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#!/usr/bin/env python
import utility
import constants
class Letter:
''' Letter class. Represents a letter on the gameboard.
'''
def __init__(self, character = "", score = 0):
''' Initialize the letter
@param character: The string representing the letter.
'''
self.__score = score
self.__is_blank = False
self.set_character(character)
def set_character(self, character):
''' Set the letter string
@param character: the new letter string value
'''
if(character == " "):
self.__is_blank = True
self.__character = character
def set_is_blank(self, is_blank):
''' Set is_blank property of the letter
@param is_blank: True or False.
'''
self.__is_blank = is_blank
def set_score(self, score):
''' Set the score of the letter.
@param score: the new score value of the letter.
'''
self.__score = score
def get_character(self):
''' Get the letter string
@return: the string representation of this letter.
'''
return self.__character
def get_score(self):
''' Get the letter score.
@return: the score of this letter.
'''
if(self.is_blank()):
return 0
return self.__score
def is_blank(self):
''' Check if the letter is blank
@return: True if the letter is a blank letter.
'''
return self.__is_blank
def __eq__(self, other):
''' Check if this Letter equals another Letter
@param other: Other letter
@return: True if the Letter strings are the same
'''
# To do controlar los acentos.
if(isinstance(other, Letter)):
a = utility.get_unicode(self.get_character())
b = utility.get_unicode(other.get_character())
if a == b:
return True
elif ((a != b) and (self.is_blank() == True and other.is_blank() == True)):
return True
return false
def __neq__(self, other):
''' Check if this Letter does not equal another Letter
@param other: Other letter
@return: True if the Letter strings are not the same
'''
# To do controlar los acentos.
if(isinstance(other, Letter)):
if(self == other):
return False
return True
def __repr__(self):
''' Return a string formatted as follow:
Letter_String: Score
@return: string representation of this Letter.
'''
return self.get_character() + ": "+str(self.get_score())
class Board:
''' Board class. Represents the gameboard.
'''
def __init__(self, size = constants.DEFAULT_BOARD_SIZE):
''' Initialized the board
@param size: the size of this board. For example 15x15
'''
self.__size = size
self.__board = utility.create_board(size)
def get_size(self):
''' get the size of this board
@return: the size.
'''
return self.__size
def set_size(self, size):
''' set the size value of this board
@param: the new size value.
'''
self.__size = size
def get_value_at(self, row, column):
''' Get the value at the specified position [row][column] on the
board.
@param row: row on the board
@param column: column on the board
@return: The value at the specificied position.
'''
return self.__board[row][column]
def set_value_at(self, value, row, column):
''' Set the value at the specified position [row][column] on the
board.
@param value: new value
@param row: row on the board
@param column: column on the board
'''
self.__board[row][column] = value
def get_tile_style(self, row, column):
''' Get the style of the tile at the specified position
[row][column] on the board.
@param row: row on the board
@param column: column on the board
@return: The style of the tile at the specificied position.
'''
# implementar....
def get_tile_score(self, row, column):
''' Get the score of the tile at the specified position
[row][column] on the board.
@param row: row on the board
@param column: column on the board
@return: The score of the tile at the specificied position.
'''
# implementar....
def is_tile_empty(self, row, column):
''' Check if the tile is empty at the specified position
[row][column] on the board.
@param row: row on the board
@param column: column on the board
@return: True or False
'''
return (self.get_value_at(row, column) == "")
class Move:
''' Move class represents a move made by a player.
The Move is a list of tuples containing
(letter, x-position, y-position) for all Letters in the Move.
'''
def __init__(self, move = None):
self.__score = 0
self.__move = []
self.__has_blank = False
if move != None:
for l, x, y in move:
self.add_move(l, x ,y)
def has_blank(self):
'''
Check whether this Move contains a blank letter
@return: True if this Move contains a blank Letter
'''
return self.__has_blank
def add_move(self, letter, x, y):
''' Add a new move
@param letter: the Letter
@param x: x-position on the board
@param y: y-position on the board
'''
if not self.has_blank():
self.__has_blank = letter.is_blank()
move.append((letter, x , y))
def remove_move(self, letter, x, y):
''' Remove move
@param letter: the Letter
@param x: x-position on the board
@param y: y-position on the board
'''
self.move.remove((letter,x,y))
def get_score(self):
''' Get the score for the move
@return: the score for the move
'''
return self.__score
def set_score(self, score):
''' Set the score
@param score: the score
'''
self.__score = score
def length(self):
'''
Get number of tuples in the Move.
@return: Number of tuples in the move.
'''
return len(self.move)
def clear(self):
''' Clear the move '''
move = []
def get_move(self, index):
''' Get the Move at the specified index
@param index: index
@return: the Move at the specified index
'''
return move[index]
def get_moves(self):
''' Get the list of moves
@return: the list of moves
'''
return self.__move
def get_first_move(self):
''' Get the first move'''
return get_move(0)
def is_valid(self):
''' Check whether this move is valid
@return: True if the move is valid
'''
# implementar....
def is_horizontal(self):
''' Check whether the Move is horizontal.
@return: True if all Letters in the move are arranged horizontally.
'''
if self.is_empty():
return False
l, x, y = get_first_move()
if not is_empty():
for _l, _x, _y in self.get_moves():
if _x != x:
return False
return True
def is_vertical(self):
''' Check whether the Move is vertical.
@return: True if all Letters in the move are arranged vertically.
'''
if self.is_empty():
return False
l, x, y = get_first_move()
if not is_empty():
for _l, _x, _y in self.get_moves():
if _y != y:
return False
return True
def calculate_score(self):
''' Calculates the score for the move
@return : the score for the move.
'''
# implementar....
def isEmpty(self):
''' Check whether the Move is empty
@return: True if the Move has no Letters in it.
'''
return self.length() == 0
def try_move(self, board, word, type, row, column):
''' Try to insert the given word into the board.
@param board: the gameboard
@param word: the word to insert
@param type: the type of the letter, see the
utility.can_form_a_word function.
@param row: the row in the gameboard.
@param column: the column in the gameboard.
@return: True if it is possible and also valid to insert
the given word into the gameboard, otherwise False.
'''
# implementar....
class Bag:
''' Bag represents a "Bag" of Letters. It contains a dictionary
named __bag_letters, formatted as follow
{"Letter" : (count, score)}
'''
def __init__(self, lenguage= constants.DEFAULT_LENGUAGE):
self.__bag_letters = {}
self.__bag_letters = utility.get_letters_from_file(lenguage)
def remove_letters(self, amount = constants.DEFAULT_AMOUNT_LETTERS):
''' Removes Letters from the bag
@param size: the amount of letters that are going to be removed
@return: the letters removed.
'''
# format "letter": (count, score)
removed = []
i = 0
while i < amount:
for key, data in self.get_bag_letters().items():
if random.randint(0 , 1) and i < amount:
if data[0] > 0:
removed.append(Letter(key, data[1]))
self.get_bag_letters()[key] = (data[0] - 1, data[1])
i = i + 1
return removed
def add_letters(self, letters):
''' Add letters to the bag
@param letters: the list of letters that are going to be added
'''
for l in letters:
count , score = self.get_bag_letters()[l]
self.get_bag_letters()[l] = (count + 1, score)
def get_bag_letters(self):
''' Get the bag of letters '''
return self.__bag_letters
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