def redo_single_move(self, widget): move = None try: move = self.redolist.pop() # get side to move before appending to movelist self.stm = self.get_side_to_move() self.movelist.append(move) # do the move in gshogi engine engine.setplayer(self.stm) engine.hmove(move) # side to move changes to opponent self.stm = self.get_side_to_move() gv.gui.set_side_to_move(self.stm) except IndexError: pass try: gv.usib.stop_engine() gv.usiw.stop_engine() except: pass gv.board.update() # set move list window to last move self.move_list.set_move(len(self.movelist)) if move is not None: gv.gui.set_status_bar_msg(move) # highlight the move by changing square colours self.hilite_move(move)
def init_game(self, sfen): engine.setfen(sfen) startpos = sfen sfenlst = sfen.split() if sfenlst[1] == "b": if gv.verbose: print "setting stm to black" stm = BLACK elif sfenlst[1] == "w": stm = WHITE else: stm = BLACK engine.setplayer(stm) gv.usib.set_newgame() gv.usiw.set_newgame() gv.gui.set_status_bar_msg("ready") self.gameover = False gv.gshogi.set_movelist([]) gv.gshogi.set_redolist([]) gv.gshogi.set_startpos(startpos) gv.board.update() # update move list in move list window self.move_list.update() stm = gv.gshogi.get_side_to_move() gv.gshogi.set_side_to_move(stm) gv.gui.set_side_to_move(stm) gv.gui.unhilite_squares() gv.tc.reset_clock()
def process_sfen(self, sfen): sfen = sfen.strip('"') engine.setfen(sfen) startpos = sfen sfenlst = sfen.split() if sfenlst[1] == 'b': stm = BLACK elif sfenlst[1] == 'w': stm = WHITE else: stm = BLACK engine.setplayer(stm) return startpos, stm
def redo_move(self): move = None try: move = self.redolist.pop() # get side to move before appending to movelist self.stm = self.get_side_to_move() self.movelist.append(move) # do the move in gshogi engine engine.setplayer(self.stm) engine.hmove(move) except IndexError: pass
def get_move(self, piece, src, dst, src_x, src_y, dst_x, dst_y): if gv.verbose: print "in get move" print "src=", src print "dst=", dst print "src_x=", src_x print "src_y=", src_y print "dst_x=", dst_x print "dst_y=", dst_y move = self.src + dst # check for promotion if self.promotion_zone(src, dst, self.stm): promote = gv.board.promote(piece, src_x, src_y, dst_x, dst_y, self.stm) if (promote == 2): # must promote move = move + "+" elif (promote == 1): # promotion is optional # # But always prompt before promoting a silver since it # can be valuable to have an unpromoted silver on the # opposite side of the board. if self.ask_before_promoting or piece == " s" or piece == " S": response = gv.gui.promote_popup() if (response == Gtk.ResponseType.CANCEL): return None if (response == Gtk.ResponseType.YES): move = move + "+" else: move = move + "+" if gv.verbose: print "move=", move engine.setplayer(self.stm) validmove = engine.hmove(move) if (not validmove): # illegal move gv.gui.set_status_bar_msg("Illegal Move") return None return move
def computer_move(self): try: self.thinking = True while True: self.thinking = True self.stm = self.get_side_to_move() # update time for last move Gdk.threads_enter() # gv.tc.update_clock() gv.gui.set_side_to_move(self.stm) # set clock ready for move to come # gv.tc.start_clock(self.stm) Gdk.threads_leave() if gv.verbose: print "#" print("# " + self.get_side_to_move_string(self.stm) + " to move") print "#" if self.player[self.stm] == "Human": Gdk.threads_enter() gv.gui.apply_drag_and_drop_settings( self.player[self.stm], self.stm) Gdk.threads_leave() self.thinking = False gv.tc.start_clock(self.stm) return t_start = time.time() if self.player[self.stm] != "gshogi": if self.stm == BLACK: self.usi = gv.usib # usi_opponent = self.usiw # opponent_stm = WHITE else: self.usi = gv.usiw # usi_opponent = self.usib # opponent_stm = BLACK ponder_enabled = gv.engine_manager.get_ponder() if not ponder_enabled: # get engines move self.cmove, self.pondermove[self.stm] = self.usi.cmove( self.movelist, self.stm) else: # pondering ponderhit = False if (self.pondermove[self.stm] is not None and len(self.movelist) > 0): if (self.movelist[-1] == self.pondermove[self.stm] ): ponderhit = True if ponderhit: # ponderhit, wait for return of bestmove and # pondermove self.cmove, self.pondermove[self.stm] = \ self.usi.send_ponderhit(self.stm) else: if self.pondermove[self.stm] is not None: # stop ponder, wait for return of bestmove and # pondermove from ponder bm, pm = self.usi.stop_ponder() # get engines move self.cmove, self.pondermove[self.stm] = \ self.usi.cmove(self.movelist, self.stm) # start pondering if self.pondermove[self.stm] is not None: # send position and ponder command, # return immediately self.usi.start_ponder(self.pondermove[self.stm], self.movelist, self.cmove) if self.stopped or self.cmove is None: self.thinking = False return if gv.verbose: print "computer move is", self.cmove # check if player resigned if self.cmove == "resign": if gv.verbose: print "computer resigned" self.gameover = True self.thinking = False colour = self.get_side_to_move_string(self.stm) msg = "game over - " + colour + " resigned" Gdk.threads_enter() self.stop() gv.gui.set_status_bar_msg(msg) Gdk.threads_leave() self.thinking = False return # engine.setplayer(WHITE) engine.setplayer(self.stm) validmove = engine.hmove(self.cmove) if (not validmove): Gdk.threads_enter() self.stop() gv.gui.set_status_bar_msg( self.cmove + " - computer made illegal Move!") Gdk.threads_leave() self.gameover = True self.thinking = False return if gv.verbose: engine.command("bd") else: if gv.verbose: print "using gshogi builtin engine" # # We are using the builtin gshogi engine (not a USI engine) # if self.player[self.stm ^ 1] == "Human": Gdk.threads_enter() gv.gui.set_status_bar_msg("Thinking ...") Gdk.threads_leave() # set the computer to black or white engine.setplayer(self.stm ^ 1) # start the clock # print "starting clock from gshogi.py" Gdk.threads_enter() gv.tc.start_clock(self.stm) Gdk.threads_leave() # set time limit/level for move in gshogi engine gv.tc.set_gshogi_time_limit(self.stm) # call the gshogi engine to do the move self.cmove = engine.cmove() # update time for last move Gdk.threads_enter() # print "updating clock from gshogi.py" gv.tc.update_clock() gv.gui.set_side_to_move(self.stm) Gdk.threads_leave() if self.quitting: return if self.stopped: self.thinking = False Gdk.threads_enter() gv.gui.set_status_bar_msg("stopped") Gdk.threads_leave() engine.command("undo") return if self.cmove != "": self.movelist.append(self.cmove) self.redolist = [] else: # empty move is returned by gshogi engine when it is in # checkmate if gv.verbose: print "empty move returned by engine" # if the engine moved very fast then wait a bit # before displaying the move. The time to wait # is in MIN_MOVETIME in constants.py t_end = time.time() move_t = t_end - t_start if move_t < MIN_MOVETIME: diff = MIN_MOVETIME - move_t time.sleep(diff) # if program is exitting then quit this thread asap if self.quitting: return # gv.board.save_board(len(self.movelist)) # show computer move Gdk.threads_enter() gv.board.update() self.move_list.update() # highlight the move by changing square colours self.hilite_move(self.cmove) Gdk.threads_leave() # if self.player[self.stm] != "gshogi" # and gv.engine_manager.get_ponder(): # self.usi.send_ponder() # # self.ctp= thread.start_new_thread( # self.usi.send_ponder, () ) if gv.verbose: engine.command("bd") if gv.verbose: print "move=", self.cmove msg = self.cmove self.gameover, gmsg = self.check_for_gameover() if (self.gameover): if (msg == ""): msg = gmsg else: msg = self.get_side_to_move_string( self.stm) + ": " + msg msg = msg + ". " + gmsg self.thinking = False self.stm = self.get_side_to_move() Gdk.threads_enter() self.stop() gv.gui.set_side_to_move(self.stm) gv.gui.set_status_bar_msg(msg) Gdk.threads_leave() return msg = self.get_side_to_move_string(self.stm) + ": " + msg Gdk.threads_enter() gv.gui.set_status_bar_msg(msg) Gdk.threads_leave() self.thinking = False except: traceback.print_exc() return
def load_game_psn_from_str(self, gamestr): cnt = 0 comment_active = False movelist = [] redolist = [] startpos = 'startpos' engine.command('new') stm = BLACK movecnt = 0 self.gamestr = gamestr self.game_len = len(self.gamestr) self.comments.clear_comments() # First header should be near the start of the file # Note the first chars in the file may be a BOM entry and # we need to skip these ptr = 0 # Find '[' of first header while 1: if ptr >= self.game_len or ptr > 2000: self.gui.info_box("Error (1) loading file. No headers found") self.game.new_game('NewGame') self.gui.set_status_bar_msg("Error loading game") return 1 if gamestr[ptr] == '[': break ptr += 1 # First Header found (ptr pointing at '[') hdr, newptr = self.get_header(ptr) if hdr is None: self.gui.info_box("Error (2) loading file. No headers found") self.game.new_game('NewGame') self.gui.set_status_bar_msg("Error loading game") return 1 # Read remaining headers while hdr is not None: ptr = newptr try: prop, value = hdr.split(None, 1) except ValueError: # Error - cannot split header into a property/value pair self.gui.info_box("Error loading file. Invalid header:" + hdr) self.game.new_game('NewGame') self.gui.set_status_bar_msg("Error loading game") return 1 if prop == 'SFEN': # set board position, side to move startpos, stm = self.process_sfen(value) elif prop == "Handicap": handicap = value.strip('"') handicap = handicap.lower() sfen = '' if handicap == 'lance': sfen = 'lnsgkgsn1/1r5b1/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1' elif handicap == 'bishop': sfen = 'lnsgkgsnl/1r7/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1' elif handicap == 'rook': sfen = 'lnsgkgsnl/7b1/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1' elif handicap == 'rook+lance': sfen = 'lnsgkgsn1/7b1/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1' elif handicap == 'rook+bishop': sfen = 'lnsgkgsnl/9/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1' elif handicap == 'four piece': sfen = '1nsgkgsn1/9/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1' elif handicap == 'six piece': sfen = '2sgkgs2/9/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1' elif handicap == 'eight piece': sfen = '3gkg3/9/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1' elif handicap == 'ten piece': sfen = '4k4/9/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1' if sfen != '': startpos, stm = self.process_sfen(sfen) hdr, newptr = self.get_header(ptr) # Moves while 1: if self.verbose: print print "Processing move number (ply):" + str(movecnt + 1) newptr = self.skip_whitespace(ptr) if newptr is None: break ptr = newptr # if we get a header here then it must be a multi-game file # We cannot process multi-game so treat it as eof and exit if gamestr[ptr] == '[': break # Check for stuff to ignore # ignore it and continue processing ignore_string, newptr = self.get_ignore_string(ptr) if ignore_string is not None: # Can get '1....' to indicate white to move first #if ignore_string == '1....' and movecnt == 0: # # Use sfen for initial position but set stm to white # startpos, stm = self.process_sfen("lnsgkgsnl/1r5b1/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1") ptr = newptr continue # comment if self.gamestr[ptr] == '{': comment = '' ptr += 1 while 1: if ptr >= self.game_len: self.gui.info_box("Error unterminated comment") self.game.new_game('NewGame') self.gui.set_status_bar_msg("Error loading game") return 1 # end of file before end of comment if self.gamestr[ptr] == '}': ptr += 1 break comment += self.gamestr[ptr] ptr += 1 # add comment self.comments.set_comment(movecnt, comment) continue # move number # we do not use it moveno, newptr = self.get_moveno(ptr) if moveno is not None: ptr = newptr continue # move move, newptr = self.get_move(ptr, movelist, stm) if move is not None: ptr = newptr engine.setplayer(stm) stm = stm ^ 1 if self.verbose: print "move=", move validmove = engine.hmove(move) if (not validmove): # Should never get this message since get_move has already # validated the move aginst the legal move list # Can get it for sennichite (repetition) self.gui.info_box( "Error loading file, illegal move (possible sennichite (repetition)):" + move + " move number:" + str(movecnt + 1)) self.game.new_game('NewGame') self.gui.set_status_bar_msg("Error loading game") return 1 movecnt += 1 movelist.append(move) if self.verbose: engine.command('bd') continue # Invalid - Display Error # If we get here we have an invalid word # Errors here will stop the processing and prevent the file loading # If the invalid word should be skipped instead then add it to the # ignore processing above word, newptr = self.get_word(ptr) if word is not None: self.gui.info_box( "Error loading file, unable to process move number " + str(movecnt + 1) + ". (illegal move or invalid format):" + word) # Load failed part way through so reset the game self.game.new_game('NewGame') self.gui.set_status_bar_msg("Error loading game") return 1 ptr += 1 self.usib.set_newgame() self.usiw.set_newgame() self.gui.set_status_bar_msg("game loaded") self.gameover = False self.game.set_movelist(movelist) self.game.set_redolist(redolist) self.game.set_startpos(startpos) self.board.update() # update move list in move list window self.move_list.update() stm = self.game.get_side_to_move() self.game.set_side_to_move(stm) self.gui.set_side_to_move(stm) self.gui.unhilite_squares() self.tc.reset_clock() return 0
def get_move(self, ptr, movelist, stm): # get next word in file word, newptr = self.get_word(ptr) if word is None: return None, None move = word if self.verbose: print print "In get_move in psn.py" print "get_move has been passed this possible move:", move # Parse move and return its component parts promoted_piece, piece, source_square, dest_square, move_promotes, move_equals, move_type = self.parse_move( move, movelist) if piece is None: if self.verbose: print "Unable to parse move:", move return None, None # Get list of legal moves engine.setplayer(stm) legal_move_list = self.get_legal_move_list(piece) if self.verbose: print "legal_move_list=", legal_move_list # Create move by concat of component parts if self.validate_square(source_square) and self.validate_square( dest_square): move = source_square + dest_square + move_promotes else: move = promoted_piece + piece + source_square + dest_square + move_promotes # Search for move in the legal move list move2 = self.search_legal_moves(move, legal_move_list) if move2 is not None: # Move Found # The move returned by the search is in the source+dest format suitable for gshogi # e.g. S7b -> 7a7b if self.verbose: print "Search succeeded and returned move:", move2 return move2, newptr # found a valid move # Search failed if self.verbose: print "Search did not find move" # try a drop if move_type == 1 and len(move) == 3: rmove = move[0] + '*' + move[1:] if self.verbose: print "trying a drop. move changed from", move, "to", rmove move2 = self.search_legal_moves(rmove, legal_move_list) if move2 is not None: # Move Found if self.verbose: print "Search succeeded and returned move:", move2 return move2, newptr # found a valid move # No valid move found return None, None
def computer_move(self): try: self.thinking = True while True: self.thinking = True self.stm = self.get_side_to_move() # update time for last move Gdk.threads_enter() # gv.tc.update_clock() gv.gui.set_side_to_move(self.stm) # set clock ready for move to come # gv.tc.start_clock(self.stm) Gdk.threads_leave() if gv.verbose: print "#" print("# " + self.get_side_to_move_string(self.stm) + " to move") print "#" if self.player[self.stm] == "Human": Gdk.threads_enter() gv.gui.apply_drag_and_drop_settings( self.player[self.stm], self.stm) Gdk.threads_leave() self.thinking = False gv.tc.start_clock(self.stm) return t_start = time.time() if self.player[self.stm] != "gshogi": if self.stm == BLACK: self.usi = gv.usib # usi_opponent = self.usiw # opponent_stm = WHITE else: self.usi = gv.usiw # usi_opponent = self.usib # opponent_stm = BLACK ponder_enabled = gv.engine_manager.get_ponder() if not ponder_enabled: # get engines move self.cmove, self.pondermove[self.stm] = self.usi.cmove( self.movelist, self.stm) else: # pondering ponderhit = False if (self.pondermove[self.stm] is not None and len(self.movelist) > 0): if (self.movelist[-1] == self.pondermove[self.stm]): ponderhit = True if ponderhit: # ponderhit, wait for return of bestmove and # pondermove self.cmove, self.pondermove[self.stm] = \ self.usi.send_ponderhit(self.stm) else: if self.pondermove[self.stm] is not None: # stop ponder, wait for return of bestmove and # pondermove from ponder bm, pm = self.usi.stop_ponder() # get engines move self.cmove, self.pondermove[self.stm] = \ self.usi.cmove(self.movelist, self.stm) # start pondering if self.pondermove[self.stm] is not None: # send position and ponder command, # return immediately self.usi.start_ponder( self.pondermove[self.stm], self.movelist, self.cmove) if self.stopped or self.cmove is None: self.thinking = False return if gv.verbose: print "computer move is", self.cmove # check if player resigned if self.cmove == "resign": if gv.verbose: print "computer resigned" self.gameover = True self.thinking = False colour = self.get_side_to_move_string(self.stm) msg = "game over - " + colour + " resigned" Gdk.threads_enter() self.stop() gv.gui.set_status_bar_msg(msg) Gdk.threads_leave() self.thinking = False return # engine.setplayer(WHITE) engine.setplayer(self.stm) validmove = engine.hmove(self.cmove) if (not validmove): Gdk.threads_enter() self.stop() gv.gui.set_status_bar_msg( self.cmove + " - computer made illegal Move!") Gdk.threads_leave() self.gameover = True self.thinking = False return if gv.verbose: engine.command("bd") else: if gv.verbose: print "using gshogi builtin engine" # # We are using the builtin gshogi engine (not a USI engine) # if self.player[self.stm ^ 1] == "Human": Gdk.threads_enter() gv.gui.set_status_bar_msg("Thinking ...") Gdk.threads_leave() # set the computer to black or white engine.setplayer(self.stm ^ 1) # start the clock # print "starting clock from gshogi.py" Gdk.threads_enter() gv.tc.start_clock(self.stm) Gdk.threads_leave() # set time limit/level for move in gshogi engine gv.tc.set_gshogi_time_limit(self.stm) # call the gshogi engine to do the move self.cmove = engine.cmove() # update time for last move Gdk.threads_enter() # print "updating clock from gshogi.py" gv.tc.update_clock() gv.gui.set_side_to_move(self.stm) Gdk.threads_leave() if self.quitting: return if self.stopped: self.thinking = False Gdk.threads_enter() gv.gui.set_status_bar_msg("stopped") Gdk.threads_leave() engine.command("undo") return if self.cmove != "": self.movelist.append(self.cmove) self.redolist = [] else: # empty move is returned by gshogi engine when it is in # checkmate if gv.verbose: print "empty move returned by engine" # if the engine moved very fast then wait a bit # before displaying the move. The time to wait # is in MIN_MOVETIME in constants.py t_end = time.time() move_t = t_end - t_start if move_t < MIN_MOVETIME: diff = MIN_MOVETIME - move_t time.sleep(diff) # if program is exitting then quit this thread asap if self.quitting: return # gv.board.save_board(len(self.movelist)) # show computer move Gdk.threads_enter() gv.board.update() self.move_list.update() # highlight the move by changing square colours self.hilite_move(self.cmove) Gdk.threads_leave() # if self.player[self.stm] != "gshogi" # and gv.engine_manager.get_ponder(): # self.usi.send_ponder() # # self.ctp= thread.start_new_thread( # self.usi.send_ponder, () ) if gv.verbose: engine.command("bd") if gv.verbose: print "move=", self.cmove msg = self.cmove self.gameover, gmsg = self.check_for_gameover() if (self.gameover): if (msg == ""): msg = gmsg else: msg = self.get_side_to_move_string( self.stm) + ": " + msg msg = msg + ". " + gmsg self.thinking = False self.stm = self.get_side_to_move() Gdk.threads_enter() self.stop() gv.gui.set_side_to_move(self.stm) gv.gui.set_status_bar_msg(msg) Gdk.threads_leave() return msg = self.get_side_to_move_string(self.stm) + ": " + msg Gdk.threads_enter() gv.gui.set_status_bar_msg(msg) Gdk.threads_leave() self.thinking = False except: traceback.print_exc() return
def get_move(self, ptr, movelist, stm): # get next word in file word, newptr = self.get_word(ptr) if word is None: return None, None move = word if self.verbose: print print "In get_move in psn.py" print "get_move has been passed this possible move:",move # Parse move and return its component parts promoted_piece, piece, source_square, dest_square, move_promotes, move_equals, move_type = self.parse_move(move, movelist) if piece is None: if self.verbose: print "Unable to parse move:",move return None, None # Get list of legal moves engine.setplayer(stm) legal_move_list = self.get_legal_move_list(piece) if self.verbose: print "legal_move_list=",legal_move_list # Create move by concat of component parts if self.validate_square(source_square) and self.validate_square(dest_square): move = source_square + dest_square + move_promotes else: move = promoted_piece + piece + source_square + dest_square + move_promotes # Search for move in the legal move list move2 = self.search_legal_moves(move, legal_move_list) if move2 is not None: # Move Found # The move returned by the search is in the source+dest format suitable for gshogi # e.g. S7b -> 7a7b if self.verbose: print "Search succeeded and returned move:",move2 return move2, newptr # found a valid move # Search failed if self.verbose: print "Search did not find move" # try a drop if move_type == 1 and len(move) == 3: rmove = move[0] + '*' + move[1:] if self.verbose: print "trying a drop. move changed from", move, "to", rmove move2 = self.search_legal_moves(rmove, legal_move_list) if move2 is not None: # Move Found if self.verbose: print "Search succeeded and returned move:",move2 return move2, newptr # found a valid move # No valid move found return None, None
def load_game_psn_from_str(self, gamestr): cnt = 0 comment_active = False movelist = [] redolist = [] startpos = 'startpos' engine.command('new') stm = BLACK movecnt = 0 self.gamestr = gamestr self.game_len = len(self.gamestr) self.comments.clear_comments() # First header should be near the start of the file # Note the first chars in the file may be a BOM entry and # we need to skip these ptr = 0 # Find '[' of first header while 1: if ptr >= self.game_len or ptr > 2000: self.gui.info_box("Error (1) loading file. No headers found") self.game.new_game('NewGame') self.gui.set_status_bar_msg("Error loading game") return 1 if gamestr[ptr] == '[': break ptr += 1 # First Header found (ptr pointing at '[') hdr, newptr = self.get_header(ptr) if hdr is None: self.gui.info_box("Error (2) loading file. No headers found") self.game.new_game('NewGame') self.gui.set_status_bar_msg("Error loading game") return 1 # Read remaining headers while hdr is not None: ptr = newptr try: prop, value = hdr.split(None, 1) except ValueError: # Error - cannot split header into a property/value pair self.gui.info_box("Error loading file. Invalid header:" + hdr) self.game.new_game('NewGame') self.gui.set_status_bar_msg("Error loading game") return 1 if prop == 'SFEN': # set board position, side to move startpos, stm = self.process_sfen(value) elif prop == "Handicap": handicap = value.strip('"') handicap = handicap.lower() sfen = '' if handicap == 'lance': sfen = 'lnsgkgsn1/1r5b1/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1' elif handicap == 'bishop': sfen = 'lnsgkgsnl/1r7/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1' elif handicap == 'rook': sfen = 'lnsgkgsnl/7b1/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1' elif handicap == 'rook+lance': sfen = 'lnsgkgsn1/7b1/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1' elif handicap == 'rook+bishop': sfen = 'lnsgkgsnl/9/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1' elif handicap == 'four piece': sfen = '1nsgkgsn1/9/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1' elif handicap == 'six piece': sfen = '2sgkgs2/9/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1' elif handicap == 'eight piece': sfen = '3gkg3/9/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1' elif handicap == 'ten piece': sfen = '4k4/9/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1' if sfen != '': startpos, stm = self.process_sfen(sfen) hdr, newptr = self.get_header(ptr) # Moves while 1: if self.verbose: print print "Processing move number (ply):" + str(movecnt + 1) newptr = self.skip_whitespace(ptr) if newptr is None: break ptr = newptr # if we get a header here then it must be a multi-game file # We cannot process multi-game so treat it as eof and exit if gamestr[ptr] == '[': break # Check for stuff to ignore # ignore it and continue processing ignore_string, newptr = self.get_ignore_string(ptr) if ignore_string is not None: # Can get '1....' to indicate white to move first #if ignore_string == '1....' and movecnt == 0: # # Use sfen for initial position but set stm to white # startpos, stm = self.process_sfen("lnsgkgsnl/1r5b1/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1") ptr = newptr continue # comment if self.gamestr[ptr] == '{': comment = '' ptr += 1 while 1: if ptr >= self.game_len: self.gui.info_box("Error unterminated comment") self.game.new_game('NewGame') self.gui.set_status_bar_msg("Error loading game") return 1 # end of file before end of comment if self.gamestr[ptr] == '}': ptr += 1 break comment += self.gamestr[ptr] ptr += 1 # add comment self.comments.set_comment(movecnt, comment) continue # move number # we do not use it moveno, newptr = self.get_moveno(ptr) if moveno is not None: ptr = newptr continue # move move, newptr = self.get_move(ptr, movelist, stm) if move is not None: ptr = newptr engine.setplayer(stm) stm = stm ^ 1 if self.verbose: print "move=",move validmove = engine.hmove(move) if (not validmove): # Should never get this message since get_move has already # validated the move aginst the legal move list # Can get it for sennichite (repetition) self.gui.info_box("Error loading file, illegal move (possible sennichite (repetition)):" + move + " move number:" + str(movecnt + 1)) self.game.new_game('NewGame') self.gui.set_status_bar_msg("Error loading game") return 1 movecnt += 1 movelist.append(move) if self.verbose: engine.command('bd') continue # Invalid - Display Error # If we get here we have an invalid word # Errors here will stop the processing and prevent the file loading # If the invalid word should be skipped instead then add it to the # ignore processing above word, newptr = self.get_word(ptr) if word is not None: self.gui.info_box("Error loading file, unable to process move number " + str(movecnt + 1) + ". (illegal move or invalid format):" + word) # Load failed part way through so reset the game self.game.new_game('NewGame') self.gui.set_status_bar_msg("Error loading game") return 1 ptr +=1 self.usib.set_newgame() self.usiw.set_newgame() self.gui.set_status_bar_msg("game loaded") self.gameover = False self.game.set_movelist(movelist) self.game.set_redolist(redolist) self.game.set_startpos(startpos) self.board.update() # update move list in move list window self.move_list.update() stm = self.game.get_side_to_move() self.game.set_side_to_move(stm) self.gui.set_side_to_move(stm) self.gui.unhilite_squares() self.tc.reset_clock() return 0