self.move_pattern = None
self.coverage = None
- self.possible_moves = None
+ self.possible_moves = {}
def init_from_copy(self, c):
# 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] != '?':
- img = small_images[self.colour][self.types[i]]
+ 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
#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):
- raise Exception("ILLEGAL move")
+ raise Exception("ILLEGAL move " + str(x2)+","+str(y2))
self.grid[x][y] = None
taken = self.grid[x2][y2]
for i in range(len(p.types)):
t = p.types[i]
- prob = 0.5
+ 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():
for t2 in self.unrevealed_types[p.colour].keys():
prob2 = float(self.unrevealed_types[p.colour][t2]) / float(total_types)
- p.current_type = t2
- for point in self.possible_moves(p, reject_allied):
+ #p.current_type = t2
+ for point in self.possible_moves(p, reject_allied, state=t2):
result[point[0]][point[1]] += prob2 * prob
else:
- p.current_type = t
- for point in self.possible_moves(p, reject_allied):
- result[point[0]][point[1]] += prob
+ #p.current_type = t
+ for point in self.possible_moves(p, reject_allied, state=t):
+ result[point[0]][point[1]] += prob
#self.verify()
- p.current_type = "unknown"
+ #p.current_type = "unknown"
return result
def prob_is_type(self, p, state):
p.current_type = old_type
return result
- if p.possible_moves != None:
- return p.possible_moves
+
result = []
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 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")
+ result = self.p.stdout.readline().strip(" \t\r\n")
#sys.stderr.write("Read \'" + result + "\' from " + str(self.p) + "\n")
return result
except: # Exception, e:
line = self.get_response()
try:
- result = map(int, line.split(" "))
+ 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
line = self.get_response()
try:
- result = map(int, line.split(" "))
+ 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 setup(self, board, players):
for p in players:
- self.log.write("# " + p.colour + " : " + p.name + "\n")
+ self.log.write("# " + str(p.colour) + " : " + str(p.name) + "\n")
self.log.write("# Initial board\n")
for x in range(0, w):
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
self.error = 0
self.lock = threading.RLock()
self.cond = threading.Condition()
+ self.sleep_timeout = None
+ self.last_event = time.time()
#print "Test font"
pygame.font.Font(os.path.join(os.path.curdir, "data", "DejaVuSans.ttf"), 32).render("Hello", True,(0,0,0))
- #create_images(grid_sz)
+ #load_images()
create_images(grid_sz)
"""
while not self.stopped():
- #print "Display grid"
- self.board.display_grid(window = self.window, grid_sz = self.grid_sz) # Draw the board
+ 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 overlay"
+ self.overlay()
- #print "Display pieces"
- self.board.display_pieces(window = self.window, grid_sz = self.grid_sz) # Draw the board
+ #print "Display pieces"
+ self.board.display_pieces(window = self.window, grid_sz = self.grid_sz) # Draw the board
+
+ else:
+ self.window.fill((0,0,0))
pygame.display.flip()
for event in pygame.event.get():
- if event.type == pygame.QUIT:
+ 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 = ""
break
elif event.type == pygame.MOUSEBUTTONDOWN:
self.mouse_down(event)
+
elif event.type == pygame.MOUSEBUTTONUP:
- self.mouse_up(event)
+ self.mouse_up(event)
+
+
import time
turn_delay = 0.5
+sleep_timeout = None
[game, graphics] = [None, None]
def make_player(name, colour):
global src_file
global graphics_enabled
global always_reveal_states
+ global sleep_timeout
max_moves = None
src_file = None
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
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.exit(102)
# --- main.py --- #
-# EOF - created from make on Thu Feb 28 23:49:16 WST 2013
+# EOF - created from make on Wed Mar 27 12:38:30 WST 2013