Hive/player.py
2024-01-01 19:03:55 +01:00

372 lines
13 KiB
Python

import base as Base
import copy, random, time, math
from PIL import Image, ImageDraw
from collections import deque
# Player template for HIVE --- ALP semestral work
# Vojta Vonasek, 2023
# PUT ALL YOUR IMPLEMENTATION INTO THIS FILE
def get_neighbors(p, q):
directions = [(0, -1), (1, -1), (1, 0), (0, 1), (-1, 1), (-1, 0)]
return [(p + dp, q + dq) for dp, dq in directions]
class Piece:
def get_piece_info(self):
# Convert the class name to the corresponding letter
class_to_letter = {
"Bee": "Q",
"Beetle": "B",
"Spider": "S",
"Grasshopper": "G",
"Ant": "A",
}
letter = class_to_letter[self.__class__.__name__]
if not self.team: # If the piece is not on the player's team, make it lowercase
letter = letter.lower()
return [letter, self.p, self.q]
def get_valid_jumps() -> list:
raise NotImplementedError
class Bee(Piece):
def __init__(self, board, p, q, team):
self.board = board
self.p = p
self.q = q
self.team = team # 'team' should be 'upper' or 'lower' based on the piece case.
def get_valid_jumps(self) -> list:
# The bee can move to an adjacent empty space.
valid_moves = []
for neighbor in get_neighbors(self.p, self.q):
# Check if the neighbor is within the bounds of the board and is empty
if neighbor in self.board and self.board[neighbor] == "":
valid_moves.append(neighbor)
return valid_moves
class Beetle(Piece):
def __init__(self, p, q, team):
self.p = p
self.q = q
self.team = team
def get_valid_jumps(self, board):
# The beetle can move to an adjacent space whether it is empty or not.
valid_moves = get_neighbors(self.p, self.q)
return valid_moves
class Spider(Piece):
def __init__(self, p, q, team):
self.p = p
self.q = q
self.team = team
def get_valid_jumps(self, board):
# Use BFS to find all tiles exactly three moves away
start = (self.p, self.q)
visited = set() # Keep track of visited tiles
queue = deque([(start, 0)]) # Queue of (position, distance)
valid_moves = []
while queue:
current_position, current_distance = queue.popleft()
if current_distance == 3:
# We have found a tile exactly three moves away
valid_moves.append(current_position)
continue # We don't want to move further from this tile
if current_position in visited:
continue # Already visited this tile
visited.add(current_position)
# Get all neighboring positions
for neighbor in get_neighbors(*current_position):
if (
neighbor in board
and board[neighbor] == ""
and neighbor not in visited
):
queue.append((neighbor, current_distance + 1))
return valid_moves
class Grasshopper(Piece):
def __init__(self, p, q, team):
self.p = p
self.q = q
self.team = team
def get_valid_jumps(self, board):
# Generator function to yield valid moves
def generate_moves():
# Check each direction for possible jumps
for dp, dq in get_neighbors(0, 0): # Use (0, 0) to get direction vectors
pos = (self.p + dp, self.q + dq)
# Continue in the direction until we find a piece to jump over
while pos in board and board[pos] != "":
pos = (pos[0] + dp, pos[1] + dq)
# If we jumped over at least one piece and landed on an empty space, yield the move
if (
pos in board
and board[pos] == ""
and (pos[0] != self.p or pos[1] != self.q)
):
yield pos
return list(generate_moves())
class Ant(Piece):
def __init__(self, p, q, team):
self.p = p
self.q = q
self.team = team
def get_valid_jumps(self, board):
visited = set() # Keep track of visited nodes to prevent cycles
# Recursive function to explore all valid moves
def explore(p, q):
for dp, dq in get_neighbors(0, 0): # Get direction vectors
new_p, new_q = p + dp, q + dq
next_pos = (new_p, new_q)
# Continue in this direction while there are pieces to slide around
while (
next_pos in board
and board[next_pos] != ""
and next_pos not in visited
):
visited.add(next_pos)
next_pos = (next_pos[0] + dp, next_pos[1] + dq)
# If we found an empty space, add it as a valid move and explore from there
if next_pos in board and board[next_pos] == "":
visited.add(next_pos)
yield next_pos
# Explore further moves from this new position
yield from explore(next_pos[0], next_pos[1])
# Start exploring from the Ant's current position
return list(explore(self.p, self.q))
class Player(Base.Board):
def __init__(
self, playerName, myIsUpper, size, myPieces, rivalPieces
): # do not change this line
Base.Board.__init__(
self, myIsUpper, size, myPieces, rivalPieces
) # do not change this line
self.playerName = playerName
self.algorithmName = "just roll the dice, eh?"
def getAllEmptyCells(self):
result = []
for p in self.board:
for q in self.board[p]:
if self.isEmpty(p, q, self.board):
result.append([p, q])
return result
def getAllNonemptyCells(self):
result = []
for p in self.board:
for q in self.board[p]:
if not self.isEmpty(p, q, self.board):
result.append([p, q])
return result
def translate_board(self, board):
# Create a dictionary to map letters to piece classes
piece_class_mapping = {
"Q": Bee,
"B": Beetle,
"S": Spider,
"G": Grasshopper,
"A": Ant,
}
translated_board = {p: {} for p in board}
total_pieces_count = 0 # To count the total number of pieces on the board
my_pieces_count = 0 # To count the number of your pieces on the board
for p, row in board.items():
for q, piece_letter in row.items():
if (
piece_letter.isalpha()
): # Check if it's a letter representing a piece
is_upper = piece_letter.isupper()
piece_class = piece_class_mapping.get(piece_letter.upper())
if piece_class:
piece_instance = piece_class(p, q, is_upper == self.myIsUpper)
translated_board[p][q] = piece_instance
total_pieces_count += 1
if is_upper == self.myIsUpper:
my_pieces_count += 1
else:
translated_board[p][q] = piece_letter
else:
translated_board[p][q] = piece_letter
return translated_board, total_pieces_count, my_pieces_count
@property
def queen_placed(self):
# Check if the queen is placed
return any(isinstance(p, Bee) for p in self.myPieces)
def get_piece_class(self, letter):
# Maps letter to piece class
return {"Q": Bee, "B": Beetle, "S": Spider, "G": Grasshopper, "A": Ant}.get(
letter
)
def get_unplaced_pieces(self):
# Return a list of unplaced pieces
unplaced_pieces = []
for piece_letter, count in self.myPieces.items():
for _ in range(count):
piece_class = self.get_piece_class(piece_letter)
unplaced_pieces.append(piece_class(None, None, True))
return unplaced_pieces
def move(self):
translated_board, total_pieces_count, _ = self.translate_board(self.board)
# Randomly choose a piece to place or move
def choose_random_piece(pieces):
return random.choice(pieces) if pieces else None
# If we're the first player and no pieces are on the board, place a random piece at the center
if total_pieces_count == 0:
piece_to_place = choose_random_piece(self.get_unplaced_pieces())
return (
piece_to_place.get_piece_info()[:1] + [None, None, 3, 6]
if piece_to_place
else []
)
# If we're the second player, place next to the first player's piece
elif total_pieces_count == 1:
for _, row in translated_board.items():
for _, piece in row.items():
if piece: # Found the first player's piece
adjacent_positions = get_neighbors(piece.p, piece.q)
random_position = choose_random_piece(adjacent_positions)
piece_to_place = choose_random_piece(self.get_unplaced_pieces())
return (
piece_to_place.get_piece_info()[:1]
+ [None, None, *random_position]
if piece_to_place
else []
)
# After the queen is placed or after the 4th turn, randomly choose between moving and placing a piece
elif self.queen_placed or total_pieces_count >= 8:
move_or_place = random.choice(["move", "place"])
if move_or_place == "move":
movable_pieces = [
p
for p in translated_board.values()
if p.get_valid_jumps(translated_board)
]
chosen_piece = choose_random_piece(movable_pieces)
if chosen_piece:
new_p, new_q = random.choice(
chosen_piece.get_valid_jumps(translated_board)
)
return chosen_piece.get_piece_info() + [new_p, new_q]
else:
piece_to_place = choose_random_piece(self.get_unplaced_pieces())
if piece_to_place:
valid_placements = self.get_valid_placements(
translated_board, piece_to_place
)
new_p, new_q = (
random.choice(valid_placements)
if valid_placements
else (None, None)
)
return piece_to_place.get_piece_info()[:1] + [
None,
None,
new_p,
new_q,
]
# If it's not possible to move or place a piece, pass the turn
return []
def updatePlayers(move, activePlayer, passivePlayer):
"""write move made by activePlayer player
this method assumes that all moves are correct, no checking is made
"""
if len(move) == 0:
return
animal, p, q, newp, newq = move
if p == None and q == None:
# placing new animal
activePlayer.myPieces[animal] -= 1
passivePlayer.rivalPieces = activePlayer.myPieces.copy()
else:
# just moving animal
# delete its old position
activePlayer.board[p][q] = activePlayer.board[p][q][:-1]
passivePlayer.board[p][q] = passivePlayer.board[p][q][:-1]
activePlayer.board[newp][newq] += animal
passivePlayer.board[newp][newq] += animal
if __name__ == "__main__":
boardSize = 13
smallFigures = {
"q": 1,
"a": 2,
"b": 2,
"s": 2,
"g": 2,
} # key is animal, value is how many is available for placing
bigFigures = {
figure.upper(): smallFigures[figure] for figure in smallFigures
} # same, but with upper case
P1 = Player("player1", False, 13, smallFigures, bigFigures)
P2 = Player("player2", True, 13, bigFigures, smallFigures)
filename = "begin.png"
P1.saveImage(filename)
moveIdx = 0
while True:
move = P1.move()
print("P1 returned", move)
updatePlayers(move, P1, P2) # update P1 and P2 according to the move
filename = "move-{:03d}-player1.png".format(moveIdx)
P1.saveImage(filename)
move = P2.move()
print("P2 returned", move)
updatePlayers(move, P2, P1) # update P2 and P1 according to the move
filename = "move-{:03d}-player2.png".format(moveIdx)
P1.saveImage(filename)
moveIdx += 1
P1.myMove = moveIdx
P2.myMove = moveIdx
if moveIdx > 50:
print("End of the test game")
break