Esempio n. 1
0
def choose_what_to_do_util(player, board, region, rp):
    '''
	if computer is scottish, adss utility to bump up a troop or add reinforcement
	takes a player object,board object, region object, and replacement points integer for that region
	returns utility dictionary
	'''

    util_dict = {'b': 0.01, 'r': 0.01}

    if len(region.blocks_present) > rp:

        util_dict['r'] += 1

    if search.block_name_to_object(
            board, 'WALLACE'
    ) in region.blocks_present and search.block_name_to_object(
            board, 'WALLACE').current_strength < search.block_name_to_object(
                board, 'WALLACE').attack_strength:

        util_dict['b'] += 1

    if search.block_name_to_object(
            board,
            'KING') in region.blocks_present and search.block_name_to_object(
                board, 'KING').current_strength < search.block_name_to_object(
                    board, 'KING').attack_strength:

        util_dict['b'] += 1

    if search.block_name_to_object(
            board,
            'EDWARD') in region.blocks_present and search.block_name_to_object(
                board,
                'EDWARD').current_strength < search.block_name_to_object(
                    board, 'EDWARD').attack_strength:

        util_dict['b'] += 1

    return util_dict
Esempio n. 2
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def noble_home_to_object(board, regionID):
    '''
	This function is meant to change a region based on its ID to the
	object of its noble in which the region is the home to.
	It return a noble block object
	'''
    if regionID == 0:

        return search.block_name_to_object(board.all_blocks, 'ROSS')

    elif regionID == 2:

        return search.block_name_to_object(board.all_blocks, 'MORAY')

    elif regionID == 4:

        return search.block_name_to_object(board.all_blocks, 'BUCHAN')

    elif regionID == 5:

        return search.block_name_to_object(board.all_blocks, 'COMYN')

    elif regionID == 6:

        return search.block_name_to_object(board.all_blocks, 'COMYN')

    elif regionID == 7:

        return serach.block_name_to_object(board.all_blocks, 'MAR')

    elif regionID == 8:

        return search.block_name_to_object(board.all_blocks, 'ANGUS')

    elif regionID == 9:

        return search.block_name_to_object(board.all_blocks, 'ARGYLL')

    elif regionID == 10:

        return search.block_name_to_object(board.all_blocks, 'ATHOLL')

    elif regionID == 12:

        return search.block_name_to_object(board.all_blocks, 'LENNOX')

    elif regionID == 13:

        return search.block_name_to_object(board.all_blocks, 'MENTIETH')

    elif regionID == 14:

        return search.block_name_to_object(board.all_blocks, 'CARRICK')

    elif regionID == 15:

        return search.block_name_to_object(board.all_blocks, 'STEWARD')

    elif regionID == 17:

        return search.block_name_to_object(board.all_blocks, 'DUNBAR')

    elif regionID == 19:

        return search.block_name_to_object(board.all_blocks, 'GALLOWAY')

    elif regionID == 20:

        return search.block_name_to_object(board.all_blocks, 'BRUCE')
    return False
Esempio n. 3
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def distribute_rp(board, rp, region, eng_type, scot_type):
    '''
	takes a board object, a given rp, a region object, and the side the computer plays
	helper function for winter_builds
	assigns rp randomly based on side for computer
	asks for appropriate inputs from the user based on side 
	'''

    if scot_type == 'comp':

        if region.is_friendly('SCOTLAND'):

            points = rp

            update_count = 0

            while points > 0:

                update_count += 1

                if update_count > 25:
                    break

                choice_utilities = choose_what_to_do_util(board, region, rp)

                if choice_utilities == dict():
                    break

                computer_choice = weighted_prob.weighted_prob(choice_utilities)

                if computer_choice == 'r':

                    if len(region.blocks_present) < rp and board.scot_pool:
                        if not (len(board.scot_pool) == 2
                                and board.all_blocks[14] in board.scot_pool
                                and board.all_blocks[16] in board.scot_pool
                                ) or not (len(board.scot_pool) == 1
                                          and board.all_blocks[16]
                                          in board.scot_pool):
                            valid_block = False

                            MAX_DRAWINGS = 25
                            num_drawings = 0

                            while not valid_block and num_drawings <= MAX_DRAWINGS:

                                num_drawings += 1

                                draw_block = random.choice(board.scot_pool)
                                #print('Trying to add ' + draw_block.name + ' to' +  region.name)
                                if draw_block.type == 'NORSE':

                                    if region.coast:

                                        valid_block = True

                                elif draw_block.name == 'KING':

                                    pass

                                elif draw_block.name == 'FRENCH':

                                    scottish_nobles = 0

                                    for scot in board.scot_roster:

                                        if type(scot) == blocks.Noble:

                                            scottish_nobles += 1

                                    if region.coast and scottish_nobles >= 8:

                                        valid_block = True

                                else:

                                    valid_block = True
                            if num_drawings <= MAX_DRAWINGS:
                                draw_block.current_strength = 1

                                add_to_location(board, draw_block,
                                                board.regions[region.regionID])

                            points -= 1

                elif computer_choice == 'b':

                    potential_blocks = []

                    for block in region.blocks_present:

                        if block.current_strength < block.attack_strength:

                            potential_blocks.append(block)

                    if potential_blocks:

                        bump_block_utilities = choose_what_to_bump_util(
                            potential_blocks)

                        bump_choice = weighted_prob.weighted_prob(
                            bump_block_utilities)

                        bump_block = search.block_name_to_object(
                            board.all_blocks, bump_choice)

                        bump_block.heal_until_full(1)

                        print("Bumped " + bump_block.name + " up!")

                        points -= 1

                    elif not potential_blocks and len(
                            region.blocks_present) >= rp:

                        points = 0

                else:

                    print("Not a correct input! Please type 'r' or 'b'!")

        elif eng_type == 'opp':

            potential_blocks = []

            for block in region.blocks_present:

                if block.current_strength < block.attack_strength and (
                        type(block) == blocks.Noble
                        or block.type == 'INFANTRY'):

                    potential_blocks.append(block)

            points = rp

            print(region.name + " has " + str(points))

            while points > 0 or potential_blocks:

                try:

                    for index, name in enumerate(potential_blocks):

                        print(str(index) + ":" + " " * 5 + str(name))

                    user_choice = input(
                        "Which block would you like to bump in " +
                        region.name + "? \n Type 'done' if you are finished ")

                    if user_choice.lower() == 'done':

                        points = 0

                    else:

                        potential_blocks[int(user_choice)].heal_until_full(1)

                        points -= 1

                except (IndexError, ValueError):

                    print("Not a valid option!")

    if eng_type == 'comp':
        potential_blocks = []
        if region.is_friendly('ENGLAND'):

            points = rp
            potential_blocks = []
            while points > 0 or (potential_blocks != list()):

                potential_blocks = []

                for block in region.blocks_present:

                    if block.current_strength < block.attack_strength and (
                            type(block) == blocks.Noble
                            or block.type == 'INFANTRY'):

                        potential_blocks.append(block)

                if potential_blocks:

                    bump_block_utilities = choose_what_to_bump_util(
                        potential_blocks)

                    bump_choice = weighted_prob.weighted_prob(
                        bump_block_utilities)

                    bump_block = search.block_name_to_object(
                        board.all_blocks, bump_choice)
                    if bump_block.current_strength < bump_block.attack_strength:
                        bump_block.heal_until_full(1)

                        print("Bumped " + bump_block.name + " up!")

                    points -= 1

                else:

                    print(region.name + " has nothing to build!")
                    points = 0
                    potential_blocks = list()
                    break
                    points = 0
                potential_blocks = []

        elif scot_type == 'opp':

            points = rp

            print(region.name + " has " + str(points))

            while points > 0:

                user_choice = input(
                    "Strengthen a troop (t) or bring in reinforcements (r)? type 'd' for done "
                )

                if user_choice.lower() == "d":

                    points = 0

                elif user_choice.lower() == "r":

                    if board.scot_pool:

                        if len(region.blocks_present) < rp:

                            valid_block = False

                            while not valid_block:

                                draw_block = random.choice(board.scot_pool)

                                if draw_block.type == 'NORSE':

                                    if region.coast:

                                        valid_block = True

                                elif draw_block.name == 'KING':

                                    pass

                                elif draw_block.name == 'FRENCH':

                                    scottish_nobles = 0

                                    for scot in board.scot_roster:

                                        if type(scot) == blocks.Noble:

                                            scottish_nobles += 1

                                    if region.coast and scottish_nobles >= 8:

                                        valid_block = True

                                else:

                                    valid_block = True

                            draw_block.current_strength = 1

                            board.scot_pool.remove(draw_block)

                            board.regions[
                                region.regionID].blocks_present.append(
                                    draw_block)

                            board.scot_roster.append(draw_block)

                            print(draw_block.name +
                                  " added to reinforcements of " + region.name)

                            points -= 1

                        else:

                            print("Can't put reinforcements here!")

                    else:

                        print("There are no blocks in the scottish pool!")

                elif user_choice.lower() == "t":

                    potential_blocks = []

                    for block in region.blocks_present:

                        if block.current_strength < block.attack_strength:

                            potential_blocks.append(block)

                    if potential_blocks:

                        try:

                            for index, name in enumerate(potential_blocks):

                                print(
                                    str(index) + ":" + " " * 5 +
                                    str(name.name))

                            user_choice2 = input(
                                "Which block would you like to bump in " +
                                region.name + "? ")

                            potential_blocks[int(
                                user_choice2)].heal_until_full(1)

                            points -= 1

                        except (IndexError, ValueError):

                            print("Not a valid option!")

                    else:

                        print("All blocks at full strength.")

                else:

                    print("Please type a valid choice!")
Esempio n. 4
0
def initialize_winter(board,
                      block_list,
                      eng_type,
                      scot_type,
                      edward_prev_winter=[False]):
    '''
	takes a board object, list of all blocks in game, and which side the computer is playing
	moves every block to correct location -- random for computer, user input for human
	'''
    eng_nobles = []
    scot_nobles = []
    eng_king = []
    scot_king = []
    eng_edward = []

    # print('SCOT ROSTER')
    # print(board.scot_roster)
    # print('SCOT POOL')
    # print(board.scot_pool)

    # print('ENG ROSTER')
    # print(board.eng_roster)
    # print('ENG POOL')
    # print(board.eng_pool)
    for region in board.regions:
        for block in region.blocks_present:

            #for block in block_list:

            if block in board.eng_roster or block in board.scot_roster:
                #print(block.current_strength)
                #print(block.is_dead())
                #print(block in board.scot_roster)
                #print(block in board.scot_pool)
                if block.name != 'MORAY' and not block.is_dead(
                ) and find_location(board, block).regionID == 22 and not type(
                        block) == blocks.Noble:
                    #print(board.regions[22])
                    #print(block)
                    disband(board, block)

                elif block.type == "KING":

                    if block.allegiance == "ENGLAND":

                        eng_king.append(block)

                    if block.allegiance == "SCOTLAND":

                        scot_king.append(block)

                elif block.type == "EDWARD":

                    eng_edward.append(block)

    for noble in board.all_nobles:

        if noble.allegiance == 'SCOTLAND' and not noble.is_dead(
        ) and noble in board.scot_roster:
            scot_nobles.append(noble)

        elif not noble.is_dead() and noble in board.eng_roster:

            eng_nobles.append(noble)

    #print('ENG NOBLES:')
    #print(eng_nobles)
    #print('SCOT NOBLES:')
    #print(scot_nobles)

    for noble in eng_nobles:
        #print(noble.name)

        noble = go_home(board, noble, eng_type, scot_type)

        print("Sent " + noble.name + " home!")

    for noble in scot_nobles:

        if noble.name == "MORAY":

            if scot_type == 'comp':

                moray_utilities = moray_util(board, noble)

                comp_choice_moray = weighted_prob.weighted_prob(
                    moray_utilities)

                if comp_choice_moray == 'stay':

                    print("Moray stayed!")

                elif comp_choice_moray == 'home':

                    go_home(board, noble, eng_type, scot_type)

                    print("Sent Moray Home!")

                elif comp_choice_moray == 'disband':

                    disband(board, noble)

            else:

                bool21 = True

                while bool21:

                    user_decision = input(
                        "Where do you want Moray to go? 's' for stay, 'h' for home, 'd' for disband "
                    )

                    if user_decision == 's':

                        if len(board.regions[find_location(board,
                                                           noble).regionID].
                               blocks_present) <= board.regions[find_location(
                                   board, noble).regionID].castle_points:

                            print("Moray stayed!")

                            bool21 = False

                        else:

                            print("Moray cannot stay!")

                    elif user_decision == 'h':

                        go_home(board, noble, eng_type, scot_type)

                        print("Sent Moray Home!")

                        bool21 = False

                    elif user_decision == 'd':

                        disband(board, noble)

                        bool21 = False

                    else:

                        print("invalid input!")

        else:

            go_home(board, noble, eng_type, scot_type)

            print("Sent " + noble.name + " home!")

    if eng_edward:

        if eng_type == 'comp':

            edward_utilities = edward_util(board, eng_edward[0],
                                           edward_prev_winter[0])

            edward_choice = weighted_prob.weighted_prob(edward_utilities)

            if edward_choice == 'disband':

                disband(board, eng_edward[0])

            elif edward_choice == 'stay':

                print("Edward I stayed!")

        else:

            if not edward_prev_winter[0]:
                add_to_location(
                    board, eng_edward[0],
                    choose_location(
                        [find_location(board, eng_edward[0]), 'english pool'],
                        'ENGLAND', eng_type, scot_type, block))
                edward_prev_winter[0] = True
            else:
                disband(board, eng_king[0])

    if eng_king:

        disband(board, eng_king[0])

    if scot_king:

        block = scot_king[0]

        if scot_type == 'comp':
            possible_regions_dict = dict()

            for region in board.regions:
                if (region.is_friendly('SCOTLAND') and region.cathedral
                    ) or board.all_blocks[28] in region.blocks_present:
                    possible_regions_dict[region.regionID] = 0.8

            possible_regions_dict['disband'] = 0.01

            scot_king_choice = weighted_prob.weighted_prob(
                possible_regions_dict)

            if scot_king_choice == 'disband':

                disband(board, block)

            else:

                add_to_location(board, block, board.regions[scot_king_choice])

        else:

            possible_locations = []

            for region in board.regions:

                if (region.is_friendly('SCOTLAND')
                    ) and region.cathedral and len(
                        region.blocks_present) <= region.castle_points:

                    possible_locations.append(board.regions[region.regionID])

            place = choose_location(possible_locations, block.allegiance,
                                    eng_type, scot_type, block)

            add_to_location(board, block, place)
    #print('ENGLAND ROSTER: ', end = ' ')
    #for block in board.eng_roster:
    #print(block.name, end = ' ')
    for brit in board.eng_roster:

        if brit.type == 'ARCHER' or brit.type == 'KNIGHT' and find_location(
                board, search.block_name_to_object(
                    board.all_blocks, 'EDWARD')) != find_location(board, brit):

            disband(board, brit)

    for region in board.regions:

        computer_role = []

        if eng_type == 'comp':

            computer_role.append('ENGLAND')

        if scot_type == 'comp':

            computer_role.append('SCOTLAND')

        if region.blocks_present and region.blocks_present[
                0].allegiance not in computer_role:

            display_blocks = []

            if region.is_friendly('SCOTLAND'):

                if region.cathedral:

                    castle_points = region.castle_points + 1

                else:

                    castle_points = region.castle_points

            else:

                if find_location(
                        board,
                        search.block_name_to_object(board.all_blocks,
                                                    'EDWARD')) == region:

                    castle_points = 100

                else:

                    castle_points = region.castle_points

            for region_block in region.blocks_present:

                if type(region_block) != blocks.Noble:

                    display_blocks.append(region_block)

            user_inputting = True

            while user_inputting:

                if display_blocks:

                    have_to_move = len(region.blocks_present) - castle_points

                    if have_to_move < 0:

                        have_to_move = 0

                    print("\n\nCurrent region is " + region.name + ":\n")

                    for i, blck in enumerate(display_blocks):

                        print(blck.name, "(" + str(i) + ")")

                    print("\n")

                    user_input = input(
                        "Choose a block to disband or move! \n You have to move at least "
                        + str(have_to_move) + " blocks! 'Done' for done. \n>")

                    try:

                        if user_input.lower() == 'done':

                            if have_to_move == 0:

                                user_inputting = False

                            else:

                                print(
                                    "You are over castle limits! Continue disbanding!"
                                )

                        else:

                            user_block = display_blocks[int(user_input)]

                            if user_block.type == "WALLACE":

                                wallace_possible_locations = [
                                    'scottish pool', board.regions[18]
                                ]

                                add_to_location(
                                    board, block,
                                    choose_location(wallace_possible_locations,
                                                    block.allegiance, eng_type,
                                                    scot_type, block))

                                display_blocks.remove(user_block)

                            else:

                                disband(board, user_block)

                                display_blocks.remove(user_block)

                    except (ValueError, IndexError):

                        print("That is not a valid option!")

                else:

                    print("No blocks to move from " + region.name)

                    user_inputting = False

        elif region.blocks_present and region.blocks_present[
                0].allegiance in computer_role:

            display_blocks = []

            for region_block in region.blocks_present:

                if type(region_block) != blocks.Noble:

                    display_blocks.append(region_block)

            if display_blocks:

                disbanding_utilities, have_to_move = disband_block_util(
                    board, region)

                computer_choices = []
                for i in range(have_to_move):
                    computer_choice = weighted_prob.weighted_prob(
                        disbanding_utilities)
                    del disbanding_utilities[computer_choice]
                    computer_choices.append(computer_choice)

                for computer_choice in computer_choices:

                    computer_block = search.block_id_to_object(
                        board.all_blocks, computer_choice)

                    if computer_block.type == "WALLACE":

                        wallace_possible_locations = [
                            'scottish pool', board.regions[18]
                        ]

                        add_to_location(
                            board, computer_block,
                            choose_location(wallace_possible_locations,
                                            block.allegiance, eng_type,
                                            scot_type, block))

                    else:

                        disband(board, computer_block)

    levy(board)
Esempio n. 5
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def disband_block_util(board, region):
    '''
	used when all important pieces have moved for winter
	checks to see if castle limits are infringed
	takes a player object,board object, and a region object
	returns a utility dictionary where more utility means higher
	chance of disbanding. also returns the number of keys that 
	need to be returned by the chancing function.
	'''

    util_dict = {}

    display_blocks = []

    if region.is_friendly('SCOTLAND'):

        if region.cathedral:

            castle_points = region.castle_points + 1

        else:

            castle_points = region.castle_points

    else:

        if find_location(
                board, search.block_name_to_object(board.all_blocks,
                                                   'EDWARD')) == region:

            castle_points = 100

        else:

            castle_points = region.castle_points

    for region_block in region.blocks_present:

        if type(region_block) != blocks.Noble:

            display_blocks.append(region_block)

    have_to_move = len(region.blocks_present) - castle_points
    if have_to_move < 0:
        have_to_move = 0
    if have_to_move > 0:

        for block in display_blocks:

            util_dict[block.blockID] = 0

            for i in range(block.attack_strength - block.current_strength):

                util_dict[block.blockID] += 1

            if block.attack_letter == 'A':

                util_dict[block.blockID] += 1

            elif block.attack_letter == 'B':

                util_dict[block.blockID] += 2

            elif block.attack_letter == 'C':

                util_dict[block.blockID] += 3

    return util_dict, have_to_move
Esempio n. 6
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def go_home(board, noble, eng_type, scot_type):
    '''
	takes a noble from the location that they are at and then transports them
	home. also takes board object and the side that the computer is playing
	if there is more than 1 home location, it randomly picks one.
	changes allegiance based on who controls home area
	'''

    if type(noble.home_location) == int:
        print(noble.name)
        if noble.home_location == find_location(board, noble).regionID:

            print(noble.name + " is already home.")

        elif not board.regions[
                noble.home_location].blocks_present or board.regions[
                    noble.home_location].blocks_present[
                        0].allegiance == noble.allegiance:

            print(noble.name)
            start = find_location(board, noble).regionID
            board.remove_from_region(noble, start)

            board.regions[noble.home_location].blocks_present.append(noble)

        else:

            noble.allegiance = board.regions[
                noble.home_location].blocks_present[0].allegiance

            print(noble.name + '\'s allegiance was changed to ' +
                  board.regions[
                      noble.home_location].blocks_present[0].allegiance)

            start = find_location(board, noble).regionID
            board.remove_from_region(noble, start)

            board.regions[noble.home_location].blocks_present.append(noble)

    else:

        possible_locations = []

        new_locations = []

        for home in noble.home_location:

            new_locations.append(home)

            if not board.regions[home].blocks_present or board.regions[
                    home].blocks_present[0].allegiance == noble.allegiance:

                possible_locations.append(board.regions[home])

        else:

            if not possible_locations:
                print(noble.name + ' changes their allegiance')
                if noble.allegiance == "SCOTLAND":

                    noble.allegiance == "ENGLAND"
                    board.scot_roster.remove(noble)
                    board.eng_roster.append(noble)

                else:

                    noble.allegiance == "SCOTLAND"
                    board.eng_roster.remove(noble)
                    board.scot_roster.append(noble)
                print(
                    'IN THE BOARD NOBLE ALLEGIANCE IS: ',
                    search.block_name_to_object(board.all_blocks, noble.name))
                noble_choice = search.region_id_to_object(
                    board,
                    choose_location(new_locations, noble.allegiance, eng_type,
                                    scot_type, noble))
                print(noble.name + ' went home to ' +
                      board.regions[noble_choice.regionID].name)

                add_to_location(board, noble, noble_choice)

            else:

                noble_new_home = choose_location(possible_locations,
                                                 noble.allegiance, eng_type,
                                                 scot_type, noble)

                #add_to_location(board,noble,noble_new_home)
                current_loca = find_location(board, noble)

                board.remove_from_region(noble, current_loca.regionID)
                board.regions[noble_new_home.regionID].blocks_present.append(
                    noble)
    return noble
def pil_execution(board, position, role, pil_data):

    print(role)
    
    if position == 'comp':
        """
        #loop through regions to make sure there is a region that it works in
        for region_controlled in board.get_controlled_regions(role):
            new_list = []
            new_list.append(region_controlled.regionID)
            for neighbor_region in board.find_all_borders(new_list):
                if not neighbor_region.is_friendly(role) and not neighbor_region.is_neutral():
                    possible = True
        
        if possible:
            
            #make a list of possible opponent regions to be pillaged 
            possible_pill_lst = []
            for region in board.get_controlled_regions(role):
                new_list = []
                new_list.append(region.regionID)
                for neighbor_region in board.find_all_borders(new_list):
                    if not neighbor_region.is_friendly(role) and not neighbor_region.is_neutral() and neighbor_region not in possible_pill_lst:
                        possible_pill_lst.append(neighbor_region)
            
            
            chosen_subtract_region = possible_pill_lst[random.randint(0, len(possible_pill_lst) - 1)]
            
            
            # pillage combat-style
            points_pillaged = 0
            
            for x in range (0,2):
                highest_block_lst = combat.find_max_strength(chosen_subtract_region.blocks_present)
            
                if highest_block_lst:
                    block = highest_block_lst[0]
                    #strike once
                    block.get_hurt(1)
                    print(block.name + ' took one hit.')
                    points_pillaged+=1
                    
                    if block.is_dead():
                        print(block.name, 'goes to the pool')
                        if role == 'SCOTLAND':
                            board.eng_pool.append(block)
                            board.eng_roster.remove(block)
                            board.remove_from_region(block, chosen_subtract_region.regionID)
                        elif role == 'ENGLAND':
                            board.scot_pool.append(block)
                            board.scot_roster.remove(block)
                            board.remove_from_region(block, chosen_subtract_region.regionID)
                        
            
            
            
            #make a list of possible owned regions to gain points
            possible_add_lst = []
            new_list = []
            new_list.append(chosen_subtract_region.regionID)
            
            for neighbor_region in board.find_all_borders(new_list):
                if neighbor_region.is_friendly(role):
                    possible_add_lst.append(neighbor_region)
    
            #choose randomly from the list
            chosen_add_region = possible_add_lst[random.randint(0, len(possible_add_lst) - 1)]


            health_points = points_pillaged
        
            possible_add_block_list = []
            
            #list for possible blocks to heal in chosen_add_region
            for block in chosen_add_region.blocks_present:
                possible_add_block_list.append(block)
            
            while health_points > 0:

                block = possible_add_block_list[random.randint(0, len(possible_add_block_list) - 1)]
                healing_points = random.randint(0, health_points)
                block.heal_until_full(healing_points)
                health_points -= healing_points
                print(block.name + ' was healed ' + str(healing_points) + ' points.')
   
        else:
            print('There are no possible regions in which to play this card.')
        """
        
        #this is strategized, receives chosen region IDs from utility:
        region_to_pil_id = pil_data[0]
        region_to_heal_id = pil_data[1]
        region_to_pil = search.region_id_to_object(board, region_to_pil_id)
        region_to_heal = search.region_id_to_object(board, region_to_heal_id)
        
        #pillage combat style
        points_pillaged = 0
        good_list = True
        for block in region_to_pil.blocks_present:
            if block.current_strength > 0:
                good_list = True
            else:
                good_list = False
        for x in range (0,2):
            if len(region_to_pil.blocks_present) != 0 and good_list:
                highest_block_lst = combat.find_max_strength(region_to_pil.blocks_present)
            else:
                highest_block_lst = False

            if highest_block_lst:
                block = highest_block_lst[0]
                #strike once
                block.get_hurt(1)
                print(block.name + ' took one hit.')
                points_pillaged+=1
                
                if block.is_dead():
                    print(block.name + ' has been pillaged to death')
                    board.kill_block(block, role)
    
        #use weighted prob to choose blocks to add pts to
        #for block in blocks_present
        
        block_val_dict = dict()
            
            #list for possible blocks to heal in chosen_add_region
        for block in region_to_heal.blocks_present:
            utility_value = 0.0000000001
            if block.name == 'KING' and block.current_strength < block.attack_strength:
                utility_value += .5
                #if block is wallace and he needs it
            elif block.name == 'WALLACE' and block.current_strength < block.attack_strength:
                utility_value += .4
            #for england:
            #if block is edward and he needs it
            if block.name == 'EDWARD' and block.current_strength < block.attack_strength:
                utility_value += .45
            #if block is hobelars and he needs it
            elif block.name == 'HOBELARS' and block.current_strength < block.attack_strength:
                utility_value += .3
                
            #if block is type noble and he needs it
            elif type(block) == blocks.Noble and block.current_strength < block.attack_strength:
                utility_value += .25
            #if block is below full health
            elif block.current_strength < block.attack_strength:
                utility_value += .1
            
            block_val_dict[block.name] = utility_value
            
        #possible healing pts = # pts taken from other region
        health_points = points_pillaged
        
        while health_points > 0 and len(region_to_heal.blocks_present) > 0:

                #should i add something here so it doesn't choose the same blocks???
                block_name = weighted_prob.weighted_prob(block_val_dict)
                healing_points = random.randint(0, health_points)
                block.heal_until_full(healing_points)
                health_points -= healing_points
                print(block.name + ' was healed ' + str(healing_points) + ' points.')
                
        
    elif position == 'opp':
        quitt = False
        #loop through regions to make sure there is a region that it works in
        for region_controlled in board.get_controlled_regions(role):
            new_list = []
            new_list.append(region_controlled.regionID)
            for neighbor_region in board.find_all_borders(new_list):
                if not neighbor_region.is_friendly(role) and not neighbor_region.is_neutral():
                    possible = True
        
        if possible:
            
            #make a list of possible opponent regions to be pillaged 
            possible_pill_lst = []
            for region in board.get_controlled_regions(role):
                new_list = []
                new_list.append(region.regionID)
                for neighbor_region in board.find_all_borders(new_list):
                    if not neighbor_region.is_friendly(role) and not neighbor_region.is_neutral():
                        if not neighbor_region in possible_pill_lst:
                            possible_pill_lst.append(neighbor_region)
            
            print('Possible pillaging regions: ')
            for region in possible_pill_lst:
                print(region.name)
            
            
            valid_region = False
            
            while not valid_region:
                chosen_subtract_region_name = input('Which of your opponent\'s regions would you like to remove points from? Enter a name or \'none\'\n>').upper()
                
                if chosen_subtract_region_name.lower() == 'none':
                    quitt = True
                    valid_region = True
                
                if quitt:
                    valid_region = True
                else:
                    chosen_subtract_region = search.region_name_to_object(board, chosen_subtract_region_name)
                        
                    if chosen_subtract_region in possible_pill_lst:
                        valid_region = True
                        
                    else:
                        print('Invalid region.')
                        continue
            
                    # pillage combat-style
                    points_pillaged = 0
                    
                    for x in range (0,2):
                        highest_block_lst = combat.find_max_strength(chosen_subtract_region.blocks_present)
                    
                        if highest_block_lst:
                            block = highest_block_lst[0]
                            #strike once
                            block.get_hurt(1)
                            print(block.name + ' took one hit.')
                            points_pillaged+=1
                            
                            if block.is_dead():
                                board.kill_block(block, role)
                        
            
            
            
                    #make a list of possible owned regions to gain points
                    possible_add_lst = []
                    new_list = []
                    new_list.append(chosen_subtract_region.regionID)
                    
                    for neighbor_region in board.find_all_borders(new_list):
                        if neighbor_region.is_friendly(role):
                            possible_add_lst.append(neighbor_region)
                    
                    print('Possible regions to add pillaged points to: ')
                    for region in possible_add_lst:
                        print(region.name)
            
            
                    valid_region = False
                    
                    while not valid_region:
                        chosen_add_region_name = input('Which of your regions would you like to add pillaged points to? Enter a name or \'none\'\n>').upper()
                        
                        if chosen_add_region_name.lower() == 'none':
                            quitt = True
                            valid_region = True
                        
                        if not quitt:
                            chosen_add_region = search.region_name_to_object(board, chosen_add_region_name)
                                
                            if chosen_add_region in possible_add_lst:
                                valid_region = True
                                
                            else:
                                print('Invalid region.')
                                continue
            
            
                
            
                            health_points = points_pillaged
                        
                            possible_add_block_list = []
                            
                            while health_points > 0:
                                
                                #list for possible blocks to heal in chosen_add_region
                                for block in chosen_add_region.blocks_present:
                                    possible_add_block_list.append(block)
                                        
                                print('Possible blocks to heal: ')
                                for block in possible_add_block_list:
                                    print(block.name)
                                print()
                                
                                valid_input = False
                                
                                while not valid_input:
                                    
                                    print('You have ', health_points, ' health points.')
                                    block_name = input('Which block would you like to heal? Enter a name or \'none\'\n>').upper()
                                    
                                    if block_name.lower() == 'none':
                                        quitt = True
                                        valid_input = True
                                        health_points = 0
                                    #if player doesnt enter 'none'
                                    if not quitt:
                                        block = search.block_name_to_object(chosen_add_region.blocks_present, block_name)
                                        
                                        if block in possible_add_block_list:
                                            valid_input = True
                                        else:
                                            print('Invalid block.')
                                            continue
                                            

                                        valid_in = False
                                        while not valid_in:
                
                                            healing_points = input('How many points would you like to heal it? Enter an integer or \'none\'\n>')
                                            if healing_points.lower() == 'none':
                                                quitt = True
                                                valid_in = True
                                                
                                            if not quitt:
                                                if healing_points.isdigit():
                                                    healing_points = int(healing_points)
                                                    if healing_points <= 0 or healing_points > health_points:
                                                        print('You do not have that many healing points.')
                                                    else:
                                                        block.heal_until_full(healing_points)
                                                        health_points -= healing_points
                                                        print(block.name + ' was healed ' + str(healing_points) + ' points.')
                                                        valid_in = True
                                                else:
                                                    print('Invalid input.')

       
        else:
            print('There are no possible regions in which to play this card.')
def sea_execution(board, position, role):
    """
    Receives current board, opp/comp, and scotland/england
    For computer:
        Finds a block in a friendly, coastal region and moves to a randomized friendly, coastal region
    For human:
        Receives input name of block, loops until valid block (in friendly, coastal territory)
        Receives input name of region, loops until valid region (friendly, coastal territory that block is not already in)
        
    Prints executed action
    """
    quitt = False
    if position == 'comp':
        #print(1)
            #temporary for dumb AI
            #create and print a list of coastal, friendly regions where norse is not the ONLY one
        
        possible_region_list = []
        
        #loops through list of friendly, coastal, not just Norse regions to append to a possible_region_list
        for region in board.get_controlled_regions(role):
            #print(2)
            coastal = False
            just_norse = False
            if region.coast:
                coastal = True
            if len(region.blocks_present) == 1 and region.blocks_present[0].name.upper() == 'NORSE':
                just_norse = True
            
            if coastal and not just_norse:
                possible_region_list.append(region)
        
        
        #loops through list of friendly, coastal regions to append to a possible_final_region_list
            possible_final_region_list = []
            for region in board.get_controlled_regions(role): 
                #print(3)               
                if region.coast:
                    possible_final_region_list.append(region)
        
        
        
        if len(possible_final_region_list) >= 2:
            #if you want to add in last-min strategy, do it here
            #random region from possible list
            england = board.regions[22]
            if england in possible_region_list:
                original_region = england
            else:
                original_region = possible_region_list[random.randint(0, len(possible_region_list) - 1)]
            #remove the original region from the possible end regions
            possible_final_region_list.remove(original_region)
            
            #possible_block_list
            #list of possible blocks to move (present in region) and not norse
            possible_block_list = []
            for block in original_region.blocks_present:
                if block.name != 'NORSE':
                    possible_block_list.append(block)
            
            move_block_list = []
            blocks_moved = 0
            #print(4)

            while blocks_moved < 2:
                #print(5)
                block = possible_block_list[random.randint(0, len(possible_block_list)-1)]
                #if it's not already on the list,append to move_block_list
                if block not in move_block_list:
                    move_block_list.append(block)
                    blocks_moved+=1
                elif block in move_block_list and len(possible_block_list) == 1:
                    blocks_moved+=1
                else:
                    print('neither condition was met so this is an infinite loop')
            
                    
            #print(6)    
            new_region = possible_final_region_list[random.randint(0, len(possible_final_region_list) - 1)]
                
            for block in move_block_list:
        
                board.add_to_location(block, new_region)
                print(block.name + ' moved from ' + original_region.name + ' to ' + new_region.name)
        
        else:
            print('There are not enough friendly regions with which to play this card.')
                
            
        #add in if it's not possible
    elif position == 'opp':
          
           
        possible_region_list = []
        
        #loops through list of friendly, coastal, not just Norse regions to append to a possible_region_list
        for region in board.get_controlled_regions(role):
            coastal = False
            just_norse = False
            if region.coast:
                coastal = True
            if len(region.blocks_present) == 1 and region.blocks_present[0].name.upper() == 'NORSE':
                just_norse = True
            
            if coastal and not just_norse:
                possible_region_list.append(region)
        
        
        #loops through list of friendly, coastal regions to append to a possible_final_region_list
            possible_final_region_list = []
            for region in board.get_controlled_regions(role):                
                if region.coast:
                    possible_final_region_list.append(region)
        
        
        
        if len(possible_final_region_list) >= 2:
            
            print('Possible origin regions:')
            for region in possible_region_list:
                print(region.name)
        
            #user input region, check if in possible list
            valid_region = False
            while not valid_region:
                
                original_region_name = input('What region would you like to move block(s) from? Enter a name or \'none\'.\n>').upper()
            
                if original_region_name != 'NONE':
            
                    original_region = search.region_name_to_object(board, original_region_name)
                
                    if original_region and original_region in possible_region_list:
                        valid_region = True
                    else:
                        print('Invalid region.')
                else:
                    quitt = True
                
            if not quitt:
                #remove the original region from the possible end regions
                possible_final_region_list.remove(original_region)
                
                #possible_block_list
                #list of possible blocks to move (present in region) and not norse
                possible_block_list = []
                for block in original_region.blocks_present:
                    if block.name != 'NORSE':
                        possible_block_list.append(block)
                
                print('Possible blocks:')
                for block in possible_block_list:
                    print(block.name)
                
                
                move_block_list = []
                blocks_moved = 0
                quittt = False
                block_name = ''
                while blocks_moved < 2 and not quittt:
                    if block_name != 'NONE':
                        valid_block = False
                    while not valid_block:
                        
                        
                        block_name = input('Which block would you like to move? Enter a name or \'none\'.\n>').upper()
                    
                        if block_name != 'NONE':
                            
                            block_to_move = search.block_name_to_object(possible_block_list, block_name)
                    
                            if block_to_move and block_to_move not in move_block_list:
                                valid_block = True
                                move_block_list.append(block_to_move)
                                blocks_moved+=1
                            
                            elif block in move_block_list and len(possible_block_list) == 1:
                                blocks_moved=1
                                
                            else:
                                print('Invalid block.')
                                continue
                        else:
                            valid_block = True
                            if len(move_block_list) == 1:
                                quittt = True
                quitt = False
                if len(move_block_list) > 0:              
                    print('Possible final regions:')
                    for region in possible_final_region_list:
                        print(region.name)
                
                    #user input region, check if in possible list
                    valid_region = False
                    while not valid_region:
                        
                        new_region_name = input('What region would you like to move block(s) to? Enter a name or \'none\'.\n>').upper()
                    
                        if new_region_name != 'NONE':
                    
                            new_region = search.region_name_to_object(board, new_region_name)
                        
                            if new_region and new_region in possible_final_region_list:
                                valid_region = True
                            else:
                                print('Invalid region.')
                                continue
                        else:
                            valid_region = True
                            quitt = True
                            
                    if not quitt:
                                
                        for block in move_block_list:
                            
                            board.add_to_location(block, new_region)
                            print(block.name + ' moved from ' + original_region.name + ' to ' + new_region.name)
                        
        else:
                print('There are not enough friendly coastal regions with which to play this card.')
def movement_execution(board, position, role, num_moves, truce=False):
    '''
    
    '''



    #this is where I started implementing move_utility (david)
    blocks_moved = []
    if position == 'comp':
        i = 0
        move_found = False
        while not move_found:
            i += 1
            
            
            for j in range(num_moves):

                board = move_utility.good_move(board, num_moves, role, board.turn, truce, blocks_moved)
            move_found = True
            
            return None
            
        #input()



    #this is where I ended implementing move_utility (david)



    blocks_moved = []
    picked_regions = []
    move_pt = 1
    #Pick n regions to 
    while move_pt <= num_moves:
        #print("LOOPING AGAIN", move_pt, num_moves)
        #print(move_pt)
        #print (blocks_moved)

        focus_region = None
        
        try:
       
            if type(prev_paths) != tuple:
                prev_paths = []
            else:
                
                prev_paths = list(prev_paths)


        except UnboundLocalError:
            prev_paths = list()

     



        passed = False
        #FIND A FOCUS REGION AND PATH
        if position == 'opp':

            user_region_input = ''

            #Loop until valid input for a focus region.
            valid_region_input = False
            while not valid_region_input:

                #Take a region name input, then try to convert it into a region object
                user_region_input = input('Which region would you like to focus your movement (or pass)?\n>').strip().upper()

                if user_region_input.lower() == 'pass':
                    passed = True
                    break

                focus_region = search.region_name_to_object(board, user_region_input)

                #If it's actually a region - valid region name
                if focus_region:
                    #Inputted region is friendly and unique
                    if focus_region in board.get_controlled_regions(role) and focus_region not in picked_regions:
                        valid_region_input = True
                    #Not friendly or neutral
                    else:
                        print('Invalid region. Please select a region you control that hasn\'t been moved.\n>')
                
                #Invalid region name
                else:
                    print('Invalid input. Please input a valid region name.\n>')



        elif position == 'comp':
            if move_pt == 1:
                print('First move:')
            elif move_pt == 2:
                print('Second move:')
            elif move_pt == 3:
                print('Third move:')

            unique_region = False
            while not unique_region:

                friendly_regions = board.get_controlled_regions(role)
                if len(friendly_regions) > 1:
                    rand_startID = random.randint(0, len(friendly_regions) - 1)
                else:
                    rand_startID = 0
                focus_region = friendly_regions[rand_startID]

                if focus_region not in picked_regions:
                    unique_region = True
            print(role + ' selected ' + focus_region.name + ' to move from.')

        if passed:
            move_pt += 1
            print(role + ' passed a movement point.')
            continue

        if focus_region.name != 'ENGLAND':
            
            picked_regions.append(focus_region)
        #assigns moveable count for contested regions

        if focus_region.is_contested():

            num_enemy = len(focus_region.combat_dict['Attacking'])

            num_friends = len(focus_region.combat_dict['Defending'])

            moveable_count = num_friends - num_enemy

        #assigns moveable count for 
        else:

            moveable_count = len(focus_region.blocks_present)

        if focus_region.name == 'ENGLAND' and num_moves > move_pt:

            print('Blocks in ENGLAND: each block requires one movement point.')
            for block in focus_region.blocks_present:
                print(block)

            if position == 'opp':

                valid_block = False

                while not valid_block and num_moves > move_pt:

                    user_block_name = input("Choose a block to move (type 'done' if done): ").strip().upper()

                    if user_block_name == "DONE":

                        print (role + ' chose not to move a block and passed a movement point.')

                        valid_block = True

                    user_block = search.block_name_to_object(board.all_blocks, user_block_name)

                    if user_block:

                        if user_block in focus_region.blocks_present:

                            if user_block not in blocks_moved:
                
                                if board.move_block(user_block,focus_region.regionID,position='opp',prev_paths=prev_paths,is_truce=truce) == False:

                                    print ("That path was not valid!")

                                else:
                                    #move_pt +=1
                                    prev_paths = tuple(prev_paths)


                                    blocks_moved.append(user_block)

                                    valid_block = True

                          

                            else:

                                print ("You have already moved that block this turn!")

                        else:

                            print ("That block is not in the region!")

                    else:

                        print ("Please input a valid block name!")

            elif position == 'comp':

                computer_choice = random.randint(0,100)

                if computer_choice == 0:

                    print (role + " passes a Movement Point")

                else:


                    for block in focus_region.blocks_present:
                        if num_moves > move_pt:
                            possible_paths = board.check_all_paths(block.movement_points,focus_region.regionID,block,all_paths = [], truce=truce)

                            if possible_paths:
                                print(role + ' may take the following paths from its selected region:')
                                print(possible_paths)
                                computer_path1 = random.choice(possible_paths)

                                end = computer_path1[-1]

                                board.move_block(block,focus_region.regionID,end=end,position='comp',prev_paths=prev_paths,is_truce=truce, path = computer_path1)

                                move_pt +=1
                            else:

                                print("Computer chosen region has no moves from its selected region.")

        else:
            count = 0
            can_go_again = True
            for i in range(moveable_count):

                if position == 'opp' and can_go_again:

                    valid_block = False

                    while not valid_block:

                        user_block_name = input("Choose a block to move (type 'done' if done): ").strip().upper()

                        if user_block_name == "DONE":

                            print (role + ' chose not to move a block and passed a movement point.')

                            valid_block = True

                        user_block = search.block_name_to_object(board.all_blocks, user_block_name)

                        if user_block:

                            if user_block in focus_region.blocks_present:

                                if user_block not in blocks_moved:

                                    if board.move_block(user_block,focus_region.regionID,position='opp',prev_paths=prev_paths,is_truce=truce) == False:

                                        print ("That path was not valid!")

                                    else:
                                        

                                        if combat.find_location(board, user_block).name == 'ENGLAND':
                                            can_go_again = False
                                            picked_regions.remove(focus_region)
                                        blocks_moved.append(user_block)

                                        valid_block = True

                                else:

                                    print ("You have already moved that block this turn!")

                            else:

                                print ("That block is not in the region!")

                        else:

                            print ("Please input a valid block name!")

                

                elif position == 'comp' and can_go_again:
                    #input('Computer Move Part 2')
                    print('It is computer turn to make a move')

                    computer_choice = random.randint(0,100)
                    
                    if computer_choice == 0:

                        print ("Computer Passes a Movement Point")

                    else:
                        possible_paths_2 = list()
                        
                        block_index = i - count
                        block = focus_region.blocks_present[block_index]

                        if block not in blocks_moved:
                            possible_paths_2 = board.check_all_paths(block.movement_points,focus_region.regionID,block,path=[], all_paths=[],truce=truce, role = role)

                            
                            #print("CHECK PATHS", board.check_all_paths(block.movement_points,focus_region.regionID,block,truce=truce))
                            if possible_paths_2:

                                computer_paths_1 = copy.deepcopy(random.choice(possible_paths_2))
                                #print(possible_paths_2)
                                end = computer_paths_1[-1]
                                

                                board.move_block(block,focus_region.regionID,end=end,position='comp',prev_paths=prev_paths,is_truce=truce, path = computer_paths_1)
                                if board.regions[end].name == 'ENGLAND':
                                    prev_paths = tuple(prev_paths)
                                    can_go_again = False
                                    picked_regions.remove(focus_region)
                                else:
                                    if type(prev_paths) == list:
                                        prev_paths.append(computer_paths_1)
                                count+=1
                                blocks_moved.append(block)
        #print(can_go_again)
        move_pt+=1
Esempio n. 10
0
def movement_execution(board, position, role, num_moves, truce=False):
    '''
    
    '''



   



    blocks_moved = []
    picked_regions = []
    computer_paths_1 = []
    move_pt = 0
    block_to_return = None
    #Pick n regions to 
    while move_pt < num_moves:
        
        #add_to_total_string(move_pt)
        #add_to_total_string (blocks_moved)

        focus_region = None
        
        try:
       
            if type(prev_paths) != tuple:
                prev_paths = []
            else:
                
                prev_paths = list(prev_paths)


        except UnboundLocalError:
            prev_paths = list()

     



        passed = False
        #FIND A FOCUS REGION AND PATH
        if position == 'opp':

            user_region_skip_input = ''

            #Loop until valid skip_input for a focus region.
            valid_region_skip_input = False
            while not valid_region_skip_input:

                #Take a region name skip_input, then try to convert it into a region object
                user_region_skip_input = skip_input('Which region would you like to focus your movement (or pass)?\n>').strip().upper()

                if user_region_skip_input.lower() == 'pass':
                    passed = True
                    break

                focus_region = search.region_name_to_object(board, user_region_skip_input)

                #If it's actually a region - valid region name
                if focus_region:
                    #skip_inputted region is friendly and unique
                    if focus_region in board.get_controlled_regions(role) and focus_region not in picked_regions:
                        valid_region_skip_input = True
                    #Not friendly or neutral
                    else:
                        add_to_total_string('Invalid region. Please select a region you control that hasn\'t been moved')
                
                #Invalid region name
                else:
                    add_to_total_string('Invalid skip_input. Please skip_input a valid region name.')



        elif position == 'comp' and board.get_controlled_regions(role):
            
            skip_input('Computer Move Part 1')
            ###
            ###TEMPORARY
            ###

            #Get a random starting region
            
            unique_region = False
        
            while not unique_region:
                friendly_regions = board.get_controlled_regions(role)
                if len(friendly_regions) > 1:
                    rand_startID = random.randint(0, len(friendly_regions) - 1)
                else:
                    rand_startID = 0
                focus_region = friendly_regions[rand_startID]

                if focus_region not in picked_regions:
                    unique_region = True
    
        if focus_region == None:
            passed = True
        if passed:
            move_pt += 1
            continue

        if focus_region.name != 'ENGLAND':
            
            picked_regions.append(focus_region)
        #assigns moveable count for contested regions
        #print(focus_region.is_contested())
        if focus_region.is_contested():

            num_enemy = len(focus_region.combat_dict['Attacking'])

            num_friends = len(focus_region.combat_dict['Defending'])

            moveable_count = num_friends - num_enemy

        #assigns moveable count for 
        else:

            moveable_count = len(focus_region.blocks_present)

        if focus_region.name == 'ENGLAND' and num_moves > move_pt:

            add_to_total_string(focus_region.blocks_present)

            if position == 'opp':

                valid_block = False

                while not valid_block and num_moves > move_pt:

                    user_block_name = skip_input("Choose a block to move (type 'done' if done): ").strip().upper()

                    if user_block_name.lower() == "done":

                        add_to_total_string ("You passed one movement point!")

                        valid_block = True

                    board_blocks = board.eng_roster + board.scot_roster
                    user_block = search.block_name_to_object(board_blocks, user_block_name)

                    if user_block:

                        if user_block in focus_region.blocks_present:

                            if user_block not in blocks_moved:

                                if move_block(board, user_block,focus_region.regionID,position='opp',prev_paths=prev_paths,is_truce=truce) == False:

                                    add_to_total_string ("That path was not valid!")

                                else:
                                    #move_pt +=1
                                    prev_paths = tuple(prev_paths)


                                    blocks_moved.append(user_block)

                                    valid_block = True

                          

                            else:

                                add_to_total_string ("You have already moved that block this turn!")

                        else:

                            add_to_total_string ("That block is not in the region!")

                    else:

                        add_to_total_string ("Please skip_input a valid block name!")

            elif position == 'comp':

              

                computer_choice = random.randint(0,100)

                if computer_choice == 0:
                    pass
                   

                else:


                    for block in focus_region.blocks_present:
                        if num_moves > move_pt:
                            possible_paths = board.check_all_paths(block.movement_points,focus_region.regionID,block,all_paths = [], truce=truce)

                            if possible_paths:
                                add_to_total_string(possible_paths)
                                computer_paths_1 = random.choice(possible_paths)

                                end = computer_paths_1[-1]

                                move_block(board, block,focus_region.regionID,end=end,position='comp',prev_paths=prev_paths,is_truce=truce)
                                block_to_return = block
                                move_pt +=1
                            else:
                                pass

                       

        else:
            count = 0
            can_go_again = True
            for i in range(moveable_count):

                if position == 'opp' and can_go_again:

                    valid_block = False

                    while not valid_block:

                        user_block_name = skip_input("Choose a block to move (type 'done' if done): ").strip().upper()

                        if user_block_name.lower() == "done":

                            add_to_total_string ("You passed one movement point!")

                            valid_block = True

                        board_blocks = board.eng_roster + board.scot_roster
                        user_block = search.block_name_to_object(board_blocks, user_block_name)

                        if user_block:

                            if user_block in focus_region.blocks_present:

                                if user_block not in blocks_moved:

                                    if move_block(board, user_block,focus_region.regionID,position='opp',prev_paths=prev_paths,is_truce=truce) == False:

                                        add_to_total_string ("That path was not valid!")

                                    else:
                                        

                                        if combat.find_location(board, user_block).name == 'ENGLAND':
                                            can_go_again = False
                                            picked_regions.remove(focus_region)
                                        blocks_moved.append(user_block)

                                        valid_block = True

                                else:

                                    add_to_total_string ("You have already moved that block this turn!")

                            else:

                                add_to_total_string ("That block is not in the region!")

                        else:

                            add_to_total_string ("Please skip_input a valid block name!")

                

                elif position == 'comp' and can_go_again:
                    skip_input('Computer Move Part 2')


                    computer_choice = random.randint(0,100)
                    
                    if computer_choice == 0:
                        pass
             

                    else:
                 
                        possible_paths_2 = list()
                        
                        block_index = i - count
                        block = focus_region.blocks_present[block_index]

                        if block not in blocks_moved:
                            possible_paths_2 = board.check_all_paths(block.movement_points,focus_region.regionID,block,path=[], all_paths=[],truce=truce, role = role)

                            
                            #add_to_total_string("CHECK PATHS", board.check_all_paths(block.movement_points,focus_region.regionID,block,truce=truce))
                            if possible_paths_2:

                                computer_paths_1 = copy.deepcopy(random.choice(possible_paths_2))
                                #add_to_total_string(possible_paths_2)
                                end = computer_paths_1[-1]
                                

                                move_block(board, block,focus_region.regionID,end=end,position='comp',prev_paths=prev_paths,is_truce=truce)

                                block_to_return = block
                                if board.regions[end].name == 'ENGLAND':
                                    prev_paths = tuple(prev_paths)
                                    can_go_again = False
                                    picked_regions.remove(focus_region)
                                else:
                                    if type(prev_paths) == list:
                                        prev_paths.append(computer_paths_1)
                                count+=1
                                blocks_moved.append(block)

                            #add_to_total_string(move_pt)

                        else:
                            pass

        #add_to_total_string(can_go_again)

        move_pt+=1
    return computer_paths_1, block_to_return