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Game.py
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from cmath import exp
from ctypes import sizeof
from threading import Timer
from typing import Set
from winsound import PlaySound
from zlib import DEF_BUF_SIZE
from Matrica import *
import itertools
import time
class Game:
def __init__(self) :
self.matrica = None
self.onTurn = 'X'
self.players = {
'X' : None,
'O' : None
}
#Mozda treba da obelezimo ko ce da bude PC a ko covek
#Ili ove ili unutar player-a kao atribut
#self.Computer = 'X' or 'Y', kada se izabere ko igra prvi
self.temp = None
def matrixInit(self):
'''Creating matrix: dimensions and starting positions for pawns
Starting positions for pawns are target for other player's pawns'''
#dimenzije
dimX = int(input("Uneti broj vrsta table: "))
dimY = int(input("Uneti broj koloni table: "))
#startne pozicije
[x,y] = input("Uneti startnu poziciju prvog pesaka igraca X:").split(',')
player1_pawn1 = [int(x), int(y)]
[x,y] = input("Uneti startnu poziciju drugog pesaka igraca X:").split(',')
player1_pawn2 = [int(x), int(y)]
[x,y] = input("Uneti startnu poziciju prvog pesaka igraca O:").split(',')
player2_pawn1 = [int(x), int(y)]
[x,y] = input("Uneti startnu poziciju drugog pesaka igraca O:").split(',')
player2_pawn2 = [int(x), int(y)]
self.matrica = Matrica(dimX,dimY,player1_pawn1,player1_pawn2,player2_pawn1,player2_pawn2)
self.matrica.mat = self.matrica.makeMatrix()
wallNums = int(input("Uneti broj zidova: "))
#prvi igrac X
pawn1 = Pawn(player1_pawn1)
pawn2 = Pawn(player1_pawn2)
local_playerX = Player("X",wallNums)
local_playerX.AddPawns(pawn1,pawn2)
#drugi igrac O
pawn1 = Pawn(player2_pawn1)
pawn2 = Pawn(player2_pawn2)
local_playerO = Player("O",wallNums)
local_playerO.AddPawns(pawn1,pawn2)
#adding players to the matrix
self.matrica.addPlayers(local_playerX, local_playerO)
self.players['X'] = local_playerX
self.players['O'] = local_playerO
def printBoard(self):
'''Printing board on the console'''
print("Trenutno stanje matrice:", end="\n")
self.matrica.printBoard()
def isFinishedGame(self, player: Player) -> bool:
'''Provera da li je player pobedio'''
return self.matrica.isEndOfGame(player)
def playGame(self): #promeniti ovu funkciju tako da neizmenicno igraju igrac i kompjuter
'''Zapocni igru, igraju igraci naizmenicno'''
winner = None #Player()
self.printBoard()
while True:
if self.onTurn == 'X':
currentPlayer = self.playTurn(self.matrica.playerX)
self.players['X'] = currentPlayer
self.onTurn = 'O'
else:
currentPlayer = self.playComputer(self.matrica.playerO)
self.players['O'] = currentPlayer
self.onTurn = 'X'
if self.isFinishedGame(currentPlayer):
winner = currentPlayer
break
print(f"Igra je zavrsena.\nPobednik je: {winner.sign}", end="\n")
# def changePlayer():
# return None
#dodati funkciju koja odigrava potez kompjutera
def playComputer(self, player: Player):
timePcStart = time.perf_counter()
print("PC is thinking..")
if player.hasAnyWalls():
tmp = self.minimax(self.matrica,2,1000, -1000, player)
else:
tmp = self.minimax(self.matrica,3,1000,-1000,player)
self.matrica = tmp[0]
self.printBoard()
timePcEnd = time.perf_counter()
print(f'General PC time: {timePcEnd - timePcStart}')
return self.matrica.playerO
def playTurn(self, player: Player) -> Player:
'''Player (Human or Computer) plays the turns'''
print(f"Trenutno igra {player.sign} \n")
movePawnDone = False
while not movePawnDone:
pawnNo = int(input("Izaberi pesaka(1 ili 2): "))
if pawnNo not in [1,2]:
print("Nevalidan broj pesaka!")
continue
tmpP = player.getPawn(pawnNo)
[x,y] = input("Unesite novu poziciju pesaka: ").split(',')
xDir = int(x)-tmpP.getPositions()[0]
yDir = int(y)-tmpP.getPositions()[1]
if self.matrica.validateMove(player, pawnNo, xDir, yDir):
pawn = player.getPawn(pawnNo)
if self.matrica.movePawn(player, pawnNo, [pawn.x + xDir, pawn.y + yDir]):
movePawnDone = True
self.printMove(player, pawnNo)
self.printBoard()
else:
print("Nevalidan skok, pokusajte ponovo!")
if player.hasAnyWalls():
putWallDone = False
while not putWallDone:
wallType = int(input("Unesite tip zida (Horizontalni = 0 Vertikalni = 1): "))
if wallType not in [0,1]:
print("Nevalidan tip zida!")
continue
if player.hasWalls(wallType):
[wallX,wallY] = input("Unesite nove pozicije zida: (pozX,pozY): ").split(',')
wallPositions = [int(wallX), int(wallY)]
if self.matrica.validateWall(wallType, wallPositions):
if self.matrica.PutWall(player, wallType, wallPositions):
self.printWall(player,wallType,wallPositions)
self.printBoard()
putWallDone = True
else:
print("Nevalidna pozicija zida!")
else:
print("Nevalidna pozicija zida!")
else:
print("Nemate trazeni tip zida!")
return player
def printMove(self, player: Player, pawnNo: int):
pawn = player.getPawn(pawnNo)
print(f"Igrac {player.sign} je odigrao potez pesakom: {pawnNo} na poziciju [{pawn.x},{pawn.y}]")
def printWall(self, player: Player, wallType: int, wallPositions: List[int]):
'''WallType == 0 horizontal walls
walltype == 1 vertical walls'''
x = wallPositions[0]
y = wallPositions[1]
# betweenFields = [(x,y),(x,y+1),(x+1,y),(x+1,y+1)] #radi i za vertikalne i horizontalne zidove
tipZida = "horizontalni" if wallType == 0 else "vertikalni"
print(f"Igrac {player.sign} je postavio zid {tipZida} izmedju polja [({x},{y}),({x},{y+1}),({x+1},{y}),({x+1},{y+1})]")
def cloneMatrix(self, state:Matrica) -> Matrica:
return state.clone()
def generateMoves(self, player: Player, pawnNo : int)-> List[List[int]]:
pawn=player.getPawn(pawnNo)
x=pawn.x
y=pawn.y
moves = pawn.getMoves()
validMoves = []
for move in moves:
tmpMove = list(move)
tmpMove[0] -= x
tmpMove[1] -= y
if self.matrica.validateMove(player,pawnNo,tmpMove[0],tmpMove[1]):
validMoves.append(move)
return validMoves
def generateAllWalls(self,player,state: Matrica) -> Set:
'''Generating all possible walls for shortest path for opponent'''
setSvihZidova=set()
lists = []
sizes = []
if player.sign == 'X':
lists.insert(0, state.A_star(state.playerO,1,state.startPosX1))
lists.insert(1, state.A_star(state.playerO,1,state.startPosX2))
lists.insert(2, state.A_star(state.playerO,2,state.startPosX1))
lists.insert(3, state.A_star(state.playerO,2,state.startPosX2))
else:
lists.insert(0, state.A_star(state.playerX,1,state.startPosO1))
lists.insert(1, state.A_star(state.playerX,1,state.startPosO2))
lists.insert(2, state.A_star(state.playerX,2,state.startPosO1))
lists.insert(3, state.A_star(state.playerX,2,state.startPosO2))
for path in lists:
setSvihZidova.update(self.generateSetOfPossibleWalls(path))
setValidnih = set(filter(lambda wall: state.validateWall(wall[1],list(wall[0])),setSvihZidova))
return setValidnih
def generateNewStates(self,player:Player, state:Matrica):
allWalls = self.generateAllWalls(player,state)
statesPawn1 = self.generateStatesForPawn(player,1, state, allWalls)
# print(f'Counter == {len(statesPawn1)}')
statesPawn2 = self.generateStatesForPawn(player,2, state, allWalls)
# print(f'Counter == {len(statesPawn2)}')
return statesPawn1 + statesPawn2
def generateExpandedPath(self, put:List):
expandedPut=[]
for i in range(0,len(put)-1):
expandedPut.append(put[i])
if (put[i][0]==put[i+1][0]) and (abs(put[i][1]-put[i+1][1])==2):
tmp=int((put[i][1]+put[i+1][1])/2)
noviEl = (put[i][0],tmp)
expandedPut.append(noviEl)
elif (put[i][1]==put[i+1][1]) and (abs(put[i][0]-put[i+1][0])==2):
tmp=int((put[i][0]+put[i+1][0])/2)
noviEl = (tmp, put[i][1])
expandedPut.append(noviEl)
expandedPut.append(put[len(put)-1])
return expandedPut
def generateSetOfPossibleWalls(self, put:List[List[int]]):
ePut=self.generateExpandedPath(put)
ePut.reverse()
setOfPossibleWalls=set()
for i in range (0,len(ePut)-1):
tmp = (ePut[i])
tmpNext = (ePut[i+1])
xDir = tmpNext[0] - tmp[0]
yDir = tmpNext[1] - tmp[1]
if abs(xDir) == abs(yDir):
if xDir == -1 and yDir == -1:
setOfPossibleWalls.add((tmpNext,0))
setOfPossibleWalls.add((tmpNext,1))
if xDir == -1 and yDir == 1:
sused = (tmp[0] - 1,tmp[1])
setOfPossibleWalls.add((sused,0))
setOfPossibleWalls.add((sused,1))
if xDir == 1 and yDir == -1:
sused = (tmp[0],tmp[1]-1)
setOfPossibleWalls.add((sused,0))
setOfPossibleWalls.add((sused,1))
if xDir == 1 and yDir == 1:
setOfPossibleWalls.add((tmp,0))
setOfPossibleWalls.add((tmp,1))
continue
if xDir != 0:
if xDir == 1:
setOfPossibleWalls.add((tmp,0))
sused = (tmp[0],tmp[1]-1)
setOfPossibleWalls.add((sused,0))
else: #xDir == -1
setOfPossibleWalls.add((tmpNext,0))
sused = (tmpNext[0],tmpNext[1]-1)
setOfPossibleWalls.add((sused,0))
if yDir != 0: #yDir != 0
if xDir == 1:
setOfPossibleWalls.add((tmp,1))
sused = (tmp[0]-1,tmp[1])
setOfPossibleWalls.add((sused,1))
else: #xDir == -1
setOfPossibleWalls.add((tmpNext,1))
sused = (tmpNext[0]-1,tmpNext[1])
setOfPossibleWalls.add((sused,1))
return setOfPossibleWalls
def generateStatesForPawn(self, player : Player, pawnNo, state:Matrica,setSvihZidova: Set)-> List[Matrica]:
''' Funckija vraca sve validna stanja za jednog pesaka'''
#generisi validne porteze
#kloniraj matrice map fja
#i odigraj potez map fja
#vrati klon matrice
matriceNewState = []
# startGeneralTime = time.perf_counter()
pawn= player.getPawn(pawnNo)
x=pawn.x #ovo se ne koristi
y=pawn.y
ciljevi = []
if player.sign == 'X':
cilj1 = state.A_star(player,pawnNo,state.startPosO1)
cilj2 = state.A_star(player,pawnNo,state.startPosO2)
else:
cilj1 = state.A_star(player,pawnNo,state.startPosX1)
cilj2 = state.A_star(player,pawnNo,state.startPosX2)
ciljevi.append(cilj1)
ciljevi.append(cilj2)
sizes = []
sizes.append(len(cilj1))
sizes.append(len(cilj2))
minimumSize = 1000
ind = -1
for i in range(0,2):
if sizes[i] < minimumSize:
minimumSize = sizes[i]
ind = i
nextMove = ciljevi[ind].pop() #ovaj mi ne treba
nextMove = ciljevi[ind].pop()
stateClone = state.clone()
playerClone = player.clone()
if player.sign=='X':
plO = state.playerO.clone()
stateClone.addPlayers(playerClone, plO)
else:
plX = state.playerX.clone()
stateClone.addPlayers(plX, playerClone)
stateClone.movePawn(playerClone,pawnNo,nextMove)
#ako nema zidova
if not player.hasAnyWalls():
matriceNewState.append(stateClone)
return matriceNewState
def addMatrix(mat: Matrica, i,j,wallType,player, matriceNewState):
# startAStar = time.perf_counter()
tmp = mat.clone()
if player.sign=='X':
plO = mat.playerO.clone()
tmp.addPlayers(player, plO)
else:
plX = mat.playerX.clone()
tmp.addPlayers(plX, player)
tr = tmp.PutWall(player,wallType,[i,j])
if tr:
matriceNewState.append(tmp)
for par in setSvihZidova:
tmpLista = list(par[0])
wallType = par[1]
if playerClone.hasWalls(wallType): #and mat.validateWall(wallType, tmpLista):
#kloniranje i postavljanje zida
naruto = playerClone.clone()
addMatrix(stateClone,tmpLista[0],tmpLista[1],wallType,naruto,matriceNewState)
return matriceNewState
def minimax(self, state: Matrica, depth: int,alfa:int, beta:int, player: Player):
#procena stanja, vracanje procene za krajnje stanje
if self.isFinishedGameOnCurrentState(state,player):
return [state,0]
if depth == 0:
return [state, self.procenaStanja(state, state.playerO, state.startPosX1, state.startPosX2)]
# clonedPlayer = player.clone()
children = self.generateNewStates(player, state)
if player.sign == 'O': #maximizer
bestState = state
shortestPath = 1000
for child in children:
# plX = child.playerX.clone()
value=self.minimax(child, depth-1, alfa, beta, child.playerX)
if value[1] < shortestPath:
shortestPath = value[1]
bestState = child
alfa= min(alfa, shortestPath)
if beta >= alfa: #???
break
return [bestState,shortestPath]
else: #player.sign == 'X' #minimizer
worstState = state
longestPath = -1000
for child in children:
# plO = child.playerO.clone()
value=self.minimax(child, depth-1, alfa, beta, child.playerO)
if value[1] > longestPath:
longestPath = value[1]
worstState = child
beta= max(beta, longestPath)
if beta >= alfa:
break
return [worstState,longestPath]
def isFinishedGameOnCurrentState(self, state:Matrica,player:Player):
return state.isEndOfGame(player)
def procenaStanja(self, state:Matrica, player: Player, cilj1: List[int], cilj2: List[int])-> int:
dist = 0
list1 = state.A_star(player,1,cilj1)
list2 = state.A_star(player,1,cilj2)
list3 = state.A_star(player,2,cilj1)
list4 = state.A_star(player,2,cilj2)
#zato sto se ukljucuju i prvi i poslednji cvor broj skokova je len - 1
distX1C1 = len(list1)-1 #razdaljina izmedju x1 i c1
distX1C2 = len(list2)-1 #raz izmedju x1 i c2
distX2C1 = len(list3)-1 #raz izmedju x2 i c1
distX2C2 = len(list4)-1 #raz izmedju x2 i c2
dist= min(min(distX1C1,distX1C2), min(distX2C1, distX2C2))
return dist
def calcDistance(self, start: List[int], end: List[int]) -> int:
result = 0
for i in [0,1]:
result += abs(end[i] - start[i])
return result
game = Game()
game.matrixInit()
game.playGame()
# print(game.generateExpandedPath([(3,9),(4,9),(4,7),(4,5),(6,5),(7,4),(6,3)]))
#test komentar u moving&validating grani