Ejemplo n.º 1
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    def get_move(self):
        '''(TippyGameState) -> TippyMove

        Prompt user and return a move.
        '''
        return TippyMove(int(input('pick a row between 0 and n-1: ')),
                         int(input('pick a column between 0 and n-1: ')))
Ejemplo n.º 2
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    def get_move(self):
        """ (TippyGameState) -> TippyMove

        Prompt user and return move.
        """

        coords = input(
            "Where would you like to place your piece (in the form" +
            " 'xy')?")
        return TippyMove(int(coords[0]), int(coords[1]))
    def get_move(self):
        """(TippyGameState) -> TippyMove

        Prompt user and return move.
        """

        # Cannot provide docstring examples for get_move because this method
        # requires input from the user.

        x = input('Pick the x coordinate of a move: ')
        y = input('Pick the y coordinate of a move: ')

        return TippyMove([int(x), int(y)])
Ejemplo n.º 4
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    def possible_next_moves(self):
        """ (TippyGameState) -> list of TippyMove

        Return a possibly empty list of moves that are legal from the present
        state.
        """

        legal_moves = []
        for x in range(len(self.grid)):
            for y in range(len(self.grid[x])):
                if self.grid[x][y] == 0:
                    legal_moves.append(TippyMove(x, y))
        return legal_moves
Ejemplo n.º 5
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    def get_move(self):
        '''(TippyState) -> TippyMove

        Prompt user to make a move. Then return the as a tuple of coordinates.
        >>> s1 = TippyState('p1', grid_num=3)
        >>> s1.get_move()
        choose to place at row: 4
        choose to place at column: 3
        TippyMove((4, 3))
        '''
        i = int(input('choose to place at row: '))
        j = int(input('choose to place at column: '))

        return TippyMove((i, j))
Ejemplo n.º 6
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    def get_move(self):
        ''' (TippyGameState) -> TippyMove

        Prompt user and return move.
        '''

        move = []
        #first row or column taken as 1, then corrected in TippyMove
        size = len(self.current_state)

        move.append(int(input('Enter the row (1 to {}): '.format(size))))
        move.append(int(input('Enter the column (1 to {}): '.format(size))))

        return TippyMove(move)
Ejemplo n.º 7
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    def possible_next_moves(self):
        ''' (TippyGameState) -> list of TippyMove

        Return a (possibly empty) list of moves that are legal
        from the present state.

        >>> s1 = TippyGameState('p1', board=['-', '-', '-', '-', '-', '-', '-', 
        '-', '-', '-']
        >>> L1 = s1.possible_next_moves()
        >>> L2 = [TippyMove(0), TippyMove(1), TippyMove(2), TippyMove(3)
        TippyMove(4), TippyMove(5), TippyMove(6), TippyMove(7), TippyMove(8)]
        >>> len(L1) == len(L2) and all([m in L2 for m in L1])
        True
        '''
        return [
            TippyMove(i) for i in range(len(self.board))
            if self.board[i] == '-'
        ]
Ejemplo n.º 8
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    def possible_next_moves(self):
        ''' (TippyState) -> list of TippyMove

        Return a (possibly empty) list of moves that are legal
        from the present state.

        >>> s1 = TippyState('p1', grid_num = 3)
        >>> L1 = s1.possible_next_moves()
        >>> L2 = [TippyMove((1, 1)), TippyMove((1, 2)), TippyMove((1, 3)),
        TippyMove((2, 1)), TippyMove((2, 2)), TippyMove((2, 3)),
        TippyMove((3, 1)), TippyMove((3, 2)), TippyMove((3, 3))]
        >>> len(L1) == len(L2) and all([m in L2 for m in L1])
        True
        '''
        if self.winner('p1') or self.winner('p2'):
            return []
        else:
            return [TippyMove((i, j))
                    for (i, j) in self._grid
                    if self._grid[(i, j)] == ' ']
    def find_tippies(self):
        """(FindTippy) -> Nonetype
            
            Go through all tippy routes on every single coord in self.board. 
            Search for all possible tippy combinations, append them to 
            self.all_tippies. Exclude any duplicate tippies. """

        tippies = []

        for x in range(len(self.board)):
            for y in range(len(self.board[x])):
                coords = [x, y]

                tippy_route = [[self.up, self.right, self.up],
                               [self.up, self.left, self.up],
                               [self.down, self.right, self.down],
                               [self.down, self.left, self.down],
                               [self.right, self.up, self.right],
                               [self.right, self.down, self.right],
                               [self.left, self.up, self.left],
                               [self.left, self.down, self.left]]

                all_routes = []

                for route in tippy_route:
                    m = coords.copy()
                    get_route = ([coords] + [c(m).copy()
                                             for c in route]).copy()
                    if not ([] in get_route):
                        get_route.sort()
                        new_route = []
                        for i in range(len(get_route)):
                            new_route.append(TippyMove(get_route[i]))
                        all_routes += [new_route]

                possible_routes = all_routes

                for routes in possible_routes:
                    if not routes in tippies:
                        tippies += [routes]
        return tippies
Ejemplo n.º 10
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    def possible_next_moves(self):
        ''' (TippyGameState) -> list of TippyMove

        Return a (possibly empty) list of moves that are legal
        from the present state.

        >>> board = matrix(3)
        >>> t1 = TippyGameState('p1', board)
        >>> L1 = t1.possible_next_moves()
        >>> L2 = [TippyMove(0, 0), TippyMove(0, 1), TippyMove(0, 2), \
          TippyMove(1, 0), TippyMove(1, 1), TippyMove(1, 2), TippyMove(2, 0), \
          TippyMove(2, 1), TippyMove(2, 2)]
        >>> (len(L1) == len(L2))
        True
        >>> (all([m in L2 for m in L1]))
        True
        '''
        return [
            TippyMove(i, j) for i in range(len(self.board))
            for j in range(len(self.board)) if self.board[i][j] == '_'
        ]
Ejemplo n.º 11
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    def possible_next_moves(self):
        ''' (TippyGameState) -> list of TippyMove

        Return a (possibly empty) list of moves that are legal from the 
        present state.
        
        >>> s1 = TippyGameState('p1')
        >>> s2 = s1.apply_move(TippyMove([1,1]))
        >>> s2.possible_next_moves()
        [TippyMove([1, 2]), TippyMove([1, 3]), TippyMove([2, 1]), TippyMove([2, 2]), TippyMove([2, 3]), TippyMove([3, 1]), TippyMove([3, 2]), TippyMove([3, 3])]
        '''

        moves = []
        if not (self.winner('p1') or self.winner('p2')):
            for i in range(len(self.current_state)):
                for j in range(len(self.current_state)):
                    if self.current_state[i][j] == ' ':
                        moves.append(TippyMove([i + 1, j + 1]))
                        # the TippyMove representation starts at 1

        return moves
    def possible_next_moves(self):
        """(TippyGameState) -> list of TippyMove

        Return a (possibly empty) list of moves that are legal
        from the present state.

        >>> tippygame = TippyGameState('p1')
        >>> tippygame.possible_next_moves() == [TippyMove([0, 0]),\
        TippyMove([1, 0]), TippyMove([2, 0]), TippyMove([0, 1]),\
        TippyMove([1, 1]), TippyMove([2, 1]), TippyMove([0, 2]),\
        TippyMove([1, 2]), TippyMove([2, 2])]
        True
        """

        possible_moves = []

        if self.winner('p1') or self.winner('p2'):
            return []
        else:
            for x in range(self.n):
                for y in range(self.n):
                    if self.board[x][y] is None:
                        possible_moves.append(TippyMove([y, x]))
            return possible_moves
Ejemplo n.º 13
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    def get_move(self):
        '''(TippyGameState) -> TippyMove

        Prompt user and return move.
        '''
        return TippyMove(int(input('Your turn( 0 to n*n -1):  ')))