-[w,h] = [8,8] # Width and height of board(s)
-
-# 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
- for c in ["black", "white"]:
- del self.unrevealed_types[c]["unknown"]
-
- # 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.types_revealed[1] = True
- 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.types_revealed[1] = True
- 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])
-
-
- 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")
-
- 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):
- piece = self.grid[x][y]
- if piece.types[type_index] == "unknown":
- if not state in self.unrevealed_types[piece.colour].keys():
- raise Exception("SANITY: Too many " + piece.colour + " " + state + "s")
- self.unrevealed_types[piece.colour][state] -= 1
- if self.unrevealed_types[piece.colour][state] <= 0:
- del self.unrevealed_types[piece.colour][state]
-
- piece.types[type_index] = state
- piece.types_revealed[type_index] = True
- piece.current_type = state
-
- if len(self.possible_moves(piece)) <= 0:
- piece.deselect() # Piece can't move; deselect it
-
- # Update the board when a piece has been moved
- def update_move(self, x, y, x2, y2):
- piece = self.grid[x][y]
- 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.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) + "\""
- # 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:
- raise Exception("EMPTY")
-
- # 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)
-
- 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)
-
- 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 = 0.5
- if t == "unknown" or p.types_revealed[i] == False:
- 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):
- 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
-
- 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_revealed[i] == False:
- 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):
- result = []
- if p == None:
- return result
-
-
- if p.current_type == "unknown":
- raise Exception("SANITY: Piece state unknown")
- # 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()
- 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
-
-
-
- # 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)