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七十三、数独谜题

原文:http://inventwithpython.com/bigbookpython/project73.html

数独是报纸和手机应用中流行的益智游戏。数独棋盘是一个9 × 9的格子,玩家必须将数字 1 到 9 放置一次,并且只能放置一次,在每行、每列和3 × 3的子格子中。游戏开始时,一些空格已经用数字填满,称为预设。一个格式良好的数独谜题将只有一个可能的有效解。

运行示例

当您运行sudoku.py时,输出如下:

Sudoku Puzzle, by Al Sweigart email@protected
`--snip--`
   A B C   D E F   G H I
1  . . . | . . . | . . .
2  . 7 9 | . 5 . | 1 8 .
3  8 . . | . . . | . . 7
   ------+-------+------
4  . . 7 | 3 . 6 | 8 . .
5  4 5 . | 7 . 8 | . 9 6
6  . . 3 | 5 . 2 | 7 . .
   ------+-------+------
7  7 . . | . . . | . . 5
8  . 1 6 | . 3 . | 4 2 .
9  . . . | . . . | . . .

Enter a move, or RESET, NEW, UNDO, ORIGINAL, or QUIT:
(For example, a move looks like "B4 9".)
`--snip--`

工作原理

SudokuGrid类的对象是表示数独网格的数据结构。您可以调用它们的方法来修改网格,或者检索有关网格的信息。例如,makeMove()方法在网格上放置一个数字,resetGrid()方法将网格恢复到原始状态,如果所有解决方案的数字都已放置在网格上,isSolved()将返回True

从第 141 行开始,程序的主要部分为这个游戏使用了一个SudokuGrid对象及其方法,但是您也可以将这个类复制并粘贴到您创建的其他数独程序中,以重用它的功能。

"""Sudoku Puzzle, by Al Sweigart email@protected
The classic 9x9 number placement puzzle.
More info at https://en.wikipedia.org/wiki/Sudoku
This code is available at https://nostarch.com/big-book-small-python-programming
Tags: large, game, object-oriented, puzzle"""

import copy, random, sys

# This game requires a sudokupuzzle.txt file that contains the puzzles.
# Download it from https://inventwithpython.com/sudokupuzzles.txt
# Here's a sample of the content in this file:
# ..3.2.6..9..3.5..1..18.64....81.29..7.......8..67.82....26.95..8..2.3..9..5.1.3..
# 2...8.3...6..7..84.3.5..2.9...1.54.8.........4.27.6...3.1..7.4.72..4..6...4.1...3
# ......9.7...42.18....7.5.261..9.4....5.....4....5.7..992.1.8....34.59...5.7......
# .3..5..4...8.1.5..46.....12.7.5.2.8....6.3....4.1.9.3.25.....98..1.2.6...8..6..2.

# Set up the constants:
EMPTY_SPACE = '.'
GRID_LENGTH = 9
BOX_LENGTH = 3
FULL_GRID_SIZE = GRID_LENGTH * GRID_LENGTH


class SudokuGrid:
   def __init__(self, originalSetup):
       # originalSetup is a string of 81 characters for the puzzle
       # setup, with numbers and periods (for the blank spaces).
       # See https://inventwithpython.com/sudokupuzzles.txt
       self.originalSetup = originalSetup

       # The state of the sudoku grid is represented by a dictionary
       # with (x, y) keys and values of the number (as a string) at
       # that space.
       self.grid = {}
       self.resetGrid()  # Set the grid state to its original setup.
       self.moves = []  # Tracks each move for the undo feature.

   def resetGrid(self):
       """Reset the state of the grid, tracked by self.grid, to the
       state in self.originalSetup."""
       for x in range(1, GRID_LENGTH + 1):
           for y in range(1, GRID_LENGTH + 1):
               self.grid[(x, y)] = EMPTY_SPACE

       assert len(self.originalSetup) == FULL_GRID_SIZE
       i = 0  # i goes from 0 to 80
       y = 0  # y goes from 0 to 8
       while i < FULL_GRID_SIZE:
           for x in range(GRID_LENGTH):
               self.grid[(x, y)] = self.originalSetup[i]
               i += 1
           y += 1

   def makeMove(self, column, row, number):
       """Place the number at the column (a letter from A to I) and row
       (an integer from 1 to 9) on the grid."""
       x = 'ABCDEFGHI'.find(column)  # Convert this to an integer.
       y = int(row) - 1

       # Check if the move is being made on a "given" number:
       if self.originalSetup[y * GRID_LENGTH + x] != EMPTY_SPACE:
           return False

       self.grid[(x, y)] = number  # Place this number on the grid.

       # We need to store a separate copy of the dictionary object:
       self.moves.append(copy.copy(self.grid))
       return True

   def undo(self):
       """Set the current grid state to the previous state in the
       self.moves list."""
       if self.moves == []:
           return  # No states in self.moves, so do nothing.

       self.moves.pop()  # Remove the current state.

       if self.moves == []:
           self.resetGrid()
       else:
           # set the grid to the last move.
           self.grid = copy.copy(self.moves[-1])

   def display(self):
       """Display the current state of the grid on the screen."""
       print('   A B C   D E F   G H I')  # Display column labels.
       for y in range(GRID_LENGTH):
           for x in range(GRID_LENGTH):
               if x == 0:
                   # Display row label:
                   print(str(y + 1) + '  ', end='')

               print(self.grid[(x, y)] + ' ', end='')
               if x == 2 or x == 5:
                   # Display a vertical line:
                   print('| ', end='')
           print()  # Print a newline.

           if y == 2 or y == 5:
                # Display a horizontal line:
                print('   ------+-------+------')

    def _isCompleteSetOfNumbers(self, numbers):
        """Return True if numbers contains the digits 1 through 9."""
        return sorted(numbers) == list('123456789')

    def isSolved(self):
        """Returns True if the current grid is in a solved state."""
        # Check each row:
        for row in range(GRID_LENGTH):
            rowNumbers = []
            for x in range(GRID_LENGTH):
                number = self.grid[(x, row)]
                rowNumbers.append(number)
            if not self._isCompleteSetOfNumbers(rowNumbers):
                return False

        # Check each column:
        for column in range(GRID_LENGTH):
            columnNumbers = []
            for y in range(GRID_LENGTH):
                number = self.grid[(column, y)]
                columnNumbers.append(number)
            if not self._isCompleteSetOfNumbers(columnNumbers):
                return False

        # Check each box:
        for boxx in (0, 3, 6):
            for boxy in (0, 3, 6):
                boxNumbers = []
                for x in range(BOX_LENGTH):
                    for y in range(BOX_LENGTH):
                        number = self.grid[(boxx + x, boxy + y)]
                        boxNumbers.append(number)
                if not self._isCompleteSetOfNumbers(boxNumbers):
                    return False

        return True


print('''Sudoku Puzzle, by Al Sweigart email@protected

Sudoku is a number placement logic puzzle game. A Sudoku grid is a 9x9
grid of numbers. Try to place numbers in the grid such that every row,
column, and 3x3 box has the numbers 1 through 9 once and only once.

For example, here is a starting Sudoku grid and its solved form:

    5 3 . | . 7 . | . . .     5 3 4 | 6 7 8 | 9 1 2
    6 . . | 1 9 5 | . . .     6 7 2 | 1 9 5 | 3 4 8
    . 9 8 | . . . | . 6 .     1 9 8 | 3 4 2 | 5 6 7
    ------+-------+------     ------+-------+------
    8 . . | . 6 . | . . 3     8 5 9 | 7 6 1 | 4 2 3
    4 . . | 8 . 3 | . . 1 --> 4 2 6 | 8 5 3 | 7 9 1
    7 . . | . 2 . | . . 6     7 1 3 | 9 2 4 | 8 5 6
    ------+-------+------     ------+-------+------
    . 6 . | . . . | 2 8 .     9 6 1 | 5 3 7 | 2 8 4
    . . . | 4 1 9 | . . 5     2 8 7 | 4 1 9 | 6 3 5
    . . . | . 8 . | . 7 9     3 4 5 | 2 8 6 | 1 7 9
''')
input('Press Enter to begin...')


# Load the sudokupuzzles.txt file:
with open('sudokupuzzles.txt') as puzzleFile:
    puzzles = puzzleFile.readlines()

# Remove the newlines at the end of each puzzle:
for i, puzzle in enumerate(puzzles):
    puzzles[i] = puzzle.strip()

grid = SudokuGrid(random.choice(puzzles))

while True:  # Main game loop.
    grid.display()

    # Check if the puzzle is solved.
    if grid.isSolved():
        print('Congratulations! You solved the puzzle!')
        print('Thanks for playing!')
        sys.exit()

    # Get the player's action:
    while True:  # Keep asking until the player enters a valid action.
        print()  # Print a newline.
        print('Enter a move, or RESET, NEW, UNDO, ORIGINAL, or QUIT:')
        print('(For example, a move looks like "B4 9".)')

        action = input('> ').upper().strip()

        if len(action) > 0 and action[0] in ('R', 'N', 'U', 'O', 'Q'):
            # Player entered a valid action.
            break

        if len(action.split()) == 2:
            space, number = action.split()
            if len(space) != 2:
                continue

            column, row = space
            if column not in list('ABCDEFGHI'):
                print('There is no column', column)
                continue
            if not row.isdecimal() or not (1 <= int(row) <= 9):
                print('There is no row', row)
                continue
            if not (1 <= int(number) <= 9):
                print('Select a number from 1 to 9, not ', number)
                continue
            break  # Player entered a valid move.

    print()  # Print a newline.

    if action.startswith('R'):
        # Reset the grid:
        grid.resetGrid()
        continue

    if action.startswith('N'):
        # Get a new puzzle:
        grid = SudokuGrid(random.choice(puzzles))
        continue

    if action.startswith('U'):
        # Undo the last move:
        grid.undo()
        continue

    if action.startswith('O'):
        # View the original numbers:
        originalGrid = SudokuGrid(grid.originalSetup)
        print('The original grid looked like this:')
        originalGrid.display()
        input('Press Enter to continue...')

    if action.startswith('Q'):
        # Quit the game.
        print('Thanks for playing!')
        sys.exit()

    # Handle the move the player selected.
    if grid.makeMove(column, row, number) == False:
        print('You cannot overwrite the original grid\'s numbers.')
        print('Enter ORIGINAL to view the original grid.')
        input('Press Enter to continue...') 

探索程序

试着找出下列问题的答案。尝试对代码进行一些修改,然后重新运行程序,看看这些修改有什么影响。

  1. 删除或重命名sudokuzicks.txt文件并运行程序会出现什么错误?
  2. 如果把第 91 行的str(y + 1)改成str(y)会怎么样?
  3. 如果把第 99 行的if y == 2 or y == 5:改成if y == 1 or y == 6:会怎么样?