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game_logic.py
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game_logic.py
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import random
import colr
from copy import copy
import tkinter as tk
import copy
import numpy as np
from typing import Union
# todo
# make islegal() method in Game() class which doesn't move any pieces but checks if a move is legal. should be just the move function without adding tile
def new_window():
window = tk.Tk()
window.title("2048 Game")
return window
class Board:
def __init__(self, window=None, initial_board=None):
if initial_board is None:
self.board: list = [
[0, 0, 0, 0],
[0, 0, 0, 0],
[0, 0, 0, 0],
[0, 0, 0, 0]
]
else:
self.board: list = initial_board
if window is None:
window = new_window()
self.window = window
self.score_label = tk.Label(self.window, text="Score: 0")
self.score_label.grid(row=0)
self.tiles = [[None for _ in range(4)] for _ in range(4)]
for i in range(1, 5):
for j in range(4):
self.tiles[i - 1][j] = tk.Canvas(self.window, width=100, height=100)
self.tiles[i - 1][j].grid(row=i, column=j)
def __deepcopy__(self, memo):
# create a new game instance
cls = self.__class__
new_game = cls.__new__(cls)
memo[id(self)] = new_game
# copy all attributes, but ignore the Tkinter ones
for k, v in self.__dict__.items():
if k in ("window", "tiles", "score_label"):
setattr(new_game, k, None)
else:
setattr(new_game, k, copy.deepcopy(v, memo))
return new_game
def add_tile(self, tile_value: int, x_coord: int, y_coord: int):
self.board[y_coord][x_coord] = tile_value
def value_of_position(self, x_coord: int, y_coord: int) -> int:
return self.board[y_coord][x_coord]
def tile_coords(self, tile_value: int) -> list[tuple]: # this worked when was only one tuple, rather than all of them
"""finds the coordinates (as x, y tuple) of all occurrences of tile of value tile_value"""
output = []
for y, row in enumerate(self.board):
for x, tile in enumerate(row):
if tile == tile_value:
return x, y
# output.append((x, y))
# return output
def tile_values(self) -> np.ndarray:
"""returns numpy array of the values of the tiles in no particular order"""
raise NotImplementedError("tile_values not implemented yet!")
def move_tile(self, square1: tuple, square2: tuple, eat: bool = False) -> int:
"""returns how much score to add"""
x1, y1 = square1
x2, y2 = square2
tile_value = self.value_of_position(x1, y1)
# remove from old location
self.board[y1][x1] = 0
# place in new location no eat
if not eat:
self.board[y2][x2] = tile_value
else:
self.board[y2][x2] = tile_value * 2
return tile_value * 2
return 0
def print(self, highest=2):
tile_colours = {
65536: "569BE0",
32768: "#6BAED5",
16384: "#F0513B",
8192: "#27B053",
4096: "#54C98E", # used to be #FB736D
2048: "#EDC22E",
1024: "#EDC23F",
512: "#EDC850",
256: "#EDCC61",
128: "#EDCF72",
64: "#F65E3B",
32: "#F67C5F",
16: "#F59563",
8: "#F2B179",
4: "#EDE0C8",
2: "#EEE4DA",
0: "#CCC0B3"
}
highest2 = copy.copy(highest)
#print(f"highest2 = {highest2}, highest = {highest}")
for row in self.board:
#print(f"higest2 = {highest2}")
for tile in row:
# FFFFFF is white, 000000 is black
if tile not in tile_colours:
colour = "#2E2C26"
else:
colour = tile_colours[tile]
print(colr.color(f"{tile}\t".expandtabs(highest2 + 2), back=colour, fore="000000"), end=" ")
# print(colr.color("32", back=tile_colours[32], fore="FFFFFF"))
print("")
def tkinter_print(self, score):
tile_colours = {
65536: "569BE0",
32768: "#6BAED5",
16384: "#F0513B",
8192: "#27B053",
4096: "#54C98E", # used to be #FB736D
2048: "#EDC22E",
1024: "#EDC23F",
512: "#EDC850",
256: "#EDCC61",
128: "#EDCF72",
64: "#F65E3B",
32: "#F67C5F",
16: "#F59563",
8: "#F2B179",
4: "#EDE0C8",
2: "#EEE4DA",
0: "#CCC0B3"
}
for i in range(4):
for j in range(4):
tile_value = self.board[i][j]
if tile_value not in tile_colours:
colour = "#2E2C26"
else:
colour = tile_colours[tile_value]
text_colour = "#000000" if tile_value > 0 else "#FFFFFF"
self.tiles[i][j].create_rectangle(10, 10, 90, 90, fill=colour)
self.tiles[i][j].create_text(50, 50, text=str(tile_value) if tile_value != 0 else '', fill=text_colour,
font=("Helvetica", 24))
self.score_label.config(text="Score: " + str(score))
self.window.update()
def get_empty_tiles(self):
"""
returns list of tuples (y, x) with empty squares
"""
output_list = []
for y in range(4):
for x in range(4):
if self.board[y][x] == 0:
output_list.append((y, x))
return output_list
def __getitem__(self, coordinate: tuple) -> int:
x, y = coordinate
return self.board[y][x]
def __setitem__(self, coordinate: tuple, value: int):
x, y = coordinate
self.board[y][x] = value
class Game:
def __init__(self, board: Board = None, use_gui: bool = True, no_display: Union[int, bool] = 30) -> None:
self.score: int = 0
self.use_gui = use_gui
if type(no_display) == bool:
if not no_display:
self.no_display = 1
if no_display:
self.no_display = np.inf
else:
self.no_display = no_display
if board is None:
self.board: Board = Board()
else:
self.board = board
self.num_moves: int = 0
self.highest_tile: int = 0
def __deepcopy__(self, memo):
# print("IN __deepcopy__")
# create a new game instance
cls = self.__class__
new_game = cls.__new__(cls)
memo[id(self)] = new_game
# copy all attributes, but ignore the Tkinter window
for k, v in self.__dict__.items():
if k == 'window':
# print("in if")
setattr(new_game, k, None) # or whatever default value you prefer
# print("done if")
else:
# print(f"GAME in else for {k}: {v}")
setattr(new_game, k, copy.deepcopy(v, memo))
# print(f"GAME dn else for {k}: {v}")
return new_game
def setup_board(self) -> None:
# this fn should be called in __init__
# pick which squares to use
x1, y1 = random.randint(0, 3), random.randint(0, 3)
# this thing with the loop prevents duplicates of the same square
x2, y2 = x1, y1
while x2 == x1 and y2 == y1:
x2, y2 = random.randint(0, 3), random.randint(0, 3)
# 90% chance of a tile being 2
# weird that this makes a list and I need to take the first element from it. can clean up later
tile1_value = random.choices([2, 4], weights=(0.9, 0.1))[0]
tile2_value = random.choices([2, 4], weights=(0.9, 0.1))[0]
# print(f"tile1 = {tile1_value}, tile2 = {tile2_value}")
self.board.add_tile(tile1_value, x1, y1)
self.board.add_tile(tile2_value, x2, y2)
def add_new_tile(self) -> None:
tile_value = random.choices([2, 4], weights=(0.9, 0.1))[0]
x, y = random.randint(0, 3), random.randint(0, 3)
square_coord = [x, y]
while self.board[square_coord] != 0:
x, y = random.randint(0, 3), random.randint(0, 3)
square_coord = [x, y]
self.board.add_tile(tile_value, x, y)
def display_updated_board(self):
if self.num_moves % self.no_display == 0:
if self.use_gui:
self.board.tkinter_print(self.score)
else:
print(f"--------------------SCORE: {self.score}--------------------")
self.board.print(highest=len(str(self.highest_tile)))
def left(self):
return self.move(1)
def right(self):
return self.move(0)
def up(self):
return self.move(2)
def down(self):
return self.move(3)
def move(self, direction: int, print_board: bool = True, illegal_warn: bool = True, add_tile=True) -> bool:
"""returns whether it was successful
:param add_tile (bool) whether to add a new tile after sucesfully moving
"""
# 0 = right, 1 = left, 2 = up, 3 = down
if direction not in (0, 1, 2, 3):
raise ValueError("Only directions 0-3 are allowed. 0 = right, 1 = left, 2 = up, 3 = down")
square_coord_list = []
if direction in (1, 2): # left or up
# generate list of squares from left to right one row at a time, starting from top
for row_num in range(len(self.board.board)):
# print(row_num)
for i in range(4):
# print(3 - i)
# print(f"({i}, {row_num})")
square_coord_list.append((i, row_num))
elif direction in (0, 3): # right or down
for row_num in range(len(self.board.board)):
# print(row_num)
for i in range(4):
# print(3 - i)
# print(f"({i}, {row_num})")
square_coord_list.append((3 - i, 3 - row_num))
# removes empty tiles
tiles_to_move = []
for square in square_coord_list:
if self.board.value_of_position(square[0], square[1]) != 0:
tiles_to_move.append(square)
not_moving_list = set()
for tile in tiles_to_move:
#print(f"---tile is {tile}--")
traverse = self.traverse_list(tile, direction, self.board)
# print(f"traverse of {tile}= {traverse}")
if not traverse[0]:
# print(f"{tile} not moving")
not_moving_list.add(tile)
else:
#print(f"{tile} moving to {traverse[0][-1]}")
#print(f"{tile}'s traverse = {traverse}")
xf, yf = traverse[0][-1]
add_to_score = self.board.move_tile(tile, (xf, yf), traverse[-1])
self.score += add_to_score
if add_to_score > self.highest_tile:
self.highest_tile = add_to_score
illegal_move = False
if set(not_moving_list) == set(tiles_to_move):
if illegal_warn:
print("ILLEGAL MOVE!")
return False
if not illegal_move:
if add_tile:
self.add_new_tile()
if print_board:
self.display_updated_board()
self.num_moves += 1
return True
def traverse_list(self, square: tuple, direction: int, board=None) -> list:
if board is None:
board = self.board
# makes ordered list of squares to traverse for a given square
# 0 = right, 1 = left, 2 = up, 3 = down
# square is a tuple of form (x, y)
output_list: list = []
final_capture: bool = False
x, y = square
square_value: int = board.value_of_position(x, y)
# print(f"starting square x = ({x}, {y})")
next_square: list = [x, y]
if direction == 0: # right
while next_square[0] < 3:
next_square[0] += 1
if self.empty_square(next_square):
#print(f"next_square = {next_square}")
output_list.append(next_square[:])
else:
#print(f"{next_square} isn't empty")
if board.value_of_position(next_square[0], next_square[1]) == square_value:
# print(f"we gon eat on {next_square}")
output_list.append(next_square[:])
final_capture: bool = True
break
elif direction == 1: # left. this and others could be condensed into 1 loop for all of them if I switch next square [0 to 1] and += 1 to -1 in the right places
while next_square[0] > 0:
#print(f"next square before = {next_square} ---- ---- ---- ----")
next_square[0] -= 1
#print(f"next square = {next_square} ---- ---- ---- ----")
if self.empty_square(next_square):
#print(f"next_square = {next_square}")
output_list.append(next_square[:])
else:
#print(f"{next_square} isn't empty")
if board.value_of_position(next_square[0], next_square[1]) == square_value:
# print(f"we gon eat on {next_square}. traverse = {output_list}")
output_list.append(next_square[:])
final_capture: bool = True
break
elif direction == 2: # up. this and others could be condensed into 1 loop for all of them if I switch next square [0 to 1] and += 1 to -1 in the right places
while next_square[1] > 0:
next_square[1] -= 1
if self.empty_square(next_square):
#print(f"next_square = {next_square}")
output_list.append(next_square[:])
else:
#print(f"{next_square} isn't empty")
if board.value_of_position(next_square[0], next_square[1]) == square_value:
# print(f"we gon eat on {next_square}")
output_list.append(next_square[:])
final_capture: bool = True
break
elif direction == 3: # down
while next_square[1] < 3:
next_square[1] += 1
if self.empty_square(next_square):
#print(f"next_square = {next_square}")
output_list.append(next_square[:])
else:
#print(f"{next_square} isn't empty")
if board.value_of_position(next_square[0], next_square[1]) == square_value:
# print(f"we gon eat on {next_square}")
output_list.append(next_square[:])
final_capture: bool = True
break
if output_list:
output: list = [output_list, final_capture]
else:
output: list = [[], final_capture]
# print(f"output = {output}")
return output
def empty_square(self, square: tuple) -> bool:
"""returns true if empty, false if not"""
x, y = square
# print(f"in empty sq, will return {self.board.value_of_position(x, y) == 0}")
return self.board.value_of_position(x, y) == 0
def game_over_check(self) -> bool:
for y in range(4):
for x in range(4):
if self.board.value_of_position(x, y) == 0:
# Found an empty tile
return False
if x < 3 and self.board.value_of_position(x, y) == self.board.value_of_position(x + 1, y):
# Found adjacent tiles with the same value
return False
if y < 3 and self.board.value_of_position(x, y) == self.board.value_of_position(x, y + 1):
# Found adjacent tiles with the same value
return False
# No empty tiles and no adjacent tiles with the same value
return True
def run_game(game=None):
if game is None:
game = Game()
game.setup_board()
game.display_updated_board()
while True:
#running_game.display_updated_board()
move = input("direction (w, a, s, d): ")
# 0 = right, 1 = left, 2 = up, 3 = down
if move == "s":
game.down()
elif move == "w":
game.up()
elif move == "a":
game.left()
elif move == "d":
game.right()
if __name__ == '__main__':
from all_AI_iterations import MDP2, MC12
# run_game(False)
depth_dict_2 = {
15: 12,
14: 12,
13: 12,
12: 12,
11: 12,
10: 16,
9: 16,
8: 20,
7: 20,
6: 84,
5: 100,
4: 125,
3: 165,
2: 250,
1: 500
}
depth_dict_4 = {
15: 8,
14: 8,
13: 8,
12: 8,
11: 8,
10: 8,
9: 12,
8: 12,
7: 12,
6: 12,
5: 20,
4: 24,
3: 28,
2: 52,
1: 100
}
import time
i = 1
# demo game
sample_board = [[256, 512, 1024, 2048],
[128, 64, 32, 16, 8],
[64, 2, 4, 4],
[128, 2, 0, 0]]
# sample_board = [[256, 512, 1024, 2048],
# [128, 64, 32, 16],
# [32, 2, 4, 4],
# [128, 2, 0, 0]]
sample_board_obj = Board(initial_board=sample_board)
g = Game(use_gui=True, no_display=False, board=sample_board_obj)
g.score = 36120
start = time.time()
g.display_updated_board()
time.sleep(1)
g.right()
time.sleep(1)
g.display_updated_board()
g.up()
time.sleep(1)
g.display_updated_board()
for i in range(1):
g.left()
time.sleep(1)
g.display_updated_board()
g.up()
time.sleep(1)
g.display_updated_board()
for i in range(3):
g.right()
time.sleep(1)
g.display_updated_board()
print(time.time() - start)
tk.mainloop()
# while True:
# start_time = time.time()
# g = Game(use_gui=True, no_display=False)
# g.setup_board()
# # m = MDP2(g, game_obj=Game, verbose=False, best_proportion=1, core_params = np.array([527, 55, 28, 19, 8.2])) # best one in sobol sampling so far
# g.display_updated_board()
# m = MC12(g, game_obj=Game, best_proportion=0.25, verbose=False)
# m.run()
# print(f"IT TOOK {time.time() - start_time}s to run on {i}")
# i += 1