wip: implementing chess
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94befd04ee
commit
38a2854378
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@ -3,6 +3,7 @@ from enum import Enum, auto
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import time
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import re
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import itertools
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from icecream import ic
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from cinput import ControlInput, Button
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from graphics import Graphics
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from .draw import Draw
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@ -11,8 +12,8 @@ from . import sunfish
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class GameState(Enum):
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MAIN_MENU = auto()
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THINKING = auto()
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CHOOSE_ROW = auto()
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CHOOSE_COL = auto()
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CHOOSE_SRC = auto()
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CHOOSE_DST = auto()
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GAME_OVER = auto()
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SAVE_FILE = path.join("data", "chess_state.fen")
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@ -33,35 +34,51 @@ def execute(cinput: ControlInput, graphics: Graphics, _):
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sunfish.initial, 0, (True,True), (True,True), 0, 0)]
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player_color = 'wb'[get_color(hist[-1])]
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draw.draw_board(hist[-1].board if player_color == 'w' else hist[-1].rotate().board)
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draw.draw_board(hist[-1] if player_color == "w" else hist[-1].rotate(), player_color)
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state = GameState.MAIN_MENU
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menu_index = 0
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move = None
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score = None
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last_move = "Begin!"
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all_moves = dict()
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src_idx = 0
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dst_idx = 0
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src = ""
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while True:
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key = None
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if state == GameState.MAIN_MENU:
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draw.draw_menu(menu_index)
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key = cinput.get_one_shot()
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elif state == GameState.THINKING:
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draw.draw_thinking()
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draw.draw_thinking(last_move)
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start = time.time()
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for _, move, score in searcher.search(hist[-1], hist):
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if time.time() - start > MAX_THINKING_SECONDS:
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break
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hist.append(hist[-1].move(move))
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draw.draw_board(hist[-1].board if player_color == 'b' else hist[-1].rotate().board)
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shift = -119 if player_color == 'b' else 0
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last_move = sunfish.render(shift+move[0]) + " -> " + sunfish.render(shift+move[1])
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draw.draw_board(hist[-1].rotate(), player_color)
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last_move = move_str(move, player_color == "w")
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if score == sunfish.MATE_UPPER:
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draw.draw_checkmate(last_move, False)
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state = GameState.GAME_OVER
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else:
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draw.draw_rowsel(last_move)
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state = GameState.CHOOSE_ROW
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all_moves = dict()
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state = GameState.CHOOSE_SRC
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elif state == GameState.CHOOSE_SRC:
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if len(list(all_moves)) == 0:
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all_moves = get_all_moves(hist[-1])
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src = list(all_moves)[src_idx]
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draw.draw_select(last_move, list(all_moves)[src_idx])
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key = cinput.get_one_shot()
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elif state == GameState.CHOOSE_DST:
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src = list(all_moves)[src_idx]
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draw.draw_select(last_move, src, all_moves[src][dst_idx])
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key = cinput.get_one_shot()
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elif state == GameState.GAME_OVER:
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key = cinput.get_one_shot()
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if state == GameState.MAIN_MENU:
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if key == Button.DIR_U:
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menu_index -= 1
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@ -73,7 +90,7 @@ def execute(cinput: ControlInput, graphics: Graphics, _):
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menu_index = 3
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elif key == Button.BTN_B:
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if menu_index == 0:
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state = GameState.CHOOSE_ROW
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state = GameState.CHOOSE_SRC
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elif menu_index == 1:
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with open(SAVE_FILE, "w") as fen:
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fen.write(renderFEN(hist[-1]))
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@ -82,16 +99,58 @@ def execute(cinput: ControlInput, graphics: Graphics, _):
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pos = sunfish.Position(
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sunfish.initial, 0, (True,True), (True,True), 0, 0)
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if menu_index == 3:
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player_color = "b"
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state = GameState.THINKING
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else:
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state = GameState.CHOOSE_ROW
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player_color = "w"
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state = GameState.CHOOSE_SRC
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hist = [pos]
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draw.draw_board(pos.board)
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draw.draw_board(hist[-1], player_color)
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elif state == GameState.CHOOSE_SRC:
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if key == Button.DIR_D or key == Button.DIR_R:
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src_idx += 1
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if src_idx >= len(all_moves.keys()):
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src_idx = 0
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elif key == Button.DIR_U or key == Button.DIR_L:
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src_idx -= 1
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if src_idx < 0:
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src_idx = len(list(all_moves)) - 1
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elif key == Button.BTN_A:
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state = GameState.MAIN_MENU
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elif key == Button.BTN_B:
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state = GameState.CHOOSE_DST
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elif state == GameState.CHOOSE_DST:
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if key == Button.DIR_D or key == Button.DIR_R:
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dst_idx += 1
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if dst_idx >= len(all_moves[src]):
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dst_idx = 0
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elif key == Button.DIR_U or key == Button.DIR_L:
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dst_idx -= 1
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if dst_idx < 0:
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dst_idx = len(all_moves[src]) - 1
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elif key == Button.BTN_A:
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state = GameState.CHOOSE_SRC
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elif key == Button.BTN_B:
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dst = all_moves[src][dst_idx]
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last_move = src + " - " + dst
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sfmove = sunfish.parse(src), sunfish.parse(dst)
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hist.append(hist[-1].move(sfmove))
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draw.draw_board(hist[-1].rotate(), player_color)
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state = GameState.THINKING
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else:
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if key == Button.BTN_A:
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state = GameState.MAIN_MENU
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def get_all_moves(pos: sunfish.Position):
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all_moves = dict()
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for src, dst in pos.gen_moves():
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all_moves.setdefault(sunfish.render(src), []).append(sunfish.render(dst))
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return all_moves
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def move_str(move, shift = False):
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s = -119 if shift else 0
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return sunfish.render(s + move[0]) + " - " + sunfish.render(s + move[1])
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def get_color(pos):
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return 1 if pos.board.startswith('\n') else 0
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@ -1,5 +1,6 @@
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from icecream import ic
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from graphics import Graphics
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from .sunfish import Position
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class Draw:
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BOARD_SIZE = 64
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@ -78,10 +79,10 @@ class Draw:
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self._graphics.fill_rect(
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self.BOARD_SIZE, 0, self.BOARD_SIZE, self.BOARD_SIZE, 0)
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def draw_board(self, board: str):
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ic(board)
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def draw_board(self, pos: Position, player_color: str):
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self._graphics.fill_rect(0, 0, self.BOARD_SIZE, self.BOARD_SIZE, 0)
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nb = "".join(board.split())
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nb = "".join(pos.board.split())
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nb = nb[::-1] if player_color == "b" else nb
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c = True
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for row in range(8):
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for col in range(8):
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@ -105,10 +106,11 @@ class Draw:
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self._graphics.text(marker + self.MENU[i], 12, i + 2, 1)
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self._graphics.show()
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def draw_thinking(self):
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def draw_thinking(self, last_move: str):
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self._clear_info()
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self._graphics.text("Shh, I'm", 12, 0, 1)
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self._graphics.text("thinking!", 12, 1, 1)
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self._graphics.text(last_move, 12, 0, 1)
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self._graphics.text("Shh, I'm", 12, 2, 1)
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self._graphics.text("thinking!", 12, 3, 1)
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self._graphics.show()
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def draw_checkmate(self, move: str, player_won: bool):
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@ -119,7 +121,12 @@ class Draw:
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"you win!" if player_won else "you lose!", 12, 2, 1)
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self._graphics.show()
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def draw_rowsel(self, move: str):
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def draw_select(self, last_move: str, src: str, dst = None):
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self._clear_info()
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self._graphics.text(move, 12, 0, 1)
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self._graphics.text(last_move, 12, 0, 1)
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self._graphics.text("You move:", 12, 2, 1)
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if dst == None:
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self._graphics.text("<" + src + "> - __", 12, 3, 1)
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else:
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self._graphics.text(src + " - <" + dst + ">", 12, 3, 1)
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self._graphics.show()
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@ -295,7 +295,7 @@ class Searcher:
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# Note, we don't have to check for legality, since we've already done it
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# before. Also note that in QS the killer must be a capture, otherwise we
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# will be non deterministic.
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killer = self.tp_move.get(pos)
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killer = selfctp_move.get(pos)
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if killer and (depth > 0 or pos.value(killer) >= QS_LIMIT):
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yield killer, -self.bound(pos.move(killer), 1-gamma, depth-1, root=False)
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# Then all the other moves
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