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sim.py
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sim.py
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import const
class Sim(object):
def __init__(self, width, height,
generals, cities, tiles, armies):
self.width = width
self.height = height
self.size = width * height
self.generals = generals
self.cities = cities
self.tiles = tiles
self.armies = armies
self.num_players = len(generals)
self.afks = set()
self.turn = 0
def step(self, actions):
players = range(self.num_players)
if self.turn % 2:
players = players[::-1]
for player in players:
start, end, is_half, is_afk = actions[player]
if start >= 0 and end >= 0:
self._move(player, start, end, is_half)
if is_afk:
self.afks.add(player)
self._end_turn()
def get_observations(self):
return {player: self._make_obs(player)
for player in range(self.num_players)}
def _move(self, player, start, end, is_half):
if not (0 <= start < len(self.tiles) and 0 <= end < len(self.tiles)):
return
if not (self.tiles[start] == player >= 0):
return
if not (self.tiles[end] >= 0 or self.tiles[end] == const.EMPTY):
return
# assert self.tiles[start] == player >= 0
# assert self.tiles[end] >= 0 or self.tiles[end] == const.EMPTY
if is_half:
n = self.armies[start] // 2
else:
n = self.armies[start] - 1
self.armies[start] -= n
m = self.armies[end]
# merge armies
if self.tiles[end] == player:
self.armies[end] += n
# attack and capture
elif n > m:
self.armies[end] = n - m
tile = self.tiles[end]
self.tiles[end] = player
# capture general
if tile >= 0 and tile != player and self.generals[tile] == end:
for i in range(self.size):
if self.tiles[i] == tile:
self.tiles[i] = player
self.armies[i] = (self.armies[i] + 1) // 2
# attack and do not capture
else:
self.armies[end] -= n
assert self.armies[start] >= 0
assert self.armies[end] >= 0
def _end_turn(self):
self.turn += 1
if self.turn % 2 == 0:
for i in self.generals:
if self.tiles[i] not in self.afks:
self.armies[i] += 1
for i in self.cities:
tile = self.tiles[i]
if tile >= 0 and tile not in self.afks:
self.armies[i] += 1
if self.turn % 50 == 0:
for i in range(self.size):
if self.tiles[i] >= 0:
self.armies[i] += 1
def _make_obs(self, player):
vis = set()
for i, p in enumerate(self.tiles):
if p != player:
continue
x, y = i % self.width, i // self.width
for dy in [-1, 0, 1]:
for dx in [-1, 0, 1]:
y2 = y+dy
x2 = x+dx
if 0 <= x2 < self.width and 0 <= y2 < self.height:
vis.add(y2 * self.width + x2)
generals = [i if i in vis else -1 for i in self.generals]
cities = [i for i in self.cities if i in vis]
tiles = self.tiles[:]
armies = self.armies[:]
for i in range(self.size):
if i not in vis:
if self.tiles[i] == const.MOUNTAIN or i in self.cities:
tiles[i] = const.OBSTACLE
else:
tiles[i] = const.FOG
armies[i] = 0
scores_lands = []
scores_units = []
scores_alives = []
for p in range(self.num_players):
scores_lands.append(sum(1 for i in range(self.size)
if self.tiles[i] == p))
scores_units.append(sum(self.armies[i] for i in range(self.size)
if self.tiles[i] == p))
scores_alives.append(self.tiles[self.generals[p]] == p)
players_left = {self.tiles[i] for i in self.generals} - self.afks
assert players_left
return {
'done': len(players_left) == 1,
'width': self.width,
'height': self.height,
'generals': generals,
'cities': cities,
'tiles': tiles,
'armies': armies,
'turn': self.turn,
'scores_lands': scores_lands,
'scores_units': scores_units,
'scores_alives': scores_alives,
'player': player,
}
def get_lands(self):
scores_lands = []
for p in range(self.num_players):
scores_lands.append(sum(1 for i in range(self.size)
if self.tiles[i] == p))
return scores_lands
def get_units(self):
scores_units = []
for p in range(self.num_players):
scores_units.append(sum(self.armies[i] for i in range(self.size)
if self.tiles[i] == p))
return scores_units
def get_alives(self):
scores_alives = []
for p in range(self.num_players):
scores_alives.append(self.tiles[self.generals[p]] == p)
return scores_alives