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client.py
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#!/usr/bin/env python3
import sys
import json
import fileinput
import random
import numpy as np
import functools
from enum import Enum
from collections import namedtuple
from typing import List
TILE_TYPE = "BTWZ"
TILE_IDX_DICT = {"B": 0, "T": 1, "W": 2, "Z": 3}
def eprint(*args, **kwargs):
"""A simple function to eprint data to stderr"""
print(*args, file=sys.stderr, **kwargs)
Tile = namedtuple("Tile", ["type", "num", "chibao"])
def tile_to_str(t):
if t.chibao:
return "{}0".format(t.type)
else:
return "{}{}".format(t.type, t.num)
Tile.__str__ = tile_to_str
def tiles_to_str(tiles):
return " ".join([str(t) for t in tiles ])
def is_same_tile(t1: Tile, t2: Tile) -> bool:
return t1.type == t2.type and t1.num == t2.num
def tile_to_pos(t: Tile):
return TILE_IDX_DICT[t.type], t.num
def tiles_to_numpy(tiles: List[Tile]):
res = np.zeros((4, 10), np.int8)
for t in tiles:
x,y = tile_to_pos(t)
res[x,y] += 1
return res
def parse_tile(tile_str: str):
if isinstance(tile_str, Tile):
return tile_str
t, n = tile_str
if n == '0':
return Tile(t, 5, True)
else:
return Tile(t, int(n), False)
class HandTiles:
def __init__(self, tiles: List[str]):
self._tiles = list(map(parse_tile, tiles))
def play_tile(self, tile:Tile):
self._tiles.remove(tile)
def draw_tile(self, tile:Tile):
self._tiles.append(tile)
def __repr__(self):
return ",".join([str(t) for t in self._tiles ])
def sort(self):
self._tiles.sort()
# ActionType = Enum("PLAY", "CHI", "GANG", "PENG")
class Action:
def __init__(self, t: Tile):
self._tile = t
self._mianzi = None
# self._mianzi = tiles
# def parse_req(self, info: List[str]):
# raise NotImplementedError("parse need to be implemented")
def played(self):
return self._tile
def to_str(self):
raise NotImplementedError("parse need to be implemented")
class PlayAction(Action):
def __init__(self, t: List[str]):
super().__init__(parse_tile(t[0]))
def to_str(self):
return "PLAY {}".format(self.played())
class DrawAction(Action):
def __init__(self, t: List[str]):
# 这个摸牌看不到
if t[0] is None:
super().__init__(t[0])
else:
super().__init__(parse_tile(t[0]))
def to_str(self):
return "DRAW"
class ChiAction(Action):
def __init__(self, t: List[str]):
super().__init__(parse_tile(t[-1]))
self._mianzi = parse_mianzi(t[:-1])
def to_str(self):
return "CHI {} {}".format(self._mianzi, self.played())
class PengAction(Action):
def __init__(self, t: List[str]):
super().__init__(parse_tile(t[-1]))
self._mianzi = parse_mianzi(t[:-1])
def to_str(self):
return "PENG {} {}".format(self._mianzi, self.played())
class GangAction(Action): # 暂时先不要管暗杠之类的了
def __init__(self, t: List[str]):
super().__init__(parse_tile(t[-1]))
self._mianzi = parse_mianzi(t[:-1])
def to_str(self):
return "GANG {} {}".format(self._mianzi, self.played())
class RiichiAction(Action):
def __init__(self ):
super().__init__(None)
def to_str(self):
return "RIICHI"
class HuAction(Action):
def __init__(self ):
super().__init__(None)
def to_str(self):
return "HU"
class PassAction(Action):
def __init__(self ):
super().__init__(None)
def to_str(self):
return "PASS"
def parse_action(raw_action : List[str]) -> Action:
name, tiles_str = raw_action[0], raw_action[1:]
if name == "DRAW":
return DrawAction([None])
elif name == "PLAY":
return PlayAction(tiles_str)
elif name == "CHI":
return ChiAction(tiles_str)
elif name == "PENG":
return PengAction(tiles_str)
elif name == "GANG":
return GangAction(tiles_str)
elif name == "RIICHI":
return RiichiAction()
class Mianzi:
def __init__(self, tiles):
self._tiles = tiles
def get_tiles(self):
return self._tiles
def __str__(self):
return tiles_to_str(self._tiles)
class Shunzi(Mianzi):
def __init__(self, tiles: List[Tile]):
super(Shunzi ,self).__init__(tiles)
tmin = tiles[0]
if (tmin.type == "Z"):
raise ValueError("字牌 {} 不能组成顺子".format(tmin))
# self._tmin = tmin
# def get_tiles(self):
# t,n,_ = self._tmin
# return [Tile(t, n+i, False) for i in range(3)]
class Kezi(Mianzi):
def __init__(self, tiles: List[Tile]):
# self._tile = t
super().__init__(tiles)
# def get_tiles(self):
# return [self._tile] * 3
class Gangzi(Mianzi):
def __init__(self, tiles: List[Tile]):
super().__init__(tiles)
# def get_tiles(self):
# return [self._tile] * 4
def parse_mianzi(tiles: List[str]) -> Mianzi:
"""Be sure these tiles form a mianzi before
"""
tiles = sorted([parse_tile(t) for t in tiles])
tiles_count = len(tiles)
t1, t2 = tiles[:2]
if is_same_tile(t1, t2):
if tiles_count == 3:
return Kezi(tiles)
else:
assert(tiles_count == 4)
return Gangzi(tiles)
else:
return Shunzi(tiles)
class PlayerPublic:
"""A public player contains the info that is shown to all
the players in the game
Including the played cards,
"""
def __init__(self, pos: int):
self._pos = int(pos)
self._ming_mian = [] # 放明的面子
self._played_tiles = []
self._riichi = False # 是否立直
def do_action(self, a: Action):
if isinstance(a, DrawAction):
# 别的玩家无法观察到摸牌的操作
pass
elif isinstance(a,RiichiAction):
self._riichi = True
elif isinstance(a, Action):
# 先打出牌
if isinstance(a, PlayAction):
self._played_tiles.append(a.played())
else:
self._played_tiles.append(a.played())
self.show_mianzi(a._mianzi)
def play_tile(self, t: Tile):
self._played_tiles.append(t)
def show_mianzi(self, m: Mianzi):
self._ming_mian.append(m)
# State MO ,打牌
class Player(PlayerPublic):
def __init__(self, pos):
super().__init__(pos)
self._state = "MO"
self._players = [None] * 4
# 初始化玩家
for i in range(4):
if i != self._pos:
self._players[i] = PlayerPublic(i)
else:
self._players[i] = self
self._last_player = None
self._last_action = None
def set_tiles(self, tiles):
self._hand_tiles = HandTiles(tiles)
def draw_tile(self, tile):
self._hand_tiles.draw_tile(tile)
def play_tile(self, tile):
self._hand_tiles.play_tile(tile)
def hand_tile_num(self):
return len(self._hand_tiles._tiles)
def do_action(self, a: Action):
self._hand_tiles.sort()
if isinstance(a, DrawAction):
self.draw_tile(a.played())
else:
self.play_tile(a.played())
# 把要亮明的面子从手牌中拿出去
if a._mianzi is not None:
# 面子里的第一张需要从上一个玩家的牌堆中拿出来
self._players[self._last_player]._played_tiles.remove(a._mianzi.get_tiles()[0])
for _t in a._mianzi.get_tiles()[1:]: # 第一张牌不是手里的
self._hand_tiles.play_tile(_t)
# super(Player, self).do_action(a)
PlayerPublic.do_action(self, a)
self._last_player = self._pos
self._last_action = a
def witness(self, player_idx: int, action: Action):
p = self._players[player_idx]
if isinstance(p, Player):
eprint(p._hand_tiles._tiles)
eprint(action)
p.do_action(action)
self._last_player = player_idx
self._last_action = action
def should_play(self):
"""上一个请求是摸牌,所以应该打出一张
"""
return self._last_player == self._pos and isinstance( self._last_action, DrawAction )
def select_play_tile(self, tiles):
"""选择一张牌打出
如果有副露应该一般不能打出副露中出现的牌
"""
return random.choice(tiles)
def legal_actions(self):
"""latest request is of form
{
"doraIndicators": "T8",
"state": "2 W4",
"validact": null
},
"""
if "validact" not in self._last_request:
return [PassAction()]
validact = self._last_request["validact"]
# which move can the agent do
if self.should_play():
# 摸牌之后只能打牌
return [ PlayAction([t]) for t in self._hand_tiles._tiles ]
elif validact is not None:
validacts = self._last_request["validact"].split(",")
# 碰杠 > 吃 吃牌可以吃上家的牌,
played_tile = self._last_action.played()
actions = []
for validact in validacts:
fulu_action = self.generate_fulu_action(self._hand_tiles._tiles, played_tile , validact)
if fulu_action is not None: actions.append(fulu_action)
return actions
else:
return [PassAction()]
def legal_actions_output(self):
"""
"""
return [ a.to_str() for a in self.legal_actions()]
def generate_fulu_action(self, hand_tiles: List[Tile], played_tile: Tile, fulu_type):
"""输入分别是手牌,别的玩家打出的牌以及 fulu 的种类
返回一个面子
比如如果输入是
"W1 W2 ", "W3", "CHI"
返回应该是
W3 W1 W2,
"""
hand_tiles_num = len(hand_tiles)
if fulu_type == "HU":
return HuAction()
else:
# 先将牌插入
# 这里需要确保 hand_tiles 是排好序的
hand_tiles_copy = hand_tiles[:]
for i in range(hand_tiles_num + 1):
# 插入在第一个
if i == hand_tiles_num or played_tile < hand_tiles[i]:
hand_tiles_copy.insert(i, played_tile)
insert_pos = i
break
# 面子需要是包含当前这张牌
# TODO 需要考虑4张的杠子
# 需要考虑边缘因素
hand_tiles_copy, mianzis = find_mianzis(hand_tiles_copy, insert_pos-2, insert_pos+1)
if len(mianzis) == 0:
return PassAction()
selected_mianzi = mianzis[0]
# TODO 这个地方写的有点丑
# 应该把吃牌之类的拿到的别人的牌放到一个副露的最前面
# selected_mianzi._tiles.remove(played_tile)
# selected_mianzi._tiles = [played_tile] + selected_mianzi._tiles
# play a tile from left tiles
# del hand_tiles_copy[pos[0]:pos[1]]
should_play = self.select_play_tile(hand_tiles_copy)
if fulu_type == "CHI":
return ChiAction(selected_mianzi._tiles + [should_play])
if fulu_type == "PENG":
return PengAction(selected_mianzi._tiles + [should_play])
def process_input(self, content):
parsed_content = json.loads(content)
reqs = parsed_content["requests"]
resps = parsed_content["responses"]
eprint(parsed_content["requests"])
self._last_request = reqs[-1]
for i,req in enumerate( reqs ):
if "state" in req:
req_cont = req["state"].split()
else:
req_cont = req["handTiles"].split()
if i == 0:
self._pos = req_cont[1]
elif i == 1:
self.set_tiles(req_cont[1:])
else:
# first process request
if req_cont[0] == "2":
# 自己摸牌
action = DrawAction([parse_tile(req_cont[1])])
self.do_action(action)
elif req_cont[0] == "3":
# 看到的别人行动
action_player = int(req_cont[1])
self.witness(action_player, parse_action(req_cont[2:]))
eprint(req_cont)
class RandomPlayer(Player):
def choose_action(self):
return random.choice(self.legal_actions_output())
def generate_mianzi(tiles):
"""能否组成一个面子
比如顺子,刻子或者杠子
"""
tiles_num = len(tiles)
tiles = sorted(tiles)
# 顺子或者刻子
if tiles_num == 3:
t1,t2,t3=tiles
if (t2.num- t1.num) == 1 and (t3.num - t2.num) == 1:
return Shunzi(tiles)
if is_same_tile(t1, t2) and is_same_tile(t2, t3):
return Kezi(tiles)
elif tiles_num == 4:
# 四张牌只能组成 杠子
t1 = tiles[0]
if all(map(lambda x: is_same_tile(x,t1), tiles)):
return Gangzi(tiles)
def find_mianzis(tiles_list, idx1, idx2):
"""给一个 tiles 的列表,返回一个去掉所有面子的列表
需要输入的数组是排好序的
TODO 现在的实现有问题,还是需要做成 numpy
"""
to_be_removed = []
mianzis = []
begin_pos = idx1
d = {} # tiles kept by property
for t in tiles_list:
str_t = (t.type, t.num)
if str_t in d:
d[str_t].append(t)
else:
d[str_t] = [t]
arr = tiles_to_numpy(tiles_list)
for i,C in enumerate(TILE_TYPE):
for j in range(10):
current_tile = (TILE_TYPE[i], j)
if arr[i,j] >= 3:
# remove 3 tiles from
mianzi_tiles = d[(TILE_TYPE[i], j)][-3:]
del d[current_tile][-3:]
mianzis.append(generate_mianzi(mianzi_tiles))
arr[i,j] -= 3
elif j + 2 <= 9 and (arr[i, j:j+3] >= 1).all():
t1 = d[current_tile].pop()
t2 = d[(TILE_TYPE[i], j+1)].pop()
t3 = d[(TILE_TYPE[i], j+2)].pop()
mianzis.append(generate_mianzi([t1, t2, t3]))
arr[i, j:j+3] -= 1
left_tiles = functools.reduce(lambda x,y:x+y, d.values() )
return left_tiles, mianzis
def main():
# while 1:
# if len(sys.argv) < 2:
# eprint("Should give a filename as argument")
# return;
# with open(sys.argv[1]) as fp:
# content = fp.read()
# parsed_content = json.loads(content)
# reqs = parsed_content["requests"]
# resps = parsed_content["responses"]
content = sys.stdin.read()
p = RandomPlayer(0)
p.process_input(content)
action_cmd = p.choose_action()
print( json.dumps({"response":action_cmd}) )
if __name__ == '__main__':
main()