Did something, apparently
[progcomp2013.git] / qchess / qchess.py
index 51e7304..8861d98 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?
@@ -15,13 +14,13 @@ class Piece():
                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
-
+               self.coverage = None
+               self.possible_moves = {}
                
 
        def init_from_copy(self, c):
@@ -31,8 +30,7 @@ class Piece():
                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
 
@@ -40,22 +38,31 @@ class Piece():
 
        # 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)  
+               return str(self.colour) + " " + 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:
-                               img = small_images[self.colour][self.types[i]]
+                       if always_reveal_states == True or self.types[i][0] != '?':
+                               if self.types[i][0] == '?':
+                                       img = small_images[self.colour][self.types[i][1:]]
+                               else:
+                                       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
 
@@ -72,17 +79,18 @@ class Piece():
        
        # Collapses the wave function!          
        def select(self):
-               if self.current_type == "unknown":
+               if self.current_type == "unknown" or not self.choice in [0,1]:
                        self.choice = random.randint(0,1)
+                       if self.types[self.choice][0] == '?':
+                               self.types[self.choice] = self.types[self.choice][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):
+                       if (self.types[0] != self.types[1]) or (self.types[0][0] == '?' or self.types[1][0] == '?'):
                                self.current_type = "unknown"
                                self.choice = -1
                        else:
@@ -90,9 +98,10 @@ 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)
 
+always_reveal_states = False
+
 # Class to represent a quantum chess board
 class Board():
        # Initialise; if master=True then the secondary piece types are assigned
@@ -104,9 +113,15 @@ class Board():
                self.grid = [[None] * w for _ in range(h)] # 2D List (you can get arrays in python, somehow, but they scare me)
                self.unrevealed_types = {"white" : piece_types.copy(), "black" : piece_types.copy()}
                self.king = {"white" : None, "black" : None} # We need to keep track of the king, because he is important
+               self.max_moves = None
+               self.moves = 0
+               self.move_stack = []
                for c in ["black", "white"]:
                        del self.unrevealed_types[c]["unknown"]
 
+               if style == "empty":
+                       return
+
                # Add all the pieces with known primary types
                for i in range(0, 2):
                        
@@ -118,7 +133,6 @@ class Board():
                        c.append(Piece(s, 1, y, ["knight"]))
                        c.append(Piece(s, 2, y, ["bishop"]))
                        k = Piece(s, 3, y, ["king", "king"]) # There can only be one ruler!
-                       k.types_revealed[1] = True
                        k.current_type = "king"
                        self.king[s] = k
                        c.append(k)
@@ -156,11 +170,10 @@ class Board():
                                        types_left[choice] -= 1
                                        if types_left[choice] <= 0:
                                                del types_left[choice]
-                                       piece.types.append(choice)
+                                       piece.types.append('?' + choice)
                                elif style == "classical":
                                        piece.types.append(piece.types[0])
                                        piece.current_type = piece.types[0]
-                                       piece.types_revealed[1] = True
                                        piece.choice = 0
 
        def clone(self):
@@ -170,6 +183,40 @@ class Board():
 
                for i in range(len(mypieces)):
                        newpieces[i].init_from_copy(mypieces[i])
+       
+       # Reset the board from a string
+       def reset_board(self, s):
+               self.pieces = {"white" : [], "black" : []}
+               self.king = {"white" : None, "black" : None}
+               self.grid = [[None] * w for _ in range(h)]
+               for x in range(w):
+                       for y in range(h):
+                               self.grid[x][y] = None
+
+               for line in s.split("\n"):
+                       if line == "":
+                               continue
+                       if line[0] == "#":
+                               continue
+
+                       tokens = line.split(" ")
+                       [x, y] = map(int, tokens[len(tokens)-1].split(","))
+                       current_type = tokens[1]
+                       types = map(lambda e : e.strip(" '[],"), line.split('[')[1].split(']')[0].split(','))
+                       
+                       target = Piece(tokens[0], x, y, types)
+                       target.current_type = current_type
+                       
+                       try:
+                               target.choice = types.index(current_type)
+                       except:
+                               target.choice = -1
+
+                       self.pieces[tokens[0]].append(target)
+                       if target.current_type == "king":
+                               self.king[tokens[0]] = target
+
+                       self.grid[x][y] = target
                        
 
        def display_grid(self, window = None, grid_sz = [80,80]):
@@ -189,7 +236,7 @@ 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):
@@ -217,7 +264,7 @@ class Board():
                        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)
@@ -225,25 +272,33 @@ class Board():
 
        # Update the board when a piece has been selected
        # "type" is apparently reserved, so I'll use "state"
-       def update_select(self, x, y, type_index, state):
+       def update_select(self, x, y, type_index, state, sanity=True):
                piece = self.grid[x][y]
                if piece.types[type_index] == "unknown":
-                       if not state in self.unrevealed_types[piece.colour].keys():
+                       if not state in self.unrevealed_types[piece.colour].keys() and sanity == True:
                                raise Exception("SANITY: Too many " + piece.colour + " " + state + "s")
                        self.unrevealed_types[piece.colour][state] -= 1
                        if self.unrevealed_types[piece.colour][state] <= 0:
                                del self.unrevealed_types[piece.colour][state]
 
                piece.types[type_index] = state
-               piece.types_revealed[type_index] = True
                piece.current_type = state
 
                if len(self.possible_moves(piece)) <= 0:
                        piece.deselect() # Piece can't move; deselect it
+                       
+               # Piece needs to recalculate moves
+               piece.possible_moves = None
                
        # Update the board when a piece has been moved
-       def update_move(self, x, y, x2, y2):
+       def update_move(self, x, y, x2, y2, sanity=True):
+                               
                piece = self.grid[x][y]
+               #print "Moving " + str(x) + "," + str(y) + " to " + str(x2) + "," + str(y2) + "; possible_moves are " + str(self.possible_moves(piece))
+               
+               if not [x2,y2] in self.possible_moves(piece) and sanity == True:
+                       raise Exception("ILLEGAL move " + str(x2)+","+str(y2))
+               
                self.grid[x][y] = None
                taken = self.grid[x2][y2]
                if taken != None:
@@ -266,11 +321,17 @@ class Board():
                        piece.current_type = "queen"
 
                piece.deselect() # Uncollapse (?) the wavefunction!
-               self.verify()   
+               self.moves += 1
+               
+               # All other pieces need to recalculate moves
+               for p in self.pieces["white"] + self.pieces["black"]:
+                       p.possible_moves = None
+               
+               #self.verify()  
 
        # Update the board from a string
        # Guesses what to do based on the format of the string
-       def update(self, result):
+       def update(self, result, sanity=True):
                #print "Update called with \"" + str(result) + "\""
                # String always starts with 'x y'
                try:
@@ -280,7 +341,7 @@ class Board():
                        raise Exception("GIBBERISH \""+ str(result) + "\"") # Raise expectations
 
                piece = self.grid[x][y]
-               if piece == None:
+               if piece == None and sanity == True:
                        raise Exception("EMPTY")
 
                # If a piece is being moved, the third token is '->'
@@ -293,7 +354,7 @@ class Board():
                                raise Exception("GIBBERISH \"" + str(result) + "\"") # Raise the alarm
 
                        # Move the piece (take opponent if possible)
-                       self.update_move(x, y, x2, y2)
+                       self.update_move(x, y, x2, y2, sanity)
                        
                else:
                        # Otherwise we will just assume a piece has been selected
@@ -303,8 +364,9 @@ class Board():
                        except:
                                raise Exception("GIBBERISH \"" + result + "\"") # Throw a hissy fit
 
+
                        # Select the piece
-                       self.update_select(x, y, type_index, state)
+                       self.update_select(x, y, type_index, state, sanity)
 
                return result
 
@@ -323,7 +385,7 @@ class Board():
                        if prob > 0:
                                result.update({p : prob})
                
-               self.verify()
+               #self.verify()
                return result
 
 
@@ -347,25 +409,25 @@ class Board():
                
                for i in range(len(p.types)):
                        t = p.types[i]
-                       prob = 0.5
-                       if t == "unknown" or p.types_revealed[i] == False:
+                       prob = 1.0 / float(len(p.types))
+                       if t == "unknown" or p.types[i][0] == '?':
                                total_types = 0
                                for t2 in self.unrevealed_types[p.colour].keys():
                                        total_types += self.unrevealed_types[p.colour][t2]
                                
                                for t2 in self.unrevealed_types[p.colour].keys():
                                        prob2 = float(self.unrevealed_types[p.colour][t2]) / float(total_types)
-                                       p.current_type = t2
-                                       for point in self.possible_moves(p, reject_allied):
+                                       #p.current_type = t2
+                                       for point in self.possible_moves(p, reject_allied, state=t2):
                                                result[point[0]][point[1]] += prob2 * prob
                                
                        else:
-                               p.current_type = t
-                               for point in self.possible_moves(p, reject_allied):
-                                       result[point[0]][point[1]] += prob
+                               #p.current_type = t
+                               for point in self.possible_moves(p, reject_allied, state=t):
+                                               result[point[0]][point[1]] += prob
                
-               self.verify()
-               p.current_type = "unknown"
+               #self.verify()
+               #p.current_type = "unknown"
                return result
 
        def prob_is_type(self, p, state):
@@ -376,7 +438,7 @@ class Board():
                        if t == state:
                                result += prob
                                continue        
-                       if t == "unknown" or p.types_revealed[i] == False:
+                       if t == "unknown" or p.types[i][0] == '?':
                                total_prob = 0
                                for t2 in self.unrevealed_types[p.colour].keys():
                                        total_prob += self.unrevealed_types[p.colour][t2]
@@ -390,10 +452,24 @@ class Board():
        # This is probably inefficient, but I looked at some sample chess games and they seem to actually do things this way
        # reject_allied indicates whether squares occupied by allied pieces will be removed
        # (set to false to check for defense)
-       def possible_moves(self, p, reject_allied = True):
-               result = []
+       def possible_moves(self, p, reject_allied = True, state=None):
                if p == None:
+                       raise Exception("SANITY: No piece")
+               
+               
+               
+               if state != None and state != p.current_type:
+                       old_type = p.current_type
+                       p.current_type = state
+                       result = self.possible_moves(p, reject_allied, state=None)
+                       p.current_type = old_type
                        return result
+               
+               
+               
+               
+               result = []
+               
 
                
                if p.current_type == "unknown":
@@ -465,7 +541,9 @@ class Board():
                        if g != None and (g.colour == p.colour and reject_allied == True):
                                result.remove(point) # Remove allied pieces
                
-               self.verify()
+               #self.verify()
+               
+               p.possible_moves = result
                return result
 
 
@@ -489,16 +567,63 @@ class Board():
                                        
                return p
 
+       # Returns "white", "black" or "DRAW" if the game should end
+       def end_condition(self):
+               if self.king["white"] == None:
+                       if self.king["black"] == None:
+                               return "DRAW" # This shouldn't happen
+                       return "black"
+               elif self.king["black"] == None:
+                       return "white"
+               elif len(self.pieces["white"]) == 1 and len(self.pieces["black"]) == 1:
+                       return "DRAW"
+               elif self.max_moves != None and self.moves > self.max_moves:
+                       return "DRAW"
+               return None
 
 
        # I typed the full statement about 30 times before writing this function...
        def on_board(self, x, y):
                return (x >= 0 and x < w) and (y >= 0 and y < h)
+       
+       # Pushes a move temporarily
+       def push_move(self, piece, x, y):
+               target = self.grid[x][y]
+               self.move_stack.append([piece, target, piece.x, piece.y, x, y])
+               [piece.x, piece.y] = [x, y]
+               self.grid[x][y] = piece
+               self.grid[piece.x][piece.y] = None
+               
+               for p in self.pieces["white"] + self.pieces["black"]:
+                       p.possible_moves = None
+               
+       # Restore move
+       def pop_move(self):
+               #print str(self.move_stack)
+               [piece, target, x1, y1, x2, y2] = self.move_stack[len(self.move_stack)-1]
+               self.move_stack = self.move_stack[:-1]
+               piece.x = x1
+               piece.y = y1
+               self.grid[x1][y1] = piece
+               if target != None:
+                       target.x = x2
+                       target.y = y2
+               self.grid[x2][y2] = target
+               
+               for p in self.pieces["white"] + self.pieces["black"]:
+                               p.possible_moves = None
+               
 # --- board.py --- #
-# +++ player.py +++ #
 import subprocess
+import select
+import platform
+import re
 
+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():
@@ -506,52 +631,91 @@ class Player():
                self.name = name
                self.colour = colour
 
+       def update(self, result):
+               return result
+
+       def reset_board(self, s):
+               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(" \t\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(" "))
+                       m = re.match("\s*(\d+)\s+(\d+)\s*", line)
+                       result = map(int, [m.group(1), m.group(2)])
                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")
+               self.send_message(result)
+               return result
 
        def get_move(self):
                
+               self.send_message("MOVE?")
+               line = self.get_response()
+               
                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(" "))
+                       m = re.match("\s*(\d+)\s+(\d+)\s*", line)
+                       result = map(int, [m.group(1), m.group(2)])
+
                except:
                        raise Exception("GIBBERISH \"" + str(line) + "\"")
                return result
 
+       def reset_board(self, s):
+               self.send_message("BOARD")
+               for line in s.split("\n"):
+                       self.send_message(line.strip(" \r\n"))
+               self.send_message("END BOARD")
+
        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 +769,8 @@ 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):
@@ -613,16 +778,35 @@ class HumanPlayer(Player):
                        pass
                else:
                        sys.stdout.write(result + "\n") 
+               return result
 
 
-# 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()
+               return result
+
+       def reset_board(self, s):
+               self.board.reset_board(s)
+
+       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)]
@@ -647,201 +831,1143 @@ class AgentRandom(Player):
                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 --- #
-# +++ thread_util.py +++ #
-import threading
+# Terrible, terrible hacks
+
+def run_agent(agent):
+       #sys.stderr.write(sys.argv[0] + " : Running agent " + str(agent) + "\n")
+       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
+               elif line.split(" ")[0] == "BOARD":
+                       s = ""
+                       line = sys.stdin.readline().strip(" \r\n")
+                       while line != "END BOARD":
+                               s += line + "\n"
+                               line = sys.stdin.readline().strip(" \r\n")
+                       agent.board.reset_board(s)
+                       
+               else:
+                       agent.update(line) # Updates agent.board
+       return 0
 
-# 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()
+# Sort of works?
 
-       def stopped(self):
-               return self._stop.isSet()
-# --- thread_util.py --- #
-# +++ game.py +++ #
+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.stdin.readline();sys.exit(run_agent(agent))\""
+               # str(run)
+               ExternalAgent.__init__(self, run, agent.colour)
 
-# 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:
-                                       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
+# --- player.py --- #
+# A sample agent
 
-                                       result = self.board.select(x, y, colour = p.colour)                             
-                                       for p2 in self.players:
-                                               p2.update(result) # Inform players of what happened
 
+class AgentBishop(AgentRandom): # Inherits from AgentRandom (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)
 
-                                       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
+               for p in self.board.pieces["white"] + self.board.pieces["black"]:
+                       p.last_moves = None
+                       p.selected_moves = None
 
-                                       time.sleep(turn_delay)
+               
 
+       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):
 
-                                       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
+               #sys.stderr.write(sys.argv[0] + " : " + str(self) + " prioritise called for " + str(piece) + "\n")
 
-                                       try:
-                                               [x2,y2] = p.get_move() # Player selects a destination
-                                       except:
-                                               self.stop()
+               
+               
+               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
 
-                                       if self.stopped():
-                                               break
+                               target = self.board.grid[x][y]
+                       
+                               
+                               
+                               
+                               # Get total probability that the move is protected
+                               self.board.push_move(piece, x, y)
+                               
 
-                                       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
+                               
+                               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.pop_move()
+                               
 
-                                       if isinstance(graphics, GraphicsThread):
-                                               with graphics.lock:
-                                                       graphics.state["moves"] = [[x2,y2]]
+                               
+                               # 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])
 
-                                       time.sleep(turn_delay)
+               moves.sort(key = lambda e : e[1], reverse = True)
+               #sys.stderr.write(sys.argv[0] + ": Moves for " + str(piece) + " are " + str(moves) + "\n")
 
-                                       if isinstance(graphics, GraphicsThread):
-                                               with graphics.lock:
-                                                       graphics.state["select"] = None
-                                                       graphics.state["dest"] = None
-                                                       graphics.state["moves"] = None
+               piece.last_moves = moves
+               piece.selected_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"
-
-                               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()
-                                               
+               
 
-                               if self.stopped():
-                                       break
+               
+               return moves
 
+       def select_best(self, colour):
 
-               for p2 in self.players:
-                       p2.quit(self.final_result)
+               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]})
 
-               graphics.stop()
+               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 AgentRandom.get_move(self)
 
+# --- agent_bishop.py --- #
+import multiprocessing
 
-def opponent(colour):
-       if colour == "white":
-               return "black"
-       else:
-               return "white"
-# --- game.py --- #
-# +++ graphics.py +++ #
-import pygame
+# Hacky alternative to using select for timing out players
 
-# Dictionary that stores the unicode character representations of the different pieces
-# Chess was clearly the reason why unicode was invented
-# For some reason none of the pygame chess implementations I found used them!
-piece_char = {"white" : {"king" : u'\u2654',
-                        "queen" : u'\u2655',
-                        "rook" : u'\u2656',
-                        "bishop" : u'\u2657',
-                        "knight" : u'\u2658',
-                        "pawn" : u'\u2659',
-                        "unknown" : '?'},
-               "black" : {"king" : u'\u265A',
-                        "queen" : u'\u265B',
-                        "rook" : u'\u265C',
-                        "bishop" : u'\u265D',
-                        "knight" : u'\u265E',
-                        "pawn" : u'\u265F',
-                        "unknown" : '?'}}
+# WARNING: Do not wrap around HumanPlayer or things breakify
+# WARNING: Do not use in general or things breakify
 
-images = {"white" : {}, "black" : {}}
-small_images = {"white" : {}, "black" : {}}
+class Sleeper(multiprocessing.Process):
+       def __init__(self, timeout):
+               multiprocessing.Process.__init__(self)
+               self.timeout = timeout
 
-# A thread to make things pretty
-class GraphicsThread(StoppableThread):
-       def __init__(self, board, title = "UCC::Progcomp 2013 - QChess", grid_sz = [80,80]):
-               StoppableThread.__init__(self)
-               
-               self.board = board
-               pygame.init()
-               self.window = pygame.display.set_mode((grid_sz[0] * w, grid_sz[1] * h))
+       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):
+               return TimeoutFunction(self.base_player.update, [result], self.timeout)
+
+       def quit(self, final_result):
+               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.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1)
+               #self.socket.setblocking(0)
+               
+               self.server = (address == None)
+
+               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 = "0.0.0.0" #socket.gethostname() # Breaks things???
+                       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()
+                       self.address = (address, self.port)
+
+       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):
+               nAttempts=3
+               for i in range(nAttempts):
+                       try:
+                               Network.__init__(self, self.colour, self.address)
+                               debug(str(self) +" connected to " + str(self.address))
+                               return
+                       except Exception, e:
+                               debug(str(self) +" attempt " + str(i) + ": " +  str(e.message))
+                               
+               raise Exception("NETWORK - Can't connect to " + str(self.address))
+
+
+       def select(self):
+               [x,y] = self.base_player.select()
+               choice = self.board.grid[x][y]
+               s = str(x) + " " + str(y)
+               #debug(str(self) + " sends: " + str(s))
+               self.send_message(s)
+               return [x,y]
+
+       def get_move(self):
+               [x,y] = self.base_player.get_move()
+               s = str(x) + " " + str(y)
+               #debug(str(self) + " sends: " + str(s))
+               self.send_message(s)
+               return [x,y]
+
+       def update(self, s):
+               
+               self.base_player.update(s)
+               if self.server == True:
+                       #debug(str(self) + " sends: " + str(s))
+                       self.send_message(s)
+               return 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[i][0] != '?':
+                                       s += " " + str(selected.types[i])
+                               else:
+                                       s += " unknown"
+                       #debug(str(self) +" sending: " + str(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()
+               
+       def __str__(self):
+               s = "NetworkSender:"
+               if self.server:
+                       s += "server"
+               else:
+                       s += "client"
+               s += ":"+str(self.address)
+               return s
+
+
+class NetworkReceiver(Player,Network):
+       def __init__(self, colour, address=None):
+               
+               s = "@network"
+               if address != None:
+                       s += ":"+str(address)
+               Player.__init__(self, s, colour)
+
+               self.address = address
+
+               self.board = None
+
+
+       def connect(self):
+               nAttempts=3
+               for i in range(nAttempts):
+                       try:
+                               Network.__init__(self, self.colour, self.address)
+                               debug(str(self) +" connected to " + str(self.address))
+                               return
+                       except Exception, e:
+                               debug(str(self) +" attempt " + str(i) + ": " +  str(e.message))
+                               
+               raise Exception("NETWORK - Can't connect to " + str(self.address))
+                       
+                       
+
+       def select(self):
+               
+               s = self.get_response()
+               #debug(str(self) +".select reads: " + str(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()
+               #debug(str(self) +".get_move reads: " + str(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):
+               if self.server == True:
+                       return result
+               s = self.get_response()
+               #debug(str(self) + ".update reads: " + str(s))
+               if not "->" in s.split(" "):
+                       self.board.update(s, sanity=False)
+               return s
+               
+
+       def quit(self, final_result):
+               self.src.close()
+               
+       def __str__(self):
+               s = "NetworkReceiver:"
+               if self.server:
+                       s += "server"
+               else:
+                       s += "client"
+               s += ":"+str(self.address)
+               return s
+       
+# --- network.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 --- #
+log_files = []
+import datetime
+import urllib2
+
+class LogFile():
+       def __init__(self, log):        
+               
+               self.log = log
+               self.logged = []
+               self.log.write("# Log starts " + str(datetime.datetime.now()) + "\n")
+
+       def write(self, s):
+               now = datetime.datetime.now()
+               self.log.write(str(now) + " : " + s + "\n")
+               self.logged.append((now, s))
+
+       def setup(self, board, players):
+               
+               for p in players:
+                       self.log.write("# " + str(p.colour) + " : " + str(p.name) + "\n")
+               
+               self.log.write("# Initial board\n")
+               for x in range(0, w):
+                       for y in range(0, h):
+                               if board.grid[x][y] != None:
+                                       self.log.write(str(board.grid[x][y]) + "\n")
+
+               self.log.write("# Start game\n")
+
+       def close(self):
+               self.log.write("# EOF\n")
+               if self.log != sys.stdout:
+                       self.log.close()
+
+class ShortLog(LogFile):
+       def __init__(self, file_name):
+               if file_name == "":
+                       self.log = sys.stdout
+               else:
+                       self.log = open(file_name, "w", 0)
+               LogFile.__init__(self, self.log)
+               self.file_name = file_name
+               self.phase = 0
+
+       def write(self, s):
+               now = datetime.datetime.now()
+               self.logged.append((now, s))
+               
+               if self.phase == 0:
+                       if self.log != sys.stdout:
+                               self.log.close()
+                               self.log = open(self.file_name, "w", 0)
+                       self.log.write("# Short log updated " + str(datetime.datetime.now()) + "\n")    
+                       LogFile.setup(self, game.board, game.players)
+
+               elif self.phase == 1:
+                       for message in self.logged[len(self.logged)-2:]:
+                               self.log.write(str(message[0]) + " : " + message[1] + "\n")
+
+               self.phase = (self.phase + 1) % 2               
+               
+       def close(self):
+               if self.phase == 1:
+                       ending = self.logged[len(self.logged)-1]
+                       self.log.write(str(ending[0]) + " : " + ending[1] + "\n")
+               self.log.write("# EOF\n")
+               if self.log != sys.stdout:
+                       self.log.close()
+               
+
+class HeadRequest(urllib2.Request):
+       def get_method(self):
+               return "HEAD"
+
+class HttpGetter(StoppableThread):
+       def __init__(self, address):
+               StoppableThread.__init__(self)
+               self.address = address
+               self.log = urllib2.urlopen(address)
+               self.lines = []
+               self.lock = threading.RLock() #lock for access of self.state
+               self.cond = threading.Condition() # conditional
+
+       def run(self):
+               while not self.stopped():
+                       line = self.log.readline()
+                       if line == "":
+                               date_mod = datetime.datetime.strptime(self.log.headers['last-modified'], "%a, %d %b %Y %H:%M:%S GMT")
+                               self.log.close()
+       
+                               next_log = urllib2.urlopen(HeadRequest(self.address))
+                               date_new = datetime.datetime.strptime(next_log.headers['last-modified'], "%a, %d %b %Y %H:%M:%S GMT")
+                               while date_new <= date_mod and not self.stopped():
+                                       next_log = urllib2.urlopen(HeadRequest(self.address))
+                                       date_new = datetime.datetime.strptime(next_log.headers['last-modified'], "%a, %d %b %Y %H:%M:%S GMT")
+                               if self.stopped():
+                                       break
+
+                               self.log = urllib2.urlopen(self.address)
+                               line = self.log.readline()
+
+                       self.cond.acquire()
+                       self.lines.append(line)
+                       self.cond.notifyAll()
+                       self.cond.release()
+
+                       #sys.stderr.write(" HttpGetter got \'" + str(line) + "\'\n")
+
+               self.log.close()
+                               
+                               
+       
+               
+               
+class HttpReplay():
+       def __init__(self, address):
+               self.getter = HttpGetter(address)
+               self.getter.start()
+               
+       def readline(self):
+               self.getter.cond.acquire()
+               while len(self.getter.lines) == 0:
+                       self.getter.cond.wait()
+                       
+               result = self.getter.lines[0]
+               self.getter.lines = self.getter.lines[1:]
+               self.getter.cond.release()
+
+               return result
+                       
+                       
+       def close(self):
+               self.getter.stop()
+
+class FileReplay():
+       def __init__(self, filename):
+               self.f = open(filename, "r", 0)
+               self.filename = filename
+               self.mod = os.path.getmtime(filename)
+               self.count = 0
+       
+       def readline(self):
+               line = self.f.readline()
+               
+               while line == "":
+                       mod2 = os.path.getmtime(self.filename)
+                       if mod2 > self.mod:
+                               #sys.stderr.write("File changed!\n")
+                               self.mod = mod2
+                               self.f.close()
+                               self.f = open(self.filename, "r", 0)
+                               
+                               new_line = self.f.readline()
+                               
+                               if " ".join(new_line.split(" ")[0:3]) != "# Short log":
+                                       for i in range(self.count):
+                                               new_line = self.f.readline()
+                                               #sys.stderr.write("Read back " + str(i) + ": " + str(new_line) + "\n")
+                                       new_line = self.f.readline()
+                               else:
+                                       self.count = 0
+                               
+                               line = new_line
+
+               self.count += 1
+               return line
+
+       def close(self):
+               self.f.close()
+               
+                                               
+def log(s):
+       for l in log_files:
+               l.write(s)
+               
+def debug(s):
+       sys.stderr.write("# DEBUG: " + s + "\n")
+               
+
+def log_init(board, players):
+       for l in log_files:
+               l.setup(board, players)
+
+# --- log.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:
+                               if True:
+                                       [x,y] = p.select() # Player selects a square
+                                       if self.stopped():
+                                               break
+                               
+                                       if not (isinstance(p, Network) and p.server == False):
+                                               result = self.board.select(x, y, colour = p.colour)
+                                       else:
+                                               #debug(str(self) + " don't update local board")
+                                               result = ""
+                                       
+                                       result = p.update(result)
+                                       for p2 in self.players:
+                                               if p2 != p:
+                                                       result = p2.update(result) # Inform players of what happened
+
+
+                                       log(result)
+
+                                       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 = str(x) + " " + str(y) + " -> " + str(x2) + " " + str(y2)
+                                       log(result)
+
+                                       self.board.update_move(x, y, x2, y2)
+                                       
+                                       for p2 in self.players:
+                                               p2.update(result) # 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
+
+                               end = self.board.end_condition()
+                               if end != None:         
+                                       with self.lock:
+                                               if end == "DRAW":
+                                                       self.final_result = self.state["turn"].colour + " " + end
+                                               else:
+                                                       self.final_result = end
+                                       self.stop()
+                               
+                               if self.stopped():
+                                       break
+
+
+               for p2 in self.players:
+                       p2.quit(self.final_result)
+
+               log(self.final_result)
+
+               if isinstance(graphics, GraphicsThread):
+                       graphics.stop()
+
+       
+# A thread that replays a log file
+class ReplayThread(GameThread):
+       def __init__(self, players, src, end=False,max_moves=None):
+               self.board = Board(style="empty")
+               self.board.max_moves = max_moves
+               GameThread.__init__(self, self.board, players)
+               self.src = src
+               self.end = end
+
+               self.reset_board(self.src.readline())
+
+       def reset_board(self, line):
+               agent_str = ""
+               self_str = ""
+               while line != "# Start game" and line != "# EOF":
+                       
+                       while line == "":
+                               line = self.src.readline().strip(" \r\n")
+                               continue
+
+                       if line[0] == '#':
+                               line = self.src.readline().strip(" \r\n")
+                               continue
+
+                       self_str += line + "\n"
+
+                       if self.players[0].name == "dummy" and self.players[1].name == "dummy":
+                               line = self.src.readline().strip(" \r\n")
+                               continue
+                       
+                       tokens = line.split(" ")
+                       types = map(lambda e : e.strip("[] ,'"), tokens[2:4])
+                       for i in range(len(types)):
+                               if types[i][0] == "?":
+                                       types[i] = "unknown"
+
+                       agent_str += tokens[0] + " " + tokens[1] + " " + str(types) + " ".join(tokens[4:]) + "\n"
+                       line = self.src.readline().strip(" \r\n")
+
+               for p in self.players:
+                       p.reset_board(agent_str)
+               
+               
+               self.board.reset_board(self_str)
+
+       
+       def run(self):
+               move_count = 0
+               last_line = ""
+               line = self.src.readline().strip(" \r\n")
+               while line != "# EOF":
+
+
+                       if self.stopped():
+                               break
+                       
+                       if len(line) <= 0:
+                               continue
+                                       
+
+                       if line[0] == '#':
+                               last_line = line
+                               line = self.src.readline().strip(" \r\n")
+                               continue
+
+                       tokens = line.split(" ")
+                       if tokens[0] == "white" or tokens[0] == "black":
+                               self.reset_board(line)
+                               last_line = line
+                               line = self.src.readline().strip(" \r\n")
+                               continue
+
+                       move = line.split(":")
+                       move = move[len(move)-1].strip(" \r\n")
+                       tokens = move.split(" ")
+                       
+                       
+                       try:
+                               [x,y] = map(int, tokens[0:2])
+                       except:
+                               last_line = line
+                               self.stop()
+                               break
+
+                       log(move)
+
+                       target = self.board.grid[x][y]
+                       with self.lock:
+                               if target.colour == "white":
+                                       self.state["turn"] = self.players[0]
+                               else:
+                                       self.state["turn"] = self.players[1]
+                       
+                       move_piece = (tokens[2] == "->")
+                       if move_piece:
+                               [x2,y2] = map(int, tokens[len(tokens)-2:])
+
+                       if isinstance(graphics, GraphicsThread):
+                               with graphics.lock:
+                                       graphics.state["select"] = target
+                                       
+                       if not move_piece:
+                               self.board.update_select(x, y, int(tokens[2]), tokens[len(tokens)-1])
+                               if isinstance(graphics, GraphicsThread):
+                                       with graphics.lock:
+                                               if target.current_type != "unknown":
+                                                       graphics.state["moves"] = self.board.possible_moves(target)
+                                               else:
+                                                       graphics.state["moves"] = None
+                                       time.sleep(turn_delay)
+                       else:
+                               self.board.update_move(x, y, x2, y2)
+                               if isinstance(graphics, GraphicsThread):
+                                       with graphics.lock:
+                                               graphics.state["moves"] = [[x2,y2]]
+                                       time.sleep(turn_delay)
+                                       with graphics.lock:
+                                               graphics.state["select"] = None
+                                               graphics.state["moves"] = None
+                                               graphics.state["dest"] = None
+                       
+
+                       
+                       
+                       
+                       for p in self.players:
+                               p.update(move)
+
+                       last_line = line
+                       line = self.src.readline().strip(" \r\n")
+                       
+                       
+                       end = self.board.end_condition()
+                       if end != None:
+                               self.final_result = end
+                               self.stop()
+                               break
+                                       
+                                               
+                                               
+
+                       
+                                       
+
+
+                       
+
+                               
+                       
+
+               
+
+               if self.end and isinstance(graphics, GraphicsThread):
+                       #graphics.stop()
+                       pass # Let the user stop the display
+               elif not self.end and self.board.end_condition() == None:
+                       global game
+                       # Work out the last move
+                                       
+                       t = last_line.split(" ")
+                       if t[len(t)-2] == "black":
+                               self.players.reverse()
+                       elif t[len(t)-2] == "white":
+                               pass
+                       elif self.state["turn"] != None and self.state["turn"].colour == "white":
+                               self.players.reverse()
+
+
+                       game = GameThread(self.board, self.players)
+                       game.run()
+               else:
+                       pass
+
+               
+
+def opponent(colour):
+       if colour == "white":
+               return "black"
+       else:
+               return "white"
+# --- game.py --- #
+try:
+       import pygame
+except:
+       pass
+import os
+
+# Dictionary that stores the unicode character representations of the different pieces
+# Chess was clearly the reason why unicode was invented
+# For some reason none of the pygame chess implementations I found used them!
+piece_char = {"white" : {"king" : u'\u2654',
+                        "queen" : u'\u2655',
+                        "rook" : u'\u2656',
+                        "bishop" : u'\u2657',
+                        "knight" : u'\u2658',
+                        "pawn" : u'\u2659',
+                        "unknown" : '?'},
+               "black" : {"king" : u'\u265A',
+                        "queen" : u'\u265B',
+                        "rook" : u'\u265C',
+                        "bishop" : u'\u265D',
+                        "knight" : u'\u265E',
+                        "pawn" : u'\u265F',
+                        "unknown" : '?'}}
+
+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
+       os.environ["SDL_VIDEO_ALLOW_SCREENSAVER"] = "1"
+except:
+       graphics_enabled = False
+       
+import time
+
+
+
+# A thread to make things pretty
+class GraphicsThread(StoppableThread):
+       def __init__(self, board, title = "UCC::Progcomp 2013 - QChess", grid_sz = [80,80]):
+               StoppableThread.__init__(self)
+               
+               self.board = board
+               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()
+               self.sleep_timeout = None
+               self.last_event = time.time()
+               self.blackout = False
+
+               #print "Test font"
+               pygame.font.Font(os.path.join(os.path.curdir, "data", "DejaVuSans.ttf"), 32).render("Hello", True,(0,0,0))
 
-               # 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"
+               #load_images()
+               create_images(grid_sz)
 
-                       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))
+               """
+               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)
+               """
 
                
        
@@ -852,28 +1978,46 @@ class GraphicsThread(StoppableThread):
                
                while not self.stopped():
                        
-                       self.board.display_grid(window = self.window, grid_sz = self.grid_sz) # Draw the board
+                       if self.sleep_timeout == None or (time.time() - self.last_event) < self.sleep_timeout:
+                       
+                               #print "Display grid"
+                               self.board.display_grid(window = self.window, grid_sz = self.grid_sz) # Draw the board
 
-                       self.overlay()
+                               #print "Display overlay"
+                               self.overlay()
 
-                       self.board.display_pieces(window = self.window, grid_sz = self.grid_sz) # Draw the board                
+                               #print "Display pieces"
+                               self.board.display_pieces(window = self.window, grid_sz = self.grid_sz) # Draw the board                
+                               self.blackout = False
+                               
+                       elif pygame.mouse.get_focused() and not self.blackout:
+                               os.system("xset dpms force off")
+                               self.blackout = True
+                               self.window.fill((0,0,0))
 
                        pygame.display.flip()
 
                        for event in pygame.event.get():
-                               if event.type == pygame.QUIT:
+                               self.last_event = time.time()
+                               if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.key == pygame.K_q):
                                        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
                                elif event.type == pygame.MOUSEBUTTONDOWN:
                                        self.mouse_down(event)
+                                       
                                elif event.type == pygame.MOUSEBUTTONUP:
-                                       self.mouse_up(event)
+                                       self.mouse_up(event)                    
+                               
+                               
                                        
-
+  
                                
                                                                
                                                
@@ -1002,7 +2146,7 @@ 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)
                                
@@ -1014,7 +2158,7 @@ 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
@@ -1037,8 +2181,9 @@ 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)
                
@@ -1065,20 +2210,177 @@ 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
@@ -1097,49 +2399,296 @@ import os
 import time
 
 turn_delay = 0.5
+sleep_timeout = None
 [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
+       
+       global turn_delay
+       global agent_timeout
+       global log_files
+       global src_file
+       global graphics_enabled
+       global always_reveal_states
+       global sleep_timeout
+
+       max_moves = None
+       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")
+       
+
+       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:] == "reveal":
+                       always_reveal_states = True
+               elif (arg[1] == '-' and arg[2:] == "graphics"):
+                       graphics_enabled = True
+               elif (arg[1] == '-' and arg[2:] == "no-graphics"):
+                       graphics_enabled = False
+               elif (arg[1] == '-' and arg[2:].split("=")[0] == "file"):
+                       # Load game from file
+                       if len(arg[2:].split("=")) == 1:
+                               src_file = sys.stdin
+                       else:
+                               f = arg[2:].split("=")[1]
+                               if f[0:7] == "http://":
+                                       src_file = HttpReplay(f)
+                               else:
+                                       src_file = FileReplay(f.split(":")[0])
+
+                                       if len(f.split(":")) == 2:
+                                               max_moves = int(f.split(":")[1])
+
+               elif (arg[1] == '-' and arg[2:].split("=")[0] == "log"):
+                       # Log file
+                       if len(arg[2:].split("=")) == 1:
+                               log_files.append(LogFile(sys.stdout))
+                       else:
+                               f = arg[2:].split("=")[1]
+                               if f[0] == '@':
+                                       log_files.append(ShortLog(f[1:]))
+                               else:
+                                       log_files.append(LogFile(open(f, "w", 0)))
+               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:].split("=")[0] == "blackout"):
+                       # Screen saver delay
+                       if len(arg[2:].split("=")) == 1:
+                               sleep_timeout = -1
+                       else:
+                               sleep_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:
+               # Hack to stop ReplayThread from exiting
+               #if len(players) == 0:
+               #       players = [HumanPlayer("dummy", "white"), HumanPlayer("dummy", "black")]
+
+               # Normally the ReplayThread exits if there are no players
+               # TODO: Decide which behaviour to use, and fix it
+               end = (len(players) == 0)
+               if end:
+                       players = [Player("dummy", "white"), Player("dummy", "black")]
+               elif len(players) != 2:
+                       sys.stderr.write(sys.argv[0] + " : Usage " + sys.argv[0] + " white black\n")
+                       if graphics_enabled:
+                               sys.stderr.write(sys.argv[0] + " : (You won't get a GUI, because --file was used, and the author is lazy)\n")
+                       return 44
+               game = ReplayThread(players, src_file, end=end, max_moves=max_moves)
+       else:
+               board = Board(style)
+               board.max_moves = max_moves
+               game = GameThread(board, players) 
+
+
+
+
+       # Initialise GUI
+       if graphics_enabled == True:
+               try:
+                       graphics = GraphicsThread(game.board, grid_sz = [64,64]) # Construct a GraphicsThread!
+                       
+                       graphics.sleep_timeout = sleep_timeout
 
-       # 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!
+               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...")
+                               
+                       # Handle race condition by having clients wait longer than servers to connect
+                       if p.address != None:
+                               time.sleep(0.2)
+                       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])
+
+
+               
+
+
+
+
+       log_init(game.board, players)
+       
+       
+       if graphics != None:
                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
+               if game.is_alive():
+                       game.join()
+       
 
+               error = game.error + graphics.error
+       else:
+               game.run()
+               error = game.error
+       
+
+       for l in log_files:
+               l.close()
+
+       if src_file != None and src_file != sys.stdin:
+               src_file.close()
+
+       sys.stdout.write(game.final_result + "\n")
+
+       return error
 
 # This is how python does a main() function...
 if __name__ == "__main__":
-       sys.exit(main(sys.argv))
+       try:
+               sys.exit(main(sys.argv))
+       except KeyboardInterrupt:
+               sys.stderr.write(sys.argv[0] + " : Got KeyboardInterrupt. Stopping everything\n")
+               if isinstance(graphics, StoppableThread):
+                       graphics.stop()
+                       graphics.run() # Will clean up graphics because it is stopped, not run it (a bit dodgy)
+
+               if isinstance(game, StoppableThread):
+                       game.stop()
+                       if game.is_alive():
+                               game.join()
+
+               sys.exit(102)
+
 # --- main.py --- #
-# EOF - created from update.sh on Wed Jan 23 22:01:52 WST 2013
+# EOF - created from make on Tue Apr  2 15:05:07 WST 2013

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