# ============================================================================== # Copyright 2019 - Philip Paquette. All Rights Reserved. # # NOTICE: All information contained herein is, and remains the property of the authors # listed above. The intellectual and technical concepts contained herein are proprietary # and may be covered by U.S. and Foreign Patents, patents in process, and are protected # by trade secret or copyright law. Dissemination of this information or reproduction of # this material is strictly forbidden unless prior written permission is obtained. # ============================================================================== """ Utility to convert a webdiplomacy.net game state to a game object """ import logging from diplomacy import Game from diplomacy.integration.webdiplomacy_net.orders import Order from diplomacy.integration.webdiplomacy_net.utils import CACHE # Constants LOGGER = logging.getLogger(__name__) def turn_to_phase(turn, phase): """ Converts a turn and phase to a short phase name e.g. turn 1 - phase 'Retreats' to 'F1901R' """ year = 1901 + turn // 2 season = 'S' if turn % 2 == 0 else 'F' if phase == 'Builds': season = 'W' phase_type = {'Diplomacy': 'M', 'Retreats': 'R', 'Builds': 'A'}[phase] return season + str(year) + phase_type # Format: # {'unitType': 'Army'/'Fleet', # 'terrID': integer, # 'countryId': integer, # 'retreating': 'Yes'/'No'} def unit_dict_to_str(unit_dict, map_id=1): """ Converts a unit from the dictionary format to the string format e.g. ``{'unitType': 'Army', 'terrID': 6, 'countryId': 1, 'retreating': 'No'}`` to ``'ENGLAND', 'A LON'`` :param unit_dict: The unit in dictionary format from webdiplomacy.net :return: A tuple consisting of: #. The power owning the unit (e.g. 'FRANCE') #. The unit in string format (with a leading ``*`` when dislodged) (e.g. ``'*A PAR'``) """ req_fields = ('unitType', 'terrID', 'countryID', 'retreating') if [1 for field in req_fields if field not in unit_dict]: LOGGER.error('The required fields for unit dict are %s. Cannot translate %s', req_fields, unit_dict) return '', '' # Extracting information unit_type = str(unit_dict['unitType']) terr_id = int(unit_dict['terrID']) country_id = int(unit_dict['countryID']) retreating = str(unit_dict['retreating']) # Validating if unit_type not in ('Army', 'Fleet'): LOGGER.error('Unknown unitType "%s". Expected "Army" or "Fleet".', unit_type) return '', '' if terr_id not in CACHE[map_id]['ix_to_loc']: LOGGER.error('Unknown terrID "%s" for mapID "%s".', terr_id, map_id) return '', '' if country_id not in CACHE[map_id]['ix_to_power']: LOGGER.error('Unknown countryID "%s" for mapID "%s".', country_id, map_id) return '', '' if retreating not in ('Yes', 'No'): LOGGER.error('Unknown retreating "%s". Expected "Yes" or "No".', retreating) return '', '' # Translating names loc_name = CACHE[map_id]['ix_to_loc'][terr_id] power_name = CACHE[map_id]['ix_to_power'][country_id] is_dislodged = bool(retreating == 'Yes') # Building unit and returning unit = '%s%s %s' % ('*' if is_dislodged else '', unit_type[0], loc_name) return power_name, unit # Format: # {'terrID': integer, # 'countryId': integer} def center_dict_to_str(center_dict, map_id=1): """ Converts a supply center from the dictionary format to the string format e.g. ``{'terrID': 6, 'countryId': 1}`` to ``'ENGLAND', 'LON'`` :param center_dict: The center in dictionary format from webdiplomacy.net :return: A tuple consisting of: #. The power owning the center (e.g. 'FRANCE') #. The location where the supply center is (e.g. 'PAR') """ req_fields = ('terrID', 'countryID') if [1 for field in req_fields if field not in center_dict]: LOGGER.error('The required fields for center dict are %s. Cannot translate %s', req_fields, center_dict) return '', '' # Extracting information terr_id = int(center_dict['terrID']) country_id = int(center_dict['countryID']) # Validating if terr_id not in CACHE[map_id]['ix_to_loc']: LOGGER.error('Unknown terrID "%s" for mapID "%s".', terr_id, map_id) return '', '' if country_id not in CACHE[map_id]['ix_to_power']: LOGGER.error('Unknown countryID "%s" for mapID "%s".', country_id, map_id) return '', '' # Translating names loc_name = CACHE[map_id]['ix_to_loc'][terr_id] power_name = CACHE[map_id]['ix_to_power'][country_id] # Returning return power_name, loc_name # Format: # {'turn': integer, # 'phase': 'Diplomacy', 'Retreats', 'Builds', # 'countryID': integer, # 'terrID': integer, # 'unitType': 'Army', 'Fleet', # 'type': 'Hold', 'Move', 'Support hold', 'Support move', 'Convoy', # 'Retreat', 'Disband', # 'Build Army', 'Build Fleet', 'Wait', 'Destroy' # 'toTerrID': integer, # 'fromTerrID': integer, # 'viaConvoy': 'Yes', 'No', # 'success': 'Yes', 'No', # 'dislodged': 'Yes', 'No'} def order_dict_to_str(order_dict, phase, map_id=1): """ Converts an order from the dictionary format to the string format :param order_dict: The order in dictionary format from webdiplomacy.net :param phase: The current phase ('Diplomacy', 'Retreats', 'Builds') :return: A tuple consisting of: #. The power who submitted the order (e.g. 'FRANCE') #. The order in string format (e.g. 'A PAR H') """ req_fields = ('countryID',) if [1 for field in req_fields if field not in order_dict]: LOGGER.error('The required fields for order dict are %s. Cannot translate %s', req_fields, order_dict) return '', '', '' # Extracting information country_id = int(order_dict['countryID']) # Validating if country_id not in CACHE[map_id]['ix_to_power']: LOGGER.error('Unknown countryID "%s" for mapID "%s".', country_id, map_id) return '', '' # Getting power name and phase_type power_name = CACHE[map_id]['ix_to_power'][country_id] phase_type = {'Diplomacy': 'M', 'Retreats': 'R', 'Builds': 'A'}[phase] # Getting order in string format order = Order(order_dict, map_id=map_id, phase_type=phase_type) if not order: return '', '' # Returning return power_name, order.to_string() # Format: # {'turn': integer, # 'phase': 'Diplomacy', 'Retreats', 'Builds', # 'units': [], # 'centers': [], # 'orders': []} def process_phase_dict(phase_dict, map_id=1): """ Converts a phase dict to its string representation """ phase = turn_to_phase(phase_dict.get('turn', 0), phase_dict.get('phase', 'Diplomacy')) # Processing units units_per_power = {} for unit_dict in phase_dict.get('units', []): power_name, unit = unit_dict_to_str(unit_dict, map_id=map_id) if not power_name: continue if power_name not in units_per_power: units_per_power[power_name] = [] units_per_power[power_name].append(unit) # Processing centers centers_per_power = {} for center_dict in phase_dict.get('centers', []): power_name, loc = center_dict_to_str(center_dict, map_id=map_id) if not power_name: continue if power_name not in centers_per_power: centers_per_power[power_name] = [] centers_per_power[power_name].append(loc) # Processing orders orders_per_power = {} for order_dict in phase_dict.get('orders', []): power_name, order = order_dict_to_str(order_dict, phase=phase_dict.get('phase', 'Diplomacy'), map_id=map_id) if not power_name: continue if power_name not in orders_per_power: orders_per_power[power_name] = [] orders_per_power[power_name].append(order) # Returning return {'name': phase, 'units': units_per_power, 'centers': centers_per_power, 'orders': orders_per_power} # Format: # {'gameID': integer, # 'variantID': integer, # 'turn': integer, # 'phase': 'Pre-Game', 'Diplomacy', 'Retreats', 'Builds', 'Finished', # 'gameOver': 'No, 'Won', 'Drawn', # 'phases': [], # 'standoffs': []} def state_dict_to_game_and_power(state_dict, country_id, max_phases=None): """ Converts a game state from the dictionary format to an actual diplomacy.Game object with the related power. :param state_dict: The game state in dictionary format from webdiplomacy.net :param country_id: The country id we want to convert. :param max_phases: Optional. If set, improve speed by only keeping the last 'x' phases to regenerate the game. :return: A tuple of #. None, None - on error or if the conversion is not possible, or game is invalid / not-started / done #. game, power_name - on successful conversion """ if state_dict is None: return None, None req_fields = ('gameID', 'variantID', 'turn', 'phase', 'gameOver', 'phases', 'standoffs', 'occupiedFrom') if [1 for field in req_fields if field not in state_dict]: LOGGER.error('The required fields for state dict are %s. Cannot translate %s', req_fields, state_dict) return None, None # Extracting information game_id = str(state_dict['gameID']) map_id = int(state_dict['variantID']) standoffs = state_dict['standoffs'] occupied_from = state_dict['occupiedFrom'] # Parsing all phases state_dict_phases = state_dict.get('phases', []) if max_phases is not None and isinstance(max_phases, int): state_dict_phases = state_dict_phases[-1 * max_phases:] all_phases = [process_phase_dict(phase_dict, map_id=map_id) for phase_dict in state_dict_phases] # Building game - Replaying the last phases game = Game(game_id=game_id, map_name=CACHE['ix_to_map'][map_id]) for phase_to_replay in all_phases[:-1]: game.set_current_phase(phase_to_replay['name']) # Units game.clear_units() for power_name, power_units in phase_to_replay['units'].items(): if power_name == 'GLOBAL': continue game.set_units(power_name, power_units) # Centers game.clear_centers() for power_name, power_centers in phase_to_replay['centers'].items(): if power_name == 'GLOBAL': continue game.set_centers(power_name, power_centers) # Orders for power_name, power_orders in phase_to_replay['orders'].items(): if power_name == 'GLOBAL': continue game.set_orders(power_name, power_orders) # Processing game.process() # Setting the current phase current_phase = all_phases[-1] game.set_current_phase(current_phase['name']) # Units game.clear_units() for power_name, power_units in current_phase['units'].items(): if power_name == 'GLOBAL': continue game.set_units(power_name, power_units) # Centers game.clear_centers() for power_name, power_centers in current_phase['centers'].items(): if power_name == 'GLOBAL': continue game.set_centers(power_name, power_centers) # Setting retreat locs if current_phase['name'][-1] == 'R': invalid_retreat_locs = set() attack_source = {} # Loc is occupied for power in game.powers.values(): for unit in power.units: invalid_retreat_locs.add(unit[2:5]) # Loc was in standoff if standoffs: for loc_dict in standoffs: _, loc = center_dict_to_str(loc_dict, map_id=map_id) invalid_retreat_locs.add(loc[:3]) # Loc was attacked from if occupied_from: for loc_id, occupied_from_id in occupied_from.items(): loc_name = CACHE[map_id]['ix_to_loc'][int(loc_id)][:3] from_loc_name = CACHE[map_id]['ix_to_loc'][int(occupied_from_id)][:3] attack_source[loc_name] = from_loc_name # Removing invalid retreat locs for power in game.powers.values(): for retreat_unit in power.retreats: power.retreats[retreat_unit] = [loc for loc in power.retreats[retreat_unit] if loc[:3] not in invalid_retreat_locs and loc[:3] != attack_source.get(retreat_unit[2:5], '')] # Returning power_name = CACHE[map_id]['ix_to_power'][country_id] return game, power_name