diff --git a/cli/cli_game.py b/cli/cli_game.py index c55a02e..57ff92b 100644 --- a/cli/cli_game.py +++ b/cli/cli_game.py @@ -2,13 +2,13 @@ from colours import Colours as C import random import json -# =========================== -# | Helper functions | -# =========================== +# Helper functions +# Clears the console by printing an ANSI sequence def clear(): print(end='\033[2J\033[1;1H',flush=True) +# Returns the coloured version of a tile from the raw 'R' or 'Y' def colourTile(tile): try: with open("settings.json", "r") as f: @@ -55,6 +55,7 @@ def colourTile(tile): return tile +# Prints the board in a clean, easily understandable manner. def printBoard(board): try: @@ -85,7 +86,8 @@ def printBoard(board): print(f"{top}\n{'\n'.join(rows)}\n{bottom}") -def getIntInput(prompt, board=None): +# Prompts you for a column until you enter a valid one +def getColInput(prompt, board=None): while True: inp = input(prompt) try: @@ -99,17 +101,24 @@ def getIntInput(prompt, board=None): printBoard(board) print("Only integers 1-7 allowed") +# Checks for a 4-in-a-row def checkWin(board, player): rows, cols = (6, 7) winCount = 4 + + # Horizontal for row in range(rows): for col in range(cols - winCount + 1): if all(board[col + i][row] == player for i in range(winCount)): return [(col + i, row) for i in range(winCount)] + + # Vertical for col in range(cols): for row in range(rows - winCount + 1): if all(board[col][row + i] == player for i in range(winCount)): return [(col, row + i) for i in range(winCount)] + + # Diagonal for col in range(cols - winCount + 1): for row in range(rows - winCount + 1): if all(board[col + i][row + i] == player for i in range(winCount)): @@ -119,12 +128,14 @@ def checkWin(board, player): if all(board[col + i][row - i] == player for i in range(winCount)): return [(col + i, row - i) for i in range(winCount)] +# Checks if the board is full def checkFull(board): if all('O' not in col for col in board): return True return False +# Checks if the game is a draw, win for red or win for yellow (for the CPU) def isTerminalNode(board): if checkWin(board, 'R'): return "WinX" @@ -135,6 +146,7 @@ def isTerminalNode(board): return False +# Evaluates a board position def evalWindow(window, player): opponent = 'Y' if player == 'R' else 'R' @@ -155,6 +167,7 @@ def evalWindow(window, player): return score +# Provides a score for each position, using the above evalWindow function def evalPositionForPlayer(board, player): score = 0 @@ -192,11 +205,14 @@ def evalPositionForPlayer(board, player): return score +# Returns the position evaluation +# Where a positive value means red is winning and a negative value means yellow is winning def evalPosition(board): red_score = evalPositionForPlayer(board, 'R') yellow_score = evalPositionForPlayer(board, 'Y') return red_score - yellow_score +# The minimax algorithm that the computer uses def minimax(board, depth, alpha, beta, maximisingPlayer): isTerminal = isTerminalNode(board) @@ -241,17 +257,17 @@ def minimax(board, depth, alpha, beta, maximisingPlayer): break return minEval -# =========================== -# | Player move providers | -# =========================== +# Player move providers + +# Gets the human inputs locally def local_move_provider(player, board): # return random.choice([i for i, col in enumerate(board) if 'O' in col]) - col = getIntInput(f"{colourTile(player)} where do you want to drop your tile? 1-7.\n>>> ", board) - 1 + col = getColInput(f"{colourTile(player)} where do you want to drop your tile? 1-7.\n>>> ", board) - 1 return col from multiprocessing import Pool -# --- New helper for multiprocessing --- +# Helper for multiprocessing def evaluate_move(args): move, board, player, depth, maximising = args newBoard = [col.copy() for col in board] @@ -260,6 +276,7 @@ def evaluate_move(args): score = minimax(newBoard, depth - 1, float('-inf'), float('inf'), not maximising) return move, score +# Gets the CPUs move def cpu_move_provider(player, board): allowedMoves = [i for i, col in enumerate(board) if 'O' in col] @@ -286,9 +303,7 @@ def cpu_move_provider(player, board): else: return min(results, key=lambda x: x[1])[0] -# =========================== -# | Main game loop | -# =========================== +# Main game loop def play_game(player1_get_move, player2_get_move): board = [['O'] * 6 for _ in range(7)] player = 'R' @@ -328,12 +343,12 @@ def play_game(player1_get_move, player2_get_move): player = 'Y' if player == 'R' else 'R' -# =========================== -# | Modes | -# =========================== +# Modes +# Player vs Player on the local machine def play_local_pvp(): play_game(local_move_provider, local_move_provider) +# Player vs Player LAN stubs def play_lan_server(): print("PvP LAN is in maintenance due to exploits.!") input("Press ENTER to return to menu...") @@ -344,8 +359,8 @@ def play_lan_client(): input("Press ENTER to return to menu...") return +# Player vs Computer def play_vs_computer(): - while True: inp = input("Do you want to play as red or yellow? ").lower() try: @@ -360,20 +375,17 @@ def play_vs_computer(): elif inp in ["y", "yellow"]: play_game(cpu_move_provider, local_move_provider) -# =========================== -# | Menu | -# =========================== - +# Settings menu def edit_settings(): settings_file = "settings.json" - # Default settings if no file exists + # Load the default settings if no settings.json exists default_settings = { - "display_mode": "coloured_text", # options: coloured_text, coloured_background, emojis - "cpu_search_depth": 5 # options: 1-9 + "display_mode": "coloured_text", + "cpu_search_depth": 5 } - # Load existing settings + # Try to load the settings from settings.json try: with open(settings_file, "r") as f: try: @@ -383,7 +395,7 @@ def edit_settings(): except: settings = default_settings.copy() - # Keep a copy for detecting unsaved changes + # Store a copy of the settings for detecting unsaved changes original_settings = settings.copy() def save_settings(): @@ -406,7 +418,7 @@ def edit_settings(): choice = input("Choose a setting to edit, or Save/Exit: ").strip().lower() if choice == "1": - # Display Mode submenu + # Display Mode menu while True: clear() print("=== Display Mode ===") @@ -431,7 +443,7 @@ def edit_settings(): input("Invalid choice. Press ENTER to try again...") elif choice == "2": - # CPU Search Depth submenu + # CPU Search Depth menu while True: clear() print("=== CPU Search Depth ===") @@ -469,6 +481,7 @@ def edit_settings(): else: input("Invalid choice. Press ENTER to try again...") +# Main menu loop while True: clear() print("How do you want to play?") diff --git a/gui/gui_game.py b/gui/gui_game.py index 19609c3..fe159d1 100644 --- a/gui/gui_game.py +++ b/gui/gui_game.py @@ -42,7 +42,7 @@ red_tile_hover = (220, 0, 0) yellow_tile = (255, 255, 0) yellow_tile_hover = (220, 220, 0) -# --- Backend board --- +# backend board copy board = [["." for _ in range(ROWS)] for _ in range(COLS)] # game state @@ -61,7 +61,7 @@ repeat_interval = 100 cpu = False -# --- Board logic --- +# board logic def create_board(): global board board = [["." for _ in range(ROWS)] for _ in range(COLS)] @@ -75,38 +75,43 @@ def drop_tile(board, col, piece): def check_win(board, piece): winCount = 4 - # Horizontal + + # horizontal for row in range(ROWS): for col in range(COLS - winCount + 1): if all(board[col + i][row] == piece for i in range(winCount)): return [(col + i, row) for i in range(winCount)] - # Vertical + + # vertical for col in range(COLS): for row in range(ROWS - winCount + 1): if all(board[col][row + i] == piece for i in range(winCount)): return [(col, row + i) for i in range(winCount)] - # Diagonal \ + + # diagonal for col in range(COLS - winCount + 1): for row in range(ROWS - winCount + 1): if all(board[col + i][row + i] == piece for i in range(winCount)): return [(col + i, row + i) for i in range(winCount)] - # Diagonal / for col in range(COLS - winCount + 1): for row in range(winCount - 1, ROWS): if all(board[col + i][row - i] == piece for i in range(winCount)): return [(col + i, row - i) for i in range(winCount)] + return None +# checks if the board is full def is_board_full(board): return all(board[c][0] != "." for c in range(COLS)) +# returns the lowest empty row in a column def lowest_empty_row(board, col): for r in reversed(range(ROWS)): if board[col][r] == ".": return r return None -# --- Sync backend board → buttons --- +# sync the backend board and the frontend buttons def sync_board_to_buttons(board, tiles): for c in range(COLS): for r in range(ROWS): @@ -121,7 +126,7 @@ def sync_board_to_buttons(board, tiles): tiles[c][r].colour = tile_colour tiles[c][r].hover_colour = tile_hover -# --- Tile + Button setup --- +# tile and button setup def create_tiles(): global tiles, GRID_ORIGIN_X, GRID_ORIGIN_Y tiles = [] @@ -150,7 +155,7 @@ def create_tiles(): col.append(tile) tiles.append(col) -# --- Gameplay --- +# gameplay def play_move(col_index, *_): global board_full, winner, player, last_tile, cpu @@ -184,7 +189,7 @@ def tile_hover_event(tile: Button): def column_is_full(c: int) -> bool: return all(board[c][r] != "." for r in range(ROWS)) -# --- Ghost + Cursor --- +# ghost and cursor def draw_ghost_piece(display): if not tiles or GRID_ORIGIN_X is None: return @@ -218,7 +223,7 @@ def draw_cursor(display): ] pygame.draw.polygon(display, color, points) -# --- Draw game --- +# draw the game def draw_game(display): sync_board_to_buttons(board, tiles) @@ -244,7 +249,7 @@ def draw_game(display): img = pygame.image.load(str(ROOT_PATH / "star.png")) tiles[last_tile[0]][last_tile[1]].img = img -# --- Menus --- +# menu button inits width, height = 280, 75 x = WINDOW_WIDTH / 2 - width / 2 y = WINDOW_HEIGHT / 2 - height / 2 @@ -281,6 +286,7 @@ game_over_text = Button(x, 50, width, height / 1.5, "text", bg_colour, (0, 0, 0), text_colour, None, font, 50, rounding=8) +# start game button function def start_game(mode): global board_full, winner, player, cursor_col, last_tile, cpu board_full = False @@ -293,12 +299,13 @@ def start_game(mode): cpu = (mode == "cpu") menu_manager.change_menu("game") +# settings menu button function def draw_settings(display): text_surface = font.render("No settings yet :(", True, text_colour) text_rect = text_surface.get_rect(center=(WINDOW_WIDTH / 2, WINDOW_HEIGHT / 2 - 100)) display.blit(text_surface, text_rect) -# --- Menu manager --- +# menu manager inits menu_manager = MenuManager(display, bg_colour) menu_manager.register_menu("start", @@ -321,7 +328,7 @@ menu_manager.register_menu("game", menu_manager.change_menu("start") -# --- Cursor move --- +# cursor movement logic def move_cursor(direction: str): global cursor_col if direction == "left": @@ -329,6 +336,7 @@ def move_cursor(direction: str): elif direction == "right": cursor_col = (cursor_col + 1) % COLS +# evaluate a board position def evalWindow(window, piece): opponent = "y" if piece == "r" else "r" player_count = window.count(piece) @@ -347,6 +355,7 @@ def evalWindow(window, piece): score -= 100 return score +# using the evalWindow function, give a score for the position def evalPositionForPlayer(board, piece): score = 0 # center column preference @@ -381,10 +390,11 @@ def evalPositionForPlayer(board, piece): return score +# return the position evaluation where a positive value means red is winning and a negative value means yellow is winning def evalPosition(board): return evalPositionForPlayer(board, "r") - evalPositionForPlayer(board, "y") -# --- CPU --- +# CPU move provider def cpu_move_provider(depth=4): allowed = [c for c in range(COLS) if board[c][0] == "."] if not allowed: @@ -441,7 +451,7 @@ def cpu_move_provider(depth=4): best_col = col return best_col -# --- Main loop --- +# the main loooooop if __name__ == "__main__": running = True while running: @@ -473,13 +483,13 @@ if __name__ == "__main__": menu_manager.handle_event(event) - # CPU turn + # the cpus turn if cpu and player == 'y': move = cpu_move_provider() if move is not None: play_move(move) - # Repeat key hold + # if holding down the cursor, repeatedly move it if key_held: key_held_time += dt if key_held_time > initial_delay: