狠狠综合久久久久综合网址-a毛片网站-欧美啊v在线观看-中文字幕久久熟女人妻av免费-无码av一区二区三区不卡-亚洲综合av色婷婷五月蜜臀-夜夜操天天摸-a级在线免费观看-三上悠亚91-国产丰满乱子伦无码专区-视频一区中文字幕-黑人大战欲求不满人妻-精品亚洲国产成人蜜臀av-男人你懂得-97超碰人人爽-五月丁香六月综合缴情在线

代寫 CSSE7030 Connect 4

時(shí)間:2024-03-09  來源:  作者: 我要糾錯(cuò)


 Connect 4 (ish)


Assignment 1

Semester 1, 2024

CSSE7030

Due date: 22 March 2024, 16:00 GMT+10

1 Introduction

In this assignment, you will implement a text-based version of Connect 4, with some rule modifi-cations inspired by this version developed by Hasbro Inc. The rules of this game are very similar to regular connect four: Two players each have a set of pieces (In our text-based version player 1’s pieces are represented by X, and player 2’s pieces are represented by O). Players take turns to place pieces in one of 8 columns. These pieces are affected by gravity and fall into the lowest empty space out of 8 rows within each column. The objective for each player is to be the first to form an unbroken line with 4 of their own pieces. These lines can occur either vertically, horizontally, or diagonally. The twist with this version of the game is that, on their turn, instead of placing a piece at the top of a column, a player may choose to ’pop out’ a piece from the bottom of a column. All pieces within the chosen column will then ’fall down’ one row, interrupting the opponents plans, and potentially forming an unbroken line of 4 pieces of one kind. A nifty feature of this ’pop out’ mechanic is that it also prevents stalemates from occuring. As such, the game is only over when either:

1. One player wins by creating an unbroken line (horizontal, vertical, or diagonal) of at least 4 of their own pieces at the end of a turn, while not creating an unbroken line of 4 of the other player’s pieces at the end of the same turn.

2. The players draw because at the end of a turn both players posess an unbroken line (hor-izontal, vertical, or diagonal) of at least 4 of their own pieces (This can happen when a player pops out a piece).

2 Getting Started

Download a1.zip from Blackboard — this archive contains the necessary files to start this as-signment. Once extracted, the a1.zip archive will provide the following files:

a1.py This is the only file you will submit and is where you write your code. Do not make changes to any other files.

a1_support.py Do not modify or submit this file, it contains pre-defined constants to use in your assignment. In addition to these, you are encouraged to create your own constants in a1.py where possible.

gameplay/ This folder contains a number of example outputs generated by playing the game using a fully-functional completed solution to this assignment. The purpose of the files in this folder is to help you understand how the game works, and how output should be formatted.

NOTE: You are not permitted to add any additional import statements to a1.py. Doing so will result in a deduction of up to 100% of your mark. You must not modify or remove the two import statements already provided to you in a1.py. Removing or modifying these existing import statements may result in your code not functioning, and in some cases will result in a deduction of up to 100% of your mark.

3 Gameplay

This section provides an overview of gameplay. Where prompts and outputs are not explicitly mentioned in this section, please see Section 4 and the example games in the gameplay/ folder provided with this assignment.

The game begins with an empty board of rows separated into columns. The board will be square (that is, number of rows will be the same as the number of columns). The number of columns is specified by BOARD SIZE in a1 support.py.

Player 1 ( X ) gets to make the first move. Until the end of the game, the following steps occur:

1. The current game board state is displayed.

2. The user is informed whose turn it is to move.

3. The user is prompted to enter a command, and then enters one. See Table 1 for the set of valid commands and the actions performed when they are entered. The gameplay/ folder provided with this assignment presents specific examples for what to do on each command.

4. If the move is invalid for any reason, the user is shown a message to inform them of why their move was invalid (see Table 2 for all required validity checking and messages for this step), and then the program returns to step 3. If the move is valid, the program progresses to the next step.

5. The board is updated according to the requested move, and the updated board state is displayed.

6. If the game is over (Due to either a win or a draw), the program continues to the next step. Otherwise, the program returns to step 1.

7. When the game is over, the users are informed of the outcome.

8. The users are prompted as to whether they would like to play again. At this prompt, if they enter either ‘y’ or ‘Y’, a new game is created (i.e. an empty board is set up and the game returns to player 1’s turn) and the program returns to step 1. If they enter anything other than ‘y’ or ‘Y’, the program should terminate gracefully (that is, the program should end without causing any errors or exiting the test suite).



Table 1: Valid commands and the actions that should be taken. If the command entered by the user does not exactly match one of the commands in this table then no action should be taken for step 3 and the program should move directly to step 4



Table 2: Constants containing the messages to display when invalid user input is entered. Prece-dence is top down (i.e. if there are multiple issues with user input, only display the message for the one which occurs first in this table).

Your program should function correctly when BOARD_SIZE is changed to a different (positive) value. You are not expected to correct for desynchronising column labels in display_board when BOARD_SIZE is greater than 9, but you should ensure all other functions work correctly in this case. We will only test your code with BOARD_SIZE values in the range [4, 10] (that is, 4 to 10 inclusive). However, you ideally should not hardcode your solution to only work for values in the range 4 to 10; these are simply provided as guarantees for the range of values we will test within. A well written solution would likely generalize to other grid sizes.

For examples of how output should update for different grid sizes, please see the 7030_BOARD_SIZE_4.txt and 7030_BOARD_SIZE_10.txt files in gameplay/.

4 Implementation

Permitted Techniques:

This assesment has been designed to allow you to practice what you have learnt in this course so far. As such, you must only use the functions, operators and data types presented to you in lectures up to (and including) Topic 4B (Lists). Namely, the following techniques are permitted for use in this assignment:

• Functions (def,return)

• Basic control structures (for, while, if, break)

• Primitive data types (int, str, bool etc.)

• Variable assignment (=)

• Arithmetic (+,-,*,,\, ,% etc.)

• Comparison (==,<=,>=,<,>,!= etc.)

• Basic Logic (not, and, or etc.)

• lists and tuples

• range and enumerate

• input and print

Using any functions, operators and data types that have not been presented to you in lectures up to (and including) Topic 4B (Lists) will result in a deduction of up to 100% of your mark.

A pinned thread will be maintained on the Ed discussion board with a list of permitted techniques. If you would like clarification on whether you are permitted to use a specific technique, please first check this list. If the technique has not been mentioned, please ask about permission to use the technique in a comment on this pinned thread.

Required Functions

This section outlines the functions you are required to implement in your solution (in a1.py only). You are awarded marks for the number of tests passed by your functions when they are tested independently of one another. Thus an incomplete assignment with some working functions may well be awarded more marks than a complete assignment with faulty functions. Your pro-gram must operate exactly as specified. In particular, your program’s output must match exactly with the expected output. Your program will be marked automatically so minor differences in output (such as whitespace or casing) will cause tests to fail resulting in a zero mark for that test.

Each function is accompanied with some examples for usage to help you start your own testing. You should also test your functions with other values to ensure they operate according to the descriptions.

The following functions must be implemented in a1.py. They have been listed in a rough order of increasing difficulty. This does not mean that earlier functions are necessarily worth less marks than later functions. It is highly recommended that you do not begin work on a later function until each of the preceding functions can at least behave as per the shown examples. You may implement additional functions if you think they will help with your logic or make your code easier to understand.

4.1 num_hours() -> float

This function should return the number of hours you estimate you spent (or have spent so far) on the assignment, as a float. Ensure this function passes the relevant test on Gradescope as soon as possible. The test will only ensure you have created a function with the correct name and number of arguments, which returns a float and does not prompt for input. You will not be marked incorrect for returning the ‘wrong’ number of hours. The purpose of this function is to enable you to verify that you understand how to submit to Gradescope as soon as possible, and to allow us to gauge difficulty level of this assignment in order to provide the best possible assistance. You will not be marked differently for spending more or less time on the assignment.

If the Gradescope tests have been released, you must ensure this function passes the relevant test before seeking help regarding Gradescope issues for any of the later functions. See Section 5.3 for instructions on how to submit your assignment to Gradescope.

4.2 generate_initial_board() -> list[str]

Returns the initial board state (i.e. an empty board state). The board is represented by a list of strings. Each column is represented by a string of characters. The first string in the list represents the leftmost column of the game board, and the last string in the list represents the rightmost column of the game board. The first character of each string represents the top of the associated column, and the last character of the string represents the bottom of the associated column. The number of columns is given by the BOARD_SIZE constant.

Example:

>>> generate_initial_board()

['--------', '--------', '--------', '--------', '--------', '--------', '--------', '--------']

4.3 is column full(column: str) -> bool

Returns True if the given column is full, and False otherwise. You may assume that column will represent a valid column state (i.e. no blank spaces between pieces).

Example:

>>> column = "---XOXXX"

>>> is_column_full(column)

False

>>> column = "OXXOOXOO"

>>> is_column_full(column)

True

4.4 is column empty(column: str) -> bool

Returns True if the given column is empty, and False otherwise. You may assume that column will represent a valid column state (i.e. no blank spaces between pieces).

Example:

>>> column = "--------"

>>> is_column_empty(column)

True

>>> column = "-----XXO"

>>> is_column_empty(column)

False

4.5 display board(board: list[str]) -> None

Prints the game board to the terminal with columns separated by pipe characters (—) and num-bered below. The printed output must exactly match the format as presented in examples. Note that different system fonts may cause spacing to appear different on your machine. A precondition to this function is that the input board will contain strings, each with exactly as many characters as there are strings in the board (that is, the board will be square). You should not perform any additional validity checking (that is, do not check that the board represents a valid game state).

Example:

>>> board = generate_initial_board()

>>> display_board(board)

|-|-|-|-|-|-|-|-|

|-|-|-|-|-|-|-|-|

|-|-|-|-|-|-|-|-|

|-|-|-|-|-|-|-|-|

|-|-|-|-|-|-|-|-|

|-|-|-|-|-|-|-|-|

|-|-|-|-|-|-|-|-|

|-|-|-|-|-|-|-|-|

1 2 3 4 5 6 7 8

>>> board = ['--------', '----OOOO', 'XXXXXXXX', '--------', '------XO', '--------', '---XXOXO', '--------']

>>> display_board(board)

|-|-|X|-|-|-|-|-|

|-|-|X|-|-|-|-|-|

|-|-|X|-|-|-|-|-|

|-|-|X|-|-|-|X|-|

|-|O|X|-|-|-|X|-|

|-|O|X|-|-|-|O|-|

|-|O|X|-|X|-|X|-|

|-|O|X|-|O|-|O|-|

1 2 3 4 5 6 7 8

>>> board = ['Ashleigh', ' ', '-----W--', 'B----i--', '-r---l--', '--a--s--', '---e-o--', '-----n--']

>>> display_board(board)

|A| |-|B|-|-|-|-|

|s| |-|-|r|-|-|-|

|h| |-|-|-|a|-|-|

|l| |-|-|-|-|e|-|

|e| |-|-|-|-|-|-|

|i| |W|i|l|s|o|n|

|g| |-|-|-|-|-|-|

|h| |-|-|-|-|-|-|

1 2 3 4 5 6 7 8

4.6 check input(command: str) -> bool

Returns True if command is a well formatted, invalid command as described in the first two rows of Table 2, and False otherwise. Note that user inputs will be 1-indexed (That is, users will enter numbers corresponding to the columns as numbered in the print out by display_board). In the event that command is ill-formed, this function should also display the relevant error message to the user before returning False. This function should not check whether the command violates any game rules. Note that the user entered column may not be a single digit number.

Example:

>>> command = "a1"

>>> check_input(command)

True

>>> command = "r1"

>>> check_input(command)

True

>>> command = "a3"

>>> check_input(command)

True

>>> command = "h"

>>> check_input(command)

True

>>> command = "1r"

>>> check_input(command)

Invalid command. Enter 'h' for valid command format

False

>>> command = "a3 "

>>> check_input(command)

Invalid command. Enter 'h' for valid command format

False

>>> command = "a9"

>>> check_input(command)

Invalid column, please enter a number between 1 and 8 inclusive

False

>>> command = ""

>>> check_input(command)

Invalid command. Enter 'h' for valid command format

False

4.7 get action() -> str

This function should repeatedly prompt the user for a command until they enter a command that is valid according to check_input, and return the first valid command entered by the user. This function should also result in messages being displayed as described in the specification for check_input whenever the user enters an invalid command.

Example:

>>> get_action()

Please enter action (h to see valid commands): r-1

Invalid command. Enter 'h' for valid command format

Please enter action (h to see valid commands): a

Invalid command. Enter 'h' for valid command format

Please enter action (h to see valid commands): r4

'r4'

>>> get_action()

Please enter action (h to see valid commands): g

Invalid command. Enter 'h' for valid command format

Please enter action (h to see valid commands): help

Invalid command. Enter 'h' for valid command format

Please enter action (h to see valid commands): H

'H'

4.8 add_piece(board: list[str], piece: str, column_index: int) -> bool

Adds the specified piece to the column at the given column index (0-indexed) of the given board according to the game rules. The piece will be added to the topmost available space in the requested column. If the requested column is full, then a piece is not added and a message is displayed to the user as described in Table 2. This function should return True if a piece was able to be added to the board, and False otherwise. Note that this function mutates the given board and does not return a new board state.

A precondition to this function is that the specified board will contain strings, each with exactly as many characters as there are strings in the board (that is, the board will be square). Another precondition is that the specified board will represent a valid game state. A third precondition to this function is that the specified column index will be valid. The last precondition to this function is that the given piece will be exactly one character in length.

Example:

>>> board = ['--------', '----OOOO', 'XXXXXXXX', '--------', '------XO', '--------', '---XXOXO', '--------']

>>> add_piece(board, "X", 1)

True

>>> board

['--------', '---XOOOO', 'XXXXXXXX', '--------', '------XO', '--------', '---XXOXO', '--------']

>>> add_piece(board, "O", 2)

You can't add a piece to a full column!

False

>>> board

['--------', '---XOOOO', 'XXXXXXXX', '--------', '------XO', '--------', '---XXOXO', '--------']

>>> add_piece(board, "e", 1)

True

>>> board

['--------', '--eXOOOO', 'XXXXXXXX', '--------', '------XO', '--------', '---XXOXO', '--------']

4.9 remove piece(board: list[str], column index: int) -> bool

Removes the bottom-most piece from the column at the given column_index (0-indexed) of the given board according to the game rules, and moves all other pieces in the relevant column down a row. If the requested column is empty, then a piece is not removed and a message is displayed to the user as described in Table 2. Returns True if a piece was removed from the board, and False otherwise. Note that this function mutates the given board and does not return a new board state.

A precondition to this function is that the specified board will contain strings, each with exactly as many characters as there are strings in the board (that is, the board will be square). Another precondition is that the specified board will represent a valid game state. The last precondition to this function is that the specified column index must be a valid column index.

Example:

>>> board = ['--------', '----OOOO', 'XXOOOXXX', '--------', '------XO', '--------', '---XXOXO', '--------']

>>> remove_piece(board, 2)

True

>>> board

['--------', '----OOOO', '-XXOOOXX', '--------', '------XO', '--------', '---XXOXO', '--------']

>>> remove_piece(board, 0)

You can't remove a piece from an empty column!

False

>>> board

['--------', '----OOOO', '-XXOOOXX', '--------', '------XO', '--------', '---XXOXO', '--------']

4.10 check win(board: list[str]) -> Optional[str]

Checks the given board state for a win or draw. If one player has formed an unbroken line (horizontal, vertical, or diagonal) of at least 4 of their own pieces, then this function returns that players piece. If both players have formed unbroken lines (horizontal, vertical, or diagonal) of at least 4 of their own pieces, then this function returns the blank piece. If neither player has formed an unbroken line (horizontal, vertical, or diagonal) of at least 4 of their own pieces, then this function returns None.

A precondition to this function is that the specified board will contain strings, each with exactly as many characters as there are strings in the board. Another precondition to this function is that all characters will be one of either X,O, or - within strings in the specified board. Example:

9>>> board = ['------XO', '-------O', '--------', '--------', '-------O', '--------', '--------', '------XX']

>>> check_win(board)

>>> board = ['-------O', '------OX', '-----OXO', '---XOOXX', '--------', '--------', '--------', '--------']

>>> check_win(board)

'O'

>>> board = ['-------X', '-------X', '------OX', '---OOOXX', '--------', '--------', '--------', '--------']

>>> check_win(board)

'X'

>>> board = ['---XXXXO', '-------O', '-------O', '-------O', '--------', '--------', '--------', '--------']

>>> check_win(board)

'-'

>>> board = ['--------', '--------', '---O----', '---O----', '---O----', '---O----', '--------', '--------']

>>> check_win(board)

'O'

4.11 play_game() -> None

Coordinates gameplay of a single game from start to finish. This function should follow steps 1 to 7 (inclusive) presented in section 3. The play_game function should utilize other functions you have written. In order to make the play game function shorter, you should consider writing extra helper functions.

The output from your play_game function (including prompts) must exactly match the expected output. Running the sample tests will give you a good idea of whether your prompts and other outputs are correct. Use samples of gameplay from the gameplay/ folder provided with this assignment for examples of how the play_game function should run.

4.12 main() -> None

The main function should be called when the file is run. The main function enacts a game of connect 4 using the play_game function, and then follows step 8 presented in section 3.

The gameplay/ folder provided with this assignment contains full gameplay examples which should demonstrate how the main function should run.

In the provided a1.py, the function definition for main has already been provided, and the if _ _name_ _  == " _ _main_ _ ": block will ensure that the code in the main function is run when your a1.py file is run. Do not call your main function outside of this block, and do not call any other function outside this block unless you are calling them from within the body of another function.

5 Assessment and Marking Criteria

This assignment assesses course learning objectives:

1. apply program constructs such as variables, selection, iteration and sub-routines,

2. read and analyse code written by others,

3. read and analyse a design and be able to translate the design into a working program, and

4. apply techniques for testing and debugging.

5.1 Functionality

Your program’s functionality will be marked out of a total of 6 marks. Your assignment will be put through a series of tests and your functionality mark will be proportional to the number of tests you pass. You will be given a subset of the functionality tests before the due date for the assignment.

You may receive partial marks within each section for partially working functions, or for imple-menting only a few functions.

You need to perform your own testing of your program to make sure that it meets all specifi-cations given in the assignment. Only relying on the provided tests is likely to result in your program failing in some cases and you losing some functionality marks. Note: Functionality tests are automated, so string outputs need to match exactly what is expected.

Your program must run in Gradescope, which uses Python 3.12. Partial solutions will be marked but if there are errors in your code that cause the interpreter to fail to execute your program, you will get zero for functionality marks. If there is a part of your code that causes the interpreter to fail, comment out the code so that the remainder can run. Your program must run using the Python 3.12 interpreter. If it runs in another environment (e.g. Python 3.8 or PyCharm) but not in the Python 3.12 interpreter, you will get zero for the functionality mark.

5.2 Code Style

The style of your assignment will be assessed by a tutor. Style will be marked according to the style rubric provided with the assignment. The style mark will be out of 4.

The key consideration in marking your code style is whether the code is easy to understand. There are several aspects of code style that contribute to how easy it is to understand code. In this assignment, your code style will be assessed against the following criteria.

• Readability

– Program Structure: Layout of code makes it easy to read and follow its logic. This includes using whitespace to highlight blocks of logic.

– Descriptive Identifier Names: Variable, constant, and function names clearly describe what they represent in the program’s logic. Do not use Hungarian Notation for identi-fiers. In short, this means do not include the identifier’s type in its name, rather make the name meaningful (e.g. employee identifier).

– Named Constants: Any non-trivial fixed value (literal constant) in the code is repre-sented by a descriptive named constant (identifier).

• Algorithmic Logic

– Single Instance of Logic: Blocks of code should not be duplicated in your program. Any code that needs to be used multiple times should be implemented as a function.

– Variable Scope: Variables should be declared locally in the function in which they are needed. Global variables should not be used.

– Control Structures: Logic is structured simply and clearly through good use of control structures (e.g. loops and conditional statements).

• Documentation:

– Comment Clarity: Comments provide meaningful descriptions of the code. They should not repeat what is already obvious by reading the code (e.g. # Setting variable to 0). Comments should not be verbose or excessive, as this can make it difficult to follow the code.

– Informative Docstrings: Every function should have a docstring that summarises its purpose. This includes describing parameters and return values (including type infor-mation) so that others can understand how to use the function correctly.

– Description of Logic: All significant blocks of code should have a comment to explain how the logic works. For a small function, this would usually be the docstring. For long or complex functions, there may be different blocks of code in the function. Each of these should have an in-line comment describing the logic.

5.3 Assignment Submission

You must submit your assignment electronically via Gradescope (https://gradescope.com/). You must use your UQ email address which is based on your student number (e.g. s4123456@student.uq.edu.au) as your Gradescope submission account.

When you login to Gradescope you may be presented with a list of courses. Select CSSE7030. You will see a list of assignments. Choose Assignment 1. You will be prompted to choose a file to upload. The prompt may say that you can upload any files, including zip files. You must submit your assignment as a single Python file called a1.py (use this name – all lower case), and nothing else. Your submission will be automatically run to determine the functionality mark. If you submit a file with a different name, the tests will fail and you will get zero for functionality. Do not submit any sort of archive file (e.g. zip, rar, 7z, etc.).

Upload an initial version of your assignment at least one week before the due date. Do this even if it is just the initial code provided with the assignment. If you are unable access Gradescope, contact the course helpdesk (csse7030@eecs.uq.edu.au) immediately. Excuses, such as you were not able to login or were unable to upload a file will not be accepted as reasons for granting an extension.

When you upload your assignment it will run a subset of the functionality autograder tests on your submission. It will show you the results of these tests. It is your responsibility to ensure that your uploaded assignment file runs and that it passes the tests you expect it to pass.

Late submissions of the assignment will not be marked. Do not wait until the last minute to submit your assignment, as the time to upload it may make it late. Multiple submissions are allowed and encouraged, so ensure that you have submitted an almost complete version of the assignment well before the submission deadline of 16:00. Your latest, on time, submission will be marked. Ensure that you submit the correct version of your assignment.

In the event of exceptional personal or medical circumstances that prevent you from handing in the assignment on time, you may submit a request for an extension. See the course profile for details of how to apply for an extension.

Requests for extensions must be made before the submission deadline. The application and supporting documentation (e.g. medical certificate) must be submitted via my.UQ. You must retain the original documentation for a minimum period of six months to provide as verification, should you be requested to do so.

5.4 Plagiarism

This assignment must be your own individual work. By submitting the assignment, you are claim-ing it is entirely your own work. You may discuss general ideas about the solution approach with other students. Describing details of how you implement a function or sharing part of your code with another student is considered to be collusion and will be counted as plagiarism. You may not copy fragments of code that you find on the Internet to use in your assignment.

Please read the section in the course profile about plagiarism. You are encouraged to complete both parts A and B of the academic integrity modules before starting this assignment. Submitted assignments will be electronically checked for potential cases of plagiarism.
請(qǐng)加QQ:99515681  郵箱:99515681@qq.com   WX:codehelp 


 

標(biāo)簽:

掃一掃在手機(jī)打開當(dāng)前頁(yè)
  • 上一篇:CSC8208代做、代寫Java/c++編程設(shè)計(jì)
  • 下一篇:COMP 315 代做、代寫 java 語言編程
  • 無相關(guān)信息
    昆明生活資訊

    昆明圖文信息
    蝴蝶泉(4A)-大理旅游
    蝴蝶泉(4A)-大理旅游
    油炸竹蟲
    油炸竹蟲
    酸筍煮魚(雞)
    酸筍煮魚(雞)
    竹筒飯
    竹筒飯
    香茅草烤魚
    香茅草烤魚
    檸檬烤魚
    檸檬烤魚
    昆明西山國(guó)家級(jí)風(fēng)景名勝區(qū)
    昆明西山國(guó)家級(jí)風(fēng)景名勝區(qū)
    昆明旅游索道攻略
    昆明旅游索道攻略
  • NBA直播 短信驗(yàn)證碼平臺(tái) 幣安官網(wǎng)下載 歐冠直播 WPS下載

    關(guān)于我們 | 打賞支持 | 廣告服務(wù) | 聯(lián)系我們 | 網(wǎng)站地圖 | 免責(zé)聲明 | 幫助中心 | 友情鏈接 |

    Copyright © 2025 kmw.cc Inc. All Rights Reserved. 昆明網(wǎng) 版權(quán)所有
    ICP備06013414號(hào)-3 公安備 42010502001045

    狠狠综合久久久久综合网址-a毛片网站-欧美啊v在线观看-中文字幕久久熟女人妻av免费-无码av一区二区三区不卡-亚洲综合av色婷婷五月蜜臀-夜夜操天天摸-a级在线免费观看-三上悠亚91-国产丰满乱子伦无码专区-视频一区中文字幕-黑人大战欲求不满人妻-精品亚洲国产成人蜜臀av-男人你懂得-97超碰人人爽-五月丁香六月综合缴情在线
  • <dl id="akume"></dl>
  • <noscript id="akume"><object id="akume"></object></noscript>
  • <nav id="akume"><dl id="akume"></dl></nav>
  • <rt id="akume"></rt>
    <dl id="akume"><acronym id="akume"></acronym></dl><dl id="akume"><xmp id="akume"></xmp></dl>
    在线视频一二三区| 波多野结衣 作品| 亚洲黄色av网址| 九色91popny| 路边理发店露脸熟妇泻火| 成年人看的毛片| 春日野结衣av| 99久久国产宗和精品1上映| 波多野结衣国产精品| 欧美精品自拍视频| 男人靠女人免费视频网站| 91视频这里只有精品| 香港三级韩国三级日本三级| 国产偷人视频免费| 国模无码视频一区二区三区| 天天综合中文字幕| 日韩精品一区在线视频| 亚洲AV无码成人精品一区| 艹b视频在线观看| 在线能看的av网站| 啊啊啊国产视频| 午夜xxxxx| 国产卡一卡二在线| mm131午夜| 国产成人亚洲精品无码h在线| 精品成在人线av无码免费看| 免费人成在线观看视频播放| 亚洲一级片免费| 国产成人手机视频| 人妻夜夜添夜夜无码av| 天天碰免费视频| 777视频在线| 久久99中文字幕| 国产视频一区二区三区在线播放| 欧美 日韩精品| 国产欧美一区二| 性欧美18一19内谢| 黄黄视频在线观看| 日本阿v视频在线观看| 国产a级一级片| 欧洲在线免费视频| 日本888xxxx| 三级av免费观看| 亚洲国产精品无码av| 波多野结衣激情| 欧美成人免费在线观看视频| 中文av字幕在线观看| 一本一道久久a久久综合蜜桃| 中文 日韩 欧美| 日本成年人网址| 992kp免费看片| 人妻久久久一区二区三区| 四虎成人在线播放| 日韩av在线播放不卡| 国产一区二区三区播放| 日韩a∨精品日韩在线观看| 国产wwwxx| 日韩精品 欧美| 国产精品自在自线| 男女猛烈激情xx00免费视频| 男人天堂手机在线视频| 亚洲综合激情视频| 五月婷婷之综合激情| 永久免费看av| 黄色在线视频网| www.99在线| 成人毛片视频网站| aⅴ在线免费观看| 亚洲最大综合网| 欧美不卡在线播放| 国产一区二区网| av动漫在线免费观看| 精品久久久久久中文字幕2017| 国产免费一区二区视频| av中文字幕网址| 欧美黄色免费影院| 亚洲一区在线不卡| 激情五月宗合网| 性欧美18一19内谢| 在线观看免费视频污| 亚洲一区在线不卡| 午夜激情视频网| 国内外免费激情视频| 成人在线免费观看av| 美女黄色片视频| 激情五月开心婷婷| 奇米影音第四色| 久久久性生活视频| 欧美亚洲黄色片| 国产一级不卡毛片| 韩国视频一区二区三区| 国产精品入口芒果| www.色偷偷.com| 免费男同深夜夜行网站| 日韩不卡一二区| 女人被男人躁得好爽免费视频 | 激情网站五月天| 亚洲涩涩在线观看| 免费在线观看的av网站| 欧美日韩精品区别| 和岳每晚弄的高潮嗷嗷叫视频| 婷婷视频在线播放| 91香蕉视频导航| 91亚洲精品国产| 免费国产黄色网址| 日本激情视频在线播放| 九九热精品在线播放| 污污的视频免费| 免费一级特黄毛片| 国产综合免费视频| 欧美二区在线视频| 欧美日韩理论片| 大陆极品少妇内射aaaaaa| 北条麻妃av高潮尖叫在线观看| 丁香婷婷激情网| 中文字幕第一页在线视频| 三年中文高清在线观看第6集| 久久福利一区二区| 国产中文字幕二区| 亚洲AV无码成人精品一区| 国产av熟女一区二区三区| 免费毛片小视频| 日韩欧美精品免费| 免费黄色特级片| caoporn超碰97| 欧美成人乱码一二三四区免费| 日韩视频在线观看视频| 午夜免费看视频| 欧美狂野激情性xxxx在线观| 欧美少妇一区二区三区| 国产又粗又长又爽又黄的视频| 欧美三级午夜理伦三级富婆| 欧美国产视频一区| 男人午夜视频在线观看| av在线无限看| 欧在线一二三四区| 99在线免费视频观看| 女女百合国产免费网站| 毛片毛片毛片毛| 亚洲精品综合在线观看| 亚洲免费黄色网| 欧美成人三级在线播放| 中文久久久久久| 污污的视频免费| 国产美女18xxxx免费视频| 冲田杏梨av在线| 国产福利精品一区二区三区| 看欧美ab黄色大片视频免费 | 国产wwwxx| 日韩av卡一卡二| 手机免费av片| 中国女人做爰视频| www.xxx麻豆| 日本精品一区二区三区四区| 国产美女无遮挡网站| 国产真人无码作爱视频免费| 激情黄色小视频| 深夜做爰性大片蜜桃| 免费高清一区二区三区| 午夜精品久久久久久久无码| 乱子伦视频在线看| 国产一级片中文字幕| 8x8x华人在线| 久久久久久久久久久福利| 日本久久精品一区二区| 91香蕉国产线在线观看| 日韩一区二区高清视频| 欧美一区二区三区爽大粗免费| 浮妇高潮喷白浆视频| 青青草av网站| 成年人三级视频| 97国产在线播放| 欧美成人黑人猛交| 国产成人免费高清视频| 18禁网站免费无遮挡无码中文| 国模无码视频一区二区三区| 在线黄色免费看| www插插插无码视频网站| 国产极品美女高潮无套久久久| 黄色三级视频在线播放| 波多野结衣之无限发射| 午夜精品免费看| 国产精品欧美激情在线观看| 免费看av软件| 欧美网站免费观看| 国产999免费视频| 国产肥臀一区二区福利视频| 免费黄频在线观看| 大肉大捧一进一出好爽视频| 在线成人免费av| 免费裸体美女网站| 成人av在线不卡| 亚洲第一区第二区第三区| 国产91在线免费| 乱熟女高潮一区二区在线| 午夜激情福利在线| 激情六月丁香婷婷| 日本精品久久久久久久久久| 免费久久久久久| 欧美一级小视频|