From: Sam Moore Date: Wed, 23 Jan 2013 13:21:09 +0000 (+0800) Subject: Initial Commit X-Git-Url: https://git.ucc.asn.au/?p=progcomp2013.git;a=commitdiff_plain;h=65d9bb84c7e2dca4a8fac4d92c225ce1bb4f7c52 Initial Commit Now is probably a good time to start using git 1. Implemented quantum chess as described here: http://research.cs.queensu.ca/Parallel/QuantumChess/QuantumChess.html - Except I have "white on the right" 2. Wrote sample agent "agent_bishop.py" which is already better at the game than I am 3. Sort of got sidetracked trying to split my original quantum chess python file into multiple files. - Difficulties because there are circular dependencies with the graphics / game stuff - eg: HumanPlayer needs to know about GraphicsThread to get its move and GraphicsThread needs to know about HumanPlayer to draw stuff and give it a move 4. Ended up writing a bash script to combine multiple python files into single qchess.py file. - It was easier than working out how __init__.py and __main__.py work / do not work - "from . import *" doesn't work and apparently is "bad practice" or something - Bash scripts are the best practice - It will probably backfire horribly. Hence, git TODO: - Either borrow sigma from [DJA] again, or setup a new progcomp server at UCC - Make website for results / information - Depending upon how adventurous I feel it might be django - Or a .html file created by a bash script - Make judging / scoring system - Need to implement move timeouts for AI players (remember to use select this time) - Organise some sort of event for people to come to - Should probably talk to #committee at some point - Get people interested? Bribe them? Threaten them with account locking if they don't enter? - If I get 4 entrants it will be a doubling in entries since 2010! --- 65d9bb84c7e2dca4a8fac4d92c225ce1bb4f7c52 diff --git a/agents/bishop.py b/agents/bishop.py new file mode 100755 index 0000000..036e7a6 --- /dev/null +++ b/agents/bishop.py @@ -0,0 +1,321 @@ +#!/usr/bin/python -u + +from qchess import * + +""" + Agent Bishop + ( an agent, not an implementation of a bishop chess piece!) +""" + + + + +# Skeleton class for your agent +class Agent(AgentRandom): # Inherits from AgentRandom (in qchess.py) + def __init__(self, name, colour): + AgentRandom.__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 + # Highest score is 1.0 (which means: make this move!) + def prioritise_moves(self, piece): + + #sys.stderr.write(sys.argv[0] + ": 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): + + self.choice = self.select_best(self.colour)[0] + return [self.choice.x, self.choice.y] + + # Returns [x,y] of square to move selected piece into + def get_move(self): + 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) + + + + +# Horrible messy graphics class that draws what the agent is doing, kind of useful for testing +class AgentGraphics(GraphicsThread): + def __init__(self, board, title): + GraphicsThread.__init__(self, board, title, grid_sz = [64,64]) + self.choice = None + self.moves = None + + def run(self): + square_img = pygame.Surface((self.grid_sz[0], self.grid_sz[1]),pygame.SRCALPHA) # A square image + while not self.stopped(): + + self.board.display_grid(window = self.window, grid_sz = self.grid_sz) + + # Draw choice of the AI + if agent.choice != None: + mp = [self.grid_sz[i] * [agent.choice.x, agent.choice.y][i] for i in range(2)] + square_img.fill(pygame.Color(0,255,0,64)) + self.window.blit(square_img, mp) + + # Draw calculated choices for the piece clicked on + if self.choice != None: + mp = [self.grid_sz[i] * [self.choice.x, self.choice.y][i] for i in range(2)] + square_img.fill(pygame.Color(0,0,255,128)) + self.window.blit(square_img, mp) + + # Draw the choices the AI calculated from the selection of the chosen piece + if agent.choice != None and agent.choice.selected_moves != None: + for m in agent.choice.selected_moves: + mp = [m[0][i] * self.grid_sz[i] for i in range(2)] + square_img.fill(pygame.Color(128,128,255,128)) + self.window.blit(square_img, mp) + font = pygame.font.Font(None, 14) + text = font.render("{0:.2f}".format(round(m[1],2)), 1, pygame.Color(255,0,0)) + mp[0] = mp[0] + self.grid_sz[0] - text.get_width() + mp[1] = mp[1] + self.grid_sz[1] - text.get_height() + self.window.blit(text, mp) + + + # Draw the choice the AI's chosen piece could have actually made + if agent.choice != None and agent.choice.last_moves != None: + for m in agent.choice.last_moves: + mp = [m[0][i] * self.grid_sz[i] for i in range(2)] + square_img.fill(pygame.Color(255,0,0,128)) + self.window.blit(square_img, mp) + font = pygame.font.Font(None, 14) + text = font.render("{0:.2f}".format(round(m[1],2)), 1, pygame.Color(0,0,255)) + mp[0] = mp[0] + self.grid_sz[0] - text.get_width() + self.window.blit(text, mp) + + + + + if self.moves != None: + for m in self.moves: + mp = [m[0][i] * self.grid_sz[i] for i in range(2)] + square_img.fill(pygame.Color(255,0,255,128)) + self.window.blit(square_img, mp) + font = pygame.font.Font(None, 14) + text = font.render("{0:.2f}".format(round(m[1],2)), 1, pygame.Color(0,0,0)) + self.window.blit(text, mp) + + + + self.board.display_pieces(window = self.window, grid_sz = self.grid_sz) + + pygame.display.flip() + + for event in pygame.event.get(): + if event.type == pygame.QUIT: + self.stop() + break + elif event.type == pygame.MOUSEBUTTONDOWN: + m = [event.pos[i] / self.grid_sz[i] for i in range(len(event.pos))] + p = agent.board.grid[m[0]][m[1]] + if p == None: + continue + self.choice = p + self.last_moves = self.choice.last_moves + self.selected_moves = self.choice.selected_moves + if event.button == 3 or self.choice.last_moves == None: + self.moves = agent.prioritise_moves(self.choice) + else: + self.moves = self.choice.last_moves + + elif event.type == pygame.MOUSEBUTTONUP: + if self.choice == None: + continue + self.choice.last_moves = self.last_moves + self.choice.selected_moves = self.selected_moves + self.choice = None + self.moves = None + + pygame.display.quit() + + + +# Main function; don't alter +def main(argv): + + global agent + colour = sys.stdin.readline().strip("\n") # Gets the colour of the agent from stdin + + agent = Agent(argv[0], colour) # Creates your agent + + graphics = AgentGraphics(agent.board, title="Agent Bishop (" + str(colour) + ") - DEBUG VIEW") + graphics.start() + + # Plays quantum chess using your agent + while True: + line = sys.stdin.readline().strip(" \r\n") + #sys.stderr.write(argv[0] + ": gets line \"" + str(line) + "\"\n") + if line == "SELECTION?": + [x,y] = agent.select() # Gets your agent's selection + #print "Select " + str(x) + "," + str(y) + sys.stdout.write(str(x) + " " + str(y) + "\n") + elif line == "MOVE?": + [x,y] = agent.get_move() # Gets your agent's move + sys.stdout.write(str(x) + " " + str(y) + "\n") + elif line.split(" ")[0] == "QUIT": + agent.quit(" ".join(line.split(" ")[1:])) # Quits the game +# graphics.stop() + break + else: + agent.update(line) # Updates agent.board + + graphics.stop() + graphics.join() + return 0 + +# Don't touch this +if __name__ == "__main__": + sys.exit(main(sys.argv)) diff --git a/agents/data b/agents/data new file mode 120000 index 0000000..eed2d0b --- /dev/null +++ b/agents/data @@ -0,0 +1 @@ +../data/ \ No newline at end of file diff --git a/agents/qchess.py b/agents/qchess.py new file mode 120000 index 0000000..daafe05 --- /dev/null +++ b/agents/qchess.py @@ -0,0 +1 @@ +../qchess.py \ No newline at end of file diff --git a/qchess/board.py b/qchess/board.py new file mode 100644 index 0000000..4858168 --- /dev/null +++ b/qchess/board.py @@ -0,0 +1,403 @@ +[w,h] = [8,8] # Width and height of board(s) + +# Class to represent a quantum chess board +class Board(): + # Initialise; if master=True then the secondary piece types are assigned + # Otherwise, they are left as unknown + # So you can use this class in Agent programs, and fill in the types as they are revealed + def __init__(self, style="agent"): + self.style = style + self.pieces = {"white" : [], "black" : []} + 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 + for c in ["black", "white"]: + del self.unrevealed_types[c]["unknown"] + + # Add all the pieces with known primary types + for i in range(0, 2): + + s = ["black", "white"][i] + c = self.pieces[s] + y = [0, h-1][i] + + c.append(Piece(s, 0, y, ["rook"])) + 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) + c.append(Piece(s, 4, y, ["queen"])) # Apparently he may have multiple wives though. + c.append(Piece(s, 5, y, ["bishop"])) + c.append(Piece(s, 6, y, ["knight"])) + c.append(Piece(s, 7, y, ["rook"])) + + if y == 0: + y += 1 + else: + y -= 1 + + # Lots of pawn + for x in range(0, w): + c.append(Piece(s, x, y, ["pawn"])) + + types_left = {} + types_left.update(piece_types) + del types_left["king"] # We don't want one of these randomly appearing (although it might make things interesting...) + del types_left["unknown"] # We certainly don't want these! + for piece in c: + # Add to grid + self.grid[piece.x][piece.y] = piece + + if len(piece.types) > 1: + continue + if style == "agent": # Assign placeholder "unknown" secondary type + piece.types.append("unknown") + continue + + elif style == "quantum": + # The master allocates the secondary types + choice = types_left.keys()[random.randint(0, len(types_left.keys())-1)] + types_left[choice] -= 1 + if types_left[choice] <= 0: + del types_left[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): + newboard = Board(master = False) + newpieces = newboard.pieces["white"] + newboard.pieces["black"] + mypieces = self.pieces["white"] + self.pieces["black"] + + for i in range(len(mypieces)): + newpieces[i].init_from_copy(mypieces[i]) + + + def display_grid(self, window = None, grid_sz = [80,80]): + if window == None: + return # I was considering implementing a text only display, then I thought "Fuck that" + + # The indentation is getting seriously out of hand... + for x in range(0, w): + for y in range(0, h): + if (x + y) % 2 == 0: + c = pygame.Color(200,200,200) + else: + c = pygame.Color(64,64,64) + pygame.draw.rect(window, c, (x*grid_sz[0], y*grid_sz[1], (x+1)*grid_sz[0], (y+1)*grid_sz[1])) + + def display_pieces(self, window = None, grid_sz = [80,80]): + if window == None: + return + for p in self.pieces["white"] + self.pieces["black"]: + p.draw(window, grid_sz) + + # Draw the board in a pygame window + def display(self, window = None): + self.display_grid(window) + self.display_pieces(window) + + + + + def verify(self): + for x in range(w): + for y in range(h): + if self.grid[x][y] == None: + continue + if (self.grid[x][y].x != x or self.grid[x][y].y != y): + raise Exception(sys.argv[0] + ": MISMATCH " + str(self.grid[x][y]) + " should be at " + str(x) + "," + str(y)) + + # Select a piece on the board (colour is the colour of whoever is doing the selecting) + def select(self, x,y, colour=None): + if not self.on_board(x, y): # Get on board everyone! + raise Exception("BOUNDS") + + piece = self.grid[x][y] + if piece == None: + raise Exception("EMPTY") + + if colour != None and piece.colour != colour: + raise Exception("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) + + + # 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): + piece = self.grid[x][y] + if piece.types[type_index] == "unknown": + if not state in self.unrevealed_types[piece.colour].keys(): + 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 + + # Update the board when a piece has been moved + def update_move(self, x, y, x2, y2): + piece = self.grid[x][y] + self.grid[x][y] = None + taken = self.grid[x2][y2] + if taken != None: + if taken.current_type == "king": + self.king[taken.colour] = None + self.pieces[taken.colour].remove(taken) + self.grid[x2][y2] = piece + piece.x = x2 + piece.y = y2 + + # If the piece is a pawn, and it reaches the final row, it becomes a queen + # I know you are supposed to get a choice + # But that would be effort + if piece.current_type == "pawn" and ((piece.colour == "white" and piece.y == 0) or (piece.colour == "black" and piece.y == h-1)): + if self.style == "classical": + piece.types[0] = "queen" + piece.types[1] = "queen" + else: + piece.types[piece.choice] = "queen" + piece.current_type = "queen" + + piece.deselect() # Uncollapse (?) the wavefunction! + self.verify() + + # Update the board from a string + # Guesses what to do based on the format of the string + def update(self, result): + #print "Update called with \"" + str(result) + "\"" + # String always starts with 'x y' + try: + s = result.split(" ") + [x,y] = map(int, s[0:2]) + except: + raise Exception("GIBBERISH \""+ str(result) + "\"") # Raise expectations + + piece = self.grid[x][y] + if piece == None: + raise Exception("EMPTY") + + # If a piece is being moved, the third token is '->' + # We could get away with just using four integers, but that wouldn't look as cool + if "->" in s: + # Last two tokens are the destination + try: + [x2,y2] = map(int, s[3:]) + except: + raise Exception("GIBBERISH \"" + str(result) + "\"") # Raise the alarm + + # Move the piece (take opponent if possible) + self.update_move(x, y, x2, y2) + + else: + # Otherwise we will just assume a piece has been selected + try: + type_index = int(s[2]) # We need to know which of the two types the piece is in; that's the third token + state = s[3] # The last token is a string identifying the type + except: + raise Exception("GIBBERISH \"" + result + "\"") # Throw a hissy fit + + # Select the piece + self.update_select(x, y, type_index, state) + + return result + + # Gets each piece that could reach the given square and the probability that it could reach that square + # Will include allied pieces that defend the attacker + def coverage(self, x, y, colour = None, reject_allied = True): + result = {} + + if colour == None: + pieces = self.pieces["white"] + self.pieces["black"] + else: + pieces = self.pieces[colour] + + for p in pieces: + prob = self.probability_grid(p, reject_allied)[x][y] + if prob > 0: + result.update({p : prob}) + + self.verify() + return result + + + + + + # Associates each square with a probability that the piece could move into it + # Look, I'm doing all the hard work for you here... + def probability_grid(self, p, reject_allied = True): + + result = [[0.0] * w for _ in range(h)] + if not isinstance(p, Piece): + return result + + if p.current_type != "unknown": + #sys.stderr.write(sys.argv[0] + ": " + str(p) + " moves " + str(self.possible_moves(p, reject_allied)) + "\n") + for point in self.possible_moves(p, reject_allied): + result[point[0]][point[1]] = 1.0 + return result + + + for i in range(len(p.types)): + t = p.types[i] + prob = 0.5 + if t == "unknown" or p.types_revealed[i] == False: + 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): + 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 + + self.verify() + p.current_type = "unknown" + return result + + def prob_is_type(self, p, state): + prob = 0.5 + result = 0 + for i in range(len(p.types)): + t = p.types[i] + if t == state: + result += prob + continue + if t == "unknown" or p.types_revealed[i] == False: + total_prob = 0 + for t2 in self.unrevealed_types[p.colour].keys(): + total_prob += self.unrevealed_types[p.colour][t2] + for t2 in self.unrevealed_types[p.colour].keys(): + if t2 == state: + result += prob * float(self.unrevealed_types[p.colour][t2]) / float(total_prob) + + + + # Get all squares that the piece could move into + # 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 = [] + if p == None: + return result + + + if p.current_type == "unknown": + raise Exception("SANITY: Piece state unknown") + # The below commented out code causes things to break badly + #for t in p.types: + # if t == "unknown": + # continue + # p.current_type = t + # result += self.possible_moves(p) + #p.current_type = "unknown" + #return result + + if p.current_type == "king": + result = [[p.x-1,p.y],[p.x+1,p.y],[p.x,p.y-1],[p.x,p.y+1], [p.x-1,p.y-1],[p.x-1,p.y+1],[p.x+1,p.y-1],[p.x+1,p.y+1]] + elif p.current_type == "queen": + for d in [[-1,0],[1,0],[0,-1],[0,1],[-1,-1],[-1,1],[1,-1],[1,1]]: + result += self.scan(p.x, p.y, d[0], d[1]) + elif p.current_type == "bishop": + for d in [[-1,-1],[-1,1],[1,-1],[1,1]]: # There's a reason why bishops move diagonally + result += self.scan(p.x, p.y, d[0], d[1]) + elif p.current_type == "rook": + for d in [[-1,0],[1,0],[0,-1],[0,1]]: + result += self.scan(p.x, p.y, d[0], d[1]) + elif p.current_type == "knight": + # I would use two lines, but I'm not sure how python likes that + result = [[p.x-2, p.y-1], [p.x-2, p.y+1], [p.x+2, p.y-1], [p.x+2,p.y+1], [p.x-1,p.y-2], [p.x-1, p.y+2],[p.x+1,p.y-2],[p.x+1,p.y+2]] + elif p.current_type == "pawn": + if p.colour == "white": + + # Pawn can't move forward into occupied square + if self.on_board(p.x, p.y-1) and self.grid[p.x][p.y-1] == None: + result = [[p.x,p.y-1]] + for f in [[p.x-1,p.y-1],[p.x+1,p.y-1]]: + if not self.on_board(f[0], f[1]): + continue + if self.grid[f[0]][f[1]] != None: # Pawn can take diagonally + result.append(f) + if p.y == h-2: + # Slightly embarrassing if the pawn jumps over someone on its first move... + if self.grid[p.x][p.y-1] == None and self.grid[p.x][p.y-2] == None: + result.append([p.x, p.y-2]) + else: + # Vice versa for the black pawn + if self.on_board(p.x, p.y+1) and self.grid[p.x][p.y+1] == None: + result = [[p.x,p.y+1]] + + for f in [[p.x-1,p.y+1],[p.x+1,p.y+1]]: + if not self.on_board(f[0], f[1]): + continue + if self.grid[f[0]][f[1]] != None: + #sys.stderr.write(sys.argv[0] + " : "+str(p) + " can take " + str(self.grid[f[0]][f[1]]) + "\n") + result.append(f) + if p.y == 1: + if self.grid[p.x][p.y+1] == None and self.grid[p.x][p.y+2] == None: + result.append([p.x, p.y+2]) + + #sys.stderr.write(sys.argv[0] + " : possible_moves for " + str(p) + " " + str(result) + "\n") + + # Remove illegal moves + # Note: The result[:] creates a copy of result, so that the result.remove calls don't fuck things up + for point in result[:]: + + if (point[0] < 0 or point[0] >= w) or (point[1] < 0 or point[1] >= h): + result.remove(point) # Remove locations outside the board + continue + g = self.grid[point[0]][point[1]] + + if g != None and (g.colour == p.colour and reject_allied == True): + result.remove(point) # Remove allied pieces + + self.verify() + return result + + + # Scans in a direction until it hits a piece, returns all squares in the line + # (includes the final square (which contains a piece), but not the original square) + def scan(self, x, y, vx, vy): + p = [] + + xx = x + yy = y + while True: + xx += vx + yy += vy + if not self.on_board(xx, yy): + break + if not [xx,yy] in p: + p.append([xx, yy]) + g = self.grid[xx][yy] + if g != None: + return p + + return p + + + + # 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) diff --git a/qchess/data/DejaVuSans.ttf b/qchess/data/DejaVuSans.ttf new file mode 100644 index 0000000..27cff47 Binary files /dev/null and b/qchess/data/DejaVuSans.ttf differ diff --git a/qchess/game.py b/qchess/game.py new file mode 100644 index 0000000..1b568a0 --- /dev/null +++ b/qchess/game.py @@ -0,0 +1,116 @@ + +# 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: + 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 + + + + 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 + + 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 + + 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 = "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: + with self.lock: + self.final_result = "black" + self.stop() + + + if self.stopped(): + break + + + for p2 in self.players: + p2.quit(self.final_result) + + graphics.stop() + + + + +def opponent(colour): + if colour == "white": + return "black" + else: + return "white" diff --git a/qchess/graphics.py b/qchess/graphics.py new file mode 100644 index 0000000..2939e89 --- /dev/null +++ b/qchess/graphics.py @@ -0,0 +1,286 @@ +import pygame + +# Dictionary that stores the unicode character representations of the different pieces +# Chess was clearly the reason why unicode was invented +# For some reason none of the pygame chess implementations I found used them! +piece_char = {"white" : {"king" : u'\u2654', + "queen" : u'\u2655', + "rook" : u'\u2656', + "bishop" : u'\u2657', + "knight" : u'\u2658', + "pawn" : u'\u2659', + "unknown" : '?'}, + "black" : {"king" : u'\u265A', + "queen" : u'\u265B', + "rook" : u'\u265C', + "bishop" : u'\u265D', + "knight" : u'\u265E', + "pawn" : u'\u265F', + "unknown" : '?'}} + +images = {"white" : {}, "black" : {}} +small_images = {"white" : {}, "black" : {}} + +# A thread to make things pretty +class GraphicsThread(StoppableThread): + def __init__(self, board, title = "UCC::Progcomp 2013 - QChess", grid_sz = [80,80]): + StoppableThread.__init__(self) + + self.board = board + pygame.init() + self.window = pygame.display.set_mode((grid_sz[0] * w, grid_sz[1] * h)) + pygame.display.set_caption(title) + 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" + + 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)) + + + + + + # On the run from the world + def run(self): + + while not self.stopped(): + + self.board.display_grid(window = self.window, grid_sz = self.grid_sz) # Draw the board + + self.overlay() + + self.board.display_pieces(window = self.window, grid_sz = self.grid_sz) # Draw the board + + pygame.display.flip() + + for event in pygame.event.get(): + if event.type == pygame.QUIT: + if isinstance(game, GameThread): + with game.lock: + 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.message("Game ends, result \""+str(game.final_result) + "\"") + time.sleep(1) + + # Wake up anyone who is sleeping + self.cond.acquire() + self.cond.notify() + self.cond.release() + + pygame.quit() # Time to say goodbye + + # Mouse release event handler + def mouse_up(self, event): + if event.button == 3: + with self.lock: + self.state["overlay"] = None + elif event.button == 2: + with self.lock: + self.state["coverage"] = None + + # Mouse click event handler + def mouse_down(self, event): + if event.button == 1: + m = [event.pos[i] / self.grid_sz[i] for i in range(2)] + if isinstance(game, GameThread): + with game.lock: + p = game.state["turn"] + else: + p = None + + + if isinstance(p, HumanPlayer): + with self.lock: + s = self.board.grid[m[0]][m[1]] + select = self.state["select"] + if select == None: + if s != None and s.colour != p.colour: + self.message("Wrong colour") # Look at all this user friendliness! + time.sleep(1) + return + # Notify human player of move + self.cond.acquire() + with self.lock: + self.state["select"] = s + self.state["dest"] = None + self.cond.notify() + self.cond.release() + return + + if select == None: + return + + + if self.state["moves"] == None: + return + + if not m in self.state["moves"]: + self.message("Illegal Move") # I still think last year's mouse interface was adequate + time.sleep(2) + return + + with self.lock: + if self.state["dest"] == None: + self.cond.acquire() + self.state["dest"] = m + self.state["select"] = None + self.state["moves"] = None + self.cond.notify() + self.cond.release() + elif event.button == 3: + m = [event.pos[i] / self.grid_sz[i] for i in range(len(event.pos))] + if isinstance(game, GameThread): + with game.lock: + p = game.state["turn"] + else: + p = None + + + if isinstance(p, HumanPlayer): + with self.lock: + self.state["overlay"] = self.board.probability_grid(self.board.grid[m[0]][m[1]]) + + elif event.button == 2: + m = [event.pos[i] / self.grid_sz[i] for i in range(len(event.pos))] + if isinstance(game, GameThread): + with game.lock: + p = game.state["turn"] + else: + p = None + + + if isinstance(p, HumanPlayer): + with self.lock: + self.state["coverage"] = self.board.coverage(m[0], m[1], None, self.state["select"]) + + # Draw the overlay + def overlay(self): + + square_img = pygame.Surface((self.grid_sz[0], self.grid_sz[1]),pygame.SRCALPHA) # A square image + # Draw square over the selected piece + with self.lock: + select = self.state["select"] + if select != None: + mp = [self.grid_sz[i] * [select.x, select.y][i] for i in range(len(self.grid_sz))] + square_img.fill(pygame.Color(0,255,0,64)) + self.window.blit(square_img, mp) + # If a piece is selected, draw all reachable squares + # (This quality user interface has been patented) + with self.lock: + m = self.state["moves"] + if m != None: + square_img.fill(pygame.Color(255,0,0,128)) # Draw them in blood red + for move in m: + mp = [self.grid_sz[i] * move[i] for i in range(2)] + self.window.blit(square_img, mp) + # If a piece is overlayed, show all squares that it has a probability to reach + with self.lock: + m = self.state["overlay"] + if m != None: + for x in range(w): + for y in range(h): + if m[x][y] > 0.0: + 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) + text = font.render("{0:.2f}".format(round(m[x][y],2)), 1, pygame.Color(0,0,0)) + self.window.blit(text, mp) + + # If a square is selected, highlight all pieces that have a probability to reach it + with self.lock: + m = self.state["coverage"] + if m != None: + for p in m: + 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) + 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 + # This also serves to indicate who's turn it is + + if isinstance(game, GameThread): + with game.lock: + turn = game.state["turn"] + else: + turn = None + + if isinstance(turn, HumanPlayer): + mp = [self.grid_sz[i] * int(pygame.mouse.get_pos()[i] / self.grid_sz[i]) for i in range(2)] + square_img.fill(pygame.Color(0,0,255,128)) + if turn.colour == "white": + c = pygame.Color(255,255,255) + else: + c = pygame.Color(0,0,0) + pygame.draw.rect(square_img, c, (0,0,self.grid_sz[0], self.grid_sz[1]), self.grid_sz[0]/10) + 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) + if colour == None: + colour = pygame.Color(0,0,0) + + text = font.render(string, 1, colour) + + + s = pygame.Surface((text.get_width(), text.get_height()), pygame.SRCALPHA) + s.fill(pygame.Color(128,128,128)) + + tmp = self.window.get_size() + + if pos == None: + pos = (tmp[0] / 2 - text.get_width() / 2, tmp[1] / 3 - text.get_height()) + else: + pos = (pos[0]*text.get_width() + tmp[0] / 2 - text.get_width() / 2, pos[1]*text.get_height() + tmp[1] / 3 - text.get_height()) + + + rect = (pos[0], pos[1], text.get_width(), text.get_height()) + + pygame.draw.rect(self.window, pygame.Color(0,0,0), pygame.Rect(rect), 1) + self.window.blit(s, pos) + self.window.blit(text, pos) + + pygame.display.flip() + + def getstr(self, prompt = None): + result = "" + while True: + #print "LOOP" + if prompt != None: + self.message(prompt) + self.message(result, pos = (0, 1)) + + for event in pygame.event.get(): + if event.type == pygame.KEYDOWN: + if chr(event.key) == '\r': + return result + result += str(chr(event.key)) diff --git a/qchess/main.py b/qchess/main.py new file mode 100644 index 0000000..a0a40db --- /dev/null +++ b/qchess/main.py @@ -0,0 +1,62 @@ +#!/usr/bin/python -u + +# Do you know what the -u does? It unbuffers stdin and stdout +# I can't remember why, but last year things broke without that + +""" + UCC::Progcomp 2013 Quantum Chess game + @author Sam Moore [SZM] "matches" + @copyright The University Computer Club, Incorporated + (ie: You can copy it for not for profit purposes) +""" + +# system python modules or whatever they are called +import sys +import os +import time + +turn_delay = 0.5 +[game, graphics] = [None, None] + + +# 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)) diff --git a/qchess/piece.py b/qchess/piece.py new file mode 100644 index 0000000..5fd3943 --- /dev/null +++ b/qchess/piece.py @@ -0,0 +1,89 @@ +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]): + + # 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]] + 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... diff --git a/qchess/player.py b/qchess/player.py new file mode 100644 index 0000000..4a3fa48 --- /dev/null +++ b/qchess/player.py @@ -0,0 +1,158 @@ +import subprocess + + + +# 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) + try: + self.p.stdin.write(colour + "\n") + except: + raise Exception("UNRESPONSIVE") + + 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 + + def update(self, result): + #print "Update " + str(result) + " called for AgentPlayer" +# try: + self.p.stdin.write(result + "\n") +# except: +# raise Exception("UNRESPONSIVE") + + 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 + + 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") + 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 + + # Are you sure you want to quit? + def quit(self, final_result): + 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") + + +# 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() + + def quit(self, final_result): + pass diff --git a/qchess/qchess.py b/qchess/qchess.py new file mode 100755 index 0000000..db73c94 --- /dev/null +++ b/qchess/qchess.py @@ -0,0 +1,1144 @@ +#!/usr/bin/python -u +# +++ board.py +++ # +[w,h] = [8,8] # Width and height of board(s) + +# Class to represent a quantum chess board +class Board(): + # Initialise; if master=True then the secondary piece types are assigned + # Otherwise, they are left as unknown + # So you can use this class in Agent programs, and fill in the types as they are revealed + def __init__(self, style="agent"): + self.style = style + self.pieces = {"white" : [], "black" : []} + 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 + for c in ["black", "white"]: + del self.unrevealed_types[c]["unknown"] + + # Add all the pieces with known primary types + for i in range(0, 2): + + s = ["black", "white"][i] + c = self.pieces[s] + y = [0, h-1][i] + + c.append(Piece(s, 0, y, ["rook"])) + 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) + c.append(Piece(s, 4, y, ["queen"])) # Apparently he may have multiple wives though. + c.append(Piece(s, 5, y, ["bishop"])) + c.append(Piece(s, 6, y, ["knight"])) + c.append(Piece(s, 7, y, ["rook"])) + + if y == 0: + y += 1 + else: + y -= 1 + + # Lots of pawn + for x in range(0, w): + c.append(Piece(s, x, y, ["pawn"])) + + types_left = {} + types_left.update(piece_types) + del types_left["king"] # We don't want one of these randomly appearing (although it might make things interesting...) + del types_left["unknown"] # We certainly don't want these! + for piece in c: + # Add to grid + self.grid[piece.x][piece.y] = piece + + if len(piece.types) > 1: + continue + if style == "agent": # Assign placeholder "unknown" secondary type + piece.types.append("unknown") + continue + + elif style == "quantum": + # The master allocates the secondary types + choice = types_left.keys()[random.randint(0, len(types_left.keys())-1)] + types_left[choice] -= 1 + if types_left[choice] <= 0: + del types_left[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): + newboard = Board(master = False) + newpieces = newboard.pieces["white"] + newboard.pieces["black"] + mypieces = self.pieces["white"] + self.pieces["black"] + + for i in range(len(mypieces)): + newpieces[i].init_from_copy(mypieces[i]) + + + def display_grid(self, window = None, grid_sz = [80,80]): + if window == None: + return # I was considering implementing a text only display, then I thought "Fuck that" + + # The indentation is getting seriously out of hand... + for x in range(0, w): + for y in range(0, h): + if (x + y) % 2 == 0: + c = pygame.Color(200,200,200) + else: + c = pygame.Color(64,64,64) + pygame.draw.rect(window, c, (x*grid_sz[0], y*grid_sz[1], (x+1)*grid_sz[0], (y+1)*grid_sz[1])) + + def display_pieces(self, window = None, grid_sz = [80,80]): + if window == None: + return + for p in self.pieces["white"] + self.pieces["black"]: + p.draw(window, grid_sz) + + # Draw the board in a pygame window + def display(self, window = None): + self.display_grid(window) + self.display_pieces(window) + + + + + def verify(self): + for x in range(w): + for y in range(h): + if self.grid[x][y] == None: + continue + if (self.grid[x][y].x != x or self.grid[x][y].y != y): + raise Exception(sys.argv[0] + ": MISMATCH " + str(self.grid[x][y]) + " should be at " + str(x) + "," + str(y)) + + # Select a piece on the board (colour is the colour of whoever is doing the selecting) + def select(self, x,y, colour=None): + if not self.on_board(x, y): # Get on board everyone! + raise Exception("BOUNDS") + + piece = self.grid[x][y] + if piece == None: + raise Exception("EMPTY") + + if colour != None and piece.colour != colour: + raise Exception("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) + + + # 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): + piece = self.grid[x][y] + if piece.types[type_index] == "unknown": + if not state in self.unrevealed_types[piece.colour].keys(): + 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 + + # Update the board when a piece has been moved + def update_move(self, x, y, x2, y2): + piece = self.grid[x][y] + self.grid[x][y] = None + taken = self.grid[x2][y2] + if taken != None: + if taken.current_type == "king": + self.king[taken.colour] = None + self.pieces[taken.colour].remove(taken) + self.grid[x2][y2] = piece + piece.x = x2 + piece.y = y2 + + # If the piece is a pawn, and it reaches the final row, it becomes a queen + # I know you are supposed to get a choice + # But that would be effort + if piece.current_type == "pawn" and ((piece.colour == "white" and piece.y == 0) or (piece.colour == "black" and piece.y == h-1)): + if self.style == "classical": + piece.types[0] = "queen" + piece.types[1] = "queen" + else: + piece.types[piece.choice] = "queen" + piece.current_type = "queen" + + piece.deselect() # Uncollapse (?) the wavefunction! + self.verify() + + # Update the board from a string + # Guesses what to do based on the format of the string + def update(self, result): + #print "Update called with \"" + str(result) + "\"" + # String always starts with 'x y' + try: + s = result.split(" ") + [x,y] = map(int, s[0:2]) + except: + raise Exception("GIBBERISH \""+ str(result) + "\"") # Raise expectations + + piece = self.grid[x][y] + if piece == None: + raise Exception("EMPTY") + + # If a piece is being moved, the third token is '->' + # We could get away with just using four integers, but that wouldn't look as cool + if "->" in s: + # Last two tokens are the destination + try: + [x2,y2] = map(int, s[3:]) + except: + raise Exception("GIBBERISH \"" + str(result) + "\"") # Raise the alarm + + # Move the piece (take opponent if possible) + self.update_move(x, y, x2, y2) + + else: + # Otherwise we will just assume a piece has been selected + try: + type_index = int(s[2]) # We need to know which of the two types the piece is in; that's the third token + state = s[3] # The last token is a string identifying the type + except: + raise Exception("GIBBERISH \"" + result + "\"") # Throw a hissy fit + + # Select the piece + self.update_select(x, y, type_index, state) + + return result + + # Gets each piece that could reach the given square and the probability that it could reach that square + # Will include allied pieces that defend the attacker + def coverage(self, x, y, colour = None, reject_allied = True): + result = {} + + if colour == None: + pieces = self.pieces["white"] + self.pieces["black"] + else: + pieces = self.pieces[colour] + + for p in pieces: + prob = self.probability_grid(p, reject_allied)[x][y] + if prob > 0: + result.update({p : prob}) + + self.verify() + return result + + + + + + # Associates each square with a probability that the piece could move into it + # Look, I'm doing all the hard work for you here... + def probability_grid(self, p, reject_allied = True): + + result = [[0.0] * w for _ in range(h)] + if not isinstance(p, Piece): + return result + + if p.current_type != "unknown": + #sys.stderr.write(sys.argv[0] + ": " + str(p) + " moves " + str(self.possible_moves(p, reject_allied)) + "\n") + for point in self.possible_moves(p, reject_allied): + result[point[0]][point[1]] = 1.0 + return result + + + for i in range(len(p.types)): + t = p.types[i] + prob = 0.5 + if t == "unknown" or p.types_revealed[i] == False: + 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): + 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 + + self.verify() + p.current_type = "unknown" + return result + + def prob_is_type(self, p, state): + prob = 0.5 + result = 0 + for i in range(len(p.types)): + t = p.types[i] + if t == state: + result += prob + continue + if t == "unknown" or p.types_revealed[i] == False: + total_prob = 0 + for t2 in self.unrevealed_types[p.colour].keys(): + total_prob += self.unrevealed_types[p.colour][t2] + for t2 in self.unrevealed_types[p.colour].keys(): + if t2 == state: + result += prob * float(self.unrevealed_types[p.colour][t2]) / float(total_prob) + + + + # Get all squares that the piece could move into + # 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 = [] + if p == None: + return result + + + if p.current_type == "unknown": + raise Exception("SANITY: Piece state unknown") + # The below commented out code causes things to break badly + #for t in p.types: + # if t == "unknown": + # continue + # p.current_type = t + # result += self.possible_moves(p) + #p.current_type = "unknown" + #return result + + if p.current_type == "king": + result = [[p.x-1,p.y],[p.x+1,p.y],[p.x,p.y-1],[p.x,p.y+1], [p.x-1,p.y-1],[p.x-1,p.y+1],[p.x+1,p.y-1],[p.x+1,p.y+1]] + elif p.current_type == "queen": + for d in [[-1,0],[1,0],[0,-1],[0,1],[-1,-1],[-1,1],[1,-1],[1,1]]: + result += self.scan(p.x, p.y, d[0], d[1]) + elif p.current_type == "bishop": + for d in [[-1,-1],[-1,1],[1,-1],[1,1]]: # There's a reason why bishops move diagonally + result += self.scan(p.x, p.y, d[0], d[1]) + elif p.current_type == "rook": + for d in [[-1,0],[1,0],[0,-1],[0,1]]: + result += self.scan(p.x, p.y, d[0], d[1]) + elif p.current_type == "knight": + # I would use two lines, but I'm not sure how python likes that + result = [[p.x-2, p.y-1], [p.x-2, p.y+1], [p.x+2, p.y-1], [p.x+2,p.y+1], [p.x-1,p.y-2], [p.x-1, p.y+2],[p.x+1,p.y-2],[p.x+1,p.y+2]] + elif p.current_type == "pawn": + if p.colour == "white": + + # Pawn can't move forward into occupied square + if self.on_board(p.x, p.y-1) and self.grid[p.x][p.y-1] == None: + result = [[p.x,p.y-1]] + for f in [[p.x-1,p.y-1],[p.x+1,p.y-1]]: + if not self.on_board(f[0], f[1]): + continue + if self.grid[f[0]][f[1]] != None: # Pawn can take diagonally + result.append(f) + if p.y == h-2: + # Slightly embarrassing if the pawn jumps over someone on its first move... + if self.grid[p.x][p.y-1] == None and self.grid[p.x][p.y-2] == None: + result.append([p.x, p.y-2]) + else: + # Vice versa for the black pawn + if self.on_board(p.x, p.y+1) and self.grid[p.x][p.y+1] == None: + result = [[p.x,p.y+1]] + + for f in [[p.x-1,p.y+1],[p.x+1,p.y+1]]: + if not self.on_board(f[0], f[1]): + continue + if self.grid[f[0]][f[1]] != None: + #sys.stderr.write(sys.argv[0] + " : "+str(p) + " can take " + str(self.grid[f[0]][f[1]]) + "\n") + result.append(f) + if p.y == 1: + if self.grid[p.x][p.y+1] == None and self.grid[p.x][p.y+2] == None: + result.append([p.x, p.y+2]) + + #sys.stderr.write(sys.argv[0] + " : possible_moves for " + str(p) + " " + str(result) + "\n") + + # Remove illegal moves + # Note: The result[:] creates a copy of result, so that the result.remove calls don't fuck things up + for point in result[:]: + + if (point[0] < 0 or point[0] >= w) or (point[1] < 0 or point[1] >= h): + result.remove(point) # Remove locations outside the board + continue + g = self.grid[point[0]][point[1]] + + if g != None and (g.colour == p.colour and reject_allied == True): + result.remove(point) # Remove allied pieces + + self.verify() + return result + + + # Scans in a direction until it hits a piece, returns all squares in the line + # (includes the final square (which contains a piece), but not the original square) + def scan(self, x, y, vx, vy): + p = [] + + xx = x + yy = y + while True: + xx += vx + yy += vy + if not self.on_board(xx, yy): + break + if not [xx,yy] in p: + p.append([xx, yy]) + g = self.grid[xx][yy] + if g != None: + return p + + return p + + + + # 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) +# --- 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 = "" + + # 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 + + + + 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 + + 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 + + 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 = "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: + with self.lock: + self.final_result = "black" + self.stop() + + + if self.stopped(): + break + + + for p2 in self.players: + p2.quit(self.final_result) + + graphics.stop() + + + + +def opponent(colour): + if colour == "white": + return "black" + else: + return "white" +# --- game.py --- # +# +++ graphics.py +++ # +import pygame + +# Dictionary that stores the unicode character representations of the different pieces +# Chess was clearly the reason why unicode was invented +# For some reason none of the pygame chess implementations I found used them! +piece_char = {"white" : {"king" : u'\u2654', + "queen" : u'\u2655', + "rook" : u'\u2656', + "bishop" : u'\u2657', + "knight" : u'\u2658', + "pawn" : u'\u2659', + "unknown" : '?'}, + "black" : {"king" : u'\u265A', + "queen" : u'\u265B', + "rook" : u'\u265C', + "bishop" : u'\u265D', + "knight" : u'\u265E', + "pawn" : u'\u265F', + "unknown" : '?'}} + +images = {"white" : {}, "black" : {}} +small_images = {"white" : {}, "black" : {}} + +# A thread to make things pretty +class GraphicsThread(StoppableThread): + def __init__(self, board, title = "UCC::Progcomp 2013 - QChess", grid_sz = [80,80]): + StoppableThread.__init__(self) + + self.board = board + pygame.init() + self.window = pygame.display.set_mode((grid_sz[0] * w, grid_sz[1] * h)) + pygame.display.set_caption(title) + 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" + + 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)) + + + + + + # On the run from the world + def run(self): + + while not self.stopped(): + + self.board.display_grid(window = self.window, grid_sz = self.grid_sz) # Draw the board + + self.overlay() + + self.board.display_pieces(window = self.window, grid_sz = self.grid_sz) # Draw the board + + pygame.display.flip() + + for event in pygame.event.get(): + if event.type == pygame.QUIT: + if isinstance(game, GameThread): + with game.lock: + 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.message("Game ends, result \""+str(game.final_result) + "\"") + time.sleep(1) + + # Wake up anyone who is sleeping + self.cond.acquire() + self.cond.notify() + self.cond.release() + + pygame.quit() # Time to say goodbye + + # Mouse release event handler + def mouse_up(self, event): + if event.button == 3: + with self.lock: + self.state["overlay"] = None + elif event.button == 2: + with self.lock: + self.state["coverage"] = None + + # Mouse click event handler + def mouse_down(self, event): + if event.button == 1: + m = [event.pos[i] / self.grid_sz[i] for i in range(2)] + if isinstance(game, GameThread): + with game.lock: + p = game.state["turn"] + else: + p = None + + + if isinstance(p, HumanPlayer): + with self.lock: + s = self.board.grid[m[0]][m[1]] + select = self.state["select"] + if select == None: + if s != None and s.colour != p.colour: + self.message("Wrong colour") # Look at all this user friendliness! + time.sleep(1) + return + # Notify human player of move + self.cond.acquire() + with self.lock: + self.state["select"] = s + self.state["dest"] = None + self.cond.notify() + self.cond.release() + return + + if select == None: + return + + + if self.state["moves"] == None: + return + + if not m in self.state["moves"]: + self.message("Illegal Move") # I still think last year's mouse interface was adequate + time.sleep(2) + return + + with self.lock: + if self.state["dest"] == None: + self.cond.acquire() + self.state["dest"] = m + self.state["select"] = None + self.state["moves"] = None + self.cond.notify() + self.cond.release() + elif event.button == 3: + m = [event.pos[i] / self.grid_sz[i] for i in range(len(event.pos))] + if isinstance(game, GameThread): + with game.lock: + p = game.state["turn"] + else: + p = None + + + if isinstance(p, HumanPlayer): + with self.lock: + self.state["overlay"] = self.board.probability_grid(self.board.grid[m[0]][m[1]]) + + elif event.button == 2: + m = [event.pos[i] / self.grid_sz[i] for i in range(len(event.pos))] + if isinstance(game, GameThread): + with game.lock: + p = game.state["turn"] + else: + p = None + + + if isinstance(p, HumanPlayer): + with self.lock: + self.state["coverage"] = self.board.coverage(m[0], m[1], None, self.state["select"]) + + # Draw the overlay + def overlay(self): + + square_img = pygame.Surface((self.grid_sz[0], self.grid_sz[1]),pygame.SRCALPHA) # A square image + # Draw square over the selected piece + with self.lock: + select = self.state["select"] + if select != None: + mp = [self.grid_sz[i] * [select.x, select.y][i] for i in range(len(self.grid_sz))] + square_img.fill(pygame.Color(0,255,0,64)) + self.window.blit(square_img, mp) + # If a piece is selected, draw all reachable squares + # (This quality user interface has been patented) + with self.lock: + m = self.state["moves"] + if m != None: + square_img.fill(pygame.Color(255,0,0,128)) # Draw them in blood red + for move in m: + mp = [self.grid_sz[i] * move[i] for i in range(2)] + self.window.blit(square_img, mp) + # If a piece is overlayed, show all squares that it has a probability to reach + with self.lock: + m = self.state["overlay"] + if m != None: + for x in range(w): + for y in range(h): + if m[x][y] > 0.0: + 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) + text = font.render("{0:.2f}".format(round(m[x][y],2)), 1, pygame.Color(0,0,0)) + self.window.blit(text, mp) + + # If a square is selected, highlight all pieces that have a probability to reach it + with self.lock: + m = self.state["coverage"] + if m != None: + for p in m: + 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) + 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 + # This also serves to indicate who's turn it is + + if isinstance(game, GameThread): + with game.lock: + turn = game.state["turn"] + else: + turn = None + + if isinstance(turn, HumanPlayer): + mp = [self.grid_sz[i] * int(pygame.mouse.get_pos()[i] / self.grid_sz[i]) for i in range(2)] + square_img.fill(pygame.Color(0,0,255,128)) + if turn.colour == "white": + c = pygame.Color(255,255,255) + else: + c = pygame.Color(0,0,0) + pygame.draw.rect(square_img, c, (0,0,self.grid_sz[0], self.grid_sz[1]), self.grid_sz[0]/10) + 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) + if colour == None: + colour = pygame.Color(0,0,0) + + text = font.render(string, 1, colour) + + + s = pygame.Surface((text.get_width(), text.get_height()), pygame.SRCALPHA) + s.fill(pygame.Color(128,128,128)) + + tmp = self.window.get_size() + + if pos == None: + pos = (tmp[0] / 2 - text.get_width() / 2, tmp[1] / 3 - text.get_height()) + else: + pos = (pos[0]*text.get_width() + tmp[0] / 2 - text.get_width() / 2, pos[1]*text.get_height() + tmp[1] / 3 - text.get_height()) + + + rect = (pos[0], pos[1], text.get_width(), text.get_height()) + + pygame.draw.rect(self.window, pygame.Color(0,0,0), pygame.Rect(rect), 1) + self.window.blit(s, pos) + self.window.blit(text, pos) + + pygame.display.flip() + + def getstr(self, prompt = None): + result = "" + while True: + #print "LOOP" + if prompt != None: + self.message(prompt) + self.message(result, pos = (0, 1)) + + for event in pygame.event.get(): + if event.type == pygame.KEYDOWN: + if chr(event.key) == '\r': + return result + result += str(chr(event.key)) +# --- graphics.py --- # +# +++ main.py +++ # +#!/usr/bin/python -u + +# Do you know what the -u does? It unbuffers stdin and stdout +# I can't remember why, but last year things broke without that + +""" + UCC::Progcomp 2013 Quantum Chess game + @author Sam Moore [SZM] "matches" + @copyright The University Computer Club, Incorporated + (ie: You can copy it for not for profit purposes) +""" + +# system python modules or whatever they are called +import sys +import os +import time + +turn_delay = 0.5 +[game, graphics] = [None, None] + + +# 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 + + + + # 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]): + + # 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]] + 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 --- # +# +++ player.py +++ # +import subprocess + + + +# 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) + try: + self.p.stdin.write(colour + "\n") + except: + raise Exception("UNRESPONSIVE") + + 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 + + def update(self, result): + #print "Update " + str(result) + " called for AgentPlayer" +# try: + self.p.stdin.write(result + "\n") +# except: +# raise Exception("UNRESPONSIVE") + + 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 + + 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") + 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 + + # Are you sure you want to quit? + def quit(self, final_result): + 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") + + +# 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() + + def quit(self, final_result): + pass +# --- player.py --- # +# +++ thread_util.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 --- # diff --git a/qchess/thread_util.py b/qchess/thread_util.py new file mode 100644 index 0000000..2c79330 --- /dev/null +++ b/qchess/thread_util.py @@ -0,0 +1,15 @@ +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() diff --git a/qchess/update.sh b/qchess/update.sh new file mode 100755 index 0000000..0edb377 --- /dev/null +++ b/qchess/update.sh @@ -0,0 +1,34 @@ +#!/bin/bash + +# I still can't believe I am doing this + +target=qchess.py +components="piece.py board.py player.py thread_util.py game.py graphics.py main.py" +# The below seems nicer, but doesn't work because things need to be imported in the right order :( +#components=$(ls *.py | tr '\t' '\n' | grep -v $target) + +header="#!/usr/bin/python -u" +footer="# EOF - created from update.sh on $(date)" + + + +# If the target was modified more recently than any of the components, update the component file +target_mod=$(stat -c %Y $target) + +merge_required=false + +for f in $components; do + if [ $(stat -c %Y $f) -lt $target_mod ]; then + nawk "/+++ $f +++/, /--- $f ---/" $target | grep -v "+++ $f +++" | grep -v "\--- $f ---" > $f + else + merge_required=true +done + +if $merge_required; then + echo $header > $target + for f in $components; do + cat $components >> $target + done + + echo $footer > $target +fi