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.types_revealed = [True, False] # Whether the types are known (by default the first type is always known at game start)
-
- #
+
self.last_state = None
+
self.move_pattern = None
-
+ self.coverage = None
+ self.possible_moves = {}
def init_from_copy(self, c):
self.types = c.types[:]
self.current_type = c.current_type
self.choice = c.choice
- self.types_revealed = c.types_revealed[:]
-
+
self.last_state = None
self.move_pattern = None
# 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_revealed[i] == True:
- img = small_images[self.colour][self.types[i]]
+ 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
# Collapses the wave function!
def select(self):
- if self.current_type == "unknown":
+ 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]
- self.types_revealed[self.choice] = True
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_revealed[0] == False or self.types_revealed[1] == False):
+ 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.grid = [[None] * w for _ in range(h)] # 2D List (you can get arrays in python, somehow, but they scare me)
self.unrevealed_types = {"white" : piece_types.copy(), "black" : piece_types.copy()}
self.king = {"white" : None, "black" : None} # We need to keep track of the king, because he is important
+ self.max_moves = None
+ self.moves = 0
+ self.move_stack = []
for c in ["black", "white"]:
del self.unrevealed_types[c]["unknown"]
c.append(Piece(s, 1, y, ["knight"]))
c.append(Piece(s, 2, y, ["bishop"]))
k = Piece(s, 3, y, ["king", "king"]) # There can only be one ruler!
- k.types_revealed[1] = True
k.current_type = "king"
self.king[s] = k
c.append(k)
types_left[choice] -= 1
if types_left[choice] <= 0:
del types_left[choice]
- piece.types.append(choice)
+ piece.types.append('?' + choice)
elif style == "classical":
piece.types.append(piece.types[0])
piece.current_type = piece.types[0]
- piece.types_revealed[1] = True
piece.choice = 0
def clone(self):
for i in range(len(mypieces)):
newpieces[i].init_from_copy(mypieces[i])
+
+ # Reset the board from a string
+ def reset_board(self, s):
+ self.pieces = {"white" : [], "black" : []}
+ self.king = {"white" : None, "black" : None}
+ self.grid = [[None] * w for _ in range(h)]
+ for x in range(w):
+ for y in range(h):
+ self.grid[x][y] = None
+
+ for line in s.split("\n"):
+ if line == "":
+ continue
+ if line[0] == "#":
+ continue
+
+ tokens = line.split(" ")
+ [x, y] = map(int, tokens[len(tokens)-1].split(","))
+ current_type = tokens[1]
+ types = map(lambda e : e.strip(" '[],"), line.split('[')[1].split(']')[0].split(','))
+
+ target = Piece(tokens[0], x, y, types)
+ target.current_type = current_type
+
+ try:
+ target.choice = types.index(current_type)
+ except:
+ target.choice = -1
+
+ self.pieces[tokens[0]].append(target)
+ if target.current_type == "king":
+ self.king[tokens[0]] = target
+
+ self.grid[x][y] = target
def display_grid(self, window = None, grid_sz = [80,80]):
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
+
+ # 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):
+
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):
+ raise Exception("ILLEGAL move " + str(x2)+","+str(y2))
+
self.grid[x][y] = None
taken = self.grid[x2][y2]
if taken != None:
piece.current_type = "queen"
piece.deselect() # Uncollapse (?) the wavefunction!
- self.verify()
+ self.moves += 1
+
+ # All other pieces need to recalculate moves
+ for p in self.pieces["white"] + self.pieces["black"]:
+ p.possible_moves = None
+
+ #self.verify()
# Update the board from a string
# Guesses what to do based on the format of the string
if prob > 0:
result.update({p : prob})
- self.verify()
+ #self.verify()
return result
for i in range(len(p.types)):
t = p.types[i]
- prob = 0.5
- if t == "unknown" or p.types_revealed[i] == False:
+ prob = 1.0 / float(len(p.types))
+ if t == "unknown" or p.types[i][0] == '?':
total_types = 0
for t2 in self.unrevealed_types[p.colour].keys():
total_types += self.unrevealed_types[p.colour][t2]
for t2 in self.unrevealed_types[p.colour].keys():
prob2 = float(self.unrevealed_types[p.colour][t2]) / float(total_types)
- p.current_type = t2
- for point in self.possible_moves(p, reject_allied):
+ #p.current_type = t2
+ for point in self.possible_moves(p, reject_allied, state=t2):
result[point[0]][point[1]] += prob2 * prob
else:
- p.current_type = t
- for point in self.possible_moves(p, reject_allied):
- result[point[0]][point[1]] += prob
+ #p.current_type = t
+ for point in self.possible_moves(p, reject_allied, state=t):
+ result[point[0]][point[1]] += prob
- self.verify()
- p.current_type = "unknown"
+ #self.verify()
+ #p.current_type = "unknown"
return result
def prob_is_type(self, p, state):
if t == state:
result += prob
continue
- if t == "unknown" or p.types_revealed[i] == False:
+ if t == "unknown" or p.types[i][0] == '?':
total_prob = 0
for t2 in self.unrevealed_types[p.colour].keys():
total_prob += self.unrevealed_types[p.colour][t2]
# This is probably inefficient, but I looked at some sample chess games and they seem to actually do things this way
# reject_allied indicates whether squares occupied by allied pieces will be removed
# (set to false to check for defense)
- def possible_moves(self, p, reject_allied = True):
- result = []
+ def possible_moves(self, p, reject_allied = True, state=None):
if p == None:
+ raise Exception("SANITY: No piece")
+
+
+
+ if state != None and state != p.current_type:
+ old_type = p.current_type
+ p.current_type = state
+ result = self.possible_moves(p, reject_allied, state=None)
+ p.current_type = old_type
return result
+
+
+
+
+ result = []
+
if p.current_type == "unknown":
if g != None and (g.colour == p.colour and reject_allied == True):
result.remove(point) # Remove allied pieces
- self.verify()
+ #self.verify()
+
+ p.possible_moves = result
return result
return p
+ # Returns "white", "black" or "DRAW" if the game should end
+ def end_condition(self):
+ if self.king["white"] == None:
+ if self.king["black"] == None:
+ return "DRAW" # This shouldn't happen
+ return "black"
+ elif self.king["black"] == None:
+ return "white"
+ elif len(self.pieces["white"]) == 1 and len(self.pieces["black"]) == 1:
+ return "DRAW"
+ elif self.max_moves != None and self.moves > self.max_moves:
+ return "DRAW"
+ return None
# I typed the full statement about 30 times before writing this function...
def on_board(self, x, y):
return (x >= 0 and x < w) and (y >= 0 and y < h)
+
+ # Pushes a move temporarily
+ def push_move(self, piece, x, y):
+ target = self.grid[x][y]
+ self.move_stack.append([piece, target, piece.x, piece.y, x, y])
+ [piece.x, piece.y] = [x, y]
+ self.grid[x][y] = piece
+ self.grid[piece.x][piece.y] = None
+
+ for p in self.pieces["white"] + self.pieces["black"]:
+ p.possible_moves = None
+
+ # Restore move
+ def pop_move(self):
+ #print str(self.move_stack)
+ [piece, target, x1, y1, x2, y2] = self.move_stack[len(self.move_stack)-1]
+ self.move_stack = self.move_stack[:-1]
+ piece.x = x1
+ piece.y = y1
+ self.grid[x1][y1] = piece
+ if target != None:
+ target.x = x2
+ target.y = y2
+ self.grid[x2][y2] = target
+
+ for p in self.pieces["white"] + self.pieces["black"]:
+ p.possible_moves = None
+
# --- 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
def update(self, result):
pass
+ def reset_board(self, s):
+ pass
+
# Player that runs from another process
class ExternalAgent(Player):
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 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)
self.board.update(result)
self.board.verify()
+ def reset_board(self, s):
+ self.board.reset_board(s)
+
def quit(self, final_result):
pass
#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
# A sample agent
-class AgentBishop(InternalAgent): # Inherits from InternalAgent (in qchess)
+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}
# 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
+ self.board.push_move(piece, x, y)
+
+
defenders = self.board.coverage(x, y, piece.colour, reject_allied = False)
d_prob = 0.0
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]
+ self.board.pop_move()
+
# Score of the move
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]
if len(moves) > 0:
return moves[0][0]
else:
- return InternalAgent.get_move(self)
+ return AgentRandom.get_move(self)
# --- agent_bishop.py --- #
import multiprocessing
def stopped(self):
return self._stop.isSet()
# --- thread_util.py --- #
-log_file = None
+log_files = []
import datetime
import urllib2
self.log = log
self.logged = []
+ self.log.write("# Log starts " + str(datetime.datetime.now()) + "\n")
def write(self, s):
now = datetime.datetime.now()
self.logged.append((now, s))
def setup(self, board, players):
- self.log.write("# Log starts " + str(datetime.datetime.now()) + "\n")
+
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):
def close(self):
self.log.write("# EOF\n")
- self.log.close()
+ if self.log != sys.stdout:
+ self.log.close()
-class HttpLog(LogFile):
+class ShortLog(LogFile):
def __init__(self, file_name):
- LogFile.__init__(self, open(file_name, "w", 0))
+ if file_name == "":
+ self.log = sys.stdout
+ else:
+ self.log = open(file_name, "w", 0)
+ LogFile.__init__(self, self.log)
self.file_name = file_name
self.phase = 0
self.logged.append((now, s))
if self.phase == 0:
- self.log.close()
- self.log = open(self.file_name, "w", 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:
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")
- self.log.close()
+ if self.log != sys.stdout:
+ self.log.close()
class HeadRequest(urllib2.Request):
def get_method(self):
return "HEAD"
-
-class HttpReplay():
+
+class HttpGetter(StoppableThread):
def __init__(self, address):
- self.read_setup = False
- self.log = urllib2.urlopen(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 readline(self):
-
- line = self.log.readline()
- sys.stderr.write(sys.argv[0] + " : " + str(self.__class__.__name__) + " read \""+str(line.strip("\r\n")) + "\" from address " + str(self.address) + "\n")
- if line == "":
- sys.stderr.write(sys.argv[0] + " : " + str(self.__class__.__name__) + " retrieving from address " + str(self.address) + "\n")
- 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:
+ 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)
- game.setup()
- line = self.log.readline()
+ self.log = urllib2.urlopen(self.address)
+ line = self.log.readline()
+ self.cond.acquire()
+ self.lines.append(line)
+ self.cond.notifyAll()
+ self.cond.release()
- return line
+ #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.log.close()
+ 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):
- if log_file != None:
- log_file.write(s)
+ for l in log_files:
+ l.write(s)
def log_init(board, players):
- if log_file != None:
- log_file.setup(board, players)
+ for l in log_files:
+ l.setup(board, players)
# --- log.py --- #
# 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 = self.state["turn"].colour + " DRAW"
- else:
- with self.lock:
- self.final_result = "white"
- self.stop()
- elif self.board.king["white"] == None:
+ end = self.board.end_condition()
+ if end != None:
with self.lock:
- self.final_result = "black"
+ if end == "DRAW":
+ self.final_result = self.state["turn"].colour + " " + end
+ else:
+ self.final_result = end
self.stop()
-
-
+
if self.stopped():
break
# A thread that replays a log file
class ReplayThread(GameThread):
- def __init__(self, players, src, end=False,max_lines=None):
+ 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.max_lines = max_lines
- self.line_number = 0
self.end = end
self.reset_board(self.src.readline())
def reset_board(self, line):
- pieces = {"white" : [], "black" : []}
- king = {"white" : None, "black" : None}
- grid = [[None] * w for _ in range(h)]
- for x in range(w):
- for y in range(h):
- self.board.grid[x][y] = None
- while line != "# Start game":
- if line[0] == "#":
+ agent_str = ""
+ self_str = ""
+ while line != "# Start game" and line != "# EOF":
+
+ while line == "":
line = self.src.readline().strip(" \r\n")
continue
- tokens = line.split(" ")
- [x, y] = map(int, tokens[len(tokens)-1].split(","))
- current_type = tokens[1]
- types = map(lambda e : e.strip("'[], "), (tokens[2]+tokens[3]).split(","))
-
- target = Piece(tokens[0], x, y, types)
- target.current_type = current_type
+ 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
- try:
- target.choice = types.index(current_type)
- except:
- target.choice = -1
+ 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"
- pieces[tokens[0]].append(target)
- if target.current_type == "king":
- king[tokens[0]] = target
- grid[x][y] = target
-
+ agent_str += tokens[0] + " " + tokens[1] + " " + str(types) + " ".join(tokens[4:]) + "\n"
line = self.src.readline().strip(" \r\n")
- self.board.pieces = pieces
- self.board.king = king
- self.board.grid = grid
+ 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
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:])
- log(move)
- self.board.update(move)
+ 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")
- if isinstance(graphics, GraphicsThread):
- with self.lock:
- if target.colour == "white":
- self.state["turn"] = self.players[0]
- else:
- self.state["turn"] = self.players[1]
+
+ end = self.board.end_condition()
+ if end != None:
+ self.final_result = end
+ self.stop()
+ break
+
+
+
- with graphics.lock:
- graphics.state["select"] = target
- if move_piece:
- graphics.state["moves"] = [[x2, y2]]
- elif target.current_type != "unknown":
- graphics.state["moves"] = self.board.possible_moves(target)
+
- if self.max_lines != None and self.max_lines > count:
- sys.stderr.write(sys.argv[0] + " : Replaying from file; stopping at last line (" + str(count) + ")\n")
- sys.stderr.write(sys.argv[0] + " : (You requested line " + str(self.max_lines) + ")\n")
+
if self.end and isinstance(graphics, GraphicsThread):
#graphics.stop()
pass # Let the user stop the display
- elif not self.end:
+ 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
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))
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 turn_delay
global agent_timeout
- global log_file
+ global log_files
global src_file
global graphics_enabled
global always_reveal_states
+ global sleep_timeout
- max_lines = None
+ max_moves = None
src_file = None
style = "quantum"
elif arg[1] == '-' and arg[2:] == "reveal":
always_reveal_states = True
elif (arg[1] == '-' and arg[2:] == "graphics"):
- graphics_enabled = not graphics_enabled
+ 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] == '@':
- src_file = HttpReplay("http://" + f.split(":")[0][1:])
+ if f[0:7] == "http://":
+ src_file = HttpReplay(f)
else:
- src_file = open(f.split(":")[0], "r", 0)
+ src_file = FileReplay(f.split(":")[0])
- if len(f.split(":")) == 2:
- max_lines = int(f.split(":")[1])
+ if len(f.split(":")) == 2:
+ max_moves = int(f.split(":")[1])
elif (arg[1] == '-' and arg[2:].split("=")[0] == "log"):
# Log file
if len(arg[2:].split("=")) == 1:
- log_file = LogFile(sys.stdout)
+ log_files.append(LogFile(sys.stdout))
else:
f = arg[2:].split("=")[1]
if f[0] == '@':
- log_file = HttpLog(f[1:])
+ log_files.append(ShortLog(f[1:]))
else:
- log_file = LogFile(open(f, "w", 0))
+ log_files.append(LogFile(open(f, "w", 0)))
elif (arg[1] == '-' and arg[2:].split("=")[0] == "delay"):
# Delay
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
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_lines=max_lines)
+ 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
error = game.error
- if log_file != None and log_file != sys.stdout:
- log_file.close()
+ 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...
sys.exit(102)
# --- main.py --- #
-# EOF - created from make on Wed Jan 30 19:58:45 WST 2013
+# EOF - created from make on Wed Mar 27 12:38:30 WST 2013