• 200行Python代码实现2048


    200行Python代码实现2048

    一、实验说明

    1. 环境登录

    无需密码自动登录,系统用户名shiyanlou

    2. 环境介绍

    本实验环境采用带桌面的Ubuntu Linux环境,实验中会用到桌面上的程序:

    1. LX终端(LXTerminal): Linux命令行终端,打开后会进入Bash环境,可以使用Linux命令
    2. GVim:非常好用的编辑器,最简单的用法可以参考课程Vim编辑器

    3. 环境使用

    使用GVim编辑器输入实验所需的代码及文件,使用LX终端(LXTerminal)运行所需命令进行操作。

    实验报告可以在个人主页中查看,其中含有每次实验的截图及笔记,以及每次实验的有效学习时间(指的是在实验桌面内操作的时间,如果没有操作,系统会记录为发呆时间)。这些都是您学习的真实性证明。

    4. 知识点

    本节实验中将学习和实践以下知识点:

    1. Python基本知识
    2. 状态机的概念

    二、实验内容

    是的,又是2048,这回我们是用 Python 实现,只需要200行代码,不用很麻烦很累就可以写一个 2048 游戏出来。

    实验楼上已有的 2048 课程:

    游戏玩法这里就不再赘述了,还会有比亲自玩一遍体会规则更快的的吗:)

    2048 原版游戏地址:http://gabrielecirulli.github.io/2048

    创建游戏文件 2048.py

    首先导入需要的包:

    import curses
    from random import randrange, choice
    from collections import defaultdict
    
    
    

    主逻辑

    用户行为

    所有的有效输入都可以转换为"上,下,左,右,游戏重置,退出"这六种行为,用 actions 表示

    actions = ['Up', 'Left', 'Down', 'Right', 'Restart', 'Exit']
    
    
    

    有效输入键是最常见的 W(上),A(左),S(下),D(右),R(重置),Q(退出),这里要考虑到大写键开启的情况,获得有效键值列表:

    letter_codes = [ord(ch) for ch in 'WASDRQwasdrq']
    
    
    

    将输入与行为进行关联:

    actions_dict = dict(zip(letter_codes, actions * 2))
    
    
    

    状态机

    处理游戏主逻辑的时候我们会用到一种十分常用的技术:状态机,或者更准确的说是有限状态机(FSM)

    你会发现 2048 游戏很容易就能分解成几种状态的转换。

    此处输入图片的描述

    state 存储当前状态, state_actions 这个词典变量作为状态转换的规则,它的 key 是状态,value 是返回下一个状态的函数:

    • Init: init()
      • Game
    • Game: game()
      • Game
      • Win
      • GameOver
      • Exit
    • Win: lambda: not_game('Win')
      • Init
      • Exit
    • Gameover: lambda: not_game('Gameover')
      • Init
      • Exit
    • Exit: 退出循环

    状态机会不断循环,直到达到 Exit 终结状态结束程序。

    下面是经过提取的主逻辑的代码,会在后面进行补全:

    def main(stdscr):
    
        def init():
            #重置游戏棋盘
            return 'Game'
    
        def not_game(state):
            #画出 GameOver 或者 Win 的界面
            #读取用户输入得到action,判断是重启游戏还是结束游戏
            responses = defaultdict(lambda: state) #默认是当前状态,没有行为就会一直在当前界面循环
            responses['Restart'], responses['Exit'] = 'Init', 'Exit' #对应不同的行为转换到不同的状态
            return responses[action]
    
        def game():
            #画出当前棋盘状态
            #读取用户输入得到action
            if action == 'Restart':
                return 'Init'
            if action == 'Exit':
                return 'Exit'
            #if 成功移动了一步:
                if 游戏胜利了:
                    return 'Win'
                if 游戏失败了:
                    return 'Gameover'
            return 'Game'
    
    
        state_actions = {
                'Init': init,
                'Win': lambda: not_game('Win'),
                'Gameover': lambda: not_game('Gameover'),
                'Game': game
            }
    
        state = 'Init'
    
        #状态机开始循环
        while state != 'Exit':
            state = state_actions[state]()
    
    
    

    用户输入处理

    阻塞+循环,直到获得用户有效输入才返回对应行为:

    def get_user_action(keyboard):    
        char = "N"
        while char not in actions_dict:    
            char = keyboard.getch()
        return actions_dict[char]
    
    
    

    矩阵转置与矩阵逆转

    加入这两个操作可以大大节省我们的代码量,减少重复劳动,看到后面就知道了。

    矩阵转置:

    def transpose(field):
        return [list(row) for row in zip(*field)]
    
    
    

    矩阵逆转(不是逆矩阵):

    def invert(field):
        return [row[::-1] for row in field]
    
    
    

    创建棋盘

    初始化棋盘的参数,可以指定棋盘的高和宽以及游戏胜利条件,默认是最经典的 4x4~2048。

    class GameField(object):
    def __init__(self, height=4, width=4, win=2048):
        self.height = height       #高
        self.width = width         #宽
        self.win_value = 2048      #过关分数
        self.score = 0             #当前分数
        self.highscore = 0         #最高分
        self.reset()               #棋盘重置
    
    
    

    棋盘操作

    随机生成一个 2 或者 4

    def spawn(self):
            new_element = 4 if randrange(100) > 89 else 2
            (i,j) = choice([(i,j) for i in range(self.width) for j in range(self.height) if self.field[i][j] == 0])
            self.field[i][j] = new_element
    
    
    

    重置棋盘

    def reset(self):
        if self.score > self.highscore:
            self.highscore = self.score
        self.score = 0
        self.field = [[0 for i in range(self.width)] for j in range(self.height)]
        self.spawn()
        self.spawn()
    
    
    
    

    一行向左合并

    (注:这一操作是在 move 内定义的,拆出来是为了方便阅读)

    def move_row_left(row):
        def tighten(row): # 把零散的非零单元挤到一块
            new_row = [i for i in row if i != 0]
            new_row += [0 for i in range(len(row) - len(new_row))]
            return new_row
    
        def merge(row): # 对邻近元素进行合并
            pair = False
            new_row = []
            for i in range(len(row)):
                if pair:
                    new_row.append(2 * row[i])
                    self.score += 2 * row[i]
                    pair = False
                else:
                    if i + 1 < len(row) and row[i] == row[i + 1]:
                        pair = True
                        new_row.append(0)
                    else:
                        new_row.append(row[i])
            assert len(new_row) == len(row)
            return new_row
        #先挤到一块再合并再挤到一块
        return tighten(merge(tighten(row)))
    
    
    

    棋盘走一步

    通过对矩阵进行转置与逆转,可以直接从左移得到其余三个方向的移动操作

    def move(self, direction):
        def move_row_left(row):
            #一行向左合并
    
        moves = {}
        moves['Left']  = lambda field: [move_row_left(row) for row in field]
        moves['Right'] = lambda field: invert(moves['Left'](invert(field)))
        moves['Up']    = lambda field: transpose(moves['Left'](transpose(field)))
        moves['Down']  = lambda field: transpose(moves['Right'](transpose(field)))
    
        if direction in moves:
            if self.move_is_possible(direction):
                self.field = moves[direction](self.field)
                self.spawn()
                return True
            else:
                return False
    
    
    

    判断输赢

    def is_win(self):
        return any(any(i >= self.win_value for i in row) for row in self.field)
    
    def is_gameover(self):
        return not any(self.move_is_possible(move) for move in actions)
    
    
    

    判断能否移动

    def move_is_possible(self, direction):
        def row_is_left_movable(row): 
            def change(i):
                if row[i] == 0 and row[i + 1] != 0: # 可以移动
                    return True
                if row[i] != 0 and row[i + 1] == row[i]: # 可以合并
                    return True
                return False
            return any(change(i) for i in range(len(row) - 1))
    
        check = {}
        check['Left']  = lambda field: any(row_is_left_movable(row) for row in field)
    
        check['Right'] = lambda field: check['Left'](invert(field))
    
        check['Up']    = lambda field: check['Left'](transpose(field))
    
        check['Down']  = lambda field: check['Right'](transpose(field))
    
        if direction in check:
            return check[direction](self.field)
        else:
            return False
    
    
    

    绘制游戏界面

    (注:这一步是在棋盘类内定义的)

    def draw(self, screen):
        help_string1 = '(W)Up (S)Down (A)Left (D)Right'
        help_string2 = '     (R)Restart (Q)Exit'
        gameover_string = '           GAME OVER'
        win_string = '          YOU WIN!'
        def cast(string):
            screen.addstr(string + '
    ')
    
        #绘制水平分割线
        def draw_hor_separator():
            line = '+' + ('+------' * self.width + '+')[1:]
            separator = defaultdict(lambda: line)
            if not hasattr(draw_hor_separator, "counter"):
                draw_hor_separator.counter = 0
            cast(separator[draw_hor_separator.counter])
            draw_hor_separator.counter += 1
    
        def draw_row(row):
            cast(''.join('|{: ^5} '.format(num) if num > 0 else '|      ' for num in row) + '|')
    
        screen.clear()
    
        cast('SCORE: ' + str(self.score))
        if 0 != self.highscore:
            cast('HGHSCORE: ' + str(self.highscore))
    
        for row in self.field:
            draw_hor_separator()
            draw_row(row)
    
        draw_hor_separator()
    
        if self.is_win():
            cast(win_string)
        else:
            if self.is_gameover():
                cast(gameover_string)
            else:
                cast(help_string1)
        cast(help_string2)
    
    
    
    
    

    完成主逻辑

    完成以上工作后,我们就可以补完主逻辑了!

    def main(stdscr):
        def init():
            #重置游戏棋盘
            game_field.reset()
            return 'Game'
    
        def not_game(state):
            #画出 GameOver 或者 Win 的界面
            game_field.draw(stdscr)
            #读取用户输入得到action,判断是重启游戏还是结束游戏
            action = get_user_action(stdscr)
            responses = defaultdict(lambda: state) #默认是当前状态,没有行为就会一直在当前界面循环
            responses['Restart'], responses['Exit'] = 'Init', 'Exit' #对应不同的行为转换到不同的状态
            return responses[action]
    
        def game():
            #画出当前棋盘状态
            game_field.draw(stdscr)
            #读取用户输入得到action
            action = get_user_action(stdscr)
    
            if action == 'Restart':
                return 'Init'
            if action == 'Exit':
                return 'Exit'
            if game_field.move(action): # move successful
                if game_field.is_win():
                    return 'Win'
                if game_field.is_gameover():
                    return 'Gameover'
            return 'Game'
    
    
        state_actions = {
                'Init': init,
                'Win': lambda: not_game('Win'),
                'Gameover': lambda: not_game('Gameover'),
                'Game': game
            }
    
        curses.use_default_colors()
        game_field = GameField(win=32)
    
    
        state = 'Init'
    
        #状态机开始循环
        while state != 'Exit':
            state = state_actions[state]()
    
    
    

    运行

    填上最后一行代码:

    curses.wrapper(main)
    
    
    

    运行看看吧!

    $ python 2048.py
    
    
    

    此处输入图片的描述

    全部代码的注释

    #-*- coding:utf-8 -*-
    
    import curses #引入curses模块,curses是一个在Linux/Unix下广泛应用的图形函数库.,作用是可以绘制在DOS下的用户界面和漂亮的图形。
    from random import randrange, choice # 从random模块引入randrange,choice这两个类
    from collections import defaultdict #从collections引入defaultdict这个类
    
    letter_codes = [ord(ch) for ch in 'WASDRQwasdrq'] #ord函数是把字符转换成对应的数字
    actions = ['Up', 'Left', 'Down', 'Right', 'Restart', 'Exit'] #上,左,下,右,重启,退出
    actions_dict = dict(zip(letter_codes, actions * 2)) #把字母与动作对应起来。 zip是把元组中的值对应起来。

    #############################
    W Up
    A Left
    S Down
    D Right
    R Restart
    Q Exit

    w Up
    a Left
    s Down
    d Right
    r Restart
    Q Exit
    ##############################################
     
    def get_user_action(keyboard):    
        char = "N" #char的初始值为N
        while char not in actions_dict:    
            char = keyboard.getch()
        return actions_dict[char] #阻塞+循环,直到获得用户有效输入才返回对应行为
    
    def transpose(field):
        return [list(row) for row in zip(*field)] #zip函数里边加*号,是把行变列,列变行。所以这句代码是行列转置
    
    def invert(field):
        return [row[::-1] for row in field] #这句代码是把列表前后颠倒
    
    class GameField(object): #创建一个叫做GameField的类,用来创建棋盘
        def __init__(self, height=4, width=4, win=2048): 这个类三个参数
            self.height = height  #高
            self.width = width #宽
            self.win_value = win#过关分数
            self.score = 0#当前分数
            self.highscore = 0#最高分
            self.reset()#重置棋盘
    
        def reset(self):#定义一个reset函数
            if self.score > self.highscore:#如果当前分数大于最高分,那么把当前分数赋值给最高分
                self.highscore = self.score
            self.score = 0#当前分数恢复到0分
            self.field = [[0 for i in range(self.width)] for j in range(self.height)]#横纵坐标恢复到(0,0)
            self.spawn()#调用spawn这个函数
            self.spawn()
    
        def move(self, direction):#定义move函数
            def move_row_left(row):#向左移
                def tighten(row): # squeese non-zero elements together 把零散的非零单元挤到一块
                    new_row = [i for i in row if i != 0] #如果i不等于零,把他们赋值到new_row这个元组中
                    new_row += [0 for i in range(len(row) - len(new_row))]#其余位置用0补充
                    return new_row#返回这个元组
    
                def merge(row):#定义merge函数,用来合并单元
                    pair = False#pair初始值为假
                    new_row = []#new_row初始值为空
                    for i in range(len(row)):#让i在格子里循环
                        if pair:如果pair为真
                            new_row.append(2 * row[i])#那么把把row【i】的值乘以2,追加到new_row后边
                            self.score += 2 * row[i]#并且得分为row【i】的值乘以2
                            pair = False#pair重新赋值为假
                        else:如果pair为真
                            if i + 1 < len(row) and row[i] == row[i + 1]:#如果i+1还没到边界,并且此时的row【i】=row【i+1】
                                pair = True #那么pair为真
                                new_row.append(0)#new_row后追加零
                            else:
                                new_row.append(row[i])#否则追加row【i】
                    assert len(new_row) == len(row) #提醒两者长度一致
                    return new_row
                return tighten(merge(tighten(row))) #反复合并,知道不能合并为止
    
            moves = {}
            moves['Left']  = lambda field:                              
                    [move_row_left(row) for row in field]#做移动
            moves['Right'] = lambda field:                              
                    invert(moves['Left'](invert(field)))#invert是逆转
            moves['Up']    = lambda field:                              
                    transpose(moves['Left'](transpose(field)))#transpose是转置
            moves['Down']  = lambda field:                              
                    transpose(moves['Right'](transpose(field)))
    
            if direction in moves:
                if self.move_is_possible(direction):#如果移动方向在四个方向上,
                    self.field = moves[direction](self.field)那么调用moves函数
                    self.spawn()#产生随机数
                    return True
                else:
                    return False
    
        def is_win(self):
            return any(any(i >= self.win_value for i in row) for row in self.field)
    
        def is_gameover(self):
            return not any(self.move_is_possible(move) for move in actions)
    
        def draw(self, screen):
            help_string1 = '(W)Up (S)Down (A)Left (D)Right'
            help_string2 = '     (R)Restart (Q)Exit'
            gameover_string = '           GAME OVER'
            win_string = '          YOU WIN!'
            def cast(string):
                screen.addstr(string + '
    ')
    
            def draw_hor_separator():
                line = '+' + ('+------' * self.width + '+')[1:]
                separator = defaultdict(lambda: line)
                if not hasattr(draw_hor_separator, "counter"):
                    draw_hor_separator.counter = 0
                cast(separator[draw_hor_separator.counter])
                draw_hor_separator.counter += 1
    
            def draw_row(row):
                cast(''.join('|{: ^5} '.format(num) if num > 0 else '|      ' for num in row) + '|')
    
            screen.clear()
            cast('SCORE: ' + str(self.score))
            if 0 != self.highscore:
                cast('HGHSCORE: ' + str(self.highscore))
            for row in self.field:
                draw_hor_separator()
                draw_row(row)
            draw_hor_separator()
            if self.is_win():
                cast(win_string)
            else:
                if self.is_gameover():
                    cast(gameover_string)
                else:
                    cast(help_string1)
            cast(help_string2)
    
        def spawn(self):
            new_element = 4 if randrange(100) > 89 else 2
            (i,j) = choice([(i,j) for i in range(self.width) for j in range(self.height) if self.field[i][j] == 0])
            self.field[i][j] = new_element
    
        def move_is_possible(self, direction):
            def row_is_left_movable(row): 
                def change(i): # true if there'll be change in i-th tile
                    if row[i] == 0 and row[i + 1] != 0: # Move
                        return True
                    if row[i] != 0 and row[i + 1] == row[i]: # Merge
                        return True
                    return False
                return any(change(i) for i in range(len(row) - 1))
    
            check = {}
            check['Left']  = lambda field:                              
                    any(row_is_left_movable(row) for row in field)
    
            check['Right'] = lambda field:                              
                     check['Left'](invert(field))
    
            check['Up']    = lambda field:                              
                    check['Left'](transpose(field))
    
            check['Down']  = lambda field:                              
                    check['Right'](transpose(field))
    
            if direction in check:
                return check[direction](self.field)
            else:
                return False
    
    def main(stdscr):
        def init():
            #重置游戏棋盘
            game_field.reset()
            return 'Game'
    
        def not_game(state):
            #画出 GameOver 或者 Win 的界面
            game_field.draw(stdscr)
            #读取用户输入得到action,判断是重启游戏还是结束游戏
            action = get_user_action(stdscr)
            responses = defaultdict(lambda: state) #默认是当前状态,没有行为就会一直在当前界面循环
            responses['Restart'], responses['Exit'] = 'Init', 'Exit' #对应不同的行为转换到不同的状态
            return responses[action]
    
        def game():
            #画出当前棋盘状态
            game_field.draw(stdscr)
            #读取用户输入得到action
            action = get_user_action(stdscr)
    
            if action == 'Restart':
                return 'Init'
            if action == 'Exit':
                return 'Exit'
            if game_field.move(action): # move successful
                if game_field.is_win():
                    return 'Win'
                if game_field.is_gameover():
                    return 'Gameover'
            return 'Game'
    
    
        state_actions = {
                'Init': init,
                'Win': lambda: not_game('Win'),
                'Gameover': lambda: not_game('Gameover'),
                'Game': game
            }
    
        curses.use_default_colors()
        game_field = GameField(win=32)
    
    
        state = 'Init'
    
        #状态机开始循环
        while state != 'Exit':
            state = state_actions[state]()
    
    curses.wrapper(main)


    全部代码

    #-*- coding:utf-8 -*-
    
    import curses
    from random import randrange, choice # generate and place new tile
    from collections import defaultdict
    
    letter_codes = [ord(ch) for ch in 'WASDRQwasdrq']
    actions = ['Up', 'Left', 'Down', 'Right', 'Restart', 'Exit']
    actions_dict = dict(zip(letter_codes, actions * 2))
    
    def get_user_action(keyboard):    
        char = "N"
        while char not in actions_dict:    
            char = keyboard.getch()
        return actions_dict[char]
    
    def transpose(field):
        return [list(row) for row in zip(*field)]
    
    def invert(field):
        return [row[::-1] for row in field]
    
    class GameField(object):
        def __init__(self, height=4, width=4, win=2048):
            self.height = height
            self.width = width
            self.win_value = win
            self.score = 0
            self.highscore = 0
            self.reset()
    
        def reset(self):
            if self.score > self.highscore:
                self.highscore = self.score
            self.score = 0
            self.field = [[0 for i in range(self.width)] for j in range(self.height)]
            self.spawn()
            self.spawn()
    
        def move(self, direction):
            def move_row_left(row):
                def tighten(row): # squeese non-zero elements together
                    new_row = [i for i in row if i != 0]
                    new_row += [0 for i in range(len(row) - len(new_row))]
                    return new_row
    
                def merge(row):
                    pair = False
                    new_row = []
                    for i in range(len(row)):
                        if pair:
                            new_row.append(2 * row[i])
                            self.score += 2 * row[i]
                            pair = False
                        else:
                            if i + 1 < len(row) and row[i] == row[i + 1]:
                                pair = True
                                new_row.append(0)
                            else:
                                new_row.append(row[i])
                    assert len(new_row) == len(row)
                    return new_row
                return tighten(merge(tighten(row)))
    
            moves = {}
            moves['Left']  = lambda field:                              
                    [move_row_left(row) for row in field]
            moves['Right'] = lambda field:                              
                    invert(moves['Left'](invert(field)))
            moves['Up']    = lambda field:                              
                    transpose(moves['Left'](transpose(field)))
            moves['Down']  = lambda field:                              
                    transpose(moves['Right'](transpose(field)))
    
            if direction in moves:
                if self.move_is_possible(direction):
                    self.field = moves[direction](self.field)
                    self.spawn()
                    return True
                else:
                    return False
    
        def is_win(self):
            return any(any(i >= self.win_value for i in row) for row in self.field)
    
        def is_gameover(self):
            return not any(self.move_is_possible(move) for move in actions)
    
        def draw(self, screen):
            help_string1 = '(W)Up (S)Down (A)Left (D)Right'
            help_string2 = '     (R)Restart (Q)Exit'
            gameover_string = '           GAME OVER'
            win_string = '          YOU WIN!'
            def cast(string):
                screen.addstr(string + '
    ')
    
            def draw_hor_separator():
                line = '+' + ('+------' * self.width + '+')[1:]
                separator = defaultdict(lambda: line)
                if not hasattr(draw_hor_separator, "counter"):
                    draw_hor_separator.counter = 0
                cast(separator[draw_hor_separator.counter])
                draw_hor_separator.counter += 1
    
            def draw_row(row):
                cast(''.join('|{: ^5} '.format(num) if num > 0 else '|      ' for num in row) + '|')
    
            screen.clear()
            cast('SCORE: ' + str(self.score))
            if 0 != self.highscore:
                cast('HGHSCORE: ' + str(self.highscore))
            for row in self.field:
                draw_hor_separator()
                draw_row(row)
            draw_hor_separator()
            if self.is_win():
                cast(win_string)
            else:
                if self.is_gameover():
                    cast(gameover_string)
                else:
                    cast(help_string1)
            cast(help_string2)
    
        def spawn(self):
            new_element = 4 if randrange(100) > 89 else 2
            (i,j) = choice([(i,j) for i in range(self.width) for j in range(self.height) if self.field[i][j] == 0])
            self.field[i][j] = new_element
    
        def move_is_possible(self, direction):
            def row_is_left_movable(row): 
                def change(i): # true if there'll be change in i-th tile
                    if row[i] == 0 and row[i + 1] != 0: # Move
                        return True
                    if row[i] != 0 and row[i + 1] == row[i]: # Merge
                        return True
                    return False
                return any(change(i) for i in range(len(row) - 1))
    
            check = {}
            check['Left']  = lambda field:                              
                    any(row_is_left_movable(row) for row in field)
    
            check['Right'] = lambda field:                              
                     check['Left'](invert(field))
    
            check['Up']    = lambda field:                              
                    check['Left'](transpose(field))
    
            check['Down']  = lambda field:                              
                    check['Right'](transpose(field))
    
            if direction in check:
                return check[direction](self.field)
            else:
                return False
    
    def main(stdscr):
        def init():
            #重置游戏棋盘
            game_field.reset()
            return 'Game'
    
        def not_game(state):
            #画出 GameOver 或者 Win 的界面
            game_field.draw(stdscr)
            #读取用户输入得到action,判断是重启游戏还是结束游戏
            action = get_user_action(stdscr)
            responses = defaultdict(lambda: state) #默认是当前状态,没有行为就会一直在当前界面循环
            responses['Restart'], responses['Exit'] = 'Init', 'Exit' #对应不同的行为转换到不同的状态
            return responses[action]
    
        def game():
            #画出当前棋盘状态
            game_field.draw(stdscr)
            #读取用户输入得到action
            action = get_user_action(stdscr)
    
            if action == 'Restart':
                return 'Init'
            if action == 'Exit':
                return 'Exit'
            if game_field.move(action): # move successful
                if game_field.is_win():
                    return 'Win'
                if game_field.is_gameover():
                    return 'Gameover'
            return 'Game'
    
    
        state_actions = {
                'Init': init,
                'Win': lambda: not_game('Win'),
                'Gameover': lambda: not_game('Gameover'),
                'Game': game
            }
    
        curses.use_default_colors()
        game_field = GameField(win=32)
    
    
        state = 'Init'
    
        #状态机开始循环
        while state != 'Exit':
            state = state_actions[state]()
    
    curses.wrapper(main)
    

     

    License

    本作品在 GFDL1.2 协议下授权使用

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  • 原文地址:https://www.cnblogs.com/mrchige/p/6389971.html
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