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catan_session.py
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from catan_units.catan_hex import *
from catan_units.catan_player import *
from catan_units.game_parameters import *
from catan_units.catan_ai import CatanAI
import random
import logging
def setup_logger(name, log_file, level=logging.INFO):
"""To setup as many loggers as you want"""
handler = logging.FileHandler(log_file, mode='w')
handler.setFormatter(logging.Formatter('action: %(message)s'))
logger = logging.getLogger(name)
logger.setLevel(level)
logger.addHandler(handler)
return logger
first_actions = ['settlement', 'road']
second_actions = ['settlement', 'collect_resource', 'road']
turn_actions = ['dice', 'resolve_dice', 'trade', 'build']
class CatanSession:
def __init__(self, players, board_type=4, board=None, actionlogfile='action_log.txt'):
self.board_type = board_type
if board is not None:
self.board = board
else:
self.board = CatanHexBoard(board_type)
harbor_list = [x[0] for x in [((1, 2), (1, 1)), ((2, 1), (3, 2)), ((4, 3), (5, 4)),
((6, 6), (6, 7)), ((5, 9), (4, 10)), ((3, 11), (2, 12)),
((1, 12), (1, 11)), ((1, 9), (1, 8)), ((1, 5), (1, 4))]]
self.players = {player: self.generate_player(personality, player, color, ai, scalings) for player, color, ai, personality, scalings
in players}
self.development_pool = development_cards.copy()
self.game_over = False
self.game_state_generator = self.game_states()
self.game_state = []
self.board.assign_resources()
self.board.assign_numbers()
self.harbors = [corner.harbor for corner in self.board.corner_list if corner.coor in harbor_list]
self.resources = [hex.resource for hex in self.board.hex_list]
self.numbers = [hex.number for hex in self.board.hex_list]
self.dice = 0
self.pending_process = []
self.plenty = False
self.monopoly = False
self.road = False
if self.log:
self.action_logger = setup_logger(actionlogfile, actionlogfile)
def generate_player(self, personality, player, color, ai, scalings):
if ai:
return CatanAI(player, color, personality=personality, scalings=scalings)
else:
return CatanPlayer(player, color)
def instruction(self, instruction):
'''
for logging actions taken in a simulation game
'''
if self.log:
self.action_logger.info(instruction)
'''
This commented section is for future plan of logging game state data as DataFrame instead of text,
and for future inclusion of Back function on the app.
'''
# def make_state_data(self):
# corners = reduce(list.__add__, [[corner.settlement, corner.city] for corner in self.board.corner_list])
# edges = [edge.road for edge in self.board.edge_list]
# hexes = [[int(hex.robber) for hex in self.board.hex_list].index(1)]
# player_list = list(self.players.keys())
# player_index = player_list.index(self.name)
#
# def record_state(self):
# pass
def game_states(self):
'''
generator to generate game states
'''
for player in self.players.keys():
for action in first_actions:
yield ('setup_1', player, action)
for player in reversed(self.players.keys()):
for action in second_actions:
yield ('setup_2', player, action)
turn = 1
while not self.game_over:
for player in self.players.keys():
for action in turn_actions:
yield (f'turn_{turn}', player, action)
turn += 1
def compile_eligible_development(self, player=None):
return self.development_pool
def compile_ineligible_settlement(self):
ineligible = []
for j, row in self.board.corners.items():
for i, corner in row.items():
if self.board.corners[j][i].settlement is not None or self.board.corners[j][i].city is not None:
ineligible.append((i, j))
ineligible.append((i, j - 1))
ineligible.append((i, j + 1))
if self.board.corners[j][i].type == 'top':
if j in range(1, self.board.d_length * 2 + 1):
ineligible.append((i + 1, j + 1))
else:
ineligible.append((i - 1, j + 1))
else:
if j in range(1, self.board.d_length * 2 + 1):
ineligible.append((i - 1, j - 1))
else:
ineligible.append((i + 1, j - 1))
return ineligible
def compile_eligible_settlement(self, player):
if player.tokens['settlement'] == 0:
return []
eligible = []
for edge in self.board.edge_list:
eligible += [corner.coor for corner in edge.corners.values() if edge.road == player.name]
return [coor for coor in eligible if coor not in self.compile_ineligible_settlement()]
def compile_eligible_city(self, player):
if player.tokens['city'] == 0:
return []
eligible = []
for corner in self.board.corner_list:
if corner.settlement == player.name:
eligible += [corner.coor]
return eligible
def compile_eligible_road(self, player):
if player.tokens['road'] == 0:
return []
eligible = []
for corner in self.board.corner_list:
if corner.settlement == player.name or corner.city == player.name:
eligible += [edge.coor for edge in corner.edges.values() if edge is not None]
for edge in self.board.edge_list:
if edge.road == player.name:
eligible += reduce(list.__add__,
[[edge2.coor for edge2 in corner.edges.values() if edge2 is not None] for corner in
edge.corners.values() if corner is not None and ((
corner.settlement is None and corner.city is None) or corner.settlement == player or corner.city == player)])
return list(set(filter(lambda x: self.board.edges[x[1]][x[0]].road is None, eligible)))
def compile_eligible_road_initial(self, player):
return [edge.coor for edge in self.board.corners[player.last_action[1]][player.last_action[0]].edges.values() if
edge is not None and edge.road is None]
def compile_eligible_settlement_initial(self):
return [corner.coor for corner in self.board.corner_list if
corner.coor not in self.compile_ineligible_settlement()]
def player_trade(self, current_player, options=None):
def perform_trade(player, trade_away, trade_for):
self.players[current_player].resource[trade_away] -= 1
self.players[player].resource[trade_away] += 1
self.players[current_player].resource[trade_for] += 1
self.players[player].resource[trade_for] -= 1
if options is None:
if self.player_trade_var.get() == '':
print('no player trade option chosen')
return None
else:
player, trade = tuple(self.player_trade_var.get().split(': '))
trade_away, trade_for = tuple(trade.split(' for '))
perform_trade(player, trade_away, trade_for)
self.instruction(f"{current_player} exchanged {trade_away} for {player}'s {trade_for}")
else:
for player, trade_away, trade_for in options:
perform_trade(player, trade_away, trade_for)
self.instruction(f"{current_player} exchanged {trade_away} for {player}'s {trade_for}")
new_options = []
for player in self.players.keys():
if player != current_player and isinstance(self.players[player], CatanAI):
new_options += self.players[player].sub_ais['player_trade_ai'](self, self.players[player],
self.players[current_player])
self.trade_list = new_options
def bank_trade(self, player, trade_away=None, trade_for=None):
if trade_away is None and trade_for is None:
if self.trade_away_var.get() == '' or self.trade_for_var.get() == '':
print('trade option empty')
self.instruction_label.config(text=f'trade option empty')
return False
trade_away = self.trade_away_var.get()
trade_for = self.trade_for_var.get()
if self.players[player].resource[trade_away] < self.players[player].trade_rates[trade_away]:
self.instruction(f'not enough {trade_away} for trade')
return False
else:
self.players[player].resource[trade_away] -= self.players[player].trade_rates[trade_away]
self.players[player].resource[trade_for] += 1
self.instruction(
f'{player} exchanged {self.players[player].trade_rates[trade_away]} {trade_away} for 1 {trade_for}')
return True
def use_plenty(self, player):
temp = self.players[player].sub_ais['plenty_ai'](self, self.players[player])
# print(temp)
try:
resource1, resource2 = temp
except:
resource1 = random.choice(resource_types)
resource2 = random.choice(resource_types)
self.players[player].resource[resource1] += 1
self.instruction(f'{player} chose {resource1} for plenty')
# resource = self.players[player].sub_ais['plenty_ai']
self.players[player].resource[resource2] += 1
self.instruction(f'{player} chose {resource2} for plenty')
self.plenty = False
def use_monopoly(self, current_player):
resource = self.players[current_player].sub_ais['monopoly_ai'](self, self.players[current_player])
take_text = []
for player in self.players.keys():
if player != current_player:
resource_count = self.players[player].resource[resource]
if resource_count > 0:
self.players[player].resource[resource] = 0
self.players[current_player].resource[resource] += resource_count
take_text += [f'{current_player} takes {resource_count} {resource} from {player}']
self.instruction(',\n'.join(take_text))
self.monopoly = False
def use_road(self, player):
'''
this dummy function is required so its override in CatanApp can update UI on development card data
'''
pass
def check_largest_army(self, player):
if self.players[player].army > 2 and not self.players[player].largest_army:
for p in self.players.values():
if p.name != player and p.largest_army:
if self.players[player].army > p.army:
p.largest_army = False
self.players[player].largest_army = True
self.players[player].points += 2
self.players[p].points -= 2
return None
# no one has largest army
self.players[player].largest_army = True
self.players[player].points += 2
def check_longest_road(self, current_player, last, coor):
# current_player = self.players[current_player]
def not_blocked(corner):
if corner.settlement is None:
return corner.city is None or corner.city == current_player
else:
return corner.settlement == current_player
if last == 'road':
edge_type = self.board.edges[coor[1]][coor[0]].type
tops={}
bottoms={}
for k, v in self.board.edges[coor[1]][coor[0]].edges.items():
if 'top' in k and v is not None and v.road==current_player and not_blocked(v.corners['bottom']):
tops[k] = v
elif 'bottom' in k and v is not None and v.road==current_player and not_blocked(v.corners['top']):
bottoms[k] = v
from_top, from_bottom = 0, 0
self.board.edges[coor[1]][coor[0]].road = None #temporary, need to set it back
if len(tops.keys()) > 0:
if edge_type == '/':
try:
from_top = tops['top_left'].corners['bottom'].longest_road(current_player)
except:
from_top = tops['top_right'].corners['top'].longest_road(current_player)
elif edge_type == '\\':
try:
from_top = tops['top_left'].corners['top'].longest_road(current_player)
except:
from_top = tops['top_right'].corners['bottom'].longest_road(current_player)
elif edge_type == '|':
try:
from_top = tops['top_left'].corners['bottom'].longest_road(current_player)
except:
from_top = tops['top_right'].corners['bottom'].longest_road(current_player)
if len(bottoms.keys()) > 0:
if edge_type == '/':
try:
from_bottom = bottoms['bottom_left'].corners['bottom'].longest_road(current_player)
except:
from_bottom = bottoms['bottom_right'].corners['top'].longest_road(current_player)
elif edge_type == '\\':
try:
from_bottom = bottoms['bottom_left'].corners['top'].longest_road(current_player)
except:
from_bottom = bottoms['bottom_right'].corners['bottom'].longest_road(current_player)
elif edge_type == '|':
try:
from_bottom = bottoms['bottom_left'].corners['top'].longest_road(current_player)
except:
from_bottom = bottoms['bottom_right'].corners['top'].longest_road(current_player)
self.board.edges[coor[1]][coor[0]].road = current_player
length = from_top + 1 + from_bottom
# print(length, from_top, from_bottom)
# length, road = self.board.edges[coor[1]][coor[0]].longest_connected_road()
# print(length, road)
current_player = self.players[current_player]
if length > 4:
# if current_player.longest_road and length>current_player.roads:
# current_player.roads = road
# else:
for player in self.players.values():
if player.name != current_player.name and player.longest_road:
if length > player.longest_road:
player.longest_road = False
player.points -= 2
current_player.points += 2
current_player.longest_road = length
else:
return None
# no one has longest road or longest road is already current player's
if not current_player.longest_road:
current_player.longest_road = length
current_player.points += 2
elif current_player.longest_road < length:
current_player.longest_road = length
print({player.name: player.longest_road for player in self.players.values()})
else:
pass
def use_development(self, player, development=None):
def use_knight():
self.players[player].army += 1
self.check_largest_army(player)
self.moving_robber(player)
def use_plenty():
self.plenty = True
self.use_plenty(player)
def use_monopoly():
self.monopoly = True
self.use_monopoly(player)
def use_road():
self.use_road(player)
self.buy('road', player, free=True)
if isinstance(self.players[player], CatanAI):
coor = self.players[player].sub_ais['road_ai'](self, self.players[player])
self.instruction(f'{player} placed free road at {coor}')
self.place('road')(player, coor)
self.buy('road', player, free=True)
coor = self.players[player].sub_ais['road_ai'](self, self.players[player])
self.instruction(f'{player} placed free road at {coor}')
self.place('road')(player, coor)
else:
self.road = True
if development is None:
development = self.development_var.get()
if development == '':
print(f"choose development card to use")
self.instruction_label.config(text=f"choose development card to use")
return False
if self.players[player].development[development] < 1:
print(f'no {development} card to use')
self.instruction_label.config(text=f'no {development} card to use')
return None
else:
self.players[player].development[development] -= 1
self.instruction(f'{player} used {development}')
locals()[f'use_{development}']()
def moving_robber(self, player):
self.pending_process.append('robber')
if isinstance(self.players[player], CatanAI):
self.robber_move(player, self.players[player].sub_ais['robber_ai'](self, self.players[player]),
self.board.robber)
def buy(self, to_buy, player, free=False):
if not isinstance(player, CatanAI):
if not getattr(self, f'compile_eligible_{to_buy}')(self.players[player]):
print(f'no eligible {to_buy}')
return False
if not free:
for resource, required in build_options[to_buy].items():
if self.players[player].resource[resource] < required:
print(f'not enough resource for {to_buy}')
return False
for resource, required in build_options[to_buy].items():
self.players[player].resource[resource] -= required
if to_buy == 'development':
self.players[player].inactive_development.append(
self.development_pool.pop(random.randrange(len(self.development_pool))))
if isinstance(self.players[player], CatanAI):
self.pending_process.append('place')
else:
self.pending_process.append('place')
return True
def place(self, to_place):
def road_place(player, coor):
i, j = coor
self.board.edges[j][i].road = player
self.players[player].tokens['road'] -= 1
self.players[player].roads.append(coor)
self.check_longest_road(player, 'road', coor)
def settlement_place(player, coor):
i, j = coor
assert self.board.corners[j][i].settlement is None
self.board.corners[j][i].settlement = player
self.players[player].tokens['settlement'] -= 1
self.players[player].settlements.append(coor)
if self.board.corners[j][i].harbor is not None:
if self.board.corners[j][i].harbor == 'x':
for resource in resource_types:
self.players[player].trade_rates[resource] = min(self.players[player].trade_rates[resource], 3)
else:
self.players[player].trade_rates[self.board.corners[j][i].harbor] = 2
self.players[player].points += 1
# self.players[player].settlements.append(coor)
self.check_longest_road(player, 'settlement', coor)
def city_place(player, coor):
i, j = coor
assert self.board.corners[j][i].settlement == player
self.players[player].settlements.remove(coor)
self.players[player].cities.append(coor)
self.board.corners[j][i].settlement = None
self.board.corners[j][i].city = player
self.players[player].tokens['settlement'] += 1
self.players[player].tokens['city'] -= 1
self.players[player].points += 1
# self.players[player].settlements.remove(coor)
# self.players[player].cities.append(coor)
def development_place(player, coor):
# dummy function, used by AI
pass
self.pending_process.pop(0)
return locals()[f'{to_place}_place']
def robber_move(self, player, coor, robber_coor):
# print(player, coor, robber_coor)
def has_settlement(i, j):
out = []
for corner in self.board.hexes[j][i].corners.values():
if corner is not None:
if corner.settlement is not None:
out.append(corner.settlement)
elif corner.city is not None:
out.append(corner.city)
return list(set(out))
i, j = coor
a, b = robber_coor
self.board.hexes[j][i].robber = True
self.board.hexes[b][a].robber = False
self.board.robber = (i, j)
self.instruction(f'{player} moved robber to {coor}')
steal_choices = reduce(list.__add__, [[(p, resource)] * self.players[p].resource[resource] for p in
filter(lambda x: x != player, has_settlement(i, j)) for resource in
resource_types], [])
to_steal = random.choice(steal_choices) if len(steal_choices) > 0 else None
if to_steal is not None:
self.players[to_steal[0]].resource[to_steal[1]] -= 1
self.players[player].resource[to_steal[1]] += 1
self.instruction(f'{player} steals 1 {to_steal[1]} from {to_steal[0]}')
return to_steal
def player_pips(self, player):
out = {resource: 0 for resource in ['ore', 'brick', 'wool', 'grain', 'lumber']}
for corner in self.board.corner_list:
if corner.settlement == player.name:
for resource, pip in corner.resource_pips().items():
out[resource] += pip
elif corner.city == player.name:
for resource, pip in corner.resource_pips().items():
out[resource] += 2 * pip
return out
def active_player_pips(self, player):
out = {resource: 0 for resource in ['ore', 'brick', 'wool', 'grain', 'lumber']}
for corner in self.board.corner_list:
if corner.settlement == player.name:
for resource, pip in corner.active_resource_pips().items():
out[resource] += pip
elif corner.city == player.name:
for resource, pip in corner.active_resource_pips().items():
out[resource] += 2 * pip
return out