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#!/usr/bin/env python
# -*- mode: python; coding: utf-8; -*-
# ---------------------------------------------------------------------------##
#
# Copyright (C) 1998-2003 Markus Franz Xaver Johannes Oberhumer
# Copyright (C) 2003 Mt. Hood Playing Card Co.
# Copyright (C) 2005-2009 Skomoroh
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# ---------------------------------------------------------------------------##
import os
import re
import subprocess
import time
from io import BytesIO
from pysollib.mfxutil import destruct
from pysollib.pysolrandom import construct_random
from pysollib.settings import DEBUG, FCS_COMMAND
from pysollib.util import KING
FCS_VERSION = None
# ************************************************************************
# * HintInterface is an abstract class that defines the public
# * interface - it only consists of the constructor
# * and the getHints() method.
# *
# * The whole hint system is exclusively used by Game.getHints().
# ************************************************************************
class HintInterface:
# level == 0: show hint (key `H')
# level == 1: show hint and display score value (key `Ctrl-H')
# level == 2: demo
def __init__(self, game, level):
pass
# Compute all hints for the current position.
# Subclass responsibility.
#
# Returns a list of "atomic hints" - an atomic hint is a 7-tuple
# (score, pos, ncards, from_stack, to_stack, text_color, forced_move).
#
# if ncards == 0: deal cards
# elif from_stack == to_stack: flip card
# else: move cards from from_stack to to_stack
#
# score, pos and text_color are only for debugging.
# A forced_move is the next move that must be taken after this move
# in order to avoid endless loops during demo play.
#
# Deal and flip may only happen if self.level >= 2 (i.e. demo).
#
# See Game.showHint() for more information.
def getHints(self, taken_hint=None):
return []
# ************************************************************************
# * AbstractHint provides a useful framework for derived hint classes.
# *
# * Subclasses should override computeHints()
# ************************************************************************
class AbstractHint(HintInterface):
def __init__(self, game, level):
self.game = game
self.level = level
self.score_flatten_value = 0
if self.level == 0:
self.score_flatten_value = 10000
# temporaries within getHints()
self.bonus_color = None
#
self.__clones = []
self.reset()
def __del__(self):
self.reset()
def reset(self):
self.hints = []
self.max_score = 0
self.__destructClones()
self.solver_state = 'not_started'
#
# stack cloning
#
# Create a shallow copy of a stack.
class AClonedStack:
def __init__(self, stack, stackcards):
# copy class identity
self.__class__ = stack.__class__
# copy model data (reference copy)
stack.copyModel(self)
# set new cards (shallow copy of the card list)
self.cards = stackcards[:]
def ClonedStack(self, stack, stackcards):
s = self.AClonedStack(stack, stackcards)
self.__clones.append(s)
return s
def __destructClones(self):
for s in self.__clones:
s.__class__ = self.AClonedStack # restore orignal class
destruct(s)
self.__clones = []
# When computing hints for level 0, the scores are flattened
# (rounded down) to a multiple of score_flatten_value.
#
# The idea is that hints will appear equal within a certain score range
# so that the player will not get confused by the demo-intelligence.
#
# Pressing `Ctrl-H' (level 1) will preserve the score.
def addHint(self, score, ncards, from_stack,
to_stack, text_color=None, forced_move=None):
if score < 0:
return
self.max_score = max(self.max_score, score)
# add an atomic hint
if self.score_flatten_value > 0:
score = (score // self.score_flatten_value) * \
self.score_flatten_value
if text_color is None:
text_color = self.BLACK
assert forced_move is None or len(forced_move) == 7
# pos is used for preserving the original sort order on equal scores
pos = -len(self.hints)
ah = (int(score), pos, ncards, from_stack, to_stack,
text_color, forced_move)
self.hints.append(ah)
# clean up and return hints sorted by score
def _returnHints(self):
hints = self.hints
self.reset()
hints.sort()
hints.reverse()
return hints
#
# getHints() default implementation:
# - handle forced moves
# - try to flip face-down cards
# - call computeHints() to do something useful
# - try to deal cards
# - clean up and return hints sorted by score
#
# Default scores for flip and deal moves.
SCORE_FLIP = 100000 # 0..100000
SCORE_DEAL = 0 # 0..100000
def getHints(self, taken_hint=None):
# 0) setup
self.reset()
game = self.game
# 1) forced moves of the prev. taken hint have absolute priority
if taken_hint and taken_hint[6]:
return [taken_hint[6]]
# 2) try if we can flip a card
if self.level >= 2:
for r in game.allstacks:
if r.canFlipCard():
self.addHint(self.SCORE_FLIP, 1, r, r)
if self.SCORE_FLIP >= 90000:
return self._returnHints()
# 3) ask subclass to do something useful
self.computeHints()
# 4) try if we can deal cards
if self.level >= 2:
if game.canDealCards():
self.addHint(self.SCORE_DEAL, 0, game.s.talon, None)
# A few games have multiple waste stacks. In these games,
# reserves are used for the waste stacks. This logic will
# handle for those games.
if (not game.canDealCards() and game.s.waste is not None and
len(game.s.waste.cards) > 0 and len(game.s.reserves) > 0):
max_cards = 0
reserve = None
for r in game.s.reserves:
if r.acceptsCards(game.s.waste, game.s.waste.cards):
if len(r.cards) < max_cards or reserve is None:
max_cards = len(r.cards)
reserve = r
if reserve is not None:
self.addHint(self.SCORE_DEAL, 1, game.s.waste, reserve)
return self._returnHints()
# subclass
def computeHints(self):
pass
#
# utility shallMovePile()
#
# we move the pile if it is accepted by the target stack
def _defaultShallMovePile(self, from_stack, to_stack, pile, rpile):
if from_stack is to_stack or not \
to_stack.acceptsCards(from_stack, pile):
return 0
return 1
# same, but check for loops
def _cautiousShallMovePile(self, from_stack, to_stack, pile, rpile):
if from_stack is to_stack or not \
to_stack.acceptsCards(from_stack, pile):
return 0
#
if len(rpile) == 0:
return 1
# now check for loops
rr = self.ClonedStack(from_stack, stackcards=rpile)
if rr.acceptsCards(to_stack, pile):
# the pile we are going to move could be moved back -
# this is dangerous as we can create endless loops...
return 0
return 1
# same, but only check for loops only when in demo mode
def _cautiousDemoShallMovePile(self, from_stack, to_stack, pile, rpile):
if from_stack is to_stack or not \
to_stack.acceptsCards(from_stack, pile):
return 0
if self.level >= 2:
#
if len(rpile) == 0:
return 1
# now check for loops
rr = self.ClonedStack(from_stack, stackcards=rpile)
if rr.acceptsCards(to_stack, pile):
# the pile we are going to move could be moved back -
# this is dangerous as we can create endless loops...
return 0
return 1
shallMovePile = _defaultShallMovePile
#
# other utility methods
#
def _canDropAllCards(self, from_stack, stacks, stackcards):
assert from_stack not in stacks
return 0
# FIXME: this does not account for cards which are dropped herein
# cards = pile[:]
# cards.reverse()
# for card in cards:
# for s in stacks:
# if s is not from_stack:
# if s.acceptsCards(from_stack, [card]):
# break
# else:
# return 0
# return 1
#
# misc. constants
#
# score value so that the scores look nicer
K = KING + 1
# text_color that will display the score (for debug with level 1)
BLACK = "black"
RED = "red"
BLUE = "blue"
# ************************************************************************
# *
# ************************************************************************
class DefaultHint(AbstractHint):
# The DefaultHint is optimized for Klondike type games
# and also deals quite ok with other simple variants.
#
# But it completely lacks any specific strategy about game
# types like Forty Thieves, FreeCell, Golf, Spider, ...
#
# BTW, we do not cheat !
#
# bonus scoring used in _getXxxScore() below - subclass overrideable
#
def _preferHighRankMoves(self):
return 0
# Basic bonus for moving a card.
# Bonus must be in range 0..999
BONUS_DROP_CARD = 300 # 0..400
BONUS_SAME_SUIT_MOVE = 200 # 0..400
BONUS_NORMAL_MOVE = 100 # 0..400
def _getMoveCardBonus(self, r, t, pile, rpile):
assert pile
bonus = 0
if rpile:
rr = self.ClonedStack(r, stackcards=rpile)
if (rr.canDropCards(self.game.s.foundations))[0]:
# the card below the pile can be dropped
bonus = self.BONUS_DROP_CARD
if t.cards and t.cards[-1].suit == pile[0].suit:
# simple heuristics - prefer moving high-rank cards
bonus += self.BONUS_SAME_SUIT_MOVE + (1 + pile[0].rank)
elif self._preferHighRankMoves():
# simple heuristics - prefer moving high-rank cards
bonus += self.BONUS_NORMAL_MOVE + (1 + pile[0].rank)
elif rpile:
# simple heuristics - prefer low-rank cards in rpile
bonus += self.BONUS_NORMAL_MOVE + (self.K - rpile[-1].rank)
else:
# simple heuristics - prefer moving high-rank cards
bonus += self.BONUS_NORMAL_MOVE + (1 + pile[0].rank)
return bonus
# Special bonus for facing up a card after the current move.
# Bonus must be in range 0..9000
BONUS_FLIP_CARD = 1500 # 0..9000
def _getFlipSpecialBonus(self, r, t, pile, rpile):
assert pile and rpile
# The card below the pile can be flipped
# (do not cheat and look at it !)
# default: prefer a short rpile
bonus = max(self.BONUS_FLIP_CARD - len(rpile), 0)
return bonus
# Special bonus for moving a pile from stack r to stack t.
# Bonus must be in range 0..9000
BONUS_CREATE_EMPTY_ROW = 9000 # 0..9000
BONUS_CAN_DROP_ALL_CARDS = 4000 # 0..4000
BONUS_CAN_CREATE_EMPTY_ROW = 2000 # 0..4000
def _getMoveSpecialBonus(self, r, t, pile, rpile):
# check if we will create an empty row
if not rpile:
return self.BONUS_CREATE_EMPTY_ROW
# check if the card below the pile can be flipped
if not rpile[-1].face_up:
return self._getFlipSpecialBonus(r, t, pile, rpile)
# check if all the cards below our pile could be dropped
if self._canDropAllCards(r, self.game.s.foundations, stackcards=rpile):
# we can drop the whole remaining pile
# (and will create an empty row in the next move)
# print "BONUS_CAN_DROP_ALL_CARDS", r, pile, rpile
self.bonus_color = self.RED
return self.BONUS_CAN_DROP_ALL_CARDS + \
self.BONUS_CAN_CREATE_EMPTY_ROW
# check if the cards below our pile are a whole row
if r.canMoveCards(rpile):
# could we move the remaining pile ?
for x in self.game.s.rows:
# note: we allow x == r here, because the pile
# (currently at the top of r) will be
# available in the next move
if x is t or not x.cards:
continue
if x.acceptsCards(r, rpile):
# we can create an empty row in the next move
# print "BONUS_CAN_CREATE_EMPTY_ROW", r, x, pile, rpile
self.bonus_color = self.BLUE
return self.BONUS_CAN_CREATE_EMPTY_ROW
return 0
#
# scoring used in getHints() - subclass overrideable
#
# Score for moving a pile from stack r to stack t.
# Increased score should be in range 0..9999
def _getMovePileScore(self, score, color, r, t, pile, rpile):
assert pile
self.bonus_color = color
b1 = self._getMoveSpecialBonus(r, t, pile, rpile)
assert 0 <= b1 <= 9000
b2 = self._getMoveCardBonus(r, t, pile, rpile)
assert 0 <= b2 <= 999
return score + b1 + b2, self.bonus_color
# Score for moving a pile (usually a single card) from the WasteStack.
def _getMoveWasteScore(self, score, color, r, t, pile, rpile):
assert pile
self.bonus_color = color
score = 30000
if t.cards:
score = 31000
b2 = self._getMoveCardBonus(r, t, pile, rpile)
assert 0 <= b2 <= 999
return score + b2, self.bonus_color
# Score for dropping ncards from stack r to stack t.
def _getDropCardScore(self, score, color, r, t, ncards):
assert t is not r
if ncards > 1:
# drop immediately (Spider)
return 93000, color
pile = r.cards
c = pile[-1]
# compute distance to t.cap.base_rank - compare Stack.getRankDir()
if t.cap.base_rank < 0:
d = len(t.cards)
else:
d = (c.rank - t.cap.base_rank) % t.cap.mod
if d > t.cap.mod // 2:
d -= t.cap.mod
if abs(d) <= 1:
# drop Ace and 2 immediately
score = 92000
elif r in self.game.sg.talonstacks:
score = 25000 # less than _getMoveWasteScore()
elif len(pile) == 1:
# score = 50000
score = 91000
elif self._canDropAllCards(
r, self.game.s.foundations, stackcards=pile[:-1]):
score = 90000
color = self.RED
else:
# don't drop this card too eagerly - we may need it
# for pile moving
score = 50000
score += (self.K - c.rank)
return score, color
#
# compute hints - main hint intelligence
#
def computeHints(self):
game = self.game
# 1) check Tableau piles
self.step010(game.sg.dropstacks, game.s.rows)
# 2) try if we can move part of a pile within the RowStacks
# so that we can drop a card afterwards
if not self.hints and self.level >= 1:
self.step020(game.s.rows, game.s.foundations)
# 3) try if we should move a card from a Foundation to a RowStack
if not self.hints and self.level >= 1:
self.step030(game.s.foundations, game.s.rows, game.sg.dropstacks)
# 4) try if we can move a card from a RowStack to a ReserveStack
if not self.hints or self.level == 0:
self.step040(game.s.rows, game.sg.reservestacks)
# 5) try if we should move a card from a ReserveStack to a RowStack
if not self.hints or self.level == 0:
self.step050(game.sg.reservestacks, game.s.rows)
# Don't be too clever and give up ;-)
#
# implementation of the hint steps
#
# 1) check Tableau piles
def step010(self, dropstacks, rows):
# for each stack
for r in dropstacks:
# 1a) try if we can drop cards
t, ncards = r.canDropCards(self.game.s.foundations)
if t:
score, color = 0, None
score, color = self._getDropCardScore(
score, color, r, t, ncards)
self.addHint(score, ncards, r, t, color)
if score >= 90000 and self.level >= 1:
break
# 1b) try if we can move cards to one of the RowStacks
for pile in self.step010b_getPiles(r):
if pile:
self.step010_movePile(r, pile, rows)
def step010b_getPiles(self, stack):
# return all moveable piles for this stack, longest one first
return (stack.getPile(), )
def step010_movePile(self, r, pile, rows):
lp = len(pile)
lr = len(r.cards)
assert 1 <= lp <= lr
rpile = r.cards[: (lr-lp)] # remaining pile
empty_row_seen = 0
r_is_waste = r in self.game.sg.talonstacks
for t in rows:
score, color = 0, None
if not self.shallMovePile(r, t, pile, rpile):
continue
if r_is_waste:
# moving a card from the WasteStack
score, color = self._getMoveWasteScore(
score, color, r, t, pile, rpile)
else:
if not t.cards:
# the target stack is empty
if lp == lr:
# do not move a whole stack from row to row
continue
if empty_row_seen:
# only make one hint for moving to an empty stack
# (in case we have multiple empty stacks)
continue
score = 60000
empty_row_seen = 1
else:
# the target stack is not empty
score = 80000
score, color = self._getMovePileScore(
score, color, r, t, pile, rpile)
self.addHint(score, lp, r, t, color)
# 2) try if we can move part of a pile within the RowStacks
# so that we can drop a card afterwards
# score: 40000 .. 59999
step020_getPiles = step010b_getPiles
def step020(self, rows, foundations):
for r in rows:
for pile in self.step020_getPiles(r):
if not pile or len(pile) < 2:
continue
# is there a card in our pile that could be dropped ?
drop_info = []
i = 0
for c in pile:
rr = self.ClonedStack(r, stackcards=[c])
stack, ncards = rr.canDropCards(foundations)
if stack and stack is not r:
assert ncards == 1
drop_info.append((c, stack, ncards, i))
i += 1
# now try to make a move so that the drop-card will get free
for di in drop_info:
c = di[0]
sub_pile = pile[di[3]+1:]
# print "trying drop move", c, pile, sub_pile
# assert r.canMoveCards(sub_pile)
if not r.canMoveCards(sub_pile):
continue
for t in rows:
if t is r or not t.acceptsCards(r, sub_pile):
continue
# print "drop move", r, t, sub_pile
score = 40000
score += 1000 + (self.K - r.getCard().rank)
# force the drop (to avoid loops)
force = (999999, 0, di[2], r, di[1], self.BLUE, None)
self.addHint(
score, len(sub_pile), r, t,
self.RED, forced_move=force)
# 3) try if we should move a card from a Foundation to a RowStack
# score: 20000 .. 29999
def step030(self, foundations, rows, dropstacks):
for s in foundations:
card = s.getCard()
if not card or not s.canMoveCards([card]):
continue
# search a RowStack that would accept the card
for t in rows:
if t is s or not t.acceptsCards(s, [card]):
continue
tt = self.ClonedStack(t, stackcards=t.cards+[card])
# search a Stack that would benefit from this card
for r in dropstacks:
if r is t:
continue
pile = r.getPile()
if not pile:
continue
if not tt.acceptsCards(r, pile):
continue
# compute remaining pile in r
rpile = r.cards[:(len(r.cards)-len(pile))]
rr = self.ClonedStack(r, stackcards=rpile)
if rr.acceptsCards(t, pile):
# the pile we are going to move from r to t
# could be moved back from t ro r - this is
# dangerous as we can create loops...
continue
score = 20000 + card.rank
# print score, s, t, r, pile, rpile
# force the move from r to t (to avoid loops)
force = (999999, 0, len(pile), r, t, self.BLUE, None)
self.addHint(score, 1, s, t, self.BLUE, forced_move=force)
# 4) try if we can move a card from a RowStack to a ReserveStack
# score: 10000 .. 19999
def step040(self, rows, reservestacks):
if not reservestacks:
return
for r in rows:
card = r.getCard()
if not card or not r.canMoveCards([card]):
continue
pile = [card]
# compute remaining pile in r
rpile = r.cards[:(len(r.cards)-len(pile))]
rr = self.ClonedStack(r, stackcards=rpile)
for t in reservestacks:
if t is r or not t.acceptsCards(r, pile):
continue
if rr.acceptsCards(t, pile):
# the pile we are going to move from r to t
# could be moved back from t ro r - this is
# dangerous as we can create loops...
continue
score = 10000
score, color = self._getMovePileScore(
score, None, r, t, pile, rpile)
self.addHint(score, len(pile), r, t, color)
break
# 5) try if we should move a card from a ReserveStack to a RowStack
def step050(self, reservestacks, rows):
if not reservestacks:
return
# FIXME
# ************************************************************************
# *
# ************************************************************************
class CautiousDefaultHint(DefaultHint):
shallMovePile = DefaultHint._cautiousShallMovePile
# shallMovePile = DefaultHint._cautiousDemoShallMovePile
def _preferHighRankMoves(self):
return 1
# ************************************************************************
# * now some default hints for the various game types
# ************************************************************************
# DefaultHint is optimized for Klondike type games anyway
class KlondikeType_Hint(DefaultHint):
pass
# this works for Yukon, but not too well for Russian Solitaire
class YukonType_Hint(CautiousDefaultHint):
def step010b_getPiles(self, stack):
# return all moveable piles for this stack, longest one first
p = stack.getPile()
piles = []
while p:
piles.append(p)
p = p[1:] # note: we need a fresh shallow copy
return piles
class Yukon_Hint(YukonType_Hint):
BONUS_FLIP_CARD = 9000
BONUS_CREATE_EMPTY_ROW = 100
# FIXME: this is only a rough approximation and doesn't seem to help
# for Russian Solitaire
def _getMovePileScore(self, score, color, r, t, pile, rpile):
s, color = YukonType_Hint._getMovePileScore(
self, score, color, r, t, pile, rpile)
bonus = s - score
assert 0 <= bonus <= 9999
# We must take care when moving piles that we won't block cards,
# i.e. if there is a card in pile which would be needed
# for a card in stack t.
tpile = t.getPile()
if tpile:
for cr in pile:
rr = self.ClonedStack(r, stackcards=[cr])
for ct in tpile:
if rr.acceptsCards(t, [ct]):
d = bonus // 1000
bonus = (d * 1000) + bonus % 100
break
return score + bonus, color
class FreeCellType_Hint(CautiousDefaultHint):
pass
class GolfType_Hint(DefaultHint):
pass
class SpiderType_Hint(DefaultHint):
pass
class PySolHintLayoutImportError(Exception):
def __init__(self, msg, cards, line_num):
"""docstring for __init__"""
self.msg = msg
self.cards = cards
self.line_num = line_num
def format(self):
return self.msg + ":\n\n" + ', '.join(self.cards)
class Base_Solver_Hint:
def __init__(self, game, dialog, **game_type):
self.game = game
self.dialog = dialog
self.game_type = game_type
self.options = {
'iters_step': 100,
'max_iters': 10000,
'progress': False,
'preset': None,
}
self.hints = []
self.hints_index = 0
# correct cards rank if foundations.base_rank != 0 (Penguin, Opus)
if 'base_rank' in game_type: # (Simple Simon)
self.base_rank = game_type['base_rank']
else:
self.base_rank = game.s.foundations[0].cap.base_rank
def _setText(self, **kw):
return self.dialog.setText(**kw)
def config(self, **kw):
self.options.update(kw)
def _card2str_format(self, fmt, rank, suit):
# row and reserves
rank = (rank-self.base_rank) % 13
return fmt.format(R="A23456789TJQK"[rank], S="CSHD"[suit])
def card2str1_(self, rank, suit):
# row and reserves
return self._card2str_format('{R}{S}', rank, suit)
def card2str1(self, card):
return self.card2str1_(card.rank, card.suit)
def card2str2(self, card):
# foundations
return self._card2str_format('{S}-{R}', card.rank, card.suit)
# hard solvable: Freecell #47038300998351211829 (65539 iters)
def getHints(self, taken_hint=None):
if taken_hint and taken_hint[6]:
return [taken_hint[6]]
h = self.hints[self.hints_index]
if h is None:
return None
ncards, src, dest = h
thint = None
if len(src.cards) > ncards and not src.cards[-ncards-1].face_up:
# flip card
thint = (999999, 0, 1, src, src, None, None)
skip = False
if dest is None: # foundation
if src is self.game.s.talon:
if not src.cards[-1].face_up:
self.game.flipMove(src)
dest = self.game.s.foundations[0]
else:
cards = src.cards[-ncards:]
for f in self.game.s.foundations:
if f.acceptsCards(src, cards):
dest = f
break
assert dest
self.hints_index += 1
if skip:
return []
hint = (999999, 0, ncards, src, dest, None, thint)
return [hint]
def colonPrefixMatch(self, prefix, s):
m = re.match(prefix + ': ([0-9]+)', s)
if m:
self._v = int(m.group(1))
return True
else:
self._v = None
return False
def run_solver(self, command, board):
if DEBUG:
print(command)
kw = {'shell': True,
'stdin': subprocess.PIPE,
'stdout': subprocess.PIPE,
'stderr': subprocess.PIPE}
if os.name != 'nt':
kw['close_fds'] = True
p = subprocess.Popen(command, **kw)
bytes_board = bytes(board, 'utf-8')
pout, perr = p.communicate(bytes_board)
if p.returncode in (127, 1):
# Linux and Windows return codes for "command not found" error
raise RuntimeError('Solver exited with {}'.format(p.returncode))
return BytesIO(pout), BytesIO(perr)
def importFile(solver, fh, s_game, self):
s_game.endGame()
s_game.random = construct_random('Custom')
s_game.newGame(
shuffle=True,
random=construct_random('Custom'),
dealer=lambda: solver.importFileHelper(fh, s_game))
s_game.random = construct_random('Custom')
def importFileHelper(solver, fh, s_game):
pass
use_fc_solve_lib = False
try:
import freecell_solver
fc_solve_lib_obj = freecell_solver.FreecellSolver()
use_fc_solve_lib = True
except BaseException:
pass
use_bh_solve_lib = False
try:
import black_hole_solver
bh_solve_lib_obj = black_hole_solver.BlackHoleSolver()
use_bh_solve_lib = True
except BaseException:
pass
class FreeCellSolver_Hint(Base_Solver_Hint):
def _determineIfSolverState(self, line):
if re.search('^(?:Iterations count exceeded)', line):
self.solver_state = 'intractable'
return True
elif re.search('^(?:I could not solve this game)', line):
self.solver_state = 'unsolved'
return True
else:
return False
def _isSimpleSimon(self):
game_type = self.game_type
return ('preset' in game_type and
game_type['preset'] == 'simple_simon')
def _addBoardLine(self, line):
self.board += line + '\n'
return
def _addPrefixLine(self, prefix, b):
if b:
self._addBoardLine(prefix + b)
return
def importFileHelper(solver, fh, s_game):
game = s_game.s
stack_idx = 0
RANKS_S = "A23456789TJQK"
RANKS0_S = '0' + RANKS_S
RANKS_RE = '(?:' + '[' + RANKS_S + ']' + '|10)'
SUITS_S = "CSHD"
SUITS_RE = '[' + SUITS_S + ']'
CARD_RE = r'(?:' + RANKS_RE + SUITS_RE + ')'
line_num = 0
def cards():
return game.talon.cards
def put(target, suit, rank):
ret = [i for i, c in enumerate(cards())
if c.suit == suit and c.rank == rank]
if len(ret) < 1:
raise PySolHintLayoutImportError(
"Duplicate cards in input",
[solver.card2str1_(rank, suit)],
line_num
)
ret = ret[0]
game.talon.cards = \
cards()[0:ret] + cards()[(ret+1):] + [cards()[ret]]
s_game.flipMove(game.talon)
s_game.moveMove(1, game.talon, target, frames=0)
def put_str(target, str_):
put(target, SUITS_S.index(str_[-1]),
(RANKS_S.index(str_[0]) if len(str_) == 2 else 9))
def my_find_re(RE, m, msg):
s = m.group(1)
if not re.match(r'^\s*(?:' + RE + r')?(?:\s+' + RE + r')*\s*$', s):
raise PySolHintLayoutImportError(
msg,
[],
line_num
)
return re.findall(r'\b' + RE + r'\b', s)
# Based on https://stackoverflow.com/questions/8898294 - thanks!
def mydecode(s):
for encoding in "utf-8-sig", "utf-8":
try:
return s.decode(encoding)
except UnicodeDecodeError:
continue
return s.decode("latin-1") # will always work
mytext = mydecode(fh.read())
for line_p in mytext.splitlines():
line_num += 1
line = line_p.rstrip('\r\n')
m = re.match(r'^(?:Foundations:|Founds?:)\s*(.*)', line)
if m:
for gm in my_find_re(
r'(' + SUITS_RE + r')-([' + RANKS0_S + r'])', m,
"Invalid Foundations line"):
for foundat in game.foundations:
suit = foundat.cap.suit
if SUITS_S[suit] == gm[0]:
rank = gm[1]
if len(rank) == 1:
lim = RANKS0_S.index(rank)
else:
lim = 10
for r in range(lim):
put(foundat, suit, r)
break
continue
m = re.match(r'^(?:FC:|Freecells:)\s*(.*)', line)
if m:
g = my_find_re(r'(' + CARD_RE + r'|\-)', m,
"Invalid Freecells line")
while len(g) < len(game.reserves):
g.append('-')
for i, gm in enumerate(g):
str_ = gm
if str_ != '-':
put_str(game.reserves[i], str_)
continue
m = re.match(r'^:?\s*(.*)', line)
for str_ in my_find_re(r'(' + CARD_RE + r')', m,
"Invalid column text"):
put_str(game.rows[stack_idx], str_)
stack_idx += 1
if len(cards()) > 0:
raise PySolHintLayoutImportError(
"Missing cards in input",
[solver.card2str1(c) for c in cards()],
-1
)
def calcBoardString(self):
game = self.game
self.board = ''
is_simple_simon = self._isSimpleSimon()
b = ''
for s in game.s.foundations:
if s.cards:
b += ' ' + self.card2str2(
s.cards[0 if is_simple_simon else -1])
self._addPrefixLine('Founds:', b)
b = ''
for s in game.s.reserves:
b += ' ' + (self.card2str1(s.cards[-1]) if s.cards else '-')
self._addPrefixLine('FC:', b)
for s in game.s.rows:
b = ''
for c in s.cards:
cs = self.card2str1(c)
if not c.face_up:
cs = '<%s>' % cs
b += cs + ' '
self._addBoardLine(b.strip())
return self.board
def computeHints(self):
game = self.game
game_type = self.game_type
global FCS_VERSION
if FCS_VERSION is None:
if use_fc_solve_lib:
FCS_VERSION = (5, 0, 0)
else:
pout, _ = self.run_solver(FCS_COMMAND + ' --version', '')
s = str(pout.read(), encoding='utf-8')
m = re.search(r'version ([0-9]+)\.([0-9]+)\.([0-9]+)', s)
if m:
FCS_VERSION = (int(m.group(1)), int(m.group(2)),
int(m.group(3)))
else:
FCS_VERSION = (0, 0, 0)
progress = self.options['progress']
board = self.calcBoardString()
if DEBUG:
print('--------------------\n', board, '--------------------')
args = []
if use_fc_solve_lib:
args += ['--reset', '-opt', ]
else:
args += ['-m', '-p', '-opt', '-sel']
if FCS_VERSION >= (4, 20, 0):
args += ['-hoi']
if (not use_fc_solve_lib) and progress:
args += ['--iter-output']
fcs_iter_output_step = None
if FCS_VERSION >= (4, 20, 0):
fcs_iter_output_step = self.options['iters_step']
args += ['--iter-output-step', str(fcs_iter_output_step)]
if DEBUG:
args += ['-s']
if self.options['preset'] and self.options['preset'] != 'none':
args += ['--load-config', self.options['preset']]
args += ['--max-iters', str(self.options['max_iters']),
'--decks-num', str(game.gameinfo.decks),
'--stacks-num', str(len(game.s.rows)),
'--freecells-num', str(len(game.s.reserves)),
]
if 'preset' in game_type:
args += ['--preset', game_type['preset']]
if 'sbb' in game_type:
args += ['--sequences-are-built-by', game_type['sbb']]
if 'sm' in game_type:
args += ['--sequence-move', game_type['sm']]
if 'esf' in game_type:
args += ['--empty-stacks-filled-by', game_type['esf']]
if use_fc_solve_lib:
fc_solve_lib_obj.input_cmd_line(args)
status = fc_solve_lib_obj.solve_board(board)
else:
command = FCS_COMMAND+' '+' '.join(args)
pout, perr = self.run_solver(command, board)
self.solver_state = 'unknown'
stack_types = {
'the': game.s.foundations,
'stack': game.s.rows,
'freecell': game.s.reserves,
}
if DEBUG:
start_time = time.time()
if not (use_fc_solve_lib) and progress:
iter_ = 0
depth = 0
states = 0
for sbytes in pout:
s = str(sbytes, encoding='utf-8')
if DEBUG >= 5:
print(s)
if self.colonPrefixMatch('Iteration', s):
iter_ = self._v
elif self.colonPrefixMatch('Depth', s):
depth = self._v
elif self.colonPrefixMatch('Stored-States', s):
states = self._v
if iter_ % 100 == 0 or fcs_iter_output_step:
self._setText(iter=iter_, depth=depth, states=states)
elif re.search('^(?:-=-=)', s):
break
elif self._determineIfSolverState(s):
break
self._setText(iter=iter_, depth=depth, states=states)
hints = []
if use_fc_solve_lib:
self._setText(
iter=fc_solve_lib_obj.get_num_times(),
depth=0,
states=fc_solve_lib_obj.get_num_states_in_collection(),
)
if status == 0:
m = fc_solve_lib_obj.get_next_move()
while m:
type_ = ord(m.s[0])
src = ord(m.s[1])
dest = ord(m.s[2])
hints.append([
(ord(m.s[3]) if type_ == 0
else (13 if type_ == 11 else 1)),
(game.s.rows if (type_ in [0, 1, 4, 11, ])
else game.s.reserves)[src],
(game.s.rows[dest] if (type_ in [0, 2])
else (game.s.reserves[dest]
if (type_ in [1, 3]) else None))])
m = fc_solve_lib_obj.get_next_move()
else:
self.solver_state = 'unsolved'
else:
for sbytes in pout:
s = str(sbytes, encoding='utf-8')
if DEBUG:
print(s)
if self._determineIfSolverState(s):
break
m = re.match(
'Total number of states checked is ([0-9]+)\\.', s)
if m:
self._setText(iter=int(m.group(1)))
m = re.match('This scan generated ([0-9]+) states\\.', s)
if m:
self._setText(states=int(m.group(1)))
m = re.match('Move (.*)', s)
if not m:
continue
move_s = m.group(1)
m = re.match(
'the sequence on top of Stack ([0-9]+) to the foundations',
move_s)
if m:
ncards = 13
st = stack_types['stack']
sn = int(m.group(1))
src = st[sn]
dest = None
else:
m = re.match(
'(?P<ncards>a card|(?P<count>[0-9]+) cards) '
'from (?P<source_type>stack|freecell) '
'(?P<source_idx>[0-9]+) to '
'(?P<dest>the foundations|'
'(?P<dest_type>freecell|stack) '
'(?P<dest_idx>[0-9]+))\\s*', move_s)
if not m:
continue
if m.group('ncards') == 'a card':
ncards = 1
else:
ncards = int(m.group('count'))
st = stack_types[m.group('source_type')]
sn = int(m.group('source_idx'))
src = st[sn]
dest_s = m.group('dest')
if dest_s == 'the foundations':
dest = None
else:
dt = stack_types[m.group('dest_type')]
dest = dt[int(m.group('dest_idx'))]
hints.append([ncards, src, dest])
if DEBUG:
print('time:', time.time()-start_time)
self.hints = hints
if len(hints) > 0:
if self.solver_state != 'intractable':
self.solver_state = 'solved'
self.hints.append(None)
if not use_fc_solve_lib:
pout.close()
perr.close()
class BlackHoleSolver_Hint(Base_Solver_Hint):
BLACK_HOLE_SOLVER_COMMAND = 'black-hole-solve'
def importFileHelper(solver, fh, s_game):
game = s_game.s
stack_idx = 0
found_idx = 0
RANKS_S = "A23456789TJQK"
RANKS_RE = '(?:' + '[' + RANKS_S + ']' + '|10)'
SUITS_S = "CSHD"
SUITS_RE = '[' + SUITS_S + ']'
CARD_RE = r'(?:' + RANKS_RE + SUITS_RE + ')'
line_num = 0
def cards():
return game.talon.cards
def put(target, suit, rank):
ret = [i for i, c in enumerate(cards())
if c.suit == suit and c.rank == rank]
if len(ret) < 1:
raise PySolHintLayoutImportError(
"Duplicate cards in input",
[solver.card2str1_(rank, suit)],
line_num
)
ret = ret[0]
game.talon.cards = \
cards()[0:ret] + cards()[(ret+1):] + [cards()[ret]]
s_game.flipMove(game.talon)
s_game.moveMove(1, game.talon, target, frames=0)
def put_str(target, str_):
put(target, SUITS_S.index(str_[-1]),
(RANKS_S.index(str_[0]) if len(str_) == 2 else 9))
def my_find_re(RE, m, msg):
s = m.group(1)
if not re.match(r'^\s*(?:' + RE + r')?(?:\s+' + RE + r')*\s*$', s):
raise PySolHintLayoutImportError(
msg,
[],
line_num
)
return re.findall(r'\b' + RE + r'\b', s)
# Based on https://stackoverflow.com/questions/8898294 - thanks!
def mydecode(s):
for encoding in "utf-8-sig", "utf-8":
try:
return s.decode(encoding)
except UnicodeDecodeError:
continue
return s.decode("latin-1") # will always work
mytext = mydecode(fh.read())
for line_p in mytext.splitlines():
line_num += 1
line = line_p.rstrip('\r\n')
m = re.match(r'^(?:Foundations:|Founds?:)\s*(.*)', line)
if m:
for gm in my_find_re(r'(' + CARD_RE + r')', m,
"Invalid Foundations line"):
put_str(game.foundations[found_idx], gm)
found_idx += 1
continue
m = re.match(r'^:?\s*(.*)', line)
for str_ in my_find_re(r'(' + CARD_RE + r')', m,
"Invalid column text"):
put_str(game.rows[stack_idx], str_)
stack_idx += 1
if len(cards()) > 0:
# A bit hacky, but normally, this move would require an internal.
# We don't want to have to add an internal stack to all Black
# Hole Solver games just for the import.
s_game.moveMove(1, game.foundations[0], game.rows[0], frames=0)
s_game.moveMove(len(cards()), game.talon, game.foundations[0],
frames=0)
s_game.moveMove(1, game.rows[0], game.foundations[0], frames=0)
def calcBoardString(self):
board = ''
cards = self.game.s.talon.cards
if len(cards) > 0:
board += ' '.join(['Talon:'] +
[self.card2str1(x) for x in reversed(cards)])
board += '\n'
board += 'Foundations:'
for f in self.game.s.foundations:
cards = f.cards
s = '-'
if len(cards) > 0:
s = self.card2str1(cards[-1])
board += ' ' + s
board += '\n'
for s in self.game.s.rows:
b = ''
for c in s.cards:
cs = self.card2str1(c)
if not c.face_up:
cs = '<%s>' % cs
b += cs + ' '
board += b.strip() + '\n'
return board
def computeHints(self):
game = self.game
game_type = self.game_type
board = self.calcBoardString()
if DEBUG:
print('--------------------\n', board, '--------------------')
if use_bh_solve_lib:
# global bh_solve_lib_obj
# bh_solve_lib_obj = bh_solve_lib_obj.new_bhs_user_handle()
bh_solve_lib_obj.recycle()
bh_solve_lib_obj.read_board(
board=board,
game_type=game_type['preset'],
place_queens_on_kings=(
game_type['queens_on_kings']
if ('queens_on_kings' in game_type) else True),
wrap_ranks=(
game_type['wrap_ranks']
if ('wrap_ranks' in game_type) else True),
)
bh_solve_lib_obj.limit_iterations(self.options['max_iters'])
else:
args = []
args += ['--game', game_type['preset'], '--rank-reach-prune']
args += ['--max-iters', str(self.options['max_iters'])]
if 'queens_on_kings' in game_type:
args += ['--queens-on-kings']
if 'wrap_ranks' in game_type:
args += ['--wrap-ranks']
command = self.BLACK_HOLE_SOLVER_COMMAND + ' ' + ' '.join(args)
if DEBUG:
start_time = time.time()
result = ''
if use_bh_solve_lib:
ret_code = bh_solve_lib_obj.resume_solution()
else:
pout, perr = self.run_solver(command, board)
for sbytes in pout:
s = str(sbytes, encoding='utf-8')
if DEBUG >= 5:
print(s)
m = re.search('^(Intractable|Unsolved|Solved)!', s.rstrip())
if m:
result = m.group(1)
break
self._setText(iter=0, depth=0, states=0)
hints = []
if use_bh_solve_lib:
self.solver_state = (
'solved' if ret_code == 0 else
('intractable'
if bh_solve_lib_obj.ret_code_is_suspend(ret_code)
else 'unsolved'))
self._setText(iter=bh_solve_lib_obj.get_num_times())
self._setText(
states=bh_solve_lib_obj.get_num_states_in_collection())
if self.solver_state == 'solved':
m = bh_solve_lib_obj.get_next_move()
while m:
found_stack_idx = m.get_column_idx()
if len(game.s.rows) > found_stack_idx >= 0:
src = game.s.rows[found_stack_idx]
hints.append([1, src, None])
else:
hints.append([1, game.s.talon, None])
m = bh_solve_lib_obj.get_next_move()
else:
self.solver_state = result.lower()
for sbytes in pout:
s = str(sbytes, encoding='utf-8')
if DEBUG:
print(s)
if s.strip() == 'Deal talon':
hints.append([1, game.s.talon, None])
continue
m = re.match(
'Total number of states checked is ([0-9]+)\\.', s)
if m:
self._setText(iter=int(m.group(1)))
continue
m = re.match('This scan generated ([0-9]+) states\\.', s)
if m:
self._setText(states=int(m.group(1)))
continue
m = re.match(
'Move a card from stack ([0-9]+) to the foundations', s)
if not m:
continue
found_stack_idx = int(m.group(1))
src = game.s.rows[found_stack_idx]
hints.append([1, src, None])
pout.close()
perr.close()
if DEBUG:
print('time:', time.time()-start_time)
hints.append(None)
self.hints = hints
class FreeCellSolverWrapper:
def __init__(self, **game_type):
self.game_type = game_type
def __call__(self, game, dialog):
hint = FreeCellSolver_Hint(game, dialog, **self.game_type)
return hint
class BlackHoleSolverWrapper:
def __init__(self, **game_type):
self.game_type = game_type
def __call__(self, game, dialog):
hint = BlackHoleSolver_Hint(game, dialog, **self.game_type)
return hint
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