is that function which takes into account the internesting of | |
282 ;; the qtuples. | |
283 ;; | |
284 ;; This algorithm is rather simple but anyway it gives a not so dumb level of | |
285 ;; play. It easily extends to "n-dimensional Gomoku", where a win should not | |
286 ;; be obtained with as few as 5 contiguous marks: 6 or 7 (depending on n !) | |
287 ;; should be preferred. | |
288 | |
289 | |
290 ;; Here are the scores of the nine "non-polluted" configurations. Tuning | |
291 ;; these values will change (hopefully improve) the strength of the program | |
292 ;; and may change its style (rather aggressive here). | |
293 | |
294 (defconst nil-score 7 "Score of an empty qtuple.") | |
295 (defconst Xscore 15 "Score of a qtuple containing one X.") | |
296 (defconst XXscore 400 "Score of a qtuple containing two X's.") | |
297 (defconst XXXscore 1800 "Score of a qtuple containing three X's.") | |
298 (defconst XXXXscore 100000 "Score of a qtuple containing four X's.") | |
299 (defconst Oscore 35 "Score of a qtuple containing one O.") | |
300 (defconst OOscore 800 "Score of a qtuple containing two O's.") | |
301 (defconst OOOscore 15000 "Score of a qtuple containing three O's.") | |
302 (defconst OOOOscore 800000 "Score of a qtuple containing four O's.") | |
303 | |
304 ;; These values are not just random: if, given the following situation: | |
305 ;; | |
306 ;; . . . . . . . O . | |
307 ;; . X X a . . . X . | |
308 ;; . . . X . . . X . | |
309 ;; . . . X . . . X . | |
310 ;; . . . . . . . b . | |
311 ;; | |
312 ;; you want Emacs to play in "a" and not in "b", then the parameters must | |
313 ;; satisfy the inequality: | |
314 ;; | |
315 ;; 6 * XXscore > XXXscore + XXscore | |
316 ;; | |
317 ;; because "a" mainly belongs to six "XX" qtuples (the others are less | |
318 ;; important) while "b" belongs to one "XXX" and one "XX" qtuples. Other | |
319 ;; conditions are required to obtain sensible moves, but the previous example | |
320 ;; should illustrate the point. If you manage to improve on these values, | |
321 ;; please send me a note. Thanks. | |
322 | |
323 | |
14040 | 324 ;; As we chose values 0, 1 and 6 to denote empty, X and O squares, the |
325 ;; contents of a qtuple are uniquely determined by the sum of its elements and | |
36 | 326 ;; we just have to set up a translation table. |
327 | |
328 (defconst gomoku-score-trans-table | |
329 (vector nil-score Xscore XXscore XXXscore XXXXscore 0 | |
330 Oscore 0 0 0 0 0 | |
331 OOscore 0 0 0 0 0 | |
332 OOOscore 0 0 0 0 0 | |
333 OOOOscore 0 0 0 0 0 | |
334 0) | |
335 "Vector associating qtuple contents to their score.") | |
336 | |
337 | |
338 ;; If you do not modify drastically the previous constants, the only way for a | |
339 ;; square to have a score higher than OOOOscore is to belong to a "OOOO" | |
340 ;; qtuple, thus to be a winning move. Similarly, the only way for a square to | |
341 ;; have a score between XXXXscore and OOOOscore is to belong to a "XXXX" | |
342 ;; qtuple. We may use these considerations to detect when a given move is | |
343 ;; winning or loosing. | |
344 | |
345 (defconst gomoku-winning-threshold OOOOscore | |
207 | 346 "Threshold score beyond which an Emacs move is winning.") |
36 | 347 |
348 (defconst gomoku-loosing-threshold XXXXscore | |
349 "Threshold score beyond which a human move is winning.") | |
350 | |
351 | |
352 (defun gomoku-strongest-square () | |
353 "Compute index of free square with highest score, or nil if none." | |
354 ;; We just have to loop other all squares. However there are two problems: | |
355 ;; 1/ The SCORE-TABLE only gives correct scores to free squares. To speed | |
356 ;; up future searches, we set the score of padding or occupied squares | |
357 ;; to -1 whenever we meet them. | |
358 ;; 2/ We want to choose randomly between equally good moves. | |
359 (let ((score-max 0) | |
360 (count 0) ; Number of equally good moves | |
361 (square (gomoku-xy-to-index 1 1)) ; First square | |
362 (end (gomoku-xy-to-index gomoku-board-width gomoku-board-height)) | |
363 best-square score) | |
364 (while (<= square end) | |
365 (cond | |
366 ;; If score is lower (i.e. most of the time), skip to next: | |
367 ((< (aref gomoku-score-table square) score-max)) | |
368 ;; If score is better, beware of non free squares: | |
369 ((> (setq score (aref gomoku-score-table square)) score-max) | |
370 (if (zerop (aref gomoku-board square)) ; is it free ? | |
371 (setq count 1 ; yes: take it ! | |
372 best-square square | |
373 score-max score) | |
374 (aset gomoku-score-table square -1))) ; no: kill it ! | |
375 ;; If score is equally good, choose randomly. But first check freeness: | |
376 ((not (zerop (aref gomoku-board square))) | |
377 (aset gomoku-score-table square -1)) | |
4402 | 378 ((zerop (random (setq count (1+ count)))) |
36 | 379 (setq best-square square |
380 score-max score))) | |
381 (setq square (1+ square))) ; try next square | |
382 best-square)) | |
383 | |
384 ;;; | |
385 ;;; INITIALIZING THE SCORE TABLE. | |
386 ;;; | |
387 | |
388 ;; At initialization the board is empty so that every qtuple amounts for | |
389 ;; nil-score. Therefore, the score of any square is nil-score times the number | |
390 ;; of qtuples that pass through it. This number is 3 in a corner and 20 if you | |
391 ;; are sufficiently far from the sides. As computing the number is time | |
392 ;; consuming, we initialize every square with 20*nil-score and then only | |
393 ;; consider squares at less than 5 squares from one side. We speed this up by | |
394 ;; taking symmetry into account. | |
395 ;; Also, as it is likely that successive games will be played on a board with | |
396 ;; same size, it is a good idea to save the initial SCORE-TABLE configuration. | |
397 | |
398 (defvar gomoku-saved-score-table nil | |
399 "Recorded initial value of previous score table.") | |
400 | |
401 (defvar gomoku-saved-board-width nil | |
402 "Recorded value of previous board width.") | |
403 | |
404 (defvar gomoku-saved-board-height nil | |
405 "Recorded value of previous board height.") | |
406 | |
407 | |
408 (defun gomoku-init-score-table () | |
409 "Create the score table vector and fill it with initial values." | |
410 (if (and gomoku-saved-score-table ; Has it been stored last time ? | |
411 (= gomoku-board-width gomoku-saved-board-width) | |
412 (= gomoku-board-height gomoku-saved-board-height)) | |
413 (setq gomoku-score-table (copy-sequence gomoku-saved-score-table)) | |
414 ;; No, compute it: | |
415 (setq gomoku-score-table | |
416 (make-vector gomoku-vector-length (* 20 nil-score))) | |
417 (let (i j maxi maxj maxi2 maxj2) | |
418 (setq maxi (/ (1+ gomoku-board-width) 2) | |
419 maxj (/ (1+ gomoku-board-height) 2) | |
420 maxi2 (min 4 maxi) | |
421 maxj2 (min 4 maxj)) | |
422 ;; We took symmetry into account and could use it more if the board | |
423 ;; would have been square and not rectangular ! | |
424 ;; In our case we deal with all (i,j) in the set [1..maxi2]*[1..maxj] U | |
425 ;; [maxi2+1..maxi]*[1..maxj2]. Maxi2 and maxj2 are used because the | |
426 ;; board may well be less than 8 by 8 ! | |
427 (setq i 1) | |
428 (while (<= i maxi2) | |
429 (setq j 1) | |
430 (while (<= j maxj) | |
431 (gomoku-init-square-score i j) | |
432 (setq j (1+ j))) | |
433 (setq i (1+ i))) | |
434 (while (<= i maxi) | |
435 (setq j 1) | |
436 (while (<= j maxj2) | |
437 (gomoku-init-square-score i j) | |
438 (setq j (1+ j))) | |
439 (setq i (1+ i)))) | |
440 (setq gomoku-saved-score-table (copy-sequence gomoku-score-table) | |
441 gomoku-saved-board-width gomoku-board-width | |
442 gomoku-saved-board-height gomoku-board-height))) | |
443 | |
444 (defun gomoku-nb-qtuples (i j) | |
445 "Return the number of qtuples containing square I,J." | |
207 | 446 ;; This function is complicated because we have to deal |
36 | 447 ;; with ugly cases like 3 by 6 boards, but it works. |
448 ;; If you have a simpler (and correct) solution, send it to me. Thanks ! | |
449 (let ((left (min 4 (1- i))) | |
450 (right (min 4 (- gomoku-board-width i))) | |
451 (up (min 4 (1- j))) | |
452 (down (min 4 (- gomoku-board-height j)))) | |
453 (+ -12 | |
454 (min (max (+ left right) 3) 8) | |
455 (min (max (+ up down) 3) 8) | |
456 (min (max (+ (min left up) (min right down)) 3) 8) | |
457 (min (max (+ (min right up) (min left down)) 3) 8)))) | |
458 | |
459 (defun gomoku-init-square-score (i j) | |
460 "Give initial score to square I,J and to its mirror images." | |
461 (let ((ii (1+ (- gomoku-board-width i))) | |
462 (jj (1+ (- gomoku-board-height j))) | |
463 (sc (* (gomoku-nb-qtuples i j) (aref gomoku-score-trans-table 0)))) | |
464 (aset gomoku-score-table (gomoku-xy-to-index i j) sc) | |
465 (aset gomoku-score-table (gomoku-xy-to-index ii j) sc) | |
466 (aset gomoku-score-table (gomoku-xy-to-index i jj) sc) | |
467 (aset gomoku-score-table (gomoku-xy-to-index ii jj) sc))) | |
468 | |
469 ;;; | |
470 ;;; MAINTAINING THE SCORE TABLE. | |
471 ;;; | |
472 | |
473 ;; We do not provide functions for computing the SCORE-TABLE given the | |
474 ;; contents of the BOARD. This would involve heavy nested loops, with time | |
475 ;; proportional to the size of the board. It is better to update the | |
476 ;; SCORE-TABLE after each move. Updating needs not modify more than 36 | |
477 ;; squares: it is done in constant time. | |
478 | |
479 (defun gomoku-update-score-table (square dval) | |
480 "Update score table after SQUARE received a DVAL increment." | |
481 ;; The board has already been updated when this function is called. | |
482 ;; Updating scores is done by looking for qtuples boundaries in all four | |
483 ;; directions and then calling update-score-in-direction. | |
484 ;; Finally all squares received the right increment, and then are up to | |
485 ;; date, except possibly for SQUARE itself if we are taking a move back for | |
486 ;; its score had been set to -1 at the time. | |
487 (let* ((x (gomoku-index-to-x square)) | |
488 (y (gomoku-index-to-y square)) | |
489 (imin (max -4 (- 1 x))) | |
490 (jmin (max -4 (- 1 y))) | |
491 (imax (min 0 (- gomoku-board-width x 4))) | |
492 (jmax (min 0 (- gomoku-board-height y 4)))) | |
493 (gomoku-update-score-in-direction imin imax | |
494 square 1 0 dval) | |
495 (gomoku-update-score-in-direction jmin jmax | |
496 square 0 1 dval) | |
497 (gomoku-update-score-in-direction (max imin jmin) (min imax jmax) | |
498 square 1 1 dval) | |
499 (gomoku-update-score-in-direction (max (- 1 y) -4 | |
500 (- x gomoku-board-width)) | |
501 (min 0 (- x 5) | |
502 (- gomoku-board-height y 4)) | |
503 square -1 1 dval))) | |
504 | |
505 (defun gomoku-update-score-in-direction (left right square dx dy dval) | |
506 "Update scores for all squares in the qtuples starting between the LEFTth | |
507 square and the RIGHTth after SQUARE, along the DX, DY direction, considering | |
508 that DVAL has been added on SQUARE." | |
509 ;; We always have LEFT <= 0, RIGHT <= 0 and DEPL > 0 but we may very well | |
510 ;; have LEFT > RIGHT, indicating that no qtuple contains SQUARE along that | |
511 ;; DX,DY direction. | |
512 (cond | |
513 ((> left right)) ; Quit | |
514 (t ; Else .. | |
515 (let (depl square0 square1 square2 count delta) | |
516 (setq depl (gomoku-xy-to-index dx dy) | |
517 square0 (+ square (* left depl)) | |
518 square1 (+ square (* right depl)) | |
519 square2 (+ square0 (* 4 depl))) | |
520 ;; Compute the contents of the first qtuple: | |
521 (setq square square0 | |
522 count 0) | |
523 (while (<= square square2) | |
524 (setq count (+ count (aref gomoku-board square)) | |
525 square (+ square depl))) | |
526 (while (<= square0 square1) | |
527 ;; Update the squares of the qtuple beginning in SQUARE0 and ending | |
528 ;; in SQUARE2. | |
529 (setq delta (- (aref gomoku-score-trans-table count) | |
530 (aref gomoku-score-trans-table (- count dval)))) | |
531 (cond ((not (zerop delta)) ; or else nothing to update | |
532 (setq square square0) | |
533 (while (<= square square2) | |
534 (if (zerop (aref gomoku-board square)) ; only for free squares | |
535 (aset gomoku-score-table square | |
536 (+ (aref gomoku-score-table square) delta))) | |
537 (setq square (+ square depl))))) | |
538 ;; Then shift the qtuple one square along DEPL, this only requires | |
539 ;; modifying SQUARE0 and SQUARE2. | |
540 (setq square2 (+ square2 depl) | |
541 count (+ count (- (aref gomoku-board square0)) | |
542 (aref gomoku-board square2)) | |
543 square0 (+ square0 depl))))))) | |
544 | |
545 ;;; | |
546 ;;; GAME CONTROL. | |
547 ;;; | |
548 | |
549 ;; Several variables are used to monitor a game, including a GAME-HISTORY (the | |
550 ;; list of all (SQUARE . PREVSCORE) played) that allows to take moves back | |
551 ;; (anti-updating the score table) and to compute the table from scratch in | |
552 ;; case of an interruption. | |
553 | |
554 (defvar gomoku-game-in-progress nil | |
555 "Non-nil if a game is in progress.") | |
556 | |
557 (defvar gomoku-game-history nil | |
558 "A record of all moves that have been played during current game.") | |
559 | |
560 (defvar gomoku-number-of-moves nil | |
561 "Number of moves already played in current game.") | |
562 | |
563 (defvar gomoku-number-of-human-moves nil | |
564 "Number of moves already played by human in current game.") | |
565 | |
566 (defvar gomoku-emacs-played-first nil | |
567 "Non-nil if Emacs played first.") | |
568 | |
569 (defvar gomoku-human-took-back nil | |
570 "Non-nil if Human took back a move during the game.") | |
571 | |
572 (defvar gomoku-human-refused-draw nil | |
573 "Non-nil if Human refused Emacs offer of a draw.") | |
574 | |
575 (defvar gomoku-emacs-is-computing nil | |
576 ;; This is used to detect interruptions. Hopefully, it should not be needed. | |
577 "Non-nil if Emacs is in the middle of a computation.") | |
578 | |
579 | |
580 (defun gomoku-start-game (n m) | |
581 "Initialize a new game on an N by M board." | |
582 (setq gomoku-emacs-is-computing t) ; Raise flag | |
583 (setq gomoku-game-in-progress t) | |
584 (setq gomoku-board-width n | |
585 gomoku-board-height m | |
586 gomoku-vector-length (1+ (* (+ m 2) (1+ n))) | |
587 gomoku-draw-limit (/ (* 7 n m) 10)) | |
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588 (setq gomoku-emacs-won nil |
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589 gomoku-game-history nil |
36 | 590 gomoku-number-of-moves 0 |
591 gomoku-number-of-human-moves 0 | |
592 gomoku-emacs-played-first nil | |
593 gomoku-human-took-back nil | |
594 gomoku-human-refused-draw nil) | |
595 (gomoku-init-display n m) ; Display first: the rest takes time | |
596 (gomoku-init-score-table) ; INIT-BOARD requires that the score | |
597 (gomoku-init-board) ; table be already created. | |
598 (setq gomoku-emacs-is-computing nil)) | |
599 | |
600 (defun gomoku-play-move (square val &optional dont-update-score) | |
601 "Go to SQUARE, play VAL and update everything." | |
602 (setq gomoku-emacs-is-computing t) ; Raise flag | |
603 (cond ((= 1 val) ; a Human move | |
604 (setq gomoku-number-of-human-moves (1+ gomoku-number-of-human-moves))) | |
605 ((zerop gomoku-number-of-moves) ; an Emacs move. Is it first ? | |
606 (setq gomoku-emacs-played-first t))) | |
607 (setq gomoku-game-history | |
608 (cons (cons square (aref gomoku-score-table square)) | |
609 gomoku-game-history) | |
610 gomoku-number-of-moves (1+ gomoku-number-of-moves)) | |
611 (gomoku-plot-square square val) | |
612 (aset gomoku-board square val) ; *BEFORE* UPDATE-SCORE ! | |
613 (if dont-update-score nil | |
614 (gomoku-update-score-table square val) ; previous val was 0: dval = val | |
615 (aset gomoku-score-table square -1)) | |
616 (setq gomoku-emacs-is-computing nil)) | |
617 | |
618 (defun gomoku-take-back () | |
619 "Take back last move and update everything." | |
620 (setq gomoku-emacs-is-computing t) | |
621 (let* ((last-move (car gomoku-game-history)) | |
622 (square (car last-move)) | |
623 (oldval (aref gomoku-board square))) | |
624 (if (= 1 oldval) | |
625 (setq gomoku-number-of-human-moves (1- gomoku-number-of-human-moves))) | |
626 (setq gomoku-game-history (cdr gomoku-game-history) | |
627 gomoku-number-of-moves (1- gomoku-number-of-moves)) | |
628 (gomoku-plot-square square 0) | |
629 (aset gomoku-board square 0) ; *BEFORE* UPDATE-SCORE ! | |
630 (gomoku-update-score-table square (- oldval)) | |
631 (aset gomoku-score-table square (cdr last-move))) | |
632 (setq gomoku-emacs-is-computing nil)) | |
633 | |
634 ;;; | |
635 ;;; SESSION CONTROL. | |
636 ;;; | |
637 | |
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638 (defvar gomoku-number-of-emacs-wins 0 |
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639 "Number of games Emacs won in this session.") |
36 | 640 |
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641 (defvar gomoku-number-of-human-wins 0 |
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642 "Number of games you won in this session.") |
36 | 643 |
644 (defvar gomoku-number-of-draws 0 | |
645 "Number of games already drawn in this session.") | |
646 | |
647 | |
648 (defun gomoku-terminate-game (result) | |
649 "Terminate the current game with RESULT." | |
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650 (message |
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651 (cond |
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652 ((eq result 'emacs-won) |
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653 (setq gomoku-number-of-emacs-wins (1+ gomoku-number-of-emacs-wins)) |
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654 (cond ((< gomoku-number-of-moves 20) |
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|
655 "This was a REALLY QUICK win.") |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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diff
changeset
|
656 (gomoku-human-refused-draw |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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parents:
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diff
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|
657 "I won... Too bad you refused my offer of a draw !") |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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parents:
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diff
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|
658 (gomoku-human-took-back |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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diff
changeset
|
659 "I won... Taking moves back will not help you !") |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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parents:
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diff
changeset
|
660 ((not gomoku-emacs-played-first) |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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parents:
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diff
changeset
|
661 "I won... Playing first did not help you much !") |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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parents:
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diff
changeset
|
662 ((and (zerop gomoku-number-of-human-wins) |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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parents:
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diff
changeset
|
663 (zerop gomoku-number-of-draws) |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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diff
changeset
|
664 (> gomoku-number-of-emacs-wins 1)) |
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parents:
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diff
changeset
|
665 "I'm becoming tired of winning...") |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
Richard M. Stallman <rms@gnu.org>
parents:
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diff
changeset
|
666 ("I won."))) |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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parents:
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diff
changeset
|
667 ((eq result 'human-won) |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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parents:
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diff
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|
668 (setq gomoku-number-of-human-wins (1+ gomoku-number-of-human-wins)) |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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parents:
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diff
changeset
|
669 (concat "OK, you won this one." |
044a7dcbeb06
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parents:
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diff
changeset
|
670 (cond |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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diff
changeset
|
671 (gomoku-human-took-back |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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diff
changeset
|
672 " I, for one, never take my moves back...") |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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diff
changeset
|
673 (gomoku-emacs-played-first |
044a7dcbeb06
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diff
changeset
|
674 ".. so what ?") |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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diff
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|
675 (" Now, let me play first just once.")))) |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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diff
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|
676 ((eq result 'human-resigned) |
044a7dcbeb06
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|
677 (setq gomoku-number-of-emacs-wins (1+ gomoku-number-of-emacs-wins)) |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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diff
changeset
|
678 "So you resign. That's just one more win for me.") |
044a7dcbeb06
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diff
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|
679 ((eq result 'nobody-won) |
044a7dcbeb06
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|
680 (setq gomoku-number-of-draws (1+ gomoku-number-of-draws)) |
044a7dcbeb06
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diff
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|
681 (concat "This is a draw. " |
044a7dcbeb06
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|
682 (cond |
044a7dcbeb06
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|
683 (gomoku-human-took-back |
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diff
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684 "I, for one, never take my moves back...") |
044a7dcbeb06
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|
685 (gomoku-emacs-played-first |
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|
686 "Just chance, I guess.") |
044a7dcbeb06
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|
687 ("Now, let me play first just once.")))) |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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|
688 ((eq result 'draw-agreed) |
044a7dcbeb06
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|
689 (setq gomoku-number-of-draws (1+ gomoku-number-of-draws)) |
044a7dcbeb06
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|
690 (concat "Draw agreed. " |
044a7dcbeb06
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|
691 (cond |
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changeset
|
692 (gomoku-human-took-back |
044a7dcbeb06
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|
693 "I, for one, never take my moves back...") |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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changeset
|
694 (gomoku-emacs-played-first |
044a7dcbeb06
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695 "You were lucky.") |
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|
696 ("Now, let me play first just once.")))) |
044a7dcbeb06
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|
697 ((eq result 'crash-game) |
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(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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|
698 "Sorry, I have been interrupted and cannot resume that game..."))) |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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parents:
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diff
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|
699 (gomoku-display-statistics) |
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(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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|
700 ;;(ding) |
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|
701 (setq gomoku-game-in-progress nil)) |
36 | 702 |
703 (defun gomoku-crash-game () | |
704 "What to do when Emacs detects it has been interrupted." | |
705 (setq gomoku-emacs-is-computing nil) | |
706 (gomoku-terminate-game 'crash-game) | |
707 (sit-for 4) ; Let's see the message | |
708 (gomoku-prompt-for-other-game)) | |
709 | |
710 ;;; | |
711 ;;; INTERACTIVE COMMANDS. | |
712 ;;; | |
713 | |
1221
d5f91623a2cb
(gomoku): Make it autoload.
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diff
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|
714 ;;;###autoload |
36 | 715 (defun gomoku (&optional n m) |
716 "Start a Gomoku game between you and Emacs. | |
717 If a game is in progress, this command allow you to resume it. | |
718 If optional arguments N and M are given, an N by M board is used. | |
14948
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|
719 If prefix arg is given for N, M is prompted for. |
36 | 720 |
207 | 721 You and Emacs play in turn by marking a free square. You mark it with X |
36 | 722 and Emacs marks it with O. The winner is the first to get five contiguous |
723 marks horizontally, vertically or in diagonal. | |
207 | 724 |
725 You play by moving the cursor over the square you choose and hitting | |
726 \\<gomoku-mode-map>\\[gomoku-human-plays]. | |
727 Use \\[describe-mode] for more info." | |
14948
044a7dcbeb06
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|
728 (interactive (if current-prefix-arg |
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|
729 (list (prefix-numeric-value current-prefix-arg) |
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|
730 (eval (read-minibuffer "Height: "))))) |
36 | 731 (gomoku-switch-to-window) |
732 (cond | |
733 (gomoku-emacs-is-computing | |
734 (gomoku-crash-game)) | |
14948
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|
735 ((or (not gomoku-game-in-progress) |
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|
736 (<= gomoku-number-of-moves 2)) |
36 | 737 (let ((max-width (gomoku-max-width)) |
738 (max-height (gomoku-max-height))) | |
739 (or n (setq n max-width)) | |
740 (or m (setq m max-height)) | |
741 (cond ((< n 1) | |
742 (error "I need at least 1 column")) | |
743 ((< m 1) | |
744 (error "I need at least 1 row")) | |
745 ((> n max-width) | |
746 (error "I cannot display %d columns in that window" n))) | |
747 (if (and (> m max-height) | |
14948
044a7dcbeb06
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|
748 (not (eq m gomoku-saved-board-height)) |
044a7dcbeb06
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|
749 ;; Use EQ because SAVED-BOARD-HEIGHT may be nil |
36 | 750 (not (y-or-n-p (format "Do you really want %d rows " m)))) |
751 (setq m max-height))) | |
752 (message "One moment, please...") | |
753 (gomoku-start-game n m) | |
754 (if (y-or-n-p "Do you allow me to play first ") | |
755 (gomoku-emacs-plays) | |
756 (gomoku-prompt-for-move))) | |
757 ((y-or-n-p "Shall we continue our game ") | |
758 (gomoku-prompt-for-move)) | |
759 (t | |
760 (gomoku-human-resigns)))) | |
761 | |
762 (defun gomoku-emacs-plays () | |
763 "Compute Emacs next move and play it." | |
764 (interactive) | |
765 (gomoku-switch-to-window) | |
766 (cond | |
767 (gomoku-emacs-is-computing | |
768 (gomoku-crash-game)) | |
769 ((not gomoku-game-in-progress) | |
770 (gomoku-prompt-for-other-game)) | |
771 (t | |
772 (message "Let me think...") | |
773 (let (square score) | |
774 (setq square (gomoku-strongest-square)) | |
775 (cond ((null square) | |
776 (gomoku-terminate-game 'nobody-won)) | |
777 (t | |
778 (setq score (aref gomoku-score-table square)) | |
779 (gomoku-play-move square 6) | |
780 (cond ((>= score gomoku-winning-threshold) | |
14948
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|
781 (setq gomoku-emacs-won t) ; for font-lock |
36 | 782 (gomoku-find-filled-qtuple square 6) |
783 (gomoku-terminate-game 'emacs-won)) | |
784 ((zerop score) | |
785 (gomoku-terminate-game 'nobody-won)) | |
786 ((and (> gomoku-number-of-moves gomoku-draw-limit) | |
787 (not gomoku-human-refused-draw) | |
788 (gomoku-offer-a-draw)) | |
789 (gomoku-terminate-game 'draw-agreed)) | |
790 (t | |
791 (gomoku-prompt-for-move))))))))) | |
792 | |
14948
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|
793 ;; For small square dimensions this is approximate, since though measured in |
044a7dcbeb06
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|
794 ;; pixels, event's (X . Y) is a character's top-left corner. |
10026
09392b4de856
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|
795 (defun gomoku-click (click) |
14948
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|
796 "Position at the square where you click." |
044a7dcbeb06
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parents:
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|
797 (interactive "e") |
044a7dcbeb06
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|
798 (and (windowp (posn-window (setq click (event-end click)))) |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
Richard M. Stallman <rms@gnu.org>
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|
799 (numberp (posn-point click)) |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
Richard M. Stallman <rms@gnu.org>
parents:
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|
800 (select-window (posn-window click)) |
044a7dcbeb06
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parents:
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diff
changeset
|
801 (setq click (posn-col-row click)) |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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|
802 (gomoku-goto-xy |
044a7dcbeb06
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diff
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|
803 (min (max (/ (+ (- (car click) |
044a7dcbeb06
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diff
changeset
|
804 gomoku-x-offset |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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diff
changeset
|
805 1) |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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changeset
|
806 (window-hscroll) |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
Richard M. Stallman <rms@gnu.org>
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diff
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|
807 gomoku-square-width |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
Richard M. Stallman <rms@gnu.org>
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diff
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|
808 (% gomoku-square-width 2) |
044a7dcbeb06
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|
809 (/ gomoku-square-width 2)) |
044a7dcbeb06
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Richard M. Stallman <rms@gnu.org>
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diff
changeset
|
810 gomoku-square-width) |
044a7dcbeb06
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Richard M. Stallman <rms@gnu.org>
parents:
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diff
changeset
|
811 1) |
044a7dcbeb06
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changeset
|
812 gomoku-board-width) |
044a7dcbeb06
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Richard M. Stallman <rms@gnu.org>
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changeset
|
813 (min (max (/ (+ (- (cdr click) |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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|
814 gomoku-y-offset |
044a7dcbeb06
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Richard M. Stallman <rms@gnu.org>
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changeset
|
815 1) |
044a7dcbeb06
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parents:
14873
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changeset
|
816 (let ((inhibit-point-motion-hooks t)) |
044a7dcbeb06
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diff
changeset
|
817 (count-lines 1 (window-start))) |
044a7dcbeb06
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diff
changeset
|
818 gomoku-square-height |
044a7dcbeb06
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|
819 (% gomoku-square-height 2) |
044a7dcbeb06
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|
820 (/ gomoku-square-height 2)) |
044a7dcbeb06
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|
821 gomoku-square-height) |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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|
822 1) |
044a7dcbeb06
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parents:
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diff
changeset
|
823 gomoku-board-height)))) |
044a7dcbeb06
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Richard M. Stallman <rms@gnu.org>
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|
824 |
044a7dcbeb06
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changeset
|
825 (defun gomoku-mouse-play (click) |
10026
09392b4de856
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826 "Play at the square where you click." |
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827 (interactive "e") |
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828 (if (gomoku-click click) |
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829 (gomoku-human-plays))) |
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830 |
36 | 831 (defun gomoku-human-plays () |
832 "Signal to the Gomoku program that you have played. | |
833 You must have put the cursor on the square where you want to play. | |
834 If the game is finished, this command requests for another game." | |
835 (interactive) | |
836 (gomoku-switch-to-window) | |
837 (cond | |
838 (gomoku-emacs-is-computing | |
839 (gomoku-crash-game)) | |
840 ((not gomoku-game-in-progress) | |
841 (gomoku-prompt-for-other-game)) | |
842 (t | |
843 (let (square score) | |
844 (setq square (gomoku-point-square)) | |
845 (cond ((null square) | |
846 (error "Your point is not on a square. Retry !")) | |
847 ((not (zerop (aref gomoku-board square))) | |
848 (error "Your point is not on a free square. Retry !")) | |
849 (t | |
850 (setq score (aref gomoku-score-table square)) | |
851 (gomoku-play-move square 1) | |
852 (cond ((and (>= score gomoku-loosing-threshold) | |
853 ;; Just testing SCORE > THRESHOLD is not enough for | |
854 ;; detecting wins, it just gives an indication that | |
855 ;; we confirm with GOMOKU-FIND-FILLED-QTUPLE. | |
856 (gomoku-find-filled-qtuple square 1)) | |
857 (gomoku-terminate-game 'human-won)) | |
858 (t | |
859 (gomoku-emacs-plays))))))))) | |
860 | |
861 (defun gomoku-human-takes-back () | |
862 "Signal to the Gomoku program that you wish to take back your last move." | |
863 (interactive) | |
864 (gomoku-switch-to-window) | |
865 (cond | |
866 (gomoku-emacs-is-computing | |
867 (gomoku-crash-game)) | |
868 ((not gomoku-game-in-progress) | |
869 (message "Too late for taking back...") | |
870 (sit-for 4) | |
871 (gomoku-prompt-for-other-game)) | |
872 ((zerop gomoku-number-of-human-moves) | |
873 (message "You have not played yet... Your move ?")) | |
874 (t | |
875 (message "One moment, please...") | |
876 ;; It is possible for the user to let Emacs play several consecutive | |
877 ;; moves, so that the best way to know when to stop taking back moves is | |
878 ;; to count the number of human moves: | |
879 (setq gomoku-human-took-back t) | |
880 (let ((number gomoku-number-of-human-moves)) | |
881 (while (= number gomoku-number-of-human-moves) | |
882 (gomoku-take-back))) | |
883 (gomoku-prompt-for-move)))) | |
884 | |
885 (defun gomoku-human-resigns () | |
886 "Signal to the Gomoku program that you may want to resign." | |
887 (interactive) | |
888 (gomoku-switch-to-window) | |
889 (cond | |
890 (gomoku-emacs-is-computing | |
891 (gomoku-crash-game)) | |
892 ((not gomoku-game-in-progress) | |
893 (message "There is no game in progress")) | |
894 ((y-or-n-p "You mean, you resign ") | |
895 (gomoku-terminate-game 'human-resigned)) | |
896 ((y-or-n-p "You mean, we continue ") | |
897 (gomoku-prompt-for-move)) | |
898 (t | |
899 (gomoku-terminate-game 'human-resigned)))) ; OK. Accept it | |
900 | |
901 ;;; | |
902 ;;; PROMPTING THE HUMAN PLAYER. | |
903 ;;; | |
904 | |
905 (defun gomoku-prompt-for-move () | |
906 "Display a message asking for Human's move." | |
907 (message (if (zerop gomoku-number-of-human-moves) | |
908 "Your move ? (move to a free square and hit X, RET ...)" | |
909 "Your move ?")) | |
910 ;; This may seem silly, but if one omits the following line (or a similar | |
911 ;; one), the cursor may very well go to some place where POINT is not. | |
912 (save-excursion (set-buffer (other-buffer)))) | |
913 | |
914 (defun gomoku-prompt-for-other-game () | |
915 "Ask for another game, and start it." | |
916 (if (y-or-n-p "Another game ") | |
917 (gomoku gomoku-board-width gomoku-board-height) | |
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918 (message "Chicken !"))) |
36 | 919 |
920 (defun gomoku-offer-a-draw () | |
921 "Offer a draw and return T if Human accepted it." | |
922 (or (y-or-n-p "I offer you a draw. Do you accept it ") | |
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923 (not (setq gomoku-human-refused-draw t)))) |
36 | 924 |
925 ;;; | |
926 ;;; DISPLAYING THE BOARD. | |
927 ;;; | |
928 | |
929 ;; You may change these values if you have a small screen or if the squares | |
930 ;; look rectangular, but spacings SHOULD be at least 2 (MUST BE at least 1). | |
931 | |
932 (defconst gomoku-square-width 4 | |
933 "*Horizontal spacing between squares on the Gomoku board.") | |
934 | |
935 (defconst gomoku-square-height 2 | |
936 "*Vertical spacing between squares on the Gomoku board.") | |
937 | |
938 (defconst gomoku-x-offset 3 | |
939 "*Number of columns between the Gomoku board and the side of the window.") | |
940 | |
941 (defconst gomoku-y-offset 1 | |
942 "*Number of lines between the Gomoku board and the top of the window.") | |
943 | |
944 | |
945 (defun gomoku-max-width () | |
946 "Largest possible board width for the current window." | |
947 (1+ (/ (- (window-width (selected-window)) | |
948 gomoku-x-offset gomoku-x-offset 1) | |
949 gomoku-square-width))) | |
950 | |
951 (defun gomoku-max-height () | |
952 "Largest possible board height for the current window." | |
953 (1+ (/ (- (window-height (selected-window)) | |
954 gomoku-y-offset gomoku-y-offset 2) | |
955 ;; 2 instead of 1 because WINDOW-HEIGHT includes the mode line ! | |
956 gomoku-square-height))) | |
957 | |
958 (defun gomoku-point-y () | |
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959 "Return the board row where point is." |
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960 (let ((inhibit-point-motion-hooks t)) |
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961 (1+ (/ (- (count-lines 1 (point)) gomoku-y-offset (if (bolp) 0 1)) |
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962 gomoku-square-height)))) |
36 | 963 |
964 (defun gomoku-point-square () | |
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965 "Return the index of the square point is on." |
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966 (let ((inhibit-point-motion-hooks t)) |
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967 (gomoku-xy-to-index (1+ (/ (- (current-column) gomoku-x-offset) |
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968 gomoku-square-width)) |
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969 (gomoku-point-y)))) |
36 | 970 |
971 (defun gomoku-goto-square (index) | |
972 "Move point to square number INDEX." | |
973 (gomoku-goto-xy (gomoku-index-to-x index) (gomoku-index-to-y index))) | |
974 | |
975 (defun gomoku-goto-xy (x y) | |
976 "Move point to square at X, Y coords." | |
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977 (let ((inhibit-point-motion-hooks t)) |
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978 (goto-line (+ 1 gomoku-y-offset (* gomoku-square-height (1- y))))) |
36 | 979 (move-to-column (+ gomoku-x-offset (* gomoku-square-width (1- x))))) |
980 | |
981 (defun gomoku-plot-square (square value) | |
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982 "Draw 'X', 'O' or '.' on SQUARE depending on VALUE, leave point there." |
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983 (or (= value 1) |
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984 (gomoku-goto-square square)) |
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985 (let ((inhibit-read-only t) |
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986 (inhibit-point-motion-hooks t)) |
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987 (insert-and-inherit (cond ((= value 1) ?X) |
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988 ((= value 6) ?O) |
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989 (?.))) |
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990 (and (zerop value) |
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991 (put-text-property (1- (point)) (point) 'mouse-face 'highlight)) |
5822
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992 (delete-char 1) |
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993 (backward-char 1)) |
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994 (sit-for 0)) ; Display NOW |
36 | 995 |
996 (defun gomoku-init-display (n m) | |
997 "Display an N by M Gomoku board." | |
52 | 998 (buffer-disable-undo (current-buffer)) |
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999 (let ((inhibit-read-only t) |
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1000 (point 1) opoint |
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1001 (intangible t) |
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1002 (i m) j x) |
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1003 ;; Try to minimize number of chars (because of text properties) |
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1004 (setq tab-width |
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1005 (if (zerop (% gomoku-x-offset gomoku-square-width)) |
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1006 gomoku-square-width |
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1007 (max (/ (+ (% gomoku-x-offset gomoku-square-width) |
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1008 gomoku-square-width 1) 2) 2))) |
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1009 (erase-buffer) |
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1010 (newline gomoku-y-offset) |
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1011 (while (progn |
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1012 (setq j n |
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1013 x (- gomoku-x-offset gomoku-square-width)) |
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1014 (while (>= (setq j (1- j)) 0) |
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1015 (insert-char ?\t (/ (- (setq x (+ x gomoku-square-width)) |
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1016 (current-column)) |
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1017 tab-width)) |
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1018 (insert-char ? (- x (current-column))) |
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1019 (if (setq intangible (not intangible)) |
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1020 (put-text-property point (point) 'intangible 2)) |
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1021 (and (zerop j) |
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1022 (= i (- m 2)) |
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1023 (progn |
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1024 (while (>= i 3) |
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1025 (append-to-buffer (current-buffer) opoint (point)) |
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1026 (setq i (- i 2))) |
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1027 (goto-char (point-max)))) |
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1028 (setq point (point)) |
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1029 (insert ?.) |
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1030 (put-text-property point (point) |
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1031 'mouse-face 'highlight)) |
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1032 (> (setq i (1- i)) 0)) |
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1033 (if (= i (1- m)) |
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1034 (setq opoint point)) |
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1035 (insert-char ?\n gomoku-square-height)) |
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1036 (or (eq (char-after 1) ?.) |
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1037 (put-text-property 1 2 'point-entered |
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1038 (lambda (x x) (if (bobp) (forward-char))))) |
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1039 (or intangible |
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1040 (put-text-property point (point) 'intangible 2)) |
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1041 (put-text-property point (point) 'point-entered |
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1042 (lambda (x x) (if (eobp) (backward-char)))) |
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1043 (put-text-property (point-min) (point) 'category 'gomoku-mode)) |
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1044 (gomoku-goto-xy (/ (1+ n) 2) (/ (1+ m) 2)) ; center of the board |
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1045 (sit-for 0)) ; Display NOW |
36 | 1046 |
1047 (defun gomoku-display-statistics () | |
1048 "Obnoxiously display some statistics about previous games in mode line." | |
1049 ;; We store this string in the mode-line-process local variable. | |
1050 ;; This is certainly not the cleanest way out ... | |
1051 (setq mode-line-process | |
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1052 (format ": Won %d, lost %d%s" |
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1053 gomoku-number-of-human-wins |
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1054 gomoku-number-of-emacs-wins |
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1055 (if (zerop gomoku-number-of-draws) |
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1056 "" |
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1057 (format ", drew %d" gomoku-number-of-draws)))) |
11560
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1058 (force-mode-line-update)) |
36 | 1059 |
1060 (defun gomoku-switch-to-window () | |
1061 "Find or create the Gomoku buffer, and display it." | |
1062 (interactive) | |
1063 (let ((buff (get-buffer "*Gomoku*"))) | |
1064 (if buff ; Buffer exists: | |
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1065 (switch-to-buffer buff) ; no problem. |
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1066 (if gomoku-game-in-progress |
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1067 (gomoku-crash-game)) ; buffer has been killed or something |
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1068 (switch-to-buffer "*Gomoku*") ; Anyway, start anew. |
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1069 (gomoku-mode)))) |
36 | 1070 |
1071 ;;; | |
1072 ;;; CROSSING WINNING QTUPLES. | |
1073 ;;; | |
1074 | |
1075 ;; When someone succeeds in filling a qtuple, we draw a line over the five | |
1076 ;; corresponding squares. One problem is that the program does not know which | |
1077 ;; squares ! It only knows the square where the last move has been played and | |
1078 ;; who won. The solution is to scan the board along all four directions. | |
1079 | |
1080 (defun gomoku-find-filled-qtuple (square value) | |
1081 "Return T if SQUARE belongs to a qtuple filled with VALUEs." | |
1082 (or (gomoku-check-filled-qtuple square value 1 0) | |
1083 (gomoku-check-filled-qtuple square value 0 1) | |
1084 (gomoku-check-filled-qtuple square value 1 1) | |
1085 (gomoku-check-filled-qtuple square value -1 1))) | |
1086 | |
1087 (defun gomoku-check-filled-qtuple (square value dx dy) | |
1088 "Return T if SQUARE belongs to a qtuple filled with VALUEs along DX, DY." | |
1089 (let ((a 0) (b 0) | |
1090 (left square) (right square) | |
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1091 (depl (gomoku-xy-to-index dx dy))) |
36 | 1092 (while (and (> a -4) ; stretch tuple left |
1093 (= value (aref gomoku-board (setq left (- left depl))))) | |
1094 (setq a (1- a))) | |
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1095 (while (and (< b (+ a 4)) ; stretch tuple right |
36 | 1096 (= value (aref gomoku-board (setq right (+ right depl))))) |
1097 (setq b (1+ b))) | |
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1098 (cond ((= b (+ a 4)) ; tuple length = 5 ? |
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1099 (gomoku-cross-qtuple (+ square (* a depl)) (+ square (* b depl)) |
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1100 dx dy) |
36 | 1101 t)))) |
1102 | |
1103 (defun gomoku-cross-qtuple (square1 square2 dx dy) | |
1104 "Cross every square between SQUARE1 and SQUARE2 in the DX, DY direction." | |
1105 (save-excursion ; Not moving point from last square | |
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1106 (let ((depl (gomoku-xy-to-index dx dy)) |
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1107 (inhibit-read-only t) |
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1108 (inhibit-point-motion-hooks t)) |
36 | 1109 ;; WARNING: this function assumes DEPL > 0 and SQUARE2 > SQUARE1 |
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1110 (while (/= square1 square2) |
36 | 1111 (gomoku-goto-square square1) |
1112 (setq square1 (+ square1 depl)) | |
1113 (cond | |
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1114 ((= dy 0) ; Horizontal |
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1115 (forward-char 1) |
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1116 (insert-char ?- (1- gomoku-square-width) t) |
14948
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1117 (delete-region (point) (progn |
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1118 (skip-chars-forward " \t") |
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1119 (point)))) |
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1120 ((= dx 0) ; Vertical |
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1121 (let ((n 1) |
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1122 (column (current-column))) |
36 | 1123 (while (< n gomoku-square-height) |
1124 (setq n (1+ n)) | |
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1125 (forward-line 1) |
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1126 (indent-to column) |
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1127 (insert-and-inherit ?|)))) |
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1128 ((= dx -1) ; 1st Diagonal |
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1129 (indent-to (prog1 (- (current-column) (/ gomoku-square-width 2)) |
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1130 (forward-line (/ gomoku-square-height 2)))) |
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1131 (insert-and-inherit ?/)) |
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1132 (t ; 2nd Diagonal |
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1133 (indent-to (prog1 (+ (current-column) (/ gomoku-square-width 2)) |
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1134 (forward-line (/ gomoku-square-height 2)))) |
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1135 (insert-and-inherit ?\\)))))) |
36 | 1136 (sit-for 0)) ; Display NOW |
1137 | |
1138 ;;; | |
1139 ;;; CURSOR MOTION. | |
1140 ;;; | |
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1141 ;; previous-line and next-line don't work right with intangible newlines |
36 | 1142 (defun gomoku-move-down () |
1143 "Move point down one row on the Gomoku board." | |
1144 (interactive) | |
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1145 (if (< (gomoku-point-y) gomoku-board-height) |
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1146 (next-line gomoku-square-height))) |
36 | 1147 |
1148 (defun gomoku-move-up () | |
1149 "Move point up one row on the Gomoku board." | |
1150 (interactive) | |
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1151 (if (> (gomoku-point-y) 1) |
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1152 (previous-line gomoku-square-height))) |
36 | 1153 |
1154 (defun gomoku-move-ne () | |
1155 "Move point North East on the Gomoku board." | |
1156 (interactive) | |
1157 (gomoku-move-up) | |
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1158 (forward-char)) |
36 | 1159 |
1160 (defun gomoku-move-se () | |
1161 "Move point South East on the Gomoku board." | |
1162 (interactive) | |
1163 (gomoku-move-down) | |
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1164 (forward-char)) |
36 | 1165 |
1166 (defun gomoku-move-nw () | |
1167 "Move point North West on the Gomoku board." | |
1168 (interactive) | |
1169 (gomoku-move-up) | |
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1170 (backward-char)) |
36 | 1171 |
1172 (defun gomoku-move-sw () | |
1173 "Move point South West on the Gomoku board." | |
1174 (interactive) | |
1175 (gomoku-move-down) | |
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1176 (backward-char)) |
36 | 1177 |
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1178 (defun gomoku-beginning-of-line () |
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1179 "Move point to first square on the Gomoku board row." |
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1180 (interactive) |
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1181 (move-to-column gomoku-x-offset)) |
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1182 |
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1183 (defun gomoku-end-of-line () |
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1184 "Move point to last square on the Gomoku board row." |
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1185 (interactive) |
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1186 (move-to-column (+ gomoku-x-offset |
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1187 (* gomoku-square-width (1- gomoku-board-width))))) |
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1188 |
584 | 1189 (provide 'gomoku) |
36 | 1190 |
660
08eb386dd0f3
*** empty log message ***
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1191 ;;; gomoku.el ends here |