Moved draw classes to the game files

This commit is contained in:
NikolajDanger
2021-04-13 18:46:57 +02:00
parent b2530f1b4b
commit ea9579a534
8 changed files with 791 additions and 799 deletions

View File

@ -3,26 +3,25 @@ import copy
import math
import discord
from .connectFourDraw import drawConnectFour
AISCORES = {
"middle": 3,
"two in a row": 10,
"three in a row": 50,
"enemy two in a row": -35,
"enemy three in a row": -200,
"enemy win": -10000,
"win": 10000,
"avoid losing": 100
}
ROWCOUNT = 6
COLUMNCOUNT = 7
from PIL import Image, ImageDraw, ImageFont
class ConnectFour():
def __init__(self,bot):
self.bot = bot
self.draw = drawConnectFour(bot)
self.AISCORES = {
"middle": 3,
"two in a row": 10,
"three in a row": 50,
"enemy two in a row": -35,
"enemy three in a row": -200,
"enemy win": -10000,
"win": 10000,
"avoid losing": 100
}
self.ROWCOUNT = 6
self.COLUMNCOUNT = 7
# Starts the game
async def start(self, ctx, opponent):
@ -74,7 +73,7 @@ class ConnectFour():
canStart = False
if canStart:
board = [[0 for _ in range(COLUMNCOUNT)] for _ in range(ROWCOUNT)]
board = [[0 for _ in range(self.COLUMNCOUNT)] for _ in range(self.ROWCOUNT)]
players = [user, opponent]
random.shuffle(players)
@ -261,13 +260,13 @@ class ConnectFour():
winDirection = ""
winCoordinates = [0,0]
for row in range(ROWCOUNT):
for place in range(COLUMNCOUNT):
for row in range(self.ROWCOUNT):
for place in range(self.COLUMNCOUNT):
if won == 0:
piecePlayer = board[row][place]
if piecePlayer != 0:
# Checks horizontal
if place <= COLUMNCOUNT-4:
if place <= self.COLUMNCOUNT-4:
pieces = [board[row][place+1],board[row][place+2],board[row][place+3]]
else:
pieces = [0]
@ -278,7 +277,7 @@ class ConnectFour():
winCoordinates = [row,place]
# Checks vertical
if row <= ROWCOUNT-4:
if row <= self.ROWCOUNT-4:
pieces = [board[row+1][place],board[row+2][place],board[row+3][place]]
else:
pieces = [0]
@ -289,7 +288,7 @@ class ConnectFour():
winCoordinates = [row,place]
# Checks right diagonal
if row <= ROWCOUNT-4 and place <= COLUMNCOUNT-4:
if row <= self.ROWCOUNT-4 and place <= self.COLUMNCOUNT-4:
pieces = [board[row+1][place+1],board[row+2][place+2],board[row+3][place+3]]
else:
pieces = [0]
@ -300,7 +299,7 @@ class ConnectFour():
winCoordinates = [row,place]
# Checks left diagonal
if row <= ROWCOUNT-4 and place >= 3:
if row <= self.ROWCOUNT-4 and place >= 3:
pieces = [board[row+1][place-1],board[row+2][place-2],board[row+3][place-3]]
else:
pieces = [0]
@ -324,8 +323,8 @@ class ConnectFour():
player = game["players"].index(f"#{self.bot.user.id}")+1
difficulty = game["difficulty"]
scores = [-math.inf for _ in range(COLUMNCOUNT)]
for column in range(COLUMNCOUNT):
scores = [-math.inf for _ in range(self.COLUMNCOUNT)]
for column in range(self.COLUMNCOUNT):
testBoard = copy.deepcopy(board)
testBoard = self.placeOnBoard(testBoard,player,column)
if testBoard != None:
@ -351,28 +350,28 @@ class ConnectFour():
# Adds points for middle placement
# Checks horizontal
for row in range(ROWCOUNT):
for row in range(self.ROWCOUNT):
if board[row][3] == player:
score += AISCORES["middle"]
score += self.AISCORES["middle"]
rowArray = [int(i) for i in list(board[row])]
for place in range(COLUMNCOUNT-3):
for place in range(self.COLUMNCOUNT-3):
window = rowArray[place:place+4]
score += self.evaluateWindow(window,player,otherPlayer)
# Checks Vertical
for column in range(COLUMNCOUNT):
for column in range(self.COLUMNCOUNT):
columnArray = [int(i[column]) for i in list(board)]
for place in range(ROWCOUNT-3):
for place in range(self.ROWCOUNT-3):
window = columnArray[place:place+4]
score += self.evaluateWindow(window,player,otherPlayer)
# Checks right diagonal
for row in range(ROWCOUNT-3):
for place in range(COLUMNCOUNT-3):
for row in range(self.ROWCOUNT-3):
for place in range(self.COLUMNCOUNT-3):
window = [board[row][place],board[row+1][place+1],board[row+2][place+2],board[row+3][place+3]]
score += self.evaluateWindow(window,player,otherPlayer)
for place in range(3,COLUMNCOUNT):
for place in range(3,self.COLUMNCOUNT):
window = [board[row][place],board[row+1][place-1],board[row+2][place-2],board[row+3][place-3]]
score += self.evaluateWindow(window,player,otherPlayer)
@ -382,19 +381,19 @@ class ConnectFour():
## Add points if AI wins
#if won == player:
# score += AISCORES["win"]
# score += self.AISCORES["win"]
return score
def evaluateWindow(self, window,player,otherPlayer):
if window.count(player) == 4:
return AISCORES["win"]
return self.AISCORES["win"]
elif window.count(player) == 3 and window.count(0) == 1:
return AISCORES["three in a row"]
return self.AISCORES["three in a row"]
elif window.count(player) == 2 and window.count(0) == 2:
return AISCORES["two in a row"]
return self.AISCORES["two in a row"]
elif window.count(otherPlayer) == 4:
return AISCORES["enemy win"]
return self.AISCORES["enemy win"]
else:
return 0
@ -407,25 +406,178 @@ class ConnectFour():
return points
if maximizingPlayer:
value = -math.inf
for column in range(0,COLUMNCOUNT):
for column in range(0,self.COLUMNCOUNT):
testBoard = copy.deepcopy(board)
testBoard = self.placeOnBoard(testBoard,player,column)
if testBoard != None:
evaluation = await self.minimax(testBoard,depth-1,player%2+1,originalPlayer,alpha,beta,False)
if evaluation < -9000: evaluation += AISCORES["avoid losing"]
if evaluation < -9000: evaluation += self.AISCORES["avoid losing"]
value = max(value,evaluation)
alpha = max(alpha,evaluation)
if beta <= alpha: break
return value
else:
value = math.inf
for column in range(0,COLUMNCOUNT):
for column in range(0,self.COLUMNCOUNT):
testBoard = copy.deepcopy(board)
testBoard = self.placeOnBoard(testBoard,player,column)
if testBoard != None:
evaluation = await self.minimax(testBoard,depth-1,player%2+1,originalPlayer,alpha,beta,True)
if evaluation < -9000: evaluation += AISCORES["avoid losing"]
if evaluation < -9000: evaluation += self.AISCORES["avoid losing"]
value = min(value,evaluation)
beta = min(beta,evaluation)
if beta <= alpha: break
return value
class drawConnectFour():
def __init__(self, bot):
self.bot = bot
# Draws the whole thing
def drawImage(self, channel):
self.bot.log("Drawing connect four board")
game = self.bot.database["connect 4 games"].find_one({"_id":channel})
board = game["board"]
border = 40
gridBorder = 40
cornerSize = 300
boardOutlineSize = 10
pieceOutlineSize = 10
emptyOutlineSize = 0
bottomBorder = 110
exampleCircles = 100
w, h = 2800,2400
backgroundColor = (230,230,234,255)
boardOutlineColor = (0,0,0)
pieceOutlineColor = (244,244,248)
emptyOutlineColor = (0,0,0)
player1Color = (254,74,73)
player2Color = (254,215,102)
boardColor = (42,183,202)
placeSize = 300
white = (255,255,255,160)
winBarColor = (250,250,250,255)
fnt = ImageFont.truetype('resources/fonts/futura-bold.ttf', exampleCircles)
boardSize = [w-(2*(border+gridBorder)),h-(2*(border+gridBorder))]
placeGridSize = [math.floor(boardSize[0]/7),math.floor(boardSize[1]/6)]
pieceStartx = (border+gridBorder)+math.floor(placeGridSize[0]/2)-math.floor(placeSize/2)
pieceStarty = (border+gridBorder)+math.floor(placeGridSize[1]/2)-math.floor(placeSize/2)
if game["players"][0] == "Gwendolyn":
player1 = "Gwendolyn"
else:
player1 = self.bot.databaseFuncs.getName(game["players"][0])
if game["players"][1] == "Gwendolyn":
player2 = "Gwendolyn"
else:
player2 = self.bot.databaseFuncs.getName(game["players"][1])
background = Image.new("RGB", (w,h+bottomBorder),backgroundColor)
d = ImageDraw.Draw(background,"RGBA")
# This whole part was the easiest way to make a rectangle with rounded corners and an outline
# - Corners:
d.ellipse([(border,border),(border+cornerSize,border+cornerSize)],fill=boardColor,outline=boardOutlineColor,width=boardOutlineSize)
d.ellipse([(w-(border+cornerSize),h-(border+cornerSize)),(w-border,h-border)],fill=boardColor,outline=boardOutlineColor,width=boardOutlineSize)
d.ellipse([(border,h-(border+cornerSize)),(border+cornerSize,h-border)],fill=boardColor,outline=boardOutlineColor,width=boardOutlineSize)
d.ellipse([(w-(border+cornerSize),border),(w-border,border+cornerSize)],fill=boardColor,outline=boardOutlineColor,width=boardOutlineSize)
# - Rectangle:
d.rectangle([(border+math.floor(cornerSize/2),border),(w-(border+math.floor(cornerSize/2)),h-border)],fill=boardColor,outline=boardOutlineColor,width=boardOutlineSize)
d.rectangle([(border,border+math.floor(cornerSize/2)),(w-border,h-(border+math.floor(cornerSize/2)))],fill=boardColor,outline=boardOutlineColor,width=boardOutlineSize)
# - Removing outline on the inside:
d.rectangle([(border+math.floor(cornerSize/2),border+math.floor(cornerSize/2)),(w-(border+math.floor(cornerSize/2)),h-(border+math.floor(cornerSize/2)))],fill=boardColor)
d.rectangle([(border+math.floor(cornerSize/2),border+boardOutlineSize),(w-(border+math.floor(cornerSize/2)),h-(border+boardOutlineSize))],fill=boardColor)
d.rectangle([(border+boardOutlineSize,border+math.floor(cornerSize/2)),(w-(border+boardOutlineSize),h-(border+math.floor(cornerSize/2)))],fill=boardColor)
for x, line in enumerate(board):
for y, piece in enumerate(line):
if piece == 1:
pieceColor = player1Color
outlineWidth = pieceOutlineSize
outlineColor = pieceOutlineColor
elif piece == 2:
pieceColor = player2Color
outlineWidth = pieceOutlineSize
outlineColor = pieceOutlineColor
else:
pieceColor = backgroundColor
outlineWidth = emptyOutlineSize
outlineColor = emptyOutlineColor
startx = pieceStartx + placeGridSize[0]*y
starty = pieceStarty + placeGridSize[1]*x
d.ellipse([(startx,starty),(startx+placeSize,starty+placeSize)],fill=pieceColor,outline=outlineColor,width=outlineWidth)
if game["winner"] != 0:
coordinates = game["win coordinates"]
startx = border + placeGridSize[0]*coordinates[1] + gridBorder
starty = border + placeGridSize[1]*coordinates[0] + gridBorder
a = (placeGridSize[0]*4-gridBorder-border)**2
b = (placeGridSize[1]*4-gridBorder-border)**2
diagonalLength = (math.sqrt(a+b))/placeGridSize[0]
diagonalAngle = math.degrees(math.atan(placeGridSize[1]/placeGridSize[0]))
if game["win direction"] == "h":
winBar = Image.new("RGBA",(placeGridSize[0]*4,placeGridSize[1]),(0,0,0,0))
winD = ImageDraw.Draw(winBar)
winD.ellipse([(0,0),(placeGridSize[0],placeGridSize[1])],fill=white)
winD.ellipse([((placeGridSize[0]*3),0),(placeGridSize[0]*4,placeGridSize[1])],fill=white)
winD.rectangle([(int(placeGridSize[0]*0.5),0),(int(placeGridSize[0]*3.5),placeGridSize[1])],fill=white)
elif game["win direction"] == "v":
winBar = Image.new("RGBA",(placeGridSize[0],placeGridSize[1]*4),(0,0,0,0))
winD = ImageDraw.Draw(winBar)
winD.ellipse([(0,0),(placeGridSize[0],placeGridSize[1])],fill=white)
winD.ellipse([(0,(placeGridSize[1]*3)),(placeGridSize[0],placeGridSize[1]*4)],fill=white)
winD.rectangle([0,(int(placeGridSize[1]*0.5)),(placeGridSize[0],int(placeGridSize[1]*3.5))],fill=white)
elif game["win direction"] == "r":
winBar = Image.new("RGBA",(int(placeGridSize[0]*diagonalLength),placeGridSize[1]),(0,0,0,0))
winD = ImageDraw.Draw(winBar)
winD.ellipse([(0,0),(placeGridSize[0],placeGridSize[1])],fill=white)
winD.ellipse([((placeGridSize[0]*(diagonalLength-1)),0),(placeGridSize[0]*diagonalLength,placeGridSize[1])],fill=white)
winD.rectangle([(int(placeGridSize[0]*0.5),0),(int(placeGridSize[0]*(diagonalLength-0.5)),placeGridSize[1])],fill=white)
winBar = winBar.rotate(-diagonalAngle,expand=1)
startx -= 90
starty -= 100
elif game["win direction"] == "l":
winBar = Image.new("RGBA",(int(placeGridSize[0]*diagonalLength),placeGridSize[1]),(0,0,0,0))
winD = ImageDraw.Draw(winBar)
winD.ellipse([(0,0),(placeGridSize[0],placeGridSize[1])],fill=white)
winD.ellipse([((placeGridSize[0]*(diagonalLength-1)),0),(placeGridSize[0]*diagonalLength,placeGridSize[1])],fill=white)
winD.rectangle([(int(placeGridSize[0]*0.5),0),(int(placeGridSize[0]*(diagonalLength-0.5)),placeGridSize[1])],fill=white)
winBar = winBar.rotate(diagonalAngle,expand=1)
startx -= placeGridSize[0]*3 + 90
starty -= gridBorder + 60
mask = winBar.copy()#.convert("L")
#mask.putalpha(128)
#mask.save("test.png")
winBarImage = Image.new("RGBA",mask.size,color=winBarColor)
background.paste(winBarImage,(startx,starty),mask)
# Bottom
textPadding = 20
exampleHeight = h - border + int((bottomBorder+border)/2) - int(exampleCircles/2)
d.ellipse([(border,exampleHeight),(border+exampleCircles),(exampleHeight+exampleCircles)],fill=player1Color,outline=boardOutlineColor,width=3)
d.text((border+exampleCircles+textPadding,exampleHeight),player1,font=fnt,fill=(0,0,0))
textWidth = fnt.getsize(player2)[0]
d.ellipse([(w-border-exampleCircles-textWidth-textPadding,exampleHeight),(w-border-textWidth-textPadding),(exampleHeight+exampleCircles)],fill=player2Color,outline=boardOutlineColor,width=3)
d.text((w-border-textWidth,exampleHeight),player2,font=fnt,fill=(0,0,0))
background.save("resources/games/connect4Boards/board"+channel+".png")