battlestern - a backend for the game battleship
Based on Battleship Code Challenge
"Battleship was one of the earliest games to be produced as a computer game, with a version being released for the Z80 Compucolor in 1979." Wow and now I am doing it on Python in 2018, 39 years later.
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Python 3.6.5 Probably works with earlier Python 3 versions - not tested. Python 2 not supported.
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Docker Only if you want to run the tests that way, not essential
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virtualenv for Python
The Dockerfile uses python3.6.5, creates a virtualenv, installs required pip packages and launches the test runner, outputting results.
To test locally run py.test or just run test scripts with python directly For Docker usage continue reading.
build the docker image from the directory containing the Dockerfile
docker build -t battlestern .
On Windows if the project directory is inside a OneDrive managed path then use the powershell wrapper build-docker.ps1 instead.
Make sure you have permissions to run powershell on your PC. If you never have then you will need to set it.
Set-ExecutionPolicy RemoteSigned
Then run the Docker build script
.\build-docker.ps1
docker run -it battlestern py.test --junitxml=/data/test_report.xml --cov-report xml:/data/coverage.xml
A Game has 2 Players, each of which has a Board and a Fleet. A Fleet consists of 5 ships of each type. There are not "4 boards" in this game as suggested by the instructions, instead there are 2 Boards and 2 Fleets. The Fleet is used for a "Player's ship placement", and the Board tracks hits & misses against opponent ships.
Diagram 1, shows the relationship between classes. Dotted lines represent the dependency chain, solid lines represent class hierarchy
Diagram 2, shows class instances in an game session. There are 2 players, each of which has a board and a fleet. A player's board has a relationship with the opponent's fleet.
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Game
- Used as a container to hold all gameplay objects and functionality for a game session.
- A new game can be started with random fleets or fleets can be defined and passed in.
- Fleets, Boards and Ships cannot be altered once a game has begun.
- Only player names may be altered.
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Player
- Defined by a name.
- Names have default
Bob
andAlice
but can be changed. - Only 2 players allowed, no more no less.
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Board
- A grid of 10x10, columns a-j and rows 1-10
- Belongs to a player
- Holds hits and misses for strikes against the player's opponent.
- Calling a strike on a board coordinate will store & return a hit or miss.
- Board will call opponent's Fleet and may alter that fleet's state if there is a hit.
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Fleet
- Consists of 5 ship instances, 1 of each sub-type.
- The fleet also tracks hits and sunk ships.
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Ship
- A Base Class used to hold most of the functionality of ship sub-classes.
- A ship has a nosecoordinate and orientation
- NoseCoordinate is the coordinates of the bow (front) of the ship.
- Orientation is either
'horizontal'
or'vertical'
- Along with the length defined in the subclass, this is enough information to uniquely define ship placement on the grid.
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Carrier, Battleship, Submarine, Cruiser, Patrol
- These Ship sub-classes only differ in their length attribute, 5, 4, 3, 2, 1 respectively.
- Intantiating a new Game can be done explicitly with player names & defined fleet placement, or using defaults and random fleet layout.
- A fleet can be specified by passing a python dictionary (effectively JSON) for example
{
"carrier":{"col":"a",
"row":1,
"orientation":"horizontal"
},
"battleship":{"col":"a",
"row":2,
"orientation":"horizontal"
},
"submarine":{"col":"a",
"row":3,
"orientation":"horizontal"
},
"cruiser":{"col":"a",
"row":4,
"orientation":"horizontal"
},
"patrol":{"col":"a",
"row":5,
"orientation":"horizontal"
}
}
This example layout is probably a terrible strategy, as all the ships are bunched together in the top left quadrant of the graph. Probably better to space them out
- row and col here represent the
NoseCoordinate
of the ship. battlestern
will validate the fleet layout to ensure- none of the ships are overlapping in the grid
- all of the ship coordinates are situated entirely within the grid
- validation will not raise errors, just return duplicates & out_of_bounds properties of a Fleet this can be checked and dealt with as determined by the API client.
- A playername and a coordinate is required to call the
strike
function.- It will not reject duplicate coordinate attempts
- No attempt at influencing garbage collection is made here, e.g. by decrementing reference counts. This can be done in the client if required.
- The code is only tested in Python 3, I don't see any point in supporting Python 2 if it is not necessary.
This is done using dot files and the cli (installed with graphviz) e.g.
dot -o classes.png -Tpng .\classes.dot
dot -o game_objects.png -Tpng .\games_objects.dot
I've started to do these things:
- Docker container to launch a python virtualenv & run all tests
- Use typing & MyPy for type hints. It's good enough for Guido & Dropbox, it's good enough for everyone.
- Use sphynx for generating docs from all the module, class & function docstrings. I've already used the right syntax to make this straightforward.
This is a very limited start and these are some things I would do to take it further:
- Complete test suites using Pytest
- Use a persistent datastore, add 'gameid' to track multiple games and use a json file or SQLite at the very least, or Postgres or MongoDB if scaling is required.
- Add a front end with pretty interactive UI. Pygame is an awesome library for that
- Use processes for multiprocessing to allow the UI and multiple games to run, this is something that this library shouldn't worry about though, it's something for the client to manage.
- Add some enemy AI to allow play vs computer , or computer vs computer simulation.
- A 'random strike' function that would take into account previous strikes
- avoid wasted duplicate strikes
- maximize ship sinking probability, e.g. cluster strikes near existing hits - if they don't already represent a sunk ship. There's probably some papers about optimizing battleship AI given how popular this game is for computerization.