Self inflicted wounds using cx_freeze
[progcomp2013.git] / qchess / board.py
diff --git a/qchess/board.py b/qchess/board.py
deleted file mode 100644 (file)
index 0d96d1a..0000000
+++ /dev/null
@@ -1,403 +0,0 @@
-[w,h] = [8,8] # Width and height of board(s)
-
-# Class to represent a quantum chess board
-class Board():
-       # Initialise; if master=True then the secondary piece types are assigned
-       #       Otherwise, they are left as unknown
-       #       So you can use this class in Agent programs, and fill in the types as they are revealed
-       def __init__(self, style="agent"):
-               self.style = style
-               self.pieces = {"white" : [], "black" : []}
-               self.grid = [[None] * w for _ in range(h)] # 2D List (you can get arrays in python, somehow, but they scare me)
-               self.unrevealed_types = {"white" : piece_types.copy(), "black" : piece_types.copy()}
-               self.king = {"white" : None, "black" : None} # We need to keep track of the king, because he is important
-               for c in ["black", "white"]:
-                       del self.unrevealed_types[c]["unknown"]
-
-               # Add all the pieces with known primary types
-               for i in range(0, 2):
-                       
-                       s = ["black", "white"][i]
-                       c = self.pieces[s]
-                       y = [0, h-1][i]
-
-                       c.append(Piece(s, 0, y, ["rook"]))
-                       c.append(Piece(s, 1, y, ["knight"]))
-                       c.append(Piece(s, 2, y, ["bishop"]))
-                       k = Piece(s, 3, y, ["king", "king"]) # There can only be one ruler!
-                       k.types_revealed[1] = True
-                       k.current_type = "king"
-                       self.king[s] = k
-                       c.append(k)
-                       c.append(Piece(s, 4, y, ["queen"])) # Apparently he may have multiple wives though.
-                       c.append(Piece(s, 5, y, ["bishop"]))
-                       c.append(Piece(s, 6, y, ["knight"]))
-                       c.append(Piece(s, 7, y, ["rook"]))
-                       
-                       if y == 0: 
-                               y += 1 
-                       else: 
-                               y -= 1
-                       
-                       # Lots of pawn
-                       for x in range(0, w):
-                               c.append(Piece(s, x, y, ["pawn"]))
-
-                       types_left = {}
-                       types_left.update(piece_types)
-                       del types_left["king"] # We don't want one of these randomly appearing (although it might make things interesting...)
-                       del types_left["unknown"] # We certainly don't want these!
-                       for piece in c:
-                               # Add to grid
-                               self.grid[piece.x][piece.y] = piece 
-
-                               if len(piece.types) > 1:
-                                       continue                                
-                               if style == "agent": # Assign placeholder "unknown" secondary type
-                                       piece.types.append("unknown")
-                                       continue
-
-                               elif style == "quantum":
-                                       # The master allocates the secondary types
-                                       choice = types_left.keys()[random.randint(0, len(types_left.keys())-1)]
-                                       types_left[choice] -= 1
-                                       if types_left[choice] <= 0:
-                                               del types_left[choice]
-                                       piece.types.append(choice)
-                               elif style == "classical":
-                                       piece.types.append(piece.types[0])
-                                       piece.current_type = piece.types[0]
-                                       piece.types_revealed[1] = True
-                                       piece.choice = 0
-
-       def clone(self):
-               newboard = Board(master = False)
-               newpieces = newboard.pieces["white"] + newboard.pieces["black"]
-               mypieces = self.pieces["white"] + self.pieces["black"]
-
-               for i in range(len(mypieces)):
-                       newpieces[i].init_from_copy(mypieces[i])
-                       
-
-       def display_grid(self, window = None, grid_sz = [80,80]):
-               if window == None:
-                       return # I was considering implementing a text only display, then I thought "Fuck that"
-
-               # The indentation is getting seriously out of hand...
-               for x in range(0, w):
-                       for y in range(0, h):
-                               if (x + y) % 2 == 0:
-                                       c = pygame.Color(200,200,200)
-                               else:
-                                       c = pygame.Color(64,64,64)
-                               pygame.draw.rect(window, c, (x*grid_sz[0], y*grid_sz[1], (x+1)*grid_sz[0], (y+1)*grid_sz[1]))
-
-       def display_pieces(self, window = None, grid_sz = [80,80]):
-               if window == None:
-                       return
-               for p in self.pieces["white"] + self.pieces["black"]:
-                       p.draw(window, grid_sz, self.style)
-
-       # Draw the board in a pygame window
-       def display(self, window = None):
-               self.display_grid(window)
-               self.display_pieces(window)
-               
-
-               
-
-       def verify(self):
-               for x in range(w):
-                       for y in range(h):
-                               if self.grid[x][y] == None:
-                                       continue
-                               if (self.grid[x][y].x != x or self.grid[x][y].y != y):
-                                       raise Exception(sys.argv[0] + ": MISMATCH " + str(self.grid[x][y]) + " should be at " + str(x) + "," + str(y))
-
-       # Select a piece on the board (colour is the colour of whoever is doing the selecting)
-       def select(self, x,y, colour=None):
-               if not self.on_board(x, y): # Get on board everyone!
-                       raise Exception("BOUNDS")
-
-               piece = self.grid[x][y]
-               if piece == None:
-                       raise Exception("EMPTY")
-
-               if colour != None and piece.colour != colour:
-                       raise Exception("COLOUR " + str(piece.colour) + " not " + str(colour))
-
-               # I'm not quite sure why I made this return a string, but screw logical design
-               return str(x) + " " + str(y) + " " + str(piece.select()) + " " + str(piece.current_type)
-
-
-       # Update the board when a piece has been selected
-       # "type" is apparently reserved, so I'll use "state"
-       def update_select(self, x, y, type_index, state):
-               piece = self.grid[x][y]
-               if piece.types[type_index] == "unknown":
-                       if not state in self.unrevealed_types[piece.colour].keys():
-                               raise Exception("SANITY: Too many " + piece.colour + " " + state + "s")
-                       self.unrevealed_types[piece.colour][state] -= 1
-                       if self.unrevealed_types[piece.colour][state] <= 0:
-                               del self.unrevealed_types[piece.colour][state]
-
-               piece.types[type_index] = state
-               piece.types_revealed[type_index] = True
-               piece.current_type = state
-
-               if len(self.possible_moves(piece)) <= 0:
-                       piece.deselect() # Piece can't move; deselect it
-               
-       # Update the board when a piece has been moved
-       def update_move(self, x, y, x2, y2):
-               piece = self.grid[x][y]
-               self.grid[x][y] = None
-               taken = self.grid[x2][y2]
-               if taken != None:
-                       if taken.current_type == "king":
-                               self.king[taken.colour] = None
-                       self.pieces[taken.colour].remove(taken)
-               self.grid[x2][y2] = piece
-               piece.x = x2
-               piece.y = y2
-
-               # If the piece is a pawn, and it reaches the final row, it becomes a queen
-               # I know you are supposed to get a choice
-               # But that would be effort
-               if piece.current_type == "pawn" and ((piece.colour == "white" and piece.y == 0) or (piece.colour == "black" and piece.y == h-1)):
-                       if self.style == "classical":
-                               piece.types[0] = "queen"
-                               piece.types[1] = "queen"
-                       else:
-                               piece.types[piece.choice] = "queen"
-                       piece.current_type = "queen"
-
-               piece.deselect() # Uncollapse (?) the wavefunction!
-               self.verify()   
-
-       # Update the board from a string
-       # Guesses what to do based on the format of the string
-       def update(self, result):
-               #print "Update called with \"" + str(result) + "\""
-               # String always starts with 'x y'
-               try:
-                       s = result.split(" ")
-                       [x,y] = map(int, s[0:2])        
-               except:
-                       raise Exception("GIBBERISH \""+ str(result) + "\"") # Raise expectations
-
-               piece = self.grid[x][y]
-               if piece == None:
-                       raise Exception("EMPTY")
-
-               # If a piece is being moved, the third token is '->'
-               # We could get away with just using four integers, but that wouldn't look as cool
-               if "->" in s:
-                       # Last two tokens are the destination
-                       try:
-                               [x2,y2] = map(int, s[3:])
-                       except:
-                               raise Exception("GIBBERISH \"" + str(result) + "\"") # Raise the alarm
-
-                       # Move the piece (take opponent if possible)
-                       self.update_move(x, y, x2, y2)
-                       
-               else:
-                       # Otherwise we will just assume a piece has been selected
-                       try:
-                               type_index = int(s[2]) # We need to know which of the two types the piece is in; that's the third token
-                               state = s[3] # The last token is a string identifying the type
-                       except:
-                               raise Exception("GIBBERISH \"" + result + "\"") # Throw a hissy fit
-
-                       # Select the piece
-                       self.update_select(x, y, type_index, state)
-
-               return result
-
-       # Gets each piece that could reach the given square and the probability that it could reach that square 
-       # Will include allied pieces that defend the attacker
-       def coverage(self, x, y, colour = None, reject_allied = True):
-               result = {}
-               
-               if colour == None:
-                       pieces = self.pieces["white"] + self.pieces["black"]
-               else:
-                       pieces = self.pieces[colour]
-
-               for p in pieces:
-                       prob = self.probability_grid(p, reject_allied)[x][y]
-                       if prob > 0:
-                               result.update({p : prob})
-               
-               self.verify()
-               return result
-
-
-               
-
-
-       # Associates each square with a probability that the piece could move into it
-       # Look, I'm doing all the hard work for you here...
-       def probability_grid(self, p, reject_allied = True):
-               
-               result = [[0.0] * w for _ in range(h)]
-               if not isinstance(p, Piece):
-                       return result
-
-               if p.current_type != "unknown":
-                       #sys.stderr.write(sys.argv[0] + ": " + str(p) + " moves " + str(self.possible_moves(p, reject_allied)) + "\n")
-                       for point in self.possible_moves(p, reject_allied):
-                               result[point[0]][point[1]] = 1.0
-                       return result
-               
-               
-               for i in range(len(p.types)):
-                       t = p.types[i]
-                       prob = 0.5
-                       if t == "unknown" or p.types_revealed[i] == False:
-                               total_types = 0
-                               for t2 in self.unrevealed_types[p.colour].keys():
-                                       total_types += self.unrevealed_types[p.colour][t2]
-                               
-                               for t2 in self.unrevealed_types[p.colour].keys():
-                                       prob2 = float(self.unrevealed_types[p.colour][t2]) / float(total_types)
-                                       p.current_type = t2
-                                       for point in self.possible_moves(p, reject_allied):
-                                               result[point[0]][point[1]] += prob2 * prob
-                               
-                       else:
-                               p.current_type = t
-                               for point in self.possible_moves(p, reject_allied):
-                                       result[point[0]][point[1]] += prob
-               
-               self.verify()
-               p.current_type = "unknown"
-               return result
-
-       def prob_is_type(self, p, state):
-               prob = 0.5
-               result = 0
-               for i in range(len(p.types)):
-                       t = p.types[i]
-                       if t == state:
-                               result += prob
-                               continue        
-                       if t == "unknown" or p.types_revealed[i] == False:
-                               total_prob = 0
-                               for t2 in self.unrevealed_types[p.colour].keys():
-                                       total_prob += self.unrevealed_types[p.colour][t2]
-                               for t2 in self.unrevealed_types[p.colour].keys():
-                                       if t2 == state:
-                                               result += prob * float(self.unrevealed_types[p.colour][t2]) / float(total_prob)
-                               
-
-
-       # Get all squares that the piece could move into
-       # This is probably inefficient, but I looked at some sample chess games and they seem to actually do things this way
-       # reject_allied indicates whether squares occupied by allied pieces will be removed
-       # (set to false to check for defense)
-       def possible_moves(self, p, reject_allied = True):
-               result = []
-               if p == None:
-                       return result
-
-               
-               if p.current_type == "unknown":
-                       raise Exception("SANITY: Piece state unknown")
-                       # The below commented out code causes things to break badly
-                       #for t in p.types:
-                       #       if t == "unknown":
-                       #               continue
-                       #       p.current_type = t
-                       #       result += self.possible_moves(p)                                                
-                       #p.current_type = "unknown"
-                       #return result
-
-               if p.current_type == "king":
-                       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]]
-               elif p.current_type == "queen":
-                       for d in [[-1,0],[1,0],[0,-1],[0,1],[-1,-1],[-1,1],[1,-1],[1,1]]:
-                               result += self.scan(p.x, p.y, d[0], d[1])
-               elif p.current_type == "bishop":
-                       for d in [[-1,-1],[-1,1],[1,-1],[1,1]]: # There's a reason why bishops move diagonally
-                               result += self.scan(p.x, p.y, d[0], d[1])
-               elif p.current_type == "rook":
-                       for d in [[-1,0],[1,0],[0,-1],[0,1]]:
-                               result += self.scan(p.x, p.y, d[0], d[1])
-               elif p.current_type == "knight":
-                       # I would use two lines, but I'm not sure how python likes that
-                       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]]
-               elif p.current_type == "pawn":
-                       if p.colour == "white":
-                               
-                               # Pawn can't move forward into occupied square
-                               if self.on_board(p.x, p.y-1) and self.grid[p.x][p.y-1] == None:
-                                       result = [[p.x,p.y-1]]
-                               for f in [[p.x-1,p.y-1],[p.x+1,p.y-1]]:
-                                       if not self.on_board(f[0], f[1]):
-                                               continue
-                                       if self.grid[f[0]][f[1]] != None:  # Pawn can take diagonally
-                                               result.append(f)
-                               if p.y == h-2:
-                                       # Slightly embarrassing if the pawn jumps over someone on its first move...
-                                       if self.grid[p.x][p.y-1] == None and self.grid[p.x][p.y-2] == None:
-                                               result.append([p.x, p.y-2])
-                       else:
-                               # Vice versa for the black pawn
-                               if self.on_board(p.x, p.y+1) and self.grid[p.x][p.y+1] == None:
-                                       result = [[p.x,p.y+1]]
-
-                               for f in [[p.x-1,p.y+1],[p.x+1,p.y+1]]:
-                                       if not self.on_board(f[0], f[1]):
-                                               continue
-                                       if self.grid[f[0]][f[1]] != None:
-                                               #sys.stderr.write(sys.argv[0] + " : "+str(p) + " can take " + str(self.grid[f[0]][f[1]]) + "\n")
-                                               result.append(f)
-                               if p.y == 1:
-                                       if self.grid[p.x][p.y+1] == None and self.grid[p.x][p.y+2] == None:
-                                               result.append([p.x, p.y+2])
-
-                       #sys.stderr.write(sys.argv[0] + " : possible_moves for " + str(p) + " " + str(result) + "\n")
-
-               # Remove illegal moves
-               # Note: The result[:] creates a copy of result, so that the result.remove calls don't fuck things up
-               for point in result[:]: 
-
-                       if (point[0] < 0 or point[0] >= w) or (point[1] < 0 or point[1] >= h):
-                               result.remove(point) # Remove locations outside the board
-                               continue
-                       g = self.grid[point[0]][point[1]]
-                       
-                       if g != None and (g.colour == p.colour and reject_allied == True):
-                               result.remove(point) # Remove allied pieces
-               
-               self.verify()
-               return result
-
-
-       # Scans in a direction until it hits a piece, returns all squares in the line
-       # (includes the final square (which contains a piece), but not the original square)
-       def scan(self, x, y, vx, vy):
-               p = []
-                       
-               xx = x
-               yy = y
-               while True:
-                       xx += vx
-                       yy += vy
-                       if not self.on_board(xx, yy):
-                               break
-                       if not [xx,yy] in p:
-                               p.append([xx, yy])
-                       g = self.grid[xx][yy]
-                       if g != None:
-                               return p        
-                                       
-               return p
-
-
-
-       # I typed the full statement about 30 times before writing this function...
-       def on_board(self, x, y):
-               return (x >= 0 and x < w) and (y >= 0 and y < h)

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