commentsss
This commit is contained in:
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commit
6d2b0760e2
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@ -2,13 +2,13 @@ from colours import Colours as C
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import random
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import random
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import json
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import json
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# ===========================
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# | Helper functions |
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# ===========================
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# Helper functions
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# Clears the console by printing an ANSI sequence
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def clear():
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def clear():
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print(end='\033[2J\033[1;1H',flush=True)
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print(end='\033[2J\033[1;1H',flush=True)
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# Returns the coloured version of a tile from the raw 'R' or 'Y'
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def colourTile(tile):
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def colourTile(tile):
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try:
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try:
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with open("settings.json", "r") as f:
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with open("settings.json", "r") as f:
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@ -55,6 +55,7 @@ def colourTile(tile):
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return tile
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return tile
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# Prints the board in a clean, easily understandable manner.
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def printBoard(board):
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def printBoard(board):
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try:
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try:
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@ -85,7 +86,8 @@ def printBoard(board):
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print(f"{top}\n{'\n'.join(rows)}\n{bottom}")
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print(f"{top}\n{'\n'.join(rows)}\n{bottom}")
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def getIntInput(prompt, board=None):
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# Prompts you for a column until you enter a valid one
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def getColInput(prompt, board=None):
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while True:
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while True:
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inp = input(prompt)
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inp = input(prompt)
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try:
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try:
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@ -99,17 +101,24 @@ def getIntInput(prompt, board=None):
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printBoard(board)
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printBoard(board)
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print("Only integers 1-7 allowed")
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print("Only integers 1-7 allowed")
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# Checks for a 4-in-a-row
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def checkWin(board, player):
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def checkWin(board, player):
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rows, cols = (6, 7)
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rows, cols = (6, 7)
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winCount = 4
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winCount = 4
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# Horizontal
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for row in range(rows):
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for row in range(rows):
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for col in range(cols - winCount + 1):
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for col in range(cols - winCount + 1):
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if all(board[col + i][row] == player for i in range(winCount)):
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if all(board[col + i][row] == player for i in range(winCount)):
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return [(col + i, row) for i in range(winCount)]
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return [(col + i, row) for i in range(winCount)]
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# Vertical
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for col in range(cols):
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for col in range(cols):
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for row in range(rows - winCount + 1):
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for row in range(rows - winCount + 1):
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if all(board[col][row + i] == player for i in range(winCount)):
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if all(board[col][row + i] == player for i in range(winCount)):
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return [(col, row + i) for i in range(winCount)]
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return [(col, row + i) for i in range(winCount)]
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# Diagonal
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for col in range(cols - winCount + 1):
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for col in range(cols - winCount + 1):
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for row in range(rows - winCount + 1):
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for row in range(rows - winCount + 1):
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if all(board[col + i][row + i] == player for i in range(winCount)):
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if all(board[col + i][row + i] == player for i in range(winCount)):
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@ -119,12 +128,14 @@ def checkWin(board, player):
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if all(board[col + i][row - i] == player for i in range(winCount)):
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if all(board[col + i][row - i] == player for i in range(winCount)):
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return [(col + i, row - i) for i in range(winCount)]
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return [(col + i, row - i) for i in range(winCount)]
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# Checks if the board is full
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def checkFull(board):
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def checkFull(board):
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if all('O' not in col for col in board):
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if all('O' not in col for col in board):
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return True
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return True
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return False
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return False
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# Checks if the game is a draw, win for red or win for yellow (for the CPU)
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def isTerminalNode(board):
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def isTerminalNode(board):
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if checkWin(board, 'R'):
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if checkWin(board, 'R'):
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return "WinX"
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return "WinX"
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@ -135,6 +146,7 @@ def isTerminalNode(board):
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return False
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return False
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# Evaluates a board position
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def evalWindow(window, player):
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def evalWindow(window, player):
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opponent = 'Y' if player == 'R' else 'R'
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opponent = 'Y' if player == 'R' else 'R'
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@ -155,6 +167,7 @@ def evalWindow(window, player):
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return score
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return score
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# Provides a score for each position, using the above evalWindow function
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def evalPositionForPlayer(board, player):
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def evalPositionForPlayer(board, player):
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score = 0
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score = 0
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@ -192,11 +205,14 @@ def evalPositionForPlayer(board, player):
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return score
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return score
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# Returns the position evaluation
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# Where a positive value means red is winning and a negative value means yellow is winning
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def evalPosition(board):
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def evalPosition(board):
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red_score = evalPositionForPlayer(board, 'R')
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red_score = evalPositionForPlayer(board, 'R')
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yellow_score = evalPositionForPlayer(board, 'Y')
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yellow_score = evalPositionForPlayer(board, 'Y')
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return red_score - yellow_score
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return red_score - yellow_score
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# The minimax algorithm that the computer uses
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def minimax(board, depth, alpha, beta, maximisingPlayer):
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def minimax(board, depth, alpha, beta, maximisingPlayer):
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isTerminal = isTerminalNode(board)
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isTerminal = isTerminalNode(board)
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@ -241,17 +257,17 @@ def minimax(board, depth, alpha, beta, maximisingPlayer):
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break
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break
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return minEval
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return minEval
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# ===========================
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# Player move providers
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# | Player move providers |
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# ===========================
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# Gets the human inputs locally
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def local_move_provider(player, board):
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def local_move_provider(player, board):
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# return random.choice([i for i, col in enumerate(board) if 'O' in col])
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# return random.choice([i for i, col in enumerate(board) if 'O' in col])
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col = getIntInput(f"{colourTile(player)} where do you want to drop your tile? 1-7.\n>>> ", board) - 1
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col = getColInput(f"{colourTile(player)} where do you want to drop your tile? 1-7.\n>>> ", board) - 1
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return col
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return col
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from multiprocessing import Pool
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from multiprocessing import Pool
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# --- New helper for multiprocessing ---
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# Helper for multiprocessing
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def evaluate_move(args):
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def evaluate_move(args):
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move, board, player, depth, maximising = args
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move, board, player, depth, maximising = args
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newBoard = [col.copy() for col in board]
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newBoard = [col.copy() for col in board]
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@ -260,6 +276,7 @@ def evaluate_move(args):
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score = minimax(newBoard, depth - 1, float('-inf'), float('inf'), not maximising)
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score = minimax(newBoard, depth - 1, float('-inf'), float('inf'), not maximising)
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return move, score
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return move, score
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# Gets the CPUs move
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def cpu_move_provider(player, board):
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def cpu_move_provider(player, board):
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allowedMoves = [i for i, col in enumerate(board) if 'O' in col]
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allowedMoves = [i for i, col in enumerate(board) if 'O' in col]
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@ -286,9 +303,7 @@ def cpu_move_provider(player, board):
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else:
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else:
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return min(results, key=lambda x: x[1])[0]
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return min(results, key=lambda x: x[1])[0]
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# ===========================
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# Main game loop
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# | Main game loop |
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# ===========================
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def play_game(player1_get_move, player2_get_move):
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def play_game(player1_get_move, player2_get_move):
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board = [['O'] * 6 for _ in range(7)]
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board = [['O'] * 6 for _ in range(7)]
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player = 'R'
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player = 'R'
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@ -328,12 +343,12 @@ def play_game(player1_get_move, player2_get_move):
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player = 'Y' if player == 'R' else 'R'
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player = 'Y' if player == 'R' else 'R'
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# ===========================
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# Modes
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# | Modes |
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# Player vs Player on the local machine
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# ===========================
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def play_local_pvp():
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def play_local_pvp():
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play_game(local_move_provider, local_move_provider)
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play_game(local_move_provider, local_move_provider)
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# Player vs Player LAN stubs
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def play_lan_server():
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def play_lan_server():
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print("PvP LAN is in maintenance due to exploits.!")
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print("PvP LAN is in maintenance due to exploits.!")
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input("Press ENTER to return to menu...")
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input("Press ENTER to return to menu...")
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@ -344,8 +359,8 @@ def play_lan_client():
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input("Press ENTER to return to menu...")
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input("Press ENTER to return to menu...")
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return
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return
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# Player vs Computer
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def play_vs_computer():
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def play_vs_computer():
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while True:
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while True:
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inp = input("Do you want to play as red or yellow? ").lower()
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inp = input("Do you want to play as red or yellow? ").lower()
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try:
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try:
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elif inp in ["y", "yellow"]:
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elif inp in ["y", "yellow"]:
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play_game(cpu_move_provider, local_move_provider)
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play_game(cpu_move_provider, local_move_provider)
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# ===========================
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# Settings menu
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# | Menu |
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# ===========================
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def edit_settings():
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def edit_settings():
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settings_file = "settings.json"
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settings_file = "settings.json"
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# Default settings if no file exists
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# Load the default settings if no settings.json exists
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default_settings = {
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default_settings = {
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"display_mode": "coloured_text", # options: coloured_text, coloured_background, emojis
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"display_mode": "coloured_text",
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"cpu_search_depth": 5 # options: 1-9
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"cpu_search_depth": 5
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}
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}
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# Load existing settings
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# Try to load the settings from settings.json
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try:
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try:
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with open(settings_file, "r") as f:
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with open(settings_file, "r") as f:
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try:
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try:
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@ -383,7 +395,7 @@ def edit_settings():
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except:
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except:
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settings = default_settings.copy()
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settings = default_settings.copy()
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# Keep a copy for detecting unsaved changes
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# Store a copy of the settings for detecting unsaved changes
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original_settings = settings.copy()
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original_settings = settings.copy()
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def save_settings():
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def save_settings():
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@ -406,7 +418,7 @@ def edit_settings():
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choice = input("Choose a setting to edit, or Save/Exit: ").strip().lower()
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choice = input("Choose a setting to edit, or Save/Exit: ").strip().lower()
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if choice == "1":
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if choice == "1":
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# Display Mode submenu
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# Display Mode menu
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while True:
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while True:
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clear()
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clear()
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print("=== Display Mode ===")
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print("=== Display Mode ===")
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input("Invalid choice. Press ENTER to try again...")
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input("Invalid choice. Press ENTER to try again...")
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elif choice == "2":
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elif choice == "2":
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# CPU Search Depth submenu
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# CPU Search Depth menu
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while True:
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while True:
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clear()
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clear()
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print("=== CPU Search Depth ===")
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print("=== CPU Search Depth ===")
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else:
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else:
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input("Invalid choice. Press ENTER to try again...")
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input("Invalid choice. Press ENTER to try again...")
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# Main menu loop
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while True:
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while True:
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clear()
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clear()
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print("How do you want to play?")
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print("How do you want to play?")
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yellow_tile = (255, 255, 0)
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yellow_tile = (255, 255, 0)
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yellow_tile_hover = (220, 220, 0)
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yellow_tile_hover = (220, 220, 0)
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# --- Backend board ---
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# backend board copy
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board = [["." for _ in range(ROWS)] for _ in range(COLS)]
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board = [["." for _ in range(ROWS)] for _ in range(COLS)]
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# game state
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# game state
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cpu = False
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cpu = False
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# --- Board logic ---
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# board logic
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def create_board():
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def create_board():
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global board
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global board
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board = [["." for _ in range(ROWS)] for _ in range(COLS)]
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board = [["." for _ in range(ROWS)] for _ in range(COLS)]
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def check_win(board, piece):
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def check_win(board, piece):
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winCount = 4
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winCount = 4
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# Horizontal
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# horizontal
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for row in range(ROWS):
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for row in range(ROWS):
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for col in range(COLS - winCount + 1):
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for col in range(COLS - winCount + 1):
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if all(board[col + i][row] == piece for i in range(winCount)):
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if all(board[col + i][row] == piece for i in range(winCount)):
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return [(col + i, row) for i in range(winCount)]
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return [(col + i, row) for i in range(winCount)]
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# Vertical
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# vertical
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for col in range(COLS):
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for col in range(COLS):
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for row in range(ROWS - winCount + 1):
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for row in range(ROWS - winCount + 1):
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if all(board[col][row + i] == piece for i in range(winCount)):
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if all(board[col][row + i] == piece for i in range(winCount)):
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return [(col, row + i) for i in range(winCount)]
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return [(col, row + i) for i in range(winCount)]
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# Diagonal \
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# diagonal
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for col in range(COLS - winCount + 1):
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for col in range(COLS - winCount + 1):
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for row in range(ROWS - winCount + 1):
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for row in range(ROWS - winCount + 1):
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if all(board[col + i][row + i] == piece for i in range(winCount)):
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if all(board[col + i][row + i] == piece for i in range(winCount)):
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return [(col + i, row + i) for i in range(winCount)]
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return [(col + i, row + i) for i in range(winCount)]
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# Diagonal /
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for col in range(COLS - winCount + 1):
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for col in range(COLS - winCount + 1):
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for row in range(winCount - 1, ROWS):
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for row in range(winCount - 1, ROWS):
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if all(board[col + i][row - i] == piece for i in range(winCount)):
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if all(board[col + i][row - i] == piece for i in range(winCount)):
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return [(col + i, row - i) for i in range(winCount)]
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return [(col + i, row - i) for i in range(winCount)]
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return None
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return None
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# checks if the board is full
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def is_board_full(board):
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def is_board_full(board):
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return all(board[c][0] != "." for c in range(COLS))
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return all(board[c][0] != "." for c in range(COLS))
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# returns the lowest empty row in a column
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def lowest_empty_row(board, col):
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def lowest_empty_row(board, col):
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for r in reversed(range(ROWS)):
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for r in reversed(range(ROWS)):
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if board[col][r] == ".":
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if board[col][r] == ".":
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return r
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return r
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return None
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return None
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# --- Sync backend board → buttons ---
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# sync the backend board and the frontend buttons
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def sync_board_to_buttons(board, tiles):
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def sync_board_to_buttons(board, tiles):
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for c in range(COLS):
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for c in range(COLS):
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for r in range(ROWS):
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for r in range(ROWS):
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@ -121,7 +126,7 @@ def sync_board_to_buttons(board, tiles):
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tiles[c][r].colour = tile_colour
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tiles[c][r].colour = tile_colour
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tiles[c][r].hover_colour = tile_hover
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tiles[c][r].hover_colour = tile_hover
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# --- Tile + Button setup ---
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# tile and button setup
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def create_tiles():
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def create_tiles():
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global tiles, GRID_ORIGIN_X, GRID_ORIGIN_Y
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global tiles, GRID_ORIGIN_X, GRID_ORIGIN_Y
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tiles = []
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tiles = []
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@ -150,7 +155,7 @@ def create_tiles():
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col.append(tile)
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col.append(tile)
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tiles.append(col)
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tiles.append(col)
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# --- Gameplay ---
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# gameplay
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def play_move(col_index, *_):
|
def play_move(col_index, *_):
|
||||||
global board_full, winner, player, last_tile, cpu
|
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:
|
def column_is_full(c: int) -> bool:
|
||||||
return all(board[c][r] != "." for r in range(ROWS))
|
return all(board[c][r] != "." for r in range(ROWS))
|
||||||
|
|
||||||
# --- Ghost + Cursor ---
|
# ghost and cursor
|
||||||
def draw_ghost_piece(display):
|
def draw_ghost_piece(display):
|
||||||
if not tiles or GRID_ORIGIN_X is None:
|
if not tiles or GRID_ORIGIN_X is None:
|
||||||
return
|
return
|
||||||
|
|
@ -218,7 +223,7 @@ def draw_cursor(display):
|
||||||
]
|
]
|
||||||
pygame.draw.polygon(display, color, points)
|
pygame.draw.polygon(display, color, points)
|
||||||
|
|
||||||
# --- Draw game ---
|
# draw the game
|
||||||
def draw_game(display):
|
def draw_game(display):
|
||||||
sync_board_to_buttons(board, tiles)
|
sync_board_to_buttons(board, tiles)
|
||||||
|
|
||||||
|
|
@ -244,7 +249,7 @@ def draw_game(display):
|
||||||
img = pygame.image.load(str(ROOT_PATH / "star.png"))
|
img = pygame.image.load(str(ROOT_PATH / "star.png"))
|
||||||
tiles[last_tile[0]][last_tile[1]].img = img
|
tiles[last_tile[0]][last_tile[1]].img = img
|
||||||
|
|
||||||
# --- Menus ---
|
# menu button inits
|
||||||
width, height = 280, 75
|
width, height = 280, 75
|
||||||
x = WINDOW_WIDTH / 2 - width / 2
|
x = WINDOW_WIDTH / 2 - width / 2
|
||||||
y = WINDOW_HEIGHT / 2 - height / 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,
|
bg_colour, (0, 0, 0), text_colour,
|
||||||
None, font, 50, rounding=8)
|
None, font, 50, rounding=8)
|
||||||
|
|
||||||
|
# start game button function
|
||||||
def start_game(mode):
|
def start_game(mode):
|
||||||
global board_full, winner, player, cursor_col, last_tile, cpu
|
global board_full, winner, player, cursor_col, last_tile, cpu
|
||||||
board_full = False
|
board_full = False
|
||||||
|
|
@ -293,12 +299,13 @@ def start_game(mode):
|
||||||
cpu = (mode == "cpu")
|
cpu = (mode == "cpu")
|
||||||
menu_manager.change_menu("game")
|
menu_manager.change_menu("game")
|
||||||
|
|
||||||
|
# settings menu button function
|
||||||
def draw_settings(display):
|
def draw_settings(display):
|
||||||
text_surface = font.render("No settings yet :(", True, text_colour)
|
text_surface = font.render("No settings yet :(", True, text_colour)
|
||||||
text_rect = text_surface.get_rect(center=(WINDOW_WIDTH / 2, WINDOW_HEIGHT / 2 - 100))
|
text_rect = text_surface.get_rect(center=(WINDOW_WIDTH / 2, WINDOW_HEIGHT / 2 - 100))
|
||||||
display.blit(text_surface, text_rect)
|
display.blit(text_surface, text_rect)
|
||||||
|
|
||||||
# --- Menu manager ---
|
# menu manager inits
|
||||||
menu_manager = MenuManager(display, bg_colour)
|
menu_manager = MenuManager(display, bg_colour)
|
||||||
|
|
||||||
menu_manager.register_menu("start",
|
menu_manager.register_menu("start",
|
||||||
|
|
@ -321,7 +328,7 @@ menu_manager.register_menu("game",
|
||||||
|
|
||||||
menu_manager.change_menu("start")
|
menu_manager.change_menu("start")
|
||||||
|
|
||||||
# --- Cursor move ---
|
# cursor movement logic
|
||||||
def move_cursor(direction: str):
|
def move_cursor(direction: str):
|
||||||
global cursor_col
|
global cursor_col
|
||||||
if direction == "left":
|
if direction == "left":
|
||||||
|
|
@ -329,6 +336,7 @@ def move_cursor(direction: str):
|
||||||
elif direction == "right":
|
elif direction == "right":
|
||||||
cursor_col = (cursor_col + 1) % COLS
|
cursor_col = (cursor_col + 1) % COLS
|
||||||
|
|
||||||
|
# evaluate a board position
|
||||||
def evalWindow(window, piece):
|
def evalWindow(window, piece):
|
||||||
opponent = "y" if piece == "r" else "r"
|
opponent = "y" if piece == "r" else "r"
|
||||||
player_count = window.count(piece)
|
player_count = window.count(piece)
|
||||||
|
|
@ -347,6 +355,7 @@ def evalWindow(window, piece):
|
||||||
score -= 100
|
score -= 100
|
||||||
return score
|
return score
|
||||||
|
|
||||||
|
# using the evalWindow function, give a score for the position
|
||||||
def evalPositionForPlayer(board, piece):
|
def evalPositionForPlayer(board, piece):
|
||||||
score = 0
|
score = 0
|
||||||
# center column preference
|
# center column preference
|
||||||
|
|
@ -381,10 +390,11 @@ def evalPositionForPlayer(board, piece):
|
||||||
|
|
||||||
return score
|
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):
|
def evalPosition(board):
|
||||||
return evalPositionForPlayer(board, "r") - evalPositionForPlayer(board, "y")
|
return evalPositionForPlayer(board, "r") - evalPositionForPlayer(board, "y")
|
||||||
|
|
||||||
# --- CPU ---
|
# CPU move provider
|
||||||
def cpu_move_provider(depth=4):
|
def cpu_move_provider(depth=4):
|
||||||
allowed = [c for c in range(COLS) if board[c][0] == "."]
|
allowed = [c for c in range(COLS) if board[c][0] == "."]
|
||||||
if not allowed:
|
if not allowed:
|
||||||
|
|
@ -441,7 +451,7 @@ def cpu_move_provider(depth=4):
|
||||||
best_col = col
|
best_col = col
|
||||||
return best_col
|
return best_col
|
||||||
|
|
||||||
# --- Main loop ---
|
# the main loooooop
|
||||||
if __name__ == "__main__":
|
if __name__ == "__main__":
|
||||||
running = True
|
running = True
|
||||||
while running:
|
while running:
|
||||||
|
|
@ -473,13 +483,13 @@ if __name__ == "__main__":
|
||||||
|
|
||||||
menu_manager.handle_event(event)
|
menu_manager.handle_event(event)
|
||||||
|
|
||||||
# CPU turn
|
# the cpus turn
|
||||||
if cpu and player == 'y':
|
if cpu and player == 'y':
|
||||||
move = cpu_move_provider()
|
move = cpu_move_provider()
|
||||||
if move is not None:
|
if move is not None:
|
||||||
play_move(move)
|
play_move(move)
|
||||||
|
|
||||||
# Repeat key hold
|
# if holding down the cursor, repeatedly move it
|
||||||
if key_held:
|
if key_held:
|
||||||
key_held_time += dt
|
key_held_time += dt
|
||||||
if key_held_time > initial_delay:
|
if key_held_time > initial_delay:
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue
Block a user