Metadata-Version: 1.2
Name: board
Version: 1.0
Summary: Standard Board mechanism for Dojo tasks
Home-page: https://github.com/tjguk/dojo-board
Author: Tim Golden
Author-email: mail@timgolden.me.uk
Maintainer: Tim Golden
Maintainer-email: mail@timgolden.me.uk
License: unlicensed
Description: Board Game for Python Dojos
        ===========================
        
        Introduction
        ------------
        
        Often, when running a Python Dojo, we've ended up with a challenge
        based around some kind of board or tile-based landscape. In these
        situations it's not uncommon to spend a lot of the time building up
        your basic board functionality in order to support the more interesting
        gameplay algorithm.
        
        This module implements a general-purpose board structure which
        has the functionality needed for a range of purposes, and lends itself
        to being subclassed for those particular needs.
        
        Dependencies
        ------------
        
        None - stdlib only
        
        Tests
        -----
        
        Fairly decent coverage (not actually checked with coverage.py): test.py
        
        Getting Started
        ---------------
        
        Install with pip::
        
            pip install board
        
        Absolutely basic usage::
        
            import board
            #
            # Produce a 3x3 board
            #
            b = board.Board((3, 3))
        
            b[0, 0] = "X"
            b[1, 0] = "O"
        
        Usage
        -----
        
        Board is an n-dimensional board, any of which dimensions can be of
        infinite size. (So if you have, say, 3 infinite dimensions, you have
        the basis for a Minecraft layout). Dimensions are zero-based and
        negative indexes operate as they usually do in Python: working from
        the end of the dimension backwards.
        
        Cells on the board are accessed by item access, eg board[1, 2] or
        landscape[1, 1, 10].
        
        A board can be copied, optionally along with its data by means of the
        .copy method. Or a section of a board can be linked to the original
        board by slicing the original board::
        
            b1 = board.Board((9, 9))
            b1[1, 1] = 1
            b2 = b1.copy()
            b3 = b1[:3, :3]
        
        Note that the slice must include all the dimensions of the original
        board, but any of those subdimensions can be of length 1::
        
            b1 = board.Board((9, 9, 9))
            b2 = b1[:3, :3, :1]
        
        A sentinel value of Empty indicates a position which is not populated
        because it has never had a value, or because its value has been deleted::
        
            b1 = board.Board((3, 3))
            assert b1[1, 1] is board.Empty
            b1.populate("abcdefghi")
            assert b1[1, 1] == "e"
            del b1[1, 1]
            assert b1[1, 1] is board.Empty
        
        Iterating over the board yields its coordinates::
        
            b1 = board.Board((2, 2))
            for coord in b1:
                print(coord)
            #
            # => (0, 0), (0, 1) etc.
            #
        
        Iteration over a board with one or more infinite dimensions will work
        by iterating in chunks::
        
            b1 = board.Board((3, 3, board.Infinity))
            for coord in b1:
                print(b1)
        
        To see coordinates with their data items, use iterdata::
        
            b1 = board.Board((2, 2))
            b1.populate("abcd")
            for coord, data in b1.iterdata():
                print(coord, "=>", data)
        
        To read, write and empty the data at a board position, use indexing::
        
            b1 = board.Board((3, 3))
            b1.populate("abcdef")
            print(b1[0, 0]) # "a"
        
            b1[0, 0] = "*"
            print(b1[0, 0]) # "*"
        
            b1[-1, -1] = "*"
            print(b1[2, 2]) # "*"
        
            del b1[0, 0]
            print(b1[0, 0]) # <Empty>
        
        To test whether a coordinate is contained with the local coordinate space, use in::
        
            b1 = board.Board((3, 3))
            (1, 1) in b1 # True
            (4, 4) in b1 # False
            (1, 1, 1) in b1 # InvalidDimensionsError
        
        One board is equal to another if it has the same dimensionality and
        each data item is equal::
        
            b1 = board.Board((3, 3))
            b1.populate("abcdef")
            b2 = b1.copy()
            b1 == b2 # True
            b2[0, 0] = "*"
            b1 == b2 # False
        
            b2 = board.Board((2, 2))
            b2.populate("abcdef")
            b1 == b2 # False
        
        To populate the board from an arbitrary iterator, use .populate::
        
            def random_letters():
                import random, string
                while True:
                    yield random.choice(string.ascii_uppercase)
        
            b1 = board.Board((4, 4))
            b1.populate(random_letters())
        
        To clear the board, use .clear::
        
            b1 = board.Board((3, 3))
            b1.populate(range(10))
            b1.clear()
            list(b1.iterdata()) # []
        
        A board is True if it has any data, False if it has none::
        
            b1 = board.Board((2, 2))
            b1.populate("abcd")
            bool(b1) # True
            b1.clear()
            bool(b1) # False
        
        The length of the board is the product of its dimension lengths. If any
        dimension is infinite, the board length is infinite. NB to find the
        amount of data on the board, use lendata::
        
            b1 = board.Board((4, 4))
            len(b1) # 16
            b1.populate("abcd")
            len(b1) # 16
            b1.lendata() # 4
            b2 = board.Board((2, board.Infinity))
            len(b2) # Infinity
        
        To determine the bounding box of the board which contains data, use .occupied::
        
            b1 = board.Board((3, 3))
            b1.populate("abcd")
            list(c for (c, d) in b1.iterdata()) # [(0, 0), (0, 1), (0, 2), (1, 0)]
            b1.occupied() # ((0, 0), (1, 2))
        
        For the common case of slicing a board around its occupied space,
        use .occupied_board::
        
            b1 = board.Board((3, 3))
            b1.populate("abcd")
            b1.draw()
            b2 = b1.occupied_board()
            b2.draw()
        
        To test whether a position is on any edge of the board, use .is_edge::
        
            b1 = board.Board((3, 3))
            b1.is_edge((0, 0)) # True
            b1.is_edge((1, 1)) # False
            b1.is_edge((2, 0)) # True
        
        To find the immediate on-board neighbours to a position along all dimensions::
        
            b1 = board.Board((3, 3, 3))
            list(b1.neighbours((0, 0, 0)))
            # [(0, 1, 1), (1, 1, 0), ..., (1, 0, 1), (0, 1, 0)]
        
        To iterate over all the coords in the rectangular space between
        two corners, use .itercoords::
        
            b1 = board.Board((3, 3))
            list(b1.itercoords((0, 0), (1, 1))) # [(0, 0), (0, 1), (1, 0), (1, 1)]
        
        To iterate over all the on-board positions from one point in a
        particular direction, use .iterline::
        
            b1 = board.Board((4, 4))
            start_from = 1, 1
            direction = 1, 1
            list(b1.iterline(start_from, direction)) # [(1, 1), (2, 2), (3, 3)]
            direction = 0, 2
            list(b1.iterline(start_from, direction)) # [(1, 1), (1, 3)]
        
        or .iterlinedata to generate the data at each point::
        
            b1 = board.Board((3, 3))
            b1.populate("ABCDEFGHJ")
            start_from = 1, 1
            direction = 1, 0
            list(b1.iterlinedata(start_from, direction)) # ['A', 'D', 'G']
        
        Both iterline and iterdata can take a maximum number of steps, eg for
        games like Connect 4 or Battleships::
        
            b1 = board.Board((8, 8))
            #
            # Draw a Battleship
            #
            b1.populate("BBBB", b1.iterline((2, 2), (1, 0)))
        
        As a convenience for games which need to look for a run of so many
        things, the .run_of_n method combines iterline with data to yield
        every possible line on the board which is of a certain length along
        with its data::
        
            b1 = board.Board((3, 3))
            b1[0, 0] = 'X'
            b1[1, 1] = 'O'
            b1[0, 1] = 'X'
            for line, data in b1.runs_of_n(3):
                if all(d == "O" for d in data):
                    print("O wins")
                    break
                elif all(d == "X" for d in data):
                    print("X wins")
                    break
        
        To iterate over the corners of the board, use .corners::
        
            b1 = board.Board((3, 3))
            corners() # [(0, 0), (0, 2), (2, 0), (2, 2)]
        
        Properties
        ----------
        
        To determine whether a board is offset from another (ie the result of a slice)::
        
            b1 = board.Board((3, 3))
            b1.is_offset # False
            b2 = b1[:1, :1]
            b2.is_offset # True
        
        To determine whether a board has any infinite or finite dimensions::
        
            b1 = board.Board((3, board.Infinity))
            b1.has_finite_dimensions # True
            b1.has_infinite_dimensions # True
            b2 = board.Board((3, 3))
            b1.has_infinite_dimensions # False
            b3 = board.Board((board.Infinity, board.Infinity))
            b3.has_finite_dimensions # False
        
        Display the Board
        -----------------
        
        To get a crude view of the contents of the board, use .dump::
        
            b1 = board.Board((3, 3))
            b1.populate("abcdef")
            b1.dump()
        
        To get a grid view of a 2-dimensional board, use .draw::
        
            b1 = board.Board((3, 3))
            b1.populate("OX  XXOO ")
            b1.draw()
        
        If you don't want the borders drawn, eg because you're using the board
        to render ASCII art, pass use_borders=False::
        
            b1 = board.Board((8, 8))
            for coord in b1.iterline((0, 0), (1, 1)):
                b1[coord] = "*"
            for coord in b1.iterline((7, 0), (-1, 1)):
                b1[coord] = "*"
            b1.draw(use_borders=False)
        
        To render to an image using Pillow (which isn't a hard dependency) use paint.
        The default renderer treats the data items as text and renders then, scaled
        to fit, into each cell. This works, obviously, for things like Noughts & Crosses
        assuming that you store something like "O" and "X". But it also works for
        word searches and even simple battleships where the data items are objects
        whose __str__ returns blank (for undiscovered), "+" for a single hit, and "*"
        for a destroyed vessel::
        
            b1 = board.Board((3, 3))
            b1[0, 0] = "X"
            b1[1, 1] = "O"
            b1[0, 2] = "X"
            b1.paint("board.png")
            # ... and now look at board.png
        
        The text painting is achieved internally by means of a callback called
        text_sprite. An alternative ready-cooked callback for paint() is
        imagefile_sprite. This looks for a .png file in the current directory
        (or another; you can specify).
        
        Local and Global coordinates
        ----------------------------
        
        Since one board can represent a slice of another, there are two levels
        of coordinates: local and global. Coordinates passed to or returned from
        any of the public API methods are always local for that board. They
        represent the natural coordinate space for the board. Internally, the
        module will use global coordinates, translating as necessary.
        
        Say you're managing a viewport of a tile-based dungeon game where the
        master dungeon board is 100 x 100 but the visible board is 10 x 10.
        Your viewport board is currently representing the slice of the master
        board from (5, 5) to (14, 14). Changing the item at position (2, 2) on
        the viewport board will change the item at position (7, 7) on the master
        board (and vice versa).
        
        As a user of the API you don't need to know this, except to understand
        that a board slice is essentially a view on its parent. If you wish
        to subclass or otherwise extend the board, you'll need to note where
        coordinate translations are necessary.
        
        
        
        
Platform: UNKNOWN
Classifier: Environment :: Console
Classifier: Intended Audience :: Developers
Classifier: Operating System :: OS Independent
Classifier: Programming Language :: Python
Classifier: Programming Language :: Python :: 2
Classifier: Programming Language :: Python :: 2.7
Classifier: Programming Language :: Python :: 3
