コード例 #1
0
def PresetGame(pp, testNr=1):
    from fireplace import cards
    cards.db.initialize()
    for test in range(testNr):
        class1 = pp.class1
        class2 = pp.class2
        Dummy1 = DummyAgent("Dummy1", DummyAgent.DummyAI, myClass=class1)
        Dummy2 = DummyAgent("Dummy2", DummyAgent.DummyAI, myClass=class2)
        deck1 = random_draft(Dummy1.myClass, [])  #random deck wrt its class
        deck2 = random_draft(Dummy2.myClass, [])  #random deck wrt its class
        player1 = Player(Dummy1.name, deck1, Dummy1.myClass.default_hero)
        player2 = Player(Dummy2.name, deck2, Dummy2.myClass.default_hero)
        game = Game(players=(player1, player2))
        # Configurations
        player1._start_hand_size = 3  ## this line must be before 'start()'
        player2._start_hand_size = 3  ##
        player1.max_mana = 9  ## this line must be before 'start()'
        player2.max_mana = 9  ##
        game.start()
        player1.hero.max_health = 30  ## this line must be below 'start()'
        player2.hero.max_health = 30  ##
        cards_to_mulligan = []
        player1.choice.choose(*cards_to_mulligan)
        player2.choice.choose(*cards_to_mulligan)
        player1._targetedaction_log = []
        player2._targetedaction_log = []
        pp(game.current_player).execute(test)
    pass
コード例 #2
0
ファイル: full_game.py プロジェクト: ConnorRules/fireplace
def main():
	deck1 = randomDraft(hero=fireplace.heroes.MAGE)
	deck2 = randomDraft(hero=fireplace.heroes.WARRIOR)
	player1 = Player(name="Player1")
	player1.prepareDeck(deck1, fireplace.heroes.MAGE)
	player2 = Player(name="Player2")
	player2.prepareDeck(deck2, fireplace.heroes.WARRIOR)

	game = Game(players=(player1, player2))
	game.start()

	while True:
		heropower = game.currentPlayer.hero.power
		# always play the hero power, just for kicks
		if heropower.isPlayable():
			if heropower.hasTarget():
				heropower.play(target=random.choice(heropower.targets))
			else:
				heropower.play()
		# iterate over our hand and play whatever is playable
		for card in game.currentPlayer.hand:
			if card.isPlayable():
				if card.hasTarget():
					card.play(target=random.choice(card.targets))
				else:
					card.play()
			else:
				print("Not playing", card)

		# Randomly attack with whatever can attack
		for character in game.currentPlayer.characters:
			if character.canAttack():
				character.attack(random.choice(character.targets))

		game.endTurn()
コード例 #3
0
ファイル: gameUtils.py プロジェクト: sirmammingtonham/yeeb
    def initGame(self):
        cards.db.initialize()
        if self.is_basic: #create quick simple game
            with open('notbasic.data', 'rb') as f:
                extra_set = pickle.load(f)
            p1 = 6 #priest
            p2 = 7 #rogue
            deck1 = random_draft(CardClass(p1), exclude=extra_set)
            deck2 = random_draft(CardClass(p2), exclude=extra_set)
        else:
            p1 = random.randint(1, 9)
            p2 = random.randint(1, 9)
            deck1 = random_draft(CardClass(p1))
            deck2 = random_draft(CardClass(p2))
        Board.players[0] = Player("Player1", deck1, CardClass(p1).default_hero)
        Board.players[1] = Player("Player2", deck2, CardClass(p2).default_hero)
        game = Game(players=self.players)
        game.start()

        # Skip mulligan for now
        for player in game.players:
            cards_to_mulligan = random.sample(player.choice.cards, 0)
            player.choice.choose(*cards_to_mulligan)

        # self.start_player = game.current_player
        game.player_to_start = game.current_player
        Board.game = game
        return game
コード例 #4
0
ファイル: Game.py プロジェクト: wwxFromTju/alphastone
    def getInitGame(self):
        """
        Returns:
            startBoard: a representation of the board (ideally this is the form
                        that will be the input to your neural network)
        """
        if self.isolate:
            self.isolateSet()

        cards.db.initialize()
        if self.is_basic:  #create quick simple game
            with open('notbasic.data', 'rb') as f:
                extra_set = pickle.load(f)
            p1 = 6  #priest
            p2 = 7  #rogue
            deck1 = random_draft(CardClass(p1), exclude=extra_set)
            deck2 = random_draft(CardClass(p2), exclude=extra_set)
        else:
            p1 = random.randint(1, 9)
            p2 = random.randint(1, 9)
            deck1 = random_draft(CardClass(p1))
            deck2 = random_draft(CardClass(p2))
        self.players[0] = Player("Player1", deck1, CardClass(p1).default_hero)
        self.players[1] = Player("Player2", deck2, CardClass(p2).default_hero)
        game = Game(players=self.players)
        game.start()

        # Skip mulligan for now
        for player in game.players:
            cards_to_mulligan = random.sample(player.choice.cards, 0)
            player.choice.choose(*cards_to_mulligan)

        game.player_to_start = game.current_player
        self.game = game
        return game
コード例 #5
0
def setup_game():
    """
    initializes a game between two players
    Returns:
        game: A game entity representing the start of the game after the mulligan phase
    """

    #choose classes (priest, rogue, shaman, warlock)
    p1 = random.randint(6, 9)
    p2 = random.randint(6, 9)
    #initialize players and randomly draft decks
    #pdb.set_trace()
    deck1 = random_draft(CardClass(p1))
    deck2 = random_draft(CardClass(p2))
    player1 = Player("Player1", deck1, CardClass(p1).default_hero)
    player2 = Player("Player2", deck2, CardClass(p2).default_hero)
    #begin the game
    game = Game(players=(player1, player2))
    game.start()

    #Skip mulligan for now
    for player in game.players:
        cards_to_mulligan = random.sample(player.choice.cards, 0)
        player.choice.choose(*cards_to_mulligan)

    return game
コード例 #6
0
ファイル: room.py プロジェクト: shinoi2/fireplace_api_service
    def add_player(self, player):
        if len(self.players) >= 2:
            raise RoomFull

        self.players.append(player)
        if len(self.players) == 2:
            self.game = Game(players=self.players)
            self.game.start()
コード例 #7
0
    def DoMove(self, move):
        """ Update a state by carrying out the given move.
        """
        if self.game is not None:
            assert self.game.current_player.playstate == PlayState.PLAYING

            if self.game.current_player is not None:
                if self.game.current_player.name == "one":
                    self.playerJustMoved = 1
                else:
                    self.playerJustMoved = 2

        try:
            if move[0] == MOVE.PRE_GAME:
                self.player1 = Player("one", self.deck1, self.hero1)
                self.player2 = Player("two", self.deck2, self.hero2)
                self.game = Game(players=(self.player1, self.player2))
                self.game.start()

                # TODO: Mulligan
                for player in self.game.players:
                    if player.choice:
                        player.choice.choose()
            elif move[0] == MOVE.PICK_CLASS:
                self.hero2 = move[1]
            elif move[0] == MOVE.PICK_CARD:
                if len(self.deck1) < 30:
                    self.deck1.append(move[1].id)
                else:
                    self.deck2.append(move[1].id)
            elif move[0] == MOVE.MULLIGAN:
                self.game.current_player.choice.choose(*move[1])
            elif move[0] == MOVE.END_TURN:
                self.game.end_turn()
            elif move[0] == MOVE.HERO_POWER:
                heropower = self.game.current_player.hero.power
                if move[3] is None:
                    heropower.use()
                else:
                    heropower.use(target=heropower.targets[move[3]])
            elif move[0] == MOVE.PLAY_CARD:
                card = self.game.current_player.hand[move[2]]
                if move[3] is None:
                    card.play()
                else:
                    card.play(target=card.targets[move[3]])
            elif move[0] == MOVE.MINION_ATTACK:
                minion = self.game.current_player.field[move[2]]
                minion.attack(minion.targets[move[3]])
            elif move[0] == MOVE.HERO_ATTACK:
                hero = self.game.current_player.hero
                hero.attack(hero.targets[move[3]])
            elif move[0] == MOVE.CHOICE:
                self.game.current_player.choice.choose(move[1])
            else:
                raise NameError("DoMove ran into unclassified card", move)
        except:
            return
コード例 #8
0
    def getInitGame(self):
        """
        Returns:
            startBoard: a representation of the board (ideally this is the form
                        that will be the input to your neural network)
        """
        if self.isolate:
            self.isolateSet()

        cards.db.initialize()
        if self.is_basic:  #create quick simple game
            # with open('notbasic.data', 'rb') as f:
            #     extra_set = pickle.load(f)

            extra_set = cards.filter(card_set=[
                CardSet.EXPERT1, CardSet.HOF, CardSet.NAXX, CardSet.GVG,
                CardSet.BRM, CardSet.TGT, CardSet.LOE, CardSet.OG, CardSet.
                KARA, CardSet.GANGS, CardSet.UNGORO, CardSet.ICECROWN, CardSet.
                LOOTAPALOOZA, CardSet.GILNEAS, CardSet.BOOMSDAY, CardSet.TROLL
            ])
            # LOOTAPALOOZA = Kobolds and Catacombs # GILNEAS = Witchwood # TROLL = Rasthakan's Rumble

            # p1 = 6 #priest
            p1 = 7  #rogue
            p2 = 7  #rogue
            # p1 = 4 # mage
            # p2 = 4 # mage
            # deck1 = random_draft(CardClass(p1), exclude=extra_set)
            # deck2 = random_draft(CardClass(p2), exclude=extra_set)
            deck1 = self.roguebasic_draft(
            )  # use same shuffled rogue AI basic decks for now
            deck2 = self.roguebasic_draft()
        else:
            p1 = random.randint(1, 9)
            p2 = random.randint(1, 9)
            deck1 = random_draft(CardClass(p1))
            deck2 = random_draft(CardClass(p2))
        self.players[0] = Player("Player1", deck1, CardClass(p1).default_hero)
        self.players[1] = Player("Player2", deck2, CardClass(p2).default_hero)
        game = Game(players=self.players)
        game.start()

        # Skip mulligan for now (only mulligan expensive cards)
        for player in game.players:
            # if player.name == 'Player1':
            # cards_to_mulligan = [c for c in player.choice.cards if c.cost > 3]
            # else:
            cards_to_mulligan = random.sample(player.choice.cards, 0)
            player.choice.choose(*cards_to_mulligan)

        # track played card list
        self.players[0].playedcards = []
        self.players[1].playedcards = []

        #game.player_to_start = game.current_player      # obsolete?
        self.game = game
        return game
コード例 #9
0
	def start(self):
		self.hero1 = CardClass.HUNTER.default_hero
		self.hero2 = CardClass.HUNTER.default_hero
		self.deck1 = list(hunter_simple_deck)
		self.deck2 = list(hunter_simple_deck)
		self.player1 = Player(PLAYER_1_NAME, self.deck1, self.hero1)
		self.player2 = Player(PLAYER_2_NAME, self.deck2, self.hero2)
		self.game = Game(players=(self.player1, self.player2))
		self.game.start()
		self.skipMulligan()
コード例 #10
0
ファイル: full_game.py プロジェクト: QthCN/fireplace
def play_full_game():
	deck1 = random_draft(hero=MAGE)
	deck2 = random_draft(hero=WARRIOR)
	player1 = Player(name="Player1")
	player1.prepare_deck(deck1, MAGE)
	player2 = Player(name="Player2")
	player2.prepare_deck(deck2, WARRIOR)

	game = Game(players=(player1, player2))
	game.start()

	for player in game.players:
		print("Can mulligan %r" % (player.choice.cards))
		mull_count = random.randint(0, len(player.choice.cards))
		cards_to_mulligan = random.sample(player.choice.cards, mull_count)
		player.choice.choose(*cards_to_mulligan)

	while True:
		player = game.current_player

		heropower = player.hero.power
		if heropower.is_usable() and percent_chance(10):
			if heropower.has_target():
				heropower.use(target=random.choice(heropower.targets))
			else:
				heropower.use()
			continue

		# iterate over our hand and play whatever is playable
		for card in player.hand:
			if card.is_playable() and percent_chance(50):
				target = None
				if card.choose_cards:
					card = random.choice(card.choose_cards)
				if card.has_target():
					target = random.choice(card.targets)
				print("Playing %r on %r" % (card, target))
				card.play(target=target)
				continue

		# Randomly attack with whatever can attack
		for character in player.characters:
			if character.can_attack():
				character.attack(random.choice(character.targets))
			continue

		if player.choice:
			choice = random.choice(player.choice.cards)
			print("Choosing card %r" % (choice))
			player.choice.choose(choice)
			continue

		game.end_turn()
コード例 #11
0
    def collect_game_data(self):
        win_num = 0
        game_data = []
        start_time = time.time()

        for game_round in range(self.model_config.round_num):
            # initialize game
            deck1 = [
                c[1] for c in self.game_config.card_config.cards_list[1:] * 4
            ]
            player1 = HearthStoneGod('Player1',
                                     deck1,
                                     CardClass.MAGE.default_hero,
                                     self.game_config,
                                     game_model=self.player1_model,
                                     mode=self.player1_mode,
                                     device=self.device)

            deck2 = [
                c[1] for c in self.game_config.card_config.cards_list[1:] * 4
            ]
            player2 = HearthStoneGod('Player2',
                                     deck2,
                                     CardClass.MAGE.default_hero,
                                     self.game_config,
                                     game_model=self.player2_model,
                                     mode=self.player2_mode,
                                     device=self.device)

            game = Game(players=[player1, player2])
            game.start()

            # play game
            # mulligan
            player1.mulligan(skip=True)
            player2.mulligan(skip=True)

            try:
                while True:
                    player = game.current_player
                    player.play_turn(game)

            except GameOver:
                if player2.hero.dead:
                    win_num += 1
                    game_data.append((player1.replay, player1.hero.health))
                else:
                    game_data.append((player1.replay, -player2.hero.health))

        end_time = time.time()
        win_rate = win_num / self.model_config.round_num

        return game_data, win_rate
コード例 #12
0
def test_full_game():
    global __last_turn__
    __last_turn__ = [None, None, None]
    try:
        json = []

        deck1 = get_face_hunter_deck()
        deck2 = random_draft(hero=WARRIOR)
        player1 = Player("Player1", deck1, HUNTER)
        player2 = Player("Player2", deck2, WARRIOR)

        game = Game(players=(player1, player2))
        game.start()
        play_full_game(json, game, player1, player2)
    except GameOver:
        #LAST TURN
        if (__last_turn__[1] != None):
            hashmap = get_hash_map(game, player1, player2, __last_turn__[2],
                                   __last_turn__[0].entity_id,
                                   __last_turn__[0].entity_id,
                                   __last_turn__[1].entity_id,
                                   __last_turn__[0])
            json.append(hashmap)
        else:
            hashmap = get_hash_map(game, player1, player2, __last_turn__[2],
                                   __last_turn__[0].entity_id,
                                   __last_turn__[0].entity_id, None,
                                   __last_turn__[0])
            json.append(hashmap)

        #RESULT
        if (game.current_player.hero.health < 1):
            hashmap = get_hash_map(game, player1, player2, 21,
                                   game.current_player.hero.entity_id, None,
                                   None, None)
            json.append(hashmap)
        else:
            hashmap = get_hash_map(game, player1, player2, 20,
                                   game.current_player.hero.entity_id, None,
                                   None, None)
            json.append(hashmap)

        f = open(REPLAY_JSON_PATH, 'w')
        write_line_to_file(f, json.__str__())
        my_datetime = datetime.now()
        path_to_zip = "C:\\Users\\Lubko\\OneDrive\\Documents\\matfyz\\bakalarka\\Hearthstone-Deck-Tracker-master\\Hearthstone Deck Tracker\\obj\\Debug\\Replay\\Replays\\" + my_datetime.strftime(
            "%d_%B_%Y__%H_%M.hdtreplay")
        my_zip_file = zipfile.ZipFile(path_to_zip, mode='w')
        my_zip_file.write(REPLAY_JSON_PATH)
        f.close()
        my_zip_file.close()
コード例 #13
0
ファイル: game.py プロジェクト: semitable/hearthstone-ai
def setup_game() -> (Game, (Agent, Agent)):
    agent1 = MonteCarloAgent(CardClass.WARRIOR)
    agent2 = GameStateAgent(CardClass.PALADIN)

    print(agent1.player, " vs ", agent2.player)

    game = Game(players=(agent1.player, agent2.player))

    agent1.game = game
    agent2.game = game

    game.start()

    return game, (agent1, agent2)
コード例 #14
0
ファイル: room.py プロジェクト: shinoi2/fireplace_api_service
class Room():
    def __init__(self):
        self.id = -1
        self.players = []
        self.game = None

    def add_player(self, player):
        if len(self.players) >= 2:
            raise RoomFull

        self.players.append(player)
        if len(self.players) == 2:
            self.game = Game(players=self.players)
            self.game.start()
コード例 #15
0
    def reset(self):
        from fireplace.game import Game
        from fireplace.player import Player

        deck1 = self.draft_mage()
        deck2 = self.draft_mage()
        player1 = Player("Player1", deck1, CardClass.MAGE.default_hero)
        player2 = Player("Player2", deck2, CardClass.MAGE.default_hero)

        self.game = Game(players=(player1, player2))
        self.start_game()

        self.new_game = True

        return self.create_board_state()
コード例 #16
0
ファイル: main.py プロジェクト: elazar/deckbaby
def play_game(hero1, hero2):
    deck1 = decks[hero1]
    player1 = Player(name="Player1")
    player1.prepare_deck(deck1, hero1)

    deck2 = decks[hero2]
    player2 = Player(name="Player2")
    player2.prepare_deck(deck2, hero2)

    game = Game(players=(player1, player2))
    game.start()

    player1.choice.choose(*[])
    player2.choice.choose(*[])

    while game.state != State.COMPLETE:
        try:
            heropower = game.current_player.hero.power
            if heropower.is_usable():
                if heropower.has_target():
                    heropower.use(target=random.choice(heropower.targets))
                else:
                    heropower.use()

            for card in game.current_player.hand:
                if card.is_playable():
                    target = None
                    if card.choose_cards:
                        card = random.choice(card.choose_cards)
                    if card.has_target():
                        target = random.choice(card.targets)
                    card.play(target=target)

            for character in game.current_player.characters:
                if character.can_attack():
                    character.attack(random.choice(character.targets))

            game.end_turn()
        except GameOver:
            pass

    if player1.playstate == PlayState.TIED:
        return None

    if player1.playstate == PlayState.WON:
        return player1

    return player2
コード例 #17
0
def setup_basic_game():
    p1 = 6 #priest
    p2 = 7 #rogue

    deck1 = random_draft(CardClass(p1))
    deck2 = random_draft(CardClass(p2))
    player1 = Player("Player1", deck1, CardClass(p1).default_hero)
    player2 = Player("Player2", deck2, CardClass(p2).default_hero)
    game = Game(players=(player1, player2))
    game.start()

    #Skip mulligan
    for player in game.players:
        cards_to_mulligan = random.sample(player.choice.cards, 0)
        player.choice.choose(*cards_to_mulligan)

    return game
コード例 #18
0
ファイル: interface.py プロジェクト: wwxFromTju/alphastone
    def init_game(self):
        """
        initializes a game between two players
        Returns:
            game: A game entity representing the start of the game after the mulligan phase
        """
        if self.is_basic:  #create quick simple game
            p1 = 6  #priest
            p2 = 7  #rogue
            deck1 = random_draft(CardClass(p1))
            deck2 = random_draft(CardClass(p2))
            self.players[0] = Player("Player1", deck1,
                                     CardClass(p1).default_hero)
            self.players[1] = Player("Player2", deck2,
                                     CardClass(p2).default_hero)
            self.game = Game(players=self.players)
            self.game.start()

            #Skip mulligan
            for player in self.game.players:
                cards_to_mulligan = random.sample(player.choice.cards, 0)
                player.choice.choose(*cards_to_mulligan)

            return self.game

        else:
            p1 = random.randint(1, 9)
            p2 = random.randint(1, 9)
            #initialize players and randomly draft decks
            #pdb.set_trace()
            deck1 = random_draft(CardClass(p1))
            deck2 = random_draft(CardClass(p2))
            self.players[0] = Player("Player1", deck1,
                                     CardClass(p1).default_hero)
            self.players[1] = Player("Player2", deck2,
                                     CardClass(p2).default_hero)
            #begin the game
            self.game = Game(players=self.players)
            self.game.start()

            #Skip mulligan for now
            for player in self.game.players:
                cards_to_mulligan = random.sample(player.choice.cards, 0)
                player.choice.choose(*cards_to_mulligan)

            return self.game
コード例 #19
0
ファイル: uct.py プロジェクト: Ragowit/fireplace
    def DoMove(self, move):
        """ Update a state by carrying out the given move.
        """
        if self.game is not None:
            assert self.game.current_player.playstate == PlayState.PLAYING
            
            if self.game.current_player is not None:        
                if self.game.current_player.name == "one":        
                    self.playerJustMoved = 1        
                else:        
                    self.playerJustMoved = 2

        try:
            if move[0] == MOVE.PRE_GAME:
                self.player1 = Player("one", self.deck1, self.hero1)
                self.player2 = Player("two", self.deck2, self.hero2)
                self.game = Game(players=(self.player1, self.player2))
                self.game.start()
                
                # TODO: Mulligan
                for player in self.game.players:
                    if player.choice:
                        player.choice.choose()
            elif move[0] == MOVE.PICK_CLASS:
                self.hero2 = move[1]
            elif move[0] == MOVE.PICK_CARD:
                if len(self.deck1) < 30:
                    self.deck1.append(move[1].id)
                else:
                    self.deck2.append(move[1].id)
            elif move[0] == MOVE.MULLIGAN:
                self.game.current_player.choice.choose(*move[1])
            elif move[0] == MOVE.END_TURN:
                self.game.end_turn()
            elif move[0] == MOVE.HERO_POWER:
                heropower = self.game.current_player.hero.power
                if move[3] is None:
                    heropower.use()
                else:
                    heropower.use(target=heropower.targets[move[3]])
            elif move[0] == MOVE.PLAY_CARD:
                card = self.game.current_player.hand[move[2]]
                if move[3] is None:
                    card.play()
                else:
                    card.play(target=card.targets[move[3]])
            elif move[0] == MOVE.MINION_ATTACK:
                minion = self.game.current_player.field[move[2]]
                minion.attack(minion.targets[move[3]])
            elif move[0] == MOVE.HERO_ATTACK:
                hero = self.game.current_player.hero
                hero.attack(hero.targets[move[3]])
            elif move[0] == MOVE.CHOICE:
                self.game.current_player.choice.choose(move[1])
            else:
                raise NameError("DoMove ran into unclassified card", move)
        except:
            return            
コード例 #20
0
ファイル: full_game.py プロジェクト: leod/arena
def play_full_game(hero1, deck1, hero2, deck2):
    log.info('{} vs {}'.format(hero1, hero2))
    player1 = Player("Player1", deck1, hero1)
    player2 = Player("Player2", deck2, hero2)

    game = Game(players=(player1, player2))
    game.start()

    # Random mulligan for now
    for player in game.players:
        if player.choice:
            player.choice.choose()

    print(repr(game))
    return

    begin_time = datetime.datetime.utcnow()
    N = 1000
    for i in range(N):
        game2 = copy.deepcopy(game)
    end_time = datetime.datetime.utcnow()
    print((end_time - begin_time))
    return

    try:
        while True:
            state = GameState(game)

            #if state.winner() != None:
                #print("Winner: " + str(state.winner()))
                #break

            mcts = MonteCarlo(state, 1)
            play = mcts.get_play()

            log.info("GOT A MOVE!!!! %r", play)
            break

            fireplace.logging.log.setLevel(logging.DEBUG)
            play.play(game)
            fireplace.logging.log.setLevel(logging.WARN)
    except GameOver:
        state = GameState(game)
        if state.winner() != None:
            log.info("Winner: " + str(state.winner()))
コード例 #21
0
ファイル: full_game.py プロジェクト: leod/arena
def play_full_game(hero1, deck1, hero2, deck2):
    log.info('{} vs {}'.format(hero1, hero2))
    player1 = Player("Player1", deck1, hero1)
    player2 = Player("Player2", deck2, hero2)

    game = Game(players=(player1, player2))
    game.start()

    # Random mulligan for now
    for player in game.players:
        if player.choice:
            player.choice.choose()

    print(repr(game))
    return

    begin_time = datetime.datetime.utcnow()
    N = 1000
    for i in range(N):
        game2 = copy.deepcopy(game)
    end_time = datetime.datetime.utcnow()
    print((end_time - begin_time))
    return

    try:
        while True:
            state = GameState(game)

            #if state.winner() != None:
            #print("Winner: " + str(state.winner()))
            #break

            mcts = MonteCarlo(state, 1)
            play = mcts.get_play()

            log.info("GOT A MOVE!!!! %r", play)
            break

            fireplace.logging.log.setLevel(logging.DEBUG)
            play.play(game)
            fireplace.logging.log.setLevel(logging.WARN)
    except GameOver:
        state = GameState(game)
        if state.winner() != None:
            log.info("Winner: " + str(state.winner()))
コード例 #22
0
ファイル: full_game.py プロジェクト: neseril/fireplace
def main():
	deck1 = random_draft(hero=MAGE)
	deck2 = random_draft(hero=WARRIOR)
	player1 = Player(name="Player1")
	player1.prepare_deck(deck1, MAGE)
	player2 = Player(name="Player2")
	player2.prepare_deck(deck2, WARRIOR)

	game = Game(players=(player1, player2))
	game.start()

	for player in game.players:
		print("Can mulligan %r" % (player.choice.cards))
		mull_count = random.randint(0, len(player.choice.cards))
		cards_to_mulligan = random.sample(player.choice.cards, mull_count)
		player.choice.choose(*cards_to_mulligan)

	while True:
		heropower = game.current_player.hero.power
		# always play the hero power, just for kicks
		if heropower.is_usable():
			if heropower.has_target():
				heropower.use(target=random.choice(heropower.targets))
			else:
				heropower.use()
		# iterate over our hand and play whatever is playable
		for card in game.current_player.hand:
			if card.is_playable():
				target = None
				choice = None
				if card.has_target():
					target = random.choice(card.targets)
				if card.data.choose_cards:
					choice = random.choice(card.data.choose_cards)
				card.play(target=target, choose=choice)
			else:
				print("Not playing", card)

		# Randomly attack with whatever can attack
		for character in game.current_player.characters:
			if character.can_attack():
				character.attack(random.choice(character.targets))

		game.end_turn()
コード例 #23
0
ファイル: bug_test.py プロジェクト: elazar/deckbaby
def play_game(hero1, hero2):
    open(log_file, 'w').close()

    deck1 = random_draft(hero=hero1)
    deck1[0] = "EX1_160a"
    player1 = Player(name="Player1")
    player1.prepare_deck(deck1, hero1)

    deck2 = random_draft(hero=hero2)
    deck2[0] = "EX1_160a"
    player2 = Player(name="Player2")
    player2.prepare_deck(deck2, hero2)

    game = Game(players=(player1, player2))
    game.start()

    player1.choice.choose(*[])
    player2.choice.choose(*[])

    while game.state != State.COMPLETE:
        try:
            heropower = game.current_player.hero.power
            if heropower.is_usable():
                if heropower.has_target():
                    heropower.use(target=random.choice(heropower.targets))
                else:
                    heropower.use()

            for card in game.current_player.hand:
                if card.is_playable():
                    target = None
                    if card.choose_cards:
                        card = random.choice(card.choose_cards)
                    if card.has_target():
                        target = random.choice(card.targets)
                    card.play(target=target)

            for character in game.current_player.characters:
                if character.can_attack():
                    character.attack(random.choice(character.targets))

            game.end_turn()
        except GameOver:
            pass
コード例 #24
0
def main():
	deck1 = random_draft(hero=MAGE)
	deck2 = random_draft(hero=WARRIOR)
	player1 = Player(name="Player1")
	player1.prepare_deck(deck1, MAGE)
	player2 = Player(name="Player2")
	player2.prepare_deck(deck2, WARRIOR)

	game = Game(players=(player1, player2))
	game.start()

	while True:
		heropower = game.current_player.hero.power
		# always play the hero power, just for kicks
		if heropower.is_playable():
			if heropower.has_target():
				heropower.play(target=random.choice(heropower.targets))
			else:
				heropower.play()
		# iterate over our hand and play whatever is playable
		for card in game.current_player.hand:
			if card.is_playable():
				if card.has_target():
					card.play(target=random.choice(card.targets))
				else:
					card.play()
			else:
				print("Not playing", card)

		# Randomly attack with whatever can attack
		for character in game.current_player.characters:
			if character.can_attack():
				character.attack(random.choice(character.targets))

		game.end_turn()
コード例 #25
0
def setup_game(deck, player_name, opponents_deck):
	from fireplace.game import Game
	from fireplace.player import Player

	#Some cards from these decks aren't implemented which means that they won't have an effect,
	#if they are a minion then it will have it's stats but not the battlecry effect, spell will just do nothing
	#either implement it or talk about it
	deck1 = deck
	deck2 = opponents_deck

	#global so it can carry over to other functions
	global name
	name = player_name

	#It seems that player classes influence the deck win rate, Hunters win more than Warlocks due to the dumb AI
	player1 = Player(name, deck1, CardClass.WARRIOR.default_hero)
	player2 = Player("Oppenent", deck2, CardClass.MAGE.default_hero)

	game = Game(players=(player1, player2))
	game.start()

	return game
コード例 #26
0
def test_full_game():
    global __last_turn__
    __last_turn__ = [None,None,None]
    try:
        json = []
        
        deck1 = get_face_hunter_deck()
        deck2 = random_draft(hero=WARRIOR)
        player1 = Player("Player1", deck1, HUNTER)
        player2 = Player("Player2", deck2, WARRIOR)

        game = Game(players=(player1, player2))
        game.start()
        play_full_game(json, game, player1, player2)
    except GameOver:
        #LAST TURN
        if (__last_turn__[1] != None):
            hashmap = get_hash_map(game, player1, player2, __last_turn__[2], __last_turn__[0].entity_id,__last_turn__[0].entity_id, __last_turn__[1].entity_id, __last_turn__[0])
            json.append(hashmap)
        else:
            hashmap = get_hash_map(game, player1, player2, __last_turn__[2], __last_turn__[0].entity_id,__last_turn__[0].entity_id, None, __last_turn__[0])
            json.append(hashmap)
        
        #RESULT
        if (game.current_player.hero.health < 1):
            hashmap = get_hash_map(game, player1, player2, 21, game.current_player.hero.entity_id, None, None, None)
            json.append(hashmap)
        else:
            hashmap = get_hash_map(game, player1, player2, 20, game.current_player.hero.entity_id, None, None, None)
            json.append(hashmap)
            
        f = open(REPLAY_JSON_PATH, 'w')
        write_line_to_file(f,json.__str__())
        my_datetime = datetime.now()
        path_to_zip = "C:\\Users\\Lubko\\OneDrive\\Documents\\matfyz\\bakalarka\\Hearthstone-Deck-Tracker-master\\Hearthstone Deck Tracker\\obj\\Debug\\Replay\\Replays\\" + my_datetime.strftime("%d_%B_%Y__%H_%M.hdtreplay")
        my_zip_file = zipfile.ZipFile(path_to_zip, mode='w')
        my_zip_file.write(REPLAY_JSON_PATH)
        f.close()
        my_zip_file.close()
コード例 #27
0
    def initGame(self):
        self.init_envi()

        if self.is_basic:  #create quick simple game
            p1 = 6  #priest
            p2 = 7  #rogue
        else:
            p1 = random.randint(1, 9)
            p2 = random.randint(1, 9)
        deck1 = random_draft(CardClass(p1))
        deck2 = random_draft(CardClass(p2))
        self.players[0] = Player("Player1", deck1, CardClass(p1).default_hero)
        self.players[1] = Player("Player2", deck2, CardClass(p2).default_hero)
        game = Game(players=self.players)
        game.start()

        #Skip mulligan for now
        for player in self.game.players:
            cards_to_mulligan = random.sample(player.choice.cards, 0)
            player.choice.choose(*cards_to_mulligan)

        return game
コード例 #28
0
ファイル: turn_bench.py プロジェクト: leod/arena
def play_full_game():
        deck1 = random_draft(hero=MAGE)
        deck2 = random_draft(hero=WARRIOR)
        player1 = Player("Player1", deck1, MAGE)
        player2 = Player("Player2", deck2, WARRIOR)

        game = Game(players=(player1, player2))
        game.start()

        for player in game.players:
                # print("Can mulligan %r" % (player.choice.cards))
                mull_count = random.randint(0, len(player.choice.cards))
                cards_to_mulligan = random.sample(player.choice.cards, mull_count)
                player.choice.choose(*cards_to_mulligan)

        try:
                while True:
                        player = game.current_player

                        heropower = player.hero.power
                        if heropower.is_usable() and random.random() < 0.1:
                                if heropower.has_target():
                                        heropower.use(target=random.choice(heropower.targets))
                                else:
                                        heropower.use()
                                continue

                        # iterate over our hand and play whatever is playable
                        for card in player.hand:
                                if card.is_playable() and random.random() < 0.5:
                                        target = None
                                        if card.choose_cards:
                                                card = random.choice(card.choose_cards)
                                        if card.has_target():
                                                target = random.choice(card.targets)
                                        # print("Playing %r on %r" % (card, target))
                                        card.play(target=target)

                                        if player.choice:
                                                choice = random.choice(player.choice.cards)
                                                # print("Choosing card %r" % (choice))
                                                player.choice.choose(choice)

                                        continue

                        # Randomly attack with whatever can attack
                        for character in player.characters:
                                if character.can_attack():
                                        character.attack(random.choice(character.targets))
                                continue

                        game.end_turn()

        except GameOver:
                return game
                # print("Game completed normally in " + str(game.turn) + " turns.")

        return game
コード例 #29
0
ファイル: game_utils.py プロジェクト: lukaszsus/hearthstone
def setup_game() -> ".game.Game":
    from fireplace.game import Game
    from simulator.player import Player

    # card_indices = [27, 48, 68, 159, 169, 180, 307, 386, 546, 588]  # randomly chosen 10 integers from [1,698]
    # card_indices = [random.randrange(1, 25) for i in range(10)]

    deck1 = shuffled_const_draft([])  # choose cards for Player1
    deck2 = shuffled_const_draft([])  # choose cards for Player2

    printer.print_deck_content("Player1", deck1)
    printer.print_deck_content("Player2", deck2)

    player1 = Player("Player1", deck1, CardClass.MAGE.default_hero)
    player2 = Player("Player2", deck2, CardClass.HUNTER.default_hero)

    game = Game(players=(player1, player2))
    game.start()

    player1.hero.set_current_health(20)
    player2.hero.set_current_health(20)

    return game
コード例 #30
0
ファイル: utils.py プロジェクト: semitable/hearthstone-ai
def random_play(game: Game) -> Game:
    player = game.current_player

    while True:
        heropower = player.hero.power
        if heropower.is_usable() and random.random() < 0.1:
            if heropower.requires_target():
                heropower.use(target=random.choice(heropower.targets))
            else:
                heropower.use()
            continue

        # iterate over our hand and play whatever is playable
        for card in player.hand:
            if card.is_playable() and random.random() < 0.5:
                target = None
                if card.must_choose_one:
                    card = random.choice(card.choose_cards)
                if card.requires_target():
                    target = random.choice(card.targets)
                card.play(target=target)

                if player.choice:
                    choice = random.choice(player.choice.cards)
                    player.choice.choose(choice)

                continue

        # Randomly attack with whatever can attack
        for character in player.characters:
            if character.can_attack():
                character.attack(random.choice(character.targets))

        break

    game.end_turn()
    return game
コード例 #31
0
ファイル: full_game.py プロジェクト: synap5e/fireplace
def play_full_game():
    deck1 = random_draft(hero=MAGE)
    deck2 = random_draft(hero=WARRIOR)
    player1 = Player(name="Player1")
    player1.prepare_deck(deck1, MAGE)
    player2 = Player(name="Player2")
    player2.prepare_deck(deck2, WARRIOR)

    game = Game(players=(player1, player2))
    game.start()

    for player in game.players:
        print("Can mulligan %r" % (player.choice.cards))
        mull_count = random.randint(0, len(player.choice.cards))
        cards_to_mulligan = random.sample(player.choice.cards, mull_count)
        player.choice.choose(*cards_to_mulligan)

    while True:
        player = game.current_player

        heropower = player.hero.power
        if heropower.is_usable() and percent_chance(10):
            if heropower.has_target():
                heropower.use(target=random.choice(heropower.targets))
            else:
                heropower.use()
            continue

        # iterate over our hand and play whatever is playable
        for card in player.hand:
            if card.is_playable() and percent_chance(50):
                target = None
                if card.choose_cards:
                    card = random.choice(card.choose_cards)
                if card.has_target():
                    target = random.choice(card.targets)
                print("Playing %r on %r" % (card, target))
                card.play(target=target)
                continue

        # Randomly attack with whatever can attack
        for character in player.characters:
            if character.can_attack():
                character.attack(random.choice(character.targets))
            continue

        if player.choice:
            choice = random.choice(player.choice.cards)
            print("Choosing card %r" % (choice))
            player.choice.choose(choice)
            continue

        game.end_turn()
コード例 #32
0
ファイル: kettle.py プロジェクト: RXGottlieb/fireplace-work
    def create_game(self, payload):
        # self.game_id = payload["GameID"]
        player_data = payload["Players"]
        players = []
        for player in player_data:
            # Shuffle the cards to prevent information leaking
            cards = player["Cards"]
            random.shuffle(cards)
            p = Player(player["Name"], cards, player["Hero"])
            players.append(p)

        INFO("Initializing a Kettle game with players=%r", players)
        game = Game(players=players)
        manager = KettleManager(game)
        game.manager.register(manager)
        game.current_player = game.players[0]  # Dumb.
        game.start()

        # Skip mulligan
        for player in game.players:
            player.choice = None

        return manager
コード例 #33
0
def main():
	deck1 = random_draft(hero=MAGE)
	deck2 = random_draft(hero=WARRIOR)
	player1 = Player(name="Player1")
	player1.prepare_deck(deck1, MAGE)
	player2 = Player(name="Player2")
	player2.prepare_deck(deck2, WARRIOR)

	game = Game(players=(player1, player2))
	game.start()

	for player in game.players:
		print("Can mulligan %r" % (player.choice.cards))
		mull_count = random.randint(0, len(player.choice.cards))
		cards_to_mulligan = random.sample(player.choice.cards, mull_count)
		player.choice.choose(*cards_to_mulligan)

	while True:
		heropower = game.current_player.hero.power
		# always play the hero power, just for kicks
		if heropower.is_usable():
			if heropower.has_target():
				heropower.use(target=random.choice(heropower.targets))
			else:
				heropower.use()
		# iterate over our hand and play whatever is playable
		for card in game.current_player.hand:
			if card.is_playable():
				target = None
				if card.choose_cards:
					card = random.choice(card.choose_cards)
				if card.has_target():
					target = random.choice(card.targets)
				print("Playing %r on %r" % (card, target))
				card.play(target=target)
			else:
				print("Not playing", card)

		# Randomly attack with whatever can attack
		for character in game.current_player.characters:
			if character.can_attack():
				character.attack(random.choice(character.targets))

		game.end_turn()
コード例 #34
0
def setup_game():
    from fireplace.game import Game
    from fireplace.player import Player
    fireplace.cards.filter(name="Garrosh")

    player1 = Player("OddWarrior", warrior_deck,
                     CardClass.WARRIOR.default_hero)
    player2 = Player("MurlocPaladin", paladin_deck,
                     CardClass.PALADIN.default_hero)

    game = Game(players=(player1, player2))
    game.start()

    for player in game.players:
        mull_count = 0
        cards_to_mulligan = []
        player.choice.choose(*cards_to_mulligan)

        game.begin_turn(player)

    return game
コード例 #35
0
ファイル: emulate_game.py プロジェクト: izogfif/fireplace
def load_game():
    data = json.load(open("N://HSTracker//board_state-hunter.json"))
    assert "player" in data
    assert "opponent" in data
    player_name = data["player"]["name"]
    opponent_name = data["opponent"]["name"]
    player_class = get_class(data["player"]["playerClass"])
    opponent_class = get_class(data["opponent"]["playerClass"])
    player_deck = random_draft(player_class)
    opponent_deck = random_draft(opponent_class)

    # Keep just enough cards for mulligan
    while len(player_deck) > 4:
        player_deck.pop()
    while len(opponent_deck) > 4:
        opponent_deck.pop()

    player_controller_id = data["player"]["entity"]["Tags"]["CONTROLLER"]
    opponent_controller_id = data["opponent"]["entity"]["Tags"]["CONTROLLER"]
    player_player = Player(player_name, player_deck, player_class.default_hero)
    opponent_player = Player(opponent_name, opponent_deck, opponent_class.default_hero)
    game = None
    if player_controller_id == 1 and opponent_controller_id == 2:
        game = Game(players=(player_player, opponent_player))
    elif player_controller_id == 2 and opponent_controller_id == 1:
        game = Game(players=(opponent_player, player_player))

    game.start()

    # Don't redraw mulligan cards
    for player in game.players:
        if player.choice:
            player.choice.choose()
    assert "cardsInHand" in data["opponent"]
    cards_in_opponent_hand = data["opponent"]["cardsInHand"]
    game.players[player_controller_id - 1].discard_hand()
    game.players[opponent_controller_id - 1].discard_hand()

    # fill the hand of the opponent with the card which doesn't do anything on draw / reveal
    for i in range(0, cards_in_opponent_hand):
        game.players[opponent_controller_id - 1].give("OG_335")  # Shifting Shade

    assert "entity" in data["player"]
    assert "Tags" in data["player"]["entity"]
    process_tags(game.players[player_controller_id - 1], data["player"]["entity"]["Tags"])

    assert "entity" in data["opponent"]
    assert "Tags" in data["opponent"]["entity"]
    process_tags(game.players[opponent_controller_id - 1], data["opponent"]["entity"]["Tags"])

    cards_to_recheck = list()

    for entity in data["hand"]:
        assert "Tags" in entity
        assert "CONTROLLER" in entity["Tags"]
        controller = entity["Tags"]["CONTROLLER"]
        assert controller == player_controller_id
        assert "CardId" in entity
        cur_card_id = entity["CardId"]
        cur_card = game.players[controller - 1].give(cur_card_id)
        set_card_tags(cur_card, entity["Tags"], game)
        add_to_tags_verify_list(cards_to_recheck, cur_card, entity["Tags"])

    # first summon heroes and their powers
    for entity in data["board"]:
        assert "Tags" in entity and "CONTROLLER" in entity["Tags"]
        cur_controller_id = entity["Tags"]["CONTROLLER"]
        assert cur_controller_id == 1 or cur_controller_id == 2
        cur_controller = game.players[cur_controller_id - 1]

        assert "HasCardId" in entity and entity["HasCardId"] is True and "CardId" in entity
        cur_card_id = entity["CardId"]
        temp_card = Card(cur_card_id)
        if isinstance(temp_card, Hero) or isinstance(temp_card, HeroPower) or isinstance(temp_card, Weapon):
            cur_card = cur_controller.summon(cur_card_id)
            add_to_tags_verify_list(cards_to_recheck, cur_card, entity["Tags"])
            set_card_tags(cur_card, entity["Tags"], game)

    for entity in data["board"]:
        assert "Tags" in entity and "CONTROLLER" in entity["Tags"]
        cur_controller_id = entity["Tags"]["CONTROLLER"]
        assert cur_controller_id == 1 or cur_controller_id == 2
        cur_controller = game.players[cur_controller_id - 1]

        assert "HasCardId" in entity and entity["HasCardId"] is True and "CardId" in entity
        cur_card_id = entity["CardId"]
        temp_card = Card(cur_card_id)
        if isinstance(temp_card, Enchantment):
            if cur_card_id != 'EX1_059e' and cur_card_id != 'OG_281e':   # don't apply "Experiments!" (health swap) buff
                                                                         # don't apply "Fanatic Devotion" buff (must be C'thun's increased stats)
                if not ("ATTACHED" in entity["Tags"]): # sometimes enchantments stay in play while not being attached to anything
                    continue
                attached_id = entity["Tags"]["ATTACHED"]
                buff_attached_to = get_game_entity_by_id(game, attached_id)
                assert not (buff_attached_to is None)
                cur_card = my_add_buff(buff_attached_to, temp_card)
                set_card_tags(cur_card, entity["Tags"], game)
        elif not (isinstance(temp_card, Hero) or isinstance(temp_card, HeroPower)):
            cur_card = my_summon(game, cur_controller, temp_card)
            add_to_tags_verify_list(cards_to_recheck, cur_card, entity["Tags"])
            set_card_tags(cur_card, entity["Tags"], game)

    for t in cards_to_recheck:
        set_card_tags(t[0], t[1], game)
        ensure_tags_are_same(t[0], t[1])

    for player in game.players:
        sorted_cards = dict()
        for card in player.field:
            if isinstance(card, Weapon):
                continue
            zone_position = card._summon_index
            assert not zone_position in sorted_cards
            sorted_cards[zone_position] = card
        player.field = CardList()
        for pos in sorted(sorted_cards.keys()):
            assert pos == len(player.field)
            player.field.append(sorted_cards[pos])

    game.current_player = game.players[player_controller_id - 1]

    for player in game.players:
        player.cards_played_this_turn = 0
        player.minions_played_this_turn = 0
        player.minions_killed_this_turn = 0

    return game
コード例 #36
0
def test_full_game(ai_1_id, deck_1_id, ai_2_id, deck_2_id, clear_results):
    global __last_turn__
    global player1
    global player2
    global my_json
    global neural_net
    
    player1 = get_instance_by_name(ai_1_id, deck_1_id)
    player2 = get_instance_by_name(ai_2_id, deck_2_id)
    __last_turn__ = [None,None,None]
    
    attributes = get_attributes()
    my_datetime = datetime.now()
    game_id = player1.get_id() + "-" + deck_1_id + "-" +player2.get_id() + "-" + deck_2_id + "-" + my_datetime.strftime("%Y_%m_%d") + "-" + str(attributes["NumGame"]).zfill(7)
    
    try:
        path_to_dir = os.path.dirname(os.getcwd()) + "\\game_results\\" + game_id + "\\"
        if not os.path.exists(path_to_dir):
            os.makedirs(path_to_dir)
        my_json = []
        
        path_to_csv = path_to_dir + game_id + ".csv"
        csv_file = open(path_to_csv,"w")
        fieldnames = get_field_names()
        csv_writer = csv.DictWriter(csv_file, fieldnames=fieldnames)
        csv_writer.writeheader() 
        
#        path_to_deck1 = path_to_dir + type(player1).__name__ + "_" + my_datetime.strftime("%d_%B_%Y__%H_%M.hsdeck.txt")
#        deck1_file = open(path_to_deck1,"w")
#        log_deck(deck1_file, player1)
        
#        path_to_deck2 = path_to_dir + type(player2).__name__ + "_" + my_datetime.strftime("%d_%B_%Y__%H_%M.hsdeck.txt")
#        deck2_file = open(path_to_deck2,"w")
#        log_deck(deck2_file, player2) 
            
        game = Game(players=(player1, player2))
        game.start()
        
        play_full_game(my_json, game, csv_writer)
        
    except GameOver:
        win_reward = 0
        if (player1.__class__ is Q_learner):
            if (player1.hero.health > 0):
                reward = win_reward
            else:
                reward = 0
            player1.update_neural_network(player1.previous_state, player1.previous_q_value, player1.get_state(), player1.previous_action, reward)
            net = player1.neural_network
#            path = os.path.join(os.path.dirname(os.getcwd()), 'network.xml')
#            NetworkWriter.writeToFile(net, path)
            neural_net = net
            
        if (player2.__class__ is Q_learner):
            if (player2.hero.health > 0):
                reward = win_reward
            else:
                reward = 0
            player2.update_neural_network(player2.previous_state, player2.previous_q_value, player2.get_state(), player2.previous_action, reward)
            net = player2.neural_network
#            path = os.path.join(os.path.dirname(os.getcwd()), 'network.xml')
#            NetworkWriter.writeToFile(net, path)
            neural_net = net
            
        #LAST TURN
        if (__last_turn__[1] != None):
            hashmap = get_hash_map(game, player1, player2, __last_turn__[2], __last_turn__[0].entity_id,__last_turn__[0], __last_turn__[1], __last_turn__[0])
            my_json.append(hashmap)
        else:
            hashmap = get_hash_map(game, player1, player2, __last_turn__[2], __last_turn__[0].entity_id,__last_turn__[0], None, __last_turn__[0])
            my_json.append(hashmap)
        
        #RESULT
        if (game.current_player.hero.health < 1):
            hashmap = get_hash_map(game, player1, player2, 21, game.current_player.hero.entity_id, None, None, None)
            my_json.append(hashmap)
        else:
            hashmap = get_hash_map(game, player1, player2, 20, game.current_player.hero.entity_id, None, None, None)
            my_json.append(hashmap)
        
        f = open(REPLAY_JSON_PATH, 'w')
        write_line_to_file(f,my_json.__str__())
        path_to_replay = path_to_dir + game_id + ".hdtreplay"
        my_zip_file = zipfile.ZipFile(path_to_replay, mode='w')
        my_zip_file.write(REPLAY_JSON_PATH)
        
        
       
        if (clear_results):
            csv_result_file = open(path_to_result,"w")
            csv_writer = csv.DictWriter(csv_result_file, fieldnames=get_field_names_of_result())
            csv_writer.writeheader()
        else:
            csv_result_file = open(path_to_result,"a")
            csv_writer = csv.DictWriter(csv_result_file, fieldnames=get_field_names_of_result())
        csv_writer.writerow(get_result_of_game(game))
        csv_result_file.close()
        f.close()
        my_zip_file.close()
        
        set_attributes(attributes)
    except:
        print ("UNEXPECTED ERROR:", sys.exc_info())
コード例 #37
0
ファイル: uct.py プロジェクト: Ragowit/fireplace
class HearthState:
    """ A state of the game, i.e. the game board.
    """
    def __init__(self):
        self.playerJustMoved = 2 # At the root pretend the player just moved is p2 - p1 has the first move
        random.seed(1857)

        # The idea of adjacent cards it to ignore minion placement if none of these cards can be found, since it doesn't
        # matter.
        #adjacent_cards = ["Dire Wolf Alpha", "Ancient Mage", "Defender of Argus", "Sunfury Protector",
        #                  "Flametongue Totem", "Explosive Shot", "Cone of Cold", "Betrayal", "Void Terror",
        #                  "Unstable Portal", "Wee Spellstopper", "Piloted Shredder", "Piloted Sky Golem",
        #                  "Recombobulator", "Foe Reaper 4000", "Nefarian"]
        #self.adjacent_cards = adjacent_cards

        self.player1 = None
        self.hero1 = MAGE
        self.deck1 = []
        
        self.player2 = None
        self.hero2 = None
        self.deck2 = []

        self.game = None

        # Simple Arcane Missiles lethal test
        #self.deck1 = ["EX1_277", "EX1_277", "EX1_277", "EX1_277", "EX1_277", "EX1_277", "EX1_277", "EX1_277", "EX1_277",
        #              "EX1_277", "EX1_277", "EX1_277", "EX1_277", "EX1_277", "EX1_277", "EX1_277", "EX1_277", "EX1_277",
        #              "EX1_277", "EX1_277", "EX1_277", "EX1_277", "EX1_277", "EX1_277", "EX1_277", "EX1_277", "EX1_277",
        #              "EX1_277", "EX1_277", "EX1_277"]
        #self.hero1 = MAGE 
        #self.player1 = Player("one", self.deck1, self.hero1)
        #self.deck2 = ["EX1_277", "EX1_277", "EX1_277", "EX1_277", "EX1_277", "EX1_277", "EX1_277", "EX1_277", "EX1_277",
        #              "EX1_277", "EX1_277", "EX1_277", "EX1_277", "EX1_277", "EX1_277", "EX1_277", "EX1_277", "EX1_277",
        #              "EX1_277", "EX1_277", "EX1_277", "EX1_277", "EX1_277", "EX1_277", "EX1_277", "EX1_277", "EX1_277",
        #              "EX1_277", "EX1_277", "EX1_277"]
        #self.hero2 = MAGE
        #self.player2 = Player("two", self.deck2, self.hero2)
        #self.game = Game(players=(self.player1, self.player2))
        #self.game.start()
        #for player in self.game.players:
        #    if player.choice:
        #        player.choice.choose()
        #self.game.players[0].hero.hit(24)
        #self.game.players[1].hero.hit(24)


    def Clone(self):
        """ Create a deep clone of this game state.
        """
        st = HearthState()
        st.playerJustMoved = self.playerJustMoved
        st.player1 = self.player1
        st.hero1 = self.hero1
        st.deck1 = copy.copy(self.deck1)
        st.player2 = self.player2
        st.hero2 = self.hero2
        st.deck2 = copy.copy(self.deck2)
        #st.game = copy.copy(self.game)
        st.game = copy.deepcopy(self.game)
        
        return st

    def DoMove(self, move):
        """ Update a state by carrying out the given move.
        """
        if self.game is not None:
            assert self.game.current_player.playstate == PlayState.PLAYING
            
            if self.game.current_player is not None:        
                if self.game.current_player.name == "one":        
                    self.playerJustMoved = 1        
                else:        
                    self.playerJustMoved = 2

        try:
            if move[0] == MOVE.PRE_GAME:
                self.player1 = Player("one", self.deck1, self.hero1)
                self.player2 = Player("two", self.deck2, self.hero2)
                self.game = Game(players=(self.player1, self.player2))
                self.game.start()
                
                # TODO: Mulligan
                for player in self.game.players:
                    if player.choice:
                        player.choice.choose()
            elif move[0] == MOVE.PICK_CLASS:
                self.hero2 = move[1]
            elif move[0] == MOVE.PICK_CARD:
                if len(self.deck1) < 30:
                    self.deck1.append(move[1].id)
                else:
                    self.deck2.append(move[1].id)
            elif move[0] == MOVE.MULLIGAN:
                self.game.current_player.choice.choose(*move[1])
            elif move[0] == MOVE.END_TURN:
                self.game.end_turn()
            elif move[0] == MOVE.HERO_POWER:
                heropower = self.game.current_player.hero.power
                if move[3] is None:
                    heropower.use()
                else:
                    heropower.use(target=heropower.targets[move[3]])
            elif move[0] == MOVE.PLAY_CARD:
                card = self.game.current_player.hand[move[2]]
                if move[3] is None:
                    card.play()
                else:
                    card.play(target=card.targets[move[3]])
            elif move[0] == MOVE.MINION_ATTACK:
                minion = self.game.current_player.field[move[2]]
                minion.attack(minion.targets[move[3]])
            elif move[0] == MOVE.HERO_ATTACK:
                hero = self.game.current_player.hero
                hero.attack(hero.targets[move[3]])
            elif move[0] == MOVE.CHOICE:
                self.game.current_player.choice.choose(move[1])
            else:
                raise NameError("DoMove ran into unclassified card", move)
        except:
            return            

    def GetMoves(self):
        """ Get all possible moves from this state.
        """
        if self.game is not None:
            if self.game.current_player.playstate != PlayState.PLAYING:
                return []
        valid_moves = []  # Move format is [enum, card, index of card in hand, target index]

        if self.game is None and len(self.deck1) == 30 and len(self.deck2) == 30:
            valid_moves.append([MOVE.PRE_GAME])
        elif self.game is None and len(self.deck1) == 30 and self.hero2 is None:
            valid_moves.append([MOVE.PICK_CLASS, DRUID])
            valid_moves.append([MOVE.PICK_CLASS, HUNTER])
            valid_moves.append([MOVE.PICK_CLASS, MAGE])
            valid_moves.append([MOVE.PICK_CLASS, PALADIN])
            valid_moves.append([MOVE.PICK_CLASS, PRIEST])
            valid_moves.append([MOVE.PICK_CLASS, ROGUE])
            valid_moves.append([MOVE.PICK_CLASS, SHAMAN])
            valid_moves.append([MOVE.PICK_CLASS, WARLOCK])
            valid_moves.append([MOVE.PICK_CLASS, WARRIOR])
        elif self.game is None and len(self.deck1) < 30 or len(self.deck2) < 30:
            collection = []
            exclude = []

            if len(self.deck1) < 30:
                hero = cards.db[self.hero1]
                deck = self.deck1
            else:
                hero = cards.db[self.hero2]
                deck = self.deck2

            for card in cards.db.keys():
                if card in exclude:
                    continue
                cls = cards.db[card]
                if not cls.collectible:
                    continue
                if cls.type == CardType.HERO:
                    # Heroes are collectible...
                    continue
                if cls.card_class and cls.card_class != hero.card_class:
                    continue
                collection.append(cls)

            for card in collection:
                if card.rarity == Rarity.LEGENDARY and card.id in deck:
                    continue
                elif deck.count(card.id) < Deck.MAX_UNIQUE_CARDS:
                    valid_moves.append([MOVE.PICK_CARD, card])
        elif self.game.current_player.choice is not None:
            for card in self.game.current_player.choice.cards:
                valid_moves.append([MOVE.CHOICE, card])
        else:
            # Play card
            for card in self.game.current_player.hand:
                dupe = False
                for i in range(len(valid_moves)):
                    if valid_moves[i][1].id == card.id:
                        dupe = True
                        break
                if not dupe:
                    if card.is_playable():
                        if card.has_target():
                            for t in range(len(card.targets)):
                                valid_moves.append([MOVE.PLAY_CARD, card, self.game.current_player.hand.index(card), t])
                        else:
                            valid_moves.append([MOVE.PLAY_CARD, card, self.game.current_player.hand.index(card), None])

            # Hero Power
            heropower = self.game.current_player.hero.power
            if heropower.is_usable():
                if heropower.has_target():
                    for t in range(len(heropower.targets)):
                        valid_moves.append([MOVE.HERO_POWER, None, None, t])
                else:
                    valid_moves.append([MOVE.HERO_POWER, None, None, None])

            # Minion Attack
            for minion in self.game.current_player.field:
                if minion.can_attack():
                    for t in range(len(minion.targets)):
                        valid_moves.append([MOVE.MINION_ATTACK, minion, self.game.current_player.field.index(minion), t])

            # Hero Attack
            hero = self.game.current_player.hero
            if hero.can_attack():
                for t in range(len(hero.targets)):
                    valid_moves.append([MOVE.HERO_ATTACK, hero, None, t])

            valid_moves.append([MOVE.END_TURN])

        return valid_moves

    def GetResult(self, playerjm):
        """ Get the game result from the viewpoint of playerjm.
        """
        if self.game.players[0].hero.health <= 0 and self.game.players[1].hero.health <= 0:
            return 0.1
        elif self.game.players[playerjm - 1].hero.health <= 0: # loss
            return 0
        elif self.game.players[2 - playerjm].hero.health <= 0: # win
            return pow(0.99, self.game.turn)
        else:  # Should not be possible to get here unless we terminate the game early.
            return 0.1

    def __repr__(self):
        try:
            s = "Turn: " + str(self.game.turn)
            s += "\n[" + str(self.game.players[0].hero.health) + " hp ~ " + str(len(self.game.players[0].hand)) + " in hand ~ " + str(self.game.players[0].tempMana) + "/" + str(self.game.players[0].maxMana) + " mana] "
            #s += "\n[" + str(self.game.players[0].hero.health) + " hp ~ " + str(len(self.game.players[0].hand)) + " in hand ~ " + str(self.game.players[0].deck.left) + "/" + str(len(self.game.players[0].deck.cards)) + " in deck ~ " + str(self.game.players[0].mana) + "/" + str(self.game.players[0].max_mana) + " mana] "
            for minion in self.game.players[0].field:
                s += str(minion.atk) + "/" + str(minion.health) + ":"
            s += "\n[" + str(self.game.players[1].hero.health) + " hp ~ " + str(len(self.game.players[1].hand)) + " in hand ~ " + str(self.game.players[1].tempMana) + "/" + str(self.game.players[1].maxMana) + " mana] "
            #s += "\n[" + str(self.game.players[1].hero.health) + " hp ~ " + str(len(self.game.players[1].hand)) + " in hand ~ " + str(self.game.players[1].deck.left) + "/" + str(len(self.game.players[1].deck.cards)) + " in deck ~ " + str(self.game.players[1].mana) + "/" + str(self.game.players[1].max_mana) + " mana] "
            for minion in self.game.players[1].field:
                s += str(minion.atk) + "/" + str(minion.health) + ":"
            s += "\n" + "Current Player: " + str(self.game.currentPlayer)
            return s
        except:
            s = "Deck 1: " + ", ".join(self.deck1)
            s += "\nDeck 2: " + ", ".join(self.deck2)
            return s
コード例 #38
0
ファイル: copy_bench.py プロジェクト: leod/arena
from fireplace.exceptions import GameOver
from fireplace.entity import Entity
from fireplace.game import Game
from fireplace.player import Player
from fireplace.utils import random_draft
from hearthstone.enums import PlayState

cards.db.initialize()
fireplace.logging.log.setLevel(logging.WARN)

deck1 = random_draft(SHAMAN)
deck2 = random_draft(PALADIN)

player1 = Player("Player1", deck1, SHAMAN)
player2 = Player("Player2", deck2, PALADIN)

game = Game(players=(player1, player2))
game.start()

for player in game.players:
    if player.choice:
        player.choice.choose()

begin_time = datetime.datetime.utcnow()
N = 100
for i in range(N):
    game2 = copy.deepcopy(game)
end_time = datetime.datetime.utcnow()

print((end_time - begin_time) / N)
コード例 #39
0
ファイル: interactive.py プロジェクト: hackiey/TAGI
    deck1 = [c[1] for c in game_config.card_config.cards_list[1:] * 4]
    player1 = HearthStoneGod('Player1',
                             deck1,
                             CardClass.MAGE.default_hero,
                             game_config,
                             mode='manual')

    deck2 = [c[1] for c in game_config.card_config.cards_list[1:] * 4]
    player2 = HearthStoneGod('Player2',
                             deck2,
                             CardClass.MAGE.default_hero,
                             game_config,
                             game_model=game_model,
                             mode='model_play')

    game = Game(players=(player1, player2))
    game.start()

    player1.mulligan(skip=True)
    player2.mulligan(skip=True)

    try:
        while True:
            player = game.current_player
            player.play_turn(game)

    except GameOver:
        if game.player2.hero.dead:
            print('You Win!')
        else:
            print('You Lose!')
コード例 #40
0
def find_card_pair(onlyresult=1):
    card_class = CardClass.MAGE  #カードクラスを設定することは必須
    allCards = get_all_cards(card_class, costMax=2)
    vanillas = get_all_vanillas(allCards)
    nonVanillas = get_all_non_vanillas(allCards)
    spells = get_all_spells(allCards)

    #良いカードペアを漠然と探す旅に出る2枚は呪文カードしばり
    for matchNumber in range(10):
        count1 = 0
        count2 = 0

        #ヒーローパワーを消す、というのもよいかも。
        nonvanillaName1 = random.choice(nonVanillas)
        nonvanilla1 = nonvanillaName1.id
        nonvanillaName2 = random.choice(spells)  #この呪文によって、まえのカードが活かされるかどうか
        nonvanilla2 = nonvanillaName2.id

        print(" specific cards : %r%r" % (nonvanillaName1, nonvanillaName2))
        for repeat in range(25):
            if onlyresult == 0:
                print("    GAME %d" % repeat, end="  -> ")
            #set decks and players
            deck1 = []
            position = random.randint(1, 7)
            for i in range(position):
                deck1.append((random.choice(vanillas)).id)
            deck1.append(nonvanilla1)
            deck1.append(nonvanilla2)
            for i in range(8 - position):  #デッキは10枚
                deck1.append(random.choice(vanillas).id)
            player1 = Player("Player1", deck1, card_class.default_hero)
            deck2 = copy.deepcopy(deck1)
            random.shuffle(deck2)
            player2 = Player("Player2", deck2, card_class.default_hero)
            #set a game
            game = Game(players=(player1, player2))
            game.start()

            for player in game.players:
                #print("Can mulligan %r" % (player.choice.cards))
                mull_count = random.randint(0, len(player.choice.cards))
                cards_to_mulligan = random.sample(player.choice.cards,
                                                  mull_count)
                player.choice.choose(*cards_to_mulligan)
            game.player1.hero.max_health = 10
            game.player2.hero.max_health = 10
            turnNumber = 0
            if onlyresult == 0:
                print("Turn ", end=':')
            while True:
                turnNumber += 1
                if onlyresult == 0:
                    print(turnNumber, end=":")
                #StandardRandom(game)#ここはもう少し賢くする
                weight = [
                    0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
                    0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
                ]
                weight[0] = weight[1] = 5
                weight[26] = 10
                weight[2] = weight[3] = weight[6] = weight[7] = 5
                weight[10] = weight[11] = weight[12] = weight[13] = 5
                StandardStep1(game, debugLog=False)
                if game.state != State.COMPLETE:
                    try:
                        game.end_turn()
                    except GameOver:  #まれにおこる
                        pass
                if game.state == State.COMPLETE:
                    if game.current_player.playstate == PlayState.WON:
                        winner = game.current_player.name
                        break
                    elif game.current_player.playstate == PlayState.LOST:
                        winner = game.current_player.opponent.name
                        break
                    else:
                        winner = "DRAW"
                    break
            if onlyresult == 0:
                print("%s won." % winner)
            if winner == "Player1":
                if onlyresult == 1:
                    print("O", end=".")
                count1 += 1
            elif winner == "Player2":
                if onlyresult == 1:
                    print("X", end=".")
                count2 += 1
        print("(%d : %d)" % (count1, count2), end=" ")  #25戦で10点差があれば有意な差あり
        if count1 - count2 >= 10:
            print("Significant")
        else:
            print("")
    pass
コード例 #41
0
def investigate_card_pair(onlyresult=0):
    card_class = CardClass.HUNTER
    allCards = get_all_cards(card_class)
    vanillas = get_all_vanillas(allCards)
    nonVanillas = get_all_non_vanillas(allCards)

    count1 = 0
    count2 = 0

    #ヒーローパワーを消す、というのもよいかも。
    #良いカードペアを漠然と探す旅に出る?
    nonvanilla1 = 'EX1_045'  #random.choice(nonVanillas).id#自分で指定してもよい
    nonvanilla2 = 'EX1_332'  #random.choice(nonVanillas).id#
    #古代の番人:EX1_045:攻撃できない。
    #沈黙:EX1_332:ミニオン1体を沈黙させる

    print(" specific cards : %r%r" % (nonvanilla1, nonvanilla2))
    for repeat in range(50):
        print("    GAME %d" % repeat, end="  -> ")
        #set decks and players
        deck1 = []
        position = random.randint(1, 7)
        for i in range(position):
            deck1.append((random.choice(vanillas)).id)
        deck1.append(nonvanilla1)
        deck1.append(nonvanilla2)
        for i in range(8 - position):  #デッキは10枚
            deck1.append(random.choice(vanillas).id)
        player1 = Player("AAAA", deck1, card_class.default_hero)
        deck2 = copy.deepcopy(deck1)
        random.shuffle(deck2)
        player2 = Player("BBBB", deck2, card_class.default_hero)
        #set a game
        game = Game(players=(player1, player2))
        game.start()

        for player in game.players:
            #print("Can mulligan %r" % (player.choice.cards))
            mull_count = random.randint(0, len(player.choice.cards))
            cards_to_mulligan = random.sample(player.choice.cards, mull_count)
            player.choice.choose(*cards_to_mulligan)
        game.player1.hero.max_health = 10  # ヒーローのHPは10
        game.player2.hero.max_health = 10

        turnNumber = 0
        print("Turn ", end=':')
        while True:
            turnNumber += 1
            print(turnNumber, end=":")
            weight = [
                0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
                0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
            ]
            weight[0] = weight[1] = 5
            weight[26] = 10
            weight[2] = weight[3] = weight[6] = weight[7] = 5
            weight[10] = weight[11] = weight[12] = weight[13] = 5
            StandardStep1(game, debugLog=False)
            #StandardRandom(game,debugLog=True)
            #ここはもう少し賢い人にやってほしい
            if game.state != State.COMPLETE:
                try:
                    game.end_turn()
                except GameOver:  #まれにおこる
                    pass
            else:
                if game.current_player.playstate == PlayState.WON:
                    winner = game.current_player.name
                    break
                elif game.current_player.playstate == PlayState.LOST:
                    winner = game.current_player.opponent.name
                    break
                else:
                    winner = "DRAW"
                    break
        print("%s won." % winner)
        if winner == "AAAA":
            count1 += 1
        elif winner == "BBBB":
            count2 += 1
    print("%d : %d" % (count1, count2))
コード例 #42
0
class HSEnv:
    def __init__(self, render):
        cards.db.initialize()
        # Create a game with the standardized decks
        if render:
            self.renderer = BoardRenderer()

        self.reset()

    def start_game(self):
        self.game.start()

        # Play the game
        """TODO: Implement Networked version of mulligan"""
        for player in self.game.players:
            print("Can mulligan %r" % (player.choice.cards))
            mull_count = random.randint(0, len(player.choice.cards))
            cards_to_mulligan = random.sample(player.choice.cards, mull_count)
            player.choice.choose(*cards_to_mulligan)

    def draft_mage(self):
        deck = []
        deck.append(Card("EX1_277").id)  #Arcane Missiles
        deck.append(Card("EX1_277").id)  #Arcane Missiles
        deck.append(Card("NEW1_012").id)  #Mana Wyrm
        deck.append(Card("NEW1_012").id)  #Mana Wyrm
        deck.append(Card("CS2_027").id)  #Mirror Image
        deck.append(Card("CS2_027").id)  #Mirror Image
        deck.append(Card("EX1_066").id)  #Acidic Swamp Ooze
        deck.append(Card("EX1_066").id)  #Acidic Swamp Ooze
        deck.append(Card("CS2_025").id)  #Arcane Explosion
        deck.append(Card("CS2_025").id)  #Arcane Explosion
        deck.append(Card("CS2_024").id)  #Frostbolt
        deck.append(Card("CS2_024").id)  #Frostbolt
        deck.append(Card("CS2_142").id)  #Kobold Geomancer
        deck.append(Card("CS2_142").id)  #Kobold Geomancer
        deck.append(Card("EX1_608").id)  #Sorcerer's Apprentice
        deck.append(Card("EX1_608").id)  #Sorcerer's Apprentice
        deck.append(Card("CS2_023").id)  #Arcane Intellect
        deck.append(Card("CS2_023").id)  #Arcane Intellect
        deck.append(Card("CS2_029").id)  #Fireball
        deck.append(Card("CS2_029").id)  #Fireball
        deck.append(Card("CS2_022").id)  #Polymorph
        deck.append(Card("CS2_022").id)  #Polymorph
        deck.append(Card("CS2_033").id)  #Water Elemental
        deck.append(Card("CS2_033").id)  #Water Elemental
        deck.append(Card("CS2_155").id)  #Archmage
        deck.append(Card("CS2_155").id)  #Archmage
        deck.append(Card("EX1_559").id)  #Archmage Antonidas
        deck.append(Card("CS2_032").id)  #Flamestrike
        deck.append(Card("CS2_032").id)  #Flamestrike
        deck.append(Card("EX1_279").id)  #Pyroblast
        return deck

    def create_board_state(self):
        boardstate = []
        # Player 1 mana
        boardstate.append(self.game.player1.max_mana -
                          self.game.player1.overload_locked)
        # Player 2 mana
        boardstate.append(self.game.player2.max_mana -
                          self.game.player2.overload_locked)

        # Player 1 handSize
        boardstate.append(self.game.player1.hand.__len__())
        # Player 2 handSize
        boardstate.append(self.game.player2.hand.__len__())

        # Player 2 hero health
        boardstate.append(self.game.player1.hero.health +
                          self.game.player2.hero.armor)
        # Player 2 Hero Attack value
        if self.game.player2.weapon is not None:
            boardstate.append(self.game.player2.hero.atk +
                              self.game.player2.weapon.atk)
        else:
            boardstate.append(self.game.player2.hero.atk)

        # Player 1 hero health
        boardstate.append(self.game.player1.hero.health +
                          self.game.player2.hero.armor)

        # Player 1 Weapon
        if self.game.player1.weapon is not None:
            # Player 1 Weapon Health
            boardstate.append(self.game.player1.weapon.health_attribute)
            # Player 1 Weapon Attack
            boardstate.append(self.game.player1.weapon.atk)
        else:
            boardstate.append(0)
            boardstate.append(0)

        # Player 2 Weapon
        if self.game.player2.weapon is not None:
            # Player 2 Weapon Health
            boardstate.append(self.game.player2.weapon.health_attribute)
            # Player 2 Weapon Attack
            boardstate.append(self.game.player2.weapon.atk)
        else:
            boardstate.append(0)
            boardstate.append(0)

        # Player 2 HAND
        for index in range(10):
            if (self.game.player2.hand.__len__() > index):
                # Card ID
                boardstate.append(
                    sorted(cards.db).index(self.game.player2.hand[index].id))
                # Card Type
                boardstate.append(int(self.game.player2.hand[index].data.type))
                # Mana Cost
                boardstate.append(self.game.player2.hand[index].data.cost)
                if self.game.player2.hand[index].data.type is (
                        CardType.MINION or CardType.WEAPON):
                    # Card ATK
                    boardstate.append(self.game.player2.hand[index].data.atk)
                    # Card HEALTH
                    boardstate.append(
                        self.game.player2.hand[index].data.health)
                else:
                    boardstate.append(0)
                    boardstate.append(0)
            else:
                for i in range(5):
                    boardstate.append(0)

        # Boardtate Player 2 Side
        for index in range(7):
            if (self.game.player2.field.__len__() > index):
                # Card ID
                boardstate.append(
                    sorted(cards.db).index(self.game.player2.field[index].id))
                # Minion ATK
                boardstate.append(self.game.player2.field[index].atk)
                # Minion Health
                boardstate.append(self.game.player2.field[index].health)
                # Minion CanAttack
                if self.game.player2.field[index].can_attack():
                    boardstate.append(1)
                else:
                    boardstate.append(0)
            else:
                for i in range(4):
                    boardstate.append(0)

        # Boardtate Player 1 Side
        for index in range(7):
            if (self.game.player1.field.__len__() > index):
                # Card ID
                boardstate.append(
                    sorted(cards.db).index(self.game.player1.field[index].id))
                # Minion ATK
                boardstate.append(self.game.player1.field[index].atk)
                # Minion Health
                boardstate.append(self.game.player1.field[index].health)
            else:
                for i in range(3):
                    boardstate.append(0)

        return boardstate

    def play_turn_random(self):
        player = self.game.current_player

        while True:
            heropower = player.hero.power
            if heropower.is_usable() and random.random() < 0.1:
                if heropower.requires_target():
                    heropower.use(target=random.choice(heropower.targets))
                else:
                    heropower.use()
                continue

            # iterate over our hand and play whatever is playable
            for card in player.hand:
                if card.is_playable() and random.random() < 0.1:
                    target = None
                    if card.must_choose_one:
                        card = random.choice(card.choose_cards)
                    if card.requires_target():
                        target = random.choice(card.targets)
                    print("Playing %r on %r" % (card, target))
                    card.play(target=target)

                    if player.choice:
                        choice = random.choice(player.choice.cards)
                        print("Choosing card %r" % (choice))
                        player.choice.choose(choice)

                    continue

            # Randomly attack with whatever can attack
            for character in player.characters:
                if character.can_attack():
                    character.attack(random.choice(character.targets))

            break

        self.game.end_turn()
        return game

    def play_turn_untrained_network(self):
        while True:
            action = random.randrange(0, 34, 1)

            if action is not None:
                player = self.game.current_player
                if action is 0:
                    self.game.end_turn()
                    return
                elif action is 1:
                    if player.hero.can_attack():
                        player.hero.attack(
                            target=random.choice(player.hero.targets))
                elif action is 2:
                    heropower = player.hero.power
                    if heropower.is_usable():
                        if heropower.requires_target():
                            heropower.use(
                                target=random.choice(heropower.targets))
                        else:
                            heropower.use()
                elif action is 3:
                    # find the coin and play it
                    for card in player.hand:
                        if card.data.id == THE_COIN and card.is_playable():
                            card.play()
                else:
                    to_play = self.draft_mage()[action - 4]
                    for card in player.hand:
                        if card.id == to_play and card.is_playable():
                            target = None
                            if card.must_choose_one:
                                card = random.choice(card.choose_cards)
                            if card.requires_target():
                                target = random.choice(card.targets)
                            print("Playing %r on %r" % (card, target))
                            card.play(target=target)

                            if player.choice:
                                choice = random.choice(player.choice.cards)
                                print("Choosing card %r" % (choice))
                                player.choice.choose(choice)
                            break

                    for minion in player.field:
                        if minion.id == to_play and minion.can_attack():
                            target = None
                            minion.attack(
                                target=random.choice(minion.attack_targets))
            if self.check_remaining_actions():
                return

    def check_remaining_actions(self):
        player = self.game.current_player

        # check if there are any more possible actions
        heropower = player.hero.power
        if heropower.is_usable():
            return False

        # iterate over our hand and play whatever is playable
        for card in player.hand:
            if card.is_playable():
                return False

        # Randomly attack with whatever can attack
        for character in player.characters:
            if character.can_attack():
                return False

        # NO MORE ACTIONS POSSIBLE - end turn
        self.game.end_turn()
        return True

    def get_action_meanings(self):
        strings = list()
        strings.append("END_TURN")
        strings.append("HERO")
        strings.append("HERO_POWER")
        strings.append("THE_COIN")
        for card in self.draft_mage():
            strings.append(Card(card).data.name)

        return strings

    def reset(self):
        from fireplace.game import Game
        from fireplace.player import Player

        deck1 = self.draft_mage()
        deck2 = self.draft_mage()
        player1 = Player("Player1", deck1, CardClass.MAGE.default_hero)
        player2 = Player("Player2", deck2, CardClass.MAGE.default_hero)

        self.game = Game(players=(player1, player2))
        self.start_game()

        self.new_game = True

        return self.create_board_state()

    def step(self, action, targeting_agent, learn_to_play_cards):
        if self.game.ended:
            if learn_to_play_cards:
                return self.create_board_state(), 0, self.is_game_over()
            else:
                return self.create_board_state(), self.calculate_reward(
                ), self.is_game_over()
        if self.game.current_player is not self.game.player2:
            self.play_turn_untrained_network()
            if learn_to_play_cards:
                return self.create_board_state(), 0, self.is_game_over()
            else:
                return self.create_board_state(), self.calculate_reward(
                ), self.is_game_over()

        if action is not None:
            player = self.game.current_player
            if action is 0:
                self.game.end_turn()
                if learn_to_play_cards:
                    return self.create_board_state(), 0, self.is_game_over()
                else:
                    return self.create_board_state(), self.calculate_reward(
                    ), self.is_game_over()
            elif action is 1:
                if player.hero.can_attack():
                    targeting_agent.run(action, self.new_game)
                    self.new_game = False
                    self.check_remaining_actions()
                    if learn_to_play_cards:
                        return self.create_board_state(), 0, self.is_game_over(
                        )
                    else:
                        return self.create_board_state(
                        ), self.calculate_reward(), self.is_game_over()
                if learn_to_play_cards:
                    self.game.end_turn()
                    return self.create_board_state(), 0, self.is_game_over()
                else:
                    return self.create_board_state(
                    ), self.calculate_reward() - 100, self.is_game_over()
            elif action is 2:
                heropower = player.hero.power
                if heropower.is_usable():
                    if heropower.requires_target():
                        #targeting_agent.run(action, self.new_game)
                        heropower.play(target=random.choice(heropower.targets))
                        self.new_game = False
                        self.check_remaining_actions()
                        if learn_to_play_cards:
                            return self.create_board_state(
                            ), 1, self.is_game_over()
                        else:
                            return self.create_board_state(
                            ), self.calculate_reward(), self.is_game_over()
                    else:
                        heropower.use()
                        self.check_remaining_actions()
                        if learn_to_play_cards:
                            return self.create_board_state(
                            ), 1, self.is_game_over()
                        else:
                            return self.create_board_state(
                            ), self.calculate_reward(), self.is_game_over()
                if learn_to_play_cards:
                    self.game.end_turn()
                    return self.create_board_state(), 0, self.is_game_over()
                else:
                    return self.create_board_state(
                    ), self.calculate_reward() - 100, self.is_game_over()
            elif action is 3:
                # find the coin and play it
                for card in player.hand:
                    if card.data.id == THE_COIN and card.is_playable():
                        card.play()
                        self.check_remaining_actions()
                        if learn_to_play_cards:
                            return self.create_board_state(
                            ), 1, self.is_game_over()
                        else:
                            return self.create_board_state(
                            ), self.calculate_reward(), self.is_game_over()
                    if learn_to_play_cards:
                        self.game.end_turn()
                        return self.create_board_state(), 0, self.is_game_over(
                        )
                    else:
                        return self.create_board_state(
                        ), self.calculate_reward() - 100, self.is_game_over()
            else:
                to_play = self.draft_mage()[action - 4]
                for card in player.hand:
                    if card.id == to_play and card.is_playable():
                        target = None
                        if card.must_choose_one:
                            card = random.choice(card.choose_cards)
                        if card.requires_target():
                            #targeting_agent.run(action, self.new_game)
                            card.play(target=random.choice(card.targets))
                            self.new_game = False
                            if player.choice:
                                choice = random.choice(player.choice.cards)
                                print("Choosing card %r" % (choice))
                                player.choice.choose(choice)
                            self.check_remaining_actions()
                            if learn_to_play_cards:
                                return self.create_board_state(
                                ), 1, self.is_game_over()
                            else:
                                return self.create_board_state(
                                ), self.calculate_reward(), self.is_game_over(
                                )
                        else:
                            card.play(target=target)
                            print("Playing %r on %r" % (card, target))
                            if player.choice:
                                choice = random.choice(player.choice.cards)
                                print("Choosing card %r" % (choice))
                                player.choice.choose(choice)
                            self.check_remaining_actions()
                            if learn_to_play_cards:
                                return self.create_board_state(
                                ), 1, self.is_game_over()
                            else:
                                return self.create_board_state(
                                ), self.calculate_reward(), self.is_game_over(
                                )
                for minion in player.field:
                    if minion.id == to_play and minion.can_attack():
                        #targeting_agent.run(action, self.new_game)
                        minion.attack(random.choice(minion.targets))
                        self.new_game = False
                        self.check_remaining_actions()
                        if learn_to_play_cards:
                            return self.create_board_state(
                            ), 1, self.is_game_over()
                        else:
                            return self.create_board_state(
                            ), self.calculate_reward(), self.is_game_over()
            if learn_to_play_cards:
                self.game.end_turn()
                return self.create_board_state(), 0, self.is_game_over()
            else:
                return self.create_board_state(
                ), self.calculate_reward() - 100, self.is_game_over()

        if self.game.ended:
            if learn_to_play_cards:
                self.game.end_turn()
                return self.create_board_state(), 0, self.is_game_over()
            else:
                return self.create_board_state(), self.calculate_reward(
                ), self.is_game_over()
        #If there are no more actions pass the turn
        self.check_remaining_actions()
        if learn_to_play_cards:
            self.game.end_turn()
            return self.create_board_state(), 0, self.is_game_over()
        else:
            return self.create_board_state(), self.calculate_reward(
            ), self.is_game_over()

    def calculate_reward(self):
        reward = 0
        reward += self.game.player2.hero.health
        reward += self.game.player2.hero.armor
        reward += self.game.player2.hero.atk
        if self.game.player2.weapon is not None:
            reward += self.game.player2.weapon.health
            reward += self.game.player2.weapon.atk
        reward -= self.game.player1.hero.health
        reward -= self.game.player1.hero.armor
        reward -= self.game.player1.hero.atk
        if self.game.player1.weapon is not None:
            reward -= self.game.player1.weapon.health
            reward -= self.game.player1.weapon.atk
        for minion in self.game.player2.field:
            reward += minion.health
            reward += minion.atk
        for minion in self.game.player1.field:
            reward -= minion.health
            reward -= minion.atk
        return reward

    def is_game_over(self):
        return self.game.ended

    def render(self):
        """ TODO: ADD RENDERING """
        self.renderer.render_board_state(game=self.game)

    def get_lives(self):
        return self.game.player1.hero.health

    def get_output_space(self):
        return 34