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pyramid.py
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"""Skeleton for Pyramid game
The code below is still the same as for Rock-Paper-Scissors.
Modify to implement the Pyramid game.
"""
from db_sqlite import Game
class Pyramid(Game):
movesremaining=[[('0', '0'), ('1', '1'), ('2', '2'), ('3', '3'), ('4', '4'), ('5', '5')],[('0', '0'), ('1', '1'), ('2', '2'), ('3', '3'), ('4', '4'), ('5', '5')], [('0', '0'), ('1', '1'), ('2', '2'), ('3', '3'), ('4', '4'), ('5', '5')]]
def valid_moves(self, username):
"""Return list of pairs with valid moves for this player and how to display them.
For example [('r', 'Rock'), ('p', 'Paper'), ('s', 'Scissors')]
:param username: The moves valid for this user
:return: List of pairs
"""
index = self.player_index(username)
return self.movesremaining[index]
def add_player_move(self, username, move):
"""Add a new move by a player to the game.
:param username: Username of player who moves
:param move: One of the strings 'r', 'p', 's'
"""
# Discard move if Game not in play (i.e. state != 1), or the move is not r(ock), p(aper) or s(cissors)
if self.state != 1 or move not in ('0', '1', '2', '3', '4', '5'):
return
# Find the index (position) of this player in the list of players in the game.
# In the case of RPS games this value will be 0 or 1 since RPS always has 2 players.
index = self.player_index(username)
#print("Index :" + str(index))
for i in range(len(self.movesremaining[index])):
#print("Length:"+ str(len(self.movesremaining[index])))
if str(move) == self.movesremaining[index][i][0]:
#print("Removing:"+ str(i))
self.movesremaining[index].remove(self.movesremaining[index][i])
break
# If there are no game rounds yet, or the last one is complete
if not self.turns or not [None for m in self.turns[-1] if m is None]: # No turns or last complete
new_turn = [None] * len(self.players)
new_turn[index] = move
self.turns.append(new_turn)
self.save_game_state()
# If opponent(s) moved in last round but user has not
elif self.turns[-1][index] is None:
last_turn = self.turns[-1]
last_turn[index] = move
# Check if turn is complete and if so calculate scores
print("goal: " + str(self.goal))
if not [None for m in last_turn if m is None]:
rows = len(self.movesremaining[0])
print("rows: " + str(rows))
if last_turn[0] == last_turn[1] and last_turn[0] == last_turn[2]:
self.players[0]['score'] += 1
self.save_score_for_player(0)
if rows == 0:
self.set_game_over()
self.players[1]['score'] += 1
self.save_score_for_player(1)
if rows == 0:
self.set_game_over()
self.players[2]['score'] += 1
self.save_score_for_player(2)
if rows == 0:
self.set_game_over()
elif last_turn[0] == last_turn[1] and last_turn[0] > last_turn[2]:
self.players[0]['score'] += 1
self.save_score_for_player(0)
if rows == 0:
self.set_game_over()
self.players[1]['score'] += 1
self.save_score_for_player(1)
if rows == 0:
self.set_game_over()
elif last_turn[1] == last_turn[2] and last_turn[1] > last_turn[0]:
self.players[1]['score'] += 1
self.save_score_for_player(1)
if rows == 0:
self.set_game_over()
self.players[2]['score'] += 1
self.save_score_for_player(2)
if rows == 0:
self.set_game_over()
elif last_turn[0] == last_turn[2] and last_turn[0] > last_turn[1]:
self.players[0]['score'] += 1
self.save_score_for_player(0)
if rows == 0:
self.set_game_over()
self.players[2]['score'] += 1
self.save_score_for_player(2)
if rows == 0:
self.set_game_over()
elif last_turn[0]>last_turn[1]:
if last_turn[0]>last_turn[2]:
self.players[0]['score'] += 2
self.save_score_for_player(0)
if rows == 0:
self.set_game_over()
else:
self.players[2]['score'] += 2
self.save_score_for_player(2)
if rows == 0:
self.set_game_over()
else:
if last_turn[1]>last_turn[2]:
self.players[1]['score'] += 2
self.save_score_for_player(1)
if rows == 0:
self.set_game_over()
else:
self.players[2]['score'] += 2
self.save_score_for_player(2)
if rows == 0:
self.set_game_over()
print("goal: " + str(self.goal))
self.save_game_state()
'''
if not [None for m in last_turn if m is None]:
if last_turn in (['5', '4'], ['5', '3'], ['5', '2'], ['5', '1'],['5', '0'], ['4', '3'], ['4', '2'], ['4', '1'], ['4', '0'], ['3', '2'], ['3', '1'], ['3', '0'], ['2', '1'], ['2', '0'], ['1', '0']):
self.players[0]['score'] += 1
self.save_score_for_player(0)
if self.players[0]['score'] == self.goal:
self.set_game_over()
elif last_turn in (['4', '5'], ['3', '5'], ['2', '5'], ['1', '5'], ['0', '5'], ['3', '4'], ['2', '4'], ['1', '4'], ['0', '4'], ['2', '3'], ['1', '3'], ['0', '3'], ['1', '2'], ['0', '2'], ['0', '1']):
self.players[1]['score'] += 1
self.save_score_for_player(1)
if self.players[1]['score'] == self.goal:
self.set_game_over()
self.save_game_state()
'''
def decorated_moves(self, username):
"""Return a list of moves with formatting information.
:param username: Player's username
:return: Formatted list of moves
"""
if not self.turns:
return []
last_turn = self.turns[-1]
if [None for m in last_turn if m is None]: # Everybody has not yet moved in last turn, it is incomplete
incomplete_last_turn = last_turn
complete_turns = self.turns[:-1]
else:
incomplete_last_turn = None
complete_turns = self.turns
translate = {'0': '0', '1': '1', '2': '2', '3':'3', '4':'4', '5':'5'}
decorated_turns = []
#index = self.player_index(username)
for turn in complete_turns:
if turn[0] == turn[1] == turn[2]:
decorated_turns.append([(translate[turn[0]], True), (translate[turn[1]], True), (translate[turn[2]], True)])
elif turn[0] == turn[1] and turn[0] > turn[2]:
decorated_turns.append([(translate[turn[0]], True), (translate[turn[1]], True), (translate[turn[2]], False)])
elif turn[1] == turn[2] and turn[1] > turn[0]:
decorated_turns.append([(translate[turn[0]], False), (translate[turn[1]], True), (translate[turn[2]], True)])
elif turn[0] == turn[2] and turn[0] > turn[1]:
decorated_turns.append([(translate[turn[0]], True), (translate[turn[1]], False), (translate[turn[2]], True)])
elif turn[0]>turn[1]:
if turn[0]>turn[2]:
decorated_turns.append([(translate[turn[0]], True), (translate[turn[1]], False), (translate[turn[2]], False)])
else:
decorated_turns.append([(translate[turn[0]], False), (translate[turn[1]], False), (translate[turn[2]], True)])
else:
if turn[1]>turn[2]:
decorated_turns.append([(translate[turn[0]], False), (translate[turn[1]], True), (translate[turn[2]], False)])
else:
decorated_turns.append([(translate[turn[0]], False), (translate[turn[1]], False), (translate[turn[2]], True)])
if incomplete_last_turn:
index = self.player_index(username)
decorated_last_turn = []
for i, m in enumerate(incomplete_last_turn):
if m is None:
decorated_last_turn.append(('', False))
elif i == index or incomplete_last_turn[index]:
decorated_last_turn.append((translate[m], False))
else:
decorated_last_turn.append(('?', False))
decorated_turns.append(decorated_last_turn)
return decorated_turns
# for turn in complete_turns:
# if turn in (['5', '4'], ['5', '3'], ['5', '2'], ['5', '1'],['5', '0'], ['4', '3'], ['4', '2'], ['4', '1'], ['4', '0'], ['3', '2'], ['3', '1'], ['3', '0'], ['2', '1'], ['2', '0'], ['1', '0']):
# decorated_turns.append([(translate[turn[0]], True), (translate[turn[1]], False)])
# elif turn in (['4', '5'], ['3', '5'], ['2', '5'], ['1', '5'], ['0', '5'], ['3', '4'], ['2', '4'], ['1', '4'], ['0', '4'], ['2', '3'], ['1', '3'], ['0', '3'], ['1', '2'], ['0', '2'], ['0', '1']):
# decorated_turns.append([(translate[turn[0]], False), (translate[turn[1]], True)])
# else:
# decorated_turns.append([(translate[turn[0]], False), (translate[turn[1]], False)])
def is_players_turn(self, username):
"""Check if it is player's turn.
:param username: Player's username
:return: boolean
"""
if self.state != 1: # Game not in play
return False
if not self.turns: # Nobody has made any moves yet
return True
latest_turn = self.turns[-1]
if not latest_turn[self.player_index(username)]: # User not yet moved in latest turn
return True
if not [None for m in latest_turn if m is None]: # Latest turn is complete, start new turn
return True