X-Git-Url: https://git.ucc.asn.au/?p=progcomp2013.git;a=blobdiff_plain;f=qchess%2Fqchess.py;h=8861d98e0cde301dbd9cb4cb13a624ca9077f036;hp=aca46010bf0e77486140330315b76acbfa3bfed1;hb=7a6c3dd98ba430b9bcdf95b7a92100cb7c0a1bbe;hpb=bfa63f1a2dc9c66399f8159857d4cc54f038eaa2 diff --git a/qchess/qchess.py b/qchess/qchess.py index aca4601..8861d98 100755 --- a/qchess/qchess.py +++ b/qchess/qchess.py @@ -1,5 +1,4 @@ #!/usr/bin/python -u -# +++ piece.py +++ # import random # I know using non-abreviated strings is inefficient, but this is python, who cares? @@ -15,13 +14,13 @@ class Piece(): 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): @@ -31,8 +30,7 @@ class Piece(): 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 @@ -40,22 +38,31 @@ class Piece(): # 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) + return str(self.colour) + " " + 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]): + 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() - offset = [-rect.width/2,-3*rect.height/4] + 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]] + 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 @@ -72,17 +79,18 @@ class Piece(): # 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: @@ -90,9 +98,10 @@ class Piece(): # The sad moment when you realise that you do not understand anything about a subject you studied for 4 years... # --- piece.py --- # -# +++ board.py +++ # [w,h] = [8,8] # Width and height of board(s) +always_reveal_states = False + # Class to represent a quantum chess board class Board(): # Initialise; if master=True then the secondary piece types are assigned @@ -104,9 +113,15 @@ class Board(): 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"] + if style == "empty": + return + # Add all the pieces with known primary types for i in range(0, 2): @@ -118,7 +133,6 @@ class Board(): 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) @@ -156,11 +170,10 @@ class Board(): 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): @@ -170,6 +183,40 @@ class Board(): 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]): @@ -189,7 +236,7 @@ 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): @@ -225,25 +272,33 @@ 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): 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: 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): + def update_move(self, x, y, x2, y2, sanity=True): + 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: @@ -266,11 +321,17 @@ class Board(): 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 - def update(self, result): + def update(self, result, sanity=True): #print "Update called with \"" + str(result) + "\"" # String always starts with 'x y' try: @@ -280,7 +341,7 @@ class Board(): raise Exception("GIBBERISH \""+ str(result) + "\"") # Raise expectations piece = self.grid[x][y] - if piece == None: + if piece == None and sanity == True: raise Exception("EMPTY") # If a piece is being moved, the third token is '->' @@ -293,7 +354,7 @@ 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 @@ -303,8 +364,9 @@ 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) return result @@ -323,7 +385,7 @@ class Board(): if prob > 0: result.update({p : prob}) - self.verify() + #self.verify() return result @@ -347,25 +409,25 @@ class Board(): 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): @@ -376,7 +438,7 @@ class Board(): 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] @@ -390,10 +452,24 @@ 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": @@ -465,7 +541,9 @@ 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 @@ -489,16 +567,63 @@ class Board(): 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 --- # -# +++ player.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 +if platform.system() == "Windows": + agent_timeout = -1 # Hence this # A player who can't play class Player(): @@ -506,52 +631,91 @@ class Player(): self.name = name self.colour = colour + def update(self, result): + return result + + def reset_board(self, s): + pass + # Player that runs from another process -class AgentPlayer(Player): +class ExternalAgent(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) - try: - self.p.stdin.write(colour + "\n") - except: - raise Exception("UNRESPONSIVE") + self.p = subprocess.Popen(name,bufsize=0,stdin=subprocess.PIPE, stdout=subprocess.PIPE, shell=True,universal_newlines=True) + + self.send_message(colour) + + 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") + + 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(" \t\r\n") + #sys.stderr.write("Read \'" + result + "\' from " + str(self.p) + "\n") + return result + except: # Exception, e: + raise Exception("UNRESPONSIVE") + else: + raise Exception("TIMEOUT") def select(self): + + self.send_message("SELECTION?") + line = self.get_response() - #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(" ")) + 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 update(self, result): #print "Update " + str(result) + " called for AgentPlayer" -# try: - self.p.stdin.write(result + "\n") -# except: -# raise Exception("UNRESPONSIVE") + self.send_message(result) + return result def get_move(self): + self.send_message("MOVE?") + line = self.get_response() + 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(" ")) + 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.p.stdin.write("QUIT " + final_result + "\n") + self.send_message("QUIT " + final_result) except: self.p.kill() @@ -605,7 +769,8 @@ class HumanPlayer(Player): # Are you sure you want to quit? def quit(self, final_result): - sys.stdout.write("QUIT " + final_result + "\n") + if graphics == None: + sys.stdout.write("QUIT " + final_result + "\n") # Completely useless function def update(self, result): @@ -613,16 +778,35 @@ class HumanPlayer(Player): pass else: sys.stdout.write(result + "\n") + return result -# Player that makes random moves -class AgentRandom(Player): +# 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() + return result + + def reset_board(self, s): + self.board.reset_board(s) + + 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)] @@ -647,135 +831,532 @@ class AgentRandom(Player): 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") + 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 + 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 + + +# 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.stdin.readline();sys.exit(run_agent(agent))\"" + # str(run) + ExternalAgent.__init__(self, run, agent.colour) + + + +# --- player.py --- # +# A sample agent + + +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} + + 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 + self.board.push_move(piece, x, y) + + + + 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.pop_move() + + + + # 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 AgentRandom.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): - #sys.stderr.write(sys.argv[0] + " : Update board for AgentRandom\n") - self.board.update(result) - self.board.verify() + return TimeoutFunction(self.base_player.update, [result], self.timeout) def quit(self, final_result): - pass -# --- player.py --- # -# +++ network.py +++ # + 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.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1) + #self.socket.setblocking(0) + + self.server = (address == None) if colour == "white": - self.port = 4563 + self.port = 4562 else: - self.port = 4564 + self.port = 4563 self.src = None + # print str(self) + " listens on port " + str(self.port) + if address == None: - self.host = 'localhost' #socket.gethostname() + self.host = "0.0.0.0" #socket.gethostname() # Breaks things??? 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(('localhost', self.port)) + self.socket.connect((address, self.port)) self.src = self.socket + self.src.send("ok\n") + if self.get_response() == "QUIT": + self.src.close() + self.address = (address, self.port) + + 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") + - def getline(self): - s = self.src.recv(1) while s[len(s)-1] != '\n': - s += self.src.recv(1) - return s - + # 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, board, address = None): + def __init__(self, base_player, address = None): self.base_player = base_player Player.__init__(self, base_player.name, base_player.colour) - Network.__init__(self, base_player.colour, address) - self.board = board + self.address = address + + def connect(self): + nAttempts=3 + for i in range(nAttempts): + try: + Network.__init__(self, self.colour, self.address) + debug(str(self) +" connected to " + str(self.address)) + return + except Exception, e: + debug(str(self) +" attempt " + str(i) + ": " + str(e.message)) + + raise Exception("NETWORK - Can't connect to " + str(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.src.send(s + "\n") + #debug(str(self) + " sends: " + str(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.src.send(s + "\n") + #debug(str(self) + " sends: " + str(s)) + self.send_message(s) return [x,y] def update(self, s): + self.base_player.update(s) + if self.server == True: + #debug(str(self) + " sends: " + str(s)) + self.send_message(s) + return 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: + if selected.types[i][0] != '?': s += " " + str(selected.types[i]) else: s += " unknown" - print str(self) + ".update sends " + s - self.src.send(s + "\n") + #debug(str(self) +" sending: " + str(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() + + def __str__(self): + s = "NetworkSender:" + if self.server: + s += "server" + else: + s += "client" + s += ":"+str(self.address) + return s + class NetworkReceiver(Player,Network): - def __init__(self, colour, board, address=None): + def __init__(self, colour, address=None): - Player.__init__(self, address, colour) + s = "@network" + if address != None: + s += ":"+str(address) + Player.__init__(self, s, colour) - Network.__init__(self, colour, address) + self.address = address - self.board = board + self.board = None + + + def connect(self): + nAttempts=3 + for i in range(nAttempts): + try: + Network.__init__(self, self.colour, self.address) + debug(str(self) +" connected to " + str(self.address)) + return + except Exception, e: + debug(str(self) +" attempt " + str(i) + ": " + str(e.message)) + + raise Exception("NETWORK - Can't connect to " + str(self.address)) + def select(self): - s = self.getline().strip(" \r\n") - return map(int,s.split(" ")) + + s = self.get_response() + #debug(str(self) +".select reads: " + str(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.getline().strip(" \r\n") - print str(self) + ".get_move gets " + s - return map(int, s.split(" ")) + s = self.get_response() + #debug(str(self) +".get_move reads: " + str(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.getline().strip(" \r\n") - 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: - print str(self) + ".update - ignore result " + str(result) + if self.server == True: + return result + s = self.get_response() + #debug(str(self) + ".update reads: " + str(s)) + if not "->" in s.split(" "): + self.board.update(s, sanity=False) + return s def quit(self, final_result): self.src.close() + + def __str__(self): + s = "NetworkReceiver:" + if self.server: + s += "server" + else: + s += "client" + s += ":"+str(self.address) + return s # --- network.py --- # -# +++ thread_util.py +++ # import threading # A thread that can be stopped! @@ -792,11 +1373,198 @@ class StoppableThread(threading.Thread): def stopped(self): return self._stop.isSet() # --- thread_util.py --- # -# +++ game.py +++ # +log_files = [] +import datetime +import urllib2 -# A thread that runs the game -class GameThread(StoppableThread): - def __init__(self, board, players): +class LogFile(): + def __init__(self, log): + + self.log = log + self.logged = [] + self.log.write("# Log starts " + str(datetime.datetime.now()) + "\n") + + def write(self, s): + now = datetime.datetime.now() + self.log.write(str(now) + " : " + s + "\n") + self.logged.append((now, s)) + + def setup(self, board, players): + + for p in players: + self.log.write("# " + str(p.colour) + " : " + str(p.name) + "\n") + + self.log.write("# Initial board\n") + for x in range(0, w): + for y in range(0, h): + if board.grid[x][y] != None: + self.log.write(str(board.grid[x][y]) + "\n") + + self.log.write("# Start game\n") + + def close(self): + self.log.write("# EOF\n") + if self.log != sys.stdout: + self.log.close() + +class ShortLog(LogFile): + def __init__(self, file_name): + 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 + + def write(self, s): + now = datetime.datetime.now() + self.logged.append((now, s)) + + if self.phase == 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: + for message in self.logged[len(self.logged)-2:]: + self.log.write(str(message[0]) + " : " + message[1] + "\n") + + 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") + if self.log != sys.stdout: + self.log.close() + + +class HeadRequest(urllib2.Request): + def get_method(self): + return "HEAD" + +class HttpGetter(StoppableThread): + def __init__(self, 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 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) + line = self.log.readline() + + self.cond.acquire() + self.lines.append(line) + self.cond.notifyAll() + self.cond.release() + + #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.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): + for l in log_files: + l.write(s) + +def debug(s): + sys.stderr.write("# DEBUG: " + s + "\n") + + +def log_init(board, players): + for l in log_files: + l.setup(board, players) + +# --- log.py --- # + + + + + +# A thread that runs the game +class GameThread(StoppableThread): + def __init__(self, board, players): StoppableThread.__init__(self) self.board = board self.players = players @@ -805,6 +1573,8 @@ class GameThread(StoppableThread): 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): @@ -822,15 +1592,20 @@ class GameThread(StoppableThread): [x,y] = p.select() # Player selects a square if self.stopped(): break - + + if not (isinstance(p, Network) and p.server == False): + result = self.board.select(x, y, colour = p.colour) + else: + #debug(str(self) + " don't update local board") + result = "" - - - result = self.board.select(x, y, colour = p.colour) + result = p.update(result) for p2 in self.players: - p2.update(result) # Inform players of what happened + if p2 != p: + result = p2.update(result) # Inform players of what happened + log(result) target = self.board.grid[x][y] if isinstance(graphics, GraphicsThread): @@ -859,9 +1634,15 @@ class GameThread(StoppableThread): if self.stopped(): break - result = self.board.update_move(x, y, x2, y2) + result = str(x) + " " + str(y) + " -> " + str(x2) + " " + str(y2) + log(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 + p2.update(result) # Inform players of what happened + + if isinstance(graphics, GraphicsThread): with graphics.lock: @@ -876,28 +1657,23 @@ class GameThread(StoppableThread): 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" - - 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: + # 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 + + 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 @@ -905,10 +1681,186 @@ class GameThread(StoppableThread): for p2 in self.players: p2.quit(self.final_result) - graphics.stop() + log(self.final_result) + + if isinstance(graphics, GraphicsThread): + graphics.stop() +# A thread that replays a log file +class ReplayThread(GameThread): + 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.end = end + + self.reset_board(self.src.readline()) + + def reset_board(self, line): + agent_str = "" + self_str = "" + while line != "# Start game" and line != "# EOF": + + while line == "": + line = self.src.readline().strip(" \r\n") + continue + + 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 + + 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" + + agent_str += tokens[0] + " " + tokens[1] + " " + str(types) + " ".join(tokens[4:]) + "\n" + line = self.src.readline().strip(" \r\n") + + 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 + move = line.split(":") + move = move[len(move)-1].strip(" \r\n") + tokens = move.split(" ") + + + 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:]) + + 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") + + + end = self.board.end_condition() + if end != None: + self.final_result = end + self.stop() + break + + + + + + + + + + + + + + + + if self.end and isinstance(graphics, GraphicsThread): + #graphics.stop() + pass # Let the user stop the display + 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 + + def opponent(colour): if colour == "white": @@ -916,8 +1868,11 @@ def opponent(colour): else: return "white" # --- game.py --- # -# +++ graphics.py +++ # -import pygame +try: + import pygame +except: + pass +import os # Dictionary that stores the unicode character representations of the different pieces # Chess was clearly the reason why unicode was invented @@ -940,6 +1895,46 @@ 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 + os.environ["SDL_VIDEO_ALLOW_SCREENSAVER"] = "1" +except: + graphics_enabled = False + +import time + + + # A thread to make things pretty class GraphicsThread(StoppableThread): def __init__(self, board, title = "UCC::Progcomp 2013 - QChess", grid_sz = [80,80]): @@ -949,25 +1944,30 @@ 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() + self.sleep_timeout = None + self.last_event = time.time() + self.blackout = False - # 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)) - 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)) + #load_images() + create_images(grid_sz) + + """ + 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) + """ @@ -978,28 +1978,46 @@ class GraphicsThread(StoppableThread): while not self.stopped(): - 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 - self.overlay() + #print "Display overlay" + self.overlay() - 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 + self.blackout = False + + elif pygame.mouse.get_focused() and not self.blackout: + os.system("xset dpms force off") + self.blackout = True + 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 = "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 elif event.type == pygame.MOUSEBUTTONDOWN: self.mouse_down(event) + elif event.type == pygame.MOUSEBUTTONUP: - self.mouse_up(event) + self.mouse_up(event) + + - + @@ -1128,7 +2146,7 @@ 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) @@ -1140,7 +2158,7 @@ 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 @@ -1163,8 +2181,9 @@ 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) @@ -1191,20 +2210,177 @@ 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 @@ -1223,54 +2399,296 @@ import os import time turn_delay = 0.5 +sleep_timeout = None [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 + + global turn_delay + global agent_timeout + global log_files + global src_file + global graphics_enabled + global always_reveal_states + global sleep_timeout + + max_moves = None + 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") + - # 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")] + 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: + 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:] == "reveal": + always_reveal_states = True + elif (arg[1] == '-' and arg[2:] == "graphics"): + 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[0:7] == "http://": + src_file = HttpReplay(f) + else: + src_file = FileReplay(f.split(":")[0]) + if len(f.split(":")) == 2: + max_moves = int(f.split(":")[1]) - board = Board(style = "quantum") - # Construct the board! - if len(argv) == 1: - players = [NetworkSender(HumanPlayer("saruman", "white"), board), NetworkReceiver("black", board, 'localhost')] - + elif (arg[1] == '-' and arg[2:].split("=")[0] == "log"): + # Log file + if len(arg[2:].split("=")) == 1: + log_files.append(LogFile(sys.stdout)) + else: + f = arg[2:].split("=")[1] + if f[0] == '@': + log_files.append(ShortLog(f[1:])) + else: + log_files.append(LogFile(open(f, "w", 0))) + 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]) + + elif (arg[1] == '-' and arg[2:].split("=")[0] == "timeout"): + # Timeout + 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 + os.system("less data/help.txt") # The best help function + return 0 + + + # Create the board + + # Construct a GameThread! Make it global! Damn the consequences! + + if src_file != None: + # Hack to stop ReplayThread from exiting + #if len(players) == 0: + # players = [HumanPlayer("dummy", "white"), HumanPlayer("dummy", "black")] + + # Normally the ReplayThread exits if there are no players + # TODO: Decide which behaviour to use, and fix it + end = (len(players) == 0) + if end: + players = [Player("dummy", "white"), Player("dummy", "black")] + elif len(players) != 2: + sys.stderr.write(sys.argv[0] + " : Usage " + sys.argv[0] + " white black\n") + 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_moves=max_moves) else: - players = [NetworkReceiver("white", board, 'localhost'), NetworkSender(HumanPlayer("sabbath", "black"), board)] + 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 + sys.stderr.write(sys.argv[0] + " : Got exception trying to initialise graphics\n"+str(e.message)+"\nDisabled graphics\n") + graphics_enabled = False + + # 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 + + # 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 + + + # 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 + if isinstance(players[j], NetworkSender) or isinstance(players[j], NetworkReceiver): + continue + players[j] = NetworkSender(players[j], players[i].address) + players[j].board = board + + # 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...") + + # Handle race condition by having clients wait longer than servers to connect + if p.address != None: + time.sleep(0.2) + 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) + + else: + 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]) + + + + + + + log_init(game.board, players) - - graphics = GraphicsThread(board, grid_sz = [64,64]) # Construct a GraphicsThread! I KNOW WHAT I'M DOING! BEAR WITH ME! + if graphics != None: + game.start() # This runs in a new thread + graphics.run() + if game.is_alive(): + game.join() + error = game.error + graphics.error + else: + game.run() + error = game.error + + for l in log_files: + l.close() - game = GameThread(board, players) # Construct a GameThread! Make it global! Damn the consequences! - game.start() # This runs in a new thread + if src_file != None and src_file != sys.stdin: + src_file.close() - graphics.run() - game.join() - return game.error + graphics.error + sys.stdout.write(game.final_result + "\n") + return error # This is how python does a main() function... if __name__ == "__main__": - sys.exit(main(sys.argv)) + try: + sys.exit(main(sys.argv)) + except KeyboardInterrupt: + sys.stderr.write(sys.argv[0] + " : Got KeyboardInterrupt. Stopping everything\n") + if isinstance(graphics, StoppableThread): + graphics.stop() + graphics.run() # Will clean up graphics because it is stopped, not run it (a bit dodgy) + + if isinstance(game, StoppableThread): + game.stop() + if game.is_alive(): + game.join() + + sys.exit(102) + # --- main.py --- # -# EOF - created from update.sh on Thu Jan 24 03:04:38 WST 2013 +# EOF - created from make on Tue Apr 2 15:05:07 WST 2013