from .mdp import MDP
from .game_mdp import GameMDP
from ..utils import utility


class FixedGameMDP(GameMDP):

    def __init__(self, game, opp_player, opp_idx):
        '''
        opp_player: the opponent player
        opp_idx: the idx of the opponent player in the game
        '''
        self._game = game
        self._opp_player = opp_player
        self._opp_idx = opp_idx
        self._agent_idx = opp_idx ^ 1
        self._states = {}

    #######
    # MDP #
    #######


    def reward(self, game, move, next_game):
        return utility(next_game, self._agent_idx) if next_game.is_over() else 0

    def start_state(self):
        new_game = self._game.copy()
        if not new_game.is_over() and new_game.cur_player() == self._opp_idx:
            chosen_move = self._opp_player.choose_move(new_game)
            new_game.make_move(chosen_move)
        return new_game

    def transitions(self, game, move):
        if game.is_over():
            return []
        new_game = game.copy().make_move(move)
        if not new_game.is_over() and new_game.cur_player() == self._opp_idx:
            chosen_move = self._opp_player.choose_move(new_game)
            new_game.make_move(chosen_move)
        return [(new_game, 1.0)]

from .mdp import MDP
from .game_mdp import GameMDP
from ..utils import utility


class FixedGameMDP(GameMDP):

    def __init__(self, game, opp_player, opp_idx):
        '''
        opp_player: the opponent player
        opp_idx: the idx of the opponent player in the game
        '''
        self._game = game
        self._opp_player = opp_player
        self._opp_idx = opp_idx
        self._agent_idx = opp_idx ^ 1
        self._states = {}

    def reward(self, game, move, next_game):
        return utility(next_game, self._agent_idx) if next_game.is_over() else 0

    def start_state(self):
        new_game = self._game.copy()
        if not new_game.is_over() and new_game.cur_player() == self._opp_idx:
            chosen_move = self._opp_player.choose_move(new_game)
            new_game.make_move(chosen_move)
        return new_game

    def transitions(self, game, move):
        if game.is_over():
            return []
        new_game = game.copy().make_move(move)
        if not new_game.is_over() and new_game.cur_player() == self._opp_idx:
            chosen_move = self._opp_player.choose_move(new_game)
            new_game.make_move(chosen_move)
        return [(new_game, 1.0)]

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