コード例 #1
0
    def __init__(self, home_grid_model=None, enemy_grid_model=None):
        if enemy_grid_model is None:
            enemy_grid_model = GridModel()
        if home_grid_model is None:
            home_grid_model = GridModel()

        self._enemy_model = enemy_grid_model
        self._home_model = home_grid_model
        self.reset()
コード例 #2
0
    def __init__(self, master, home=False):
        '''Create a new grid. home determines if this is your grid or the opponent's.'''

        Canvas.__init__(self, master)

        self.size = self.GRID_SIZE * self.RECT_SIZE + 2 * max(
            self.GRID_X_OFFSET, self.GRID_Y_OFFSET)
        self.config(height=self.size, width=self.size)

        self._home = home
        self._model = GridModel()

        self._make_grid()
        self.reset()
コード例 #3
0
    def __init__(self, options_file=None, webapp=False):
        self.wdir = Path.cwd()
        self.logger = _logging_setup(self.wdir, webapp)

        self.logger.info("Market Tool Initialized")

        tools.create_folder_structure(self.wdir, self.logger)
        self.initialize_options(options_file)

        self.data = DataManagement(self.options)
        self.grid = GridModel(self.wdir)

        ## Core Attributes
        self.cbco_module = None
        self.grid_representation = None
        self.market_model = None
        self.bokeh_plot = None
コード例 #4
0
def foo():
    grid = GridModel()
    grid.add_ship(4, 4, "a", True)
    grid.finalize()

    ai = ShipAI(grid)
    ai.read_stat_model("ai/stat")
    #ai.show_stat_model()

    result = Ship.NULL
    c = 0
    ai.show_stat_model()

    for i in range(10):
        shot = ai.get_shot()
        print("Shot: " + str(shot))
        #print "Shot: {}".format(shot)
        result = grid.process_shot(*shot)
        print("Result: " + Ship.SHOT_RESULTS[result])
        ai.set_shot_result(*shot, result=result)

        if result == Ship.HIT:
            c += 1

        ai.show_stat_model()
コード例 #5
0
ファイル: ship_ai.py プロジェクト: boompig/pyBattleShip
def foo():
    grid = GridModel()
    grid.add_ship(4, 4, "a", True)
    grid.finalize()
    
    ai = ShipAI(grid)
    ai.read_stat_model("ai/stat")
    #ai.show_stat_model()
    
    result = Ship.NULL
    c = 0
    ai.show_stat_model()
    
    for i in range(10):
        shot = ai.get_shot()
        print("Shot: " + str(shot))
        #print "Shot: {}".format(shot)
        result = grid.process_shot(*shot)
        print("Result: " + Ship.SHOT_RESULTS[result])
        ai.set_shot_result(*shot, result=result)
        
        if result == Ship.HIT:
            c += 1
    
        ai.show_stat_model()
コード例 #6
0
 def __init__(self, master, home=False):
     '''Create a new grid. home determines if this is your grid or the opponent's.'''
 
     Canvas.__init__(self, master)
     
     self.size = self.GRID_SIZE * self.RECT_SIZE + 2 * max(self.GRID_X_OFFSET, self.GRID_Y_OFFSET)
     self.config(height=self.size, width=self.size)
     
     self._home = home
     self._model = GridModel()
     
     self._make_grid()
     self.reset()
コード例 #7
0
class ShipGrid(Canvas):
    '''The UI manager for a player's grid in a game of battleship.
    Takes on the role of view, but also Controller.'''

    ############## geometry ############
    RECT_SIZE = 30
    GRID_SIZE = 10
    GRID_X_OFFSET = 25
    GRID_Y_OFFSET = 25
    ####################################
    
    ############## colors ##############
    RECT_NULL_FILL = "DodgerBlue2"
    RECT_MISS_FILL = "grey"
    RECT_HIT_FILL = "red"
    RECT_SUNK_FILL = "powder blue"
    RECT_PLACED_FILL = "forest green"
    ####################################

    def __init__(self, master, home=False):
        '''Create a new grid. home determines if this is your grid or the opponent's.'''
    
        Canvas.__init__(self, master)
        
        self.size = self.GRID_SIZE * self.RECT_SIZE + 2 * max(self.GRID_X_OFFSET, self.GRID_Y_OFFSET)
        self.config(height=self.size, width=self.size)
        
        self._home = home
        self._model = GridModel()
        
        self._make_grid()
        self.reset()
        
    def all_placed(self):
        '''Return True iff all the ships have been placed.'''
    
        return self._model.has_all_ships()
    
    def get_tile_coords(self, id):
        '''Return the coordinates of the tile with the given Tkinter ID.'''
    
        return self._tiles[id]
    
    def get_tile_id(self, x, y):
        '''Return the id of this tile'''
        
        return self._coords[(x, y)]
            
    def process_shot(self, id, callback=None):
        '''Shoot this tile. Return the result.'''
        
        x, y = self.get_tile_coords(id)
        
        tag_id = self._get_tile_name(x, y)
        result = self._model.process_shot(x, y)
        
        if result == Ship.SUNK:
            s = self._model.get_sunk_ship(x, y)
            for sq in s.get_covering_squares():
                self._set_tile_state(*sq)
        else:
            self._set_tile_state(x, y)
        
        #if result and callback is not None:
        #callback(result)
        
        return result
        
    def disable(self):
        '''Disable all events on this grid.'''
        
        for id in self._tiles.iterkeys():
            self._prev_state[id] = (self.itemcget(id, 'state') == NORMAL)
            #if not self._prev_state[id]:
                #print self._tiles[id]
            self.itemconfig(id, state=DISABLED)
            
    def enable(self):
        '''Re-enable the events on the grid.'''
        
        for id in self._tiles.iterkeys():
            if self._prev_state[id]:
                self.itemconfig(id, state=NORMAL)
        
    def redraw(self, model):
        '''Redraw the grid based on the model.
        <model> is an instance of GridModel'''
        
        # first, add ships
        for ship_name, ship in model.get_ships().iteritems():
            self.add_ship_to_view(ship)
            
        # process missed shots (and hits as well)
        for x, y in model.get_missed_shots():
            self._set_tile_state(x, y, Ship.MISS)
        
    def reset(self):
        '''Reset the grid to starting values.'''
        
        # reset the model
        self._model.reset()
        #if not self._home:
        #    self._model.read("enemy_ships")
        #    self._model.finalize()
            #self._model.show()
        
        # unbind all previous event
        self.unbind("<Button>")
        
        self._ships = {}
        self._prev_state = {} # this is only True for tiles disabled/enabled using disable and enable methods
        
        # reset the squares
        for id, (x, y) in self._tiles.iteritems():
            self._prev_state[id] = False 
            self.itemconfig(id, state=NORMAL)
            self._set_tile_state(x, y)
            
    def add_ship_to_view(self, ship):
        '''Add a ship to the view. Do not update underlying model.
        Add the ship in the state of 'just placed'.
        <ship> is a Ship object.'''
        
        #print ship
        
        if ship.is_sunk():
            for x, y in ship.get_covering_squares():
                self._set_tile_state(x, y, state=Ship.SUNK)
        else:
            for sq, hit in zip(ship.get_covering_squares(), ship.get_hit_list()):
                s = (Ship.HIT if hit else Ship.OTHER)
                if hit or self._home:
                    self._set_tile_state(sq[0], sq[1], state=s)
        
    def add_ship(self, x, y, ship, vertical, callback=None):
        '''Add a ship at (x, y). Vertical is the orientation - True of False.'''
        
        # sometimes nothing is selected, but grid is pressed.
        # ignore these events
        if ship is None:
            return False
        
        result = self._model.can_add_ship(x, y, ship, vertical)
        if result:
            if ship in self._model._ships:
                prev_ship = self._model._ships[ship]
                for sq in prev_ship.get_covering_squares():
                    self._set_tile_state(*sq) # reset state
            self._model.add_ship(x, y, ship, vertical)
            s = Ship(x, y, ship, vertical)
            self.add_ship_to_view(s)
            
            if callback is not None:
                callback()
        
        return result
        
    def _set_tile_state(self, x, y, state=None):
        '''Set the tile state at (x, y).'''
    
        if state is None:
            state = self._model.get_state(x, y)
        tag_id = self._get_tile_name(x, y)
        id = self.find_withtag(tag_id)
        
        # set the label state
        #if state == Ship.SUNK:
        #    self.itemconfigure(id, text=self._model.get_ship(x, y))
        #else:
            #self.itemconfigure(id, text="")
            
        # set the color
        fill_colors = {
            Ship.NULL : self.RECT_NULL_FILL,
            Ship.MISS : self.RECT_MISS_FILL,
            Ship.HIT : self.RECT_HIT_FILL,
            Ship.SUNK : self.RECT_SUNK_FILL,
            Ship.OTHER : self.RECT_PLACED_FILL
        }
        self.itemconfigure(id, fill=fill_colors[state])

    def _get_tile_name(self, x, y):
        '''Return the tile's tag name, given its coordinates.'''
    
        x_id = chr(97 + x) # here we assume GRID_SIZE <= 26
        y_id = str(y + 1)
        return "tile%s%s" % (x_id, y_id)

    def bind_tile(self, x, y, function):
        '''Bind the given event to the mouse-click of a tile.'''
        
        tag = self._get_tile_name(x, y)
        g = lambda event: function()
        self.tag_bind(tag, "<Button-1>", g)
    
    def _make_grid(self):
        '''Create a grid, complete with labels.'''
    
        self._tiles = {}
        self._coords = {}
    
        for x in range(self.GRID_SIZE):
            x_id = chr(97 + x) # here we assume GRID_SIZE <= 26
        
            self.create_text(
                self.GRID_X_OFFSET + (x + .5) * self.RECT_SIZE, 
                10, 
                text=x_id
            )
        
            for y in range(self.GRID_SIZE):
                y_id = str(y + 1)
            
                if (x == 0):
                    self.create_text(
                        13, 
                        self.GRID_Y_OFFSET + (y + .5) * self.RECT_SIZE, 
                        text=y_id
                    )
                    
                t = self._get_tile_name(x, y)
            
                id = self.create_rectangle(
                    self.GRID_X_OFFSET + x * self.RECT_SIZE, 
                    self.GRID_Y_OFFSET + y * self.RECT_SIZE, 
                    self.GRID_X_OFFSET +  (x + 1) * (self.RECT_SIZE),
                    self.GRID_Y_OFFSET + (y + 1) * (self.RECT_SIZE),
                    #fill=self.RECT_NULL_FILL,
                    outline="black",
                    tags=("tile", t) # only works if x_id is valid
                )
                
                self._tiles[id] = (x, y)
                self._coords[(x, y)] = id
                
    def get_tiles(self):
        '''Return all coordinates.'''
    
        return self._tiles.values()
コード例 #8
0
class ShipGrid(Canvas):
    '''The UI manager for a player's grid in a game of battleship.
    Takes on the role of view, but also Controller.'''

    ############## geometry ############
    RECT_SIZE = 30
    GRID_SIZE = 10
    GRID_X_OFFSET = 25
    GRID_Y_OFFSET = 25
    ####################################

    ############## colors ##############
    RECT_NULL_FILL = "DodgerBlue2"
    RECT_MISS_FILL = "grey"
    RECT_HIT_FILL = "red"
    RECT_SUNK_FILL = "powder blue"
    RECT_PLACED_FILL = "forest green"

    ####################################

    def __init__(self, master, home=False):
        '''Create a new grid. home determines if this is your grid or the opponent's.'''

        Canvas.__init__(self, master)

        self.size = self.GRID_SIZE * self.RECT_SIZE + 2 * max(
            self.GRID_X_OFFSET, self.GRID_Y_OFFSET)
        self.config(height=self.size, width=self.size)

        self._home = home
        self._model = GridModel()

        self._make_grid()
        self.reset()

    def all_placed(self):
        '''Return True iff all the ships have been placed.'''

        return self._model.has_all_ships()

    def get_tile_coords(self, id):
        '''Return the coordinates of the tile with the given Tkinter ID.'''

        return self._tiles[id]

    def get_tile_id(self, x, y):
        '''Return the id of this tile'''

        return self._coords[(x, y)]

    def process_shot(self, id, callback=None):
        '''Shoot this tile. Return the result.'''

        x, y = self.get_tile_coords(id)

        # tag_id = self._get_tile_name(x, y)
        result = self._model.process_shot(x, y)

        if result == Ship.SUNK:
            s = self._model.get_sunk_ship(x, y)
            for sq in s.get_covering_squares():
                self._set_tile_state(*sq)
        else:
            self._set_tile_state(x, y)

        #if result and callback is not None:
        #callback(result)

        return result

    def disable(self):
        '''Disable all events on this grid.'''

        for id in self._tiles.keys():
            self._prev_state[id] = (self.itemcget(id, 'state') == NORMAL)
            #if not self._prev_state[id]:
            #print self._tiles[id]
            self.itemconfig(id, state=DISABLED)

    def enable(self):
        '''Re-enable the events on the grid.'''

        for id in self._tiles.keys():
            if self._prev_state[id]:
                self.itemconfig(id, state=NORMAL)

    def redraw(self, model):
        '''Redraw the grid based on the model.
        <model> is an instance of GridModel'''

        # first, add ships
        for ship_name, ship in model.get_ships().items():
            self.add_ship_to_view(ship)

        # process missed shots (and hits as well)
        for x, y in model.get_missed_shots():
            self._set_tile_state(x, y, Ship.MISS)

    def reset(self):
        '''Reset the grid to starting values.'''

        # reset the model
        self._model.reset()
        #if not self._home:
        #    self._model.read("enemy_ships")
        #    self._model.finalize()
        #self._model.show()

        # unbind all previous event
        self.unbind("<Button>")

        self._ships = {}
        self._prev_state = {
        }  # this is only True for tiles disabled/enabled using disable and enable methods

        # reset the squares
        for id, (x, y) in self._tiles.items():
            self._prev_state[id] = False
            self.itemconfig(id, state=NORMAL)
            self._set_tile_state(x, y)

    def add_ship_to_view(self, ship):
        '''Add a ship to the view. Do not update underlying model.
        Add the ship in the state of 'just placed'.
        <ship> is a Ship object.'''

        #print ship

        if ship.is_sunk():
            for x, y in ship.get_covering_squares():
                self._set_tile_state(x, y, state=Ship.SUNK)
        else:
            for sq, hit in zip(ship.get_covering_squares(),
                               ship.get_hit_list()):
                s = (Ship.HIT if hit else Ship.OTHER)
                if hit or self._home:
                    self._set_tile_state(sq[0], sq[1], state=s)

    def add_ship(self, x, y, ship, vertical, callback=None):
        '''Add a ship at (x, y). Vertical is the orientation - True of False.'''

        # sometimes nothing is selected, but grid is pressed.
        # ignore these events
        if ship is None:
            return False

        result = self._model.can_add_ship(x, y, ship, vertical)
        if result:
            if ship in self._model._ships:
                prev_ship = self._model._ships[ship]
                for sq in prev_ship.get_covering_squares():
                    self._set_tile_state(*sq)  # reset state
            self._model.add_ship(x, y, ship, vertical)
            s = Ship(x, y, ship, vertical)
            self.add_ship_to_view(s)

            if callback is not None:
                callback()

        return result

    def _set_tile_state(self, x, y, state=None):
        '''Set the tile state at (x, y).'''

        if state is None:
            state = self._model.get_state(x, y)
        tag_id = self._get_tile_name(x, y)
        id = self.find_withtag(tag_id)

        # set the label state
        #if state == Ship.SUNK:
        #    self.itemconfigure(id, text=self._model.get_ship(x, y))
        #else:
        #self.itemconfigure(id, text="")

        # set the color
        fill_colors = {
            Ship.NULL: self.RECT_NULL_FILL,
            Ship.MISS: self.RECT_MISS_FILL,
            Ship.HIT: self.RECT_HIT_FILL,
            Ship.SUNK: self.RECT_SUNK_FILL,
            Ship.OTHER: self.RECT_PLACED_FILL
        }
        self.itemconfigure(id, fill=fill_colors[state])

    def _get_tile_name(self, x, y):
        '''Return the tile's tag name, given its coordinates.'''

        x_id = chr(97 + x)  # here we assume GRID_SIZE <= 26
        y_id = str(y + 1)
        return "tile%s%s" % (x_id, y_id)

    def bind_tile(self, x, y, function):
        '''Bind the given event to the mouse-click of a tile.'''

        tag = self._get_tile_name(x, y)
        g = lambda event: function()
        self.tag_bind(tag, "<Button-1>", g)

    def _make_grid(self):
        '''Create a grid, complete with labels.'''

        self._tiles = {}
        self._coords = {}

        for x in range(self.GRID_SIZE):
            x_id = chr(97 + x)  # here we assume GRID_SIZE <= 26

            self.create_text(self.GRID_X_OFFSET + (x + .5) * self.RECT_SIZE,
                             10,
                             text=x_id)

            for y in range(self.GRID_SIZE):
                y_id = str(y + 1)

                if (x == 0):
                    self.create_text(13,
                                     self.GRID_Y_OFFSET +
                                     (y + .5) * self.RECT_SIZE,
                                     text=y_id)

                t = self._get_tile_name(x, y)

                id = self.create_rectangle(
                    self.GRID_X_OFFSET + x * self.RECT_SIZE,
                    self.GRID_Y_OFFSET + y * self.RECT_SIZE,
                    self.GRID_X_OFFSET + (x + 1) * (self.RECT_SIZE),
                    self.GRID_Y_OFFSET + (y + 1) * (self.RECT_SIZE),
                    #fill=self.RECT_NULL_FILL,
                    outline="black",
                    tags=("tile", t)  # only works if x_id is valid
                )

                self._tiles[id] = (x, y)
                self._coords[(x, y)] = id

    def get_tiles(self):
        '''Return all coordinates.'''

        return self._tiles.values()
コード例 #9
0
class MarketTool():
    """ Main Class"""
    def __init__(self, options_file=None, webapp=False):
        self.wdir = Path.cwd()
        self.logger = _logging_setup(self.wdir, webapp)

        self.logger.info("Market Tool Initialized")

        tools.create_folder_structure(self.wdir, self.logger)
        self.initialize_options(options_file)

        self.data = DataManagement(self.options)
        self.grid = GridModel(self.wdir)

        ## Core Attributes
        self.cbco_module = None
        self.grid_representation = None
        self.market_model = None
        self.bokeh_plot = None

    def initialize_options(self, options_file):
        """ init options file """
        try:
            with open(self.wdir.joinpath(options_file)) as ofile:
                self.options = json.load(ofile)
                opt_str = "Optimization Options:" + \
                           json.dumps(self.options, indent=2) + "\n"
            self.logger.info(opt_str)

        except FileNotFoundError:
            self.logger.warning(
                "No or invalid options file provided, using default options")
            self.options = tools.default_options()
            opt_str = "Optimization Options:" + json.dumps(self.options,
                                                           indent=2) + "\n"
            self.logger.info(opt_str)
        except BaseException as unknown_exception:
            self.logger.exception("Error: %s", unknown_exception)

    def load_data(self, filename):
        """init Data Model with loading the fata from file"""
        self.data.load_data(self.wdir, filename)

        if self.grid.is_empty:
            self.grid.build_grid_model(self.data.nodes, self.data.lines)

    def init_market_model(self):
        """init market model"""
        if self.grid.is_empty:
            self.grid.build_grid_model(self.data.nodes, self.data.lines)

        if not self.grid_representation:
            self.create_grid_representation()

        if not self.market_model:
            self.market_model = MarketModel(self.wdir, self.options)
            self.market_model.update_data(self.data, self.options,
                                          self.grid_representation)

    def update_market_model_data(self):
        if not self.market_model:
            self.init_market_model()
        else:
            self.market_model.update_data(self.data, self.options,
                                          self.grid_representation)

    def run_market_model(self):
        """ Run the model """

        if not self.market_model:
            self.init_market_model()

        self.market_model.run()

        if self.data.results:
            self.logger.info("Adding Grid Model to Results Processing!")
            self.data.results.grid = self.grid

    def clear_data(self):
        """ Reset DataManagement Class"""
        self.logger.info("Resetting Data Object")
        self.data = DataManagement()

    def plot_grid_object(self, name="plotmodel"):
        """Create and run the Bokeh Plot"""
        self.init_bokeh_plot(name)
        self.bokeh_plot.start_server()
        # self.bokeh_plot.stop_server()

    def create_grid_representation(self):
        """Grid Representation as property"""
        if self.grid.is_empty:
            self.grid.build_grid_model(self.data.nodes, self.data.lines)

        self.cbco_module = CBCOModule(self.wdir, self.grid, self.data,
                                      self.options)
        self.cbco_module.create_grid_representation()
        self.grid_representation = self.cbco_module.grid_representation

    def init_bokeh_plot(self, name="default"):
        """init boke plot (saves market result and grid object)"""
        self.bokeh_plot = bokeh.BokehPlot(self.wdir)
        if not self.data.results:
            self.logger.info("No result available form market model!")
        else:
            folder = self.data.result_attributes["source"]
            self.logger.info("initializing bokeh plot with from folder: %s",
                             str(folder))
            self.bokeh_plot.add_market_result(self.data.results, name)