def on_incoming_data(data: str) -> str: global board try: action = get_player_action(data) except ValueError: return "{}" #Reset the game board if action == "reset": board.reset() return "{}" #Send the current board to the client elif action == "getstate": array = board.get_board() return json.JSONEncoder().encode({"moves": array}) #Allow the player to move elif action == "move": try: move = get_player_move(data) return board.player_move(move) except ValueError: return "{}" else: return "{}"
def run_example(): board.reset(True) board.add_solutions("3 1 9, 7 1 7, 8 1 3, 9 1 1, 2 2 3, 6 2 7, 4 3 3, 5 3 4, 7 3 8, 1 4 7, 8 4 5, 1 5 8, 2 5 9, 4 5 5, 6 5 6, 8 5 4, 9 5 7, 2 6 5, 9 6 6, 3 7 6, 5 7 5, 6 7 9, 4 8 2, 8 8 1, 1 9 5, 2 9 8, 3 9 2, 7 9 3") board.solution_pool.execute_all_init_triplets() print(str(board.get_amount_of_solved_cells()) + " cells have been solved.") print(str(board)) print("Above is an example setting. Input 'solve' to solve the sudoku. Or input 'help' to show all commands.")
def new(): # Reset the board to the standard chess starting position. Set White # on move. Leave force mode and set the engine to play Black. # Associate the engine's clock with Black and the opponent's clock # with White. Reset clocks and time controls to the start of a new # game. Stop clocks. Do not ponder on this move, even if pondering is # on. Remove any search depth limit previously set by the sd command. global engineColor stopClocks() board.reset() engineColor = 'black'
def update(self): if self.line_to_fill == 0 and time.time( ) - self.end_fill_time > self.pause_before_reset_duration: board.reset() board.begin_wait_state() elif self.line_to_fill > 0 and time.time( ) - self.last_fill_time > self.fill_frequency: self.line_to_fill -= 1 board.set_line(self.line_to_fill, color_indexes["death_fill"]) self.end_fill_time = time.time() self.last_fill_time = time.time()
def start_game(): global state if state != GAME_OVER: return board.reset() gfw.world.clear_at(gfw.layer.block) global score score.reset() gfw.world.remove(highscore) state = IN_GAME generate_block()
def main(): global autoshow, verbose alphabeta.silent = False board.reset() show() line = raw_input(prompt) toks = line.split(" ") cmd = toks[0] while cmd != "quit": board.valid() # agressive validation # find and execute command if cmd in ["h", "help"]: help() elif cmd in ["s", "show"]: show() elif cmd in ["l", "legals"]: legals() elif cmd in ["a", "allow"]: allow() elif cmd in ["n", "new"]: new() elif cmd in ["", "b", "best"]: mybest() elif cmd in ["r", "random"]: rand() elif cmd in ["hammer"]: hammer() elif cmd in ["showoff"]: autoshow = False elif cmd in ["showon"]: autoshow = True elif cmd in ["verboseon"]: verbose = True elif cmd in ["verboseoff"]: verbose = False elif cmd in ["find"]: if len(toks) == 1: s = raw_input("enter move> ") else: s = toks[1] find(s) elif cmd in ["u", "undo"]: undo() elif cmd in ["d", "dump"]: board.dump() else: trymv(cmd) # get next command line = raw_input(prompt) toks = line.split(" ") cmd = toks[0]
def update(self): if input_manager.released_down: self.last_fall_time = time.time() if not self.is_valid_position(add_y=1): self.add_to_board() # move horizontally if input_manager.pressed_left: self.run_init_time = time.time() self.move_horizontal(-1) elif input_manager.pressed_right: self.move_horizontal(1) self.run_init_time = time.time() # rotation if input_manager.pressed_rotate_left: self.rotate(-1) elif input_manager.pressed_rotate_right: self.rotate(1) # soft and hard drops if input_manager.pressed_down: self.move_vertical() self.last_soft_drop_time = time.time() if input_manager.pressed_hard_drop: self.hard_drop() # debug, reset the board if input_manager.pressed_reset_board: board.reset() # fast movements if input_manager.pressing_left: self.run(-1) elif input_manager.pressing_right: self.run(1) if input_manager.pressing_down: self.soft_drop() elif time.time() - self.last_fall_time > self.fall_frequency: self.last_fall_time = time.time() self.move_vertical()
def new(): board.reset() auto()
#!/usr/bin/python # $Id: test.py 7 2010-01-13 12:16:47Z mark $ # #------------------------------------------------------------------------------- # test #------------------------------------------------------------------------------- import man, board, move from square import * print "\nClear board:" board.clear() board.dump() print "\nInitial position:" board.reset() board.dump() print "\nClear board (again):" board.clear() board.dump() print "\nInitial position (again):" board.reset() board.dump() print "try to add 2nd king (two times)" board.addMan(man.king,27) board.addMan(-man.king,28) BP= -man.pawn
def new(): global playing board.reset() playing = True
elif s == "amount" or s == "a": # amount of solved cells print(str(board.get_amount_of_solved_cells()) + " cells have been solved.") elif s == "debug" or s == "d": pass elif s == "example" or s == "e": run_example() elif s == "solve" or s == "s": board.solve_sudoku() print(str(board.get_amount_of_solved_cells()) + " cells have been solved.") print(str(board)) elif s == "solve1" or s == "s1": board.solve_one_cell() print(str(board.get_amount_of_solved_cells()) + " cells have been solved.") print(str(board)) elif s == "pool" or s == "p": print(str(board.solution_pool)) elif s == "guess1" or s == "g1": board.guess_one_cell() elif s == "clear" or s == "c": board.reset(True) else: board.add_solutions(s)