+++ /dev/null
-#!/usr/bin/python -u
-
-from qchess import *
-
-"""
- This is a wrapper to AgentBishop, which can now be found directly in qchess as one of the internal agents
- As well as wrapping, it will also show AgentBishop's thought processes in graphics, which is kind of cool
-
- So basically, using `./qchess.py @internal:AgentBishop` is better, unless you want to see the graphics
-"""
-
-
-# Horrible messy graphics class that draws what the agent is doing, kind of useful for testing
-class AgentBishop_Graphics(GraphicsThread):
- def __init__(self, board, title):
- GraphicsThread.__init__(self, board, title, grid_sz = [64,64])
- self.choice = None
- self.moves = None
-
- def run(self):
- square_img = pygame.Surface((self.grid_sz[0], self.grid_sz[1]),pygame.SRCALPHA) # A square image
- while not self.stopped():
-
- self.board.display_grid(window = self.window, grid_sz = self.grid_sz)
-
- # Draw choice of the AI
- if agent.choice != None:
- mp = [self.grid_sz[i] * [agent.choice.x, agent.choice.y][i] for i in range(2)]
- square_img.fill(pygame.Color(0,255,0,64))
- self.window.blit(square_img, mp)
-
- # Draw calculated choices for the piece clicked on
- if self.choice != None:
- mp = [self.grid_sz[i] * [self.choice.x, self.choice.y][i] for i in range(2)]
- square_img.fill(pygame.Color(0,0,255,128))
- self.window.blit(square_img, mp)
-
- # Draw the choices the AI calculated from the selection of the chosen piece
- if agent.choice != None and agent.choice.selected_moves != None:
- for m in agent.choice.selected_moves:
- mp = [m[0][i] * self.grid_sz[i] for i in range(2)]
- square_img.fill(pygame.Color(128,128,255,128))
- self.window.blit(square_img, mp)
- font = pygame.font.Font(None, 14)
- text = font.render("{0:.2f}".format(round(m[1],2)), 1, pygame.Color(255,0,0))
- mp[0] = mp[0] + self.grid_sz[0] - text.get_width()
- mp[1] = mp[1] + self.grid_sz[1] - text.get_height()
- self.window.blit(text, mp)
-
-
- # Draw the choice the AI's chosen piece could have actually made
- if agent.choice != None and agent.choice.last_moves != None:
- for m in agent.choice.last_moves:
- mp = [m[0][i] * self.grid_sz[i] for i in range(2)]
- square_img.fill(pygame.Color(255,0,0,128))
- self.window.blit(square_img, mp)
- font = pygame.font.Font(None, 14)
- text = font.render("{0:.2f}".format(round(m[1],2)), 1, pygame.Color(0,0,255))
- mp[0] = mp[0] + self.grid_sz[0] - text.get_width()
- self.window.blit(text, mp)
-
-
-
-
- if self.moves != None:
- for m in self.moves:
- mp = [m[0][i] * self.grid_sz[i] for i in range(2)]
- square_img.fill(pygame.Color(255,0,255,128))
- self.window.blit(square_img, mp)
- font = pygame.font.Font(None, 14)
- text = font.render("{0:.2f}".format(round(m[1],2)), 1, pygame.Color(0,0,0))
- self.window.blit(text, mp)
-
-
-
- self.board.display_pieces(window = self.window, grid_sz = self.grid_sz)
-
- pygame.display.flip()
-
- for event in pygame.event.get():
- if event.type == pygame.QUIT:
- self.stop()
- break
- elif event.type == pygame.MOUSEBUTTONDOWN:
- m = [event.pos[i] / self.grid_sz[i] for i in range(len(event.pos))]
- p = agent.board.grid[m[0]][m[1]]
- if p == None:
- continue
- self.choice = p
- self.last_moves = self.choice.last_moves
- self.selected_moves = self.choice.selected_moves
- if event.button == 3 or self.choice.last_moves == None:
- self.moves = agent.prioritise_moves(self.choice)
- else:
- self.moves = self.choice.last_moves
-
- elif event.type == pygame.MOUSEBUTTONUP:
- if self.choice == None:
- continue
- self.choice.last_moves = self.last_moves
- self.choice.selected_moves = self.selected_moves
- self.choice = None
- self.moves = None
-
- pygame.display.quit()
-
-if __name__ == "__main__":
-
- colour = sys.stdin.readline().strip("\r\n")
- agent = AgentBishop(sys.argv[0], colour)
- graphics = AgentBishop_Graphics(agent.board, "Agent Bishop ("+agent.colour+") DEBUG")
- graphics.start()
- run_agent(agent)
- graphics.stop()
- graphics.join()