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