[+] A2 Starter files
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"""CSC111 Winter 2021 Assignment 2: Trees, Chess, and Artificial Intelligence (Game Tree)
|
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|
||||
Instructions (READ THIS FIRST!)
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===============================
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This Python module contains the start of a GameTree class that you'll be working with
|
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and modifying in this assignment. You WILL be submitting this file!
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||||
Copyright and Usage Information
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===============================
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||||
|
||||
This file is provided solely for the personal and private use of students
|
||||
taking CSC111 at the University of Toronto St. George campus. All forms of
|
||||
distribution of this code, whether as given or with any changes, are
|
||||
expressly prohibited. For more information on copyright for CSC111 materials,
|
||||
please consult our Course Syllabus.
|
||||
|
||||
This file is Copyright (c) 2022 Mario Badr, David Liu, and Isaac Waller.
|
||||
"""
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from __future__ import annotations
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from typing import Optional
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GAME_START_MOVE = '*'
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class GameTree:
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"""A decision tree for Minichess moves.
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Each node in the tree stores a Minichess move and a boolean representing whether
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the current player (who will make the next move) is White or Black.
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Instance Attributes:
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- move: the current chess move (expressed in chess notation), or '*' if this tree
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represents the start of a game
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- is_white_move: True if White is to make the next move after this, False otherwise
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Representation Invariants:
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- self.move == GAME_START_MOVE or self.move is a valid Minichess move
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- self.move != GAME_START_MOVE or self.is_white_move == True
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"""
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move: str
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is_white_move: bool
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||||
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# Private Instance Attributes:
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# - _subtrees:
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||||
# the subtrees of this tree, which represent the game trees after a possible
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# move by the current player
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_subtrees: list[GameTree]
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||||
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||||
def __init__(self, move: str = GAME_START_MOVE,
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is_white_move: bool = True) -> None:
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"""Initialize a new game tree.
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||||
Note that this initializer uses optional arguments, as illustrated below.
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>>> game = GameTree()
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>>> game.move == GAME_START_MOVE
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True
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>>> game.is_white_move
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True
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"""
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self.move = move
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self.is_white_move = is_white_move
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self._subtrees = []
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def get_subtrees(self) -> list[GameTree]:
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"""Return the subtrees of this game tree."""
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return self._subtrees
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def find_subtree_by_move(self, move: str) -> Optional[GameTree]:
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||||
"""Return the subtree corresponding to the given move.
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Return None if no subtree corresponds to that move.
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"""
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for subtree in self._subtrees:
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if subtree.move == move:
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return subtree
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return None
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def add_subtree(self, subtree: GameTree) -> None:
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"""Add a subtree to this game tree."""
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self._subtrees.append(subtree)
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def __str__(self) -> str:
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"""Return a string representation of this tree.
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"""
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return self._str_indented(0)
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def _str_indented(self, depth: int) -> str:
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"""Return an indented string representation of this tree.
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The indentation level is specified by the <depth> parameter.
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"""
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if self.is_white_move:
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turn_desc = "White's move"
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else:
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turn_desc = "Black's move"
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move_desc = f'{self.move} -> {turn_desc}\n'
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s = ' ' * depth + move_desc
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if self._subtrees == []:
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return s
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else:
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for subtree in self._subtrees:
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s += subtree._str_indented(depth + 1)
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return s
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############################################################################
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# Part 1: Loading and "Replaying" Minichess games
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############################################################################
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def insert_move_sequence(self, moves: list[str]) -> None:
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"""Insert the given sequence of moves into this tree.
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The inserted moves form a chain of descendants, where:
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- moves[0] is a child of this tree's root
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- moves[1] is a child of moves[0]
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- moves[2] is a child of moves[1]
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- etc.
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Do not create duplicate moves that share the same parent; for example, if moves[0] is
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already a child of this tree's root, you should recurse into that existing subtree rather
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than create a new subtree with moves[0].
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But if moves[0] is not a child of this tree's root, create a new subtree for it
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and append it to the existing list of subtrees.
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Implementation Notes:
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- Your implementation must use recursion, and NOT use any loops to "go down" the tree.
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- Your implementation must have a worst-case running time of Theta(m + n) time,
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where m is the length of moves and n is the size of this tree.
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This means you shouldn't use list slicing to access the "rest" of the list of moves,
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like in Tutorial 4. Instead, you can use one of the following approaches:
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i) Use a recursive helper method that takes an extra "current index" argument to
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keep track of the next move in the list.
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ii) First reverse the list, and then use a recursive helper method that calls
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`list.pop` on the list of moves. Just make sure the original list isn't changed
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when the function ends!
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"""
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############################################################################
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# Part 2: Complete Game Trees and Win Probabilities
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############################################################################
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def _update_white_win_probability(self) -> None:
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"""Recalculate the white win probability of this tree.
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Note: like the "_length" Tree attribute from tutorial, you should only need
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to update self here, not any of its subtrees. (You should *assume* that each
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subtree has the correct white win probability already.)
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Use the following definition for the white win probability of self:
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- if self is a leaf, don't change the white win probability
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(leave the current value alone)
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- if self is not a leaf and self.is_white_move is True, the white win probability
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is equal to the MAXIMUM of the white win probabilities of its subtrees
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- if self is not a leaf and self.is_white_move is False, the white win probability
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is equal to the AVERAGE of the white win probabilities of its subtrees
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"""
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if __name__ == '__main__':
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import python_ta.contracts
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python_ta.contracts.check_all_contracts()
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import doctest
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doctest.testmod()
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import python_ta
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python_ta.check_all(config={
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'max-line-length': 100,
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'disable': ['E1136'],
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})
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@@ -0,0 +1,483 @@
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"""CSC111 Winter 2021 Assignment 2: Trees, Chess, and Artificial Intelligence (Minichess Library)
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Module Description
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==================
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This module contains a collection of Python classes and functions that you'll use on
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this assignment to represent games of Minichess. You are responsible for reading the
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*docstrings* of this file to understand how to use these classes and functions,
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but should not modify anything in this file. It will not be submitted, and we will
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supply our own copy for grading purposes.
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Note: as is standard for CSC111, we use a leading underscore to indicate private
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||||
functions, methods, and instance attributes. You don't have to worry about any of these,
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and in fact shouldn't use them in this assignment!
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Disclaimer: we didn't have time to make this file fully PythonTA-compliant!
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Copyright and Usage Information
|
||||
===============================
|
||||
|
||||
This file is provided solely for the personal and private use of students
|
||||
taking CSC111 at the University of Toronto St. George campus. All forms of
|
||||
distribution of this code, whether as given or with any changes, are
|
||||
expressly prohibited. For more information on copyright for CSC111 materials,
|
||||
please consult our Course Syllabus.
|
||||
|
||||
This file is Copyright (c) 2022 Mario Badr, David Liu, and Isaac Waller.
|
||||
"""
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||||
from __future__ import annotations
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import copy
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import random
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import time
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from typing import Optional
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import plotly.graph_objects as go
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from plotly.subplots import make_subplots
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import chessboard.display as display
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################################################################################
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# Representing Minichess
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################################################################################
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_FILE_TO_INDEX = {'a': 0, 'b': 1, 'c': 2, 'd': 3}
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_INDEX_TO_FILE = {i: f for f, i in _FILE_TO_INDEX.items()}
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_RANK_TO_INDEX = {'1': 0, '2': 1, '3': 2, '4': 3}
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_INDEX_TO_RANK = {i: r for r, i in _RANK_TO_INDEX.items()}
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_MAX_MOVES = 50
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class MinichessGame:
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"""A class representing a state of a game of Minichess.
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>>> game = MinichessGame()
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>>> # Get all valid moves for white at the start of the game.
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>>> game.get_valid_moves()
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['a2b3', 'b2c3', 'b2a3', 'c2d3', 'c2b3', 'd2c3']
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>>> # Make a move. This method mutates the state of the game.
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>>> game.make_move('a2b3')
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>>> game.get_valid_moves() # Now, black only has one valid move
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['b4b3']
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>>> # If you try to make an invalid move, a ValueError is raised.
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>>> game.make_move('a4d1')
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Traceback (most recent call last):
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ValueError: Move "a4d1" is not valid
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>>> # This move is okay.
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>>> game.make_move('b4b3')
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>>> game.get_url()
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'https://lichess.org/analysis/standard/8/8/8/8/r1kr4/pqpp4/1PPP4/RQKR4'
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"""
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# Private Instance Attributes:
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# - _board: a two-dimensional representation of a Minichess board
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# - _valid_moves: a list of the valid moves of the current player
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# - _is_white_active: a boolean representing whether white is the current player
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# - _move_count: the number of moves that have been made in the current game
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_board: list[list[Optional[_Piece]]]
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_valid_moves: list[str]
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_is_white_active: bool
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_move_count: int
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def __init__(self, board: list[list[Optional[_Piece]]] = None,
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white_active: bool = True, move_count: int = 0) -> None:
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if board is not None:
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self._board = board
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else:
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self._board = [
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[_Piece('r', True), _Piece('q', True), _Piece('k', True), _Piece('r', True)],
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[_Piece('p', True), _Piece('p', True), _Piece('p', True), _Piece('p', True)],
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[_Piece('p', False), _Piece('p', False), _Piece('p', False), _Piece('p', False)],
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[_Piece('r', False), _Piece('q', False), _Piece('k', False), _Piece('r', False)]
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]
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self._is_white_active = white_active
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self._move_count = move_count
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self._valid_moves = []
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self._recalculate_valid_moves()
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def get_valid_moves(self) -> list[str]:
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"""Return a list of the valid moves for the active player."""
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return self._valid_moves
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def make_move(self, move: str) -> None:
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"""Make the given chess move. This instance of Minichess will be mutated, and will
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afterwards represent the game state after move is made.
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If move is not a currently valid move, raise a ValueError.
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"""
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if move not in self._valid_moves:
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raise ValueError(f'Move "{move}" is not valid')
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self._board = self._board_after_move(move)
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self._is_white_active = not self._is_white_active
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self._move_count += 1
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self._recalculate_valid_moves()
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def copy_and_make_move(self, move: str) -> MinichessGame:
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"""Make the given chess move in a copy of this MinichessGame, and return that copy.
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If move is not a currently valid move, raise a ValueError.
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"""
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if move not in self._valid_moves:
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raise ValueError(f'Move "{move}" is not valid')
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return MinichessGame(board=self._board_after_move(move),
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white_active=not self._is_white_active,
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move_count=self._move_count + 1)
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def is_white_move(self) -> bool:
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"""Return whether the white player is to move next."""
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return self._is_white_active
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def get_winner(self) -> Optional[str]:
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"""Return the winner of the game (black or white) or 'draw' if the game ended in a draw.
|
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Return None if the game is not over.
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"""
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if self._move_count >= _MAX_MOVES:
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return 'Draw'
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elif len(self._valid_moves) == 0:
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return 'Black' if self._is_white_active else 'White'
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else:
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return None
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def _calculate_moves_for_board(self, board: list[list[Optional[_Piece]]],
|
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is_white_active: bool) -> tuple:
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"""Return all possible moves on a given board with a given active player."""
|
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moves = []
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# Used to calculate whether the other players' king is in check
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# (i.e. the black king if is_white_active, otherwise the white king)
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check = []
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for pos in [(y, x) for y in range(0, 4) for x in range(0, 4)]:
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piece = board[pos[0]][pos[1]]
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if piece is None or piece.is_white != is_white_active:
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||||
continue
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||||
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kind, is_white = piece.kind, piece.is_white
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if kind == 'p':
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# Pawns can only move towards the opponent's end of the board.
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direction = 1 if is_white else -1
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check += self._find_moves_in_direction(board, moves, pos, is_white, (direction, 0),
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limit=1, capture=False)
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||||
check += self._find_moves_in_direction(board, moves, pos, is_white, (direction, 1),
|
||||
limit=1, capture=True)
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check += self._find_moves_in_direction(board, moves, pos, is_white, (direction, -1),
|
||||
limit=1, capture=True)
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if kind == 'r' or kind == 'q':
|
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check += self._find_moves_in_direction(board, moves, pos, is_white, (0, 1))
|
||||
check += self._find_moves_in_direction(board, moves, pos, is_white, (1, 0))
|
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check += self._find_moves_in_direction(board, moves, pos, is_white, (0, -1))
|
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check += self._find_moves_in_direction(board, moves, pos, is_white, (-1, 0))
|
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if kind == 'q':
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for y, x in [(y, x) for y in [-1, 1] for x in [-1, 1]]:
|
||||
check += self._find_moves_in_direction(board, moves, pos, is_white, (y, x))
|
||||
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if kind == 'k':
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for y, x in [(y, x) for y in [-1, 0, 1] for x in [-1, 0, 1]]:
|
||||
check += self._find_moves_in_direction(board, moves, pos, is_white, (y, x),
|
||||
limit=1)
|
||||
|
||||
return moves, check
|
||||
|
||||
def _find_moves_in_direction(self, board, moves, pos, is_white, direction, limit=None,
|
||||
capture=None):
|
||||
"""Find valid moves moving in a given direction from a certain position.
|
||||
|
||||
capture: True if must capture, False if must not capture, None otherwise.
|
||||
"""
|
||||
|
||||
move_start = _index_to_algebraic(pos)
|
||||
stop = False
|
||||
i = 1
|
||||
check = []
|
||||
while not stop:
|
||||
y, x = pos[0] + direction[0] * i, pos[1] + direction[1] * i
|
||||
|
||||
if x < 0 or y < 0 or x > 3 or y > 3:
|
||||
break # Out of bounds
|
||||
|
||||
contents = board[y][x]
|
||||
move = move_start + _index_to_algebraic((y, x))
|
||||
|
||||
if contents is not None:
|
||||
# Square contains piece
|
||||
stop = True
|
||||
|
||||
if contents.is_white != is_white and contents.kind == 'k' \
|
||||
and capture is not False:
|
||||
# Cannot capture king, but they are in check
|
||||
check.append(move)
|
||||
elif contents.is_white != is_white and capture is not False:
|
||||
# Capture
|
||||
moves.append(move)
|
||||
else:
|
||||
# Empty square
|
||||
if capture is not True:
|
||||
moves.append(move)
|
||||
|
||||
i += 1
|
||||
|
||||
if limit is not None and i > limit:
|
||||
stop = True
|
||||
|
||||
return check
|
||||
|
||||
def _board_after_move(self, move: str) -> list[list[Optional[_Piece]]]:
|
||||
"""Return a copy of self._board representing the state of the board after making move.
|
||||
"""
|
||||
board_copy = copy.deepcopy(self._board)
|
||||
|
||||
start_pos = _algebraic_to_index(move[0:2])
|
||||
end_pos = _algebraic_to_index(move[2:])
|
||||
|
||||
board_copy[end_pos[0]][end_pos[1]] = board_copy[start_pos[0]][start_pos[1]]
|
||||
board_copy[start_pos[0]][start_pos[1]] = None
|
||||
|
||||
return board_copy
|
||||
|
||||
def _recalculate_valid_moves(self) -> None:
|
||||
"""Update the valid moves for this game board."""
|
||||
|
||||
moves, check = self._calculate_moves_for_board(self._board, self._is_white_active)
|
||||
|
||||
assert len(check) == 0, \
|
||||
"The other player's king can never be in check at the start of your turn."
|
||||
|
||||
# Filter moves that would leave the current player's king in check
|
||||
valid_moves = []
|
||||
for move in moves:
|
||||
board_copy = self._board_after_move(move)
|
||||
_, check = self._calculate_moves_for_board(board_copy, not self._is_white_active)
|
||||
if len(check) == 0:
|
||||
valid_moves.append(move)
|
||||
|
||||
self._valid_moves = valid_moves
|
||||
|
||||
def get_fen(self) -> str:
|
||||
"""Return a string description of the current game state in Forsyth-Edwards Notation.
|
||||
|
||||
Reference: https://en.wikipedia.org/wiki/Forsyth%E2%80%93Edwards_Notation.
|
||||
|
||||
This method is used to visualize the game board using Pygame---you won't need to call it
|
||||
directly.
|
||||
"""
|
||||
rows = [''.join([(p.fen() if p is not None else '1') for p in row]) + '4' for row in
|
||||
self._board]
|
||||
return '/'.join(reversed(rows))
|
||||
|
||||
def get_url(self) -> str:
|
||||
"""Return a URL to a web page where you can examine the current state of the board."""
|
||||
return "https://lichess.org/analysis/standard/8/8/8/8/" + self.get_fen()
|
||||
|
||||
|
||||
def _algebraic_to_index(move: str) -> tuple[int, int]:
|
||||
"""Convert coordinates in algebraic format ex. 'a2' to array indices (y, x)."""
|
||||
return (_RANK_TO_INDEX[move[1]], _FILE_TO_INDEX[move[0]])
|
||||
|
||||
|
||||
def _index_to_algebraic(pos: tuple[int, int]) -> str:
|
||||
"""Convert coordinates in array indices (y, x) to algebraic format."""
|
||||
return _INDEX_TO_FILE[pos[1]] + _INDEX_TO_RANK[pos[0]]
|
||||
|
||||
|
||||
class _Piece:
|
||||
"""Represents a single piece in Minichess.
|
||||
|
||||
Instance Attributes:
|
||||
- kind: the type of piece
|
||||
- is_white: whether the piece belongs to the white player
|
||||
"""
|
||||
kind: str # One of 'rqkp' (rook, queen, king, pawn)
|
||||
is_white: bool
|
||||
|
||||
def __init__(self, kind: str, is_white: bool) -> None:
|
||||
"""Initialize a new piece."""
|
||||
self.kind = kind
|
||||
self.is_white = is_white
|
||||
|
||||
def fen(self) -> str:
|
||||
"""Return the string representing this piece in FEN."""
|
||||
if self.is_white:
|
||||
return self.kind.upper()
|
||||
else:
|
||||
return self.kind
|
||||
|
||||
def __str__(self) -> str:
|
||||
return self.fen()
|
||||
|
||||
|
||||
################################################################################
|
||||
# Chess player classes
|
||||
################################################################################
|
||||
class Player:
|
||||
"""An abstract class representing a Minichess AI.
|
||||
|
||||
This class can be subclassed to implement different strategies for playing chess.
|
||||
"""
|
||||
|
||||
def make_move(self, game: MinichessGame, previous_move: Optional[str]) -> str:
|
||||
"""Make a move given the current game.
|
||||
|
||||
previous_move is the opponent player's most recent move, or None if no moves
|
||||
have been made.
|
||||
|
||||
Preconditions:
|
||||
- There is at least one valid move for the given game
|
||||
"""
|
||||
raise NotImplementedError
|
||||
|
||||
|
||||
class RandomPlayer(Player):
|
||||
"""A Minichess AI whose strategy is always picking a random move."""
|
||||
|
||||
def make_move(self, game: MinichessGame, previous_move: Optional[str]) -> str:
|
||||
"""Make a move given the current game.
|
||||
|
||||
previous_move is the opponent player's most recent move, or None if no moves
|
||||
have been made.
|
||||
|
||||
Preconditions:
|
||||
- There is at least one valid move for the given game
|
||||
"""
|
||||
possible_moves = game.get_valid_moves()
|
||||
return random.choice(possible_moves)
|
||||
|
||||
|
||||
################################################################################
|
||||
# Functions for running games
|
||||
################################################################################
|
||||
DEFAULT_FPS = 6 # Default number of moves per second to display in the visualization
|
||||
|
||||
|
||||
def run_games(n: int, white: Player, black: Player,
|
||||
visualize: bool = False, fps: int = DEFAULT_FPS,
|
||||
show_stats: bool = False) -> None:
|
||||
"""Run n games using the given Players.
|
||||
|
||||
Optional arguments:
|
||||
- visualize: whether to use Pygame to visualize the games
|
||||
- fps: the number of moves per second to display (only relevant if visualize is True)
|
||||
- show_stats: whether to use Plotly to display statistics for the game runs
|
||||
|
||||
Preconditions:
|
||||
- n >= 1
|
||||
- fps >= 1
|
||||
"""
|
||||
if visualize:
|
||||
_initialize_display()
|
||||
|
||||
stats = {'White': 0, 'Black': 0, 'Draw': 0}
|
||||
results = []
|
||||
for i in range(0, n):
|
||||
white_copy = copy.deepcopy(white)
|
||||
black_copy = copy.deepcopy(black)
|
||||
|
||||
winner, _ = run_game(white_copy, black_copy, visualize, fps)
|
||||
stats[winner] += 1
|
||||
results.append(winner)
|
||||
|
||||
print(f'Game {i} winner: {winner}')
|
||||
|
||||
for outcome in stats:
|
||||
print(f'{outcome}: {stats[outcome]}/{n} ({100.0 * stats[outcome] / n:.2f}%)')
|
||||
|
||||
if visualize:
|
||||
_terminate_display()
|
||||
|
||||
if show_stats:
|
||||
plot_game_statistics(results)
|
||||
|
||||
|
||||
def run_game(white: Player, black: Player,
|
||||
visualize: bool = False, fps: int = DEFAULT_FPS) -> tuple[str, list[str]]:
|
||||
"""Run a Minichess game between the two given players.
|
||||
|
||||
Return the winner and list of moves made in the game.
|
||||
"""
|
||||
game = MinichessGame()
|
||||
|
||||
move_sequence = []
|
||||
previous_move = None
|
||||
current_player = white
|
||||
while game.get_winner() is None:
|
||||
|
||||
previous_move = current_player.make_move(game, previous_move)
|
||||
game.make_move(previous_move)
|
||||
move_sequence.append(previous_move)
|
||||
|
||||
if visualize:
|
||||
display.update(game.get_fen(), game.get_winner())
|
||||
time.sleep(1 / fps)
|
||||
|
||||
if current_player is white:
|
||||
current_player = black
|
||||
else:
|
||||
current_player = white
|
||||
|
||||
if visualize:
|
||||
# Give slightly more time to the victory visualization
|
||||
time.sleep(4 / fps)
|
||||
|
||||
return game.get_winner(), move_sequence
|
||||
|
||||
|
||||
def _initialize_display() -> None:
|
||||
"""Initialize the Minichess visualization pygame window."""
|
||||
display.start('8/8/8/8', size=4)
|
||||
|
||||
|
||||
def _terminate_display() -> None:
|
||||
"""Close the Minichess visualization pygame window."""
|
||||
display.terminate()
|
||||
|
||||
|
||||
def plot_game_statistics(results: list[str]) -> None:
|
||||
"""Plot the outcomes and win probabilities for a given list of Minichess game results.
|
||||
|
||||
Preconditions:
|
||||
- all(r in {'White', 'Black', 'Draw'} for r in results)
|
||||
"""
|
||||
outcomes = [1 if result == 'White' else 0 for result in results]
|
||||
|
||||
cumulative_win_probability = [sum(outcomes[0:i]) / i for i in range(1, len(outcomes) + 1)]
|
||||
rolling_win_probability = \
|
||||
[sum(outcomes[max(i - 50, 0):i]) / min(50, i) for i in range(1, len(outcomes) + 1)]
|
||||
|
||||
fig = make_subplots(rows=2, cols=1)
|
||||
fig.add_trace(go.Scatter(y=outcomes, mode='markers',
|
||||
name='Outcome (1 = White win, 0 = Draw/Black win)'),
|
||||
row=1, col=1)
|
||||
fig.add_trace(go.Scatter(y=cumulative_win_probability, mode='lines',
|
||||
name='White win percentage (cumulative)'),
|
||||
row=2, col=1)
|
||||
fig.add_trace(go.Scatter(y=rolling_win_probability, mode='lines',
|
||||
name='White win percentage (most recent 50 games)'),
|
||||
row=2, col=1)
|
||||
fig.update_yaxes(range=[0.0, 1.0], row=2, col=1)
|
||||
|
||||
fig.update_layout(title='Minichess Game Results', xaxis_title='Game')
|
||||
fig.show()
|
||||
# fig.write_image('stats.png')
|
||||
|
||||
|
||||
if __name__ == '__main__':
|
||||
import doctest
|
||||
doctest.testmod()
|
||||
|
||||
# Demo running Minichess games being played between two random players
|
||||
# run_games(100, RandomPlayer(), RandomPlayer(), show_stats=True)
|
||||
|
||||
# Try running this to visualize games (takes longer)
|
||||
# run_games(20, RandomPlayer(), RandomPlayer(), visualize=True, fps=10, show_stats=True)
|
||||
@@ -0,0 +1,43 @@
|
||||
"""CSC111 Winter 2021 Assignment 2: Trees, Chess, and Artificial Intelligence (Part 0)
|
||||
|
||||
Module Description
|
||||
===============================
|
||||
|
||||
This Python module contains a sample GameTree that matches an example from the assignment
|
||||
handout. Please feel free to modify this file to experiment with the code found in
|
||||
a2_game_tree.py and a2_minichess.py. You won't be submitting this file for grading (nor
|
||||
will this file affect other parts of this assignment).
|
||||
|
||||
Copyright and Usage Information
|
||||
===============================
|
||||
|
||||
This file is provided solely for the personal and private use of students
|
||||
taking CSC111 at the University of Toronto St. George campus. All forms of
|
||||
distribution of this code, whether as given or with any changes, are
|
||||
expressly prohibited. For more information on copyright for CSC111 materials,
|
||||
please consult our Course Syllabus.
|
||||
|
||||
This file is Copyright (c) 2022 Mario Badr, David Liu, and Isaac Waller.
|
||||
"""
|
||||
from a2_game_tree import GameTree, GAME_START_MOVE
|
||||
|
||||
|
||||
def build_sample_game_tree() -> GameTree:
|
||||
"""Create an example game tree."""
|
||||
game_tree = GameTree(GAME_START_MOVE, True)
|
||||
|
||||
game_tree.add_subtree(GameTree('a2b3', False))
|
||||
game_tree.add_subtree(GameTree('b2c3', False))
|
||||
game_tree.add_subtree(GameTree('b2a3', False))
|
||||
|
||||
sub1 = GameTree('c2d3', False)
|
||||
sub2 = GameTree('d4d3', True)
|
||||
sub2.add_subtree(GameTree('d2c3', False))
|
||||
sub2.add_subtree(GameTree('b1d3', False))
|
||||
sub1.add_subtree(sub2)
|
||||
game_tree.add_subtree(sub1)
|
||||
|
||||
game_tree.add_subtree(GameTree('c2b3', False))
|
||||
game_tree.add_subtree(GameTree('d2c3', False))
|
||||
|
||||
return game_tree
|
||||
@@ -0,0 +1,112 @@
|
||||
"""CSC111 Winter 2021 Assignment 2: Trees, Chess, and Artificial Intelligence (Part 1)
|
||||
|
||||
Instructions (READ THIS FIRST!)
|
||||
===============================
|
||||
|
||||
This Python module contains the start of functions and/or classes you'll define
|
||||
for Part 1 of this assignment. Please note that in addition to this file, you will
|
||||
also need to modify a2_game_tree.py by following the instructions on the assignment
|
||||
handout. You should NOT make any changes to a2_minichess.py.
|
||||
|
||||
Copyright and Usage Information
|
||||
===============================
|
||||
|
||||
This file is provided solely for the personal and private use of students
|
||||
taking CSC111 at the University of Toronto St. George campus. All forms of
|
||||
distribution of this code, whether as given or with any changes, are
|
||||
expressly prohibited. For more information on copyright for CSC111 materials,
|
||||
please consult our Course Syllabus.
|
||||
|
||||
This file is Copyright (c) 2022 Mario Badr, David Liu, and Isaac Waller.
|
||||
"""
|
||||
import csv
|
||||
import random
|
||||
from typing import Optional
|
||||
|
||||
import a2_game_tree
|
||||
import a2_minichess
|
||||
|
||||
|
||||
################################################################################
|
||||
# Loading Minichess datasets
|
||||
################################################################################
|
||||
def load_game_tree(games_file: str) -> a2_game_tree.GameTree:
|
||||
"""Create a game tree based on games_file.
|
||||
|
||||
Preconditions:
|
||||
- games_file refers to a csv file in the format described on the assignment handout
|
||||
|
||||
Implementation hints:
|
||||
- You can review Tutorial 4 for how we read CSV files in Python.
|
||||
"""
|
||||
|
||||
|
||||
################################################################################
|
||||
# Minichess AI that uses a GameTree
|
||||
################################################################################
|
||||
class RandomTreePlayer(a2_minichess.Player):
|
||||
"""A Minichess player that plays randomly based on a given GameTree.
|
||||
|
||||
This player uses a game tree to make moves, descending into the tree as the game is played.
|
||||
On its turn:
|
||||
|
||||
1. First it updates its game tree to its subtree corresponding to the move made by
|
||||
its opponent. If no subtree is found, its game tree is set to None.
|
||||
2. Then, if its game tree is not None, it picks its next move randomly from among
|
||||
the subtrees of its game tree, and then reassigns its game tree to that subtree.
|
||||
But if its game tree is None or has no subtrees, the player picks its next move randomly,
|
||||
and then sets its game tree to None.
|
||||
"""
|
||||
# Private Instance Attributes:
|
||||
# - _game_tree:
|
||||
# The GameTree that this player uses to make its moves. If None, then this
|
||||
# player just makes random moves.
|
||||
_game_tree: Optional[a2_game_tree.GameTree]
|
||||
|
||||
def __init__(self, game_tree: a2_game_tree.GameTree) -> None:
|
||||
"""Initialize this player.
|
||||
|
||||
Preconditions:
|
||||
- game_tree represents a game tree at the initial state (root is '*')
|
||||
"""
|
||||
self._game_tree = game_tree
|
||||
|
||||
def make_move(self, game: a2_minichess.MinichessGame, previous_move: Optional[str]) -> str:
|
||||
"""Make a move given the current game.
|
||||
|
||||
previous_move is the opponent player's most recent move, or None if no moves
|
||||
have been made.
|
||||
|
||||
Preconditions:
|
||||
- There is at least one valid move for the given game
|
||||
"""
|
||||
|
||||
|
||||
def part1_runner(games_file: str, n: int, black_random: bool) -> None:
|
||||
"""Create a game tree from the given file, and run n games where White is a RandomTreePlayer.
|
||||
|
||||
The White player is a RandomTreePlayer whose game tree is the one generated from games_file.
|
||||
The Black player is a RandomPlayer if black_random is True, otherwise it is a RandomTreePlayer
|
||||
using the SAME game tree as White.
|
||||
|
||||
Preconditions:
|
||||
- n >= 1
|
||||
- games_file refers to a csv file in the format described on the assignment handout
|
||||
|
||||
Implementation notes:
|
||||
- Your implementation MUST correctly call a2_minichess.run_games. You may choose
|
||||
the values for the optional arguments passed to the function.
|
||||
"""
|
||||
|
||||
|
||||
if __name__ == '__main__':
|
||||
import python_ta
|
||||
python_ta.check_all(config={
|
||||
'max-line-length': 100,
|
||||
'disable': ['E1136'],
|
||||
'extra-imports': ['a2_minichess', 'a2_game_tree', 'random', 'csv'],
|
||||
'allowed-io': ['load_game_tree']
|
||||
})
|
||||
|
||||
# Sample call to part1_runner (you can change this, just keep it in the main block!)
|
||||
# part1_runner('data/white_wins.csv', 50, True)
|
||||
@@ -0,0 +1,119 @@
|
||||
"""CSC111 Winter 2021 Assignment 2: Trees, Chess, and Artificial Intelligence (Part 2)
|
||||
|
||||
Instructions (READ THIS FIRST!)
|
||||
===============================
|
||||
|
||||
This Python module contains the start of functions and/or classes you'll define
|
||||
for Part 2 of this assignment. Please note that in addition to this file, you will
|
||||
also need to modify a2_game_tree.py by following the instructions on the assignment
|
||||
handout. You should NOT make any changes to a2_minichess.py.
|
||||
|
||||
Copyright and Usage Information
|
||||
===============================
|
||||
|
||||
This file is provided solely for the personal and private use of students
|
||||
taking CSC111 at the University of Toronto St. George campus. All forms of
|
||||
distribution of this code, whether as given or with any changes, are
|
||||
expressly prohibited. For more information on copyright for CSC111 materials,
|
||||
please consult our Course Syllabus.
|
||||
|
||||
This file is Copyright (c) 2022 Mario Badr, David Liu, and Isaac Waller.
|
||||
"""
|
||||
import random
|
||||
from typing import Optional
|
||||
|
||||
import a2_game_tree
|
||||
import a2_minichess
|
||||
|
||||
|
||||
def generate_complete_game_tree(root_move: str, game_state: a2_minichess.MinichessGame,
|
||||
d: int) -> a2_game_tree.GameTree:
|
||||
"""Generate a complete game tree of depth d for all valid moves from the current game_state.
|
||||
|
||||
For the returned GameTree:
|
||||
- Its root move is root_move.
|
||||
- Its `is_white_move` attribute is set using the current game_state.
|
||||
- It contains all possible move sequences of length <= d from game_state.
|
||||
For each node in the tree, its subtrees appear in the same order that their
|
||||
moves were returned by game_state.get_valid_moves(),
|
||||
- If d == 0, a size-one GameTree is returned.
|
||||
|
||||
Note that some paths down the tree may have length < d, because they result in an end state
|
||||
(win or draw) from game_state in fewer than d moves.
|
||||
|
||||
Preconditions:
|
||||
- d >= 0
|
||||
- root_move == GAME_START_MOVE or root_move is a valid chess move
|
||||
- if root_move == GAME_START_MOVE, then game_state is in the initial game state
|
||||
|
||||
Implementation hints:
|
||||
- This function must be implemented recursively.
|
||||
- In the recursive step, use the MinichessGame.copy_and_make_move method to create
|
||||
a copy of the game state with one new move made.
|
||||
- You'll need to review the public interface of the MinichessGame class to see what
|
||||
methods are available to help implement this function.
|
||||
|
||||
WARNING: we recommend not calling this function with depth greater than 6, as this will
|
||||
likely take a very long time on your computer.
|
||||
"""
|
||||
|
||||
|
||||
class GreedyTreePlayer(a2_minichess.Player):
|
||||
"""A Minichess player that plays greedily based on a given GameTree.
|
||||
|
||||
See assignment handout for description of its strategy.
|
||||
"""
|
||||
# Private Instance Attributes:
|
||||
# - _game_tree:
|
||||
# The GameTree that this player uses to make its moves. If None, then this
|
||||
# player just makes random moves.
|
||||
_game_tree: Optional[a2_game_tree.GameTree]
|
||||
|
||||
def __init__(self, game_tree: a2_game_tree.GameTree) -> None:
|
||||
"""Initialize this player.
|
||||
|
||||
Preconditions:
|
||||
- game_tree represents a game tree at the initial state (root is '*')
|
||||
"""
|
||||
self._game_tree = game_tree
|
||||
|
||||
def make_move(self, game: a2_minichess.MinichessGame, previous_move: Optional[str]) -> str:
|
||||
"""Make a move given the current game.
|
||||
|
||||
previous_move is the opponent player's most recent move, or None if no moves
|
||||
have been made.
|
||||
|
||||
Preconditions:
|
||||
- There is at least one valid move for the given game
|
||||
"""
|
||||
|
||||
|
||||
def part2_runner(d: int, n: int, white_greedy: bool) -> None:
|
||||
"""Create a complete game tree with the given depth, and run n games where
|
||||
one player is a GreedyTreePlayer and the other is a RandomPlayer.
|
||||
|
||||
The GreedyTreePlayer uses the complete game tree with the given depth.
|
||||
If white_greedy is True, the White player is the GreedyTreePlayer and Black is a RandomPlayer.
|
||||
This is switched when white_greedy is False.
|
||||
|
||||
Precondtions:
|
||||
- d >= 0
|
||||
- n >= 1
|
||||
|
||||
Implementation notes:
|
||||
- Your implementation MUST correctly call a2_minichess.run_games. You may choose
|
||||
the values for the optional arguments passed to the function.
|
||||
"""
|
||||
|
||||
|
||||
if __name__ == '__main__':
|
||||
import python_ta
|
||||
python_ta.check_all(config={
|
||||
'max-line-length': 100,
|
||||
'max-nested-blocks': 4,
|
||||
'disable': ['E1136'],
|
||||
'extra-imports': ['random', 'a2_minichess', 'a2_game_tree']
|
||||
})
|
||||
|
||||
# Sample call to part2_runner (you can change this, just keep it in the main block!)
|
||||
# part2_runner(5, 50, False)
|
||||
@@ -0,0 +1,120 @@
|
||||
"""CSC111 Winter 2021 Assignment 2: Trees, Chess, and Artificial Intelligence (Part 3)
|
||||
|
||||
Instructions (READ THIS FIRST!)
|
||||
===============================
|
||||
|
||||
This Python module contains the start of functions and/or classes you'll define
|
||||
for Part 3 of this assignment. You should NOT make any changes to a2_minichess.py.
|
||||
|
||||
Copyright and Usage Information
|
||||
===============================
|
||||
|
||||
This file is provided solely for the personal and private use of students
|
||||
taking CSC111 at the University of Toronto St. George campus. All forms of
|
||||
distribution of this code, whether as given or with any changes, are
|
||||
expressly prohibited. For more information on copyright for CSC111 materials,
|
||||
please consult our Course Syllabus.
|
||||
|
||||
This file is Copyright (c) 2022 Mario Badr, David Liu, and Isaac Waller.
|
||||
"""
|
||||
import random
|
||||
from typing import Optional
|
||||
|
||||
import a2_game_tree
|
||||
import a2_minichess
|
||||
|
||||
|
||||
class ExploringPlayer(a2_minichess.Player):
|
||||
"""A Minichess player that plays greedily some of the time, and randomly some of the time.
|
||||
|
||||
See assignment handout for details.
|
||||
"""
|
||||
# Private Instance Attributes:
|
||||
# - _game_tree:
|
||||
# The GameTree that this player uses to make its moves. If None, then this
|
||||
# player just makes random moves.
|
||||
_game_tree: Optional[a2_game_tree.GameTree]
|
||||
_exploration_probability: float
|
||||
|
||||
def __init__(self, game_tree: a2_game_tree.GameTree, exploration_probability: float) -> None:
|
||||
"""Initialize this player."""
|
||||
self._game_tree = game_tree
|
||||
self._exploration_probability = exploration_probability
|
||||
|
||||
def make_move(self, game: a2_minichess.MinichessGame, previous_move: Optional[str]) -> str:
|
||||
"""Make a move given the current game.
|
||||
|
||||
previous_move is the opponent player's most recent move, or None if no moves
|
||||
have been made.
|
||||
|
||||
Preconditions:
|
||||
- There is at least one valid move for the given game
|
||||
"""
|
||||
|
||||
|
||||
def run_learning_algorithm(exploration_probabilities: list[float],
|
||||
show_stats: bool = True) -> a2_game_tree.GameTree:
|
||||
"""Play a sequence of Minichess games using an ExploringPlayer as the White player.
|
||||
|
||||
This algorithm first initializes an empty GameTree. All ExploringPlayers will use this
|
||||
SAME GameTree object, which will be mutated over the course of the algorithm!
|
||||
Return this object.
|
||||
|
||||
There are len(exploration_probabilities) games played, where at game i (starting at 0):
|
||||
- White is an ExploringPlayer (using the game tree) whose exploration probability
|
||||
is equal to exploration_probabilities[i]
|
||||
- Black is a RandomPlayer
|
||||
- AFTER the game, the move sequence from the game is inserted into the game tree,
|
||||
with a white win probability of 1.0 if White won the game, and 0.0 otherwise.
|
||||
|
||||
Implementation note:
|
||||
- A NEW ExploringPlayer instance should be created for each loop iteration.
|
||||
However, each one should use the SAME GameTree object.
|
||||
- You should call run_game, NOT run_games, from a2_minichess. This is because you
|
||||
need more control over what happens after each game runs, which you can get by
|
||||
writing your own loop that calls run_game. However, you can base your loop on
|
||||
the implementation of run_games.
|
||||
- Note that run_game from a2_minichess returns both the winner and the move sequence
|
||||
after the game ends.
|
||||
- You may call print in this function to report progress made in each game.
|
||||
- Note that this function returns the final GameTree object. You can inspect the
|
||||
white_win_probability of its nodes, calculate its size, or and use it in a
|
||||
RandomTreePlayer or GreedyTreePlayer to see how they do with it.
|
||||
"""
|
||||
# Start with a GameTree in the initial state
|
||||
game_tree = a2_game_tree.GameTree()
|
||||
|
||||
# Play games using the ExploringPlayer and update the GameTree after each one
|
||||
results_so_far = []
|
||||
|
||||
# Write your loop here, according to the description above.
|
||||
|
||||
if show_stats:
|
||||
a2_minichess.plot_game_statistics(results_so_far)
|
||||
|
||||
return game_tree
|
||||
|
||||
|
||||
def part3_runner() -> a2_game_tree.GameTree:
|
||||
"""Run example for Part 3.
|
||||
|
||||
Please note that unlike part1_runner and part2_runner, this function is NOT graded.
|
||||
We encourage you to experiment with different exploration probability sequences
|
||||
to see how quickly you can develop a "winning" GameTree!
|
||||
"""
|
||||
probabilities = [0.0] * 700
|
||||
|
||||
return run_learning_algorithm(probabilities)
|
||||
|
||||
|
||||
if __name__ == '__main__':
|
||||
import python_ta
|
||||
python_ta.check_all(config={
|
||||
'max-line-length': 100,
|
||||
'max-nested-blocks': 4,
|
||||
'disable': ['E1136'],
|
||||
'extra-imports': ['random', 'a2_minichess', 'a2_game_tree'],
|
||||
'allowed-io': ['run_learning_algorithm']
|
||||
})
|
||||
|
||||
part3_runner()
|
||||
@@ -0,0 +1,2 @@
|
||||
*.pyc
|
||||
__pycache__/
|
||||
@@ -0,0 +1,674 @@
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU General Public License is a free, copyleft license for
|
||||
software and other kinds of works.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users. We, the Free Software Foundation, use the
|
||||
GNU General Public License for most of our software; it applies also to
|
||||
any other work released this way by its authors. You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to prevent others from denying you
|
||||
these rights or asking you to surrender the rights. Therefore, you have
|
||||
certain responsibilities if you distribute copies of the software, or if
|
||||
you modify it: responsibilities to respect the freedom of others.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must pass on to the recipients the same
|
||||
freedoms that you received. You must make sure that they, too, receive
|
||||
or can get the source code. And you must show them these terms so they
|
||||
know their rights.
|
||||
|
||||
Developers that use the GNU GPL protect your rights with two steps:
|
||||
(1) assert copyright on the software, and (2) offer you this License
|
||||
giving you legal permission to copy, distribute and/or modify it.
|
||||
|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
that there is no warranty for this free software. For both users' and
|
||||
authors' sake, the GPL requires that modified versions be marked as
|
||||
changed, so that their problems will not be attributed erroneously to
|
||||
authors of previous versions.
|
||||
|
||||
Some devices are designed to deny users access to install or run
|
||||
modified versions of the software inside them, although the manufacturer
|
||||
can do so. This is fundamentally incompatible with the aim of
|
||||
protecting users' freedom to change the software. The systematic
|
||||
pattern of such abuse occurs in the area of products for individuals to
|
||||
use, which is precisely where it is most unacceptable. Therefore, we
|
||||
have designed this version of the GPL to prohibit the practice for those
|
||||
products. If such problems arise substantially in other domains, we
|
||||
stand ready to extend this provision to those domains in future versions
|
||||
of the GPL, as needed to protect the freedom of users.
|
||||
|
||||
Finally, every program is threatened constantly by software patents.
|
||||
States should not allow patents to restrict development and use of
|
||||
software on general-purpose computers, but in those that do, we wish to
|
||||
avoid the special danger that patents applied to a free program could
|
||||
make it effectively proprietary. To prevent this, the GPL assures that
|
||||
patents cannot be used to render the program non-free.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
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|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
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|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
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|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
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extent that warranties are provided), that licensees may convey the
|
||||
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|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
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|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
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|
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System Libraries, or general-purpose tools or generally available free
|
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includes interface definition files associated with source files for
|
||||
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|
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|
||||
such as by intimate data communication or control flow between those
|
||||
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|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
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|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
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||||
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|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
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|
||||
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||||
|
||||
Conveying under any other circumstances is permitted solely under
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||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
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||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
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||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
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|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
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||||
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||||
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||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
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||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
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|
||||
regardless of how they are packaged. This License gives no
|
||||
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|
||||
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||||
|
||||
d) If the work has interactive user interfaces, each must display
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|
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|
||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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|
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||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
||||
@@ -0,0 +1,76 @@
|
||||
# chess-board
|
||||
|
||||
## What is chess-board?
|
||||
|
||||
chess-board is a Python chessboard package with a flexible "just a board" API for graphically representing game positions.
|
||||
|
||||
## What chess-board is **not**
|
||||
|
||||
- A chess engine
|
||||
- A legal move validator
|
||||
- A PGN parser
|
||||
|
||||
While chess-board is designed to work well with any of these, the idea behind chess-board is that the logic that controls the board should be independent of those other problems.
|
||||
|
||||
## Usage
|
||||
**test.py** - _example_
|
||||
```sh
|
||||
from chessboard import display
|
||||
|
||||
position = 'rnbqkbnr/pp1ppppp/8/2p5/4P3/5N2/PPPP1PPP/RNBQKB1R b KQkq - 1 2'
|
||||
|
||||
while True:
|
||||
display.start(position)
|
||||
```
|
||||
|
||||
## Entry Points
|
||||
```sh
|
||||
from chessboard import display
|
||||
|
||||
validfen = 'rnbqkbnr/pp1ppppp/8/2p5/4P3/5N2/PPPP1PPP/RNBQKB1R b KQkq - 1 2'
|
||||
|
||||
# Initialization
|
||||
display.start()
|
||||
|
||||
# Position change/update
|
||||
display.update(validfen)
|
||||
|
||||
# Checking GUI window for QUIT event. (Esc or GUI CANCEL)
|
||||
display.checkForQuit()
|
||||
|
||||
# Close window
|
||||
display.terminate()
|
||||
|
||||
```
|
||||
## Installation
|
||||
Download and install the latest release:
|
||||
```sh
|
||||
# install into virtualenv
|
||||
pip install chess-board
|
||||
|
||||
or
|
||||
|
||||
# install with pipenv
|
||||
pipenv install chess-board
|
||||
|
||||
or
|
||||
|
||||
# install system-wide (windows), run cmd[powershell] as administrator
|
||||
pip install chess-board
|
||||
```
|
||||
|
||||
Alternatively, you could **git clone** this repo and add the directory to your package.
|
||||
|
||||
```sh
|
||||
git clone https://github.com/ahira-justice/chess-board.git
|
||||
```
|
||||
|
||||
## Dependencies
|
||||
```sh
|
||||
pygame
|
||||
```
|
||||
**chess-board** installation automatically installs latest **pygame** version.
|
||||
|
||||
## License
|
||||
|
||||
[GNU GENERAL PUBLIC LICENSE](LICENSE)
|
||||
@@ -0,0 +1,208 @@
|
||||
"""
|
||||
Ahira Justice, ADEFOKUN
|
||||
justiceahira@gmail.com
|
||||
"""
|
||||
|
||||
|
||||
import os
|
||||
import pygame
|
||||
|
||||
from . import pieces
|
||||
from . import fenparser
|
||||
|
||||
|
||||
BASE_DIR = os.path.dirname(os.path.abspath(__file__))
|
||||
IMAGE_DIR = os.path.join(BASE_DIR, 'images')
|
||||
|
||||
|
||||
class Board:
|
||||
|
||||
btile = pygame.image.load(os.path.join(IMAGE_DIR, 'btile.png'))
|
||||
wtile = pygame.image.load(os.path.join(IMAGE_DIR, 'wtile.png'))
|
||||
|
||||
def __init__(self, colors, BGCOLOR, DISPLAYSURF, size=8):
|
||||
self.colors = colors
|
||||
self.BGCOLOR = BGCOLOR
|
||||
self.DISPLAYSURF = DISPLAYSURF
|
||||
self.font = pygame.font.Font(pygame.font.get_default_font(), 24)
|
||||
|
||||
self.pieceRect = []
|
||||
|
||||
self.boardRect, self.tile_size = self._generate_board_rect(size)
|
||||
|
||||
def _generate_board_rect(self, size):
|
||||
|
||||
start = 100
|
||||
end = 500
|
||||
stride = (end - start) // size
|
||||
board_rect = []
|
||||
|
||||
for column in range(0, size):
|
||||
board_rect.append(tuple([(start + row * stride, start + column * stride) for row in range(0, size)]))
|
||||
|
||||
return board_rect, stride
|
||||
|
||||
def displayBoard(self):
|
||||
self.DISPLAYSURF.fill(self.BGCOLOR)
|
||||
pygame.draw.rect(self.DISPLAYSURF, self.colors['Black'], (95, 95, 410, 410), 10)
|
||||
|
||||
self.drawTiles()
|
||||
|
||||
|
||||
def drawTiles(self):
|
||||
wtile = pygame.transform.scale(Board.wtile, (self.tile_size, self.tile_size))
|
||||
btile = pygame.transform.scale(Board.btile, (self.tile_size, self.tile_size))
|
||||
|
||||
for i in range(1, len(self.boardRect)+1):
|
||||
for j in range(1, len(self.boardRect[i-1])+1):
|
||||
if self.isOdd(i):
|
||||
if self.isOdd(j):
|
||||
self.DISPLAYSURF.blit(wtile, self.boardRect[i-1][j-1])
|
||||
elif self.isEven(j):
|
||||
self.DISPLAYSURF.blit(btile, self.boardRect[i-1][j-1])
|
||||
elif self.isEven(i):
|
||||
if self.isOdd(j):
|
||||
self.DISPLAYSURF.blit(btile, self.boardRect[i-1][j-1])
|
||||
elif self.isEven(j):
|
||||
self.DISPLAYSURF.blit(wtile, self.boardRect[i-1][j-1])
|
||||
|
||||
# draw letters
|
||||
files = 'abcdefgh'
|
||||
ranks = '12345678'
|
||||
size = len(self.boardRect)
|
||||
for i in range(0, len(self.boardRect)):
|
||||
|
||||
text_surface = self.font.render(ranks[size - i - 1], True, (200, 200, 200))
|
||||
rect = self.boardRect[i][-1]
|
||||
rect = (rect[0] + self.tile_size + 20, rect[1] + 40)
|
||||
self.DISPLAYSURF.blit(text_surface, dest=rect)
|
||||
|
||||
for i in range(0, len(self.boardRect)):
|
||||
text_surface = self.font.render(files[i], True, (200, 200, 200))
|
||||
rect = self.boardRect[-1][i]
|
||||
rect = (rect[0] + 40, rect[1] + self.tile_size + 15)
|
||||
self.DISPLAYSURF.blit(text_surface, dest=rect)
|
||||
|
||||
|
||||
def isOdd(self, number):
|
||||
if number % 2 == 1:
|
||||
return True
|
||||
|
||||
|
||||
def isEven(self, number):
|
||||
if number % 2 == 0:
|
||||
return True
|
||||
|
||||
|
||||
def drawPieces(self):
|
||||
self.mapPieces()
|
||||
|
||||
for piece in self.pieceRect:
|
||||
piece.displayPiece()
|
||||
|
||||
|
||||
def mapPieces(self):
|
||||
for i in range(len(Board.posb)):
|
||||
if i in [0, 1, 2, 3, 4, 5, 6, 7]:
|
||||
piece = self.createPiece(pieces.BLACK, pieces.PAWN, Board.posb[i])
|
||||
self.pieceRect.append(piece)
|
||||
elif i in [8, 15]:
|
||||
piece = self.createPiece(pieces.BLACK, pieces.ROOK, Board.posb[i])
|
||||
self.pieceRect.append(piece)
|
||||
elif i in [9, 14]:
|
||||
piece = self.createPiece(pieces.BLACK, pieces.KNGHT, Board.posb[i])
|
||||
self.pieceRect.append(piece)
|
||||
elif i in [10, 13]:
|
||||
piece = self.createPiece(pieces.BLACK, pieces.BISHOP, Board.posb[i])
|
||||
self.pieceRect.append(piece)
|
||||
elif i in [11]:
|
||||
piece = self.createPiece(pieces.BLACK, pieces.QUEEN, Board.posb[i])
|
||||
self.pieceRect.append(piece)
|
||||
elif i in [12]:
|
||||
piece = self.createPiece(pieces.BLACK, pieces.KING, Board.posb[i])
|
||||
self.pieceRect.append(piece)
|
||||
|
||||
for i in range(len(Board.posw)):
|
||||
if i in [0, 1, 2, 3, 4, 5, 6, 7]:
|
||||
piece = self.createPiece(pieces.WHITE, pieces.PAWN, Board.posw[i])
|
||||
self.pieceRect.append(piece)
|
||||
elif i in [8, 15]:
|
||||
piece = self.createPiece(pieces.WHITE, pieces.ROOK, Board.posw[i])
|
||||
self.pieceRect.append(piece)
|
||||
elif i in [9, 14]:
|
||||
piece = self.createPiece(pieces.WHITE, pieces.KNGHT, Board.posw[i])
|
||||
self.pieceRect.append(piece)
|
||||
elif i in [10, 13]:
|
||||
piece = self.createPiece(pieces.WHITE, pieces.BISHOP, Board.posw[i])
|
||||
self.pieceRect.append(piece)
|
||||
elif i in [11]:
|
||||
piece = self.createPiece(pieces.WHITE, pieces.QUEEN, Board.posw[i])
|
||||
self.pieceRect.append(piece)
|
||||
elif i in [12]:
|
||||
piece = self.createPiece(pieces.WHITE, pieces.KING, Board.posw[i])
|
||||
self.pieceRect.append(piece)
|
||||
|
||||
|
||||
def createPiece(self, color, type, position):
|
||||
piece = pieces.Piece(color, type, self.DISPLAYSURF, self.tile_size)
|
||||
piece.setPosition(position)
|
||||
return piece
|
||||
|
||||
|
||||
def updatePieces(self, fen):
|
||||
self.pieceRect = []
|
||||
fp = fenparser.FenParser(fen)
|
||||
fenboard = fp.parse()
|
||||
|
||||
for i in range(len(fenboard)):
|
||||
for j in range(len(fenboard[i])):
|
||||
if fenboard[i][j] in ['b', 'B']:
|
||||
if fenboard[i][j] == 'b':
|
||||
piece = self.createPiece(pieces.BLACK, pieces.BISHOP, self.boardRect[i][j])
|
||||
self.pieceRect.append(piece)
|
||||
elif fenboard[i][j] == 'B':
|
||||
piece = self.createPiece(pieces.WHITE, pieces.BISHOP, self.boardRect[i][j])
|
||||
self.pieceRect.append(piece)
|
||||
|
||||
elif fenboard[i][j] in ['k', 'K']:
|
||||
if fenboard[i][j] == 'k':
|
||||
piece = self.createPiece(pieces.BLACK, pieces.KING, self.boardRect[i][j])
|
||||
self.pieceRect.append(piece)
|
||||
elif fenboard[i][j] == 'K':
|
||||
piece = self.createPiece(pieces.WHITE, pieces.KING, self.boardRect[i][j])
|
||||
self.pieceRect.append(piece)
|
||||
|
||||
elif fenboard[i][j] in ['n', 'N']:
|
||||
if fenboard[i][j] == 'n':
|
||||
piece = self.createPiece(pieces.BLACK, pieces.KNGHT, self.boardRect[i][j])
|
||||
self.pieceRect.append(piece)
|
||||
elif fenboard[i][j] == 'N':
|
||||
piece = self.createPiece(pieces.WHITE, pieces.KNGHT, self.boardRect[i][j])
|
||||
self.pieceRect.append(piece)
|
||||
|
||||
elif fenboard[i][j] in ['p', 'P']:
|
||||
if fenboard[i][j] == 'p':
|
||||
piece = self.createPiece(pieces.BLACK, pieces.PAWN, self.boardRect[i][j])
|
||||
self.pieceRect.append(piece)
|
||||
elif fenboard[i][j] == 'P':
|
||||
piece = self.createPiece(pieces.WHITE, pieces.PAWN, self.boardRect[i][j])
|
||||
self.pieceRect.append(piece)
|
||||
|
||||
elif fenboard[i][j] in ['q', 'Q']:
|
||||
if fenboard[i][j] == 'q':
|
||||
piece = self.createPiece(pieces.BLACK, pieces.QUEEN, self.boardRect[i][j])
|
||||
self.pieceRect.append(piece)
|
||||
elif fenboard[i][j] == 'Q':
|
||||
piece = self.createPiece(pieces.WHITE, pieces.QUEEN, self.boardRect[i][j])
|
||||
self.pieceRect.append(piece)
|
||||
|
||||
elif fenboard[i][j] in ['r', 'R']:
|
||||
if fenboard[i][j] == 'r':
|
||||
piece = self.createPiece(pieces.BLACK, pieces.ROOK, self.boardRect[i][j])
|
||||
self.pieceRect.append(piece)
|
||||
elif fenboard[i][j] == 'R':
|
||||
piece = self.createPiece(pieces.WHITE, pieces.ROOK, self.boardRect[i][j])
|
||||
self.pieceRect.append(piece)
|
||||
|
||||
for piece in self.pieceRect:
|
||||
piece.displayPiece()
|
||||
@@ -0,0 +1,99 @@
|
||||
"""
|
||||
Ahira Justice, ADEFOKUN
|
||||
justiceahira@gmail.com
|
||||
"""
|
||||
|
||||
|
||||
import os
|
||||
import sys
|
||||
import pygame
|
||||
from pygame.locals import *
|
||||
|
||||
from . import board
|
||||
|
||||
|
||||
os.environ['SDL_VIDEO_CENTERED'] = '1' # Centre display window.
|
||||
|
||||
FPS = 30
|
||||
FPSCLOCK = pygame.time.Clock()
|
||||
|
||||
DISPLAYSURF = None
|
||||
|
||||
BASICFONT = None
|
||||
|
||||
gameboard = None
|
||||
|
||||
colors = {
|
||||
'Ash': ( 50, 50, 50),
|
||||
'White':(255, 255, 255),
|
||||
'Black':( 0, 0, 0),
|
||||
}
|
||||
|
||||
BGCOLOR = colors['Ash']
|
||||
|
||||
WINDOWWIDTH, WINDOWHEIGHT = 600, 600
|
||||
|
||||
BASICFONTSIZE = 30
|
||||
|
||||
|
||||
def terminate():
|
||||
pygame.display.quit()
|
||||
# sys.exit()
|
||||
|
||||
|
||||
def checkForQuit():
|
||||
for event in pygame.event.get(QUIT): # get all the QUIT events
|
||||
terminate() #terminate if any QUIT events are present
|
||||
return
|
||||
for event in pygame.event.get(KEYUP): # get all the KEYUP events
|
||||
if event.key == K_ESCAPE:
|
||||
terminate() # terminate if the KEYUP event was for the Esc key
|
||||
return
|
||||
pygame.event.post(event) # put the other KEYUP event objects back
|
||||
|
||||
return False
|
||||
|
||||
|
||||
def start(fen='', size=8):
|
||||
global gameboard, font, DISPLAYSURF
|
||||
|
||||
if not pygame.get_init():
|
||||
pygame.init()
|
||||
|
||||
# Setting up the GUI window.
|
||||
DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
|
||||
pygame.display.set_caption('Python Chess')
|
||||
font = pygame.font.Font(pygame.font.get_default_font(), 48)
|
||||
|
||||
checkForQuit()
|
||||
|
||||
DISPLAYSURF.fill(BGCOLOR)
|
||||
gameboard = board.Board(colors, BGCOLOR, DISPLAYSURF, size=size)
|
||||
gameboard.displayBoard()
|
||||
|
||||
if (fen):
|
||||
gameboard.updatePieces(fen)
|
||||
else:
|
||||
gameboard.drawPieces()
|
||||
pygame.display.update()
|
||||
# FPSCLOCK.tick(FPS)
|
||||
|
||||
def update(fen, winner):
|
||||
global font, DISPLAYSURF
|
||||
|
||||
checkForQuit()
|
||||
gameboard.displayBoard()
|
||||
gameboard.updatePieces(fen)
|
||||
|
||||
if winner is not None:
|
||||
if winner == 'White':
|
||||
text_surface = font.render('White wins!', True, (50, 168, 82))
|
||||
elif winner == 'Draw':
|
||||
text_surface = font.render('Draw!', True, (255, 255, 255))
|
||||
elif winner == 'Black':
|
||||
text_surface = font.render('Black wins!', True, (168, 60, 50))
|
||||
|
||||
DISPLAYSURF.blit(text_surface, dest=(25, 25))
|
||||
|
||||
pygame.display.update()
|
||||
# FPSCLOCK.tick(FPS)
|
||||
@@ -0,0 +1,43 @@
|
||||
"""
|
||||
https://github.com/tlehman/fenparser
|
||||
"""
|
||||
|
||||
|
||||
import re
|
||||
from itertools import chain
|
||||
|
||||
|
||||
class FenParser():
|
||||
def __init__(self, fen_str):
|
||||
self.fen_str = fen_str
|
||||
|
||||
|
||||
def parse(self):
|
||||
ranks = self.fen_str.split(" ")[0].split("/")
|
||||
pieces_on_all_ranks = [self.parse_rank(rank) for rank in ranks]
|
||||
return pieces_on_all_ranks
|
||||
|
||||
|
||||
def parse_rank(self, rank):
|
||||
rank_re = re.compile(r"(\d|[kqbnrpKQBNRP])")
|
||||
piece_tokens = rank_re.findall(rank)
|
||||
pieces = self.flatten(map(self.expand_or_noop, piece_tokens))
|
||||
return pieces
|
||||
|
||||
|
||||
def flatten(self, lst):
|
||||
return list(chain(*lst))
|
||||
|
||||
|
||||
def expand_or_noop(self, piece_str):
|
||||
piece_re = re.compile(r"([kqbnrpKQBNRP])")
|
||||
retval = ""
|
||||
if piece_re.match(piece_str):
|
||||
retval = piece_str
|
||||
else:
|
||||
retval = self.expand(piece_str)
|
||||
return retval
|
||||
|
||||
|
||||
def expand(self, num_str):
|
||||
return int(num_str)*" "
|
||||
|
After Width: | Height: | Size: 905 B |
|
After Width: | Height: | Size: 1.9 KiB |
|
After Width: | Height: | Size: 1.2 KiB |
|
After Width: | Height: | Size: 561 B |
|
After Width: | Height: | Size: 1.8 KiB |
|
After Width: | Height: | Size: 652 B |
|
After Width: | Height: | Size: 330 B |
|
After Width: | Height: | Size: 1.4 KiB |
|
After Width: | Height: | Size: 1.9 KiB |
|
After Width: | Height: | Size: 1.5 KiB |
|
After Width: | Height: | Size: 988 B |
|
After Width: | Height: | Size: 2.2 KiB |
|
After Width: | Height: | Size: 1.0 KiB |
|
After Width: | Height: | Size: 208 B |
@@ -0,0 +1,95 @@
|
||||
"""
|
||||
Ahira Justice, ADEFOKUN
|
||||
justiceahira@gmail.com
|
||||
"""
|
||||
|
||||
|
||||
import os
|
||||
import pygame
|
||||
|
||||
|
||||
BASE_DIR = os.path.dirname(os.path.abspath(__file__))
|
||||
IMAGE_DIR = os.path.join(BASE_DIR, 'images')
|
||||
|
||||
BLACK = 'BLACK'
|
||||
WHITE = 'WHITE'
|
||||
|
||||
BISHOP = 'BISHOP'
|
||||
KING = 'KING'
|
||||
KNGHT = 'KNIGHT'
|
||||
PAWN = 'PAWN'
|
||||
QUEEN = 'QUEEN'
|
||||
ROOK = 'ROOK'
|
||||
|
||||
|
||||
class Piece:
|
||||
bBishop = pygame.image.load(os.path.join(IMAGE_DIR, 'bB.png'))
|
||||
bKing = pygame.image.load(os.path.join(IMAGE_DIR, 'bK.png'))
|
||||
bKnight = pygame.image.load(os.path.join(IMAGE_DIR, 'bN.png'))
|
||||
bPawn = pygame.image.load(os.path.join(IMAGE_DIR, 'bP.png'))
|
||||
bQueen = pygame.image.load(os.path.join(IMAGE_DIR, 'bQ.png'))
|
||||
bRook = pygame.image.load(os.path.join(IMAGE_DIR, 'bR.png'))
|
||||
|
||||
wBishop = pygame.image.load(os.path.join(IMAGE_DIR, 'wB.png'))
|
||||
wKing = pygame.image.load(os.path.join(IMAGE_DIR, 'wK.png'))
|
||||
wKnight = pygame.image.load(os.path.join(IMAGE_DIR, 'wN.png'))
|
||||
wPawn = pygame.image.load(os.path.join(IMAGE_DIR, 'wP.png'))
|
||||
wQueen = pygame.image.load(os.path.join(IMAGE_DIR, 'wQ.png'))
|
||||
wRook = pygame.image.load(os.path.join(IMAGE_DIR, 'wR.png'))
|
||||
|
||||
def __init__(self, color, piece, DISPLAYSURF, size):
|
||||
self.position = None
|
||||
self.sprite = None
|
||||
self.DISPLAYSURF = DISPLAYSURF
|
||||
self.size = size
|
||||
|
||||
self.color = color
|
||||
self.piece = piece
|
||||
|
||||
self.setSprite()
|
||||
|
||||
def setPosition(self, position):
|
||||
self.position = position
|
||||
|
||||
|
||||
def setSprite(self):
|
||||
if self.piece == BISHOP:
|
||||
if self.color == BLACK:
|
||||
self.sprite = Piece.bBishop
|
||||
elif self.color == WHITE:
|
||||
self.sprite = Piece.wBishop
|
||||
|
||||
elif self.piece == KING:
|
||||
if self.color == BLACK:
|
||||
self.sprite = Piece.bKing
|
||||
elif self.color == WHITE:
|
||||
self.sprite = Piece.wKing
|
||||
|
||||
elif self.piece == KNGHT:
|
||||
if self.color == BLACK:
|
||||
self.sprite = Piece.bKnight
|
||||
if self.color == WHITE:
|
||||
self.sprite = Piece.wKnight
|
||||
|
||||
elif self.piece == PAWN:
|
||||
if self.color == BLACK:
|
||||
self.sprite = Piece.bPawn
|
||||
elif self.color == WHITE:
|
||||
self.sprite = Piece.wPawn
|
||||
|
||||
elif self.piece == QUEEN:
|
||||
if self.color == BLACK:
|
||||
self.sprite = Piece.bQueen
|
||||
elif self.color == WHITE:
|
||||
self.sprite = Piece.wQueen
|
||||
|
||||
elif self.piece == ROOK:
|
||||
if self.color == BLACK:
|
||||
self.sprite = Piece.bRook
|
||||
elif self.color == WHITE:
|
||||
self.sprite = Piece.wRook
|
||||
|
||||
|
||||
def displayPiece(self):
|
||||
sprite = pygame.transform.scale(self.sprite, (self.size, self.size))
|
||||
self.DISPLAYSURF.blit(sprite, self.position)
|
||||
@@ -0,0 +1,7 @@
|
||||
a2b3
|
||||
b2c3
|
||||
b2a3
|
||||
c2d3,d4d3,d2c3
|
||||
c2b3
|
||||
d2c3
|
||||
c2d3,d4d3,b1d3
|
||||
|