#!/usr/bin/python -u
+# +++ piece.py +++ #
+import random
+
+# I know using non-abreviated strings is inefficient, but this is python, who cares?
+# Oh, yeah, this stores the number of pieces of each type in a normal chess game
+piece_types = {"pawn" : 8, "bishop" : 2, "knight" : 2, "rook" : 2, "queen" : 1, "king" : 1, "unknown" : 0}
+
+# Class to represent a quantum chess piece
+class Piece():
+ def __init__(self, colour, x, y, types):
+ self.colour = colour # Colour (string) either "white" or "black"
+ self.x = x # x coordinate (0 - 8), none of this fancy 'a', 'b' shit here
+ self.y = y # y coordinate (0 - 8)
+ self.types = types # List of possible types the piece can be (should just be two)
+ self.current_type = "unknown" # Current type
+ self.choice = -1 # Index of the current type in self.types (-1 = unknown type)
+ self.types_revealed = [True, False] # Whether the types are known (by default the first type is always known at game start)
+
+
+ #
+ self.last_state = None
+ self.move_pattern = None
+
+
+
+ def init_from_copy(self, c):
+ self.colour = c.colour
+ self.x = c.x
+ self.y = c.y
+ self.types = c.types[:]
+ self.current_type = c.current_type
+ self.choice = c.choice
+ self.types_revealed = c.types_revealed[:]
+
+ self.last_state = None
+ self.move_pattern = None
+
+
+
+ # Make a string for the piece (used for debug)
+ def __str__(self):
+ 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], style="quantum"):
+
+ # First draw the image corresponding to self.current_type
+ img = images[self.colour][self.current_type]
+ rect = img.get_rect()
+ 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:
+ img = small_images[self.colour][self.types[i]]
+ else:
+ img = small_images[self.colour]["unknown"] # If the type hasn't been revealed, show a placeholder
+
+
+ rect = img.get_rect()
+ offset = [-rect.width/2,-rect.height/2]
+
+ if i == 0:
+ target = (self.x * grid_sz[0] + grid_sz[0]/5 + offset[0], self.y * grid_sz[1] + 3*grid_sz[1]/4 + offset[1])
+ else:
+ 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])
+
+ window.blit(img, target) # Blit shit
+
+ # Collapses the wave function!
+ def select(self):
+ if self.current_type == "unknown":
+ self.choice = random.randint(0,1)
+ self.current_type = self.types[self.choice]
+ self.types_revealed[self.choice] = True
+ return self.choice
+
+ # Uncollapses (?) the wave function!
+ def deselect(self):
+ #print "Deselect called"
+ if (self.x + self.y) % 2 != 0:
+ if (self.types[0] != self.types[1]) or (self.types_revealed[0] == False or self.types_revealed[1] == False):
+ self.current_type = "unknown"
+ self.choice = -1
+ else:
+ self.choice = 0 # Both the two types are the same
+
+ # 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)
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):
raise Exception("EMPTY")
if colour != None and piece.colour != colour:
- raise Exception("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)
def on_board(self, x, y):
return (x >= 0 and x < w) and (y >= 0 and y < h)
# --- board.py --- #
-# +++ game.py +++ #
+# +++ player.py +++ #
+import subprocess
+import select
+import platform
-# A thread that runs the game
-class GameThread(StoppableThread):
- def __init__(self, board, players):
- StoppableThread.__init__(self)
- self.board = board
- self.players = players
- self.state = {"turn" : None} # The game state
- self.error = 0 # Whether the thread exits with an error
- self.lock = threading.RLock() #lock for access of self.state
- self.cond = threading.Condition() # conditional for some reason, I forgot
- self.final_result = ""
+agent_timeout = -1.0 # Timeout in seconds for AI players to make moves
+ # WARNING: Won't work for windows based operating systems
- # Run the game (run in new thread with start(), run in current thread with run())
- def run(self):
- result = ""
- while not self.stopped():
-
- for p in self.players:
- with self.lock:
- self.state["turn"] = p # "turn" contains the player who's turn it is
- #try:
- if True:
- [x,y] = p.select() # Player selects a square
- if self.stopped():
- break
+if platform.system() == "Windows":
+ agent_timeout = -1 # Hence this
- result = self.board.select(x, y, colour = p.colour)
- for p2 in self.players:
- p2.update(result) # Inform players of what happened
+# A player who can't play
+class Player():
+ def __init__(self, name, colour):
+ self.name = name
+ self.colour = colour
+# Player that runs from another process
+class AgentPlayer(Player):
- target = self.board.grid[x][y]
- if isinstance(graphics, GraphicsThread):
- with graphics.lock:
- graphics.state["moves"] = self.board.possible_moves(target)
- graphics.state["select"] = target
+ def __init__(self, name, colour):
+ Player.__init__(self, name, colour)
+ self.p = subprocess.Popen(name, stdin=subprocess.PIPE, stdout=subprocess.PIPE,stderr=subprocess.PIPE)
+
+ self.send_message(colour)
- time.sleep(turn_delay)
+ 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:
+ #print "Writing to p.stdin"
+ try:
+ self.p.stdin.write(s + "\n")
+ except:
+ raise Exception("UNRESPONSIVE")
+ else:
+ raise Exception("UNRESPONSIVE")
+ 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:
+ #print "Reading from p.stdout"
+ try:
+ return self.p.stdout.readline().strip("\r\n")
+ except: # Exception, e:
+ raise Exception("UNRESPONSIVE")
+ else:
+ raise Exception("UNRESPONSIVE")
- if len(self.board.possible_moves(target)) == 0:
- #print "Piece cannot move"
- target.deselect()
- if isinstance(graphics, GraphicsThread):
- with graphics.lock:
- graphics.state["moves"] = None
- graphics.state["select"] = None
- graphics.state["dest"] = None
- continue
+ def select(self):
- try:
- [x2,y2] = p.get_move() # Player selects a destination
- except:
- self.stop()
+ self.send_message("SELECTION?")
+ line = self.get_response()
+
+ try:
+ result = map(int, line.split(" "))
+ except:
+ raise Exception("GIBBERISH \"" + str(line) + "\"")
+ return result
- if self.stopped():
- break
+ def update(self, result):
+ #print "Update " + str(result) + " called for AgentPlayer"
+ self.send_message(result)
- result = self.board.update_move(x, y, x2, y2)
- for p2 in self.players:
- p2.update(str(x) + " " + str(y) + " -> " + str(x2) + " " + str(y2)) # Inform players of what happened
- if isinstance(graphics, GraphicsThread):
- with graphics.lock:
- graphics.state["moves"] = [[x2,y2]]
+ def get_move(self):
+
+ self.send_message("MOVE?")
+ line = self.get_response()
+
+ try:
+ result = map(int, line.split(" "))
+ except:
+ raise Exception("GIBBERISH \"" + str(line) + "\"")
+ return result
- time.sleep(turn_delay)
+ def quit(self, final_result):
+ try:
+ self.send_message("QUIT " + final_result)
+ except:
+ self.p.kill()
- if isinstance(graphics, GraphicsThread):
- with graphics.lock:
- graphics.state["select"] = None
- graphics.state["dest"] = None
- graphics.state["moves"] = None
+# So you want to be a player here?
+class HumanPlayer(Player):
+ def __init__(self, name, colour):
+ Player.__init__(self, name, colour)
+
+ # Select your preferred account
+ def select(self):
+ if isinstance(graphics, GraphicsThread):
+ # Basically, we let the graphics thread do some shit and then return that information to the game thread
+ graphics.cond.acquire()
+ # We wait for the graphics thread to select a piece
+ while graphics.stopped() == False and graphics.state["select"] == None:
+ graphics.cond.wait() # The difference between humans and machines is that humans sleep
+ select = graphics.state["select"]
+
+
+ graphics.cond.release()
+ if graphics.stopped():
+ return [-1,-1]
+ return [select.x, select.y]
+ else:
+ # Since I don't display the board in this case, I'm not sure why I filled it in...
+ while True:
+ sys.stdout.write("SELECTION?\n")
+ try:
+ p = map(int, sys.stdin.readline().strip("\r\n ").split(" "))
+ except:
+ sys.stderr.write("ILLEGAL GIBBERISH\n")
+ continue
+ # It's your move captain
+ def get_move(self):
+ if isinstance(graphics, GraphicsThread):
+ graphics.cond.acquire()
+ while graphics.stopped() == False and graphics.state["dest"] == None:
+ graphics.cond.wait()
+ graphics.cond.release()
+
+ return graphics.state["dest"]
+ else:
- # 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"
+ while True:
+ sys.stdout.write("MOVE?\n")
+ try:
+ p = map(int, sys.stdin.readline().strip("\r\n ").split(" "))
+ except:
+ sys.stderr.write("ILLEGAL GIBBERISH\n")
+ continue
- if self.board.king["black"] == None:
- if self.board.king["white"] == None:
- with self.lock:
- self.final_result = "DRAW"
- else:
- with self.lock:
- self.final_result = "white"
- self.stop()
- elif self.board.king["white"] == None:
- with self.lock:
- self.final_result = "black"
- self.stop()
-
+ # Are you sure you want to quit?
+ def quit(self, final_result):
+ if graphics == None:
+ sys.stdout.write("QUIT " + final_result + "\n")
- if self.stopped():
+ # Completely useless function
+ def update(self, result):
+ if isinstance(graphics, GraphicsThread):
+ pass
+ else:
+ sys.stdout.write(result + "\n")
+
+
+# Player that makes random moves
+class AgentRandom(Player):
+ def __init__(self, name, colour):
+ Player.__init__(self, name, colour)
+ self.choice = None
+
+ self.board = Board(style = "agent")
+
+ def select(self):
+ while True:
+ self.choice = self.board.pieces[self.colour][random.randint(0, len(self.board.pieces[self.colour])-1)]
+ all_moves = []
+ # Check that the piece has some possibility to move
+ tmp = self.choice.current_type
+ if tmp == "unknown": # For unknown pieces, try both types
+ for t in self.choice.types:
+ if t == "unknown":
+ continue
+ self.choice.current_type = t
+ all_moves += self.board.possible_moves(self.choice)
+ else:
+ all_moves = self.board.possible_moves(self.choice)
+ self.choice.current_type = tmp
+ if len(all_moves) > 0:
+ break
+ return [self.choice.x, self.choice.y]
+
+ def get_move(self):
+ moves = self.board.possible_moves(self.choice)
+ move = moves[random.randint(0, len(moves)-1)]
+ return move
+
+ def update(self, result):
+ #sys.stderr.write(sys.argv[0] + " : Update board for AgentRandom\n")
+ self.board.update(result)
+ self.board.verify()
+
+ def quit(self, final_result):
+ pass
+# --- player.py --- #
+# +++ network.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 = 4562
+ else:
+ self.port = 4563
+
+ self.src = None
+
+ # print str(self) + " listens on port " + str(self.port)
+
+ if address == None:
+ 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((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")
+
+
+ while s[len(s)-1] != '\n':
+ # 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, address = None):
+ self.base_player = base_player
+ Player.__init__(self, base_player.name, base_player.colour)
+
+ 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.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.send_message(s)
+ return [x,y]
+
+ def update(self, s):
+ self.base_player.update(s)
+ s = s.split(" ")
+ [x,y] = map(int, s[0:2])
+ selected = self.board.grid[x][y]
+ if selected != None and selected.colour == self.colour and len(s) > 2 and not "->" in s:
+ s = " ".join(s[0:3])
+ for i in range(2):
+ if selected.types_revealed[i] == True:
+ s += " " + str(selected.types[i])
+ else:
+ s += " unknown"
+ #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, address=None):
+
+ Player.__init__(self, address, colour)
+
+ self.address = address
+
+ self.board = None
+
+ def connect(self):
+ Network.__init__(self, self.colour, self.address)
+
+
+ def select(self):
+
+ 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.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):
+
+ result = result.split(" ")
+ [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.get_response()
+ #print str(self) + ".update - receives " + str(s)
+ s = s.split(" ")
+ selected.choice = int(s[2])
+ for i in range(2):
+ selected.types[i] = str(s[3+i])
+ if s[3+i] == "unknown":
+ selected.types_revealed[i] = False
+ else:
+ selected.types_revealed[i] = True
+ selected.current_type = selected.types[selected.choice]
+ else:
+ 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!
+# Except it can only be stopped if it checks self.stopped() periodically
+# So it can sort of be stopped
+class StoppableThread(threading.Thread):
+ def __init__(self):
+ threading.Thread.__init__(self)
+ self._stop = threading.Event()
+
+ def stop(self):
+ self._stop.set()
+
+ def stopped(self):
+ return self._stop.isSet()
+# --- thread_util.py --- #
+# +++ game.py +++ #
+
+# A thread that runs the game
+class GameThread(StoppableThread):
+ def __init__(self, board, players):
+ StoppableThread.__init__(self)
+ self.board = board
+ self.players = players
+ self.state = {"turn" : None} # The game state
+ self.error = 0 # Whether the thread exits with an error
+ self.lock = threading.RLock() #lock for access of self.state
+ self.cond = threading.Condition() # conditional for some reason, I forgot
+ self.final_result = ""
+
+ # Run the game (run in new thread with start(), run in current thread with run())
+ def run(self):
+ result = ""
+ while not self.stopped():
+
+ for p in self.players:
+ with self.lock:
+ if isinstance(p, NetworkSender):
+ self.state["turn"] = p.base_player # "turn" contains the player who's turn it is
+ else:
+ self.state["turn"] = p
+ try:
+ [x,y] = p.select() # Player selects a square
+ if self.stopped():
+ break
+
+
+
+
+ result = self.board.select(x, y, colour = p.colour)
+ for p2 in self.players:
+ p2.update(result) # Inform players of what happened
+
+
+
+ target = self.board.grid[x][y]
+ if isinstance(graphics, GraphicsThread):
+ with graphics.lock:
+ graphics.state["moves"] = self.board.possible_moves(target)
+ graphics.state["select"] = target
+
+ time.sleep(turn_delay)
+
+
+ if len(self.board.possible_moves(target)) == 0:
+ #print "Piece cannot move"
+ target.deselect()
+ if isinstance(graphics, GraphicsThread):
+ with graphics.lock:
+ graphics.state["moves"] = None
+ graphics.state["select"] = None
+ graphics.state["dest"] = None
+ continue
+
+ try:
+ [x2,y2] = p.get_move() # Player selects a destination
+ except:
+ self.stop()
+
+ if self.stopped():
+ break
+
+ result = self.board.update_move(x, y, x2, y2)
+ for p2 in self.players:
+ p2.update(str(x) + " " + str(y) + " -> " + str(x2) + " " + str(y2)) # Inform players of what happened
+
+ if isinstance(graphics, GraphicsThread):
+ with graphics.lock:
+ graphics.state["moves"] = [[x2,y2]]
+
+ time.sleep(turn_delay)
+
+ if isinstance(graphics, GraphicsThread):
+ with graphics.lock:
+ graphics.state["select"] = None
+ graphics.state["dest"] = None
+ 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 = 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 = self.state["turn"].colour + " DRAW"
+ else:
+ with self.lock:
+ self.final_result = "white"
+ self.stop()
+ elif self.board.king["white"] == None:
+ with self.lock:
+ self.final_result = "black"
+ self.stop()
+
+
+ if self.stopped():
break
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
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))
-# --- graphics.py --- #
-# +++ main.py +++ #
-#!/usr/bin/python -u
-
-# Do you know what the -u does? It unbuffers stdin and stdout
-# I can't remember why, but last year things broke without that
-
-"""
- UCC::Progcomp 2013 Quantum Chess game
- @author Sam Moore [SZM] "matches"
- @copyright The University Computer Club, Incorporated
- (ie: You can copy it for not for profit purposes)
-"""
+ 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
-# system python modules or whatever they are called
-import sys
-import os
-import time
-turn_delay = 0.5
-[game, graphics] = [None, None]
+ # Function to pick a button
+ def SelectButton(self, choices, prompt = None, font_size=32):
+ self.board.display_grid(self.window, self.grid_sz)
+ if prompt != None:
+ self.message(prompt)
+ font = pygame.font.Font(None, 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()))
-# 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")]
-
- # Construct the board!
- board = Board(style = "quantum")
- game = GameThread(board, players) # Construct a GameThread! Make it global! Damn the consequences!
- #try:
- if True:
- graphics = GraphicsThread(board, grid_sz = [64,64]) # Construct a GraphicsThread! I KNOW WHAT I'M DOING! BEAR WITH ME!
- game.start() # This runs in a new thread
- #except NameError:
- # print "Run game in main thread"
- # game.run() # Run game in the main thread (no need for joining)
- # return game.error
- #except Exception, e:
- # raise e
- #else:
- # print "Normal"
- graphics.run()
- game.join()
- return game.error + graphics.error
-
-
-# This is how python does a main() function...
-if __name__ == "__main__":
- sys.exit(main(sys.argv))
-# --- main.py --- #
-# +++ piece.py +++ #
-import random
-
-# I know using non-abreviated strings is inefficient, but this is python, who cares?
-# Oh, yeah, this stores the number of pieces of each type in a normal chess game
-piece_types = {"pawn" : 8, "bishop" : 2, "knight" : 2, "rook" : 2, "queen" : 1, "king" : 1, "unknown" : 0}
-
-# Class to represent a quantum chess piece
-class Piece():
- def __init__(self, colour, x, y, types):
- self.colour = colour # Colour (string) either "white" or "black"
- self.x = x # x coordinate (0 - 8), none of this fancy 'a', 'b' shit here
- self.y = y # y coordinate (0 - 8)
- self.types = types # List of possible types the piece can be (should just be two)
- self.current_type = "unknown" # Current type
- self.choice = -1 # Index of the current type in self.types (-1 = unknown type)
- self.types_revealed = [True, False] # Whether the types are known (by default the first type is always known at game start)
-
-
- #
- self.last_state = None
- self.move_pattern = None
+ 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)
- def init_from_copy(self, c):
- self.colour = c.colour
- self.x = c.x
- self.y = c.y
- self.types = c.types[:]
- self.current_type = c.current_type
- self.choice = c.choice
- self.types_revealed = c.types_revealed[:]
+ # Function to pick players in a nice GUI way
+ def SelectPlayers(self, players = []):
- self.last_state = None
- self.move_pattern = None
-
-
-
- # Make a string for the piece (used for debug)
- def __str__(self):
- 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]):
- # 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]
- 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]))
-
- # Draw the two possible types underneath the current_type image
- for i in range(len(self.types)):
- if self.types_revealed[i] == True:
- img = small_images[self.colour][self.types[i]]
- else:
- img = small_images[self.colour]["unknown"] # If the type hasn't been revealed, show a placeholder
+ missing = ["white", "black"]
+ for p in players:
+ missing.remove(p.colour)
+ for colour in missing:
- rect = img.get_rect()
- offset = [-rect.width/2,-rect.height/2]
- if i == 0:
- target = (self.x * grid_sz[0] + grid_sz[0]/5 + offset[0], self.y * grid_sz[1] + 3*grid_sz[1]/4 + offset[1])
+ choice = self.SelectButton(["human", "agent", "network"],prompt = "Choose " + str(colour) + " player", font_size=32)
+ if choice == 0:
+ players.append(HumanPlayer("human", colour))
+ elif choice == 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 Exception,e:
+ print "Exception was " + str(e.message)
+ 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:
- 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])
+ return None
+ #print str(self) + ".SelectPlayers returns " + str(players)
+ return players
+
- window.blit(img, target) # Blit shit
-
- # Collapses the wave function!
- def select(self):
- if self.current_type == "unknown":
- self.choice = random.randint(0,1)
- self.current_type = self.types[self.choice]
- self.types_revealed[self.choice] = True
- return self.choice
+
+# --- graphics.py --- #
+# +++ main.py +++ #
+#!/usr/bin/python -u
- # Uncollapses (?) the wave function!
- def deselect(self):
- #print "Deselect called"
- if (self.x + self.y) % 2 != 0:
- if (self.types[0] != self.types[1]) or (self.types_revealed[0] == False or self.types_revealed[1] == False):
- self.current_type = "unknown"
- self.choice = -1
- else:
- self.choice = 0 # Both the two types are the same
+# Do you know what the -u does? It unbuffers stdin and stdout
+# I can't remember why, but last year things broke without that
- # The sad moment when you realise that you do not understand anything about a subject you studied for 4 years...
-# --- piece.py --- #
-# +++ player.py +++ #
-import subprocess
+"""
+ UCC::Progcomp 2013 Quantum Chess game
+ @author Sam Moore [SZM] "matches"
+ @copyright The University Computer Club, Incorporated
+ (ie: You can copy it for not for profit purposes)
+"""
+# system python modules or whatever they are called
+import sys
+import os
+import time
+turn_delay = 0.5
+[game, graphics] = [None, None]
-# A player who can't play
-class Player():
- def __init__(self, name, colour):
- self.name = name
- self.colour = colour
+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)
-# Player that runs from another process
-class AgentPlayer(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")
+ else:
+ return AgentPlayer(name, colour)
+
- def select(self):
-
- #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:
- raise Exception("GIBBERISH \"" + str(line) + "\"")
- return result
- def update(self, result):
- #print "Update " + str(result) + " called for AgentPlayer"
-# try:
- self.p.stdin.write(result + "\n")
-# except:
-# raise Exception("UNRESPONSIVE")
+# The main function! It does the main stuff!
+def main(argv):
- def get_move(self):
-
- try:
- self.p.stdin.write("MOVE?\n")
- line = self.p.stdout.readline().strip("\r\n ")
- except:
- raise Exception("UNRESPONSIVE")
- try:
- result = map(int, line.split(" "))
- except:
- raise Exception("GIBBERISH \"" + str(line) + "\"")
- return result
+ # Apparently python will silently treat things as local unless you do this
+ # Anyone who says "You should never use a global variable" can die in a fire
+ global game
+ global graphics
+
+ global turn_delay
+ global agent_timeout
+ global log_file
+ global src_file
- def quit(self, final_result):
- try:
- self.p.stdin.write("QUIT " + final_result + "\n")
- except:
- self.p.kill()
-# So you want to be a player here?
-class HumanPlayer(Player):
- def __init__(self, name, colour):
- Player.__init__(self, name, colour)
-
- # Select your preferred account
- def select(self):
- if isinstance(graphics, GraphicsThread):
- # Basically, we let the graphics thread do some shit and then return that information to the game thread
- graphics.cond.acquire()
- # We wait for the graphics thread to select a piece
- while graphics.stopped() == False and graphics.state["select"] == None:
- graphics.cond.wait() # The difference between humans and machines is that humans sleep
- select = graphics.state["select"]
-
-
- graphics.cond.release()
- if graphics.stopped():
- return [-1,-1]
- return [select.x, select.y]
- else:
- # Since I don't display the board in this case, I'm not sure why I filled it in...
- while True:
- sys.stdout.write("SELECTION?\n")
- try:
- p = map(int, sys.stdin.readline().strip("\r\n ").split(" "))
- except:
- sys.stderr.write("ILLEGAL GIBBERISH\n")
- continue
- # It's your move captain
- def get_move(self):
- if isinstance(graphics, GraphicsThread):
- graphics.cond.acquire()
- while graphics.stopped() == False and graphics.state["dest"] == None:
- graphics.cond.wait()
- graphics.cond.release()
-
- return graphics.state["dest"]
- else:
- while True:
- sys.stdout.write("MOVE?\n")
- try:
- p = map(int, sys.stdin.readline().strip("\r\n ").split(" "))
- except:
- sys.stderr.write("ILLEGAL GIBBERISH\n")
- continue
+
+ style = "quantum"
+ colour = "white"
+ graphics_enabled = True
+
+ players = []
+ i = 0
+ while i < len(argv)-1:
+ i += 1
+ arg = argv[i]
+ if arg[0] != '-':
+ players.append(make_player(arg, colour))
+ 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.stdout
+ else:
+ src_file = 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 = arg[2:].split("=")[1]
+ 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
+ elif platform.system() != "Windows": # Windows breaks this option
+ agent_timeout = float(arg[2:].split("=")[1])
+ else:
+ sys.stderr.write(sys.argv[0] + " : Warning - You are using Windows\n")
+ agent_timeout = -1
+
+ elif (arg[1] == '-' and arg[2:] == "help"):
+ # Help
+ os.system("less data/help.txt") # The best help function
+ return 0
- # Are you sure you want to quit?
- def quit(self, final_result):
- sys.stdout.write("QUIT " + final_result + "\n")
- # Completely useless function
- def update(self, result):
- if isinstance(graphics, GraphicsThread):
- pass
- else:
- sys.stdout.write(result + "\n")
+ # Create the board
+ board = Board(style)
-# Player that makes random moves
-class AgentRandom(Player):
- def __init__(self, name, colour):
- Player.__init__(self, name, colour)
- self.choice = None
+ # Initialise GUI
+ if graphics_enabled == True:
+ try:
+ graphics = GraphicsThread(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
- self.board = Board(style = "agent")
+ # 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
- def select(self):
- while True:
- self.choice = self.board.pieces[self.colour][random.randint(0, len(self.board.pieces[self.colour])-1)]
- all_moves = []
- # Check that the piece has some possibility to move
- tmp = self.choice.current_type
- if tmp == "unknown": # For unknown pieces, try both types
- for t in self.choice.types:
- if t == "unknown":
- continue
- self.choice.current_type = t
- all_moves += self.board.possible_moves(self.choice)
- else:
- all_moves = self.board.possible_moves(self.choice)
- self.choice.current_type = tmp
- if len(all_moves) > 0:
- break
- return [self.choice.x, self.choice.y]
- def get_move(self):
- moves = self.board.possible_moves(self.choice)
- move = moves[random.randint(0, len(moves)-1)]
- return move
+ # 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
- def update(self, result):
- #sys.stderr.write(sys.argv[0] + " : Update board for AgentRandom\n")
- self.board.update(result)
- self.board.verify()
+ # 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()
- def quit(self, final_result):
- pass
-# --- player.py --- #
-# +++ thread_util.py +++ #
-import threading
-# A thread that can be stopped!
-# Except it can only be stopped if it checks self.stopped() periodically
-# So it can sort of be stopped
-class StoppableThread(threading.Thread):
- def __init__(self):
- threading.Thread.__init__(self)
- self._stop = threading.Event()
+ # Construct a GameThread! Make it global! Damn the consequences!
+ game = GameThread(board, players)
- def stop(self):
- self._stop.set()
- def stopped(self):
- return self._stop.isSet()
-# --- thread_util.py --- #
+
+ if graphics != None:
+ game.start() # This runs in a new thread
+ graphics.run()
+ game.join()
+ return game.error + graphics.error
+ else:
+ game.run()
+ return game.error
+
+# This is how python does a main() function...
+if __name__ == "__main__":
+ sys.exit(main(sys.argv))
+# --- main.py --- #
+# EOF - created from make on Thu Jan 24 17:04:54 WST 2013