Exemplo n.º 1
0
 def _draw_piece_shadows(self, piece_type, board, terrain_centers):
     logging.debug('Drawing piece shadows of type={}'.format(piece_type.value))
     piece = Piece(piece_type, self.game.get_cur_player())
     if piece_type == PieceType.road:
         edges = hexgrid.legal_edge_coords()
         count = 0
         for edge in edges:
             if (hexgrid.EDGE, edge) in board.pieces:
                 logging.debug('Not drawing shadow road at coord={}'.format(edge))
                 continue
             count += 1
             self._draw_piece(edge, piece, terrain_centers, ghost=True)
         logging.debug('Road shadows drawn: {}'.format(count))
     elif piece_type == PieceType.settlement:
         nodes = hexgrid.legal_node_coords()
         for node in nodes:
             if (hexgrid.NODE, node) in board.pieces:
                 continue
             self._draw_piece(node, piece, terrain_centers, ghost=True)
     elif piece_type == PieceType.city:
         for (_, node), p in board.pieces.items():
             if p.type == PieceType.settlement and p.owner.color == piece.owner.color:
                 self._draw_piece(node, piece, terrain_centers, ghost=True)
     elif piece_type == PieceType.robber:
         for coord in hexgrid.legal_tile_coords():
             if hexgrid.tile_id_from_coord(coord) != self.game.robber_tile:
                 self._draw_piece(coord, piece, terrain_centers, ghost=True)
     else:
         logging.warning('Attempted to draw piece shadows for nonexistent type={}'.format(piece_type))
Exemplo n.º 2
0
 def _draw_piece_shadows(self, piece_type, board, terrain_centers):
     logging.debug('Drawing piece shadows of type={}'.format(
         piece_type.value))
     piece = Piece(piece_type, self.game.get_cur_player())
     if piece_type == PieceType.road:
         edges = hexgrid.legal_edge_coords()
         count = 0
         for edge in edges:
             if (hexgrid.EDGE, edge) in board.pieces:
                 logging.debug(
                     'Not drawing shadow road at coord={}'.format(edge))
                 continue
             count += 1
             self._draw_piece(edge, piece, terrain_centers, ghost=True)
         logging.debug('Road shadows drawn: {}'.format(count))
     elif piece_type == PieceType.settlement:
         nodes = hexgrid.legal_node_coords()
         for node in nodes:
             if (hexgrid.NODE, node) in board.pieces:
                 continue
             self._draw_piece(node, piece, terrain_centers, ghost=True)
     elif piece_type == PieceType.city:
         for (_, node), p in board.pieces.items():
             if p.type == PieceType.settlement and p.owner.color == piece.owner.color:
                 self._draw_piece(node, piece, terrain_centers, ghost=True)
     elif piece_type == PieceType.robber:
         for coord in hexgrid.legal_tile_coords():
             if hexgrid.tile_id_from_coord(coord) != self.game.robber_tile:
                 self._draw_piece(coord, piece, terrain_centers, ghost=True)
     else:
         logging.warning(
             'Attempted to draw piece shadows for nonexistent type={}'.
             format(piece_type))
Exemplo n.º 3
0
def get_board_vec(board, players):
    """
    Makes a numpy vector based on the board.
    """
    edges = list(hexgrid.legal_edge_coords()) # So we can get the indices
    nodes = list(hexgrid.legal_node_coords()) # same
    # Tiles
    tile_data = np.zeros(114)
    for i, tile_type in enumerate([ResourceType.FOREST, ResourceType.ORE, ResourceType.BRICK, ResourceType.SHEEP, ResourceType.WHEAT, ResourceType.DESERT]):
        tile_data[i*19:(i+1)*19] = [i.resource() == tile_type for i in board.hexes()]
    # Cities and settlements
    city_sett_data = np.zeros(216, np.uint8)
    for i, p in enumerate(players):
        for j in p.settlement_nodes():
            index = nodes.index(j)
            city_sett_data[(54 * i) + index] = 1
        for j in p.city_nodes():
            index = nodes.index(j)
            city_sett_data[(54 * i) + index] = 2
    # Boolean roads (72x4):           288
    roads_data = np.zeros(288, np.uint8)
    for i, p in enumerate(players):
        for j in p.road_edges():
            index = edges.index(j)
            roads_data[(72 * i) + index] = 1
    # Boolean Robber
    robber_data = [i == board.robber_hex().id() - 1 for i in range(19)]
    return np.hstack([tile_data, city_sett_data, roads_data, robber_data])
Exemplo n.º 4
0
    def get_random_assignment(self, d):
        assigned_nodes = {piece[1] for piece in d if piece[0] == 1}
        free_nodes = hexgrid.legal_node_coords() - assigned_nodes

        assigned_edges = {piece[1] for piece in d if piece[0] == 0}
        free_edges = hexgrid.legal_edge_coords() - assigned_edges

        # random placement of both road and settlement
        return (random.sample(free_nodes, 1)[0], random.sample(free_edges,
                                                               1)[0])
Exemplo n.º 5
0
    def nodes_map(self) -> str:
        def player_color(player):
            return self.__player_colors[self.__players.index(player)]

        def get_color(edge, is_edge=True):
            coords = self.edges() if is_edge else self.nodes()
            if coords.get(edge) is not None:
                return self.__player_colors[self.__players.index(coords.get(edge).player())]
            else:
                return Board.COLORS['END']
        dh = {f'h{i}': str(h) for i, h in enumerate(self.hexes())}
        dht = {f'h{i}t': h.token() for i, h in enumerate(self.hexes())}
        x = 'x'
        dr = {f'r{hex(edge).split(x)[1]}': get_color(edge) for edge in hexgrid.legal_edge_coords()}
        legend = ' '.join('{}{}{}'.format(player_color(player), player, Board.COLORS['END'])
                          for player in self.__players)
        detc = {'e': Board.COLORS['END'], 'legend': legend}
        dn = {f'n{hex(node).split(x)[1]}': '{}{}{}'.format(get_color(node, is_edge=False), hex(node).split(x)[1],
                                                           Board.COLORS['END']) for node in hexgrid.legal_node_coords()}
        dy = {f'y{i}': 'R' if h.has_robber() else ' ' for i, h in enumerate(self.hexes())}
        d = dict()
        for other_dict in (dh, dht, dr, dn, dy, detc):
            for key, value in other_dict.items():
                d[key] = value
        return """
                                              3:1
                                             /   \\
                                           {n27}{r27}_____{e}{n38}           
                                          {r26}/{e}   {y0}     {r38}\\{e}         
                         ORE __ {n25}{r25}_____{e}{n36}{r26}/{e} {h0:^15}    {r38}\\{e}{n49}{r49}_____{e}{n5a} __ SHEEP
                            \\  {r24}/{e}    {y1}    {r36}\\{e}   {h0t:^2}      {r48}/{e}   {y11}     {r5a}\\{e}  /
                     {n23}{r23}_____{e}{n34}{r24}/{e}  {h1:^15}   {r36}\\{e}{n47}{r47}_____{e}{n58}{r48}/{e} {h11:^15}    {r5a}\\{e}{n6b}{r6b}_____{e}{n7c}
                    {r22}/{e}   {y2}     {r34}\\{e}   {h1t:^2}      {r46}/{e}   {y12}     {r58}\\{e}    {h11t:^2}     {r6a}/{e}   {y10}     {r7c}\\{e}
                 {n32}{r22}/{e}   {h2:^15}  {r34}\\{e}{n45}{r45}_____{e}{n56}{r46}/{e}   {h12:^15}  {r58}\\{e}{n69}{r69}_____{e}{n7a}{r6a}/{e}   {h10:^15}  {r7c}\\{e}{n8d}
                   {r32}\\{e}   {h2t:^2}      {r44}/{e}   {y13}     {r56}\\{e}   {h12t:^2}      {r68}/{e}   {y17}     {r7a}\\{e}   {h10t:^2}      {r8c}/{e}
           WHEAT __ {r32}\\{e}{n43}{r43}_____{e}{n54}{r44}/{e}   {h13:^15}  {r56}\\{e}{n67}{r67}_____{e}{n78}{r68}/{e}   {h17:^15}  {r7a}\\{e}{n8b}{r8b}_____{e}{n9c}{r8c}/{e} __ 3:1
                 \\  {r42}/{e}   {y3}     {r54}\\{e}   {h13t:^2}      {r66}/{e}   {y18}     {r78}\\{e}   {h17t:^2}      {r8a}/{e}   {y9}     {r9c}\\{e}  /
                 {n52}{r42}/{e} {h3:^15}    {r54}\\{e}{n65}{r65}_____{e}{n76}{r66}/{e}   {h18:^15}  {r78}\\{e}{n89}{r89}_____{e}{n9a}{r8a}/{e}   {h9:^15}  {r9c}\\{e}{nad}
                   {r52}\\{e}   {h3t:^2}      {r64}/{e}   {y14}     {r76}\\{e}   {h18t:^2}      {r88}/{e}   {y16}     {r9a}\\{e}   {h9t:^2}      {rac}/{e}
                    {r52}\\{e}{n63}{r63}_____{e}{n74}{r64}/{e}   {h14:^15}  {r76}\\{e}{n87}{r87}_____{e}{n98}{r88}/{e}   {h16:^15}  {r9a}\\{e}{nab}{rab}_____{e}{nbc}{rac}/{e}
                    {r62}/{e}   {y4}     {r74}\\{e}   {h14t:^2}      {r86}/{e}   {y15}     {r98}\\{e}   {h16t:^2}      {raa}/{e}   {y8}     {rbc}\\{e}
                 {n72}{r62}/{e} {h4:^15}    {r74}\\{e}{n85}{r85}_____{e}{n96}{r86}/{e}   {h15:^15}  {r98}\\{e}{na9}{ra9}_____{e}{nba}{raa}/{e}   {h8:^15}  {rbc}\\{e}{ncd}
                 / {r72}\\{e}   {h4t:^2}      {r84}/{e}   {y5}     {r96}\\{e}   {h15t:^2}      {ra8}/{e}   {y7}     {rba}\\{e}   {h8t:^2}      {rcc}/{e} \\
             3:1 __ {r72}\\{e}{n83}{r83}_____{e}{n94}{r84}/{e} {h5:^15}    {r96}\\{e}{na7}{ra7}_____{e}{nb8}{ra8}/{e}  {h7:^15}   {rba}\\{e}{ncb}{rcb}_____{e}{ndc}{rcc}/{e} __ 3:1
                              {r94}\\{e}   {h5t:^2}      {ra6}/{e}   {y6}     {rb8}\\{e}   {h7t:^2}      {rca}/{e}
                               {r94}\\{e}{na5}{ra5}_____{e}{nb6}{ra6}/{e}   {h6:^15}  {rb8}\\{e}{nc9}{rc9}_____{e}{nda}{rca}/{e}
                                  |    / {rb6}\\{e}   {h6t:^2}      {rc8}/{e} \\    |
                                  FOREST  {rb6}\\{e}{nc7}{rc7}_____{e}{nd8}{rc8}/{e}   BRICK

                     {legend}""".format(**d)
Exemplo n.º 6
0
    def __buildable_edges(self, player: Player.Player) -> List[int]:
        player_nodes = set()
        for road_edge in player.road_edges():
            for node in hexgrid.nodes_touching_edge(road_edge):
                player_nodes.add(node)

        adj_edges = set()
        for node in player_nodes:
            for edge_id in self.board().get_adj_edges_to_node(node):
                adj_edges.add(edge_id)

        for existing_edge in player.road_edges():
            if existing_edge in adj_edges:
                adj_edges.remove(existing_edge)

        to_remove = []
        for edge in adj_edges:
            if edge not in hexgrid.legal_edge_coords() or self.board().edges().get(edge) is not None:
                to_remove.append(edge)

        for edge in to_remove:
            adj_edges.remove(edge)

        return list(adj_edges)
Exemplo n.º 7
0
 def get_adj_edges_to_node(location: int) -> List[int]:
     if location % 2 == 1:
         locs = [location, location - 0x11, location - 0x1]
     else:
         locs = [location - 0x10, location - 0x11, location]
     return [loc for loc in locs if loc in hexgrid.legal_edge_coords()]