;;; gomoku.el --- Gomoku game between you and Emacs
-;; Copyright (C) 1988, 1994, 1996, 2001, 2002, 2003, 2004, 2005, 2006,
-;; 2007, 2008, 2009, 2010 Free Software Foundation, Inc.
+;; Copyright (C) 1988, 1994, 1996, 2001-2012 Free Software Foundation, Inc.
;; Author: Philippe Schnoebelen <phs@lsv.ens-cachan.fr>
;; Maintainer: FSF
;; look rectangular, but spacings SHOULD be at least 2 (MUST BE at least 1).
(defconst gomoku-square-width 4
- "*Horizontal spacing between squares on the Gomoku board.")
+ "Horizontal spacing between squares on the Gomoku board.")
(defconst gomoku-square-height 2
- "*Vertical spacing between squares on the Gomoku board.")
+ "Vertical spacing between squares on the Gomoku board.")
(defconst gomoku-x-offset 3
- "*Number of columns between the Gomoku board and the side of the window.")
+ "Number of columns between the Gomoku board and the side of the window.")
(defconst gomoku-y-offset 1
- "*Number of lines between the Gomoku board and the top of the window.")
+ "Number of lines between the Gomoku board and the top of the window.")
(defvar gomoku-mode-map
(defface gomoku-O
'((((class color)) (:foreground "red" :weight bold)))
- "Face to use for Emacs' O."
+ "Face to use for Emacs's O."
:group 'gomoku)
(defface gomoku-X
'(("O" . 'gomoku-O)
("X" . 'gomoku-X)
("[-|/\\]" 0 (if gomoku-emacs-won 'gomoku-O 'gomoku-X)))
- "*Font lock rules for Gomoku.")
+ "Font lock rules for Gomoku.")
(put 'gomoku-mode 'front-sticky
(put 'gomoku-mode 'rear-nonsticky '(intangible)))
;; its contents as a set, i.e. not considering the order of its elements. The
;; highest score is given to the "OOOO" qtuples because playing in such a
;; qtuple is winning the game. Just after this comes the "XXXX" qtuple because
-;; not playing in it is just loosing the game, and so on. Note that a
+;; not playing in it is just losing the game, and so on. Note that a
;; "polluted" qtuple, i.e. one containing at least one X and at least one O,
;; has score zero because there is no more any point in playing in it, from
;; both an attacking and a defending point of view.
;; these values will change (hopefully improve) the strength of the program
;; and may change its style (rather aggressive here).
-(defconst nil-score 7 "Score of an empty qtuple.")
-(defconst Xscore 15 "Score of a qtuple containing one X.")
-(defconst XXscore 400 "Score of a qtuple containing two X's.")
-(defconst XXXscore 1800 "Score of a qtuple containing three X's.")
-(defconst XXXXscore 100000 "Score of a qtuple containing four X's.")
-(defconst Oscore 35 "Score of a qtuple containing one O.")
-(defconst OOscore 800 "Score of a qtuple containing two O's.")
-(defconst OOOscore 15000 "Score of a qtuple containing three O's.")
-(defconst OOOOscore 800000 "Score of a qtuple containing four O's.")
+(defconst gomoku-nil-score 7 "Score of an empty qtuple.")
+(defconst gomoku-Xscore 15 "Score of a qtuple containing one X.")
+(defconst gomoku-XXscore 400 "Score of a qtuple containing two X's.")
+(defconst gomoku-XXXscore 1800 "Score of a qtuple containing three X's.")
+(defconst gomoku-XXXXscore 100000 "Score of a qtuple containing four X's.")
+(defconst gomoku-Oscore 35 "Score of a qtuple containing one O.")
+(defconst gomoku-OOscore 800 "Score of a qtuple containing two O's.")
+(defconst gomoku-OOOscore 15000 "Score of a qtuple containing three O's.")
+(defconst gomoku-OOOOscore 800000 "Score of a qtuple containing four O's.")
;; These values are not just random: if, given the following situation:
;;
;; you want Emacs to play in "a" and not in "b", then the parameters must
;; satisfy the inequality:
;;
-;; 6 * XXscore > XXXscore + XXscore
+;; 6 * gomoku-XXscore > gomoku-XXXscore + gomoku-XXscore
;;
;; because "a" mainly belongs to six "XX" qtuples (the others are less
;; important) while "b" belongs to one "XXX" and one "XX" qtuples. Other
;; we just have to set up a translation table.
(defconst gomoku-score-trans-table
- (vector nil-score Xscore XXscore XXXscore XXXXscore 0
- Oscore 0 0 0 0 0
- OOscore 0 0 0 0 0
- OOOscore 0 0 0 0 0
- OOOOscore 0 0 0 0 0
+ (vector gomoku-nil-score gomoku-Xscore gomoku-XXscore gomoku-XXXscore gomoku-XXXXscore 0
+ gomoku-Oscore 0 0 0 0 0
+ gomoku-OOscore 0 0 0 0 0
+ gomoku-OOOscore 0 0 0 0 0
+ gomoku-OOOOscore 0 0 0 0 0
0)
"Vector associating qtuple contents to their score.")
;; If you do not modify drastically the previous constants, the only way for a
-;; square to have a score higher than OOOOscore is to belong to a "OOOO"
+;; square to have a score higher than gomoku-OOOOscore is to belong to a "OOOO"
;; qtuple, thus to be a winning move. Similarly, the only way for a square to
-;; have a score between XXXXscore and OOOOscore is to belong to a "XXXX"
+;; have a score between gomoku-XXXXscore and gomoku-OOOOscore is to belong to a "XXXX"
;; qtuple. We may use these considerations to detect when a given move is
-;; winning or loosing.
+;; winning or losing.
-(defconst gomoku-winning-threshold OOOOscore
+(defconst gomoku-winning-threshold gomoku-OOOOscore
"Threshold score beyond which an Emacs move is winning.")
-(defconst gomoku-loosing-threshold XXXXscore
+(defconst gomoku-losing-threshold gomoku-XXXXscore
"Threshold score beyond which a human move is winning.")
best-square square
score-max score)
(aset gomoku-score-table square -1))) ; no: kill it !
- ;; If score is equally good, choose randomly. But first check freeness:
+ ;; If score is equally good, choose randomly. But first check freedom:
((not (zerop (aref gomoku-board square)))
(aset gomoku-score-table square -1))
((zerop (random (setq count (1+ count))))
;;;
;; At initialization the board is empty so that every qtuple amounts for
-;; nil-score. Therefore, the score of any square is nil-score times the number
+;; gomoku-nil-score. Therefore, the score of any square is gomoku-nil-score times the number
;; of qtuples that pass through it. This number is 3 in a corner and 20 if you
;; are sufficiently far from the sides. As computing the number is time
-;; consuming, we initialize every square with 20*nil-score and then only
+;; consuming, we initialize every square with 20*gomoku-nil-score and then only
;; consider squares at less than 5 squares from one side. We speed this up by
;; taking symmetry into account.
;; Also, as it is likely that successive games will be played on a board with
(setq gomoku-score-table (copy-sequence gomoku-saved-score-table))
;; No, compute it:
(setq gomoku-score-table
- (make-vector gomoku-vector-length (* 20 nil-score)))
+ (make-vector gomoku-vector-length (* 20 gomoku-nil-score)))
(let (i j maxi maxj maxi2 maxj2)
(setq maxi (/ (1+ gomoku-board-width) 2)
maxj (/ (1+ gomoku-board-height) 2)
(t
(setq score (aref gomoku-score-table square))
(gomoku-play-move square 1)
- (cond ((and (>= score gomoku-loosing-threshold)
+ (cond ((and (>= score gomoku-losing-threshold)
;; Just testing SCORE > THRESHOLD is not enough for
;; detecting wins, it just gives an indication that
;; we confirm with GOMOKU-FIND-FILLED-QTUPLE.
"Display a message asking for Human's move."
(message (if (zerop gomoku-number-of-human-moves)
"Your move? (Move to a free square and hit X, RET ...)"
- "Your move?"))
- ;; This may seem silly, but if one omits the following line (or a similar
- ;; one), the cursor may very well go to some place where POINT is not.
- ;; FIXME: this can't be right!! --Stef
- (save-excursion (set-buffer (other-buffer))))
+ "Your move?")))
(defun gomoku-prompt-for-other-game ()
"Ask for another game, and start it."
(insert-char ?\n gomoku-square-height))
(or (eq (char-after 1) ?.)
(put-text-property 1 2 'point-entered
- (lambda (x y) (if (bobp) (forward-char)))))
+ (lambda (_x _y) (if (bobp) (forward-char)))))
(or intangible
(put-text-property point (point) 'intangible 2))
(put-text-property point (point) 'point-entered
- (lambda (x y) (if (eobp) (backward-char))))
+ (lambda (_x _y) (if (eobp) (backward-char))))
(put-text-property (point-min) (point) 'category 'gomoku-mode))
(gomoku-goto-xy (/ (1+ n) 2) (/ (1+ m) 2)) ; center of the board
(sit-for 0)) ; Display NOW