+#!/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