code clean-up

This commit is contained in:
Christoffer Müller Madsen 2018-02-07 16:09:09 +01:00
parent d7b1e1e5dd
commit 09a006ae99

View File

@ -20,63 +20,73 @@ class Board:
def get_state(self):
return self.state
def switch(self,cur):
return -1 * cur
# Remember to handle edge case when we're on the last moves and you may go
# from position 22 -> 24 on a 6, if you have no pieces behind 22. Simply
# check if any are behind if you're circle or if any are higher if you are
# X, then it can be allowed.
# Also, the check_move will also fail when you're attempting to leave a
# jail. A fix of this is of course to check if the from_idx = jail and if so,
# bar. A fix of this is of course to check if the from_idx = bar and if so,
# allow some extra stuff!
def check_move(self, move, sym, roll):
# TODO: write tests
# FIXME: make sure to disallow backwards movement
# TODO: implement double roll feature (4 dice if dice are equal)
# TODO: implement moving checkers into home (bearing off)
# TODO: handle barring in a more elengant way
# TODO: allow bearing off with non-exact die roll if this is only possible
# move
def check_move(self, move, player, roll):
from_idx = int(move[0])
to_idx = int(move[1])
to_state = self.state[to_idx]
from_state = self.state[from_idx]
if from_idx == 26:
from_idx = 1
roll -= 1
elif from_idx == 27:
from_idx = 24
roll -= 1
if (from_idx < 1 or from_idx > 24) or (to_idx < 1 or to_idx > 24):
if not (1 <= from_idx <= 24 and
1 <= to_idx <= 24):
return False
elif ( abs( from_idx - to_idx ) != roll ):
return False
elif ((self.state[to_idx] * sym >= 0 or self.state[to_idx] == 0) or (self.state[to_idx] * self.switch(sym) == 1)) and self.state[from_idx] * sym >= 1:
elif (from_state * player >= 1 and # Is moving player's own checker?
(to_state * player >= 0 or # Is 'to' empty or has player's own checkers?
to_state * -player == 1)): # Can opponent checker be hit?
return True
def find_pieces_for_player(self,sym):
def find_pieces_for_player(self, player):
idxs = []
for idx, pip in enumerate(self.state):
if pip * sym >= 1:
if pip * player >= 1:
idxs.append(idx)
return idxs
def is_winner(self,sym):
def is_winner(self, player):
for i in range(1,25):
if sym * self.state[i] > 0:
if player * self.state[i] > 0:
return False
return True
def find_legal_moves(self,sym,roll):
def find_legal_moves(self, player, roll):
# Find all pips with things on them belonging to the player
# Iterate through each index and check if it's a possible move given the roll
# If player is O, then check for idx + roll
# If player is X, then check for idx - roll
# Rewrite this, it's shit.
idxs_with_thing = self.find_pieces_for_player(sym)
idxs_with_thing = self.find_pieces_for_player(player)
legal_moves = []
for index in idxs_with_thing:
from_idx = index
to_idx = index+(roll*sym)
if self.check_move([from_idx,to_idx], sym, roll):
to_idx = index+(roll*player)
if self.check_move([from_idx,to_idx], player, roll):
legal_moves.append([from_idx,to_idx])
return legal_moves
@ -98,21 +108,22 @@ class Board:
------------------------------------------------------------
""".format(*temp)
def move_to_jail(self,sym):
if sym == 1:
self.state[26] += sym
def move_to_bar(self, to_idx):
# Find the owner of the hit checker
player = self.state[to_idx]
# FIXME: find better bar solution
if player == 1:
self.state[26] += player
else:
self.state[27] += sym
self.state[27] += player
def move_thing(self, cur_sym, from_idx, to_idx):
self.state[from_idx] -= cur_sym
if self.state[to_idx] * cur_sym <= -1:
self.move_to_jail(self.switch(cur_sym))
self.state[to_idx] = 0
self.state[to_idx] += cur_sym
def move_thing(self, player, from_idx, to_idx):
self.state[from_idx] -= player
if self.state[to_idx] * player == -1:
self.move_to_bar(to_idx)
self.state[to_idx] += player