Making dedicated match making server
[progcomp2013.git] / qchess / qchess.py
1 #!/usr/bin/python -u
2 import random
3
4 # I know using non-abreviated strings is inefficient, but this is python, who cares?
5 # Oh, yeah, this stores the number of pieces of each type in a normal chess game
6 piece_types = {"pawn" : 8, "bishop" : 2, "knight" : 2, "rook" : 2, "queen" : 1, "king" : 1, "unknown" : 0}
7
8 # Class to represent a quantum chess piece
9 class Piece():
10         def __init__(self, colour, x, y, types):
11                 self.colour = colour # Colour (string) either "white" or "black"
12                 self.x = x # x coordinate (0 - 8), none of this fancy 'a', 'b' shit here
13                 self.y = y # y coordinate (0 - 8)
14                 self.types = types # List of possible types the piece can be (should just be two)
15                 self.current_type = "unknown" # Current type
16                 self.choice = -1 # Index of the current type in self.types (-1 = unknown type)
17                 
18                 
19                 self.last_state = None
20                 
21                 self.move_pattern = None
22                 self.coverage = None
23                 self.possible_moves = {}
24                 
25
26         def init_from_copy(self, c):
27                 self.colour = c.colour
28                 self.x = c.x
29                 self.y = c.y
30                 self.types = c.types[:]
31                 self.current_type = c.current_type
32                 self.choice = c.choice
33                 
34                 self.last_state = None
35                 self.move_pattern = None
36
37         
38
39         # Make a string for the piece (used for debug)
40         def __str__(self):
41                 return str(self.colour) + " " + str(self.current_type) + " " + str(self.types) + " at " + str(self.x) + ","+str(self.y)  
42
43         # Draw the piece in a pygame surface
44         def draw(self, window, grid_sz = [80,80], style="quantum"):
45
46                 # First draw the image corresponding to self.current_type
47                 img = images[self.colour][self.current_type]
48                 rect = img.get_rect()
49                 if style == "classical":
50                         offset = [-rect.width/2, -rect.height/2]
51                 else:
52                         offset = [-rect.width/2,-3*rect.height/4] 
53                 window.blit(img, (self.x * grid_sz[0] + grid_sz[0]/2 + offset[0], self.y * grid_sz[1] + grid_sz[1]/2 + offset[1]))
54                 
55                 
56                 if style == "classical":
57                         return
58
59                 # Draw the two possible types underneath the current_type image
60                 for i in range(len(self.types)):
61                         if always_reveal_states == True or self.types[i][0] != '?':
62                                 if self.types[i][0] == '?':
63                                         img = small_images[self.colour][self.types[i][1:]]
64                                 else:
65                                         img = small_images[self.colour][self.types[i]]
66                         else:
67                                 img = small_images[self.colour]["unknown"] # If the type hasn't been revealed, show a placeholder
68
69                         
70                         rect = img.get_rect()
71                         offset = [-rect.width/2,-rect.height/2] 
72                         
73                         if i == 0:
74                                 target = (self.x * grid_sz[0] + grid_sz[0]/5 + offset[0], self.y * grid_sz[1] + 3*grid_sz[1]/4 + offset[1])                             
75                         else:
76                                 target = (self.x * grid_sz[0] + 4*grid_sz[0]/5 + offset[0], self.y * grid_sz[1] + 3*grid_sz[1]/4 + offset[1])                           
77                                 
78                         window.blit(img, target) # Blit shit
79         
80         # Collapses the wave function!          
81         def select(self):
82                 if self.current_type == "unknown" or not self.choice in [0,1]:
83                         self.choice = random.randint(0,1)
84                         if self.types[self.choice][0] == '?':
85                                 self.types[self.choice] = self.types[self.choice][1:]
86                         self.current_type = self.types[self.choice]
87                 return self.choice
88
89         # Uncollapses (?) the wave function!
90         def deselect(self):
91                 #print "Deselect called"
92                 if (self.x + self.y) % 2 != 0:
93                         if (self.types[0] != self.types[1]) or (self.types[0][0] == '?' or self.types[1][0] == '?'):
94                                 self.current_type = "unknown"
95                                 self.choice = -1
96                         else:
97                                 self.choice = 0 # Both the two types are the same
98
99         # The sad moment when you realise that you do not understand anything about a subject you studied for 4 years...
100 # --- piece.py --- #
101 [w,h] = [8,8] # Width and height of board(s)
102
103 always_reveal_states = False
104
105 # Class to represent a quantum chess board
106 class Board():
107         # Initialise; if master=True then the secondary piece types are assigned
108         #       Otherwise, they are left as unknown
109         #       So you can use this class in Agent programs, and fill in the types as they are revealed
110         def __init__(self, style="agent"):
111                 self.style = style
112                 self.pieces = {"white" : [], "black" : []}
113                 self.grid = [[None] * w for _ in range(h)] # 2D List (you can get arrays in python, somehow, but they scare me)
114                 self.unrevealed_types = {"white" : piece_types.copy(), "black" : piece_types.copy()}
115                 self.king = {"white" : None, "black" : None} # We need to keep track of the king, because he is important
116                 self.max_moves = None
117                 self.moves = 0
118                 self.move_stack = []
119                 for c in ["black", "white"]:
120                         del self.unrevealed_types[c]["unknown"]
121
122                 if style == "empty":
123                         return
124
125                 # Add all the pieces with known primary types
126                 for i in range(0, 2):
127                         
128                         s = ["black", "white"][i]
129                         c = self.pieces[s]
130                         y = [0, h-1][i]
131
132                         c.append(Piece(s, 0, y, ["rook"]))
133                         c.append(Piece(s, 1, y, ["knight"]))
134                         c.append(Piece(s, 2, y, ["bishop"]))
135                         k = Piece(s, 3, y, ["king", "king"]) # There can only be one ruler!
136                         k.current_type = "king"
137                         self.king[s] = k
138                         c.append(k)
139                         c.append(Piece(s, 4, y, ["queen"])) # Apparently he may have multiple wives though.
140                         c.append(Piece(s, 5, y, ["bishop"]))
141                         c.append(Piece(s, 6, y, ["knight"]))
142                         c.append(Piece(s, 7, y, ["rook"]))
143                         
144                         if y == 0: 
145                                 y += 1 
146                         else: 
147                                 y -= 1
148                         
149                         # Lots of pawn
150                         for x in range(0, w):
151                                 c.append(Piece(s, x, y, ["pawn"]))
152
153                         types_left = {}
154                         types_left.update(piece_types)
155                         del types_left["king"] # We don't want one of these randomly appearing (although it might make things interesting...)
156                         del types_left["unknown"] # We certainly don't want these!
157                         for piece in c:
158                                 # Add to grid
159                                 self.grid[piece.x][piece.y] = piece 
160
161                                 if len(piece.types) > 1:
162                                         continue                                
163                                 if style == "agent": # Assign placeholder "unknown" secondary type
164                                         piece.types.append("unknown")
165                                         continue
166
167                                 elif style == "quantum":
168                                         # The master allocates the secondary types
169                                         choice = types_left.keys()[random.randint(0, len(types_left.keys())-1)]
170                                         types_left[choice] -= 1
171                                         if types_left[choice] <= 0:
172                                                 del types_left[choice]
173                                         piece.types.append('?' + choice)
174                                 elif style == "classical":
175                                         piece.types.append(piece.types[0])
176                                         piece.current_type = piece.types[0]
177                                         piece.choice = 0
178
179         def clone(self):
180                 newboard = Board(master = False)
181                 newpieces = newboard.pieces["white"] + newboard.pieces["black"]
182                 mypieces = self.pieces["white"] + self.pieces["black"]
183
184                 for i in range(len(mypieces)):
185                         newpieces[i].init_from_copy(mypieces[i])
186         
187         # Reset the board from a string
188         def reset_board(self, s):
189                 self.pieces = {"white" : [], "black" : []}
190                 self.king = {"white" : None, "black" : None}
191                 self.grid = [[None] * w for _ in range(h)]
192                 for x in range(w):
193                         for y in range(h):
194                                 self.grid[x][y] = None
195
196                 for line in s.split("\n"):
197                         if line == "":
198                                 continue
199                         if line[0] == "#":
200                                 continue
201
202                         tokens = line.split(" ")
203                         [x, y] = map(int, tokens[len(tokens)-1].split(","))
204                         current_type = tokens[1]
205                         types = map(lambda e : e.strip(" '[],"), line.split('[')[1].split(']')[0].split(','))
206                         
207                         target = Piece(tokens[0], x, y, types)
208                         target.current_type = current_type
209                         
210                         try:
211                                 target.choice = types.index(current_type)
212                         except:
213                                 target.choice = -1
214
215                         self.pieces[tokens[0]].append(target)
216                         if target.current_type == "king":
217                                 self.king[tokens[0]] = target
218
219                         self.grid[x][y] = target
220                         
221
222         def display_grid(self, window = None, grid_sz = [80,80]):
223                 if window == None:
224                         return # I was considering implementing a text only display, then I thought "Fuck that"
225
226                 # The indentation is getting seriously out of hand...
227                 for x in range(0, w):
228                         for y in range(0, h):
229                                 if (x + y) % 2 == 0:
230                                         c = pygame.Color(200,200,200)
231                                 else:
232                                         c = pygame.Color(64,64,64)
233                                 pygame.draw.rect(window, c, (x*grid_sz[0], y*grid_sz[1], (x+1)*grid_sz[0], (y+1)*grid_sz[1]))
234
235         def display_pieces(self, window = None, grid_sz = [80,80]):
236                 if window == None:
237                         return
238                 for p in self.pieces["white"] + self.pieces["black"]:
239                         p.draw(window, grid_sz, self.style)
240
241         # Draw the board in a pygame window
242         def display(self, window = None):
243                 self.display_grid(window)
244                 self.display_pieces(window)
245                 
246
247                 
248
249         def verify(self):
250                 for x in range(w):
251                         for y in range(h):
252                                 if self.grid[x][y] == None:
253                                         continue
254                                 if (self.grid[x][y].x != x or self.grid[x][y].y != y):
255                                         raise Exception(sys.argv[0] + ": MISMATCH " + str(self.grid[x][y]) + " should be at " + str(x) + "," + str(y))
256
257         # Select a piece on the board (colour is the colour of whoever is doing the selecting)
258         def select(self, x,y, colour=None):
259                 if not self.on_board(x, y): # Get on board everyone!
260                         raise Exception("BOUNDS")
261
262                 piece = self.grid[x][y]
263                 if piece == None:
264                         raise Exception("EMPTY")
265
266                 if colour != None and piece.colour != colour:
267                         raise Exception("COLOUR " + str(piece.colour) + " not " + str(colour))
268
269                 # I'm not quite sure why I made this return a string, but screw logical design
270                 return str(x) + " " + str(y) + " " + str(piece.select()) + " " + str(piece.current_type)
271
272
273         # Update the board when a piece has been selected
274         # "type" is apparently reserved, so I'll use "state"
275         def update_select(self, x, y, type_index, state, sanity=True, deselect=True):
276                 debug(str(self) + " update_select called")
277                 piece = self.grid[x][y]
278                 if piece.types[type_index] == "unknown":
279                         if not state in self.unrevealed_types[piece.colour].keys() and sanity == True:
280                                 raise Exception("SANITY: Too many " + piece.colour + " " + state + "s")
281                         self.unrevealed_types[piece.colour][state] -= 1
282                         if self.unrevealed_types[piece.colour][state] <= 0:
283                                 del self.unrevealed_types[piece.colour][state]
284
285                 piece.types[type_index] = state
286                 piece.current_type = state
287
288                 if deselect == True and len(self.possible_moves(piece)) <= 0:
289                         piece.deselect() # Piece can't move; deselect it
290                         
291                 # Piece needs to recalculate moves
292                 piece.possible_moves = None
293                 
294         # Update the board when a piece has been moved
295         def update_move(self, x, y, x2, y2, sanity=True):
296                 debug(str(self) + " update_move called \""+str(x)+ " " + str(y) + " -> " + str(x2) + " " + str(y2) + "\"")      
297                 piece = self.grid[x][y]
298                 #print "Moving " + str(x) + "," + str(y) + " to " + str(x2) + "," + str(y2) + "; possible_moves are " + str(self.possible_moves(piece))
299                 
300                 if not [x2,y2] in self.possible_moves(piece) and sanity == True:
301                         raise Exception("ILLEGAL move " + str(x2)+","+str(y2))
302                 
303                 self.grid[x][y] = None
304                 taken = self.grid[x2][y2]
305                 if taken != None:
306                         if taken.current_type == "king":
307                                 self.king[taken.colour] = None
308                         self.pieces[taken.colour].remove(taken)
309                 self.grid[x2][y2] = piece
310                 piece.x = x2
311                 piece.y = y2
312
313                 # If the piece is a pawn, and it reaches the final row, it becomes a queen
314                 # I know you are supposed to get a choice
315                 # But that would be effort
316                 if piece.current_type == "pawn" and ((piece.colour == "white" and piece.y == 0) or (piece.colour == "black" and piece.y == h-1)):
317                         if self.style == "classical":
318                                 piece.types[0] = "queen"
319                                 piece.types[1] = "queen"
320                         else:
321                                 piece.types[piece.choice] = "queen"
322                         piece.current_type = "queen"
323
324                 piece.deselect() # Uncollapse (?) the wavefunction!
325                 self.moves += 1
326                 
327                 # All other pieces need to recalculate moves
328                 for p in self.pieces["white"] + self.pieces["black"]:
329                         p.possible_moves = None
330                 
331                 #self.verify()  
332
333         # Update the board from a string
334         # Guesses what to do based on the format of the string
335         def update(self, result, sanity=True, deselect=True):
336                 debug(str(self) + " update called \""+str(result)+"\"")
337                 # String always starts with 'x y'
338                 try:
339                         s = result.split(" ")
340                         [x,y] = map(int, s[0:2])        
341                 except:
342                         raise Exception("GIBBERISH \""+ str(result) + "\"") # Raise expectations
343
344                 piece = self.grid[x][y]
345                 if piece == None and sanity == True:
346                         raise Exception("EMPTY " + str(x) + " " + str(y))
347
348                 # If a piece is being moved, the third token is '->'
349                 # We could get away with just using four integers, but that wouldn't look as cool
350                 if "->" in s:
351                         # Last two tokens are the destination
352                         try:
353                                 [x2,y2] = map(int, s[3:])
354                         except:
355                                 raise Exception("GIBBERISH \"" + str(result) + "\"") # Raise the alarm
356
357                         # Move the piece (take opponent if possible)
358                         self.update_move(x, y, x2, y2, sanity)
359                         
360                 else:
361                         # Otherwise we will just assume a piece has been selected
362                         try:
363                                 type_index = int(s[2]) # We need to know which of the two types the piece is in; that's the third token
364                                 state = s[3] # The last token is a string identifying the type
365                         except:
366                                 raise Exception("GIBBERISH \"" + result + "\"") # Throw a hissy fit
367
368
369                         # Select the piece
370                         self.update_select(x, y, type_index, state, sanity=sanity, deselect=deselect)
371
372                 return result
373
374         # Gets each piece that could reach the given square and the probability that it could reach that square 
375         # Will include allied pieces that defend the attacker
376         def coverage(self, x, y, colour = None, reject_allied = True):
377                 result = {}
378                 
379                 if colour == None:
380                         pieces = self.pieces["white"] + self.pieces["black"]
381                 else:
382                         pieces = self.pieces[colour]
383
384                 for p in pieces:
385                         prob = self.probability_grid(p, reject_allied)[x][y]
386                         if prob > 0:
387                                 result.update({p : prob})
388                 
389                 #self.verify()
390                 return result
391
392
393                 
394
395
396         # Associates each square with a probability that the piece could move into it
397         # Look, I'm doing all the hard work for you here...
398         def probability_grid(self, p, reject_allied = True):
399                 
400                 result = [[0.0] * w for _ in range(h)]
401                 if not isinstance(p, Piece):
402                         return result
403
404                 if p.current_type != "unknown":
405                         #sys.stderr.write(sys.argv[0] + ": " + str(p) + " moves " + str(self.possible_moves(p, reject_allied)) + "\n")
406                         for point in self.possible_moves(p, reject_allied):
407                                 result[point[0]][point[1]] = 1.0
408                         return result
409                 
410                 
411                 for i in range(len(p.types)):
412                         t = p.types[i]
413                         prob = 1.0 / float(len(p.types))
414                         if t == "unknown" or p.types[i][0] == '?':
415                                 total_types = 0
416                                 for t2 in self.unrevealed_types[p.colour].keys():
417                                         total_types += self.unrevealed_types[p.colour][t2]
418                                 
419                                 for t2 in self.unrevealed_types[p.colour].keys():
420                                         prob2 = float(self.unrevealed_types[p.colour][t2]) / float(total_types)
421                                         #p.current_type = t2
422                                         for point in self.possible_moves(p, reject_allied, state=t2):
423                                                 result[point[0]][point[1]] += prob2 * prob
424                                 
425                         else:
426                                 #p.current_type = t
427                                 for point in self.possible_moves(p, reject_allied, state=t):
428                                                 result[point[0]][point[1]] += prob
429                 
430                 #self.verify()
431                 #p.current_type = "unknown"
432                 return result
433
434         def prob_is_type(self, p, state):
435                 prob = 0.5
436                 result = 0
437                 for i in range(len(p.types)):
438                         t = p.types[i]
439                         if t == state:
440                                 result += prob
441                                 continue        
442                         if t == "unknown" or p.types[i][0] == '?':
443                                 total_prob = 0
444                                 for t2 in self.unrevealed_types[p.colour].keys():
445                                         total_prob += self.unrevealed_types[p.colour][t2]
446                                 for t2 in self.unrevealed_types[p.colour].keys():
447                                         if t2 == state:
448                                                 result += prob * float(self.unrevealed_types[p.colour][t2]) / float(total_prob)
449                                 
450
451
452         # Get all squares that the piece could move into
453         # This is probably inefficient, but I looked at some sample chess games and they seem to actually do things this way
454         # reject_allied indicates whether squares occupied by allied pieces will be removed
455         # (set to false to check for defense)
456         def possible_moves(self, p, reject_allied = True, state=None):
457                 if p == None:
458                         raise Exception("SANITY: No piece")
459                 
460                 
461                 
462                 if state != None and state != p.current_type:
463                         old_type = p.current_type
464                         p.current_type = state
465                         result = self.possible_moves(p, reject_allied, state=None)
466                         p.current_type = old_type
467                         return result
468                 
469                 
470                 
471                 
472                 result = []
473                 
474
475                 
476                 if p.current_type == "unknown":
477                         raise Exception("SANITY: Unknown state for piece: "+str(p))
478                         # The below commented out code causes things to break badly
479                         #for t in p.types:
480                         #       if t == "unknown":
481                         #               continue
482                         #       p.current_type = t
483                         #       result += self.possible_moves(p)                                                
484                         #p.current_type = "unknown"
485                         #return result
486
487                 if p.current_type == "king":
488                         result = [[p.x-1,p.y],[p.x+1,p.y],[p.x,p.y-1],[p.x,p.y+1], [p.x-1,p.y-1],[p.x-1,p.y+1],[p.x+1,p.y-1],[p.x+1,p.y+1]]
489                 elif p.current_type == "queen":
490                         for d in [[-1,0],[1,0],[0,-1],[0,1],[-1,-1],[-1,1],[1,-1],[1,1]]:
491                                 result += self.scan(p.x, p.y, d[0], d[1])
492                 elif p.current_type == "bishop":
493                         for d in [[-1,-1],[-1,1],[1,-1],[1,1]]: # There's a reason why bishops move diagonally
494                                 result += self.scan(p.x, p.y, d[0], d[1])
495                 elif p.current_type == "rook":
496                         for d in [[-1,0],[1,0],[0,-1],[0,1]]:
497                                 result += self.scan(p.x, p.y, d[0], d[1])
498                 elif p.current_type == "knight":
499                         # I would use two lines, but I'm not sure how python likes that
500                         result = [[p.x-2, p.y-1], [p.x-2, p.y+1], [p.x+2, p.y-1], [p.x+2,p.y+1], [p.x-1,p.y-2], [p.x-1, p.y+2],[p.x+1,p.y-2],[p.x+1,p.y+2]]
501                 elif p.current_type == "pawn":
502                         if p.colour == "white":
503                                 
504                                 # Pawn can't move forward into occupied square
505                                 if self.on_board(p.x, p.y-1) and self.grid[p.x][p.y-1] == None:
506                                         result = [[p.x,p.y-1]]
507                                 for f in [[p.x-1,p.y-1],[p.x+1,p.y-1]]:
508                                         if not self.on_board(f[0], f[1]):
509                                                 continue
510                                         if self.grid[f[0]][f[1]] != None:  # Pawn can take diagonally
511                                                 result.append(f)
512                                 if p.y == h-2:
513                                         # Slightly embarrassing if the pawn jumps over someone on its first move...
514                                         if self.grid[p.x][p.y-1] == None and self.grid[p.x][p.y-2] == None:
515                                                 result.append([p.x, p.y-2])
516                         else:
517                                 # Vice versa for the black pawn
518                                 if self.on_board(p.x, p.y+1) and self.grid[p.x][p.y+1] == None:
519                                         result = [[p.x,p.y+1]]
520
521                                 for f in [[p.x-1,p.y+1],[p.x+1,p.y+1]]:
522                                         if not self.on_board(f[0], f[1]):
523                                                 continue
524                                         if self.grid[f[0]][f[1]] != None:
525                                                 #sys.stderr.write(sys.argv[0] + " : "+str(p) + " can take " + str(self.grid[f[0]][f[1]]) + "\n")
526                                                 result.append(f)
527                                 if p.y == 1:
528                                         if self.grid[p.x][p.y+1] == None and self.grid[p.x][p.y+2] == None:
529                                                 result.append([p.x, p.y+2])
530
531                         #sys.stderr.write(sys.argv[0] + " : possible_moves for " + str(p) + " " + str(result) + "\n")
532
533                 # Remove illegal moves
534                 # Note: The result[:] creates a copy of result, so that the result.remove calls don't fuck things up
535                 for point in result[:]: 
536
537                         if (point[0] < 0 or point[0] >= w) or (point[1] < 0 or point[1] >= h):
538                                 result.remove(point) # Remove locations outside the board
539                                 continue
540                         g = self.grid[point[0]][point[1]]
541                         
542                         if g != None and (g.colour == p.colour and reject_allied == True):
543                                 result.remove(point) # Remove allied pieces
544                 
545                 #self.verify()
546                 
547                 p.possible_moves = result
548                 return result
549
550
551         # Scans in a direction until it hits a piece, returns all squares in the line
552         # (includes the final square (which contains a piece), but not the original square)
553         def scan(self, x, y, vx, vy):
554                 p = []
555                         
556                 xx = x
557                 yy = y
558                 while True:
559                         xx += vx
560                         yy += vy
561                         if not self.on_board(xx, yy):
562                                 break
563                         if not [xx,yy] in p:
564                                 p.append([xx, yy])
565                         g = self.grid[xx][yy]
566                         if g != None:
567                                 return p        
568                                         
569                 return p
570
571         # Returns "white", "black" or "DRAW" if the game should end
572         def end_condition(self):
573                 if self.king["white"] == None:
574                         if self.king["black"] == None:
575                                 return "DRAW" # This shouldn't happen
576                         return "black"
577                 elif self.king["black"] == None:
578                         return "white"
579                 elif len(self.pieces["white"]) == 1 and len(self.pieces["black"]) == 1:
580                         return "DRAW"
581                 elif self.max_moves != None and self.moves > self.max_moves:
582                         return "DRAW"
583                 return None
584
585
586         # I typed the full statement about 30 times before writing this function...
587         def on_board(self, x, y):
588                 return (x >= 0 and x < w) and (y >= 0 and y < h)
589         
590         # Pushes a move temporarily
591         def push_move(self, piece, x, y):
592                 target = self.grid[x][y]
593                 self.move_stack.append([piece, target, piece.x, piece.y, x, y])
594                 [piece.x, piece.y] = [x, y]
595                 self.grid[x][y] = piece
596                 self.grid[piece.x][piece.y] = None
597                 
598                 for p in self.pieces["white"] + self.pieces["black"]:
599                         p.possible_moves = None
600                 
601         # Restore move
602         def pop_move(self):
603                 #print str(self.move_stack)
604                 [piece, target, x1, y1, x2, y2] = self.move_stack[len(self.move_stack)-1]
605                 self.move_stack = self.move_stack[:-1]
606                 piece.x = x1
607                 piece.y = y1
608                 self.grid[x1][y1] = piece
609                 if target != None:
610                         target.x = x2
611                         target.y = y2
612                 self.grid[x2][y2] = target
613                 
614                 for p in self.pieces["white"] + self.pieces["black"]:
615                                 p.possible_moves = None
616                 
617 # --- board.py --- #
618 import subprocess
619 import select
620 import platform
621 import re
622
623 agent_timeout = -1.0 # Timeout in seconds for AI players to make moves
624                         # WARNING: Won't work for windows based operating systems
625
626 if platform.system() == "Windows":
627         agent_timeout = -1 # Hence this
628
629 # A player who can't play
630 class Player():
631         def __init__(self, name, colour):
632                 self.name = name
633                 self.colour = colour
634
635         def update(self, result):
636                 return result
637
638         def reset_board(self, s):
639                 pass
640         
641         def __str__(self):
642                 return self.name + "<"+str(self.colour)+">"
643
644         def base_player(self):
645                 return self
646
647 # Player that runs from another process
648 class ExternalAgent(Player):
649
650
651         def __init__(self, name, colour):
652                 Player.__init__(self, name, colour)
653                 self.p = subprocess.Popen(name,bufsize=0,stdin=subprocess.PIPE, stdout=subprocess.PIPE, shell=True,universal_newlines=True)
654                 
655                 self.send_message(colour)
656
657         def send_message(self, s):
658                 if agent_timeout > 0.0:
659                         ready = select.select([], [self.p.stdin], [], agent_timeout)[1]
660                 else:
661                         ready = [self.p.stdin]
662                 if self.p.stdin in ready:
663                         #sys.stderr.write("Writing \'" + s + "\' to " + str(self.p) + "\n")
664                         try:
665                                 self.p.stdin.write(s + "\n")
666                         except:
667                                 raise Exception("UNRESPONSIVE")
668                 else:
669                         raise Exception("TIMEOUT")
670
671         def get_response(self):
672                 if agent_timeout > 0.0:
673                         ready = select.select([self.p.stdout], [], [], agent_timeout)[0]
674                 else:
675                         ready = [self.p.stdout]
676                 if self.p.stdout in ready:
677                         #sys.stderr.write("Reading from " + str(self.p) + " 's stdout...\n")
678                         try:
679                                 result = self.p.stdout.readline().strip(" \t\r\n")
680                                 #sys.stderr.write("Read \'" + result + "\' from " + str(self.p) + "\n")
681                                 return result
682                         except: # Exception, e:
683                                 raise Exception("UNRESPONSIVE")
684                 else:
685                         raise Exception("TIMEOUT")
686
687         def select(self):
688
689                 self.send_message("SELECTION?")
690                 line = self.get_response()
691                 
692                 try:
693                         m = re.match("\s*(\d+)\s+(\d+)\s*", line)
694                         result = map(int, [m.group(1), m.group(2)])
695                 except:
696                         raise Exception("GIBBERISH \"" + str(line) + "\"")
697                 return result
698
699         def update(self, result):
700                 #print "Update " + str(result) + " called for AgentPlayer"
701                 self.send_message(result)
702                 return result
703
704         def get_move(self):
705                 
706                 self.send_message("MOVE?")
707                 line = self.get_response()
708                 
709                 try:
710                         m = re.match("\s*(\d+)\s+(\d+)\s*", line)
711                         result = map(int, [m.group(1), m.group(2)])
712
713                 except:
714                         raise Exception("GIBBERISH \"" + str(line) + "\"")
715                 return result
716
717         def reset_board(self, s):
718                 self.send_message("BOARD")
719                 for line in s.split("\n"):
720                         self.send_message(line.strip(" \r\n"))
721                 self.send_message("END BOARD")
722
723         def quit(self, final_result):
724                 try:
725                         self.send_message("QUIT " + final_result)
726                 except:
727                         self.p.kill()
728
729 # So you want to be a player here?
730 class HumanPlayer(Player):
731         def __init__(self, name, colour):
732                 Player.__init__(self, name, colour)
733                 
734         # Select your preferred account
735         def select(self):
736                 if isinstance(graphics, GraphicsThread):
737                         # Basically, we let the graphics thread do some shit and then return that information to the game thread
738                         graphics.cond.acquire()
739                         # We wait for the graphics thread to select a piece
740                         while graphics.stopped() == False and graphics.state["select"] == None:
741                                 graphics.cond.wait() # The difference between humans and machines is that humans sleep
742                         select = graphics.state["select"]
743                         
744                         
745                         graphics.cond.release()
746                         if graphics.stopped():
747                                 return [-1,-1]
748                         return [select.x, select.y]
749                 else:
750                         # Since I don't display the board in this case, I'm not sure why I filled it in...
751                         while True:
752                                 sys.stdout.write("SELECTION?\n")
753                                 try:
754                                         p = map(int, sys.stdin.readline().strip("\r\n ").split(" "))
755                                 except:
756                                         sys.stderr.write("ILLEGAL GIBBERISH\n")
757                                         continue
758         # It's your move captain
759         def get_move(self):
760                 if isinstance(graphics, GraphicsThread):
761                         graphics.cond.acquire()
762                         while graphics.stopped() == False and graphics.state["dest"] == None:
763                                 graphics.cond.wait()
764                         graphics.cond.release()
765                         
766                         return graphics.state["dest"]
767                 else:
768
769                         while True:
770                                 sys.stdout.write("MOVE?\n")
771                                 try:
772                                         p = map(int, sys.stdin.readline().strip("\r\n ").split(" "))
773                                 except:
774                                         sys.stderr.write("ILLEGAL GIBBERISH\n")
775                                         continue
776
777         # Are you sure you want to quit?
778         def quit(self, final_result):
779                 if graphics == None:            
780                         sys.stdout.write("QUIT " + final_result + "\n")
781
782         # Completely useless function
783         def update(self, result):
784                 if isinstance(graphics, GraphicsThread):
785                         pass
786                 else:
787                         sys.stdout.write(result + "\n") 
788                 return result
789
790
791 # Default internal player (makes random moves)
792 class InternalAgent(Player):
793         def __init__(self, name, colour):
794                 Player.__init__(self, name, colour)
795                 self.choice = None
796
797                 self.board = Board(style = "agent")
798
799
800
801         def update(self, result):
802                 
803                 self.board.update(result)
804                 #self.board.verify()
805                 return result
806
807         def reset_board(self, s):
808                 self.board.reset_board(s)
809
810         def quit(self, final_result):
811                 pass
812
813 class AgentRandom(InternalAgent):
814         def __init__(self, name, colour):
815                 InternalAgent.__init__(self, name, colour)
816
817         def select(self):
818                 while True:
819                         self.choice = self.board.pieces[self.colour][random.randint(0, len(self.board.pieces[self.colour])-1)]
820                         all_moves = []
821                         # Check that the piece has some possibility to move
822                         tmp = self.choice.current_type
823                         if tmp == "unknown": # For unknown pieces, try both types
824                                 for t in self.choice.types:
825                                         if t == "unknown":
826                                                 continue
827                                         self.choice.current_type = t
828                                         all_moves += self.board.possible_moves(self.choice)
829                         else:
830                                 all_moves = self.board.possible_moves(self.choice)
831                         self.choice.current_type = tmp
832                         if len(all_moves) > 0:
833                                 break
834                 return [self.choice.x, self.choice.y]
835
836         def get_move(self):
837                 moves = self.board.possible_moves(self.choice)
838                 move = moves[random.randint(0, len(moves)-1)]
839                 return move
840
841
842 # Terrible, terrible hacks
843
844 def run_agent(agent):
845         #sys.stderr.write(sys.argv[0] + " : Running agent " + str(agent) + "\n")
846         while True:
847                 line = sys.stdin.readline().strip(" \r\n")
848                 if line == "SELECTION?":
849                         #sys.stderr.write(sys.argv[0] + " : Make selection\n")
850                         [x,y] = agent.select() # Gets your agent's selection
851                         #sys.stderr.write(sys.argv[0] + " : Selection was " + str(agent.choice) + "\n")
852                         sys.stdout.write(str(x) + " " + str(y) + "\n")                          
853                 elif line == "MOVE?":
854                         #sys.stderr.write(sys.argv[0] + " : Make move\n")
855                         [x,y] = agent.get_move() # Gets your agent's move
856                         sys.stdout.write(str(x) + " " + str(y) + "\n")
857                 elif line.split(" ")[0] == "QUIT":
858                         #sys.stderr.write(sys.argv[0] + " : Quitting\n")
859                         agent.quit(" ".join(line.split(" ")[1:])) # Quits the game
860                         break
861                 elif line.split(" ")[0] == "BOARD":
862                         s = ""
863                         line = sys.stdin.readline().strip(" \r\n")
864                         while line != "END BOARD":
865                                 s += line + "\n"
866                                 line = sys.stdin.readline().strip(" \r\n")
867                         agent.board.reset_board(s)
868                         
869                 else:
870                         agent.update(line) # Updates agent.board
871         return 0
872
873
874 # Sort of works?
875
876 class ExternalWrapper(ExternalAgent):
877         def __init__(self, agent):
878                 run = "python -u -c \"import sys;import os;from qchess import *;agent = " + agent.__class__.__name__ + "('" + agent.name + "','"+agent.colour+"');sys.stdin.readline();sys.exit(run_agent(agent))\""
879                 # str(run)
880                 ExternalAgent.__init__(self, run, agent.colour)
881
882         
883
884 # --- player.py --- #
885 # A sample agent
886
887
888 class AgentBishop(AgentRandom): # Inherits from AgentRandom (in qchess)
889         def __init__(self, name, colour):
890                 InternalAgent.__init__(self, name, colour)
891                 self.value = {"pawn" : 1, "bishop" : 3, "knight" : 3, "rook" : 5, "queen" : 9, "king" : 100, "unknown" : 4}
892
893                 self.aggression = 2.0 # Multiplier for scoring due to aggressive actions
894                 self.defence = 1.0 # Multiplier for scoring due to defensive actions
895                 
896                 self.depth = 0 # Current depth
897                 self.max_depth = 2 # Recurse this many times (for some reason, makes more mistakes when this is increased???)
898                 self.recurse_for = -1 # Recurse for the best few moves each times (less than 0 = all moves)
899
900                 for p in self.board.pieces["white"] + self.board.pieces["black"]:
901                         p.last_moves = None
902                         p.selected_moves = None
903
904                 
905
906         def get_value(self, piece):
907                 if piece == None:
908                         return 0.0
909                 return float(self.value[piece.types[0]] + self.value[piece.types[1]]) / 2.0
910                 
911         # Score possible moves for the piece
912         
913         def prioritise_moves(self, piece):
914
915                 #sys.stderr.write(sys.argv[0] + " : " + str(self) + " prioritise called for " + str(piece) + "\n")
916
917                 
918                 
919                 grid = self.board.probability_grid(piece)
920                 #sys.stderr.write("\t Probability grid " + str(grid) + "\n")
921                 moves = []
922                 for x in range(w):
923                         for y in range(h):
924                                 if grid[x][y] < 0.3: # Throw out moves with < 30% probability
925                                         #sys.stderr.write("\tReject " + str(x) + "," + str(y) + " (" + str(grid[x][y]) + ")\n")
926                                         continue
927
928                                 target = self.board.grid[x][y]
929                         
930                                 
931                                 
932                                 
933                                 # Get total probability that the move is protected
934                                 self.board.push_move(piece, x, y)
935                                 
936
937                                 
938                                 defenders = self.board.coverage(x, y, piece.colour, reject_allied = False)
939                                 d_prob = 0.0
940                                 for d in defenders.keys():
941                                         d_prob += defenders[d]
942                                 if len(defenders.keys()) > 0:
943                                         d_prob /= float(len(defenders.keys()))
944
945                                 if (d_prob > 1.0):
946                                         d_prob = 1.0
947
948                                 # Get total probability that the move is threatened
949                                 attackers = self.board.coverage(x, y, opponent(piece.colour), reject_allied = False)
950                                 a_prob = 0.0
951                                 for a in attackers.keys():
952                                         a_prob += attackers[a]
953                                 if len(attackers.keys()) > 0:
954                                         a_prob /= float(len(attackers.keys()))
955
956                                 if (a_prob > 1.0):
957                                         a_prob = 1.0
958
959                                 self.board.pop_move()
960                                 
961
962                                 
963                                 # Score of the move
964                                 value = self.aggression * (1.0 + d_prob) * self.get_value(target) - self.defence * (1.0 - d_prob) * a_prob * self.get_value(piece)
965
966                                 # Adjust score based on movement of piece out of danger
967                                 attackers = self.board.coverage(piece.x, piece.y, opponent(piece.colour))
968                                 s_prob = 0.0
969                                 for a in attackers.keys():
970                                         s_prob += attackers[a]
971                                 if len(attackers.keys()) > 0:
972                                         s_prob /= float(len(attackers.keys()))
973
974                                 if (s_prob > 1.0):
975                                         s_prob = 1.0
976                                 value += self.defence * s_prob * self.get_value(piece)
977                                 
978                                 # Adjust score based on probability that the move is actually possible
979                                 moves.append([[x, y], grid[x][y] * value])
980
981                 moves.sort(key = lambda e : e[1], reverse = True)
982                 #sys.stderr.write(sys.argv[0] + ": Moves for " + str(piece) + " are " + str(moves) + "\n")
983
984                 piece.last_moves = moves
985                 piece.selected_moves = None
986
987                 
988
989                 
990                 return moves
991
992         def select_best(self, colour):
993
994                 self.depth += 1
995                 all_moves = {}
996                 for p in self.board.pieces[colour]:
997                         self.choice = p # Temporarily pick that piece
998                         m = self.prioritise_moves(p)
999                         if len(m) > 0:
1000                                 all_moves.update({p : m[0]})
1001
1002                 if len(all_moves.items()) <= 0:
1003                         return None
1004                 
1005                 
1006                 opts = all_moves.items()
1007                 opts.sort(key = lambda e : e[1][1], reverse = True)
1008
1009                 if self.depth >= self.max_depth:
1010                         self.depth -= 1
1011                         return list(opts[0])
1012
1013                 if self.recurse_for >= 0:
1014                         opts = opts[0:self.recurse_for]
1015                 #sys.stderr.write(sys.argv[0] + " : Before recurse, options are " + str(opts) + "\n")
1016
1017                 # Take the best few moves, and recurse
1018                 for choice in opts[0:self.recurse_for]:
1019                         [xx,yy] = [choice[0].x, choice[0].y] # Remember position
1020                         [nx,ny] = choice[1][0] # Target
1021                         [choice[0].x, choice[0].y] = [nx, ny] # Set position
1022                         target = self.board.grid[nx][ny] # Remember piece in spot
1023                         self.board.grid[xx][yy] = None # Remove piece
1024                         self.board.grid[nx][ny] = choice[0] # Replace with moving piece
1025                         
1026                         # Recurse
1027                         best_enemy_move = self.select_best(opponent(choice[0].colour))
1028                         choice[1][1] -= best_enemy_move[1][1] / float(self.depth + 1.0)
1029                         
1030                         [choice[0].x, choice[0].y] = [xx, yy] # Restore position
1031                         self.board.grid[nx][ny] = target # Restore taken piece
1032                         self.board.grid[xx][yy] = choice[0] # Restore moved piece
1033                         
1034                 
1035
1036                 opts.sort(key = lambda e : e[1][1], reverse = True)
1037                 #sys.stderr.write(sys.argv[0] + " : After recurse, options are " + str(opts) + "\n")
1038
1039                 self.depth -= 1
1040                 return list(opts[0])
1041
1042                 
1043
1044         # Returns [x,y] of selected piece
1045         def select(self):
1046                 #sys.stderr.write("Getting choice...")
1047                 self.choice = self.select_best(self.colour)[0]
1048                 
1049                 #sys.stderr.write(" Done " + str(self.choice)+"\n")
1050                 return [self.choice.x, self.choice.y]
1051         
1052         # Returns [x,y] of square to move selected piece into
1053         def get_move(self):
1054                 #sys.stderr.write("Choice is " + str(self.choice) + "\n")
1055                 self.choice.selected_moves = self.choice.last_moves
1056                 moves = self.prioritise_moves(self.choice)
1057                 if len(moves) > 0:
1058                         return moves[0][0]
1059                 else:
1060                         return AgentRandom.get_move(self)
1061
1062 # --- agent_bishop.py --- #
1063 import multiprocessing
1064
1065 # Hacky alternative to using select for timing out players
1066
1067 # WARNING: Do not wrap around HumanPlayer or things breakify
1068 # WARNING: Do not use in general or things breakify
1069
1070 class Sleeper(multiprocessing.Process):
1071         def __init__(self, timeout):
1072                 multiprocessing.Process.__init__(self)
1073                 self.timeout = timeout
1074
1075         def run(self):
1076                 time.sleep(self.timeout)
1077
1078
1079 class Worker(multiprocessing.Process):
1080         def __init__(self, function, args, q):
1081                 multiprocessing.Process.__init__(self)
1082                 self.function = function
1083                 self.args = args
1084                 self.q = q
1085
1086         def run(self):
1087                 #print str(self) + " runs " + str(self.function) + " with args " + str(self.args) 
1088                 self.q.put(self.function(*self.args))
1089                 
1090                 
1091
1092 def TimeoutFunction(function, args, timeout):
1093         q = multiprocessing.Queue()
1094         w = Worker(function, args, q)
1095         s = Sleeper(timeout)
1096         w.start()
1097         s.start()
1098         while True: # Busy loop of crappyness
1099                 if not w.is_alive():
1100                         s.terminate()
1101                         result = q.get()
1102                         w.join()
1103                         #print "TimeoutFunction gets " + str(result)
1104                         return result
1105                 elif not s.is_alive():
1106                         w.terminate()
1107                         s.join()
1108                         raise Exception("TIMEOUT")
1109
1110         
1111                 
1112
1113 # A player that wraps another player and times out its moves
1114 # Uses threads
1115 # A (crappy) alternative to the use of select()
1116 class TimeoutPlayer(Player):
1117         def __init__(self, base_player, timeout):
1118                 Player.__init__(self, base_player.name, base_player.colour)
1119                 self.base_player = base_player
1120                 self.timeout = timeout
1121                 
1122         def select(self):
1123                 return TimeoutFunction(self.base_player.select, [], self.timeout)
1124                 
1125         
1126         def get_move(self):
1127                 return TimeoutFunction(self.base_player.get_move, [], self.timeout)
1128
1129         def update(self, result):
1130                 return TimeoutFunction(self.base_player.update, [result], self.timeout)
1131
1132         def quit(self, final_result):
1133                 return TimeoutFunction(self.base_player.quit, [final_result], self.timeout)
1134 # --- timeout_player.py --- #
1135 import socket
1136 import select
1137
1138 network_timeout_start = -1.0 # Timeout in seconds to wait for the start of a message
1139 network_timeout_delay = 1.0 # Maximum time between two characters being received
1140
1141 class NetworkPlayer(Player):
1142         def __init__(self, colour, network, player):
1143                 Player.__init__(self, "@network:"+str(network.address), colour) 
1144                 self.player = player
1145                 self.network = network
1146                 
1147         def __str__(self):
1148                 return "NetworkPlayer<"+str(self.colour)+","+str(self.player)+">"
1149                 
1150         def select(self):
1151                 debug(str(self) + " select called")
1152                 if self.player != None:
1153                         s = self.player.select()
1154                         self.send_message(str(s[0]) + " " + str(s[1]))
1155                 else:
1156                         s = map(int, self.get_response().split(" "))
1157                         for p in game.players:
1158                                 if p != self and isinstance(p, NetworkPlayer) and p.player == None:
1159                                         p.network.send_message(str(s[0]) + " " + str(s[1]))
1160                 return s
1161         
1162         def send_message(self, message):
1163                 debug(str(self) + " send_message(\""+str(message)+"\") called")
1164                 self.network.send_message(message)
1165                 
1166         def get_response(self):
1167                 debug(str(self) + " get_response() called")
1168                 s = self.network.get_response()
1169                 debug(str(self) + " get_response() returns \""+str(s)+"\"")
1170                 return s
1171                         
1172                         
1173         def get_move(self):
1174                 debug(str(self) + " get_move called")
1175                 if self.player != None:
1176                         s = self.player.get_move()
1177                         self.send_message(str(s[0]) + " " + str(s[1]))
1178                 else:
1179                         s = map(int, self.get_response().split(" "))
1180                         for p in game.players:
1181                                 if p != self and isinstance(p, NetworkPlayer) and p.player == None:
1182                                         p.network.send_message(str(s[0]) + " " + str(s[1]))
1183                 return s
1184         
1185         def update(self, result):
1186                 debug(str(self) + " update(\""+str(result)+"\") called")
1187                 if self.network.server == True:
1188                         if self.player == None:
1189                                 self.send_message(result)
1190                 elif self.player != None:
1191                         result = self.get_response()
1192                         self.board.update(result, deselect=False)
1193                 
1194                 
1195                 
1196                 if self.player != None:
1197                         result = self.player.update(result)
1198                         
1199                 return result
1200                 
1201                 
1202         
1203         def base_player(self):
1204                 if self.player == None:
1205                         return self
1206                 else:
1207                         return self.player.base_player()
1208                 
1209         def quit(self, result):
1210                 pass
1211
1212 class Network():
1213         def __init__(self, address = (None,4562)):
1214                 self.socket = socket.socket()
1215                 self.socket.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1)
1216                 #self.socket.setblocking(0)
1217                 self.address = address
1218                 self.server = (address[0] == None)
1219                 
1220                 
1221                 self.connected = False
1222                         
1223         def connect(self):      
1224                 debug(str(self) + "Tries to connect")
1225                 self.connected = True
1226                 if self.address[0] == None:
1227                         self.host = "0.0.0.0" #socket.gethostname() # Breaks things???
1228                         self.socket.bind((self.host, self.address[1]))
1229                         self.socket.listen(5)   
1230
1231                         self.src, self.actual_address = self.socket.accept()
1232                         
1233                         self.src.send("ok\n")
1234                         s = self.get_response()
1235                         if s == "QUIT":
1236                                 self.src.close()
1237                                 return
1238                         elif s != "ok":
1239                                 self.src.close()
1240                                 self.__init__(colour, (self.address[0], int(s)), baseplayer)
1241                                 return
1242                         
1243                 else:
1244                         time.sleep(0.3)
1245                         self.socket.connect(self.address)
1246                         self.src = self.socket
1247                         self.src.send("ok\n")
1248                         s = self.get_response()
1249                         if s == "QUIT":
1250                                 self.src.close()
1251                                 return
1252                         elif s != "ok":
1253                                 self.src.close()
1254                                 self.__init__(colour, (self.address[0], int(s)), baseplayer)
1255                                 return
1256                         
1257
1258                 
1259         def __str__(self):
1260                 return "@network:"+str(self.address)
1261
1262         def get_response(self):
1263                 
1264                 # Timeout the start of the message (first character)
1265                 if network_timeout_start > 0.0:
1266                         ready = select.select([self.src], [], [], network_timeout_start)[0]
1267                 else:
1268                         ready = [self.src]
1269                 if self.src in ready:
1270                         s = self.src.recv(1)
1271                 else:
1272                         raise Exception("UNRESPONSIVE")
1273
1274
1275                 while s[len(s)-1] != '\n':
1276                         # Timeout on each character in the message
1277                         if network_timeout_delay > 0.0:
1278                                 ready = select.select([self.src], [], [], network_timeout_delay)[0]
1279                         else:
1280                                 ready = [self.src]
1281                         if self.src in ready:
1282                                 s += self.src.recv(1) 
1283                         else:
1284                                 raise Exception("UNRESPONSIVE")
1285
1286                 
1287                 return s.strip(" \r\n")
1288
1289         def send_message(self,s):
1290                 if network_timeout_start > 0.0:
1291                         ready = select.select([], [self.src], [], network_timeout_start)[1]
1292                 else:
1293                         ready = [self.src]
1294
1295                 if self.src in ready:
1296                         self.src.send(s + "\n")
1297                 else:
1298                         raise Exception("UNRESPONSIVE")
1299                 
1300                 
1301
1302         def close(self):
1303                 self.src.shutdown()
1304                 self.src.close()
1305 # --- network.py --- #
1306 import threading
1307
1308 # A thread that can be stopped!
1309 # Except it can only be stopped if it checks self.stopped() periodically
1310 # So it can sort of be stopped
1311 class StoppableThread(threading.Thread):
1312         def __init__(self):
1313                 threading.Thread.__init__(self)
1314                 self._stop = threading.Event()
1315
1316         def stop(self):
1317                 self._stop.set()
1318
1319         def stopped(self):
1320                 return self._stop.isSet()
1321 # --- thread_util.py --- #
1322 log_files = []
1323 import datetime
1324 import urllib2
1325
1326 class LogFile():
1327         def __init__(self, log):        
1328                 
1329                 self.log = log
1330                 self.logged = []
1331                 self.log.write("# Log starts " + str(datetime.datetime.now()) + "\n")
1332
1333         def write(self, s):
1334                 now = datetime.datetime.now()
1335                 self.log.write(str(now) + " : " + s + "\n")
1336                 self.logged.append((now, s))
1337
1338         def setup(self, board, players):
1339                 
1340                 for p in players:
1341                         self.log.write("# " + str(p.colour) + " : " + str(p.name) + "\n")
1342                 
1343                 self.log.write("# Initial board\n")
1344                 for x in range(0, w):
1345                         for y in range(0, h):
1346                                 if board.grid[x][y] != None:
1347                                         self.log.write(str(board.grid[x][y]) + "\n")
1348
1349                 self.log.write("# Start game\n")
1350
1351         def close(self):
1352                 self.log.write("# EOF\n")
1353                 if self.log != sys.stdout:
1354                         self.log.close()
1355
1356 class ShortLog(LogFile):
1357         def __init__(self, file_name):
1358                 if file_name == "":
1359                         self.log = sys.stdout
1360                 else:
1361                         self.log = open(file_name, "w", 0)
1362                 LogFile.__init__(self, self.log)
1363                 self.file_name = file_name
1364                 self.phase = 0
1365
1366         def write(self, s):
1367                 now = datetime.datetime.now()
1368                 self.logged.append((now, s))
1369                 
1370                 if self.phase == 0:
1371                         if self.log != sys.stdout:
1372                                 self.log.close()
1373                                 self.log = open(self.file_name, "w", 0)
1374                         self.log.write("# Short log updated " + str(datetime.datetime.now()) + "\n")    
1375                         LogFile.setup(self, game.board, game.players)
1376
1377                 elif self.phase == 1:
1378                         for message in self.logged[len(self.logged)-2:]:
1379                                 self.log.write(str(message[0]) + " : " + message[1] + "\n")
1380
1381                 self.phase = (self.phase + 1) % 2               
1382                 
1383         def close(self):
1384                 if self.phase == 1:
1385                         ending = self.logged[len(self.logged)-1]
1386                         self.log.write(str(ending[0]) + " : " + ending[1] + "\n")
1387                 self.log.write("# EOF\n")
1388                 if self.log != sys.stdout:
1389                         self.log.close()
1390                 
1391
1392 class HeadRequest(urllib2.Request):
1393         def get_method(self):
1394                 return "HEAD"
1395
1396 class HttpGetter(StoppableThread):
1397         def __init__(self, address):
1398                 StoppableThread.__init__(self)
1399                 self.address = address
1400                 self.log = urllib2.urlopen(address)
1401                 self.lines = []
1402                 self.lock = threading.RLock() #lock for access of self.state
1403                 self.cond = threading.Condition() # conditional
1404
1405         def run(self):
1406                 while not self.stopped():
1407                         line = self.log.readline()
1408                         if line == "":
1409                                 date_mod = datetime.datetime.strptime(self.log.headers['last-modified'], "%a, %d %b %Y %H:%M:%S GMT")
1410                                 self.log.close()
1411         
1412                                 next_log = urllib2.urlopen(HeadRequest(self.address))
1413                                 date_new = datetime.datetime.strptime(next_log.headers['last-modified'], "%a, %d %b %Y %H:%M:%S GMT")
1414                                 while date_new <= date_mod and not self.stopped():
1415                                         next_log = urllib2.urlopen(HeadRequest(self.address))
1416                                         date_new = datetime.datetime.strptime(next_log.headers['last-modified'], "%a, %d %b %Y %H:%M:%S GMT")
1417                                 if self.stopped():
1418                                         break
1419
1420                                 self.log = urllib2.urlopen(self.address)
1421                                 line = self.log.readline()
1422
1423                         self.cond.acquire()
1424                         self.lines.append(line)
1425                         self.cond.notifyAll()
1426                         self.cond.release()
1427
1428                         #sys.stderr.write(" HttpGetter got \'" + str(line) + "\'\n")
1429
1430                 self.log.close()
1431                                 
1432                                 
1433         
1434                 
1435                 
1436 class HttpReplay():
1437         def __init__(self, address):
1438                 self.getter = HttpGetter(address)
1439                 self.getter.start()
1440                 
1441         def readline(self):
1442                 self.getter.cond.acquire()
1443                 while len(self.getter.lines) == 0:
1444                         self.getter.cond.wait()
1445                         
1446                 result = self.getter.lines[0]
1447                 self.getter.lines = self.getter.lines[1:]
1448                 self.getter.cond.release()
1449
1450                 return result
1451                         
1452                         
1453         def close(self):
1454                 self.getter.stop()
1455
1456 class FileReplay():
1457         def __init__(self, filename):
1458                 self.f = open(filename, "r", 0)
1459                 self.filename = filename
1460                 self.mod = os.path.getmtime(filename)
1461                 self.count = 0
1462         
1463         def readline(self):
1464                 line = self.f.readline()
1465                 
1466                 while line == "":
1467                         mod2 = os.path.getmtime(self.filename)
1468                         if mod2 > self.mod:
1469                                 #sys.stderr.write("File changed!\n")
1470                                 self.mod = mod2
1471                                 self.f.close()
1472                                 self.f = open(self.filename, "r", 0)
1473                                 
1474                                 new_line = self.f.readline()
1475                                 
1476                                 if " ".join(new_line.split(" ")[0:3]) != "# Short log":
1477                                         for i in range(self.count):
1478                                                 new_line = self.f.readline()
1479                                                 #sys.stderr.write("Read back " + str(i) + ": " + str(new_line) + "\n")
1480                                         new_line = self.f.readline()
1481                                 else:
1482                                         self.count = 0
1483                                 
1484                                 line = new_line
1485
1486                 self.count += 1
1487                 return line
1488
1489         def close(self):
1490                 self.f.close()
1491                 
1492                                                 
1493 def log(s):
1494         for l in log_files:
1495                 l.write(s)
1496                 
1497 def debug(s):
1498         sys.stderr.write("# DEBUG: " + s + "\n")
1499                 
1500
1501 def log_init(board, players):
1502         for l in log_files:
1503                 l.setup(board, players)
1504
1505 # --- log.py --- #
1506
1507
1508
1509         
1510
1511 # A thread that runs the game
1512 class GameThread(StoppableThread):
1513         def __init__(self, board, players, server = True):
1514                 StoppableThread.__init__(self)
1515                 self.board = board
1516                 self.players = players
1517                 self.state = {"turn" : None} # The game state
1518                 self.error = 0 # Whether the thread exits with an error
1519                 self.lock = threading.RLock() #lock for access of self.state
1520                 self.cond = threading.Condition() # conditional for some reason, I forgot
1521                 self.final_result = ""
1522                 self.server = server
1523                 
1524                 
1525                         
1526                 
1527                 
1528
1529         # Run the game (run in new thread with start(), run in current thread with run())
1530         def run(self):
1531                 result = ""
1532                 while not self.stopped():
1533                         
1534                         for p in self.players:
1535                                 with self.lock:
1536                                         self.state["turn"] = p.base_player()
1537                                 #try:
1538                                 if True:
1539                                         [x,y] = p.select() # Player selects a square
1540                                         if self.stopped():
1541                                                 break
1542                                                 
1543                                         if isinstance(p, NetworkPlayer):
1544                                                 if p.network.server == True:
1545                                                         result = self.board.select(x, y, colour = p.colour)
1546                                                 else:
1547                                                         result = None
1548                                                         
1549                                         else:
1550                                                 result = self.board.select(x, y, colour = p.colour)
1551                                         
1552                                         result = p.update(result)                                       
1553                                         for p2 in self.players:
1554                                                 if p2 != p:
1555                                                         p2.update(result) # Inform players of what happened
1556
1557
1558                                         log(result)
1559
1560                                         target = self.board.grid[x][y]
1561                                         if isinstance(graphics, GraphicsThread):
1562                                                 with graphics.lock:
1563                                                         graphics.state["moves"] = self.board.possible_moves(target)
1564                                                         graphics.state["select"] = target
1565
1566                                         time.sleep(turn_delay)
1567
1568
1569                                         if len(self.board.possible_moves(target)) == 0:
1570                                                 #print "Piece cannot move"
1571                                                 target.deselect()
1572                                                 if isinstance(graphics, GraphicsThread):
1573                                                         with graphics.lock:
1574                                                                 graphics.state["moves"] = None
1575                                                                 graphics.state["select"] = None
1576                                                                 graphics.state["dest"] = None
1577                                                 continue
1578
1579                                         try:
1580                                                 [x2,y2] = p.get_move() # Player selects a destination
1581                                         except:
1582                                                 self.stop()
1583
1584                                         if self.stopped():
1585                                                 break
1586                                         
1587                                         if isinstance(p, NetworkPlayer):
1588                                                 if p.network.server == True:
1589                                                         result = str(x) + " " + str(y) + " -> " + str(x2) + " " + str(y2)
1590                                                         self.board.update_move(x, y, x2, y2)
1591                                                 else:
1592                                                         result = None
1593                                                         
1594                                         else:
1595                                                 result = str(x) + " " + str(y) + " -> " + str(x2) + " " + str(y2)
1596                                                 self.board.update_move(x, y, x2, y2)
1597                                         
1598                                         result = p.update(result)                               
1599                                         for p2 in self.players:
1600                                                 if p2 != p:
1601                                                         p2.update(result) # Inform players of what happened
1602                                                                                         
1603                                         log(result)
1604
1605
1606                                                                                 
1607
1608                                         if isinstance(graphics, GraphicsThread):
1609                                                 with graphics.lock:
1610                                                         graphics.state["moves"] = [[x2,y2]]
1611
1612                                         time.sleep(turn_delay)
1613
1614                                         if isinstance(graphics, GraphicsThread):
1615                                                 with graphics.lock:
1616                                                         graphics.state["select"] = None
1617                                                         graphics.state["dest"] = None
1618                                                         graphics.state["moves"] = None
1619
1620                         # Commented out exception stuff for now, because it makes it impossible to tell if I made an IndentationError somewhere
1621                         #       except Exception,e:
1622                         #               result = e.message
1623                         #               #sys.stderr.write(result + "\n")
1624                         #               
1625                         #               self.stop()
1626                         #               with self.lock:
1627                         #                       self.final_result = self.state["turn"].colour + " " + e.message
1628
1629                                 end = self.board.end_condition()
1630                                 if end != None:         
1631                                         with self.lock:
1632                                                 if end == "DRAW":
1633                                                         self.final_result = self.state["turn"].colour + " " + end
1634                                                 else:
1635                                                         self.final_result = end
1636                                         self.stop()
1637                                 
1638                                 if self.stopped():
1639                                         break
1640
1641
1642                 for p2 in self.players:
1643                         p2.quit(self.final_result)
1644
1645                 log(self.final_result)
1646
1647                 if isinstance(graphics, GraphicsThread):
1648                         graphics.stop()
1649
1650         
1651 # A thread that replays a log file
1652 class ReplayThread(GameThread):
1653         def __init__(self, players, src, end=False,max_moves=None):
1654                 self.board = Board(style="empty")
1655                 self.board.max_moves = max_moves
1656                 GameThread.__init__(self, self.board, players)
1657                 self.src = src
1658                 self.end = end
1659
1660                 self.reset_board(self.src.readline())
1661
1662         def reset_board(self, line):
1663                 agent_str = ""
1664                 self_str = ""
1665                 while line != "# Start game" and line != "# EOF":
1666                         
1667                         while line == "":
1668                                 line = self.src.readline().strip(" \r\n")
1669                                 continue
1670
1671                         if line[0] == '#':
1672                                 line = self.src.readline().strip(" \r\n")
1673                                 continue
1674
1675                         self_str += line + "\n"
1676
1677                         if self.players[0].name == "dummy" and self.players[1].name == "dummy":
1678                                 line = self.src.readline().strip(" \r\n")
1679                                 continue
1680                         
1681                         tokens = line.split(" ")
1682                         types = map(lambda e : e.strip("[] ,'"), tokens[2:4])
1683                         for i in range(len(types)):
1684                                 if types[i][0] == "?":
1685                                         types[i] = "unknown"
1686
1687                         agent_str += tokens[0] + " " + tokens[1] + " " + str(types) + " ".join(tokens[4:]) + "\n"
1688                         line = self.src.readline().strip(" \r\n")
1689
1690                 for p in self.players:
1691                         p.reset_board(agent_str)
1692                 
1693                 
1694                 self.board.reset_board(self_str)
1695
1696         
1697         def run(self):
1698                 move_count = 0
1699                 last_line = ""
1700                 line = self.src.readline().strip(" \r\n")
1701                 while line != "# EOF":
1702
1703
1704                         if self.stopped():
1705                                 break
1706                         
1707                         if len(line) <= 0:
1708                                 continue
1709                                         
1710
1711                         if line[0] == '#':
1712                                 last_line = line
1713                                 line = self.src.readline().strip(" \r\n")
1714                                 continue
1715
1716                         tokens = line.split(" ")
1717                         if tokens[0] == "white" or tokens[0] == "black":
1718                                 self.reset_board(line)
1719                                 last_line = line
1720                                 line = self.src.readline().strip(" \r\n")
1721                                 continue
1722
1723                         move = line.split(":")
1724                         move = move[len(move)-1].strip(" \r\n")
1725                         tokens = move.split(" ")
1726                         
1727                         
1728                         try:
1729                                 [x,y] = map(int, tokens[0:2])
1730                         except:
1731                                 last_line = line
1732                                 self.stop()
1733                                 break
1734
1735                         log(move)
1736
1737                         target = self.board.grid[x][y]
1738                         with self.lock:
1739                                 if target.colour == "white":
1740                                         self.state["turn"] = self.players[0]
1741                                 else:
1742                                         self.state["turn"] = self.players[1]
1743                         
1744                         move_piece = (tokens[2] == "->")
1745                         if move_piece:
1746                                 [x2,y2] = map(int, tokens[len(tokens)-2:])
1747
1748                         if isinstance(graphics, GraphicsThread):
1749                                 with graphics.lock:
1750                                         graphics.state["select"] = target
1751                                         
1752                         if not move_piece:
1753                                 self.board.update_select(x, y, int(tokens[2]), tokens[len(tokens)-1])
1754                                 if isinstance(graphics, GraphicsThread):
1755                                         with graphics.lock:
1756                                                 if target.current_type != "unknown":
1757                                                         graphics.state["moves"] = self.board.possible_moves(target)
1758                                                 else:
1759                                                         graphics.state["moves"] = None
1760                                         time.sleep(turn_delay)
1761                         else:
1762                                 self.board.update_move(x, y, x2, y2)
1763                                 if isinstance(graphics, GraphicsThread):
1764                                         with graphics.lock:
1765                                                 graphics.state["moves"] = [[x2,y2]]
1766                                         time.sleep(turn_delay)
1767                                         with graphics.lock:
1768                                                 graphics.state["select"] = None
1769                                                 graphics.state["moves"] = None
1770                                                 graphics.state["dest"] = None
1771                         
1772
1773                         
1774                         
1775                         
1776                         for p in self.players:
1777                                 p.update(move)
1778
1779                         last_line = line
1780                         line = self.src.readline().strip(" \r\n")
1781                         
1782                         
1783                         end = self.board.end_condition()
1784                         if end != None:
1785                                 self.final_result = end
1786                                 self.stop()
1787                                 break
1788                                         
1789                                                 
1790                                                 
1791
1792                         
1793                                         
1794
1795
1796                         
1797
1798                                 
1799                         
1800
1801                 
1802
1803                 if self.end and isinstance(graphics, GraphicsThread):
1804                         #graphics.stop()
1805                         pass # Let the user stop the display
1806                 elif not self.end and self.board.end_condition() == None:
1807                         global game
1808                         # Work out the last move
1809                                         
1810                         t = last_line.split(" ")
1811                         if t[len(t)-2] == "black":
1812                                 self.players.reverse()
1813                         elif t[len(t)-2] == "white":
1814                                 pass
1815                         elif self.state["turn"] != None and self.state["turn"].colour == "white":
1816                                 self.players.reverse()
1817
1818
1819                         game = GameThread(self.board, self.players)
1820                         game.run()
1821                 else:
1822                         pass
1823
1824                 
1825
1826 def opponent(colour):
1827         if colour == "white":
1828                 return "black"
1829         else:
1830                 return "white"
1831 # --- game.py --- #
1832 try:
1833         import pygame
1834 except:
1835         pass
1836 import os
1837
1838 # Dictionary that stores the unicode character representations of the different pieces
1839 # Chess was clearly the reason why unicode was invented
1840 # For some reason none of the pygame chess implementations I found used them!
1841 piece_char = {"white" : {"king" : u'\u2654',
1842                          "queen" : u'\u2655',
1843                          "rook" : u'\u2656',
1844                          "bishop" : u'\u2657',
1845                          "knight" : u'\u2658',
1846                          "pawn" : u'\u2659',
1847                          "unknown" : '?'},
1848                 "black" : {"king" : u'\u265A',
1849                          "queen" : u'\u265B',
1850                          "rook" : u'\u265C',
1851                          "bishop" : u'\u265D',
1852                          "knight" : u'\u265E',
1853                          "pawn" : u'\u265F',
1854                          "unknown" : '?'}}
1855
1856 images = {"white" : {}, "black" : {}}
1857 small_images = {"white" : {}, "black" : {}}
1858
1859 def create_images(grid_sz, font_name=os.path.join(os.path.curdir, "data", "DejaVuSans.ttf")):
1860
1861         # Get the font sizes
1862         l_size = 5*(grid_sz[0] / 8)
1863         s_size = 3*(grid_sz[0] / 8)
1864
1865         for c in piece_char.keys():
1866                 
1867                 if c == "black":
1868                         for p in piece_char[c].keys():
1869                                 images[c].update({p : pygame.font.Font(font_name, l_size).render(piece_char[c][p], True,(0,0,0))})
1870                                 small_images[c].update({p : pygame.font.Font(font_name, s_size).render(piece_char[c][p],True,(0,0,0))})         
1871                 elif c == "white":
1872                         for p in piece_char[c].keys():
1873                                 images[c].update({p : pygame.font.Font(font_name, l_size+1).render(piece_char["black"][p], True,(255,255,255))})
1874                                 images[c][p].blit(pygame.font.Font(font_name, l_size).render(piece_char[c][p], True,(0,0,0)),(0,0))
1875                                 small_images[c].update({p : pygame.font.Font(font_name, s_size+1).render(piece_char["black"][p],True,(255,255,255))})
1876                                 small_images[c][p].blit(pygame.font.Font(font_name, s_size).render(piece_char[c][p],True,(0,0,0)),(0,0))
1877         
1878
1879 def load_images(image_dir=os.path.join(os.path.curdir, "data", "images")):
1880         if not os.path.exists(image_dir):
1881                 raise Exception("Couldn't load images from " + image_dir + " (path doesn't exist)")
1882         for c in piece_char.keys():
1883                 for p in piece_char[c].keys():
1884                         images[c].update({p : pygame.image.load(os.path.join(image_dir, c + "_" + p + ".png"))})
1885                         small_images[c].update({p : pygame.image.load(os.path.join(image_dir, c + "_" + p + "_small.png"))})
1886 # --- images.py --- #
1887 graphics_enabled = True
1888
1889 try:
1890         import pygame
1891         os.environ["SDL_VIDEO_ALLOW_SCREENSAVER"] = "1"
1892 except:
1893         graphics_enabled = False
1894         
1895 import time
1896
1897
1898
1899 # A thread to make things pretty
1900 class GraphicsThread(StoppableThread):
1901         def __init__(self, board, title = "UCC::Progcomp 2013 - QChess", grid_sz = [80,80]):
1902                 StoppableThread.__init__(self)
1903                 
1904                 self.board = board
1905                 pygame.init()
1906                 self.window = pygame.display.set_mode((grid_sz[0] * w, grid_sz[1] * h))
1907                 pygame.display.set_caption(title)
1908
1909                 #print "Initialised properly"
1910                 
1911                 self.grid_sz = grid_sz[:]
1912                 self.state = {"select" : None, "dest" : None, "moves" : None, "overlay" : None, "coverage" : None}
1913                 self.error = 0
1914                 self.lock = threading.RLock()
1915                 self.cond = threading.Condition()
1916                 self.sleep_timeout = None
1917                 self.last_event = time.time()
1918                 self.blackout = False
1919
1920                 #print "Test font"
1921                 pygame.font.Font(os.path.join(os.path.curdir, "data", "DejaVuSans.ttf"), 32).render("Hello", True,(0,0,0))
1922
1923                 #load_images()
1924                 create_images(grid_sz)
1925
1926                 """
1927                 for c in images.keys():
1928                         for p in images[c].keys():
1929                                 images[c][p] = images[c][p].convert(self.window)
1930                                 small_images[c][p] = small_images[c][p].convert(self.window)
1931                 """
1932
1933                 
1934         
1935
1936
1937         # On the run from the world
1938         def run(self):
1939                 
1940                 while not self.stopped():
1941                         
1942                         if self.sleep_timeout == None or (time.time() - self.last_event) < self.sleep_timeout:
1943                         
1944                                 #print "Display grid"
1945                                 self.board.display_grid(window = self.window, grid_sz = self.grid_sz) # Draw the board
1946
1947                                 #print "Display overlay"
1948                                 self.overlay()
1949
1950                                 #print "Display pieces"
1951                                 self.board.display_pieces(window = self.window, grid_sz = self.grid_sz) # Draw the board                
1952                                 self.blackout = False
1953                                 
1954                         elif pygame.mouse.get_focused() and not self.blackout:
1955                                 os.system("xset dpms force off")
1956                                 self.blackout = True
1957                                 self.window.fill((0,0,0))
1958
1959                         pygame.display.flip()
1960
1961                         for event in pygame.event.get():
1962                                 self.last_event = time.time()
1963                                 if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.key == pygame.K_q):
1964                                         if isinstance(game, GameThread):
1965                                                 with game.lock:
1966                                                         game.final_result = ""
1967                                                         if game.state["turn"] != None:
1968                                                                 game.final_result = game.state["turn"].colour + " "
1969                                                         game.final_result += "terminated"
1970                                                 game.stop()
1971                                         self.stop()
1972                                         break
1973                                 elif event.type == pygame.MOUSEBUTTONDOWN:
1974                                         self.mouse_down(event)
1975                                         
1976                                 elif event.type == pygame.MOUSEBUTTONUP:
1977                                         self.mouse_up(event)                    
1978                                 
1979                                 
1980                                         
1981   
1982                                 
1983                                                                 
1984                                                 
1985                                                 
1986                 self.message("Game ends, result \""+str(game.final_result) + "\"")
1987                 time.sleep(1)
1988
1989                 # Wake up anyone who is sleeping
1990                 self.cond.acquire()
1991                 self.cond.notify()
1992                 self.cond.release()
1993
1994                 pygame.quit() # Time to say goodbye
1995
1996         # Mouse release event handler
1997         def mouse_up(self, event):
1998                 if event.button == 3:
1999                         with self.lock:
2000                                 self.state["overlay"] = None
2001                 elif event.button == 2:
2002                         with self.lock:
2003                                 self.state["coverage"] = None   
2004
2005         # Mouse click event handler
2006         def mouse_down(self, event):
2007                 if event.button == 1:
2008                         m = [event.pos[i] / self.grid_sz[i] for i in range(2)]
2009                         if isinstance(game, GameThread):
2010                                 with game.lock:
2011                                         p = game.state["turn"]
2012                         else:
2013                                         p = None
2014                                         
2015                                         
2016                         if isinstance(p, HumanPlayer):
2017                                 with self.lock:
2018                                         s = self.board.grid[m[0]][m[1]]
2019                                         select = self.state["select"]
2020                                 if select == None:
2021                                         if s != None and s.colour != p.colour:
2022                                                 self.message("Wrong colour") # Look at all this user friendliness!
2023                                                 time.sleep(1)
2024                                                 return
2025                                         # Notify human player of move
2026                                         self.cond.acquire()
2027                                         with self.lock:
2028                                                 self.state["select"] = s
2029                                                 self.state["dest"] = None
2030                                         self.cond.notify()
2031                                         self.cond.release()
2032                                         return
2033
2034                                 if select == None:
2035                                         return
2036                                                 
2037                                         
2038                                 if self.state["moves"] == None:
2039                                         return
2040
2041                                 if not m in self.state["moves"]:
2042                                         self.message("Illegal Move") # I still think last year's mouse interface was adequate
2043                                         time.sleep(2)
2044                                         return
2045                                                 
2046                                 with self.lock:
2047                                         if self.state["dest"] == None:
2048                                                 self.cond.acquire()
2049                                                 self.state["dest"] = m
2050                                                 self.state["select"] = None
2051                                                 self.state["moves"] = None
2052                                                 self.cond.notify()
2053                                                 self.cond.release()
2054                 elif event.button == 3:
2055                         m = [event.pos[i] / self.grid_sz[i] for i in range(len(event.pos))]
2056                         if isinstance(game, GameThread):
2057                                 with game.lock:
2058                                         p = game.state["turn"]
2059                         else:
2060                                 p = None
2061                                         
2062                                         
2063                         if isinstance(p, HumanPlayer):
2064                                 with self.lock:
2065                                         self.state["overlay"] = self.board.probability_grid(self.board.grid[m[0]][m[1]])
2066
2067                 elif event.button == 2:
2068                         m = [event.pos[i] / self.grid_sz[i] for i in range(len(event.pos))]
2069                         if isinstance(game, GameThread):
2070                                 with game.lock:
2071                                         p = game.state["turn"]
2072                         else:
2073                                 p = None
2074                         
2075                         
2076                         if isinstance(p, HumanPlayer):
2077                                 with self.lock:
2078                                         self.state["coverage"] = self.board.coverage(m[0], m[1], None, self.state["select"])
2079                                 
2080         # Draw the overlay
2081         def overlay(self):
2082
2083                 square_img = pygame.Surface((self.grid_sz[0], self.grid_sz[1]),pygame.SRCALPHA) # A square image
2084                 # Draw square over the selected piece
2085                 with self.lock:
2086                         select = self.state["select"]
2087                 if select != None:
2088                         mp = [self.grid_sz[i] * [select.x, select.y][i] for i in range(len(self.grid_sz))]
2089                         square_img.fill(pygame.Color(0,255,0,64))
2090                         self.window.blit(square_img, mp)
2091                 # If a piece is selected, draw all reachable squares
2092                 # (This quality user interface has been patented)
2093                 with self.lock:
2094                         m = self.state["moves"]
2095                 if m != None:
2096                         square_img.fill(pygame.Color(255,0,0,128)) # Draw them in blood red
2097                         for move in m:
2098                                 mp = [self.grid_sz[i] * move[i] for i in range(2)]
2099                                 self.window.blit(square_img, mp)
2100                 # If a piece is overlayed, show all squares that it has a probability to reach
2101                 with self.lock:
2102                         m = self.state["overlay"]
2103                 if m != None:
2104                         for x in range(w):
2105                                 for y in range(h):
2106                                         if m[x][y] > 0.0:
2107                                                 mp = [self.grid_sz[i] * [x,y][i] for i in range(2)]
2108                                                 square_img.fill(pygame.Color(255,0,255,int(m[x][y] * 128))) # Draw in purple
2109                                                 self.window.blit(square_img, mp)
2110                                                 font = pygame.font.Font(os.path.join(os.path.curdir, "data", "DejaVuSans.ttf"), 14)
2111                                                 text = font.render("{0:.2f}".format(round(m[x][y],2)), 1, pygame.Color(0,0,0))
2112                                                 self.window.blit(text, mp)
2113                                 
2114                 # If a square is selected, highlight all pieces that have a probability to reach it
2115                 with self.lock:                         
2116                         m = self.state["coverage"]
2117                 if m != None:
2118                         for p in m:
2119                                 mp = [self.grid_sz[i] * [p.x,p.y][i] for i in range(2)]
2120                                 square_img.fill(pygame.Color(0,255,255, int(m[p] * 196))) # Draw in pale blue
2121                                 self.window.blit(square_img, mp)
2122                                 font = pygame.font.Font(os.path.join(os.path.curdir, "data", "DejaVuSans.ttf"), 14)
2123                                 text = font.render("{0:.2f}".format(round(m[p],2)), 1, pygame.Color(0,0,0))
2124                                 self.window.blit(text, mp)
2125                         # Draw a square where the mouse is
2126                 # This also serves to indicate who's turn it is
2127                 
2128                 if isinstance(game, GameThread):
2129                         with game.lock:
2130                                 turn = game.state["turn"]
2131                 else:
2132                         turn = None
2133
2134                 if isinstance(turn, HumanPlayer):
2135                         mp = [self.grid_sz[i] * int(pygame.mouse.get_pos()[i] / self.grid_sz[i]) for i in range(2)]
2136                         square_img.fill(pygame.Color(0,0,255,128))
2137                         if turn.colour == "white":
2138                                 c = pygame.Color(255,255,255)
2139                         else:
2140                                 c = pygame.Color(0,0,0)
2141                         pygame.draw.rect(square_img, c, (0,0,self.grid_sz[0], self.grid_sz[1]), self.grid_sz[0]/10)
2142                         self.window.blit(square_img, mp)
2143
2144         # Message in a bottle
2145         def message(self, string, pos = None, colour = None, font_size = 20):
2146                 #print "Drawing message..."
2147                 font = pygame.font.Font(os.path.join(os.path.curdir, "data", "DejaVuSans.ttf"), font_size)
2148                 if colour == None:
2149                         colour = pygame.Color(0,0,0)
2150                 
2151                 text = font.render(string, 1, colour)
2152         
2153
2154                 s = pygame.Surface((text.get_width(), text.get_height()), pygame.SRCALPHA)
2155                 s.fill(pygame.Color(128,128,128))
2156
2157                 tmp = self.window.get_size()
2158
2159                 if pos == None:
2160                         pos = (tmp[0] / 2 - text.get_width() / 2, tmp[1] / 3 - text.get_height())
2161                 else:
2162                         pos = (pos[0]*text.get_width() + tmp[0] / 2 - text.get_width() / 2, pos[1]*text.get_height() + tmp[1] / 3 - text.get_height())
2163                 
2164
2165                 rect = (pos[0], pos[1], text.get_width(), text.get_height())
2166         
2167                 pygame.draw.rect(self.window, pygame.Color(0,0,0), pygame.Rect(rect), 1)
2168                 self.window.blit(s, pos)
2169                 self.window.blit(text, pos)
2170
2171                 pygame.display.flip()
2172
2173         def getstr(self, prompt = None):
2174                 s = pygame.Surface((self.window.get_width(), self.window.get_height()))
2175                 s.blit(self.window, (0,0))
2176                 result = ""
2177
2178                 while True:
2179                         #print "LOOP"
2180                         if prompt != None:
2181                                 self.message(prompt)
2182                                 self.message(result, pos = (0, 1))
2183         
2184                         pygame.event.pump()
2185                         for event in pygame.event.get():
2186                                 if event.type == pygame.QUIT:
2187                                         return None
2188                                 if event.type == pygame.KEYDOWN:
2189                                         if event.key == pygame.K_BACKSPACE:
2190                                                 result = result[0:len(result)-1]
2191                                                 self.window.blit(s, (0,0)) # Revert the display
2192                                                 continue
2193                                 
2194                                                 
2195                                         try:
2196                                                 if event.unicode == '\r':
2197                                                         return result
2198                                         
2199                                                 result += str(event.unicode)
2200                                         except:
2201                                                 continue
2202
2203
2204         # Function to pick a button
2205         def SelectButton(self, choices, prompt = None, font_size=20):
2206
2207                 #print "Select button called!"
2208                 self.board.display_grid(self.window, self.grid_sz)
2209                 if prompt != None:
2210                         self.message(prompt)
2211                 font = pygame.font.Font(os.path.join(os.path.curdir, "data", "DejaVuSans.ttf"), font_size)
2212                 targets = []
2213                 sz = self.window.get_size()
2214
2215                 
2216                 for i in range(len(choices)):
2217                         c = choices[i]
2218                         
2219                         text = font.render(c, 1, pygame.Color(0,0,0))
2220                         p = (sz[0] / 2 - (1.5*text.get_width())/2, sz[1] / 2 +(i-1)*text.get_height()+(i*2))
2221                         targets.append((p[0], p[1], p[0] + 1.5*text.get_width(), p[1] + text.get_height()))
2222
2223                 while True:
2224                         mp =pygame.mouse.get_pos()
2225                         for i in range(len(choices)):
2226                                 c = choices[i]
2227                                 if mp[0] > targets[i][0] and mp[0] < targets[i][2] and mp[1] > targets[i][1] and mp[1] < targets[i][3]:
2228                                         font_colour = pygame.Color(255,0,0)
2229                                         box_colour = pygame.Color(0,0,255,128)
2230                                 else:
2231                                         font_colour = pygame.Color(0,0,0)
2232                                         box_colour = pygame.Color(128,128,128)
2233                                 
2234                                 text = font.render(c, 1, font_colour)
2235                                 s = pygame.Surface((text.get_width()*1.5, text.get_height()), pygame.SRCALPHA)
2236                                 s.fill(box_colour)
2237                                 pygame.draw.rect(s, (0,0,0), (0,0,1.5*text.get_width(), text.get_height()), self.grid_sz[0]/10)
2238                                 s.blit(text, ((text.get_width()*1.5)/2 - text.get_width()/2 ,0))
2239                                 self.window.blit(s, targets[i][0:2])
2240                                 
2241         
2242                         pygame.display.flip()
2243
2244                         for event in pygame.event.get():
2245                                 if event.type == pygame.QUIT:
2246                                         return None
2247                                 elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
2248                                         for i in range(len(targets)):
2249                                                 t = targets[i]
2250                                                 if event.pos[0] > t[0] and event.pos[0] < t[2]:
2251                                                         if event.pos[1] > t[1] and event.pos[1] < t[3]:
2252                                                                 return i
2253                                                 #print "Reject " + str(i) + str(event.pos) + " vs " + str(t)
2254                 
2255
2256
2257         # Function to pick players in a nice GUI way
2258         def SelectPlayers(self, players = []):
2259
2260
2261                 #print "SelectPlayers called"
2262                 
2263                 missing = ["white", "black"]
2264                 for p in players:
2265                         missing.remove(p.colour)
2266
2267                 for colour in missing:
2268                         
2269                         
2270                         choice = self.SelectButton(["human", "agent", "network"],prompt = "Choose " + str(colour) + " player")
2271                         if choice == 0:
2272                                 players.append(HumanPlayer("human", colour))
2273                         elif choice == 1:
2274                                 import inspect
2275                                 internal_agents = inspect.getmembers(sys.modules[__name__], inspect.isclass)
2276                                 internal_agents = [x for x in internal_agents if issubclass(x[1], InternalAgent)]
2277                                 internal_agents.remove(('InternalAgent', InternalAgent)) 
2278                                 if len(internal_agents) > 0:
2279                                         choice2 = self.SelectButton(["internal", "external"], prompt="Type of agent")
2280                                 else:
2281                                         choice2 = 1
2282
2283                                 if choice2 == 0:
2284                                         agent = internal_agents[self.SelectButton(map(lambda e : e[0], internal_agents), prompt="Choose internal agent")]
2285                                         players.append(agent[1](agent[0], colour))                                      
2286                                 elif choice2 == 1:
2287                                         try:
2288                                                 import Tkinter
2289                                                 from tkFileDialog import askopenfilename
2290                                                 root = Tkinter.Tk() # Need a root to make Tkinter behave
2291                                                 root.withdraw() # Some sort of magic incantation
2292                                                 path = askopenfilename(parent=root, initialdir="../agents",title=
2293 'Choose an agent.')
2294                                                 if path == "":
2295                                                         return self.SelectPlayers()
2296                                                 players.append(make_player(path, colour))       
2297                                         except:
2298                                                 
2299                                                 p = None
2300                                                 while p == None:
2301                                                         self.board.display_grid(self.window, self.grid_sz)
2302                                                         pygame.display.flip()
2303                                                         path = self.getstr(prompt = "Enter path:")
2304                                                         if path == None:
2305                                                                 return None
2306         
2307                                                         if path == "":
2308                                                                 return self.SelectPlayers()
2309         
2310                                                         try:
2311                                                                 p = make_player(path, colour)
2312                                                         except:
2313                                                                 self.board.display_grid(self.window, self.grid_sz)
2314                                                                 pygame.display.flip()
2315                                                                 self.message("Invalid path!")
2316                                                                 time.sleep(1)
2317                                                                 p = None
2318                                                 players.append(p)
2319                         elif choice == 1:
2320                                 address = ""
2321                                 while address == "":
2322                                         self.board.display_grid(self.window, self.grid_sz)
2323                                         
2324                                         address = self.getstr(prompt = "Address? (leave blank for server)")
2325                                         if address == None:
2326                                                 return None
2327                                         if address == "":
2328                                                 address = None
2329                                                 continue
2330                                         try:
2331                                                 map(int, address.split("."))
2332                                         except:
2333                                                 self.board.display_grid(self.window, self.grid_sz)
2334                                                 self.message("Invalid IPv4 address!")
2335                                                 address = ""
2336
2337                                 players.append(NetworkReceiver(colour, address))
2338                         else:
2339                                 return None
2340                 #print str(self) + ".SelectPlayers returns " + str(players)
2341                 return players
2342                         
2343                                 
2344                         
2345 # --- graphics.py --- #
2346 def dedicated_server():
2347         max_games = 4
2348         games = []
2349         while True:
2350                 # Get players
2351                 s = socket.socket()
2352                 s.bind(("0.0.0.0", 4562))
2353                 s.listen(2)
2354                 ss = s.accept()
2355                 
2356                 debug("Got white player")
2357                 
2358                 g = subprocess.Popen(["python", "qchess.py", "@network::"+str(4700+len(games)), "@network::"+str(4700+len(games)), "--log="+"_".join(str(datetime.datetime.now()).split(" ")) + ".log"], stdout=subprocess.PIPE)
2359                 games.append(g)
2360                 
2361                 ss[0].send("white " + str(4700 + len(games)-1))
2362                 ss[0].shutdown(socket.SHUT_RDWR)
2363                 ss[0].close()
2364                 
2365                 time.sleep(0.5)
2366                 ss = s.accept()
2367                 
2368                 debug("Got black player")
2369                 
2370                 ss[0].send("black " + str(4700 + len(games)-1))
2371                 ss[0].shutdown(socket.SHUT_RDWR)
2372                 ss[0].close()
2373                 
2374                 s.shutdown(socket.SHUT_RDWR)
2375                 s.close()
2376                 
2377                 while len(games) > max_games:
2378                         ready = select.select(map(lambda e : e.stdout, games),[], [], None)
2379                         for r in ready:
2380                                 s = r.readline().strip(" \r\n").split(" ")
2381                                 if s[0] == "white" or s[0] == "black":
2382                                         for g in games[:]:
2383                                                 if g.stdout == r:
2384                                                         games.remove(g)
2385         
2386 def client(addr):
2387         
2388         s = socket.socket()
2389         s.connect((addr, 4562))
2390         
2391         [colour,port] = s.recv(1024).strip(" \r\n").split(" ")
2392         
2393         debug("Colour: " + colour + ", port: " + port)
2394         
2395         s.shutdown(socket.SHUT_RDWR)
2396         s.close()
2397         
2398         if colour == "white":
2399                 p = subprocess.Popen(["python", "qchess.py", "@human", "@network:"+addr+":"+port])
2400         else:
2401                 p = subprocess.Popen(["python", "qchess.py", "@network:"+addr+":"+port, "@human"])
2402         p.wait()
2403         sys.exit(0)# --- server.py --- #
2404 #!/usr/bin/python -u
2405
2406 # Do you know what the -u does? It unbuffers stdin and stdout
2407 # I can't remember why, but last year things broke without that
2408
2409 """
2410         UCC::Progcomp 2013 Quantum Chess game
2411         @author Sam Moore [SZM] "matches"
2412         @copyright The University Computer Club, Incorporated
2413                 (ie: You can copy it for not for profit purposes)
2414 """
2415
2416 # system python modules or whatever they are called
2417 import sys
2418 import os
2419 import time
2420
2421 turn_delay = 0.5
2422 sleep_timeout = None
2423 [game, graphics] = [None, None]
2424
2425 def make_player(name, colour):
2426         if name[0] == '@':
2427                 if name[1:] == "human":
2428                         return HumanPlayer(name, colour)
2429                 s = name[1:].split(":")
2430                 if s[0] == "network":
2431                         ip = None
2432                         port = 4562
2433                         #print str(s)
2434                         if len(s) > 1:
2435                                 if s[1] != "":
2436                                         ip = s[1]
2437                         if len(s) > 2:
2438                                 port = int(s[2])
2439                                 
2440                         if ip == None:
2441                                 if colour == "black":
2442                                         port += 1
2443                         elif colour == "white":
2444                                 port += 1
2445                                                 
2446                         return NetworkPlayer(colour, Network((ip, port)), None)
2447                 if s[0] == "internal":
2448
2449                         import inspect
2450                         internal_agents = inspect.getmembers(sys.modules[__name__], inspect.isclass)
2451                         internal_agents = [x for x in internal_agents if issubclass(x[1], InternalAgent)]
2452                         internal_agents.remove(('InternalAgent', InternalAgent)) 
2453                         
2454                         if len(s) != 2:
2455                                 sys.stderr.write(sys.argv[0] + " : '@internal' should be followed by ':' and an agent name\n")
2456                                 sys.stderr.write(sys.argv[0] + " : Choices are: " + str(map(lambda e : e[0], internal_agents)) + "\n")
2457                                 return None
2458
2459                         for a in internal_agents:
2460                                 if s[1] == a[0]:
2461                                         return a[1](name, colour)
2462                         
2463                         sys.stderr.write(sys.argv[0] + " : Can't find an internal agent matching \"" + s[1] + "\"\n")
2464                         sys.stderr.write(sys.argv[0] + " : Choices are: " + str(map(lambda e : e[0], internal_agents)) + "\n")
2465                         return None
2466                         
2467
2468         else:
2469                 return ExternalAgent(name, colour)
2470                         
2471
2472
2473 # The main function! It does the main stuff!
2474 def main(argv):
2475
2476         # Apparently python will silently treat things as local unless you do this
2477         # Anyone who says "You should never use a global variable" can die in a fire
2478         global game
2479         global graphics
2480         
2481         global turn_delay
2482         global agent_timeout
2483         global log_files
2484         global src_file
2485         global graphics_enabled
2486         global always_reveal_states
2487         global sleep_timeout
2488
2489         max_moves = None
2490         src_file = None
2491         
2492         style = "quantum"
2493         colour = "white"
2494
2495         # Get the important warnings out of the way
2496         if platform.system() == "Windows":
2497                 sys.stderr.write(sys.argv[0] + " : Warning - You are using " + platform.system() + "\n")
2498                 if platform.release() == "Vista":
2499                         sys.stderr.write(sys.argv[0] + " : God help you.\n")
2500         
2501
2502         players = []
2503         i = 0
2504         while i < len(argv)-1:
2505                 i += 1
2506                 arg = argv[i]
2507                 if arg[0] != '-':
2508                         p = make_player(arg, colour)
2509                         if not isinstance(p, Player):
2510                                 sys.stderr.write(sys.argv[0] + " : Fatal error creating " + colour + " player\n")
2511                                 return 100
2512                         players.append(p)
2513                         if colour == "white":
2514                                 colour = "black"
2515                         elif colour == "black":
2516                                 pass
2517                         else:
2518                                 sys.stderr.write(sys.argv[0] + " : Too many players (max 2)\n")
2519                         continue
2520
2521                 # Option parsing goes here
2522                 if arg[1] == '-' and arg[2:] == "classical":
2523                         style = "classical"
2524                 elif arg[1] == '-' and arg[2:] == "quantum":
2525                         style = "quantum"
2526                 elif arg[1] == '-' and arg[2:] == "reveal":
2527                         always_reveal_states = True
2528                 elif (arg[1] == '-' and arg[2:] == "graphics"):
2529                         graphics_enabled = True
2530                 elif (arg[1] == '-' and arg[2:] == "no-graphics"):
2531                         graphics_enabled = False
2532                 elif (arg[1] == '-' and arg[2:].split("=")[0] == "file"):
2533                         # Load game from file
2534                         if len(arg[2:].split("=")) == 1:
2535                                 src_file = sys.stdin
2536                         else:
2537                                 f = arg[2:].split("=")[1]
2538                                 if f[0:7] == "http://":
2539                                         src_file = HttpReplay(f)
2540                                 else:
2541                                         src_file = FileReplay(f.split(":")[0])
2542
2543                                         if len(f.split(":")) == 2:
2544                                                 max_moves = int(f.split(":")[1])
2545                                                 
2546                 elif (arg[1] == '-' and arg[2:] == "server"):
2547                         if len(arg[2:].split("=") <= 1):
2548                                 dedicated_server()
2549                         else:
2550                                 client(arg[2:].split("=")[1])
2551                         sys.exit(0)
2552                 elif (arg[1] == '-' and arg[2:].split("=")[0] == "log"):
2553                         # Log file
2554                         if len(arg[2:].split("=")) == 1:
2555                                 log_files.append(LogFile(sys.stdout))
2556                         else:
2557                                 f = arg[2:].split("=")[1]
2558                                 if f[0] == '@':
2559                                         log_files.append(ShortLog(f[1:]))
2560                                 else:
2561                                         log_files.append(LogFile(open(f, "w", 0)))
2562                 elif (arg[1] == '-' and arg[2:].split("=")[0] == "delay"):
2563                         # Delay
2564                         if len(arg[2:].split("=")) == 1:
2565                                 turn_delay = 0
2566                         else:
2567                                 turn_delay = float(arg[2:].split("=")[1])
2568
2569                 elif (arg[1] == '-' and arg[2:].split("=")[0] == "timeout"):
2570                         # Timeout
2571                         if len(arg[2:].split("=")) == 1:
2572                                 agent_timeout = -1
2573                         else:
2574                                 agent_timeout = float(arg[2:].split("=")[1])
2575                 elif (arg[1] == '-' and arg[2:].split("=")[0] == "blackout"):
2576                         # Screen saver delay
2577                         if len(arg[2:].split("=")) == 1:
2578                                 sleep_timeout = -1
2579                         else:
2580                                 sleep_timeout = float(arg[2:].split("=")[1])
2581                                 
2582                 elif (arg[1] == '-' and arg[2:] == "help"):
2583                         # Help
2584                         os.system("less data/help.txt") # The best help function
2585                         return 0
2586
2587
2588         # Create the board
2589         
2590         # Construct a GameThread! Make it global! Damn the consequences!
2591                         
2592         if src_file != None:
2593                 # Hack to stop ReplayThread from exiting
2594                 #if len(players) == 0:
2595                 #       players = [HumanPlayer("dummy", "white"), HumanPlayer("dummy", "black")]
2596
2597                 # Normally the ReplayThread exits if there are no players
2598                 # TODO: Decide which behaviour to use, and fix it
2599                 end = (len(players) == 0)
2600                 if end:
2601                         players = [Player("dummy", "white"), Player("dummy", "black")]
2602                 elif len(players) != 2:
2603                         sys.stderr.write(sys.argv[0] + " : Usage " + sys.argv[0] + " white black\n")
2604                         if graphics_enabled:
2605                                 sys.stderr.write(sys.argv[0] + " : (You won't get a GUI, because --file was used, and the author is lazy)\n")
2606                         return 44
2607                 game = ReplayThread(players, src_file, end=end, max_moves=max_moves)
2608         else:
2609                 board = Board(style)
2610                 board.max_moves = max_moves
2611                 game = GameThread(board, players) 
2612
2613
2614
2615
2616         # Initialise GUI
2617         if graphics_enabled == True:
2618                 try:
2619                         graphics = GraphicsThread(game.board, grid_sz = [64,64]) # Construct a GraphicsThread!
2620                         
2621                         graphics.sleep_timeout = sleep_timeout
2622
2623                 except Exception,e:
2624                         graphics = None
2625                         sys.stderr.write(sys.argv[0] + " : Got exception trying to initialise graphics\n"+str(e.message)+"\nDisabled graphics\n")
2626                         graphics_enabled = False
2627
2628         # If there are no players listed, display a nice pretty menu
2629         if len(players) != 2:
2630                 if graphics != None:
2631                         players = graphics.SelectPlayers(players)
2632                 else:
2633                         sys.stderr.write(sys.argv[0] + " : Usage " + sys.argv[0] + " white black\n")
2634                         return 44
2635
2636         # If there are still no players, quit
2637         if players == None or len(players) != 2:
2638                 sys.stderr.write(sys.argv[0] + " : Graphics window closed before players chosen\n")
2639                 return 45
2640
2641         old = players[:]
2642         for p in old:
2643                 if isinstance(p, NetworkPlayer):
2644                         for i in range(len(old)):
2645                                 if old[i] == p or isinstance(old[i], NetworkPlayer):
2646                                         continue
2647                                 players[i] = NetworkPlayer(old[i].colour, p.network, old[i])
2648                 
2649         for p in players:
2650                 debug(str(p))
2651                 if isinstance(p, NetworkPlayer):
2652                         p.board = game.board
2653                         if not p.network.connected:
2654                                 if not p.network.server:
2655                                         time.sleep(0.2)
2656                                 p.network.connect()
2657                                 
2658         
2659         # If using windows, select won't work; use horrible TimeoutPlayer hack
2660         if agent_timeout > 0:
2661                 if platform.system() == "Windows":
2662                         for i in range(len(players)):
2663                                 if isinstance(players[i], ExternalAgent) or isinstance(players[i], InternalAgent):
2664                                         players[i] = TimeoutPlayer(players[i], agent_timeout)
2665
2666                 else:
2667                         warned = False
2668                         # InternalAgents get wrapped to an ExternalAgent when there is a timeout
2669                         # This is not confusing at all.
2670                         for i in range(len(players)):
2671                                 if isinstance(players[i], InternalAgent):
2672                                                 players[i] = ExternalWrapper(players[i])
2673
2674
2675                 
2676
2677
2678
2679
2680         log_init(game.board, players)
2681         
2682         
2683         if graphics != None:
2684                 game.start() # This runs in a new thread
2685                 graphics.run()
2686                 if game.is_alive():
2687                         game.join()
2688         
2689
2690                 error = game.error + graphics.error
2691         else:
2692                 game.run()
2693                 error = game.error
2694         
2695
2696         for l in log_files:
2697                 l.close()
2698
2699         if src_file != None and src_file != sys.stdin:
2700                 src_file.close()
2701
2702         sys.stdout.write(game.final_result + "\n")
2703
2704         return error
2705                 
2706                 
2707         
2708                 
2709         
2710                 
2711                 
2712
2713 # This is how python does a main() function...
2714 if __name__ == "__main__":
2715         try:
2716                 sys.exit(main(sys.argv))
2717         except KeyboardInterrupt:
2718                 sys.stderr.write(sys.argv[0] + " : Got KeyboardInterrupt. Stopping everything\n")
2719                 if isinstance(graphics, StoppableThread):
2720                         graphics.stop()
2721                         graphics.run() # Will clean up graphics because it is stopped, not run it (a bit dodgy)
2722
2723                 if isinstance(game, StoppableThread):
2724                         game.stop()
2725                         if game.is_alive():
2726                                 game.join()
2727
2728                 sys.exit(102)
2729
2730 # --- main.py --- #
2731 # EOF - created from make on Sat Apr 20 10:20:13 WST 2013

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