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models_verbose.py
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import random
import string
from copy import deepcopy
from itertools import chain
from operator import attrgetter
class Player:
""" Erzeugt für jeden Würfel ein eindeutig identifizierbares Spieler-Objekt
dem vier Spielfiguren zugeordnet werden.
"""
counter = 1
def __init__(self, dice):
self.id = Player.counter
self.dice = dice
self.games_played = 0
self.wins = 0
self.draws = 0
self.pawn_list = []
for _ in range(4):
new_pawn = Pawn(owner=self)
self.pawn_list.append(new_pawn)
Player.counter += 1
def roll_dice(self):
return random.choice(self.dice)
def __repr__(self):
return f'\"Player {self.id} (d{len(self.dice)})\"'
class Pawn:
""" Erzeugt für jedes Spieler-Objekt vier eindeutig identifizierbare Spielfiguren-Objekte
(z.B. 1a, 1b, 1c, 1d)
"""
counter = 1
previous_owner = None
def __init__(self, owner):
self.id = ''
self.owner = owner
self.moves_to_goal = 100 # set to 39 with activate_pawn
self.position = None
self.set_id()
def set_id(self):
if self.owner is Pawn.previous_owner:
Pawn.counter += 1
else:
Pawn.counter = 1
Pawn.previous_owner = self.owner
self.id = string.ascii_lowercase[Pawn.counter - 1]
def __repr__(self):
return f'{self.owner.id}{self.id}'
class Game:
""" Erzeugt ein 'Mensch-ärgere-dich-nicht' Spiel für zwei Spieler.
Das Model des Spielfelds besteht aus Start/B-Feldern (base), den Lauffeldern (board) und den Zielfeldern (goal).
"""
def __init__(self, p1, p2):
self.p1 = p1
self.p1.startpos = 0
self.p1.endpos = 39
self.p1.goal = [None] * 4
self.p2 = p2
self.p2.startpos = 20
self.p2.endpos = 19
self.p2.goal = [None] * 4
self.base = []
self.board = [None] * 40
self.round = 1
self.winner = None
self.recursion_terminator = dict()
for pawn in chain(self.p1.pawn_list, self.p2.pawn_list):
self.base.append(pawn)
self.activate_pawn(self.p1)
self.activate_pawn(self.p2)
def play_round(self):
print(f'======== ROUND {self.round} ===========')
for player in [self.p1, self.p2]:
self.one_turn(player)
if self.winner:
return
self.round += 1
print_board(self)
def one_turn(self, player):
roll = player.roll_dice()
print(f'++ {player} rolls', roll)
while roll == 6:
if self.has_pawn_in_base(player):
if self.is_position_blocked(player.startpos):
self.clear_position(player, roll, player.startpos)
else:
self.activate_pawn(player)
else:
self.move_pawn_on_board(player, roll)
roll = player.roll_dice()
print(f'++ {player} rolls', roll)
self.move_pawn_on_board(player, roll)
if None not in player.goal:
self.winner = player
def is_position_blocked(self, position):
if self.board[position]:
return True
return False
def clear_position(self, player, roll, position):
print(f'-- Clearing position [{position}]...')
# Bei manchen Würfeln bleiben die letzten beiden Spielfiguren for dem vollen Ziel stecken
if self.recursion_terminator.get(self.round):
if self.recursion_terminator[self.round] > 5:
print(f'-- Terminated recursion...')
return
self.recursion_terminator[self.round] += 1
else:
self.recursion_terminator[self.round] = 1
print(self.recursion_terminator)
pawn = self.board[position]
if pawn.owner is player:
self.move_pawn_on_board(player, roll, pawn=pawn)
else:
self.throw_out_pawn(pawn)
if position == player.startpos:
self.activate_pawn(player)
else:
self.move_pawn_on_board(player, roll)
def select_pawn_to_move(self, pawn_list):
return
def move_pawn_on_board(self, player, roll, pawn=None):
if pawn in self.base:
return
pawns_on_board = [p for p in player.pawn_list if p not in self.base]
if pawns_on_board:
if not pawn:
pawn = min(pawns_on_board, key=attrgetter('moves_to_goal'))
if pawn in player.goal:
self.move_pawn_within_goal(player, roll)
return
else:
return
idx = self.board.index(pawn)
new_idx = idx + roll
# Hat das Ende des modellierten Spielfelds erreicht
if self.is_end_of_board(new_idx):
new_idx = new_idx - len(self.board) # 36 + 5 = 41 > [1]; 41 - 40 = 1
# Hat die Zielfelder erreicht
if roll > pawn.moves_to_goal: # Feld vor dem Zielfeld == 0
success = self.move_pawn_into_goal(pawn, roll, player)
if not success:
alt_pawn = sorted(player.pawn_list, key=attrgetter('moves_to_goal'))[1]
print(f'-- Selected alternativ pawn {alt_pawn}')
if pawn is alt_pawn or alt_pawn in player.goal:
return
self.move_pawn_on_board(player, roll, pawn=alt_pawn)
else:
if self.is_position_blocked(new_idx):
self.clear_position(player, roll, new_idx)
else:
self.board[idx] = None
self.board[new_idx] = pawn
pawn.moves_to_goal -= roll
print(f'-- Moving {pawn} by {roll}. To goal: {pawn.moves_to_goal}')
def throw_out_pawn(self, pawn):
idx = self.board.index(pawn)
self.board[idx] = None
self.base.append(pawn)
pawn.moves_to_goal = 100
print('-- Threw out', pawn)
def has_pawn_in_base(self, player):
for pawn in player.pawn_list:
if pawn in self.base:
return True
return False
def activate_pawn(self, player):
for pawn in player.pawn_list:
if pawn in self.base:
self.base.remove(pawn)
pawn.moves_to_goal = 39
self.board[player.startpos] = pawn
print('-- activated', pawn)
return
def is_end_of_board(self, position):
if position > (len(self.board) - 1):
return True
return False
def move_pawn_into_goal(self, pawn, roll, player):
moves_in_goal = roll - pawn.moves_to_goal
if moves_in_goal > 4:
print(f'-- {pawn} cannot move into goal: Roll too high')
return False
idx_board = self.board.index(pawn)
idx_goal = moves_in_goal - 1
if player.goal[idx_goal]:
print(f'-- {pawn} cannot move into goal: goal[{idx_goal}] blocked')
success = self.move_pawn_within_goal(player, roll)
if success:
print(f'-- Moved pawns within goal instead')
return True
return False
self.board[idx_board] = None
pawn.moves_to_goal = 100 + idx_goal
player.goal[idx_goal] = pawn
print(f'-- Moving {pawn} into goal[{idx_goal}]')
return True
def move_pawn_within_goal(self, player, roll):
if roll > 3:
return False
for idx, element in enumerate(player.goal):
if element is not None:
# element ist Spielfigur
if idx in [0, 1, 2]:
try:
if not player.goal[idx+roll]:
player.goal[idx] = None
player.goal[idx+roll] = element
return True
except IndexError:
pass
if idx in [1, 2, 3]:
try:
if not player.goal[idx-roll]:
player.goal[idx] = None
player.goal[idx-roll] = element
return True
except IndexError:
pass
return False
def print_board(game):
p1 = ['__'] * 4
p2 = ['__'] * 4
for idx, p in zip(range(4), game.p1.pawn_list):
p1[idx] = p if p in game.base else '__'
for idx, p in zip(range(4), game.p2.pawn_list):
p2[idx] = p if p in game.base else '__'
g1 = ['..'] * 4
g2 = ['..'] * 4
for idx, p in enumerate(game.p1.goal):
g1[idx] = p if p is not None else '..'
for idx, p in enumerate(game.p2.goal):
g2[idx] = p if p is not None else '..'
b = deepcopy(game.board)
for idx, dot in enumerate(b):
if dot is None:
b[idx] = '__'
else:
b[idx] = dot
print(f' {b[38]} {b[39]} {b[0]} {p1[0]} {p1[1]}')
print(f' {b[37]} {g1[0]} {b[1]} {p1[2]} {p1[3]}')
print(f' {b[36]} {g1[1]} {b[2]}')
print(f' {b[35]} {g1[2]} {b[3]}')
print(f'{b[30]} {b[31]} {b[32]} {b[33]} {b[34]} {g1[3]} {b[4]} {b[5]} {b[6]} {b[7]} {b[8]}')
print(f'{b[29]} {b[9]}')
print(f'{b[28]} {b[27]} {b[26]} {b[25]} {b[24]} {g2[3]} {b[14]} {b[13]} {b[12]} {b[11]} {b[10]}')
print(f' {b[23]} {g2[2]} {b[15]}')
print(f' {b[22]} {g2[1]} {b[16]}')
print(f'{p2[0]} {p2[1]} {b[21]} {g2[0]} {b[17]}')
print(f'{p2[2]} {p2[3]} {b[20]} {b[19]} {b[18]}')
print()