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"]
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)
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):
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]):
# 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")
+ raise Exception("BOUNDS " + str(x) + ","+str(y))
piece = self.grid[x][y]
if piece == None:
# 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, 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():
+ 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:
+ 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):
+ 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:
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):
- #print "Update called with \"" + str(result) + "\""
+ 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(" ")
raise Exception("GIBBERISH \""+ str(result) + "\"") # Raise expectations
piece = self.grid[x][y]
- if piece == None:
- raise Exception("EMPTY")
+ 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
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
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=sanity, deselect=deselect)
return result
if prob > 0:
result.update({p : prob})
- self.verify()
+ #self.verify()
return result
for i in range(len(p.types)):
t = p.types[i]
- prob = 0.5
- if t == "unknown" or p.types_revealed[i] == False:
+ 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):
+ if p.current_type != 0:
+ if state == p.current_type:
+ return 1.0
+ else:
+ return 0.0
+
prob = 0.5
result = 0
for i in range(len(p.types)):
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]
# 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":
- raise Exception("SANITY: Piece state 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":
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
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
+