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connectR.py
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connectR.py
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import copy
import random
def askUser():
width = input("Board Width? >")
height = input('Board Height? >')
r = input("Connect? >")
return int(width), int(height), int(r)
class game:
def __init__(self):
self.width, self.height, self.connect = askUser()
self.board = [[' . ' for i in range(self.width)] for j in range(self.height)]
self.printBoard()
def printBoard(self):
row = len(self.board)
col = len(self.board[0])
for i in range(row):
print()
for j in range(col):
print(self.board[i][j], end="")
print()
def askPlayer(self):
move = int(input("Select a move between 0-{} >".format(self.width - 1)))
if move <= self.width:
return move
else:
move = int(input("Enter valid number between 0-{} >".format(self.width - 1)))
return move
def move(self, turn, col):
for i in range(self.height - 1, -1, -1):
if self.board[i][col] == ' . ':
self.board[i][col] = turn
return
def validMove(self, move):
if move < 0 or move > self.width:
return False
if self.board[0][move] != ' . ':
return False
return True
def tie(self):
for i in range(self.height):
for j in range(self.width):
if self.board[i][j] == ' . ':
return False
return True
def winner(self, turn):
for j in range(self.width - 1):
for i in range((self.connect - 1)):
if self.board[i][j] == turn and self.board[i+1][j] == turn and self.board[i+2][j] == turn and self.board[i+3][j] == turn:
return True
for i in range(self.height):
for j in range((self.connect - 1)):
if self.board[i][j] == turn and self.board[i][j+1] == turn and self.board[i][j+2] == turn and self.board[i][j+3] == turn:
return True
for i in range(5,2,-1):
for j in range((self.connect - 1)):
if self.board[i][j] == turn and self.board[i-1][j+1] == turn and self.board[i-2][j+2] == turn and self.board[i-3][j+3] == turn:
return True
for i in range((self.connect - 1)):
for j in range(self.width - (self.connect - 1)):
if self.board[i][j] == turn and self.board[i+1][j+1] == turn and self.board[i+2][j+2] == turn and self.board[i+3][j+3] == turn:
return True
return False
def AImove(self, turn):
possibilities = self.getMoves(turn, 2)
print(possibilities)
bestScore = 0
for i in range(len(possibilities)):
if possibilities[i] >= bestScore:
bestScore = possibilities[i]
bestMoves = []
for i in range(len(possibilities)):
if possibilities[i] == bestScore:
bestMoves.append(i)
return random.choice(bestMoves)
def getMoves(self, turn, depth):
if depth == 0:
possible = []
for i in range(self.width):
if self.validMove(i):
newBoard = copy.deepcopy(self)
newBoard.move(turn, i)
possible.append(newBoard.getScore(turn))
return possible
possible = []
oppTurn = ' '
if turn == ' R ':
oppTurn == ' B '
else:
oppTurn == ' R '
if self.tie():
return [0] * self.width
possible = [0]*self.width
for move in range(self.width):
newBoard = copy.deepcopy(self)
if newBoard.validMove(move):
newBoard.move(turn, move)
if newBoard.winner(turn):
possible[move] = 10
return possible
possible[move] = newBoard.getScore(turn)
else:
if newBoard.tie():
possible[move] = 0
return possible
else:
for move in range(newBoard.width):
oppBoard = copy.deepcopy(newBoard)
if oppBoard.validMove(move):
oppBoard.move(oppTurn, move)
if oppBoard.winner(oppTurn):
possible[move] = -10
return possible
else:
values = oppBoard.getMoves(oppTurn, depth - 1)
possible[move] += (sum(values) / oppBoard.width) / oppBoard.width
return possible
def getScore(self, turn):
count = 0
maxCount = 0
for j in range(self.width - 1):
for i in range((self.connect - 1)):
if self.board[i][j] == turn:
count += 1
if self.board[i+1][j] == turn:
count += 1
if self.board[i+2][j] == turn:
count += 1
if self.board[i+3][j] == turn:
count += 1
if count > maxCount:
maxCount = count
count = 0
for i in range(self.height):
for j in range((self.connect - 1)):
if self.board[i][j] == turn:
count += 1
if self.board[i][j+1] == turn:
count += 1
if self.board[i][j+2] == turn:
count += 1
if self.board[i][j+3] == turn:
count += 1
if count > maxCount:
maxCount = count
count = 0
for i in range(5,2,-1):
for j in range((self.connect - 1)):
if self.board[i][j] == turn:
count += 1
if self.board[i-1][j+1] == turn:
count += 1
if self.board[i-2][j+2] == turn:
count += 1
if self.board[i-3][j+3] == turn:
count += 1
if count > maxCount:
maxCount = count
count = 0
for i in range((self.connect - 1)):
for j in range(self.width - (self.connect - 1)):
if self.board[i][j] == turn:
count += 1
if self.board[i+1][j+1] == turn:
count += 1
if self.board[i+2][j+2] == turn:
count += 1
if self.board[i+3][j+3] == turn:
count += 1
if count > maxCount:
maxCount = count
count = 0
if count == 1:
return 1
if count == 2:
return 3
if count == 3:
return 6
if count == 4:
return 10
return count
game = game()
player1 = ' R '
player2 = ' B '
turn = player1
tie = False
winner = False
while not winner and not tie:
if turn == player2:
move = game.AImove(turn)
game.move(turn, move)
game.printBoard()
winner = game.winner(turn)
else:
move = game.askPlayer()
game.move(turn, move)
winner = game.winner(turn)
game.printBoard()
if turn == player1:
turn = player2
else:
turn = player1