-
Notifications
You must be signed in to change notification settings - Fork 1
/
Game.py
1619 lines (1433 loc) · 71.7 KB
/
Game.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
import os, re, sys, math, multiprocessing, time, random
import HumanPlayer
from UserInterface import *
from Construction import *
from Constants import *
from GameState import *
from Inventory import *
from Building import *
from Location import *
from Ant import *
from Move import *
##
#Game
#Description: Keeps track of game logic and manages the play loop.
##
class Game(object):
##
#__init__
#Description: Initializes the game's attributes and UI.
#
##
def __init__(self):
#Initialize the game variables
self.players = []
self.initGame()
#Initializes the UI variables
self.ui = UserInterface((865,695))
self.initUI()
#Initializes tournament mode variables
self.playerScores = [] # [[author,wins,losses], ...]
self.gamesToPlay = [] #((p1.id, p2.id), numGames)
self.numGames = None
#debug mode allows initial setup in human vs. AI to be automated
self.debugMode = False
self.randomSetup = False
##
#processCommandLine
#
# parses the command line arguments and configures the game
# appropriately. Currently only "debug" arguments are supported. In this
# format:
# python Game.py debug [<myAIName>] [random]
def processCommandLine(self):
#process command line arguments
if (len(sys.argv) > 1):
#player wants to go straight to AI vs. Human for a
#specific AI
if sys.argv[1] == "debug":
self.debugMode = True
self.humanPathCallback() #press the "Human vs. AI" button
#AI name should be specified as second command line arg
index = -1
if (len(sys.argv) > 2):
ainame = sys.argv[2]
for player in self.players:
if ainame == player[0].author:
index = self.players.index(player)
break
if (index < 0):
print "ERROR: AI '" + ainame + "' not found."
print "Please specify one of the following:"
for player in self.players[1:]:
print ' "' + player[0].author + '"'
return
#select the specified AI and click "Submit"
self.checkBoxClickedCallback(index)
self.submitClickedCallback()
self.startGameCallback()
#User may specify "random" as third argument to get a
#random layout.
if (len(sys.argv) > 3) and (sys.argv[3] == "random"):
self.randomSetup = True
##
#start
#Description: Runs the main game loop, requesting turns for each player.
# This loop runs until the user exits the game.
#
##
def start(self):
self.processCommandLine()
while True:
#Determine current chosen game mode. Enter different execution paths
#based on the mode, which must be chosen by clicking a button.
self.ui.drawBoard(self.state, self.mode)
if not self.errorNotify:
if self.mode == None:
self.ui.notify("Please select a game mode.")
elif not self.ui.choosingAIs and self.state.phase == MENU_PHASE:
self.ui.notify("Please start the game.")
#player has clicked start game so enter game loop
if self.state.phase != MENU_PHASE:
#clear notifications
self.ui.notify("")
self.runGame()
self.resolveEndGame()
##
# runGame
#
# Description: the main game loop
#
# ToDo: This method is way too large and needs to be broken up
#
##
def runGame(self):
#build a list of things to place for player 1 in setup phase 1
#1 anthill/queen, 1 tunnel/worker, 9 obstacles
constrsToPlace = []
constrsToPlace += [Building(None, ANTHILL, PLAYER_ONE)]
constrsToPlace += [Building(None, TUNNEL, PLAYER_ONE)]
constrsToPlace += [Construction(None, GRASS) for i in xrange(0,9)]
while not self.gameOver:
if self.state.phase == MENU_PHASE:
#if we are in menu phase at this point, a reset was requested so break
break
else:
#create a copy of the state to share with the player
theState = self.state.clone()
#if the player is player two, flip the board
if theState.whoseTurn == PLAYER_TWO:
theState.flipBoard()
if self.state.phase == SETUP_PHASE_1 or self.state.phase == SETUP_PHASE_2:
currentPlayer = self.currentPlayers[self.state.whoseTurn]
if type(currentPlayer) is HumanPlayer.HumanPlayer:
if constrsToPlace[0].type == ANTHILL:
self.ui.notify("Place anthill on your side.")
elif constrsToPlace[0].type == TUNNEL:
self.ui.notify("Place tunnel on your side.")
elif constrsToPlace[0].type == GRASS:
self.ui.notify("Place grass on your side.")
elif constrsToPlace[0].type == FOOD:
self.ui.notify("Place food on enemy's side.")
#clear targets list as anything on list been processed on last loop
targets = []
#do auto-random setup for human player if required
if (self.randomSetup) and (type(currentPlayer) is HumanPlayer.HumanPlayer):
if (constrsToPlace[0].type != FOOD):
coord = (random.randint(0,9), random.randint(0,3))
if (self.state.board[coord[0]][coord[1]].constr == None):
targets.append(coord)
elif (constrsToPlace[0].type == FOOD):
coord = (random.randint(0,9), random.randint(6,9))
if (self.state.board[coord[0]][coord[1]].constr == None):
targets.append(coord)
#hide the 1st player's set anthill and grass placement from the 2nd player
if theState.whoseTurn == PLAYER_TWO and self.state.phase == SETUP_PHASE_1:
theState.clearConstrs()
#get the placement from the player
targets += currentPlayer.getPlacement(theState)
#only want to place as many targets as constructions to place
if len(targets) > len(constrsToPlace):
targets = targets[:len(constrsToPlace)]
validPlace = self.isValidPlacement(constrsToPlace, targets)
if validPlace:
for target in targets:
#translate coords to match player
target = self.state.coordLookup(target, self.state.whoseTurn)
#get construction to place
constr = constrsToPlace.pop(0)
#give constr its coords
constr.coords = target
#put constr on board
self.state.board[target[0]][target[1]].constr = constr
if constr.type == ANTHILL or constr.type == TUNNEL:
#update the inventory
self.state.inventories[self.state.whoseTurn].constrs.append(constr)
else: #grass and food
self.state.inventories[NEUTRAL].constrs.append(constr)
#if AI mode, pause to observe move until next or continue is clicked
self.pauseForAIMode()
if self.state.phase == MENU_PHASE:
#if we are in menu phase at this point, a reset was requested so we need to break the game loop.
break
if not constrsToPlace:
constrsToPlace = []
if self.state.phase == SETUP_PHASE_1:
if self.state.whoseTurn == PLAYER_ONE:
constrsToPlace += [Building(None, ANTHILL, PLAYER_TWO)]
constrsToPlace += [Building(None, TUNNEL, PLAYER_TWO)]
constrsToPlace += [Construction(None, GRASS) for i in xrange(0,9)]
elif self.state.whoseTurn == PLAYER_TWO:
constrsToPlace += [Construction(None, FOOD) for i in xrange(0,2)]
self.state.phase = SETUP_PHASE_2
elif self.state.phase == SETUP_PHASE_2:
if self.state.whoseTurn == PLAYER_ONE:
constrsToPlace += [Construction(None, FOOD) for i in xrange(0,2)]
elif self.state.whoseTurn == PLAYER_TWO:
#if we're finished placing, add in queens and move to play phase
p1inventory = self.state.inventories[PLAYER_ONE]
p2inventory = self.state.inventories[PLAYER_TWO]
#get anthill coords
p1AnthillCoords = p1inventory.constrs[0].coords
p2AnthillCoords = p2inventory.constrs[0].coords
#get tunnel coords
p1TunnelCoords = p1inventory.constrs[1].coords
p2TunnelCoords = p2inventory.constrs[1].coords
#create queen and worker ants
p1Queen = Ant(p1AnthillCoords, QUEEN, PLAYER_ONE)
p2Queen = Ant(p2AnthillCoords, QUEEN, PLAYER_TWO)
p1Worker = Ant(p1TunnelCoords, WORKER, PLAYER_ONE)
p2Worker = Ant(p2TunnelCoords, WORKER, PLAYER_TWO)
#put ants on board
self.state.board[p1Queen.coords[0]][p1Queen.coords[1]].ant = p1Queen
self.state.board[p2Queen.coords[0]][p2Queen.coords[1]].ant = p2Queen
self.state.board[p1Worker.coords[0]][p1Worker.coords[1]].ant = p1Worker
self.state.board[p2Worker.coords[0]][p2Worker.coords[1]].ant = p2Worker
#add the queens to the inventories
p1inventory.ants.append(p1Queen)
p2inventory.ants.append(p2Queen)
p1inventory.ants.append(p1Worker)
p2inventory.ants.append(p2Worker)
#give the players the initial food
p1inventory.foodCount = 1
p2inventory.foodCount = 1
#change to play phase
self.ui.notify("")
self.state.phase = PLAY_PHASE
#change player turn in state
self.state.whoseTurn = (self.state.whoseTurn + 1) % 2
else:
if not type(currentPlayer) is HumanPlayer.HumanPlayer:
#cause current player to lose game because AIs aren't allowed to make mistakes.
self.error(INVALID_PLACEMENT, targets)
break
elif validPlace != None:
self.ui.notify("Invalid placement.")
self.errorNotify = True
elif self.state.phase == PLAY_PHASE:
currentPlayer = self.currentPlayers[self.state.whoseTurn]
#display instructions for human player
if type(currentPlayer) is HumanPlayer.HumanPlayer:
#An error message is showing
if not self.errorNotify:
#nothing selected yet
if not currentPlayer.coordList:
self.ui.notify("Select an ant or building.")
#ant selected
elif not self.state.board[currentPlayer.coordList[0][0]][currentPlayer.coordList[0][1]].ant == None:
self.ui.notify("Select move for ant.")
#Anthill selected
elif not self.state.board[currentPlayer.coordList[0][0]][currentPlayer.coordList[0][1]].constr == None:
self.ui.notify("Select an ant type to build.")
else:
self.ui.notify("")
#get the move from the current player in a separate
#process so that we can time it out
move = currentPlayer.getMove(theState)
if move != None and move.coordList != None:
for i in xrange(0,len(move.coordList)):
#translate coords of move to match player
move.coordList[i] = self.state.coordLookup(move.coordList[i], self.state.whoseTurn)
#make sure it's a valid move
validMove = self.isValidMove(move)
#complete the move if valid
if validMove:
#check move type
if move.moveType == MOVE_ANT:
startCoord = move.coordList[0]
endCoord = move.coordList[-1]
#take ant from start coord
antToMove = self.state.board[startCoord[0]][startCoord[1]].ant
#change ant's coords and hasMoved status
antToMove.coords = (endCoord[0], endCoord[1])
antToMove.hasMoved = True
#remove ant from location
self.state.board[startCoord[0]][startCoord[1]].ant = None
#put ant at last loc in coordList
self.state.board[endCoord[0]][endCoord[1]].ant = antToMove
#clear all highlights after move happens
self.ui.coordList = []
#if AI mode, pause to observe move until next or continue is clicked
self.pauseForAIMode()
if self.state.phase == MENU_PHASE:
#if we are in menu phase at this point, a reset was requested so we need to break the game loop.
break
#check and take action for attack
self.resolveAttack(antToMove, currentPlayer)
if self.state.phase == MENU_PHASE:
#if we are in menu phase at this point, a reset was requested so we need to break the game loop.
break
#clear all highlights after attack happens
self.ui.coordList = []
self.ui.attackList = []
elif move.moveType == BUILD:
coord = move.coordList[0]
currentPlayerInv = self.state.inventories[self.state.whoseTurn]
#subtract the cost of the item from the player's food count
if move.buildType == TUNNEL:
currentPlayerInv.foodCount -= CONSTR_STATS[move.buildType][BUILD_COST]
tunnel = Building(coord, TUNNEL, self.state.whoseTurn)
self.state.board[coord[0]][coord[1]].constr = tunnel
else:
currentPlayerInv.foodCount -= UNIT_STATS[move.buildType][COST]
ant = Ant(coord, move.buildType, self.state.whoseTurn)
ant.hasMoved = True
self.state.board[coord[0]][coord[1]].ant = ant
self.state.inventories[self.state.whoseTurn].ants.append(ant)
#if AI mode, pause to observe move until next or continue is clicked
self.pauseForAIMode()
if self.state.phase == MENU_PHASE:
#if we are in menu phase at this point, a reset was requested so we need to break the game loop.
break
#clear all highlights after build
self.ui.coordList = []
elif move.moveType == END:
#take care of end of turn business for ants and contructions
for ant in self.state.inventories[self.state.whoseTurn].ants:
constrUnderAnt = self.state.board[ant.coords[0]][ant.coords[1]].constr
if constrUnderAnt != None:
#if constr is enemy's and ant hasnt moved, affect capture health of buildings
if type(constrUnderAnt) is Building and not ant.hasMoved and not constrUnderAnt.player == self.state.whoseTurn:
constrUnderAnt.captureHealth -= 1
if constrUnderAnt.captureHealth == 0 and constrUnderAnt.type != ANTHILL:
constrUnderAnt.player = self.state.whoseTurn
constrUnderAnt.captureHealth = CONSTR_STATS[constrUnderAnt.type][CAP_HEALTH]
#have all worker ants on food sources gather food
elif constrUnderAnt.type == FOOD and ant.type == WORKER:
ant.carrying = True
#deposit carried food (only workers carry)
elif (constrUnderAnt.type == ANTHILL or constrUnderAnt.type == TUNNEL) and ant.carrying == True:
self.state.inventories[self.state.whoseTurn].foodCount += 1
ant.carrying = False
#reset hasMoved on all ants of player
ant.hasMoved = False
#clear any currently highlighted squares
self.ui.coordList = []
#switch whose turn it is
self.state.whoseTurn = (self.state.whoseTurn + 1) % 2
#notify player which AI is acting
nextPlayerName = self.players[self.state.whoseTurn][0].author
self.ui.notify(nextPlayerName + "'s turn.")
#if AI mode, pause to observe move until next or continue is clicked
self.pauseForAIMode()
if self.state.phase == MENU_PHASE:
#if we are in menu phase at this point, a reset was requested so we need to break the game loop.
break
else:
#human can give None move, AI can't
if not type(currentPlayer) is HumanPlayer.HumanPlayer:
self.error(INVALID_MOVE, move)
break
elif validMove != None:
#if validMove is False and not None, clear move
currentPlayer.coordList = []
self.ui.coordList = []
#determine if if someone is a winner.
if self.hasWon(PLAYER_ONE):
self.setWinner(PLAYER_ONE)
elif self.hasWon(PLAYER_TWO):
self.setWinner(PLAYER_TWO)
#redraw the board periodically and check for user input
self.ui.drawBoard(self.state, self.mode)
#end game loop
def resolveEndGame(self):
if self.state.phase != MENU_PHASE:
#check mode for appropriate response to game over
if self.mode == HUMAN_MODE:
self.state.phase = MENU_PHASE
#notify the user of the winner
if self.winner == PLAYER_ONE:
self.ui.notify("You have won the game!")
else:
self.ui.notify("The AI has won the game!")
self.errorNotify = True
if self.mode == AI_MODE:
self.state.phase = MENU_PHASE
#notify the user of the winner
winnerName = self.players[self.winner][0].author
self.ui.notify(winnerName + " has won the game!")
self.errorNotify = True
elif self.mode == TOURNAMENT_MODE:
#adjust the count of games to play for the current pair
currentPairing = (self.currentPlayers[PLAYER_ONE].playerId, self.currentPlayers[PLAYER_TWO].playerId)
#give the new scores to the UI
self.ui.tournamentScores = self.playerScores
#adjust the wins and losses of players
self.playerScores[self.winner][1] += 1
self.playerScores[self.loser][2] += 1
#reset the game
self.initGame()
for i in range(0, len(self.gamesToPlay)):
#if we found the current pairing
if self.gamesToPlay[i][0] == currentPairing:
#mark off another game for the pairing
self.gamesToPlay[i][1] -= 1
#if the pairing has no more games, then remove it
if self.gamesToPlay[i][1] == 0:
self.gamesToPlay.remove(self.gamesToPlay[i])
break
if len(self.gamesToPlay) == 0:
#if no more games to play, reset tournament stuff
self.numGames = 0
self.playerScores = []
self.mode = TOURNAMENT_MODE
self.ui.tournamentInProgress = False
else:
#setup game to run again
self.mode = TOURNAMENT_MODE
self.state.phase = SETUP_PHASE_1
#get players from next pairing
playerOneId = self.gamesToPlay[0][0][0]
playerTwoId = self.gamesToPlay[0][0][1]
#set up new current players
self.currentPlayers.append(self.players[playerOneId][0])
self.currentPlayers.append(self.players[playerTwoId][0])
##
#setWinner
#Description: Given a current player ID (0 or 1), sets that player to be the winner of the current game.
#
#Parameters:
# id - the current player ID. (int)
##
def setWinner(self, id):
self.gameOver = True
self.winner = self.currentPlayers[id].playerId
self.loser = self.currentPlayers[(id + 1) % 2].playerId
#tell the players if they won or lost
self.currentPlayers[id].registerWin(True)
self.currentPlayers[(id + 1) % 2].registerWin(False)
##
#resolveAttack
#Description: Checks a player wants to attack and takes appropriate action.
#
#Parameters:
# attackingAnt - The Ant that has an available attack (Ant)
# currentPlayer - The Player whose turn it currently is (Player)
##
def resolveAttack(self, attackingAnt, currentPlayer):
#check if player wants to attack
validAttackCoords = []
opponentId = (self.state.whoseTurn + 1) % 2
range = UNIT_STATS[attackingAnt.type][RANGE]
for ant in self.state.inventories[opponentId].ants:
if self.isValidAttack(attackingAnt, ant.coords):
#keep track of valid attack coords (flipped for player two)
validAttackCoords.append(self.state.coordLookup(ant.coords, currentPlayer.playerId))
if validAttackCoords != []:
#give instruction to human player
if type(currentPlayer) is HumanPlayer.HumanPlayer:
self.ui.notify("Select ant to attack")
#players must attack if possible and we know at least one is valid
attackCoord = None
validAttack = False
#if a human player, let it know an attack is expected (to affect location clicked context)
if type(currentPlayer) is HumanPlayer.HumanPlayer:
#give the valid attack coords to the ui to highlight
self.ui.attackList = validAttackCoords
#set expecting attack for location clicked context
self.expectingAttack = True
#keep requesting coords until valid attack is given
while attackCoord == None or not validAttack:
#Draw the board again (to recognize user input inside loop)
self.ui.drawBoard(self.state, self.mode)
if self.state.phase == MENU_PHASE:
#if we are in menu phase at this point, a reset was requested so we need to break the game loop.
return
#Create a clone of the state to give to the player
theState = self.state.clone()
if theState.whoseTurn == PLAYER_TWO:
theState.flipBoard()
#get the attack from the player (flipped for player two)
attackCoord = self.state.coordLookup(currentPlayer.getAttack(theState, attackingAnt.clone(), validAttackCoords), currentPlayer.playerId)
#check for the move's validity
validAttack = self.isValidAttack(attackingAnt, attackCoord)
if not validAttack:
if not type(currentPlayer) is HumanPlayer.HumanPlayer:
#if an ai submitted an invalid attack, exit
self.error(INVALID_ATTACK, attackCoord)
break
else:
#if a human submitted an invalid attack, reset coordList
currentPlayer.coordList = []
#if we reached this point though loop, we must have a valid attack
#if a human player, let it know an attack is expected (to affect location clicked context)
if type(currentPlayer) is HumanPlayer.HumanPlayer:
self.expectingAttack = False
currentPlayer.coordList = []
#decrement ants health
attackedAnt = self.state.board[attackCoord[0]][attackCoord[1]].ant
attackedAnt.health -= UNIT_STATS[attackingAnt.type][ATTACK]
#check for dead ant
if attackedAnt.health <= 0:
#remove dead ant from board
self.state.board[attackCoord[0]][attackCoord[1]].ant = None
#remove dead ant from inventory
self.state.inventories[opponentId].ants.remove(attackedAnt)
#if AI mode, pause to observe attack until next or continue is clicked
self.pauseForAIMode()
##
#initGame
#Description: resets the game's attributes to their starting state
#
##
def initGame(self):
board = [[Location((col, row)) for row in xrange(0,BOARD_LENGTH)] for col in xrange(0,BOARD_LENGTH)]
p1Inventory = Inventory(PLAYER_ONE, [], [], 0)
p2Inventory = Inventory(PLAYER_TWO, [], [], 0)
neutralInventory = Inventory(NEUTRAL, [], [], 0)
self.state = GameState(board, [p1Inventory, p2Inventory, neutralInventory], MENU_PHASE, PLAYER_ONE)
self.currentPlayers = []
self.mode = None
self.errorNotify = False
self.gameOver = False
self.winner = None
self.loser = None
#Human vs AI mode
self.expectingAttack = False
#AI vs AI mode: used for stepping through moves
self.nextClicked = False
self.continueClicked = False
#Don't reset Tournament Mode's variables, might need to run more games
##
#initUI
#Description: resets the game's UI attributes to their starting state
#
##
def initUI(self):
self.ui.initAssets()
#UI Callback functions
self.ui.buttons['Start'][-1] = self.startGameCallback
self.ui.buttons['Tournament'][-1] = self.tourneyPathCallback
self.ui.buttons['Human vs AI'][-1] = self.humanPathCallback
self.ui.buttons['AI vs AI'][-1] = self.aiPathCallback
self.ui.humanButtons['Build'][-1] = self.buildClickedCallback
self.ui.humanButtons['End'][-1] = self.endClickedCallback
self.ui.aiButtons['Next'][-1] = self.nextClickedCallback
self.ui.aiButtons['Continue'][-1] = self.continueClickedCallback
self.ui.antButtons['Worker'][-1] = self.buildWorkerCallback
self.ui.antButtons['Drone'][-1] = self.buildDroneCallback
self.ui.antButtons['Soldier'][-1] = self.buildDSoldierCallback
self.ui.antButtons['Ranged Soldier'][-1] = self.buildISoldierCallback
self.ui.antButtons['None'][-1] = self.buildNothingCallback
self.ui.submitSelected['Submit AIs'][-1] = self.submitClickedCallback
self.ui.locationClicked = self.locationClickedCallback
self.ui.checkBoxClicked = self.checkBoxClickedCallback
self.ui.allAIs = self.players
##
#loadAIs
#Description: Loads the AIPlayers from the AI subdirectory into the game.
#
#Parameters:
# humanMode - a boolean value, if true then the IDs of he AI players are
# offset by 1 to account for the human player as player one.
##
def loadAIs(self, humanMode):
#Reset the player list in case some have been loaded already
self.players = []
self.ui.allAIs = self.players
#Attempt to load AIs. Exit gracefully if user trying to load weird stuff.
filesInAIFolder = os.listdir("AI")
#Change directory to AI subfolder so modules can be loaded (they won't load as filenames).
os.chdir('AI')
#Add current directory in python's import search order.
sys.path.insert(0, os.getcwd())
#Make player instances from all AIs in folder.
for file in filesInAIFolder:
if re.match(".*\.py$", file):
moduleName = file[:-3]
#Check to see if the file is already loaded.
temp = __import__(moduleName, globals(), locals(), [], -1)
#If the module has already been imported into this python instance, reload it.
if temp == None:
temp = reload(globals()[moduleName])
#Create an instance of Player from temp
self.players.append([temp.AIPlayer(-1), INACTIVE])
#Remove current directory from python's import search order.
sys.path.pop(0)
#Revert working directory to parent.
os.chdir('..')
#########################################
# # ##### # ##### ##### #### #####
# # # # # # # # # #
##### ### # ##### ### #### #####
# # # # # # # # #
# # ##### ##### # ##### # # #####
#########################################
##
# errorReport
#
# Description: Notifies the user of an invalid move. For AI
# players, this takes the form of a message on the console.
#
# Parameters:
# msg - the message to send
#
def errorReport(self, msg):
currentPlayer = self.currentPlayers[self.state.whoseTurn]
if type(currentPlayer) is HumanPlayer.HumanPlayer:
return
print msg
##
#isValidMove(Move)
#Description: Checks to see if the move is valid for the current player.
#
#Parameters:
# move - The Move to check (Move)
#
#Returns: None if no move is given, true if the given move is valid, or false if the given move is invalid
##
def isValidMove(self, move):
#check for no move
if move == None:
self.errorReport("ERROR: Invalid Move: " + str(move))
return None
#check that the move is well-formed typewise (tuples, ints, etc)
if type(move) != Move:
self.errorReport("ERROR: Invalid Move: " + str(move))
self.errorReport("ERROR: player did not supply an object of type 'Move'")
return False
if type(move.moveType) != int:
self.errorReport("ERROR: Invalid Move: " + str(move))
self.errorReport(" Move type must be an integer.")
return False
#for END type moves, lots we don't need to check
if move.moveType == END:
return True
if move.coordList == None or type(move.coordList) != list or len(move.coordList) == 0:
self.errorReport("ERROR: Invalid Move: " + str(move))
self.errorReport(" The coordinate list is empty!")
return False
index = 0
for coord in move.coordList:
if (type(coord) != tuple):
self.errorReport("ERROR: Invalid Move: " + str(move))
self.errorReport(" Coordinate at index " + str(index) + " is not a tuple.")
return False
if (len(coord) != 2):
self.errorReport("ERROR: Invalid Move: " + str(move))
self.errorReport(" Coordinate at index " + str(index) + " has " + str(len(coord)) + "entries instead of 2.")
return False
if (type(coord[0]) != int) or (type(coord[1]) != int):
self.errorReport("ERROR: Invalid Move: " + str(move))
self.errorReport(" Coordinate at index " + str(index) + " contains a value that is not an int.")
return False
index += 1
if type(move.buildType) != type(None) and type(move.buildType) != int:
return False
#for MOVE_ANT and BUILD type moves
if move.moveType == MOVE_ANT:
firstCoord = move.coordList[0]
#check valid start location (good coords and ant ownership)
if self.checkMoveStart(firstCoord):
#get ant to move
antToMove = self.state.board[firstCoord[0]][firstCoord[1]].ant
movePoints = UNIT_STATS[antToMove.type][MOVEMENT]
previousCoord = None
index = 0
for coord in move.coordList:
#if first runthough, need to set up previous coord
if previousCoord == None:
previousCoord = coord
continue
#if any to-coords are invalid, return invalid move
if not self.checkMovePath(previousCoord, coord):
self.errorReport("ERROR: Invalid Move: " + str(move))
self.errorReport(" Illegal movement path at index" + str(index))
return False
#subtract cost of loc from movement points
constrAtLoc = self.state.board[coord[0]][coord[1]].constr
if constrAtLoc == None or antToMove.type == DRONE:
movePoints -= 1
else:
movePoints -= CONSTR_STATS[constrAtLoc.type][MOVE_COST]
previousCoord = coord
index += 1
#Check for Queen ant trying to leave her territory
if (antToMove.type == QUEEN):
for coord in move.coordList:
if (coord[1] == BOARD_LENGTH / 2 - 1) \
or (coord[1] == BOARD_LENGTH / 2):
self.errorReport("ERROR: Invalid Move: " + str(move))
self.errorReport(" Queen ant may not leave her own territory")
return False
#within movement range and hasn't moved yet?
if (movePoints < 0):
self.errorReport("ERROR: Invalid Move: " + str(move))
self.errorReport(" Ant has insufficient movement points for this move")
return False
if antToMove.hasMoved:
self.errorReport("ERROR: Invalid Move: " + str(move))
self.errorReport(" Ant has already made a move this turn")
return False
else:
return True
elif move.moveType == BUILD:
#coord list must contain one point for build
if len(move.coordList) != 1:
self.errorReport("ERROR: Invalid Move: " + str(move))
self.errorReport(" for a BUILD move, the coordinate list should contain exactly 1 coordinate")
return False
buildCoord = move.coordList[0]
#check valid start location
if self.checkBuildStart(buildCoord):
#we're building either an ant or constr for sure
if self.state.board[buildCoord[0]][buildCoord[1]].ant == None:
#we know we're building an ant
buildCost = None
#check buildType for valid ant
if move.buildType == WORKER:
buildCost = UNIT_STATS[WORKER][COST]
elif move.buildType == DRONE:
buildCost = UNIT_STATS[DRONE][COST]
elif move.buildType == SOLDIER:
buildCost = UNIT_STATS[SOLDIER][COST]
elif move.buildType == R_SOLDIER:
buildCost = UNIT_STATS[R_SOLDIER][COST]
else:
self.errorReport("ERROR: Invalid Move: " + str(move))
self.errorReport(" the buildType must be one of: WORKER, DRONE, SOLDIER or R_SOLDIER.")
return False
#check the player has enough food
currFood = self.state.inventories[self.state.whoseTurn].foodCount
if currFood >= buildCost:
self.ui.notify("")
return True
else:
self.errorReport("ERROR: Invalid Move: " + str(move))
self.errorReport(" Player has " + str(currFood) + " food but needs " + str(buildCost) + " to build this ant")
self.ui.notify("Requires " + str(buildCost) + " food.")
self.errorNotify = True
return False
else:
#we know we're building a construction
adjacentCoords = []
adjacentCoords.append(addCoords(buildCoord, (0, -1)))
adjacentCoords.append(addCoords(buildCoord, (0, 1)))
adjacentCoords.append(addCoords(buildCoord, (-1, 0)))
adjacentCoords.append(addCoords(buildCoord, (1, 0)))
#check that there's no food in adjacent locations
for aCoord in adjacentCoords:
if aCoord[0] >= 0 and aCoord[0] < 10 and aCoord[1] >= 0 and aCoord[1] < 10:
if (self.state.board[aCoord[0]][aCoord[1]].constr != None and
self.state.board[aCoord[0]][aCoord[1]].constr.type == FOOD):
self.errorReport("ERROR: Invalid Move: " + str(move))
self.errorReport(" Cannot tunnel build next to food.")
self.ui.notify("Cannot tunnel build next to food.")
self.errorNotify = True
return False
buildCost = CONSTR_STATS[TUNNEL][BUILD_COST]
if self.state.inventories[self.state.whoseTurn].foodCount >= buildCost:
self.ui.notify("")
return True
else:
self.ui.notify("Requires "+ str(buildCost) + " food.")
self.errorNotify = True
self.errorReport("ERROR: Invalid Move: " + str(move))
self.errorReport(" Must have at least " + str(buildCost) + " food to build a tunnel.")
return False
else: #invalid build start
self.errorReport("ERROR: Invalid Move: " + str(move))
self.errorReport(" Build location invalid. Possible cause:")
loc = self.state.board[buildCoord[0]][buildCoord[1]]
if loc.ant == None: #building ant
self.errorReport(" - Anthill does not belong to current player")
else:
if (move.buildType != TUNNEL):
self.errorReport(" - Anthill is already occupied")
elif (loc.ant.hasMoved):
self.errorReport(" - Worker ant has already moved this turn")
else:
self.errorReport(" - Worker ant does not belong to current player")
else:
#invalid numeric move type
return False
##
#isValidPlacement
#Description: Checks that the given placement of Constructions is valid
#
#Paramters:
# items - The items to place (Construction[])
# targets - A list of the coordinates to place the items at ((int,int)[])
#
#Returns None if no target is given, true if it is a valid placement, or false if it is an invalid placement
##
def isValidPlacement(self, items, targets):
#check for well-formed input of targets (from players)
if type(targets) == type(None) or type(targets) != list:
return False
#If no target, return None (human vs ai caught by caller)
if len(targets) == 0:
return None
for coord in targets:
if not self.isValidCoord(coord):
return False
for i in range(0, len(targets)):
#Nobody can place in the center two rows of the board or on their opponents side
#check item type
if items[i].type == ANTHILL or items[i].type == TUNNEL or items[i].type == GRASS:
#check targets[i] is within proper boundaries y-wise
#must be on own side
if not self.isInHomeTerritory(targets[i]):
return False
#check item type
elif items[i].type == FOOD:
#check targets[i] is within proper boundaries y-wise
#must be on opponent's side
if not self.isInEnemyTerritory(targets[i]):
return False
else:
#I don't know what this type is.
return False
#change target to access appropriate players locations
aTarget = self.state.coordLookup(targets[i], self.state.whoseTurn)
#make sure nothing is there yet
if not self.state.board[aTarget[0]][aTarget[1]].constr == None:
return False
return True
##
#isValidAttack
#Description: Determines whether the attack with the given parameters is valid
# Attacking ant is assured to exist and belong to the player whose turn it is
#
#Parameters:
# attackingAnt - The Ant that is attacking (Ant)
# attackCoord - The coordinates of the Ant that is being attacked ((int,int))
#
#Returns: None if there is no attackCoord, true if valid attack, or false if invalid attack
##
def isValidAttack(self, attackingAnt, attackCoord):
if attackCoord == None:
return None
#check for well-formed input from players
if not self.isValidCoord(attackCoord):
return False
attackLoc = self.state.board[attackCoord[0]][attackCoord[1]]
if attackLoc.ant == None or attackLoc.ant.player == attackingAnt.player:
return False
#we know we have an enemy ant
range = UNIT_STATS[attackingAnt.type][RANGE]
diffX = abs(attackingAnt.coords[0] - attackCoord[0])
diffY = abs(attackingAnt.coords[1] - attackCoord[1])
#pythagoras would be proud
if range ** 2 >= diffX ** 2 + diffY ** 2:
#return True if within range
return True
else:
return False
##
#isValidCoord
#Description: Retruns whether this coord represents a valid board location.
#
#Parameters:
# coord - The coord to be checked trying to be checked ((int, int))
#
#Returns: True if the coordinate is between (0,0) and (9,9)
##
def isValidCoord(self, coord):
#check for well-formed coord
if type(coord) != tuple or len(coord) != 2 or type(coord[0]) != int or type(coord[1]) != int:
return False
#check boundaries
if coord[0] < 0 or coord[1] < 0 or coord[0] >= BOARD_LENGTH or coord[1] >= BOARD_LENGTH:
return False
return True
##
# isInHomeTerritory
#
# Description: determines whether the position is in the player's
# home territory
#
# Parameters:
# coord - The coord to be checked trying to be checked ((int, int))
#
# Returns: True if it is and False otherwise
#
##
def isInHomeTerritory(self, coord):
if not self.isValidCoord(coord):
return False
if not (coord[1] >= 0 and coord[1] < BOARD_LENGTH / 2 - 1):
return False
return True
##
# isInEnemyTerritory
#
# Description: determines whether the position is in the player's
# enemy's territory
#
# Parameters:
# coord - The coord to be checked trying to be checked ((int, int))
#
# Returns: True if it is and False otherwise
#
##
def isInEnemyTerritory(self, coord):
if not self.isValidCoord(coord):