def undo_single_move(self, b): engine.command("undo") move = None try: move = self.movelist.pop() self.redolist.append(move) self.stm = self.get_side_to_move() gv.gui.set_side_to_move(self.stm) except IndexError: pass try: gv.usib.stop_engine() gv.usiw.stop_engine() except: pass self.gameover = False gv.board.update() # set move list window to last move self.move_list.set_move(len(self.movelist)) if move is not None: gv.gui.set_status_bar_msg("(" + move + ")") # highlight the move by changing square colours self.hilite_move(move) else: gv.gui.unhilite_squares()
def human_move(self, move): self.movelist.append(move) self.redolist = [] #self.board.save_board(len(self.movelist)) # highlight the move by changing square colours self.hilite_move(move) self.board.update() # update move list in move list window self.move_list.update() if self.verbose: engine.command('bd') self.src = '' self.gameover, msg = self.check_for_gameover() if (self.gameover): self.stop() self.gui.set_status_bar_msg(msg) self.thinking = False return #self.gui.set_status_bar_msg('Thinking ...') #if self.verbose: print "--------------------------------------------------------------------------------" #print "whites move" self.stm = self.get_side_to_move() self.gui.set_side_to_move(self.stm) if self.verbose: print "#" print "# " + self.get_side_to_move_string(self.stm) + " to move" print "#" self.gui.set_status_bar_msg(" ") self.src = '' # update time for last move self.tc.update_clock() self.gui.apply_drag_and_drop_settings(self.player[self.stm], self.stm) if self.player[self.stm] == "Human": # set clock ready for move to come self.tc.start_clock(self.stm) if not self.timer_active: gobject.timeout_add(1000, self.tc.show_time) return self.thinking = True # disable some functionality while the computer is thinking #self.gui.disable_menu_items() # It's the computers turn to move # kick off a separate thread for computers move so that gui is still useable self.ct = thread.start_new_thread(self.computer_move, ()) return
def human_move(self, move): self.movelist.append(move) self.redolist = [] #self.board.save_board(len(self.movelist)) # highlight the move by changing square colours self.hilite_move(move) self.board.update() # update move list in move list window self.move_list.update() if self.verbose: engine.command('bd') self.src = '' self.gameover, msg = self.check_for_gameover() if (self.gameover): self.stop() self.gui.set_status_bar_msg(msg) self.thinking = False return #self.gui.set_status_bar_msg('Thinking ...') #if self.verbose: print "--------------------------------------------------------------------------------" #print "whites move" self.stm = self.get_side_to_move() self.gui.set_side_to_move(self.stm) if self.verbose: print "#" print "# " + self.get_side_to_move_string(self.stm) + " to move" print "#" self.gui.set_status_bar_msg(" ") self.src = '' # update time for last move self.tc.update_clock() self.gui.apply_drag_and_drop_settings(self.player[self.stm], self.stm) if self.player[self.stm] == "Human": # set clock ready for move to come self.tc.start_clock(self.stm) if not self.timer_active: gobject.timeout_add(1000, self.tc.show_time) return self.thinking = True # disable some functionality while the computer is thinking #self.gui.disable_menu_items() # It's the computers turn to move # kick off a separate thread for computers move so that gui is still useable self.ct= thread.start_new_thread( self.computer_move, () ) return
def undo_move(self): engine.command("undo") move = None try: move = self.movelist.pop() self.redolist.append(move) except IndexError: pass
def parser(command): #Going to be replaced with the actual game logic global imgfile global image engine.command(command) if command == 'quit': return False return True
def new_game(self, menu_name): self.gameover = False engine.command('new') if menu_name == 'NewGame': # Normal Game (No handicap) self.startpos = 'startpos' self.start_stm = BLACK else: # Handicap Game self.start_stm = WHITE if menu_name == 'LanceHandicap': sfen = 'lnsgkgsn1/1r5b1/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1' elif menu_name == 'BishopHandicap': sfen = 'lnsgkgsnl/1r7/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1' elif menu_name == 'RookHandicap': sfen = 'lnsgkgsnl/7b1/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1' elif menu_name == 'RookandLanceHandicap': sfen = 'lnsgkgsn1/7b1/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1' elif menu_name == 'TwoPieceHandicap': sfen = 'lnsgkgsnl/9/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1' elif menu_name == 'FourPieceHandicap': sfen = '1nsgkgsn1/9/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1' elif menu_name == 'SixPieceHandicap': sfen = '2sgkgs2/9/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1' elif menu_name == 'EightPieceHandicap': sfen = '3gkg3/9/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1' elif menu_name == 'TenPieceHandicap': sfen = '4k4/9/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1' else: self.gui.info_box('Error. Invalid menu name:' + menu_name) return engine.setfen(sfen) self.startpos = sfen self.board.update() # update move list in move list window self.move_list.update() if not BEEP: engine.command('beep') self.usib.set_newgame() self.usiw.set_newgame() self.movelist = [] self.redolist = [] self.gui.set_status_bar_msg('') self.stm = self.get_side_to_move() self.gui.set_side_to_move(self.stm) self.gui.unhilite_squares() self.tc.reset_clock()
def __init__(self): self.verbose = False self.verbose_usi = False for arg in sys.argv: if arg == '-v' or arg == '--verbose': self.verbose = True if arg == '-vusi': self.verbose_usi = True self.ask_before_promoting = False self.gameover = False self.time_limit = '00:10' self.stopped = True self.quitting = False self.src = '' self.src_x = '' self.src_y = '' self.startpos = 'startpos' self.start_stm = BLACK self.search_depth = 39 self.thinking = False self.cmove = 'none' self.movelist = [] self.redolist = [] self.player = ["Human", "gshogi"] self.pondermove = [None, None] # set paths to images. opening book etc self.set_data_paths() opening_book_path = os.path.join(self.prefix, "data/opening.bbk") engine.init(opening_book_path, self.verbose) self.glade_dir = os.path.join(self.prefix, 'glade') utils.set_game_ref(self) # usiw is the instance that plays white (gote) # usib is the instance that plays black (sente) self.usib = usi.Usi(self.verbose, self.verbose_usi, 'b') self.usiw = usi.Usi(self.verbose, self.verbose_usi, 'w') utils.set_usi_refs(self.usib, self.usiw) # instantiate board, gui, classes self.tc = time_control.Time_Control(self.verbose) utils.set_tc_ref(self.tc) self.engine_manager = engine_manager.Engine_Manager(self.verbose) self.board = utils.get_board_ref() self.pieces = utils.get_pieces_ref() self.gui = utils.get_gui_ref() self.board.set_refs(self, self.gui) self.gui.set_refs(self, self.board, self.engine_manager, self.tc) self.gui.build_gui() self.board.build_board() self.engine_manager.set_refs(self, self.gui, self.usib, self.usiw) self.usib.set_refs(self, self.engine_manager, self.gui, self.tc) self.usiw.set_refs(self, self.engine_manager, self.gui, self.tc) self.tc.set_refs(self, self.gui) self.set_board_colours = set_board_colours.get_ref() self.engine_output = engine_output.get_ref() # set level command = 'level 0 ' + self.time_limit engine.command(command) # turn off beeps if not BEEP: engine.command('beep') # restore users settings to values from previous game self.restore_settings() self.usib.set_engine(self.player[BLACK], None) self.usiw.set_engine(self.player[WHITE], None) self.gui.update_toolbar(self.player) self.move_list = move_list.get_ref() self.tc.reset_clock() self.gui.enable_go_button() self.gui.disable_stop_button() self.stm = self.get_side_to_move() self.timer_active = False
def new_game(self, menu_name): self.gameover = False engine.command("new") if menu_name == "NewGame": # Normal Game (No handicap) self.startpos = "startpos" self.start_stm = BLACK else: # Handicap Game self.start_stm = WHITE if menu_name == "LanceHandicap": sfen = "lnsgkgsn1/1r5b1/ppppppppp/9/9/9/" \ "PPPPPPPPP/1B5R1/LNSGKGSNL w - 1" elif menu_name == "BishopHandicap": sfen = "lnsgkgsnl/1r7/ppppppppp/9/9/9/" \ "PPPPPPPPP/1B5R1/LNSGKGSNL w - 1" elif menu_name == "RookHandicap": sfen = "lnsgkgsnl/7b1/ppppppppp/9/9/9/" \ "PPPPPPPPP/1B5R1/LNSGKGSNL w - 1" elif menu_name == "RookandLanceHandicap": sfen = "lnsgkgsn1/7b1/ppppppppp/9/9/9/" \ "PPPPPPPPP/1B5R1/LNSGKGSNL w - 1" elif menu_name == "TwoPieceHandicap": sfen = "lnsgkgsnl/9/ppppppppp/9/9/9/" \ "PPPPPPPPP/1B5R1/LNSGKGSNL w - 1" elif menu_name == "FourPieceHandicap": sfen = "1nsgkgsn1/9/ppppppppp/9/9/9/" \ "PPPPPPPPP/1B5R1/LNSGKGSNL w - 1" elif menu_name == "SixPieceHandicap": sfen = "2sgkgs2/9/ppppppppp/9/9/9/" \ "PPPPPPPPP/1B5R1/LNSGKGSNL w - 1" elif menu_name == "EightPieceHandicap": sfen = "3gkg3/9/ppppppppp/9/9/9/" \ "PPPPPPPPP/1B5R1/LNSGKGSNL w - 1" elif menu_name == "TenPieceHandicap": sfen = "4k4/9/ppppppppp/9/9/9/" \ "PPPPPPPPP/1B5R1/LNSGKGSNL w - 1" else: gv.gui.info_box("Error. Invalid menu name:" + menu_name) return engine.setfen(sfen) self.startpos = sfen gv.board.update() # update move list in move list window self.move_list.update() if not BEEP: engine.command("beep") gv.usib.set_newgame() gv.usiw.set_newgame() self.movelist = [] self.redolist = [] gv.gui.set_status_bar_msg("") self.stm = self.get_side_to_move() gv.gui.set_side_to_move(self.stm) gv.gui.unhilite_squares() gv.tc.reset_clock()
def __init__(self): gv.gshogi = self # set global variables for debug messages gv.verbose, gv.verbose_usi = utils.get_verbose() # prefix to find package files/folders self.prefix = utils.get_prefix() # set up .gshogi directory in the home directory self.gshogipath = utils.create_settings_dir() self.glade_dir = os.path.join(self.prefix, "glade") # get settings saved from previous game self.settings = utils.get_settings_from_file(self.gshogipath) self.ask_before_promoting = False self.gameover = False self.time_limit = "00:10" self.stopped = True self.quitting = False self.src = "" self.src_x = "" self.src_y = "" self.startpos = "startpos" self.start_stm = BLACK self.search_depth = 39 self.thinking = False self.cmove = "none" self.movelist = [] self.redolist = [] self.player = ["Human", "gshogi"] self.pondermove = [None, None] opening_book_path = os.path.join(self.prefix, "data/opening.bbk") engine.init(opening_book_path, gv.verbose) gv.gui = gui.Gui() gv.pieces = pieces.Pieces() # custom pieceset path if self.settings != "": gv.pieces.set_custom_pieceset_path( self.settings.custom_pieceset_path) gv.pieces.load_pieces(self.prefix) # usiw is the instance that plays white (gote) # usib is the instance that plays black (sente) gv.usib = usi.Usi("b") gv.usiw = usi.Usi("w") # instantiate board, gui, classes gv.tc = time_control.Time_Control() gv.engine_manager = engine_manager.Engine_Manager() gv.board = board.Board() self.set_board_colours = set_board_colours.get_ref() # set colours to previous game (if any) if self.settings != "": self.set_board_colours.restore_colour_settings( self.settings.colour_settings) gv.gui.build_gui() gv.board.build_board() self.engine_output = engine_output.get_ref() # set level command = "level 0 " + self.time_limit engine.command(command) # turn off beeps if not BEEP: engine.command("beep") # restore users settings to values from previous game self.restore_settings(self.settings) gv.usib.set_engine(self.player[BLACK], None) gv.usiw.set_engine(self.player[WHITE], None) gv.gui.update_toolbar(self.player) self.move_list = move_list.get_ref() gv.tc.reset_clock() gv.gui.enable_go_button() gv.gui.disable_stop_button() self.stm = self.get_side_to_move() self.timer_active = False self.set_board_colours.apply_colour_settings()
def computer_move(self): try: self.thinking = True while True: self.thinking = True self.stm = self.get_side_to_move() # update time for last move Gdk.threads_enter() # gv.tc.update_clock() gv.gui.set_side_to_move(self.stm) # set clock ready for move to come # gv.tc.start_clock(self.stm) Gdk.threads_leave() if gv.verbose: print "#" print("# " + self.get_side_to_move_string(self.stm) + " to move") print "#" if self.player[self.stm] == "Human": Gdk.threads_enter() gv.gui.apply_drag_and_drop_settings( self.player[self.stm], self.stm) Gdk.threads_leave() self.thinking = False gv.tc.start_clock(self.stm) return t_start = time.time() if self.player[self.stm] != "gshogi": if self.stm == BLACK: self.usi = gv.usib # usi_opponent = self.usiw # opponent_stm = WHITE else: self.usi = gv.usiw # usi_opponent = self.usib # opponent_stm = BLACK ponder_enabled = gv.engine_manager.get_ponder() if not ponder_enabled: # get engines move self.cmove, self.pondermove[self.stm] = self.usi.cmove( self.movelist, self.stm) else: # pondering ponderhit = False if (self.pondermove[self.stm] is not None and len(self.movelist) > 0): if (self.movelist[-1] == self.pondermove[self.stm] ): ponderhit = True if ponderhit: # ponderhit, wait for return of bestmove and # pondermove self.cmove, self.pondermove[self.stm] = \ self.usi.send_ponderhit(self.stm) else: if self.pondermove[self.stm] is not None: # stop ponder, wait for return of bestmove and # pondermove from ponder bm, pm = self.usi.stop_ponder() # get engines move self.cmove, self.pondermove[self.stm] = \ self.usi.cmove(self.movelist, self.stm) # start pondering if self.pondermove[self.stm] is not None: # send position and ponder command, # return immediately self.usi.start_ponder(self.pondermove[self.stm], self.movelist, self.cmove) if self.stopped or self.cmove is None: self.thinking = False return if gv.verbose: print "computer move is", self.cmove # check if player resigned if self.cmove == "resign": if gv.verbose: print "computer resigned" self.gameover = True self.thinking = False colour = self.get_side_to_move_string(self.stm) msg = "game over - " + colour + " resigned" Gdk.threads_enter() self.stop() gv.gui.set_status_bar_msg(msg) Gdk.threads_leave() self.thinking = False return # engine.setplayer(WHITE) engine.setplayer(self.stm) validmove = engine.hmove(self.cmove) if (not validmove): Gdk.threads_enter() self.stop() gv.gui.set_status_bar_msg( self.cmove + " - computer made illegal Move!") Gdk.threads_leave() self.gameover = True self.thinking = False return if gv.verbose: engine.command("bd") else: if gv.verbose: print "using gshogi builtin engine" # # We are using the builtin gshogi engine (not a USI engine) # if self.player[self.stm ^ 1] == "Human": Gdk.threads_enter() gv.gui.set_status_bar_msg("Thinking ...") Gdk.threads_leave() # set the computer to black or white engine.setplayer(self.stm ^ 1) # start the clock # print "starting clock from gshogi.py" Gdk.threads_enter() gv.tc.start_clock(self.stm) Gdk.threads_leave() # set time limit/level for move in gshogi engine gv.tc.set_gshogi_time_limit(self.stm) # call the gshogi engine to do the move self.cmove = engine.cmove() # update time for last move Gdk.threads_enter() # print "updating clock from gshogi.py" gv.tc.update_clock() gv.gui.set_side_to_move(self.stm) Gdk.threads_leave() if self.quitting: return if self.stopped: self.thinking = False Gdk.threads_enter() gv.gui.set_status_bar_msg("stopped") Gdk.threads_leave() engine.command("undo") return if self.cmove != "": self.movelist.append(self.cmove) self.redolist = [] else: # empty move is returned by gshogi engine when it is in # checkmate if gv.verbose: print "empty move returned by engine" # if the engine moved very fast then wait a bit # before displaying the move. The time to wait # is in MIN_MOVETIME in constants.py t_end = time.time() move_t = t_end - t_start if move_t < MIN_MOVETIME: diff = MIN_MOVETIME - move_t time.sleep(diff) # if program is exitting then quit this thread asap if self.quitting: return # gv.board.save_board(len(self.movelist)) # show computer move Gdk.threads_enter() gv.board.update() self.move_list.update() # highlight the move by changing square colours self.hilite_move(self.cmove) Gdk.threads_leave() # if self.player[self.stm] != "gshogi" # and gv.engine_manager.get_ponder(): # self.usi.send_ponder() # # self.ctp= thread.start_new_thread( # self.usi.send_ponder, () ) if gv.verbose: engine.command("bd") if gv.verbose: print "move=", self.cmove msg = self.cmove self.gameover, gmsg = self.check_for_gameover() if (self.gameover): if (msg == ""): msg = gmsg else: msg = self.get_side_to_move_string( self.stm) + ": " + msg msg = msg + ". " + gmsg self.thinking = False self.stm = self.get_side_to_move() Gdk.threads_enter() self.stop() gv.gui.set_side_to_move(self.stm) gv.gui.set_status_bar_msg(msg) Gdk.threads_leave() return msg = self.get_side_to_move_string(self.stm) + ": " + msg Gdk.threads_enter() gv.gui.set_status_bar_msg(msg) Gdk.threads_leave() self.thinking = False except: traceback.print_exc() return
def set_gshogi_time_limit(self, stm): # # set engine depth/nodes/time to maximum # engine.depth(39) engine.nodes(0) engine.command("level 0 59:59") # byoyomi if self.type == 0: if stm == WHITE: gs_movetime = self.wtime else: gs_movetime = self.btime gs_byoyomi = self.byo_byoyomi * 1000 if gs_movetime > 0: gs_movetime = gs_movetime / 80 elif gs_byoyomi > 0: gs_movetime = gs_byoyomi else: # no time left - set to 1 second gs_movetime = 1000 # if less than 1 second set to 1 second if gs_movetime < 1000: gs_movetime = 1000 gs_secs = gs_movetime / 1000 gs_mins = gs_secs / 60 if gs_mins > 59: gs_mins = 59 gs_secs = 59 elif gs_mins > 0: gs_secs = gs_secs % (gs_mins * 60) gs_mins = int(gs_mins) gs_secs = int(gs_secs) gs_mins_str = str(gs_mins) gs_secs_str = str(gs_secs) if gs_mins < 10: gs_mins_str = "0" + gs_mins_str if gs_secs < 10: gs_secs_str = "0" + gs_secs_str gs_level = gs_mins_str + ":" + gs_secs_str if gv.verbose: print("using byoyomi TC - wtime:", self.wtime, ", btime:", self.btime, ", byoyomi:", self.byo_byoyomi * 1000, ", stm:", stm, ", time for move (ms):", gs_movetime) command = "level 0 " + gs_level # print "gshogi time limit:",command # e.g. # time limit of 10 seconds per move # level 0 00:10 # # time limit of 10 moves in 2 minutes # level 10 2 engine.command(command) # classical elif self.type == 1: if stm == WHITE: gs_movetime = self.wtime else: gs_movetime = self.btime # if less than 1 second set to 1 second if gs_movetime < 1000: gs_movetime = 1000 gs_secs = gs_movetime / 1000 gs_mins = gs_secs / 60 if gs_mins > 0: gs_secs = gs_secs % (gs_mins * 60) gs_mins = int(gs_mins) gs_secs = int(gs_secs) gs_mins_str = str(gs_mins) gs_secs_str = str(gs_secs) if gs_mins < 10: gs_mins_str = "0" + gs_mins_str if gs_secs < 10: gs_secs_str = "0" + gs_secs_str gs_level = gs_mins_str + ":" + gs_secs_str if gv.verbose: print("using classical TC - wtime:", self.wtime, ", btime:", self.btime, ", movestogo:", str(self.wmoves_to_go), ", stm:", stm, ", time for move (ms):", gs_movetime) print(" - ", str(self.wmoves_to_go), " moves in ", gs_mins_str, "minutes", gs_secs_str, " seconds") if self.wmoves_to_go == 1: command = "level 0 " + gs_level else: command = "level " + str(self.wmoves_to_go) + " " + gs_level engine.command(command) # incremental elif self.type == 2: if stm == WHITE: gs_movetime = self.wtime else: gs_movetime = self.btime if gs_movetime > 0: gs_movetime = gs_movetime / 80 else: # no time left - set to 1 second gs_movetime = 1000 gs_secs = gs_movetime / 1000 gs_mins = gs_secs / 60 if gs_mins > 0: gs_secs = gs_secs % (gs_mins * 60) gs_mins = int(gs_mins) gs_secs = int(gs_secs) if gs_mins <= 0 and gs_secs < 1: gs_secs = 1 gs_mins_str = str(gs_mins) gs_secs_str = str(gs_secs) if gs_mins < 10: gs_mins_str = "0" + gs_mins_str if gs_secs < 10: gs_secs_str = "0" + gs_secs_str gs_level = gs_mins_str + ":" + gs_secs_str if gv.verbose: print("using incremental TC - wtime:", self.wtime, ", btime:", self.btime, ", winc/binc:", str(self.inc_bonus * 1000), ", stm:", stm, ", time for move (ms):", gs_movetime) command = "level 0 " + gs_level engine.command(command) # fixed time per move elif self.type == 3: gs_movetime = self.ftpm_seconds * 1000 gs_secs = gs_movetime / 1000 gs_mins = gs_secs / 60 if gs_mins > 0: gs_secs = gs_secs % (gs_mins * 60) gs_mins = int(gs_mins) gs_secs = int(gs_secs) if gs_mins <= 0 and gs_secs < 1: gs_secs = 1 gs_mins_str = str(gs_mins) gs_secs_str = str(gs_secs) if gs_mins < 10: gs_mins_str = "0" + gs_mins_str if gs_secs < 10: gs_secs_str = "0" + gs_secs_str gs_level = gs_mins_str + ":" + gs_secs_str if gv.verbose: print("using fixed time per move TC - wtime:", self.wtime, ", btime:", self.btime, " stm:", stm, ", time for move (ms):", gs_movetime) command = "level 0 " + gs_level engine.command(command) # fixed search depth elif self.type == 4: idepth = self.dpth_depth if idepth > 39: if gv.verbose: print("search depth (", idepth, ") exceeds max for gshogi engine, setting to 39") idepth = 39 if gv.verbose: print "setting depth for gshogi engine to", idepth engine.depth(idepth) # fixed nodes search elif self.type == 6: inodes = self.nodes_nodes if gv.verbose: print "setting nodes for gshogi engine to", inodes print "time=", time.time() engine.nodes(inodes) command = "level 0 59:59" engine.command(command)
def load_game_psn_from_str(self, gamestr): cnt = 0 comment_active = False movelist = [] redolist = [] startpos = 'startpos' engine.command('new') stm = BLACK movecnt = 0 self.gamestr = gamestr self.game_len = len(self.gamestr) self.comments.clear_comments() # First header should be near the start of the file # Note the first chars in the file may be a BOM entry and # we need to skip these ptr = 0 # Find '[' of first header while 1: if ptr >= self.game_len or ptr > 2000: self.gui.info_box("Error (1) loading file. No headers found") self.game.new_game('NewGame') self.gui.set_status_bar_msg("Error loading game") return 1 if gamestr[ptr] == '[': break ptr += 1 # First Header found (ptr pointing at '[') hdr, newptr = self.get_header(ptr) if hdr is None: self.gui.info_box("Error (2) loading file. No headers found") self.game.new_game('NewGame') self.gui.set_status_bar_msg("Error loading game") return 1 # Read remaining headers while hdr is not None: ptr = newptr try: prop, value = hdr.split(None, 1) except ValueError: # Error - cannot split header into a property/value pair self.gui.info_box("Error loading file. Invalid header:" + hdr) self.game.new_game('NewGame') self.gui.set_status_bar_msg("Error loading game") return 1 if prop == 'SFEN': # set board position, side to move startpos, stm = self.process_sfen(value) elif prop == "Handicap": handicap = value.strip('"') handicap = handicap.lower() sfen = '' if handicap == 'lance': sfen = 'lnsgkgsn1/1r5b1/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1' elif handicap == 'bishop': sfen = 'lnsgkgsnl/1r7/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1' elif handicap == 'rook': sfen = 'lnsgkgsnl/7b1/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1' elif handicap == 'rook+lance': sfen = 'lnsgkgsn1/7b1/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1' elif handicap == 'rook+bishop': sfen = 'lnsgkgsnl/9/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1' elif handicap == 'four piece': sfen = '1nsgkgsn1/9/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1' elif handicap == 'six piece': sfen = '2sgkgs2/9/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1' elif handicap == 'eight piece': sfen = '3gkg3/9/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1' elif handicap == 'ten piece': sfen = '4k4/9/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1' if sfen != '': startpos, stm = self.process_sfen(sfen) hdr, newptr = self.get_header(ptr) # Moves while 1: if self.verbose: print print "Processing move number (ply):" + str(movecnt + 1) newptr = self.skip_whitespace(ptr) if newptr is None: break ptr = newptr # if we get a header here then it must be a multi-game file # We cannot process multi-game so treat it as eof and exit if gamestr[ptr] == '[': break # Check for stuff to ignore # ignore it and continue processing ignore_string, newptr = self.get_ignore_string(ptr) if ignore_string is not None: # Can get '1....' to indicate white to move first #if ignore_string == '1....' and movecnt == 0: # # Use sfen for initial position but set stm to white # startpos, stm = self.process_sfen("lnsgkgsnl/1r5b1/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1") ptr = newptr continue # comment if self.gamestr[ptr] == '{': comment = '' ptr += 1 while 1: if ptr >= self.game_len: self.gui.info_box("Error unterminated comment") self.game.new_game('NewGame') self.gui.set_status_bar_msg("Error loading game") return 1 # end of file before end of comment if self.gamestr[ptr] == '}': ptr += 1 break comment += self.gamestr[ptr] ptr += 1 # add comment self.comments.set_comment(movecnt, comment) continue # move number # we do not use it moveno, newptr = self.get_moveno(ptr) if moveno is not None: ptr = newptr continue # move move, newptr = self.get_move(ptr, movelist, stm) if move is not None: ptr = newptr engine.setplayer(stm) stm = stm ^ 1 if self.verbose: print "move=", move validmove = engine.hmove(move) if (not validmove): # Should never get this message since get_move has already # validated the move aginst the legal move list # Can get it for sennichite (repetition) self.gui.info_box( "Error loading file, illegal move (possible sennichite (repetition)):" + move + " move number:" + str(movecnt + 1)) self.game.new_game('NewGame') self.gui.set_status_bar_msg("Error loading game") return 1 movecnt += 1 movelist.append(move) if self.verbose: engine.command('bd') continue # Invalid - Display Error # If we get here we have an invalid word # Errors here will stop the processing and prevent the file loading # If the invalid word should be skipped instead then add it to the # ignore processing above word, newptr = self.get_word(ptr) if word is not None: self.gui.info_box( "Error loading file, unable to process move number " + str(movecnt + 1) + ". (illegal move or invalid format):" + word) # Load failed part way through so reset the game self.game.new_game('NewGame') self.gui.set_status_bar_msg("Error loading game") return 1 ptr += 1 self.usib.set_newgame() self.usiw.set_newgame() self.gui.set_status_bar_msg("game loaded") self.gameover = False self.game.set_movelist(movelist) self.game.set_redolist(redolist) self.game.set_startpos(startpos) self.board.update() # update move list in move list window self.move_list.update() stm = self.game.get_side_to_move() self.game.set_side_to_move(stm) self.gui.set_side_to_move(stm) self.gui.unhilite_squares() self.tc.reset_clock() return 0
def load_game_psn_from_str(self, gamestr): cnt = 0 comment_active = False movelist = [] redolist = [] startpos = 'startpos' engine.command('new') stm = BLACK movecnt = 0 self.gamestr = gamestr self.game_len = len(self.gamestr) self.comments.clear_comments() # First header should be near the start of the file # Note the first chars in the file may be a BOM entry and # we need to skip these ptr = 0 # Find '[' of first header while 1: if ptr >= self.game_len or ptr > 2000: self.gui.info_box("Error (1) loading file. No headers found") self.game.new_game('NewGame') self.gui.set_status_bar_msg("Error loading game") return 1 if gamestr[ptr] == '[': break ptr += 1 # First Header found (ptr pointing at '[') hdr, newptr = self.get_header(ptr) if hdr is None: self.gui.info_box("Error (2) loading file. No headers found") self.game.new_game('NewGame') self.gui.set_status_bar_msg("Error loading game") return 1 # Read remaining headers while hdr is not None: ptr = newptr try: prop, value = hdr.split(None, 1) except ValueError: # Error - cannot split header into a property/value pair self.gui.info_box("Error loading file. Invalid header:" + hdr) self.game.new_game('NewGame') self.gui.set_status_bar_msg("Error loading game") return 1 if prop == 'SFEN': # set board position, side to move startpos, stm = self.process_sfen(value) elif prop == "Handicap": handicap = value.strip('"') handicap = handicap.lower() sfen = '' if handicap == 'lance': sfen = 'lnsgkgsn1/1r5b1/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1' elif handicap == 'bishop': sfen = 'lnsgkgsnl/1r7/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1' elif handicap == 'rook': sfen = 'lnsgkgsnl/7b1/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1' elif handicap == 'rook+lance': sfen = 'lnsgkgsn1/7b1/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1' elif handicap == 'rook+bishop': sfen = 'lnsgkgsnl/9/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1' elif handicap == 'four piece': sfen = '1nsgkgsn1/9/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1' elif handicap == 'six piece': sfen = '2sgkgs2/9/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1' elif handicap == 'eight piece': sfen = '3gkg3/9/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1' elif handicap == 'ten piece': sfen = '4k4/9/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1' if sfen != '': startpos, stm = self.process_sfen(sfen) hdr, newptr = self.get_header(ptr) # Moves while 1: if self.verbose: print print "Processing move number (ply):" + str(movecnt + 1) newptr = self.skip_whitespace(ptr) if newptr is None: break ptr = newptr # if we get a header here then it must be a multi-game file # We cannot process multi-game so treat it as eof and exit if gamestr[ptr] == '[': break # Check for stuff to ignore # ignore it and continue processing ignore_string, newptr = self.get_ignore_string(ptr) if ignore_string is not None: # Can get '1....' to indicate white to move first #if ignore_string == '1....' and movecnt == 0: # # Use sfen for initial position but set stm to white # startpos, stm = self.process_sfen("lnsgkgsnl/1r5b1/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w - 1") ptr = newptr continue # comment if self.gamestr[ptr] == '{': comment = '' ptr += 1 while 1: if ptr >= self.game_len: self.gui.info_box("Error unterminated comment") self.game.new_game('NewGame') self.gui.set_status_bar_msg("Error loading game") return 1 # end of file before end of comment if self.gamestr[ptr] == '}': ptr += 1 break comment += self.gamestr[ptr] ptr += 1 # add comment self.comments.set_comment(movecnt, comment) continue # move number # we do not use it moveno, newptr = self.get_moveno(ptr) if moveno is not None: ptr = newptr continue # move move, newptr = self.get_move(ptr, movelist, stm) if move is not None: ptr = newptr engine.setplayer(stm) stm = stm ^ 1 if self.verbose: print "move=",move validmove = engine.hmove(move) if (not validmove): # Should never get this message since get_move has already # validated the move aginst the legal move list # Can get it for sennichite (repetition) self.gui.info_box("Error loading file, illegal move (possible sennichite (repetition)):" + move + " move number:" + str(movecnt + 1)) self.game.new_game('NewGame') self.gui.set_status_bar_msg("Error loading game") return 1 movecnt += 1 movelist.append(move) if self.verbose: engine.command('bd') continue # Invalid - Display Error # If we get here we have an invalid word # Errors here will stop the processing and prevent the file loading # If the invalid word should be skipped instead then add it to the # ignore processing above word, newptr = self.get_word(ptr) if word is not None: self.gui.info_box("Error loading file, unable to process move number " + str(movecnt + 1) + ". (illegal move or invalid format):" + word) # Load failed part way through so reset the game self.game.new_game('NewGame') self.gui.set_status_bar_msg("Error loading game") return 1 ptr +=1 self.usib.set_newgame() self.usiw.set_newgame() self.gui.set_status_bar_msg("game loaded") self.gameover = False self.game.set_movelist(movelist) self.game.set_redolist(redolist) self.game.set_startpos(startpos) self.board.update() # update move list in move list window self.move_list.update() stm = self.game.get_side_to_move() self.game.set_side_to_move(stm) self.gui.set_side_to_move(stm) self.gui.unhilite_squares() self.tc.reset_clock() return 0
def computer_move(self): try: self.thinking = True while True: self.thinking = True self.stm = self.get_side_to_move() # update time for last move Gdk.threads_enter() # gv.tc.update_clock() gv.gui.set_side_to_move(self.stm) # set clock ready for move to come # gv.tc.start_clock(self.stm) Gdk.threads_leave() if gv.verbose: print "#" print("# " + self.get_side_to_move_string(self.stm) + " to move") print "#" if self.player[self.stm] == "Human": Gdk.threads_enter() gv.gui.apply_drag_and_drop_settings( self.player[self.stm], self.stm) Gdk.threads_leave() self.thinking = False gv.tc.start_clock(self.stm) return t_start = time.time() if self.player[self.stm] != "gshogi": if self.stm == BLACK: self.usi = gv.usib # usi_opponent = self.usiw # opponent_stm = WHITE else: self.usi = gv.usiw # usi_opponent = self.usib # opponent_stm = BLACK ponder_enabled = gv.engine_manager.get_ponder() if not ponder_enabled: # get engines move self.cmove, self.pondermove[self.stm] = self.usi.cmove( self.movelist, self.stm) else: # pondering ponderhit = False if (self.pondermove[self.stm] is not None and len(self.movelist) > 0): if (self.movelist[-1] == self.pondermove[self.stm]): ponderhit = True if ponderhit: # ponderhit, wait for return of bestmove and # pondermove self.cmove, self.pondermove[self.stm] = \ self.usi.send_ponderhit(self.stm) else: if self.pondermove[self.stm] is not None: # stop ponder, wait for return of bestmove and # pondermove from ponder bm, pm = self.usi.stop_ponder() # get engines move self.cmove, self.pondermove[self.stm] = \ self.usi.cmove(self.movelist, self.stm) # start pondering if self.pondermove[self.stm] is not None: # send position and ponder command, # return immediately self.usi.start_ponder( self.pondermove[self.stm], self.movelist, self.cmove) if self.stopped or self.cmove is None: self.thinking = False return if gv.verbose: print "computer move is", self.cmove # check if player resigned if self.cmove == "resign": if gv.verbose: print "computer resigned" self.gameover = True self.thinking = False colour = self.get_side_to_move_string(self.stm) msg = "game over - " + colour + " resigned" Gdk.threads_enter() self.stop() gv.gui.set_status_bar_msg(msg) Gdk.threads_leave() self.thinking = False return # engine.setplayer(WHITE) engine.setplayer(self.stm) validmove = engine.hmove(self.cmove) if (not validmove): Gdk.threads_enter() self.stop() gv.gui.set_status_bar_msg( self.cmove + " - computer made illegal Move!") Gdk.threads_leave() self.gameover = True self.thinking = False return if gv.verbose: engine.command("bd") else: if gv.verbose: print "using gshogi builtin engine" # # We are using the builtin gshogi engine (not a USI engine) # if self.player[self.stm ^ 1] == "Human": Gdk.threads_enter() gv.gui.set_status_bar_msg("Thinking ...") Gdk.threads_leave() # set the computer to black or white engine.setplayer(self.stm ^ 1) # start the clock # print "starting clock from gshogi.py" Gdk.threads_enter() gv.tc.start_clock(self.stm) Gdk.threads_leave() # set time limit/level for move in gshogi engine gv.tc.set_gshogi_time_limit(self.stm) # call the gshogi engine to do the move self.cmove = engine.cmove() # update time for last move Gdk.threads_enter() # print "updating clock from gshogi.py" gv.tc.update_clock() gv.gui.set_side_to_move(self.stm) Gdk.threads_leave() if self.quitting: return if self.stopped: self.thinking = False Gdk.threads_enter() gv.gui.set_status_bar_msg("stopped") Gdk.threads_leave() engine.command("undo") return if self.cmove != "": self.movelist.append(self.cmove) self.redolist = [] else: # empty move is returned by gshogi engine when it is in # checkmate if gv.verbose: print "empty move returned by engine" # if the engine moved very fast then wait a bit # before displaying the move. The time to wait # is in MIN_MOVETIME in constants.py t_end = time.time() move_t = t_end - t_start if move_t < MIN_MOVETIME: diff = MIN_MOVETIME - move_t time.sleep(diff) # if program is exitting then quit this thread asap if self.quitting: return # gv.board.save_board(len(self.movelist)) # show computer move Gdk.threads_enter() gv.board.update() self.move_list.update() # highlight the move by changing square colours self.hilite_move(self.cmove) Gdk.threads_leave() # if self.player[self.stm] != "gshogi" # and gv.engine_manager.get_ponder(): # self.usi.send_ponder() # # self.ctp= thread.start_new_thread( # self.usi.send_ponder, () ) if gv.verbose: engine.command("bd") if gv.verbose: print "move=", self.cmove msg = self.cmove self.gameover, gmsg = self.check_for_gameover() if (self.gameover): if (msg == ""): msg = gmsg else: msg = self.get_side_to_move_string( self.stm) + ": " + msg msg = msg + ". " + gmsg self.thinking = False self.stm = self.get_side_to_move() Gdk.threads_enter() self.stop() gv.gui.set_side_to_move(self.stm) gv.gui.set_status_bar_msg(msg) Gdk.threads_leave() return msg = self.get_side_to_move_string(self.stm) + ": " + msg Gdk.threads_enter() gv.gui.set_status_bar_msg(msg) Gdk.threads_leave() self.thinking = False except: traceback.print_exc() return