moved game logic to a separate file
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a4857c720a
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216
roborally.py
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216
roborally.py
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import random
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random.seed(0)
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class Card:
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possible_moves = ['forward', 'forward x2', 'forward x3', 'backward', 'turn left', 'turn right', 'turn around']
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card_counter = 0
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def __init__(self):
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self.number = Card.card_counter
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Card.card_counter += 1
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self.action = random.choice(Card.possible_moves)
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self.priority = random.randint(0, 100)
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def __str__(self):
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return "Card No. " + str(self.number) + " " + self.action + " " + str(self.priority)
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def __repr__(self):
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return self.action + " (" + str(self.priority) + ")"
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class CardDeck:
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def __init__(self, n=84):
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self.deck = {}
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# generate cards
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for i in range(0, n):
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self.deck[i] = Card()
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self.dealt = set()
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self.discard_pile = set()
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def draw_cards(self, n=1):
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available = set(self.deck.keys()).difference(self.dealt)
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# print("{} cards are available".format(len(available)))
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if len(available) < n:
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drawn = list(available) # give out remaining cards
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# print("drawing remaining {} cards".format(len(drawn)))
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self.dealt = self.dealt.union(drawn)
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# put the cards from the discard pile back into the game
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self.dealt = self.dealt - self.discard_pile
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self.discard_pile = set() # reset the discard pile
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# draw rest of cards
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available = set(self.deck.keys()).difference(self.dealt)
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# print("drawing another {} cards".format(n - len(drawn)))
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drawn += random.sample(available, n - len(drawn))
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else:
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drawn = random.sample(available, n)
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# print("cards drawn: {}".format(drawn))
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self.dealt = self.dealt.union(drawn)
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return [self.deck[i] for i in drawn]
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def return_cards(self, cards):
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self.discard_pile = self.discard_pile.union(set([c.number for c in cards]))
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pass
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deck = CardDeck()
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class Robot:
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def __init__(self, x, y, orientation, id, board):
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self.x = x
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self.y = y
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self.orientation = orientation
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self.id = id
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self.board = board
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def get_accessed_tiles(self, count):
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tiles = []
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if self.orientation == '>':
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tiles = [self.board.get((self.x + i, self.y)) for i in range(1, count + 1)]
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elif self.orientation == '<':
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tiles = [self.board.get((self.x - i, self.y)) for i in range(1, count + 1)]
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elif self.orientation == '^':
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tiles = [self.board.get((self.x, self.y - i)) for i in range(1, count + 1)]
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elif self.orientation == 'v':
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tiles = [self.board.get((self.x, self.y + i)) for i in range(1, count + 1)]
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return tiles
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def move(self, type):
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pass
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def __str__(self):
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return str(self.id)
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class Tile:
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# possible modifiers:
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# conveyors: <, >, ^, v
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# repair station: r
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# flag: f<number>
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def __init__(self, x, y, modifier=None):
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self.modifier = modifier
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self.occupant = None
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self.x = x
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self.y = y
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def is_empty(self):
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return self.occupant is None
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def __str__(self):
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if self.is_empty():
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if self.modifier is None:
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return ' '
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else:
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return self.modifier
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else:
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return str(self.occupant)
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class Board:
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x_dims = 12 # number of tiles in x direction
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y_dims = 6 # number of tiles in y direction
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def __init__(self):
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self.board = {}
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for x in range(Board.x_dims):
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for y in range(Board.y_dims):
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if x == 0 and (y >= 1) and (y <= 4):
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self.board[(x, y)] = Tile(x, y, 'v')
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else:
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self.board[(x, y)] = Tile(x, y)
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self.robots = {}
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self.robots[0] = Robot(0, 0, '<', 0, self.board)
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self.robots[1] = Robot(2, 0, '^', 1, self.board)
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def handle_single_action(self, action, robot):
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if 'forward' in action: # driving forward
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if "x2" in action:
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move_count = 2
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elif "x3" in action:
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move_count = 3
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else:
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move_count = 1
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accessed_tiles = robot.get_accessed_tiles(move_count)
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for tile in accessed_tiles:
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if tile is None: # robot tries to access a tile outside of the board
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# TODO take robot out of the game
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pass
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elif any([(tile.x, tile.y) == (r.x, r.y) for r in
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self.robots]): # robots hits a tile occupied by another robot
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# TODO move "pushed" robot by one tile:
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# -> get current orientation
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# -> turn the "pushed" robot to face in the same direction as the "pushing" robot
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# -> move the "pushed" robot one step forward (while handling the move action of the robot recursively and pushing other robots as required)
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# -> turn the "pushed" robot back to the original orientation
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pass
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else:
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# now the tile should be empty so the robot can move into the tile
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# -> register move action to process
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pass
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elif action == 'backward':
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# basically do the same as with forward
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pass
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elif action == 'turn left':
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pass
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elif action == 'turn right':
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pass
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elif action == 'turn around':
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pass
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def apply_actions(self, cards):
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# apply the actions to the board and generate a list of movement commands
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for i, phase in enumerate(cards): # process register phases
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print("processing phase {}".format(i+1))
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# sort actions by priority
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sorted_actions = sorted(phase, key=lambda a: a[1].priority)
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for a in sorted_actions:
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robot_id = a[0]
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robot = self.robots[robot_id]
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action = a[1].action
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print("robot {} action {}".format(robot, action))
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self.handle_single_action(action, robot)
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pass
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def __str__(self):
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output = '#' * (Board.x_dims + 2) + '\n'
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for y in range(Board.y_dims):
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output += '#'
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for x in range(Board.x_dims):
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if any((r.x, r.y) == (x,y) for r in self.robots.values()):
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r = list(filter(lambda r: (r.x,r.y) == (x,y), self.robots.values()))[0]
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output += str(r.id)
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else:
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output += str(self.board[(x, y)])
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output += '#\n'
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output += '#' * (Board.x_dims + 2)
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return output
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if __name__ == "__main__":
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n = 5
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player_1_cards = deck.draw_cards(3)
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player_2_cards = deck.draw_cards(3)
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cards_1 = [(0, c) for c in player_1_cards]
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cards_2 = [(1, c) for c in player_2_cards]
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chosen_cards = list(zip(cards_1, cards_2))
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b = Board()
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print(b)
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b.apply_actions(chosen_cards)
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