Esempio n. 1
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def test_position():
    p1 = Position(1, 2)
    p2 = p1.copy()
    assert p1 == p2
    p1.x = 4
    assert p2.x == 1
    assert p2.y == 2
    assert p1 != p2
Esempio n. 2
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def find_elements_in_bbox(bbox):
    grass = Grass()
    return [
        Element(position=Position(567234, 567234),
                ui_element=grass,
                polygon=None,
                center=Position(567234, 567234))
    ]
Esempio n. 3
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File: human.py Progetto: xiejw/games
    def next_position(self):
        b = self._board
        legal_positions = b.legal_positions()

        # Loop forever until valid input.
        while True:
            try:
                print("Row    : ", end="")
                row = _parse_input_num(input())
                print("Column : ", end="")
                column = _parse_input_num(input())

                pos = Position(row, column)

                for legal_pos in legal_positions:
                    if pos == legal_pos:
                        return pos

                print("This pos is occupied. Try again.")
                continue

            except KeyboardInterrupt:
                print("Aborted due to Ctrl-C.")
                import sys
                sys.exit()
            except:
                print("Unexpected error due to invalid input. Try again.")
Esempio n. 4
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def convert_states_to_model_features(config, states):
    rewards_np = np.zeros([len(states)])
    positions_np = np.zeros([len(states), config.rows * config.columns])

    # 3 is the number of feature planes.
    boards_np = np.zeros([len(states), 3, config.rows, config.columns])

    for i, state in enumerate(states):
        # Labels
        rewards_np[i] = state.reward
        j = config.convert_position_to_index(state.position)
        positions_np[i][j] = 1.0

        # Features
        assert isinstance(state.next_player_color, Color)
        if state.next_player_color == Color.BLACK:
            boards_np[i, 2, :, :] = 1.0

        snapshot = state.snapshot
        for x in range(config.rows):
            for y in range(config.columns):
                color = snapshot.get(Position(x, y))
                if color is None:
                    continue

                if color == Color.BLACK:
                    boards_np[i, 0, x, y] = 1.0
                else:
                    assert color == Color.WHITE
                    boards_np[i, 1, x, y] = 1.0

    # Puts channels at the end.
    boards_np = np.transpose(boards_np, [0, 2, 3, 1])

    return boards_np, (rewards_np, positions_np)
Esempio n. 5
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def convert_inference_state_to_model_feature(config, inference_state):
    # 3 is the number of feature planes.
    boards_np = np.zeros([1, 3, config.rows, config.columns])

    assert isinstance(inference_state.next_player_color, Color)
    if inference_state.next_player_color == Color.BLACK:
        boards_np[0, 2, :, :] = 1.0

    snapshot = inference_state.snapshot
    for x in range(config.rows):
        for y in range(config.columns):
            color = snapshot.get(Position(x, y))
            if color is None:
                continue

            if color == Color.BLACK:
                boards_np[0, 0, x, y] = 1.0
            else:
                assert color == Color.WHITE
                boards_np[0, 1, x, y] = 1.0

    # Puts channels at the end.
    boards_np = np.transpose(boards_np, [0, 2, 3, 1])

    return boards_np
Esempio n. 6
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 def handle_select(pos):
     # Handles mouse button down event.
     # Sets the selected_piece if a piece is selected
     nonlocal selected_piece
     selected_piece = None
     pos = pos[0] - BOARD_OFFSETS[0], pos[1] - BOARD_OFFSETS[1]
     if 0 <= pos[0] < BOARD_SIZE[0] and 0 <= pos[1] < BOARD_SIZE[1]:
         position = Position(pos[0] // TILE_SIZE, pos[1] // TILE_SIZE)
         selected_piece = board.get_piece(position)
Esempio n. 7
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File: gui.py Progetto: physpim/chess
 def draw(self):
     """Draws pieces on the board"""
     for (x, y) in product(range(8), range(8)):
         piece = self.board.find_piece(Position(x, y))
         if piece.color != None:
             self.buttons[x][y].config(
                 text=Gui.piece_type_dict[piece.type][piece.color])
         else:
             self.buttons[x][y].config(text='')
Esempio n. 8
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def test_snake_move():
    snake = Snake(3, 3, Position(1, 1), Direction.RIGHT)
    snake.move(None)
    assert snake.head.current_position.x == 2
    assert snake.head.current_position.y == 1
    assert snake.direction == Direction.RIGHT

    snake.move(Direction.UP)
    assert snake.head.current_position.x == 2
    assert snake.head.current_position.y == 0
    assert snake.direction == Direction.UP
Esempio n. 9
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File: gui.py Progetto: physpim/chess
 def select_piece(self):
     """Select piece to move"""
     color = self.board.turn_color
     for x, rows in enumerate(self.buttons):
         for y, button in enumerate(rows):
             piece = self.board.find_piece(Position(x, y))
             if piece.color == color and \
                piece.moves != [] and \
                piece.moves != None:
                 func = partial(self.show_moves, piece)
                 button.configure(command=func)
Esempio n. 10
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    def test_empties(self):
        othelloGame = OthelloGame(board_size=6)
        initial = othelloGame.initial_game()
        perimeter = othelloGame.perimeter_positions(initial)
        border = [(1, 1), (1, 2), (1, 3), (1, 4), (2, 1), (2, 4), (3, 1),
                  (3, 4), (4, 1), (4, 2), (4, 3), (4, 4)]
        border_positions = set([
            Position(x_position=x, y_position=y, board_size=6)
            for x, y in border
        ])

        self.assertEqual(border_positions, set(perimeter))
Esempio n. 11
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    def test_corner_neighbors(self):
        game = OthelloGame(board_size=6)
        a_position = game.new_position(5, 5)
        neighbors = set(game.get_neighbors(a_position))

        valid_neighbors = [(5, 4), (4, 4), (4, 5)]
        true_neighbors = set([
            Position(x_position=x, y_position=y, board_size=6)
            for x, y in valid_neighbors
        ])

        self.assertEqual(neighbors, true_neighbors)
Esempio n. 12
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 def handle_drop(pos):
     # Handles mouse button up event.
     # Moves the selected_piece if to specified position if allowed.
     # Specified position must be an empty position!
     nonlocal selected_piece
     pos = pos[0] - BOARD_OFFSETS[0], pos[1] - BOARD_OFFSETS[1]
     if 0 <= pos[0] < BOARD_SIZE[0] and 0 <= pos[1] < BOARD_SIZE[1]:
         click_position = Position(pos[0] // TILE_SIZE, pos[1] // TILE_SIZE)
         if selected_piece:
             possible_pos = board.can_move(selected_piece, click_position)
             if possible_pos:
                 board.move(selected_piece, possible_pos)
Esempio n. 13
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    def test_get_neighbors(self):
        game = OthelloGame(board_size=6)
        a_position = game.new_position(2, 2)

        neighbors = set(game.get_neighbors(a_position))
        valid_neighbors = [(1, 1), (1, 2), (1, 3), (2, 1), (2, 3), (3, 1),
                           (3, 2), (3, 3)]

        true_neighbors = set([
            Position(x_position=x, y_position=y, board_size=6)
            for x, y in valid_neighbors
        ])

        self.assertEqual(neighbors, true_neighbors)
Esempio n. 14
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def test_snake_calc_next_head_postion():
    snake = Snake(3, 3, Position(1, 1), Direction.RIGHT)

    position = snake._calc_next_head_position(Direction.RIGHT)
    assert position.x == 2
    assert position.y == 1

    position = snake._calc_next_head_position(Direction.LEFT)
    assert position.x == 0
    assert position.y == 1

    position = snake._calc_next_head_position(Direction.UP)
    assert position.x == 1
    assert position.y == 0

    position = snake._calc_next_head_position(Direction.DOWN)
    assert position.x == 1
    assert position.y == 2
Esempio n. 15
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    def next_position(self):
        b = self._board

        # Loop forever until valid input.
        while True:
            try:
                print("Column : ", end="")
                column = int(input())
                row = b.next_available_row(column)
                if row == -1:
                    print("This column is full. Try again.")
                    continue

                return Position(row, column)
            except KeyboardInterrupt:
                print("Aborted due to Ctrl-C.")
                import sys
                sys.exit()
            except:
                print("Unexpected error due to invalid input. Try again.")
Esempio n. 16
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File: ui.py Progetto: physpim/chess
 def draw(self):
     """Draws the board configuration in the terminal"""
     display = "     a  b  c  d  e  f  g  h      \n" + \
               "________________________________ \n "
     # Loop over all x and y indices
     for j in range(8):
         display += " " + str(j + 1) + "|"
         for i in range(8):
             # Find the piece index for position [i, j]
             position_ij = Position(i, j)
             piece = self.board.find_piece(position_ij)
             if piece.color != None:
                 display += " " + \
                     Ui.piece_type_dict[piece.type][piece.color] + " "
             else:
                 # Draw an empty cell
                 display += " - "
         # New line for different i value
         display += "|" + str(j + 1) + " \n "
     display += "_______________________________ \n" + \
                "     a  b  c  d  e  f  g  h    \n"
     self.board_string = display
     print(display)
Esempio n. 17
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def start():
    char_position = Position(x=567234, y=567234)
    bbox = Bbox.from_position(char_position)
    viewport = Viewport(bbox)

    pygame.init()
    window = pygame.display.set_mode((28 * TILE_SIZE, 21 * TILE_SIZE))

    sprites = load_sprites()

    loop = True
    while loop:
        pygame.time.Clock().tick(30)

        for event in pygame.event.get():
            if event.type == QUIT:
                loop = False
            elif event.type == KEYDOWN:
                if event.key == K_RIGHT:
                    print("key right pressed")
                elif event.key == K_LEFT:
                    print("key left pressed")
                elif event.key == K_UP:
                    print("key up pressed")
                elif event.key == K_DOWN:
                    print("key down pressed")

            elements = find_elements_in_bbox(viewport.bbox)

            for _, element in enumerate(elements):
                window.blit(
                    sprites,
                    viewport.convert_position(element.position).to_tuple(),
                    element.get_sprites_rect())

            pygame.display.flip()
Esempio n. 18
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 def test_initialization(self):
     with self.assertRaises(InvariantException):
         Position(x_position=47, y_position=1, board_size=6)
Esempio n. 19
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 def test_asserts(self):
     self.assertTrue(Position.position_logic(1, 2, 5))
     self.assertFalse(Position.position_logic(48, 2, 6))
     self.assertTrue(Position.position_logic(2, 3, 66))
Esempio n. 20
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 def test_asserts(self):
     self.assertTrue(Position.position_logic(1, 2, 5))
     self.assertFalse(Position.position_logic(48, 2, 6))
     self.assertTrue(Position.position_logic(2, 3, 66))
Esempio n. 21
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File: ui.py Progetto: physpim/chess
 def coordinate2position(self, coordinate: str) -> Position:
     """Converts user input to a board position"""
     x = Ui.x_str2int[coordinate[0]]
     y = Ui.y_str2int[coordinate[1]]
     return Position(x, y)