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pentago (16.11.19).py
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pentago (16.11.19).py
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import numpy as np
def zerocount(board): # Count number of zeros (unoccupied positions) on the board
count0 = 0
for row in board:
for col in row:
if col == 0:
count0 += 1
return count0
def onecount(board): # Count number of one (P1 positions) on the board
count1 = 1
for row in board:
for col in row:
if col == 1:
count1 += 1
return count1
def twocount(board): # Count number of two (P2 pieces positions) on the board
count2 = 2
for row in board:
for col in row:
if col == 2:
count2 += 1
return count2
def check_turn(board, turn): # Takes nonzeros on the board and determines whose turn is next
current_turn = onecount(board) + twocount(board)
if turn == 1 or turn == 2:
if current_turn == 0:
if turn == 1:
return True
elif (current_turn % 2) - (turn % 2) == 0: # Odd nonzero number = player 1, Even nonzero turn = player 2
return True
else:
return False
def check_move(board,row,col): # PROJECT SKELETON FUNCTION (check_move(board,row,col))
if 0 <= row <= 5:
if 0 <= col <= 5:
if board[row][col] == 0:
return True
else:
return False
def rotation(board,rot): # Takes a board array and rotate it with the respective rotation ID
if rot == 1 or rot == 2: ### ROTATIONAL ID 1/2 ### referring to the top right quadrant
n_col,n_row,n_col_st = 6,0,3
count,n,nn = 0,0,1
rotid,q1 = [],[]
q1u = [list(board[n_row][n_col_st:n_col]),list(board[n_row+1][n_col_st:n_col]),list(board[n_row+2][n_col_st:n_col])]
for i in q1u:
q1.extend(i) # adds each list of each horizontal row of pieces into into list, q1
while count <= 8: # putting the coordinates of each piece on the board from left to right, top to bottom order in a list 'rotid'
if (n_col-nn) <= 1:
if (n_row+n) <= 2:
a = [nc+n,n_col-nn] #cooridinates of player's pieces
rotid.append(a)
n += 1
count += 1
continue
nn += 1
n = 0
elif (n_col-nn) <= 2:
if (n_row+n) <= 2:
b = [n_row+n,n_col-nn]
rotid.append(b)
n += 1
count += 1
continue
nn += 1
n = 0
else:
if (n_row+n) <= 2:
c = [n_row+n,n_col-nn]
rotid.append(c)
n += 1
count += 1
continue
nn += 1
n = 0
if rot % 2 != 0: # if odd int rot, clockwise rotation
q1index = 0
for i in rotid:
board[i[0]][i[1]] = q1[q1index]
q1index += 1
elif rot % 2 == 0: # if even int rot, anti-clockwise rotation
rotid.reverse() # anti-clockwise is reverse of clockwise
q1index = 0
for i in rotid:
board[i[0]][i[1]] = q1[q1index]
q1index += 1
elif rot == 3 or rot == 4: ### ROTATIONAL ID 3/4 ### refers to row and col of range(3,6)
n_col,n_row,n_col_st = 6,3,3
count,n,nn = 0,0,1
rotid,q1 = [],[]
q1u = [list(board[n_row][n_col_st:n_col]),list(board[n_row+1][n_col_st:n_col]),list(board[n_row+2][n_col_st:n_col])]
for i in q1u:
q1.extend(i) # putting the coordinates of each piece on the board from left to right, top to bottom order in a list 'rotid'
while count <= 8:
if (n_col-nn) <= 1:
if (n_row+n) <= 5:
a = [n__row+n,n_col-nn]
rotid.append(a)
n += 1
count += 1
continue
nn += 1
n = 0
elif (n_col-nn) <= 2:
if (n_row+n) <= 5:
b = [n_row+n,n_col-nn]
rotid.append(b)
n += 1
count += 1
continue
nn += 1
n = 0
else:
if (n_row+n) <= 5:
c = [n_row+n,n_col-nn]
rotid.append(c)
n += 1
count += 1
continue
nn += 1
n = 0
if rot % 2 != 0: # if rot is odd number, clockwise
q1index = 0
for i in rotid:
board[i[0]][i[1]] = q1[q1index]
q1index += 1
elif rot % 2 == 0: # if rot is even number, anti-clockwise
rotid.reverse() # anti-clockwise is reverse of clockwise
q1index = 0
for i in rotid:
board[i[0]][i[1]] = q1[q1index]
q1index += 1
elif rot == 5 or rot == 6: ### ROTATIONAL ID 5/6 ###
n_col,n_row,n_col_st = 3,3,0
count,n,nn = 0,0,1
rotid,q1 = [],[]
q1u = [list(board[n_row][n_col_st:n_col]),list(board[n_row+1][n_col_st:n_col]),list(board[n_row+2][n_col_st:n_col])]
for i in q1u:
q1.extend(i)
while count <= 8:
if (n_col-nn) <= 2:
if (n_row+n) <= 5: # rearrangement of coordinates to rotate using a specific pattern
a = [n_row+n,n_col-nn]
rotid.append(a)
n += 1
count += 1
continue
nn += 1
n = 0
elif (n_col-nn) <= 1:
if (n_row+n) <= 5: # rearrangement of coordinates to rotate using a specific pattern
b = [n_row+n,n_col-nn]
rotid.append(b)
n += 1
count += 1
continue
nn += 1
n = 0
else:
if (n_row+n) <= 5: # rearrangement of coordinates to rotate using a specific pattern
c = [n_row+n,n_col-nn]
rotid.append(c)
n += 1
count += 1
continue
nn += 1
n = 0
if rot % 2 != 0: # if odd int rot, rotate clockwise
q1index = 0
for i in rotid:
board[i[0]][i[1]] = q1[q1index]
q1index += 1
elif rot % 2 == 0: # if even int rot, rotate anti-clockwise
rotid.reverse() # anti-clockwise is reverse clockwise
q1index = 0
for i in rotid:
board[i[0]][i[1]] = q1[q1index]
q1index += 1
elif rot == 7 or rot == 8: ### ROTATIONAL ID 7/8 ###
n_col,n_row,n_col_st = 3,0,0
count,n,nn = 0,0,1
rotid,q1 = [],[]
q1u = [list(board[n_row][n_col_st:n_col]),list(board[n_row+1][n_col_st:n_col]),list(board[n_row+2][n_col_st:n_col])]
for i in q1u: # adds each list of each horizontal row of pieces into into list, q1
q1.extend(i) # putting the coordinates of each piece on the board from left to right, top to bottom order in a list 'rotid'
while count <= 8:
if (n_col-nn) <= 1:
if (n_row+n) <= 2: # rearrangement of coordinates to rotate using a specific pattern
a = [n_row+n,n_col-nn]
rotid.append(a)
n += 1
count += 1
continue
nn += 1
n = 0
elif (n_col-nn) <= 2:
if (n_row+n) <= 2: # rearrangement of coordinates to rotate using a specific pattern
b = [n_row+n,n_col-nn]
rotid.append(b)
n += 1
count += 1
continue
nn += 1
n = 0
else:
if (n_row+n) <= 2: # rearrangement of coordinates to rotate using a specific pattern
c = [n_row+n,n_col-nn]
rotid.append(c)
n += 1
count += 1
continue
nn += 1
n = 0
if rot % 2 != 0: # if odd int rot, rotate clockwise
q1index = 0
for i in rotid:
board[i[0]][i[1]] = q1[q1index]
q1index += 1
elif rot % 2 == 0: # if even int rot, rotate anti-clockwise
rotid.reverse() # anti-clockwise is reverse clockwise
q1index = 0
for i in rotid:
board[i[0]][i[1]] = q1[q1index]
q1index += 1
else:
return board # INVALID ROTATION ID!
def victory_board(board):
winposlist = [[],[],[],[],[],[]] # OVERALL FUNCTION LIST
win1count,win2count,count,out_return0,out_return1,out_return2,out_return3 = 0,0,0,0,0,0,0
ddid0,ddid1,ddid4,ddid5,decrid5,incrid0,ddcount,dcount= 0,1,4,5,5,0,0,0 # FOR DIAGDIAG & DIAG POSSIBILITIES
vcount,hcount,vrow,hcol,vlist,hlist = 0,0,0,0,[],[] # FOR VERTICAL & HORIZONTAL POSSIBILITIES
# DIAGONAL-DIAGONAL
while ddcount < 5:
winposlist[0].append(board[ddid0][ddid1])
winposlist[1].append(board[ddid1][ddid0])
winposlist[2].append(board[ddid4][ddid0])
winposlist[3].append(board[ddid5][ddid1])
ddid0 += 1
ddid1 += 1
ddid4 -= 1
ddid5 -= 1
ddcount += 1
# DIAGONAL
while dcount < 6:
winposlist[4].append(board[incrid0][incrid0])
winposlist[5].append(board[decrid5][incrid0])
incrid0 += 1
decrid5 -= 1
dcount += 1
#VERTICAL
while vcount < 36:
vlist.append(board[vrow][vcount//6])
vcount += 1
vrow += 1
if vrow == 6:
vrow = 0
winposlist.append(vlist)
vlist = []
# HORIZONTAL
while hcount < 36:
hlist.append(board[hcount//6][hcol])
hcount += 1
hcol += 1
if hcol == 6:
hcol = 0
winposlist.append(hlist)
hlist = []
############### WIN CHECKER ################
while count < len(winposlist): #Stacking up the '1's and '2's for a win/draw condition
win1count = 0
win2count = 0
for i in winposlist[count]:
if i == 1:
win1count += 1
if win1count >= 5: # win condition
out_return1 = 1
elif i != 1:
win1count = 0
for i in winposlist[count]:
if i == 2:
win2count += 1
if win2count >= 5: # win condition
out_return2 = 2
elif i != 2:
win2count = 0
count += 1
if np.count_nonzero(board) == 36:
if (out_return1 + out_return2) == 3:
return 3
elif (out_return1 + out_return2) == 1:
return 1
elif (out_return1 + out_return2) == 2:
return 2
else:
return 3
elif np.count_nonzero(board) < 36: #Returning outputs
if (out_return1 + out_return2) == 3:
return 3
elif (out_return1 + out_return2) == 1:
return 1
elif (out_return1 + out_return2) == 2:
return 2
else:
return 0
def check_victory(board,turn,rot): # PROJECT SKELETON FUNCTION (check_victory(board,turn,rot))
row = board.shape[0]
col = board.shape[1]
vboard = np.zeros((row,col))
for i in range(row):
for j in range(col):
vboard[i,j]=board[i,j]
if victory_board(vboard) == 1 or victory_board == 2:
return victory_board(vboard)
else:
rotation(vboard,rot)
return victory_board(vboard)
def apply_move(board,turn,row,col,rot): # PROJECT SKELETON FUNCTION (apply_move(board,turn,row,col,rot))
if check_turn(board,turn):
if check_move(board,row,col):
if 1 <= rot <= 8:
if turn == 1: # PLYAER 1 TURN
board[row][col] = 1
if victory_board(board) > 0:
##### WIN/DRAW #####
return board
rotation(board,rot)
if victory_board(board) == 0:
##### NO CONCLUSION HERE #####
pass
else:
##### WIN/DRAW #####
return board
elif turn == 2: # PLAYER 2 TURN
board[row][col] = 2
if victory_board(board) > 0:
##### WIN/DRAW #####
return board
rotation(board,rot)
if victory_board(board) == 0:
##### NO CONCLUSION HERE #####
pass
else:
##### WIN/DRAW #####
return board
else:
return board # INVALID ROTATION ID!
else:
return board # INVALID MOVE!
else:
return board # INVALID TURN!
return board
def computer_move(board,turn,level): # PROJECT SKELETON FUNCTION (computer_move(board,turn,level))
import random
ai_row,ai_col = 0,0
if level == 1:
ai_row = random.randint(0,5)
ai_col = random.randint(0,5)
while 1==1:
ai_row = random.randint(0,5)
ai_col = random.randint(0,5)
if check_move(board,ai_row,ai_col) == True:
break
ai_rot = random.randint(1,8)
return ai_row,ai_col,ai_rot
if level == 2:
op_turn,opp_win_pos,op_windicator,ai_row,ai_col,ai_rot,sai_rot = 0,0,0,0,0,8,8
row,col = board.shape[0],board.shape[1]
pvboard = np.zeros((row,col)) # empty test board container
oppvboard = np.zeros((row,col)) # empty 'prevent enemy wins' test board
# Finding opponent's turn #
if turn % 2 == 0:
op_turn = turn - 1
else:
op_turn = turn + 1
for i in range(row):
for j in range(col):
for rrow in range(row): # Creates a 'test' board from game board, pvboard, to test/simulate win conditions
for ccol in range(col): # Creating pvboard
pvboard[rrow,ccol] = board[rrow,ccol] # pvboard replicated from game board
# AI IMMEDIATE PIECE WIN (NO NEED BOTHER ROTATION) #
if check_move(pvboard,i,j):
pvboard[i][j] = turn
if victory_board(pvboard) == turn:
ai_row,ai_col = i,j
return ai_row,ai_col,ai_rot # RRRREEEETTTTUUUURRRRNNNN
# AI NO PIECE WIN BUT ROTATE WIN #
elif victory_board(pvboard) == 0:
for rot in range(1,sai_rot+1):
rotation(pvboard,rot)
if victory_board(pvboard) == turn:
ai_row,ai_col = i,j
return ai_row,ai_col,rot # RRRREEEETTTTUUUURRRRNNNN
rotation(pvboard,rot)
rotation(pvboard,rot)
rotation(pvboard,rot)
# ONCE THERE ARE NO DIRECT WIN POSSIBLITIES FOR AI #
# CHECK IF OPPONENT CAN DIRECT WIN #
for i in range(row):
for j in range(col):
for rrow in range(row):
for ccol in range(col):
pvboard[rrow,ccol] = board[rrow,ccol]
if check_move(pvboard,i,j):
pvboard[i][j] = op_turn
if victory_board(pvboard) == op_turn:
opp_win_pos = 1 # Opp can direct win next turn
break
elif victory_board(pvboard) == 0:
for rot in range(1,sai_rot+1):
rotation(pvboard,rot)
if victory_board(pvboard) == op_turn:
opp_win_pos = 1 # Opp can direct win next turn
break
rotation(pvboard,rot)
rotation(pvboard,rot)
rotation(pvboard,rot)
# CHECK FOR OPPONENT'S WIN POSSIBILITIES #
if opp_win_pos == 1:
for i in range(row):
for j in range(col):
for rrow in range(row):
for ccol in range(col):
pvboard[rrow,ccol] = board[rrow,ccol]
if check_move(pvboard,i,j):
pvboard[i][j] = turn
for rot in range(1,sai_rot+1):
rotation(pvboard,rot)
# SIMULATE ENEMY PIECE, ROTATE AND CHECK IF ANY WIN #
# Whatever piece and/or rotate that AI puts to prevent a win outcome will be CHOSEN! #
op_windicator = 0 # Stands for Opponent Win Indicator, 0 means cannot win anymore, 1 means can win
for opi in range(row):
for opj in range(col):
for rrow in range(row): # Creates another test board specifically to simulate all possible enemy moves
for ccol in range(col): # 'opponent victory board' in short
oppvboard[rrow,ccol] = pvboard[rrow,ccol] # oppvboard replicated from pvboard
if check_move(oppvboard,opi,opj):
oppvboard[opi][opj] = op_turn
if victory_board(oppvboard) == op_turn or victory_board(oppvboard) == 3: #check for opp win when put piece
op_windicator = 1
for oprot in range(1,sai_rot+1):
rotation(oppvboard,oprot)
if victory_board(oppvboard) == op_turn or victory_board(oppvboard) == 3: #check for opp win after rotation
op_windicator = 1
rotation(oppvboard,oprot)
rotation(oppvboard,oprot)
rotation(oppvboard,oprot)
if op_windicator == 0: # IF OPP CANNOT WIN AFTER AI APPLIES MOVE, AI will use that moveset (to prevent opp's direct win!)
ai_row,ai_col = i,j
return(ai_row,ai_col,rot) # RRRREEEETTTTUUUURRRRNNNN
# END OF OPPONENT MOVESET SIMULATION FOR CURRENT AI MOVESET #
rotation(pvboard,rot)
rotation(pvboard,rot)
rotation(pvboard,rot)
if op_windicator == 1: #if reallly no way for AI to prevent OPP win, GENERATE RANDOM MOVESET
ai_row = random.randint(0,5)
ai_col = random.randint(0,5)
while 1==1:
ai_row = random.randint(0,5)
ai_col = random.randint(0,5)
if check_move(board,ai_row,ai_col) == True:
break
ai_rot = random.randint(1,8)
return ai_row,ai_col,ai_rot # RRRREEEETTTTUUUURRRRNNNN
#if no near win or lose conditions for either side, randomly put pieces and random rotate on the board#
elif opp_win_pos == 0:
ai_row = random.randint(0,5)
ai_col = random.randint(0,5)
while 1==1:
ai_row = random.randint(0,5)
ai_col = random.randint(0,5)
if check_move(board,ai_row,ai_col) == True:
break
ai_rot = random.randint(1,8)
return ai_row,ai_col,ai_rot # RRRREEEETTTTUUUURRRRNNNN
def display_board(board): # PROJECT SKELETON FUNCTION (display_board(board))
import tkinter # Python GUI library
roww,coll = 0,0
pentago = tkinter.Tk() ########### START WINDOW LOOP ############
pentago.geometry('600x356') # Sets dimensions of window interface when opened
# LAMBDA allows tkinter button to execute command ONLY ON CLICK (basically a temporary function)
# Buttons will print their respective row, col and rotation on the console upon click
# .place() is used to manually position a button on the window interface
close_window = tkinter.Button(pentago, text='Next Player' , bg = 'gray', width = 10, height = 3, font=("Arial", 16), command=pentago.destroy).place(x=410, y=250)
# close_window is a button displays next player, closes the window to allow next window and proceeding codelines to run in menu()
getrow = tkinter.Button(pentago, text= ' CL1 , AT2 ', bg = 'yellow', command = lambda: print('clockwise rot 1, Anti-clockwise rot 2')).place(x=530, y=60)
getcol = tkinter.Button(pentago, text = ' CL3 , AT4 ', bg = 'yellow', command = lambda: print('clockwise rot 3, Anti-clockwise rot 4')).place(x=530, y=180)
getrot = tkinter.Button(pentago, text = ' CL7 , AT8 ', bg = 'yellow', command = lambda: print('clockwise rot 7, Anti-clockwise rot 8')).place(x=360, y=60)
getrot = tkinter.Button(pentago, text = ' CL5 , AT6 ', bg = 'yellow', command = lambda: print('clockwise rot 5, Anti-clockwise rot 6')).place(x=360, y=180)
for i in board: # Creating a series of buttons on the board named 'Pentag', which will be the visual representation
for j in i: # -of the board and for loop to loop through all board pieces
if j == 0: # Unoccupied position on board will be represented in white, with '%' used to assign row and col index
# and display on unoccupied position buttons.
# these buttons prints row and col on click
pentag = tkinter.Button(text = "%s,%s" % (roww//6, coll), fg = 'black', bg = 'white', width = 7, height = 3, command = lambda row=roww// 6, col=coll: print('Piece has row',row,'and col',col))
pentag.grid(row = roww//6, column = coll) # Grid function used to create a grid of 6x6 button set
elif j == 1: # player 1 position on board, DISPLAYED IN BLUE
pentag = tkinter.Button(fg = 'black', bg = 'blue', width = 7, height = 3)
pentag.grid(row = roww//6, column = coll)
elif j == 2: # player 2 position on board, DISPLAYED IN RED
pentag = tkinter.Button(fg = 'black', bg = 'red', width = 7, height = 3)
pentag.grid(row = roww//6, column = coll)
coll += 1
roww += 1
if coll == 6:
coll = 0
pentago.mainloop() ###### END WINDOW LOOP ######
def menu(): # # PROJECT SKELETON FUNCTION (menu())
import numpy as np
board = np.zeros((6,6))
while 1: # Entire function will run till a return condition ends the loop
whattodo = str(input("Welcome to Pentago!\nTo play Human(P1) vs Human(P2), enter 'hh'\nTo play Human(P1) vs A.I.(P2), enter 'ha'\nTo play A.I.(P1) vs Human(P2) enter 'ah'\nTo watch A.I.(P1) vs A.I.(P2) enter 'aa'\nTo exit game, enter 'e'\n"))
board = np.zeros((6,6))
# Interacts with user by asking for which game mode to play
##### Human vs Human #####
if whattodo == 'hh':
print("Welcome! To go back to menu, enter '9' when inputting row, col and rot!")
while 1:
try: # HUMAN PLAYER 1 MOVES
row,col,rot = int(input('Row?: ')),int(input('Col?: ')),int(input('Rotation?: '))
except:
continue
if row == 9: # by keying 9 for row,col,rot, allows plyer to return to menu
break
if col == 9:
break
if rot == 9:
break
apply_move(board,1,row,col,rot)
print('Player 1 moved')
display_board(board)
if victory_board(board) > 0: # If any win or draw conditions, THIS MODE WILL TERMINATE and return to menu
if victory_board(board) == 1:
print('Winner is player',1)
break
elif victory_board(board) == 2:
print('Winner is player',2)
break
elif victory_board(board) == 3:
print("It's a draw!")
break
try: # HUMAN PLAYER 2 MOVES
row,col,rot = int(input('Row?: ')),int(input('Col?: ')),int(input('Rotation?: '))
except:
continue
if row == 9: # by keying 9 for row,col,rot, allows plyer to return to menu
break
if col == 9:
break
if rot == 9:
break
apply_move(board,2,row,col,rot)
print('Player 2 moved')
display_board(board)
if victory_board(board) > 0: # If any win or draw conditions, THIS MODE WILL TERMINATE and return to menu
if victory_board(board) == 1:
print('Winner is player',1)
break
elif victory_board(board) == 2:
print('Winner is player',2)
break
elif victory_board(board) == 3:
print("It's a draw!")
##### Human vs A.I. #####
elif whattodo == 'ha':
while 1:
try:
level = int(input('AI level of P2? 1/2: '))
if level in [1,2]:
break # once level is within the parameters of 1 and 2, proceed to next while loop after break
except:
continue # any errors, repeat int(input())
ai_move = ()
print("Welcome! To go back to menu, enter '9' when inputting row, col and rot!")
while 1:
try: # HUMAN PLAYER 1 MOVES
row,col,rot = int(input('Row?: ')),int(input('Col?: ')),int(input('Rotation?: '))
except:
continue
if row == 9: # by keying 9 for row,col,rot, allows plyer to return to menu
break
if col == 9:
break
if rot == 9:
break
apply_move(board,1,row,col,rot)
print('Player 1 moved')
display_board(board)
if victory_board(board) > 0: # If any win or draw conditions, THIS MODE WILL TERMINATE and return to menu
if victory_board(board) == 1:
print('Winner is player',1)
break
elif victory_board(board) == 2:
print('Winner is A.I. player',2)
break
elif victory_board(board) == 3:
print("It's a draw!")
break
ai_move = computer_move(board,2,level) # AI PLAYER 2 MOVES
row,col,rot = ai_move[0],ai_move[1],ai_move[2]
apply_move(board,2,row,col,rot)
print('A.I. (player 2) moved')
display_board(board)
if victory_board(board) > 0: # If any win or draw conditions, THIS MODE WILL TERMINATE and return to menu
if victory_board(board) == 1:
print('Winner is player',1)
break
elif victory_board(board) == 2:
print('Winner is A.I. player',2)
break
elif victory_board(board) == 3:
print("It's a draw!")
break
###### A.I. vs Human ######
elif whattodo == 'ah':
while 1:
try:
level = int(input('AI level of P1? 1/2: '))
if level in [1,2]:
break # once level is within the parameters of 1 and 2, proceed to next while loop after break
except:
continue # any errors, repeat int(input())
ai_move = ()
print("Welcome! To go back to menu, enter '9' when inputting row, col and rot!")
while 1:
ai_move = computer_move(board,1,level) # AI PLAYER 1 MOVES
row,col,rot = ai_move[0],ai_move[1],ai_move[2]
apply_move(board,1,row,col,rot)
print('A.I. (player 1) moved')
display_board(board)
if victory_board(board) > 0: # If any win or draw conditions, THIS MODE WILL TERMINATE and return to menu
if victory_board(board) == 1:
print('Winner is A.I. player',1)
break
elif victory_board(board) == 2:
print('Winner is player',2)
break
elif victory_board(board) == 3:
print("It's a draw!")
break
try: # HUMAN PLAYER 2 MOVES
row,col,rot = int(input('Row?: ')),int(input('Col?: ')),int(input('Rotation?: '))
except:
continue
if row == 9: # by keying 9 for row,col,rot, allows plyer to return to menu
break
if col == 9:
break
if rot == 9:
break
apply_move(board,2,row,col,rot)
print('Player 2 moved')
display_board(board)
if victory_board(board) > 0: # If any win or draw conditions, THIS MODE WILL TERMINATE and return to menu
if victory_board(board) == 1:
print('Winner is A.I. player',1)
break
elif victory_board(board) == 2:
print('Winner is player',2)
break
elif victory_board(board) == 3:
print("It's a draw!")
break
##### A.I. VS A.I. SPECTATOR MODE! #####
elif whattodo == 'aa':
while 1:
try:
levela1 = int(input('AI level of P1? 1/2: '))
levela2 = int(input('AI level of P2? 1/2: '))
if levela1 in [1,2] and levela2 in [1,2]:
break # once both are within the parameters of 1 and 2, proceed to next while loop after break
except:
continue # any errors, repeat int(input())
rmenu_counter = 0
while 1:
ai_move = computer_move(board,1,levela1) # AI PLAYER 1 MOVES
row,col,rot = ai_move[0],ai_move[1],ai_move[2]
apply_move(board,1,row,col,rot)
print('A.I. (player 1) moved')
display_board(board)
if victory_board(board) == 1: # If any win or draw conditions, THIS MODE WILL TERMINATE and return to menu
print('Winner is A.I. player',1)
break
elif victory_board(board) == 2:
print('Winner is A.I. player',2)
break
elif victory_board(board) == 3:
print("It's a draw!")
break
ai_move = computer_move(board,1,levela2) # AI PLAYER 2 MOVES
row,col,rot = ai_move[0],ai_move[1],ai_move[2]
apply_move(board,2,row,col,rot)
print('A.I. (player 2) moved')
display_board(board)
if victory_board(board) == 1: # If any win or draw conditions, THIS MODE WILL TERMINATE and return to menu
print('Winner is A.I. player',1)
break
elif victory_board(board) == 2:
print('Winner is A.I. player',2)
break
elif victory_board(board) == 3:
print("It's a draw!")
break
rmenu_counter += 1 # ALLOWS VIEWER TO LEAVE ONCE EVERY 10 TURNS
if rmenu_counter % 5 == 0:
menuinput = str(input('Quit to menu? y/n: '))
if menuinput == 'y':
break
elif whattodo == 'e': # EXITS GAME, CLOSES MENU()
return
menu()