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gamectrl.py
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gamectrl.py
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# -*- coding: utf-8 -*-
import math
import re
import time
import json
import numpy as np
# Author: chrn (original by nneonneo)
# Date: 11.11.2016
# Copyright: https://github.com/nneonneo/2048-ai
# Description: Read information from the browser and send key input to it to control the game.
class Generic2048Control(object):
def __init__(self, ctrl):
self.ctrl = ctrl
self.setup()
def setup():
raise NotImplementedError()
def execute(self, cmd):
return self.ctrl.execute(cmd)
def get_status(self):
# Check if the game is in an unusual state.
return self.execute('''
var messageContainer = document.querySelector(".game-message");
if(messageContainer.className.search(/game-over/) !== -1) {"ended"}
else if(messageContainer.className.search(/game-won/) !== -1) {"won"}
else {"running"}
''')
def restart_game(self):
self.send_key_event('keydown', 82)
time.sleep(0.1)
self.send_key_event('keyup', 82)
self.send_key_event('keydown', 32)
time.sleep(0.1)
self.send_key_event('keyup', 32)
def continue_game(self):
# Continue the game. Only works if the game is in the 'won' state.
self.execute('document.querySelector(".keep-playing-button").click();')
def send_key_event(self, action, key):
# Use generic events for compatibility with Chrome, which (for inexplicable reasons) doesn't support setting
# keyCode on KeyboardEvent objects. See
# http://stackoverflow.com/questions/8942678/keyboardevent-in-chrome-keycode-is-0.
return self.execute('''
var keyboardEvent = document.createEventObject ? document.createEventObject() : document.createEvent("Events");
if(keyboardEvent.initEvent)
keyboardEvent.initEvent("%(action)s", true, true);
keyboardEvent.keyCode = %(key)s;
keyboardEvent.which = %(key)s;
var element = document.body || document;
element.dispatchEvent ? element.dispatchEvent(keyboardEvent) : element.fireEvent("on%(action)s", keyboardEvent);
''' % locals())
class Fast2048Control(Generic2048Control):
# Control 2048 by hooking the GameManager and executing its move() function.
# This is both safer and faster than the keyboard approach, but it is less compatible with clones.
def setup(self):
# Obtain the GameManager instance by triggering a fake restart.
self.ctrl.execute(
'''
var _func_tmp = GameManager.prototype.isGameTerminated;
GameManager.prototype.isGameTerminated = function() {
GameManager._instance = this;
return true;
};
''')
# Send an "up" event, which will trigger our replaced isGameTerminated function
self.send_key_event('keydown', 38)
time.sleep(0.1)
self.send_key_event('keyup', 38)
self.execute('GameManager.prototype.isGameTerminated = _func_tmp;')
def get_status(self):
# Check if the game is in an unusual state.
return self.execute('''
if(GameManager._instance.over) {"ended"}
else if(GameManager._instance.won && !GameManager._instance.keepPlaying) {"won"}
else {"running"}
''')
def get_score(self):
return self.execute('GameManager._instance.score')
def get_board(self):
# Chrome refuses to serialize the Grid object directly through the debugger.
grid = json.loads(self.execute('JSON.stringify(GameManager._instance.grid)'))
board = np.array([[0]*4 for _ in range(4)])
for row in grid['cells']:
for cell in row:
if cell is None:
continue
pos = cell['x'], cell['y']
tval = cell['value']
# use this line if you want to return the real values not the log2 ones
board[pos[1]][pos[0]] = tval
# board[pos[1]][pos[0]] = int(round(math.log(tval, 2)))
return board
def execute_move(self, move):
# We use UDLR ordering; 2048 uses URDL ordering
move = [0, 2, 3, 1][move]
self.execute('GameManager._instance.move(%d)' % move)
class Keyboard2048Control(Generic2048Control):
# Control 2048 by accessing the DOM and using key events.
# This is relatively slow, and may be prone to race conditions if your
# browser is slow. However, it is more generally compatible with various
# clones of 2048
def setup(self):
self.execute(
'''
var elems = document.getElementsByTagName('div');
for(var i in elems)
if(elems[i].className == 'tile-container') {
tileContainer = elems[i];
break;
}
''')
def get_score(self):
score = self.execute('''
var scoreContainer = document.querySelector(".score-container");
var scoreText = '';
var scoreChildren = scoreContainer.childNodes;
for(var i = 0; i < scoreChildren.length; ++i) {
if(scoreChildren[i].nodeType == Node.TEXT_NODE) {
scoreText += scoreChildren[i].textContent;
}
}
scoreText;
''')
return int(score)
def get_board(self):
res = self.execute(
'''
var res = [];
var tiles = tileContainer.children;
for(var i=0; i<tiles.length; i++)
res.push(tiles[i].className);
res
''')
board = [[0]*4 for _ in range(4)]
for tile in res:
tval = pos = None
for k in tile.split():
m = re.match(r'^tile-(\d+)$', k)
if m:
tval = int(m.group(1))
m = re.match(r'^tile-position-(\d+)-(\d+)$', k)
if m:
pos = int(m.group(1)), int(m.group(2))
board[pos[1]-1][pos[0]-1] = int(round(math.log(tval, 2)))
return board
def execute_move(self, move):
key = [38, 40, 37, 39][move]
self.send_key_event('keydown', key)
time.sleep(0.01)
self.send_key_event('keyup', key)
time.sleep(0.05)
class Hybrid2048Control(Fast2048Control, Keyboard2048Control):
# Control 2048 by hooking the GameManager and using keyboard inputs.
# This is safe and fast, and correctly generates keyboard events for compatibility.
setup = Fast2048Control.setup
get_status = Keyboard2048Control.get_status
get_score = Fast2048Control.get_score
get_board = Fast2048Control.get_board
execute_move = Keyboard2048Control.execute_move