-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathboard.py
225 lines (176 loc) · 7.71 KB
/
board.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
import pygame
import copy
import constants as const
pygame.init()
directions = [(1, 0), (0, 1), (1, 1), (1, -1)]
class Board:
def __init__(self, player, x = 0, y = 0, matrix = [], parent=None, successors = []):
self.player = player # jucatorul care trbuie sa faca mutarea
if matrix == []:
self.matrix = [[None for _ in range(const.COLS)] for _ in range(const.ROWS)]
else:
self.matrix = copy.deepcopy(matrix)
self.nrFullCells = 0
self.parent = parent
# coordonatele ultimei mutari
self.x = x
self.y = y
if successors == []:
self.successors = [None for _ in range(const.ROWS * const.COLS)]
else:
self.successors = copy.deepcopy(successors)
def __str__(self):
matrix_to_stringify = copy.copy(self.matrix)
for row in range(const.ROWS):
for col in range(const.COLS):
if matrix_to_stringify[row][col] is None:
matrix_to_stringify[row][col] = '-'
string_representation = f"Player: {self.player}\n"
for row in matrix_to_stringify:
string_representation += '|' + '|'.join(str(cell) for cell in row) + '|\n'
return string_representation
def __eq__(self, other):
for i in range (const.ROWS):
for j in range (const.COLS):
if self.matrix[i][j] != other.matrix[i][j]:
return False
return True
def __hash__(self):
matrix_str = str(self.matrix)
matrix_hash = hash(matrix_str)
return matrix_hash
def getVal(self, x, y):
return self.matrix[x][y]
def getPlayer(self):
return self.player
def nextPlayer(self):
if self.player == const.BLACK:
return const.WHITE
return const.BLACK
def isFull(self):
if self.nrFullCells == const.ROWS * const.COLS:
return True
return False
def canAddMove(self, x, y):
if self.matrix[x][y] != None:
return False
return True
def addMove(self, x, y): # returneaza un nou board cu mutarea adaugata
if self.nrFullCells == 0:
print("Prima mutare")
newBoard = Board(self.nextPlayer(), x, y, self.matrix, self, successors=[])
newBoard.matrix[x][y] = self.player
newBoard.nrFullCells = self.nrFullCells + 1
return newBoard
self.genSuccessors()
# print("In AddMove " + str(len([1 for i in self.successors if i is not None])))
return self.successors[x * const.COLS + y]
def hasNeighbor(self, x, y):
for i in range(-1, 2):
for j in range(-1, 2):
if i == 0 and j == 0:
continue
if x + i >= 0 and x + i < const.ROWS and y + j >= 0 and y + j < const.COLS:
if self.matrix[x + i][y + j] != None:
return True
return False
def genSuccessors(self):
if len([1 for i in self.successors if i is not None]) != 0:
return self.successors
if self.isFull():
return [None for _ in range(const.ROWS * const.COLS)]
if self.winner() != None:
return [None for _ in range(const.ROWS * const.COLS)]
for i in range(const.ROWS):
for j in range(const.COLS):
if self.canAddMove(i, j):
newBoard = Board(self.nextPlayer(), i, j, self.matrix, self)
newBoard.matrix[i][j] = self.player
newBoard.nrFullCells = self.nrFullCells + 1
self.successors[i* const.COLS + j] = newBoard
return self.successors
def winner(self): # returneaza jucatorul castigator sau None daca nu exista castigator
if self.isFull():
return const.DRAW
for i in range (const.ROWS):
for j in range(const.COLS):
if self.matrix[i][j] == None:
continue
if i + 4 < const.ROWS:
if self.matrix[i][j] == self.matrix[i+1][j] == self.matrix[i+2][j] == self.matrix[i+3][j] == self.matrix[i+4][j]:
return self.matrix[i][j]
if j + 4 < const.COLS:
if self.matrix[i][j] == self.matrix[i][j+1] == self.matrix[i][j+2] == self.matrix[i][j+3] == self.matrix[i][j+4]:
return self.matrix[i][j]
if i + 4 < const.ROWS and j + 4 < const.COLS:
if self.matrix[i][j] == self.matrix[i+1][j+1] == self.matrix[i+2][j+2] == self.matrix[i+3][j+3] == self.matrix[i+4][j+4]:
return self.matrix[i][j]
if i + 4 < const.ROWS and j - 4 >= 0:
if self.matrix[i][j] == self.matrix[i+1][j-1] == self.matrix[i+2][j-2] == self.matrix[i+3][j-3] == self.matrix[i+4][j-4]:
return self.matrix[i][j]
return None
def score(self): # returneaza valoarea board-ului
scor = 0
winner = self.winner()
if winner == const.BLACK:
return -100000
elif winner == const.WHITE:
return +100000
elif winner == const.DRAW:
return 0
for i in range(const.ROWS):
x, y = directions[0] # directia verticala (1, 0)
v = self.getVector(0, i, x, y)
scor -= self.evalVector(v, const.BLACK)
scor += self.evalVector(v, const.WHITE)
# print(v)
x,y = directions[1] # directia orizontala (0, 1)
v = self.getVector(i, 0, x, y)
scor -= self.evalVector(v, const.BLACK)
scor += self.evalVector(v, const.WHITE)
# print(v)
x,y = directions[2] # directia diagonala principala (1, 1)
v = self.getVector(i, 0, x, y)
scor -= self.evalVector(v, const.BLACK)
scor += self.evalVector(v, const.WHITE)
# print(v)
if(i != 0):
v = self.getVector(0, i, x, y)
scor -= self.evalVector(v, const.BLACK)
scor += self.evalVector(v, const.WHITE)
# print(v)
x,y = directions[3] # directia diagonala secundara (1, -1)
v = self.getVector(0, i, x, y)
scor -= self.evalVector(v, const.BLACK)
scor += self.evalVector(v, const.WHITE)
# print(v)
if(i != 0):
v = self.getVector(i, const.ROWS-1, x, y)
scor -= self.evalVector(v, const.BLACK)
scor += self.evalVector(v, const.WHITE)
# print(v)
return scor
def getVector(self, x, y, dirX, dirY):
v = []
while x >= 0 and x < const.ROWS and y >= 0 and y < const.COLS:
v.append(self.matrix[x][y])
x = x + dirX
y = y + dirY
return v
def evalVector(self, v, player):
if len(v) < 5:
return 0
eval = 0
for i in range(len(v) - 4):
eval += self.evalSeq(v[i:i+5], player)
return eval
def evalSeq(self, seq, player):
if seq.count(player) == 4 and seq.count(None) == 1:
return 1000
if seq.count(player) == 3 and seq.count(None) == 2:
return 100
if seq.count(player) == 2 and seq.count(None) == 3:
return 10
if seq.count(player) == 1 and seq.count(None) == 4:
return 1
return 0