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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()
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