feat(gomoku): init

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2025-07-09 23:15:02 +07:00
parent 6741b26fea
commit 1ea2b3d118
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"permissions": {
"allow": [
"Bash(rg:*)",
"Bash(grep:*)"
"Bash(grep:*)",
"Bash(mv:*)",
"Bash(ls:*)",
"Bash(java:*)"
],
"deny": []
}
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# Gomoku Conversion Summary
## Overview
Successfully converted the Landlords card game server-client project to a Gomoku (Five-in-a-Row) game while preserving the underlying Netty-based architecture and event-driven communication system.
## Key Changes Made
### 1. Enums Updated for Gomoku
**ServerEventCode.java**
- Replaced landlord-specific events with Gomoku events
- Added: `CODE_GAME_MOVE`, `CODE_GAME_RESET`
- Removed: `CODE_GAME_LANDLORD_ELECT`, `CODE_GAME_POKER_PLAY*`
**ClientEventCode.java**
- Updated with Gomoku-specific client events
- Added: `CODE_GAME_MOVE_SUCCESS`, `CODE_GAME_MOVE_INVALID`, `CODE_GAME_WIN`, `CODE_GAME_LOSE`, `CODE_GAME_DRAW`
- Replaced: `CODE_SHOW_POKERS``CODE_SHOW_BOARD`
**SellType.java → PieceType.java**
- Complete replacement for Gomoku pieces
- Enum values: `EMPTY`, `BLACK`, `WHITE`
**New GameResult.java**
- Enum for game outcomes: `BLACK_WIN`, `WHITE_WIN`, `DRAW`, `IN_PROGRESS`
**ClientRole.java**
- Added: `BLACK_PLAYER`, `WHITE_PLAYER`
### 2. New Game Entities
**Board.java**
- 15x15 game board implementation
- Win detection for 5-in-a-row (horizontal, vertical, diagonal)
- Move validation and game state management
**GameMove.java**
- Represents a single move with position, piece type, and player ID
- Timestamp tracking for move history
**Room.java Updates**
- Removed landlord/poker-specific fields
- Added: `gameBoard`, `blackPlayerId`, `whitePlayerId`, `currentTurn`, `moveHistory`
- Added game management methods: `switchTurn()`, `resetGame()`, `isPlayerTurn()`
**ClientSide.java Updates**
- Removed poker-specific fields (`pokers`)
- Simplified for Gomoku gameplay
### 3. Game Logic Implementation
**GomokuHelper.java**
- Core game logic utilities
- Move validation and execution
- Board display formatting
- Move history formatting
- Win condition checking
**GomokuAI.java**
- Three difficulty levels (Easy, Medium, Hard)
- Strategic move evaluation
- Threat detection and blocking
- Position scoring system
### 4. Documentation Updates
**README.md**
- Updated title and description for Gomoku
- New gameplay rules and commands
- Board position format (row,col)
- Game commands: board, history, reset, pass, exit
**PROTOCO_CN.md**
- Updated from Landlords to Gomoku terminology
- Protocol documentation updated for game moves
**messages_zh_CN.properties**
- Added Gomoku-specific messages
- Move validation error messages
- Game result messages
### 5. Testing
**GomokuHelperTest.java**
- Comprehensive unit tests for game logic
- Tests for win conditions, move validation, turn management
- Board formatting and game reset functionality
## Architecture Preserved
### Network Layer
- Netty 4.x server-client communication maintained
- Protobuf serialization for data transfer
- TCP and WebSocket protocol support
### Event-Driven System
- Event listener pattern preserved
- Client-server event codes updated for Gomoku
- Reactive architecture maintained
### Room Management
- Multi-room support
- Spectator functionality
- PvP and PvE modes
## Game Features
### Core Gameplay
- 15x15 board with standard Gomoku rules
- Turn-based gameplay (Black moves first)
- Win condition: 5 pieces in a row
- Real-time move validation
### AI Support
- Three difficulty levels
- Strategic positioning algorithms
- Threat detection and blocking
### User Experience
- Command-line interface preserved
- Board visualization
- Move history tracking
- Real-time game state updates
### Multiplayer Features
- Room-based gameplay
- Spectator mode
- Player rankings and statistics
## Technical Implementation
### Game Board
- 2D array representation (15x15)
- Efficient win detection algorithms
- Move validation with bounds checking
### Turn Management
- Player role assignment (Black/White)
- Turn switching logic
- Game state tracking
### Communication Protocol
- Event-based messaging
- JSON data structures for game state
- Protobuf serialization for network efficiency
## Future Enhancements
### Planned Features
- Advanced AI algorithms (minimax with alpha-beta pruning)
- Tournament mode support
- Replay system
- Enhanced ranking system
- Move undo functionality
- Time limits per move
### Technical Improvements
- Performance optimizations for large-scale deployment
- Database integration for persistent game history
- Web-based client interface
- Mobile app support
## Conclusion
The conversion successfully transforms the Landlords game into a fully functional Gomoku game while maintaining the robust networking architecture and event-driven design patterns. The modular structure allows for easy extension and customization, making it suitable for both casual play and competitive gaming scenarios.
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[toc]
# Ratel-Client Development Documentation
# Gomoku-Client Development Documentation
## Introduction
### What is Ratel
[Ratel](https://github.com/ainilili/ratel) is a project that allows you to play Landlords (Dou Di Zhu) in the command line. You can use a compact jar package to play games in terminals with JVM environment, supporting both player vs player and player vs AI modes to enrich your leisure time!
### What is Gomoku Game
This is a project that allows you to play Gomoku (Five-in-a-Row) in the command line. You can use a compact jar package to play games in terminals with JVM environment, supporting both player vs player and player vs AI modes to enrich your leisure time!
Ratel is developed using Java language, with [Netty 4.x](https://github.com/netty/netty) network framework combined with [protobuf](https://github.com/protocolbuffers/protobuf) data protocol, supporting multiple clients playing simultaneously.
The game is developed using Java language, with [Netty 4.x](https://github.com/netty/netty) network framework combined with [protobuf](https://github.com/protocolbuffers/protobuf) data protocol, supporting multiple clients playing simultaneously.
### Ratel-Client Extension
Ratel is designed with reactive architecture, communicating through event codes. For Ratel-Client, it supports cross-platform extension. In other words, any backend language can develop Ratel-Client!
### Gomoku-Client Extension
The game is designed with reactive architecture, communicating through event codes. For Gomoku-Client, it supports cross-platform extension. In other words, any backend language can develop Gomoku-Client!
Before developing Ratel-Client, you should know:
- Ratel Server-Client interaction network protocol is ``TCP/IP``.
- Ratel Server-Client interaction data protocol is [protobuf](https://github.com/protocolbuffers/protobuf).
- Ratel is event-driven, connecting various components in the Client.
- All text content in Ratel is displayed by the Client.
Before developing Gomoku-Client, you should know:
- Gomoku Server-Client interaction network protocol is ``TCP/IP``.
- Gomoku Server-Client interaction data protocol is [protobuf](https://github.com/protocolbuffers/protobuf).
- Gomoku is event-driven, connecting various components in the Client.
- All text content in Gomoku is displayed by the Client.
## Integration
### Architect Your Client
We can rewrite the Ratel client using any backend language. The default Ratel client is written in Java. If you want to rewrite it in other languages, here's a recommended architecture:
We can rewrite the Gomoku client using any backend language. The default Gomoku client is written in Java. If you want to rewrite it in other languages, here's a recommended architecture:
![](https://user-gold-cdn.xitu.io/2018/11/17/16720fa649dfaea0?w=898&h=500&f=png&s=33655)
This architecture is very friendly for event handling. You can design an abstract ``Event-Listener`` interface, then develop different implementations to handle response data for different ``CODE`` values. For example, a simple example - Poker display, here's the pseudo code for our processing flow:
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![Build ratel(Java with Maven)](https://github.com/ainilili/ratel/workflows/Build%20ratel(Java%20with%20Maven)/badge.svg?branch=master)
![Docker Image Version (latest by date)](https://img.shields.io/docker/v/kebyn/ratel?label=Docker&logo=docker&style=flat-square)
# This project is no longer maintained, please try the [👉 new version](https://github.com/ratel-online/server), which supports joker mode, Texas Hold'em, adds timeout mechanism, and perfectly recreates Happy Landlords, [online experience](http://ratel.isnico.com/)
# Gomoku Game Server-Client
## Introduction
Command-line Landlords game based on Netty, born for procrastination and leisure~
Command-line Gomoku (Five-in-a-Row) game based on Netty, converted from the original Landlords game~
## Installation
First download and package, ensure maven and JRE environment are installed locally:
@@ -31,37 +31,39 @@ java -jar landlords-client/target/landlords-client-#{version}.jar
```
**Note**, please replace ``#{version}`` with the current running version in actual execution!
## Gameplay Introduction
Online trial: [Portal](http://ratel.isnico.com)
Play Gomoku (Five-in-a-Row) on a 15x15 board!
![demo](demo.gif)
### Card Playing Rules
All card types:
### Game Rules
- Two players take turns placing black and white pieces on a 15x15 board
- The first player uses black pieces, the second player uses white pieces
- The goal is to be the first to form an unbroken line of five pieces horizontally, vertically, or diagonally
- The game ends when one player achieves five in a row or the board is full (draw)
### Game Commands
```
┌──┐──┐──┐──┐──┐──┐──┐──┐──┐──┐──┐──┐──┐──┐──┐
│3 |4 |5 |6 |7 |8 |9 |10|J |Q |K |A |2 |S |X |
│♦ |♦ |♦ |♦ |♦ |♦ |♦ |♦ |♦ |♦ |♦ |♦ |♦ | | |
└──┘──┘──┘──┘──┘──┘──┘──┘──┘──┘──┘──┘──┘──┘──┘
Board positions are specified as: row,col (e.g., 7,7 for center)
```
Examples:
- King bomb: ``sx``
- Straight: ``34567``
- Three with one: ``3334``
- Airplane: ``333444a2``
- Single 10: ``0`` or ``t``
- Single A: ``a`` or ``1``
- Max straight: ``34567890jqka``
- Don't want to play: ``pass`` or ``p``
- Make a move: ``7,7`` (place piece at row 7, column 7)
- Show board: ``board`` or ``b``
- Show move history: ``history`` or ``h``
- Pass turn: ``pass`` or ``p``
- Exit: ``exit`` or ``e``
- [More](https://zh.wikipedia.org/zh-sg/%E9%AC%A5%E5%9C%B0%E4%B8%BB)
- Reset game: ``reset`` or ``r`` (room owner only)
#### Protocol Support
- TCP
- Websocket
Websocket protocol address is ``ws://host:port/ratel``, Websocket port needs to be original port plus 1 (if tcp port is 1024, then ws port should be 1025)
## Procrastination Club
QQ Group ``948365095``, procrastination feels great for a moment, keep procrastinating always feels great!
## Game Features
- Support for Player vs Player (PVP) mode
- Support for Player vs AI (PVE) mode
- Real-time spectator mode
- Move history tracking
- Automatic win detection
## Ecosystem
- [go-ratel-client](https://github.com/ZuoFuhong/go-ratel)
@@ -76,7 +78,10 @@ QQ Group ``948365095``, procrastination feels great for a moment, keep procrasti
- [Changelog](https://github.com/ainilili/ratel/blob/master/UPDATE.md)
## Plans
- Support for advanced difficulty robots
- Support for advanced difficulty AI
- Tournament mode support
- Ranking system
- Replay system
## More
- [Serverlist.json](https://github.com/ainilili/ratel/blob/master/serverlist.json) is the current server list. If your server is deployed with the current latest version of the server and shared with everyone, you can submit it to us through PR!
@@ -0,0 +1,134 @@
package org.nico.ratel.landlords.entity;
import org.nico.ratel.landlords.enums.PieceType;
import org.nico.ratel.landlords.enums.GameResult;
public class Board {
public static final int BOARD_SIZE = 15;
public static final int WIN_CONDITION = 5;
private PieceType[][] board;
private int moveCount;
private GameResult result;
public Board() {
this.board = new PieceType[BOARD_SIZE][BOARD_SIZE];
this.moveCount = 0;
this.result = GameResult.IN_PROGRESS;
initializeBoard();
}
private void initializeBoard() {
for (int i = 0; i < BOARD_SIZE; i++) {
for (int j = 0; j < BOARD_SIZE; j++) {
board[i][j] = PieceType.EMPTY;
}
}
}
public boolean isValidMove(int row, int col) {
return row >= 0 && row < BOARD_SIZE &&
col >= 0 && col < BOARD_SIZE &&
board[row][col] == PieceType.EMPTY;
}
public boolean makeMove(int row, int col, PieceType piece) {
if (!isValidMove(row, col)) {
return false;
}
board[row][col] = piece;
moveCount++;
// Check for win condition
if (checkWin(row, col, piece)) {
result = (piece == PieceType.BLACK) ? GameResult.BLACK_WIN : GameResult.WHITE_WIN;
} else if (moveCount >= BOARD_SIZE * BOARD_SIZE) {
result = GameResult.DRAW;
}
return true;
}
private boolean checkWin(int row, int col, PieceType piece) {
// Check horizontal
if (checkDirection(row, col, 0, 1, piece) ||
checkDirection(row, col, 0, -1, piece)) {
return true;
}
// Check vertical
if (checkDirection(row, col, 1, 0, piece) ||
checkDirection(row, col, -1, 0, piece)) {
return true;
}
// Check diagonal (top-left to bottom-right)
if (checkDirection(row, col, 1, 1, piece) ||
checkDirection(row, col, -1, -1, piece)) {
return true;
}
// Check diagonal (top-right to bottom-left)
if (checkDirection(row, col, 1, -1, piece) ||
checkDirection(row, col, -1, 1, piece)) {
return true;
}
return false;
}
private boolean checkDirection(int row, int col, int deltaRow, int deltaCol, PieceType piece) {
int count = 1; // Count the current piece
// Check in positive direction
int r = row + deltaRow;
int c = col + deltaCol;
while (r >= 0 && r < BOARD_SIZE && c >= 0 && c < BOARD_SIZE && board[r][c] == piece) {
count++;
r += deltaRow;
c += deltaCol;
}
// Check in negative direction
r = row - deltaRow;
c = col - deltaCol;
while (r >= 0 && r < BOARD_SIZE && c >= 0 && c < BOARD_SIZE && board[r][c] == piece) {
count++;
r -= deltaRow;
c -= deltaCol;
}
return count >= WIN_CONDITION;
}
public void reset() {
this.moveCount = 0;
this.result = GameResult.IN_PROGRESS;
initializeBoard();
}
public PieceType getPiece(int row, int col) {
if (row >= 0 && row < BOARD_SIZE && col >= 0 && col < BOARD_SIZE) {
return board[row][col];
}
return PieceType.EMPTY;
}
public PieceType[][] getBoard() {
return board;
}
public int getMoveCount() {
return moveCount;
}
public GameResult getResult() {
return result;
}
public boolean isGameOver() {
return result != GameResult.IN_PROGRESS;
}
}
@@ -22,8 +22,6 @@ public class ClientSide {
private String nickname;
private List<Poker> pokers;
private ClientStatus status;
private ClientRole role;
@@ -48,7 +46,6 @@ public class ClientSide {
public void init() {
roomId = 0;
pokers = null;
status = ClientStatus.TO_CHOOSE;
type = null;
next = null;
@@ -100,13 +97,6 @@ public class ClientSide {
this.roomId = roomId;
}
public final List<Poker> getPokers() {
return pokers;
}
public final void setPokers(List<Poker> pokers) {
this.pokers = pokers;
}
public final int getScore() {
return score;
@@ -0,0 +1,70 @@
package org.nico.ratel.landlords.entity;
import org.nico.ratel.landlords.enums.PieceType;
public class GameMove {
private int row;
private int col;
private PieceType piece;
private int playerId;
private long timestamp;
public GameMove() {
this.timestamp = System.currentTimeMillis();
}
public GameMove(int row, int col, PieceType piece, int playerId) {
this.row = row;
this.col = col;
this.piece = piece;
this.playerId = playerId;
this.timestamp = System.currentTimeMillis();
}
public int getRow() {
return row;
}
public void setRow(int row) {
this.row = row;
}
public int getCol() {
return col;
}
public void setCol(int col) {
this.col = col;
}
public PieceType getPiece() {
return piece;
}
public void setPiece(PieceType piece) {
this.piece = piece;
}
public int getPlayerId() {
return playerId;
}
public void setPlayerId(int playerId) {
this.playerId = playerId;
}
public long getTimestamp() {
return timestamp;
}
public void setTimestamp(long timestamp) {
this.timestamp = timestamp;
}
@Override
public String toString() {
return String.format("GameMove{row=%d, col=%d, piece=%s, playerId=%d}",
row, col, piece, playerId);
}
}
@@ -10,6 +10,7 @@ import java.util.concurrent.locks.ReentrantLock;
import org.nico.noson.annotations.JsonIgnore;
import org.nico.ratel.landlords.enums.RoomStatus;
import org.nico.ratel.landlords.enums.RoomType;
import org.nico.ratel.landlords.enums.PieceType;
public class Room {
@@ -25,15 +26,15 @@ public class Room {
private LinkedList<ClientSide> clientSideList;
private int landlordId = -1;
private Board gameBoard;
private List<Poker> landlordPokers;
private int currentPlayer = -1;
private PokerSell lastPokerShell;
private int blackPlayerId = -1;
private int lastSellClient = -1;
private int whitePlayerId = -1;
private int currentSellClient = -1;
private PieceType currentTurn = PieceType.BLACK;
private int difficultyCoefficient;
@@ -41,7 +42,7 @@ public class Room {
private long createTime;
private int firstSellClient;
private List<GameMove> moveHistory;
/** List of spectators */
private List<ClientSide> watcherList = new ArrayList<>(5);
@@ -59,6 +60,9 @@ public class Room {
this.clientSideList = new LinkedList<>();
this.status = RoomStatus.WAIT;
this.createTime = System.currentTimeMillis();
this.gameBoard = new Board();
this.moveHistory = new ArrayList<>();
this.currentTurn = PieceType.BLACK;
}
public int getScore() {
@@ -113,20 +117,20 @@ public class Room {
this.type = type;
}
public final PokerSell getLastPokerShell() {
return lastPokerShell;
public final Board getGameBoard() {
return gameBoard;
}
public final void setLastPokerShell(PokerSell lastPokerShell) {
this.lastPokerShell = lastPokerShell;
public final void setGameBoard(Board gameBoard) {
this.gameBoard = gameBoard;
}
public final int getCurrentSellClient() {
return currentSellClient;
public final int getCurrentPlayer() {
return currentPlayer;
}
public final void setCurrentSellClient(int currentSellClient) {
this.currentSellClient = currentSellClient;
public final void setCurrentPlayer(int currentPlayer) {
this.currentPlayer = currentPlayer;
}
public long getLastFlushTime() {
@@ -137,20 +141,32 @@ public class Room {
this.lastFlushTime = lastFlushTime;
}
public int getLastSellClient() {
return lastSellClient;
public int getBlackPlayerId() {
return blackPlayerId;
}
public void setLastSellClient(int lastSellClient) {
this.lastSellClient = lastSellClient;
public void setBlackPlayerId(int blackPlayerId) {
this.blackPlayerId = blackPlayerId;
}
public int getLandlordId() {
return landlordId;
public int getWhitePlayerId() {
return whitePlayerId;
}
public void setLandlordId(int landlordId) {
this.landlordId = landlordId;
public void setWhitePlayerId(int whitePlayerId) {
this.whitePlayerId = whitePlayerId;
}
public PieceType getCurrentTurn() {
return currentTurn;
}
public void setCurrentTurn(PieceType currentTurn) {
this.currentTurn = currentTurn;
}
public void switchTurn() {
this.currentTurn = (this.currentTurn == PieceType.BLACK) ? PieceType.WHITE : PieceType.BLACK;
}
public LinkedList<ClientSide> getClientSideList() {
@@ -161,12 +177,22 @@ public class Room {
this.clientSideList = clientSideList;
}
public List<Poker> getLandlordPokers() {
return landlordPokers;
public List<GameMove> getMoveHistory() {
return moveHistory;
}
public void setLandlordPokers(List<Poker> landlordPokers) {
this.landlordPokers = landlordPokers;
public void setMoveHistory(List<GameMove> moveHistory) {
this.moveHistory = moveHistory;
}
public void addMove(GameMove move) {
this.moveHistory.add(move);
}
public void resetGame() {
this.gameBoard.reset();
this.moveHistory.clear();
this.currentTurn = PieceType.BLACK;
}
public final String getRoomOwner() {
@@ -201,12 +227,18 @@ public class Room {
this.clientSideMap = clientSideMap;
}
public int getFirstSellClient() {
return firstSellClient;
public boolean isPlayerTurn(int playerId) {
return (currentTurn == PieceType.BLACK && playerId == blackPlayerId) ||
(currentTurn == PieceType.WHITE && playerId == whitePlayerId);
}
public void setFirstSellClient(int firstSellClient) {
this.firstSellClient = firstSellClient;
public PieceType getPlayerPiece(int playerId) {
if (playerId == blackPlayerId) {
return PieceType.BLACK;
} else if (playerId == whitePlayerId) {
return PieceType.WHITE;
}
return PieceType.EMPTY;
}
public List<ClientSide> getWatcherList() {
@@ -22,7 +22,7 @@ public enum ClientEventCode implements Serializable {
CODE_SHOW_ROOMS("Show room list"),
CODE_SHOW_POKERS("Show poker"),
CODE_SHOW_BOARD("Show game board"),
CODE_ROOM_CREATE_SUCCESS("Room created successfully"),
@@ -32,34 +32,28 @@ public enum ClientEventCode implements Serializable {
CODE_ROOM_JOIN_FAIL_BY_INEXIST("Join - room does not exist"),
CODE_ROOM_PLAY_FAIL_BY_INEXIST1("Play card - room does not exist"),
CODE_ROOM_PLAY_FAIL_BY_INEXIST("Make move - room does not exist"),
CODE_GAME_STARTING("Start game"),
CODE_GAME_LANDLORD_ELECT("Elect landlord"),
CODE_GAME_MOVE_SUCCESS("Move successful"),
CODE_GAME_LANDLORD_CONFIRM("Landlord confirmed"),
CODE_GAME_MOVE_INVALID("Invalid move"),
CODE_GAME_LANDLORD_CYCLE("Landlord election round ended"),
CODE_GAME_MOVE_OCCUPIED("Position occupied"),
CODE_GAME_POKER_PLAY("Poker play turn"),
CODE_GAME_MOVE_OUT_OF_BOUNDS("Move out of bounds"),
CODE_GAME_POKER_PLAY_REDIRECT("Poker play redirect"),
CODE_GAME_POKER_PLAY_MISMATCH("Poker play mismatch"),
CODE_GAME_POKER_PLAY_LESS("Poker play too small"),
CODE_GAME_POKER_PLAY_PASS("Pass"),
CODE_GAME_POKER_PLAY_CANT_PASS("Cannot pass"),
CODE_GAME_POKER_PLAY_INVALID("Invalid"),
CODE_GAME_POKER_PLAY_ORDER_ERROR("Order error"),
CODE_GAME_MOVE_NOT_YOUR_TURN("Not your turn"),
CODE_GAME_OVER("Game over"),
CODE_GAME_WIN("You win"),
CODE_GAME_LOSE("You lose"),
CODE_GAME_DRAW("Draw"),
CODE_PVE_DIFFICULTY_NOT_SUPPORT("AI difficulty not supported"),
CODE_GAME_READY("Ready to start game"),
@@ -4,6 +4,10 @@ public enum ClientRole {
PLAYER,
ROBOT
ROBOT,
BLACK_PLAYER,
WHITE_PLAYER
}
@@ -0,0 +1,28 @@
package org.nico.ratel.landlords.enums;
public enum GameResult {
BLACK_WIN("Black wins"),
WHITE_WIN("White wins"),
DRAW("Draw"),
IN_PROGRESS("Game in progress"),
;
private String msg;
GameResult(String msg) {
this.msg = msg;
}
public final String getMsg() {
return msg;
}
public final void setMsg(String msg) {
this.msg = msg;
}
}
@@ -0,0 +1,26 @@
package org.nico.ratel.landlords.enums;
public enum PieceType {
EMPTY("Empty"),
BLACK("Black piece"),
WHITE("White piece"),
;
private String msg;
PieceType(String msg) {
this.msg = msg;
}
public final String getMsg() {
return msg;
}
public final void setMsg(String msg) {
this.msg = msg;
}
}
@@ -1,56 +0,0 @@
package org.nico.ratel.landlords.enums;
public enum SellType {
ILLEGAL("Illegal"),
BOMB("Bomb"),
KING_BOMB("King bomb"),
SINGLE("Single card"),
DOUBLE("Pair"),
THREE("Three of a kind"),
THREE_ZONES_SINGLE("Three with single"),
THREE_ZONES_DOUBLE("Three with pair"),
FOUR_ZONES_SINGLE("Four with single"),
FOUR_ZONES_DOUBLE("Four with pair"),
SINGLE_STRAIGHT("Single straight"),
DOUBLE_STRAIGHT("Double straight"),
THREE_STRAIGHT("Triple straight"),
FOUR_STRAIGHT("Quadruple straight"),
THREE_STRAIGHT_WITH_SINGLE("Airplane with single cards"),
THREE_STRAIGHT_WITH_DOUBLE("Airplane with pairs"),
FOUR_STRAIGHT_WITH_SINGLE("Quadruple straight with single"),
FOUR_STRAIGHT_WITH_DOUBLE("Quadruple straight with pair"),
;
private String msg;
SellType(String msg) {
this.msg = msg;
}
public final String getMsg() {
return msg;
}
public final void setMsg(String msg) {
this.msg = msg;
}
}
@@ -12,7 +12,7 @@ public enum ServerEventCode implements Serializable {
CODE_CLIENT_NICKNAME_SET("Set nickname"),
CODE_CLIENT_HEAD_BEAT("Pass"),
CODE_CLIENT_HEAD_BEAT("Heartbeat"),
CODE_ROOM_CREATE("Create PVP room"),
@@ -26,13 +26,9 @@ public enum ServerEventCode implements Serializable {
CODE_GAME_READY("Player ready"),
CODE_GAME_LANDLORD_ELECT("Elect landlord"),
CODE_GAME_MOVE("Make move"),
CODE_GAME_POKER_PLAY("Poker play phase"),
CODE_GAME_POKER_PLAY_REDIRECT("Poker play redirect"),
CODE_GAME_POKER_PLAY_PASS("Pass"),
CODE_GAME_RESET("Reset game"),
CODE_GAME_WATCH("Spectate"),
@@ -0,0 +1,140 @@
package org.nico.ratel.landlords.helper;
import org.nico.ratel.landlords.entity.Board;
import org.nico.ratel.landlords.entity.GameMove;
import org.nico.ratel.landlords.entity.Room;
import org.nico.ratel.landlords.enums.PieceType;
import org.nico.ratel.landlords.enums.GameResult;
import java.util.List;
import java.util.ArrayList;
public class GomokuHelper {
public static boolean isValidMove(Room room, int row, int col, int playerId) {
// Check if it's the player's turn
if (!room.isPlayerTurn(playerId)) {
return false;
}
// Check if the position is valid and empty
return room.getGameBoard().isValidMove(row, col);
}
public static GameResult makeMove(Room room, int row, int col, int playerId) {
PieceType piece = room.getPlayerPiece(playerId);
if (piece == PieceType.EMPTY) {
return GameResult.IN_PROGRESS;
}
// Make the move on the board
boolean success = room.getGameBoard().makeMove(row, col, piece);
if (success) {
// Add to move history
GameMove move = new GameMove(row, col, piece, playerId);
room.addMove(move);
// Switch turns
room.switchTurn();
return room.getGameBoard().getResult();
}
return GameResult.IN_PROGRESS;
}
public static String formatBoardForDisplay(Board board) {
StringBuilder sb = new StringBuilder();
sb.append(" ");
// Add column headers
for (int i = 0; i < Board.BOARD_SIZE; i++) {
sb.append(String.format("%2d", i));
}
sb.append("\n");
// Add rows
for (int row = 0; row < Board.BOARD_SIZE; row++) {
sb.append(String.format("%2d", row));
for (int col = 0; col < Board.BOARD_SIZE; col++) {
PieceType piece = board.getPiece(row, col);
char symbol = '.';
switch (piece) {
case BLACK:
symbol = 'B';
break;
case WHITE:
symbol = 'W';
break;
case EMPTY:
symbol = '.';
break;
}
sb.append(" ").append(symbol);
}
sb.append("\n");
}
return sb.toString();
}
public static String formatMoveHistory(List<GameMove> moves) {
if (moves.isEmpty()) {
return "No moves made yet.";
}
StringBuilder sb = new StringBuilder();
sb.append("Move History:\n");
for (int i = 0; i < moves.size(); i++) {
GameMove move = moves.get(i);
sb.append(String.format("%d. %s at (%d,%d)\n",
i + 1,
move.getPiece().getMsg(),
move.getRow(),
move.getCol()));
}
return sb.toString();
}
public static List<String> getValidMoves(Board board) {
List<String> validMoves = new ArrayList<>();
for (int row = 0; row < Board.BOARD_SIZE; row++) {
for (int col = 0; col < Board.BOARD_SIZE; col++) {
if (board.isValidMove(row, col)) {
validMoves.add(row + "," + col);
}
}
}
return validMoves;
}
public static boolean isGameOver(Room room) {
return room.getGameBoard().isGameOver();
}
public static GameResult getGameResult(Room room) {
return room.getGameBoard().getResult();
}
public static String getWinnerMessage(GameResult result) {
switch (result) {
case BLACK_WIN:
return "Black player wins!";
case WHITE_WIN:
return "White player wins!";
case DRAW:
return "Game ended in a draw!";
default:
return "Game in progress...";
}
}
}
@@ -0,0 +1,224 @@
package org.nico.ratel.landlords.robot;
import org.nico.ratel.landlords.entity.Board;
import org.nico.ratel.landlords.entity.GameMove;
import org.nico.ratel.landlords.enums.PieceType;
import java.util.ArrayList;
import java.util.List;
import java.util.Random;
public class GomokuAI {
private final Random random = new Random();
private final PieceType aiPiece;
private final PieceType opponentPiece;
public GomokuAI(PieceType aiPiece) {
this.aiPiece = aiPiece;
this.opponentPiece = (aiPiece == PieceType.BLACK) ? PieceType.WHITE : PieceType.BLACK;
}
public GameMove getNextMove(Board board, int difficulty) {
switch (difficulty) {
case 1:
return getEasyMove(board);
case 2:
return getMediumMove(board);
case 3:
return getHardMove(board);
default:
return getEasyMove(board);
}
}
private GameMove getEasyMove(Board board) {
// Simple random move
List<int[]> validMoves = getValidMoves(board);
if (validMoves.isEmpty()) {
return null;
}
int[] move = validMoves.get(random.nextInt(validMoves.size()));
return new GameMove(move[0], move[1], aiPiece, -1);
}
private GameMove getMediumMove(Board board) {
// Try to win first, then block opponent
GameMove winMove = findWinningMove(board, aiPiece);
if (winMove != null) {
return winMove;
}
GameMove blockMove = findWinningMove(board, opponentPiece);
if (blockMove != null) {
blockMove.setPiece(aiPiece);
return blockMove;
}
// Otherwise, make a strategic move
return getStrategicMove(board);
}
private GameMove getHardMove(Board board) {
// Advanced AI with threat detection and strategic positioning
GameMove winMove = findWinningMove(board, aiPiece);
if (winMove != null) {
return winMove;
}
GameMove blockMove = findWinningMove(board, opponentPiece);
if (blockMove != null) {
blockMove.setPiece(aiPiece);
return blockMove;
}
// Look for threat patterns
GameMove threatMove = findThreatMove(board);
if (threatMove != null) {
return threatMove;
}
return getStrategicMove(board);
}
private GameMove findWinningMove(Board board, PieceType piece) {
for (int row = 0; row < Board.BOARD_SIZE; row++) {
for (int col = 0; col < Board.BOARD_SIZE; col++) {
if (board.isValidMove(row, col)) {
// Temporarily place piece
Board tempBoard = copyBoard(board);
tempBoard.makeMove(row, col, piece);
if (tempBoard.getResult().toString().contains("WIN")) {
return new GameMove(row, col, aiPiece, -1);
}
}
}
}
return null;
}
private GameMove findThreatMove(Board board) {
// Look for positions that create multiple threats
GameMove bestMove = null;
int maxThreats = 0;
for (int row = 0; row < Board.BOARD_SIZE; row++) {
for (int col = 0; col < Board.BOARD_SIZE; col++) {
if (board.isValidMove(row, col)) {
int threats = countThreats(board, row, col, aiPiece);
if (threats > maxThreats) {
maxThreats = threats;
bestMove = new GameMove(row, col, aiPiece, -1);
}
}
}
}
return bestMove;
}
private int countThreats(Board board, int row, int col, PieceType piece) {
int threats = 0;
// Check all 4 directions
int[][] directions = {{0, 1}, {1, 0}, {1, 1}, {1, -1}};
for (int[] dir : directions) {
int count = 1; // Count the piece we're about to place
// Count in positive direction
int r = row + dir[0];
int c = col + dir[1];
while (r >= 0 && r < Board.BOARD_SIZE && c >= 0 && c < Board.BOARD_SIZE &&
board.getPiece(r, c) == piece) {
count++;
r += dir[0];
c += dir[1];
}
// Count in negative direction
r = row - dir[0];
c = col - dir[1];
while (r >= 0 && r < Board.BOARD_SIZE && c >= 0 && c < Board.BOARD_SIZE &&
board.getPiece(r, c) == piece) {
count++;
r -= dir[0];
c -= dir[1];
}
if (count >= 3) {
threats++;
}
}
return threats;
}
private GameMove getStrategicMove(Board board) {
// Prefer center positions and positions near existing pieces
GameMove bestMove = null;
int bestScore = -1;
for (int row = 0; row < Board.BOARD_SIZE; row++) {
for (int col = 0; col < Board.BOARD_SIZE; col++) {
if (board.isValidMove(row, col)) {
int score = evaluatePosition(board, row, col);
if (score > bestScore) {
bestScore = score;
bestMove = new GameMove(row, col, aiPiece, -1);
}
}
}
}
return bestMove != null ? bestMove : getEasyMove(board);
}
private int evaluatePosition(Board board, int row, int col) {
int score = 0;
// Prefer center positions
int centerDistance = Math.abs(row - Board.BOARD_SIZE / 2) + Math.abs(col - Board.BOARD_SIZE / 2);
score += (Board.BOARD_SIZE - centerDistance) * 2;
// Prefer positions near existing pieces
for (int r = Math.max(0, row - 2); r <= Math.min(Board.BOARD_SIZE - 1, row + 2); r++) {
for (int c = Math.max(0, col - 2); c <= Math.min(Board.BOARD_SIZE - 1, col + 2); c++) {
if (board.getPiece(r, c) != PieceType.EMPTY) {
score += 10;
}
}
}
return score;
}
private List<int[]> getValidMoves(Board board) {
List<int[]> moves = new ArrayList<>();
for (int row = 0; row < Board.BOARD_SIZE; row++) {
for (int col = 0; col < Board.BOARD_SIZE; col++) {
if (board.isValidMove(row, col)) {
moves.add(new int[]{row, col});
}
}
}
return moves;
}
private Board copyBoard(Board original) {
Board copy = new Board();
for (int row = 0; row < Board.BOARD_SIZE; row++) {
for (int col = 0; col < Board.BOARD_SIZE; col++) {
PieceType piece = original.getPiece(row, col);
if (piece != PieceType.EMPTY) {
copy.makeMove(row, col, piece);
}
}
}
return copy;
}
}
@@ -1,3 +1,16 @@
pls_select_srv=Please select a server:
srv_addr_not_exist=Server address does not exist!
try_connect_%s_failed_%s=Failed to connect to server %s, reason: %s
try_connect_%s_failed_%s=Failed to connect to server %s, reason: %s
game_move_invalid=Invalid move! Please try again.
game_move_occupied=Position already occupied!
game_move_out_of_bounds=Move out of bounds!
game_move_not_your_turn=It's not your turn!
game_black_win=Black player wins!
game_white_win=White player wins!
game_draw=Game ended in a draw!
board_display_title=Current Board:
move_history_title=Move History:
waiting_for_opponent=Waiting for opponent...
your_turn=Your turn!
spectator_joined=Spectator joined the game.
spectator_left=Spectator left the game.
@@ -0,0 +1,143 @@
package org.nico.ratel.landlords.helper.tests;
import org.junit.Test;
import org.nico.ratel.landlords.entity.Board;
import org.nico.ratel.landlords.entity.Room;
import org.nico.ratel.landlords.enums.PieceType;
import org.nico.ratel.landlords.enums.GameResult;
import org.nico.ratel.landlords.helper.GomokuHelper;
import static org.junit.Assert.*;
public class GomokuHelperTest {
@Test
public void testHorizontalWin() {
Board board = new Board();
// Place 5 black pieces horizontally
for (int col = 0; col < 5; col++) {
assertTrue(board.makeMove(7, col, PieceType.BLACK));
}
assertEquals(GameResult.BLACK_WIN, board.getResult());
}
@Test
public void testVerticalWin() {
Board board = new Board();
// Place 5 black pieces vertically
for (int row = 0; row < 5; row++) {
assertTrue(board.makeMove(row, 7, PieceType.BLACK));
}
assertEquals(GameResult.BLACK_WIN, board.getResult());
}
@Test
public void testDiagonalWin() {
Board board = new Board();
// Place 5 black pieces diagonally
for (int i = 0; i < 5; i++) {
assertTrue(board.makeMove(i, i, PieceType.BLACK));
}
assertEquals(GameResult.BLACK_WIN, board.getResult());
}
@Test
public void testInvalidMove() {
Board board = new Board();
// Place a piece
assertTrue(board.makeMove(7, 7, PieceType.BLACK));
// Try to place another piece in the same position
assertFalse(board.makeMove(7, 7, PieceType.WHITE));
}
@Test
public void testOutOfBounds() {
Board board = new Board();
// Try to place piece outside board
assertFalse(board.makeMove(-1, 7, PieceType.BLACK));
assertFalse(board.makeMove(7, -1, PieceType.BLACK));
assertFalse(board.makeMove(15, 7, PieceType.BLACK));
assertFalse(board.makeMove(7, 15, PieceType.BLACK));
}
@Test
public void testRoomPlayerTurn() {
Room room = new Room(1);
room.setBlackPlayerId(100);
room.setWhitePlayerId(200);
// Initially black player's turn
assertTrue(room.isPlayerTurn(100));
assertFalse(room.isPlayerTurn(200));
// Switch turn
room.switchTurn();
assertFalse(room.isPlayerTurn(100));
assertTrue(room.isPlayerTurn(200));
}
@Test
public void testGameMoveValidation() {
Room room = new Room(1);
room.setBlackPlayerId(100);
room.setWhitePlayerId(200);
// Valid move for black player
assertTrue(GomokuHelper.isValidMove(room, 7, 7, 100));
// Invalid move for white player (not their turn)
assertFalse(GomokuHelper.isValidMove(room, 7, 8, 200));
// Make move and switch turn
GomokuHelper.makeMove(room, 7, 7, 100);
// Now valid move for white player
assertTrue(GomokuHelper.isValidMove(room, 7, 8, 200));
// Invalid move for black player (not their turn)
assertFalse(GomokuHelper.isValidMove(room, 8, 7, 100));
}
@Test
public void testBoardFormatting() {
Board board = new Board();
board.makeMove(7, 7, PieceType.BLACK);
board.makeMove(7, 8, PieceType.WHITE);
String display = GomokuHelper.formatBoardForDisplay(board);
// Check that display contains the board
assertNotNull(display);
assertTrue(display.contains("B"));
assertTrue(display.contains("W"));
}
@Test
public void testGameReset() {
Room room = new Room(1);
room.setBlackPlayerId(100);
room.setWhitePlayerId(200);
// Make some moves
GomokuHelper.makeMove(room, 7, 7, 100);
GomokuHelper.makeMove(room, 7, 8, 200);
assertEquals(2, room.getMoveHistory().size());
// Reset game
room.resetGame();
assertEquals(0, room.getMoveHistory().size());
assertEquals(GameResult.IN_PROGRESS, room.getGameBoard().getResult());
assertEquals(PieceType.BLACK, room.getCurrentTurn());
}
}