qchess.py 66.9 KB
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#!/usr/bin/python -u
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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):
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		return str(self.colour) + " " + str(self.current_type) + " " + str(self.types) + " at " + str(self.x) + ","+str(self.y)  
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	# Draw the piece in a pygame surface
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	def draw(self, window, grid_sz = [80,80], style="quantum"):
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		# First draw the image corresponding to self.current_type
		img = images[self.colour][self.current_type]
		rect = img.get_rect()
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		if style == "classical":
			offset = [-rect.width/2, -rect.height/2]
		else:
			offset = [-rect.width/2,-3*rect.height/4] 
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		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]))
		
		
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		if style == "classical":
			return

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		# Draw the two possible types underneath the current_type image
		for i in range(len(self.types)):
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			if always_reveal_states == True or self.types_revealed[i] == True:
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				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 --- #
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[w,h] = [8,8] # Width and height of board(s)

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always_reveal_states = False

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# 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"]

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		if style == "empty":
			return

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		# 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"]:
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			p.draw(window, grid_sz, self.style)
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	# 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:
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			raise Exception("COLOUR " + str(piece.colour) + " not " + str(colour))
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		# 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 --- #
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import subprocess
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import select
import platform
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agent_timeout = -1.0 # Timeout in seconds for AI players to make moves
			# WARNING: Won't work for windows based operating systems
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if platform.system() == "Windows":
	agent_timeout = -1 # Hence this
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# A player who can't play
class Player():
	def __init__(self, name, colour):
		self.name = name
		self.colour = colour
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	def update(self, result):
		pass

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# Player that runs from another process
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class ExternalAgent(Player):
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	def __init__(self, name, colour):
		Player.__init__(self, name, colour)
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		self.p = subprocess.Popen(name,bufsize=0,stdin=subprocess.PIPE, stdout=subprocess.PIPE, shell=True,universal_newlines=True)
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		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:
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			#sys.stderr.write("Writing \'" + s + "\' to " + str(self.p) + "\n")
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			try:
				self.p.stdin.write(s + "\n")
			except:
				raise Exception("UNRESPONSIVE")
		else:
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			raise Exception("TIMEOUT")
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	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:
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			#sys.stderr.write("Reading from " + str(self.p) + " 's stdout...\n")
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			try:
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				result = self.p.stdout.readline().strip("\r\n")
				#sys.stderr.write("Read \'" + result + "\' from " + str(self.p) + "\n")
				return result
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			except: # Exception, e:
				raise Exception("UNRESPONSIVE")
		else:
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			raise Exception("TIMEOUT")
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	def select(self):
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		self.send_message("SELECTION?")
		line = self.get_response()
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		try:
			result = map(int, line.split(" "))
		except:
			raise Exception("GIBBERISH \"" + str(line) + "\"")
		return result
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	def update(self, result):
		#print "Update " + str(result) + " called for AgentPlayer"
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		self.send_message(result)

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	def get_move(self):
		
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		self.send_message("MOVE?")
		line = self.get_response()
		
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		try:
			result = map(int, line.split(" "))
		except:
			raise Exception("GIBBERISH \"" + str(line) + "\"")
		return result
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	def quit(self, final_result):
		try:
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			self.send_message("QUIT " + final_result)
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		except:
			self.p.kill()
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# 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:
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			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
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	# Are you sure you want to quit?
	def quit(self, final_result):
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		if graphics == None:		
			sys.stdout.write("QUIT " + final_result + "\n")
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	# Completely useless function
	def update(self, result):
		if isinstance(graphics, GraphicsThread):
			pass
		else:
			sys.stdout.write(result + "\n")	
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# Default internal player (makes random moves)
class InternalAgent(Player):
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	def __init__(self, name, colour):
		Player.__init__(self, name, colour)
		self.choice = None

		self.board = Board(style = "agent")

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	def update(self, result):
		
		self.board.update(result)
		self.board.verify()

	def quit(self, final_result):
		pass

class AgentRandom(InternalAgent):
	def __init__(self, name, colour):
		InternalAgent.__init__(self, name, colour)

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	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


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# 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
		else:
			agent.update(line) # Updates agent.board
	return 0


# Sort of works?
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class ExternalWrapper(ExternalAgent):
	def __init__(self, agent):
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		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))\""
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		# str(run)
		ExternalAgent.__init__(self, run, agent.colour)

	
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# --- player.py --- #
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# A sample agent


class AgentBishop(InternalAgent): # Inherits from InternalAgent (in qchess)
	def __init__(self, name, colour):
		InternalAgent.__init__(self, name, colour)
		self.value = {"pawn" : 1, "bishop" : 3, "knight" : 3, "rook" : 5, "queen" : 9, "king" : 100, "unknown" : 4}

		self.aggression = 2.0 # Multiplier for scoring due to aggressive actions
		self.defence = 1.0 # Multiplier for scoring due to defensive actions
		
		self.depth = 0 # Current depth
		self.max_depth = 2 # Recurse this many times (for some reason, makes more mistakes when this is increased???)
		self.recurse_for = -1 # Recurse for the best few moves each times (less than 0 = all moves)

		for p in self.board.pieces["white"] + self.board.pieces["black"]:
			p.last_moves = None
			p.selected_moves = None

		

	def get_value(self, piece):
		if piece == None:
			return 0.0
		return float(self.value[piece.types[0]] + self.value[piece.types[1]]) / 2.0
		
	# Score possible moves for the piece
	
	def prioritise_moves(self, piece):

		#sys.stderr.write(sys.argv[0] + " : " + str(self) + " prioritise called for " + str(piece) + "\n")

		
		
		grid = self.board.probability_grid(piece)
		#sys.stderr.write("\t Probability grid " + str(grid) + "\n")
		moves = []
		for x in range(w):
			for y in range(h):
				if grid[x][y] < 0.3: # Throw out moves with < 30% probability
					#sys.stderr.write("\tReject " + str(x) + "," + str(y) + " (" + str(grid[x][y]) + ")\n")
					continue

				target = self.board.grid[x][y]
			
				
				
				
				# Get total probability that the move is protected
				[xx,yy] = [piece.x, piece.y]
				[piece.x, piece.y] = [x, y]
				self.board.grid[x][y] = piece
				self.board.grid[xx][yy] = None
				
				defenders = self.board.coverage(x, y, piece.colour, reject_allied = False)
				d_prob = 0.0
				for d in defenders.keys():
					d_prob += defenders[d]
				if len(defenders.keys()) > 0:
					d_prob /= float(len(defenders.keys()))

				if (d_prob > 1.0):
					d_prob = 1.0

				# Get total probability that the move is threatened
				attackers = self.board.coverage(x, y, opponent(piece.colour), reject_allied = False)
				a_prob = 0.0
				for a in attackers.keys():
					a_prob += attackers[a]
				if len(attackers.keys()) > 0:
					a_prob /= float(len(attackers.keys()))

				if (a_prob > 1.0):
					a_prob = 1.0

				self.board.grid[x][y] = target
				self.board.grid[xx][yy] = piece
				[piece.x, piece.y] = [xx, yy]

				
				# Score of the move
				value = self.aggression * (1.0 + d_prob) * self.get_value(target) - self.defence * (1.0 - d_prob) * a_prob * self.get_value(piece)

				# Adjust score based on movement of piece out of danger
				attackers = self.board.coverage(piece.x, piece.y, opponent(piece.colour))
				s_prob = 0.0
				for a in attackers.keys():
					s_prob += attackers[a]
				if len(attackers.keys()) > 0:
					s_prob /= float(len(attackers.keys()))

				if (s_prob > 1.0):
					s_prob = 1.0
				value += self.defence * s_prob * self.get_value(piece)
				
				# Adjust score based on probability that the move is actually possible
				moves.append([[x, y], grid[x][y] * value])

		moves.sort(key = lambda e : e[1], reverse = True)
		#sys.stderr.write(sys.argv[0] + ": Moves for " + str(piece) + " are " + str(moves) + "\n")

		piece.last_moves = moves
		piece.selected_moves = None

		

		
		return moves

	def select_best(self, colour):

		self.depth += 1
		all_moves = {}
		for p in self.board.pieces[colour]:
			self.choice = p # Temporarily pick that piece
			m = self.prioritise_moves(p)
			if len(m) > 0:
				all_moves.update({p : m[0]})

		if len(all_moves.items()) <= 0:
			return None
		
		
		opts = all_moves.items()
		opts.sort(key = lambda e : e[1][1], reverse = True)

		if self.depth >= self.max_depth:
			self.depth -= 1
			return list(opts[0])

		if self.recurse_for >= 0:
			opts = opts[0:self.recurse_for]
		#sys.stderr.write(sys.argv[0] + " : Before recurse, options are " + str(opts) + "\n")

		# Take the best few moves, and recurse
		for choice in opts[0:self.recurse_for]:
			[xx,yy] = [choice[0].x, choice[0].y] # Remember position
			[nx,ny] = choice[1][0] # Target
			[choice[0].x, choice[0].y] = [nx, ny] # Set position
			target = self.board.grid[nx][ny] # Remember piece in spot
			self.board.grid[xx][yy] = None # Remove piece
			self.board.grid[nx][ny] = choice[0] # Replace with moving piece
			
			# Recurse
			best_enemy_move = self.select_best(opponent(choice[0].colour))
			choice[1][1] -= best_enemy_move[1][1] / float(self.depth + 1.0)
			
			[choice[0].x, choice[0].y] = [xx, yy] # Restore position
			self.board.grid[nx][ny] = target # Restore taken piece
			self.board.grid[xx][yy] = choice[0] # Restore moved piece
			
		

		opts.sort(key = lambda e : e[1][1], reverse = True)
		#sys.stderr.write(sys.argv[0] + " : After recurse, options are " + str(opts) + "\n")

		self.depth -= 1
		return list(opts[0])

		

	# Returns [x,y] of selected piece
	def select(self):
		#sys.stderr.write("Getting choice...")
		self.choice = self.select_best(self.colour)[0]
		#sys.stderr.write(" Done " + str(self.choice)+"\n")
		return [self.choice.x, self.choice.y]
	
	# Returns [x,y] of square to move selected piece into
	def get_move(self):
		#sys.stderr.write("Choice is " + str(self.choice) + "\n")
		self.choice.selected_moves = self.choice.last_moves
		moves = self.prioritise_moves(self.choice)
		if len(moves) > 0:
			return moves[0][0]
		else:
			return InternalAgent.get_move(self)

# --- agent_bishop.py --- #
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import multiprocessing

# Hacky alternative to using select for timing out players

# WARNING: Do not wrap around HumanPlayer or things breakify
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# WARNING: Do not use in general or things breakify
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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()
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			raise Exception("TIMEOUT")
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# A player that wraps another player and times out its moves
# Uses threads
# A (crappy) alternative to the use of select()
class TimeoutPlayer(Player):
	def __init__(self, base_player, timeout):
		Player.__init__(self, base_player.name, base_player.colour)
		self.base_player = base_player
		self.timeout = timeout
		
	def select(self):
		return TimeoutFunction(self.base_player.select, [], self.timeout)
		
	
	def get_move(self):
		return TimeoutFunction(self.base_player.get_move, [], self.timeout)

	def update(self, result):
		return TimeoutFunction(self.base_player.update, [result], self.timeout)

	def quit(self, final_result):
		return TimeoutFunction(self.base_player.quit, [final_result], self.timeout)
# --- timeout_player.py --- #
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import socket
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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
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class Network():
	def __init__(self, colour, address = None):
		self.socket = socket.socket()
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		#self.socket.setblocking(0)
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		if colour == "white":
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			self.port = 4562
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		else:
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			self.port = 4563
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		self.src = None

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	#	print str(self) + " listens on port " + str(self.port)

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		if address == None:
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			self.host = socket.gethostname()
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			self.socket.bind((self.host, self.port))
			self.socket.listen(5)	

			self.src, self.address = self.socket.accept()
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			self.src.send("ok\n")
			if self.get_response() == "QUIT":
				self.src.close()
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		else:
			self.host = address
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			self.socket.connect((address, self.port))
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			self.src = self.socket
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			self.src.send("ok\n")
			if self.get_response() == "QUIT":
				self.src.close()

	def get_response(self):
		# Timeout the start of the message (first character)
		if network_timeout_start > 0.0:
			ready = select.select([self.src], [], [], network_timeout_start)[0]
		else:
			ready = [self.src]
		if self.src in ready:
			s = self.src.recv(1)
		else:
			raise Exception("UNRESPONSIVE")

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		while s[len(s)-1] != '\n':
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			# 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
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class NetworkSender(Player,Network):
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	def __init__(self, base_player, address = None):
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		self.base_player = base_player
		Player.__init__(self, base_player.name, base_player.colour)

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		self.address = address

	def connect(self):
		Network.__init__(self, self.base_player.colour, self.address)


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	def select(self):
		[x,y] = self.base_player.select()
		choice = self.board.grid[x][y]
		s = str(x) + " " + str(y)
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		#print str(self) + ".select sends " + s
		self.send_message(s)
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		return [x,y]

	def get_move(self):
		[x,y] = self.base_player.get_move()
		s = str(x) + " " + str(y)
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		#print str(self) + ".get_move sends " + s
		self.send_message(s)
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		return [x,y]

	def update(self, s):
		self.base_player.update(s)
		s = s.split(" ")
		[x,y] = map(int, s[0:2])
		selected = self.board.grid[x][y]
		if selected != None and selected.colour == self.colour and len(s) > 2 and not "->" in s:
			s = " ".join(s[0:3])
			for i in range(2):
				if selected.types_revealed[i] == True:
					s += " " + str(selected.types[i])
				else:
					s += " unknown"
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			#print str(self) + ".update sends " + s
			self.send_message(s)
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	def quit(self, final_result):
		self.base_player.quit(final_result)
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		#self.src.send("QUIT " + str(final_result) + "\n")
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		self.src.close()

class NetworkReceiver(Player,Network):
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	def __init__(self, colour, address=None):
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		Player.__init__(self, address, colour)

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		self.address = address
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		self.board = None

	def connect(self):
		Network.__init__(self, self.colour, self.address)
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	def select(self):
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		s = self.get_response()
		#print str(self) + ".select gets " + s
		[x,y] = map(int,s.split(" "))
		if x == -1 and y == -1:
			#print str(self) + ".select quits the game"
			with game.lock:
				game.final_state = "network terminated " + self.colour
			game.stop()
		return [x,y]
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	def get_move(self):
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		s = self.get_response()
		#print str(self) + ".get_move gets " + s
		[x,y] = map(int,s.split(" "))
		if x == -1 and y == -1:
			#print str(self) + ".get_move quits the game"
			with game.lock:
				game.final_state = "network terminated " + self.colour
			game.stop()
		return [x,y]
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	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:
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			s = self.get_response()
			#print str(self) + ".update - receives " + str(s)
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			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:
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			pass
			#print str(self) + ".update - ignore result " + str(result)			
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	def quit(self, final_result):
		self.src.close()
	
# --- network.py --- #
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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 --- #
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log_file = None
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import datetime
import urllib2
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class LogFile():
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	def __init__(self, log):	
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		self.log = log
		self.logged = []
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	def write(self, s):
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		now = datetime.datetime.now()
		self.log.write(str(now) + " : " + s + "\n")
		self.logged.append((now, s))
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	def setup(self, board, players):
		self.log.write("# Log starts " + str(datetime.datetime.now()) + "\n")
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		for p in players:
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			self.log.write("# " + p.colour + " : " + p.name + "\n")
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		self.log.write("# Initial board\n")
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		for x in range(0, w):
			for y in range(0, h):
				if board.grid[x][y] != None:
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					self.log.write(str(board.grid[x][y]) + "\n")

		self.log.write("# Start game\n")

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	def close(self):
		self.log.write("# EOF\n")
		self.log.close()

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class HttpLog(LogFile):
	def __init__(self, file_name):
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		LogFile.__init__(self, open(file_name, "w", 0))
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		self.file_name = file_name
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		self.phase = 0
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	def write(self, s):
		now = datetime.datetime.now()
		self.logged.append((now, s))
		
		if self.phase == 0:
			self.log.close()
			self.log = open(self.file_name, "w", 0)
			LogFile.setup(self, game.board, game.players)
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		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):
		self.log.write("# EOF\n")
		self.log.close()
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class HeadRequest(urllib2.Request):
	def get_method(self):
		return "HEAD"
		
class HttpReplay():
	def __init__(self, address):
		self.read_setup = False
		self.log = urllib2.urlopen(address)
		self.address = address

	def readline(self):
		
		line = self.log.readline()
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		sys.stderr.write(sys.argv[0] + " : " + str(self.__class__.__name__) + " read \""+str(line.strip("\r\n")) + "\" from address " + str(self.address) + "\n")
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		if line == "":
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			sys.stderr.write(sys.argv[0] + " : " + str(self.__class__.__name__) + " retrieving from address " + str(self.address) + "\n")
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			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:
				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")

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			self.log = urllib2.urlopen(self.address)
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			game.setup()
			line = self.log.readline()


		return line
			
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	def close(self):
		self.log.close()
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def log(s):
	if log_file != None:
		log_file.write(s)
		

def log_init(board, players):
	if log_file != None:
		log_file.setup(board, players)

# --- log.py --- #


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# 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 = ""
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	# 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:
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					if isinstance(p, NetworkSender):
						self.state["turn"] = p.base_player # "turn" contains the player who's turn it is
					else:
						self.state["turn"] = p
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				#try:
				if True:
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					[x,y] = p.select() # Player selects a square
					if self.stopped():
						break

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					result = self.board.select(x, y, colour = p.colour)				
					for p2 in self.players:
						p2.update(result) # Inform players of what happened


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					log(result)
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					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

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					result = str(x) + " " + str(y) + " -> " + str(x2) + " " + str(y2)
					log(result)
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					self.board.update_move(x, y, x2, y2)
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					for p2 in self.players:
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						p2.update(result) # Inform players of what happened

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					if isinstance(graphics, GraphicsThread):
						with graphics.lock:
							graphics.state["moves"] = [[x2,y2]]

					time.sleep(turn_delay)

					if isinstance(graphics, GraphicsThread):
						with graphics.lock:
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							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
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			#	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
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				if self.board.king["black"] == None:
					if self.board.king["white"] == None:
						with self.lock:
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							self.final_result = self.state["turn"].colour + " DRAW"
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					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)

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		log(self.final_result)

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		if isinstance(graphics, GraphicsThread):
			graphics.stop()
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# A thread that replays a log file
class ReplayThread(GameThread):
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	def __init__(self, players, src, end=False,max_lines=None):
		self.board = Board(style="empty")
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		GameThread.__init__(self, self.board, players)
		self.src = src
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		self.max_lines = max_lines
		self.line_number = 0
		self.end = end
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		self.reset_board(self.src.readline())
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	def reset_board(self, line):
		pieces = {"white" : [], "black" : []}
		king = {"white" : None, "black" : None}
		for x in range(w):
			for y in range(h):
				self.board.grid[x][y] = None
		while line != "# Start game":
			tokens = line.split(" ")
			[x, y] = map(int, tokens[len(tokens)-1].split(","))
			current_type = tokens[1]
			types = map(lambda e : e.strip("'[], "), tokens[2].split(","))

			target = Piece(tokens[0], x, y, current_type)
			try:
				target.choice = types.index(current_type)
			except:
				target.choice = -1

			pieces[token[0]].append(target)
			if target.current_type == "king":
				king[token[0]] = target
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			line = self.src.readline().strip(" \r\n")

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		self.board.pieces = pieces
		self.board.king = king
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	def run(self):
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		move_count = 0
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		line = self.src.readline().strip(" \r\n")
		while line != "# EOF":
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			if self.stopped():
				break

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			if line[0] == '#':
				line = self.src.readline().strip(" \r\n")
				continue
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			tokens = line.split(" ")
			if tokens[0] == "white" or tokens[0] == "black":
				self.reset_board(line)
				line = self.src.readline().strip(" \r\n")
				continue

			move = line.split(":")[1]
			tokens = move.split(" ")
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			try:
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				[x,y] = map(int, tokens[0:2])
			except:
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				self.stop()
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				break

			target = self.board.grid[x][y]
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			move_piece = (tokens[2] == "->")
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			if move_piece:
				[x2,y2] = map(int, tokens[len(tokens)-2:])
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			log(move)
			self.board.update(move)
			for p in self.players:
				p.update(move)
			
			if isinstance(graphics, GraphicsThread):
				with self.lock:
					if target.colour == "white":
						self.state["turn"] = self.players[0]
					else:
						self.state["turn"] = self.players[1]
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				with graphics.lock:
					graphics.state["select"] = target
					if move_piece:
						graphics.state["moves"] = [[x2, y2]]
					elif target.current_type != "unknown":
						graphics.state["moves"] = self.board.possible_moves(target)
					
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		if self.max_lines != None and self.max_lines > count:
			sys.stderr.write(sys.argv[0] + " : Replaying from file; stopping at last line (" + str(count) + ")\n")
			sys.stderr.write(sys.argv[0] + " : (You requested line " + str(self.max_lines) + ")\n")

		if self.end and isinstance(graphics, GraphicsThread):
			#graphics.stop()
			pass # Let the user stop the display
		elif not self.end:
			global game
			game = GameThread(self.board, self.players)
			game.run()
		

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def opponent(colour):
	if colour == "white":
		return "black"
	else:
		return "white"
# --- game.py --- #
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try:
	import pygame
except:
	pass
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import os
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# 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" : {}}

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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 --- #
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graphics_enabled = True
try:
	import pygame
except:
	graphics_enabled = False
	
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