美女扒开腿免费视频_蜜桃传媒一区二区亚洲av_先锋影音av在线_少妇一级淫片免费放播放_日本泡妞xxxx免费视频软件_一色道久久88加勒比一_熟女少妇一区二区三区_老司机免费视频_潘金莲一级黄色片_精品国产精品国产精品_黑人巨大猛交丰满少妇

代寫 CSSE7030 Connect 4

時間:2024-03-09  來源:  作者: 我要糾錯


 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.
請加QQ:99515681  郵箱:99515681@qq.com   WX:codehelp 


 

標簽:

掃一掃在手機打開當前頁
  • 上一篇:CSC8208代做、代寫Java/c++編程設計
  • 下一篇:COMP 315 代做、代寫 java 語言編程
  • 無相關信息
    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
    昆明西山國家級風景名勝區
    昆明西山國家級風景名勝區
    昆明旅游索道攻略
    昆明旅游索道攻略
  • 短信驗證碼平臺 理財 WPS下載

    關于我們 | 打賞支持 | 廣告服務 | 聯系我們 | 網站地圖 | 免責聲明 | 幫助中心 | 友情鏈接 |

    Copyright © 2025 kmw.cc Inc. All Rights Reserved. 昆明網 版權所有
    ICP備06013414號-3 公安備 42010502001045

    美女扒开腿免费视频_蜜桃传媒一区二区亚洲av_先锋影音av在线_少妇一级淫片免费放播放_日本泡妞xxxx免费视频软件_一色道久久88加勒比一_熟女少妇一区二区三区_老司机免费视频_潘金莲一级黄色片_精品国产精品国产精品_黑人巨大猛交丰满少妇
    亚洲AV成人精品| 日批视频在线看| 在线精品一区二区三区| 欧美一级片黄色| 少妇性l交大片7724com| av网站免费在线看| 日韩精品视频一区二区| 91狠狠综合久久久久久| 免费观看黄网站| 熟女少妇a性色生活片毛片| 理论片大全免费理伦片| 亚洲一区二区在线免费| 中国毛片直接看| 麻豆精品国产免费| 欧美在线视频第一页| 国产精品久久久免费看| 亚洲成人生活片| 天堂网avav| 一级黄色片毛片| 亚洲国产精品狼友在线观看| 欧亚乱熟女一区二区在线| 中文字幕丰满孑伦无码专区| 久久丫精品国产亚洲av不卡| jizz日本在线播放| 男女性高潮免费网站| 99久久免费看精品国产一区| 女~淫辱の触手3d动漫| 国产黄色片在线| 少妇一级淫片免费放播放| 3d动漫精品啪啪一区二区下载| 免费看毛片的网站| 国产成人无码精品久久二区三| 亚洲欧美色图视频| 黄色片网站免费| 极品人妻一区二区| 逼特逼视频在线观看| 欧洲美一区二区三区亚洲| 性欧美一区二区| 国产成人av片| 又黄又爽的网站| 亚洲做受高潮无遮挡| 午夜国产福利视频| 亚洲乱妇老熟女爽到高潮的片| 右手影院亚洲欧美| 99热99这里只有精品| 国产在线观看免费播放| a级片在线观看| 国模无码国产精品视频| 三级男人添奶爽爽爽视频 | 人妻巨大乳一二三区| 国产呦小j女精品视频| 97人妻人人揉人人躁人人| 天堂网av2018| 午夜剧场免费看| 精品在线观看一区| 国产一级伦理片| 亚洲天堂av中文字幕| 日本黄色录像片| xxxxxx黄色| 2014亚洲天堂| xxxxx在线观看| 天天躁日日躁狠狠躁av| 少妇久久久久久久久久| 亚洲av无码一区东京热久久| 中文字幕资源站| 国产精品扒开腿做爽爽| 强迫凌虐淫辱の牝奴在线观看| 欧美 日韩 国产 成人 在线观看 | 在线免费观看视频| 完美搭档在线观看| 一起草最新网址| 熟女少妇a性色生活片毛片| av2014天堂网| 国产精品视频一区二区在线观看 | 亚洲第一综合网| 激情五月深爱五月| 日本美女xxx| 亚洲国产精品一区二区久久hs| 原创真实夫妻啪啪av| 在线免费日韩av| 在线观看免费黄色网址| 久久性爱视频网站| 女人黄色一级片| 99热6这里只有精品| 久久精品综合视频| av av在线| 国产一区二区视频在线观看免费| 久久丫精品国产亚洲av不卡| 一边摸一边做爽的视频17国产| 亚洲国产精品免费在线观看| 国产3级在线观看| 调教驯服丰满美艳麻麻在线视频| 日韩aaaaa| www.17c.com喷水少妇| 亚洲欧美激情一区二区三区| 国产一精品一aⅴ一免费| 稀缺小u女呦精品呦| 中文字幕网站在线观看| 国产黄片一区二区三区| 战狼4完整免费观看在线播放版| 国产精品无码一区二区三区免费| 成人无码av片在线观看| 亚洲区 欧美区| 天天躁日日躁狠狠躁免费麻豆| 久久亚洲AV成人无码国产野外| 伊人影院综合网| 亚洲成人生活片| 自拍视频一区二区| 国产3级在线观看| 岛国av免费观看| 日韩av手机在线免费观看| 男生裸体视频网站| 任你躁av一区二区三区| 青青青在线免费观看| 巨胸大乳www视频免费观看| 色欲一区二区三区精品a片| 麻豆国产精品一区| 亚洲精品乱码久久| 欧美xxxxx精品| 日本a级片视频| av鲁丝一区鲁丝二区鲁丝三区| 四虎地址8848| 91超薄肉色丝袜交足高跟凉鞋| 欧美福利第一页| 草视频在线观看| 图片区偷拍区小说区| 色偷偷www8888| 波多野结衣福利| 天天看天天摸天天操| 亚洲码无人客一区二区三区| 久久久久9999| 波多野结衣亚洲一区二区| 麻豆一区在线观看| 51调教丨国产调教视频| 午夜福利三级理论电影| 成人午夜免费影院| 北岛玲一区二区| 亚洲女则毛耸耸bbw| 亚洲一区二区三区黄色| 99久久99久久精品国产| 日韩中文字幕有码| 欧美偷拍一区二区三区| 国产精品亚洲一区二区无码| 日本黄色免费观看| 绯色av蜜臀vs少妇| 亚洲精品乱码久久久久久9色| 日本人dh亚洲人ⅹxx| 久久久免费看片| 快灬快灬一下爽蜜桃在线观看| 女人十八毛片嫩草av| 亚洲v国产v欧美v久久久久久| 女同性恋一区二区三区| 国产精品无码一区二区三| 中文字幕国产专区| 蜜臀久久99精品久久久久久| 90岁老太婆乱淫| 战狼4完整免费观看在线播放版| 欧洲av一区二区三区| 黄色三级生活片| 无码人妻少妇色欲av一区二区| 久久久精品人妻一区二区三区| 日韩精品久久久久久久的张开腿让| 中国特黄一级片| 天天天天天天天天操| 亚洲 欧美 国产 另类| 日本中文字幕有码| 亚洲欧美高清在线| 91成人在线免费视频| 国内自拍偷拍视频| 男女黄床上色视频| 亚洲国产美女视频| 97人妻精品一区二区三区免费| 色欲AV无码精品一区二区久久 | 欧美一级特黄高清视频| 日韩激情综合网| 亚洲国产欧美视频| 亚洲综合久久av一区二区三区| 亚洲乱妇老熟女爽到高潮的片| 国产夫妻性爱视频| 美国黄色小视频| 女人扒开双腿让男人捅| 国产三级视频网站| 激情av中文字幕| 国产传媒免费在线观看| 在线精品视频播放| 99视频只有精品| 国产福利在线导航| 好吊操视频这里只有精品| 免费看污黄网站在线观看| 国产精品丝袜一区二区| 日本激情小视频| 国产黑丝一区二区| 台湾佬美性中文| 日本一区二区视频在线播放| 国产三级视频网站| 国产精品国产高清国产| a级大片免费看| 战狼4完整免费观看在线播放版| 中文字幕无码人妻少妇免费| 人妻精油按摩bd高清中文字幕|