def test_set_state(self): t = TTT(3) state = [1, 0, 0, 1, 1, 0, -1, -1, 0] t.set_state(state) mover = t.get_mover() order = t._order num_of_moves = t._num_moves _state = np.array(state, dtype=int) self.assertEqual(mover, -1) self.assertEqual(order, False) self.assertEqual(num_of_moves, 5) self.assertTrue(np.array_equal(_state, t._state))
class GameWindow(tk.Toplevel): """Game UI""" def __init__(self, user_first: bool, size=3, *args, **kwargs): super().__init__(*args, **kwargs) # state variables self._user_first = user_first self._t = TTT(size) self._agent: Callable[[np.ndarray], int] self._num_of_moves = 0 self._state_history = [self._t.get_state()] # UI accessors self._history_scale: tk.Scale self._player_labels: Dict[int, tk.Label] # key : 1,2 self._buttons = [] # UI initialization self.title(f'TTT') self._make_top_frame() self._make_board(size) self._make_bottom_frame(size) return #region Public Methods def set_agent(self, agent: Callable[[np.ndarray], int], name: str) -> None: self._agent = agent return def get_result(self) -> dict: return self._t.get_result() #endregion #region Put UI Components def _make_top_frame(self): frame = tk.Frame(self) if self._user_first: text1 = 'O : User' text2 = 'X : AI' else: text1 = 'O : AI' text2 = 'X : User' label1 = tk.Label(frame, text=text1) label2 = tk.Label(frame, text=text2) label1.pack() label2.pack() frame.pack() return def _make_board(self, size): board = tk.Frame(self) buttons = self._buttons num_of_buttons = size * size for i in range(num_of_buttons): b = tk.Button(board, width=3, height=1, font=('Helvetica', 30), activebackground='white', command=lambda num=i: self._on_click_board(num)) buttons.append(b) b.grid(column=i % size, row=int(i / size)) pass board.pack() return def _make_bottom_frame(self, size): frame = tk.Frame(self) history_scale = tk.Scale(frame, command=self._on_scale_move, orient='horizontal', from_=0, to=0) history_scale.grid(row=0, columnspan=2) self._history_scale = history_scale restart_button = tk.Button(frame, text="Restart", command=self._on_click_reset) exit_button = tk.Button(frame, text="Exit", command=self.destroy) restart_button.grid(row=1, column=0) exit_button.grid(row=1, column=1) frame.pack() return #endregion #region Event Handlers def _on_click_board(self, position: int): state_num = int(self._history_scale.get()) is_rewinded = not (self._num_of_moves == state_num) if is_rewinded: # reset the game to the rewinded one : state_to_force = self._state_history[state_num] self._t.set_state(state_to_force) self._num_of_moves = self._t._num_moves self._state_history = self._state_history[0:(self._num_of_moves + 1)] pass self._t.put(position) current_state = self._t.get_state() self._state_history.append(current_state) self._num_of_moves += 1 self._history_scale.configure(to=self._num_of_moves) self._history_scale.set(self._num_of_moves) """ [issue] If this procedure is called by button.invoke() then it doesn't invoke the scale's command _on_scale_move. So call it manually (and hence, called twice in user's turn) : """ self._on_scale_move(self._num_of_moves) return def _on_scale_move(self, state_num): state_num = int(state_num) first_mover_turn = True if state_num % 2 == 0 else False user_turn = first_mover_turn == self._user_first self._set_board(state_num, user_turn) if self.get_result()['terminated']: return if state_num == len(self._state_history) - 1: if user_turn: pass else: if hasattr(self, '_agent'): self._on_agent_turn(state_num) pass else: # : agent's turn but it's a previous state pass return def _on_click_reset(self): self._num_of_moves = 0 self._state_history = self._state_history[0:1] self._t.set_state(self._state_history[0]) self._history_scale.configure(to=0) self._history_scale.set(0) self._set_board(0, self._user_first == True) return #endregion #region Private Methods def _on_agent_turn(self, state_num: int): # TODO : async progress bar state = self._state_history[state_num] move = self._agent(state) button = self._buttons[move] button.configure(state='normal') button.invoke() return def _set_board(self, state_num: int, user_turn: bool): """Modify board UI""" to_state = self._state_history[state_num] result = self._t.get_result(to_state) terminated = result['terminated'] lines = result['lines'] lines = sum(lines, []) # flattening for p in range(len(to_state)): move = int(to_state[p]) of_line = p in lines self._modify_button(p, move, user_turn, terminated, of_line) return def _modify_button(self, button_position: int, mover: int, move_allowed: bool, terminated=False, of_line=False): button = self._buttons[button_position] args = {'disabledforeground': 'black', 'state': 'disabled'} if mover == 1: args['text'] = '○' args['state'] = 'disabled' elif mover == -1: args['text'] = '×' args['state'] = 'disabled' else: args['text'] = ' ' if move_allowed: args['state'] = 'normal' elif not hasattr(self, '_agent'): args['state'] = 'normal' if terminated: args['state'] = 'disabled' if of_line: if mover == 1: args['disabledforeground'] = 'steelblue' elif mover == -1: args['disabledforeground'] = 'tomato' button.config(**args) return