Esempio n. 1
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def replay_game(moves, silently: bool):
    log.disabled = True
    game = load_game()
    if silently is False:
        log.disabled = False
        show_board(game)
        log.disabled = True

    # First replay everything we had already played
    for move_info in moves:
        try:
            temp = play_move(game, move_info.move, silently)
            assert len(temp) == 2
            play_result = temp[0]

            if play_result is False:
                # Something went wrong. Try to re-play the game once again
                # temp = play_move(game, move_info.move, False)
                return replay_game(moves, silently)
            # Moves have previously been played successfully, they MUST be re-played successfully once again
        except GameOver:
            assert game.current_player.playstate == PlayState.WON

    if not silently and len(moves) > 0:
        log.disabled = False
        log.info("Board state after playback:")
        show_board(game)

    log.disabled = False
    return game
Esempio n. 2
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def init_game(hero1=None, hero2=None, exclude=(), game_class=BaseTestGame):
	log.info("Initializing a new game")
	heroes = _select_heroes(hero1, hero2)
	player1 = Player("Player1", *_draft(hero=heroes[0], exclude=exclude))
	player2 = Player("Player2", *_draft(hero=heroes[1], exclude=exclude))
	game = game_class(players=(player1, player2))
	return game
Esempio n. 3
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def prepare_game(hero1=None, hero2=None, exclude=(), game_class=BaseTestGame):
	log.info("Initializing a new game")
	heroes = _select_heroes(hero1, hero2)
	player1 = _prepare_player("Player1", heroes[0], _draft(hero=heroes[0], exclude=exclude))
	player2 = _prepare_player("Player2", heroes[1], _draft(hero=heroes[1], exclude=exclude))
	game = game_class(players=(player1, player2))
	game.start()
	_empty_mulligan(game)

	return game
Esempio n. 4
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def init_game(class1=None, class2=None, exclude=(), game_class=BaseTestGame):
    log.info("Initializing a new game")
    if class1 is None:
        class1 = _random_class()
    if class2 is None:
        class2 = _random_class()
    player1 = Player("Player1", *_draft(class1, exclude))
    player2 = Player("Player2", *_draft(class2, exclude))
    game = game_class(players=(player1, player2))
    return game
Esempio n. 5
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def init_game(class1=None, class2=None, exclude=(), game_class=BaseTestGame):
	log.info("Initializing a new game")
	if class1 is None:
		class1 = _random_class()
	if class2 is None:
		class2 = _random_class()
	player1 = Player("Player1", *_draft(class1, exclude))
	player2 = Player("Player2", *_draft(class2, exclude))
	game = game_class(players=(player1, player2))
	return game
Esempio n. 6
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def my_summon(game, cur_controller, card):
    card.controller = cur_controller
    card._zone = Zone.PLAY
    card.play_counter = game.play_counter
    game.play_counter += 1
    game.manager.new_entity(card)
    # game.cheat_action(cur_controller, [Summon(cur_controller, card)])
    log.info("%s summons %r", cur_controller, card)
    assert isinstance(card, Enchantment) or card.is_summonable()
    card.controller = cur_controller
    cur_controller.field.append(card)
    return card
Esempio n. 7
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def prepare_game(hero1=None, hero2=None, exclude=(), game_class=BaseTestGame):
    log.info("Initializing a new game")
    heroes = _select_heroes(hero1, hero2)
    player1 = _prepare_player("Player1", heroes[0],
                              _draft(hero=heroes[0], exclude=exclude))
    player2 = _prepare_player("Player2", heroes[1],
                              _draft(hero=heroes[1], exclude=exclude))
    game = game_class(players=(player1, player2))
    game.start()
    _empty_mulligan(game)

    return game
Esempio n. 8
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def prepare_empty_game(hero1=None, hero2=None, game_class=BaseTestGame):
	log.info("Initializing a new game with empty decks")
	heroes = _select_heroes(hero1, hero2)
	player1 = Player("Player1", [], heroes[0])
	player1.cant_fatigue = True
	player2 = Player("Player2", [], heroes[1])
	player2.cant_fatigue = True
	game = game_class(players=(player1, player2))
	game.start()
	_empty_mulligan(game)

	return game
Esempio n. 9
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def prepare_empty_game(class1=None, class2=None, game_class=BaseTestGame):
	log.info("Initializing a new game with empty decks")
	if class1 is None:
		class1 = _random_class()
	if class2 is None:
		class2 = _random_class()
	player1 = Player("Player1", [], class1.default_hero)
	player1.cant_fatigue = True
	player2 = Player("Player2", [], class2.default_hero)
	player2.cant_fatigue = True
	game = game_class(players=(player1, player2))
	game.start()
	_empty_mulligan(game)

	return game
Esempio n. 10
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def prepare_empty_game(class1=None, class2=None, game_class=BaseTestGame):
    log.info("Initializing a new game with empty decks")
    if class1 is None:
        class1 = _random_class()
    if class2 is None:
        class2 = _random_class()
    player1 = Player("Player1", [], class1.default_hero)
    player1.cant_fatigue = True
    player2 = Player("Player2", [], class2.default_hero)
    player2.cant_fatigue = True
    game = game_class(players=(player1, player2))
    game.start()
    _empty_mulligan(game)

    return game
Esempio n. 11
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def print_player_cards(player: Player):
    cards = player.name + " hero: " + str(player.hero) \
            + "(" + str(player.hero.health) + "); "
    cards = cards + " cards in field: "
    for character in player.field:
        try:
            cards = cards + str(character) + "({},{},{}); ".format(
                character.atk, character.health, character.cost)
        except:  # for Spell cards which don't have atk attribute
            cards = cards + str(character)
    cards = cards + " cards in hand: "
    for character in player.hand:
        try:
            cards = cards + str(character) + "({},{},{}); ".format(
                character.atk, character.health, character.cost)
        except:  # for Spell cards which don't have atk attribute
            cards = cards + str(character)
    log.info("#" + cards)
Esempio n. 12
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def print_main_phase_start():
    log.info("\n")
    log.info("#### Main phase of game starts.")
Esempio n. 13
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def print_empty_line():
    log.info("\n")
Esempio n. 14
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def print_playing_card_on_target(card, target):
    log.info("# %r playing %r on %r" % (card.controller.name, card, target))
Esempio n. 15
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def print_attack(character, target):
    log.info("### {}({},{},{},{}) attacks {}({},{},{},{})".format(
        str(character), character.atk, character.health, character.cost,
        character.controller.name, str(target), target.atk, target.health,
        target.cost, target.controller.name))
Esempio n. 16
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def show_board(game):
    log.info("")
    log.info("----- Board -----")
    assert not (game is None)
    for player in game.players:
        log.info("Player has hero %r with %d health out of %d", CardList([player.hero]), player.hero.health, player.hero.max_health)
        if len(player.field) == 0:
            log.info("Board of player %s is empty", player.name)
        else:
            log.info("%s has %d entities on board:", player.name, len(player.field))

        for minion in player.field:
            assert isinstance(minion, Minion)
            log.info("%s %d / %d (max %d)", minion.name, minion.atk, minion.health, minion.max_health)
    log.info("----- END of the board -----")
    log.info("")
Esempio n. 17
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def print_choosing_card(choice):
    log.info("# %r choosing card %r" % (choice.controller.name, choice))
Esempio n. 18
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def play_move(game: Game, move: Move, silently: bool) -> [bool, Move]:
    """
    Tries to play the move
    :param game: Game object
    :param move: Move object
    :return: bool (True if move was possible to play) and the next move or None if no move available
    """

    play_message = ""
    next_move = Move()
    player = game.current_player
    assert player.playstate != PlayState.WON and player.playstate != PlayState.LOST and player.playstate != PlayState.TIED
    try:
        if not move.m_should_skip_using_hero_power:
            heropower = player.hero.power
            if not heropower.is_usable():
                next_move.m_should_skip_using_hero_power = True
                assert next_move.m_hero_power_target == 0
                assert next_move.m_cards_in_hand_to_skip == 0
                assert next_move.m_pre_play_card_choice is None
                assert next_move.m_play_card_target == 0
                assert next_move.m_minion_position == 0
                assert next_move.m_after_play_card_choice is None
                assert next_move.m_max_after_play_card_choice is None
                assert next_move.m_characters_who_can_attack_to_skip == 0
                assert next_move.m_attack_targets_to_skip == 0
                return [False, next_move]
            if heropower.has_target():
                if move.m_hero_power_target == len(heropower.targets):
                    next_move.m_should_skip_using_hero_power = True
                    assert next_move.m_hero_power_target == 0
                    assert next_move.m_cards_in_hand_to_skip == 0
                    assert next_move.m_pre_play_card_choice is None
                    assert next_move.m_play_card_target == 0
                    assert next_move.m_minion_position == 0
                    assert next_move.m_after_play_card_choice is None
                    assert next_move.m_max_after_play_card_choice is None
                    assert next_move.m_characters_who_can_attack_to_skip == 0
                    assert next_move.m_attack_targets_to_skip == 0
                    return [False, next_move]
                next_move.m_hero_power_target = move.m_hero_power_target + 1
                power_target = heropower.targets[move.m_hero_power_target]
                if silently is False:
                    print("Player {0} uses hero power {1} on {2}".format(player, heropower, power_target))
                heropower.use(target=power_target)
                return [True, next_move]
            else:
                next_move.m_should_skip_using_hero_power = True
                assert next_move.m_hero_power_target == 0
                assert next_move.m_cards_in_hand_to_skip == 0
                assert next_move.m_pre_play_card_choice is None
                assert next_move.m_play_card_target == 0
                assert next_move.m_minion_position == 0
                assert next_move.m_after_play_card_choice is None
                assert next_move.m_max_after_play_card_choice is None
                assert next_move.m_characters_who_can_attack_to_skip == 0
                assert next_move.m_attack_targets_to_skip == 0
                if silently is False:
                    print("Player {0} uses hero power {1}".format(player, heropower))
                heropower.use()
                return [True, next_move]

        # We didn't play Hero power - set fields in next_move accordingly
        next_move.m_should_skip_using_hero_power = True
        next_move.m_hero_power_target = 0

        if move.m_cards_in_hand_to_skip < len(player.hand):
            card = player.hand[move.m_cards_in_hand_to_skip]
            if not card.is_playable():
                assert next_move.m_should_skip_using_hero_power is True
                assert next_move.m_hero_power_target == 0
                next_move.m_cards_in_hand_to_skip = move.m_cards_in_hand_to_skip + 1
                assert next_move.m_pre_play_card_choice is None
                assert next_move.m_play_card_target == 0
                assert next_move.m_minion_position == 0
                assert next_move.m_after_play_card_choice is None
                assert next_move.m_max_after_play_card_choice is None
                assert next_move.m_characters_who_can_attack_to_skip == 0
                assert next_move.m_attack_targets_to_skip == 0
                return [False, next_move]

            play_message = "Player plays card {0}".format(card)
            orig_card = card
            if card.must_choose_one:
                if move.m_pre_play_card_choice is None:
                    move.m_pre_play_card_choice = 0
                if move.m_pre_play_card_choice == len(card.choose_cards):
                    assert next_move.m_should_skip_using_hero_power is True
                    assert next_move.m_hero_power_target == 0
                    next_move.m_cards_in_hand_to_skip = move.m_cards_in_hand_to_skip + 1
                    assert next_move.m_pre_play_card_choice is None
                    assert next_move.m_play_card_target == 0
                    assert next_move.m_minion_position == 0
                    assert next_move.m_after_play_card_choice is None
                    assert next_move.m_max_after_play_card_choice is None
                    assert next_move.m_characters_who_can_attack_to_skip == 0
                    assert next_move.m_attack_targets_to_skip == 0
                    return [False, next_move]
                else:
                    card = card.choose_cards[move.m_pre_play_card_choice]
                    play_message += ", chooses card {0}".format(card)
            else:
                next_move.m_pre_play_card_choice = None

            card_target = None
            if card.has_target():
                if move.m_play_card_target == len(card.targets):
                    if orig_card.must_choose_one:
                        assert next_move.m_should_skip_using_hero_power is True
                        assert next_move.m_hero_power_target == 0
                        next_move.m_cards_in_hand_to_skip = move.m_cards_in_hand_to_skip
                        next_move.m_pre_play_card_choice = move.m_pre_play_card_choice + 1
                        assert next_move.m_play_card_target == 0
                        assert next_move.m_minion_position == 0
                        assert next_move.m_after_play_card_choice is None
                        assert next_move.m_max_after_play_card_choice is None
                        assert next_move.m_characters_who_can_attack_to_skip == 0
                        assert next_move.m_attack_targets_to_skip == 0
                    else:
                        assert next_move.m_should_skip_using_hero_power is True
                        assert next_move.m_hero_power_target == 0
                        next_move.m_cards_in_hand_to_skip = move.m_cards_in_hand_to_skip + 1
                        assert next_move.m_pre_play_card_choice is None
                        assert next_move.m_play_card_target == 0
                        assert next_move.m_minion_position == 0
                        assert next_move.m_after_play_card_choice is None
                        assert next_move.m_max_after_play_card_choice is None
                        assert next_move.m_characters_who_can_attack_to_skip == 0
                        assert next_move.m_attack_targets_to_skip == 0

                    return [False, next_move]
                card_target = card.targets[move.m_play_card_target]
                play_message += ", picks target card {0}".format(card_target)

            zone_index = None
            if isinstance(card, Minion):
                if move.m_minion_position > len(player.field):
                    if card.has_target():
                        assert next_move.m_should_skip_using_hero_power is True
                        assert next_move.m_hero_power_target == 0
                        next_move.m_cards_in_hand_to_skip = move.m_cards_in_hand_to_skip
                        next_move.m_pre_play_card_choice = move.m_pre_play_card_choice
                        next_move.m_play_card_target = move.m_play_card_target + 1
                        assert next_move.m_minion_position == 0
                        assert next_move.m_after_play_card_choice is None
                        assert next_move.m_max_after_play_card_choice is None
                        assert next_move.m_characters_who_can_attack_to_skip == 0
                        assert next_move.m_attack_targets_to_skip == 0
                    elif orig_card.must_choose_one:
                        assert next_move.m_should_skip_using_hero_power is True
                        assert next_move.m_hero_power_target == 0
                        next_move.m_cards_in_hand_to_skip = move.m_cards_in_hand_to_skip
                        next_move.m_pre_play_card_choice = move.m_pre_play_card_choice + 1
                        assert next_move.m_play_card_target == 0
                        assert next_move.m_minion_position == 0
                        assert next_move.m_after_play_card_choice is None
                        assert next_move.m_max_after_play_card_choice is None
                        assert next_move.m_characters_who_can_attack_to_skip == 0
                        assert next_move.m_attack_targets_to_skip == 0
                    else:
                        assert next_move.m_should_skip_using_hero_power is True
                        assert next_move.m_hero_power_target == 0
                        next_move.m_cards_in_hand_to_skip = move.m_cards_in_hand_to_skip + 1
                        assert next_move.m_pre_play_card_choice is None
                        assert next_move.m_play_card_target == 0
                        assert next_move.m_minion_position == 0
                        assert next_move.m_after_play_card_choice is None
                        assert next_move.m_max_after_play_card_choice is None
                        assert next_move.m_characters_who_can_attack_to_skip == 0
                        assert next_move.m_attack_targets_to_skip == 0

                    return [False, next_move]
                else:
                    zone_index = next_move.m_minion_position
                    play_message += ", puts minion at position %d" % zone_index

            if (move.m_after_play_card_choice is None) or move.m_after_play_card_choice == move.m_max_after_play_card_choice:
                if isinstance(card, Minion):
                    assert next_move.m_should_skip_using_hero_power is True
                    assert next_move.m_hero_power_target == 0
                    next_move.m_cards_in_hand_to_skip = move.m_cards_in_hand_to_skip
                    next_move.m_pre_play_card_choice = move.m_pre_play_card_choice
                    next_move.m_play_card_target = move.m_play_card_target + 1
                    next_move.m_minion_position = move.m_minion_position + 1
                    assert next_move.m_after_play_card_choice is None
                    assert next_move.m_max_after_play_card_choice is None
                    assert next_move.m_characters_who_can_attack_to_skip == 0
                    assert next_move.m_attack_targets_to_skip == 0
                elif card.has_target():
                    assert next_move.m_should_skip_using_hero_power is True
                    assert next_move.m_hero_power_target == 0
                    next_move.m_cards_in_hand_to_skip = move.m_cards_in_hand_to_skip
                    next_move.m_pre_play_card_choice = move.m_pre_play_card_choice
                    next_move.m_play_card_target = move.m_play_card_target + 1
                    assert next_move.m_minion_position == 0
                    assert next_move.m_after_play_card_choice is None
                    assert next_move.m_max_after_play_card_choice is None
                    assert next_move.m_characters_who_can_attack_to_skip == 0
                    assert next_move.m_attack_targets_to_skip == 0
                elif orig_card.must_choose_one:
                    assert next_move.m_should_skip_using_hero_power is True
                    assert next_move.m_hero_power_target == 0
                    next_move.m_cards_in_hand_to_skip = move.m_cards_in_hand_to_skip
                    next_move.m_pre_play_card_choice = move.m_pre_play_card_choice + 1
                    assert next_move.m_play_card_target == 0
                    assert next_move.m_minion_position == 0
                    assert next_move.m_after_play_card_choice is None
                    assert next_move.m_max_after_play_card_choice is None
                    assert next_move.m_characters_who_can_attack_to_skip == 0
                    assert next_move.m_attack_targets_to_skip == 0
                else:
                    assert next_move.m_should_skip_using_hero_power is True
                    assert next_move.m_hero_power_target == 0
                    next_move.m_cards_in_hand_to_skip = move.m_cards_in_hand_to_skip + 1
                    assert next_move.m_pre_play_card_choice is None
                    assert next_move.m_play_card_target == 0
                    assert next_move.m_minion_position == 0
                    assert next_move.m_after_play_card_choice is None
                    assert next_move.m_max_after_play_card_choice is None
                    assert next_move.m_characters_who_can_attack_to_skip == 0
                    assert next_move.m_attack_targets_to_skip == 0

            if not (move.m_after_play_card_choice is None) and move.m_after_play_card_choice == move.m_max_after_play_card_choice:
                return [False, next_move]
            try:
                card.play(target=card_target, index=zone_index)
            except GameOver:
                if silently is False:
                    play_message += " and game is over"
                    print(play_message)
                raise

            if player.choice:
                if move.m_after_play_card_choice is None:
                    move.m_after_play_card_choice = 0
                    move.m_max_after_play_card_choice = len(player.choice.cards)
                    next_move.m_after_play_card_choice = 0
                    next_move.m_max_after_play_card_choice = len(player.choice.cards)
                assert move.m_after_play_card_choice < len(player.choice.cards)
                assert next_move.m_max_after_play_card_choice == len(player.choice.cards)

                assert next_move.m_should_skip_using_hero_power is True
                assert next_move.m_hero_power_target == 0
                next_move.m_cards_in_hand_to_skip = move.m_cards_in_hand_to_skip
                next_move.m_pre_play_card_choice = move.m_pre_play_card_choice
                next_move.m_play_card_target = move.m_play_card_target + 1
                next_move.m_minion_position = move.m_minion_position + 1
                next_move.m_after_play_card_choice = move.m_after_play_card_choice + 1
                next_move.m_max_after_play_card_choice = move.m_max_after_play_card_choice
                assert next_move.m_characters_who_can_attack_to_skip == 0
                assert next_move.m_attack_targets_to_skip == 0

                choice = player.choice.cards[move.m_after_play_card_choice]
                log.info("After play we're choosing card {0}".format(choice))
                try:
                    player.choice.choose(choice)
                except GameOver:
                    if silently is False:
                        play_message += " and game is over"
                        print(play_message)
                    raise

                play_message += ", selects card {0} as an afterplay choice".format(choice)

            if silently is False:
                print(play_message)
            return [True, next_move]

        assert next_move.m_should_skip_using_hero_power is True
        assert next_move.m_hero_power_target == 0
        next_move.m_cards_in_hand_to_skip = move.m_cards_in_hand_to_skip
        assert next_move.m_pre_play_card_choice is None
        assert next_move.m_play_card_target == 0
        assert next_move.m_minion_position == 0
        assert next_move.m_after_play_card_choice is None
        assert next_move.m_max_after_play_card_choice is None
        assert next_move.m_characters_who_can_attack_to_skip == 0
        assert next_move.m_attack_targets_to_skip == 0

        # No more characters left to attack with
        if move.m_characters_who_can_attack_to_skip == len(player.characters):
            return [False, None]

        character = player.characters[move.m_characters_who_can_attack_to_skip]
        assert not (character is None)
        if not character.can_attack():
            next_move.m_characters_who_can_attack_to_skip = move.m_characters_who_can_attack_to_skip + 1
            assert next_move.m_attack_targets_to_skip == 0
            return [False, next_move]
        if move.m_attack_targets_to_skip == len(character.targets):
            next_move.m_characters_who_can_attack_to_skip = move.m_characters_who_can_attack_to_skip + 1
            assert next_move.m_attack_targets_to_skip == 0
            return [False, next_move]
        target_to_attack = character.targets[move.m_attack_targets_to_skip]
        next_move.m_characters_who_can_attack_to_skip = move.m_characters_who_can_attack_to_skip
        next_move.m_attack_targets_to_skip = move.m_attack_targets_to_skip + 1
        try:
            character.attack(target_to_attack)
        finally:
            if silently is False:
                print("{0} attacks {1}".format(character, target_to_attack))

        return [True, next_move]

    except GameOver:
        if player.playstate == PlayState.WON:
            raise
        return [False, next_move]
Esempio n. 19
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 def StandardStep1(self, game, option=None, gameLog=[], debugLog=True):
     debugChoice = False  ###  Display parameters and scores
     if option == None:
         print("StandardStep1 needs an option")
         return ExceptionPlay.INVALID
     myWeight = option
     loopCount = 0
     while loopCount < 20:
         loopCount += 1
         if debugChoice:
             print(">>>>>>>>>>>>>>>>>>>")
         myCandidate = getCandidates(game)  #「何もしない」選択肢は入れていない
         myChoices = [
             Candidate(None, type=ExceptionPlay.TURNEND, turn=game.turn)
         ]  #何もしない選択
         maxScore = self.getStageScore(game, myWeight,
                                       debugChoice)  #何もしないときのスコア
         if debugChoice:
             print("   %s %d" % (myChoices[0], maxScore))
         maxChoice = None
         for myChoice in myCandidate:
             tmpGame = fireplace_deepcopy(game)
             #tmpGame = copy.deepcopy(game)
             log.info("Estimate the score for [%s]" % (myChoice))
             result = executeAction(tmpGame, myChoice, debugLog=False)
             postAction(tmpGame.current_player)
             if result == ExceptionPlay.INVALID:
                 stop = True
             if result == ExceptionPlay.GAMEOVER:
                 score = 100000
             else:
                 if self.__standard_agent__.StandardRandom(
                         tmpGame, debugLog=False
                 ) == ExceptionPlay.GAMEOVER:  #ここをもっと賢くしてもよい
                     score = 100000
                 else:
                     score = self.getStageScore(tmpGame, myWeight,
                                                debugChoice)
             if debugChoice:
                 print("   %s %d" % (myChoice, score))
             if score > maxScore:
                 maxScore = score
                 myChoices = [myChoice]
                 if score == 100000:
                     break
             elif score == maxScore:
                 myChoices.append(myChoice)
         if debugChoice:
             print("<<<<<<<<<<<<<<<<<<<")
         if len(myChoices) > 0:
             myChoice = random.choice(myChoices)
             if myChoice.type == ExceptionPlay.TURNEND:
                 if debugLog:
                     print(">%s -> turnend." % (self.name))
                 return ExceptionPlay.VALID
             ret = executeAction(game, myChoice, debugLog=debugLog)
             if ret == ExceptionPlay.GAMEOVER:
                 return ExceptionPlay.GAMEOVER
             if ret == ExceptionPlay.INVALID:
                 return ExceptionPlay.INVALID
             player = game.current_player
             postAction(player)
             continue
         else:
             return ExceptionPlay.VALID
Esempio n. 20
0
def test_full_game():
    moves = list()
    reload_and_replay = True
    new_move = Move()

    best_move_sequence = list()
    best_game_score = None

    while True:
        if reload_and_replay:
            game = replay_game(moves, True)

        try:
            play_result = False
            next_move = None
            if not (new_move is None):
                play_move_silently = True
                log.disabled = play_move_silently
                temp = play_move(game, new_move, play_move_silently)
                log.disabled = False
                assert len(temp) == 2
                play_result = temp[0]
                next_move = temp[1]

            if play_result is False:  # Failed to play the move
                if next_move is None:  # There is no next move available
                    if len(moves) == 0:  # We've checked every possible move, job is done
                        log.info("")
                        log.info("")
                        log.info("")
                        log.info("")
                        log.info("Best game score: {0}, move sequence: {1}".format(best_game_score, best_move_sequence))
                        replay_game(best_move_sequence, False)
                        return
                    new_move = moves[len(moves) - 1].next_move
                    moves.pop()
                    reload_and_replay = True
                else:  # There is another possible move to try
                    new_move = next_move
                    reload_and_replay = False
            else:  # We've successfully played the move, add it to the list of the successfully played moves
                temp = GameMove()
                temp.move = new_move
                temp.next_move = next_move
                moves.append(temp)
                reload_and_replay = False
                move_score = get_game_score(game)
                if (best_game_score is None) or move_score.is_better(best_game_score):
                    best_game_score = move_score
                    best_move_sequence = copy.deepcopy(moves)
                new_move = Move()
        except GameOver:
            assert not (new_move is None)
            moves_played = list()
            moves_played.extend(moves)

            temp = GameMove()
            temp.move = new_move
            moves_played.append(temp)
            log.disabled = False
            for player in game.players:
                if player == game.current_player:
                    if player.playstate == PlayState.WON:
                        log.info("Player wins with this sequence of moves: %r", moves_played)
                    elif player.playstate == PlayState.LOST:
                        log.info("Player loses with this sequence of moves: %r", moves_played)
                    else:
                        log.info("Game ends with a tie")
                    break
            log.disabled = True
            replay_game(moves_played, False)
            if game.current_player.playstate == PlayState.WON:
                return
            else:
                assert len(moves) != 0
                new_move = moves[len(moves) - 1].next_move
                moves.pop()
                reload_and_replay = True
Esempio n. 21
0
def print_deck_content(player_name: str, deck: Deck):
    deck_info = player_name + "'s deck contains:\n {0}".format(deck)
    log.info("#" + deck_info)