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catan_simulation.py
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from catan_session import *
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
from catan_app import CatanApp
from itertools import groupby
from functools import reduce
import random
import logging
import os
def setup_logger(name, log_file, level=logging.INFO, format='state'):
"""To setup as many loggers as you want"""
handler = logging.FileHandler(log_file, mode='w')
handler.setFormatter(logging.Formatter(f'{format}: %(message)s'))
logger = logging.getLogger(name)
logger.setLevel(level)
logger.addHandler(handler)
return logger
class CatanSimulation(CatanSession):
'''
has no implementation for trades between players yet.
trade and build phases are still restricted to 1 action per turn as that was the original AI design
this will need to change after Phase 3 of development
'''
def __init__(self, players, board_type=4, log=False, actionlogfile='action_log.txt', statelogfile='states_log.txt',
optionlogfile='option_log.txt'):
self.log = log
CatanSession.__init__(self, players, board_type, actionlogfile=actionlogfile)
if self.log:
self.state_logger = setup_logger(statelogfile, statelogfile)
self.option_logger = setup_logger(optionlogfile, optionlogfile, format='option')
self.record_state(self.harbors)
self.record_state(self.resources)
self.record_state(self.numbers)
self.actionlogfile = actionlogfile
self.statelogfile = statelogfile
self.optionlogfile = optionlogfile
self.remove_log = False
def record_state(self, log):
if self.log:
self.state_logger.info(log)
def record_option(self, options):
if self.log:
self.option_logger.info(options)
# pass
def run_simulation(self):
while not self.game_over:
self.game_state = next(self.game_state_generator)
self.instruction(self.game_state)
self.record_state(self.game_state)
self.record_option(self.game_state)
self.record_state([[corner.settlement, corner.city] for corner in self.board.corner_list])
self.record_state([edge.road for edge in self.board.edge_list])
self.record_state([hex.robber for hex in self.board.hex_list])
for player in self.players.values():
self.record_state(reduce(list.__add__, [list(player.resource.values()),
list(player.development.values()),
list(player.tokens.values()),
list(player.trade_rates.values()),
[player.points, player.army, len(player.settlements),
len(player.cities), len(player.roads), int(player.largest_army), int(player.longest_road)]]))
current_player = self.players[self.game_state[1]]
if self.game_state[2] == 'dice':
while len(current_player.inactive_development) > 0:
development = current_player.inactive_development.pop()
current_player.development[development] += 1
if development == 'victory':
current_player.points += 1
if current_player.development['knight'] > 0:
self.record_option(True)
else:
self.record_option(False)
if current_player.sub_ais['knight_ai'](self, current_player):
self.use_development(current_player.name, 'knight')
elif self.game_state[2] == 'resolve_dice':
self.dice = random.randrange(1, 7) + random.randrange(1, 7)
self.instruction(f'{current_player.name} rolled {self.dice}')
if self.dice != 7:
collect = {player: {resource: 0 for resource in resource_types} for player in self.players.keys()}
for corner in self.board.corner_list:
if corner.settlement is not None:
for hex in corner.hexes.values():
if hex is not None and hex.number == self.dice and not hex.robber:
collect[corner.settlement][hex.resource] += 1
self.players[corner.settlement].resource[hex.resource] += 1
if corner.city is not None:
for hex in corner.hexes.values():
if hex is not None and hex.number == self.dice and not hex.robber:
collect[corner.city][hex.resource] += 2
self.players[corner.city].resource[hex.resource] += 2
to_collect_text = ',\n'.join(list(filter(lambda x: not x.endswith('ects '), [
f'{player} collects ' + ', '.join([f'{v} {k}' for k, v in collect[player].items() if v > 0]) for
player in self.players.keys()])))
self.instruction(to_collect_text)
else:
to_discard = {}
for player in self.players.keys():
total = reduce(list.__add__,
[[resource] * self.players[player].resource[resource] for resource in
resource_types])
if len(total) > 7:
to_discard[player] = sorted(random.sample(total, len(total) // 2))
for resource in to_discard[player]:
self.players[player].resource[resource] -= 1
to_discard_text = ',\n'.join(list(filter(lambda x: not x.endswith('ards '), [
f'{player} discards ' + ', '.join([f'{v} {k}' for k, v in {key: len(list(res)) for key, res in
groupby(
to_discard[player])}.items()])
for player in to_discard.keys()])))
self.instruction(to_discard_text)
self.moving_robber(current_player.name)
self.record_option([current_player.development[dev] > 0 for dev in ['road', 'plenty', 'monopoly']])
for item in current_player.sub_ais['development_ai'](self, current_player):
self.use_development(current_player.name, item)
elif self.game_state[2] == 'trade':
self.trade_list = []
for player in self.players.values():
if isinstance(player, CatanAI):
player.sub_ais['strategy_ai'](self, player)
if player.name != current_player.name and isinstance(player, CatanAI):
self.trade_list += player.sub_ais['player_trade_ai'](self, player, current_player)
options = current_player.sub_ais['player_trade_ai'](self, current_player)
while len(options) > 0:
self.player_trade(current_player.name, options)
options = current_player.sub_ais['player_trade_ai'](self, current_player)
# self.record_option(reduce(list.__add__,
# map(lambda x: [(x, y) for y in current_player.trade_rates.keys() if y != x],
# [trade_away for trade_away, rate
# in current_player.trade_rates.items() if
# current_player.resource[trade_away] >= rate]), []))
trades = current_player.sub_ais['bank_trade_ai'](self, current_player)
for trade in trades:
self.bank_trade(self.game_state[1], trade[0], trade[1])
elif self.game_state[2] == 'build':
# self.record_option([(key, reduce(bool.__and__,
# [current_player.resource[resource] >= build_price[resource] for
# resource in build_price]),
# getattr(self, f'compile_eligible_{key}')(current_player)) for key, build_price in
# build_options.items()])
builds = current_player.sub_ais['build_ai'](self, current_player)
for build in builds:
self.instruction(f'{current_player.name} buys {build[0]}')
if self.buy(build[0], current_player.name):
self.instruction(f'{current_player.name} places {build[0]} at {build[1]}')
self.place(build[0])(current_player.name, build[1])
elif self.game_state[2] == 'settlement':
self.pending_process.append('place')
self.record_option(self.compile_eligible_settlement_initial())
if self.game_state[0] == 'setup_1':
coor = current_player.sub_ais['first_settlement_ai'](self, current_player)
else:
coor = current_player.sub_ais['second_settlement_ai'](self, current_player)
to_collect = {resource: 0 for resource in resource_types}
for hex in self.board.corners[coor[1]][coor[0]].hexes.values():
if hex is not None and hex.resource != 'desert':
to_collect[hex.resource] += 1
current_player.resource[hex.resource] += 1
self.instruction(f'{current_player.name} placed settlement at {coor}')
self.place('settlement')(current_player.name, coor)
elif self.game_state[2] == 'road':
self.pending_process.append('place')
self.record_option(self.compile_eligible_road_initial(current_player))
coor = current_player.sub_ais['initial_road_ai'](self, current_player)
self.instruction(f'{current_player.name} placed road at {coor}')
self.place('road')(current_player.name, coor)
elif self.game_state[2] == 'collect_resource':
self.record_option([])
if self.game_state[0] == 'turn_26':
self.game_over = True
self.record_state(f'time out - no winner')
if self.log:
self.state_logger.removeHandler(self.state_logger.handlers[0])
self.option_logger.removeHandler(self.option_logger.handlers[0])
self.action_logger.removeHandler(self.action_logger.handlers[0])
self.remove_log = True
for player in self.players.keys():
if self.players[player].points >= 10:
self.game_over = True
self.instruction(f'{player} wins')
self.record_state(f'winner is {player}')
if self.log and self.remove_log:
os.remove(self.actionlogfile)
os.remove(self.statelogfile)
os.remove(self.optionlogfile)
if self.remove_log:
return 'no winner'
else:
for player in self.players.keys():
if self.players[player].points >= 10:
return player