Changed the directory structure.
[progcomp2012.git] / samples / basic_python / basic_python.py
diff --git a/samples/basic_python/basic_python.py b/samples/basic_python/basic_python.py
deleted file mode 100644 (file)
index cf024e8..0000000
+++ /dev/null
@@ -1,294 +0,0 @@
-#!/usr/bin/python -u
-
-#NOTE: The -u option is required for unbuffered stdin/stdout.
-#      If stdin/stdout are buffered, the manager program will not recieve any messages and assume that the agent has timed out.
-
-"""
- basic_python.py - A sample Stratego AI for the UCC Programming Competition 2012
-
- Written in python, the slithery language 
- Simply makes random moves, as long as possible
-
- author Sam Moore (matches) [SZM]
- website http://matches.ucc.asn.au/stratego
- git git.ucc.asn.au/progcomp2012.git
-"""
-
-import sys
-import random
-
-ranks = ['B','1','2','3','4','5','6','7','8','9','s','F', '?', '+']
-
-def move(x, y, direction):
-       """ Moves point (x,y) in direction, returns a pair """
-       if direction == "UP":
-               return (x,y-1)
-       elif direction == "DOWN":
-               return (x,y+1)
-       elif direction == "LEFT":
-               return (x-1, y)
-       elif direction == "RIGHT":
-               return (x+1, y)
-       return (x,y)
-
-
-
-def oppositeColour(colour):
-       """ Returns the opposite colour to that given """
-       if colour == "RED":
-               return "BLUE"
-       elif colour == "BLUE":
-               return "RED"
-       else:
-               return "NONE"
-
-class Piece:
-       """ Class representing a piece 
-               Pieces have colour, rank and co-ordinates       
-       """
-       def __init__(self, colour, rank, x, y):
-               self.colour = colour
-               self.rank = rank
-               self.x = x
-               self.y = y
-               self.lastMoved = -1
-
-       def mobile(self):
-               return self.rank != 'F' and self.rank != 'B' and self.rank != '?' and self.rank != '+'
-
-       def valuedRank(self):
-               if ranks.count(self.rank) > 0:
-                       return len(ranks) - 2 - ranks.index(self.rank)
-               else:
-                       return 0
-       
-
-
-
-class BasicAI:
-       """
-               BasicAI class to play a game of stratego
-               Implements the protocol correctly. Stores the state of the board in self.board
-               Only makes random moves.
-               Override method "MakeMove" for more complex moves
-       """
-       def __init__(self):     
-               """ Constructs the BasicAI agent, and starts it playing the game """
-               #sys.stderr.write("BasicAI __init__ here...\n");
-               self.turn = 0
-               self.board = []
-               self.units = []
-               self.enemyUnits = []
-
-               
-
-       def Setup(self):
-               """ Implements Setup part of protocol. Always uses the same setup. Override to create custom setups """
-               #sys.stderr.write("BasicAI Setup here...\n");
-               setup = sys.stdin.readline().split(' ')
-               if len(setup) != 4:
-                       sys.stderr.write("BasicAI setup fails, expected 4 tokens, got " + str(len(setup)) + " "+str(setup) + "\n")
-               self.colour = setup[0]
-               self.opponentName = setup[1]
-               self.width = int(setup[2])
-               self.height = int(setup[3])
-               for x in range(0, self.width):
-                       self.board.append([])
-                       for y in range(0, self.height):         
-                               self.board[x].append(None)
-               if self.colour == "RED":
-                       print "FB8sB479B8\nBB31555583\n6724898974\n967B669999"
-               elif self.colour == "BLUE":
-                       print "967B669999\n6724898974\nBB31555583\nFB8sB479B8"
-               return True
-
-       def MoveCycle(self):
-               #sys.stderr.write("BasicAI MakeMove here...\n");
-               if self.InterpretResult() == False or self.ReadBoard() == False or self.MakeMove() == False:
-                       return False
-               self.turn += 1
-               return self.InterpretResult()
-
-       def MakeMove(self):
-               """ Randomly moves any moveable piece, or prints "NO_MOVE" if there are none """
-               #TODO: Over-ride this function in base classes with more complex move behaviour
-
-               #sys.stderr.write("BasicAI MakeMove here...\n")
-               #self.debugPrintBoard()
-
-               if len(self.units) <= 0:
-                       return False
-
-               index = random.randint(0, len(self.units)-1)
-               startIndex = index
-
-               directions = ("UP", "DOWN", "LEFT", "RIGHT")
-               while True:
-                       piece = self.units[index]
-                       if piece != None and piece.mobile():
-                               dirIndex = random.randint(0, len(directions)-1)
-                               startDirIndex = dirIndex
-                               
-                               while True:
-                                       #sys.stderr.write("Trying index " + str(dirIndex) + "\n")
-                                       p = move(piece.x, piece.y, directions[dirIndex])
-                                       if p[0] >= 0 and p[0] < self.width and p[1] >= 0 and p[1] < self.height:
-                                               target = self.board[p[0]][p[1]]
-                                               if target == None or (target.colour != piece.colour and target.colour != "NONE" and target.colour != "BOTH"):   
-                                                       print str(piece.x) + " " + str(piece.y) + " "+directions[dirIndex]
-                                                       return True
-                                       dirIndex = (dirIndex + 1) % len(directions)
-                                       if startDirIndex == dirIndex:
-                                               break
-
-                       index = (index + 1) % len(self.units)
-                       if startIndex == index:
-                               print "NO_MOVE"
-                               return True
-                                                       
-                       
-       def ReadBoard(self):
-               """ Reads in the board. 
-                       On the very first turn, sets up the self.board structure
-                       On subsequent turns, the board is simply read, but the self.board structure is not updated here.
-               """
-               #sys.stderr.write("BasicAI ReadBoard here...\n");
-               for y in range(0,self.height):
-                       row = sys.stdin.readline().strip()
-                       if len(row) < self.width:
-                               sys.stderr.write("Row has length " + str(len(row)) + " vs " + str(self.width) + "\n")
-                               return False
-                       for x in range(0,self.width):
-                               if self.turn == 0:
-                                       if row[x] == '.':
-                                               pass
-                                       elif row[x] == '#':
-                                               self.board[x][y] = Piece(oppositeColour(self.colour), '?',x,y)
-                                               self.enemyUnits.append(self.board[x][y])
-                                       elif row[x] == '+':
-                                               self.board[x][y] = Piece("NONE", '+', x, y)
-                                       else:
-                                               self.board[x][y] = Piece(self.colour, row[x],x,y)
-                                               self.units.append(self.board[x][y])
-                               else:
-                                       pass
-               return True
-               
-
-       def InterpretResult(self):
-               """ Interprets the result of a move, and updates the board. 
-                       The very first move is ignored. 
-                       On subsequent moves, the self.board structure is updated
-               """
-               #sys.stderr.write("BasicAI InterpretResult here...\n")
-               result = sys.stdin.readline().split(' ')
-               #sys.stderr.write("     Read status line \"" + str(result) + "\"\n")
-               if self.turn == 0:
-                       return True
-
-               if result[0].strip() == "QUIT": #Make sure we exit when the manager tells us to!
-                       return False
-
-               if result[0].strip() == "NO_MOVE": #No move was made, don't need to update anything
-                       return True
-
-               if len(result) < 4: #Should be at least 4 tokens (X Y DIRECTION OUTCOME) in any other case
-                       return False
-
-               x = int(result[0].strip())
-               y = int(result[1].strip())
-
-
-               #sys.stderr.write("     Board position " + str(x) + " " + str(y) + " is OK!\n")         
-
-               direction = result[2].strip()
-               outcome = result[3].strip()
-               
-               p = move(x,y,direction)
-
-               
-
-               if outcome == "OK":
-                       self.board[p[0]][p[1]] = self.board[x][y]
-                       self.board[x][y].x = p[0]
-                       self.board[x][y].y = p[1]
-
-                       self.board[x][y] = None
-               elif outcome == "KILLS":
-                       if self.board[p[0]][p[1]] == None:
-                               return False
-
-                       if self.board[p[0]][p[1]].colour == self.colour:
-                               self.units.remove(self.board[p[0]][p[1]])
-                       elif self.board[p[0]][p[1]].colour == oppositeColour(self.colour):
-                               self.enemyUnits.remove(self.board[p[0]][p[1]])
-
-                       self.board[x][y].x = p[0]
-                       self.board[x][y].y = p[1]
-
-
-                       self.board[p[0]][p[1]] = self.board[x][y]
-                       self.board[x][y].rank = result[4].strip()
-
-                       self.board[x][y] = None
-                       
-               elif outcome == "DIES":
-                       if self.board[p[0]][p[1]] == None:
-                               return False
-
-                       if self.board[x][y].colour == self.colour:
-                               self.units.remove(self.board[x][y])
-                       elif self.board[x][y].colour == oppositeColour(self.colour):
-                               self.enemyUnits.remove(self.board[x][y])
-
-                       self.board[p[0]][p[1]].rank = result[5].strip()
-                       self.board[x][y] = None
-               elif outcome == "BOTHDIE":
-                       if self.board[p[0]][p[1]] == None:
-                               return False
-
-
-                       if self.board[x][y].colour == self.colour:
-                               self.units.remove(self.board[x][y])
-                       elif self.board[x][y].colour == oppositeColour(self.colour):
-                               self.enemyUnits.remove(self.board[x][y])
-                       if self.board[p[0]][p[1]].colour == self.colour:
-                               self.units.remove(self.board[p[0]][p[1]])
-                       elif self.board[p[0]][p[1]].colour == oppositeColour(self.colour):
-                               self.enemyUnits.remove(self.board[p[0]][p[1]])
-
-
-                       self.board[p[0]][p[1]] = None
-                       self.board[x][y] = None
-               elif outcome == "FLAG":
-                       #sys.stderr.write("     Game over!\n")
-                       return False
-               elif outcome == "ILLEGAL":
-                       #sys.stderr.write("     Illegal move!\n")
-                       return False
-               else:
-                       #sys.stderr.write("     Don't understand outcome \"" + outcome + "\"!\n");
-                       return False
-
-               #sys.stderr.write("     Completed interpreting move!\n");               
-               return True
-
-       def debugPrintBoard(self):
-               """ For debug purposes only. Prints the board to stderr.
-                       Does not indicate difference between allied and enemy pieces
-                       Unknown (enemy) pieces are shown as '?'
-               """
-               for y in range(0, self.height):
-                       for x in range(0, self.width):
-                               if self.board[x][y] == None:
-                                       sys.stderr.write(".");
-                               else:
-                                       sys.stderr.write(str(self.board[x][y].rank));
-                       sys.stderr.write("\n")
-
-#basicAI = BasicAI()
-#if basicAI.Setup():
-#      while basicAI.MoveCycle():
-#              pass
-

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