def init_crosschecks(self): """ Calculate and return a list of cross-check bit patterns for the indicated axis """ # The cross-check set is the set of letters that can appear in a square # and make cross words (above/left and/or below/right of the square) valid board = self._autoplayer.board() # Prepare to visit all squares on the axis x, y = self.coordinate_of(0) xd, yd = self.coordinate_step() # Fetch the default cross-check bits, which depend on the rack. # If the rack contains a wildcard (blank tile), the default cc set # contains all letters in the Alphabet. Otherwise, it contains the # letters in the rack. all_cc = self._autoplayer.rack_bit_pattern() # Go through the open squares and calculate their cross-checks for ix in range(Board.SIZE): cc = all_cc # Start with the default cross-check set if not board.is_covered(x, y): if self.is_horizontal(): above = board.letters_above(x, y) below = board.letters_below(x, y) else: above = board.letters_left(x, y) below = board.letters_right(x, y) query = above or u"" query += u"?" if below: query += below if len(query) > 1: # Nontrivial cross-check: Query the word database # for words that fit this pattern # Don't need a sorted result matches = self.DAWG.find_matches(query, sort=False) bits = 0 if matches: cix = len(above) if above else 0 # Note the set of allowed letters here bits = Alphabet.bit_pattern( [wrd[cix] for wrd in matches]) # Reduce the cross-check set by intersecting it with the allowed set. # If the cross-check set and the rack have nothing in common, this # will lead to the square being marked as closed, which saves # calculation later on cc &= bits # Initialize the square self._sq[ix].init(self._autoplayer, x, y, cc) # Keep track of empty squares within the axis in a bit pattern for speed if self._sq[ix].is_empty(): self._empty_bits |= 1 << ix x += xd y += yd
def init_crosschecks(self): """ Calculate and return a list of cross-check bit patterns for the indicated axis """ # The cross-check set is the set of letters that can appear in a square # and make cross words (above/left and/or below/right of the square) valid board = self._autoplayer.board() # Prepare to visit all squares on the axis x, y = self.coordinate_of(0) xd, yd = self.coordinate_step() # Fetch the default cross-check bits, which depend on the rack. # If the rack contains a wildcard (blank tile), the default cc set # contains all letters in the Alphabet. Otherwise, it contains the # letters in the rack. all_cc = self._autoplayer.rack_bit_pattern() # Go through the open squares and calculate their cross-checks for ix in range(Board.SIZE): cc = all_cc # Start with the default cross-check set if not board.is_covered(x, y): if self.is_horizontal(): above = board.letters_above(x, y) below = board.letters_below(x, y) else: above = board.letters_left(x, y) below = board.letters_right(x, y) query = u'' if not above else above query += u'?' if below: query += below if len(query) > 1: # Nontrivial cross-check: Query the word database for words that fit this pattern matches = Wordbase.dawg().find_matches(query, sort = False) # Don't need a sorted result bits = 0 if matches: cix = 0 if not above else len(above) # Note the set of allowed letters here bits = Alphabet.bit_pattern([wrd[cix] for wrd in matches]) # Reduce the cross-check set by intersecting it with the allowed set. # If the cross-check set and the rack have nothing in common, this # will lead to the square being marked as closed, which saves # calculation later on cc &= bits # Initialize the square self._sq[ix].init(self._autoplayer, x, y, cc) # Keep track of empty squares within the axis in a bit pattern for speed if self._sq[ix].is_empty(): self._empty_bits |= (1 << ix) x += xd y += yd
def __init__(self, state): # List of valid, candidate moves self._candidates = [] self._state = state self._board = state.board() # The rack that the autoplayer has to work with self._rack = state.player_rack().contents() # Calculate a bit pattern representation of the rack if u'?' in self._rack: # Wildcard in rack: all letters allowed self._rack_bit_pattern = Alphabet.all_bits_set() else: # No wildcard: limits the possibilities of covering squares self._rack_bit_pattern = Alphabet.bit_pattern(self._rack)
def __init__(self, state, robot_level=0): # List of valid, candidate moves self._candidates = [] self._state = state self._board = state.board() # The rack that the autoplayer has to work with self._rack = state.player_rack().contents() self._robot_level = robot_level # Calculate a bit pattern representation of the rack if u'?' in self._rack: # Wildcard in rack: all letters allowed self._rack_bit_pattern = Alphabet.all_bits_set() else: # No wildcard: limits the possibilities of covering squares self._rack_bit_pattern = Alphabet.bit_pattern(self._rack)