#!/usr/bin/python -u 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.colour) + " " + str(self.current_type) + " " + str(self.types) + " at " + str(self.x) + ","+str(self.y) # Draw the piece in a pygame surface def draw(self, window, grid_sz = [80,80], style="quantum"): # First draw the image corresponding to self.current_type img = images[self.colour][self.current_type] rect = img.get_rect() if style == "classical": offset = [-rect.width/2, -rect.height/2] else: offset = [-rect.width/2,-3*rect.height/4] window.blit(img, (self.x * grid_sz[0] + grid_sz[0]/2 + offset[0], self.y * grid_sz[1] + grid_sz[1]/2 + offset[1])) if style == "classical": return # Draw the two possible types underneath the current_type image for i in range(len(self.types)): if always_reveal_states == True or self.types_revealed[i] == True: img = small_images[self.colour][self.types[i]] else: img = small_images[self.colour]["unknown"] # If the type hasn't been revealed, show a placeholder rect = img.get_rect() offset = [-rect.width/2,-rect.height/2] if i == 0: target = (self.x * grid_sz[0] + grid_sz[0]/5 + offset[0], self.y * grid_sz[1] + 3*grid_sz[1]/4 + offset[1]) else: target = (self.x * grid_sz[0] + 4*grid_sz[0]/5 + offset[0], self.y * grid_sz[1] + 3*grid_sz[1]/4 + offset[1]) window.blit(img, target) # Blit shit # Collapses the wave function! def select(self): if self.current_type == "unknown": self.choice = random.randint(0,1) self.current_type = self.types[self.choice] self.types_revealed[self.choice] = True return self.choice # Uncollapses (?) the wave function! def deselect(self): #print "Deselect called" if (self.x + self.y) % 2 != 0: if (self.types[0] != self.types[1]) or (self.types_revealed[0] == False or self.types_revealed[1] == False): self.current_type = "unknown" self.choice = -1 else: self.choice = 0 # Both the two types are the same # The sad moment when you realise that you do not understand anything about a subject you studied for 4 years... # --- piece.py --- # [w,h] = [8,8] # Width and height of board(s) always_reveal_states = False # 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"] if style == "empty": return # Add all the pieces with known primary types for i in range(0, 2): s = ["black", "white"][i] c = self.pieces[s] y = [0, h-1][i] c.append(Piece(s, 0, y, ["rook"])) c.append(Piece(s, 1, y, ["knight"])) c.append(Piece(s, 2, y, ["bishop"])) k = Piece(s, 3, y, ["king", "king"]) # There can only be one ruler! k.types_revealed[1] = True k.current_type = "king" self.king[s] = k c.append(k) c.append(Piece(s, 4, y, ["queen"])) # Apparently he may have multiple wives though. c.append(Piece(s, 5, y, ["bishop"])) c.append(Piece(s, 6, y, ["knight"])) c.append(Piece(s, 7, y, ["rook"])) if y == 0: y += 1 else: y -= 1 # Lots of pawn for x in range(0, w): c.append(Piece(s, x, y, ["pawn"])) types_left = {} types_left.update(piece_types) del types_left["king"] # We don't want one of these randomly appearing (although it might make things interesting...) del types_left["unknown"] # We certainly don't want these! for piece in c: # Add to grid self.grid[piece.x][piece.y] = piece if len(piece.types) > 1: continue if style == "agent": # Assign placeholder "unknown" secondary type piece.types.append("unknown") continue elif style == "quantum": # The master allocates the secondary types choice = types_left.keys()[random.randint(0, len(types_left.keys())-1)] types_left[choice] -= 1 if types_left[choice] <= 0: del types_left[choice] piece.types.append(choice) elif style == "classical": piece.types.append(piece.types[0]) piece.current_type = piece.types[0] piece.types_revealed[1] = True piece.choice = 0 def clone(self): newboard = Board(master = False) newpieces = newboard.pieces["white"] + newboard.pieces["black"] mypieces = self.pieces["white"] + self.pieces["black"] for i in range(len(mypieces)): newpieces[i].init_from_copy(mypieces[i]) def display_grid(self, window = None, grid_sz = [80,80]): if window == None: return # I was considering implementing a text only display, then I thought "Fuck that" # The indentation is getting seriously out of hand... for x in range(0, w): for y in range(0, h): if (x + y) % 2 == 0: c = pygame.Color(200,200,200) else: c = pygame.Color(64,64,64) pygame.draw.rect(window, c, (x*grid_sz[0], y*grid_sz[1], (x+1)*grid_sz[0], (y+1)*grid_sz[1])) def display_pieces(self, window = None, grid_sz = [80,80]): if window == None: return for p in self.pieces["white"] + self.pieces["black"]: p.draw(window, grid_sz, self.style) # Draw the board in a pygame window def display(self, window = None): self.display_grid(window) self.display_pieces(window) def verify(self): for x in range(w): for y in range(h): if self.grid[x][y] == None: continue if (self.grid[x][y].x != x or self.grid[x][y].y != y): raise Exception(sys.argv[0] + ": MISMATCH " + str(self.grid[x][y]) + " should be at " + str(x) + "," + str(y)) # Select a piece on the board (colour is the colour of whoever is doing the selecting) def select(self, x,y, colour=None): if not self.on_board(x, y): # Get on board everyone! raise Exception("BOUNDS") piece = self.grid[x][y] if piece == None: raise Exception("EMPTY") if colour != None and piece.colour != colour: raise Exception("COLOUR " + str(piece.colour) + " not " + str(colour)) # I'm not quite sure why I made this return a string, but screw logical design return str(x) + " " + str(y) + " " + str(piece.select()) + " " + str(piece.current_type) # 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 --- # import subprocess import select import platform agent_timeout = -1.0 # Timeout in seconds for AI players to make moves # WARNING: Won't work for windows based operating systems if platform.system() == "Windows": agent_timeout = -1 # Hence this # A player who can't play class Player(): def __init__(self, name, colour): self.name = name self.colour = colour def update(self, result): pass # Player that runs from another process class ExternalAgent(Player): def __init__(self, name, colour): Player.__init__(self, name, colour) self.p = subprocess.Popen(name,bufsize=0,stdin=subprocess.PIPE, stdout=subprocess.PIPE, shell=True,universal_newlines=True) self.send_message(colour) def send_message(self, s): if agent_timeout > 0.0: ready = select.select([], [self.p.stdin], [], agent_timeout)[1] else: ready = [self.p.stdin] if self.p.stdin in ready: #sys.stderr.write("Writing \'" + s + "\' to " + str(self.p) + "\n") try: self.p.stdin.write(s + "\n") except: raise Exception("UNRESPONSIVE") else: raise Exception("TIMEOUT") def get_response(self): if agent_timeout > 0.0: ready = select.select([self.p.stdout], [], [], agent_timeout)[0] else: ready = [self.p.stdout] if self.p.stdout in ready: #sys.stderr.write("Reading from " + str(self.p) + " 's stdout...\n") try: result = self.p.stdout.readline().strip("\r\n") #sys.stderr.write("Read \'" + result + "\' from " + str(self.p) + "\n") return result except: # Exception, e: raise Exception("UNRESPONSIVE") else: raise Exception("TIMEOUT") def select(self): self.send_message("SELECTION?") line = self.get_response() try: result = map(int, line.split(" ")) except: raise Exception("GIBBERISH \"" + str(line) + "\"") return result def update(self, result): #print "Update " + str(result) + " called for AgentPlayer" self.send_message(result) def get_move(self): self.send_message("MOVE?") line = self.get_response() try: result = map(int, line.split(" ")) except: raise Exception("GIBBERISH \"" + str(line) + "\"") return result def quit(self, final_result): try: self.send_message("QUIT " + final_result) except: self.p.kill() # So you want to be a player here? class HumanPlayer(Player): def __init__(self, name, colour): Player.__init__(self, name, colour) # Select your preferred account def select(self): if isinstance(graphics, GraphicsThread): # Basically, we let the graphics thread do some shit and then return that information to the game thread graphics.cond.acquire() # We wait for the graphics thread to select a piece while graphics.stopped() == False and graphics.state["select"] == None: graphics.cond.wait() # The difference between humans and machines is that humans sleep select = graphics.state["select"] graphics.cond.release() if graphics.stopped(): return [-1,-1] return [select.x, select.y] else: # Since I don't display the board in this case, I'm not sure why I filled it in... while True: sys.stdout.write("SELECTION?\n") try: p = map(int, sys.stdin.readline().strip("\r\n ").split(" ")) except: sys.stderr.write("ILLEGAL GIBBERISH\n") continue # It's your move captain def get_move(self): if isinstance(graphics, GraphicsThread): graphics.cond.acquire() while graphics.stopped() == False and graphics.state["dest"] == None: graphics.cond.wait() graphics.cond.release() return graphics.state["dest"] else: while True: sys.stdout.write("MOVE?\n") try: p = map(int, sys.stdin.readline().strip("\r\n ").split(" ")) except: sys.stderr.write("ILLEGAL GIBBERISH\n") continue # Are you sure you want to quit? def quit(self, final_result): if graphics == None: sys.stdout.write("QUIT " + final_result + "\n") # Completely useless function def update(self, result): if isinstance(graphics, GraphicsThread): pass else: sys.stdout.write(result + "\n") # Default internal player (makes random moves) class InternalAgent(Player): def __init__(self, name, colour): Player.__init__(self, name, colour) self.choice = None self.board = Board(style = "agent") def update(self, result): self.board.update(result) self.board.verify() def quit(self, final_result): pass class AgentRandom(InternalAgent): def __init__(self, name, colour): InternalAgent.__init__(self, name, colour) def select(self): while True: self.choice = self.board.pieces[self.colour][random.randint(0, len(self.board.pieces[self.colour])-1)] all_moves = [] # Check that the piece has some possibility to move tmp = self.choice.current_type if tmp == "unknown": # For unknown pieces, try both types for t in self.choice.types: if t == "unknown": continue self.choice.current_type = t all_moves += self.board.possible_moves(self.choice) else: all_moves = self.board.possible_moves(self.choice) self.choice.current_type = tmp if len(all_moves) > 0: break return [self.choice.x, self.choice.y] def get_move(self): moves = self.board.possible_moves(self.choice) move = moves[random.randint(0, len(moves)-1)] return move # Terrible, terrible hacks def run_agent(agent): #sys.stderr.write(sys.argv[0] + " : Running agent " + str(agent) + "\n") while True: line = sys.stdin.readline().strip(" \r\n") if line == "SELECTION?": #sys.stderr.write(sys.argv[0] + " : Make selection\n") [x,y] = agent.select() # Gets your agent's selection #sys.stderr.write(sys.argv[0] + " : Selection was " + str(agent.choice) + "\n") sys.stdout.write(str(x) + " " + str(y) + "\n") elif line == "MOVE?": #sys.stderr.write(sys.argv[0] + " : Make move\n") [x,y] = agent.get_move() # Gets your agent's move sys.stdout.write(str(x) + " " + str(y) + "\n") elif line.split(" ")[0] == "QUIT": #sys.stderr.write(sys.argv[0] + " : Quitting\n") agent.quit(" ".join(line.split(" ")[1:])) # Quits the game break else: agent.update(line) # Updates agent.board return 0 # Sort of works? class ExternalWrapper(ExternalAgent): def __init__(self, agent): run = "python -u -c \"import sys;import os;from qchess import *;agent = " + agent.__class__.__name__ + "('" + agent.name + "','"+agent.colour+"');sys.stdin.readline();sys.exit(run_agent(agent))\"" # str(run) ExternalAgent.__init__(self, run, agent.colour) # --- player.py --- # # A sample agent class AgentBishop(InternalAgent): # Inherits from InternalAgent (in qchess) def __init__(self, name, colour): InternalAgent.__init__(self, name, colour) self.value = {"pawn" : 1, "bishop" : 3, "knight" : 3, "rook" : 5, "queen" : 9, "king" : 100, "unknown" : 4} self.aggression = 2.0 # Multiplier for scoring due to aggressive actions self.defence = 1.0 # Multiplier for scoring due to defensive actions self.depth = 0 # Current depth self.max_depth = 2 # Recurse this many times (for some reason, makes more mistakes when this is increased???) self.recurse_for = -1 # Recurse for the best few moves each times (less than 0 = all moves) for p in self.board.pieces["white"] + self.board.pieces["black"]: p.last_moves = None p.selected_moves = None def get_value(self, piece): if piece == None: return 0.0 return float(self.value[piece.types[0]] + self.value[piece.types[1]]) / 2.0 # Score possible moves for the piece def prioritise_moves(self, piece): #sys.stderr.write(sys.argv[0] + " : " + str(self) + " prioritise called for " + str(piece) + "\n") grid = self.board.probability_grid(piece) #sys.stderr.write("\t Probability grid " + str(grid) + "\n") moves = [] for x in range(w): for y in range(h): if grid[x][y] < 0.3: # Throw out moves with < 30% probability #sys.stderr.write("\tReject " + str(x) + "," + str(y) + " (" + str(grid[x][y]) + ")\n") continue target = self.board.grid[x][y] # Get total probability that the move is protected [xx,yy] = [piece.x, piece.y] [piece.x, piece.y] = [x, y] self.board.grid[x][y] = piece self.board.grid[xx][yy] = None defenders = self.board.coverage(x, y, piece.colour, reject_allied = False) d_prob = 0.0 for d in defenders.keys(): d_prob += defenders[d] if len(defenders.keys()) > 0: d_prob /= float(len(defenders.keys())) if (d_prob > 1.0): d_prob = 1.0 # Get total probability that the move is threatened attackers = self.board.coverage(x, y, opponent(piece.colour), reject_allied = False) a_prob = 0.0 for a in attackers.keys(): a_prob += attackers[a] if len(attackers.keys()) > 0: a_prob /= float(len(attackers.keys())) if (a_prob > 1.0): a_prob = 1.0 self.board.grid[x][y] = target self.board.grid[xx][yy] = piece [piece.x, piece.y] = [xx, yy] # Score of the move value = self.aggression * (1.0 + d_prob) * self.get_value(target) - self.defence * (1.0 - d_prob) * a_prob * self.get_value(piece) # Adjust score based on movement of piece out of danger attackers = self.board.coverage(piece.x, piece.y, opponent(piece.colour)) s_prob = 0.0 for a in attackers.keys(): s_prob += attackers[a] if len(attackers.keys()) > 0: s_prob /= float(len(attackers.keys())) if (s_prob > 1.0): s_prob = 1.0 value += self.defence * s_prob * self.get_value(piece) # Adjust score based on probability that the move is actually possible moves.append([[x, y], grid[x][y] * value]) moves.sort(key = lambda e : e[1], reverse = True) #sys.stderr.write(sys.argv[0] + ": Moves for " + str(piece) + " are " + str(moves) + "\n") piece.last_moves = moves piece.selected_moves = None return moves def select_best(self, colour): self.depth += 1 all_moves = {} for p in self.board.pieces[colour]: self.choice = p # Temporarily pick that piece m = self.prioritise_moves(p) if len(m) > 0: all_moves.update({p : m[0]}) if len(all_moves.items()) <= 0: return None opts = all_moves.items() opts.sort(key = lambda e : e[1][1], reverse = True) if self.depth >= self.max_depth: self.depth -= 1 return list(opts[0]) if self.recurse_for >= 0: opts = opts[0:self.recurse_for] #sys.stderr.write(sys.argv[0] + " : Before recurse, options are " + str(opts) + "\n") # Take the best few moves, and recurse for choice in opts[0:self.recurse_for]: [xx,yy] = [choice[0].x, choice[0].y] # Remember position [nx,ny] = choice[1][0] # Target [choice[0].x, choice[0].y] = [nx, ny] # Set position target = self.board.grid[nx][ny] # Remember piece in spot self.board.grid[xx][yy] = None # Remove piece self.board.grid[nx][ny] = choice[0] # Replace with moving piece # Recurse best_enemy_move = self.select_best(opponent(choice[0].colour)) choice[1][1] -= best_enemy_move[1][1] / float(self.depth + 1.0) [choice[0].x, choice[0].y] = [xx, yy] # Restore position self.board.grid[nx][ny] = target # Restore taken piece self.board.grid[xx][yy] = choice[0] # Restore moved piece opts.sort(key = lambda e : e[1][1], reverse = True) #sys.stderr.write(sys.argv[0] + " : After recurse, options are " + str(opts) + "\n") self.depth -= 1 return list(opts[0]) # Returns [x,y] of selected piece def select(self): #sys.stderr.write("Getting choice...") self.choice = self.select_best(self.colour)[0] #sys.stderr.write(" Done " + str(self.choice)+"\n") return [self.choice.x, self.choice.y] # Returns [x,y] of square to move selected piece into def get_move(self): #sys.stderr.write("Choice is " + str(self.choice) + "\n") self.choice.selected_moves = self.choice.last_moves moves = self.prioritise_moves(self.choice) if len(moves) > 0: return moves[0][0] else: return InternalAgent.get_move(self) # --- agent_bishop.py --- # import multiprocessing # Hacky alternative to using select for timing out players # WARNING: Do not wrap around HumanPlayer or things breakify # WARNING: Do not use in general or things breakify class Sleeper(multiprocessing.Process): def __init__(self, timeout): multiprocessing.Process.__init__(self) self.timeout = timeout def run(self): time.sleep(self.timeout) class Worker(multiprocessing.Process): def __init__(self, function, args, q): multiprocessing.Process.__init__(self) self.function = function self.args = args self.q = q def run(self): #print str(self) + " runs " + str(self.function) + " with args " + str(self.args) self.q.put(self.function(*self.args)) def TimeoutFunction(function, args, timeout): q = multiprocessing.Queue() w = Worker(function, args, q) s = Sleeper(timeout) w.start() s.start() while True: # Busy loop of crappyness if not w.is_alive(): s.terminate() result = q.get() w.join() #print "TimeoutFunction gets " + str(result) return result elif not s.is_alive(): w.terminate() s.join() raise Exception("TIMEOUT") # A player that wraps another player and times out its moves # Uses threads # A (crappy) alternative to the use of select() class TimeoutPlayer(Player): def __init__(self, base_player, timeout): Player.__init__(self, base_player.name, base_player.colour) self.base_player = base_player self.timeout = timeout def select(self): return TimeoutFunction(self.base_player.select, [], self.timeout) def get_move(self): return TimeoutFunction(self.base_player.get_move, [], self.timeout) def update(self, result): return TimeoutFunction(self.base_player.update, [result], self.timeout) def quit(self, final_result): return TimeoutFunction(self.base_player.quit, [final_result], self.timeout) # --- timeout_player.py --- # import socket import select network_timeout_start = -1.0 # Timeout in seconds to wait for the start of a message network_timeout_delay = 1.0 # Maximum time between two characters being received class Network(): def __init__(self, colour, address = None): self.socket = socket.socket() #self.socket.setblocking(0) if colour == "white": self.port = 4562 else: self.port = 4563 self.src = None # print str(self) + " listens on port " + str(self.port) if address == None: self.host = socket.gethostname() self.socket.bind((self.host, self.port)) self.socket.listen(5) self.src, self.address = self.socket.accept() self.src.send("ok\n") if self.get_response() == "QUIT": self.src.close() else: self.host = address self.socket.connect((address, self.port)) self.src = self.socket self.src.send("ok\n") if self.get_response() == "QUIT": self.src.close() def get_response(self): # Timeout the start of the message (first character) if network_timeout_start > 0.0: ready = select.select([self.src], [], [], network_timeout_start)[0] else: ready = [self.src] if self.src in ready: s = self.src.recv(1) else: raise Exception("UNRESPONSIVE") while s[len(s)-1] != '\n': # Timeout on each character in the message if network_timeout_delay > 0.0: ready = select.select([self.src], [], [], network_timeout_delay)[0] else: ready = [self.src] if self.src in ready: s += self.src.recv(1) else: raise Exception("UNRESPONSIVE") return s.strip(" \r\n") def send_message(self,s): if network_timeout_start > 0.0: ready = select.select([], [self.src], [], network_timeout_start)[1] else: ready = [self.src] if self.src in ready: self.src.send(s + "\n") else: raise Exception("UNRESPONSIVE") def check_quit(self, s): s = s.split(" ") if s[0] == "QUIT": with game.lock: game.final_result = " ".join(s[1:]) + " " + str(opponent(self.colour)) game.stop() return True class NetworkSender(Player,Network): def __init__(self, base_player, address = None): self.base_player = base_player Player.__init__(self, base_player.name, base_player.colour) self.address = address def connect(self): Network.__init__(self, self.base_player.colour, self.address) def select(self): [x,y] = self.base_player.select() choice = self.board.grid[x][y] s = str(x) + " " + str(y) #print str(self) + ".select sends " + s self.send_message(s) return [x,y] def get_move(self): [x,y] = self.base_player.get_move() s = str(x) + " " + str(y) #print str(self) + ".get_move sends " + s self.send_message(s) return [x,y] def update(self, s): self.base_player.update(s) s = s.split(" ") [x,y] = map(int, s[0:2]) selected = self.board.grid[x][y] if selected != None and selected.colour == self.colour and len(s) > 2 and not "->" in s: s = " ".join(s[0:3]) for i in range(2): if selected.types_revealed[i] == True: s += " " + str(selected.types[i]) else: s += " unknown" #print str(self) + ".update sends " + s self.send_message(s) def quit(self, final_result): self.base_player.quit(final_result) #self.src.send("QUIT " + str(final_result) + "\n") self.src.close() class NetworkReceiver(Player,Network): def __init__(self, colour, address=None): Player.__init__(self, address, colour) self.address = address self.board = None def connect(self): Network.__init__(self, self.colour, self.address) def select(self): s = self.get_response() #print str(self) + ".select gets " + s [x,y] = map(int,s.split(" ")) if x == -1 and y == -1: #print str(self) + ".select quits the game" with game.lock: game.final_state = "network terminated " + self.colour game.stop() return [x,y] def get_move(self): s = self.get_response() #print str(self) + ".get_move gets " + s [x,y] = map(int,s.split(" ")) if x == -1 and y == -1: #print str(self) + ".get_move quits the game" with game.lock: game.final_state = "network terminated " + self.colour game.stop() return [x,y] def update(self, result): result = result.split(" ") [x,y] = map(int, result[0:2]) selected = self.board.grid[x][y] if selected != None and selected.colour == self.colour and len(result) > 2 and not "->" in result: s = self.get_response() #print str(self) + ".update - receives " + str(s) s = s.split(" ") selected.choice = int(s[2]) for i in range(2): selected.types[i] = str(s[3+i]) if s[3+i] == "unknown": selected.types_revealed[i] = False else: selected.types_revealed[i] = True selected.current_type = selected.types[selected.choice] else: pass #print str(self) + ".update - ignore result " + str(result) def quit(self, final_result): self.src.close() # --- network.py --- # import threading # A thread that can be stopped! # Except it can only be stopped if it checks self.stopped() periodically # So it can sort of be stopped class StoppableThread(threading.Thread): def __init__(self): threading.Thread.__init__(self) self._stop = threading.Event() def stop(self): self._stop.set() def stopped(self): return self._stop.isSet() # --- thread_util.py --- # log_file = None import datetime import urllib2 class LogFile(): def __init__(self, file_name): self.log = open(file_name, "w", 0) def write(self, s): self.log.write(str(datetime.datetime.now()) + " : " + s + "\n") def setup(self, board, players): self.log.write("# Log starts " + str(datetime.datetime.now()) + "\n") for p in players: self.log.write("# " + p.colour + " : " + p.name + "\n") self.log.write("# Initial board\n") for x in range(0, w): for y in range(0, h): if board.grid[x][y] != None: self.log.write(str(board.grid[x][y]) + "\n") self.log.write("# Start game\n") class HttpLog(LogFile): def __init__(self, file_name): LogFile.__init__(self, file_name) self.file_name = file_name def prelog(self): self.log.close() self.log = open(self.file_name, "w", 0) LogFile.setup(self, game.board, game.players) 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() sys.stderr.write(sys.argv[0] + " : " + str(self.__class__.__name__) + " read \""+str(line.strip("\r\n")) + "\" from address " + str(self.address) + "\n") if line == "": sys.stderr.write(sys.argv[0] + " : " + str(self.__class__.__name__) + " retrieving from address " + str(self.address) + "\n") 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") self.log = urllib2.urlopen(self.address) game.setup() line = self.log.readline() return line def close(self): self.log.close() 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 --- # # A thread that runs the game class GameThread(StoppableThread): def __init__(self, board, players): StoppableThread.__init__(self) self.board = board self.players = players self.state = {"turn" : None} # The game state self.error = 0 # Whether the thread exits with an error self.lock = threading.RLock() #lock for access of self.state self.cond = threading.Condition() # conditional for some reason, I forgot self.final_result = "" # Run the game (run in new thread with start(), run in current thread with run()) def run(self): result = "" while not self.stopped(): for p in self.players: with self.lock: if isinstance(p, NetworkSender): self.state["turn"] = p.base_player # "turn" contains the player who's turn it is else: self.state["turn"] = p #try: if True: [x,y] = p.select() # Player selects a square if self.stopped(): break result = self.board.select(x, y, colour = p.colour) for p2 in self.players: p2.update(result) # Inform players of what happened log(result) target = self.board.grid[x][y] if isinstance(graphics, GraphicsThread): with graphics.lock: graphics.state["moves"] = self.board.possible_moves(target) graphics.state["select"] = target time.sleep(turn_delay) if len(self.board.possible_moves(target)) == 0: #print "Piece cannot move" target.deselect() if isinstance(graphics, GraphicsThread): with graphics.lock: graphics.state["moves"] = None graphics.state["select"] = None graphics.state["dest"] = None continue try: [x2,y2] = p.get_move() # Player selects a destination except: self.stop() if self.stopped(): break if isinstance(log_file, HttpLog): log_file.prelog() self.board.update_move(x, y, x2, y2) result = str(x) + " " + str(y) + " -> " + str(x2) + " " + str(y2) for p2 in self.players: p2.update(result) # Inform players of what happened log(result) if isinstance(graphics, GraphicsThread): with graphics.lock: graphics.state["moves"] = [[x2,y2]] time.sleep(turn_delay) if isinstance(graphics, GraphicsThread): with graphics.lock: graphics.state["select"] = None graphics.state["dest"] = None graphics.state["moves"] = None # Commented out exception stuff for now, because it makes it impossible to tell if I made an IndentationError somewhere # except Exception,e: # result = e.message # #sys.stderr.write(result + "\n") # # self.stop() # with self.lock: # self.final_result = self.state["turn"].colour + " " + e.message if self.board.king["black"] == None: if self.board.king["white"] == None: with self.lock: self.final_result = self.state["turn"].colour + " DRAW" else: with self.lock: self.final_result = "white" self.stop() elif self.board.king["white"] == None: with self.lock: self.final_result = "black" self.stop() if self.stopped(): break for p2 in self.players: p2.quit(self.final_result) log(self.final_result) if isinstance(graphics, GraphicsThread): graphics.stop() # A thread that replays a log file class ReplayThread(GameThread): def __init__(self, players, src, end=False,max_lines=None): self.board = Board(style="empty") GameThread.__init__(self, self.board, players) self.src = src self.max_lines = max_lines self.line_number = 0 self.end = end self.setup() def setup(self): sys.stderr.write("setup called for ReplayThread\n") if True: while self.src.readline().strip(" \r\n") != "# Initial board": self.line_number += 1 line = self.src.readline().strip(" \r\n") while line != "# Start game": #print "Reading line " + str(line) self.line_number += 1 [x,y] = map(int, line.split("at")[1].strip(" \r\n").split(",")) colour = line.split(" ")[0] current_type = line.split(" ")[1] types = map(lambda e : e.strip(" [],'"), line.split(" ")[2:4]) p = Piece(colour, x, y, types) if current_type != "unknown": p.current_type = current_type p.choice = types.index(current_type) self.board.pieces[colour].append(p) self.board.grid[x][y] = p if current_type == "king": self.board.king[colour] = p line = self.src.readline().strip(" \r\n") #except Exception, e: # raise Exception("FILE line: " + str(self.line_number) + " \""+str(line)+"\"") #\n" + e.message) def run(self): i = 0 phase = 0 count = 0 line = self.src.readline().strip(" \r\n") while line != "# EOF": sys.stderr.write(sys.argv[0] + " : " + str(self.__class__.__name__) + " read: " + str(line) + "\n") count += 1 if self.max_lines != None and count > self.max_lines: self.stop() if self.stopped(): break with self.lock: self.state["turn"] = self.players[i] line = line.split(":") result = line[len(line)-1].strip(" \r\n") try: self.board.update(result) except Exception, e: sys.stderr.write("Exception! " + str(e.message) + "\n") self.final_result = result self.stop() break log(result) [x,y] = map(int, result.split(" ")[0:2]) target = self.board.grid[x][y] if isinstance(graphics, GraphicsThread): if phase == 0: with graphics.lock: graphics.state["moves"] = self.board.possible_moves(target) graphics.state["select"] = target if self.end: time.sleep(turn_delay) elif phase == 1: [x2,y2] = map(int, result.split(" ")[3:5]) with graphics.lock: graphics.state["moves"] = [[x2,y2]] if self.end: time.sleep(turn_delay) with graphics.lock: graphics.state["select"] = None graphics.state["dest"] = None graphics.state["moves"] = None for p in self.players: p.update(result) phase = (phase + 1) % 2 if phase == 0: i = (i + 1) % 2 line = self.src.readline().strip(" \r\n") sys.stderr.write(sys.argv[0] + " : " + str(self.__class__.__name__) + " finished...\n") 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() def opponent(colour): if colour == "white": return "black" else: return "white" # --- game.py --- # try: import pygame except: pass import os # Dictionary that stores the unicode character representations of the different pieces # Chess was clearly the reason why unicode was invented # 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" : {}} def create_images(grid_sz, font_name=os.path.join(os.path.curdir, "data", "DejaVuSans.ttf")): # Get the font sizes l_size = 5*(grid_sz[0] / 8) s_size = 3*(grid_sz[0] / 8) for c in piece_char.keys(): if c == "black": for p in piece_char[c].keys(): images[c].update({p : pygame.font.Font(font_name, l_size).render(piece_char[c][p], True,(0,0,0))}) small_images[c].update({p : pygame.font.Font(font_name, s_size).render(piece_char[c][p],True,(0,0,0))}) elif c == "white": for p in piece_char[c].keys(): images[c].update({p : pygame.font.Font(font_name, l_size+1).render(piece_char["black"][p], True,(255,255,255))}) images[c][p].blit(pygame.font.Font(font_name, l_size).render(piece_char[c][p], True,(0,0,0)),(0,0)) small_images[c].update({p : pygame.font.Font(font_name, s_size+1).render(piece_char["black"][p],True,(255,255,255))}) small_images[c][p].blit(pygame.font.Font(font_name, s_size).render(piece_char[c][p],True,(0,0,0)),(0,0)) def load_images(image_dir=os.path.join(os.path.curdir, "data", "images")): if not os.path.exists(image_dir): raise Exception("Couldn't load images from " + image_dir + " (path doesn't exist)") for c in piece_char.keys(): for p in piece_char[c].keys(): images[c].update({p : pygame.image.load(os.path.join(image_dir, c + "_" + p + ".png"))}) small_images[c].update({p : pygame.image.load(os.path.join(image_dir, c + "_" + p + "_small.png"))}) # --- images.py --- # graphics_enabled = True try: import pygame except: graphics_enabled = False # A thread to make things pretty class GraphicsThread(StoppableThread): def __init__(self, board, title = "UCC::Progcomp 2013 - QChess", grid_sz = [80,80]): 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) #print "Initialised properly" self.grid_sz = grid_sz[:] self.state = {"select" : None, "dest" : None, "moves" : None, "overlay" : None, "coverage" : None} self.error = 0 self.lock = threading.RLock() self.cond = threading.Condition() #print "Test font" pygame.font.Font(os.path.join(os.path.curdir, "data", "DejaVuSans.ttf"), 32).render("Hello", True,(0,0,0)) #load_images() create_images(grid_sz) """ for c in images.keys(): for p in images[c].keys(): images[c][p] = images[c][p].convert(self.window) small_images[c][p] = small_images[c][p].convert(self.window) """ # On the run from the world def run(self): while not self.stopped(): #print "Display grid" self.board.display_grid(window = self.window, grid_sz = self.grid_sz) # Draw the board #print "Display overlay" self.overlay() #print "Display pieces" self.board.display_pieces(window = self.window, grid_sz = self.grid_sz) # Draw the board pygame.display.flip() for event in pygame.event.get(): if event.type == pygame.QUIT: if isinstance(game, GameThread): with game.lock: game.final_result = "" if game.state["turn"] != None: game.final_result = game.state["turn"].colour + " " game.final_result += "terminated" game.stop() self.stop() break elif event.type == pygame.MOUSEBUTTONDOWN: self.mouse_down(event) elif event.type == pygame.MOUSEBUTTONUP: self.mouse_up(event) self.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(os.path.join(os.path.curdir, "data", "DejaVuSans.ttf"), 14) text = font.render("{0:.2f}".format(round(m[x][y],2)), 1, pygame.Color(0,0,0)) self.window.blit(text, mp) # 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(os.path.join(os.path.curdir, "data", "DejaVuSans.ttf"), 14) text = font.render("{0:.2f}".format(round(m[p],2)), 1, pygame.Color(0,0,0)) self.window.blit(text, mp) # Draw a square where the mouse is # 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 = 20): #print "Drawing message..." font = pygame.font.Font(os.path.join(os.path.curdir, "data", "DejaVuSans.ttf"), font_size) if colour == None: colour = pygame.Color(0,0,0) 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): s = pygame.Surface((self.window.get_width(), self.window.get_height())) s.blit(self.window, (0,0)) result = "" while True: #print "LOOP" if prompt != None: self.message(prompt) self.message(result, pos = (0, 1)) pygame.event.pump() for event in pygame.event.get(): if event.type == pygame.QUIT: return None if event.type == pygame.KEYDOWN: if event.key == pygame.K_BACKSPACE: result = result[0:len(result)-1] self.window.blit(s, (0,0)) # Revert the display continue try: if event.unicode == '\r': return result result += str(event.unicode) except: continue # Function to pick a button def SelectButton(self, choices, prompt = None, font_size=20): #print "Select button called!" self.board.display_grid(self.window, self.grid_sz) if prompt != None: self.message(prompt) font = pygame.font.Font(os.path.join(os.path.curdir, "data", "DejaVuSans.ttf"), font_size) targets = [] sz = self.window.get_size() for i in range(len(choices)): c = choices[i] text = font.render(c, 1, pygame.Color(0,0,0)) p = (sz[0] / 2 - (1.5*text.get_width())/2, sz[1] / 2 +(i-1)*text.get_height()+(i*2)) targets.append((p[0], p[1], p[0] + 1.5*text.get_width(), p[1] + text.get_height())) while True: mp =pygame.mouse.get_pos() for i in range(len(choices)): c = choices[i] if mp[0] > targets[i][0] and mp[0] < targets[i][2] and mp[1] > targets[i][1] and mp[1] < targets[i][3]: font_colour = pygame.Color(255,0,0) box_colour = pygame.Color(0,0,255,128) else: font_colour = pygame.Color(0,0,0) box_colour = pygame.Color(128,128,128) text = font.render(c, 1, font_colour) s = pygame.Surface((text.get_width()*1.5, text.get_height()), pygame.SRCALPHA) s.fill(box_colour) pygame.draw.rect(s, (0,0,0), (0,0,1.5*text.get_width(), text.get_height()), self.grid_sz[0]/10) s.blit(text, ((text.get_width()*1.5)/2 - text.get_width()/2 ,0)) self.window.blit(s, targets[i][0:2]) pygame.display.flip() for event in pygame.event.get(): if event.type == pygame.QUIT: return None elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 1: for i in range(len(targets)): t = targets[i] if event.pos[0] > t[0] and event.pos[0] < t[2]: if event.pos[1] > t[1] and event.pos[1] < t[3]: return i #print "Reject " + str(i) + str(event.pos) + " vs " + str(t) # Function to pick players in a nice GUI way def SelectPlayers(self, players = []): #print "SelectPlayers called" missing = ["white", "black"] for p in players: missing.remove(p.colour) for colour in missing: choice = self.SelectButton(["human", "agent", "network"],prompt = "Choose " + str(colour) + " player") if choice == 0: players.append(HumanPlayer("human", colour)) elif choice == 1: import inspect internal_agents = inspect.getmembers(sys.modules[__name__], inspect.isclass) internal_agents = [x for x in internal_agents if issubclass(x[1], InternalAgent)] internal_agents.remove(('InternalAgent', InternalAgent)) if len(internal_agents) > 0: choice2 = self.SelectButton(["internal", "external"], prompt="Type of agent") else: choice2 = 1 if choice2 == 0: agent = internal_agents[self.SelectButton(map(lambda e : e[0], internal_agents), prompt="Choose internal agent")] players.append(agent[1](agent[0], colour)) elif choice2 == 1: try: import Tkinter from tkFileDialog import askopenfilename root = Tkinter.Tk() # Need a root to make Tkinter behave root.withdraw() # Some sort of magic incantation path = askopenfilename(parent=root, initialdir="../agents",title= 'Choose an agent.') if path == "": return self.SelectPlayers() players.append(make_player(path, colour)) except: p = None while p == None: self.board.display_grid(self.window, self.grid_sz) pygame.display.flip() path = self.getstr(prompt = "Enter path:") if path == None: return None if path == "": return self.SelectPlayers() try: p = make_player(path, colour) except: self.board.display_grid(self.window, self.grid_sz) pygame.display.flip() self.message("Invalid path!") time.sleep(1) p = None players.append(p) elif choice == 2: address = "" while address == "": self.board.display_grid(self.window, self.grid_sz) address = self.getstr(prompt = "Address? (leave blank for server)") if address == None: return None if address == "": address = None continue try: map(int, address.split(".")) except: self.board.display_grid(self.window, self.grid_sz) self.message("Invalid IPv4 address!") address = "" players.append(NetworkReceiver(colour, address)) else: return None #print str(self) + ".SelectPlayers returns " + str(players) return players # --- graphics.py --- # #!/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] def make_player(name, colour): if name[0] == '@': if name[1:] == "human": return HumanPlayer(name, colour) s = name[1:].split(":") if s[0] == "network": address = None if len(s) > 1: address = s[1] return NetworkReceiver(colour, address) if s[0] == "internal": import inspect internal_agents = inspect.getmembers(sys.modules[__name__], inspect.isclass) internal_agents = [x for x in internal_agents if issubclass(x[1], InternalAgent)] internal_agents.remove(('InternalAgent', InternalAgent)) if len(s) != 2: sys.stderr.write(sys.argv[0] + " : '@internal' should be followed by ':' and an agent name\n") sys.stderr.write(sys.argv[0] + " : Choices are: " + str(map(lambda e : e[0], internal_agents)) + "\n") return None for a in internal_agents: if s[1] == a[0]: return a[1](name, colour) sys.stderr.write(sys.argv[0] + " : Can't find an internal agent matching \"" + s[1] + "\"\n") sys.stderr.write(sys.argv[0] + " : Choices are: " + str(map(lambda e : e[0], internal_agents)) + "\n") return None else: return ExternalAgent(name, colour) # The main function! It does the main stuff! def main(argv): # Apparently python will silently treat things as local unless you do this # Anyone who says "You should never use a global variable" can die in a fire global game global graphics global turn_delay global agent_timeout global log_file global src_file global graphics_enabled global always_reveal_states max_lines = None src_file = None style = "quantum" colour = "white" # Get the important warnings out of the way if platform.system() == "Windows": sys.stderr.write(sys.argv[0] + " : Warning - You are using " + platform.system() + "\n") if platform.release() == "Vista": sys.stderr.write(sys.argv[0] + " : God help you.\n") players = [] i = 0 while i < len(argv)-1: i += 1 arg = argv[i] if arg[0] != '-': p = make_player(arg, colour) if not isinstance(p, Player): sys.stderr.write(sys.argv[0] + " : Fatal error creating " + colour + " player\n") return 100 players.append(p) if colour == "white": colour = "black" elif colour == "black": pass else: sys.stderr.write(sys.argv[0] + " : Too many players (max 2)\n") continue # Option parsing goes here if arg[1] == '-' and arg[2:] == "classical": style = "classical" elif arg[1] == '-' and arg[2:] == "quantum": style = "quantum" elif arg[1] == '-' and arg[2:] == "reveal": always_reveal_states = True elif (arg[1] == '-' and arg[2:] == "graphics"): graphics_enabled = not graphics_enabled elif (arg[1] == '-' and arg[2:].split("=")[0] == "file"): # Load game from file if len(arg[2:].split("=")) == 1: src_file = sys.stdin else: f = arg[2:].split("=")[1] if f[0] == '@': src_file = HttpReplay("http://" + f.split(":")[0][1:]) else: src_file = open(f.split(":")[0], "r", 0) if len(f.split(":")) == 2: max_lines = int(f.split(":")[1]) elif (arg[1] == '-' and arg[2:].split("=")[0] == "log"): # Log file if len(arg[2:].split("=")) == 1: log_file = sys.stdout else: f = arg[2:].split("=")[1] if f[0] == '@': log_file = HttpLog(f[1:]) else: log_file = LogFile(f) elif (arg[1] == '-' and arg[2:].split("=")[0] == "delay"): # Delay if len(arg[2:].split("=")) == 1: turn_delay = 0 else: turn_delay = float(arg[2:].split("=")[1]) elif (arg[1] == '-' and arg[2:].split("=")[0] == "timeout"): # Timeout if len(arg[2:].split("=")) == 1: agent_timeout = -1 else: agent_timeout = float(arg[2:].split("=")[1]) elif (arg[1] == '-' and arg[2:] == "help"): # Help os.system("less data/help.txt") # The best help function return 0 # Create the board # Construct a GameThread! Make it global! Damn the consequences! if src_file != None: # Hack to stop ReplayThread from exiting #if len(players) == 0: # players = [HumanPlayer("dummy", "white"), HumanPlayer("dummy", "black")] # Normally the ReplayThread exits if there are no players # TODO: Decide which behaviour to use, and fix it end = (len(players) == 0) if end: players = [Player("dummy", "white"), Player("dummy", "black")] elif len(players) != 2: sys.stderr.write(sys.argv[0] + " : Usage " + sys.argv[0] + " white black\n") if graphics_enabled: sys.stderr.write(sys.argv[0] + " : (You won't get a GUI, because --file was used, and the author is lazy)\n") return 44 game = ReplayThread(players, src_file, end=end, max_lines=max_lines) else: board = Board(style) game = GameThread(board, players) # Initialise GUI if graphics_enabled == True: try: graphics = GraphicsThread(game.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() # If using windows, select won't work; use horrible TimeoutPlayer hack if agent_timeout > 0: if platform.system() == "Windows": for i in range(len(players)): if isinstance(players[i], ExternalAgent) or isinstance(players[i], InternalAgent): players[i] = TimeoutPlayer(players[i], agent_timeout) else: warned = False # InternalAgents get wrapped to an ExternalAgent when there is a timeout # This is not confusing at all. for i in range(len(players)): if isinstance(players[i], InternalAgent): players[i] = ExternalWrapper(players[i]) log_init(game.board, players) if graphics != None: game.start() # This runs in a new thread graphics.run() if game.is_alive(): game.join() error = game.error + graphics.error else: game.run() error = game.error if log_file != None and log_file != sys.stdout: log_file.write("# EOF\n") log_file.close() if src_file != None and src_file != sys.stdin: src_file.close() return error # This is how python does a main() function... if __name__ == "__main__": try: sys.exit(main(sys.argv)) except KeyboardInterrupt: sys.stderr.write(sys.argv[0] + " : Got KeyboardInterrupt. Stopping everything\n") if isinstance(graphics, StoppableThread): graphics.stop() graphics.run() # Will clean up graphics because it is stopped, not run it (a bit dodgy) if isinstance(game, StoppableThread): game.stop() if game.is_alive(): game.join() sys.exit(102) # --- main.py --- # # EOF - created from make on Wed Jan 30 18:01:41 WST 2013