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Copy pathgames.py
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296 lines (267 loc) · 11.7 KB
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from classes import *
from AiPlayer import OrderTrainer, ChaosTrainer, RandomTrainer
from meter import WinMeter
class Game:
"""
Klasa reprezentująca grę
"""
def __init__(self):
"""
Inicjalizuje grę
"""
self.board = Board()
self.board_combinations = BoardCombinations()
self.player_1 = None
self.player_2 = None
self.order_player = None
self.chaos_player = None
self.is_game_finished = False
self.is_round_finished = False
self.is_first_move_finished = False
self.is_new_game_set = False
def players_choice(self):
"""
Funkcja tworząca dwóch graczy, jako atrybuty klasy Game.
Parametry tworzenia graczy podawane są przez konsolę.
Pierwszy gracz domyślnie jest graczem klasy Player (człowiek)
Po podaniu celu gracza pierwszego, cel drugiego gracza
przypisany jest automatycznie.
"""
os.system('clear')
print('Choose the players')
try:
player_1_name = input('First player name: ')
player_1_goal = input('First player goal (chaos/order): ').lower()
self.player_1 = PcPlayer(player_1_name, player_1_goal)
player_2_type = input(
'Choose type of your oponent (Player/PcRandomPlayer/PcPlayer): ').lower()
if player_2_type not in ('player', 'pcrandomplayer', 'pcplayer'):
raise InvalidPlayerData(
'Oponent has to be either Player or PCRandomPlayer or PcPlayer')
player_2_name = input('Second player name: ')
if player_2_name == player_1_name:
player_2_name += '_2'
if player_1_goal == 'chaos':
self.chaos_player = self.player_1
player_2_goal = 'order'
else:
self.order_player = self.player_1
player_2_goal = 'chaos'
if player_2_type == 'player':
self.player_2 = Player(player_2_name, player_2_goal)
if player_2_type == 'pcrandomplayer':
self.player_2 = PcRandomPlayer(player_2_name, player_2_goal)
if player_2_type == 'pcplayer':
self.player_2 = PcPlayer(player_2_name, player_2_goal)
if self.player_2.goal() == 'order':
self.order_player = self.player_2
else:
self.chaos_player = self.player_2
except InvalidPlayerData:
print('Players data was incorrect, choose players again')
self.players_choice()
def play_round(self):
"""
Funkcja realizuje rozegranie rundy gry.
Każdą rundę rozpoczyna gracz z przypisanym celem porządek(order)
Obaj gracze podają kolejno poprzez konsolę, współzędne pola na planszy
i znak jaki ma zostać na nim postawiony.
Przed każdym wyborem zostaje wypisany na terminal aktualny stan planszy
"""
self.is_round_finished = False
self.is_first_move_finished = False
while self.is_round_finished is False:
while self.is_first_move_finished is False:
try:
self.board.board_print()
print(f'{self.order_player.name()} is choosing field')
row, column, sign = self.order_player.generate_move(
self.board_combinations)
self.board.put(sign, row, column)
self.board_combinations.set_board_state(self.board.state())
self.is_first_move_finished = True
except WrongFieldDataError:
new_game_commands = ('new_game', 'q', 'reset', 'quit')
if (
row.lower() in new_game_commands
or column.lower() in new_game_commands
or sign.lower() in new_game_commands
):
self.set_new_game()
else:
print('Row and column must be numbers')
except FieldNotOnBoardError:
print('Selected field is off the board')
except WrongSignError:
print('Sign must be either x or X or o or O')
except OccupiedFieldEror:
print('You cant put sign on occupied field')
if (
not self.board.is_win_order()
and not self.board.is_full()
and not self.is_game_finished
):
try:
self.board.board_print()
print(f'{self.chaos_player.name()} is choosing field')
row_2, column_2, sign_2 = self.chaos_player.generate_move(
self.board_combinations)
self.board.put(sign_2, row_2, column_2)
self.board_combinations.set_board_state(self.board.state())
self.is_round_finished = True
except WrongFieldDataError:
new_game_commands = ('new_game', 'q', 'reset', 'quit')
if (
row_2 in new_game_commands
or column_2 in new_game_commands
or sign_2 in new_game_commands
):
self.set_new_game()
else:
print('Row and column must be numbers')
except FieldNotOnBoardError:
print('Selected field is off the board')
except WrongSignError:
print('Sign must be either x or X or o or O')
except OccupiedFieldEror:
print('You cant put sign on occupied field')
else:
self.is_round_finished = True
def set_new_game(self):
"""
Funkcja pozwala graczowi na decyzję poprzez komendę na terminalu,
na rozegranie gry od nowa lub zakończenie trwającej gry (i programu)
"""
msg = input('Do you want to play a new game? (y/n/exit): ')
if msg.lower() in ('y', 'yes', 'Y'):
self.is_game_finished = True
self.is_first_move_finished = True
self.is_round_finished = True
self.is_new_game_set = True
if msg.lower() in ('n', 'no', 'N'):
self.is_game_finished = True
self.is_first_move_finished = True
self.is_round_finished = True
os.system('clear')
def play_new_game(self):
"""
Funkcja tworzy nową grę i rozpoczyna rozgrywkę.
"""
os.system('clear')
new_game = Game()
new_game.play_game()
def play_game(self):
"""
Funkcja realizuję rozegranie całej gry poprzez rozpoczynanie
kolejnych rund do momentu
zwycięztwa któregoś z graczy lub decyzji o rozpoczęciu nowej gry
albo o zakończeniu rozgrywki.
"""
self.is_game_finished = False
self.players_choice()
os.system('clear')
print('The game starts. To rerstart a game, type (q/quit/restart/new_game)')
while (
not self.board.is_win_order()
and not self.board.is_full()
and not self.is_game_finished
):
self.play_round()
if self.board_combinations.is_win_order():
self.board.board_print()
print(trophy)
print(f'{self.order_player.name().upper()} WON !!!')
if self.board_combinations.is_full():
self.board.board_print()
print(trophy)
print(f'{self.chaos_player.name().upper()} WON !!!')
if self.is_new_game_set is True:
self.play_new_game()
class TrainingGame():
def __init__(self, validation_mode=False):
self.validation_mode = validation_mode
self.is_game_running = False
self.is_training_running = False
self.order_illegal_move = False
self.chaos_illegal_move = False
self.order_player = RandomTrainer("random", "order")
self.chaos_player = ChaosTrainer()
# self.chaos_player.load_model("./model/chaos_model_autosave.pth")
self.board = Board()
self.board_combinations = BoardCombinations()
self.states = []
self.win_meter = WinMeter()
def training_session(self, games_num):
print("Training session started...")
for i in range(games_num):
# print(f"Game {i+1}/{games_num} running...")
self.game_number = i
winner, round_number = self.play_game()
self.win_meter.add_win(winner)
self.order_player.train(winner, round_number, self.order_illegal_move)
self.chaos_player.train(winner, round_number, self.chaos_illegal_move)
self.chaos_player.save_model("chaos_model")
print("Training session finished")
def play_game(self):
self.board = Board()
self.board_combinations = BoardCombinations()
self.chaos_illegal_move = False
self.order_illegal_move = False
self.order_player.reset_moves_data()
self.chaos_player.reset_moves_data()
round_number = 0
while self.should_game_run():
round_number += 1
self.play_round()
if self.game_number%10000 == 0:
self.board.board_print()
# self.win_meter.print_stats()
self.chaos_player.save_model("chaos_model_autosave")
self.win_meter.save("stats_autosave.pth")
winner = self.check_winner()
return winner, round_number
def check_winner(self):
if self.board_combinations.is_win_order() or self.chaos_illegal_move:
# print(f"WINNER: order. IS_WIN_ORDER={self.board_combinations.is_win_order()}. ")
return 'order'
if self.board_combinations.is_full() or self.order_illegal_move:
# print(f"WINNER: chaos. IS_BOARD_FULL={self.board_combinations.is_win_order()}. ")
return 'chaos'
else:
raise ValueError
def should_game_run(self):
if (self.board_combinations.is_win_order() or self.board_combinations.is_full()
or self.order_illegal_move or self.chaos_illegal_move):
return False
else:
return True
def play_round(self):
try:
row, column, sign = self.order_player.generate_move(
self.board_combinations)
self.order_player.add_move_data(self.board.state(), (row, column, sign))
# print(f"order move: {row}, {column}, {sign}")
self.board.put(sign, row, column)
self.board_combinations.set_board_state(self.board.state())
except WrongFieldDataError:
pass
except OccupiedFieldEror:
print(f"Order illegal: {row}, {column}, {sign}")
self.order_illegal_move = True
if (
not self.board.is_win_order()
and not self.board.is_full()
and not self.order_illegal_move
):
try:
row_2, column_2, sign_2 = self.chaos_player.generate_move(
self.board_combinations)
self.chaos_player.add_move_data(self.board.state(), (row_2, column_2, sign_2))
# print(f"chaos move: {row_2}, {column_2}, {sign_2}")
self.board.put(sign_2, row_2, column_2)
self.board_combinations.set_board_state(self.board.state())
except WrongFieldDataError:
pass
except OccupiedFieldEror:
# print(f"Chaos illegal: {row}, {column}, {sign}")
self.chaos_illegal_move = True