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sokoban.py
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1698 lines (1510 loc) · 22.2 KB
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"""
Play http://en.wikipedia.org/wiki/Sokoban on the console.
Includes Microban levels by David Skinner, from
http://sneezingtiger.com/sokoban/levels.html
You move yourself (shown as 'i' or 'I') around a 2-d grid. You can
push one crate at a time (each shown as 'o' or '@'). You win when
every crate is on a target square: an empty target appears as '.',
while one with a crate on it is '@'. (You are shown as 'I' when on a
target yourself.) Nothing can move through a wall ('#'). These simple
rules yield an elegant game with scope for a tremendous variety of
puzzles, from easy to AI-complete.
Other console Sokobans display the game a little differently: with
different symbols and a squeezed aspect ratio. I insert spaces between
squares to make them more nearly, y'know, square.
Some other Sokoban implementations you might enjoy:
http://eloquentjavascript.net/chapter13.html (by Marijn Haverbeke)
http://aurelio.net/projects/sedsokoban/ (by Aurelio Marinho Jargas)
http://code.google.com/p/cleese/source/browse/trunk/experimental/necco/kernel/soko.py
(runs without a regular OS, by Dave Long)
Thanks to Dave Long for helpful discussion of gen_keys().
See https://github.com/darius/sketchbook/blob/master/sturm/ for
future developments -- maybe that version'll get fancier.
"""
def main(level_collection, name=''):
grids = [parse(level) for level in level_collection.split('\n\n')]
in_raw_mode(lambda: play(grids, name))
# We represent a grid as a list of characters, including the newlines,
# with every line the same length (which we call the width of the
# grid). Thus moving up or down from some square means a displacement
# by that same width, whatever the starting square.
def parse(grid_string):
lines = grid_string.splitlines()
assert all(len(line) == len(lines[0]) for line in lines)
return list(grid_string)
def unparse(grid):
return ' '.join(grid).replace('\n ', '\n')
def up (width): return -width
def down (width): return width
def left (width): return -1
def right(width): return 1
directions = dict(h = left, j = down, k = up, l = right,
left = left, down = down, up = up, right = right)
def play(grids, name='', level=0):
"The UI to a sequence of Sokoban levels."
write(ansi_hide_cursor)
write(ansi_home + ansi_clear_to_bottom)
keys = gen_keys()
trails = [[] for _ in grids] # The past history for undo for each level.
while True:
grid, trail = grids[level], trails[level]
write(ansi_home)
write("Move with the arrow keys or HJKL. U to undo.\n")
write("N/P for next/previous level; Q to quit.\n\n")
write("Level {} {:^50} Move {}\n\n".format(level+1, name, len(trail)))
write(unparse(grid) + '\n\n')
if won(grid):
write("Done!\n")
write(ansi_clear_to_bottom)
key = next(keys).lower()
if key == 'q':
break
elif key == 'n':
level = (level + 1) % len(grids)
elif key == 'p':
level = (level - 1) % len(grids)
elif key == 'u':
if trail: grids[level] = trail.pop()
elif key in directions:
previously = grid[:]
push(grid, directions[key])
if grid != previously: trail.append(previously)
write(ansi_show_cursor)
def won(grid): return 'o' not in grid
def push(grid, direction):
"Update grid, trying to move the player in the direction."
i = grid.index('i' if 'i' in grid else 'I')
d = direction(grid.index('\n')+1)
move(grid, 'o@', i+d, i+d+d) # First push any neighboring crate.
move(grid, 'iI', i, i+d) # Then move the player.
def move(grid, thing, here, there):
"Move thing from here to there if possible."
# N.B. `there` is always in bounds when `grid[here] in thing`
# because our grids have '#'-borders, while `thing` is never a '#'.
if grid[here] in thing and grid[there] in ' .':
lift(grid, here)
drop(grid, there, thing)
def lift(grid, i):
"Remove any thing (crate or player) from position i."
grid[i] = ' .'[grid[i] in '.@I']
def drop(grid, i, thing):
"Into a clear square, put thing."
grid[i] = thing['.' == grid[i]]
# The above two functions each index a string with a boolean value.
# False and True act like 0 and 1, so 'xy'[False] == 'x' and
# 'xy'[True] == 'y'.
# Reading and writing the console:
#
# The most standard way to code a console app like this is with curses,
# but curses kind of earns its name. And there are better libraries
# now, but I'm not familiar with them. Maybe you'll enjoy seeing
# how to do without? We use http://en.wikipedia.org/wiki/ANSI_escape_code
# and raw mode
# http://en.wikipedia.org/wiki/Seventh_Edition_Unix_terminal_interface#Input_modes
#
# It'd be a little simpler to clear the screen before each repaint,
# but that causes occasional flicker, so we instead start each repaint
# with ansi_home and then incrementally clear_to_right on each line, and
# finally clear_to_bottom.
import os, sys
esc = chr(27)
ansi_home = esc + '[H' # Go to the top left.
ansi_clear_to_right = esc + '[K' # Erase the rest of the line.
ansi_clear_to_bottom = esc + '[J' # Erase the rest of the screen.
ansi_hide_cursor = esc + '[?25l'
ansi_show_cursor = esc + '[?25h'
def write(s):
sys.stdout.write(s.replace('\n', ansi_clear_to_right + '\r\n'))
def in_raw_mode(reacting):
# It looks like this could be done with the tty and termios
# modules instead, but at least my code is shorter:
# http://stackoverflow.com/questions/1394956/how-to-do-hit-any-key-in-python
os.system('stty raw -echo')
try:
reacting()
finally:
os.system('stty sane')
# Arrow keys are encoded as escape sequences:
key_map = {esc+'[A': 'up', esc+'OA': 'up',
esc+'[B': 'down', esc+'OB': 'down',
esc+'[C': 'right', esc+'OC': 'right',
esc+'[D': 'left', esc+'OD': 'left'}
key_prefixes = set(k[:i] for k in key_map for i in range(len(k)))
def gen_keys():
"From the input, parse out any chunks that match key_map."
while True: # (Since raw-mode input won't signal EOF, we needn't check.)
keys = ''
while keys in key_prefixes:
keys += sys.stdin.read(1)
if keys in key_map:
yield key_map[keys]
else:
for key in keys: yield key
# The above gen_keys() wouldn't work for all possible keymaps:
# * If key_map = {}, then gen_keys() never yields any value.
# * If key_map = {'abcd': 'key1', 'bc': 'key2'}, and if you type
# 'abcf', then gen_keys() yields 'a', 'b', 'c'', 'f', never
# chunking the 'b' and 'c' into 'key2' as you might expect.
# How would you fix these flaws?
# Levels from Microban.
# "A good set for beginners and children."
if __name__ == '__main__':
main("""\
####
# .#
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