示例#1
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 def get(self, layer, row, column):  # regarde si on sait mettre une bille sur le plateau si elle correspond au dimension etc ...
     if layer < 0 or row < 0 or column < 0:
         raise game.InvalidMoveException('The position ({}) is outside of the board'.format([layer, row, column]))
     try:
         return self._state['visible']['board'][layer][row][column]
     except:
         raise game.InvalidMoveException('The position ({}) is outside of the board'.format([layer, row, column]))
示例#2
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    def update(self, move, player):
        state = self._state['visible']
        if move['move'] == 'place':
            if state['reserve'][player] < 1:
                raise game.InvalidMoveException('no more sphere')
            self.set(move['to'], player)
            state['reserve'][player] -= 1
        elif move['move'] == 'move':
            if move['to'][0] <= move['from'][0]:
                raise game.InvalidMoveException('you can only move to upper layer')
            sphere = self.remove(move['from'], player)
            try:
                self.set(move['to'], player)
            except game.InvalidMoveException as e:
                self.set(move['from'], player)
                raise e
        else:
            raise game.InvalidMoveException('Invalid Move:\n{}'.format(move))

        if 'remove' in move:
            if not self.createSquare(move['to']):
                raise game.InvalidMoveException('You cannot remove spheres')
            if len(move['remove']) > 2:
                raise game.InvalidMoveException('Can\'t remove more than 2 spheres')
            for coord in move['remove']:
                sphere = self.remove(coord, player)
                state['reserve'][player] += 1

        state['turn'] = (state['turn'] + 1) % 2
示例#3
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 def get(self, layer, row, column):
     if layer < 0 or row < 0 or column < 0:
         raise game.InvalidMoveException('The position ({}) is outside of the board'.format([layer, row, column]))
     try:
         return self._state['visible']['board'][layer][row][column]
     except:
         raise game.InvalidMoveException('The position ({}) is outside of the board'.format([layer, row, column]))
示例#4
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    def applymove(self, move):
        #{pos: 8, quarto: true, nextPiece: 2}
        stateBackup = copy.deepcopy(self._state)
        try:
            state = self._state['visible']
            if state['pieceToPlay'] is not None:
                try:
                    if state['board'][move['pos']] is not None:
                        raise game.InvalidMoveException('The position is not free')
                    state['board'][move['pos']] = state['remainingPieces'][state['pieceToPlay']]
                    del(state['remainingPieces'][state['pieceToPlay']])
                except game.InvalidMoveException as e:
                    raise e
                except:
                    raise game.InvalidMoveException("Your move should contain a \"pos\" key in range(16)")

            if len(state['remainingPieces']) > 0:
                try:
                    state['pieceToPlay'] = move['nextPiece']
                except:
                    raise game.InvalidMoveException("You must specify the next piece to play")
            else:
                state['pieceToPlay'] = None

            if 'quarto' in move:
                state['quartoAnnounced'] = move['quarto']
                winner = self.winner()
                if winner is None or winner == -1:
                    raise game.InvalidMoveException("There is no Quarto !")
            else:
                state['quartoAnnounced'] = False
        except game.InvalidMoveException as e:
            self._state = stateBackup
            raise e
示例#5
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 def update(self, coord, player):
     state = self._state['visible']
     line, column = coord
     index = 3 * line + column
     if not (0 <= line <= 2 and 0 <= column <= 2):
         raise game.InvalidMoveException('The move is outside of the board')
     if state[index] is not None:
         raise game.InvalidMoveException('The specified cell is not empty')
     state[index] = player
示例#6
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 def applymove(self, move):
     try:
         index = int(move)
         move = (index // 3, index % 3)
         if not (0 <= move[0] <= 2 and 0 <= move[1] <= 2):
             raise game.InvalidMoveException('The move is outside of the board')
         if self.__state[move[0]][move[1]] is not None:
             raise game.InvalidMoveException('The specified cell is not empty')
         self.__state[move[0]][move[1]] = self.currentplayer
     except:
         raise game.InvalidMoveException('A valid move must be a two-integer tuple')
示例#7
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    def canMove(self, layer, row, column):  # regarde si la bille peut bouger
        if self.get(layer, row, column) == None:  # impossible car none donc il y a pas de bille
            raise game.InvalidMoveException('The position ({}) is empty'.format([layer, row, column]))

        if layer < 3:  # regarde si il y a quelque chose au dessus
            if (
                                    self.safeGet(layer + 1, row, column) != None or
                                    self.safeGet(layer + 1, row - 1, column) != None or
                                self.safeGet(layer + 1, row - 1, column - 1) != None or
                            self.safeGet(layer + 1, row, column - 1) != None
            ):
                raise game.InvalidMoveException('The position ({}) is not movable'.format([layer, row, column]))
示例#8
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    def validPosition(self, layer, row, column):
        if self.get(layer, row, column) != None:  # il regarde dans la liste si la valeur est different de none ce qui signifierait qu'il y a deja une bille sur la position
            raise game.InvalidMoveException('The position ({}) is not free'.format([layer, row, column]))

        if layer > 0:  # si il y a une bille qui manque donc qu'on essaie de monter une bille sur 3 billes il dit que c'est pas stable et provoque une erreur
            if (
                                    self.get(layer - 1, row, column) == None or
                                    self.get(layer - 1, row + 1, column) == None or
                                self.get(layer - 1, row + 1, column + 1) == None or
                            self.get(layer - 1, row, column + 1) == None
            ):
                raise game.InvalidMoveException('The position ({}) is not stable'.format([layer, row, column]))
示例#9
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    def canMove(self, layer, row, column):
        if self.get(layer, row, column) is None:
            raise game.InvalidMoveException('The position ({}) is empty'.format([layer, row, column]))

        if layer < 3:
            if (
                                    self.safeGet(layer + 1, row, column) is not None or
                                    self.safeGet(layer + 1, row - 1, column) is not None or
                                self.safeGet(layer + 1, row - 1, column - 1) is not None or
                            self.safeGet(layer + 1, row, column - 1) is not None
            ):
                raise game.InvalidMoveException('The position ({}) is not movable'.format([layer, row, column]))
示例#10
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    def validPosition(self, layer, row, column):
        if self.get(layer, row, column) is not None:
            raise game.InvalidMoveException('The position ({}) is not free'.format([layer, row, column]))

        if layer > 0:
            if (
                                    self.get(layer - 1, row, column) is None or
                                    self.get(layer - 1, row + 1, column) is None or
                                self.get(layer - 1, row + 1, column + 1) is None or
                            self.get(layer - 1, row, column + 1) is None
            ):
                raise game.InvalidMoveException('The position ({}) is not stable'.format([layer, row, column]))
 def _setassassins(self, move):
     state = self._state
     if 'assassins' not in move:
         raise game.InvalidMoveException('The dictionary must contain an "assassins" key')
     if not isinstance(move['assassins'], list):
         raise game.InvalidMoveException('The value of the "assassins" key must be a list')
     for assassin in move['assassins']:
         if not isinstance(assassin, str):
             raise game.InvalidMoveException('The "assassins" must be identified by their name')
         if not assassin in POPULATION:
             raise game.InvalidMoveException('Unknown villager: {}'.format(assassin))
     state.setassassins(move['assassins'])
     state.update([], 0)
示例#12
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 def applymove(self, move):
     try:
         move = int(move)
         if not (0 <= move < 7):
             raise game.InvalidMoveException(
                 'The move is outside of the board')
         if self.__state[move][-1] is not None:
             raise game.InvalidMoveException(
                 'The specified columns is full')
         self.__state[move][self.__state[move].index(
             None)] = self.currentplayer
     except:
         raise game.InvalidMoveException(
             'A valid move must be an integer between 0 and 6')
示例#13
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 def update(self, move, player):
     state = self._state['visible']
     try:
         move = int(move)
     except:
         raise game.InvalidMoveException(
             'A valid move must be an integer between 0 and 6')
     else:
         if not (0 <= move < 7):
             raise game.InvalidMoveException(
                 'The move is outside of the board')
         if state[move][-1] is not None:
             raise game.InvalidMoveException(
                 'The specified columns is full')
         state[move][state[move].index(None)] = player
示例#14
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 def remove(self, coord, player):
     layer, row, column = tuple(coord)
     self.canMove(layer, row, column)
     sphere = self.get(layer, row, column)
     if sphere != player:
         raise game.InvalidMoveException('not your sphere')
     self._state['visible']['board'][layer][row][column] = None
示例#15
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 def applymove(self, move):
     try:
         index = int(move)
         self._state.update((index // 3, index % 3), self.currentplayer)
     except:
         raise game.InvalidMoveException(
             'A valid move must be a two-integer tuple')
示例#16
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 def applymove(self, move):
     try:
         index = int(move)
     except:
         raise game.InvalidMoveException('A valid move must be a stringified integer')
     else:
         self._state.update((index // 3, index % 3), self.currentplayer)
示例#17
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 def applymove(self, move):
     try:
         move = json.loads(move)
     except:
         raise game.InvalidMoveException('A valid move must be a valid JSON string')
     else:
         self._state.applymove(move)
 def applymove(self, move):
     try:
         state = self._state
         move = json.loads(move)
         if state.isinitial():
             self._setassassins(move)
         else:
             self._state.update(move['actions'], self.currentplayer)
     except game.InvalidMoveException as e:
         raise e
     except Exception as e:
         print(e)
         raise game.InvalidMoveException('A valid move must be a dictionary')
示例#19
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 def applymove(self, move):
     try:
         self._state.update(json.loads(move), self.currentplayer)
     except json.JSONDecodeError:
         raise game.InvalidMoveException('move must be valid JSON string: {}'.format(move))
示例#20
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 def update(self, moves, player):
     visible = self._state['visible']
     hidden = self._state['hidden']
     people = visible['people']
     for move in moves:
         print(move)
         # ('move', x, y, dir): moves person at position (x,y) of one cell in direction dir
         if move[0] == 'move':
             x, y, d = int(move[1]), int(move[2]), move[3]
             p = people[x][y]
             if p is None:
                 raise game.InvalidMoveException(
                     '{}: there is no one to move'.format(move))
             nx, ny = self._getcoord((x, y, d))
             new = people[nx][ny]
             # King, assassins, villagers can only move on a free cell
             if p != 'knight' and new is not None:
                 raise game.InvalidMoveException(
                     '{}: cannot move on a cell that is not free'.format(
                         move))
             if p == 'king' and BOARD[nx][ny] == 'R':
                 raise game.InvalidMoveException(
                     '{}: the king cannot move on a roof'.format(move))
             if p in {'assassin'} + POPULATION and player != 0:
                 raise game.InvalidMoveException(
                     '{}: villagers and assassins can only be moved by player 0'
                     .format(move))
             if p in {'king', 'knight'} and player != 1:
                 raise game.InvalidMoveException(
                     '{}: the king and knights can only be moved by player 1'
                     .format(move))
             # Move granted if cell is free
             if new is None:
                 people[x][y], people[nx][ny] = people[nx][ny], people[x][y]
             # If cell is not free, check if the knight can push villagers
             else:
                 nf = self._nextfree((x, y, d))
                 if nf is None:
                     raise game.InvalidMoveException(
                         '{}: cannot move-and-push in the given direction'.
                         format(move))
                 nfx, nfy = nf
                 while (nfx, nfy) != (x, y):
                     px, py = self._getcoord((nfx, nfx, {
                         'E': 'W',
                         'W': 'E',
                         'S': 'N',
                         'N': 'S'
                     }[d]))
                     people[nfx][nfy] = people[px][py]
                     nfx, nfy = px, py
         # ('arrest', x, y, dir): arrests the villager in direction dir with knight at position (x, y)
         elif move[0] == 'arrest':
             if player != 1:
                 raise game.InvalidMoveException(
                     'arrest action only possible for player 1')
             x, y, d = int(move[1]), int(move[2]), move[3]
             arrester = people[x][y]
             if arrester != 'knight':
                 raise game.InvalidMoveException(
                     '{}: the attacker is not a knight'.format(move))
             tx, ty = self._getcoord((x, y, d))
             target = people[tx][ty]
             if target not in POPULATION:
                 raise game.InvalidMoveException(
                     '{}: only villagers can be arrested'.format(move))
             visible['arrested'].append(people[tx][ty])
             people[tx][ty] = None
         # ('kill', x, y, dir): kills the assassin/knight in direction dir with knight/assassin at position (x, y)
         elif move[0] == 'kill':
             x, y, d = int(move[1]), int(move[2]), move[3]
             killer = people[x][y]
             if killer == 'assassin' and player != 0:
                 raise game.InvalidMoveException(
                     '{}: kill action for assassin only possible for player 0'
                     .format(move))
             if killer == 'knight' and player != 1:
                 raise game.InvalidMoveException(
                     '{}: kill action for knight only possible for player 1'
                     .format(move))
             tx, ty = self._getcoord((x, y, d))
             target = people[tx][ty]
             if target is None:
                 raise game.InvalidMoveException(
                     '{}: there is no one to kill'.format(move))
             if killer == 'assassin' and target == 'knight':
                 visible['killed']['knights'] += 1
                 people[tx][tx] = None
             elif killer == 'knight' and target == 'assassin':
                 visible['killed']['assassins'] += 1
                 people[tx][tx] = None
             else:
                 raise game.InvalidMoveException(
                     '{}: forbidden kill'.format(move))
         # ('attack', x, y, dir): attacks the king in direction dir with assassin at position (x, y)
         elif move[0] == 'attack':
             if player != 0:
                 raise game.InvalidMoveException(
                     'attack action only possible for player 0')
             x, y, d = int(move[1]), int(move[2]), move[3]
             attacker = people[x][y]
             if attacker != 'assassin':
                 raise game.InvalidMoveException(
                     '{}: the attacker is not an assassin'.format(move))
             tx, ty = self._getcoord((x, y, d))
             target = people[tx][ty]
             if target != 'king':
                 raise game.InvalidMoveException(
                     '{}: only the king can be attacked'.format(move))
             visible['king'] = 'injured' if visible[
                 'king'] == 'healthy' else 'dead'
         # ('reveal', x, y): reveals villager at position (x,y) as an assassin
         elif move[0] == 'reveal':
             if player != 0:
                 raise game.InvalidMoveException(
                     'raise action only possible for player 0')
             x, y = int(move[1]), int(move[2])
             p = people[x][y]
             if p not in hidden['assassins']:
                 raise game.InvalidMoveException(
                     '{}: the specified villager is not an assassin'.format(
                         move))
             people[x][y] = 'assassin'
     # If assassins' team just played, draw a new card
     if player == 0:
         visible['card'] = hidden['cards'].pop()