X-Git-Url: https://git.ucc.asn.au/?p=progcomp2013.git;a=blobdiff_plain;f=qchess%2Fqchess.py;h=219b34f7575bdef46077bfbdc7353259c120afba;hp=db73c943907ee3dcf7887230f77508a6e9b7c61f;hb=877034f05346e24fdf822f6e6149ad50d891f030;hpb=65d9bb84c7e2dca4a8fac4d92c225ce1bb4f7c52 diff --git a/qchess/qchess.py b/qchess/qchess.py index db73c94..219b34f 100755 --- a/qchess/qchess.py +++ b/qchess/qchess.py @@ -1,5 +1,100 @@ #!/usr/bin/python -u -# +++ board.py +++ # +import random + +# I know using non-abreviated strings is inefficient, but this is python, who cares? +# Oh, yeah, this stores the number of pieces of each type in a normal chess game +piece_types = {"pawn" : 8, "bishop" : 2, "knight" : 2, "rook" : 2, "queen" : 1, "king" : 1, "unknown" : 0} + +# Class to represent a quantum chess piece +class Piece(): + def __init__(self, colour, x, y, types): + self.colour = colour # Colour (string) either "white" or "black" + self.x = x # x coordinate (0 - 8), none of this fancy 'a', 'b' shit here + self.y = y # y coordinate (0 - 8) + 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 + + + + def init_from_copy(self, c): + self.colour = c.colour + self.x = c.x + self.y = c.y + 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 + + + + # Make a string for the piece (used for debug) + def __str__(self): + return str(self.current_type) + " " + str(self.types) + " at " + str(self.x) + ","+str(self.y) + + # Draw the piece in a pygame surface + def draw(self, window, grid_sz = [80,80], style="quantum"): + + # First draw the image corresponding to self.current_type + img = images[self.colour][self.current_type] + rect = img.get_rect() + if style == "classical": + offset = [-rect.width/2, -rect.height/2] + else: + offset = [-rect.width/2,-3*rect.height/4] + window.blit(img, (self.x * grid_sz[0] + grid_sz[0]/2 + offset[0], self.y * grid_sz[1] + grid_sz[1]/2 + offset[1])) + + + if style == "classical": + return + + # Draw the two possible types underneath the current_type image + for i in range(len(self.types)): + if self.types_revealed[i] == True: + 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 + + + rect = img.get_rect() + offset = [-rect.width/2,-rect.height/2] + + if i == 0: + target = (self.x * grid_sz[0] + grid_sz[0]/5 + offset[0], self.y * grid_sz[1] + 3*grid_sz[1]/4 + offset[1]) + else: + target = (self.x * grid_sz[0] + 4*grid_sz[0]/5 + offset[0], self.y * grid_sz[1] + 3*grid_sz[1]/4 + offset[1]) + + window.blit(img, target) # Blit shit + + # Collapses the wave function! + def select(self): + if self.current_type == "unknown": + self.choice = random.randint(0,1) + 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): + self.current_type = "unknown" + self.choice = -1 + else: + self.choice = 0 # Both the two types are the same + + # The sad moment when you realise that you do not understand anything about a subject you studied for 4 years... +# --- piece.py --- # [w,h] = [8,8] # Width and height of board(s) # Class to represent a quantum chess board @@ -98,7 +193,7 @@ class Board(): if window == None: return for p in self.pieces["white"] + self.pieces["black"]: - p.draw(window, grid_sz) + p.draw(window, grid_sz, self.style) # Draw the board in a pygame window def display(self, window = None): @@ -126,7 +221,7 @@ class Board(): raise Exception("EMPTY") if colour != None and piece.colour != colour: - raise Exception("COLOUR") + raise Exception("COLOUR " + str(piece.colour) + " not " + str(colour)) # I'm not quite sure why I made this return a string, but screw logical design return str(x) + " " + str(y) + " " + str(piece.select()) + " " + str(piece.current_type) @@ -404,117 +499,904 @@ class Board(): def on_board(self, x, y): return (x >= 0 and x < w) and (y >= 0 and y < h) # --- board.py --- # -# +++ game.py +++ # - -# A thread that runs the game -class GameThread(StoppableThread): - def __init__(self, board, players): - StoppableThread.__init__(self) - self.board = board - self.players = players - self.state = {"turn" : None} # The game state - self.error = 0 # Whether the thread exits with an error - self.lock = threading.RLock() #lock for access of self.state - self.cond = threading.Condition() # conditional for some reason, I forgot - self.final_result = "" +import subprocess +import select +import platform - # Run the game (run in new thread with start(), run in current thread with run()) - def run(self): - result = "" - while not self.stopped(): - - for p in self.players: - with self.lock: - self.state["turn"] = p # "turn" contains the player who's turn it is - #try: - if True: - [x,y] = p.select() # Player selects a square - if self.stopped(): - break - result = self.board.select(x, y, colour = p.colour) - for p2 in self.players: - p2.update(result) # Inform players of what happened +agent_timeout = -1.0 # Timeout in seconds for AI players to make moves + # WARNING: Won't work for windows based operating systems +if platform.system() == "Windows": + agent_timeout = -1 # Hence this +# A player who can't play +class Player(): + def __init__(self, name, colour): + self.name = name + self.colour = colour - target = self.board.grid[x][y] - if isinstance(graphics, GraphicsThread): - with graphics.lock: - graphics.state["moves"] = self.board.possible_moves(target) - graphics.state["select"] = target + def update(self, result): + pass - time.sleep(turn_delay) +# Player that runs from another process +class ExternalAgent(Player): - if len(self.board.possible_moves(target)) == 0: - #print "Piece cannot move" - target.deselect() - if isinstance(graphics, GraphicsThread): - with graphics.lock: - graphics.state["moves"] = None - graphics.state["select"] = None - graphics.state["dest"] = None - continue + def __init__(self, name, colour): + Player.__init__(self, name, colour) + self.p = subprocess.Popen(name,bufsize=0,stdin=subprocess.PIPE, stdout=subprocess.PIPE, shell=True,universal_newlines=True) + + self.send_message(colour) - try: - [x2,y2] = p.get_move() # Player selects a destination - except: - self.stop() + def send_message(self, s): + if agent_timeout > 0.0: + ready = select.select([], [self.p.stdin], [], agent_timeout)[1] + else: + ready = [self.p.stdin] + if self.p.stdin in ready: + #sys.stderr.write("Writing \'" + s + "\' to " + str(self.p) + "\n") + try: + self.p.stdin.write(s + "\n") + except: + raise Exception("UNRESPONSIVE") + else: + raise Exception("TIMEOUT") - if self.stopped(): - break + def get_response(self): + if agent_timeout > 0.0: + ready = select.select([self.p.stdout], [], [], agent_timeout)[0] + else: + ready = [self.p.stdout] + 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") + #sys.stderr.write("Read \'" + result + "\' from " + str(self.p) + "\n") + return result + except: # Exception, e: + raise Exception("UNRESPONSIVE") + else: + raise Exception("TIMEOUT") - result = self.board.update_move(x, y, x2, y2) - for p2 in self.players: - p2.update(str(x) + " " + str(y) + " -> " + str(x2) + " " + str(y2)) # Inform players of what happened + def select(self): - if isinstance(graphics, GraphicsThread): - with graphics.lock: - graphics.state["moves"] = [[x2,y2]] + self.send_message("SELECTION?") + line = self.get_response() + + try: + result = map(int, line.split(" ")) + except: + raise Exception("GIBBERISH \"" + str(line) + "\"") + return result - time.sleep(turn_delay) + def update(self, result): + #print "Update " + str(result) + " called for AgentPlayer" + self.send_message(result) - if isinstance(graphics, GraphicsThread): - with graphics.lock: - graphics.state["select"] = None - graphics.state["dest"] = None - graphics.state["moves"] = None - # Commented out exception stuff for now, because it makes it impossible to tell if I made an IndentationError somewhere - #except Exception,e: - #result = "ILLEGAL " + e.message - #sys.stderr.write(result + "\n") - - #self.stop() - #with self.lock: - # self.final_result = self.state["turn"].colour + " " + "ILLEGAL" + def get_move(self): + + self.send_message("MOVE?") + line = self.get_response() + + try: + result = map(int, line.split(" ")) + except: + raise Exception("GIBBERISH \"" + str(line) + "\"") + return result - if self.board.king["black"] == None: - if self.board.king["white"] == None: - with self.lock: - self.final_result = "DRAW" - else: - with self.lock: - self.final_result = "white" - self.stop() - elif self.board.king["white"] == None: - with self.lock: - self.final_result = "black" - self.stop() - + def quit(self, final_result): + try: + self.send_message("QUIT " + final_result) + except: + self.p.kill() - if self.stopped(): - break +# So you want to be a player here? +class HumanPlayer(Player): + def __init__(self, name, colour): + Player.__init__(self, name, colour) + + # Select your preferred account + def select(self): + if isinstance(graphics, GraphicsThread): + # Basically, we let the graphics thread do some shit and then return that information to the game thread + graphics.cond.acquire() + # We wait for the graphics thread to select a piece + while graphics.stopped() == False and graphics.state["select"] == None: + graphics.cond.wait() # The difference between humans and machines is that humans sleep + select = graphics.state["select"] + + + graphics.cond.release() + if graphics.stopped(): + return [-1,-1] + return [select.x, select.y] + else: + # Since I don't display the board in this case, I'm not sure why I filled it in... + while True: + sys.stdout.write("SELECTION?\n") + try: + p = map(int, sys.stdin.readline().strip("\r\n ").split(" ")) + except: + sys.stderr.write("ILLEGAL GIBBERISH\n") + continue + # It's your move captain + def get_move(self): + if isinstance(graphics, GraphicsThread): + graphics.cond.acquire() + while graphics.stopped() == False and graphics.state["dest"] == None: + graphics.cond.wait() + graphics.cond.release() + + return graphics.state["dest"] + else: + while True: + sys.stdout.write("MOVE?\n") + try: + p = map(int, sys.stdin.readline().strip("\r\n ").split(" ")) + except: + sys.stderr.write("ILLEGAL GIBBERISH\n") + continue - for p2 in self.players: - p2.quit(self.final_result) + # Are you sure you want to quit? + def quit(self, final_result): + if graphics == None: + sys.stdout.write("QUIT " + final_result + "\n") + + # Completely useless function + def update(self, result): + if isinstance(graphics, GraphicsThread): + pass + else: + sys.stdout.write(result + "\n") + + +# Default internal player (makes random moves) +class InternalAgent(Player): + def __init__(self, name, colour): + Player.__init__(self, name, colour) + self.choice = None + + self.board = Board(style = "agent") + + + + def update(self, result): + + self.board.update(result) + self.board.verify() + + def quit(self, final_result): + pass + +class AgentRandom(InternalAgent): + def __init__(self, name, colour): + InternalAgent.__init__(self, name, colour) + + def select(self): + while True: + self.choice = self.board.pieces[self.colour][random.randint(0, len(self.board.pieces[self.colour])-1)] + all_moves = [] + # Check that the piece has some possibility to move + tmp = self.choice.current_type + if tmp == "unknown": # For unknown pieces, try both types + for t in self.choice.types: + if t == "unknown": + continue + self.choice.current_type = t + all_moves += self.board.possible_moves(self.choice) + else: + all_moves = self.board.possible_moves(self.choice) + self.choice.current_type = tmp + if len(all_moves) > 0: + break + return [self.choice.x, self.choice.y] + + def get_move(self): + moves = self.board.possible_moves(self.choice) + move = moves[random.randint(0, len(moves)-1)] + return move + + +# Terrible, terrible hacks + +def run_agent(agent): + #sys.stderr.write(sys.argv[0] + " : Running agent " + str(agent) + "\n") + colour = sys.stdin.readline().strip(" \r\n") + agent.colour = colour + while True: + line = sys.stdin.readline().strip(" \r\n") + if line == "SELECTION?": + #sys.stderr.write(sys.argv[0] + " : Make selection\n") + [x,y] = agent.select() # Gets your agent's selection + #sys.stderr.write(sys.argv[0] + " : Selection was " + str(agent.choice) + "\n") + sys.stdout.write(str(x) + " " + str(y) + "\n") + elif line == "MOVE?": + #sys.stderr.write(sys.argv[0] + " : Make move\n") + [x,y] = agent.get_move() # Gets your agent's move + sys.stdout.write(str(x) + " " + str(y) + "\n") + elif line.split(" ")[0] == "QUIT": + #sys.stderr.write(sys.argv[0] + " : Quitting\n") + agent.quit(" ".join(line.split(" ")[1:])) # Quits the game + break + else: + agent.update(line) # Updates agent.board + return 0 + + +# Sort of works? + +class ExternalWrapper(ExternalAgent): + def __init__(self, agent): + run = "python -u -c \"import sys;import os;from qchess import *;agent = " + agent.__class__.__name__ + "('" + agent.name + "','"+agent.colour+"');sys.exit(run_agent(agent))\"" + # str(run) + ExternalAgent.__init__(self, run, agent.colour) + + + +# --- player.py --- # +# A sample agent + + +class AgentBishop(InternalAgent): # Inherits from InternalAgent (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} + + self.aggression = 2.0 # Multiplier for scoring due to aggressive actions + self.defence = 1.0 # Multiplier for scoring due to defensive actions + + self.depth = 0 # Current depth + self.max_depth = 2 # Recurse this many times (for some reason, makes more mistakes when this is increased???) + self.recurse_for = -1 # Recurse for the best few moves each times (less than 0 = all moves) + + for p in self.board.pieces["white"] + self.board.pieces["black"]: + p.last_moves = None + p.selected_moves = None + + + + def get_value(self, piece): + if piece == None: + return 0.0 + return float(self.value[piece.types[0]] + self.value[piece.types[1]]) / 2.0 + + # Score possible moves for the piece + + def prioritise_moves(self, piece): + + #sys.stderr.write(sys.argv[0] + " : " + str(self) + " prioritise called for " + str(piece) + "\n") + + + + grid = self.board.probability_grid(piece) + #sys.stderr.write("\t Probability grid " + str(grid) + "\n") + moves = [] + for x in range(w): + for y in range(h): + if grid[x][y] < 0.3: # Throw out moves with < 30% probability + #sys.stderr.write("\tReject " + str(x) + "," + str(y) + " (" + str(grid[x][y]) + ")\n") + continue + + target = self.board.grid[x][y] + + + + + # 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 + + defenders = self.board.coverage(x, y, piece.colour, reject_allied = False) + d_prob = 0.0 + for d in defenders.keys(): + d_prob += defenders[d] + if len(defenders.keys()) > 0: + d_prob /= float(len(defenders.keys())) + + if (d_prob > 1.0): + d_prob = 1.0 + + # Get total probability that the move is threatened + attackers = self.board.coverage(x, y, opponent(piece.colour), reject_allied = False) + a_prob = 0.0 + for a in attackers.keys(): + a_prob += attackers[a] + if len(attackers.keys()) > 0: + a_prob /= float(len(attackers.keys())) + + 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] + + + # Score of the move + value = self.aggression * (1.0 + d_prob) * self.get_value(target) - self.defence * (1.0 - d_prob) * a_prob * self.get_value(piece) + + # Adjust score based on movement of piece out of danger + attackers = self.board.coverage(piece.x, piece.y, opponent(piece.colour)) + s_prob = 0.0 + for a in attackers.keys(): + s_prob += attackers[a] + if len(attackers.keys()) > 0: + s_prob /= float(len(attackers.keys())) + + if (s_prob > 1.0): + s_prob = 1.0 + value += self.defence * s_prob * self.get_value(piece) + + # Adjust score based on probability that the move is actually possible + moves.append([[x, y], grid[x][y] * value]) + + moves.sort(key = lambda e : e[1], reverse = True) + #sys.stderr.write(sys.argv[0] + ": Moves for " + str(piece) + " are " + str(moves) + "\n") + + piece.last_moves = moves + piece.selected_moves = None + + + + + return moves + + def select_best(self, colour): + + self.depth += 1 + all_moves = {} + for p in self.board.pieces[colour]: + self.choice = p # Temporarily pick that piece + m = self.prioritise_moves(p) + if len(m) > 0: + all_moves.update({p : m[0]}) + + if len(all_moves.items()) <= 0: + return None + + + opts = all_moves.items() + opts.sort(key = lambda e : e[1][1], reverse = True) + + if self.depth >= self.max_depth: + self.depth -= 1 + return list(opts[0]) + + if self.recurse_for >= 0: + opts = opts[0:self.recurse_for] + #sys.stderr.write(sys.argv[0] + " : Before recurse, options are " + str(opts) + "\n") + + # Take the best few moves, and recurse + for choice in opts[0:self.recurse_for]: + [xx,yy] = [choice[0].x, choice[0].y] # Remember position + [nx,ny] = choice[1][0] # Target + [choice[0].x, choice[0].y] = [nx, ny] # Set position + target = self.board.grid[nx][ny] # Remember piece in spot + self.board.grid[xx][yy] = None # Remove piece + self.board.grid[nx][ny] = choice[0] # Replace with moving piece + + # Recurse + best_enemy_move = self.select_best(opponent(choice[0].colour)) + choice[1][1] -= best_enemy_move[1][1] / float(self.depth + 1.0) + + [choice[0].x, choice[0].y] = [xx, yy] # Restore position + self.board.grid[nx][ny] = target # Restore taken piece + self.board.grid[xx][yy] = choice[0] # Restore moved piece + + + + opts.sort(key = lambda e : e[1][1], reverse = True) + #sys.stderr.write(sys.argv[0] + " : After recurse, options are " + str(opts) + "\n") + + self.depth -= 1 + return list(opts[0]) + + + + # Returns [x,y] of selected piece + 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] + + # Returns [x,y] of square to move selected piece into + def get_move(self): + #sys.stderr.write("Choice is " + str(self.choice) + "\n") + self.choice.selected_moves = self.choice.last_moves + moves = self.prioritise_moves(self.choice) + if len(moves) > 0: + return moves[0][0] + else: + return InternalAgent.get_move(self) + +# --- agent_bishop.py --- # +import multiprocessing + +# Hacky alternative to using select for timing out players + +# WARNING: Do not wrap around HumanPlayer or things breakify +# WARNING: Do not use in general or things breakify + +class Sleeper(multiprocessing.Process): + def __init__(self, timeout): + multiprocessing.Process.__init__(self) + self.timeout = timeout + + def run(self): + time.sleep(self.timeout) + + +class Worker(multiprocessing.Process): + def __init__(self, function, args, q): + multiprocessing.Process.__init__(self) + self.function = function + self.args = args + self.q = q + + def run(self): + #print str(self) + " runs " + str(self.function) + " with args " + str(self.args) + self.q.put(self.function(*self.args)) + + + +def TimeoutFunction(function, args, timeout): + q = multiprocessing.Queue() + w = Worker(function, args, q) + s = Sleeper(timeout) + w.start() + s.start() + while True: # Busy loop of crappyness + if not w.is_alive(): + s.terminate() + result = q.get() + w.join() + #print "TimeoutFunction gets " + str(result) + return result + elif not s.is_alive(): + w.terminate() + s.join() + raise Exception("TIMEOUT") + + + + +# A player that wraps another player and times out its moves +# Uses threads +# A (crappy) alternative to the use of select() +class TimeoutPlayer(Player): + def __init__(self, base_player, timeout): + Player.__init__(self, base_player.name, base_player.colour) + self.base_player = base_player + self.timeout = timeout + + def select(self): + return TimeoutFunction(self.base_player.select, [], self.timeout) + + + def get_move(self): + return TimeoutFunction(self.base_player.get_move, [], self.timeout) + + def update(self, result): + return TimeoutFunction(self.base_player.update, [result], self.timeout) + + def quit(self, final_result): + return TimeoutFunction(self.base_player.quit, [final_result], self.timeout) +# --- timeout_player.py --- # +import socket +import select + +network_timeout_start = -1.0 # Timeout in seconds to wait for the start of a message +network_timeout_delay = 1.0 # Maximum time between two characters being received + +class Network(): + def __init__(self, colour, address = None): + self.socket = socket.socket() + #self.socket.setblocking(0) + + if colour == "white": + self.port = 4562 + else: + self.port = 4563 + + self.src = None + + # print str(self) + " listens on port " + str(self.port) + + if address == None: + self.host = socket.gethostname() + self.socket.bind((self.host, self.port)) + self.socket.listen(5) + + self.src, self.address = self.socket.accept() + self.src.send("ok\n") + if self.get_response() == "QUIT": + self.src.close() + else: + self.host = address + self.socket.connect((address, self.port)) + self.src = self.socket + self.src.send("ok\n") + if self.get_response() == "QUIT": + self.src.close() + + def get_response(self): + # Timeout the start of the message (first character) + if network_timeout_start > 0.0: + ready = select.select([self.src], [], [], network_timeout_start)[0] + else: + ready = [self.src] + if self.src in ready: + s = self.src.recv(1) + else: + raise Exception("UNRESPONSIVE") + + + while s[len(s)-1] != '\n': + # Timeout on each character in the message + if network_timeout_delay > 0.0: + ready = select.select([self.src], [], [], network_timeout_delay)[0] + else: + ready = [self.src] + if self.src in ready: + s += self.src.recv(1) + else: + raise Exception("UNRESPONSIVE") + + return s.strip(" \r\n") + + def send_message(self,s): + if network_timeout_start > 0.0: + ready = select.select([], [self.src], [], network_timeout_start)[1] + else: + ready = [self.src] + + if self.src in ready: + self.src.send(s + "\n") + else: + raise Exception("UNRESPONSIVE") + + def check_quit(self, s): + s = s.split(" ") + if s[0] == "QUIT": + with game.lock: + game.final_result = " ".join(s[1:]) + " " + str(opponent(self.colour)) + game.stop() + return True + + + +class NetworkSender(Player,Network): + def __init__(self, base_player, address = None): + self.base_player = base_player + Player.__init__(self, base_player.name, base_player.colour) + + self.address = address + + def connect(self): + Network.__init__(self, self.base_player.colour, self.address) + + + + def select(self): + [x,y] = self.base_player.select() + choice = self.board.grid[x][y] + s = str(x) + " " + str(y) + #print str(self) + ".select sends " + s + self.send_message(s) + return [x,y] + + def get_move(self): + [x,y] = self.base_player.get_move() + s = str(x) + " " + str(y) + #print str(self) + ".get_move sends " + s + self.send_message(s) + return [x,y] + + def update(self, s): + self.base_player.update(s) + s = s.split(" ") + [x,y] = map(int, s[0:2]) + selected = self.board.grid[x][y] + if selected != None and selected.colour == self.colour and len(s) > 2 and not "->" in s: + s = " ".join(s[0:3]) + for i in range(2): + if selected.types_revealed[i] == True: + s += " " + str(selected.types[i]) + else: + s += " unknown" + #print str(self) + ".update sends " + s + self.send_message(s) + + + def quit(self, final_result): + self.base_player.quit(final_result) + #self.src.send("QUIT " + str(final_result) + "\n") + self.src.close() + +class NetworkReceiver(Player,Network): + def __init__(self, colour, address=None): + + Player.__init__(self, address, colour) + + self.address = address + + self.board = None + + def connect(self): + Network.__init__(self, self.colour, self.address) + + + def select(self): + + s = self.get_response() + #print str(self) + ".select gets " + s + [x,y] = map(int,s.split(" ")) + if x == -1 and y == -1: + #print str(self) + ".select quits the game" + with game.lock: + game.final_state = "network terminated " + self.colour + game.stop() + return [x,y] + def get_move(self): + s = self.get_response() + #print str(self) + ".get_move gets " + s + [x,y] = map(int,s.split(" ")) + if x == -1 and y == -1: + #print str(self) + ".get_move quits the game" + with game.lock: + game.final_state = "network terminated " + self.colour + game.stop() + return [x,y] + + def update(self, result): + + result = result.split(" ") + [x,y] = map(int, result[0:2]) + selected = self.board.grid[x][y] + if selected != None and selected.colour == self.colour and len(result) > 2 and not "->" in result: + s = self.get_response() + #print str(self) + ".update - receives " + str(s) + s = s.split(" ") + selected.choice = int(s[2]) + for i in range(2): + selected.types[i] = str(s[3+i]) + if s[3+i] == "unknown": + selected.types_revealed[i] = False + else: + selected.types_revealed[i] = True + selected.current_type = selected.types[selected.choice] + else: + pass + #print str(self) + ".update - ignore result " + str(result) + + + def quit(self, final_result): + self.src.close() + +# --- network.py --- # +import threading + +# A thread that can be stopped! +# Except it can only be stopped if it checks self.stopped() periodically +# So it can sort of be stopped +class StoppableThread(threading.Thread): + def __init__(self): + threading.Thread.__init__(self) + self._stop = threading.Event() + + def stop(self): + self._stop.set() + + def stopped(self): + return self._stop.isSet() +# --- thread_util.py --- # + + +log_file = None + +def log(s): + if log_file != None: + import datetime + log_file.write(str(datetime.datetime.now()) + " : " + s + "\n") - graphics.stop() +# A thread that runs the game +class GameThread(StoppableThread): + def __init__(self, board, players): + StoppableThread.__init__(self) + self.board = board + self.players = players + self.state = {"turn" : None} # The game state + self.error = 0 # Whether the thread exits with an error + self.lock = threading.RLock() #lock for access of self.state + self.cond = threading.Condition() # conditional for some reason, I forgot + self.final_result = "" + + # Run the game (run in new thread with start(), run in current thread with run()) + def run(self): + result = "" + while not self.stopped(): + + for p in self.players: + with self.lock: + if isinstance(p, NetworkSender): + self.state["turn"] = p.base_player # "turn" contains the player who's turn it is + else: + self.state["turn"] = p + #try: + if True: + [x,y] = p.select() # Player selects a square + if self.stopped(): + break + + + + + result = self.board.select(x, y, colour = p.colour) + for p2 in self.players: + p2.update(result) # Inform players of what happened + + + log(result) + + target = self.board.grid[x][y] + if isinstance(graphics, GraphicsThread): + with graphics.lock: + graphics.state["moves"] = self.board.possible_moves(target) + graphics.state["select"] = target + + time.sleep(turn_delay) + + + if len(self.board.possible_moves(target)) == 0: + #print "Piece cannot move" + target.deselect() + if isinstance(graphics, GraphicsThread): + with graphics.lock: + graphics.state["moves"] = None + graphics.state["select"] = None + graphics.state["dest"] = None + continue + + try: + [x2,y2] = p.get_move() # Player selects a destination + except: + self.stop() + + if self.stopped(): + break + + self.board.update_move(x, y, x2, y2) + result = str(x) + " " + str(y) + " -> " + str(x2) + " " + str(y2) + for p2 in self.players: + p2.update(result) # Inform players of what happened + + log(result) + + if isinstance(graphics, GraphicsThread): + with graphics.lock: + graphics.state["moves"] = [[x2,y2]] + + time.sleep(turn_delay) + + if isinstance(graphics, GraphicsThread): + with graphics.lock: + graphics.state["select"] = None + graphics.state["dest"] = None + graphics.state["moves"] = None + + # Commented out exception stuff for now, because it makes it impossible to tell if I made an IndentationError somewhere + # except Exception,e: + # result = e.message + # #sys.stderr.write(result + "\n") + # + # self.stop() + # 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: + with self.lock: + self.final_result = "black" + self.stop() + + + if self.stopped(): + break + + + for p2 in self.players: + p2.quit(self.final_result) + + log(self.final_result) + + graphics.stop() + + +# A thread that replays a log file +class ReplayThread(GameThread): + def __init__(self, players, src): + self.board = Board(style="agent") + GameThread.__init__(self, self.board, players) + self.src = src + + self.ended = False + + def run(self): + i = 0 + phase = 0 + for line in self.src: + + if self.stopped(): + self.ended = True + break + + with self.lock: + self.state["turn"] = self.players[i] + + line = line.split(":") + result = line[len(line)-1].strip(" \r\n") + log(result) + + try: + self.board.update(result) + except: + self.ended = True + self.final_result = result + if isinstance(graphics, GraphicsThread): + graphics.stop() + break + + [x,y] = map(int, result.split(" ")[0:2]) + target = self.board.grid[x][y] + + if isinstance(graphics, GraphicsThread): + if phase == 0: + with graphics.lock: + graphics.state["moves"] = self.board.possible_moves(target) + graphics.state["select"] = target + + time.sleep(turn_delay) + + elif phase == 1: + [x2,y2] = map(int, result.split(" ")[3:5]) + with graphics.lock: + graphics.state["moves"] = [[x2,y2]] + + time.sleep(turn_delay) + + with graphics.lock: + graphics.state["select"] = None + graphics.state["dest"] = None + graphics.state["moves"] = None + + + + + + for p in self.players: + p.update(result) + + phase = (phase + 1) % 2 + if phase == 0: + i = (i + 1) % 2 + + def opponent(colour): if colour == "white": @@ -522,8 +1404,8 @@ def opponent(colour): else: return "white" # --- game.py --- # -# +++ graphics.py +++ # import pygame +import os # Dictionary that stores the unicode character representations of the different pieces # Chess was clearly the reason why unicode was invented @@ -546,6 +1428,43 @@ piece_char = {"white" : {"king" : u'\u2654', images = {"white" : {}, "black" : {}} small_images = {"white" : {}, "black" : {}} +def create_images(grid_sz, font_name=os.path.join(os.path.curdir, "data", "DejaVuSans.ttf")): + + # Get the font sizes + l_size = 5*(grid_sz[0] / 8) + s_size = 3*(grid_sz[0] / 8) + + for c in piece_char.keys(): + + if c == "black": + for p in piece_char[c].keys(): + images[c].update({p : pygame.font.Font(font_name, l_size).render(piece_char[c][p], True,(0,0,0))}) + small_images[c].update({p : pygame.font.Font(font_name, s_size).render(piece_char[c][p],True,(0,0,0))}) + elif c == "white": + for p in piece_char[c].keys(): + images[c].update({p : pygame.font.Font(font_name, l_size+1).render(piece_char["black"][p], True,(255,255,255))}) + images[c][p].blit(pygame.font.Font(font_name, l_size).render(piece_char[c][p], True,(0,0,0)),(0,0)) + small_images[c].update({p : pygame.font.Font(font_name, s_size+1).render(piece_char["black"][p],True,(255,255,255))}) + small_images[c][p].blit(pygame.font.Font(font_name, s_size).render(piece_char[c][p],True,(0,0,0)),(0,0)) + + +def load_images(image_dir=os.path.join(os.path.curdir, "data", "images")): + if not os.path.exists(image_dir): + raise Exception("Couldn't load images from " + image_dir + " (path doesn't exist)") + for c in piece_char.keys(): + for p in piece_char[c].keys(): + images[c].update({p : pygame.image.load(os.path.join(image_dir, c + "_" + p + ".png"))}) + 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 +except: + graphics_enabled = False + + + + # A thread to make things pretty class GraphicsThread(StoppableThread): def __init__(self, board, title = "UCC::Progcomp 2013 - QChess", grid_sz = [80,80]): @@ -555,25 +1474,27 @@ class GraphicsThread(StoppableThread): pygame.init() self.window = pygame.display.set_mode((grid_sz[0] * w, grid_sz[1] * h)) pygame.display.set_caption(title) + + #print "Initialised properly" + self.grid_sz = grid_sz[:] self.state = {"select" : None, "dest" : None, "moves" : None, "overlay" : None, "coverage" : None} self.error = 0 self.lock = threading.RLock() self.cond = threading.Condition() - # Get the font sizes - l_size = 5*(self.grid_sz[0] / 8) - s_size = 3*(self.grid_sz[0] / 8) - for p in piece_types.keys(): - c = "black" - images[c].update({p : pygame.font.Font("data/DejaVuSans.ttf", l_size).render(piece_char[c][p], True,(0,0,0))}) - small_images[c].update({p : pygame.font.Font("data/DejaVuSans.ttf", s_size).render(piece_char[c][p],True,(0,0,0))}) - c = "white" + #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) + create_images(grid_sz) - images[c].update({p : pygame.font.Font("data/DejaVuSans.ttf", l_size+1).render(piece_char["black"][p], True,(255,255,255))}) - images[c][p].blit(pygame.font.Font("data/DejaVuSans.ttf", l_size).render(piece_char[c][p], True,(0,0,0)),(0,0)) - small_images[c].update({p : pygame.font.Font("data/DejaVuSans.ttf", s_size+1).render(piece_char["black"][p],True,(255,255,255))}) - small_images[c][p].blit(pygame.font.Font("data/DejaVuSans.ttf", s_size).render(piece_char[c][p],True,(0,0,0)),(0,0)) + """ + for c in images.keys(): + for p in images[c].keys(): + images[c][p] = images[c][p].convert(self.window) + small_images[c][p] = small_images[c][p].convert(self.window) + """ @@ -584,10 +1505,13 @@ class GraphicsThread(StoppableThread): while not self.stopped(): + #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 pieces" self.board.display_pieces(window = self.window, grid_sz = self.grid_sz) # Draw the board pygame.display.flip() @@ -596,7 +1520,10 @@ class GraphicsThread(StoppableThread): if event.type == pygame.QUIT: if isinstance(game, GameThread): with game.lock: - game.final_result = "terminated" + game.final_result = "" + if game.state["turn"] != None: + game.final_result = game.state["turn"].colour + " " + game.final_result += "terminated" game.stop() self.stop() break @@ -734,7 +1661,7 @@ class GraphicsThread(StoppableThread): mp = [self.grid_sz[i] * [x,y][i] for i in range(2)] square_img.fill(pygame.Color(255,0,255,int(m[x][y] * 128))) # Draw in purple self.window.blit(square_img, mp) - font = pygame.font.Font(None, 14) + font = pygame.font.Font(os.path.join(os.path.curdir, "data", "DejaVuSans.ttf"), 14) text = font.render("{0:.2f}".format(round(m[x][y],2)), 1, pygame.Color(0,0,0)) self.window.blit(text, mp) @@ -746,7 +1673,7 @@ class GraphicsThread(StoppableThread): mp = [self.grid_sz[i] * [p.x,p.y][i] for i in range(2)] square_img.fill(pygame.Color(0,255,255, int(m[p] * 196))) # Draw in pale blue self.window.blit(square_img, mp) - font = pygame.font.Font(None, 14) + font = pygame.font.Font(os.path.join(os.path.curdir, "data", "DejaVuSans.ttf"), 14) text = font.render("{0:.2f}".format(round(m[p],2)), 1, pygame.Color(0,0,0)) self.window.blit(text, mp) # Draw a square where the mouse is @@ -769,8 +1696,9 @@ class GraphicsThread(StoppableThread): self.window.blit(square_img, mp) # Message in a bottle - def message(self, string, pos = None, colour = None, font_size = 32): - font = pygame.font.Font(None, font_size) + def message(self, string, pos = None, colour = None, font_size = 20): + #print "Drawing message..." + font = pygame.font.Font(os.path.join(os.path.curdir, "data", "DejaVuSans.ttf"), font_size) if colour == None: colour = pygame.Color(0,0,0) @@ -797,20 +1725,177 @@ class GraphicsThread(StoppableThread): pygame.display.flip() def getstr(self, prompt = None): + s = pygame.Surface((self.window.get_width(), self.window.get_height())) + s.blit(self.window, (0,0)) result = "" + while True: #print "LOOP" if prompt != None: self.message(prompt) self.message(result, pos = (0, 1)) + pygame.event.pump() for event in pygame.event.get(): + if event.type == pygame.QUIT: + return None if event.type == pygame.KEYDOWN: - if chr(event.key) == '\r': - return result - result += str(chr(event.key)) + if event.key == pygame.K_BACKSPACE: + result = result[0:len(result)-1] + self.window.blit(s, (0,0)) # Revert the display + continue + + + try: + if event.unicode == '\r': + return result + + result += str(event.unicode) + except: + continue + + + # Function to pick a button + def SelectButton(self, choices, prompt = None, font_size=20): + + #print "Select button called!" + self.board.display_grid(self.window, self.grid_sz) + if prompt != None: + self.message(prompt) + font = pygame.font.Font(os.path.join(os.path.curdir, "data", "DejaVuSans.ttf"), font_size) + targets = [] + sz = self.window.get_size() + + + for i in range(len(choices)): + c = choices[i] + + text = font.render(c, 1, pygame.Color(0,0,0)) + p = (sz[0] / 2 - (1.5*text.get_width())/2, sz[1] / 2 +(i-1)*text.get_height()+(i*2)) + targets.append((p[0], p[1], p[0] + 1.5*text.get_width(), p[1] + text.get_height())) + + while True: + mp =pygame.mouse.get_pos() + for i in range(len(choices)): + c = choices[i] + if mp[0] > targets[i][0] and mp[0] < targets[i][2] and mp[1] > targets[i][1] and mp[1] < targets[i][3]: + font_colour = pygame.Color(255,0,0) + box_colour = pygame.Color(0,0,255,128) + else: + font_colour = pygame.Color(0,0,0) + box_colour = pygame.Color(128,128,128) + + text = font.render(c, 1, font_colour) + s = pygame.Surface((text.get_width()*1.5, text.get_height()), pygame.SRCALPHA) + s.fill(box_colour) + pygame.draw.rect(s, (0,0,0), (0,0,1.5*text.get_width(), text.get_height()), self.grid_sz[0]/10) + s.blit(text, ((text.get_width()*1.5)/2 - text.get_width()/2 ,0)) + self.window.blit(s, targets[i][0:2]) + + + pygame.display.flip() + + for event in pygame.event.get(): + if event.type == pygame.QUIT: + return None + elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 1: + for i in range(len(targets)): + t = targets[i] + if event.pos[0] > t[0] and event.pos[0] < t[2]: + if event.pos[1] > t[1] and event.pos[1] < t[3]: + return i + #print "Reject " + str(i) + str(event.pos) + " vs " + str(t) + + + # Function to pick players in a nice GUI way + def SelectPlayers(self, players = []): + + + #print "SelectPlayers called" + + missing = ["white", "black"] + for p in players: + missing.remove(p.colour) + + for colour in missing: + + + choice = self.SelectButton(["human", "agent", "network"],prompt = "Choose " + str(colour) + " player") + if choice == 0: + players.append(HumanPlayer("human", colour)) + elif choice == 1: + import inspect + internal_agents = inspect.getmembers(sys.modules[__name__], inspect.isclass) + internal_agents = [x for x in internal_agents if issubclass(x[1], InternalAgent)] + internal_agents.remove(('InternalAgent', InternalAgent)) + if len(internal_agents) > 0: + choice2 = self.SelectButton(["internal", "external"], prompt="Type of agent") + else: + choice2 = 1 + + if choice2 == 0: + agent = internal_agents[self.SelectButton(map(lambda e : e[0], internal_agents), prompt="Choose internal agent")] + players.append(agent[1](agent[0], colour)) + elif choice2 == 1: + try: + import Tkinter + from tkFileDialog import askopenfilename + root = Tkinter.Tk() # Need a root to make Tkinter behave + root.withdraw() # Some sort of magic incantation + path = askopenfilename(parent=root, initialdir="../agents",title= +'Choose an agent.') + if path == "": + return self.SelectPlayers() + players.append(make_player(path, colour)) + except: + + p = None + while p == None: + self.board.display_grid(self.window, self.grid_sz) + pygame.display.flip() + path = self.getstr(prompt = "Enter path:") + if path == None: + return None + + if path == "": + return self.SelectPlayers() + + try: + p = make_player(path, colour) + except: + self.board.display_grid(self.window, self.grid_sz) + pygame.display.flip() + self.message("Invalid path!") + time.sleep(1) + p = None + players.append(p) + elif choice == 2: + address = "" + while address == "": + self.board.display_grid(self.window, self.grid_sz) + + address = self.getstr(prompt = "Address? (leave blank for server)") + if address == None: + return None + if address == "": + address = None + continue + try: + map(int, address.split(".")) + except: + self.board.display_grid(self.window, self.grid_sz) + self.message("Invalid IPv4 address!") + address = "" + + players.append(NetworkReceiver(colour, address)) + else: + return None + #print str(self) + ".SelectPlayers returns " + str(players) + return players + + + # --- graphics.py --- # -# +++ main.py +++ # #!/usr/bin/python -u # Do you know what the -u does? It unbuffers stdin and stdout @@ -831,314 +1916,227 @@ import time turn_delay = 0.5 [game, graphics] = [None, None] +def make_player(name, colour): + if name[0] == '@': + if name[1:] == "human": + return HumanPlayer(name, colour) + s = name[1:].split(":") + if s[0] == "network": + address = None + if len(s) > 1: + address = s[1] + return NetworkReceiver(colour, address) + if s[0] == "internal": + + import inspect + internal_agents = inspect.getmembers(sys.modules[__name__], inspect.isclass) + internal_agents = [x for x in internal_agents if issubclass(x[1], InternalAgent)] + internal_agents.remove(('InternalAgent', InternalAgent)) + + if len(s) != 2: + sys.stderr.write(sys.argv[0] + " : '@internal' should be followed by ':' and an agent name\n") + sys.stderr.write(sys.argv[0] + " : Choices are: " + str(map(lambda e : e[0], internal_agents)) + "\n") + return None + + for a in internal_agents: + if s[1] == a[0]: + return a[1](name, colour) + + sys.stderr.write(sys.argv[0] + " : Can't find an internal agent matching \"" + s[1] + "\"\n") + sys.stderr.write(sys.argv[0] + " : Choices are: " + str(map(lambda e : e[0], internal_agents)) + "\n") + return None + + + else: + return ExternalAgent(name, colour) + + # The main function! It does the main stuff! def main(argv): # Apparently python will silently treat things as local unless you do this - # But (here's the fun part), only if you actually modify the variable. - # For example, all those 'if graphics_enabled' conditions work in functions that never say it is global # Anyone who says "You should never use a global variable" can die in a fire global game global graphics - - # Magical argument parsing goes here - if len(argv) == 1: - players = [HumanPlayer("saruman", "white"), AgentRandom("sabbath", "black")] - elif len(argv) == 2: - players = [AgentPlayer(argv[1], "white"), HumanPlayer("shadow", "black"), ] - elif len(argv) == 3: - players = [AgentPlayer(argv[1], "white"), AgentPlayer(argv[2], "black")] - - # Construct the board! - board = Board(style = "quantum") - game = GameThread(board, players) # Construct a GameThread! Make it global! Damn the consequences! - #try: - if True: - graphics = GraphicsThread(board, grid_sz = [64,64]) # Construct a GraphicsThread! I KNOW WHAT I'M DOING! BEAR WITH ME! - game.start() # This runs in a new thread - #except NameError: - # print "Run game in main thread" - # game.run() # Run game in the main thread (no need for joining) - # return game.error - #except Exception, e: - # raise e - #else: - # print "Normal" - graphics.run() - game.join() - return game.error + graphics.error - - -# This is how python does a main() function... -if __name__ == "__main__": - sys.exit(main(sys.argv)) -# --- main.py --- # -# +++ piece.py +++ # -import random - -# I know using non-abreviated strings is inefficient, but this is python, who cares? -# Oh, yeah, this stores the number of pieces of each type in a normal chess game -piece_types = {"pawn" : 8, "bishop" : 2, "knight" : 2, "rook" : 2, "queen" : 1, "king" : 1, "unknown" : 0} - -# Class to represent a quantum chess piece -class Piece(): - def __init__(self, colour, x, y, types): - self.colour = colour # Colour (string) either "white" or "black" - self.x = x # x coordinate (0 - 8), none of this fancy 'a', 'b' shit here - self.y = y # y coordinate (0 - 8) - 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 - - - - def init_from_copy(self, c): - self.colour = c.colour - self.x = c.x - self.y = c.y - 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 - + global turn_delay + global agent_timeout + global log_file + global src_file + global graphics_enabled - # Make a string for the piece (used for debug) - def __str__(self): - return str(self.current_type) + " " + str(self.types) + " at " + str(self.x) + ","+str(self.y) - # Draw the piece in a pygame surface - def draw(self, window, grid_sz = [80,80]): + src_file = None + + style = "quantum" + colour = "white" + + # Get the important warnings out of the way + if platform.system() == "Windows": + sys.stderr.write(sys.argv[0] + " : Warning - You are using " + platform.system() + "\n") + if platform.release() == "Vista": + sys.stderr.write(sys.argv[0] + " : God help you.\n") + - # First draw the image corresponding to self.current_type - img = images[self.colour][self.current_type] - rect = img.get_rect() - offset = [-rect.width/2,-3*rect.height/4] - window.blit(img, (self.x * grid_sz[0] + grid_sz[0]/2 + offset[0], self.y * grid_sz[1] + grid_sz[1]/2 + offset[1])) - - - # Draw the two possible types underneath the current_type image - for i in range(len(self.types)): - if self.types_revealed[i] == True: - img = small_images[self.colour][self.types[i]] + players = [] + i = 0 + while i < len(argv)-1: + i += 1 + arg = argv[i] + if arg[0] != '-': + p = make_player(arg, colour) + if not isinstance(p, Player): + sys.stderr.write(sys.argv[0] + " : Fatal error creating " + colour + " player\n") + return 100 + players.append(p) + if colour == "white": + colour = "black" + elif colour == "black": + pass else: - img = small_images[self.colour]["unknown"] # If the type hasn't been revealed, show a placeholder - - - rect = img.get_rect() - offset = [-rect.width/2,-rect.height/2] - - if i == 0: - target = (self.x * grid_sz[0] + grid_sz[0]/5 + offset[0], self.y * grid_sz[1] + 3*grid_sz[1]/4 + offset[1]) + sys.stderr.write(sys.argv[0] + " : Too many players (max 2)\n") + continue + + # Option parsing goes here + if arg[1] == '-' and arg[2:] == "classical": + style = "classical" + elif arg[1] == '-' and arg[2:] == "quantum": + style = "quantum" + elif (arg[1] == '-' and arg[2:] == "graphics"): + graphics_enabled = not graphics_enabled + elif (arg[1] == '-' and arg[2:].split("=")[0] == "file"): + # Load game from file + if len(arg[2:].split("=")) == 1: + src_file = sys.stdin else: - target = (self.x * grid_sz[0] + 4*grid_sz[0]/5 + offset[0], self.y * grid_sz[1] + 3*grid_sz[1]/4 + offset[1]) - - window.blit(img, target) # Blit shit - - # Collapses the wave function! - def select(self): - if self.current_type == "unknown": - self.choice = random.randint(0,1) - self.current_type = self.types[self.choice] - self.types_revealed[self.choice] = True - return self.choice + src_file = open(arg[2:].split("=")[1]) + elif (arg[1] == '-' and arg[2:].split("=")[0] == "log"): + # Log file + if len(arg[2:].split("=")) == 1: + log_file = sys.stdout + else: + log_file = open(arg[2:].split("=")[1], "w") + elif (arg[1] == '-' and arg[2:].split("=")[0] == "delay"): + # Delay + if len(arg[2:].split("=")) == 1: + turn_delay = 0 + else: + turn_delay = float(arg[2:].split("=")[1]) - # 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): - self.current_type = "unknown" - self.choice = -1 + elif (arg[1] == '-' and arg[2:].split("=")[0] == "timeout"): + # Timeout + if len(arg[2:].split("=")) == 1: + agent_timeout = -1 else: - self.choice = 0 # Both the two types are the same + agent_timeout = float(arg[2:].split("=")[1]) + + elif (arg[1] == '-' and arg[2:] == "help"): + # Help + os.system("less data/help.txt") # The best help function + return 0 - # The sad moment when you realise that you do not understand anything about a subject you studied for 4 years... -# --- piece.py --- # -# +++ player.py +++ # -import subprocess + # Create the board + + # Construct a GameThread! Make it global! Damn the consequences! + + if src_file != None: + if len(players) == 0: + players = [Player("dummy", "white"), Player("dummy", "black")] + game = ReplayThread(players, src_file) + else: + board = Board(style) + game = GameThread(board, players) -# A player who can't play -class Player(): - def __init__(self, name, colour): - self.name = name - self.colour = colour -# Player that runs from another process -class AgentPlayer(Player): - def __init__(self, name, colour): - Player.__init__(self, name, colour) - self.p = subprocess.Popen(name, stdin=subprocess.PIPE, stdout=subprocess.PIPE,stderr=sys.stderr) + # Initialise GUI + if graphics_enabled == True: try: - self.p.stdin.write(colour + "\n") - except: - raise Exception("UNRESPONSIVE") + graphics = GraphicsThread(game.board, grid_sz = [64,64]) # Construct a GraphicsThread! - def select(self): - - #try: - self.p.stdin.write("SELECTION?\n") - line = self.p.stdout.readline().strip("\r\n ") - #except: - # raise Exception("UNRESPONSIVE") - try: - result = map(int, line.split(" ")) - except: - raise Exception("GIBBERISH \"" + str(line) + "\"") - return result + except Exception,e: + graphics = None + sys.stderr.write(sys.argv[0] + " : Got exception trying to initialise graphics\n"+str(e.message)+"\nDisabled graphics\n") + graphics_enabled = False - def update(self, result): - #print "Update " + str(result) + " called for AgentPlayer" -# try: - self.p.stdin.write(result + "\n") -# except: -# raise Exception("UNRESPONSIVE") + # If there are no players listed, display a nice pretty menu + if len(players) != 2: + if graphics != None: + players = graphics.SelectPlayers(players) + else: + sys.stderr.write(sys.argv[0] + " : Usage " + sys.argv[0] + " white black\n") + return 44 - def get_move(self): - - try: - self.p.stdin.write("MOVE?\n") - line = self.p.stdout.readline().strip("\r\n ") - except: - raise Exception("UNRESPONSIVE") - try: - result = map(int, line.split(" ")) - except: - raise Exception("GIBBERISH \"" + str(line) + "\"") - return result + # If there are still no players, quit + if players == None or len(players) != 2: + sys.stderr.write(sys.argv[0] + " : Graphics window closed before players chosen\n") + return 45 - def quit(self, final_result): - try: - self.p.stdin.write("QUIT " + final_result + "\n") - except: - self.p.kill() -# So you want to be a player here? -class HumanPlayer(Player): - def __init__(self, name, colour): - Player.__init__(self, name, colour) - - # Select your preferred account - def select(self): - if isinstance(graphics, GraphicsThread): - # Basically, we let the graphics thread do some shit and then return that information to the game thread - graphics.cond.acquire() - # We wait for the graphics thread to select a piece - while graphics.stopped() == False and graphics.state["select"] == None: - graphics.cond.wait() # The difference between humans and machines is that humans sleep - select = graphics.state["select"] - - - graphics.cond.release() - if graphics.stopped(): - return [-1,-1] - return [select.x, select.y] - else: - # Since I don't display the board in this case, I'm not sure why I filled it in... - while True: - sys.stdout.write("SELECTION?\n") - try: - p = map(int, sys.stdin.readline().strip("\r\n ").split(" ")) - except: - sys.stderr.write("ILLEGAL GIBBERISH\n") + # Wrap NetworkSender players around original players if necessary + for i in range(len(players)): + if isinstance(players[i], NetworkReceiver): + players[i].board = board # Network players need direct access to the board + for j in range(len(players)): + if j == i: continue - # It's your move captain - def get_move(self): - if isinstance(graphics, GraphicsThread): - graphics.cond.acquire() - while graphics.stopped() == False and graphics.state["dest"] == None: - graphics.cond.wait() - graphics.cond.release() - - return graphics.state["dest"] - else: - - while True: - sys.stdout.write("MOVE?\n") - try: - p = map(int, sys.stdin.readline().strip("\r\n ").split(" ")) - except: - sys.stderr.write("ILLEGAL GIBBERISH\n") + if isinstance(players[j], NetworkSender) or isinstance(players[j], NetworkReceiver): continue + players[j] = NetworkSender(players[j], players[i].address) + players[j].board = board - # Are you sure you want to quit? - def quit(self, final_result): - sys.stdout.write("QUIT " + final_result + "\n") + # Connect the networked players + for p in players: + if isinstance(p, NetworkSender) or isinstance(p, NetworkReceiver): + if graphics != None: + graphics.board.display_grid(graphics.window, graphics.grid_sz) + graphics.message("Connecting to " + p.colour + " player...") + p.connect() + + + # If using windows, select won't work; use horrible TimeoutPlayer hack + if agent_timeout > 0: + if platform.system() == "Windows": + for i in range(len(players)): + if isinstance(players[i], ExternalAgent) or isinstance(players[i], InternalAgent): + players[i] = TimeoutPlayer(players[i], agent_timeout) - # Completely useless function - def update(self, result): - if isinstance(graphics, GraphicsThread): - pass else: - sys.stdout.write(result + "\n") + warned = False + # InternalAgents get wrapped to an ExternalAgent when there is a timeout + # This is not confusing at all. + for i in range(len(players)): + if isinstance(players[i], InternalAgent): + players[i] = ExternalWrapper(players[i]) -# Player that makes random moves -class AgentRandom(Player): - def __init__(self, name, colour): - Player.__init__(self, name, colour) - self.choice = None + - self.board = Board(style = "agent") - def select(self): - while True: - self.choice = self.board.pieces[self.colour][random.randint(0, len(self.board.pieces[self.colour])-1)] - all_moves = [] - # Check that the piece has some possibility to move - tmp = self.choice.current_type - if tmp == "unknown": # For unknown pieces, try both types - for t in self.choice.types: - if t == "unknown": - continue - self.choice.current_type = t - all_moves += self.board.possible_moves(self.choice) - else: - all_moves = self.board.possible_moves(self.choice) - self.choice.current_type = tmp - if len(all_moves) > 0: - break - return [self.choice.x, self.choice.y] - def get_move(self): - moves = self.board.possible_moves(self.choice) - move = moves[random.randint(0, len(moves)-1)] - return move - def update(self, result): - #sys.stderr.write(sys.argv[0] + " : Update board for AgentRandom\n") - self.board.update(result) - self.board.verify() + + if graphics != None: + game.start() # This runs in a new thread + graphics.run() + game.join() + error = game.error + graphics.error + else: + game.run() + error = game.error - def quit(self, final_result): - pass -# --- player.py --- # -# +++ thread_util.py +++ # -import threading + if log_file != None and log_file != sys.stdout: + log_file.close() -# A thread that can be stopped! -# Except it can only be stopped if it checks self.stopped() periodically -# So it can sort of be stopped -class StoppableThread(threading.Thread): - def __init__(self): - threading.Thread.__init__(self) - self._stop = threading.Event() + if src_file != None and src_file != sys.stdin: + src_file.close() - def stop(self): - self._stop.set() + return error - def stopped(self): - return self._stop.isSet() -# --- thread_util.py --- # +# This is how python does a main() function... +if __name__ == "__main__": + sys.exit(main(sys.argv)) +# --- main.py --- # +# EOF - created from make on Tue Jan 29 18:10:18 WST 2013