Exemple #1
0
def PwnMove(playerData):
    """
    Takes in PlayerData config and returns the next move the pawn should make along the shortest path
    deals with jump rules
 
    PwnMove(playerData object) -> move object
    """
    r1=playerData.playerLocations[playerData.playerId-1][0]
    c1=playerData.playerLocations[playerData.playerId-1][1]
    path = get_shortest_path(playerData, (r1,c1), Checkrow(BOARD_DIM, playerData.playerId))
    neighbors = get_neighbors(playerData, playerData.playerLocations[playerData.playerId-1][0], playerData.playerLocations[playerData.playerId-1][1])
    move = PlayerMove(playerData.playerId, True, r1, c1, path[0][0], path[0][1])
    if path[0] in playerData.playerLocations:
        otherPL = get_neighbors(playerData, path[0][0], path[0][1])
        validN=deepcopy(otherPL)           
        for cell in otherPL: 
            if (cell[0],cell[1]) in playerData.playerLocations:
                validN.remove(cell)
        if len(path) > 1:
            if [path[1][0],path[1][1]] in otherPL and not(path[1] in playerData.playerLocations):
                rowj=None
                colj=None
                Up = None
                Left = None
                if [r1+2,c1] in validN:
                    rowj=get_shortest_path(playerData, (r1+2,c1), Checkrow(BOARD_DIM, playerData.playerId))
                    Up = False
                if [r1, c1+2] in validN:
                    colj=get_shortest_path(playerData, (r1,c1+2), Checkrow(BOARD_DIM, playerData.playerId))
                    Left = False
                if [r1-2,c1] in validN:
                    rowj=get_shortest_path(playerData, (r1-2,c1), Checkrow(BOARD_DIM, playerData.playerId))
                    Up = True
                if [r1, c1-2] in validN:
                    colj=get_shortest_path(playerData, (r1,c1-2), Checkrow(BOARD_DIM, playerData.playerId))
                    Left = True
                if colj == None and rowj == None:
                    return PlayerMove(playerData.playerId, True, r1, c1, path[1][0], path[1][1])
                if colj != None:
                    if Left:
                        return PlayerMove(playerData.playerId, True, r1, c1, r1, c1-2)
                    else:
                        return PlayerMove(playerData.playerId, True, r1, c1, r1, c1+2)
                if rowj != None:
                    if Up:
                        return PlayerMove(playerData.playerId, True, r1, c1, r1-2, c1)
                    else:
                        return PlayerMove(playerData.playerId, True, r1, c1, r1+2, c1)
        if validN != []:
            min=None
            for tile in validN:
                current = get_shortest_path(playerData, (tile[0], tile[1]), Checkrow(BOARD_DIM, playerData.playerId))
                if min == None or len(current) < len(min):
                    min = current
            move = PlayerMove(playerData.playerId, True, r1, c1, min[0][0], min[0][1])
        elif validN == [] and playerData.numWalls[playerData.playerId-1] <= 0:
            move = PlayerMove(playerData.playerId, True, r1, c1, r1, c1)
        elif validN == []:
            move = wallMove(playerData)
    return move 
Exemple #2
0
def move(playerData):
    """
        Parts 2 - 4
    
        The engine calls this function at each moment when it is this
        player's turn to make a move. This function decides what kind of
        move, wall placement or piece move, to make.
        
        Parameters
            playerData: this player's data, originally built by this
                        module in init()
        
        returns:
            the move chosen, in the form of an instance of PlayerMove
    """

    # This function is called when it's your turn to move

    # Here you'll figure out what kind of move to make and then return that
    # move. We recommend that you don't update your data structures here,
    # but rather in last_move. If you do it here, you'll need a special case
    # check in last_move to make sure you don't update your data structures
    # twice.

    # In part 3, any legal move is acceptable. In part 4, you will want to
    # implement a strategy

    # Placeholder, fill in these values yourself
    move = PlayerMove(-1, False, -1, -1, -1, -1)

    return move
Exemple #3
0
def move(playerData):
    """The engine calls this function when it wants you to make a move.
    
    Parameters:
        playerData - your player data, 
            which contains whatever you need to keep track of
        
    You return:
        playerData - your player data, 
            which contains whatever you need to keep track of
        playerMove - your next move
    """

    playerData.logger.write("move() called")

    # generate next move
    thisMove = MakeMove(playerData)

    # Populate these values
    playerId = playerData.playerId  # 0-5 accesses ID stored with playerData
    position = thisMove.move['position']  # (row, column)
    tileName = thisMove.move['tileName']  # a-j
    rotation = thisMove.move[
        'rotation']  # 0-3 (0 = north, 1 = east, 2 = south, 3 = west)

    playerMove = PlayerMove(playerId, position, tileName, rotation)

    # setTile() for my move
    playerData.tiles[playerMove.position].setTile(playerMove.tileName,
                                                  playerMove.rotation)

    return playerData, playerMove
Exemple #4
0
def wallMove(playerData):
    """
    Returns a move object given the playerData object
    """
    paths=[]
    iD=1
    for key in playerData.playerLocations:
        if key == False:
            paths.append(9999999)
        elif key == playerData.playerLocations[playerData.playerId-1]:
            paths.append(9999999)
        else:
            paths.append(len(get_shortest_path(playerData, key, Checkrow(BOARD_DIM, iD))))
        iD+=1
    lowId=paths.index(min(paths))
    AttackP=get_shortest_path(playerData, playerData.playerLocations[lowId], Checkrow(BOARD_DIM, lowId+1))
    r1=AttackP[0][0]
    c1=AttackP[0][1]
    moveL=[]
    i=0
    while i < 3:
        moveL.append(PlayerMove(playerData.playerId, False, r1, c1, r1+2, c1))
        moveL.append(PlayerMove(playerData.playerId, False, r1, c1, r1, c1+2))
        moveL.append(PlayerMove(playerData.playerId, False, r1, c1, r1-2, c1))
        moveL.append(PlayerMove(playerData.playerId, False, r1, c1, r1, c1-2))
        if i == 0:
            r1-=1
        if i == 1:
            c1+=1
        if i == 2:
            r1+=1
        i+=1
    moves={}
    for move in moveL:
        if ValidWall(playerData, move.r1, move.c1, move.r2, move.c2):
            if not(isBlock(playerData, move)):
                data=PlayerData(playerData.logger,deepcopy(playerData.playerId), deepcopy(playerData.playerLocations), BOARD_DIM, deepcopy(playerData.numWalls))
                data.walls=deepcopy(playerData.walls)
                data.board=deepcopy(playerData.board)
                data.movesmade=deepcopy(playerData.movesmade)
                data.numWalls=deepcopy(playerData.numWalls)
                last_move(data, move)
                score=0
                iD=1
                for key in playerData.playerLocations:
                    if key == False:
                        pass
                    elif key == playerData.playerLocations[playerData.playerId-1]:
                        pass
                    else:
                        score+=len(get_shortest_path(data, key, Checkrow(BOARD_DIM, iD)))
                    iD+=1
                moves[score] = move
    best=None
    for key in moves:
        if best == None or key > best:
            best = key
    if best == None:
        return PwnMove(playerData)
    data=PlayerData(playerData.logger,deepcopy(playerData.playerId), deepcopy(playerData.playerLocations), BOARD_DIM, deepcopy(playerData.numWalls))
    data.walls=deepcopy(playerData.walls)
    data.board=deepcopy(playerData.board)
    data.movesmade=deepcopy(playerData.movesmade)
    data.numWalls=deepcopy(playerData.numWalls)
    last_move(data, moves[best])
    befor = len(AttackP)
    after = len(get_shortest_path(data, playerData.playerLocations[lowId], Checkrow(BOARD_DIM, lowId+1)))
    if after <= befor:
        return PwnMove(playerData)
    return moves[best]