Example #1
0
 def __init__(self, setup=False, lboard=None):
     if setup is True:
         Board.__init__(self,
                        setup=self.asymmetricrandom_start(),
                        lboard=lboard)
     else:
         Board.__init__(self, setup=setup, lboard=lboard)
Example #2
0
    def testAttackedAndNotProtected(self):
        """ Testing what recognize the algorithm """
        board = Board(setup=True)
        dsa = DecisionSupportAlgorithm()
        dsa.set_foe_as_bot()
        dsa.enableDisableAlgo(True)

        moves = ((cordDic["e2"], cordDic["e4"]), (cordDic["d7"],
                                                  cordDic["d5"]))

        for cord0, cord1 in moves:
            board = board.move(Move(Cord(cord0), Cord(cord1), board))

        coordinate_attacked = dsa._DecisionSupportAlgorithm__apply_algorithm(
            board, WHITE,
            dsa._DecisionSupportAlgorithm__attacked_and_not_protected)

        # Not protected
        self.assertEqual([Cord("e4", color="R")], coordinate_attacked)

        coordinate_attacked = dsa._DecisionSupportAlgorithm__apply_algorithm(
            board, BLACK,
            dsa._DecisionSupportAlgorithm__attacked_and_not_protected)

        # protected by Queen
        self.assertEqual([], coordinate_attacked)

        board = board.move(Move(Cord(E4), Cord(E5), board))

        coordinate_attacked = dsa._DecisionSupportAlgorithm__apply_algorithm(
            board, WHITE,
            dsa._DecisionSupportAlgorithm__attacked_and_not_protected)

        self.assertEqual([], coordinate_attacked)
Example #3
0
 def __init__(self, setup=False, lboard=None):
     if setup is True:
         Board.__init__(self,
                        setup=self.asymmetricrandom_start(),
                        lboard=lboard)
     else:
         Board.__init__(self, setup=setup, lboard=lboard)
Example #4
0
 def __init__(self, setup=True):
     fen = SETUPSTART if setup is True else setup
     # add all kind if piece to holdings (except king)
     parts = fen.split()
     parts[0] += "/prnsqPRNSQ"
     fen = " ".join(parts)
     Board.__init__(self, setup=fen)
     self._ply = 0
Example #5
0
 def __init__(self, setup=True):
     fenstr = SETUPSTART if setup is True else setup
     # add all kind if piece to holdings
     parts = fenstr.split()
     parts[0] += "/prnsqkPRNSQK"
     fenstr = " ".join(parts)
     Board.__init__(self, setup=fenstr)
     self._ply = 0
Example #6
0
 def __init__(self, setup=True):
     fen = SETUPSTART if setup is True else setup
     # add all kind if piece to holdings (except king)
     parts = fen.split()
     parts[0] += "/prnsqPRNSQ"
     fen = " ".join(parts)
     Board.__init__(self, setup=fen)
     self._ply = 0
Example #7
0
    def loadToModel(self, gameno, position=-1, model=None, quick_parse=True):
        if not model:
            model = GameModel()

        model.tags['Event'] = self._getTag(gameno, 'Event')
        model.tags['Site'] = self._getTag(gameno, 'Site')
        model.tags['Date'] = self._getTag(gameno, 'Date')
        model.tags['Round'] = self._getTag(gameno, 'Round')
        model.tags['White'], model.tags['Black'] = self.get_player_names(
            gameno)
        model.tags['WhiteElo'] = self._getTag(gameno, 'WhiteElo')
        model.tags['BlackElo'] = self._getTag(gameno, 'BlackElo')
        model.tags['Result'] = reprResult[self.get_result(gameno)]
        model.tags['ECO'] = self._getTag(gameno, "ECO")

        fenstr = self._getTag(gameno, "FEN")
        variant = self._getTag(gameno, "Variant")
        if variant and ("fischer" in variant.lower() or "960" in variant):
            from pychess.Variants.fischerandom import FRCBoard
            model.variant = FischerRandomChess
            model.boards = [FRCBoard(fenstr)]
        else:
            if fenstr:
                model.boards = [Board(fenstr)]
            else:
                model.boards = [Board(setup=True)]

        del model.moves[:]
        model.status = WAITING_TO_START
        model.reason = UNKNOWN_REASON

        error = None
        if quick_parse:
            movstrs = self._getMoves(gameno)
            for i, mstr in enumerate(movstrs):
                if position != -1 and model.ply >= position:
                    break
                try:
                    move = parseAny(model.boards[-1], mstr)
                except ParsingError, e:
                    notation, reason, boardfen = e.args
                    ply = model.boards[-1].ply
                    if ply % 2 == 0:
                        moveno = "%d." % (i / 2 + 1)
                    else:
                        moveno = "%d..." % (i / 2 + 1)
                    errstr1 = _(
                        "The game can't be read to end, because of an error parsing move %(moveno)s '%(notation)s'."
                    ) % {
                        'moveno': moveno,
                        'notation': notation
                    }
                    errstr2 = _("The move failed because %s.") % reason
                    error = LoadingError(errstr1, errstr2)
                    break
                model.moves.append(move)
                model.boards.append(model.boards[-1].move(move))
Example #8
0
    def __onReadyForMoves(self, self_):
        self.returnQueue.put("ready")
        self.readyMoves = True
        self._newGame()

        # If we are an analyzer, this signal was already called in a different
        # thread, so we can safely block it.
        if self.mode in (ANALYZING, INVERSE_ANALYZING):
            if not self.board:
                self.board = Board(setup=True)
            self.putMove(self.board, None, None)
 def __init__(self, setup=True, lboard=None):
     fenstr = SETUPSTART if setup is True else setup
     # add all kind of pieces to holdings
     parts = fenstr.split()
     parts[0] += "/prnsqkPRNSQK"
     fenstr = " ".join(parts)
     if lboard is not None:
         Board.__init__(self, setup=fenstr, lboard=lboard)
     else:
         Board.__init__(self, setup=fenstr)
     self._ply = 0
Example #10
0
    def testAll(self):
        board = Board(setup=True)
        dsa = DecisionSupportAlgorithm()
        dsa.set_foe_as_bot()
        dsa.enableDisableAlgo(True)

        moves = ((cordDic["e2"], cordDic["e4"]), (cordDic["d7"],
                                                  cordDic["d5"]))

        for cord0, cord1 in moves:
            board = board.move(Move(Cord(cord0), Cord(cord1), board))
        board.printPieces()

        # Not protected
        self.assertEqual(
            set([
                Cord("a1", color="Y"),
                Cord("h1", color="Y"),
                Cord("e4", color="R")
            ]), set(dsa.calculate_coordinate_in_danger(board, WHITE)))

        # protected by Queen, so no danger
        self.assertEqual(set([Cord("a8", color="Y"),
                              Cord("h8", color="Y")]),
                         set(dsa.calculate_coordinate_in_danger(board, BLACK)))

        # pawn go forward, no danger
        board = board.move(Move(Cord(E4), Cord(E5), board))
        self.assertEqual(
            set([
                Cord("a1", color="Y"),
                Cord("h1", color="Y"),
                Cord("e5", color="Y")
            ]), set(dsa.calculate_coordinate_in_danger(board, WHITE)))

        # Should not recognize king
        board_king = Board(setup=True)
        dsa_king = DecisionSupportAlgorithm()
        dsa_king.set_foe_as_bot()
        dsa_king.enableDisableAlgo(True)

        moves = ((cordDic["e2"], cordDic["e4"]),
                 (cordDic["f7"], cordDic["f5"]), (cordDic["d1"],
                                                  cordDic["h5"]))

        for cord0, cord1 in moves:
            board_king = board_king.move(
                Move(Cord(cord0), Cord(cord1), board_king))
            # board_king.printPieces()

        self.assertEqual(
            set([
                Cord("a8", color="Y"),
                Cord("h8", color="Y"),
                Cord("f5", color="Y")
            ]), set(dsa.calculate_coordinate_in_danger(board_king, BLACK)))
Example #11
0
 def test2(self):
     """ Test analyzing in promotion situations """
     
     board = Board('5k2/PK6/8/8/8/6P1/6P1/8 w - - 1 48')
     self.analyzerA.setBoardList([board],[])
     self.analyzerI.setBoardList([board],[])
     
     self._testLine(self.engineA, self.analyzerA, board,
                    "9. 1833 23 43872584     a8=Q+ Kf7 Qa2+ Kf6 Qd2 Kf5 g4+",
                    ['a8=Q+','Kf7','Qa2+','Kf6','Qd2','Kf5','g4+'], 1833, "9.")
     
     self._testLine(self.engineI, self.analyzerI, board.switchColor(),
                    "10. -1883 59 107386433     Kf7 a8=Q Ke6 Qa6+ Ke5 Qd6+ Kf5",
                    ['Kf7','a8=Q','Ke6','Qa6+','Ke5','Qd6+','Kf5'], -1883, "10.")
Example #12
0
 def test2(self):
     """ Test analyzing in promotion situations """
     
     board = Board('5k2/PK6/8/8/8/6P1/6P1/8 w - - 1 48')
     self.analyzerA.setBoardList([board],[])
     self.analyzerI.setBoardList([board],[])
     
     self._testLine(self.engineA, self.analyzerA, board,
                    "9. 1833 23 43872584     a8=Q+ Kf7 Qa2+ Kf6 Qd2 Kf5 g4+",
                    ['a8=Q+','Kf7','Qa2+','Kf6','Qd2','Kf5','g4+'], 1833, "9.")
     
     self._testLine(self.engineI, self.analyzerI, board.switchColor(),
                    "10. -1883 59 107386433     Kf7 a8=Q Ke6 Qa6+ Ke5 Qd6+ Kf5",
                    ['Kf7','a8=Q','Ke6','Qa6+','Ke5','Qd6+','Kf5'], -1883, "10.")
Example #13
0
    def on_selection_changed(self, selection):
        iter = selection.get_selected()[1]
        if iter == None:
            self.gamemodel.boards = [Board(FEN_EMPTY)]
            del self.gamemodel.moves[:]
            self.boardview.shown = 0
            self.boardview.redraw_canvas()
            return

        sel = self.list.get_model().get_path(iter)[0]
        if sel == self.lastSel: return
        self.lastSel = sel

        self.boardview.animationLock.acquire()
        try:
            try:
                self.chessfile.loadToModel(sel, -1, self.gamemodel)
            except LoadingError as e:
                d = Gtk.MessageDialog(type=Gtk.MessageType.WARNING,
                                      buttons=Gtk.ButtonsType.OK,
                                      message_format=e.args[0])
                d.format_secondary_text(e.args[1])
                d.connect("response", lambda d, a: d.hide())
                d.show()
            self.boardview.lastMove = None
            self.boardview._shown = self.gamemodel.lowply
            last = self.gamemodel.ply
        finally:
            self.boardview.animationLock.release()
        self.boardview.redraw_canvas()
        self.boardview.shown = last
        self.shown_changed(self.boardview, last)
Example #14
0
    def on_selection_changed(self, selection):
        model, iter = selection.get_selected()
        if iter is None:
            self.gamemodel.boards = [Board(FEN_EMPTY)]
            del self.gamemodel.moves[:]
            self.boardview.shown = 0
            self.boardview.redrawCanvas()
            return

        path = self.persp.gamelist.get_model().get_path(iter)

        rec, ply = self.persp.gamelist.get_record(path)
        if rec is None:
            return

        try:
            self.persp.chessfile.loadToModel(rec, -1, self.gamemodel)
        except LoadingError as err:
            dialogue = Gtk.MessageDialog(mainwindow(),
                                         type=Gtk.MessageType.WARNING,
                                         buttons=Gtk.ButtonsType.OK,
                                         message_format=err.args[0])
            if len(err.args) > 1:
                dialogue.format_secondary_text(err.args[1])
            dialogue.connect("response", lambda dialogue, a: dialogue.hide())
            dialogue.show()
        self.boardview.lastMove = None
        self.boardview._shown = self.gamemodel.lowply

        self.boardview.redrawCanvas()
        self.boardview.shown = ply if ply > 0 else self.persp.gamelist.ply
Example #15
0
    def test1(self):
        """ Testing Board.move() on frc castling in non frc game """
        board = Board(setup=True)

        moves = ((D2, D4), (G8, F6), (C2, C4), (G7, G6), (G2, G3), (F8, G7), (F1, G2), (E8, H8))

        for cord0, cord1 in moves:
            print(cord0, cord1)
            board = board.move(Move(Cord(cord0), Cord(cord1), board))
            board.printPieces()

        self.assertIsNone(board[Cord(E8)])
        self.assertIsNone(board[Cord(H8)])

        self.assertEqual(board[Cord(G8)].piece, Piece(BLACK, KING).piece)
        self.assertEqual(board[Cord(F8)].piece, Piece(BLACK, ROOK).piece)
Example #16
0
def record_move(board: Board, move: Move, game_id: int):
    most_recent_move = _get_most_recent_move(game_id)
    move_state = MoveState()
    move_state.set_state_from_prev_move(most_recent_move)
    move_state.post_move_fen = board.asFen()
    move_state.set_move(toSAN(board, move))
    add_move_state_to_database(move_state)
Example #17
0
    def on_selection_changed(self, selection):
        model, iter = selection.get_selected()
        if iter is None:
            self.gamemodel.boards = [Board(FEN_EMPTY)]
            del self.gamemodel.moves[:]
            self.boardview.shown = 0
            self.boardview.redrawCanvas()
            return

        path = self.gamelist.get_model().get_path(iter)

        gameno = self.gamelist.get_gameno(path)

        self.boardview.animation_lock.acquire()
        try:
            try:
                self.gamelist.chessfile.loadToModel(gameno, -1, self.gamemodel)
            except LoadingError as err:
                dialogue = Gtk.MessageDialog(type=Gtk.MessageType.WARNING,
                                             buttons=Gtk.ButtonsType.OK,
                                             message_format=err.args[0])
                if len(err.args) > 1:
                    dialogue.format_secondary_text(err.args[1])
                dialogue.connect("response",
                                 lambda dialogue, a: dialogue.hide())
                dialogue.show()

            self.boardview.lastMove = None
            self.boardview._shown = self.gamemodel.lowply
        finally:
            self.boardview.animation_lock.release()

        self.boardview.redrawCanvas()
        self.boardview.shown = self.gamelist.ply
Example #18
0
 def test1(self):
     """ Test analyzing in forced mate situations """
     
     board = Board('B1n1n1KR/1r5B/6R1/2b1p1p1/2P1k1P1/1p2P2p/1P2P2P/3N1N2 w - - 0 1')
     self.analyzerA.setBoardList([board],[])
     self.analyzerI.setBoardList([board],[])
     
     self._testLine(self.engineA, self.analyzerA, board,
                    "1. Mat1 0 1     Bxb7#",
                    ['Bxb7#'], MATE_VALUE, "1.")
     
     # Notice, in the opposite situation there is no forced mate. Black can
     # do Bxe3 or Ne7+, but we just emulate a stupid analyzer not
     # recognizing this.
     self._testLine(self.engineI, self.analyzerI, board.switchColor(),
                    "10. -Mat 2 35 64989837     Bd4 Bxb7#",
                    ['Bd4','Bxb7#'], -MATE_VALUE, "10.")
Example #19
0
    def test1(self):
        """ Test analyzing in forced mate situations """

        board = Board(
            'B1n1n1KR/1r5B/6R1/2b1p1p1/2P1k1P1/1p2P2p/1P2P2P/3N1N2 w - - 0 1')
        self.analyzerA.setBoardList([board], [])
        self.analyzerI.setBoardList([board], [])

        self._testLine(self.engineA, self.analyzerA, board,
                       "1. Mat1 0 1     Bxb7#", ['Bxb7#'], MATE_VALUE, "1.")

        # Notice, in the opposite situation there is no forced mate. Black can
        # do Bxe3 or Ne7+, but we just emulate a stupid analyzer not
        # recognizing this.
        self._testLine(self.engineI, self.analyzerI, board.switchColor(),
                       "10. -Mat 2 35 64989837     Bd4 Bxb7#",
                       ['Bd4', 'Bxb7#'], -MATE_VALUE, "10.")
Example #20
0
    def __init__(self, subprocess, color, protover, md5):
        ProtocolEngine.__init__(self, subprocess, color, protover, md5)

        self.ids = {}
        self.options = {}
        self.optionsToBeSent = {}

        self.wtime = 60000
        self.btime = 60000
        self.incr = 0
        self.moves = 0
        self.timeHandicap = 1

        self.moveLock = RLock()
        # none of the following variables should be changed or used in a
        # condition statement without holding the above self.moveLock
        self.ponderOn = False
        self.pondermove = None
        self.ignoreNext = False
        self.waitingForMove = False
        self.needBestmove = False
        self.readyForStop = False  # keeps track of whether we already sent a 'stop' command
        self.multipvSetting = conf.get("multipv",
                                       1)  # MultiPV option sent to the engine
        self.multipvExpected = 1  # Number of PVs expected (limited by number of legal moves)
        self.commands = collections.deque()

        self.gameBoard = Board(
            setup=True)  # board at the end of all moves played
        self.board = Board(setup=True)  # board to send the engine
        self.uciPosition = "startpos"
        self.uciPositionListsMoves = False
        self.analysis = [None]

        self.returnQueue = Queue()
        self.line_cid = self.engine.connect("line", self.parseLine)
        self.died_cid = self.engine.connect("died", self.__die)
        self.invalid_move = None

        self.cids = [
            self.connect("readyForOptions", self.__onReadyForOptions_before),
            self.connect_after("readyForOptions", self.__onReadyForOptions),
            self.connect_after("readyForMoves", self.__onReadyForMoves),
        ]
Example #21
0
    def __init__(self, subprocess, color, protover, md5):
        ProtocolEngine.__init__(self, subprocess, color, protover, md5)

        self.ids = {}
        self.options = {}
        self.optionsToBeSent = {}

        self.wtime = 60000
        self.btime = 60000
        self.incr = 0
        self.moves = 0
        self.timeHandicap = 1

        self.ponderOn = False
        self.pondermove = None
        self.ignoreNext = False
        self.waitingForMove = False
        self.needBestmove = False
        self.bestmove_event = asyncio.Event()
        self.readyForStop = (
            False)  # keeps track of whether we already sent a 'stop' command
        self.multipvSetting = 1  # MultiPV option sent to the engine
        self.multipvExpected = (
            1)  # Number of PVs expected (limited by number of legal moves)
        self.commands = collections.deque()

        self.gameBoard = Board(
            setup=True)  # board at the end of all moves played
        self.board = Board(setup=True)  # board to send the engine
        self.uciPosition = "startpos"
        self.uciPositionListsMoves = False
        self.analysis = [None]
        self.analysis_depth = None

        self.queue = asyncio.Queue()
        self.parse_line_task = create_task(self.parseLine(self.engine))
        self.died_cid = self.engine.connect(
            "died", lambda e: self.queue.put_nowait("die"))
        self.invalid_move = None

        self.cids = [
            self.connect_after("readyForOptions", self.__onReadyForOptions),
            self.connect_after("readyForMoves", self.__onReadyForMoves),
        ]
Example #22
0
 def __onReadyForMoves (self, self_):
     # If we are an analyzer, this signal was already called in a different
     # thread, so we can safely block it.
     if self.mode in (ANALYZING, INVERSE_ANALYZING):
         if not self.board:
             self.board = Board(setup=True)
         self.__sendAnalyze(self.mode == INVERSE_ANALYZING)
     
     self.readyMoves = True
     semisynced(lambda s:None)(self)
Example #23
0
def _get_board(request: WSGIRequest) -> Board:
    """ This will eventually be fleshed out into accessing the Database """
    game_id = request.GET.get("game_id")

    most_recent_move = _get_most_recent_move(game_id)
    most_recent_move.refresh_from_db()

    game_board = Board(setup=most_recent_move.post_move_fen)

    return game_board
Example #24
0
def figure_out_previously_moved_pieces(request: WSGIRequest) -> JsonResponse:
    game_id = request.GET.get("game_id")
    opponent_color = WHITE if request.GET.get(
        "player_color") == WHITE_STR else BLACK
    most_recent_move = _get_most_recent_move(game_id)
    old_board = Board(setup=most_recent_move.pre_move_fen)

    old_move = _convert_SAN_str_to_move(most_recent_move.move_algebraic,
                                        old_board)
    current_board = old_board.move(old_move)

    from_coord, to_coord = _move_to_board_location(old_move)
    pieces_moved = [{"from_coord": from_coord, "to_coord": to_coord}]
    pieces_moved += _check_for_castle(old_move, opponent_color)

    return JsonResponse({
        "moves": pieces_moved,
        "winner": check_if_game_over(board, game_id)
    })
Example #25
0
    def onSelectionChanged(self, selection):
        iter = selection.get_selected()[1]
        if iter == None:
            self.gamemodel.boards = [Board(FEN_EMPTY)]
            del self.gamemodel.moves[:]
            self.boardview.shown = 0
            self.boardview.redrawCanvas()
            return

        path = self.list.get_model().get_path(iter)
        indices = path.get_indices()
        sel = indices[0]
        if sel == self.last_sel:
            return
        self.last_sel = sel

        self.boardview.animation_lock.acquire()
        try:
            try:
                self.chessfile.loadToModel(sel, -1, self.gamemodel)
            except LoadingError as err:
                dialogue = Gtk.MessageDialog(type=Gtk.MessageType.WARNING, \
                                             buttons=Gtk.ButtonsType.OK, \
                                             message_format=err.args[0])
                dialogue.format_secondary_text(err.args[1])
                dialogue.connect("response",
                                 lambda dialogue, a: dialogue.hide())
                dialogue.show()

            if self.gamemodel.variant.variant == NORMALCHESS:
                radiobutton = self.widgets["playNormalRadio"]
                radiobutton.set_active(True)
            else:
                radiobutton = self.widgets["playVariant1Radio"]
                radiobutton.set_active(True)
                conf.set("ngvariant1", self.gamemodel.variant.variant)
                radiobutton.set_label("%s" % self.gamemodel.variant.name)

            if self.gamemodel.tags.get("TimeControl"):
                radiobutton = self.widgets["blitzRadio"]
                radiobutton.set_active(True)
                conf.set("ngblitz min", self.gamemodel.timemodel.minutes)
                conf.set("ngblitz gain", self.gamemodel.timemodel.gain)
            else:
                radiobutton = self.widgets["notimeRadio"]
                radiobutton.set_active(True)

            self.boardview.lastMove = None
            self.boardview._shown = self.gamemodel.lowply
            last = self.gamemodel.ply
        finally:
            self.boardview.animation_lock.release()
        self.boardview.redrawCanvas()
        self.boardview.shown = last
        self.shownChanged(self.boardview, last)
Example #26
0
    def __init__(self, subprocess, color, protover, md5):
        ProtocolEngine.__init__(self, subprocess, color, protover, md5)

        self.ids = {}
        self.options = {}
        self.optionsToBeSent = {}

        self.wtime = 60000
        self.btime = 60000
        self.incr = 0
        self.timeHandicap = 1

        self.moveLock = RLock()
        # none of the following variables should be changed or used in a
        # condition statement without holding the above self.moveLock
        self.ponderOn = False
        self.pondermove = None
        self.ignoreNext = False
        self.waitingForMove = False
        self.needBestmove = False
        self.readyForStop = False  # keeps track of whether we already sent a 'stop' command
        self.multipvSetting = conf.get("multipv", 1
                                       )  # MultiPV option sent to the engine
        self.multipvExpected = 1  # Number of PVs expected (limited by number of legal moves)
        self.commands = collections.deque()

        self.gameBoard = Board(setup=True)  # board at the end of all moves played
        self.board = Board(setup=True)  # board to send the engine
        self.uciPosition = "startpos"
        self.uciPositionListsMoves = False
        self.analysis = [None]

        self.returnQueue = Queue()
        self.line_cid = self.engine.connect("line", self.parseLine)
        self.died_cid = self.engine.connect("died", self.__die)
        self.invalid_move = None

        self.cids = [
            self.connect("readyForOptions", self.__onReadyForOptions_before),
            self.connect_after("readyForOptions", self.__onReadyForOptions),
            self.connect_after("readyForMoves", self.__onReadyForMoves),
        ]
 def __onReadyForMoves (self, self_):
     self.returnQueue.put("ready")
     self.readyMoves = True
     self._newGame()
     
     # If we are an analyzer, this signal was already called in a different
     # thread, so we can safely block it.
     if self.mode in (ANALYZING, INVERSE_ANALYZING):
         if not self.board:
             self.board = Board(setup=True)
         self.putMove(self.board, None, None)
Example #28
0
    def __init__(self, subprocess, color, protover, md5):
        ProtocolEngine.__init__(self, subprocess, color, protover, md5)

        self.ids = {}
        self.options = {}
        self.optionsToBeSent = {}

        self.wtime = 60000
        self.btime = 60000
        self.incr = 0
        self.moves = 0
        self.timeHandicap = 1

        self.ponderOn = False
        self.pondermove = None
        self.ignoreNext = False
        self.waitingForMove = False
        self.needBestmove = False
        self.bestmove_event = asyncio.Event()
        self.readyForStop = False  # keeps track of whether we already sent a 'stop' command
        self.multipvSetting = 1  # MultiPV option sent to the engine
        self.multipvExpected = 1  # Number of PVs expected (limited by number of legal moves)
        self.commands = collections.deque()

        self.gameBoard = Board(setup=True)  # board at the end of all moves played
        self.board = Board(setup=True)  # board to send the engine
        self.uciPosition = "startpos"
        self.uciPositionListsMoves = False
        self.analysis = [None]
        self.analysis_depth = None

        self.queue = asyncio.Queue()
        self.parse_line_task = asyncio.async(self.parseLine(self.engine))
        self.died_cid = self.engine.connect("died", lambda e: self.queue.put_nowait("die"))
        self.invalid_move = None

        self.cids = [
            self.connect_after("readyForOptions", self.__onReadyForOptions),
            self.connect_after("readyForMoves", self.__onReadyForMoves),
        ]
Example #29
0
    def testNotProtected(self):
        board = Board(setup=True)
        dsa = DecisionSupportAlgorithm()
        dsa.set_foe_as_bot()
        dsa.enableDisableAlgo(True)

        # at the start of the game, only the two towers are not protected by other pieces
        coordinate_not_protected = dsa._DecisionSupportAlgorithm__apply_algorithm(
            board, WHITE, dsa._DecisionSupportAlgorithm__not_protected)

        self.assertEqual(set([Cord("a1", color="Y"),
                              Cord("h1", color="Y")]),
                         set(coordinate_not_protected))

        board = board.move(
            Move(Cord(cordDic["e2"]), Cord(cordDic["e4"]), board))

        coordinate_not_protected = dsa._DecisionSupportAlgorithm__apply_algorithm(
            board, WHITE, dsa._DecisionSupportAlgorithm__not_protected)

        # the pawn moved to e4 is now not protected
        self.assertEqual(
            set([
                Cord("a1", color="Y"),
                Cord("h1", color="Y"),
                Cord("e4", color="Y")
            ]), set(coordinate_not_protected))

        board = board.move(
            Move(Cord(cordDic["d7"]), Cord(cordDic["d5"]), board))

        # the black pawn attack the white pawn, it is not notProtected that will detect this case,
        # only the two towers are not protected

        coordinate_not_protected = dsa._DecisionSupportAlgorithm__apply_algorithm(
            board, WHITE, dsa._DecisionSupportAlgorithm__not_protected)

        self.assertEqual(set([Cord("a1", color="Y"),
                              Cord("h1", color="Y")]),
                         set(coordinate_not_protected))
Example #30
0
 def __init__(self, setup=True, lboard=None):
     if setup is True:
         fenstr = SETUPSTART
     elif isinstance(setup, str):
         fenstr = setup
         # add all kind of pieces to holdings
         parts = fenstr.split()
         if parts[0].endswith("]"):
             placement, holdings = parts[0].split("[")
             for piece in HOLDINGS:
                 if piece not in holdings:
                     parts[0] = placement + HOLDINGS
                     fenstr = " ".join(parts)
                     break
         else:
             parts[0] += HOLDINGS
             fenstr = " ".join(parts)
     if lboard is not None:
         Board.__init__(self, setup=fenstr, lboard=lboard)
     else:
         Board.__init__(self, setup=fenstr)
     self._ply = 0
Example #31
0
        def walk(node, path):
            if node.prev is None:
                # initial game board
                if variant == "Fischerandom":
                    board = FRCBoard(setup=node.asFen(), lboard=node)
                elif variant == "Atomic":
                    board = AtomicBoard(setup=node.asFen(), lboard=node)
                elif variant == "Crazyhouse":
                    board = CrazyhouseBoard(setup=node.asFen(), lboard=node)
                elif variant == "Wildcastle":
                    board = WildcastleBoard(setup=node.asFen(), lboard=node)
                elif variant == "Suicide":
                    board = SuicideBoard(setup=node.asFen(), lboard=node)
                elif variant == "Losers":
                    board = LosersBoard(setup=node.asFen(), lboard=node)
                elif variant == "Kingofthehill":
                    board = KingOfTheHillBoard(setup=node.asFen(), lboard=node)
                else:
                    board = Board(setup=node.asFen(), lboard=node)
            else:
                move = Move(node.lastMove)
                try:
                    board = node.prev.pieceBoard.move(move, lboard=node)
                except:
                    raise LoadingError(
                        _("Invalid move."),
                        "%s%s" % (move_count(node, black_periods=True), move))

            if node.next is None:
                model.variations.append(path + [board])
            else:
                walk(node.next, path + [board])

            for child in node.children:
                if isinstance(child, list):
                    if len(child) > 1:
                        # non empty variation, go walk
                        walk(child[1], list(path))
                else:
                    if not self.has_emt:
                        self.has_emt = child.find("%emt") >= 0
                    if not self.has_eval:
                        self.has_eval = child.find("%eval") >= 0
Example #32
0
    def test2(self):
        """ Test analyzing in promotion situations """

        board = Board('5k2/PK6/8/8/8/6P1/6P1/8 w - - 1 48')
        self.analyzerA.setBoardList([board], [])
        self.analyzerI.setBoardList([board], [])

        async def coro():
            await self._testLine(
                self.engineA, self.analyzerA, board,
                "9. 1833 23 43872584     a8=Q+ Kf7 Qa2+ Kf6 Qd2 Kf5 g4+", 94,
                ['a8=Q+', 'Kf7', 'Qa2+', 'Kf6', 'Qd2', 'Kf5', 'g4+'], 1833,
                "9.", "190750365")

            await self._testLine(
                self.engineI, self.analyzerI, board.switchColor(),
                "10. -1883 59 107386433     Kf7 a8=Q Ke6 Qa6+ Ke5 Qd6+ Kf5",
                94, ['Kf7', 'a8=Q', 'Ke6', 'Qa6+', 'Ke5', 'Qd6+', 'Kf5'],
                -1883, "10.", "182010903")

        self.loop.run_until_complete(coro())
Example #33
0
    def on_selection_changed(self, selection):
        iter = selection.get_selected()[1]
        if iter == None:
            self.gamemodel.boards = [Board(FEN_EMPTY)]
            del self.gamemodel.moves[:]
            self.boardview.shown = 0
            self.boardview.redraw_canvas()
            return

        sel = self.list.get_model().get_path(iter)[0]
        if sel == self.lastSel: return
        self.lastSel = sel

        self.boardview.animationLock.acquire()
        try:
            try:
                self.chessfile.loadToModel(sel, -1, self.gamemodel)
            except LoadingError, e:
                #TODO: Pressent this a little nicer
                print e
            self.boardview.lastMove = None
            self.boardview._shown = self.gamemodel.lowply
            last = self.gamemodel.ply
 def __init__ (self, setup=False):
     if setup is True:
         Board.__init__(self, setup=PAWNSPASSEDSTART)
     else:
         Board.__init__(self, setup=setup)
Example #35
0
 def __init__(self, setup=False, lboard=None):
     if setup is True:
         Board.__init__(self, setup=SUICIDESTART, lboard=lboard)
     else:
         Board.__init__(self, setup=setup, lboard=lboard)
 def __init__ (self, setup=False):
     if setup is True:
         Board.__init__(self, setup=self.shuffle_start())
     else:
         Board.__init__(self, setup=setup)
Example #37
0
 def __init__(self, setup=False, lboard=None):
     if setup is True:
         Board.__init__(self, setup=PAWNSPASSEDSTART, lboard=lboard)
     else:
         Board.__init__(self, setup=setup, lboard=lboard)
 def __init__ (self, setup=False):
     if setup is True:
         Board.__init__(self, setup=ROOKODDSSTART)
     else:
         Board.__init__(self, setup=setup)
Example #39
0
 def __init__ (self, setup=False, lboard=None):
     if setup is True:
         Board.__init__(self, setup=KNIGHTODDSSTART, lboard=lboard)
     else:
         Board.__init__(self, setup=setup, lboard=lboard)
                        blackdarkbishops += 1
                        blacklightbishops = blacklightbishops > 0 and (blacklightbishops-1) or 0
                        break
                    
        tmp = ''.join(black) + '/pppppppp/8/8/8/8/PPPPPPPP/' + \
              ''.join(white).upper() + ' w - - 0 1'
        
        return tmp


class AsymmetricRandomChess:
    __desc__ = \
        _("FICS wild/4: http://www.freechess.org/Help/HelpFiles/wild.html\n" +
          "* Randomly chosen pieces (two queens or three rooks possible)\n" +
          "* Exactly one king of each color\n" +
          "* Pieces placed randomly behind the pawns, SUBJECT TO THE CONSTRAINT THAT THE BISHOPS ARE BALANCED\n" +
          "* No castling\n" +
          "* Black's arrangement DOES NOT mirrors white's")
    name = _("Asymmetric Random")
    cecp_name = "unknown"
    board = AsymmetricRandomBoard
    need_initial_board = True
    standard_rules = True
    variant_group = VARIANTS_SHUFFLE


if __name__ == '__main__':
    Board = AsymmetricRandomBoard(True)
    for i in range(10):
        print Board.asymmetricrandom_start()
Example #41
0
 def __init__(self, setup=False, lboard=None):
     if setup is True:
         Board.__init__(self, setup=PLACEMENTSTART, lboard=lboard)
     else:
         Board.__init__(self, setup=setup, lboard=lboard)
Example #42
0
 def __init__(self, setup=False, lboard=None):
     if setup is True:
         Board.__init__(self, setup=UPSIDEDOWNSTART, lboard=lboard)
     else:
         Board.__init__(self, setup=setup, lboard=lboard)
Example #43
0
              (whitelightbishops != blacklightbishops):
            bishopindex = blackbishoprandomindexstack.pop()
            for index, piece in RandomEnumeratePieces(black):
                if piece != 'b':
                    if ((blackdarkbishops > whitedarkbishops) and (bishopindex % 2 == 1) and (index % 2 == 0)):
                        black[bishopindex] = piece
                        black[index] = 'b'
                        blacklightbishops += 1
                        blackdarkbishops = blackdarkbishops > 0 and (
                            blackdarkbishops - 1) or 0
                        break
                    elif ((blacklightbishops > whitelightbishops) and
                          (bishopindex % 2 == 0) and (index % 2 == 1)):
                        black[bishopindex] = piece
                        black[index] = 'b'
                        blackdarkbishops += 1
                        blacklightbishops = blacklightbishops > 0 and (
                            blacklightbishops - 1) or 0
                        break

        tmp = ''.join(black) + '/pppppppp/8/8/8/8/PPPPPPPP/' + \
              ''.join(white).upper() + ' w - - 0 1'

        return tmp


if __name__ == '__main__':
    Board = AsymmetricRandomBoard(True)
    for i in range(10):
        print(Board.asymmetricrandom_start())
    def random_start(self):
        tmp = random.sample(('r', 'n', 'b', 'q') * 16, 7)
        tmp.append('k')
        random.shuffle(tmp)
        tmp = ''.join(tmp)
        tmp = tmp + '/pppppppp/8/8/8/8/PPPPPPPP/' + tmp.upper() + ' w - - 0 1'

        return tmp


class RandomChess:
    __desc__ = _(
        "FICS wild/3: http://www.freechess.org/Help/HelpFiles/wild.html\n" +
        "* Randomly chosen pieces (two queens or three rooks possible)\n" +
        "* Exactly one king of each color\n" +
        "* Pieces placed randomly behind the pawns\n" + "* No castling\n" +
        "* Black's arrangement mirrors white's")
    name = _("Random")
    cecp_name = "unknown"
    board = RandomBoard
    need_initial_board = True
    standard_rules = True
    variant_group = VARIANTS_SHUFFLE


if __name__ == '__main__':
    Board = RandomBoard(True)
    for i in range(10):
        print Board.random_start()
Example #45
0
            Board.__init__(self, setup=self.shuffle_start(), lboard=lboard)
        else:
            Board.__init__(self, setup=setup, lboard=lboard)

    def shuffle_start(self):
        tmp = ['r', 'n', 'b', 'q', 'k', 'b', 'n', 'r']
        random.shuffle(tmp)
        tmp = ''.join(tmp)
        tmp = tmp + '/pppppppp/8/8/8/8/PPPPPPPP/' + tmp.upper() + ' w - - 0 1'
        
        return tmp

class ShuffleChess:
    __desc__ = _("xboard nocastle: http://home.hccnet.nl/h.g.muller/engine-intf.html#8\n" +
                 "FICS wild/2: http://www.freechess.org/Help/HelpFiles/wild.html\n" +
                 "* Random arrangement of the pieces behind the pawns\n" +
                 "* No castling\n" +
                 "* Black's arrangement mirrors white's")
    name = _("Shuffle")
    cecp_name = "nocastle"
    board = ShuffleBoard
    need_initial_board = True
    standard_rules = True
    variant_group = VARIANTS_SHUFFLE


if __name__ == '__main__':
    Board = ShuffleBoard(True)
    for i in range(10):
        print(Board.shuffle_start())
Example #46
0
 def __init__(self, setup=False, lboard=None):
     if setup is True:
         Board.__init__(self, setup=WILDCASTLESTART, lboard=lboard)
     else:
         Board.__init__(self, setup=setup, lboard=lboard)
Example #47
0
                 "* Exactly one king of each color\n" +
                 "* Pieces placed randomly behind the pawns\n" +
                 "* No castling\n" +
                 "* Black's arrangement mirrors white's")
    name = _("Random")
    cecp_name = "unknown"
    need_initial_board = True
    standard_rules = True
    variant_group = VARIANTS_SHUFFLE

    def __init__ (self, setup=False, lboard=None):
        if setup is True:
            Board.__init__(self, setup=self.random_start(), lboard=lboard)
        else:
            Board.__init__(self, setup=setup, lboard=lboard)

    def random_start(self):        
        tmp = random.sample(('r', 'n', 'b', 'q')*16, 7)
        tmp.append('k')
        random.shuffle(tmp)
        tmp = ''.join(tmp)
        tmp = tmp + '/pppppppp/8/8/8/8/PPPPPPPP/' + tmp.upper() + ' w - - 0 1'
        
        return tmp


if __name__ == '__main__':
    Board = RandomBoard(True)
    for i in range(10):
        print(Board.random_start())
 def __init__ (self, setup=False):
     if setup is True:
         Board.__init__(self, setup=self.asymmetricrandom_start())
     else:
         Board.__init__(self, setup=setup)
Example #49
0
 def __init__(self, setup=False, lboard=None):
     if setup == True:
         Board.__init__(self, setup=self.shuffle_start(), lboard=lboard)
     else:
         Board.__init__(self, setup=setup, lboard=lboard)
Example #50
0
        "* Randomly chosen pieces (two queens or three rooks possible)\n" +
        "* Exactly one king of each color\n" +
        "* Pieces placed randomly behind the pawns\n" + "* No castling\n" +
        "* Black's arrangement mirrors white's")
    name = _("Random")
    cecp_name = "unknown"
    need_initial_board = True
    standard_rules = True
    variant_group = VARIANTS_SHUFFLE

    def __init__(self, setup=False, lboard=None):
        if setup is True:
            Board.__init__(self, setup=self.random_start(), lboard=lboard)
        else:
            Board.__init__(self, setup=setup, lboard=lboard)

    def random_start(self):
        back_rank = random.sample(('r', 'n', 'b', 'q') * 16, 7)
        back_rank.append('k')
        random.shuffle(back_rank)
        fen = ''.join(back_rank)
        fen = fen + '/pppppppp/8/8/8/8/PPPPPPPP/' + fen.upper() + ' w - - 0 1'


#        return tmp

if __name__ == '__main__':
    Board = RandomBoard(True)
    for i in range(10):
        print(Board.random_start())
Example #51
0
class CECPEngine(ProtocolEngine):
    def __init__(self, subprocess, color, protover, md5):
        ProtocolEngine.__init__(self, subprocess, color, protover, md5)

        self.features = {
            "ping": 0,
            "setboard": 0,
            "playother": 0,
            "san": 0,
            "usermove": 0,
            "time": 1,
            "draw": 1,
            "sigint": 0,
            "sigterm": 0,
            "reuse": 0,
            "analyze": 0,
            "myname": ', '.join(self.defname),
            "variants": None,
            "colors": 1,
            "ics": 0,
            "name": 0,
            "pause": 0,
            "nps": 0,
            "debug": 0,
            "memory": 0,
            "smp": 0,
            "egt": '',
            "option": '',
            "exclude": 0,
            "done": None,
        }

        self.supported_features = [
            "ping", "setboard", "san", "usermove", "time", "draw", "sigint",
            "analyze", "myname", "variants", "colors", "pause", "done", "egt",
            "debug", "smp", "memory", "option"
        ]

        self.options = {}
        self.options["Ponder"] = {"name": "Ponder",
                                  "type": "check",
                                  "default": False}

        self.name = None

        self.board = Board(setup=True)

        # if self.engineIsInNotPlaying == True, engine is in "force" mode,
        # i.e. not thinking or playing, but still verifying move legality
        self.engineIsInNotPlaying = False
        self.engineIsAnalyzing = False
        self.movenext = False
        self.waitingForMove = False
        self.readyForMoveNowCommand = False
        self.timeHandicap = 1

        self.lastping = 0
        self.lastpong = 0

        self.queue = asyncio.Queue()
        self.parse_line_task = asyncio.async(self.parseLine(self.engine))
        self.died_cid = self.engine.connect("died", lambda e: self.queue.put_nowait("die"))
        self.invalid_move = None

        self.optionQueue = []
        self.undoQueue = []
        self.ready_moves_event = asyncio.Event()

        self.cids = [
            self.connect_after("readyForOptions", self.__onReadyForOptions),
            self.connect_after("readyForMoves", self.__onReadyForMoves),
        ]

    # Starting the game

    def prestart(self):
        print("xboard", file=self.engine)
        if self.protover == 1:
            # start a new game (CECPv1 engines):
            print("new", file=self.engine)

            # we are now ready for options:
            self.emit("readyForOptions")
        elif self.protover == 2:
            # start advanced protocol initialisation:
            print("protover 2", file=self.engine)

            # we don't start a new game for CECPv2 here,
            # we will do it after feature accept/reject is completed.

    def start(self, event=None):
        asyncio.async(self.__startBlocking(event))

    @asyncio.coroutine
    def __startBlocking(self, event):
        if self.protover == 1:
            self.emit("readyForMoves")
            return_value = "ready"

        if self.protover == 2:
            try:
                return_value = yield from asyncio.wait_for(self.queue.get(), TIME_OUT_SECOND)
                if return_value == "not ready":
                    return_value = yield from asyncio.wait_for(self.queue.get(), TIME_OUT_SECOND)
                    # Gaviota sends done=0 after "xboard" and after "protover 2" too
                    if return_value == "not ready":
                        return_value = yield from asyncio.wait_for(self.queue.get(), TIME_OUT_SECOND)
                self.emit("readyForOptions")
                self.emit("readyForMoves")
            except asyncio.TimeoutError:
                log.warning("Got timeout error", extra={"task": self.defname})
                raise PlayerIsDead
            except:
                log.warning("Unknown error", extra={"task": self.defname})
                raise PlayerIsDead
            else:
                if return_value == "die":
                    raise PlayerIsDead
                assert return_value == "ready" or return_value == "del"

        if event is not None:
            event.set()

    def __onReadyForOptions(self, self_):
        # We always want post turned on so the Engine Output sidebar can
        # show those things  -Jonas Thiem
        print("post", file=self.engine)

        for command in self.optionQueue:
            print(command, file=self.engine)

    def __onReadyForMoves(self, self_):
        if self.mode in (ANALYZING, INVERSE_ANALYZING):
            # workaround for crafty not sending analysis after it has found a mating line
            # http://code.google.com/p/pychess/issues/detail?id=515
            if "crafty" in self.features["myname"].lower():
                print("noise 0", file=self.engine)

            self.__sendAnalyze(self.mode == INVERSE_ANALYZING)
        self.ready_moves_event.set()
        self.readyMoves = True

    # Ending the game

    def end(self, status, reason):
        self.parse_line_task.cancel()
        if self.engine.handler_is_connected(self.died_cid):
            self.engine.disconnect(self.died_cid)
        if self.handler_is_connected(self.analyze_cid):
            self.disconnect(self.analyze_cid)
        for cid in self.cids:
            if self.handler_is_connected(cid):
                self.disconnect(cid)
        self.board = None

        if self.connected:
            # We currently can't fillout the comment "field" as the repr strings
            # for reasons and statuses lies in Main.py
            # Creating Status and Reason class would solve this
            if status == DRAW:
                print("result 1/2-1/2 {?}", file=self.engine)
            elif status == WHITEWON:
                print("result 1-0 {?}", file=self.engine)
            elif status == BLACKWON:
                print("result 0-1 {?}", file=self.engine)
            else:
                print("result * {?}", file=self.engine)

            if reason == WON_ADJUDICATION:
                self.queue.put_nowait("invalid")

                # Make sure the engine exits and do some cleaning
            self.kill(reason)

    def kill(self, reason):
        """ Kills the engine, starting with the 'quit' command, then sigterm and
            eventually sigkill.
            Returns the exitcode, or if engine have already been killed, returns
            None """
        if self.connected:
            self.connected = False
            try:
                try:
                    print("quit", file=self.engine)
                    self.queue.put_nowait("del")
                    self.engine.terminate()

                except OSError as err:
                    # No need to raise on a hang up error, as the engine is dead
                    # anyways
                    if err.errno == 32:
                        log.warning("Hung up Error", extra={"task": self.defname})
                        return err.errno
                    else:
                        raise

            finally:
                # Clear the analyzed data, if any
                self.emit("analyze", [])

    # Send the player move updates

    def setBoard(self, board):
        self.setBoardList([board], [])
        self.__sendAnalyze(self.mode == INVERSE_ANALYZING)

    def putMove(self, board1, move, board2):
        """ Sends the engine the last move made (for spectator engines).
            @param board1: The current board
            @param move: The last move made
            @param board2: The board before the last move was made
        """

        self.setBoardList([board1], [])
        self.__sendAnalyze(self.mode == INVERSE_ANALYZING)

    @asyncio.coroutine
    def makeMove(self, board1, move, board2):
        """ Gets a move from the engine (for player engines).
            @param board1: The current board
            @param move: The last move made
            @param board2: The board before the last move was made
            @return: The move the engine decided to make
        """
        log.debug("makeMove: move=%s self.movenext=%s board1=%s board2=%s self.board=%s" % (
            move, self.movenext, board1, board2, self.board), extra={"task": self.defname})
        assert self.readyMoves

        if self.board == board1 or not board2 or self.movenext:
            self.board = board1
            self.__tellEngineToPlayCurrentColorAndMakeMove()
            self.movenext = False
        else:
            self.board = board1
            self.__usermove(board2, move)

            if self.engineIsInNotPlaying:
                self.__tellEngineToPlayCurrentColorAndMakeMove()

        self.waitingForMove = True
        self.readyForMoveNowCommand = True

        # Parse outputs
        status = yield from self.queue.get()
        if status == "not ready":
            log.warning(
                "Engine seems to be protover=2, but is treated as protover=1",
                extra={"task": self.defname})
            status = yield from self.queue.get()
        if status == "ready":
            status = yield from self.queue.get()
        if status == "invalid":
            raise InvalidMove
        if status == "del":
            raise PlayerIsDead("Killed by foreign forces")
        if status == "int":
            raise TurnInterrupt

        self.waitingForMove = False
        self.readyForMoveNowCommand = False
        assert isinstance(status, Move), status
        return status

    def updateTime(self, secs, opsecs):
        if self.features["time"]:
            print("time %s" % int(secs * 100 * self.timeHandicap),
                  file=self.engine)
            print("otim %s" % int(opsecs * 100), file=self.engine)

    # Standard options

    def setOptionAnalyzing(self, mode):
        self.mode = mode

    def setOptionInitialBoard(self, model):
        def coro():
            yield from self.ready_moves_event.wait()
            # We don't use the optionQueue here, as set board prints a whole lot of
            # stuff. Instead we just call it.
            self.setBoardList(model.boards[:], model.moves[:])
        asyncio.async(coro())

    def setBoardList(self, boards, moves):
        # Notice: If this method is to be called while playing, the engine will
        # need 'new' and an arrangement similar to that of 'pause' to avoid
        # the current thought move to appear
        if self.mode not in (ANALYZING, INVERSE_ANALYZING):
            self.__tellEngineToStopPlayingCurrentColor()

        self.__setBoard(boards[0])

        self.board = boards[-1]
        for board, move in zip(boards[:-1], moves):
            self.__usermove(board, move)

        if self.mode in (ANALYZING, INVERSE_ANALYZING):
            self.board = boards[-1]
        if self.mode == INVERSE_ANALYZING:
            self.board = self.board.switchColor()

        # The called of setBoardList will have to repost/analyze the
        # analyzer engines at this point.

    def setOptionVariant(self, variant):
        if self.features["variants"] is None:
            log.warning("setOptionVariant: engine doesn't support variants",
                        extra={"task": self.defname})
            return

        if variant in variants.values() and not variant.standard_rules:
            assert variant.cecp_name in self.features["variants"], \
                "%s doesn't support %s variant" % (self, variant.cecp_name)
            self.optionQueue.append("variant %s" % variant.cecp_name)

    #    Strength system                               #
    #          Strength  Depth  Ponder  Time handicap  #
    #          1         1      o       1,258%         #
    #          2         2      o       1,584%         #
    #          3         3      o       1.995%         #
    #                                                  #
    #         19         o      x       79,43%         #
    #         20         o      x       o              #

    def setOptionStrength(self, strength, forcePonderOff):
        self.strength = strength

        if strength <= 19:
            self.__setTimeHandicap(0.01 * 10**(strength / 10.))

        if strength <= 18:
            self.__setDepth(strength)

        # Crafty ofers 100 skill levels
        if "crafty" in self.features["myname"].lower() and strength <= 19:
            self.optionQueue.append("skill %s" % strength * 5)

        self.__setPonder(strength >= 19 and not forcePonderOff)

        if strength == 20:
            if "gaviota" in self.features["egt"]:
                self.optionQueue.append("egtpath gaviota %s" % conf.get(
                    "egtb_path", ""))
        else:
            self.optionQueue.append("random")

    def __setDepth(self, depth):
        self.optionQueue.append("sd %d" % depth)

    def __setTimeHandicap(self, timeHandicap):
        self.timeHandicap = timeHandicap

    def __setPonder(self, ponder):
        if ponder:
            self.optionQueue.append("hard")
        else:
            self.optionQueue.append("hard")
            self.optionQueue.append("easy")

    def setOptionTime(self, secs, gain, moves):
        # Notice: In CECP we apply time handicap in updateTime, not in
        #         setOptionTime.

        minutes = int(secs / 60)
        secs = int(secs % 60)
        mins = str(minutes)
        if secs:
            mins += ":" + str(secs)

        self.optionQueue.append("level %s %s %d" % (moves, mins, gain))

    # Option handling

    def setOption(self, key, value):
        """ Set an option, which will be sent to the engine, after the
            'readyForOptions' signal has passed.
            If you want to know the possible options, you should go to
            engineDiscoverer or use the getOption, getOptions and hasOption
            methods, while you are in your 'readyForOptions' signal handler """
        if self.readyMoves:
            log.warning(
                "Options set after 'readyok' are not sent to the engine",
                extra={"task": self.defname})
        if key == "cores":
            self.optionQueue.append("cores %s" % value)
        elif key == "memory":
            self.optionQueue.append("memory %s" % value)
        elif key.lower() == "ponder":
            self.__setPonder(value == 1)
        else:
            self.optionQueue.append("option %s=%s" % (key, value))

    # Interacting with the player

    def pause(self):
        """ Pauses engine using the "pause" command if available. Otherwise put
            engine in force mode. By the specs the engine shouldn't ponder in
            force mode, but some of them do so anyways. """

        log.debug("pause: self=%s" % self, extra={"task": self.defname})
        self.engine.pause()
        return

    def resume(self):
        log.debug("resume: self=%s" % self, extra={"task": self.defname})
        self.engine.resume()
        return

    def hurry(self):
        log.debug("hurry: self.waitingForMove=%s self.readyForMoveNowCommand=%s" % (
            self.waitingForMove, self.readyForMoveNowCommand), extra={"task": self.defname})
        if self.waitingForMove and self.readyForMoveNowCommand:
            self.__tellEngineToMoveNow()
            self.readyForMoveNowCommand = False

    def spectatorUndoMoves(self, moves, gamemodel):
        log.debug("spectatorUndoMoves: moves=%s gamemodel.ply=%s gamemodel.boards[-1]=%s self.board=%s" % (
            moves, gamemodel.ply, gamemodel.boards[-1], self.board), extra={"task": self.defname})

        for i in range(moves):
            print("undo", file=self.engine)

        self.board = gamemodel.boards[-1]

    def playerUndoMoves(self, moves, gamemodel):
        log.debug("playerUndoMoves: moves=%s gamemodel.ply=%s gamemodel.boards[-1]=%s self.board=%s" % (
            moves, gamemodel.ply, gamemodel.boards[-1], self.board), extra={"task": self.defname})

        if gamemodel.curplayer != self and moves % 2 == 1:
            # Interrupt if we were searching, but should no longer do so
            self.queue.put_nowait("int")

        self.__tellEngineToStopPlayingCurrentColor()

        for i in range(moves):
            print("undo", file=self.engine)

        if gamemodel.curplayer == self:
            self.board = gamemodel.boards[-1]
            self.__tellEngineToPlayCurrentColorAndMakeMove()
        else:
            self.board = None

    # Offer handling

    def offer(self, offer):
        if offer.type == DRAW_OFFER:
            if self.features["draw"]:
                print("draw", file=self.engine)
        else:
            self.emit("accept", offer)

    def offerError(self, offer, error):
        if self.features["draw"]:
            # We don't keep track if engine draws are offers or accepts. We just
            # Always assume they are accepts, and if they are not, we get this
            # error and emit offer instead
            if offer.type == DRAW_OFFER and error == ACTION_ERROR_NONE_TO_ACCEPT:
                self.emit("offer", Offer(DRAW_OFFER))

    # Internal

    def __usermove(self, board, move):
        if self.features["usermove"]:
            self.engine.write("usermove ")

        if self.features["san"]:
            print(toSAN(board, move), file=self.engine)
        else:
            castle_notation = CASTLE_KK
            if board.variant == FISCHERRANDOMCHESS:
                castle_notation = CASTLE_SAN
            print(
                toAN(board,
                     move,
                     short=True,
                     castleNotation=castle_notation),
                file=self.engine)

    def __tellEngineToMoveNow(self):
        if self.features["sigint"]:
            self.engine.sigint()
        print("?", file=self.engine)

    def __tellEngineToStopPlayingCurrentColor(self):
        print("force", file=self.engine)
        self.engineIsInNotPlaying = True

    def __tellEngineToPlayCurrentColorAndMakeMove(self):
        self.__printColor()
        print("go", file=self.engine)
        self.engineIsInNotPlaying = False

    def __sendAnalyze(self, inverse=False):

        if inverse and self.board.board.opIsChecked():
            # Many engines don't like positions able to take down enemy
            # king. Therefore we just return the "kill king" move
            # automaticaly
            self.emit("analyze", [([toAN(
                self.board, getMoveKillingKing(self.board))], MATE_VALUE - 1, "")])
            return

        def stop_analyze():
            if self.engineIsAnalyzing:
                print("exit", file=self.engine)
                # Some engines (crafty, gnuchess) doesn't respond to exit command
                # we try to force them to stop with an empty board fen
                print("setboard 8/8/8/8/8/8/8/8 w - - 0 1", file=self.engine)
                self.engineIsAnalyzing = False

        print("post", file=self.engine)
        print("analyze", file=self.engine)
        self.engineIsAnalyzing = True

        loop = asyncio.get_event_loop()
        loop.call_later(conf.get("max_analysis_spin", 3), stop_analyze)

    def __printColor(self):
        if self.features["colors"]:  # or self.mode == INVERSE_ANALYZING:
            if self.board.color == WHITE:
                print("white", file=self.engine)
            else:
                print("black", file=self.engine)

    def __setBoard(self, board):
        if self.features["setboard"]:
            self.__tellEngineToStopPlayingCurrentColor()
            fen = board.asFen(enable_bfen=False)
            if self.mode == INVERSE_ANALYZING:
                fen_arr = fen.split()
                if not self.board.board.opIsChecked():
                    if fen_arr[1] == "b":
                        fen_arr[1] = "w"
                    else:
                        fen_arr[1] = "b"
                fen = " ".join(fen_arr)
            print("setboard %s" % fen, file=self.engine)
        else:
            # Kludge to set black to move, avoiding the troublesome and now
            # deprecated "black" command. - Equal to the one xboard uses
            self.__tellEngineToStopPlayingCurrentColor()
            if board.color == BLACK:
                print("a2a3", file=self.engine)
            print("edit", file=self.engine)
            print("#", file=self.engine)
            for color in WHITE, BLACK:
                for y_loc, row in enumerate(board.data):
                    for x_loc, piece in row.items():
                        if not piece or piece.color != color:
                            continue
                        sign = reprSign[piece.sign]
                        cord = repr(Cord(x_loc, y_loc))
                        print(sign + cord, file=self.engine)
                print("c", file=self.engine)
            print(".", file=self.engine)

    # Parsing

    @asyncio.coroutine
    def parseLine(self, proc):
        while True:
            line = yield from wait_signal(proc, 'line')
            if not line:
                break
            else:
                line = line[1]
                if line[0:1] == "#":
                    # Debug line which we shall ignore as specified in CECPv2 specs
                    continue

        #        log.debug("__parseLine: line=\"%s\"" % line.strip(), extra={"task":self.defname})
                parts = whitespaces.split(line.strip())
                if parts[0] == "pong":
                    self.lastpong = int(parts[1])
                    continue

                # Illegal Move
                if parts[0].lower().find("illegal") >= 0:
                    log.warning("__parseLine: illegal move: line=\"%s\", board=%s" % (
                        line.strip(), self.board), extra={"task": self.defname})
                    if parts[-2] == "sd" and parts[-1].isdigit():
                        print("depth", parts[-1], file=self.engine)
                    continue

                # A Move (Perhaps)
                if self.board:
                    if parts[0] == "move":
                        movestr = parts[1]
                    # Old Variation
                    elif d_plus_dot_expr.match(parts[0]) and parts[1] == "...":
                        movestr = parts[2]
                    else:
                        movestr = False

                    if movestr:
                        self.waitingForMove = False
                        self.readyForMoveNowCommand = False
                        if self.engineIsInNotPlaying:
                            # If engine was set in pause just before the engine sent its
                            # move, we ignore it. However the engine has to know that we
                            # ignored it, and thus we step it one back
                            log.info("__parseLine: Discarding engine's move: %s" %
                                     movestr,
                                     extra={"task": self.defname})
                            print("undo", file=self.engine)
                            continue
                        else:
                            try:
                                move = parseAny(self.board, movestr)
                            except ParsingError:
                                self.invalid_move = movestr
                                log.info(
                                    "__parseLine: ParsingError engine move: %s %s"
                                    % (movestr, self.board),
                                    extra={"task": self.defname})
                                self.end(WHITEWON if self.board.color == BLACK else
                                         BLACKWON, WON_ADJUDICATION)
                                continue

                            if validate(self.board, move):
                                self.board = None
                                self.queue.put_nowait(move)
                                continue
                            else:
                                self.invalid_move = movestr
                                log.info(
                                    "__parseLine: can't validate engine move: %s %s"
                                    % (movestr, self.board),
                                    extra={"task": self.defname})
                                self.end(WHITEWON if self.board.color == BLACK else
                                         BLACKWON, WON_ADJUDICATION)
                                continue

                # Analyzing
                if self.engineIsInNotPlaying:
                    if parts[:4] == ["0", "0", "0", "0"]:
                        # Crafty doesn't analyze until it is out of book
                        print("book off", file=self.engine)
                        continue

                    match = anare.match(line)
                    if match:
                        depth, score, moves = match.groups()

                        if "mat" in score.lower() or "#" in moves:
                            # Will look either like -Mat 3 or Mat3
                            scoreval = MATE_VALUE
                            if score.startswith('-'):
                                scoreval = -scoreval
                        else:
                            scoreval = int(score)

                        mvstrs = movere.findall(moves)
                        if mvstrs:
                            self.emit("analyze", [(mvstrs, scoreval, depth.strip())])

                        continue

                # Offers draw
                if parts[0:2] == ["offer", "draw"]:
                    self.emit("accept", Offer(DRAW_OFFER))
                    continue

                # Resigns
                if parts[0] == "resign" or \
                        (parts[0] == "tellics" and parts[1] == "resign"):  # buggy crafty

                    # Previously: if "resign" in parts,
                    # however, this is too generic, since "hint", "bk",
                    # "feature option=.." and possibly other, future CECPv2
                    # commands can validly contain the word "resign" without this
                    # being an intentional resign offer.

                    self.emit("offer", Offer(RESIGNATION))
                    continue

                # if parts[0].lower() == "error":
                #    continue

                # Tell User Error
                if parts[0] == "tellusererror":
                    # We don't want to see our stop analyzer hack as an error message
                    if "8/8/8/8/8/8/8/8" in "".join(parts[1:]):
                        continue
                    # Create a non-modal non-blocking message dialog with the error:
                    dlg = Gtk.MessageDialog(parent=None,
                                            flags=0,
                                            type=Gtk.MessageType.WARNING,
                                            buttons=Gtk.ButtonsType.CLOSE,
                                            message_format=None)

                    # Use the engine name if already known, otherwise the defname:
                    displayname = self.name
                    if not displayname:
                        displayname = self.defname

                    # Compose the dialog text:
                    dlg.set_markup(GObject.markup_escape_text(_(
                        "The engine %s reports an error:") % displayname) + "\n\n" +
                        GObject.markup_escape_text(" ".join(parts[1:])))

                    # handle response signal so the "Close" button works:
                    dlg.connect("response", lambda dlg, x: dlg.destroy())

                    dlg.show_all()
                    continue

                # Tell Somebody
                if parts[0][:4] == "tell" and \
                        parts[0][4:] in ("others", "all", "ics", "icsnoalias"):

                    log.info("Ignoring tell %s: %s" %
                             (parts[0][4:], " ".join(parts[1:])))
                    continue

                if "feature" in parts:
                    # Some engines send features after done=1, so we will iterate after done=1 too
                    done1 = False
                    # We skip parts before 'feature', as some engines give us lines like
                    # White (1) : feature setboard=1 analyze...e="GNU Chess 5.07" done=1
                    parts = parts[parts.index("feature"):]
                    for i, pair in enumerate(parts[1:]):

                        # As "parts" is split with no thoughs on quotes or double quotes
                        # we need to do some extra handling.

                        if pair.find("=") < 0:
                            continue
                        key, value = pair.split("=", 1)

                        if key not in self.features:
                            continue

                        if value.startswith('"') and value.endswith('"'):
                            value = value[1:-1]

                        # If our pair was unfinished, like myname="GNU, we search the
                        # rest of the pairs for a quotating mark.
                        elif value[0] == '"':
                            rest = value[1:] + " " + " ".join(parts[2 + i:])
                            j = rest.find('"')
                            if j == -1:
                                log.warning("Missing endquotation in %s feature",
                                            extra={"task": self.defname})
                                value = rest
                            else:
                                value = rest[:j]

                        elif value.isdigit():
                            value = int(value)

                        if key in self.supported_features:
                            print("accepted %s" % key, file=self.engine)
                        else:
                            print("rejected %s" % key, file=self.engine)

                        if key == "done":
                            if value == 1:
                                done1 = True
                                continue
                            elif value == 0:
                                log.info("Adds %d seconds timeout" % TIME_OUT_SECOND,
                                         extra={"task": self.defname})
                                # This'll buy you some more time
                                self.queue.put_nowait("not ready")
                                break

                        if key == "smp" and value == 1:
                            self.options["cores"] = {"name": "cores",
                                                     "type": "spin",
                                                     "default": 1,
                                                     "min": 1,
                                                     "max": 64}
                        elif key == "memory" and value == 1:
                            self.options["memory"] = {"name": "memory",
                                                      "type": "spin",
                                                      "default": 32,
                                                      "min": 1,
                                                      "max": 4096}
                        elif key == "option" and key != "done":
                            option = self.__parse_option(value)
                            self.options[option["name"]] = option
                        else:
                            self.features[key] = value

                        if key == "myname" and not self.name:
                            self.setName(value)

                    if done1:
                        # Start a new game before using the engine:
                        # (CECPv2 engines)
                        print("new", file=self.engine)

                        # We are now ready for play:
                        self.emit("readyForOptions")
                        self.emit("readyForMoves")
                        self.queue.put_nowait("ready")

                # A hack to get better names in protover 1.
                # Unfortunately it wont work for now, as we don't read any lines from
                # protover 1 engines. When should we stop?
                if self.protover == 1:
                    if self.defname[0] in ''.join(parts):
                        basis = self.defname[0]
                        name = ' '.join(itertools.dropwhile(
                            lambda part: basis not in part, parts))
                        self.features['myname'] = name
                        if not self.name:
                            self.setName(name)

    def __parse_option(self, option):
        if " -check " in option:
            name, value = option.split(" -check ")
            return {"type": "check", "name": name, "default": bool(int(value))}
        elif " -spin " in option:
            name, value = option.split(" -spin ")
            defv, minv, maxv = value.split()
            return {"type": "spin",
                    "name": name,
                    "default": int(defv),
                    "min": int(minv),
                    "max": int(maxv)}
        elif " -slider " in option:
            name, value = option.split(" -slider ")
            defv, minv, maxv = value.split()
            return {"type": "spin",
                    "name": name,
                    "default": int(defv),
                    "min": int(minv),
                    "max": int(maxv)}
        elif " -string " in option:
            name, value = option.split(" -string ")
            return {"type": "text", "name": name, "default": value}
        elif " -file " in option:
            name, value = option.split(" -file ")
            return {"type": "text", "name": name, "default": value}
        elif " -path " in option:
            name, value = option.split(" -path ")
            return {"type": "text", "name": name, "default": value}
        elif " -combo " in option:
            name, value = option.split(" -combo ")
            choices = list(map(str.strip, value.split("///")))
            default = ""
            for choice in choices:
                if choice.startswith("*"):
                    index = choices.index(choice)
                    default = choice[1:]
                    choices[index] = default
                    break
            return {"type": "combo",
                    "name": name,
                    "default": default,
                    "choices": choices}
        elif " -button" in option:
            pos = option.find(" -button")
            return {"type": "button", "name": option[:pos]}
        elif " -save" in option:
            pos = option.find(" -save")
            return {"type": "button", "name": option[:pos]}
        elif " -reset" in option:
            pos = option.find(" -reset")
            return {"type": "button", "name": option[:pos]}

    # Info

    def canAnalyze(self):
        assert self.ready, "Still waiting for done=1"
        return self.features["analyze"]

    def maxAnalysisLines(self):
        return 1

    def requestMultiPV(self, setting):
        return 1

    def isAnalyzing(self):
        return self.mode in (ANALYZING, INVERSE_ANALYZING)

    def __repr__(self):
        if self.name:
            return self.name
        return self.features["myname"]
Example #52
0
 def __init__ (self, setup=False, lboard=None):
     if setup is True:
         Board.__init__(self, setup=THEBANSTART, lboard=lboard)
     else:
         Board.__init__(self, setup=setup, lboard=lboard)
Example #53
0
    def __init__(self, subprocess, color, protover, md5):
        ProtocolEngine.__init__(self, subprocess, color, protover, md5)

        self.features = {
            "ping": 0,
            "setboard": 0,
            "playother": 0,
            "san": 0,
            "usermove": 0,
            "time": 1,
            "draw": 1,
            "sigint": 0,
            "sigterm": 0,
            "reuse": 0,
            "analyze": 0,
            "myname": ', '.join(self.defname),
            "variants": None,
            "colors": 1,
            "ics": 0,
            "name": 0,
            "pause": 0,
            "nps": 0,
            "debug": 0,
            "memory": 0,
            "smp": 0,
            "egt": '',
            "option": '',
            "exclude": 0,
            "done": None,
        }

        self.supported_features = [
            "ping", "setboard", "san", "usermove", "time", "draw", "sigint",
            "analyze", "myname", "variants", "colors", "pause", "done", "egt",
            "debug", "smp", "memory", "option"
        ]

        self.options = {}
        self.options["Ponder"] = {"name": "Ponder",
                                  "type": "check",
                                  "default": False}

        self.name = None

        self.board = Board(setup=True)

        # if self.engineIsInNotPlaying == True, engine is in "force" mode,
        # i.e. not thinking or playing, but still verifying move legality
        self.engineIsInNotPlaying = False
        self.engineIsAnalyzing = False
        self.movenext = False
        self.waitingForMove = False
        self.readyForMoveNowCommand = False
        self.timeHandicap = 1

        self.lastping = 0
        self.lastpong = 0

        self.queue = asyncio.Queue()
        self.parse_line_task = asyncio.async(self.parseLine(self.engine))
        self.died_cid = self.engine.connect("died", lambda e: self.queue.put_nowait("die"))
        self.invalid_move = None

        self.optionQueue = []
        self.undoQueue = []
        self.ready_moves_event = asyncio.Event()

        self.cids = [
            self.connect_after("readyForOptions", self.__onReadyForOptions),
            self.connect_after("readyForMoves", self.__onReadyForMoves),
        ]
Example #54
0
 def __init__ (self, setup=False, lboard=None):
     if setup is True:
         Board.__init__(self, setup=PAWNSPASSEDSTART, lboard=lboard)
     else:
         Board.__init__(self, setup=setup, lboard=lboard)
            Board.__init__(self, setup=self.shuffle_start())
        else:
            Board.__init__(self, setup=setup)

    def shuffle_start(self):
        tmp = ['r', 'n', 'b', 'q', 'k', 'b', 'n', 'r']
        random.shuffle(tmp)
        tmp = ''.join(tmp)
        tmp = tmp + '/pppppppp/8/8/8/8/PPPPPPPP/' + tmp.upper() + ' w - - 0 1'
        
        return tmp

class ShuffleChess:
    __desc__ = _("xboard nocastle: http://tim-mann.org/xboard/engine-intf.html#8\n" +
                 "FICS wild/2: http://www.freechess.org/Help/HelpFiles/wild.html\n" +
                 "* Random arrangement of the pieces behind the pawns\n" +
                 "* No castling\n" +
                 "* Black's arrangement mirrors white's")
    name = _("Shuffle")
    cecp_name = "nocastle"
    board = ShuffleBoard
    need_initial_board = True
    standard_rules = True
    variant_group = VARIANTS_SHUFFLE


if __name__ == '__main__':
    Board = ShuffleBoard(True)
    for i in range(10):
        print Board.shuffle_start()
Example #56
0
 def __init__(self, setup=False, lboard=None):
     if setup is True:
         Board.__init__(self, setup=KAMBODIANSTART, lboard=lboard)
     else:
         Board.__init__(self, setup=setup, lboard=lboard)
Example #57
0
    def random_start(self):        
        tmp = random.sample(('r', 'n', 'b', 'q')*16, 7)
        tmp.append('k')
        random.shuffle(tmp)
        tmp = ''.join(tmp)
        tmp = tmp + '/pppppppp/8/8/8/8/PPPPPPPP/' + tmp.upper() + ' w - - 0 1'
        
        return tmp


class RandomChess:
    __desc__ = _("FICS wild/3: http://www.freechess.org/Help/HelpFiles/wild.html\n" +
                 "* Randomly chosen pieces (two queens or three rooks possible)\n" +
                 "* Exactly one king of each color\n" +
                 "* Pieces placed randomly behind the pawns\n" +
                 "* No castling\n" +
                 "* Black's arrangement mirrors white's")
    name = _("Random")
    cecp_name = "unknown"
    board = RandomBoard
    need_initial_board = True
    standard_rules = True
    variant_group = VARIANTS_SHUFFLE


if __name__ == '__main__':
    Board = RandomBoard(True)
    for i in range(10):
        print Board.random_start()
 def __init__(self, setup=False):
     if setup is True:
         Board.__init__(self, setup=self.random_start())
     else:
         Board.__init__(self, setup=setup)
Example #59
0
class UCIEngine (ProtocolEngine):
    
    def __init__ (self, subprocess, color, protover, md5):
        ProtocolEngine.__init__(self, subprocess, color, protover, md5)
        
        self.ids = {}
        self.options = {}
        self.optionsToBeSent = {}
        
        self.wtime = 60000
        self.btime = 60000
        self.incr = 0
        self.timeHandicap = 1 
        
        self.moveLock = RLock()
        # none of the following variables should be changed or used in a
        # condition statement without holding the above self.moveLock
        self.ponderOn = False
        self.pondermove = None
        self.ignoreNext = False
        self.waitingForMove = False
        self.needBestmove = False
        self.readyForStop = False   # keeps track of whether we already sent a 'stop' command
        self.multipvSetting  = conf.get("multipv", 1)    # MultiPV option sent to the engine
        self.multipvExpected = 1    # Number of PVs expected (limited by number of legal moves)
        self.commands = collections.deque()
        
        self.gameBoard = Board(setup=True) # board at the end of all moves played
        self.board = Board(setup=True)     # board to send the engine
        self.uciPosition = "startpos"
        self.uciPositionListsMoves = False
        self.analysis = [ None ]
        
        self.returnQueue = Queue()
        self.engine.connect("line", self.parseLines)
        self.engine.connect("died", self.__die)
        
        self.connect("readyForOptions", self.__onReadyForOptions_before)
        self.connect_after("readyForOptions", self.__onReadyForOptions)
        self.connect_after("readyForMoves", self.__onReadyForMoves)
    
    def __die (self, subprocess):
        self.returnQueue.put("die")
    
    #===========================================================================
    #    Starting the game
    #===========================================================================
    
    def prestart (self):
        print("uci", file=self.engine)
    
    def start (self):
        if self.mode in (ANALYZING, INVERSE_ANALYZING):
            t = Thread(target=self.__startBlocking,
                       name=fident(self.__startBlocking))
            t.daemon = True
            t.start()
        else:
            self.__startBlocking()
    
    def __startBlocking (self):
        r = self.returnQueue.get()
        if r == 'die':
            raise PlayerIsDead
        assert r == "ready" or r == 'del'
        #self.emit("readyForOptions")
        #self.emit("readyForMoves")
    
    def __onReadyForOptions_before (self, self_):
        self.readyOptions = True
    
    def __onReadyForOptions (self, self_):
        if self.mode in (ANALYZING, INVERSE_ANALYZING):
            if self.hasOption("Ponder"):
                self.setOption('Ponder', False)
        
            if self.hasOption("MultiPV") and self.multipvSetting > 1:
                self.setOption('MultiPV', self.multipvSetting)
            
        for option, value in self.optionsToBeSent.items():
            if isinstance(value, bool):
                value = str(value).lower()
            print("setoption name %s value %s" % (option, str(value)), file=self.engine)
        
        print("isready", file=self.engine)
    
    def __onReadyForMoves (self, self_):
        self.returnQueue.put("ready")
        self.readyMoves = True
        self._newGame()
        
        # If we are an analyzer, this signal was already called in a different
        # thread, so we can safely block it.
        if self.mode in (ANALYZING, INVERSE_ANALYZING):
            self._searchNow()
    
    #===========================================================================
    #    Ending the game
    #===========================================================================
    
    def end (self, status, reason):
        # UCI doens't care about reason, so we just kill
        self.kill(reason)
    
    def kill (self, reason):
        """ Kills the engine, starting with the 'stop' and 'quit' commands, then
            trying sigterm and eventually sigkill.
            Returns the exitcode, or if engine have already been killed, the
            method returns None """
        if self.connected:
            self.connected = False
            try:
                try:
                    print("stop", file=self.engine)
                    print("quit", file=self.engine)
                    self.returnQueue.put("del")
                    return self.engine.gentleKill()
                
                except OSError as e:
                    # No need to raise on a hang up error, as the engine is dead
                    # anyways
                    if e.errno == 32:
                        log.warning("Hung up Error", extra={"task":self.defname})
                        return e.errno
                    else: raise
            
            finally:
                # Clear the analyzed data, if any
                self.emit("analyze", [])
    
    #===========================================================================
    #    Send the player move updates
    #===========================================================================
    
    def _moveToUCI (self, board, move):
        cn = CASTLE_KK
        if board.variant == FISCHERRANDOMCHESS:
            cn = CASTLE_KR
        return toAN(board, move, short=True, castleNotation=cn)
    
    def _recordMove (self, board1, move, board2):
        if self.gameBoard == board1:
            return
        if not board2:
            if board1.variant == NORMALCHESS and board1.asFen() == FEN_START:
                self.uciPosition = "startpos"
            else:
                self.uciPosition = "fen " + board1.asFen()
            self.uciPositionListsMoves = False
        if move:
            if not self.uciPositionListsMoves:
                self.uciPosition += " moves"
                self.uciPositionListsMoves = True
            self.uciPosition += " " + self._moveToUCI(board2, move)


        self.board = self.gameBoard = board1
        if self.mode == INVERSE_ANALYZING:
            self.board = self.gameBoard.switchColor()

    def _recordMoveList (self, model, ply=None):
        self._recordMove(model.boards[0], None, None)
        if ply is None:
            ply = model.ply
        for board1, move, board2 in zip(model.boards[1:ply+1], model.moves, model.boards[0:ply]):
            self._recordMove(board1, move, board2)

    
    def setBoard (self, board):
        log.debug("setBoardAtPly: board=%s" % board, extra={"task":self.defname})
        self._recordMove(board, None, None)
        
        if not self.readyMoves:
            return
        self._searchNow()

    def putMove (self, board1, move, board2):
        log.debug("putMove: board1=%s move=%s board2=%s self.board=%s" % \
            (board1, move, board2, self.board), extra={"task":self.defname})
        self._recordMove(board1, move, board2)
        
        if not self.readyMoves:
            return
        self._searchNow()
    
    def makeMove (self, board1, move, board2):
        log.debug("makeMove: move=%s self.pondermove=%s board1=%s board2=%s self.board=%s" % \
            (move, self.pondermove, board1, board2, self.board), extra={"task":self.defname})
        assert self.readyMoves
        
        with self.moveLock:
            self._recordMove(board1, move, board2)
            self.waitingForMove = True
            ponderhit = False
            
            if board2 and self.pondermove and move == self.pondermove:
                ponderhit = True
            elif board2 and self.pondermove:
                self.ignoreNext = True
                print("stop", file=self.engine)
            
            self._searchNow(ponderhit=ponderhit)
        
        # Parse outputs
        try:
            r = self.returnQueue.get()
            if r == "del":
                raise PlayerIsDead
            if r == "int":
                with self.moveLock:
                    self.pondermove = None
                    self.ignoreNext = True
                    self.needBestmove = True
                    self.hurry()
                    raise TurnInterrupt
            return r
        finally:
            with self.moveLock:
                self.waitingForMove = False
                # empty the queue of any moves received post-undo/TurnInterrupt
                self.returnQueue.queue.clear()
    
    def updateTime (self, secs, opsecs):
        if self.color == WHITE:
            self.wtime = int(secs*1000*self.timeHandicap)
            self.btime = int(opsecs*1000)
        else:
            self.btime = int(secs*1000*self.timeHandicap)
            self.wtime = int(opsecs*1000)
    
    #===========================================================================
    #    Standard options
    #===========================================================================
    
    def setOptionAnalyzing (self, mode):
        self.mode = mode
        if self.mode == INVERSE_ANALYZING:
            self.board = self.gameBoard.switchColor()
    
    def setOptionInitialBoard (self, model):
        log.debug("setOptionInitialBoard: self=%s, model=%s" % \
            (self, model), extra={"task":self.defname})
        self._recordMoveList(model)
    
    def setOptionVariant (self, variant):
        if variant == FischerRandomChess:
            assert self.hasOption("UCI_Chess960")
            self.setOption("UCI_Chess960", True)
        elif self.hasOption("UCI_Variant") and not variant.standard_rules:
            self.setOption("UCI_Variant", variant.cecp_name)
    
    def setOptionTime (self, secs, gain):
        self.wtime = int(max(secs*1000*self.timeHandicap, 1))
        self.btime = int(max(secs*1000*self.timeHandicap, 1))
        self.incr = int(gain*1000*self.timeHandicap)
    
    def setOptionStrength (self, strength, forcePonderOff):
        self.strength = strength
        
        if self.hasOption('UCI_LimitStrength') and strength <= 18:
            self.setOption('UCI_LimitStrength', True)
            if self.hasOption('UCI_Elo'):
                self.setOption('UCI_Elo', 150 * strength)
        
        # Stockfish offers 20 skill levels
        if self.hasOption('Skill Level') and strength <= 19:
            self.setOption('Skill Level', strength)

        if ((not self.hasOption('UCI_Elo')) and (not self.hasOption('Skill Level'))) or strength <= 19:
            self.timeHandicap = th = 0.01 * 10**(strength/10.)
            self.wtime = int(max(self.wtime*th, 1))
            self.btime = int(max(self.btime*th, 1))
            self.incr = int(self.incr*th)
        
        if self.hasOption('Ponder'):
            self.setOption('Ponder', strength >= 19 and not forcePonderOff)

        if self.hasOption('GaviotaTbPath') and strength == 20:
            self.setOption('GaviotaTbPath', conf.get("egtb_path", ""))
    #===========================================================================
    #    Interacting with the player
    #===========================================================================
    
    def pause (self):
        log.debug("pause: self=%s" % self, extra={"task":self.defname})
        self.engine.pause()
        return
        
        if self.board.color == self.color or \
                self.mode != NORMAL or self.pondermove:
            self.ignoreNext = True
            print("stop", file=self.engine)
    
    def resume (self):
        log.debug("resume: self=%s" % self, extra={"task":self.defname})
        self.engine.resume()
        return
        
        if self.mode == NORMAL:
            if self.board.color == self.color:
                self._searchNow()
            elif self.ponderOn and self.pondermove:
                self._startPonder()
        else:
            self._searchNow()
    
    def hurry (self):
        log.debug("hurry: self.waitingForMove=%s self.readyForStop=%s" % \
            (self.waitingForMove, self.readyForStop), extra={"task":self.defname})
        # sending this more than once per move will crash most engines
        # so we need to send only the first one, and then ignore every "hurry" request
        # after that until there is another outstanding "position..go"
        with self.moveLock:
            if self.waitingForMove and self.readyForStop:
                print("stop", file=self.engine)
                self.readyForStop = False
    
    def playerUndoMoves (self, moves, gamemodel):
        log.debug("playerUndoMoves: moves=%s gamemodel.ply=%s gamemodel.boards[-1]=%s self.board=%s" % \
            (moves, gamemodel.ply, gamemodel.boards[-1], self.board), extra={"task":self.defname})

        self._recordMoveList(gamemodel)
        
        if (gamemodel.curplayer != self and moves % 2 == 1) or \
                (gamemodel.curplayer == self and moves % 2 == 0):
            # Interrupt if we were searching but should no longer do so, or
            # if it is was our move before undo and it is still our move after undo
            # since we need to send the engine the new FEN in makeMove()
            log.debug("playerUndoMoves: putting 'int' into self.returnQueue=%s" % \
                self.returnQueue.queue, extra={"task":self.defname})
            self.returnQueue.put("int")
    
    def spectatorUndoMoves (self, moves, gamemodel):
        log.debug("spectatorUndoMoves: moves=%s gamemodel.ply=%s gamemodel.boards[-1]=%s self.board=%s" % \
            (moves, gamemodel.ply, gamemodel.boards[-1], self.board), extra={"task":self.defname})

        self._recordMoveList(gamemodel)
        
        if self.readyMoves:
            self._searchNow()
    
    #===========================================================================
    #    Offer handling
    #===========================================================================
    
    def offer (self, offer):
        if offer.type == DRAW_OFFER:
            self.emit("decline", offer)
        else:
            self.emit("accept", offer)
    
    #===========================================================================
    #    Option handling
    #===========================================================================
    
    def setOption (self, key, value):
        """ Set an option, which will be sent to the engine, after the
            'readyForOptions' signal has passed.
            If you want to know the possible options, you should go to
            engineDiscoverer or use the getOption, getOptions and hasOption
            methods, while you are in your 'readyForOptions' signal handler """ 
        if self.readyMoves:
            log.warning("Options set after 'readyok' are not sent to the engine", extra={"task":self.defname})
        self.optionsToBeSent[key] = value
        self.ponderOn = key=="Ponder" and value is True
    
    def getOption (self, option):
        assert self.readyOptions
        if option in self.options:
            return self.options[option]["default"]
        return None
    
    def getOptions (self):
        assert self.readyOptions
        return copy(self.options)
    
    def hasOption (self, key):
        assert self.readyOptions
        return key in self.options
    
    #===========================================================================
    #    Internal
    #===========================================================================
    
    def _newGame (self):
        print("ucinewgame", file=self.engine)
    
    def _searchNow (self, ponderhit=False):
        log.debug("_searchNow: self.needBestmove=%s ponderhit=%s self.board=%s" % \
            (self.needBestmove, ponderhit, self.board), extra={"task":self.defname})

        with self.moveLock:
            commands = []
            
            if ponderhit:
                commands.append("ponderhit")
                
            elif self.mode == NORMAL:
                commands.append("position %s" % self.uciPosition)
                if self.strength <= 3:
                    commands.append("go depth %d" % self.strength)
                else:
                    commands.append("go wtime %d winc %d btime %d binc %d" % \
                                    (self.wtime, self.incr, self.btime, self.incr))
                
            else:
                print("stop", file=self.engine)
                
                if self.mode == INVERSE_ANALYZING:
                    if self.board.board.opIsChecked():
                        # Many engines don't like positions able to take down enemy
                        # king. Therefore we just return the "kill king" move
                        # automaticaly
                        self.emit("analyze", [([getMoveKillingKing(self.board)], MATE_VALUE-1, "")])
                        return
                    commands.append("position fen %s" % self.board.asFen())
                else:
                    commands.append("position %s" % self.uciPosition)

                #commands.append("go infinite")
                move_time = int(conf.get("max_analysis_spin", 3))*1000
                commands.append("go movetime %s" % move_time)

            if self.hasOption("MultiPV") and self.multipvSetting > 1:
                self.multipvExpected = min(self.multipvSetting, legalMoveCount(self.board))
            else:
                self.multipvExpected = 1
            self.analysis = [None] * self.multipvExpected
            
            if self.needBestmove:
                self.commands.append(commands)
                log.debug("_searchNow: self.needBestmove==True, appended to self.commands=%s" % \
                    self.commands, extra={"task":self.defname})
            else:
                for command in commands:
                    print(command, file=self.engine)
                if getStatus(self.board)[1] != WON_MATE: # XXX This looks fishy.
                    self.needBestmove = True
                    self.readyForStop = True
    
    def _startPonder (self):
        uciPos = self.uciPosition
        if not self.uciPositionListsMoves:
            uciPos += " moves"
        print("position", uciPos, \
                                self._moveToUCI(self.board, self.pondermove), file=self.engine)
        print("go ponder wtime", self.wtime, \
            "winc", self.incr, "btime", self.btime, "binc", self.incr, file=self.engine)
    
    #===========================================================================
    #    Parsing from engine
    #===========================================================================
    
    def parseLines (self, engine, lines):
        for line in lines:
            self.__parseLine(line)
    
    def __parseLine (self, line):
        if not self.connected: return
        parts = line.split()
        if not parts: return
        
        #---------------------------------------------------------- Initializing
        if parts[0] == "id":
            self.ids[parts[1]] = " ".join(parts[2:])
            if parts[1] == "name":
                self.setName(self.ids["name"])
            return
        
        if parts[0] == "uciok":
            self.emit("readyForOptions")
            return
        
        if parts[0] == "readyok":
            self.emit("readyForMoves")
            return
        
        #------------------------------------------------------- Options parsing
        if parts[0] == "option":
            dic = {}
            last = 1
            varlist = []
            for i in range (2, len(parts)+1):
                if i == len(parts) or parts[i] in OPTKEYS:
                    key = parts[last]
                    value = " ".join(parts[last+1:i])
                    if "type" in dic and dic["type"] in TYPEDIC:
                        value = TYPEDIC[dic["type"]](value)
                        
                    if key == "var":
                        varlist.append(value)
                    elif key == "type" and value == "string":
                        dic[key] = "text"
                    else:
                        dic[key] = value
                        
                    last = i
            if varlist:
                dic["choices"] = varlist
            
            self.options[dic["name"]] = dic
            return
        
        #---------------------------------------------------------------- A Move
        if self.mode == NORMAL and parts[0] == "bestmove":
            with self.moveLock:
                self.needBestmove = False
                self.__sendQueuedGo()
                
                if self.ignoreNext:
                    log.debug("__parseLine: line='%s' self.ignoreNext==True, returning" % \
                        line.strip(), extra={"task":self.defname})
                    self.ignoreNext = False
                    self.readyForStop = True
                    return
                
                if not self.waitingForMove:
                    log.warning("__parseLine: self.waitingForMove==False, ignoring move=%s" % \
                        parts[1], extra={"task":self.defname})
                    self.pondermove = None
                    return
                self.waitingForMove = False

                try:
                    move = parseAny(self.board, parts[1])
                except ParsingError as e:
                    self.end(WHITEWON if self.board.color == BLACK else BLACKWON, WON_ADJUDICATION)
                    return
                
                if not validate(self.board, move):
                    # This is critical. To avoid game stalls, we need to resign on
                    # behalf of the engine.
                    log.error("__parseLine: move=%s didn't validate, putting 'del' in returnQueue. self.board=%s" % \
                        (repr(move), self.board), extra={"task":self.defname})
                    self.end(WHITEWON if self.board.color == BLACK else BLACKWON, WON_ADJUDICATION)
                    return
                
                self._recordMove(self.board.move(move), move, self.board)
                log.debug("__parseLine: applied move=%s to self.board=%s" % \
                    (move, self.board), extra={"task":self.defname})
                
                if self.ponderOn:
                    self.pondermove = None
                    # An engine may send an empty ponder line, simply to clear.
                    if len(parts) == 4:
                        # Engines don't always check for everything in their
                        # ponders. Hence we need to validate.
                        # But in some cases, what they send may not even be
                        # correct AN - specially in the case of promotion.
                        try:
                            pondermove = parseAny(self.board, parts[3])
                        except ParsingError:
                            pass
                        else:
                            if validate(self.board, pondermove):
                                self.pondermove = pondermove
                                self._startPonder()
                
                self.returnQueue.put(move)
                log.debug("__parseLine: put move=%s into self.returnQueue=%s" % \
                    (move, self.returnQueue.queue), extra={"task":self.defname})
                return
        
        #----------------------------------------------------------- An Analysis
        if self.mode != NORMAL and parts[0] == "info" and "pv" in parts:
            multipv = 1
            if "multipv" in parts:
                multipv = int(parts[parts.index("multipv")+1])
            scoretype = parts[parts.index("score")+1]
            if scoretype in ('lowerbound', 'upperbound'):
                score = None
            else:
                score = int(parts[parts.index("score")+2])
                if scoretype == 'mate':
#                    print >> self.engine, "stop"
                    if score != 0:
                        sign = score/abs(score)
                        score = sign*MATE_VALUE
            
            movstrs = parts[parts.index("pv")+1:]
            try:
                moves = listToMoves (self.board, movstrs, AN, validate=True, ignoreErrors=False)
            except ParsingError as e:
                # ParsingErrors may happen when parsing "old" lines from
                # analyzing engines, which haven't yet noticed their new tasks
                log.debug("__parseLine: Ignored (%s) from analyzer: ParsingError%s" % \
                    (' '.join(movstrs),e), extra={"task":self.defname})
                return

            if "depth" in parts:
                depth = parts[parts.index("depth")+1]
            else:
                depth = ""
                
            if multipv <= len(self.analysis):
                self.analysis[multipv - 1] = (moves, score, depth)

            self.emit("analyze", self.analysis)
            return
        
        #-----------------------------------------------  An Analyzer bestmove
        if self.mode != NORMAL and parts[0] == "bestmove":
            with self.moveLock:
                log.debug("__parseLine: processing analyzer bestmove='%s'" % \
                    line.strip(), extra={"task":self.defname})
                self.needBestmove = False
                self.__sendQueuedGo(sendlast=True)
                return
        
        #  Stockfish complaining it received a 'stop' without a corresponding 'position..go'
        if line.strip() == "Unknown command: stop":
            with self.moveLock:
                log.debug("__parseLine: processing '%s'" % line.strip(), extra={"task":self.defname})
                self.ignoreNext = False
                self.needBestmove = False
                self.readyForStop = False
                self.__sendQueuedGo()
                return
        
        #* score
        #* cp <x>
        #    the score from the engine's point of view in centipawns.
        #* mate <y>
        #    mate in y moves, not plies.
        #    If the engine is getting mated use negative values for y.
        #* lowerbound
        #  the score is just a lower bound.
        #* upperbound
        #   the score is just an upper bound.
    
    def __sendQueuedGo (self, sendlast=False):
        """ Sends the next position...go or ponderhit command set which was queued (if any).
        
        sendlast -- If True, send the last position-go queued rather than the first,
        and discard the others (intended for analyzers)
        """
        with self.moveLock:
            if len(self.commands) > 0:
                if sendlast:
                    commands = self.commands.pop()
                    self.commands.clear()
                else:
                    commands = self.commands.popleft()
                
                for command in commands:
                    print(command, file=self.engine)
                self.needBestmove = True
                self.readyForStop = True
                log.debug("__sendQueuedGo: sent queued go=%s" % commands, extra={"task":self.defname})

    #===========================================================================
    #    Info
    #===========================================================================
    
    def maxAnalysisLines (self):
        try:
            return int(self.options["MultiPV"]["max"])
        except (KeyError, ValueError):
            return 1 # Engine does not support the MultiPV option
        
    def requestMultiPV (self, n):
        multipvMax = self.maxAnalysisLines()
        n = min(n, multipvMax)
        
        if n != self.multipvSetting:
            conf.set("multipv", n)
            with self.moveLock:
                self.multipvSetting  = n
                print("stop", file=self.engine)
                print("setoption name MultiPV value", n, file=self.engine)
                self._searchNow()
        
        return n
    
    def __repr__ (self):
        if self.name:
            return self.name
        if "name" in self.ids:
            return self.ids["name"]
        return ', '.join(self.defname)