lab_cards/amazons-works/board.py

174 lines
9.6 KiB
Python

class Board:
# First we need to initialize our object with a 'state.'
def __init__(self,):
# While at the moment, we have a fixed initial state, in the future
# we may want players to be able to choose where the amazons start,
# or perhaps include an option for a random start.
# In order to build in this future flexibility, we will use another
# function to determine go get the initial state whih we can edit later.
self.state = self.get_initial_state()
# Note also that these functions are of the class, and so need to be
# prefixed with a 'self.' so that our script will know we mean the
# function that is defined within the our class structure.
def get_initial_state(self):
# For now we will use a 4x4 board and place the amazons in the middle
# four squares, diagonlally from eachother for symmetry.
# Note that because the board is symetrical, one of the players must
# have an advantage... but is it player 1 or player 2?
# CP: How does it follow that symmetrical board -> imbalance?
# FG: It's because going first must therefore either be an advatage or
# disadvantage, since geometrically the starting positions are identical.
# CP: What if a game worked by flipping a coin at the beginning of each turn
# CP: to decide which player will play?
# FG: Of course, I suspect it would be a much worse game lol.
# FG: You might consider also adding random elements, like rolling
# FG: a die to see the maximum distance you can move on a turn.
# FG: However, aside from mathematic and computational curiosity,
# FG: it's not clear to me why we would want to bother implementing it.
return [[0,0,0,0],[0,2,3,0],[0,3,2,0],[0,0,0,0]]
def get_active_player_code(self):
# It's going to be useful to know whose turn it is at any given time.
# Luckily, because a player burns away a square each turn, we can tell
# whose turn it is by counting how many open squares are left! They act
# like a kind of timer, coutning down to the end of the game.
# On turn 1 (initial state), it is player 1's turn and there are 12
# open spaces at the start of the turn... so if the number of open
# spaces is even, then it's player 1's turn, and if odd then player 2's.
free_spaces = 0
for row in self.state: #remember the state is a list of four 'rows'...
for box in row:
if box == 0:
free_spaces += 1
# The logic above only worked because we had a 4x4 board, but if we had
# a 5x5 board, then we would start with 21 open spaces, so the logic is
# reversed with player 1 being odd and player 2 even, so...
if len(self.state[0])%2 == 0: # If the length of the rows is even...
if free_spaces%2 == 0: # then an even number of free spaces...
return (2) # means it's player 1's turn.
else:
return (3) # And an odd number makes it player 2's.
else: # If the length of the rows is even...
if free_spaces%2 == 0: # then an even number of free spaces...
return (3) # means it's player 2's turn.
else:
return (2) # And an odd number makes it player 1's.
def get_active_amazons_positions(self):
code = self.get_active_player_code() #First of all, whose turn is it?
positions=[] # This will contain the (x,y) for each of the two amazons.
for x, row in enumerate(self.state): # 'enumerate' takes a list like:
# ['a', 'b', 'c'] and outputs [(0,'a'), (1,'b'), (2,'c')]
# So in this case 'y' refers to these numbers (the enumeration)
# which correspond to the column we are interested in, and 'row'
# refers to the row we are interested in.
for y, box in enumerate(row): # This time we hone in on the x coordinate
# of each entry in the row.
if box == code: # If the actual value at that (x,y) matches whose
# turn it is, i.e. they have an amazon there...
positions.append((x, y)) # We add that (x,y) pair to the list.
return positions
def get_reachable_squares(self, origin):
directions = [[-1,1],[0,1],[1,1],[-1,0],[1,0],[-1,-1],[0,-1],[1,-1]]
# From each square on the board, there are eight directions amazons can
# move in or shoot in. These represent those eight directions. For example,
# (1,1) refers to going to the right once and up once and (-1,-1) means
# left and down respectively.
reachables = []
for direction in directions: # For each of the 8 directions...
move_option = [origin[0], origin[1]] # center ourselves on the amazon.
hit_something = False # We will make this false if we find an obstacle.
while hit_something == False: # Until we hit something....
# move in the specified direction:
move_option[0] += direction[0]
move_option[1] += direction[1]
if self.in_bounds(move_option):
if self.is_empty(move_option):
# if we are still on the board and if the square is empty...
addition = move_option.copy()
reachables.append(addition) # add it to the list.
else:
hit_something = True
else: # If we hit the edge of the board or an obstacle...
hit_something = True
return reachables
def possible_moves(self):
# Note that a "move" consists of both moving an amazon and shooting.
# This means that a move has three values: chosen amazon's starting position,
# the amazon's new position, and the position of the burned square.
# CP: Great--this is a sensible way of representing a move.
move_options=[]
amazons = self.get_active_amazons_positions() # Find the amazons.
for amazon in amazons:
amazon_move_options = self.get_reachable_squares(amazon)
# And where they can go...
# Before we burn anything, we need to empty the square we moved from
# so we can burn it or squares past it if we want to:
self.state[amazon[0]][amazon[1]] = 0
for move_option in amazon_move_options:
#For each move, we see also what squares we can burn:
burn_options = self.get_reachable_squares(move_option)
for burn_option in burn_options:
# Now that we have an amazon, each square it can go to, and
# each square it can burn from each move, we have a (potentially large)
# list of triples. Let's add them to the list and move to the
# next amazon.
move_options.append((amazon, move_option, burn_option))
# Let's not forget to put the amazon back in its square.
# Also, since we emptied a square, we have to reverse the logic:
if self.get_active_player_code() == 2:
self.state[amazon[0]][amazon[1]] = 3
else:
self.state[amazon[0]][amazon[1]] = 2
return move_options
def get_successor_state(self, move_and_burn):
# We need to update the board based on the move, so let's grab it:
new_state = self.state.copy()
# These are the (x,y) coordinates of the chosen amazon's start.
ai, aj = move_and_burn[0][0], move_and_burn[0][1]
# These are the (x,y) coordinates of the chosen amazon's move.
mi, mj = move_and_burn[1][0], move_and_burn[1][1]
# These are the (x,y) corrdinates of the chosen burn square.
bi, bj = move_and_burn[2][0], move_and_burn[2][1]
new_state[ai][aj] = 0 # The amazon's start square is emptied.
if self.get_active_player_code() == 2: # The move square is filled.
new_state[mi][mj] = 3
else:
new_state[mi][mj] = 2
new_state[bi][bj] = 1 # The burn square is burned.
return (new_state)
def get_possible_successor_states(self):
# This just uses the other function and applies is to every possible move.
# CP: Lovely!
return [self.get_successor_state(move) for move in self.possible_moves()]
def is_empty(self, square):
# Here's the function referenced in "get_reachable_squares."
# Recall that the input is the (x,y) position of an amazon.
x, y = square # We isolate the x and y.
# Don't forget that while we say (x,y), the indices are refernced as [y][x]
# since the rows are above and below eachother (y) and columns adjacent (x):
if (x in range(len(self.state[0]))) and (y in range(len(self.state[0]))):
# This could be simplified to:
# return self.state[x][y] == 0
if self.state[x][y] == 0:
return True
else:
return False
else:
return False
def in_bounds(self, square):
# Here's the other function refernced in "get_reachable_squares."
x, y = square
# We need to make sure all (x,y) values are between 0 and the length of a row.
if (x < 0) or (y < 0) or (x > len(self.state[0])) or (y > len(self.state[0])):
return False
else:
return True