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Xiaofei Wang
AZULSimu
Commits
055257ab
Commit
055257ab
authored
5 years ago
by
Xiaofei Wang
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AZUL/randomPlayer.py
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055257ab
import
time
from
collections
import
defaultdict
from
model
import
*
from
state_monitor
import
set_search_time
from
utils
import
*
class
RandomPlayer
(
Player
):
def
__init__
(
self
,
_id
):
super
().
__init__
(
_id
)
def
SelectMove
(
self
,
moves
,
game_state
):
#print(game_state)
start
=
time
.
time
()
move
=
self
.
select_randomMove
(
game_state
)
set_search_time
(
'
random
'
,
time
.
time
()
-
start
)
return
move
def
select_randomMove
(
self
,
game_state
):
player_state
=
game_state
.
players
[
self
.
id
]
tile_type_required
=
{}
for
i
in
range
(
player_state
.
GRID_SIZE
):
if
player_state
.
lines_number
[
i
]
==
i
+
1
:
continue
if
player_state
.
lines_tile
[
i
]
!=
-
1
and
player_state
.
lines_number
[
i
]
<
i
+
1
:
if
tile_type_required
.
get
(
player_state
.
lines_tile
[
i
])
is
not
None
:
tile_type_required
[
player_state
.
lines_tile
[
i
]].
add
(
i
)
else
:
tile_type_required
[
player_state
.
lines_tile
[
i
]]
=
{
i
}
else
:
for
j
in
range
(
5
):
if
player_state
.
grid_state
[
i
][
j
]
==
0
:
tile_type
=
int
(
numpy
.
where
(
player_state
.
grid_scheme
[
i
]
==
j
)[
0
])
if
tile_type_required
.
get
(
tile_type
)
is
not
None
:
tile_type_required
[
tile_type
].
add
(
i
)
else
:
tile_type_required
[
tile_type
]
=
{
i
}
tile_possess_dict
=
{}
for
fd
in
game_state
.
factories
:
for
t
,
n
in
fd
.
tiles
.
items
():
if
tile_possess_dict
.
get
(
t
)
is
not
None
:
tile_possess_dict
[
t
].
append
(
n
)
else
:
tile_possess_dict
[
t
]
=
[
n
]
for
t
,
n
in
game_state
.
centre_pool
.
tiles
.
items
():
tile_possess_dict
[
t
].
append
(
n
)
available_tile
=
[
t
for
t
in
tile_possess_dict
.
keys
()
if
t
in
tile_type_required
.
keys
()
and
sum
(
tile_possess_dict
[
t
])
>
0
]
# print(available_tile)
if
len
(
available_tile
)
>
0
:
#print('available')
#print(available_tile)
tile
=
random
.
choice
(
available_tile
)
#print('colordict')
#print(tile_possess_dict[tile])
#print('fid')
f_id
=
random
.
choice
([
i
for
i
in
range
(
6
)
if
tile_possess_dict
[
tile
][
i
]
>
0
])
number
=
tile_possess_dict
[
tile
][
f_id
]
tg
=
TileGrab
()
tg
.
number
=
number
tg
.
tile_type
=
tile
tg
.
pattern_line_dest
=
random
.
choice
(
list
(
tile_type_required
[
tile
]))
#print('dest')
#print(tg.pattern_line_dest)
slots_free
=
(
tg
.
pattern_line_dest
+
1
)
-
player_state
.
lines_number
[
tg
.
pattern_line_dest
]
tg
.
num_to_pattern_line
=
min
(
number
,
slots_free
)
tg
.
num_to_floor_line
=
tg
.
number
-
tg
.
num_to_pattern_line
if
f_id
==
5
:
move
=
(
Move
.
TAKE_FROM_CENTRE
,
-
1
,
tg
)
else
:
move
=
(
Move
.
TAKE_FROM_FACTORY
,
f_id
,
tg
)
return
move
else
:
available_type
=
[
t
for
t
in
tile_possess_dict
.
keys
()
if
sum
(
tile_possess_dict
[
t
])
>
0
]
tile
=
random
.
choice
(
available_type
)
# print(tile_possess_dict[tile])
f_id
=
random
.
choice
([
i
for
i
in
range
(
6
)
if
tile_possess_dict
[
tile
][
i
]
>
0
])
number
=
tile_possess_dict
[
tile
][
f_id
]
tg
=
TileGrab
()
tg
.
number
=
number
tg
.
tile_type
=
tile
tg
.
num_to_floor_line
=
tg
.
number
if
f_id
==
5
:
move
=
(
Move
.
TAKE_FROM_CENTRE
,
-
1
,
tg
)
else
:
move
=
(
Move
.
TAKE_FROM_FACTORY
,
f_id
,
tg
)
return
move
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