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tictactoe.py
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tictactoe.py
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import random
class Board:
def __init__(self):
# Initializes a board, creates the matrix and sets the dimension.
self.matrix = [[None]*3 for i in range(3)]
self.dimension = 3
def __str__(self):
# Stringifys the board for easy display, allows use of print()
out = ""
for lst in self.matrix:
out += str(lst) + "\n"
return out
def as_list(self):
# converts the Board to a list for unittests
out = []
for lst in self.matrix:
for x in lst:
out += x
return out
def __iter__(self):
# creates an iterator for the board
lst = self.as_list()
for item in lst:
yield item
def __bool__(self):
# returns True if the board has a non-None value
for lst in self.matrix:
for val in lst:
if val is not None:
return True
return False
def get_spot(self, down, over):
if self.matrix[down][over] is not None:
return self.matrix[down][over]
return None
def get_all_openings(self):
# returns a list of tuples of all open coordinates
openings = []
for x in range(self.dimension):
for y in range(self.dimension):
if not self.matrix[x][y]:
openings.append((x, y))
return openings
def __getitem__(self, location):
# returns the item at a single-integer location. The board is numbered 0-8.
assert(location <= (self.dimension**2))
return self.matrix[location//self.dimension][location%self.dimension]
def __setitem__(self, location, val):
# sets the item at a single-integer location
assert(location < (self.dimension**2))
if self.get_spot(location//self.dimension, location%self.dimension) != None:
raise ValueError('This place is already taken. To override this place, use `set_val()`')
self.matrix[location//self.dimension][location%self.dimension] = val
def set_val(self, down, over, val, override=False):
# sets the value at a coordinate pair
if not override and self.get_spot(down, over) == None:
self.matrix[down][over] = val
else:
raise ValueError('This place is already taken')
def clear(self):
# empties the board (sets all locations to None).
self.matrix = [[None]*self.dimension for i in range(self.dimension)]
def check_win(self):
# checks all locations within a single board for winners. if a winner is found, it returns who won. else False
# row check
for row in self.matrix:
if row[0] == row[1] == row[2] and row[0] != None:
return row[0]
# column check
for x in range(self.dimension):
if self.matrix[0][x] == self.matrix[1][x] == self.matrix[2][x] and self.matrix[0][x] != None:
return self.matrix[0][x]
# diagonal checks
if self.matrix[0][0] == self.matrix[1][1] == self.matrix[2][2] and self.matrix[0][0] != None:
return self.matrix[0][0]
elif self.matrix[0][2] == self.matrix[1][1] == self.matrix[2][0] and self.matrix[0][2] != None:
return self.matrix[0][2]
# else
return False
@staticmethod
def location_to_coordinates(location, dimension=3):
# returns a tuple containing the (down, over) coordinates of a location
return (location//dimension, location%dimension)
class Cube:
class Row:
empty = "empty"
def __init__(self, key=None):
self.coords = []
self.vals = []
self.key = key
def as_dict(self):
# returns the Row as a dict
out = {}
for coord, val in zip(self.coords, self.vals):
out[coord] = val
return out
def __iter__(self):
# iterates through the Row
for coord, val in zip(self.coords, self.vals):
yield (coord, val)
def __str__(self):
# returns the Row as a string (printed like a dict)
return str(self.as_dict())
allowed = ['x', 'o']
def __init__(self):
# initializes a 3**3 board
self.boards = [Board(), Board(), Board()]
def __str__(self):
# stringifies the cube
out = ""
for x in range(3):
out += "---Board {0}---\n".format(str(x))
out += str(self.boards[x]) + "\n"
return out
def get_available_spaces(self):
# returns a dict that contains all open spaces - each value is a list of tuples of spaces
spaces = {}
for x in range(3):
spaces[x] = self.boards[x].get_all_openings()
return spaces
def check_wins(self):
# checks for a winner on the board
# first check the 3 board objects
for board in self.boards:
result = board.check_win()
if result != False:
return result
else:
# 3D vertical checks
for x in range(9):
if self.boards[0][x] == self.boards[1][x] == self.boards[2][x] and self.boards[0][x] != None:
return self.boards[0][x]
# 3D diagonal checks (yay!)
# straight diagonals
for x in range(3):
if self.boards[0][x*3 + 0] == self.boards[1][x*3 + 1] == self.boards[2][x*3 + 2] and self.boards[0][x*3 + 0] != None:
return self.boards[0][x*3 + 0]
elif self.boards[0][x*3 + 2] == self.boards[1][x*3 + 1] == self.boards[2][x*3 + 0] and self.boards[0][x*3 + 2] != None:
return self.boards[0][x*3 + 2]
elif self.boards[0][x] == self.boards[1][3 + x] == self.boards[2][6 + x] and self.boards[0][x] != None:
return self.boards[0][0][x]
elif self.boards[0][2 + x] == self.boards[1][1 + x] == self.boards[2][x] and self.boards[0][2 + x] != None:
return self.boards[0][2][x]
# diagonal diagonals
if self.boards[0][0] == self.boards[1][4] == self.boards[2][8] and self.boards[0][0] != None:
return self.boards[0][0][0]
elif self.boards[0][2] == self.boards[1][4] == self.boards[2][6] and self.boards[0][2] != None:
return self.boards[0][0][2]
elif self.boards[0][6] == self.boards[1][4] == self.boards[2][2] and self.boards[0][6] != None:
return self.boards[0][2][0]
elif self.boards[0][8] == self.boards[1][4] == self.boards[2][6] and self.boards[0][8] != None:
return self.boards[0][2][2]
return False
def play_move(self, board, down, over, player):
# adds a new item to the board
assert(player in ['x', 'o'])
self.boards[board].set_val(down, over, player)
def clear(self):
# clears all boards
for board in self.boards:
board.clear()
def analyze_cube(self):
# returns all rows of a cube
# if a space is occupied, it displays its value
# else, it displays its coordinates as a tuple (board, down, over)
rows = []
key_count = 0
for b in range(3):
for r in range(3):
row = Cube.Row(key_count)
key_count += 1
for s in range(3):
result = self.boards[b].get_spot(r, s)
row.coords.append((b, r, s))
if result != None:
row.vals.append(result)
elif result == None:
row.vals.append(Cube.Row.empty)
rows.append(row)
for b in range(3):
for c in range(3):
row = Cube.Row(key_count)
key_count += 1
for s in range(3):
result = self.boards[b].get_spot(s, c)
row.coords.append((b, s, c))
if result != None:
row.vals.append(result)
elif result == None:
row.vals.append(Cube.Row.empty)
rows.append(row)
for x in range(9):
row = Cube.Row(key_count)
key_count += 1
coordinates = Board.location_to_coordinates(x)
n1 = self.boards[0][x]
n2 = self.boards[1][x]
n3 = self.boards[2][x]
row.vals.append(n1)
row.vals.append(n2)
row.vals.append(n3)
for y in range(3):
row.coords.append((y, coordinates[0], coordinates[1]))
rows.append(row)
# diagonals
for x in range(3):
# first set
row1 = Cube.Row(key_count)
key_count += 1
row1.vals.append(self.boards[0][x*3 + 0])
row1.vals.append(self.boards[1][x*3 + 1])
row1.vals.append(self.boards[2][x*3 + 2])
coords1 = Board.location_to_coordinates(x*3 + 0)
coords2 = Board.location_to_coordinates(x*3 + 1)
coords3 = Board.location_to_coordinates(x*3 + 2)
row1.coords.append((0, coords1[0], coords1[1]))
row1.coords.append((1, coords2[0], coords2[1]))
row1.coords.append((2, coords3[0], coords3[1]))
rows.append(row1)
# second set
row2 = Cube.Row(key_count)
key_count += 1
row2.vals.append(self.boards[0][x*3 + 2])
row2.vals.append(self.boards[1][x*3 + 1])
row2.vals.append(self.boards[2][x*3 + 0])
coords4 = Board.location_to_coordinates(x*3 + 2)
coords5 = Board.location_to_coordinates(x*3 + 1)
coords6 = Board.location_to_coordinates(x*3 + 2)
row2.coords.append((0, coords4[0], coords4[1]))
row2.coords.append((1, coords5[0], coords5[1]))
row2.coords.append((2, coords6[0], coords6[1]))
rows.append(row2)
# third set
row3 = Cube.Row(key_count)
key_count += 1
row3.vals.append(self.boards[0][x])
row3.vals.append(self.boards[1][3 + x])
row3.vals.append(self.boards[2][6 + x])
coords7 = Board.location_to_coordinates(x)
coords8 = Board.location_to_coordinates(3 + x)
coords9 = Board.location_to_coordinates(6 + x)
row3.coords.append((0, coords7[0], coords7[1]))
row3.coords.append((1, coords8[0], coords8[1]))
row3.coords.append((2, coords9[0], coords9[1]))
rows.append(row3)
# fourth set
row4 = Cube.Row(key_count)
key_count += 1
row4.vals.append(self.boards[0][2 + x])
row4.vals.append(self.boards[1][1 + x])
row4.vals.append(self.boards[2][x])
coords10 = Board.location_to_coordinates(2 + x)
coords11 = Board.location_to_coordinates(1 + x)
coords12 = Board.location_to_coordinates(x)
row4.coords.append((0, coords10[0], coords10[1]))
row4.coords.append((1, coords11[0], coords11[1]))
row4.coords.append((2, coords12[0], coords12[1]))
rows.append(row4)
# fifth set
row5 = Cube.Row(key_count)
key_count += 1
row5.vals.append(self.boards[0][0])
row5.vals.append(self.boards[1][4])
row5.vals.append(self.boards[2][8])
coords13 = Board.location_to_coordinates(0)
coords14 = Board.location_to_coordinates(4)
coords15 = Board.location_to_coordinates(8)
row5.coords.append((0, coords13[0], coords13[1]))
row5.coords.append((1, coords14[0], coords14[1]))
row5.coords.append((2, coords15[0], coords15[1]))
rows.append(row5)
# sixth set
row6 = Cube.Row(key_count)
key_count += 1
row6.vals.append(self.boards[0][2])
row6.vals.append(self.boards[1][4])
row6.vals.append(self.boards[2][6])
coords16 = Board.location_to_coordinates(2)
coords17 = Board.location_to_coordinates(4)
coords18 = Board.location_to_coordinates(6)
row6.coords.append((0, coords16[0], coords16[1]))
row6.coords.append((1, coords17[0], coords17[1]))
row6.coords.append((2, coords18[0], coords18[1]))
rows.append(row6)
# seventh set
row7 = Cube.Row(key_count)
key_count += 1
row7.vals.append(self.boards[0][6])
row7.vals.append(self.boards[1][4])
row7.vals.append(self.boards[2][2])
coords19 = Board.location_to_coordinates(6)
coords20 = Board.location_to_coordinates(4)
coords21 = Board.location_to_coordinates(2)
row7.coords.append((0, coords19[0], coords19[1]))
row7.coords.append((1, coords20[0], coords20[1]))
row7.coords.append((2, coords21[0], coords21[1]))
rows.append(row7)
# eighth set
row8 = Cube.Row(key_count)
key_count += 1
row8.vals.append(self.boards[0][6])
row8.vals.append(self.boards[1][4])
row8.vals.append(self.boards[2][2])
coords22 = Board.location_to_coordinates(6)
coords23 = Board.location_to_coordinates(4)
coords24 = Board.location_to_coordinates(2)
row8.coords.append((0, coords22[0], coords22[1]))
row8.coords.append((1, coords23[0], coords23[1]))
row8.coords.append((2, coords24[0], coords24[1]))
rows.append(row8)
return rows
def random_open_space(self):
# returns a random open space in the Cube
opens = []
for b in range(3):
for r in range(3):
for s in range(3):
status = self.boards[b].get_spot(r,s)
print(status)
if status == None:
opens.append((b,r,s))
else:
continue
return random.choice(opens)
class Player:
# a class to manage players in games
def __init__(self, name, piece, computer=False):
assert(piece in Cube.allowed)
self.name = name
self.piece = piece
self.computer = computer