X-Git-Url: https://git.ucc.asn.au/?p=progcomp2013.git;a=blobdiff_plain;f=agents%2Fbishop%2Fqchess.py;h=8a3610bd9cfc1d3e4ba1af9565d070f9d645d6b8;hp=35c6d6e8a5edf5bdf5173254d57a1c5500b7b59b;hb=ef3a2d186de4f86b736dc357948a3ca319ef5423;hpb=a6d91c8bb286fa91f9e2a56b304043ff48154322 diff --git a/agents/bishop/qchess.py b/agents/bishop/qchess.py deleted file mode 120000 index 35c6d6e..0000000 --- a/agents/bishop/qchess.py +++ /dev/null @@ -1 +0,0 @@ -../../qchess/qchess.py \ No newline at end of file diff --git a/agents/bishop/qchess.py b/agents/bishop/qchess.py new file mode 100644 index 0000000..8a3610b --- /dev/null +++ b/agents/bishop/qchess.py @@ -0,0 +1,2837 @@ +#!/usr/bin/python -u +import random + +# I know using non-abreviated strings is inefficient, but this is python, who cares? +# Oh, yeah, this stores the number of pieces of each type in a normal chess game +piece_types = {"pawn" : 8, "bishop" : 2, "knight" : 2, "rook" : 2, "queen" : 1, "king" : 1, "unknown" : 0} + +# Class to represent a quantum chess piece +class Piece(): + def __init__(self, colour, x, y, types): + self.colour = colour # Colour (string) either "white" or "black" + self.x = x # x coordinate (0 - 8), none of this fancy 'a', 'b' shit here + self.y = y # y coordinate (0 - 8) + self.types = types # List of possible types the piece can be (should just be two) + self.current_type = "unknown" # Current type + self.choice = -1 # Index of the current type in self.types (-1 = unknown type) + + + self.last_state = None + + self.move_pattern = None + self.coverage = None + self.possible_moves = {} + + + def init_from_copy(self, c): + self.colour = c.colour + self.x = c.x + self.y = c.y + self.types = c.types[:] + self.current_type = c.current_type + self.choice = c.choice + + self.last_state = None + self.move_pattern = None + + + + # Make a string for the piece (used for debug) + def __str__(self): + 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], style="quantum"): + + # First draw the image corresponding to self.current_type + img = images[self.colour][self.current_type] + rect = img.get_rect() + if style == "classical": + offset = [-rect.width/2, -rect.height/2] + else: + offset = [-rect.width/2,-3*rect.height/4] + window.blit(img, (self.x * grid_sz[0] + grid_sz[0]/2 + offset[0], self.y * grid_sz[1] + grid_sz[1]/2 + offset[1])) + + + if style == "classical": + return + + # Draw the two possible types underneath the current_type image + for i in range(len(self.types)): + if 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 + + + rect = img.get_rect() + offset = [-rect.width/2,-rect.height/2] + + if i == 0: + target = (self.x * grid_sz[0] + grid_sz[0]/5 + offset[0], self.y * grid_sz[1] + 3*grid_sz[1]/4 + offset[1]) + else: + target = (self.x * grid_sz[0] + 4*grid_sz[0]/5 + offset[0], self.y * grid_sz[1] + 3*grid_sz[1]/4 + offset[1]) + + window.blit(img, target) # Blit shit + + # Collapses the wave function! + def select(self): + if self.current_type == "unknown" 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] + 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[0][0] == '?' or self.types[1][0] == '?'): + self.current_type = "unknown" + self.choice = -1 + else: + self.choice = 0 # Both the two types are the same + + # The sad moment when you realise that you do not understand anything about a subject you studied for 4 years... +# --- piece.py --- # +[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 + # Otherwise, they are left as unknown + # So you can use this class in Agent programs, and fill in the types as they are revealed + def __init__(self, style="agent"): + self.style = style + self.pieces = {"white" : [], "black" : []} + self.grid = [[None] * w for _ in range(h)] # 2D List (you can get arrays in python, somehow, but they scare me) + self.unrevealed_types = {"white" : piece_types.copy(), "black" : piece_types.copy()} + self.king = {"white" : None, "black" : None} # We need to keep track of the king, because he is important + 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): + + s = ["black", "white"][i] + c = self.pieces[s] + y = [0, h-1][i] + + c.append(Piece(s, 0, y, ["rook"])) + c.append(Piece(s, 1, y, ["knight"])) + c.append(Piece(s, 2, y, ["bishop"])) + k = Piece(s, 3, y, ["king", "king"]) # There can only be one ruler! + k.current_type = "king" + self.king[s] = k + c.append(k) + c.append(Piece(s, 4, y, ["queen"])) # Apparently he may have multiple wives though. + c.append(Piece(s, 5, y, ["bishop"])) + c.append(Piece(s, 6, y, ["knight"])) + c.append(Piece(s, 7, y, ["rook"])) + + if y == 0: + y += 1 + else: + y -= 1 + + # Lots of pawn + for x in range(0, w): + c.append(Piece(s, x, y, ["pawn"])) + + types_left = {} + types_left.update(piece_types) + del types_left["king"] # We don't want one of these randomly appearing (although it might make things interesting...) + del types_left["unknown"] # We certainly don't want these! + for piece in c: + # Add to grid + self.grid[piece.x][piece.y] = piece + + if len(piece.types) > 1: + continue + if style == "agent": # Assign placeholder "unknown" secondary type + piece.types.append("unknown") + continue + + elif style == "quantum": + # The master allocates the secondary types + choice = types_left.keys()[random.randint(0, len(types_left.keys())-1)] + types_left[choice] -= 1 + if types_left[choice] <= 0: + del types_left[choice] + piece.types.append('?' + choice) + elif style == "classical": + piece.types.append(piece.types[0]) + piece.current_type = piece.types[0] + piece.choice = 0 + + def clone(self): + newboard = Board(master = False) + newpieces = newboard.pieces["white"] + newboard.pieces["black"] + mypieces = self.pieces["white"] + self.pieces["black"] + + for i in range(len(mypieces)): + newpieces[i].init_from_copy(mypieces[i]) + + # 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]): + if window == None: + return # I was considering implementing a text only display, then I thought "Fuck that" + + # The indentation is getting seriously out of hand... + for x in range(0, w): + for y in range(0, h): + if (x + y) % 2 == 0: + c = pygame.Color(200,200,200) + else: + c = pygame.Color(64,64,64) + pygame.draw.rect(window, c, (x*grid_sz[0], y*grid_sz[1], (x+1)*grid_sz[0], (y+1)*grid_sz[1])) + + def display_pieces(self, window = None, grid_sz = [80,80]): + if window == None: + return + for p in self.pieces["white"] + self.pieces["black"]: + p.draw(window, grid_sz, self.style) + + # Draw the board in a pygame window + def display(self, window = None): + self.display_grid(window) + self.display_pieces(window) + + + + + def verify(self): + for x in range(w): + for y in range(h): + if self.grid[x][y] == None: + continue + if (self.grid[x][y].x != x or self.grid[x][y].y != y): + raise Exception(sys.argv[0] + ": MISMATCH " + str(self.grid[x][y]) + " should be at " + str(x) + "," + str(y)) + + # Select a piece on the board (colour is the colour of whoever is doing the selecting) + def select(self, x,y, colour=None): + if not self.on_board(x, y): # Get on board everyone! + raise Exception("BOUNDS " + str(x) + ","+str(y)) + + piece = self.grid[x][y] + if piece == None: + raise Exception("EMPTY") + + if colour != None and piece.colour != colour: + raise Exception("COLOUR " + str(piece.colour) + " not " + str(colour)) + + # I'm not quite sure why I made this return a string, but screw logical design + return str(x) + " " + str(y) + " " + str(piece.select()) + " " + str(piece.current_type) + + + # Update the board when a piece has been selected + # "type" is apparently reserved, so I'll use "state" + def update_select(self, x, y, type_index, state, sanity=True, deselect=True): + #debug(str(self) + " update_select called") + piece = self.grid[x][y] + if piece.types[type_index] == "unknown": + 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.current_type = state + + if deselect == True and 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, sanity=True): + #debug(str(self) + " update_move called \""+str(x)+ " " + str(y) + " -> " + str(x2) + " " + str(y2) + "\"") + 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: + if taken.current_type == "king": + self.king[taken.colour] = None + self.pieces[taken.colour].remove(taken) + self.grid[x2][y2] = piece + piece.x = x2 + piece.y = y2 + + # If the piece is a pawn, and it reaches the final row, it becomes a queen + # I know you are supposed to get a choice + # But that would be effort + if piece.current_type == "pawn" and ((piece.colour == "white" and piece.y == 0) or (piece.colour == "black" and piece.y == h-1)): + if self.style == "classical": + piece.types[0] = "queen" + piece.types[1] = "queen" + else: + piece.types[piece.choice] = "queen" + piece.current_type = "queen" + + piece.deselect() # Uncollapse (?) the wavefunction! + self.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, sanity=True, deselect=True): + #debug(str(self) + " update called \""+str(result)+"\"") + # String always starts with 'x y' + try: + s = result.split(" ") + [x,y] = map(int, s[0:2]) + except: + raise Exception("GIBBERISH \""+ str(result) + "\"") # Raise expectations + + piece = self.grid[x][y] + if piece == None and sanity == True: + raise Exception("EMPTY " + str(x) + " " + str(y)) + + # If a piece is being moved, the third token is '->' + # We could get away with just using four integers, but that wouldn't look as cool + if "->" in s: + # Last two tokens are the destination + try: + [x2,y2] = map(int, s[3:]) + except: + raise Exception("GIBBERISH \"" + str(result) + "\"") # Raise the alarm + + # Move the piece (take opponent if possible) + self.update_move(x, y, x2, y2, sanity) + + else: + # Otherwise we will just assume a piece has been selected + try: + type_index = int(s[2]) # We need to know which of the two types the piece is in; that's the third token + state = s[3] # The last token is a string identifying the type + except: + raise Exception("GIBBERISH \"" + result + "\"") # Throw a hissy fit + + + # Select the piece + self.update_select(x, y, type_index, state, sanity=sanity, deselect=deselect) + + return result + + # Gets each piece that could reach the given square and the probability that it could reach that square + # Will include allied pieces that defend the attacker + def coverage(self, x, y, colour = None, reject_allied = True): + result = {} + + if colour == None: + pieces = self.pieces["white"] + self.pieces["black"] + else: + pieces = self.pieces[colour] + + for p in pieces: + prob = self.probability_grid(p, reject_allied)[x][y] + if prob > 0: + result.update({p : prob}) + + #self.verify() + return result + + + + + + # Associates each square with a probability that the piece could move into it + # Look, I'm doing all the hard work for you here... + def probability_grid(self, p, reject_allied = True): + + result = [[0.0] * w for _ in range(h)] + if not isinstance(p, Piece): + return result + + if p.current_type != "unknown": + #sys.stderr.write(sys.argv[0] + ": " + str(p) + " moves " + str(self.possible_moves(p, reject_allied)) + "\n") + for point in self.possible_moves(p, reject_allied): + result[point[0]][point[1]] = 1.0 + return result + + + for i in range(len(p.types)): + t = p.types[i] + prob = 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, state=t2): + result[point[0]][point[1]] += prob2 * prob + + else: + #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" + return result + + def prob_is_type(self, p, state): + prob = 0.5 + result = 0 + for i in range(len(p.types)): + t = p.types[i] + if t == state: + result += prob + continue + if t == "unknown" or p.types[i][0] == '?': + total_prob = 0 + for t2 in self.unrevealed_types[p.colour].keys(): + total_prob += self.unrevealed_types[p.colour][t2] + for t2 in self.unrevealed_types[p.colour].keys(): + if t2 == state: + result += prob * float(self.unrevealed_types[p.colour][t2]) / float(total_prob) + + + + # Get all squares that the piece could move into + # This is probably inefficient, but I looked at some sample chess games and they seem to actually do things this way + # reject_allied indicates whether squares occupied by allied pieces will be removed + # (set to false to check for defense) + def possible_moves(self, p, reject_allied = True, 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": + raise Exception("SANITY: Unknown state for piece: "+str(p)) + # The below commented out code causes things to break badly + #for t in p.types: + # if t == "unknown": + # continue + # p.current_type = t + # result += self.possible_moves(p) + #p.current_type = "unknown" + #return result + + if p.current_type == "king": + result = [[p.x-1,p.y],[p.x+1,p.y],[p.x,p.y-1],[p.x,p.y+1], [p.x-1,p.y-1],[p.x-1,p.y+1],[p.x+1,p.y-1],[p.x+1,p.y+1]] + elif p.current_type == "queen": + for d in [[-1,0],[1,0],[0,-1],[0,1],[-1,-1],[-1,1],[1,-1],[1,1]]: + result += self.scan(p.x, p.y, d[0], d[1]) + elif p.current_type == "bishop": + for d in [[-1,-1],[-1,1],[1,-1],[1,1]]: # There's a reason why bishops move diagonally + result += self.scan(p.x, p.y, d[0], d[1]) + elif p.current_type == "rook": + for d in [[-1,0],[1,0],[0,-1],[0,1]]: + result += self.scan(p.x, p.y, d[0], d[1]) + elif p.current_type == "knight": + # I would use two lines, but I'm not sure how python likes that + result = [[p.x-2, p.y-1], [p.x-2, p.y+1], [p.x+2, p.y-1], [p.x+2,p.y+1], [p.x-1,p.y-2], [p.x-1, p.y+2],[p.x+1,p.y-2],[p.x+1,p.y+2]] + elif p.current_type == "pawn": + if p.colour == "white": + + # Pawn can't move forward into occupied square + if self.on_board(p.x, p.y-1) and self.grid[p.x][p.y-1] == None: + result = [[p.x,p.y-1]] + for f in [[p.x-1,p.y-1],[p.x+1,p.y-1]]: + if not self.on_board(f[0], f[1]): + continue + if self.grid[f[0]][f[1]] != None: # Pawn can take diagonally + result.append(f) + if p.y == h-2: + # Slightly embarrassing if the pawn jumps over someone on its first move... + if self.grid[p.x][p.y-1] == None and self.grid[p.x][p.y-2] == None: + result.append([p.x, p.y-2]) + else: + # Vice versa for the black pawn + if self.on_board(p.x, p.y+1) and self.grid[p.x][p.y+1] == None: + result = [[p.x,p.y+1]] + + for f in [[p.x-1,p.y+1],[p.x+1,p.y+1]]: + if not self.on_board(f[0], f[1]): + continue + if self.grid[f[0]][f[1]] != None: + #sys.stderr.write(sys.argv[0] + " : "+str(p) + " can take " + str(self.grid[f[0]][f[1]]) + "\n") + result.append(f) + if p.y == 1: + if self.grid[p.x][p.y+1] == None and self.grid[p.x][p.y+2] == None: + result.append([p.x, p.y+2]) + + #sys.stderr.write(sys.argv[0] + " : possible_moves for " + str(p) + " " + str(result) + "\n") + + # Remove illegal moves + # Note: The result[:] creates a copy of result, so that the result.remove calls don't fuck things up + for point in result[:]: + + if (point[0] < 0 or point[0] >= w) or (point[1] < 0 or point[1] >= h): + result.remove(point) # Remove locations outside the board + continue + g = self.grid[point[0]][point[1]] + + if g != None and (g.colour == p.colour and reject_allied == True): + result.remove(point) # Remove allied pieces + + #self.verify() + + p.possible_moves = result + return result + + + # Scans in a direction until it hits a piece, returns all squares in the line + # (includes the final square (which contains a piece), but not the original square) + def scan(self, x, y, vx, vy): + p = [] + + xx = x + yy = y + while True: + xx += vx + yy += vy + if not self.on_board(xx, yy): + break + if not [xx,yy] in p: + p.append([xx, yy]) + g = self.grid[xx][yy] + if g != None: + return p + + return p + + # 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 --- # +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(): + def __init__(self, name, colour): + self.name = name + self.colour = colour + + def update(self, result): + return result + + def reset_board(self, s): + pass + + def __str__(self): + return self.name + "<"+str(self.colour)+">" + + def base_player(self): + return self + +# Player that runs from another process +class ExternalAgent(Player): + + + def __init__(self, name, colour): + Player.__init__(self, name, colour) + 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: + 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" + self.send_message(result) + return result + + def get_move(self): + + self.send_message("MOVE?") + line = self.get_response() + + try: + 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.send_message("QUIT " + final_result) + except: + self.p.kill() + +# So you want to be a player here? +class HumanPlayer(Player): + def __init__(self, name, colour): + Player.__init__(self, name, colour) + + # Select your preferred account + def select(self): + if isinstance(graphics, GraphicsThread): + # Basically, we let the graphics thread do some shit and then return that information to the game thread + graphics.cond.acquire() + # We wait for the graphics thread to select a piece + while graphics.stopped() == False and graphics.state["select"] == None: + graphics.cond.wait() # The difference between humans and machines is that humans sleep + select = graphics.state["select"] + + + graphics.cond.release() + if graphics.stopped(): + return [-1,-1] + return [select.x, select.y] + else: + # Since I don't display the board in this case, I'm not sure why I filled it in... + while True: + sys.stdout.write("SELECTION?\n") + try: + p = map(int, sys.stdin.readline().strip("\r\n ").split(" ")) + except: + sys.stderr.write("ILLEGAL GIBBERISH\n") + continue + # It's your move captain + def get_move(self): + if isinstance(graphics, GraphicsThread): + graphics.cond.acquire() + while graphics.stopped() == False and graphics.state["dest"] == None: + graphics.cond.wait() + graphics.cond.release() + + return graphics.state["dest"] + else: + + while True: + sys.stdout.write("MOVE?\n") + try: + p = map(int, sys.stdin.readline().strip("\r\n ").split(" ")) + except: + sys.stderr.write("ILLEGAL GIBBERISH\n") + continue + + # Are you sure you want to quit? + def quit(self, final_result): + if graphics == None: + sys.stdout.write("QUIT " + final_result + "\n") + + # Completely useless function + def update(self, result): + if isinstance(graphics, GraphicsThread): + pass + else: + sys.stdout.write(result + "\n") + return result + + +# 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)] + all_moves = [] + # Check that the piece has some possibility to move + tmp = self.choice.current_type + if tmp == "unknown": # For unknown pieces, try both types + for t in self.choice.types: + if t == "unknown": + continue + self.choice.current_type = t + all_moves += self.board.possible_moves(self.choice) + else: + all_moves = self.board.possible_moves(self.choice) + self.choice.current_type = tmp + if len(all_moves) > 0: + break + return [self.choice.x, self.choice.y] + + def get_move(self): + moves = self.board.possible_moves(self.choice) + move = moves[random.randint(0, len(moves)-1)] + return move + + +# 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 + + +# Sort of works? + +class ExternalWrapper(ExternalAgent): + def __init__(self, agent): + run = "python -u -c \"import sys;import os;from qchess import *;agent = " + agent.__class__.__name__ + "('" + agent.name + "','"+agent.colour+"');sys.stdin.readline();sys.exit(run_agent(agent))\"" + # str(run) + ExternalAgent.__init__(self, run, agent.colour) + + + +# --- player.py --- # +# A sample agent + + +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) + + for p in self.board.pieces["white"] + self.board.pieces["black"]: + p.last_moves = None + p.selected_moves = None + + + + def get_value(self, piece): + if piece == None: + return 0.0 + return float(self.value[piece.types[0]] + self.value[piece.types[1]]) / 2.0 + + # Score possible moves for the piece + + def prioritise_moves(self, piece): + + #sys.stderr.write(sys.argv[0] + " : " + str(self) + " prioritise called for " + str(piece) + "\n") + + + + grid = self.board.probability_grid(piece) + #sys.stderr.write("\t Probability grid " + str(grid) + "\n") + moves = [] + for x in range(w): + for y in range(h): + if grid[x][y] < 0.3: # Throw out moves with < 30% probability + #sys.stderr.write("\tReject " + str(x) + "," + str(y) + " (" + str(grid[x][y]) + ")\n") + continue + + target = self.board.grid[x][y] + + + + + # Get total probability that the move is protected + self.board.push_move(piece, x, y) + + + + 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() + + + + # Score of the move + value = self.aggression * (1.0 + d_prob) * self.get_value(target) - self.defence * (1.0 - d_prob) * a_prob * self.get_value(piece) + + # Adjust score based on movement of piece out of danger + attackers = self.board.coverage(piece.x, piece.y, opponent(piece.colour)) + s_prob = 0.0 + for a in attackers.keys(): + s_prob += attackers[a] + if len(attackers.keys()) > 0: + s_prob /= float(len(attackers.keys())) + + if (s_prob > 1.0): + s_prob = 1.0 + value += self.defence * s_prob * self.get_value(piece) + + # Adjust score based on probability that the move is actually possible + moves.append([[x, y], grid[x][y] * value]) + + moves.sort(key = lambda e : e[1], reverse = True) + #sys.stderr.write(sys.argv[0] + ": Moves for " + str(piece) + " are " + str(moves) + "\n") + + piece.last_moves = moves + piece.selected_moves = None + + + + + return moves + + def select_best(self, colour): + + self.depth += 1 + all_moves = {} + for p in self.board.pieces[colour]: + self.choice = p # Temporarily pick that piece + m = self.prioritise_moves(p) + if len(m) > 0: + all_moves.update({p : m[0]}) + + if len(all_moves.items()) <= 0: + return None + + + opts = all_moves.items() + opts.sort(key = lambda e : e[1][1], reverse = True) + + if self.depth >= self.max_depth: + self.depth -= 1 + return list(opts[0]) + + if self.recurse_for >= 0: + opts = opts[0:self.recurse_for] + #sys.stderr.write(sys.argv[0] + " : Before recurse, options are " + str(opts) + "\n") + + # Take the best few moves, and recurse + for choice in opts[0:self.recurse_for]: + [xx,yy] = [choice[0].x, choice[0].y] # Remember position + [nx,ny] = choice[1][0] # Target + [choice[0].x, choice[0].y] = [nx, ny] # Set position + target = self.board.grid[nx][ny] # Remember piece in spot + self.board.grid[xx][yy] = None # Remove piece + self.board.grid[nx][ny] = choice[0] # Replace with moving piece + + # Recurse + best_enemy_move = self.select_best(opponent(choice[0].colour)) + choice[1][1] -= best_enemy_move[1][1] / float(self.depth + 1.0) + + [choice[0].x, choice[0].y] = [xx, yy] # Restore position + self.board.grid[nx][ny] = target # Restore taken piece + self.board.grid[xx][yy] = choice[0] # Restore moved piece + + + + opts.sort(key = lambda e : e[1][1], reverse = True) + #sys.stderr.write(sys.argv[0] + " : After recurse, options are " + str(opts) + "\n") + + self.depth -= 1 + return list(opts[0]) + + + + # Returns [x,y] of selected piece + def select(self): + #sys.stderr.write("Getting choice...") + self.choice = self.select_best(self.colour)[0] + + #sys.stderr.write(" Done " + str(self.choice)+"\n") + return [self.choice.x, self.choice.y] + + # Returns [x,y] of square to move selected piece into + def get_move(self): + #sys.stderr.write("Choice is " + str(self.choice) + "\n") + self.choice.selected_moves = self.choice.last_moves + moves = self.prioritise_moves(self.choice) + if len(moves) > 0: + return moves[0][0] + else: + return AgentRandom.get_move(self) + +# --- agent_bishop.py --- # +import multiprocessing + +# Hacky alternative to using select for timing out players + +# WARNING: Do not wrap around HumanPlayer or things breakify +# WARNING: Do not use in general or things breakify + +class Sleeper(multiprocessing.Process): + def __init__(self, timeout): + multiprocessing.Process.__init__(self) + self.timeout = timeout + + def run(self): + time.sleep(self.timeout) + + +class Worker(multiprocessing.Process): + def __init__(self, function, args, q): + multiprocessing.Process.__init__(self) + self.function = function + self.args = args + self.q = q + + def run(self): + #print str(self) + " runs " + str(self.function) + " with args " + str(self.args) + self.q.put(self.function(*self.args)) + + + +def TimeoutFunction(function, args, timeout): + q = multiprocessing.Queue() + w = Worker(function, args, q) + s = Sleeper(timeout) + w.start() + s.start() + while True: # Busy loop of crappyness + if not w.is_alive(): + s.terminate() + result = q.get() + w.join() + #print "TimeoutFunction gets " + str(result) + return result + elif not s.is_alive(): + w.terminate() + s.join() + raise Exception("TIMEOUT") + + + + +# A player that wraps another player and times out its moves +# Uses threads +# A (crappy) alternative to the use of select() +class TimeoutPlayer(Player): + def __init__(self, base_player, timeout): + Player.__init__(self, base_player.name, base_player.colour) + self.base_player = base_player + self.timeout = timeout + + def select(self): + return TimeoutFunction(self.base_player.select, [], self.timeout) + + + def get_move(self): + return TimeoutFunction(self.base_player.get_move, [], self.timeout) + + def update(self, result): + 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 NetworkPlayer(Player): + def __init__(self, colour, network, player): + Player.__init__(self, "@network:"+str(network.address), colour) + self.player = player + self.network = network + + def __str__(self): + return "NetworkPlayer<"+str(self.colour)+","+str(self.player)+">" + + def select(self): + #debug(str(self) + " select called") + if self.player != None: + s = self.player.select() + self.send_message(str(s[0]) + " " + str(s[1])) + else: + s = map(int, self.get_response().split(" ")) + for p in game.players: + if p != self and isinstance(p, NetworkPlayer) and p.player == None: + p.network.send_message(str(s[0]) + " " + str(s[1])) + if s == [-1,-1]: + game.final_result = "network terminate" + game.stop() + return s + + def send_message(self, message): + #debug(str(self) + " send_message(\""+str(message)+"\") called") + self.network.send_message(message) + + def get_response(self): + #debug(str(self) + " get_response() called") + s = self.network.get_response() + #debug(str(self) + " get_response() returns \""+str(s)+"\"") + return s + + + def get_move(self): + #debug(str(self) + " get_move called") + if self.player != None: + s = self.player.get_move() + self.send_message(str(s[0]) + " " + str(s[1])) + else: + s = map(int, self.get_response().split(" ")) + for p in game.players: + if p != self and isinstance(p, NetworkPlayer) and p.player == None: + p.network.send_message(str(s[0]) + " " + str(s[1])) + + if s == [-1,-1]: + game.final_result = "network terminate" + game.stop() + return s + + def update(self, result): + #debug(str(self) + " update(\""+str(result)+"\") called") + if self.network.server == True: + if self.player == None: + self.send_message(result) + elif self.player != None: + result = self.get_response() + if result == "-1 -1": + game.final_result = "network terminate" + game.stop() + return "-1 -1" + self.board.update(result, deselect=False) + + + + if self.player != None: + result = self.player.update(result) + + return result + + + + def base_player(self): + if self.player == None: + return self + else: + return self.player.base_player() + + def quit(self, result): + try: + self.send_message("-1 -1") + except: + pass + +class Network(): + def __init__(self, address = (None,4562)): + self.socket = socket.socket() + self.socket.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1) + #self.socket.setblocking(0) + self.address = address + self.server = (address[0] == None) + + + self.connected = False + + def connect(self): + #debug(str(self) + "Tries to connect") + self.connected = True + if self.address[0] == None: + self.host = "0.0.0.0" #socket.gethostname() # Breaks things??? + self.socket.bind((self.host, self.address[1])) + self.socket.listen(5) + + self.src, self.actual_address = self.socket.accept() + + self.src.send("ok\n") + s = self.get_response() + if s == "QUIT": + self.src.close() + return + elif s != "ok": + self.src.close() + self.__init__(colour, (self.address[0], int(s)), baseplayer) + return + + else: + time.sleep(0.3) + self.socket.connect(self.address) + self.src = self.socket + self.src.send("ok\n") + s = self.get_response() + if s == "QUIT": + self.src.close() + return + elif s != "ok": + self.src.close() + self.__init__(colour, (self.address[0], int(s)), baseplayer) + return + + + + def __str__(self): + return "@network:"+str(self.address) + + 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 close(self): + self.src.shutdown() + self.src.close() +# --- 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, name): + self.name = name + 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, "@"+file_name) + 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, server = True): + 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 = "" + self.server = server + + + + + + + # 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.base_player() + #try: + if True: + [x,y] = p.select() # Player selects a square + if self.stopped(): + #debug("Quitting in select") + break + + if isinstance(p, NetworkPlayer): + if p.network.server == True: + result = self.board.select(x, y, colour = p.colour) + else: + result = None + + else: + result = self.board.select(x, y, colour = p.colour) + + result = p.update(result) + if self.stopped(): + break + for p2 in self.players: + if p2 == p: + continue + p2.update(result) # Inform players of what happened + if self.stopped(): + break + + if self.stopped(): + break + + + 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(): + #debug("Quitting in get_move") + break + + if isinstance(p, NetworkPlayer): + if p.network.server == True: + result = str(x) + " " + str(y) + " -> " + str(x2) + " " + str(y2) + self.board.update_move(x, y, x2, y2) + else: + result = None + + else: + result = str(x) + " " + str(y) + " -> " + str(x2) + " " + str(y2) + self.board.update_move(x, y, x2, y2) + + result = p.update(result) + if self.stopped(): + break + for p2 in self.players: + if p2 == p: + continue + p2.update(result) # Inform players of what happened + if self.stopped(): + break + + if self.stopped(): + break + + + + log(result) + + + + + 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)) + + #load_images() + create_images(grid_sz) + + """ + for c in images.keys(): + for p in images[c].keys(): + images[c][p] = images[c][p].convert(self.window) + small_images[c][p] = small_images[c][p].convert(self.window) + """ + + + + + + # On the run from the world + def run(self): + + while not self.stopped(): + + 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 + + #print "Display overlay" + self.overlay() + + #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(): + 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 = "" + 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.message("Game ends, result \""+str(game.final_result) + "\"") + time.sleep(1) + + # Wake up anyone who is sleeping + self.cond.acquire() + self.cond.notify() + self.cond.release() + + pygame.quit() # Time to say goodbye + + # Mouse release event handler + def mouse_up(self, event): + if event.button == 3: + with self.lock: + self.state["overlay"] = None + elif event.button == 2: + with self.lock: + self.state["coverage"] = None + + # Mouse click event handler + def mouse_down(self, event): + if event.button == 1: + m = [event.pos[i] / self.grid_sz[i] for i in range(2)] + if isinstance(game, GameThread): + with game.lock: + p = game.state["turn"] + else: + p = None + + + if isinstance(p, HumanPlayer): + with self.lock: + s = self.board.grid[m[0]][m[1]] + select = self.state["select"] + if select == None: + if s != None and s.colour != p.colour: + self.message("Wrong colour") # Look at all this user friendliness! + time.sleep(1) + return + # Notify human player of move + self.cond.acquire() + with self.lock: + self.state["select"] = s + self.state["dest"] = None + self.cond.notify() + self.cond.release() + return + + if select == None: + return + + + if self.state["moves"] == None: + return + + if not m in self.state["moves"]: + self.message("Illegal Move") # I still think last year's mouse interface was adequate + time.sleep(2) + return + + with self.lock: + if self.state["dest"] == None: + self.cond.acquire() + self.state["dest"] = m + self.state["select"] = None + self.state["moves"] = None + self.cond.notify() + self.cond.release() + elif event.button == 3: + m = [event.pos[i] / self.grid_sz[i] for i in range(len(event.pos))] + if isinstance(game, GameThread): + with game.lock: + p = game.state["turn"] + else: + p = None + + + if isinstance(p, HumanPlayer): + with self.lock: + self.state["overlay"] = self.board.probability_grid(self.board.grid[m[0]][m[1]]) + + elif event.button == 2: + m = [event.pos[i] / self.grid_sz[i] for i in range(len(event.pos))] + if isinstance(game, GameThread): + with game.lock: + p = game.state["turn"] + else: + p = None + + + if isinstance(p, HumanPlayer): + with self.lock: + self.state["coverage"] = self.board.coverage(m[0], m[1], None, self.state["select"]) + + # Draw the overlay + def overlay(self): + + square_img = pygame.Surface((self.grid_sz[0], self.grid_sz[1]),pygame.SRCALPHA) # A square image + # Draw square over the selected piece + with self.lock: + select = self.state["select"] + if select != None: + mp = [self.grid_sz[i] * [select.x, select.y][i] for i in range(len(self.grid_sz))] + square_img.fill(pygame.Color(0,255,0,64)) + self.window.blit(square_img, mp) + # If a piece is selected, draw all reachable squares + # (This quality user interface has been patented) + with self.lock: + m = self.state["moves"] + if m != None: + square_img.fill(pygame.Color(255,0,0,128)) # Draw them in blood red + for move in m: + mp = [self.grid_sz[i] * move[i] for i in range(2)] + self.window.blit(square_img, mp) + # If a piece is overlayed, show all squares that it has a probability to reach + with self.lock: + m = self.state["overlay"] + if m != None: + for x in range(w): + for y in range(h): + if m[x][y] > 0.0: + 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(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) + + # If a square is selected, highlight all pieces that have a probability to reach it + with self.lock: + m = self.state["coverage"] + if m != None: + for p in m: + 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(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 + # This also serves to indicate who's turn it is + + if isinstance(game, GameThread): + with game.lock: + turn = game.state["turn"] + else: + turn = None + + if isinstance(turn, HumanPlayer): + mp = [self.grid_sz[i] * int(pygame.mouse.get_pos()[i] / self.grid_sz[i]) for i in range(2)] + square_img.fill(pygame.Color(0,0,255,128)) + if turn.colour == "white": + c = pygame.Color(255,255,255) + else: + c = pygame.Color(0,0,0) + pygame.draw.rect(square_img, c, (0,0,self.grid_sz[0], self.grid_sz[1]), self.grid_sz[0]/10) + self.window.blit(square_img, mp) + + # Message in a bottle + 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) + + text = font.render(string, 1, colour) + + + s = pygame.Surface((text.get_width(), text.get_height()), pygame.SRCALPHA) + s.fill(pygame.Color(128,128,128)) + + tmp = self.window.get_size() + + if pos == None: + pos = (tmp[0] / 2 - text.get_width() / 2, tmp[1] / 3 - text.get_height()) + else: + pos = (pos[0]*text.get_width() + tmp[0] / 2 - text.get_width() / 2, pos[1]*text.get_height() + tmp[1] / 3 - text.get_height()) + + + rect = (pos[0], pos[1], text.get_width(), text.get_height()) + + pygame.draw.rect(self.window, pygame.Color(0,0,0), pygame.Rect(rect), 1) + self.window.blit(s, pos) + self.window.blit(text, pos) + + 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 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 choose between dedicated server or normal play + def SelectServer(self): + + choice = self.SelectButton(["Normal", "Join Eigenserver"],prompt="Game type?") + if choice == 0: + return None + choice = self.SelectButton(["progcomp.ucc", "other"], prompt="Address?") + if choice == 0: + return "progcomp.ucc.asn.au" + else: + return self.getstr(prompt = "Enter address:") + + # 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 == 1: + 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 --- # +def dedicated_server(): + global log_files + + max_games = 5 + games = [] + gameID = 0 + while True: + # Get players + gameID += 1 + log("Getting clients...") + s = socket.socket() + s.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1) + s.bind(("0.0.0.0", 4562)) + s.listen(2) + ss = s.accept() + + log("Got white player") + + args = ["python", "qchess.py", "--no-graphics", "@network::"+str(4600+2*len(games)), "@network::"+str(4600+2*len(games))] + if len(log_files) != 0: + for l in log_files: + if l.name == "": + args.append("--log") + else: + args.append("--log="+str(l.name)+"_"+str(gameID)) + + g = subprocess.Popen(args, stdout=subprocess.PIPE) + games.append(g) + + time.sleep(0.5) + ss[0].send("white " + str(4600 + 2*(len(games)-1))) + ss[0].shutdown(socket.SHUT_RD) + ss[0].close() + + time.sleep(0.5) + ss = s.accept() + + log("Got black player") + + time.sleep(0.5) + ss[0].send("black " + str(4600 + 2*(len(games)-1))) + ss[0].shutdown(socket.SHUT_RD) + ss[0].close() + + s.shutdown(socket.SHUT_RDWR) + s.close() + + + while len(games) > max_games: + #log("Too many games; waiting for game to finish...") + ready = select.select(map(lambda e : e.stdout, games),[], []) + for r in ready[0]: + s = r.readline().strip(" \r\n").split(" ") + if s[0] == "white" or s[0] == "black": + for g in games[:]: + if g.stdout == r: + log("Game " + str(g) + " has finished") + games.remove(g) + + return 0 + +def client(addr): + + + + s = socket.socket() + s.connect((addr, 4562)) + + [colour,port] = s.recv(1024).strip(" \r\n").split(" ") + + #debug("Colour: " + colour + ", port: " + port) + + s.shutdown(socket.SHUT_RDWR) + s.close() + + if colour == "white": + p = subprocess.Popen(["python", "qchess.py", "@human", "@network:"+addr+":"+port]) + else: + p = subprocess.Popen(["python", "qchess.py", "@network:"+addr+":"+port, "@human"]) + p.wait() + return 0# --- server.py --- # +#!/usr/bin/python -u + +# Do you know what the -u does? It unbuffers stdin and stdout +# I can't remember why, but last year things broke without that + +""" + UCC::Progcomp 2013 Quantum Chess game + @author Sam Moore [SZM] "matches" + @copyright The University Computer Club, Incorporated + (ie: You can copy it for not for profit purposes) +""" + +# system python modules or whatever they are called +import sys +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": + ip = None + port = 4562 + #print str(s) + if len(s) > 1: + if s[1] != "": + ip = s[1] + if len(s) > 2: + port = int(s[2]) + + if ip == None: + if colour == "black": + port += 1 + elif colour == "white": + port += 1 + + return NetworkPlayer(colour, Network((ip, port)), None) + 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 + # 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 + + + server_addr = None + + 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] == "server"): + #debug("Server: " + str(arg[2:])) + if len(arg[2:].split("=")) <= 1: + server_addr = True + else: + server_addr = arg[2:].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 == "": + log_files.append(LogFile(sys.stdout, "")) + elif f[0] == '@': + log_files.append(ShortLog(f[1:])) + else: + log_files.append(LogFile(open(f, "w", 0), f)) + 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 + + # Dedicated server? + + #debug("server_addr = " + str(server_addr)) + + if server_addr != None: + if server_addr == True: + return dedicated_server() + else: + return client(server_addr) + + + # 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 + + 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: + + server_addr = graphics.SelectServer() + if server_addr != None: + if server_addr == True: + return dedicated_server() + else: + return client(server_addr) + + 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 + + old = players[:] + for p in old: + if isinstance(p, NetworkPlayer): + for i in range(len(old)): + if old[i] == p or isinstance(old[i], NetworkPlayer): + continue + players[i] = NetworkPlayer(old[i].colour, p.network, old[i]) + + for p in players: + #debug(str(p)) + if isinstance(p, NetworkPlayer): + p.board = game.board + if not p.network.connected: + if not p.network.server: + time.sleep(0.2) + p.network.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 + graphics.run() + 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__": + retcode = 0 + try: + retcode = 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() + retcode = 102 + #except Exception, e: + # sys.stderr.write(sys.argv[0] + " : " + e.message + "\n") + # retcode = 103 + + try: + sys.stdout.close() + except: + pass + try: + sys.stderr.close() + except: + pass + sys.exit(retcode) + + +# --- main.py --- # +# EOF - created from make on Sat Apr 20 12:19:31 WST 2013