I archived the old code for reference and have begun working on the board. Check it out.
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283
amazons/amazons_old.py
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283
amazons/amazons_old.py
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from random 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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class Square:
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def __init__(self, location, name):
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self.location = location #where the square is as an [x,y] pair
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self.x = location[0]
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self.y = location[1]
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self.state = "empty" #behind the scenes data
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self.display = " " #what the user will see
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self.name = name #There's gotta be a better way!
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#The names of the squares are according to chess convention,
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#but the coordinates are according to usual matrix notation.
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a1 = Square([0,3], "a1")
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a2 = Square([0,2], "a2")
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a3 = Square([0,1], "a3")
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a4 = Square([0,0], "a4")
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b1 = Square([1,3], "b1")
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b2 = Square([1,2], "b2")
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b3 = Square([1,1], "b3")
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b4 = Square([1,0], "b4")
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c1 = Square([2,3], "c1")
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c2 = Square([2,2], "c2")
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c3 = Square([2,1], "c3")
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c4 = Square([2,0], "c4")
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d1 = Square([3,3], "d1")
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d2 = Square([3,2], "d2")
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d3 = Square([3,1], "d3")
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d4 = Square([3,0], "d4")
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board=[a1,a2,a3,a4,b1,b2,b3,b4,c1,c2,c3,c4,d1,d2,d3,d4]
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setup_seed = sample(board, 4) #We pick four squares for initial amazon placement
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setup_seed[0].state = "ba1" #black amazon 1
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setup_seed[1].state = "ba2" #black amazon 2
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setup_seed[2].state = "wa1" #white amazon 1
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setup_seed[3].state = "wa2" #white amazon 2
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turn = "w" #White moves first.
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turn_counter = 1
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def display(): #This interprets the states of the squares for display
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global turn, turn_counter, board
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for box in board:
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if box.state == "empty":
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box.display = " "
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if box.state == "ba1":
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box.display = "B"
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if box.state == "ba2":
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box.display = "B"
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if box.state == "wa1":
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box.display = "W"
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if box.state == "wa2":
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box.display = "W"
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if box.state == "fire":
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box.display = "X"
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def gui(): #This displays the board state to the user
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global turn, turn_counter, board
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clear()
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display()
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print(" a b c d")
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print("4 "+a4.display+" "+b4.display+" "+c4.display+" "+d4.display)
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print("3 "+a3.display+" "+b3.display+" "+c3.display+" "+d3.display)
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print("2 "+a2.display+" "+b2.display+" "+c2.display+" "+d2.display)
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print("1 "+a1.display+" "+b1.display+" "+c1.display+" "+d1.display)
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if turn_counter%2 == 0:
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print("It's black's turn.")
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else:
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print("It's white's turn.")
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def choice_translate(box): #Takes the string inputs of the user and outputs corresponding square
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global turn, turn_counter, board
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if box == "a1":
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return a1
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if box == "a2":
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return a2
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if box == "a3":
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return a3
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if box == "a4":
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return a4
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if box == "b1":
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return b1
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if box == "b2":
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return b2
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if box == "b3":
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return b3
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if box == "b4":
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return b4
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if box == "c1":
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return c1
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if box == "c2":
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return c2
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if box == "c3":
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return c3
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if box == "c4":
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return c4
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if box == "d1":
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return d1
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if box == "d2":
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return d2
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if box == "d3":
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return d3
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if box == "d4":
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return d4
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else:
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return False
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def valid_move(start, end): #Checks to see if a mvoe is valid (for both amazons and arrows)
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global turn, turn_counter, board
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test_set=[] #This will be the set of squares between the start and end of the move.
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#For reasons unknown, the test set always finds each eligible square twice. How to fix?
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#There are three reasons to immediately reject a move:
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if end.state != "empty": #If the ending square isn't empty
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return False
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if start == end: #If the ending square is the starting square
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return False
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#If the start and end aren't in the same row, column, or diagonal.
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if (start.x != end.x) and (start.y != end.y) and (abs(start.x - end.x) != abs(start.y - end.y)):
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return False
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#If they are in the same column...
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if start.x == end.x:
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if start.y > end.y: #If we are going down....
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for box in board: #...find the squares...
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if box.x == start.x: #...in that column...
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for i in range(1, abs(start.y-end.y)): #... between the start and end...
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if box.y == start.y-i:
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test_set.append(box) #... and add it to the list.
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if start.y < end.y: #If we are going up... etc...
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for box in board:
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if box.x == start.x:
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for i in range(1, abs(start.y-end.y)):
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if box.y == start.y+i:
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test_set.append(box)
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#If they are in the same row...
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if start.y == end.y:
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if start.x > end.x: #going right....
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for box in board:
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if box.y == start.y:
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for i in range(1, abs(start.x-end.x)):
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if box.x == start.x-i:
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test_set.append(box)
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if start.x < end.x: #going left...
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for box in board:
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if box.y == start.y:
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for i in range(1, abs(start.x-end.x)):
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if box.x == start.x+i:
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test_set.append(box)
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#If they are on the same diagonal
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if abs(start.x - end.x) == abs(start.y - end.y):
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if (start.x < end.x) and (start.y < end.y): #going up and right
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for box in board:
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for i in range(1, abs(start.x-end.x)):
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if ((box.x == start.x+i) and (box.y == start.y+i)):
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test_set.append(box)
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if (start.x > end.x) and (start.y > end.y): #going down and left
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for box in board:
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for i in range(1, abs(start.x-end.x)):
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if ((box.x == start.x-i) and (box.y == start.y-i)):
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test_set.append(box)
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if (start.x > end.x) and (start.y < end.y): #going up and left
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for box in board:
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for i in range(1, abs(start.x-end.x)):
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if ((box.x == start.x-i) and (box.y == start.y+i)):
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test_set.append(box)
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if (start.x < end.x) and (start.y > end.y): #going down and right
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for box in board:
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for i in range(1, abs(start.x-end.x)):
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if ((box.x == start.x+i) and (box.y == start.y-i)):
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test_set.append(box)
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for test in test_set: #now make sure all of the squares we've selected are indeed empty
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if test.state != "empty":
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return False
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return True
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def possible_moves(amazon): #outputs a list of squares that can be reached by an amazon
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moves=[]
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for box in board:
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if valid_move(amazon, box):
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moves.append(box)
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return(moves)
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def play():
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global turn, turn_counter, board
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gui()
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#We check which amazons can legally move
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movable_amazons=[]
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for box in board:
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if box.state == turn+"a1":
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if len(possible_moves(box)) != 0:
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movable_amazons.append(box.name)
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if box.state == turn+"a2":
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if len(possible_moves(box)) != 0:
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movable_amazons.append(box.name)
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#If none can move, then the game is over!
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if len(movable_amazons)==0:
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if turn_counter%2 == 0:
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input("White wins!")
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exit(0)
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if turn_counter%2 == 1:
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input("Black wins!")
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exit(0)
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#Otherwise, the player chooses an amazon to move
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if len(movable_amazons) == 2: #If both can move they have a choice
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amazon_choice = input("Choose a square containing one of your amazons, either "+movable_amazons[0]+" or "+movable_amazons[1]+": ")
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while amazon_choice not in movable_amazons:
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amazon_choice = input("That's not one of the options. Try again: ")
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if len(movable_amazons) == 1: #If only one can move, they have no choice
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amazon_choice = movable_amazons[0]
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gui()
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#The player chooses a square to move to
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print("You must move the amazon on "+amazon_choice+". Choose the square you want to move to.")
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print("Which of the following would you like to move to?")
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amazon_choice = choice_translate(amazon_choice)
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choices = [] #We have a list to display to the user...
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for option in possible_moves(amazon_choice): #...consisting of their possible moves.
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choices.append(option.name)
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move_choice = choice_translate(input(choices))
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#The following three while statements only catch exemptions if made in this order.
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#So if the user first inputs a square correctly, but it's not a possible move,
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#and then they enter in gibberish, it wigs out. How to fix?
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while move_choice == False: #choice_translate outputs False when the input isn't a square name
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move_choice = choice_translate(input("That's not a valid move. Try again: "))
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while move_choice.name not in choices:
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move_choice = choice_translate(input("That's not an option. Try again: "))
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while valid_move(amazon_choice, move_choice) == False:
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move_choice = choice_translate(input("That amazon can't move there. Try again: "))
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#If all goes well, we make the move by changing the states of the squares.
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if valid_move(amazon_choice, move_choice):
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move_choice.state = amazon_choice.state
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amazon_choice.state = "empty"
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gui()
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#The player chooses a square to shoot
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choices = []
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for option in possible_moves(move_choice):
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choices.append(option.name)
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print("Choose the square you want to set aflame: ")
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burn_choice = choice_translate(input(choices))
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#These three statements have the same problem as those above.
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while burn_choice == False:
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burn_choice = choice_translate(input("That's not the name of any square. Try again: "))
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while burn_choice.state != "empty":
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burn_choice = choice_translate(input("That's square isn't empty. Try again: "))
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while valid_move(move_choice, burn_choice) == False:
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burn_choice = choice_translate(input("You can't shoot there. Try again: "))
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burn_choice.state = "fire"
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#Bookkeepping for turn taking
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turn_counter+=1
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if turn_counter%2 == 0:
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turn = "b"
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if turn_counter%2 == 1:
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turn = "w"
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while True:
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play()
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#Next Steps:
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#have students change the abilities of the amazons, size of the board, etc.
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#Add a class to record game state!?!?!?
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amazons/board.py
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amazons/board.py
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amazons/game.py
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amazons/game.py
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0
amazons/player.py
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amazons/player.py
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amazons/view.py
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amazons/view.py
Normal file
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