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battleships.py
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battleships.py
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from enum import Enum
from os import system
from random import randint, choice, shuffle
from sys import platform
from time import sleep
from types import UnionType
from typing import Optional, Type, Iterator, Self
from colorama import Fore, Style, init
from vec2 import Vec2, vec_scalar_multiply, vec_add, vec_invert
class User:
def __init__(self) -> None:
self.board: MainBoard = new_board(SquareState.EMPTY, BOARD_HEIGHT, BOARD_WIDTH)
self.ships: list[Ship] = []
self.knowledge: KnowledgeBoard = new_board(
KnowledgeSquareState.UNKNOWN, BOARD_HEIGHT, BOARD_WIDTH
)
class Ship:
def __init__(self, squares: list[Vec2]) -> None:
self.hits: int = 0
self.sunk: bool = False
self.squares: list[Vec2] = squares
def hit(self) -> bool:
# Returns True if ship is sunk
self.hits += 1
if self.hits == len(self.squares):
self.sunk = True
return True
return False
class Orientation(Enum):
N = Vec2(0, -1)
E = Vec2(1, 0)
S = Vec2(0, 1)
W = Vec2(-1, 0)
class SquareState(Enum):
EMPTY = " "
SHIP = "#"
MISS = "·"
HIT = "X"
class KnowledgeSquareState(Enum):
UNKNOWN = " "
MISS = "·"
HIT = "X"
# Constants
LOOP_MAX = 100000
BOARD_WIDTH = 10
BOARD_HEIGHT = 10
SHIP_LENGTHS = [5, 4, 3, 3, 2]
# Types
MainBoard: Type = list[list[SquareState]]
KnowledgeBoard: Type = list[list[KnowledgeSquareState]]
Board: UnionType = MainBoard | KnowledgeBoard
def shuffled(a: list) -> list:
shuffle(a)
return a
def clear() -> None:
if platform == "win32":
_ = system("cls")
else:
_ = system("clear")
def new_board(default, height, width) -> Board:
return [[default for _ in range(width)] for _ in range(height)]
def square_in_board(square: Vec2, board: Board) -> bool:
width = len(board[0])
height = len(board)
return 0 <= square.x < width and 0 <= square.y < height
def random_square(board: Board, matching: SquareState | KnowledgeSquareState) -> Vec2:
board_height = len(board)
board_width = len(board[0])
for _ in range(LOOP_MAX):
coord = Vec2(randint(0, board_height - 1), randint(0, board_width - 1))
if board[coord.y][coord.x] is matching:
return coord
exit(200)
def extend(origin: Vec2, direction: Vec2, length: int) -> Vec2:
return vec_add(origin, vec_scalar_multiply(direction, length))
def new_valid_ship(
origin: Vec2, orientation: Orientation, length: int, owner: User
) -> Optional[Ship]:
squares = [extend(origin, orientation.value, i) for i in range(length)]
# Confirm all squares are in the board
if not all(square_in_board(square, owner.board) for square in squares):
return None
# Check if any already placed ships' squares overlap with our squares
if any(
len([square for square in squares if square in existing_ship.squares]) > 0
for existing_ship in owner.ships
):
return None
return Ship(squares)
def place_ship(ship: Ship, board: Board) -> None:
for square in ship.squares:
board[square.y][square.x] = SquareState.SHIP
class FireResult(Enum):
HIT = 1
MISS = 2
FAIL = 3
SUNK = 4
def fire_missile(coord: Vec2, source: User, target: User) -> FireResult:
# If already fired at this square
if source.knowledge[coord.y][coord.x] != KnowledgeSquareState.UNKNOWN:
return FireResult.FAIL
# Check if shot is a hit or a miss
for ship in target.ships:
if coord in ship.squares:
sunk = ship.hit()
target.board[coord.y][coord.x] = SquareState.HIT
source.knowledge[coord.y][coord.x] = KnowledgeSquareState.HIT
return FireResult.SUNK if sunk else FireResult.HIT
else:
source.knowledge[coord.y][coord.x] = KnowledgeSquareState.MISS
target.board[coord.y][coord.x] = SquareState.MISS
return FireResult.MISS
def display_board(board: Board) -> None:
height = len(board)
width = len(board[0])
print("│ " + " ".join([str(x) for x in range(width)]) + " │")
for y in range(height):
print(f"│ {chr(y + 65)} ", end="")
print(*[square.value for square in board[y]], sep=" ", end=" │\n")
def display_boards(user: User) -> None:
clear()
board_width = len(user.board[0])
line_width = board_width * 2 + 5
print("┌" + "─" * line_width + "┐")
display_board(user.knowledge)
print("├" + "─" * line_width + "┤")
display_board(user.board)
print("└" + "─" * line_width + "┘")
def message(text: str, user: User, colour: str = "") -> None:
display_boards(user)
print(colour + text + Style.RESET_ALL)
sleep(len(text.split(" ")) / 4 + 0.5)
def decode_notation(text: str, board: Board) -> Optional[Vec2]:
if len(text) != 2:
return None
try:
# "a" = 0
row = ord(text.lower()[0]) - 97
column = int(text[1])
if not square_in_board(Vec2(column, row), board):
return None
except ValueError:
return None
return Vec2(column, row)
class State:
def update(self, user: User, player: User) -> Optional[Self]:
pass
class RandomState(State):
def update(self, user: User, player: User) -> Optional[State]:
target = random_square(user.knowledge, KnowledgeSquareState.UNKNOWN)
result = fire_missile(target, user, player)
if result == FireResult.HIT:
return LookAroundState(user, target)
class LookAroundState(State):
def __init__(self, user: User, centre: Vec2):
self.centre = centre
self.to_check: Iterator[Orientation] = (
orientation
for orientation in shuffled(list(Orientation))
if square_in_board(vec_add(centre, orientation.value), user.board)
)
def update(self, user: User, player: User) -> Optional[State]:
try:
orientation = next(self.to_check)
except StopIteration:
return RandomState()
result = fire_missile(vec_add(self.centre, orientation.value), user, player)
match result:
case FireResult.HIT:
return ExploreState(self.centre, orientation)
case FireResult.SUNK:
return RandomState()
case _:
# Miss or Fail (shouldn't fail)
return None
class ExploreState(State):
def __init__(self, centre: Vec2, orientation: Orientation):
self.centre = centre
self.orientation: Orientation = orientation
self.check_opposite: bool = False
self.extent = 1
def update(self, user: User, player: User) -> Optional[State]:
# Fully explore the orientation
self.extent += 1
if self.check_opposite:
result = fire_missile(
extend(self.centre, vec_invert(self.orientation.value), self.extent),
user,
player,
)
match result:
case FireResult.MISS | FireResult.SUNK:
return RandomState()
case FireResult.FAIL:
return self.update(user, player)
case _:
return None
result = fire_missile(
extend(self.centre, self.orientation.value, self.extent),
user,
player,
)
match result:
case FireResult.MISS:
self.check_opposite = True
self.extent = 0
return None
case FireResult.FAIL:
self.check_opposite = True
self.extent = 0
return self.update(user, player)
case FireResult.SUNK:
return RandomState()
case _:
return None
def battleships() -> None:
# AI ship placement
ai = User()
for length in SHIP_LENGTHS:
new_ship = None
while new_ship is None:
new_ship = new_valid_ship(
random_square(ai.board, SquareState.EMPTY),
choice(list(Orientation)),
length,
ai,
)
ai.ships.append(new_ship)
place_ship(new_ship, ai.board)
# Player ship placement
player = User()
available_ship_lengths = SHIP_LENGTHS
boards = [player.knowledge, player.board]
while len(available_ship_lengths) > 0:
display_boards(player)
inp = input("Enter start/end points of a ship to place it (e.g. c0 c2): ")
if inp == "exit":
return
point_a, point_b = (decode_notation(w, player.board) for w in inp.split(" "))
if point_a is None or point_b is None:
message("Error: One or more points invalid", player)
continue
if point_a.y == point_b.y:
displacement = point_b.x - point_a.x
orientation = Orientation.E if displacement > 0 else Orientation.W
elif point_a.x == point_b.x:
displacement = point_b.y - point_a.y
orientation = Orientation.S if displacement > 0 else Orientation.N
else:
# Diagonal
continue
length = abs(displacement) + 1
if length in available_ship_lengths:
new_ship = new_valid_ship(point_a, orientation, length, player)
if new_ship is not None:
available_ship_lengths.remove(length)
player.ships.append(new_ship)
place_ship(new_ship, player.board)
else:
message("Error: Ship length not available", player)
# Main game loop
ai_state: State = RandomState()
while True:
# Player turn
result = FireResult.FAIL
while result == FireResult.FAIL:
display_boards(player)
inp = input("Enter square to fire missile (e.g. c4): ")
square = decode_notation(inp, player.board)
if square is None:
message("Error: invalid square", player, colour=Fore.RED)
continue
result = fire_missile(square, player, ai)
match result:
case FireResult.SUNK:
message("Enemy: You sunk my battleship!", player, colour=Fore.GREEN)
case FireResult.MISS:
message("Enemy: Miss!", player, colour=Fore.BLUE)
case FireResult.HIT:
message("Enemy: Hit...", player, colour=Fore.GREEN)
case FireResult.FAIL:
message("Error: Already fired there.", player, colour=Fore.RED)
# AI turn
state = ai_state.update(ai, player)
if state is not None:
ai_state = state
# Win condition
if all(ship.sunk for ship in player.ships):
display_boards(*boards)
input("You LOST! Press enter...")
break
if all(ship.sunk for ship in ai.ships):
display_boards(*boards)
input("You WON! Press enter...")
break
init()
if __name__ == "__main__":
while True:
battleships()