blokus/blokus.py
2025-11-27 23:58:06 +01:00

191 lines
6.1 KiB
Python
Executable file

#!/usr/bin/env python
import numpy as np
import random
BOARD_SIZE = 14
def make_board():
a = np.array([[0 for i in range(BOARD_SIZE)] for j in range(BOARD_SIZE)])
a[4, 4] = -1
a[9, 9] = -1
return a
tiles = [
np.array([[1]]),
np.array([[1], [1]]),
np.array([[1], [1], [1]]),
np.array([[1, 0], [1, 1]]),
np.array([[1], [1], [1], [1]]),
np.array([[1, 0], [1, 0], [1, 1]]),
np.array([[1, 0], [1, 1], [1, 0]]),
np.array([[1, 1], [1, 1]]),
np.array([[1, 1, 0], [0, 1, 1]]),
np.array([[1], [1], [1], [1], [1]]),
np.array([[1, 0], [1, 0], [1, 0], [1, 1]]),
np.array([[1, 0], [1, 0], [1, 1], [0, 1]]),
np.array([[1, 0], [1, 1], [1, 1]]),
np.array([[1, 1], [1, 0], [1, 1]]),
np.array([[1, 0], [1, 1], [1, 0], [1, 0]]),
np.array([[0, 1, 0], [0, 1, 0], [1, 1, 1]]),
np.array([[1, 0, 0], [1, 0, 0], [1, 1, 1]]),
np.array([[1, 1, 0], [0, 1, 1], [0, 0, 1]]),
np.array([[1, 0, 0], [1, 1, 1], [0, 0, 1]]),
np.array([[1, 0, 0], [1, 1, 1], [0, 1, 0]]),
np.array([[0, 1, 0], [1, 1, 1], [0, 1, 0]]),
]
def get_permutations(which_tiles: list[tuple[int, int]]):
permutations = []
for i, tile in enumerate(tiles):
if i not in which_tiles:
continue
permutations.append((i, tile))
permutations.append((i, np.rot90(tile)))
permutations.append((i, np.rot90(np.rot90(tile))))
permutations.append((i, np.rot90(np.rot90(np.rot90(tile)))))
permutations.append((i, np.flip(tile)))
permutations.append((i, np.flip(np.rot90(tile))))
permutations.append((i, np.flip(np.rot90(np.rot90(tile)))))
permutations.append((i, np.flip(np.rot90(np.rot90(np.rot90(tile))))))
unique_arrays = []
for arr in permutations:
if not any(np.array_equal(arr, u) for u in unique_arrays):
unique_arrays.append(arr)
return unique_arrays
def can_place(board, tile, player):
placements = []
has_minus_one = False
for x in range(BOARD_SIZE):
for y in range(BOARD_SIZE):
if board[x, y] == -1:
has_minus_one = True
with np.nditer(tile, flags=["multi_index"]) as it:
for v in it:
if v == 1:
(i, j) = it.multi_index
if x + i >= BOARD_SIZE:
break
if y + j >= BOARD_SIZE:
break
if board[x + i][y + j] > 0:
break
if x + i - 1 >= 0 and board[x + i - 1][y + j] == player:
break
if y + j - 1 >= 0 and board[x + i][y + j - 1] == player:
break
if x + i + 1 < BOARD_SIZE and board[x + i + 1][y + j] == player:
break
if y + j + 1 < BOARD_SIZE and board[x + i][y + j + 1] == player:
break
else:
placements.append((x, y))
final = []
if has_minus_one:
for x, y in placements:
with np.nditer(tile, flags=["multi_index"]) as it:
for v in it:
(i, j) = it.multi_index
if v == 1 and board[x + i, y + j] == -1:
final.append((x, y))
break
else:
for x, y in placements:
with np.nditer(tile, flags=["multi_index"]) as it:
for v in it:
(i, j) = it.multi_index
if (
x + i + 1 < BOARD_SIZE
and y + j + 1 < BOARD_SIZE
and board[x + i + 1][y + j + 1] == player
):
final.append((x, y))
break
if (
x + i + 1 < BOARD_SIZE
and y + j - 1 >= 0
and board[x + i + 1][y + j - 1] == player
):
final.append((x, y))
break
if (
x + i - 1 >= 0
and y + j + 1 < BOARD_SIZE
and board[x + i - 1][y + j + 1] == player
):
final.append((x, y))
break
if (
x + i - 1 >= 0
and y + j - 1 >= 0
and board[x + i - 1][y + j - 1] == player
):
final.append((x, y))
break
return final
def do_placement(tidx, tile, placement, game_state, player):
(x, y) = placement
with np.nditer(tile, flags=["multi_index"]) as it:
for v in it:
(i, j) = it.multi_index
if v == 1:
game_state[0][x + i, y + j] = player
game_state[player].remove(tidx)
def print_game_state(game_state):
(board, p1tiles, p2tiles) = game_state
for row in board:
print(
"".join(
[
" " if x == 0 else "X" if x == 1 else "O" if x == 2 else "S"
for x in row
]
)
)
print("")
print(f"Player 1 tiles left: {p1tiles}")
print(f"Player 2 tiles left: {p2tiles}")
game_state = (
make_board(),
[i for i in range(21)],
[i for i in range(21)],
)
playing = True
player = 1
while playing:
moves = []
for tidx, tile in get_permutations(game_state[player]):
for placement in can_place(game_state[0], tile, player):
moves.append((tidx, tile, placement))
print_game_state(game_state)
print(f"player {player} has {len(moves)} options")
if len(moves) == 0:
print(f"No moves left, player {player} lost")
playing = False
continue
(tidx, tile, placement) = random.choice(moves)
do_placement(tidx, tile, placement, game_state, player)
if player == 1:
player = 2
elif player == 2:
player = 1