code clean-up
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d7b1e1e5dd
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09a006ae99
77
board.py
77
board.py
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@ -14,69 +14,79 @@ class Board:
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0, -3, 0, 0, 0, 5,
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-5, 0, 0, 0, 3, 0,
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5, 0, 0, 0, 0, -2,
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0, 0, 0]
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0, 0, 0 ]
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def get_state(self):
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return self.state
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def switch(self,cur):
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return -1 * cur
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# Remember to handle edge case when we're on the last moves and you may go
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# from position 22 -> 24 on a 6, if you have no pieces behind 22. Simply
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# check if any are behind if you're circle or if any are higher if you are
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# X, then it can be allowed.
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# Also, the check_move will also fail when you're attempting to leave a
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# jail. A fix of this is of course to check if the from_idx = jail and if so,
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# bar. A fix of this is of course to check if the from_idx = bar and if so,
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# allow some extra stuff!
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def check_move(self, move, sym, roll):
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from_idx = int(move[0])
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to_idx = int(move[1])
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# TODO: write tests
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# FIXME: make sure to disallow backwards movement
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# TODO: implement double roll feature (4 dice if dice are equal)
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# TODO: implement moving checkers into home (bearing off)
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# TODO: handle barring in a more elengant way
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# TODO: allow bearing off with non-exact die roll if this is only possible
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# move
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def check_move(self, move, player, roll):
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from_idx = int(move[0])
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to_idx = int(move[1])
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to_state = self.state[to_idx]
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from_state = self.state[from_idx]
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if from_idx == 26:
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from_idx = 1
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roll -= 1
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elif from_idx == 27:
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from_idx = 24
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roll -= 1
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if (from_idx < 1 or from_idx > 24) or (to_idx < 1 or to_idx > 24):
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if not (1 <= from_idx <= 24 and
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1 <= to_idx <= 24):
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return False
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elif (abs(from_idx - to_idx) != roll):
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elif ( abs( from_idx - to_idx ) != roll ):
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return False
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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:
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elif (from_state * player >= 1 and # Is moving player's own checker?
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(to_state * player >= 0 or # Is 'to' empty or has player's own checkers?
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to_state * -player == 1)): # Can opponent checker be hit?
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return True
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def find_pieces_for_player(self,sym):
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def find_pieces_for_player(self, player):
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idxs = []
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for idx, pip in enumerate(self.state):
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if pip * sym >= 1:
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if pip * player >= 1:
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idxs.append(idx)
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return idxs
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def is_winner(self,sym):
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def is_winner(self, player):
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for i in range(1,25):
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if sym * self.state[i] > 0:
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if player * self.state[i] > 0:
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return False
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return True
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def find_legal_moves(self,sym,roll):
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def find_legal_moves(self, player, roll):
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# Find all pips with things on them belonging to the player
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# Iterate through each index and check if it's a possible move given the roll
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# If player is O, then check for idx + roll
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# If player is X, then check for idx - roll
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# Rewrite this, it's shit.
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idxs_with_thing = self.find_pieces_for_player(sym)
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idxs_with_thing = self.find_pieces_for_player(player)
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legal_moves = []
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for index in idxs_with_thing:
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from_idx = index
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to_idx = index+(roll*sym)
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if self.check_move([from_idx,to_idx], sym, roll):
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to_idx = index+(roll*player)
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if self.check_move([from_idx,to_idx], player, roll):
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legal_moves.append([from_idx,to_idx])
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return legal_moves
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@ -98,21 +108,22 @@ class Board:
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------------------------------------------------------------
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""".format(*temp)
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def move_to_jail(self,sym):
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if sym == 1:
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self.state[26] += sym
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def move_to_bar(self, to_idx):
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# Find the owner of the hit checker
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player = self.state[to_idx]
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# FIXME: find better bar solution
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if player == 1:
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self.state[26] += player
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else:
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self.state[27] += sym
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self.state[27] += player
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def move_thing(self, cur_sym, from_idx, to_idx):
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self.state[from_idx] -= cur_sym
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if self.state[to_idx] * cur_sym <= -1:
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self.move_to_jail(self.switch(cur_sym))
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self.state[to_idx] = 0
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self.state[to_idx] += cur_sym
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self.state[to_idx] = 0
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def move_thing(self, player, from_idx, to_idx):
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self.state[from_idx] -= player
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if self.state[to_idx] * player == -1:
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self.move_to_bar(to_idx)
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self.state[to_idx] += player
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