Exemple #1
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        def walk(model, node, path):
            if node.prev is None:
                # initial game board
                board = model.variant(setup=node.asFen(), lboard=node)
            else:
                move = Move(node.lastMove)
                try:
                    board = node.prev.pieceBoard.move(move, lboard=node)
                except Exception:
                    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(model, node.next, path + [board])

            for child in node.children:
                if isinstance(child, list):
                    if len(child) > 1:
                        # non empty variation, go walk
                        walk(model, 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
Exemple #2
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        def _create_board(model, node):
            if node.prev is None:
                # initial game board
                board = model.variant(setup=node.asFen(), lboard=node)
            else:
                move = Move(node.lastMove)
                try:
                    board = node.prev.pieceBoard.move(move, lboard=node)
                except Exception:
                    raise LoadingError(
                        _("Invalid move."),
                        "%s%s" % (move_count(node, black_periods=True), move))

            return board
Exemple #3
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    def parse_movetext(self, string, board, position, variation=False):
        """Recursive parses a movelist part of one game.

           Arguments:
           srting - str (movelist)
           board - lboard (initial position)
           position - int (maximum ply to parse)
           variation- boolean (True if the string is a variation)"""

        boards = []
        boards_append = boards.append

        last_board = board
        if variation:
            # this board used only to hold initial variation comments
            boards_append(LBoard(board.variant))
        else:
            # initial game board
            boards_append(board)

        # status = None
        parenthesis = 0
        v_string = ""
        v_last_board = None
        for m in re.finditer(pattern, string):
            group, text = m.lastindex, m.group(m.lastindex)
            if parenthesis > 0:
                v_string += ' ' + text

            if group == VARIATION_END:
                parenthesis -= 1
                if parenthesis == 0:
                    if last_board.prev is None:
                        errstr1 = _("Error parsing %(mstr)s") % {
                            "mstr": string
                        }
                        self.error = LoadingError(errstr1, "")
                        return boards  # , status

                    v_last_board.children.append(
                        self.parse_movetext(v_string[:-1],
                                            last_board.prev,
                                            position,
                                            variation=True))
                    v_string = ""
                    continue

            elif group == VARIATION_START:
                parenthesis += 1
                if parenthesis == 1:
                    v_last_board = last_board

            if parenthesis == 0:
                if group == FULL_MOVE:
                    if not variation:
                        if position != -1 and last_board.plyCount >= position:
                            break

                    mstr = m.group(MOVE)
                    try:
                        lmove = parseAny(last_board, mstr)
                    except ParsingError as err:
                        # TODO: save the rest as comment
                        # last_board.children.append(string[m.start():])
                        notation, reason, boardfen = err.args
                        ply = last_board.plyCount
                        if ply % 2 == 0:
                            moveno = "%d." % (ply // 2 + 1)
                        else:
                            moveno = "%d..." % (ply // 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
                        self.error = LoadingError(errstr1, errstr2)
                        break
                    except Exception:
                        ply = last_board.plyCount
                        if ply % 2 == 0:
                            moveno = "%d." % (ply // 2 + 1)
                        else:
                            moveno = "%d..." % (ply // 2 + 1)
                        errstr1 = _(
                            "Error parsing move %(moveno)s %(mstr)s") % {
                                "moveno": moveno,
                                "mstr": mstr
                            }
                        self.error = LoadingError(errstr1, "")
                        break

                    new_board = last_board.clone()
                    new_board.applyMove(lmove)

                    if m.group(MOVE_COMMENT):
                        new_board.nags.append(symbol2nag(
                            m.group(MOVE_COMMENT)))

                    new_board.prev = last_board

                    # set last_board next, except starting a new variation
                    if variation and last_board == board:
                        boards[0].next = new_board
                    else:
                        last_board.next = new_board

                    boards_append(new_board)
                    last_board = new_board

                elif group == COMMENT_REST:
                    last_board.children.append(text[1:])

                elif group == COMMENT_BRACE:
                    comm = text.replace('{\r\n', '{').replace('\r\n}', '}')
                    # Preserve new lines of lichess study comments
                    if self.path is not None and "lichess_study_" in self.path:
                        comment = comm[1:-1]
                    else:
                        comm = comm[1:-1].splitlines()
                        comment = ' '.join([line.strip() for line in comm])
                    if variation and last_board == board:
                        # initial variation comment
                        boards[0].children.append(comment)
                    else:
                        last_board.children.append(comment)

                elif group == COMMENT_NAG:
                    last_board.nags.append(text)

                # TODO
                elif group == RESULT:
                    # if text == "1/2":
                    #    status = reprResult.index("1/2-1/2")
                    # else:
                    #    status = reprResult.index(text)
                    break

                else:
                    print("Unknown:", text)

        return boards  # , status
Exemple #4
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    def loadToModel(self, rec, position=-1, model=None):
        """ Parse game text and load game record header tags to a GameModel object """

        if model is None:
            model = GameModel()

        if self.pgn_is_string:
            rec = self.games[0]

        # Load mandatory tags
        for tag in mandatory_tags:
            model.tags[tag] = rec[tag]

        # Load other tags
        for tag in ('WhiteElo', 'BlackElo', 'ECO', 'TimeControl', 'Annotator'):
            model.tags[tag] = rec[tag]

        if self.pgn_is_string:
            for tag in rec:
                if isinstance(rec[tag], str) and rec[tag]:
                    model.tags[tag] = rec[tag]
        else:
            model.info = self.tag_database.get_info(rec)
            extra_tags = self.tag_database.get_exta_tags(rec)
            for et in extra_tags:
                model.tags[et['tag_name']] = et['tag_value']

        if self.pgn_is_string:
            variant = rec["Variant"].capitalize()
        else:
            variant = self.get_variant(rec)

        if model.tags['TimeControl']:
            tc = parseTimeControlTag(model.tags['TimeControl'])
            if tc is not None:
                secs, gain, moves = tc
                model.timed = True
                model.timemodel.secs = secs
                model.timemodel.gain = gain
                model.timemodel.minutes = secs / 60
                model.timemodel.moves = moves
                for tag, color in (('WhiteClock', WHITE), ('BlackClock',
                                                           BLACK)):
                    if tag in model.tags:
                        try:
                            millisec = parseClockTimeTag(model.tags[tag])
                            # We need to fix when FICS reports negative clock time like this
                            # [TimeControl "180+0"]
                            # [WhiteClock "0:00:15.867"]
                            # [BlackClock "23:59:58.820"]
                            start_sec = (
                                millisec - 24 * 60 * 60 * 1000
                            ) / 1000. if millisec > 23 * 60 * 60 * 1000 else millisec / 1000.
                            model.timemodel.intervals[color][0] = start_sec
                        except ValueError:
                            raise LoadingError("Error parsing '%s'" % tag)
        fenstr = rec["FEN"]

        if variant:
            if variant not in name2variant:
                raise LoadingError("Unknown variant %s" % variant)

            model.tags["Variant"] = variant
            # Fixes for some non statndard Chess960 .pgn
            if (fenstr is not None) and variant == "Fischerandom":
                parts = fenstr.split()
                parts[0] = parts[0].replace(".", "/").replace("0", "")
                if len(parts) == 1:
                    parts.append("w")
                    parts.append("-")
                    parts.append("-")
                fenstr = " ".join(parts)

            model.variant = name2variant[variant]
            board = LBoard(model.variant.variant)
        else:
            model.variant = NormalBoard
            board = LBoard()

        if fenstr:
            try:
                board.applyFen(fenstr)
                model.tags["FEN"] = fenstr
            except SyntaxError as err:
                board.applyFen(FEN_EMPTY)
                raise LoadingError(
                    _("The game can't be loaded, because of an error parsing FEN"
                      ), err.args[0])
        else:
            board.applyFen(FEN_START)

        boards = [board]

        del model.moves[:]
        del model.variations[:]

        self.error = None
        movetext = self.get_movetext(rec)
        boards = self.parse_movetext(movetext, boards[0], position)

        # The parser built a tree of lboard objects, now we have to
        # create the high level Board and Move lists...

        for board in boards:
            if board.lastMove is not None:
                model.moves.append(Move(board.lastMove))

        self.has_emt = False
        self.has_eval = False

        def _create_board(model, node):
            if node.prev is None:
                # initial game board
                board = model.variant(setup=node.asFen(), lboard=node)
            else:
                move = Move(node.lastMove)
                try:
                    board = node.prev.pieceBoard.move(move, lboard=node)
                except Exception:
                    raise LoadingError(
                        _("Invalid move."),
                        "%s%s" % (move_count(node, black_periods=True), move))

            return board

        def walk(model, node, path):
            boards = path
            stack = []
            current = node

            while current is not None:
                board = _create_board(model, current)
                boards.append(board)
                stack.append(current)
                current = current.next
            else:
                model.variations.append(list(boards))

            while stack:
                current = stack.pop()
                boards.pop()
                for child in current.children:
                    if isinstance(child, list):
                        if len(child) > 1:
                            # non empty variation, go walk
                            walk(model, child[1], list(boards))
                    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

        # Collect all variation paths into a list of board lists
        # where the first one will be the boards of mainline game.
        # model.boards will allways point to the current shown variation
        # which will be model.variations[0] when we are in the mainline.
        walk(model, boards[0], [])
        model.boards = model.variations[0]
        self.has_emt = self.has_emt and model.timed
        if self.has_emt or self.has_eval:
            if self.has_emt:
                blacks = len(model.moves) // 2
                whites = len(model.moves) - blacks

                model.timemodel.intervals = [
                    [model.timemodel.intervals[0][0]] * (whites + 1),
                    [model.timemodel.intervals[1][0]] * (blacks + 1),
                ]
                model.timemodel.intervals[0][0] = secs
                model.timemodel.intervals[1][0] = secs
            for ply, board in enumerate(boards):
                for child in board.children:
                    if isinstance(child, str):
                        if self.has_emt:
                            match = move_time_re.search(child)
                            if match:
                                movecount, color = divmod(ply + 1, 2)
                                hour, minute, sec, msec = match.groups()
                                prev = model.timemodel.intervals[color][
                                    movecount - 1]
                                hour = 0 if hour is None else int(hour[:-1])
                                minute = 0 if minute is None else int(
                                    minute[:-1])
                                msec = 0 if msec is None else int(msec)
                                msec += int(sec) * 1000 + int(
                                    minute) * 60 * 1000 + int(
                                        hour) * 60 * 60 * 1000
                                model.timemodel.intervals[color][
                                    movecount] = prev - msec / 1000. + gain

                        if self.has_eval:
                            match = move_eval_re.search(child)
                            if match:
                                sign, num, fraction, depth = match.groups()
                                sign = 1 if sign is None or sign == "+" else -1
                                num = int(num)
                                fraction = 0 if fraction is None else int(
                                    fraction)
                                value = sign * (num * 100 + fraction)
                                depth = "" if depth is None else depth
                                if board.color == BLACK:
                                    value = -value
                                model.scores[ply] = ("", value, depth)
            log.debug("pgn.loadToModel: intervals %s" %
                      model.timemodel.intervals)

        # Find the physical status of the game
        model.status, model.reason = getStatus(model.boards[-1])

        # Apply result from .pgn if the last position was loaded
        if position == -1 or len(model.moves) == position - model.lowply:
            if self.pgn_is_string:
                result = rec["Result"]
                if result in pgn2Const:
                    status = pgn2Const[result]
                else:
                    status = RUNNING
            else:
                status = rec["Result"]

            if status in (WHITEWON, BLACKWON) and status != model.status:
                model.status = status
                model.reason = WON_RESIGN
            elif status == DRAW and status != model.status:
                model.status = DRAW
                model.reason = DRAW_AGREE

        if model.timed:
            model.timemodel.movingColor = model.boards[-1].color

        # If parsing gave an error we throw it now, to enlarge our possibility
        # of being able to continue the game from where it failed.
        if self.error:
            raise self.error

        return model
Exemple #5
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    def simple_parse_movetext(self, string, board, movelist, bitboards):
        """Parses a movelist part of one game.
           If find anything not being a move immediately returns False
           It fills list of lmoves parsed with parseSAN() and
           list of integers representing a board with occupied fields bitboard

           Arguments:
           srting - str (movelist)
           board - lboard (FEN_START)
           movelist - an empty array("H") to fill
           bitboards - an empty list to fill

           Return: True if parser find moves only."""

        movelist_append = movelist.append

        for m in re.finditer(pattern, string):
            group, text = m.lastindex, m.group(m.lastindex)
            if group in (COMMENT_BRACE, COMMENT_NAG, VARIATION_END,
                         VARIATION_START, COMMENT_REST):
                return False

            elif group == FULL_MOVE:
                if m.group(MOVE_COMMENT):
                    return False

                mstr = m.group(MOVE)
                try:
                    lmove = parseSAN(board, mstr, full=False)
                except ParsingError as err:
                    notation, reason, boardfen = err.args
                    ply = board.plyCount
                    if ply % 2 == 0:
                        moveno = "%d." % (ply // 2 + 1)
                    else:
                        moveno = "%d..." % (ply // 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
                    self.error = LoadingError(errstr1, errstr2)
                    break
                except:
                    ply = board.plyCount
                    if ply % 2 == 0:
                        moveno = "%d." % (ply // 2 + 1)
                    else:
                        moveno = "%d..." % (ply // 2 + 1)
                    errstr1 = _("Error parsing move %(moveno)s %(mstr)s") % {
                        "moveno": moveno,
                        "mstr": mstr
                    }
                    self.error = LoadingError(errstr1, "")
                    break

                bitboards.append(board.friends[0] | board.friends[1])
                board.applyMove(lmove, full=False)
                movelist_append(lmove)

            elif group == RESULT:
                pass
            else:
                print("Unknown:", text)

        return True