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hanafuda_pygame_ai.py
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hanafuda_pygame_ai.py
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import pygame
import os
from hanafuda_card import deck
from hanafuda_yaku import check_all_yakus, point_pile_summary
from enum import Enum
import random
# Audio Methods
pygame.mixer.pre_init()
pygame.mixer.init()
def play_se(path):
pygame.mixer.music.load(path)
pygame.mixer.music.play(0)
def play_bgm(path):
pygame.mixer.music.load(path)
pygame.mixer.music.play(-1)
display_width = 1200
display_height = 800
DEFAULT_CARD_SIZE = (90, 150)
DEFAULT_CARD_SIZE_SMOL = (72, 129)
DEFAULT_CARD_SIZE_EXTRA_SMOL = (30, 50)
class CardSprite(pygame.sprite.Sprite):
def __init__(self, card, pos=(0,0), card_size=DEFAULT_CARD_SIZE):
super().__init__()
if card:
self.card = card
card_img = pygame.image.load(os.path.join('card_images', card.image_name))
else:
self.card = None
card_img = pygame.image.load(os.path.join('card_images', 'sm_Hana-cardback.jpg'))
self.image = pygame.transform.scale(card_img, card_size)
self.rect = self.image.get_rect()
self.rect.center = pos
self.card = card
def set_pos(self, pos):
self.rect = self.image.get_rect()
self.rect.center = pos
def pick(self):
card_img = pygame.image.load(os.path.join('card_images', self.card.image_name))
self.image = pygame.transform.scale(card_img, DEFAULT_CARD_SIZE_SMOL)
def unpick(self):
card_img = pygame.image.load(os.path.join('card_images', self.card.image_name))
self.image = pygame.transform.scale(card_img, DEFAULT_CARD_SIZE)
def point_pile(self):
card_img = pygame.image.load(os.path.join('card_images', self.card.image_name))
self.image = pygame.transform.scale(card_img, DEFAULT_CARD_SIZE_EXTRA_SMOL)
class KoikoiGameState(Enum):
CHOOSE_HAND = 1
CHOOSE_FIELD_HAND = 2
DRAW_CARD = 3
DREW_CARD = 4
CHOOSE_FIELD_DRAW = 5
CHOOSE_KOIKOI = 6
GAME_END = 7
AI = 8
AI_2 = 9
AI_3 = 10
AI_4 = 11
AI_GAME_END = 12
DRAW = 13
class Koikoi:
PLAYER_1 = 0
PLAYER_2 = 1
def __init__(self, display):
self.display = display
self.update_yaku_point_flag = -1
self.total_scores = [0,0]
self.reset()
self.game_state = KoikoiGameState.CHOOSE_HAND
def reset(self):
self.player_hands = [[], []]
self.player_point_piles = [[], []]
self.field = []
self.deck = deck.copy()
random.shuffle(self.deck)
self.current_player = self.PLAYER_1
self.current_opponent = self.PLAYER_2
# append player hands and field
self.player_hands[0] = [CardSprite(card) for card in self.deck[:8]]
self.player_hands[1] = [CardSprite(card) for card in self.deck[8:16]]
self.field = [CardSprite(card) for card in self.deck[16:24]]
self.deck = [CardSprite(card) for card in self.deck[24:]]
# sort hands fields and point piles
self.sort_piles()
# init yaku arrays
if self.update_yaku_point_flag != -1:
self.total_scores[self.update_yaku_point_flag] += self.player_yaku_points[self.update_yaku_point_flag]
self.update_yaku_point_flag = -1
self.player_yakus = [[],[]]
self.player_yaku_points = [0, 0]
self.player_koikoied = [False, False]
self.choosen_card = None
self.top_deck_card = None
self.koikoi_menu_flag = False
self.agari_popup_flag = False
def sort_piles(self):
self.player_hands[0].sort(key=lambda card_sprite: card_sprite.card.month)
self.player_hands[1].sort(key=lambda card_sprite: card_sprite.card.month)
self.field.sort(key=lambda card_sprite: card_sprite.card.month)
self.player_point_piles[0].sort(key=lambda card: card.month)
self.player_point_piles[1].sort(key=lambda card: card.month)
def display_field(self):
render_group = pygame.sprite.RenderPlain()
# top deck card (if exists)
if self.top_deck_card:
if self.game_state == KoikoiGameState.AI or self.game_state == KoikoiGameState.AI_2:
pos = (int(display_width//2) + 350, int(display_height // 2) - 90)
else:
pos = (int(display_width//2) + 350, int(display_height//2))
self.top_deck_card.set_pos(pos)
render_group.add(self.top_deck_card)
# deck
if self.deck:
pos = (int(display_width//2) + 450, int(display_height//2))
deck_back = CardSprite(None, pos)
render_group.add(deck_back)
# player 1 hand
player_1_x = int((display_width - len(self.player_hands[self.current_player]) * 100) // 2)
for i, card_sprite in enumerate(self.player_hands[self.current_player]):
pos = (i * (90 + 10) + player_1_x, display_height-90)
card_sprite.set_pos(pos)
render_group.add(card_sprite)
# player 1 point pile
for i, card in enumerate(self.player_point_piles[self.current_player]):
pos = (i * (16) + 50, int(display_height//2)+250)
card_sprite = CardSprite(card, pos)
card_sprite.point_pile()
render_group.add(card_sprite)
# player 2 hand
player_2_x = int((display_width - len(self.player_hands[self.current_opponent]) * 100) // 2)
for i in range(len(self.player_hands[self.current_opponent])):
pos = (i * (90 + 10) + player_2_x, 90)
card_sprite = CardSprite(None, pos)
render_group.add(card_sprite)
# player 2 point pile
for i, card in enumerate(self.player_point_piles[self.current_opponent]):
pos = (i * (16) + 50, int(display_height//2)-150)
card_sprite = CardSprite(card, pos)
card_sprite.point_pile()
render_group.add(card_sprite)
# field
if len(self.field) <= 6:
field_x = int((display_width - len(self.field) * 100) // 2)
for i, card_sprite in enumerate(self.field):
pos = (i * (90 + 10) + field_x, int(display_height // 2))
card_sprite.set_pos(pos)
render_group.add(card_sprite)
else:
top_row_len = int(round(len(self.field) / 2))
field_x1 = int((display_width - top_row_len * 100) // 2)
field_x2 = int((display_width - (len(self.field)-top_row_len) * 100) // 2)
for i, card_sprite in enumerate(self.field):
if i < top_row_len:
pos = ( i * (90 + 10) + field_x1, int(display_height // 2) - 80)
else:
pos = ( (i-top_row_len) * (90 + 10) + field_x2, int(display_height // 2) + 80)
card_sprite.set_pos(pos)
render_group.add(card_sprite)
# pop up windows
if self.koikoi_menu_flag:
render_group.add(koikoi_menu_popup)
if self.agari_popup_flag:
if self.game_state == self.game_state == KoikoiGameState.DRAW:
draw_popup = PopupSprite(['~DRAW~', 'Restart!'])
render_group.add(draw_popup)
else:
winner = 1 if self.game_state == KoikoiGameState.AI_GAME_END else 0
looser = 0 if self.game_state == KoikoiGameState.AI_GAME_END else 1
points = self.player_yaku_points[winner] * (2 if self.player_koikoied[looser] else 1)
agari_popup = PopupSprite([
f'Player {winner + 1} won!',
f'Points: {points}',
f'Yaku:{self.player_yakus[winner]}'])
self.update_yaku_point_flag = winner
# self.player_yaku_points = [0, 0]
render_group.add(agari_popup)
render_group.draw(self.display)
pygame.display.update()
def prepare_match(self, played_card):
valid_field_card_ids = [
id for id, card_sprite in enumerate(self.field)
if card_sprite.card.month == played_card.card.month
]
if valid_field_card_ids:
# if two card of the same month exist on field prompt user to choose
if len(valid_field_card_ids) == 2:
self.choosen_card = played_card
self.choosen_card.pick()
for id in valid_field_card_ids:
self.field[id].pick()
if KoikoiGameState.CHOOSE_HAND:
self.game_state = KoikoiGameState.CHOOSE_FIELD_HAND
elif KoikoiGameState.DREW_CARD:
self.game_state = KoikoiGameState.CHOOSE_FIELD_DRAW
return
# if theres only one, then player gets that card
elif len(valid_field_card_ids) == 1:
choosen_field_id = valid_field_card_ids[0]
# if theres all three, then player gets all three
elif len(valid_field_card_ids) == 3:
choosen_field_id = valid_field_card_ids[0]
bonus_field_card_1 = self.field[valid_field_card_ids[1]]
bonus_field_card_2 = self.field[valid_field_card_ids[2]]
self.player_point_piles[self.current_player].append(bonus_field_card_1.card)
self.player_point_piles[self.current_player].append(bonus_field_card_2.card)
self.field.remove(bonus_field_card_1)
self.field.remove(bonus_field_card_2)
choosen_field_card = self.field[choosen_field_id]
self.field.remove(choosen_field_card)
if played_card in self.player_hands[self.current_player]:
self.player_hands[self.current_player].remove(played_card)
self.player_point_piles[self.current_player].append(played_card.card)
self.player_point_piles[self.current_player].append(choosen_field_card.card)
else:
self.field.append(played_card)
if played_card in self.player_hands[self.current_player]:
self.player_hands[self.current_player].remove(played_card)
if self.game_state == KoikoiGameState.CHOOSE_HAND:
self.game_state = KoikoiGameState.DRAW_CARD
elif self.game_state == KoikoiGameState.DREW_CARD:
self.switch_player()
def switch_player(self):
yaku_point, yakus = check_all_yakus(self.player_point_piles[self.current_player])
if yaku_point != self.player_yaku_points[self.current_player]:
print(f'Player {self.current_player+1}',yaku_point, yakus)
self.game_state = KoikoiGameState.CHOOSE_KOIKOI
self.koikoi_menu_flag = True
return
self.player_yaku_points[self.current_player], self.player_yakus[self.current_player] = yaku_point, yakus
self.game_state = KoikoiGameState.AI
def mouse_event(self, mouse_pos):
print(self.game_state)
if self.game_state == KoikoiGameState.CHOOSE_HAND:
# if both players has no more hand, then it is a draw:
if len(self.player_hands[0]) + len(self.player_hands[1]) == 0:
self.game_state = KoikoiGameState.DRAW
self.agari_popup_flag = True
return
# initialize choosen id as None
choosen_hand_card_id = None
# if player clicked on a hand card, then cache its id
for id_hand in range(len(self.player_hands[self.current_player])):
if self.player_hands[self.current_player][id_hand].rect.collidepoint(mouse_pos):
play_se('sounds/se_card_drop.mp3')
choosen_hand_card_id = id_hand
break
# if an id is cached, match the card,
if choosen_hand_card_id is not None:
choosen_hand_card = self.player_hands[self.current_player][choosen_hand_card_id]
self.prepare_match(choosen_hand_card) # -> Choose Field or Draw card
elif self.game_state == KoikoiGameState.CHOOSE_FIELD_HAND or self.game_state == KoikoiGameState.CHOOSE_FIELD_DRAW:
# first filter to see all card that can be choosed on field
valid_field_card_ids = [
id for id, card_sprite in enumerate(self.field)
if card_sprite.card.month == self.choosen_card.card.month
]
# if user selected the handcard again, then go back to choose hand
if self.game_state == KoikoiGameState.CHOOSE_FIELD_HAND and self.choosen_card.rect.collidepoint(mouse_pos):
play_se('sounds/se_card_drop.mp3')
self.choosen_card.unpick()
self.choosen_card = None
for id in valid_field_card_ids:
self.field[id].unpick()
self.game_state = KoikoiGameState.CHOOSE_HAND
return
# otherwise if the user clicked a valid field card, unscale all the other unpicked cards
# then save both the choosen card and matched field card to the point pile, and remove the
# card from the player's hand
for id in valid_field_card_ids:
card_sprite_field = self.field[id]
if card_sprite_field.rect.collidepoint(mouse_pos):
play_se('sounds/se_card_drop.mp3')
for id_field in valid_field_card_ids:
self.field[id_field].unpick()
self.player_point_piles[self.current_player].append(self.choosen_card.card)
self.player_point_piles[self.current_player].append(card_sprite_field.card)
self.field.remove(card_sprite_field)
if self.choosen_card in self.player_hands[self.current_player]:
self.player_hands[self.current_player].remove(self.choosen_card)
self.choosen_card = None
if self.game_state == KoikoiGameState.CHOOSE_FIELD_HAND:
self.game_state = KoikoiGameState.DRAW_CARD
elif self.game_state == KoikoiGameState.CHOOSE_FIELD_DRAW:
self.switch_player()
elif self.game_state == KoikoiGameState.DRAW_CARD:
play_se('sounds/se_card_drop.mp3')
self.top_deck_card, self.deck = self.deck[0], self.deck[1:]
self.display_field()
self.game_state = KoikoiGameState.DREW_CARD
elif self.game_state == KoikoiGameState.DREW_CARD:
self.prepare_match(self.top_deck_card)
self.top_deck_card = None
if self.game_state == KoikoiGameState.CHOOSE_HAND:
self.switch_player()
elif self.game_state == KoikoiGameState.CHOOSE_KOIKOI:
self.koikoi_menu_flag = True
koikoi_rect = pygame.rect.Rect(475, 290, 250, 65)
agari_rect = pygame.rect.Rect(500, 440, 200, 80)
print(mouse_pos)
if koikoi_rect.collidepoint(mouse_pos):
print('KOIKOI')
self.player_koikoied[self.current_player] = True
self.koikoi_menu_flag = False
self.player_yaku_points[self.current_player], self.player_yakus[self.current_player] = check_all_yakus(self.player_point_piles[self.current_player])
# self.current_player, self.current_opponent = self.current_opponent, self.current_player
self.game_state = KoikoiGameState.AI
elif agari_rect.collidepoint(mouse_pos):
print('AGARI')
self.koikoi_menu_flag = False
self.player_yaku_points[self.current_player], self.player_yakus[self.current_player] = check_all_yakus(self.player_point_piles[self.current_player])
self.agari_popup_flag = True
self.game_state = KoikoiGameState.GAME_END
elif self.game_state == KoikoiGameState.AI:
if len(self.player_hands[self.current_opponent]) == 0:
self.game_state = KoikoiGameState.DRAW
self.agari_popup_flag = True
else:
# pick random hand
self.top_deck_card = random.choice(self.player_hands[self.current_opponent])
self.player_hands[self.current_opponent].remove(self.top_deck_card)
play_se('sounds/se_card_drop.mp3')
self.game_state = KoikoiGameState.AI_2
elif self.game_state == KoikoiGameState.AI_2:
# take if hand match
valid_field_card_ids = [
id for id, card_sprite in enumerate(self.field)
if card_sprite.card.month == self.top_deck_card.card.month
]
if valid_field_card_ids:
random_field_card = self.field[random.choice(valid_field_card_ids)]
self.field.remove(random_field_card)
play_se('sounds/se_card_drop.mp3')
self.player_point_piles[self.current_opponent].append(self.top_deck_card.card)
self.player_point_piles[self.current_opponent].append(random_field_card.card)
else:
self.field.append(self.top_deck_card)
self.top_deck_card = None
self.game_state = KoikoiGameState.AI_3
elif self.game_state == KoikoiGameState.AI_3:
# draw card
self.top_deck_card, self.deck = self.deck[0], self.deck[1:]
play_se('sounds/se_card_drop.mp3')
self.game_state = KoikoiGameState.AI_4
elif self.game_state == KoikoiGameState.AI_4:
# take if draw card match
valid_field_card_ids = [
id for id, card_sprite in enumerate(self.field)
if card_sprite.card.month == self.top_deck_card.card.month
]
if valid_field_card_ids:
random_field_card = self.field[random.choice(valid_field_card_ids)]
self.field.remove(random_field_card)
play_se('sounds/se_card_drop.mp3')
self.player_point_piles[self.current_opponent].append(self.top_deck_card.card)
self.player_point_piles[self.current_opponent].append(random_field_card.card)
else:
self.field.append(self.top_deck_card)
self.top_deck_card = None
yaku_point, yakus = check_all_yakus(self.player_point_piles[self.current_opponent])
# randomly choose agari or koikoi
if yaku_point != self.player_yaku_points[self.current_opponent]:
if len(self.player_hands[self.current_opponent]) == 0:
self.game_state = KoikoiGameState.AI_GAME_END
else:
self.game_state = random.choice([KoikoiGameState.CHOOSE_HAND, KoikoiGameState.AI_GAME_END])
print(f'Player {self.current_opponent+1}',yaku_point, yakus, self.game_state)
if self.game_state == KoikoiGameState.AI_GAME_END:
self.player_yaku_points[self.current_opponent], self.player_yakus[self.current_opponent] = yaku_point, yakus
self.agari_popup_flag = True
return
# pass turn back
self.player_yaku_points[self.current_opponent], self.player_yakus[self.current_opponent] = yaku_point, yakus
self.game_state = KoikoiGameState.CHOOSE_HAND
elif self.game_state in [KoikoiGameState.GAME_END, KoikoiGameState.AI_GAME_END, KoikoiGameState.DRAW]:
self.reset()
self.game_state = random.choice([KoikoiGameState.AI, KoikoiGameState.CHOOSE_HAND])
class Background(pygame.sprite.Sprite):
def __init__(self, image_file, location):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(image_file)
self.rect = self.image.get_rect()
self.rect.left, self.rect.top = location
class PopupSprite(pygame.sprite.Sprite):
def __init__(self, options) -> None:
super().__init__()
popupSurf = pygame.Surface((int(display_width * 0.5), int(display_height * 0.5)))
popupSurf.fill((255,255,255,125))
# options = ['Koikoi', 'Agari']
text_y_shifts = [-1, 1, 0]
text_font_sizes = [100,100,25]
for i in range(len(options)):
font = pygame.font.SysFont(None, text_font_sizes[i])
textSurf = font.render(options[i], 1, (255,0,0))
textRect = textSurf.get_rect()
textRect.centerx = display_width * 0.25
textRect.centerx = display_width * 0.25
textRect.centery = display_height * 0.25 + pygame.font.Font.get_linesize(font) * text_y_shifts[i]
popupSurf.blit(textSurf, textRect)
# print(options[i], textRect)
popupRect = popupSurf.get_rect()
popupRect.centerx = display_width * 0.5
popupRect.centery = display_height * 0.5
self.image = popupSurf
self.rect = popupRect
# Initializations
pygame.init()
gameDisplay = pygame.display.set_mode((display_width,display_height))
koikoi_game = Koikoi(gameDisplay)
pygame.display.set_caption('Py Koikoi')
background = Background('other_images/tatami_bg.jpg', (0,0))
black = (0,0,0)
white = (255,255,255)
clock = pygame.time.Clock()
koikoi_menu_popup = PopupSprite(['Koikoi', 'Agari'])
score_font = pygame.font.SysFont(None, 60)
summary_font = pygame.font.SysFont(None, 20)
# Main Game
crashed = False
while not crashed:
for event in pygame.event.get():
if event.type == pygame.QUIT:
crashed = True
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_pos = pygame.mouse.get_pos()
koikoi_game.mouse_event(mouse_pos)
# Render UI Texts
# scores
scoreTextPlayer = score_font.render(f'Player Score: {koikoi_game.total_scores[koikoi_game.current_player]}', True, black)
scoreTextRectsPlayer = scoreTextPlayer.get_rect()
scoreTextRectsPlayer.center = (display_width-200, display_height-200)
scoreTextAI = score_font.render(f'AI Score: {koikoi_game.total_scores[koikoi_game.current_opponent]}', True, black)
scoreTextRectsAI = scoreTextAI.get_rect()
scoreTextRectsAI.center = (display_width-200, 200)
# point pile summaries
point_pile_summary_player = point_pile_summary(koikoi_game.player_point_piles[koikoi_game.current_player])
point_pile_summary_text_player = summary_font.render(f'{point_pile_summary_player}', True, black)
point_pile_summary_text_rect_player = point_pile_summary_text_player.get_rect()
point_pile_summary_text_rect_player.center = (display_width-200, display_height-230)
point_pile_summary_AI = point_pile_summary(koikoi_game.player_point_piles[koikoi_game.current_opponent])
point_pile_summary_text_AI = summary_font.render(f'{point_pile_summary_AI}', True, black)
point_pile_summary_text_rect_AI = point_pile_summary_text_AI.get_rect()
point_pile_summary_text_rect_AI.center = (display_width-200, 230)
gameDisplay.fill(white)
gameDisplay.blit(background.image, background.rect)
gameDisplay.blit(scoreTextPlayer, scoreTextRectsPlayer)
gameDisplay.blit(scoreTextAI, scoreTextRectsAI)
gameDisplay.blit(point_pile_summary_text_player, point_pile_summary_text_rect_player)
gameDisplay.blit(point_pile_summary_text_AI, point_pile_summary_text_rect_AI)
koikoi_game.display_field()
clock.tick(60)
pygame.quit()
quit()