forked from test/mau_mau_bot
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8 changed files with 500 additions and 34 deletions
332
ISMCTS.py
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332
ISMCTS.py
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# This is a very simple Python 2.7 implementation of the Information Set Monte Carlo Tree Search algorithm.
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# The function ISMCTS(rootstate, itermax, verbose = False) is towards the bottom of the code.
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# It aims to have the clearest and simplest possible code, and for the sake of clarity, the code
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# is orders of magnitude less efficient than it could be made, particularly by using a
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# state.GetRandomMove() or state.DoRandomRollout() function.
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#
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# An example GameState classes for Knockout Whist is included to give some idea of how you
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# can write your own GameState to use ISMCTS in your hidden information game.
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#
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# Written by Peter Cowling, Edward Powley, Daniel Whitehouse (University of York, UK) September 2012 - August 2013.
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#
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# Licence is granted to freely use and distribute for any sensible/legal purpose so long as this comment
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# remains in any distributed code.
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#
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# For more information about Monte Carlo Tree Search check out our web site at www.mcts.ai
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# Also read the article accompanying this code at ***URL HERE***
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from math import *
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import random, sys
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from game import Game as UNOGame
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from player import Player as UNOPlayer
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from utils import list_subtract_unsorted
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import card as c
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class GameState:
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""" A state of the game, i.e. the game board. These are the only functions which are
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absolutely necessary to implement ISMCTS in any imperfect information game,
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although they could be enhanced and made quicker, for example by using a
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GetRandomMove() function to generate a random move during rollout.
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By convention the players are numbered 1, 2, ..., self.numberOfPlayers.
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"""
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def __init__(self):
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pass
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def GetNextPlayer(self, p):
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""" Return the player to the left of the specified player
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"""
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raise NotImplementedError()
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def Clone(self):
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""" Create a deep clone of this game state.
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"""
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raise NotImplementedError()
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def CloneAndRandomize(self, observer):
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""" Create a deep clone of this game state, randomizing any information not visible to the specified observer player.
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"""
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raise NotImplementedError()
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def DoMove(self, move):
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""" Update a state by carrying out the given move.
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Must update playerToMove.
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"""
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raise NotImplementedError()
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def GetMoves(self):
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""" Get all possible moves from this state.
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"""
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raise NotImplementedError()
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def GetResult(self, player):
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""" Get the game result from the viewpoint of player.
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"""
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raise NotImplementedError()
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def __repr__(self):
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""" Don't need this - but good style.
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"""
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pass
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class UNOState(GameState):
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""" A state of the game UNO.
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"""
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def __init__(self, game):
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""" Initialise the game state. n is the number of players (from 2 to 7).
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"""
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self.game = game
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@property
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def playerToMove(self):
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return self.game.current_player
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@property
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def numberOfPlayers(self):
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return len(self.game.players)
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def CloneAndRandomize(self, observer):
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""" Create a deep clone of this game state.
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"""
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game = UNOGame(None)
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game.deck.cards.append(game.last_card)
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game.draw_counter = self.game.draw_counter
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game.last_card = self.game.last_card
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game.deck.cards = list_subtract_unsorted(game.deck.cards,
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self.game.deck.graveyard)
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game.deck.graveyard = list(self.game.deck.graveyard)
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for player in self.game.players:
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p = UNOPlayer(game, None)
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if player is observer:
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p.cards = list(player.cards)
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else:
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for i in range(len(player.cards)):
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p.cards.append(game.deck.draw())
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return UNOState(game)
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def DoMove(self, move):
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""" Update a state by carrying out the given move.
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Must update playerToMove.
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"""
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if move == 'draw':
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for n in range(self.game.draw_counter or 1):
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self.game.current_player.cards.append(
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self.game.deck.draw()
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)
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self.game.draw_counter = 0
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self.game.turn()
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else:
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self.game.current_player.cards.remove(move)
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self.game.play_card(move)
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if move.special:
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self.game.turn()
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self.game.choosing_color = False
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def GetMoves(self):
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""" Get all possible moves from this state.
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"""
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if self.game.current_player.cards:
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playable = self.game.current_player.playable_cards()
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playable_converted = list()
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for card in playable:
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if not card.color:
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for color in c.COLORS:
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playable_converted.append(
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c.Card(color, None, card.special)
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)
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else:
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playable_converted.append(card)
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# playable_converted.append('draw')
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return playable_converted or ['draw']
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else:
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return list()
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def GetResult(self, player):
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""" Get the game result from the viewpoint of player.
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"""
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return 1 if not player.cards else 0
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def __repr__(self):
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""" Return a human-readable representation of the state
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"""
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return '\n'.join(
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['%s: %s' % (p.user, [str(c) for c in p.cards])
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for p in self.game.players]
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) + "\nDeck: %s" % str([str(crd) for crd in self.game.deck.cards]) \
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+ "\nGrav: %s" % str([str(crd) for crd in self.game.deck.graveyard])
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class Node:
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""" A node in the game tree. Note wins is always from the viewpoint of playerJustMoved.
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"""
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def __init__(self, move=None, parent=None, playerJustMoved=None):
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self.move = move # the move that got us to this node - "None" for the root node
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self.parentNode = parent # "None" for the root node
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self.childNodes = []
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self.wins = 0
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self.visits = 0
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self.avails = 1
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self.playerJustMoved = playerJustMoved # the only part of the state that the Node needs later
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def GetUntriedMoves(self, legalMoves):
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""" Return the elements of legalMoves for which this node does not have children.
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"""
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# Find all moves for which this node *does* have children
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triedMoves = [child.move for child in self.childNodes]
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# Return all moves that are legal but have not been tried yet
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return [move for move in legalMoves if move not in triedMoves]
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def UCBSelectChild(self, legalMoves, exploration=0.7):
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""" Use the UCB1 formula to select a child node, filtered by the given list of legal moves.
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exploration is a constant balancing between exploitation and exploration, with default value 0.7 (approximately sqrt(2) / 2)
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"""
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# Filter the list of children by the list of legal moves
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legalChildren = [child for child in self.childNodes if
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child.move in legalMoves]
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# Get the child with the highest UCB score
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s = max(legalChildren, key=lambda c: float(c.wins) / float(
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c.visits) + exploration * sqrt(log(c.avails) / float(c.visits)))
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# Update availability counts -- it is easier to do this now than during backpropagation
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for child in legalChildren:
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child.avails += 1
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# Return the child selected above
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return s
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def AddChild(self, m, p):
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""" Add a new child node for the move m.
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Return the added child node
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"""
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n = Node(move=m, parent=self, playerJustMoved=p)
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self.childNodes.append(n)
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return n
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def Update(self, terminalState):
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""" Update this node - increment the visit count by one, and increase the win count by the result of terminalState for self.playerJustMoved.
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"""
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self.visits += 1
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if self.playerJustMoved is not None:
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self.wins += terminalState.GetResult(self.playerJustMoved)
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def __repr__(self):
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return "[M:%s W/V/A: %4i/%4i/%4i]" % (
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self.move, self.wins, self.visits, self.avails)
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def TreeToString(self, indent):
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""" Represent the tree as a string, for debugging purposes.
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"""
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s = self.IndentString(indent) + str(self)
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for c in self.childNodes:
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s += c.TreeToString(indent + 1)
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return s
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def IndentString(self, indent):
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s = "\n"
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for i in range(1, indent + 1):
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s += "| "
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return s
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def ChildrenToString(self):
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s = ""
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for c in self.childNodes:
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s += str(c) + "\n"
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return s
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def ISMCTS(rootstate, itermax, verbose=False):
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""" Conduct an ISMCTS search for itermax iterations starting from rootstate.
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Return the best move from the rootstate.
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"""
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rootnode = Node()
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for i in range(itermax):
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node = rootnode
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# Determinize
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state = rootstate.CloneAndRandomize(rootstate.playerToMove)
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# Select
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while state.GetMoves() != [] and node.GetUntriedMoves(
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state.GetMoves()) == []: # node is fully expanded and non-terminal
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node = node.UCBSelectChild(state.GetMoves())
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state.DoMove(node.move)
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# Expand
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untriedMoves = node.GetUntriedMoves(state.GetMoves())
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if untriedMoves != []: # if we can expand (i.e. state/node is non-terminal)
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m = random.choice(untriedMoves)
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player = state.playerToMove
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state.DoMove(m)
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node = node.AddChild(m, player) # add child and descend tree
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# Simulate
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while state.GetMoves() != []: # while state is non-terminal
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state.DoMove(random.choice(state.GetMoves()))
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# Backpropagate
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while node != None: # backpropagate from the expanded node and work back to the root node
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node.Update(state)
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node = node.parentNode
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# Output some information about the tree - can be omitted
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if (verbose):
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print(rootnode.TreeToString(0))
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else:
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print(rootnode.ChildrenToString())
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return max(rootnode.childNodes, key=lambda
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c: c.visits).move # return the move that was most visited
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def PlayGame():
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""" Play a sample game between two ISMCTS players.
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*** This is only a demo and not used by the actual bot ***
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"""
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game = UNOGame(None)
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me = UNOPlayer(game, "Player 1")
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UNOPlayer(game, "Player 2")
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UNOPlayer(game, "Player 3")
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UNOPlayer(game, "Player 4")
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UNOPlayer(game, "Player 5")
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state = UNOState(game)
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while (state.GetMoves() != []):
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print(str(state))
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# Use different numbers of iterations (simulations, tree nodes) for different players
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m = ISMCTS(rootstate=state, itermax=10, verbose=False)
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# if state.playerToMove is me:
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# m = ISMCTS(rootstate=state, itermax=1000, verbose=False)
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# else:
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# m = ISMCTS(rootstate=state, itermax=100, verbose=False)
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print("Best Move: " + str(m) + "\n")
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state.DoMove(m)
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someoneWon = False
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for p in game.players:
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if state.GetResult(p) > 0:
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print("Player " + str(p) + " wins!")
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someoneWon = True
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if not someoneWon:
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print("Nobody wins!")
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if __name__ == "__main__":
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PlayGame()
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144
bot.py
144
bot.py
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@ -34,20 +34,13 @@ from credentials import TOKEN, BOTAN_TOKEN
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from start_bot import start_bot
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from results import *
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from utils import *
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from player import Player # for ai players
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logging.basicConfig(
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format='%(asctime)s - %(name)s - %(levelname)s - %(message)s',
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level=logging.DEBUG)
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level=logging.WARNING)
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logger = logging.getLogger(__name__)
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gm = GameManager()
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u = Updater(token=TOKEN, workers=32)
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dp = u.dispatcher
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botan = False
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if BOTAN_TOKEN:
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botan = Botan(BOTAN_TOKEN)
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help_text = ("Follow these steps:\n\n"
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"1. Add this bot to a group\n"
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"2. In the group, start a new game with /new or join an already"
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@ -80,6 +73,7 @@ source_text = ("This bot is Free Software and licensed under the AGPL. "
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"The code is available here: \n"
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"https://github.com/jh0ker/mau_mau_bot")
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ai_iterations = 100
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@run_async
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def send_async(bot, *args, **kwargs):
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@ -92,6 +86,17 @@ def send_async(bot, *args, **kwargs):
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error(None, None, e)
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@run_async
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def sticker_async(bot, *args, **kwargs):
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if 'timeout' not in kwargs:
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kwargs['timeout'] = 2.5
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try:
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bot.sendSticker(*args, **kwargs)
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except Exception as e:
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error(None, None, e)
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@run_async
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def answer_async(bot, *args, **kwargs):
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if 'timeout' not in kwargs:
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|
@ -154,6 +159,29 @@ def join_game(bot, update):
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reply_to_message_id=update.message.message_id)
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def add_ai(bot, update):
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""" Handler for the /add_ai command """
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chat_id = update.message.chat_id
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if update.message.chat.type == 'private':
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help(bot, update)
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else:
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try:
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game = gm.chatid_games[chat_id][-1]
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if not game.open:
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send_async(bot, chat_id, text="The lobby is closed")
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return
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else:
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Player(game, None, ai=True)
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send_async(bot, chat_id,
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text="Added computer player",
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reply_to_message_id=update.message.message_id)
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except (KeyError, IndexError):
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send_async(bot, chat_id,
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text="No game is running at the moment. "
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"Create a new game with /new",
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reply_to_message_id=update.message.message_id)
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def leave_game(bot, update):
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""" Handler for the /leave command """
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chat_id = update.message.chat_id
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|
@ -180,6 +208,7 @@ def leave_game(bot, update):
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text="Okay. Next Player: " +
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display_name(game.current_player.user),
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reply_to_message_id=update.message.message_id)
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ai_turn(bot, game)
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else:
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send_async(bot, chat_id, text="You are not playing in a game in "
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"this group.",
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|
@ -262,6 +291,7 @@ def start_game(bot, update, args):
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text="First player: %s\n"
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"Use /close to stop people from joining the game."
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% display_name(game.current_player.user))
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ai_turn(bot, game)
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elif len(args) and args[0] == 'select':
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players = gm.userid_players[update.message.from_user.id]
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|
@ -370,6 +400,7 @@ def skip_player(bot, update):
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display_name(
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game.current_player.next.user)))
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game.turn()
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ai_turn(bot, game)
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return
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||||
elif len(game.players) > 2:
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|
@ -382,6 +413,7 @@ def skip_player(bot, update):
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game.current_player.next.user)))
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gm.leave_game(game.current_player.user, chat_id)
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ai_turn(bot, game)
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return
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else:
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send_async(bot, chat_id,
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|
@ -511,6 +543,7 @@ def process_result(bot, update):
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if game in gm.chatid_games.get(chat_id, list()):
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send_async(bot, chat_id, text="Next player: " +
|
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display_name(game.current_player.user))
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ai_turn(bot, game)
|
||||
|
||||
|
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def reset_waiting_time(bot, chat_id, player):
|
||||
|
@ -555,7 +588,10 @@ def do_draw(game, player):
|
|||
|
||||
|
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def do_call_bluff(bot, chat_id, game, player):
|
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if player.prev.bluffing:
|
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if player.prev.ai:
|
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send_async(bot, chat_id, text="Computer doesn't know bluffing yet")
|
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return
|
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elif player.prev.bluffing:
|
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send_async(bot, chat_id, text="Bluff called! Giving %d cards to %s"
|
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% (game.draw_counter,
|
||||
player.prev.user.first_name))
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||||
|
@ -570,24 +606,76 @@ def do_call_bluff(bot, chat_id, game, player):
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player.cards.append(game.deck.draw())
|
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game.draw_counter = 0
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game.turn()
|
||||
ai_turn(bot, game)
|
||||
|
||||
|
||||
# Add all handlers to the dispatcher and run the bot
|
||||
dp.addHandler(InlineQueryHandler(reply_to_query))
|
||||
dp.addHandler(ChosenInlineResultHandler(process_result))
|
||||
dp.addHandler(CallbackQueryHandler(select_game))
|
||||
dp.addHandler(CommandHandler('start', start_game, pass_args=True))
|
||||
dp.addHandler(CommandHandler('new', new_game))
|
||||
dp.addHandler(CommandHandler('join', join_game))
|
||||
dp.addHandler(CommandHandler('leave', leave_game))
|
||||
dp.addHandler(CommandHandler('open', open_game))
|
||||
dp.addHandler(CommandHandler('close', close_game))
|
||||
dp.addHandler(CommandHandler('skip', skip_player))
|
||||
dp.addHandler(CommandHandler('help', help))
|
||||
dp.addHandler(CommandHandler('source', source))
|
||||
dp.addHandler(CommandHandler('news', news))
|
||||
dp.addHandler(MessageHandler([Filters.status_update], status_update))
|
||||
dp.addErrorHandler(error)
|
||||
def ai_turn(bot, game):
|
||||
player = game.current_player
|
||||
while player.ai:
|
||||
reply = ''
|
||||
|
||||
start_bot(u)
|
||||
u.idle()
|
||||
from ISMCTS import UNOState, ISMCTS
|
||||
chat_id = game.chat.id
|
||||
state = UNOState(game)
|
||||
move = ISMCTS(state, itermax=ai_iterations, verbose=False)
|
||||
if move == 'draw':
|
||||
reply += 'Drawing\n'
|
||||
else:
|
||||
sticker_async(bot, chat_id,
|
||||
sticker=c.STICKERS[str(move)])
|
||||
if move.special:
|
||||
reply += "Choosing color: %s\n" % display_color(move.color)
|
||||
|
||||
state.DoMove(move)
|
||||
if len(player.cards) == 1:
|
||||
reply += "UNO!\n"
|
||||
if len(player.cards) == 0:
|
||||
reply += "%s won!\n" % player.user.first_name
|
||||
if len(game.players) < 3:
|
||||
reply += "Game ended!"
|
||||
gm.end_game(chat_id, player.next.user)
|
||||
else:
|
||||
player.leave()
|
||||
|
||||
player = game.current_player
|
||||
if game in gm.chatid_games.get(chat_id, list()):
|
||||
reply += "Next player: " + display_name(player.user)
|
||||
|
||||
send_async(bot, chat_id, text=reply)
|
||||
|
||||
|
||||
def set_ai_iterations(bot, update, args):
|
||||
global ai_iterations
|
||||
ai_iterations = int(args[0])
|
||||
|
||||
|
||||
if __name__ == '__main__':
|
||||
gm = GameManager()
|
||||
u = Updater(token=TOKEN, workers=32)
|
||||
dp = u.dispatcher
|
||||
|
||||
botan = False
|
||||
if BOTAN_TOKEN:
|
||||
botan = Botan(BOTAN_TOKEN)
|
||||
|
||||
# Add all handlers to the dispatcher and run the bot
|
||||
dp.addHandler(InlineQueryHandler(reply_to_query))
|
||||
dp.addHandler(ChosenInlineResultHandler(process_result))
|
||||
dp.addHandler(CallbackQueryHandler(select_game))
|
||||
dp.addHandler(CommandHandler('start', start_game, pass_args=True))
|
||||
dp.addHandler(CommandHandler('new', new_game))
|
||||
dp.addHandler(CommandHandler('join', join_game))
|
||||
dp.addHandler(CommandHandler('add_ai', add_ai))
|
||||
dp.addHandler(CommandHandler('set_ai', set_ai_iterations, pass_args=True))
|
||||
dp.addHandler(CommandHandler('leave', leave_game))
|
||||
dp.addHandler(CommandHandler('open', open_game))
|
||||
dp.addHandler(CommandHandler('close', close_game))
|
||||
dp.addHandler(CommandHandler('skip', skip_player))
|
||||
dp.addHandler(CommandHandler('help', help))
|
||||
dp.addHandler(CommandHandler('source', source))
|
||||
dp.addHandler(CommandHandler('news', news))
|
||||
dp.addHandler(MessageHandler([Filters.status_update], status_update))
|
||||
dp.addErrorHandler(error)
|
||||
|
||||
start_bot(u)
|
||||
u.idle()
|
||||
|
|
20
card.py
20
card.py
|
@ -114,7 +114,15 @@ STICKERS = {
|
|||
'y_skip': 'BQADBAADQwIAAl9XmQABO_AZKtxY6IMC',
|
||||
'y_reverse': 'BQADBAADQQIAAl9XmQABZdQFahGG6UQC',
|
||||
'draw_four': 'BQADBAAD9QEAAl9XmQABVlkSNfhn76cC',
|
||||
'draw_four_r': 'BQADBAAD9QEAAl9XmQABVlkSNfhn76cC',
|
||||
'draw_four_b': 'BQADBAAD9QEAAl9XmQABVlkSNfhn76cC',
|
||||
'draw_four_g': 'BQADBAAD9QEAAl9XmQABVlkSNfhn76cC',
|
||||
'draw_four_y': 'BQADBAAD9QEAAl9XmQABVlkSNfhn76cC',
|
||||
'colorchooser': 'BQADBAAD8wEAAl9XmQABl9rUOPqx4E4C',
|
||||
'colorchooser_r': 'BQADBAAD8wEAAl9XmQABl9rUOPqx4E4C',
|
||||
'colorchooser_b': 'BQADBAAD8wEAAl9XmQABl9rUOPqx4E4C',
|
||||
'colorchooser_g': 'BQADBAAD8wEAAl9XmQABl9rUOPqx4E4C',
|
||||
'colorchooser_y': 'BQADBAAD8wEAAl9XmQABl9rUOPqx4E4C',
|
||||
'option_draw': 'BQADBAADzAIAAl9XmQABTkPaOqA5HIMC',
|
||||
'option_pass': 'BQADBAADzgIAAl9XmQABWSDq3RIg3c0C',
|
||||
'option_bluff': 'BQADBAADygIAAl9XmQABJoLfB9ntI2UC',
|
||||
|
@ -191,6 +199,9 @@ class Card(object):
|
|||
|
||||
def __str__(self):
|
||||
if self.special:
|
||||
if self.color:
|
||||
return '%s_%s' % (self.special, self.color)
|
||||
else:
|
||||
return self.special
|
||||
else:
|
||||
return '%s_%s' % (self.color, self.value)
|
||||
|
@ -206,7 +217,14 @@ class Card(object):
|
|||
|
||||
def __eq__(self, other):
|
||||
""" Needed for sorting the cards """
|
||||
return str(self) == str(other)
|
||||
s1 = str(self)
|
||||
s2 = str(other)
|
||||
return (s1 == s2
|
||||
if not self.special else
|
||||
s1 == s2 or
|
||||
s1[:-2] == s2[:-2] or
|
||||
s1[:-2] == s2 or
|
||||
s1 == s2[:-2])
|
||||
|
||||
def __lt__(self, other):
|
||||
""" Needed for sorting the cards """
|
||||
|
|
4
deck.py
4
deck.py
|
@ -53,6 +53,8 @@ class Deck(object):
|
|||
""" Draw a card from this deck """
|
||||
try:
|
||||
card = self.cards.pop()
|
||||
if card.special:
|
||||
card = Card(None, None, card.special)
|
||||
self.logger.debug("Drawing card " + str(card))
|
||||
return card
|
||||
except IndexError:
|
||||
|
@ -63,4 +65,6 @@ class Deck(object):
|
|||
|
||||
def dismiss(self, card):
|
||||
""" All played cards should be returned into the deck """
|
||||
# if card.special:
|
||||
# card.color = None
|
||||
self.graveyard.append(card)
|
||||
|
|
2
game.py
2
game.py
|
@ -40,7 +40,7 @@ class Game(object):
|
|||
self.last_card = self.deck.draw()
|
||||
|
||||
while self.last_card.special:
|
||||
self.deck.dismiss(self.last_card)
|
||||
self.deck.cards.append(self.last_card)
|
||||
self.deck.shuffle()
|
||||
self.last_card = self.deck.draw()
|
||||
|
||||
|
|
|
@ -124,6 +124,8 @@ class GameManager(object):
|
|||
return
|
||||
|
||||
for player in the_game.players:
|
||||
if player.ai:
|
||||
continue
|
||||
this_users_players = self.userid_players[player.user.id]
|
||||
this_users_players.remove(player)
|
||||
if len(this_users_players) is 0:
|
||||
|
|
12
player.py
12
player.py
|
@ -20,6 +20,8 @@
|
|||
import logging
|
||||
from datetime import datetime
|
||||
|
||||
from telegram import User
|
||||
|
||||
import card as c
|
||||
|
||||
|
||||
|
@ -31,7 +33,7 @@ class Player(object):
|
|||
other players by placing itself behind the current player.
|
||||
"""
|
||||
|
||||
def __init__(self, game, user):
|
||||
def __init__(self, game, user, ai=False):
|
||||
self.cards = list()
|
||||
self.game = game
|
||||
self.user = user
|
||||
|
@ -56,6 +58,10 @@ class Player(object):
|
|||
self.anti_cheat = 0
|
||||
self.turn_started = datetime.now()
|
||||
self.waiting_time = 90
|
||||
self.ai = ai
|
||||
|
||||
if ai and not user:
|
||||
self.user = User(-1, "Computer")
|
||||
|
||||
def leave(self):
|
||||
""" Leave the current game """
|
||||
|
@ -73,10 +79,10 @@ class Player(object):
|
|||
self.cards = list()
|
||||
|
||||
def __repr__(self):
|
||||
return repr(self.user)
|
||||
return repr(self.user) if not self.ai else "computer"
|
||||
|
||||
def __str__(self):
|
||||
return str(self.user)
|
||||
return str(self.user) if not self.ai else "Computer"
|
||||
|
||||
@property
|
||||
def next(self):
|
||||
|
|
16
utils.py
16
utils.py
|
@ -30,6 +30,22 @@ def list_subtract(list1, list2):
|
|||
return list(sorted(list1))
|
||||
|
||||
|
||||
def list_subtract_unsorted(list1, list2):
|
||||
""" Helper function to subtract two lists and return the sorted result """
|
||||
list1 = list1.copy()
|
||||
|
||||
for x in list2:
|
||||
try:
|
||||
list1.remove(x)
|
||||
except ValueError:
|
||||
print(list1)
|
||||
print(list2)
|
||||
print(x)
|
||||
raise
|
||||
|
||||
return list1
|
||||
|
||||
|
||||
def display_name(user):
|
||||
""" Get the current players name including their username, if possible """
|
||||
user_name = user.first_name
|
||||
|
|
Loading…
Reference in a new issue