qchess.py 47.4 KB
Newer Older
Sam Moore's avatar
Sam Moore committed
1
#!/usr/bin/python -u
Sam Moore's avatar
Sam Moore committed
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
# +++ 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
Sam Moore's avatar
Sam Moore committed
46
	def draw(self, window, grid_sz = [80,80], style="quantum"):
Sam Moore's avatar
Sam Moore committed
47
48
49
50

		# First draw the image corresponding to self.current_type
		img = images[self.colour][self.current_type]
		rect = img.get_rect()
Sam Moore's avatar
Sam Moore committed
51
52
53
54
		if style == "classical":
			offset = [-rect.width/2, -rect.height/2]
		else:
			offset = [-rect.width/2,-3*rect.height/4] 
Sam Moore's avatar
Sam Moore committed
55
56
57
		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]))
		
		
Sam Moore's avatar
Sam Moore committed
58
59
60
		if style == "classical":
			return

Sam Moore's avatar
Sam Moore committed
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
		# 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 --- #
Sam Moore's avatar
Sam Moore committed
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
# +++ 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"]:
Sam Moore's avatar
Sam Moore committed
198
			p.draw(window, grid_sz, self.style)
Sam Moore's avatar
Sam Moore committed
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225

	# 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:
Sam Moore's avatar
Sam Moore committed
226
			raise Exception("COLOUR " + str(piece.colour) + " not " + str(colour))
Sam Moore's avatar
Sam Moore committed
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503

		# 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 --- #
Sam Moore's avatar
Sam Moore committed
504
505
# +++ player.py +++ #
import subprocess
Sam Moore's avatar
Sam Moore committed
506
507
import select
import platform
Sam Moore's avatar
Sam Moore committed
508

Sam Moore's avatar
Sam Moore committed
509
510
agent_timeout = -1.0 # Timeout in seconds for AI players to make moves
			# WARNING: Won't work for windows based operating systems
Sam Moore's avatar
Sam Moore committed
511

Sam Moore's avatar
Sam Moore committed
512
513
if platform.system() == "Windows":
	agent_timeout = -1 # Hence this
Sam Moore's avatar
Sam Moore committed
514

Sam Moore's avatar
Sam Moore committed
515
516
517
518
519
# A player who can't play
class Player():
	def __init__(self, name, colour):
		self.name = name
		self.colour = colour
Sam Moore's avatar
Sam Moore committed
520

Sam Moore's avatar
Sam Moore committed
521
522
# Player that runs from another process
class AgentPlayer(Player):
Sam Moore's avatar
Sam Moore committed
523
524


Sam Moore's avatar
Sam Moore committed
525
526
	def __init__(self, name, colour):
		Player.__init__(self, name, colour)
Sam Moore's avatar
Sam Moore committed
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
		self.p = subprocess.Popen(name, stdin=subprocess.PIPE, stdout=subprocess.PIPE,stderr=subprocess.PIPE)
		
		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:
			#print "Writing to p.stdin"
			try:
				self.p.stdin.write(s + "\n")
			except:
				raise Exception("UNRESPONSIVE")
		else:
			raise Exception("UNRESPONSIVE")

	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:
			#print "Reading from p.stdout"
			try:
				return self.p.stdout.readline().strip("\r\n")
			except: # Exception, e:
				raise Exception("UNRESPONSIVE")
		else:
Sam Moore's avatar
Sam Moore committed
557
			raise Exception("UNRESPONSIVE")
Sam Moore's avatar
Sam Moore committed
558

Sam Moore's avatar
Sam Moore committed
559
	def select(self):
Sam Moore's avatar
Sam Moore committed
560
561
562

		self.send_message("SELECTION?")
		line = self.get_response()
Sam Moore's avatar
Sam Moore committed
563
564
565
566
567
568
		
		try:
			result = map(int, line.split(" "))
		except:
			raise Exception("GIBBERISH \"" + str(line) + "\"")
		return result
Sam Moore's avatar
Sam Moore committed
569

Sam Moore's avatar
Sam Moore committed
570
571
	def update(self, result):
		#print "Update " + str(result) + " called for AgentPlayer"
Sam Moore's avatar
Sam Moore committed
572
573
		self.send_message(result)

Sam Moore's avatar
Sam Moore committed
574

Sam Moore's avatar
Sam Moore committed
575
576
	def get_move(self):
		
Sam Moore's avatar
Sam Moore committed
577
578
579
		self.send_message("MOVE?")
		line = self.get_response()
		
Sam Moore's avatar
Sam Moore committed
580
581
582
583
584
		try:
			result = map(int, line.split(" "))
		except:
			raise Exception("GIBBERISH \"" + str(line) + "\"")
		return result
Sam Moore's avatar
Sam Moore committed
585

Sam Moore's avatar
Sam Moore committed
586
587
	def quit(self, final_result):
		try:
Sam Moore's avatar
Sam Moore committed
588
			self.send_message("QUIT " + final_result)
Sam Moore's avatar
Sam Moore committed
589
590
		except:
			self.p.kill()
Sam Moore's avatar
Sam Moore committed
591

Sam Moore's avatar
Sam Moore committed
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
# 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:
Sam Moore's avatar
Sam Moore committed
631

Sam Moore's avatar
Sam Moore committed
632
633
634
635
636
637
638
			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
Sam Moore's avatar
Sam Moore committed
639

Sam Moore's avatar
Sam Moore committed
640
641
	# Are you sure you want to quit?
	def quit(self, final_result):
Sam Moore's avatar
Sam Moore committed
642
643
		if graphics == None:		
			sys.stdout.write("QUIT " + final_result + "\n")
Sam Moore's avatar
Sam Moore committed
644

Sam Moore's avatar
Sam Moore committed
645
646
647
648
649
650
	# Completely useless function
	def update(self, result):
		if isinstance(graphics, GraphicsThread):
			pass
		else:
			sys.stdout.write(result + "\n")	
Sam Moore's avatar
Sam Moore committed
651
652


Sam Moore's avatar
Sam Moore committed
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
# 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 --- #
Sam Moore's avatar
Sam Moore committed
693
694
# +++ network.py +++ #
import socket
Sam Moore's avatar
Sam Moore committed
695
696
697
698
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
Sam Moore's avatar
Sam Moore committed
699
700
701
702

class Network():
	def __init__(self, colour, address = None):
		self.socket = socket.socket()
Sam Moore's avatar
Sam Moore committed
703
		#self.socket.setblocking(0)
Sam Moore's avatar
Sam Moore committed
704
705

		if colour == "white":
Sam Moore's avatar
Sam Moore committed
706
			self.port = 4562
Sam Moore's avatar
Sam Moore committed
707
		else:
Sam Moore's avatar
Sam Moore committed
708
			self.port = 4563
Sam Moore's avatar
Sam Moore committed
709
710
711

		self.src = None

Sam Moore's avatar
Sam Moore committed
712
713
	#	print str(self) + " listens on port " + str(self.port)

Sam Moore's avatar
Sam Moore committed
714
		if address == None:
Sam Moore's avatar
Sam Moore committed
715
			self.host = socket.gethostname()
Sam Moore's avatar
Sam Moore committed
716
717
718
719
			self.socket.bind((self.host, self.port))
			self.socket.listen(5)	

			self.src, self.address = self.socket.accept()
Sam Moore's avatar
Sam Moore committed
720
721
722
			self.src.send("ok\n")
			if self.get_response() == "QUIT":
				self.src.close()
Sam Moore's avatar
Sam Moore committed
723
724
		else:
			self.host = address
Sam Moore's avatar
Sam Moore committed
725
			self.socket.connect((address, self.port))
Sam Moore's avatar
Sam Moore committed
726
			self.src = self.socket
Sam Moore's avatar
Sam Moore committed
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
			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")

Sam Moore's avatar
Sam Moore committed
742
743

		while s[len(s)-1] != '\n':
Sam Moore's avatar
Sam Moore committed
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
			# 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
Sam Moore's avatar
Sam Moore committed
774
775
776
777

		

class NetworkSender(Player,Network):
Sam Moore's avatar
Sam Moore committed
778
	def __init__(self, base_player, address = None):
Sam Moore's avatar
Sam Moore committed
779
780
781
		self.base_player = base_player
		Player.__init__(self, base_player.name, base_player.colour)

Sam Moore's avatar
Sam Moore committed
782
783
784
785
786
787
		self.address = address

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


Sam Moore's avatar
Sam Moore committed
788
789
790
791
792

	def select(self):
		[x,y] = self.base_player.select()
		choice = self.board.grid[x][y]
		s = str(x) + " " + str(y)
Sam Moore's avatar
Sam Moore committed
793
794
		#print str(self) + ".select sends " + s
		self.send_message(s)
Sam Moore's avatar
Sam Moore committed
795
796
797
798
799
		return [x,y]

	def get_move(self):
		[x,y] = self.base_player.get_move()
		s = str(x) + " " + str(y)
Sam Moore's avatar
Sam Moore committed
800
801
		#print str(self) + ".get_move sends " + s
		self.send_message(s)
Sam Moore's avatar
Sam Moore committed
802
803
804
805
806
807
808
809
810
811
812
813
814
815
		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"
Sam Moore's avatar
Sam Moore committed
816
817
			#print str(self) + ".update sends " + s
			self.send_message(s)
Sam Moore's avatar
Sam Moore committed
818
819
820
821
				

	def quit(self, final_result):
		self.base_player.quit(final_result)
Sam Moore's avatar
Sam Moore committed
822
		#self.src.send("QUIT " + str(final_result) + "\n")
Sam Moore's avatar
Sam Moore committed
823
824
825
		self.src.close()

class NetworkReceiver(Player,Network):
Sam Moore's avatar
Sam Moore committed
826
	def __init__(self, colour, address=None):
Sam Moore's avatar
Sam Moore committed
827
828
829
		
		Player.__init__(self, address, colour)

Sam Moore's avatar
Sam Moore committed
830
		self.address = address
Sam Moore's avatar
Sam Moore committed
831

Sam Moore's avatar
Sam Moore committed
832
833
834
835
		self.board = None

	def connect(self):
		Network.__init__(self, self.colour, self.address)
Sam Moore's avatar
Sam Moore committed
836
837
838
			

	def select(self):
Sam Moore's avatar
Sam Moore committed
839
840
841
842
843
844
845
846
847
848
		
		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]
Sam Moore's avatar
Sam Moore committed
849
	def get_move(self):
Sam Moore's avatar
Sam Moore committed
850
851
852
853
854
855
856
857
858
		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]
Sam Moore's avatar
Sam Moore committed
859
860
861
862
863
864
865

	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:
Sam Moore's avatar
Sam Moore committed
866
867
			s = self.get_response()
			#print str(self) + ".update - receives " + str(s)
Sam Moore's avatar
Sam Moore committed
868
869
870
871
872
873
874
875
876
877
			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:
Sam Moore's avatar
Sam Moore committed
878
879
			pass
			#print str(self) + ".update - ignore result " + str(result)			
Sam Moore's avatar
Sam Moore committed
880
881
882
883
884
885
		

	def quit(self, final_result):
		self.src.close()
	
# --- network.py --- #
Sam Moore's avatar
Sam Moore committed
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
# +++ 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 --- #
# +++ 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:
Sam Moore's avatar
Sam Moore committed
924
925
926
927
					if isinstance(p, NetworkSender):
						self.state["turn"] = p.base_player # "turn" contains the player who's turn it is
					else:
						self.state["turn"] = p
Sam Moore's avatar
Sam Moore committed
928
				try:
Sam Moore's avatar
Sam Moore committed
929
930
931
932
					[x,y] = p.select() # Player selects a square
					if self.stopped():
						break

Sam Moore's avatar
Sam Moore committed
933
934
935
					
						

Sam Moore's avatar
Sam Moore committed
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
					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:
Sam Moore's avatar
Sam Moore committed
981
982
983
984
985
							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
Sam Moore's avatar
Sam Moore committed
986
987
				except Exception,e:
					result = e.message
Sam Moore's avatar
Sam Moore committed
988
989
					#sys.stderr.write(result + "\n")
					
Sam Moore's avatar
Sam Moore committed
990
991
992
					self.stop()
					with self.lock:
						self.final_result = self.state["turn"].colour + " " + e.message
Sam Moore's avatar
Sam Moore committed
993
994
995
996

				if self.board.king["black"] == None:
					if self.board.king["white"] == None:
						with self.lock:
Sam Moore's avatar
Sam Moore committed
997
							self.final_result = self.state["turn"].colour + " DRAW"
Sam Moore's avatar
Sam Moore committed
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
					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:
Sam Moore's avatar
Sam Moore committed
1100
1101
1102
1103
							game.final_result = ""
							if game.state["turn"] != None:
								game.final_result = game.state["turn"].colour + " "
							game.final_result += "terminated"
Sam Moore's avatar
Sam Moore committed
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
						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):
Sam Moore's avatar
Sam Moore committed
1304
1305
		s = pygame.Surface((self.window.get_width(), self.window.get_height()))
		s.blit(self.window, (0,0))
Sam Moore's avatar
Sam Moore committed
1306
		result = ""
Sam Moore's avatar
Sam Moore committed
1307

Sam Moore's avatar
Sam Moore committed
1308
1309
1310
1311
1312
1313
		while True:
			#print "LOOP"
			if prompt != None:
				self.message(prompt)
				self.message(result, pos = (0, 1))
	
Sam Moore's avatar
Sam Moore committed
1314
			pygame.event.pump()
Sam Moore's avatar
Sam Moore committed
1315
			for event in pygame.event.get():
Sam Moore's avatar
Sam Moore committed
1316
1317
				if event.type == pygame.QUIT:
					return None
Sam Moore's avatar
Sam Moore committed
1318
				if event.type == pygame.KEYDOWN:
Sam Moore's avatar
Sam Moore committed
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
					if event.key == pygame.K_BACKSPACE:
						result = result[0:len(result)-1]
						self.window.blit(s, (0,0)) # Revert the display
						continue
				
						
					try:
						if event.unicode == '\r':
							return result
					
						result += str(event.unicode)
					except:
						continue


	# Function to pick a button
	def SelectButton(self, choices, prompt = None, font_size=32):
		self.board.display_grid(self.window, self.grid_sz)
		if prompt != None:
			self.message(prompt)
		font = pygame.font.Font(None, font_size)
		targets = []
		sz = self.window.get_size()

		
		for i in range(len(choices)):
			c = choices[i]
			
			text = font.render(c, 1, pygame.Color(0,0,0))
			p = (sz[0] / 2 - (1.5*text.get_width())/2, sz[1] / 2 +(i-1)*text.get_height()+(i*2))
			targets.append((p[0], p[1], p[0] + 1.5*text.get_width(), p[1] + text.get_height()))

		while True:
			mp =pygame.mouse.get_pos()
			for i in range(len(choices)):
				c = choices[i]
				if mp[0] > targets[i][0] and mp[0] < targets[i][2] and mp[1] > targets[i][1] and mp[1] < targets[i][3]:
					font_colour = pygame.Color(255,0,0)
					box_colour = pygame.Color(0,0,255,128)
				else:
					font_colour = pygame.Color(0,0,0)
					box_colour = pygame.Color(128,128,128)
				
				text = font.render(c, 1, font_colour)
				s = pygame.Surface((text.get_width()*1.5, text.get_height()), pygame.SRCALPHA)
				s.fill(box_colour)
				pygame.draw.rect(s, (0,0,0), (0,0,1.5*text.get_width(), text.get_height()), self.grid_sz[0]/10)
				s.blit(text, ((text.get_width()*1.5)/2 - text.get_width()/2 ,0))
				self.window.blit(s, targets[i][0:2])
				
	
			pygame.display.flip()

			for event in pygame.event.get():
				if event.type == pygame.QUIT:
					return None
				elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
					for i in range(len(targets)):
						t = targets[i]
						if event.pos[0] > t[0] and event.pos[0] < t[2]:
							if event.pos[1] > t[1] and event.pos[1] < t[3]:
								return i
						#print "Reject " + str(i) + str(event.pos) + " vs " + str(t)
		

	# Function to pick players in a nice GUI way
	def SelectPlayers(self, players = []):


		
		missing = ["white", "black"]
		for p in players:
			missing.remove(p.colour)

		for colour in missing:
			
			
			choice = self.SelectButton(["human", "agent", "network"],prompt = "Choose " + str(colour) + " player", font_size=32)
			if choice == 0:
				players.append(HumanPlayer("human", colour))
			elif choice == 1:
				try:
					import Tkinter
					from tkFileDialog import askopenfilename
					root = Tkinter.Tk() # Need a root to make Tkinter behave
					root.withdraw() # Some sort of magic incantation
					path = askopenfilename(parent=root, initialdir="../agents",title=
'Choose an agent.')
					if path == "":
						return self.SelectPlayers()
					players.append(make_player(path, colour))	
				except Exception,e:
					print "Exception was " + str(e.message)
					p = None
					while p == None:
						self.board.display_grid(self.window, self.grid_sz)
						pygame.display.flip()
						path = self.getstr(prompt = "Enter path:")
						if path == None:
							return None

						if path == "":
							return self.SelectPlayers()

						try:
							p = make_player(path, colour)
						except:
							self.board.display_grid(self.window, self.grid_sz)
							pygame.display.flip()
							self.message("Invalid path!")
							time.sleep(1)
							p = None
					players.append(p)
			elif choice == 2:
				address = ""
				while address == "":
					self.board.display_grid(self.window, self.grid_sz)
					
					address = self.getstr(prompt = "Address? (leave blank for server)")
					if address == None:
						return None
					if address == "":
						address = None
						continue
					try:
						map(int, address.split("."))
					except:
						self.board.display_grid(self.window, self.grid_sz)
						self.message("Invalid IPv4 address!")
						address = ""

				players.append(NetworkReceiver(colour, address))
			else:
				return None
		#print str(self) + ".SelectPlayers returns " + str(players)
		return players
			
				
			
Sam Moore's avatar
Sam Moore committed
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
# --- 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]

Sam Moore's avatar
Sam Moore committed
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
def make_player(name, colour):
	if name[0] == '@':
		if name[1:] == "human":
			return HumanPlayer(name, colour)
		s = name[1:].split(":")
		if s[0] == "network":
			address = None
			if len(s) > 1:
				address = s[1]
			return NetworkReceiver(colour, address)

	else:
		return AgentPlayer(name, colour)
			

Sam Moore's avatar
Sam Moore committed
1495
1496
1497
1498
1499
1500
1501
1502

# The main function! It does the main stuff!
def main(argv):

	# Apparently python will silently treat things as local unless you do this
	# Anyone who says "You should never use a global variable" can die in a fire
	global game
	global graphics
Sam Moore's avatar
Sam Moore committed
1503
1504
1505
1506
1507
	
	global turn_delay
	global agent_timeout
	global log_file
	global src_file
Sam Moore's avatar
Sam Moore committed
1508

Sam Moore's avatar
Sam Moore committed
1509

Sam Moore's avatar
Sam Moore committed
1510

Sam Moore's avatar
Sam Moore committed
1511
	
Sam Moore's avatar
Sam Moore committed
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
	style = "quantum"
	colour = "white"
	graphics_enabled = True

	players = []
	i = 0
	while i < len(argv)-1:
		i += 1
		arg = argv[i]
		if arg[0] != '-':
			players.append(make_player(arg, colour))
			if colour == "white":
				colour = "black"
			elif colour == "black":
				pass
			else:
				sys.stderr.write(sys.argv[0] + " : Too many players (max 2)\n")
			continue

		# Option parsing goes here
		if arg[1] == '-' and arg[2:] == "classical":
			style = "classical"
		elif arg[1] == '-' and arg[2:] == "quantum":
			style = "quantum"
		elif (arg[1] == '-' and arg[2:] == "graphics"):
			graphics_enabled = not graphics_enabled
		elif (arg[1] == '-' and arg[2:].split("=")[0] == "file"):
			# Load game from file
			if len(arg[2:].split("=")) == 1:
				src_file = sys.stdout
			else:
				src_file = arg[2:].split("=")[1]
		elif (arg[1] == '-' and arg[2:].split("=")[0] == "log"):
			# Log file
			if len(arg[2:].split("=")) == 1:
				log_file = sys.stdout
			else:
				log_file = arg[2:].split("=")[1]
		elif (arg[1] == '-' and arg[2:].split("=")[0] == "delay"):
			# Delay
			if len(arg[2:].split("=")) == 1:
				turn_delay = 0
			else:
				turn_delay = float(arg[2:].split("=")[1])

		elif (arg[1] == '-' and arg[2:].split("=")[0] == "timeout"):
			# Timeout
			if len(arg[2:].split("=")) == 1:
				agent_timeout = -1
			elif platform.system() != "Windows": # Windows breaks this option
				agent_timeout = float(arg[2:].split("=")[1])
			else:
				sys.stderr.write(sys.argv[0] + " : Warning - You are using Windows\n")
				agent_timeout = -1
				
		elif (arg[1] == '-' and arg[2:] == "help"):
			# Help
			os.system("less data/help.txt") # The best help function
			return 0
Sam Moore's avatar
Sam Moore committed
1571
1572


Sam Moore's avatar
Sam Moore committed
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
	# Create the board
	board = Board(style)


	# Initialise GUI
	if graphics_enabled == True:
		try:
			graphics = GraphicsThread(board, grid_sz = [64,64]) # Construct a GraphicsThread!
		except Exception,e:
			graphics = None
			sys.stderr.write(sys.argv[0] + " : Got exception trying to initialise graphics\n"+str(e.message)+"\nDisabled graphics\n")
			graphics_enabled = False

	# If there are no players listed, display a nice pretty menu
	if len(players) != 2:
		if graphics != None:
			players = graphics.SelectPlayers(players)
		else:
			sys.stderr.write(sys.argv[0] + " : Usage " + sys.argv[0] + " white black\n")
			return 44

	# If there are still no players, quit
	if players == None or len(players) != 2:
		sys.stderr.write(sys.argv[0] + " : Graphics window closed before players chosen\n")
		return 45


	# Wrap NetworkSender players around original players if necessary
	for i in range(len(players)):
		if isinstance(players[i], NetworkReceiver):
			players[i].board = board # Network players need direct access to the board
			for j in range(len(players)):
				if j == i:
					continue
				if isinstance(players[j], NetworkSender) or isinstance(players[j], NetworkReceiver):
					continue
				players[j] = NetworkSender(players[j], players[i].address)
				players[j].board = board

	# Connect the networked players
	for p in players:
		if isinstance(p, NetworkSender) or isinstance(p, NetworkReceiver):
			if graphics != None:
				graphics.board.display_grid(graphics.window, graphics.grid_sz)
				graphics.message("Connecting to " + p.colour + " player...")
			p.connect()
Sam Moore's avatar
Sam Moore committed
1619
1620


Sam Moore's avatar
Sam Moore committed
1621
1622
	# Construct a GameThread! Make it global! Damn the consequences!
	game = GameThread(board, players) 
Sam Moore's avatar
Sam Moore committed
1623

Sam Moore's avatar
Sam Moore committed
1624

Sam Moore's avatar
Sam Moore committed
1625
1626
1627
1628
1629
1630
1631
1632
1633
	
	if graphics != None:
		game.start() # This runs in a new thread
		graphics.run()
		game.join()
		return game.error + graphics.error
	else:
		game.run()
		return game.error
Sam Moore's avatar
Sam Moore committed
1634
1635
1636
1637
1638

# This is how python does a main() function...
if __name__ == "__main__":
	sys.exit(main(sys.argv))
# --- main.py --- #
Sam Moore's avatar
Sam Moore committed
1639
# EOF - created from make on Thu Jan 24 17:04:54 WST 2013