#!/usr/bin/python -u
-# +++ piece.py +++ #
import random
# I know using non-abreviated strings is inefficient, but this is python, who cares?
return str(self.current_type) + " " + str(self.types) + " at " + str(self.x) + ","+str(self.y)
# Draw the piece in a pygame surface
- def draw(self, window, grid_sz = [80,80]):
+ def draw(self, window, grid_sz = [80,80], style="quantum"):
# First draw the image corresponding to self.current_type
img = images[self.colour][self.current_type]
rect = img.get_rect()
- offset = [-rect.width/2,-3*rect.height/4]
+ if style == "classical":
+ offset = [-rect.width/2, -rect.height/2]
+ else:
+ offset = [-rect.width/2,-3*rect.height/4]
window.blit(img, (self.x * grid_sz[0] + grid_sz[0]/2 + offset[0], self.y * grid_sz[1] + grid_sz[1]/2 + offset[1]))
+ if style == "classical":
+ return
+
# Draw the two possible types underneath the current_type image
for i in range(len(self.types)):
if self.types_revealed[i] == True:
# The sad moment when you realise that you do not understand anything about a subject you studied for 4 years...
# --- piece.py --- #
-# +++ board.py +++ #
[w,h] = [8,8] # Width and height of board(s)
# Class to represent a quantum chess board
if window == None:
return
for p in self.pieces["white"] + self.pieces["black"]:
- p.draw(window, grid_sz)
+ p.draw(window, grid_sz, self.style)
# Draw the board in a pygame window
def display(self, window = None):
def on_board(self, x, y):
return (x >= 0 and x < w) and (y >= 0 and y < h)
# --- board.py --- #
-# +++ player.py +++ #
import subprocess
+import select
+import platform
+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():
self.name = name
self.colour = colour
+ def update(self, result):
+ pass
+
# Player that runs from another process
-class AgentPlayer(Player):
+class ExternalAgent(Player):
+
+
def __init__(self, name, colour):
Player.__init__(self, name, colour)
- self.p = subprocess.Popen(name, stdin=subprocess.PIPE, stdout=subprocess.PIPE,stderr=sys.stderr)
- try:
- self.p.stdin.write(colour + "\n")
- except:
- raise Exception("UNRESPONSIVE")
+ self.p = subprocess.Popen(name,bufsize=0,stdin=subprocess.PIPE, stdout=subprocess.PIPE, shell=True,universal_newlines=True)
+
+ self.send_message(colour)
+
+ def send_message(self, s):
+ if agent_timeout > 0.0:
+ ready = select.select([], [self.p.stdin], [], agent_timeout)[1]
+ else:
+ ready = [self.p.stdin]
+ if self.p.stdin in ready:
+ #sys.stderr.write("Writing \'" + s + "\' to " + str(self.p) + "\n")
+ try:
+ self.p.stdin.write(s + "\n")
+ except:
+ raise Exception("UNRESPONSIVE")
+ else:
+ raise Exception("TIMEOUT")
+
+ def get_response(self):
+ if agent_timeout > 0.0:
+ ready = select.select([self.p.stdout], [], [], agent_timeout)[0]
+ else:
+ ready = [self.p.stdout]
+ if self.p.stdout in ready:
+ #sys.stderr.write("Reading from " + str(self.p) + " 's stdout...\n")
+ try:
+ result = self.p.stdout.readline().strip("\r\n")
+ #sys.stderr.write("Read \'" + result + "\' from " + str(self.p) + "\n")
+ return result
+ except: # Exception, e:
+ raise Exception("UNRESPONSIVE")
+ else:
+ raise Exception("TIMEOUT")
def select(self):
+
+ self.send_message("SELECTION?")
+ line = self.get_response()
- #try:
- self.p.stdin.write("SELECTION?\n")
- line = self.p.stdout.readline().strip("\r\n ")
- #except:
- # raise Exception("UNRESPONSIVE")
try:
result = map(int, line.split(" "))
except:
def update(self, result):
#print "Update " + str(result) + " called for AgentPlayer"
-# try:
- self.p.stdin.write(result + "\n")
-# except:
-# raise Exception("UNRESPONSIVE")
+ self.send_message(result)
+
def get_move(self):
- try:
- self.p.stdin.write("MOVE?\n")
- line = self.p.stdout.readline().strip("\r\n ")
- except:
- raise Exception("UNRESPONSIVE")
+ self.send_message("MOVE?")
+ line = self.get_response()
+
try:
result = map(int, line.split(" "))
except:
def quit(self, final_result):
try:
- self.p.stdin.write("QUIT " + final_result + "\n")
+ self.send_message("QUIT " + final_result)
except:
self.p.kill()
# Are you sure you want to quit?
def quit(self, final_result):
- sys.stdout.write("QUIT " + final_result + "\n")
+ if graphics == None:
+ sys.stdout.write("QUIT " + final_result + "\n")
# Completely useless function
def update(self, result):
sys.stdout.write(result + "\n")
-# Player that makes random moves
-class AgentRandom(Player):
+# Default internal player (makes random moves)
+class InternalAgent(Player):
def __init__(self, name, colour):
Player.__init__(self, name, colour)
self.choice = None
self.board = Board(style = "agent")
+
+
+ def update(self, result):
+
+ self.board.update(result)
+ self.board.verify()
+
+ 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)]
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")
+ colour = sys.stdin.readline().strip(" \r\n")
+ agent.colour = colour
+ 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
+ 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.exit(run_agent(agent))\""
+ # str(run)
+ ExternalAgent.__init__(self, run, agent.colour)
+
+
+
+# --- player.py --- #
+# A sample agent
+
+
+class AgentBishop(InternalAgent): # Inherits from InternalAgent (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
+ [xx,yy] = [piece.x, piece.y]
+ [piece.x, piece.y] = [x, y]
+ self.board.grid[x][y] = piece
+ self.board.grid[xx][yy] = None
+
+ 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.grid[x][y] = target
+ self.board.grid[xx][yy] = piece
+ [piece.x, piece.y] = [xx, yy]
+
+
+ # 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 InternalAgent.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):
- #sys.stderr.write(sys.argv[0] + " : Update board for AgentRandom\n")
- self.board.update(result)
- self.board.verify()
+ return TimeoutFunction(self.base_player.update, [result], self.timeout)
def quit(self, final_result):
- pass
-# --- player.py --- #
-# +++ network.py +++ #
+ return TimeoutFunction(self.base_player.quit, [final_result], self.timeout)
+# --- timeout_player.py --- #
import socket
+import select
+
+network_timeout_start = -1.0 # Timeout in seconds to wait for the start of a message
+network_timeout_delay = 1.0 # Maximum time between two characters being received
class Network():
def __init__(self, colour, address = None):
self.socket = socket.socket()
+ #self.socket.setblocking(0)
if colour == "white":
- self.port = 4563
+ self.port = 4562
else:
- self.port = 4564
+ self.port = 4563
self.src = None
+ # print str(self) + " listens on port " + str(self.port)
+
if address == None:
- self.host = 'localhost' #socket.gethostname()
+ self.host = socket.gethostname()
self.socket.bind((self.host, self.port))
self.socket.listen(5)
self.src, self.address = self.socket.accept()
+ self.src.send("ok\n")
+ if self.get_response() == "QUIT":
+ self.src.close()
else:
self.host = address
- self.socket.connect(('localhost', self.port))
+ self.socket.connect((address, self.port))
self.src = self.socket
+ self.src.send("ok\n")
+ if self.get_response() == "QUIT":
+ self.src.close()
+
+ 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")
+
- def getline(self):
- s = self.src.recv(1)
while s[len(s)-1] != '\n':
- s += self.src.recv(1)
- return s
-
+ # Timeout on each character in the message
+ if network_timeout_delay > 0.0:
+ ready = select.select([self.src], [], [], network_timeout_delay)[0]
+ else:
+ ready = [self.src]
+ if self.src in ready:
+ s += self.src.recv(1)
+ else:
+ raise Exception("UNRESPONSIVE")
+
+ return s.strip(" \r\n")
+
+ def send_message(self,s):
+ if network_timeout_start > 0.0:
+ ready = select.select([], [self.src], [], network_timeout_start)[1]
+ else:
+ ready = [self.src]
+
+ if self.src in ready:
+ self.src.send(s + "\n")
+ else:
+ raise Exception("UNRESPONSIVE")
+
+ def check_quit(self, s):
+ s = s.split(" ")
+ if s[0] == "QUIT":
+ with game.lock:
+ game.final_result = " ".join(s[1:]) + " " + str(opponent(self.colour))
+ game.stop()
+ return True
class NetworkSender(Player,Network):
- def __init__(self, base_player, board, address = None):
+ def __init__(self, base_player, address = None):
self.base_player = base_player
Player.__init__(self, base_player.name, base_player.colour)
- Network.__init__(self, base_player.colour, address)
- self.board = board
+ self.address = address
+
+ def connect(self):
+ Network.__init__(self, self.base_player.colour, self.address)
+
+
def select(self):
[x,y] = self.base_player.select()
choice = self.board.grid[x][y]
s = str(x) + " " + str(y)
- print str(self) + ".select sends " + s
- self.src.send(s + "\n")
+ #print str(self) + ".select sends " + s
+ self.send_message(s)
return [x,y]
def get_move(self):
[x,y] = self.base_player.get_move()
s = str(x) + " " + str(y)
- print str(self) + ".get_move sends " + s
- self.src.send(s + "\n")
+ #print str(self) + ".get_move sends " + s
+ self.send_message(s)
return [x,y]
def update(self, s):
s += " " + str(selected.types[i])
else:
s += " unknown"
- print str(self) + ".update sends " + s
- self.src.send(s + "\n")
+ #print str(self) + ".update sends " + s
+ self.send_message(s)
def quit(self, final_result):
self.base_player.quit(final_result)
+ #self.src.send("QUIT " + str(final_result) + "\n")
self.src.close()
class NetworkReceiver(Player,Network):
- def __init__(self, colour, board, address=None):
+ def __init__(self, colour, address=None):
Player.__init__(self, address, colour)
- Network.__init__(self, colour, address)
+ self.address = address
- self.board = board
+ self.board = None
+
+ def connect(self):
+ Network.__init__(self, self.colour, self.address)
def select(self):
- s = self.getline().strip(" \r\n")
- return map(int,s.split(" "))
+
+ s = self.get_response()
+ #print str(self) + ".select gets " + s
+ [x,y] = map(int,s.split(" "))
+ if x == -1 and y == -1:
+ #print str(self) + ".select quits the game"
+ with game.lock:
+ game.final_state = "network terminated " + self.colour
+ game.stop()
+ return [x,y]
def get_move(self):
- s = self.getline().strip(" \r\n")
- print str(self) + ".get_move gets " + s
- return map(int, s.split(" "))
+ s = self.get_response()
+ #print str(self) + ".get_move gets " + s
+ [x,y] = map(int,s.split(" "))
+ if x == -1 and y == -1:
+ #print str(self) + ".get_move quits the game"
+ with game.lock:
+ game.final_state = "network terminated " + self.colour
+ game.stop()
+ return [x,y]
def update(self, result):
[x,y] = map(int, result[0:2])
selected = self.board.grid[x][y]
if selected != None and selected.colour == self.colour and len(result) > 2 and not "->" in result:
- s = self.getline().strip(" \r\n")
- print str(self) + ".update - receives " + str(s)
+ s = self.get_response()
+ #print str(self) + ".update - receives " + str(s)
s = s.split(" ")
selected.choice = int(s[2])
for i in range(2):
selected.types_revealed[i] = True
selected.current_type = selected.types[selected.choice]
else:
- print str(self) + ".update - ignore result " + str(result)
+ pass
+ #print str(self) + ".update - ignore result " + str(result)
def quit(self, final_result):
self.src.close()
# --- network.py --- #
-# +++ thread_util.py +++ #
import threading
# A thread that can be stopped!
def stopped(self):
return self._stop.isSet()
# --- thread_util.py --- #
-# +++ game.py +++ #
+
+
+log_file = None
+
+def log(s):
+ if log_file != None:
+ import datetime
+ log_file.write(str(datetime.datetime.now()) + " : " + s + "\n")
+
+
+
# A thread that runs the game
class GameThread(StoppableThread):
p2.update(result) # Inform players of what happened
+ log(result)
target = self.board.grid[x][y]
if isinstance(graphics, GraphicsThread):
if self.stopped():
break
- result = self.board.update_move(x, y, x2, y2)
+ self.board.update_move(x, y, x2, y2)
+ result = str(x) + " " + str(y) + " -> " + str(x2) + " " + str(y2)
for p2 in self.players:
- p2.update(str(x) + " " + str(y) + " -> " + str(x2) + " " + str(y2)) # Inform players of what happened
+ p2.update(result) # Inform players of what happened
+
+ log(result)
if isinstance(graphics, GraphicsThread):
with graphics.lock:
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 = "ILLEGAL " + e.message
- #sys.stderr.write(result + "\n")
-
- #self.stop()
- #with self.lock:
- # self.final_result = self.state["turn"].colour + " " + "ILLEGAL"
+ # 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
if self.board.king["black"] == None:
if self.board.king["white"] == None:
with self.lock:
- self.final_result = "DRAW"
+ self.final_result = self.state["turn"].colour + " DRAW"
else:
with self.lock:
self.final_result = "white"
for p2 in self.players:
p2.quit(self.final_result)
+ log(self.final_result)
+
graphics.stop()
+# A thread that replays a log file
+class ReplayThread(GameThread):
+ def __init__(self, players, src):
+ self.board = Board(style="agent")
+ GameThread.__init__(self, self.board, players)
+ self.src = src
+
+ self.ended = False
+
+ def run(self):
+ i = 0
+ phase = 0
+ for line in self.src:
+
+ if self.stopped():
+ self.ended = True
+ break
+
+ with self.lock:
+ self.state["turn"] = self.players[i]
+
+ line = line.split(":")
+ result = line[len(line)-1].strip(" \r\n")
+ log(result)
+
+ try:
+ self.board.update(result)
+ except:
+ self.ended = True
+ self.final_result = result
+ if isinstance(graphics, GraphicsThread):
+ graphics.stop()
+ break
+
+ [x,y] = map(int, result.split(" ")[0:2])
+ target = self.board.grid[x][y]
+
+ if isinstance(graphics, GraphicsThread):
+ if phase == 0:
+ with graphics.lock:
+ graphics.state["moves"] = self.board.possible_moves(target)
+ graphics.state["select"] = target
+
+ time.sleep(turn_delay)
+
+ elif phase == 1:
+ [x2,y2] = map(int, result.split(" ")[3:5])
+ with graphics.lock:
+ graphics.state["moves"] = [[x2,y2]]
+
+ time.sleep(turn_delay)
+
+ with graphics.lock:
+ graphics.state["select"] = None
+ graphics.state["dest"] = None
+ graphics.state["moves"] = None
+
+
+
+
+
+ for p in self.players:
+ p.update(result)
+
+ phase = (phase + 1) % 2
+ if phase == 0:
+ i = (i + 1) % 2
+
def opponent(colour):
if colour == "white":
else:
return "white"
# --- game.py --- #
-# +++ graphics.py +++ #
import pygame
+import os
# Dictionary that stores the unicode character representations of the different pieces
# Chess was clearly the reason why unicode was invented
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
+except:
+ graphics_enabled = False
+
+
+
+
# A thread to make things pretty
class GraphicsThread(StoppableThread):
def __init__(self, board, title = "UCC::Progcomp 2013 - QChess", grid_sz = [80,80]):
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()
- # Get the font sizes
- l_size = 5*(self.grid_sz[0] / 8)
- s_size = 3*(self.grid_sz[0] / 8)
- for p in piece_types.keys():
- c = "black"
- images[c].update({p : pygame.font.Font("data/DejaVuSans.ttf", l_size).render(piece_char[c][p], True,(0,0,0))})
- small_images[c].update({p : pygame.font.Font("data/DejaVuSans.ttf", s_size).render(piece_char[c][p],True,(0,0,0))})
- c = "white"
+ #print "Test font"
+ pygame.font.Font(os.path.join(os.path.curdir, "data", "DejaVuSans.ttf"), 32).render("Hello", True,(0,0,0))
- images[c].update({p : pygame.font.Font("data/DejaVuSans.ttf", l_size+1).render(piece_char["black"][p], True,(255,255,255))})
- images[c][p].blit(pygame.font.Font("data/DejaVuSans.ttf", l_size).render(piece_char[c][p], True,(0,0,0)),(0,0))
- small_images[c].update({p : pygame.font.Font("data/DejaVuSans.ttf", s_size+1).render(piece_char["black"][p],True,(255,255,255))})
- small_images[c][p].blit(pygame.font.Font("data/DejaVuSans.ttf", s_size).render(piece_char[c][p],True,(0,0,0)),(0,0))
+ #create_images(grid_sz)
+ 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)
+ """
while not self.stopped():
+ #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
pygame.display.flip()
if event.type == pygame.QUIT:
if isinstance(game, GameThread):
with game.lock:
- game.final_result = "terminated"
+ game.final_result = ""
+ if game.state["turn"] != None:
+ game.final_result = game.state["turn"].colour + " "
+ game.final_result += "terminated"
game.stop()
self.stop()
break
mp = [self.grid_sz[i] * [x,y][i] for i in range(2)]
square_img.fill(pygame.Color(255,0,255,int(m[x][y] * 128))) # Draw in purple
self.window.blit(square_img, mp)
- font = pygame.font.Font(None, 14)
+ font = pygame.font.Font(os.path.join(os.path.curdir, "data", "DejaVuSans.ttf"), 14)
text = font.render("{0:.2f}".format(round(m[x][y],2)), 1, pygame.Color(0,0,0))
self.window.blit(text, mp)
mp = [self.grid_sz[i] * [p.x,p.y][i] for i in range(2)]
square_img.fill(pygame.Color(0,255,255, int(m[p] * 196))) # Draw in pale blue
self.window.blit(square_img, mp)
- font = pygame.font.Font(None, 14)
+ font = pygame.font.Font(os.path.join(os.path.curdir, "data", "DejaVuSans.ttf"), 14)
text = font.render("{0:.2f}".format(round(m[p],2)), 1, pygame.Color(0,0,0))
self.window.blit(text, mp)
# Draw a square where the mouse is
self.window.blit(square_img, mp)
# Message in a bottle
- def message(self, string, pos = None, colour = None, font_size = 32):
- font = pygame.font.Font(None, font_size)
+ def message(self, string, pos = None, colour = None, font_size = 20):
+ #print "Drawing message..."
+ font = pygame.font.Font(os.path.join(os.path.curdir, "data", "DejaVuSans.ttf"), font_size)
if colour == None:
colour = pygame.Color(0,0,0)
pygame.display.flip()
def getstr(self, prompt = None):
+ s = pygame.Surface((self.window.get_width(), self.window.get_height()))
+ s.blit(self.window, (0,0))
result = ""
+
while True:
#print "LOOP"
if prompt != None:
self.message(prompt)
self.message(result, pos = (0, 1))
+ pygame.event.pump()
for event in pygame.event.get():
+ if event.type == pygame.QUIT:
+ return None
if event.type == pygame.KEYDOWN:
- if chr(event.key) == '\r':
- return result
- result += str(chr(event.key))
+ if event.key == pygame.K_BACKSPACE:
+ result = result[0:len(result)-1]
+ self.window.blit(s, (0,0)) # Revert the display
+ continue
+
+
+ try:
+ if event.unicode == '\r':
+ return result
+
+ result += str(event.unicode)
+ except:
+ continue
+
+
+ # Function to pick a button
+ def SelectButton(self, choices, prompt = None, font_size=20):
+
+ #print "Select button called!"
+ self.board.display_grid(self.window, self.grid_sz)
+ if prompt != None:
+ self.message(prompt)
+ font = pygame.font.Font(os.path.join(os.path.curdir, "data", "DejaVuSans.ttf"), font_size)
+ targets = []
+ sz = self.window.get_size()
+
+
+ for i in range(len(choices)):
+ c = choices[i]
+
+ text = font.render(c, 1, pygame.Color(0,0,0))
+ p = (sz[0] / 2 - (1.5*text.get_width())/2, sz[1] / 2 +(i-1)*text.get_height()+(i*2))
+ targets.append((p[0], p[1], p[0] + 1.5*text.get_width(), p[1] + text.get_height()))
+
+ while True:
+ mp =pygame.mouse.get_pos()
+ for i in range(len(choices)):
+ c = choices[i]
+ if mp[0] > targets[i][0] and mp[0] < targets[i][2] and mp[1] > targets[i][1] and mp[1] < targets[i][3]:
+ font_colour = pygame.Color(255,0,0)
+ box_colour = pygame.Color(0,0,255,128)
+ else:
+ font_colour = pygame.Color(0,0,0)
+ box_colour = pygame.Color(128,128,128)
+
+ text = font.render(c, 1, font_colour)
+ s = pygame.Surface((text.get_width()*1.5, text.get_height()), pygame.SRCALPHA)
+ s.fill(box_colour)
+ pygame.draw.rect(s, (0,0,0), (0,0,1.5*text.get_width(), text.get_height()), self.grid_sz[0]/10)
+ s.blit(text, ((text.get_width()*1.5)/2 - text.get_width()/2 ,0))
+ self.window.blit(s, targets[i][0:2])
+
+
+ pygame.display.flip()
+
+ for event in pygame.event.get():
+ if event.type == pygame.QUIT:
+ return None
+ elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
+ for i in range(len(targets)):
+ t = targets[i]
+ if event.pos[0] > t[0] and event.pos[0] < t[2]:
+ if event.pos[1] > t[1] and event.pos[1] < t[3]:
+ return i
+ #print "Reject " + str(i) + str(event.pos) + " vs " + str(t)
+
+
+ # Function to pick players in a nice GUI way
+ def SelectPlayers(self, players = []):
+
+
+ #print "SelectPlayers called"
+
+ missing = ["white", "black"]
+ for p in players:
+ missing.remove(p.colour)
+
+ for colour in missing:
+
+
+ choice = self.SelectButton(["human", "agent", "network"],prompt = "Choose " + str(colour) + " player")
+ if choice == 0:
+ players.append(HumanPlayer("human", colour))
+ elif choice == 1:
+ import inspect
+ internal_agents = inspect.getmembers(sys.modules[__name__], inspect.isclass)
+ internal_agents = [x for x in internal_agents if issubclass(x[1], InternalAgent)]
+ internal_agents.remove(('InternalAgent', InternalAgent))
+ if len(internal_agents) > 0:
+ choice2 = self.SelectButton(["internal", "external"], prompt="Type of agent")
+ else:
+ choice2 = 1
+
+ if choice2 == 0:
+ agent = internal_agents[self.SelectButton(map(lambda e : e[0], internal_agents), prompt="Choose internal agent")]
+ players.append(agent[1](agent[0], colour))
+ elif choice2 == 1:
+ try:
+ import Tkinter
+ from tkFileDialog import askopenfilename
+ root = Tkinter.Tk() # Need a root to make Tkinter behave
+ root.withdraw() # Some sort of magic incantation
+ path = askopenfilename(parent=root, initialdir="../agents",title=
+'Choose an agent.')
+ if path == "":
+ return self.SelectPlayers()
+ players.append(make_player(path, colour))
+ except:
+
+ p = None
+ while p == None:
+ self.board.display_grid(self.window, self.grid_sz)
+ pygame.display.flip()
+ path = self.getstr(prompt = "Enter path:")
+ if path == None:
+ return None
+
+ if path == "":
+ return self.SelectPlayers()
+
+ try:
+ p = make_player(path, colour)
+ except:
+ self.board.display_grid(self.window, self.grid_sz)
+ pygame.display.flip()
+ self.message("Invalid path!")
+ time.sleep(1)
+ p = None
+ players.append(p)
+ elif choice == 2:
+ address = ""
+ while address == "":
+ self.board.display_grid(self.window, self.grid_sz)
+
+ address = self.getstr(prompt = "Address? (leave blank for server)")
+ if address == None:
+ return None
+ if address == "":
+ address = None
+ continue
+ try:
+ map(int, address.split("."))
+ except:
+ self.board.display_grid(self.window, self.grid_sz)
+ self.message("Invalid IPv4 address!")
+ address = ""
+
+ players.append(NetworkReceiver(colour, address))
+ else:
+ return None
+ #print str(self) + ".SelectPlayers returns " + str(players)
+ return players
+
+
+
# --- graphics.py --- #
-# +++ main.py +++ #
#!/usr/bin/python -u
# Do you know what the -u does? It unbuffers stdin and stdout
turn_delay = 0.5
[game, graphics] = [None, None]
+def make_player(name, colour):
+ if name[0] == '@':
+ if name[1:] == "human":
+ return HumanPlayer(name, colour)
+ s = name[1:].split(":")
+ if s[0] == "network":
+ address = None
+ if len(s) > 1:
+ address = s[1]
+ return NetworkReceiver(colour, address)
+ if s[0] == "internal":
+
+ import inspect
+ internal_agents = inspect.getmembers(sys.modules[__name__], inspect.isclass)
+ internal_agents = [x for x in internal_agents if issubclass(x[1], InternalAgent)]
+ internal_agents.remove(('InternalAgent', InternalAgent))
+
+ if len(s) != 2:
+ sys.stderr.write(sys.argv[0] + " : '@internal' should be followed by ':' and an agent name\n")
+ sys.stderr.write(sys.argv[0] + " : Choices are: " + str(map(lambda e : e[0], internal_agents)) + "\n")
+ return None
+
+ for a in internal_agents:
+ if s[1] == a[0]:
+ return a[1](name, colour)
+
+ sys.stderr.write(sys.argv[0] + " : Can't find an internal agent matching \"" + s[1] + "\"\n")
+ sys.stderr.write(sys.argv[0] + " : Choices are: " + str(map(lambda e : e[0], internal_agents)) + "\n")
+ return None
+
+
+ else:
+ return ExternalAgent(name, colour)
+
+
# The main function! It does the main stuff!
def main(argv):
# Apparently python will silently treat things as local unless you do this
- # But (here's the fun part), only if you actually modify the variable.
- # For example, all those 'if graphics_enabled' conditions work in functions that never say it is global
# Anyone who says "You should never use a global variable" can die in a fire
global game
global graphics
-
- # Magical argument parsing goes here
-# if len(argv) == 1:
-# players = [HumanPlayer("saruman", "white"), AgentRandom("sabbath", "black")]
-# elif len(argv) == 2:
-# players = [AgentPlayer(argv[1], "white"), HumanPlayer("shadow", "black"), ]
-# elif len(argv) == 3:
-# players = [AgentPlayer(argv[1], "white"), AgentPlayer(argv[2], "black")]
+
+ global turn_delay
+ global agent_timeout
+ global log_file
+ global src_file
+ global graphics_enabled
- board = Board(style = "quantum")
- # Construct the board!
- if len(argv) == 1:
- players = [NetworkSender(HumanPlayer("saruman", "white"), board), NetworkReceiver("black", board, 'localhost')]
-
- else:
- players = [NetworkReceiver("white", board, 'localhost'), NetworkSender(HumanPlayer("sabbath", "black"), board)]
-
+ 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")
- graphics = GraphicsThread(board, grid_sz = [64,64]) # Construct a GraphicsThread! I KNOW WHAT I'M DOING! BEAR WITH ME!
+ 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:] == "graphics"):
+ graphics_enabled = not graphics_enabled
+ elif (arg[1] == '-' and arg[2:].split("=")[0] == "file"):
+ # Load game from file
+ if len(arg[2:].split("=")) == 1:
+ src_file = sys.stdin
+ else:
+ src_file = open(arg[2:].split("=")[1])
+ elif (arg[1] == '-' and arg[2:].split("=")[0] == "log"):
+ # Log file
+ if len(arg[2:].split("=")) == 1:
+ log_file = sys.stdout
+ else:
+ log_file = open(arg[2:].split("=")[1], "w")
+ 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:] == "help"):
+ # Help
+ os.system("less data/help.txt") # The best help function
+ return 0
+
+
+ # Create the board
+ # Construct a GameThread! Make it global! Damn the consequences!
+
+ if src_file != None:
+ if len(players) == 0:
+ players = [Player("dummy", "white"), Player("dummy", "black")]
+ game = ReplayThread(players, src_file)
+ else:
+ board = Board(style)
+ game = GameThread(board, players)
- game = GameThread(board, players) # Construct a GameThread! Make it global! Damn the consequences!
- game.start() # This runs in a new thread
+ # Initialise GUI
+ if graphics_enabled == True:
+ try:
+ graphics = GraphicsThread(game.board, grid_sz = [64,64]) # Construct a GraphicsThread!
+
+ except Exception,e:
+ graphics = None
+ sys.stderr.write(sys.argv[0] + " : Got exception trying to initialise graphics\n"+str(e.message)+"\nDisabled graphics\n")
+ graphics_enabled = False
+
+ # If there are no players listed, display a nice pretty menu
+ if len(players) != 2:
+ if graphics != None:
+ players = graphics.SelectPlayers(players)
+ else:
+ sys.stderr.write(sys.argv[0] + " : Usage " + sys.argv[0] + " white black\n")
+ return 44
+
+ # If there are still no players, quit
+ if players == None or len(players) != 2:
+ sys.stderr.write(sys.argv[0] + " : Graphics window closed before players chosen\n")
+ return 45
+
+
+ # Wrap NetworkSender players around original players if necessary
+ for i in range(len(players)):
+ if isinstance(players[i], NetworkReceiver):
+ players[i].board = board # Network players need direct access to the board
+ for j in range(len(players)):
+ if j == i:
+ continue
+ if isinstance(players[j], NetworkSender) or isinstance(players[j], NetworkReceiver):
+ continue
+ players[j] = NetworkSender(players[j], players[i].address)
+ players[j].board = board
+
+ # Connect the networked players
+ for p in players:
+ if isinstance(p, NetworkSender) or isinstance(p, NetworkReceiver):
+ if graphics != None:
+ graphics.board.display_grid(graphics.window, graphics.grid_sz)
+ graphics.message("Connecting to " + p.colour + " player...")
+ p.connect()
+
+
+ # If using windows, select won't work; use horrible TimeoutPlayer hack
+ if agent_timeout > 0:
+ if platform.system() == "Windows":
+ for i in range(len(players)):
+ if isinstance(players[i], ExternalAgent) or isinstance(players[i], InternalAgent):
+ players[i] = TimeoutPlayer(players[i], agent_timeout)
+
+ else:
+ warned = False
+ # InternalAgents get wrapped to an ExternalAgent when there is a timeout
+ # This is not confusing at all.
+ for i in range(len(players)):
+ if isinstance(players[i], InternalAgent):
+ players[i] = ExternalWrapper(players[i])
+
+
+
+
+
+
+
+
+ if graphics != None:
+ game.start() # This runs in a new thread
+ graphics.run()
+ game.join()
+ error = game.error + graphics.error
+ else:
+ game.run()
+ error = game.error
+
+ if log_file != None and log_file != sys.stdout:
+ log_file.close()
- graphics.run()
- game.join()
- return game.error + graphics.error
+ if src_file != None and src_file != sys.stdin:
+ src_file.close()
+ return error
# This is how python does a main() function...
if __name__ == "__main__":
sys.exit(main(sys.argv))
# --- main.py --- #
-# EOF - created from update.sh on Thu Jan 24 03:04:38 WST 2013
+# EOF - created from make on Tue Jan 29 18:10:18 WST 2013