X-Git-Url: https://git.ucc.asn.au/?a=blobdiff_plain;f=qchess%2Fsrc%2Fboard.py;h=439ab77dfab77aa62565d92d648b46a814147b1c;hb=64978647120812a13948e2146de81281b38a54d5;hp=a9825d0de4e4922e97d40b7acdd357332aff2c34;hpb=3decbfd61b59ee2611700e7fa96368e02f643d4d;p=progcomp2013.git diff --git a/qchess/src/board.py b/qchess/src/board.py index a9825d0..439ab77 100644 --- a/qchess/src/board.py +++ b/qchess/src/board.py @@ -15,6 +15,7 @@ class Board(): 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"] @@ -171,10 +172,11 @@ class Board(): # 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): + 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(): + 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: @@ -183,12 +185,21 @@ class Board(): piece.types[type_index] = state piece.current_type = state - if len(self.possible_moves(piece)) <= 0: + 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): + 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: @@ -212,12 +223,17 @@ class Board(): 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): - #print "Update called with \"" + str(result) + "\"" + 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(" ") @@ -226,8 +242,8 @@ class Board(): raise Exception("GIBBERISH \""+ str(result) + "\"") # Raise expectations piece = self.grid[x][y] - if piece == None: - raise Exception("EMPTY") + 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 @@ -239,7 +255,7 @@ class Board(): raise Exception("GIBBERISH \"" + str(result) + "\"") # Raise the alarm # Move the piece (take opponent if possible) - self.update_move(x, y, x2, y2) + self.update_move(x, y, x2, y2, sanity) else: # Otherwise we will just assume a piece has been selected @@ -249,8 +265,9 @@ class Board(): except: raise Exception("GIBBERISH \"" + result + "\"") # Throw a hissy fit + # Select the piece - self.update_select(x, y, type_index, state) + self.update_select(x, y, type_index, state, sanity=sanity, deselect=deselect) return result @@ -269,7 +286,7 @@ class Board(): if prob > 0: result.update({p : prob}) - self.verify() + #self.verify() return result @@ -293,7 +310,7 @@ class Board(): 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(): @@ -301,17 +318,17 @@ class Board(): 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): @@ -336,14 +353,28 @@ class Board(): # 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": - raise Exception("SANITY: Piece state 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": @@ -411,7 +442,9 @@ class Board(): 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 @@ -453,3 +486,31 @@ class Board(): # 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 +