--- /dev/null
+#!/usr/bin/python -u
+
+from qchess import *
+
+graphics_enabled = True
+
+"""
+ 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__":
+
+ if sys.argv[1] == "--no-graphics":
+ graphics_enabled = False
+
+ colour = sys.stdin.readline().strip("\r\n")
+ agent = AgentBishop(sys.argv[0], colour)
+
+ if graphics_enabled:
+ graphics = AgentBishop_Graphics(agent.board, "Agent Bishop ("+agent.colour+") DEBUG")
+ graphics.start()
+ run_agent(agent)
+
+ if graphics_enabled:
+ graphics.stop()
+ graphics.join()