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othello.py
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othello.py
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'''
Siyan
CS5001
Fall 2018
November 28, 2018
'''
import score, turtle, random
from board import Board
# Define all the possible directions in which a player's move can flip
# their adversary's tiles as constant (0 – the current row/column,
# +1 – the next row/column, -1 – the previous row/column)
MOVE_DIRS = [(-1, -1), (-1, 0), (-1, +1),
(0, -1), (0, +1),
(+1, -1), (+1, 0), (+1, +1)]
class Othello(Board):
''' Othello class.
Attributes: current_player, an integer 0 or 1 to represent two
different players (the user and the computer)
num_tiles, a list of integers for number of tiles each
player has
n, an integer for nxn board
all other attributes inherited from class Board
n (integer) is optional in the __init__ function
current_player, num_tiles and all other inherited attributes
are not taken in the __init__
Methods: initialize_board, make_move, flip_tiles, has_tile_to_flip,
has_legal_move, get_legal_moves, is_legal_move,
is_valid_coord, run, play, make_random_move,
report_result, __str__ , __eq__ and all other methods
inherited from class Board
'''
def __init__(self, n = 8):
'''
Initilizes the attributes.
Only takes one optional parameter; others have default values.
'''
Board.__init__(self, n)
self.current_player = 0
self.num_tiles = [2, 2]
def initialize_board(self):
''' Method: initialize_board
Parameters: self
Returns: nothing
Does: Draws the first 4 tiles in the middle of the board
(the size of the board must be at least 2x2).
'''
if self.n < 2:
return
coord1 = int(self.n / 2 - 1)
coord2 = int(self.n / 2)
initial_squares = [(coord1, coord2), (coord1, coord1),
(coord2, coord1), (coord2, coord2)]
for i in range(len(initial_squares)):
color = i % 2
row = initial_squares[i][0]
col = initial_squares[i][1]
self.board[row][col] = color + 1
self.draw_tile(initial_squares[i], color)
def make_move(self):
''' Method: make_move
Parameters: self
Returns: nothing
Does: Draws a tile for the player's next legal move on the
board and flips the adversary's tiles. Also, updates the
state of the board (1 for black tiles and 2 for white
tiles), and increases the number of tiles of the current
player by 1.
'''
if self.is_legal_move(self.move):
self.board[self.move[0]][self.move[1]] = self.current_player + 1
self.num_tiles[self.current_player] += 1
self.draw_tile(self.move, self.current_player)
self.flip_tiles()
def flip_tiles(self):
''' Method: flip_tiles
Parameters: self
Returns: nothing
Does: Flips the adversary's tiles for current move. Also,
updates the state of the board (1 for black tiles and
2 for white tiles), increases the number of tiles of
the current player by 1, and decreases the number of
tiles of the adversary by 1.
'''
curr_tile = self.current_player + 1
for direction in MOVE_DIRS:
if self.has_tile_to_flip(self.move, direction):
i = 1
while True:
row = self.move[0] + direction[0] * i
col = self.move[1] + direction[1] * i
if self.board[row][col] == curr_tile:
break
else:
self.board[row][col] = curr_tile
self.num_tiles[self.current_player] += 1
self.num_tiles[(self.current_player + 1) % 2] -= 1
self.draw_tile((row, col), self.current_player)
i += 1
def has_tile_to_flip(self, move, direction):
''' Method: has_tile_to_flip
Parameters: self, move (tuple), direction (tuple)
Returns: boolean
(True if there is any tile to flip, False otherwise)
Does: Checks whether the player has any adversary's tile to flip
with the move they make.
About input: move is the (row, col) coordinate of where the
player makes a move; direction is the direction in which the
adversary's tile is to be flipped (direction is any tuple
defined in MOVE_DIRS).
'''
i = 1
if self.current_player in (0, 1) and \
self.is_valid_coord(move[0], move[1]):
curr_tile = self.current_player + 1
while True:
row = move[0] + direction[0] * i
col = move[1] + direction[1] * i
if not self.is_valid_coord(row, col) or \
self.board[row][col] == 0:
return False
elif self.board[row][col] == curr_tile:
break
else:
i += 1
return i > 1
def has_legal_move(self):
''' Method: has_legal_move
Parameters: self
Returns: boolean
(True if the player has legal move, False otherwise)
Does: Checks whether the current player has any legal move
to make.
'''
for row in range(self.n):
for col in range(self.n):
move = (row, col)
if self.is_legal_move(move):
return True
return False
def get_legal_moves(self):
''' Method: get_legal_moves
Parameters: self
Returns: a list of legal moves that can be made
Does: Finds all the legal moves the current player can make.
Every move is a tuple of coordinates (row, col).
'''
moves = []
for row in range(self.n):
for col in range(self.n):
move = (row, col)
if self.is_legal_move(move):
moves.append(move)
return moves
def is_legal_move(self, move):
''' Method: is_legal_move
Parameters: self, move (tuple)
Returns: boolean (True if move is legal, False otherwise)
Does: Checks whether the player's move is legal.
About input: move is a tuple of coordinates (row, col).
'''
if move != () and self.is_valid_coord(move[0], move[1]) \
and self.board[move[0]][move[1]] == 0:
for direction in MOVE_DIRS:
if self.has_tile_to_flip(move, direction):
return True
return False
def is_valid_coord(self, row, col):
''' Method: is_valid_coord
Parameters: self, row (integer), col (integer)
Returns: boolean (True if row and col is valid, False otherwise)
Does: Checks whether the given coordinate (row, col) is valid.
A valid coordinate must be in the range of the board.
'''
if 0 <= row < self.n and 0 <= col < self.n:
return True
return False
def run(self):
''' Method: run
Parameters: self
Returns: nothing
Does: Starts the game, sets the user to be the first player,
and then alternate back and forth between the user and
the computer until the game is over.
'''
if self.current_player not in (0, 1):
print('Error: unknown player. Quit...')
return
self.current_player = 0
print('Your turn.')
turtle.onscreenclick(self.play)
turtle.mainloop()
def play(self, x, y):
''' Method: play
Parameters: self, x (float), y (float)
Returns: nothing
Does: Plays alternately between the user's turn and the computer's
turn. The user plays the first turn. For the user's turn,
gets the user's move by their click on the screen, and makes
the move if it is legal; otherwise, waits indefinitely for a
legal move to make. For the computer's turn, just makes a
random legal move. If one of the two players (user/computer)
does not have a legal move, switches to another player's
turn. When both of them have no more legal moves or the
board is full, reports the result, saves the user's score
and ends the game.
About the input: (x, y) are the coordinates of where
the user clicks.
'''
# Play the user's turn
if self.has_legal_move():
self.get_coord(x, y)
if self.is_legal_move(self.move):
turtle.onscreenclick(None)
self.make_move()
else:
return
# Play the computer's turn
while True:
self.current_player = 1
if self.has_legal_move():
print('Computer\'s turn.')
self.make_random_move()
self.current_player = 0
if self.has_legal_move():
break
else:
break
# Switch back to the user's turn
self.current_player = 0
# Check whether the game is over
if not self.has_legal_move() or sum(self.num_tiles) == self.n ** 2:
turtle.onscreenclick(None)
print('-----------')
self.report_result()
name = input('Enter your name for posterity\n')
if not score.update_scores(name, self.num_tiles[0]):
print('Your score has not been saved.')
print('Thanks for playing Othello!')
close = input('Close the game screen? Y/N\n')
if close == 'Y':
turtle.bye()
elif close != 'N':
print('Quit in 3s...')
turtle.ontimer(turtle.bye, 3000)
else:
print('Your turn.')
turtle.onscreenclick(self.play)
def make_random_move(self):
''' Method: make_random_move
Parameters: self
Returns: nothing
Does: Makes a random legal move on the board.
'''
moves = self.get_legal_moves()
if moves:
self.move = random.choice(moves)
self.make_move()
def report_result(self):
''' Method: report_result
Parameters: self
Returns: nothing
Does: Announces the winner and reports the final number of
tiles each play has.
'''
print('GAME OVER!!')
if self.num_tiles[0] > self.num_tiles[1]:
print('YOU WIN!!',
'You have %d tiles, but the computer only has %d!'
% (self.num_tiles[0], self.num_tiles[1]))
elif self.num_tiles[0] < self.num_tiles[1]:
print('YOU LOSE...',
'The computer has %d tiles, but you only have %d :('
% (self.num_tiles[1], self.num_tiles[0]))
else:
print("IT'S A TIE!! There are %d of each!" % self.num_tiles[0])
def __str__(self):
'''
Returns a printable version of the current status of the
game to print.
'''
player_str = 'Current player: ' + str(self.current_player + 1) + '\n'
num_tiles_str = '# of black tiles -- 1: ' + str(self.num_tiles[0]) + \
'\n' + '# of white tiles -- 2: ' + \
str(self.num_tiles[1]) + '\n'
board_str = Board.__str__(self)
printable_str = player_str + num_tiles_str + board_str
return printable_str
def __eq__(self, other):
'''
Compares two instances.
Returns True if they have both the same board attribute and
current player, False otherwise.
'''
return Board.__eq__(self, other) and self.current_player == \
other.current_player