Exemplo n.º 1
0
def read_Card_Choose_Leaf_instruction(board, deck, player, players, Leaf_val):
    """
    Function that takes the instructions given by a tree Leaf value and commits
    into doing its requested action. Some Leaf values require other imports
    such as AI_Functs, while others require computation of board/player status
    to proceed.

    O(n) runtime where n is the lenght of players or the size of player's hand
    (whichever is bigger)

    or

    Can recuse back to Main_Decision_Tree
    """
    # print("AI instruction:", player.name, Leaf_val)

    if Leaf_val == "Play only card":

        allowed_cards = card_logic.card_allowed(board, player)  # O(n)
        player.play_card(board, allowed_cards[0])

    elif Leaf_val == "play wild, most common color":
        # search for wild card messy method
        hand_index = 0
        for card in player.hand:  # O(n)
            if card.color == "w":
                player.play_card(board, hand_index)
                break
            hand_index += 1

    elif Leaf_val == "play most common color":

        color_max = AI_functs.fetch_most_common_color_playable(board,
                                                               player)  # O(n)

        allowed_cards = card_logic.card_allowed(board, player)  # O(n)

        for i in allowed_cards:  # O(n)
            if player.hand[i].color == color_max:
                player.play_card(board, i)
                break

    elif Leaf_val == "play most common type":

        type_max = AI_functs.fetch_most_common_type_playable(board,
                                                             player)  # O(n)

        allowed_cards = card_logic.card_allowed(board, player)  # O(n)

        for i in allowed_cards:  # O(n)
            if player.hand[i].type == type_max:
                player.play_card(board, i)

                break

    # figure out what do within the game from AI played card
    AI_card_logic.AI_card_played_type(board, deck, player, players)  # O(n)
Exemplo n.º 2
0
def extern_player_turn(board, deck, player, players, turn):
    drop_again = True
    while drop_again:
        turn_done = False
        selected = None

        # redraw display at start of human turn
        display_funct.redraw_screen([(player, None)], board, players)

        # grab the list of allowed_cards cards
        allowed_card_list = card_logic.card_allowed(board, player)
        # if no cards can be played end turn
        if len(allowed_card_list) == 0:
            print("no playable cards skipping and drawing\n\n")
            player.grab_card(deck)
            turn = compute_turn(players, turn, board.turn_iterator)
            return (player, turn)

        while not turn_done:
            (update, selected, turn_done) = intern_player_turn(
                board, deck, player, allowed_card_list, selected)

            check_winners(player)

            update = check_update(board, allowed_card_list, selected,
                                  player, players, update)

        # returns false unless a drop_again type card is played
        drop_again = card_logic.card_played_type(board, deck,
                                                 player, players)

    return (player, turn)
Exemplo n.º 3
0
def fetch_most_common_color_playable(board, player):
    """
    Returns the most common color in a players hand that is also playable.

    O(n) runtime where n is the size of the players hand
    """
    color_dict = dict()

    allowed_cards = card_logic.card_allowed(board, player)  # O(n)
    for i in allowed_cards:  # O(n)
        allowed_card = player.hand[i]

        if allowed_card.color == "w":  # skip wild cards
            continue

        try:
            color_dict[allowed_card.color] = 0
        except KeyError:
            color_dict[allowed_card.color] = 0

    for card in player.hand:  # O(n)
        if card.color in color_dict.keys():
            color_dict[card.color] += 1

    if color_dict == {}:  # if no colors were prefered pick a random color
        return get_rand_color()

    return max(color_dict, key=color_dict.get)  # O(4) only 4 colors
Exemplo n.º 4
0
def read_Card_Choose_Tree_question(board, player, players, question):
    """
    Function that takes a branches question and returns a tuple of two Logic
    values. Indicating wether to go left or right within the tree.

    (True, False) ==> go left
    (False, True) ==> go right

    Any other combination is considered incorrect

    O(n) runtime where n is the number of cards in a players hand
    """
    # print("AI question:", player.name, question)

    if question == "Do I multiple playable cards?":

        if len(player.hand) > 1:
            return (True, False)
        else:
            return (False, True)

    elif question == "Do I have a nonwild playable card?":

        allowed_cards = card_logic.card_allowed(board, player)  # O(n)
        for i in allowed_cards:  # O(n)
            if not player.hand[i].color == "w":
                return (True, False)

        return (False, True)

    elif question == "what is my most common (color or type) that is also playable?":

        max_color = AI_functs.fetch_most_common_color_playable(board,
                                                               player)  # O(n)
        max_type = AI_functs.fetch_most_common_type_playable(board,
                                                             player)  # O(n)

        max_color_count = 0
        max_type_count = 0
        for card in player.hand:  # O(n)
            if card.color == max_color:
                max_color_count += 1
            if card.type == max_type:
                max_type_count += 1

        if max_color_count >= max_type_count:
            return (True, False)
        else:
            return (False, True)
Exemplo n.º 5
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def fetch_oldest_card(board, player):
    """
    Returns the oldest playable card card's index in players hand.

    O(n) runtime where n is the size of the players hand
    """

    card_index = 0
    maxi = 0
    maxi_index = 0
    playable_indexes = card_logic.card_allowed(board, player)  # O(n)
    for card in player.hand:  # O(n)
        if card.old_val >= maxi and not card.color == "w" and card_index in playable_indexes:
            maxi = card.old_val
            maxi_index = card_index
        card_index += 1

    return (maxi, maxi_index)
Exemplo n.º 6
0
def fetch_hate_cards(board, player):
    """
    Returns a list of all the cards that are hateable that are playable.
    Returns both the card itself and its index in the players hand

    O(n) runtime where n is the size of the players hand
    """
    hate_cards = []
    card_index = 0
    maxi = 0
    maxi_index = 0

    playable_indexes = card_logic.card_allowed(board, player)  # O(n)
    for card in player.hand:  # O(n)
        if card.type in ["d", "s", "p"] and card_index in playable_indexes:
            hate_cards.append((card, card_index))
        card_index += 1

    return hate_cards
Exemplo n.º 7
0
def fetch_most_common_type_playable(board, player):
    """
    Returns the most common card type from a players hand that is also
    playable.

    O(n) runtime where n is the size of the players hand
    """
    type_dict = dict()

    allowed_cards = card_logic.card_allowed(board, player)
    for i in allowed_cards:  # O(n)
        allowed_card = player.hand[i]

        try:
            type_dict[allowed_card.type] = 0
        except KeyError:
            type_dict[allowed_card.type] = 0

    for card in player.hand:  # O(n)
        if card.type in type_dict.keys():
            type_dict[card.type] += 1

    return max(type_dict, key=type_dict.get)  # worst O(15) all card types
Exemplo n.º 8
0
def read_Dec_tree_question(board, player, players, question):
    """
    Function that takes a branches question and returns a tuple of two Logic
    values. Indicating wether to go left or right within the tree.

    (True, False) ==> go left
    (False, True) ==> go right

    Any other combination is considered incorrect

    O(n) runtime where n is the length of players or the size of player's hand
    (whichever is larger)
    """
    # print("AI question:", player.name, question)

    if question == "Can I win this turn?":
        wild_count = 0
        for card in player.hand:  # O(n)
            if card.color == "w":
                wild_count += 1

        if wild_count >= len(player.hand) - 1:
            return (True, False)
        else:
            return (False, True)

    elif question == "Is there an apparent winner?":
        (winnners_bool, winners_list) = AI_functs.fetch_possible_winner(
            board, player, players)  # O(n)
        if winnners_bool:
            return (True, False)
        else:
            return (False, True)

    elif question == "Can stop them winning it?":
        (winnners_bool, winners_list) = AI_functs.fetch_possible_winner(
            board, player, players)  # O(n)
        playable_cards = card_logic.card_allowed(board, player)  # O(n)

        for hand_index in playable_cards:  # O(n)
            possible_card = player.hand[hand_index]

            if possible_card.type in ["p", "s", "d"]:  # O(3)
                return (True, False)

        return (False, True)

    elif question == "Does oldest card play priority beat my hate play priority?":
        (old_val, card_index) = AI_functs.fetch_oldest_card(board,
                                                            player)  # O(n)
        (hate_val,
         hate_player) = AI_functs.fetch_hate_priority(player, players)  # O(n)
        if hate_val <= old_val:  # TODO
            return (True, False)
        else:
            return (False, True)

    elif question == "Do I have playable cards?":
        playable_cards = card_logic.card_allowed(board, player)  # O(n)
        if len(playable_cards) > 0:
            return (True, False)
        else:
            return (False, True)

    elif question == "Do I multiple playable cards?":
        playable_cards = card_logic.card_allowed(board, player)  # O(n)
        if len(playable_cards) > 1:
            return (True, False)
        else:
            return (False, True)

    elif question == "Do I have playable hate cards?":
        hate_cards = AI_functs.fetch_hate_cards(board, player)  # O(n)
        if len(hate_cards) > 0:
            return (True, False)
        else:
            return (False, True)