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GameState.py
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GameState.py
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import copy
from Constants import *
from Inventory import Inventory
from Building import Building
from Location import *
def addCoords(tuple1, tuple2):
if len(tuple1) != len(tuple2):
return None
else:
return tuple([tuple1[i] + tuple2[i] for i in range(0, len(tuple1))])
def subtractCoords(tuple1, tuple2):
if len(tuple1) != len(tuple2):
return None
else:
return tuple([tuple1[i] - tuple2[i] for i in range(0, len(tuple1))])
##
#GameState
#
#Description: The current state of the game.
#
#Variables:
# board - The game Board being used.
# inventories - A tuple containing the Inventory for each player.
# phase - The current phase of the game.
# whoseTurn - The ID of the Player who's turn it currently is.
##
class GameState(object):
##
#__init__
#Description: Creates a new GameState
#
#Parameters:
# inputBoard - The Board to be used by the GameState (Board)
# inputInventories - A tuple containing the Inventory for each player as
# well as a third inventory for grass and food: (Inventory, Inventory, Inventory)
# inputPhase - The phase of the game (int)
# inputTurn - The ID of the Player who's turn it is (int)
##
def __init__(self, inputBoard, inputInventories, inputPhase, inputTurn):
self.board = inputBoard
self.inventories = inputInventories
self.phase = inputPhase
self.whoseTurn = inputTurn
##
#coordLookup
#Description: Returns the appropriate coordinates for the given
# player to allow both players to play from top of the board.
#
#Return: Correct coordinate location for player
##
def coordLookup(self, coords, playerId):
if coords == None or playerId == None:
return None
if playerId == PLAYER_ONE:
return coords
else:
return (BOARD_LENGTH - 1 - coords[0], BOARD_LENGTH - 1 - coords[1])
##
#flipBoard
#Description: Flips the board (so Player Two sees self on top side)
#
##
def flipBoard(self):
for col in self.board:
col.reverse()
self.board.reverse()
for inv in self.inventories:
for ant in inv.ants:
ant.coords = self.coordLookup(ant.coords, PLAYER_TWO)
for constr in inv.constrs:
constr.coords = self.coordLookup(constr.coords, PLAYER_TWO)
##
#clearConstrs
#Description: Clears the board of all constructions (so Player Two doesn't see Player One's setup)
#
##
def clearConstrs(self):
for col in self.board:
for loc in col:
loc.constr = None
##
#clone
#Description: Returns a deep copy of itself
#
#Return: The GameState identical to the original
##
def clone(self):
newBoard = []
ants1 = []
ants2 = []
cons1 = []
cons2 = []
cons3 = []
food1 = self.inventories[PLAYER_ONE].foodCount
food2 = self.inventories[PLAYER_TWO].foodCount
for col in xrange(0,len(self.board)):
newBoard.append([])
for row in xrange(0,len(self.board)):
newLoc = self.board[col][row].clone()
newBoard[col].append(newLoc)
#Organize constructions into inventories
if newLoc.constr != None and type(newLoc.constr) is Building and newLoc.constr.player == PLAYER_ONE:
cons1.append(newLoc.constr)
elif newLoc.constr != None and type(newLoc.constr) is Building and newLoc.constr.player == PLAYER_TWO:
cons2.append(newLoc.constr)
#Organize ants into inventories
if newLoc.ant != None and newLoc.ant.player == PLAYER_ONE:
ants1.append(newLoc.ant)
elif newLoc.ant != None and newLoc.ant.player == PLAYER_TWO:
ants2.append(newLoc.ant)
for constr in self.inventories[NEUTRAL].constrs:
cons3.append(constr.clone())
newInventories = [Inventory(PLAYER_ONE, ants1, cons1, food1),
Inventory(PLAYER_TWO, ants2, cons2, food2),
Inventory(NEUTRAL, [], cons3, 0) ]
return GameState(newBoard, newInventories, self.phase, self.whoseTurn)
##
#fastclone
#
#Description: Returns a deep copy of itself *without* a board (which is set
# to None). Omitting the board makes the clone run much faster and, if
# necessary, the board can be reconstructed from the inventories.
#
#Return: a GameState object _almost_ identical to the original
##
def fastclone(self):
newBoard = None
#For speed, preallocate the lists at their eventual size
ants1 = [ None ] * len(self.inventories[PLAYER_ONE].ants)
ants2 = [ None ] * len(self.inventories[PLAYER_TWO].ants)
cons1 = [ None ] * len(self.inventories[PLAYER_ONE].constrs)
cons2 = [ None ] * len(self.inventories[PLAYER_TWO].constrs)
cons3 = [ None ] * len(self.inventories[NEUTRAL].constrs)
antIndex1 = 0
antIndex2 = 0
conIndex1 = 0
conIndex2 = 0
conIndex3 = 0
#clone all the entries in the inventories
for ant in self.inventories[PLAYER_ONE].ants:
ants1[antIndex1] = ant.clone()
antIndex1 += 1
for ant in self.inventories[PLAYER_TWO].ants:
ants2[antIndex2] = ant.clone()
antIndex2 += 1
for constr in self.inventories[PLAYER_ONE].constrs:
cons1[conIndex1] = constr.clone()
conIndex1 += 1
for constr in self.inventories[PLAYER_TWO].constrs:
cons2[conIndex2] = constr.clone()
conIndex2 += 1
for constr in self.inventories[NEUTRAL].constrs:
cons3[conIndex3] = constr.clone()
conIndex3 += 1
#clone the list of inventory objects
food1 = self.inventories[PLAYER_ONE].foodCount
food2 = self.inventories[PLAYER_TWO].foodCount
newInventories = [ Inventory(PLAYER_ONE, ants1, cons1, food1),
Inventory(PLAYER_TWO, ants2, cons2, food2),
Inventory(NEUTRAL, [], cons3, 0) ]
return GameState(newBoard, newInventories, self.phase, self.whoseTurn)