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kamisado.py
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import random, time
board_size = 8
valid_colors = ['brown', 'green', 'red', 'yellow', 'pink', 'purple', 'blue', 'orange']
valid_players = ['black', 'white']
class Tower:
def __init__(self, player, color, starting_tile):
if color not in valid_colors or player not in valid_players:
raise Exception("Error: invalid tile or player color.")
self.player = player
self.color = color
self.tile = starting_tile
self.stuck = False
def move_forwards(self, test=False):
if self.player == 'black':
in_front = self.tile.north_tile
elif self.player == 'white':
in_front = self.tile.south_tile
if in_front.tower_on != None:
return False
if (self.player == 'black' and self.tile.north_tile == None) or (self.player == 'white' and self.tile.south_tile == None):
return False
if not test:
self.tile.tower_on = None
self.tile = in_front
in_front.tower_on = self
return True
def move_diag_left(self, test=False):
if self.player == 'black':
diag_left = self.tile.nw_tile
elif self.player == 'white':
diag_left = self.tile.se_tile
if diag_left.tower_on != None:
return False
if (self.player == 'black' and self.tile.nw_tile == None) or (self.player == 'white' and self.tile.se_tile == None):
return False
if not test:
self.tile.tower_on = None
self.tile = diag_left
diag_left.tower_on = self
return True
def move_diag_right(self, test=False):
if self.player == 'black':
diag_right = self.tile.ne_tile
elif self.player == 'white':
diag_right = self.tile.sw_tile
if diag_right.tower_on != None:
return False
if (self.player == 'black' and self.tile.ne_tile == None) or (self.player == 'white' and self.tile.sw_tile == None):
return False
if not test:
self.tile.tower_on = None
self.tile = diag_right
diag_right.tower_on = self
return True
def move_to(self, x, y, test=False):
if (x <= self.tile.x and self.player == 'black') or (x >= self.tile.x and self.player == 'white'):
return False
if x >= board_size or y < 0 or y >= board_size:
return False
if y != self.tile.y and abs(y-self.tile.y) != abs(x-self.tile.x):
return False
initial_tile = self.tile
if y == self.tile.y:
while not (self.tile.x == x and self.tile.y == y) and self.move_forwards(test=True):
self.move_forwards()
elif (y < self.tile.y and self.player == 'black') or (y > self.tile.y and self.player == 'white'):
while not (self.tile.x == x and self.tile.y == y) and self.move_diag_left(test=True):
self.move_diag_left()
elif (y > self.tile.y and self.player == 'black') or (y < self.tile.y and self.player == 'white'):
while not (self.tile.x == x and self.tile.y == y) and self.move_diag_right(test=True):
self.move_diag_right()
success = (self.tile.x == x and self.tile.y == y)
if success and not test:
return True
# Move the tower back
self.tile.tower_on = None
self.tile = initial_tile
self.tile.tower_on = self
if success:
return True
return False
def get_possible_moves(self):
possible_moves = []
for x in range(board_size):
for y in range(board_size):
if self.move_to(x, y, test=True):
possible_moves.append([x, y])
return possible_moves
class Tile:
def __init__(self, x, y, color):
if color not in valid_colors:
raise Exception("Error: invalid tile color.")
self.x = x
self.y = y
self.color = color
self.north_tile = None
self.nw_tile = None
self.ne_tile = None
self.south_tile = None
self.se_tile = None
self.sw_tile = None
self.is_empty = True
self.tower_on = None
class Board:
def __init__(self, tower_layout):
self.__layout = [
['brown', 'green', 'red', 'yellow', 'pink', 'purple', 'blue', 'orange'],
['purple', 'brown', 'yellow', 'blue', 'green', 'pink', 'orange', 'red'],
['blue', 'yellow', 'brown', 'purple', 'red', 'orange', 'pink', 'green'],
['yellow', 'red', 'green', 'brown', 'orange', 'blue', 'purple', 'pink'],
['pink', 'purple', 'blue', 'orange', 'brown', 'green', 'red', 'yellow'],
['green', 'pink', 'orange', 'red', 'purple', 'brown', 'yellow', 'blue'],
['red', 'orange', 'pink', 'green', 'blue', 'yellow', 'brown', 'purple'],
['orange', 'blue', 'purple', 'pink', 'yellow', 'red', 'green', 'brown']
]
self.tiles = []
self.alt_white = ['red', 'brown', 'orange', 'green', 'blue', 'yellow', 'pink', 'purple']
self.alt_black = ['brown', 'blue', 'orange', 'yellow', 'green', 'red', 'pink', 'purple']
if tower_layout == 'standard':
self.white_layout = valid_colors
self.black_layout = valid_colors
elif tower_layout == 'alternate':
self.white_layout = self.alt_white
self.black_layout = self.alt_black
for x, row in enumerate(self.__layout):
new_row = []
for y, color in enumerate(row):
new_tile = Tile(x, y, color)
new_row.append(new_tile)
self.tiles.append(new_row)
for x, row in enumerate(self.tiles):
for y, tile in enumerate(row):
if x+1 < board_size:
tile.north_tile = self.tiles[x+1][y]
if x-1 >= 0:
tile.south_tile = self.tiles[x-1][y]
if x+1 < board_size and y+1 < board_size:
tile.ne_tile = self.tiles[x+1][y+1]
if x+1 < board_size and y-1 >= 0:
tile.nw_tile = self.tiles[x+1][y-1]
if x-1 >= 0 and y+1 < board_size:
tile.se_tile = self.tiles[x-1][y+1]
if x-1 >= 0 and y-1 >= 0:
tile.sw_tile = self.tiles[x-1][y-1]
self.towers = []
for i, x in enumerate([0, -1]):
for y in range(board_size):
if x == 0:
tile = self.tiles[x][y]
new_tower = Tower(valid_players[i], self.black_layout[y], tile)
elif x == -1:
tile = self.tiles[x][board_size-y-1]
new_tower = Tower(valid_players[i], self.white_layout[y], tile)
tile.tower_on = new_tower
self.towers.append(new_tower)
class Player:
def __init__(self, color):
self.score = 0
self.color = color
def get_tower(self, color):
tower = None
for t in self.towers:
if t.color == color:
tower = t
break
return tower
def move_tower(self, color, x, y):
tower = self.get_tower(color)
status = tower.move_to(x, y, test=False)
# Whether piece was moved, to what color, which piece was moved
if status:
return status, tower.tile.color, color
else:
return status, color, color
def get_possible_moves(self, color):
return self.get_tower(color).get_possible_moves()
def check_stuck_towers(self):
for color in valid_colors:
possible_moves = self.get_possible_moves(color)
self.get_tower(color).stuck = (len(possible_moves) == 0)
def check_win(self):
for tower in self.towers:
if (tower.tile.x == 0 and self.color == 'white') or (tower.tile.x == board_size-1 and self.color == 'black'):
self.score += 1
return True
return False
class HumanPlayer(Player):
def __init__(self, color):
super().__init__(color)
self.player_type = 'human'
def first_move(self):
if self.color == 'white':
raise Exception("Error: only the black player can make the first move.")
print("Black makes the first move.")
while True:
try:
color_to_move = input("Which piece would you like to move? ")
x_to_move = int(input("Please enter the desired x coordinate. "))
y_to_move = int(input("Please enter the desired y coordinate. "))
status, next_color, piece_moved = self.move_tower(color_to_move, x_to_move, y_to_move)
if not status:
print("Warning: invalid move")
continue
return next_color, piece_moved
except Exception as e:
print("Error: I didn't understand that. Please try again.")
print(e)
continue
def take_turn(self, next_color):
print("Current turn:", self.color)
while True:
try:
print("You must move your", next_color, 'tower')
self.check_stuck_towers()
if self.get_tower(next_color).stuck:
print("Warning: your piece is stuck.")
next_color = self.get_tower(next_color).tile.color
# This is next color to move, whether or not they are stuck
return next_color
x_to_move = int(input("Please enter the desired x coordinate. "))
y_to_move = int(input("Please enter the desired y coordinate. "))
status, next_color, piece_moved = self.move_tower(next_color, x_to_move, y_to_move)
if not status:
print("Warning: invalid move")
continue
return next_color, piece_moved
except Exception:
print("Error: I didn't understand that. Please try again.")
continue
class RandomPlayer(Player):
def __init__(self, color, delay):
super().__init__(color)
self.player_type = 'random'
self.delay = delay
def first_move(self):
if self.color == 'white':
raise Exception("Error: only the black player can make the first move.")
possible_moves = []
for color in valid_colors:
possible_moves += [(color, move) for move in self.get_possible_moves(color)]
color_to_move, [x_to_move, y_to_move] = random.choice(possible_moves)
_, next_color, piece_moved = self.move_tower(color_to_move, x_to_move, y_to_move)
time.sleep(self.delay)
return next_color, piece_moved
def take_turn(self, next_color):
self.check_stuck_towers()
if self.get_tower(next_color).stuck:
next_color = self.get_tower(next_color).tile.color
# This is next color to move, whether or not they are stuck
time.sleep(self.delay)
return next_color, None
possible_moves = [(next_color, move) for move in self.get_possible_moves(next_color)]
color_to_move, [x_to_move, y_to_move] = random.choice(possible_moves)
_, next_color, piece_moved = self.move_tower(color_to_move, x_to_move, y_to_move)
time.sleep(self.delay)
return next_color, piece_moved
class BoardView:
def __init__(self, board):
self.board = board
print("Welcome to Kamisado!")
self.update()
def update(self):
row_strings = []
for x, row in enumerate(self.board.tiles):
row_string = str(x) + ' '
for tile in row:
if tile.tower_on == None:
row_string += self.get_display_string('blank', tile.color)
continue
row_string += self.get_display_string(tile.tower_on.player, tile.tower_on.color)
row_strings.append(row_string)
row_strings.append(' white side ')
# Reverse rows for displaying
row_strings = row_strings[::-1]
horizontal_label = ' '
for y in range(board_size):
horizontal_label += str(y) + ' '
row_strings.append(horizontal_label)
row_strings.append(' black side ')
for rs in row_strings:
print(rs)
@classmethod
def colored(cls, text, r, g, b):
return "\033[38;2;{};{};{}m{} \033[38;2;255;255;255m".format(r, g, b, text)
@classmethod
def get_display_string(cls, player, color):
if player == 'black':
c = 'B'
elif player == 'white':
c = 'W'
else:
c = 'o'
match color:
case 'red':
return cls.colored(c, 255, 0, 0)
case 'blue':
return cls.colored(c, 0, 0, 255)
case 'green':
return cls.colored(c, 0, 255, 0)
case 'yellow':
return cls.colored(c, 255, 255, 0)
case 'pink':
return cls.colored(c, 255, 20, 147)
case 'purple':
return cls.colored(c, 148, 0, 211)
case 'brown':
return cls.colored(c, 115, 97, 77)
case 'orange':
return cls.colored(c, 255, 137, 0)
class Game:
def __init__(self, p1, p2, tower_layout, headless=False):
self.headless = headless
self.board = Board(tower_layout=tower_layout)
if not self.headless:
self.bv = BoardView(self.board)
black_towers, white_towers = [], []
for tower in self.board.towers:
if tower.player == 'black':
black_towers.append(tower)
elif tower.player == 'white':
white_towers.append(tower)
self.black = p1
self.black.towers = black_towers
self.white = p2
self.white.towers = white_towers
self.black.opponent = self.white
self.white.opponent = self.black
self.active_player = self.black
self.deadlock = False
def print(self, message):
if self.headless:
return
print(message)
def start(self):
if self.black.player_type != 'random':
while True:
ready = input("Are you ready to play? ")
if 'y' not in ready.lower():
continue
break
self.print("Turn: black can move " + "".join([BoardView.get_display_string('tile', color) for color in valid_colors]))
self.next_color, piece_moved = self.black.first_move()
self.print("Move: black moved " + BoardView.get_display_string('tile', piece_moved) + "-> " + BoardView.get_display_string('tile', self.next_color))
if not self.headless:
self.bv.update()
self.active_player = self.white
while not (self.black.check_win() or self.white.check_win() or self.deadlock):
self.print("Turn: " + self.active_player.color + " must move " + BoardView.get_display_string('tile', self.next_color))
next_color, piece_moved = self.active_player.take_turn(self.next_color)
if piece_moved != None:
self.print("Move: " + self.active_player.color + " moved " + BoardView.get_display_string('tile', piece_moved) + '-> ' + BoardView.get_display_string('tile', next_color))
else:
self.print("Move: " + self.active_player.color + " is stuck.")
if (self.black.check_win() or self.white.check_win()):
if not self.headless:
self.bv.update()
break
self.active_player.check_stuck_towers()
self.active_player.opponent.check_stuck_towers()
if self.check_deadlock(self.active_player, self.next_color):
self.deadlock = True
self.winner = self.active_player.opponent
self.next_color = next_color
if not self.headless:
self.bv.update()
if self.active_player.color == 'white':
self.active_player = self.black
elif self.active_player.color == 'black':
self.active_player = self.white
if self.black.check_win():
self.print("Result: black reached the white home row and wins the game.")
self.winner = self.black
elif self.white.check_win():
self.print("Result: white reached the black home row and wins the game.")
self.winner = self.white
elif self.deadlock:
self.print("Result: " + self.winner.opponent.color + " caused a deadlock, so " + self.winner.color + ' wins.')
def check_deadlock(self, player, color_to_move):
starting_tower = player.get_tower(color_to_move)
if not starting_tower.stuck:
return False
tower = player.opponent.get_tower(starting_tower.tile.color)
player = player.opponent
# While we are still in the loop of stuck towers (and haven't come back around)
while tower.stuck and not (tower.color == starting_tower.color and tower.player == player.color):
tower = player.opponent.get_tower(tower.tile.color)
player = player.opponent
if (tower.color == starting_tower.color and tower.player == player.color):
return True
return False
class GameConfig():
def __init__(self, p1_type, p2_type, tower_layout, delay=1, headless=False):
if p1_type == 'random':
p1 = RandomPlayer('black', delay)
elif p1_type == 'human':
p1 = HumanPlayer('black')
if p2_type == 'random':
p2 = RandomPlayer('white', delay)
elif p2_type == 'human':
p2 = HumanPlayer('white')
self.game = Game(p1, p2, tower_layout, headless)
def start(self):
self.game.start()