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# ==============================================================================
# Copyright (C) 2019 - Philip Paquette
#
# This program is free software: you can redistribute it and/or modify it under
# the terms of the GNU Affero General Public License as published by the Free
# Software Foundation, either version 3 of the License, or (at your option) any
# later version.
#
# This program is distributed in the hope that it will be useful, but WITHOUT
# ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
# FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for more
# details.
#
# You should have received a copy of the GNU Affero General Public License along
# with this program. If not, see <https://www.gnu.org/licenses/>.
# ==============================================================================
""" Power
- Contains the power object representing a power in the game
"""
from copy import deepcopy
from diplomacy.utils import parsing, strings
from diplomacy.utils.exceptions import DiplomacyException
from diplomacy.utils.jsonable import Jsonable
from diplomacy.utils.sorted_dict import SortedDict
from diplomacy.utils import common, constants
from diplomacy.utils.constants import OrderSettings
class Power(Jsonable):
""" Power Class
Properties:
- abbrev - Contains the abbrev of the power (usually the first letter of the power name) (e.g. 'F' for FRANCE)
- adjust - List of pending adjustment orders
(e.g. ['A PAR B', 'A PAR R MAR', 'A MAR D', 'WAIVE'])
- centers - Contains the list of supply centers currently controlled by the power ['MOS', 'SEV', 'STP', 'WAR']
- civil_disorder - Boolean flag to indicate that the power has been put in CIVIL_DISORDER (e.g. True or False)
- controller - Sorted dictionary mapping timestamp to controller (either dummy or a user ID) who takes
control of power at this timestamp.
- game - Contains a reference to the game object
- goner - Boolean to indicate that this power doesn't control any SCs any more (e.g. True or False)
- homes - Contains a list of homes supply centers (where you can build)
e.g. ['PAR', 'MAR', ... ] or None if empty
- influence - Contains a list of locations influenced by this power
Note: To influence a location, the power must have visited it last.
e.g ['PAR', 'MAR', ... ]
- name - Contains the name of the power
- orders - Contains a dictionary of units and their orders.
For NO_CHECK games, unit is 'ORDER 1', 'ORDER 2', ...
- e.g. {'A PAR': '- MAR' } or {'ORDER 1': 'A PAR - MAR', 'ORDER 2': '...', ... }
- Can also be {'REORDER 1': 'A PAR - MAR', 'INVALID 1': 'A PAR - MAR', ... } after validation
- retreats - Contains the list of units that need to retreat with their possible retreat locations
(e.g. {'A PAR': ['MAR', 'BER']})
- role - Power type (observer, omniscient, player or server power).
Either the power name (for a player power) or a value in diplomacy.utils.strings.ALL_ROLE_TYPES
- tokens - Only for server power: set of tokens of current power controlled (if not None).
- units - Contains the list of units (e.g. ['A PAR', 'A MAR', ...]
- vote - Only for omniscient, player and server power: power vote ('yes', 'no' or 'neutral').
"""
__slots__ = ['game', 'name', 'abbrev', 'adjust', 'centers', 'units', 'influence', 'homes',
'retreats', 'goner', 'civil_disorder', 'orders', 'role', 'controller', 'vote',
'order_is_set', 'wait', 'tokens']
model = {
strings.ABBREV: parsing.OptionalValueType(str),
strings.ADJUST: parsing.DefaultValueType(parsing.SequenceType(str), []),
strings.CENTERS: parsing.DefaultValueType(parsing.SequenceType(str), []),
strings.CIVIL_DISORDER: parsing.DefaultValueType(int, 0),
strings.CONTROLLER: parsing.DefaultValueType(parsing.DictType(int, str, SortedDict.builder(int, str)), {}),
strings.HOMES: parsing.OptionalValueType(parsing.SequenceType(str)),
strings.INFLUENCE: parsing.DefaultValueType(parsing.SequenceType(str), []),
strings.NAME: parsing.PrimitiveType(str),
strings.ORDER_IS_SET: parsing.DefaultValueType(OrderSettings.ALL_SETTINGS, OrderSettings.ORDER_NOT_SET),
strings.ORDERS: parsing.DefaultValueType(parsing.DictType(str, str), {}),
strings.RETREATS: parsing.DefaultValueType(parsing.DictType(str, parsing.SequenceType(str)), {}),
strings.ROLE: parsing.DefaultValueType(str, strings.SERVER_TYPE),
strings.TOKENS: parsing.DefaultValueType(parsing.SequenceType(str, set), ()),
strings.UNITS: parsing.DefaultValueType(parsing.SequenceType(str), []),
strings.VOTE: parsing.DefaultValueType(parsing.EnumerationType(strings.ALL_VOTE_DECISIONS), strings.NEUTRAL),
strings.WAIT: parsing.DefaultValueType(bool, True),
}
def __init__(self, game=None, name=None, **kwargs):
""" Constructor """
self.game = game
self.abbrev = None
self.adjust, self.centers, self.units, self.influence = [], [], [], []
self.homes = None
self.retreats = {}
self.goner = self.civil_disorder = 0
self.orders = {}
self.name = ''
self.role = ''
self.controller = SortedDict(int, str)
self.vote = ''
self.order_is_set = 0
self.wait = False
self.tokens = set()
super(Power, self).__init__(name=name, **kwargs)
assert self.role in strings.ALL_ROLE_TYPES or self.role == self.name
if not self.controller:
self.controller.put(common.timestamp_microseconds(), strings.DUMMY)
def __str__(self):
""" Returns a representation of the power instance """
show_cd = self.civil_disorder
show_inhabits = self.homes is not None
show_owns = self.centers
show_retreats = len(self.retreats) > 0
text = ''
text += '\n%s (%s)' % (self.name, self.role)
text += '\nPLAYER %s' % self.controller.last_value()
text += '\nCD' if show_cd else ''
text += '\nINHABITS %s' % ' '.join(self.homes) if show_inhabits else ''
text += '\nOWNS %s' % ' '.join(self.centers) if show_owns else ''
if show_retreats:
text += '\n'.join([''] + [' '.join([unit, '-->'] + places) for unit, places in self.retreats.items()])
text = '\n'.join([text] + self.units + self.adjust)
# Orders - RIO is for REORDER, INVALID, ORDER (in NO_CHECK games)
text_order = '\nORDERS\n'
for unit, order in self.orders.items():
if unit[0] not in 'RIO':
text_order += '%s ' % unit
text_order += order + '\n'
text += text_order if self.orders else ''
return text
def __deepcopy__(self, memo):
""" Fast deep copy implementation
- (Not setting the game object)
"""
cls = self.__class__
result = cls.__new__(cls)
# Deep copying
for key in self.__slots__:
if key not in ['game']:
setattr(result, key, deepcopy(getattr(self, key)))
# Game
setattr(result, 'game', None)
return result
def reinit(self, include_flags=6):
""" Performs a reinitialization of some of the parameters
:param include_flags: Bit mask to indicate which params to reset
(bit 1 = orders, 2 = persistent, 4 = transient)
:return: None
"""
reinit_persistent = include_flags & 2
reinit_transient = include_flags & 4
reinit_orders = include_flags & 1
# Initialize the persistent parameters
if reinit_persistent:
self.abbrev = None
# Initialize the transient parameters
if reinit_transient:
for home in self.homes:
self.game.update_hash(self.name, loc=home, is_home=True)
for center in self.centers:
self.game.update_hash(self.name, loc=center, is_center=True)
for unit in self.units:
self.game.update_hash(self.name, unit_type=unit[0], loc=unit[2:])
for dis_unit in self.retreats:
self.game.update_hash(self.name, unit_type=dis_unit[0], loc=dis_unit[2:], is_dislodged=True)
self.homes = None
self.centers, self.units, self.influence = [], [], []
self.retreats = {}
# Initialize the order-related parameters
if reinit_orders:
self.civil_disorder = 0
self.adjust = []
self.orders = {}
if self.is_eliminated():
self.order_is_set = OrderSettings.ORDER_SET_EMPTY
self.wait = False
else:
self.order_is_set = OrderSettings.ORDER_NOT_SET
self.wait = True if self.is_dummy() else (not self.game.real_time)
self.goner = 0
@staticmethod
def compare(power_1, power_2):
""" Comparator object - Compares two Power objects
:param power_1: The first Power object to compare
:param power_2: The second Power object to compare
:return: 1 if self is greater, -1 if other is greater, 0 if they are equal
"""
cmp = lambda power_1, power_2: ((power_1 > power_2) - (power_1 < power_2))
xstr = lambda string: string or '' # To avoid comparing with None
cmp_type = cmp(xstr(power_1.role), xstr(power_2.role))
cmp_name = cmp(xstr(power_1.name), xstr(power_2.name))
return cmp_type or cmp_name
def initialize(self, game):
""" Initializes a game and resets home, centers and units
:param game: The game to use for initialization
:type game: diplomacy.Game
"""
# Not initializing observers and monitors
assert self.is_server_power()
self.game = game
self.order_is_set = OrderSettings.ORDER_NOT_SET
self.wait = True if self.is_dummy() else (not self.game.real_time)
# Get power abbreviation.
self.abbrev = self.game.map.abbrev.get(self.name, self.name[0])
# Resets homes
if self.homes is None:
self.homes = []
for home in game.map.homes.get(self.name, []):
self.game.update_hash(self.name, loc=home, is_home=True)
self.homes.append(home)
# Resets the centers and units
if not self.centers:
for center in game.map.centers.get(self.name, []):
game.update_hash(self.name, loc=center, is_center=True)
self.centers.append(center)
if not self.units:
for unit in game.map.units.get(self.name, []):
game.update_hash(self.name, unit_type=unit[0], loc=unit[2:])
self.units.append(unit)
self.influence.append(unit[2:5])
def merge(self, other_power):
""" Transfer all units, centers, and homes of the other_power to this power
:param other_power: The other power (will be empty after the merge)
"""
# Regular units
for unit in list(other_power.units):
self.units.append(unit)
other_power.units.remove(unit)
self.game.update_hash(self.name, unit_type=unit[0], loc=unit[2:])
self.game.update_hash(other_power.name, unit_type=unit[0], loc=unit[2:])
# Dislodged units
for unit in list(other_power.retreats.keys()):
self.retreats[unit] = other_power.retreats[unit]
del other_power.retreats[unit]
self.game.update_hash(self.name, unit_type=unit[0], loc=unit[2:], is_dislodged=True)
self.game.update_hash(other_power.name, unit_type=unit[0], loc=unit[2:], is_dislodged=True)
# Influence
for loc in list(other_power.influence):
self.influence.append(loc)
other_power.influence.remove(loc)
# Supply centers
for center in list(other_power.centers):
self.centers.append(center)
other_power.centers.remove(center)
self.game.update_hash(self.name, loc=center, is_center=True)
self.game.update_hash(other_power.name, loc=center, is_center=True)
# Homes
for home in list(other_power.homes):
self.homes.append(home)
other_power.homes.remove(home)
self.game.update_hash(self.name, loc=home, is_home=True)
self.game.update_hash(other_power.name, loc=home, is_home=True)
# Clearing state cache
self.game.clear_cache()
def clear_units(self):
""" Removes all units from the map """
for unit in self.units:
self.game.update_hash(self.name, unit_type=unit[0], loc=unit[2:])
for unit in self.retreats:
self.game.update_hash(self.name, unit_type=unit[0], loc=unit[2:], is_dislodged=True)
self.units = []
self.retreats = {}
self.influence = []
self.game.clear_cache()
def clear_centers(self):
""" Removes ownership of all supply centers """
for center in self.centers:
self.game.update_hash(self.name, loc=center, is_center=True)
self.centers = []
self.game.clear_cache()
def is_dummy(self):
""" Indicates if the power is a dummy
:return: Boolean flag to indicate if the power is a dummy
"""
return self.controller.last_value() == strings.DUMMY
def is_eliminated(self):
""" Returns a flag to show if player is eliminated
:return: If the current power is eliminated
"""
# Not eliminated if has units left
if self.units or self.centers or self.retreats:
return False
return True
def clear_orders(self):
""" Clears the power's orders """
self.reinit(include_flags=1)
def moves_submitted(self):
""" Returns a boolean to indicate if moves has been submitted
:return: 1 if not in Movement phase, or orders submitted, or no more units lefts
"""
if self.game.phase_type != 'M':
return 1
return self.orders or not self.units
# ==============================================================
# Application/network methods (mainly used for connected games).
# ==============================================================
def is_observer_power(self):
""" Return True if this power is an observer power. """
return self.role == strings.OBSERVER_TYPE
def is_omniscient_power(self):
""" Return True if this power is an omniscient power. """
return self.role == strings.OMNISCIENT_TYPE
def is_player_power(self):
""" Return True if this power is a player power. """
return self.role == self.name
def is_server_power(self):
""" Return True if this power is a server power. """
return self.role == strings.SERVER_TYPE
def is_controlled(self):
""" Return True if this power is controlled. """
return self.controller.last_value() != strings.DUMMY
def does_not_wait(self):
""" Return True if this power does not wait (ie. if we could already process orders of this power). """
return self.order_is_set and not self.wait
def update_controller(self, username, timestamp):
""" Update controller with given username and timestamp. """
self.controller.put(timestamp, username)
def set_controlled(self, username):
""" Control power with given username. Username may be None (meaning no controller). """
if username is None or username == strings.DUMMY:
if self.controller.last_value() != strings.DUMMY:
self.controller.put(common.timestamp_microseconds(), strings.DUMMY)
self.tokens.clear()
self.wait = True
self.vote = strings.NEUTRAL
elif self.controller.last_value() == strings.DUMMY:
self.controller.put(common.timestamp_microseconds(), username)
self.wait = not self.game.real_time
elif self.controller.last_value() != username:
raise DiplomacyException('Power already controlled by someone else. Kick previous controller before.')
def get_controller(self):
""" Return current power controller name ('dummy' if power is not controlled). """
return self.controller.last_value()
def get_controller_timestamp(self):
""" Return timestamp when current controller took control of this power. """
return self.controller.last_key()
def is_controlled_by(self, username):
""" Return True if this power is controlled by given username. """
if username == constants.PRIVATE_BOT_USERNAME:
# Bot is connected if power is dummy and has some associated tokens.
return self.is_dummy() and bool(self.tokens)
return self.controller.last_value() == username
# Server-only methods.
def has_token(self, token):
""" Return True if this power has given token. """
assert self.is_server_power()
return token in self.tokens
def add_token(self, token):
""" Add given token to this power. """
assert self.is_server_power()
self.tokens.add(token)
def remove_tokens(self, tokens):
""" Remove sequence of tokens from this power. """
assert self.is_server_power()
self.tokens.difference_update(tokens)
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