Progress?
[progcomp2013.git] / qchess / qchess.py
index aca4601..219b34f 100755 (executable)
@@ -1,5 +1,4 @@
 #!/usr/bin/python -u
-# +++ piece.py +++ #
 import random
 
 # I know using non-abreviated strings is inefficient, but this is python, who cares?
@@ -43,15 +42,21 @@ class Piece():
                return str(self.current_type) + " " + str(self.types) + " at " + str(self.x) + ","+str(self.y)  
 
        # Draw the piece in a pygame surface
-       def draw(self, window, grid_sz = [80,80]):
+       def draw(self, window, grid_sz = [80,80], style="quantum"):
 
                # First draw the image corresponding to self.current_type
                img = images[self.colour][self.current_type]
                rect = img.get_rect()
-               offset = [-rect.width/2,-3*rect.height/4] 
+               if style == "classical":
+                       offset = [-rect.width/2, -rect.height/2]
+               else:
+                       offset = [-rect.width/2,-3*rect.height/4] 
                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]))
                
                
+               if style == "classical":
+                       return
+
                # Draw the two possible types underneath the current_type image
                for i in range(len(self.types)):
                        if self.types_revealed[i] == True:
@@ -90,7 +95,6 @@ class Piece():
 
        # The sad moment when you realise that you do not understand anything about a subject you studied for 4 years...
 # --- piece.py --- #
-# +++ board.py +++ #
 [w,h] = [8,8] # Width and height of board(s)
 
 # Class to represent a quantum chess board
@@ -189,7 +193,7 @@ class Board():
                if window == None:
                        return
                for p in self.pieces["white"] + self.pieces["black"]:
-                       p.draw(window, grid_sz)
+                       p.draw(window, grid_sz, self.style)
 
        # Draw the board in a pygame window
        def display(self, window = None):
@@ -495,10 +499,16 @@ class Board():
        def on_board(self, x, y):
                return (x >= 0 and x < w) and (y >= 0 and y < h)
 # --- board.py --- #
-# +++ player.py +++ #
 import subprocess
+import select
+import platform
 
 
+agent_timeout = -1.0 # Timeout in seconds for AI players to make moves
+                       # WARNING: Won't work for windows based operating systems
+
+if platform.system() == "Windows":
+       agent_timeout = -1 # Hence this
 
 # A player who can't play
 class Player():
@@ -506,23 +516,54 @@ class Player():
                self.name = name
                self.colour = colour
 
+       def update(self, result):
+               pass
+
 # Player that runs from another process
-class AgentPlayer(Player):
+class ExternalAgent(Player):
+
+
        def __init__(self, name, colour):
                Player.__init__(self, name, colour)
-               self.p = subprocess.Popen(name, stdin=subprocess.PIPE, stdout=subprocess.PIPE,stderr=sys.stderr)
-               try:
-                       self.p.stdin.write(colour + "\n")
-               except:
-                       raise Exception("UNRESPONSIVE")
+               self.p = subprocess.Popen(name,bufsize=0,stdin=subprocess.PIPE, stdout=subprocess.PIPE, shell=True,universal_newlines=True)
+               
+               self.send_message(colour)
+
+       def send_message(self, s):
+               if agent_timeout > 0.0:
+                       ready = select.select([], [self.p.stdin], [], agent_timeout)[1]
+               else:
+                       ready = [self.p.stdin]
+               if self.p.stdin in ready:
+                       #sys.stderr.write("Writing \'" + s + "\' to " + str(self.p) + "\n")
+                       try:
+                               self.p.stdin.write(s + "\n")
+                       except:
+                               raise Exception("UNRESPONSIVE")
+               else:
+                       raise Exception("TIMEOUT")
+
+       def get_response(self):
+               if agent_timeout > 0.0:
+                       ready = select.select([self.p.stdout], [], [], agent_timeout)[0]
+               else:
+                       ready = [self.p.stdout]
+               if self.p.stdout in ready:
+                       #sys.stderr.write("Reading from " + str(self.p) + " 's stdout...\n")
+                       try:
+                               result = self.p.stdout.readline().strip("\r\n")
+                               #sys.stderr.write("Read \'" + result + "\' from " + str(self.p) + "\n")
+                               return result
+                       except: # Exception, e:
+                               raise Exception("UNRESPONSIVE")
+               else:
+                       raise Exception("TIMEOUT")
 
        def select(self):
+
+               self.send_message("SELECTION?")
+               line = self.get_response()
                
-               #try:
-               self.p.stdin.write("SELECTION?\n")
-               line = self.p.stdout.readline().strip("\r\n ")
-               #except:
-               #       raise Exception("UNRESPONSIVE")
                try:
                        result = map(int, line.split(" "))
                except:
@@ -531,18 +572,14 @@ class AgentPlayer(Player):
 
        def update(self, result):
                #print "Update " + str(result) + " called for AgentPlayer"
-#              try:
-               self.p.stdin.write(result + "\n")
-#              except:
-#              raise Exception("UNRESPONSIVE")
+               self.send_message(result)
+
 
        def get_move(self):
                
-               try:
-                       self.p.stdin.write("MOVE?\n")
-                       line = self.p.stdout.readline().strip("\r\n ")
-               except:
-                       raise Exception("UNRESPONSIVE")
+               self.send_message("MOVE?")
+               line = self.get_response()
+               
                try:
                        result = map(int, line.split(" "))
                except:
@@ -551,7 +588,7 @@ class AgentPlayer(Player):
 
        def quit(self, final_result):
                try:
-                       self.p.stdin.write("QUIT " + final_result + "\n")
+                       self.send_message("QUIT " + final_result)
                except:
                        self.p.kill()
 
@@ -605,7 +642,8 @@ class HumanPlayer(Player):
 
        # Are you sure you want to quit?
        def quit(self, final_result):
-               sys.stdout.write("QUIT " + final_result + "\n")
+               if graphics == None:            
+                       sys.stdout.write("QUIT " + final_result + "\n")
 
        # Completely useless function
        def update(self, result):
@@ -615,14 +653,28 @@ class HumanPlayer(Player):
                        sys.stdout.write(result + "\n") 
 
 
-# Player that makes random moves
-class AgentRandom(Player):
+# Default internal player (makes random moves)
+class InternalAgent(Player):
        def __init__(self, name, colour):
                Player.__init__(self, name, colour)
                self.choice = None
 
                self.board = Board(style = "agent")
 
+
+
+       def update(self, result):
+               
+               self.board.update(result)
+               self.board.verify()
+
+       def quit(self, final_result):
+               pass
+
+class AgentRandom(InternalAgent):
+       def __init__(self, name, colour):
+               InternalAgent.__init__(self, name, colour)
+
        def select(self):
                while True:
                        self.choice = self.board.pieces[self.colour][random.randint(0, len(self.board.pieces[self.colour])-1)]
@@ -647,69 +699,403 @@ class AgentRandom(Player):
                move = moves[random.randint(0, len(moves)-1)]
                return move
 
+
+# Terrible, terrible hacks
+
+def run_agent(agent):
+       #sys.stderr.write(sys.argv[0] + " : Running agent " + str(agent) + "\n")
+       colour = sys.stdin.readline().strip(" \r\n")
+       agent.colour = colour
+       while True:
+               line = sys.stdin.readline().strip(" \r\n")
+               if line == "SELECTION?":
+                       #sys.stderr.write(sys.argv[0] + " : Make selection\n")
+                       [x,y] = agent.select() # Gets your agent's selection
+                       #sys.stderr.write(sys.argv[0] + " : Selection was " + str(agent.choice) + "\n")
+                       sys.stdout.write(str(x) + " " + str(y) + "\n")                          
+               elif line == "MOVE?":
+                       #sys.stderr.write(sys.argv[0] + " : Make move\n")
+                       [x,y] = agent.get_move() # Gets your agent's move
+                       sys.stdout.write(str(x) + " " + str(y) + "\n")
+               elif line.split(" ")[0] == "QUIT":
+                       #sys.stderr.write(sys.argv[0] + " : Quitting\n")
+                       agent.quit(" ".join(line.split(" ")[1:])) # Quits the game
+                       break
+               else:
+                       agent.update(line) # Updates agent.board
+       return 0
+
+
+# Sort of works?
+
+class ExternalWrapper(ExternalAgent):
+       def __init__(self, agent):
+               run = "python -u -c \"import sys;import os;from qchess import *;agent = " + agent.__class__.__name__ + "('" + agent.name + "','"+agent.colour+"');sys.exit(run_agent(agent))\""
+               # str(run)
+               ExternalAgent.__init__(self, run, agent.colour)
+
+       
+
+# --- player.py --- #
+# A sample agent
+
+
+class AgentBishop(InternalAgent): # Inherits from InternalAgent (in qchess)
+       def __init__(self, name, colour):
+               InternalAgent.__init__(self, name, colour)
+               self.value = {"pawn" : 1, "bishop" : 3, "knight" : 3, "rook" : 5, "queen" : 9, "king" : 100, "unknown" : 4}
+
+               self.aggression = 2.0 # Multiplier for scoring due to aggressive actions
+               self.defence = 1.0 # Multiplier for scoring due to defensive actions
+               
+               self.depth = 0 # Current depth
+               self.max_depth = 2 # Recurse this many times (for some reason, makes more mistakes when this is increased???)
+               self.recurse_for = -1 # Recurse for the best few moves each times (less than 0 = all moves)
+
+               for p in self.board.pieces["white"] + self.board.pieces["black"]:
+                       p.last_moves = None
+                       p.selected_moves = None
+
+               
+
+       def get_value(self, piece):
+               if piece == None:
+                       return 0.0
+               return float(self.value[piece.types[0]] + self.value[piece.types[1]]) / 2.0
+               
+       # Score possible moves for the piece
+       
+       def prioritise_moves(self, piece):
+
+               #sys.stderr.write(sys.argv[0] + " : " + str(self) + " prioritise called for " + str(piece) + "\n")
+
+               
+               
+               grid = self.board.probability_grid(piece)
+               #sys.stderr.write("\t Probability grid " + str(grid) + "\n")
+               moves = []
+               for x in range(w):
+                       for y in range(h):
+                               if grid[x][y] < 0.3: # Throw out moves with < 30% probability
+                                       #sys.stderr.write("\tReject " + str(x) + "," + str(y) + " (" + str(grid[x][y]) + ")\n")
+                                       continue
+
+                               target = self.board.grid[x][y]
+                       
+                               
+                               
+                               
+                               # Get total probability that the move is protected
+                               [xx,yy] = [piece.x, piece.y]
+                               [piece.x, piece.y] = [x, y]
+                               self.board.grid[x][y] = piece
+                               self.board.grid[xx][yy] = None
+                               
+                               defenders = self.board.coverage(x, y, piece.colour, reject_allied = False)
+                               d_prob = 0.0
+                               for d in defenders.keys():
+                                       d_prob += defenders[d]
+                               if len(defenders.keys()) > 0:
+                                       d_prob /= float(len(defenders.keys()))
+
+                               if (d_prob > 1.0):
+                                       d_prob = 1.0
+
+                               # Get total probability that the move is threatened
+                               attackers = self.board.coverage(x, y, opponent(piece.colour), reject_allied = False)
+                               a_prob = 0.0
+                               for a in attackers.keys():
+                                       a_prob += attackers[a]
+                               if len(attackers.keys()) > 0:
+                                       a_prob /= float(len(attackers.keys()))
+
+                               if (a_prob > 1.0):
+                                       a_prob = 1.0
+
+                               self.board.grid[x][y] = target
+                               self.board.grid[xx][yy] = piece
+                               [piece.x, piece.y] = [xx, yy]
+
+                               
+                               # Score of the move
+                               value = self.aggression * (1.0 + d_prob) * self.get_value(target) - self.defence * (1.0 - d_prob) * a_prob * self.get_value(piece)
+
+                               # Adjust score based on movement of piece out of danger
+                               attackers = self.board.coverage(piece.x, piece.y, opponent(piece.colour))
+                               s_prob = 0.0
+                               for a in attackers.keys():
+                                       s_prob += attackers[a]
+                               if len(attackers.keys()) > 0:
+                                       s_prob /= float(len(attackers.keys()))
+
+                               if (s_prob > 1.0):
+                                       s_prob = 1.0
+                               value += self.defence * s_prob * self.get_value(piece)
+                               
+                               # Adjust score based on probability that the move is actually possible
+                               moves.append([[x, y], grid[x][y] * value])
+
+               moves.sort(key = lambda e : e[1], reverse = True)
+               #sys.stderr.write(sys.argv[0] + ": Moves for " + str(piece) + " are " + str(moves) + "\n")
+
+               piece.last_moves = moves
+               piece.selected_moves = None
+
+               
+
+               
+               return moves
+
+       def select_best(self, colour):
+
+               self.depth += 1
+               all_moves = {}
+               for p in self.board.pieces[colour]:
+                       self.choice = p # Temporarily pick that piece
+                       m = self.prioritise_moves(p)
+                       if len(m) > 0:
+                               all_moves.update({p : m[0]})
+
+               if len(all_moves.items()) <= 0:
+                       return None
+               
+               
+               opts = all_moves.items()
+               opts.sort(key = lambda e : e[1][1], reverse = True)
+
+               if self.depth >= self.max_depth:
+                       self.depth -= 1
+                       return list(opts[0])
+
+               if self.recurse_for >= 0:
+                       opts = opts[0:self.recurse_for]
+               #sys.stderr.write(sys.argv[0] + " : Before recurse, options are " + str(opts) + "\n")
+
+               # Take the best few moves, and recurse
+               for choice in opts[0:self.recurse_for]:
+                       [xx,yy] = [choice[0].x, choice[0].y] # Remember position
+                       [nx,ny] = choice[1][0] # Target
+                       [choice[0].x, choice[0].y] = [nx, ny] # Set position
+                       target = self.board.grid[nx][ny] # Remember piece in spot
+                       self.board.grid[xx][yy] = None # Remove piece
+                       self.board.grid[nx][ny] = choice[0] # Replace with moving piece
+                       
+                       # Recurse
+                       best_enemy_move = self.select_best(opponent(choice[0].colour))
+                       choice[1][1] -= best_enemy_move[1][1] / float(self.depth + 1.0)
+                       
+                       [choice[0].x, choice[0].y] = [xx, yy] # Restore position
+                       self.board.grid[nx][ny] = target # Restore taken piece
+                       self.board.grid[xx][yy] = choice[0] # Restore moved piece
+                       
+               
+
+               opts.sort(key = lambda e : e[1][1], reverse = True)
+               #sys.stderr.write(sys.argv[0] + " : After recurse, options are " + str(opts) + "\n")
+
+               self.depth -= 1
+               return list(opts[0])
+
+               
+
+       # Returns [x,y] of selected piece
+       def select(self):
+               #sys.stderr.write("Getting choice...")
+               self.choice = self.select_best(self.colour)[0]
+               #sys.stderr.write(" Done " + str(self.choice)+"\n")
+               return [self.choice.x, self.choice.y]
+       
+       # Returns [x,y] of square to move selected piece into
+       def get_move(self):
+               #sys.stderr.write("Choice is " + str(self.choice) + "\n")
+               self.choice.selected_moves = self.choice.last_moves
+               moves = self.prioritise_moves(self.choice)
+               if len(moves) > 0:
+                       return moves[0][0]
+               else:
+                       return InternalAgent.get_move(self)
+
+# --- agent_bishop.py --- #
+import multiprocessing
+
+# Hacky alternative to using select for timing out players
+
+# WARNING: Do not wrap around HumanPlayer or things breakify
+# WARNING: Do not use in general or things breakify
+
+class Sleeper(multiprocessing.Process):
+       def __init__(self, timeout):
+               multiprocessing.Process.__init__(self)
+               self.timeout = timeout
+
+       def run(self):
+               time.sleep(self.timeout)
+
+
+class Worker(multiprocessing.Process):
+       def __init__(self, function, args, q):
+               multiprocessing.Process.__init__(self)
+               self.function = function
+               self.args = args
+               self.q = q
+
+       def run(self):
+               #print str(self) + " runs " + str(self.function) + " with args " + str(self.args) 
+               self.q.put(self.function(*self.args))
+               
+               
+
+def TimeoutFunction(function, args, timeout):
+       q = multiprocessing.Queue()
+       w = Worker(function, args, q)
+       s = Sleeper(timeout)
+       w.start()
+       s.start()
+       while True: # Busy loop of crappyness
+               if not w.is_alive():
+                       s.terminate()
+                       result = q.get()
+                       w.join()
+                       #print "TimeoutFunction gets " + str(result)
+                       return result
+               elif not s.is_alive():
+                       w.terminate()
+                       s.join()
+                       raise Exception("TIMEOUT")
+
+       
+               
+
+# A player that wraps another player and times out its moves
+# Uses threads
+# A (crappy) alternative to the use of select()
+class TimeoutPlayer(Player):
+       def __init__(self, base_player, timeout):
+               Player.__init__(self, base_player.name, base_player.colour)
+               self.base_player = base_player
+               self.timeout = timeout
+               
+       def select(self):
+               return TimeoutFunction(self.base_player.select, [], self.timeout)
+               
+       
+       def get_move(self):
+               return TimeoutFunction(self.base_player.get_move, [], self.timeout)
+
        def update(self, result):
-               #sys.stderr.write(sys.argv[0] + " : Update board for AgentRandom\n")
-               self.board.update(result)
-               self.board.verify()
+               return TimeoutFunction(self.base_player.update, [result], self.timeout)
 
        def quit(self, final_result):
-               pass
-# --- player.py --- #
-# +++ network.py +++ #
+               return TimeoutFunction(self.base_player.quit, [final_result], self.timeout)
+# --- timeout_player.py --- #
 import socket
+import select
+
+network_timeout_start = -1.0 # Timeout in seconds to wait for the start of a message
+network_timeout_delay = 1.0 # Maximum time between two characters being received
 
 class Network():
        def __init__(self, colour, address = None):
                self.socket = socket.socket()
+               #self.socket.setblocking(0)
 
                if colour == "white":
-                       self.port = 4563
+                       self.port = 4562
                else:
-                       self.port = 4564
+                       self.port = 4563
 
                self.src = None
 
+       #       print str(self) + " listens on port " + str(self.port)
+
                if address == None:
-                       self.host = 'localhost' #socket.gethostname()
+                       self.host = socket.gethostname()
                        self.socket.bind((self.host, self.port))
                        self.socket.listen(5)   
 
                        self.src, self.address = self.socket.accept()
+                       self.src.send("ok\n")
+                       if self.get_response() == "QUIT":
+                               self.src.close()
                else:
                        self.host = address
-                       self.socket.connect(('localhost', self.port))
+                       self.socket.connect((address, self.port))
                        self.src = self.socket
+                       self.src.send("ok\n")
+                       if self.get_response() == "QUIT":
+                               self.src.close()
+
+       def get_response(self):
+               # Timeout the start of the message (first character)
+               if network_timeout_start > 0.0:
+                       ready = select.select([self.src], [], [], network_timeout_start)[0]
+               else:
+                       ready = [self.src]
+               if self.src in ready:
+                       s = self.src.recv(1)
+               else:
+                       raise Exception("UNRESPONSIVE")
+
 
-       def getline(self):
-               s = self.src.recv(1)
                while s[len(s)-1] != '\n':
-                       s += self.src.recv(1)
-               return s
-               
+                       # Timeout on each character in the message
+                       if network_timeout_delay > 0.0:
+                               ready = select.select([self.src], [], [], network_timeout_delay)[0]
+                       else:
+                               ready = [self.src]
+                       if self.src in ready:
+                               s += self.src.recv(1) 
+                       else:
+                               raise Exception("UNRESPONSIVE")
+
+               return s.strip(" \r\n")
+
+       def send_message(self,s):
+               if network_timeout_start > 0.0:
+                       ready = select.select([], [self.src], [], network_timeout_start)[1]
+               else:
+                       ready = [self.src]
+
+               if self.src in ready:
+                       self.src.send(s + "\n")
+               else:
+                       raise Exception("UNRESPONSIVE")
+
+       def check_quit(self, s):
+               s = s.split(" ")
+               if s[0] == "QUIT":
+                       with game.lock:
+                               game.final_result = " ".join(s[1:]) + " " + str(opponent(self.colour))
+                       game.stop()
+                       return True
 
                
 
 class NetworkSender(Player,Network):
-       def __init__(self, base_player, board, address = None):
+       def __init__(self, base_player, address = None):
                self.base_player = base_player
                Player.__init__(self, base_player.name, base_player.colour)
-               Network.__init__(self, base_player.colour, address)
 
-               self.board = board
+               self.address = address
+
+       def connect(self):
+               Network.__init__(self, self.base_player.colour, self.address)
+
+
 
        def select(self):
                [x,y] = self.base_player.select()
                choice = self.board.grid[x][y]
                s = str(x) + " " + str(y)
-               print str(self) + ".select sends " + s
-               self.src.send(s + "\n")
+               #print str(self) + ".select sends " + s
+               self.send_message(s)
                return [x,y]
 
        def get_move(self):
                [x,y] = self.base_player.get_move()
                s = str(x) + " " + str(y)
-               print str(self) + ".get_move sends " + s
-               self.src.send(s + "\n")
+               #print str(self) + ".get_move sends " + s
+               self.send_message(s)
                return [x,y]
 
        def update(self, s):
@@ -724,31 +1110,49 @@ class NetworkSender(Player,Network):
                                        s += " " + str(selected.types[i])
                                else:
                                        s += " unknown"
-                       print str(self) + ".update sends " + s
-                       self.src.send(s + "\n")
+                       #print str(self) + ".update sends " + s
+                       self.send_message(s)
                                
 
        def quit(self, final_result):
                self.base_player.quit(final_result)
+               #self.src.send("QUIT " + str(final_result) + "\n")
                self.src.close()
 
 class NetworkReceiver(Player,Network):
-       def __init__(self, colour, board, address=None):
+       def __init__(self, colour, address=None):
                
                Player.__init__(self, address, colour)
 
-               Network.__init__(self, colour, address)
+               self.address = address
 
-               self.board = board
+               self.board = None
+
+       def connect(self):
+               Network.__init__(self, self.colour, self.address)
                        
 
        def select(self):
-               s = self.getline().strip(" \r\n")
-               return map(int,s.split(" "))
+               
+               s = self.get_response()
+               #print str(self) + ".select gets " + s
+               [x,y] = map(int,s.split(" "))
+               if x == -1 and y == -1:
+                       #print str(self) + ".select quits the game"
+                       with game.lock:
+                               game.final_state = "network terminated " + self.colour
+                       game.stop()
+               return [x,y]
        def get_move(self):
-               s = self.getline().strip(" \r\n")
-               print str(self) + ".get_move gets " + s
-               return map(int, s.split(" "))
+               s = self.get_response()
+               #print str(self) + ".get_move gets " + s
+               [x,y] = map(int,s.split(" "))
+               if x == -1 and y == -1:
+                       #print str(self) + ".get_move quits the game"
+                       with game.lock:
+                               game.final_state = "network terminated " + self.colour
+                       game.stop()
+               return [x,y]
 
        def update(self, result):
                
@@ -756,8 +1160,8 @@ class NetworkReceiver(Player,Network):
                [x,y] = map(int, result[0:2])
                selected = self.board.grid[x][y]
                if selected != None and selected.colour == self.colour and len(result) > 2 and not "->" in result:
-                       s = self.getline().strip(" \r\n")
-                       print str(self) + ".update - receives " + str(s)
+                       s = self.get_response()
+                       #print str(self) + ".update - receives " + str(s)
                        s = s.split(" ")
                        selected.choice = int(s[2])
                        for i in range(2):
@@ -768,14 +1172,14 @@ class NetworkReceiver(Player,Network):
                                        selected.types_revealed[i] = True
                        selected.current_type = selected.types[selected.choice] 
                else:
-                       print str(self) + ".update - ignore result " + str(result)                      
+                       pass
+                       #print str(self) + ".update - ignore result " + str(result)                     
                
 
        def quit(self, final_result):
                self.src.close()
        
 # --- network.py --- #
-# +++ thread_util.py +++ #
 import threading
 
 # A thread that can be stopped!
@@ -792,7 +1196,17 @@ class StoppableThread(threading.Thread):
        def stopped(self):
                return self._stop.isSet()
 # --- thread_util.py --- #
-# +++ game.py +++ #
+
+
+log_file = None
+
+def log(s):
+       if log_file != None:
+               import datetime
+               log_file.write(str(datetime.datetime.now()) + " : " + s + "\n")
+
+
+       
 
 # A thread that runs the game
 class GameThread(StoppableThread):
@@ -831,6 +1245,7 @@ class GameThread(StoppableThread):
                                                p2.update(result) # Inform players of what happened
 
 
+                                       log(result)
 
                                        target = self.board.grid[x][y]
                                        if isinstance(graphics, GraphicsThread):
@@ -859,9 +1274,12 @@ class GameThread(StoppableThread):
                                        if self.stopped():
                                                break
 
-                                       result = self.board.update_move(x, y, x2, y2)
+                                       self.board.update_move(x, y, x2, y2)
+                                       result = str(x) + " " + str(y) + " -> " + str(x2) + " " + str(y2)
                                        for p2 in self.players:
-                                               p2.update(str(x) + " " + str(y) + " -> " + str(x2) + " " + str(y2)) # Inform players of what happened
+                                               p2.update(result) # Inform players of what happened
+
+                                       log(result)
 
                                        if isinstance(graphics, GraphicsThread):
                                                with graphics.lock:
@@ -876,18 +1294,18 @@ class GameThread(StoppableThread):
                                                        graphics.state["moves"] = None
 
                        # Commented out exception stuff for now, because it makes it impossible to tell if I made an IndentationError somewhere
-                               #except Exception,e:
-                                       #result = "ILLEGAL " + e.message
-                                       #sys.stderr.write(result + "\n")
-                                       
-                                       #self.stop()
-                                       #with self.lock:
-                                       #       self.final_result = self.state["turn"].colour + " " + "ILLEGAL"
+                       #       except Exception,e:
+                       #               result = e.message
+                       #               #sys.stderr.write(result + "\n")
+                       #               
+                       #               self.stop()
+                       #               with self.lock:
+                       #                       self.final_result = self.state["turn"].colour + " " + e.message
 
                                if self.board.king["black"] == None:
                                        if self.board.king["white"] == None:
                                                with self.lock:
-                                                       self.final_result = "DRAW"
+                                                       self.final_result = self.state["turn"].colour + " DRAW"
                                        else:
                                                with self.lock:
                                                        self.final_result = "white"
@@ -905,10 +1323,80 @@ class GameThread(StoppableThread):
                for p2 in self.players:
                        p2.quit(self.final_result)
 
+               log(self.final_result)
+
                graphics.stop()
 
        
+# A thread that replays a log file
+class ReplayThread(GameThread):
+       def __init__(self, players, src):
+               self.board = Board(style="agent")
+               GameThread.__init__(self, self.board, players)
+               self.src = src
+
+               self.ended = False
+       
+       def run(self):
+               i = 0
+               phase = 0
+               for line in self.src:
+
+                       if self.stopped():
+                               self.ended = True
+                               break
+
+                       with self.lock:
+                               self.state["turn"] = self.players[i]
+
+                       line = line.split(":")
+                       result = line[len(line)-1].strip(" \r\n")
+                       log(result)
+
+                       try:
+                               self.board.update(result)
+                       except:
+                               self.ended = True
+                               self.final_result = result
+                               if isinstance(graphics, GraphicsThread):
+                                       graphics.stop()
+                               break
+
+                       [x,y] = map(int, result.split(" ")[0:2])
+                       target = self.board.grid[x][y]
+
+                       if isinstance(graphics, GraphicsThread):
+                               if phase == 0:
+                                       with graphics.lock:
+                                               graphics.state["moves"] = self.board.possible_moves(target)
+                                               graphics.state["select"] = target
+
+                                       time.sleep(turn_delay)
+
+                               elif phase == 1:
+                                       [x2,y2] = map(int, result.split(" ")[3:5])
+                                       with graphics.lock:
+                                               graphics.state["moves"] = [[x2,y2]]
+
+                                       time.sleep(turn_delay)
+
+                                       with graphics.lock:
+                                               graphics.state["select"] = None
+                                               graphics.state["dest"] = None
+                                               graphics.state["moves"] = None
+                                               
+
+
+                       
+
+                       for p in self.players:
+                               p.update(result)
+                       
+                       phase = (phase + 1) % 2
+                       if phase == 0:
+                               i = (i + 1) % 2
 
+               
 
 def opponent(colour):
        if colour == "white":
@@ -916,8 +1404,8 @@ def opponent(colour):
        else:
                return "white"
 # --- game.py --- #
-# +++ graphics.py +++ #
 import pygame
+import os
 
 # Dictionary that stores the unicode character representations of the different pieces
 # Chess was clearly the reason why unicode was invented
@@ -940,6 +1428,43 @@ piece_char = {"white" : {"king" : u'\u2654',
 images = {"white" : {}, "black" : {}}
 small_images = {"white" : {}, "black" : {}}
 
+def create_images(grid_sz, font_name=os.path.join(os.path.curdir, "data", "DejaVuSans.ttf")):
+
+       # Get the font sizes
+       l_size = 5*(grid_sz[0] / 8)
+       s_size = 3*(grid_sz[0] / 8)
+
+       for c in piece_char.keys():
+               
+               if c == "black":
+                       for p in piece_char[c].keys():
+                               images[c].update({p : pygame.font.Font(font_name, l_size).render(piece_char[c][p], True,(0,0,0))})
+                               small_images[c].update({p : pygame.font.Font(font_name, s_size).render(piece_char[c][p],True,(0,0,0))})         
+               elif c == "white":
+                       for p in piece_char[c].keys():
+                               images[c].update({p : pygame.font.Font(font_name, l_size+1).render(piece_char["black"][p], True,(255,255,255))})
+                               images[c][p].blit(pygame.font.Font(font_name, l_size).render(piece_char[c][p], True,(0,0,0)),(0,0))
+                               small_images[c].update({p : pygame.font.Font(font_name, s_size+1).render(piece_char["black"][p],True,(255,255,255))})
+                               small_images[c][p].blit(pygame.font.Font(font_name, s_size).render(piece_char[c][p],True,(0,0,0)),(0,0))
+       
+
+def load_images(image_dir=os.path.join(os.path.curdir, "data", "images")):
+       if not os.path.exists(image_dir):
+               raise Exception("Couldn't load images from " + image_dir + " (path doesn't exist)")
+       for c in piece_char.keys():
+               for p in piece_char[c].keys():
+                       images[c].update({p : pygame.image.load(os.path.join(image_dir, c + "_" + p + ".png"))})
+                       small_images[c].update({p : pygame.image.load(os.path.join(image_dir, c + "_" + p + "_small.png"))})
+# --- images.py --- #
+graphics_enabled = True
+try:
+       import pygame
+except:
+       graphics_enabled = False
+       
+
+
+
 # A thread to make things pretty
 class GraphicsThread(StoppableThread):
        def __init__(self, board, title = "UCC::Progcomp 2013 - QChess", grid_sz = [80,80]):
@@ -949,25 +1474,27 @@ class GraphicsThread(StoppableThread):
                pygame.init()
                self.window = pygame.display.set_mode((grid_sz[0] * w, grid_sz[1] * h))
                pygame.display.set_caption(title)
+
+               #print "Initialised properly"
+               
                self.grid_sz = grid_sz[:]
                self.state = {"select" : None, "dest" : None, "moves" : None, "overlay" : None, "coverage" : None}
                self.error = 0
                self.lock = threading.RLock()
                self.cond = threading.Condition()
 
-               # Get the font sizes
-               l_size = 5*(self.grid_sz[0] / 8)
-               s_size = 3*(self.grid_sz[0] / 8)
-               for p in piece_types.keys():
-                       c = "black"
-                       images[c].update({p : pygame.font.Font("data/DejaVuSans.ttf", l_size).render(piece_char[c][p], True,(0,0,0))})
-                       small_images[c].update({p : pygame.font.Font("data/DejaVuSans.ttf", s_size).render(piece_char[c][p],True,(0,0,0))})
-                       c = "white"
+               #print "Test font"
+               pygame.font.Font(os.path.join(os.path.curdir, "data", "DejaVuSans.ttf"), 32).render("Hello", True,(0,0,0))
 
-                       images[c].update({p : pygame.font.Font("data/DejaVuSans.ttf", l_size+1).render(piece_char["black"][p], True,(255,255,255))})
-                       images[c][p].blit(pygame.font.Font("data/DejaVuSans.ttf", l_size).render(piece_char[c][p], True,(0,0,0)),(0,0))
-                       small_images[c].update({p : pygame.font.Font("data/DejaVuSans.ttf", s_size+1).render(piece_char["black"][p],True,(255,255,255))})
-                       small_images[c][p].blit(pygame.font.Font("data/DejaVuSans.ttf", s_size).render(piece_char[c][p],True,(0,0,0)),(0,0))
+               #create_images(grid_sz)
+               create_images(grid_sz)
+
+               """
+               for c in images.keys():
+                       for p in images[c].keys():
+                               images[c][p] = images[c][p].convert(self.window)
+                               small_images[c][p] = small_images[c][p].convert(self.window)
+               """
 
                
        
@@ -978,10 +1505,13 @@ class GraphicsThread(StoppableThread):
                
                while not self.stopped():
                        
+                       #print "Display grid"
                        self.board.display_grid(window = self.window, grid_sz = self.grid_sz) # Draw the board
 
+                       #print "Display overlay"
                        self.overlay()
 
+                       #print "Display pieces"
                        self.board.display_pieces(window = self.window, grid_sz = self.grid_sz) # Draw the board                
 
                        pygame.display.flip()
@@ -990,7 +1520,10 @@ class GraphicsThread(StoppableThread):
                                if event.type == pygame.QUIT:
                                        if isinstance(game, GameThread):
                                                with game.lock:
-                                                       game.final_result = "terminated"
+                                                       game.final_result = ""
+                                                       if game.state["turn"] != None:
+                                                               game.final_result = game.state["turn"].colour + " "
+                                                       game.final_result += "terminated"
                                                game.stop()
                                        self.stop()
                                        break
@@ -1128,7 +1661,7 @@ class GraphicsThread(StoppableThread):
                                                mp = [self.grid_sz[i] * [x,y][i] for i in range(2)]
                                                square_img.fill(pygame.Color(255,0,255,int(m[x][y] * 128))) # Draw in purple
                                                self.window.blit(square_img, mp)
-                                               font = pygame.font.Font(None, 14)
+                                               font = pygame.font.Font(os.path.join(os.path.curdir, "data", "DejaVuSans.ttf"), 14)
                                                text = font.render("{0:.2f}".format(round(m[x][y],2)), 1, pygame.Color(0,0,0))
                                                self.window.blit(text, mp)
                                
@@ -1140,7 +1673,7 @@ class GraphicsThread(StoppableThread):
                                mp = [self.grid_sz[i] * [p.x,p.y][i] for i in range(2)]
                                square_img.fill(pygame.Color(0,255,255, int(m[p] * 196))) # Draw in pale blue
                                self.window.blit(square_img, mp)
-                               font = pygame.font.Font(None, 14)
+                               font = pygame.font.Font(os.path.join(os.path.curdir, "data", "DejaVuSans.ttf"), 14)
                                text = font.render("{0:.2f}".format(round(m[p],2)), 1, pygame.Color(0,0,0))
                                self.window.blit(text, mp)
                        # Draw a square where the mouse is
@@ -1163,8 +1696,9 @@ class GraphicsThread(StoppableThread):
                        self.window.blit(square_img, mp)
 
        # Message in a bottle
-       def message(self, string, pos = None, colour = None, font_size = 32):
-               font = pygame.font.Font(None, font_size)
+       def message(self, string, pos = None, colour = None, font_size = 20):
+               #print "Drawing message..."
+               font = pygame.font.Font(os.path.join(os.path.curdir, "data", "DejaVuSans.ttf"), font_size)
                if colour == None:
                        colour = pygame.Color(0,0,0)
                
@@ -1191,20 +1725,177 @@ class GraphicsThread(StoppableThread):
                pygame.display.flip()
 
        def getstr(self, prompt = None):
+               s = pygame.Surface((self.window.get_width(), self.window.get_height()))
+               s.blit(self.window, (0,0))
                result = ""
+
                while True:
                        #print "LOOP"
                        if prompt != None:
                                self.message(prompt)
                                self.message(result, pos = (0, 1))
        
+                       pygame.event.pump()
                        for event in pygame.event.get():
+                               if event.type == pygame.QUIT:
+                                       return None
                                if event.type == pygame.KEYDOWN:
-                                       if chr(event.key) == '\r':
-                                               return result
-                                       result += str(chr(event.key))
+                                       if event.key == pygame.K_BACKSPACE:
+                                               result = result[0:len(result)-1]
+                                               self.window.blit(s, (0,0)) # Revert the display
+                                               continue
+                               
+                                               
+                                       try:
+                                               if event.unicode == '\r':
+                                                       return result
+                                       
+                                               result += str(event.unicode)
+                                       except:
+                                               continue
+
+
+       # Function to pick a button
+       def SelectButton(self, choices, prompt = None, font_size=20):
+
+               #print "Select button called!"
+               self.board.display_grid(self.window, self.grid_sz)
+               if prompt != None:
+                       self.message(prompt)
+               font = pygame.font.Font(os.path.join(os.path.curdir, "data", "DejaVuSans.ttf"), font_size)
+               targets = []
+               sz = self.window.get_size()
+
+               
+               for i in range(len(choices)):
+                       c = choices[i]
+                       
+                       text = font.render(c, 1, pygame.Color(0,0,0))
+                       p = (sz[0] / 2 - (1.5*text.get_width())/2, sz[1] / 2 +(i-1)*text.get_height()+(i*2))
+                       targets.append((p[0], p[1], p[0] + 1.5*text.get_width(), p[1] + text.get_height()))
+
+               while True:
+                       mp =pygame.mouse.get_pos()
+                       for i in range(len(choices)):
+                               c = choices[i]
+                               if mp[0] > targets[i][0] and mp[0] < targets[i][2] and mp[1] > targets[i][1] and mp[1] < targets[i][3]:
+                                       font_colour = pygame.Color(255,0,0)
+                                       box_colour = pygame.Color(0,0,255,128)
+                               else:
+                                       font_colour = pygame.Color(0,0,0)
+                                       box_colour = pygame.Color(128,128,128)
+                               
+                               text = font.render(c, 1, font_colour)
+                               s = pygame.Surface((text.get_width()*1.5, text.get_height()), pygame.SRCALPHA)
+                               s.fill(box_colour)
+                               pygame.draw.rect(s, (0,0,0), (0,0,1.5*text.get_width(), text.get_height()), self.grid_sz[0]/10)
+                               s.blit(text, ((text.get_width()*1.5)/2 - text.get_width()/2 ,0))
+                               self.window.blit(s, targets[i][0:2])
+                               
+       
+                       pygame.display.flip()
+
+                       for event in pygame.event.get():
+                               if event.type == pygame.QUIT:
+                                       return None
+                               elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
+                                       for i in range(len(targets)):
+                                               t = targets[i]
+                                               if event.pos[0] > t[0] and event.pos[0] < t[2]:
+                                                       if event.pos[1] > t[1] and event.pos[1] < t[3]:
+                                                               return i
+                                               #print "Reject " + str(i) + str(event.pos) + " vs " + str(t)
+               
+
+       # Function to pick players in a nice GUI way
+       def SelectPlayers(self, players = []):
+
+
+               #print "SelectPlayers called"
+               
+               missing = ["white", "black"]
+               for p in players:
+                       missing.remove(p.colour)
+
+               for colour in missing:
+                       
+                       
+                       choice = self.SelectButton(["human", "agent", "network"],prompt = "Choose " + str(colour) + " player")
+                       if choice == 0:
+                               players.append(HumanPlayer("human", colour))
+                       elif choice == 1:
+                               import inspect
+                               internal_agents = inspect.getmembers(sys.modules[__name__], inspect.isclass)
+                               internal_agents = [x for x in internal_agents if issubclass(x[1], InternalAgent)]
+                               internal_agents.remove(('InternalAgent', InternalAgent)) 
+                               if len(internal_agents) > 0:
+                                       choice2 = self.SelectButton(["internal", "external"], prompt="Type of agent")
+                               else:
+                                       choice2 = 1
+
+                               if choice2 == 0:
+                                       agent = internal_agents[self.SelectButton(map(lambda e : e[0], internal_agents), prompt="Choose internal agent")]
+                                       players.append(agent[1](agent[0], colour))                                      
+                               elif choice2 == 1:
+                                       try:
+                                               import Tkinter
+                                               from tkFileDialog import askopenfilename
+                                               root = Tkinter.Tk() # Need a root to make Tkinter behave
+                                               root.withdraw() # Some sort of magic incantation
+                                               path = askopenfilename(parent=root, initialdir="../agents",title=
+'Choose an agent.')
+                                               if path == "":
+                                                       return self.SelectPlayers()
+                                               players.append(make_player(path, colour))       
+                                       except:
+                                               
+                                               p = None
+                                               while p == None:
+                                                       self.board.display_grid(self.window, self.grid_sz)
+                                                       pygame.display.flip()
+                                                       path = self.getstr(prompt = "Enter path:")
+                                                       if path == None:
+                                                               return None
+       
+                                                       if path == "":
+                                                               return self.SelectPlayers()
+       
+                                                       try:
+                                                               p = make_player(path, colour)
+                                                       except:
+                                                               self.board.display_grid(self.window, self.grid_sz)
+                                                               pygame.display.flip()
+                                                               self.message("Invalid path!")
+                                                               time.sleep(1)
+                                                               p = None
+                                               players.append(p)
+                       elif choice == 2:
+                               address = ""
+                               while address == "":
+                                       self.board.display_grid(self.window, self.grid_sz)
+                                       
+                                       address = self.getstr(prompt = "Address? (leave blank for server)")
+                                       if address == None:
+                                               return None
+                                       if address == "":
+                                               address = None
+                                               continue
+                                       try:
+                                               map(int, address.split("."))
+                                       except:
+                                               self.board.display_grid(self.window, self.grid_sz)
+                                               self.message("Invalid IPv4 address!")
+                                               address = ""
+
+                               players.append(NetworkReceiver(colour, address))
+                       else:
+                               return None
+               #print str(self) + ".SelectPlayers returns " + str(players)
+               return players
+                       
+                               
+                       
 # --- graphics.py --- #
-# +++ main.py +++ #
 #!/usr/bin/python -u
 
 # Do you know what the -u does? It unbuffers stdin and stdout
@@ -1225,52 +1916,227 @@ import time
 turn_delay = 0.5
 [game, graphics] = [None, None]
 
+def make_player(name, colour):
+       if name[0] == '@':
+               if name[1:] == "human":
+                       return HumanPlayer(name, colour)
+               s = name[1:].split(":")
+               if s[0] == "network":
+                       address = None
+                       if len(s) > 1:
+                               address = s[1]
+                       return NetworkReceiver(colour, address)
+               if s[0] == "internal":
+
+                       import inspect
+                       internal_agents = inspect.getmembers(sys.modules[__name__], inspect.isclass)
+                       internal_agents = [x for x in internal_agents if issubclass(x[1], InternalAgent)]
+                       internal_agents.remove(('InternalAgent', InternalAgent)) 
+                       
+                       if len(s) != 2:
+                               sys.stderr.write(sys.argv[0] + " : '@internal' should be followed by ':' and an agent name\n")
+                               sys.stderr.write(sys.argv[0] + " : Choices are: " + str(map(lambda e : e[0], internal_agents)) + "\n")
+                               return None
+
+                       for a in internal_agents:
+                               if s[1] == a[0]:
+                                       return a[1](name, colour)
+                       
+                       sys.stderr.write(sys.argv[0] + " : Can't find an internal agent matching \"" + s[1] + "\"\n")
+                       sys.stderr.write(sys.argv[0] + " : Choices are: " + str(map(lambda e : e[0], internal_agents)) + "\n")
+                       return None
+                       
+
+       else:
+               return ExternalAgent(name, colour)
+                       
+
 
 # The main function! It does the main stuff!
 def main(argv):
 
        # Apparently python will silently treat things as local unless you do this
-       # But (here's the fun part), only if you actually modify the variable.
-       # For example, all those 'if graphics_enabled' conditions work in functions that never say it is global
        # Anyone who says "You should never use a global variable" can die in a fire
        global game
        global graphics
-
-       # Magical argument parsing goes here
-#      if len(argv) == 1:
-#              players = [HumanPlayer("saruman", "white"), AgentRandom("sabbath", "black")]
-#      elif len(argv) == 2:
-#              players = [AgentPlayer(argv[1], "white"), HumanPlayer("shadow", "black"), ]
-#      elif len(argv) == 3:
-#              players = [AgentPlayer(argv[1], "white"), AgentPlayer(argv[2], "black")]
+       
+       global turn_delay
+       global agent_timeout
+       global log_file
+       global src_file
+       global graphics_enabled
 
 
-       board = Board(style = "quantum")
-       # Construct the board!
-       if len(argv) == 1:
-               players = [NetworkSender(HumanPlayer("saruman", "white"), board), NetworkReceiver("black", board, 'localhost')]
-               
-       else:
-               players = [NetworkReceiver("white", board, 'localhost'), NetworkSender(HumanPlayer("sabbath", "black"), board)]
-               
+       src_file = None
        
+       style = "quantum"
+       colour = "white"
+
+       # Get the important warnings out of the way
+       if platform.system() == "Windows":
+               sys.stderr.write(sys.argv[0] + " : Warning - You are using " + platform.system() + "\n")
+               if platform.release() == "Vista":
+                       sys.stderr.write(sys.argv[0] + " : God help you.\n")
        
 
-       graphics = GraphicsThread(board, grid_sz = [64,64]) # Construct a GraphicsThread! I KNOW WHAT I'M DOING! BEAR WITH ME!
+       players = []
+       i = 0
+       while i < len(argv)-1:
+               i += 1
+               arg = argv[i]
+               if arg[0] != '-':
+                       p = make_player(arg, colour)
+                       if not isinstance(p, Player):
+                               sys.stderr.write(sys.argv[0] + " : Fatal error creating " + colour + " player\n")
+                               return 100
+                       players.append(p)
+                       if colour == "white":
+                               colour = "black"
+                       elif colour == "black":
+                               pass
+                       else:
+                               sys.stderr.write(sys.argv[0] + " : Too many players (max 2)\n")
+                       continue
+
+               # Option parsing goes here
+               if arg[1] == '-' and arg[2:] == "classical":
+                       style = "classical"
+               elif arg[1] == '-' and arg[2:] == "quantum":
+                       style = "quantum"
+               elif (arg[1] == '-' and arg[2:] == "graphics"):
+                       graphics_enabled = not graphics_enabled
+               elif (arg[1] == '-' and arg[2:].split("=")[0] == "file"):
+                       # Load game from file
+                       if len(arg[2:].split("=")) == 1:
+                               src_file = sys.stdin
+                       else:
+                               src_file = open(arg[2:].split("=")[1])
+               elif (arg[1] == '-' and arg[2:].split("=")[0] == "log"):
+                       # Log file
+                       if len(arg[2:].split("=")) == 1:
+                               log_file = sys.stdout
+                       else:
+                               log_file = open(arg[2:].split("=")[1], "w")
+               elif (arg[1] == '-' and arg[2:].split("=")[0] == "delay"):
+                       # Delay
+                       if len(arg[2:].split("=")) == 1:
+                               turn_delay = 0
+                       else:
+                               turn_delay = float(arg[2:].split("=")[1])
+
+               elif (arg[1] == '-' and arg[2:].split("=")[0] == "timeout"):
+                       # Timeout
+                       if len(arg[2:].split("=")) == 1:
+                               agent_timeout = -1
+                       else:
+                               agent_timeout = float(arg[2:].split("=")[1])
+                               
+               elif (arg[1] == '-' and arg[2:] == "help"):
+                       # Help
+                       os.system("less data/help.txt") # The best help function
+                       return 0
+
+
+       # Create the board
        
+       # Construct a GameThread! Make it global! Damn the consequences!
+                       
+       if src_file != None:
+               if len(players) == 0:
+                       players = [Player("dummy", "white"), Player("dummy", "black")]
+               game = ReplayThread(players, src_file)
+       else:
+               board = Board(style)
+               game = GameThread(board, players) 
 
 
 
-       game = GameThread(board, players) # Construct a GameThread! Make it global! Damn the consequences!
-       game.start() # This runs in a new thread
+       # Initialise GUI
+       if graphics_enabled == True:
+               try:
+                       graphics = GraphicsThread(game.board, grid_sz = [64,64]) # Construct a GraphicsThread!
+
+               except Exception,e:
+                       graphics = None
+                       sys.stderr.write(sys.argv[0] + " : Got exception trying to initialise graphics\n"+str(e.message)+"\nDisabled graphics\n")
+                       graphics_enabled = False
+
+       # If there are no players listed, display a nice pretty menu
+       if len(players) != 2:
+               if graphics != None:
+                       players = graphics.SelectPlayers(players)
+               else:
+                       sys.stderr.write(sys.argv[0] + " : Usage " + sys.argv[0] + " white black\n")
+                       return 44
+
+       # If there are still no players, quit
+       if players == None or len(players) != 2:
+               sys.stderr.write(sys.argv[0] + " : Graphics window closed before players chosen\n")
+               return 45
+
+
+       # Wrap NetworkSender players around original players if necessary
+       for i in range(len(players)):
+               if isinstance(players[i], NetworkReceiver):
+                       players[i].board = board # Network players need direct access to the board
+                       for j in range(len(players)):
+                               if j == i:
+                                       continue
+                               if isinstance(players[j], NetworkSender) or isinstance(players[j], NetworkReceiver):
+                                       continue
+                               players[j] = NetworkSender(players[j], players[i].address)
+                               players[j].board = board
+
+       # Connect the networked players
+       for p in players:
+               if isinstance(p, NetworkSender) or isinstance(p, NetworkReceiver):
+                       if graphics != None:
+                               graphics.board.display_grid(graphics.window, graphics.grid_sz)
+                               graphics.message("Connecting to " + p.colour + " player...")
+                       p.connect()
+
+       
+       # If using windows, select won't work; use horrible TimeoutPlayer hack
+       if agent_timeout > 0:
+               if platform.system() == "Windows":
+                       for i in range(len(players)):
+                               if isinstance(players[i], ExternalAgent) or isinstance(players[i], InternalAgent):
+                                       players[i] = TimeoutPlayer(players[i], agent_timeout)
+
+               else:
+                       warned = False
+                       # InternalAgents get wrapped to an ExternalAgent when there is a timeout
+                       # This is not confusing at all.
+                       for i in range(len(players)):
+                               if isinstance(players[i], InternalAgent):
+                                               players[i] = ExternalWrapper(players[i])
+
+
+               
+
+
+
+
+       
+       if graphics != None:
+               game.start() # This runs in a new thread
+               graphics.run()
+               game.join()
+               error = game.error + graphics.error
+       else:
+               game.run()
+               error = game.error
+
+       if log_file != None and log_file != sys.stdout:
+               log_file.close()
 
-       graphics.run()
-       game.join()
-       return game.error + graphics.error
+       if src_file != None and src_file != sys.stdin:
+               src_file.close()
 
+       return error
 
 # This is how python does a main() function...
 if __name__ == "__main__":
        sys.exit(main(sys.argv))
 # --- main.py --- #
-# EOF - created from update.sh on Thu Jan 24 03:04:38 WST 2013
+# EOF - created from make on Tue Jan 29 18:10:18 WST 2013

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