At this point I think everything except for amazons-works can be deleted, but I'm hanging onto my mess for a bit before doing the dishes later, just in case.
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amazons-works/__pycache__/board.cpython-310.pyc
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amazons-works/__pycache__/board.cpython-310.pyc
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amazons-works/__pycache__/view.cpython-310.pyc
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amazons-works/__pycache__/view.cpython-310.pyc
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amazons-works/board.py
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amazons-works/board.py
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class Board:
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# First we need to initialize our object with a 'state.'
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def __init__(self,):
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# While at the moment, we have a fixed initial state, in the future
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# we may want players to be able to choose where the amazons start,
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# or perhaps include an option for a random start.
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# In order to build in this future flexibility, we will use another
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# function to determine go get the initial state whih we can edit later.
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self.state = self.get_initial_state()
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# Note also that these functions are of the class, and so need to be
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# prefixed with a 'self.' so that our script will know we mean the
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# function that is defined within the our class structure.
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def get_initial_state(self):
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# For now we will use a 4x4 board and place the amazons in the middle
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# four squares, diagonlally from eachother for symmetry.
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# Note that because the board is symettrical, one of the players must
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# have an advantage... but is it player 1 or player 2?
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return [[0,0,0,0],[0,2,3,0],[0,3,2,0],[0,0,0,0]]
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def get_active_player_code(self):
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# It's going to be useful to know whose turn it is at any given time.
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# Luckily, because a player burns away a square each turn, we can tell
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# whose turn it is by counting how many open squares are left! They act
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# like a kind of timer, coutning down to the end of the game.
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# On turn 1 (initial state), it is player 1's turn and there are 12
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# open spaces at the start of the turn... so if the number of open
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# spaces is even, then it's player 1's turn, and if odd then player 2's.
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free_spaces = 0
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for row in self.state: #remember the state is a list of four 'rows'...
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for box in row:
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if box == 0:
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free_spaces += 1
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# The logic above only worked because we had a 4x4 board, but if we had
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# a 5x5 board, then we would start with 21 open spaces, so the logic is
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# reversed with player 1 being odd and player 2 even, so...
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if len(self.state[0])%2 == 0: # If the length of the rows is even...
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if free_spaces%2 == 0: # then an even number of free spaces...
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return (2) # means it's player 1's turn.
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else:
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return (3) # And an odd number makes it player 2's.
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else: # If the length of the rows is even...
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if free_spaces%2 == 0: # then an even number of free spaces...
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return (3) # means it's player 2's turn.
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else:
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return (2) # And an odd number makes it player 1's.
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def get_active_amazons_positions(self):
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code = self.get_active_player_code() #First of all, whose turn is it?
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positions=[] # This will contain the (x,y) for each of the two amazons.
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for x, row in enumerate(self.state): # 'enumerate' takes a list like:
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# ['a', 'b', 'c'] and outputs [(0,'a'), (1,'b'), (2,'c')]
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# So in this case 'y' refers to these numbers (the enumeration)
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# which correspond to the column we are interested in, and 'row'
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# refers to the row we are interested in.
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for y, box in enumerate(row): # This time we hone in on the x coordinate
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# of each entry in the row.
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if box == code: # If the actual value at that (x,y) matches whose
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# turn it is, i.e. they have an amazon there...
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positions.append((x, y)) # We add that (x,y) pair to the list.
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return positions
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def get_reachable_squares(self, origin):
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directions = [[-1,1],[0,1],[1,1],[-1,0],[1,0],[-1,-1],[0,-1],[1,-1]]
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# From each square on the board, there are eight directions amazons can
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# move in or shoot in. These represent those eight directions. For example,
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# (1,1) refers to going to the right once and up once and (-1,-1) means
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# left and down respectively.
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reachables = []
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for direction in directions: # For each of the 8 directions...
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move_option = [origin[0], origin[1]] # center ourselves on the amazon.
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hit_something = False # We will make this false if we find an obstacle.
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while hit_something == False: # Until we hit something....
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# move in the specified direction:
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move_option[0] += direction[0]
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move_option[1] += direction[1]
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if self.in_bounds(move_option):
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if self.is_empty(move_option):
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# if we are still on the board and if the square is empty...
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addition = move_option.copy()
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reachables.append(addition) # add it to the list.
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else:
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hit_something = True
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else: # If we hit the edge of the board or an obstacle...
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hit_something = True
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return reachables
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def possible_moves(self):
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# Note that a "move" consists of both moving an amazon and shooting.
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# This means that a move has three values: chosen amazon's starting position,
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# the amazon's new position, and the position of the burned square.
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move_options=[]
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amazons = self.get_active_amazons_positions() # Find the amazons.
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for amazon in amazons:
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amazon_move_options = self.get_reachable_squares(amazon)
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# And where they can go...
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# Before we burn anything, we need to empty the square we moved from
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# so we can burn it or squares past it if we want to:
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self.state[amazon[0]][amazon[1]] = 0
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for move_option in amazon_move_options:
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#For each move, we see also what squares we can burn:
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burn_options = self.get_reachable_squares(move_option)
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for burn_option in burn_options:
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# Now that we have an amazon, each square it can go to, and
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# each square it can burn from each move, we have a (potentially large)
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# list of triples. Let's add them to the list and move to the
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# next amazon.
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move_options.append((amazon, move_option, burn_option))
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# Let's not forget to put the amazon back in its square.
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# Also, since we emptied a square, we have to reverse the logic:
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if self.get_active_player_code() == 2:
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self.state[amazon[0]][amazon[1]] = 3
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else:
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self.state[amazon[0]][amazon[1]] = 2
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return move_options
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def get_successor_state(self, move_and_burn):
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# We need to update the board based on the move, so let's grab it:
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new_state = self.state.copy()
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# These are the (x,y) coordinates of the chosen amazon's start.
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ai, aj = move_and_burn[0][0], move_and_burn[0][1]
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# These are the (x,y) coordinates of the chosen amazon's move.
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mi, mj = move_and_burn[1][0], move_and_burn[1][1]
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# These are the (x,y) corrdinates of the chosen burn square.
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bi, bj = move_and_burn[2][0], move_and_burn[2][1]
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new_state[ai][aj] = 0 # The amazon's start square is emptied.
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if self.get_active_player_code() == 2: # The move square is filled.
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new_state[mi][mj] = 3
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else:
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new_state[mi][mj] = 2
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new_state[bi][bj] = 1 # The burn square is burned.
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return (new_state)
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def get_possible_successor_states(self):
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# This just uses the other function and applies is to every possible move.
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return [self.get_successor_state(move) for move in self.possible_moves()]
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def is_empty(self, square):
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# Here's the function referenced in "get_reachable_squares."
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# Recall that the input is the (x,y) position of an amazon.
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x, y = square # We isolate the x and y.
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# Don't forget that while we say (x,y), the indices are refernced as [y][x]
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# since the rows are above and below eachother (y) and columns adjacent (x):
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if (x in range(len(self.state[0]))) and (y in range(len(self.state[0]))):
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if self.state[x][y] == 0:
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return True
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else:
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return False
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else:
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return False
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def in_bounds(self, square):
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# Here's the other function refernced in "get_reachable_squares."
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x, y = square
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# We need to make sure all (x,y) values are between 0 and the length of a row.
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if (x < 0) or (y < 0) or (x > len(self.state[0])) or (y > len(self.state[0])):
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return False
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else:
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return True
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amazons-works/game.py
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amazons-works/game.py
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from board import *
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from view import *
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board = Board()
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translator = {
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'a4':[0,0], 'a3':[1,0], 'a2':[2,0], 'a1':[3,0],
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'b4':[0,1], 'b3':[1,1], 'b2':[2,1], 'b1':[3,1],
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'c4':[0,2], 'c3':[1,2], 'c2':[2,2], 'c1':[3,2],
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'd4':[0,3], 'd3':[1,3], 'd2':[2,3], 'd1':[3,3]
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}
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def turn():
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global board
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move_chosen = False
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while move_chosen == False:
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tui(board)
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print("Valid coordinates look like: \'b2\' or \'c4\'")
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amazon = translator[(input("The starting coordinates of the amazon of your choice: "))]
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move = translator[(input("The coordinates of the square you'd like to move to: "))]
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burn = translator[(input("The coordinates of the square you'd like to set aflame: "))]
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choice = ((amazon[0],amazon[1]),move,burn)
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print(board.possible_moves())
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if choice in board.possible_moves():
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board.state = board.get_successor_state(choice)
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move_chosen = True
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else:
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print(str(choice)+" is not a valid move.")
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def play():
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while len(board.possible_moves())>0:
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turn()
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return ("Player "+str(get_active_player_code()-1)+" loses!")
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play()
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0
amazons-works/player.py
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amazons-works/player.py
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amazons-works/test/__init__.py
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amazons-works/test/__init__.py
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amazons-works/test/__pycache__/__init__.cpython-310.pyc
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amazons-works/test/__pycache__/test_board.cpython-310.pyc
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amazons-works/test/__pycache__/test_board.cpython-310.pyc
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amazons-works/test/test_board.py
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amazons-works/test/test_board.py
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from unittest import TestCase
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from board import Board
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class TestBoard(TestCase):
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def setUp(self):
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self.board = Board()
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self.tiny = Board()
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self.tiny.state = [[3,0], [0,2]]
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def test_board_size_is_correct(self):
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self.assertEqual(len(self.board.state), 4)
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def test_in_bounds_works(self):
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bad = [
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(-1, 1), (5, 1)
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]
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good = [
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(2, 2), (0, 0), (3, 3)
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]
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for square in bad:
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self.assertFalse(self.board.in_bounds(square))
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for square in good:
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self.assertTrue(self.board.in_bounds(square))
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def test_get_initial_state(self):
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def test_get_active_player_code(self):
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def test_get_active_amazons_positions(self):
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def test_possible_moves(self):
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def test_get_successor_state(self, move_and_burn):
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def test_get_possible_successor_states(self):
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def test_is_empty(self, square):
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def test_get_reachable_squares(self, amazon):
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amazons-works/view.py
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amazons-works/view.py
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from board import *
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from os import system, name
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def clear():
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if name == 'nt':
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_ = system('cls')
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else:
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_ = system('clear')
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def tui(board): #This displays the board state to the user
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clear()
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print(" a b c d")
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print("4 "+str(board.state[0][0])+" "+str(board.state[0][1])+" "+str(board.state[0][2])+" "+str(board.state[0][3]))
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print("3 "+str(board.state[1][0])+" "+str(board.state[1][1])+" "+str(board.state[1][2])+" "+str(board.state[1][3]))
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print("2 "+str(board.state[2][0])+" "+str(board.state[2][1])+" "+str(board.state[2][2])+" "+str(board.state[2][3]))
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print("1 "+str(board.state[3][0])+" "+str(board.state[3][1])+" "+str(board.state[3][2])+" "+str(board.state[3][3]))
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print("It's player "+str(board.get_active_player_code()-1)+"'s turn.")
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