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wine.py
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wine.py
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#!/usr/bin/python3
# E.g.
# python3 wine.py
# python3 wine.py r[ows]=16 c[ols]=16 w[ines]=24
import tkinter as tk
import tkinter.font as font
from enum import Enum
from random import randint
from sys import argv
# Represents the current phase of the game - used with GameController->set_state
class GameState(Enum):
PLAYING = 1
WIN = 2
LOSS = 3
# Value storage mule
class Constants:
rows: 8
cols: 8
wines: 8
colors = {
-1: '#000000', # wine
0: '#bbbbbb', # empty
1: '#0000FA',
2: '#4B802D',
3: '#DB1300',
4: '#202081',
5: '#690400',
6: '#457A7A',
7: '#1B1B1B',
8: '#7A7A7A',
}
glyphs = {
'WATER': '🚰',
'WINE': '🍷',
'FLAG': '🚩',
'BLOCK': '█',
'FACE_PLAYING': '🤔',
'FACE_WIN': '😊',
'FACE_LOSS': '🥴', # see doctor
}
_prefix_map = {
'r': 'rows',
'c': 'cols',
'w': 'wines',
}
@classmethod
def evaluate_post_root(cls):
cls._initialize_tk_root_dependents()
cls._parse_script_parameters()
@classmethod
def _initialize_tk_root_dependents(cls):
cls.empty_pixels = tk.PhotoImage(width = 0, height = 0)
cls.button_font = font.Font(size = 18, weight = 'bold')
cls.start_button_font = font.Font(size = 36, weight = 'bold')
@classmethod
def _parse_script_parameters(cls):
params = {
'rows': 8,
'cols': 8,
'wines': 8,
}
pdict = dict(s.split('=') for s in argv[1:])
for k in pdict:
first = k[:1].lower()
if first in cls._prefix_map:
key = cls._prefix_map[first]
try:
params[key] = int(pdict[k])
except ValueError:
pass
# Normalize the number of wines to the rows * cols before copying vals to class
params['wines'] = max(1, min(params['wines'], params['rows'] * params['cols']))
cls.rows = params['rows']
cls.cols = params['cols']
cls.wines = params['wines']
# Extention of tk.Button for winesweeper functions
# This represents a cell on the board
class FieldButton(tk.Button):
def __init__(self, controller, tk_parent, x, y):
self._controller = controller
self.x = x
self.y = y
super().__init__(tk_parent,
text = '',
font = Constants.button_font,
image = Constants.empty_pixels, # allow for pixel sizing
compound = 'c',
border = 0,
width = 24,
height = 24)
super().grid(row = y, column = x)
self.bind('<Button-1>', self._leftclick)
self.bind('<Button-2>', self._rightclick)
self.bind('<Button-3>', self._rightclick)
def flag(self, flagged=True):
self.configure(text = flagged and Constants.glyphs['FLAG'] or '')
def reveal(self, value):
text = '%d' % value
if value == -1:
text = Constants.glyphs['WINE']
elif value == 0:
text = Constants.glyphs['BLOCK']
self.configure(fg = Constants.colors[value], text = text)
def _leftclick(self, event):
self._controller.do_left_click(self.x, self.y)
def _rightclick(self, event):
self._controller.do_right_click(self.x, self.y)
# Used for organizing logic within the search for open empty spaces (GameController->_crawl_blank_field)
class CrawlInfo:
def __init__(self):
self._empties = []
@property
def empties(self) -> list:
return self._empties
def add_empty(self, x, y):
self._empties.append((x, y))
def is_visited(self, x, y) -> bool:
return (x, y) in self._empties
# Primary game logic
class GameController:
def __init__(self, tk_root):
self._create_ui(tk_root)
self.generate_game()
# Invoked from a cell's FieldButton
def do_left_click(self, x, y):
boardscore = self._winefield[y][x]
if boardscore == -1:
self.set_state(GameState.LOSS)
elif boardscore > 0:
self._reveal(x, y)
else:
self._reveal_empty_field(x, y)
# Invoked from a cell's FieldButton
def do_right_click(self, x, y):
xy = (x, y)
if not xy in self._revealed:
btn = self._buttons[y][x]
if xy in self._flagged:
btn.flag(False)
self._flagged.remove(xy)
else:
btn.flag(True)
self._flagged.append(xy)
self._check_win()
# Clears out all the game data and starts fresh with a new board
def generate_game(self, event=None):
self.set_state(GameState.PLAYING)
self._revealed = [] # [(x, y)]
self._flagged = [] # [(x, y)]
self._winefield = [] # [y][x] - weights
# Zero out board
for y in range(Constants.rows):
self._winefield.append([])
for x in range(Constants.cols):
self._winefield[y].append(0)
# Fill in wines (don't overlap)
filled = 0
while filled < Constants.wines:
x = randint(0, Constants.cols - 1)
y = randint(0, Constants.rows - 1)
# we want to avoid if we already have a wine here (val = -1)
if self._winefield[y][x] != -1:
self._winefield[y][x] = -1
filled = filled + 1
# crawl squares surrounding the wine and append 1 to their weight in winefield[]
neighbors = self._find_neighbors(x, y)
for (xr, yr) in neighbors:
val = self._winefield[yr][xr]
if val != -1:
self._winefield[yr][xr] = val + 1
# Pass in STATE_ class constants
def set_state(self, state):
if state == GameState.PLAYING:
# Reset cell appearances
for y in range(Constants.rows):
for x in range(Constants.cols):
self._buttons[y][x].configure(text = '', fg = '#000000')
self._btn_start.configure(text = Constants.glyphs['FACE_PLAYING'])
elif state == GameState.WIN:
self._btn_start.configure(text = Constants.glyphs['FACE_WIN'])
self._reveal_all_cells(wine_glyph = 'WATER')
elif state == GameState.LOSS:
self._btn_start.configure(text = Constants.glyphs['FACE_LOSS'])
self._reveal_all_cells()
# Sees which cells are flagged and tries to sum their board value to (-1 * Constants.wines)
def _check_win(self):
total = 0
for (x, y) in self._flagged:
total = total + self._winefield[y][x]
if total == -1 * Constants.wines:
self.set_state(GameState.WIN)
# Return bordering cells to (x, y)
def _find_neighbors(self, x, y) -> list:
neighbors = []
xa, xb = max(0, x - 1), min(x + 1, Constants.cols - 1)
ya, yb = max(0, y - 1), min(y + 1, Constants.rows - 1)
for yr in range(ya, yb + 1):
for xr in range(xa, xb + 1):
neighbors.append((xr, yr))
neighbors.remove((x, y))
return neighbors
# Reveals a single cell
def _reveal(self, x, y):
if not (x, y) in self._revealed:
self._buttons[y][x].reveal(self._winefield[y][x])
self._revealed.append((x, y))
# Finds and reveals any mass of empty cells bordering x,y
# Crawls up to a weighted cell and stops on it (inclusive)
def _reveal_empty_field(self, x, y):
info = CrawlInfo()
self._crawl_blank_field(info, x, y)
for (x, y) in info.empties:
self._reveal(x, y)
# Reveals all cells on the board
def _reveal_all_cells(self, wine_glyph='WINE'):
for y in range(Constants.rows):
for x in range(Constants.cols):
self._reveal(x, y)
if self._winefield[y][x] == -1:
self._buttons[y][x].configure(text = Constants.glyphs[wine_glyph])
# Used recursively within _reveal_empty_field
def _crawl_blank_field(self, info, x, y):
if info.is_visited(x, y):
return
info.add_empty(x, y)
if self._winefield[y][x] != 0:
return
neighbors = self._find_neighbors(x, y)
for (nx, ny) in neighbors:
self._crawl_blank_field(info, nx, ny)
# Abstraction from __init__ - to reset the game, call .generate_game()
def _create_ui(self, tk_root):
topframe = tk.Frame(tk_root, height = 48)
topframe.grid(row = 0, column = 0)
bottomframe = tk.Frame(tk_root)
bottomframe.grid(row = 1, column = 0)
# Top UI
self._btn_start = tk.Button(topframe,
text = Constants.glyphs['FACE_PLAYING'],
font = Constants.start_button_font,
image = Constants.empty_pixels, # allow for pixel sizing
compound = 'c',
width = 48,
height = 48)
self._btn_start.bind('<Button-1>', self.generate_game)
self._btn_start.grid(row = 0, column = 0)
# Cells (FieldButton)
self._buttons = []
for y in range(Constants.rows):
self._buttons.append([])
for x in range(Constants.cols):
btn = FieldButton(self, bottomframe, x, y)
self._buttons[y].append(btn)
root = tk.Tk()
Constants.evaluate_post_root()
# Configure the window
root.title('Winesweeper - %d wines' % Constants.wines)
rw, rh = 28 * Constants.cols, (28 * Constants.rows) + 64
sw, sh = root.winfo_screenwidth(), root.winfo_screenheight()
root.geometry('%dx%d+%d+%d' % (rw, rh, int(sw/2 - rw/2), int(sh/2 - rh/2)))
app = GameController(root)
root.mainloop()