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#!/usr/bin/python
# -*- coding: iso-8859-1 -*-
#
# Copyright 2008, 2009 Pablo Moleri
# This file is part of Quinteti.
#
# Quinteti is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# Quinteti is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with Quinteti. If not, see <http://www.gnu.org/licenses/>.
"""GamesState, keeps the state of a game, and encloses game logic."""
import random
class GameState:
def __init__(self, player_1, player_2, matrix_size=3, target_score=15):
''' Creates a new game with the given players. '''
self.player_1_name = player_1
self.player_2_name = player_2
self.player_1_score = 0
self.player_2_score = 0
self.turn = 1
self.target_score = target_score
self.matrix = []
self.state = []
for i in range(0, matrix_size):
self.matrix.append([])
self.state.append([])
for j in range(0, matrix_size):
self.matrix[i].append(0)
self.state[i].append(None)
self.numbers = range(1, len(self.matrix[0])*len(self.matrix)+1)
def fromString(string):
"""A static method for loading a new game from a serialized game string."""
dic = eval(string)
state = dic['state']
matrix = dic['matrix']
size = len(matrix)
game = GameState(dic['player_1_name'], dic['player_2_name'], size, dic['target_score'])
game.matrix = matrix
game.state = state
game.player_1_name = dic['player_1_name']
game.player_2_name = dic['player_2_name']
game.player_1_score = dic['player_1_score']
game.player_2_score = dic['player_2_score']
#Saca los numeros jugados:
for row in game.matrix:
for number in row:
if number in game.numbers:
game.numbers.remove(number)
return game
fromString = staticmethod(fromString) # Maps the function as an static class attribute
def serialization(self):
"""Returns the game in a serialized string format."""
return str(self)
def get_cell(self, row1, col1):
"""Returns the cell state: (number, player) Or None."""
row, col = row1-1, col1-1
return (self.matrix[row][col], self.state[row][col])
def get_available_numbers(self):
"""Returns the list of available numbers (no played)."""
return self.numbers
def make_move(self, row1, col1, number, player):
"""Makes a move with the given number in the given cell.
Returns a boolean if the move is valid and the score difference.
"""
ok, hits, score = self._make_move(row1, col1, number, player, True)
return ok, hits
def _make_move(self, row1, col1, number, player, real):
"""Makes a move with the given number in the given cell.
Returns a boolean if the move is valid and the score difference.
"""
row, col = (row1-1, col1-1)
if (self.state[row][col] == None):
if (self.turn == player):
if (number in self.numbers):
# shadow copy of the given column
col_list = [fila[col] for fila in self.matrix]
# shadow copy of the given row
row_list = self.matrix[row][:]
hits = [] # collection of posistions that made points
# Test the move
col_score = self._check_action(col_list, row, number)
row_score = self._check_action(row_list, col, number)
score = col_score + row_score
if col_score:
hits.extend(col_list)
if row_score:
hits.extend(row_list)
if real:
self.state[row][col] = self.turn
self.matrix[row][col] = number
self.numbers.remove(number)
if self.turn == 1:
self.player_1_score += score
self.turn = 2
else:
self.player_2_score += score
self.turn = 1
return True, hits, score
# else:
# print "invalid number"
# else:
# print "invalid player"
# else:
# print "invalid cell state"
return False, None, 0
def _check_action(self, list, pos, number):
"""Tests if a move in a row (or column) scores."""
list[pos] = number
if 0 in list:
return 0
if sum(list) == self.target_score:
return 1
else:
return 0
def get_enabled_player(self):
"""Returns the turn (enabled player) or None if the game is over."""
if len(self.numbers) == 0:
return None
else:
return self.turn
def get_player_score(self, player):
if player == 1 :
return self.player_1_score
else:
return self.player_2_score
def get_player_name(self, player):
if player == 1 :
return self.player_1_name
else:
return self.player_2_name
def get_player_count(self):
return 2
def __str__( self ):
dic = {
'state': self.state,
'matrix': self.matrix,
'player_1_name': self.player_1_name,
'player_2_name': self.player_2_name,
'player_1_score': self.player_1_score,
'player_2_score': self.player_2_score,
'target_score': self.target_score}
return str(dic)
def auto_play(self, player):
'''Returns an automatic play from computer.
The strategy is:
- Try to make 2 points.
- Try to make 1 point.
- Try to make a move that enables two different points (make tha game more interesting).
- Random move that doesn't enable the other player to make a point.
- Random move.
'''
options = [(row, col)
for row in range(1, len(self.matrix) + 1)
for col in range(1, len(self.matrix) + 1)
if self.matrix[row-1][col-1] == 0]
print options
# Try two points
for row, col in options:
for number in self.numbers:
ok, hits, score = self._make_move(row, col, number, player, False)
if score >= 2:
self.make_move(row, col, number, player)
return (row, col)
# Try one point
for row, col in options:
for number in self.numbers:
ok, hits, score = self._make_move(row, col, number, player, False)
if score >= 1:
self.make_move(row, col, number, player)
return (row, col)
# Random
row, col = random.choice(options)
number = random.choice(self.numbers)
self.make_move(row, col, number, player)
return (row, col)
if __name__ == "__main__":
"""Module test function."""
game = GameState("Juan", "Pablo")
print game.target_score
game.make_move(0, 1, 2, 1)
game.make_move(1, 1, 7, 2)
game.make_move(2, 1, 6, 1)
print game
game2 = GameState.fromString( game.serialization() )
print 'game2 %s' % (game)
print game2.get_player_name(1)
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