def recBestMove(self, gameState, evalAsPlayer, options, depth=0, st=""): if depth == 0: return [0,None,None,gameState]; arr = []; for commandList in options.enumerateAll(deferToPlayer=evalAsPlayer): newGameState = GameState(); newGameState.copyState(gameState); outputList = []; anyChoices = False; for i,command in enumerate(commandList): if isinstance(command, Command): outputList.append(command); newGameState.processCommand(command.command); continue; #it's a CommandOption score, _, chosenList, newGameState = self.recBestMove(newGameState, command.evalAsPlayer, command, depth=1); outputList.extend(chosenList); anyChoices = True; score = self.evaluateGameState(evalAsPlayer, newGameState); if anyChoices == False: del outputList; outputList = commandList; arr.append( [score, commandList, outputList, newGameState] ); arr.sort(reverse=True); if depth > 1: for i in xrange(len(arr)): oldGameState = arr[i][-1]; if oldGameState.currentPlayer == gameState.currentPlayer: oldGameState.nextPlayer(); options = oldGameState.generateOperations(oldGameState.currentPlayer); _, _, _, newGameState = self.recBestMove(oldGameState, oldGameState.currentPlayer, options, depth-1); if self.keepCalculating() == False: break; if oldGameState == newGameState: continue; arr[i][0] = self.evaluateGameState(evalAsPlayer, newGameState, display=False); arr.sort(reverse=True); return arr[0];
class TerraMystica(object): def __init__(self): self.gameState = GameState(); self.worldMap = worldMap; def gameLoop(self, log=False, logToFile=""): self.gameState.logComment("\n", False, logToFile); while True: #Game is over after 6 turns if self.gameState.currentTurn >= 6: break; results = self.gameState.generateOperations(self.gameState.currentPlayer); print "== Turn %s =="%(self.gameState.currentTurn); for playerNumber, player in sorted(self.gameState.players.items()): print "%s %s\t%s"%(playerNumber, "**" if self.gameState.currentPlayer == playerNumber else "", player); print; print UI(self.gameState, (UI.DisplayWorld,[])); earlierTurn = self.gameState.currentTurn; if self.gameState.players[self.gameState.currentPlayer].isComputer: clist = AI(timeout=30.0).calculateBestMove(self.gameState); for command in clist: if isinstance(command, list): self.gameState.processCommand(command, log=False, logToFile=logToFile); continue; print; _, clist = UI(self.gameState).navigateCommandMenu(command); for subcommand in clist: self.gameState.processCommand(subcommand, log=False, logToFile=logToFile); else: _, clist = UI(self.gameState).navigateCommandMenu(results); for command in clist: self.gameState.processCommand(command, log=False, logToFile=logToFile); self.gameState.logComment("\n", False, outputFile); #Hack to ensure we have the correct player action rotations if earlierTurn == self.gameState.currentTurn: self.gameState.nextPlayer(); print "Game Over!";