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import curses
import random

class ooPuzzle:
    """Encapsulates a oo puzzle state.

    No rendering information is stored or interpreted here.

    Attributes.
            X,Y : horizontal and vertical size of the puzzle
         pieces : dictionary mapping (x,y) to range(6)
        orients : dictionary mapping (x,y) to range(4)
    """
    def __init__(self, X, Y, game_id=None, inverted=False, toroidal=False):
        """Create a new ooPuzzle instance.

        Arguments.
                 X,Y : horizontal and vertical size of the puzzle
             game_id : passed to ooPuzzle.set_pieces_from_game_id
            inverted : bool for swapping to "dark mode"
            toroidal : bool for looping around the end of the puzzle

        NotImplemented: inverted, toroidal
        """
        self.X, self.Y = X, Y
        self.inverted = inverted
        self.toroidal = toroidal
        self.pieces  = {}
        self.orients = {}
        self.set_pieces_from_game_id(game_id)

    EDGES_TO_PIECE_ORIENT = { (0, 0, 0, 0) : (0, 0),

                              (1, 0, 0, 0) : (1, 0),
                              (0, 1, 0, 0) : (1, 1),
                              (0, 0, 1, 0) : (1, 2),
                              (0, 0, 0, 1) : (1, 3),

                              (1, 1, 0, 0) : (2, 0),
                              (0, 1, 1, 0) : (2, 1),
                              (0, 0, 1, 1) : (2, 2),
                              (1, 0, 0, 1) : (2, 3),

                              (1, 0, 1, 0) : (3, 0),
                              (0, 1, 0, 1) : (3, 1),

                              (0, 1, 1, 1) : (4, 0),
                              (1, 0, 1, 1) : (4, 1),
                              (1, 1, 0, 1) : (4, 2),
                              (1, 1, 1, 0) : (4, 3),

                              (1, 1, 1, 1) : (5, 0) }

    PIECE_ORIENT_TO_EDGES = { (0, 0) : (0, 0, 0, 0),
                              (0, 1) : (0, 0, 0, 0),
                              (0, 2) : (0, 0, 0, 0),
                              (0, 3) : (0, 0, 0, 0),

                              (1, 0) : (1, 0, 0, 0),
                              (1, 1) : (0, 1, 0, 0),
                              (1, 2) : (0, 0, 1, 0),
                              (1, 3) : (0, 0, 0, 1),

                              (2, 0) : (1, 1, 0, 0),
                              (2, 1) : (0, 1, 1, 0),
                              (2, 2) : (0, 0, 1, 1),
                              (2, 3) : (1, 0, 0, 1),

                              (3, 0) : (1, 0, 1, 0),
                              (3, 1) : (0, 1, 0, 1),
                              (3, 2) : (1, 0, 1, 0),
                              (3, 3) : (0, 1, 0, 1),

                              (4, 0) : (0, 1, 1, 1),
                              (4, 1) : (1, 0, 1, 1),
                              (4, 2) : (1, 1, 0, 1),
                              (4, 3) : (1, 1, 1, 0),

                              (5, 0) : (1, 1, 1, 1),
                              (5, 1) : (1, 1, 1, 1),
                              (5, 2) : (1, 1, 1, 1),
                              (5, 3) : (1, 1, 1, 1) }

    def set_pieces_from_edges(self, horiz_edges, vert_edges):
        """Convert edge dictionaries into a puzzle state.

        Adjacent edges in a solution must be
        either both filled or both unfilled,
        and so a bit of data is assigned to each pair.
        
        vert_edges is the dictionary for vertical pairs
          key: (x, row)
            x: the usual x-coordinate of the piece
          row: the y-coordinate or y+1, depending on whether
               you want the pair above or below the piece
             : row == 0 and row == self.Y are border edges
               so it's good to think of row as 1-indexed
        
        horiz_edges is the dictionary for horizontal pairs
          key: (col, y)
          col: the x-coord or x+1, same as row but left or right
            y: the usual y-coord
        """
        for x in range(self.X):
            for y in range(self.Y):

                left  = horiz_edges[x  , y]
                right = horiz_edges[x+1, y]
                up   = vert_edges[x, y  ]
                down = vert_edges[x, y+1]

                piece, orient = \
                    self.EDGES_TO_PIECE_ORIENT[left, up, right, down]
                self.pieces [x, y] = piece
                self.orients[x, y] = orient

        #TODO: properly account for the borders if toroidal

    def set_pieces_from_game_id(self, game_id=None):
        """Convert game_id value into a solution puzzle state.

        game_id is an integer
            if     toroidal: in range(2**( 2*X*Y ))
            if not toroidal: in range(2**( (X-1)*Y + X*(Y-1) ))
        if None, then a random game_id is generated
        """

        # compute:
        #  n_horiz, the number of horizontal edge pairs
        #  n_vert,  the number of  vertical  edge pairs

        shift = -int(not self.toroidal)
        n_col = self.X + shift
        n_row = self.Y + shift
        n_horiz =  n_col * self.Y
        n_vert  = self.X * n_row

        # generate and record game_id

        if game_id == None:
            game_id = random.randrange(0, 2**(n_horiz + n_vert))
        self.game_id = game_id

        # prepare to record edges for self.set_pieces_from_edges

        vert_edges  = {}
        horiz_edges = {}

        # set the border edges
        # if toroidal, these will be overwritten

        for x in range(self.X):
            vert_edges[x,      0] = 0
            vert_edges[x, self.Y] = 0

        for y in range(self.Y):
            horiz_edges[     0, y] = 0
            horiz_edges[self.X, y] = 0

        # set the edges determined by game_id

        for i in range(n_vert):
            row, x = divmod(i, self.X)
            game_id, bit = divmod(game_id, 2)
            vert_edges[x, row+1] = bit

        for i in range(n_horiz):
            col, y = divmod(i, self.Y)
            game_id, bit = divmod(game_id, 2)
            horiz_edges[col+1, y] = bit

        # turn edges into pieces

        self.set_pieces_from_edges(horiz_edges, vert_edges)

    def rotate_cw(self, x, y, turns=1):
        """Rotates the piece at (x, y) by clockwise turns."""
        o = self.orients[x, y]
        o = (o + turns) % 4
        self.orients[x, y] = o

    def random_orients(self):
        """Randomly rotate the current pieces."""
        for x in range(self.X):
            for y in range(self.Y):
                self.orients[x, y] = random.randrange(4)

    def is_solved(self):
        """Checks whether the puzzle is in a solved state."""

        # check internal edge pairs

        for x in range(self.X - 1):
            for y in range(self.Y):

                # check horizontal edge pair right of (x, y)

                l_piece  = self.pieces [x, y]
                l_orient = self.orients[x, y]
                r_piece  = self.pieces [x+1, y]
                r_orient = self.orients[x+1, y]
                l_edge = self.PIECE_ORIENT_TO_EDGES[l_piece, l_orient][2]
                r_edge = self.PIECE_ORIENT_TO_EDGES[r_piece, r_orient][0]
                if l_edge != r_edge: return False

        for x in range(self.X):
            for y in range(self.Y - 1):
                
                # check vertical edge pair below (x, y)

                u_piece  = self.pieces [x, y]
                u_orient = self.orients[x, y]
                d_piece  = self.pieces [x, y+1]
                d_orient = self.orients[x, y+1]
                u_edge = self.PIECE_ORIENT_TO_EDGES[u_piece, u_orient][3]
                d_edge = self.PIECE_ORIENT_TO_EDGES[d_piece, d_orient][1]
                if u_edge != d_edge: return False

        # check boundary edge pairs

        for y in range(self.Y):
            l_piece  = self.pieces [self.X-1, y]
            l_orient = self.orients[self.X-1, y]
            r_piece  = self.pieces [0, y]
            r_orient = self.orients[0, y]
            l_edge = self.PIECE_ORIENT_TO_EDGES[l_piece, l_orient][2]
            r_edge = self.PIECE_ORIENT_TO_EDGES[r_piece, r_orient][0]
            if self.toroidal:
                if l_edge != r_edge: return False
            else:
                if l_edge or r_edge: return False

        for x in range(self.X):
            u_piece  = self.pieces [x, self.Y-1]
            u_orient = self.orients[x, self.Y-1]
            d_piece  = self.pieces [x, 0]
            d_orient = self.orients[x, 0]
            u_edge = self.PIECE_ORIENT_TO_EDGES[u_piece, u_orient][3]
            d_edge = self.PIECE_ORIENT_TO_EDGES[d_piece, d_orient][1]
            if self.toroidal:
                if u_edge != d_edge: return False
            else:
                if u_edge or d_edge: return False

        return True

class ooPlay:
    """Encapsulates an oo game instance.
    
    Renders and interacts with an ooPuzzle instance.
    """
    def __init__(self, screen):
        """Create a new ooPlay instance.

        Arguments.
            scr : curses screen object used for display
        """
        self.screen = screen
        self.Y, self.X = self.screen.getmaxyx()
        self.puzzle = ooPuzzle(self.X, self.Y-2)
        self.puzzle.random_orients()
        self.screen.clear()

        # draw the help area and board state
        self.help_ind = 0
        border_line = self.X * "═"
        self.screen.addstr(self.Y - 2, 0, border_line)
        self.write()
        self.display()

        # start the main loop
        self.xpos, self.ypos = 0, 0
        self.keyloop()

    PIECE_ORIENT_TO_STRING = \
        ["    ",
         "╸╵╺╷",
         "┙┕┍┑",
         "━│━│",
         "┝┯┥┷",
         "┿┿┿┿"]

    def display_pos(self, x, y):
        """Update one position on the board, refresh screen."""
        piece  = self.puzzle.pieces [x, y]
        orient = self.puzzle.orients[x, y]
        string = self.PIECE_ORIENT_TO_STRING[piece][orient]
        self.screen.addstr(y, x, string)
        self.screen.refresh()

    def display(self):
        """Update the state of the board, refresh screen."""
        for x in range(self.puzzle.X):
            for y in range(self.puzzle.Y):
                piece  = self.puzzle.pieces [x, y]
                orient = self.puzzle.orients[x, y]
                string = self.PIECE_ORIENT_TO_STRING[piece][orient]
                self.screen.addstr(y, x, string)
        self.screen.refresh()

    pause_length = 80
    def write(self, string=None, pause=None):
        """Write string to the bottom line.
        
        if string is narrower than line:
            centers string within the line
        if string is wider than line:
            scrolls through string

        if a string is not given, then "h" is used
        if pause is True, there will be a pause for reading
        if pause is not given but a string is, there will be a pause
        if neither a pause nor a string is given, there will not be a pause

        ooPlay.pause_length is the number of milliseconds per character to pause
        """
        if string == None:
            string = "h"
            if pause == None:
                pause = False
        if pause == None:
            pause = True
        width = self.X - 1

        # writing a string that fits in the width

        if len(string) <= width:
            centered_string = string.center(width, " ")
            self.screen.addstr(self.Y - 1, 0, centered_string)
            self.screen.refresh()
            if pause: curses.napms(2 * self.pause_length * len(string))
            curses.ungetch(0) # clear input
            return

        # scrolling through a wider string

        strings = [string[i:i + width] for i in range(len(string) - width + 1)]
        self.screen.addstr(self.Y - 1, 0, strings[0])
        self.screen.refresh()
        curses.napms(self.pause_length * width)
        for s in strings:
            self.screen.addstr(self.Y - 1, 0, s)
            self.screen.refresh()
            curses.napms(self.pause_length)
        if pause: curses.napms(self.pause_length * width)
        self.screen.ungetch(0) # clear input

    def write_help(self):
        """Write one of the help messages."""
        if self.help_ind == 0:
            self.write("Help on controls.")
            self.write("arrow keys: move cursor")
            self.write("space bar or return: rotates piece")
            self.write("q: quit game")
            self.write("n: new game")
            self.write("r: randomize rotations")
            self.write("t: toggle toroidal mode")
            self.write("i: toggle inverted mode")
            self.write("The next help is game explanation.")
            self.write()

        if self.help_ind == 1:
            self.write("Help on game.")
            self.write("If game is not inverted," +
                       " the object is to have every line connect to another.")
            self.write("If game is inverted," + 
                       " the object is to have no two lines connected.")
            self.write("If game is not toroidal," +
                       " the borders cannot have lines extending outwards.")
            self.write("If game is toroidal," +
                       " the borders loop back and may connect to the opposite side.")
            self.write("The next help is on controls.")
            self.write()

        self.help_ind += 1
        self.help_ind %= 2

    def success(self):
        """Write and respond to the win screen."""
        self.write("You won!")
        self.write("r n q", pause=False)
        while True:
            inp = self.screen.getch()
            if inp in map(ord, 'QqNnRr'): break
        return chr(inp)

    def keyloop(self):
        """Wait for and parse keypress."""
        while True:
            self.screen.move(self.ypos, self.xpos)
            inp = self.screen.getch()

            # parse character input
            if 0 < inp < 256:
                inp = chr(inp)
                if inp in " \n":
                    self.puzzle.rotate_cw(self.xpos, self.ypos)
                    self.display_pos(self.xpos, self.ypos)
                    if self.puzzle.is_solved():
                        inp = self.success()
                if inp in "Qq":
                    self.write("Quit")
                    return
                elif inp in "Rr":
                    self.write("Randomize")
                    self.puzzle.random_orients()
                    self.display()
                    self.write()
                elif inp in "Nn":
                    self.write("New Game")
                    self.puzzle.set_pieces_from_game_id()
                    self.puzzle.random_orients()
                    self.display()
                    self.write()
                elif inp in "Hh":
                    self.write_help()
                elif inp in "Ii":
                    self.write("Inverted mode is not implemented.")
                    self.write()
                elif inp in "Tt":
                    self.write("Toroidal mode is not implemented.")
                    self.write()

            # parse arrow key input
            elif inp == curses.KEY_UP    and self.ypos > 0:
                self.ypos -= 1
            elif inp == curses.KEY_DOWN  and self.ypos < self.puzzle.Y - 1:
                self.ypos += 1
            elif inp == curses.KEY_LEFT  and self.xpos > 0:
                self.xpos -= 1
            elif inp == curses.KEY_RIGHT and self.xpos < self.puzzle.X - 1:
                self.xpos += 1

def main():
    curses.wrapper(ooPlay)

if __name__ == "__main__":
    main()