2012-04-12 17:46:27 +00:00
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# A Python interface to libboard from gnugo
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# Also has functions for printing the board via pygame,
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# and for controlling that printing to some degree.
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#
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# I'm only implementing what I need for my own purposes.
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# Further API is welcome!
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from ctypes import *
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class board_state(Structure):
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2012-04-12 20:43:57 +00:00
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BOARDSIZE = 19
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MAX_MOVE_HISTORY = 361
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2012-04-12 17:46:27 +00:00
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_fields_ = [
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('board_size', c_int),
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('board', c_char * BOARDSIZE),
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('board_ko_pos', c_int),
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('black_captured', c_int),
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('white_captured', c_int),
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('initial_board', c_int * BOARDSIZE),
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('initial_board_ko_pos', c_int),
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('initial_white_captured', c_int),
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('initial_black_captured', c_int),
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('move_history_color', c_int * MAX_MOVE_HISTORY),
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('move_history_pos', c_int * MAX_MOVE_HISTORY),
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('move_history_pointer', c_int),
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('komi', c_float),
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('move_number', c_int)
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]
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class SGFTree(Structure):
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_fields_ = [
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('root', c_void_p), # SGFNode *root;
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('lastnode', c_void_p) # SGFNode *lastnode;
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]
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class Goban:
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libboard = None
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def __init__(self):
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2012-04-12 20:43:57 +00:00
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if not Goban.libboard:
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Goban.libboard = CDLL('lib/libboard.so.0.0.0')
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2012-04-12 17:46:27 +00:00
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self.board = board_state()
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Goban.libboard.clear_board()
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def play_move(pos, color):
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x,y = pos
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realpos = x * 19 + y
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if Goban.libboard.is_legal(realpos, color):
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Goban.libboard.play_move(realpos, color)
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return True
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else:
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return False
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def undo_move(n):
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"""Undo n moves. Return True on success, False on failure. On failure, no moves are removed."""
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return Goban.libboard.undo_move(n)
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def _update_board():
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"""Updates our internal cache of the board state. Needed before most accessor functions."""
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Goban.libboard.store_board(self.board)
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def _restore_board():
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"""Use our cached board to update libboard's internal state."""
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Goban.libboard.restore_board(self.board)
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def draw_board():
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""" Return a pygame.Surface() with an image of the board.
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If pygame isn't available, this function prints an error and returns harmlessly."""
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pass
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def draw_info():
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""" Return a pygame.Surface() with an image of text describing the game state.
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If pygame isn't available, this function prints an error and returns harmlessly."""
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pass
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# def draw_board(self, size, img_res):
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# ret = pygame.Surface((size,size))
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# inc = size / 19;
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# i = 0
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# for row in self.board:
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# j = 0
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# for square in row:
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# s = img_res[square.get_draw_code()]
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# s = pygame.transform.scale(s, (inc, inc))
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# ret.blit(s, (j*inc,i*inc))
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# if self.hover == square:
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# c = img_res['bH']
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# if self.turn == 1:
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# c = img_res['wH']
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# c = pygame.transform.scale(c, (inc, inc))
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# ret.blit(c, (j*inc,i*inc))
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# j += 1
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# i += 1
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# return ret.convert_alpha()
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# def draw_info(self):
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# textbox = pygame.Surface((150, 300))
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# textbox = textbox.convert()
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# textbox.fill((250, 250, 250))
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# font = pygame.font.Font(None, 24)
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# time = font.render('Time: {:02d}:{:02d}'.format(self.elapsed_time / 60, self.elapsed_time % 60), 1, (10, 10, 10))
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# heading = font.render('Captures', 1, (10, 10, 10))
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# black_cap = font.render('Black: {}'.format(self.captures[0]), 1, (10, 10, 10))
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# white_cap = font.render('White: {}'.format(self.captures[1]), 1, (10, 10, 10))
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# turn = font.render('Turn: {}'.format(['Black', 'White'][self.turn]), 1, (10, 10, 10))
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# textbox.blit(heading, (0, 0))
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# textbox.blit(black_cap, (0, 28))
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# textbox.blit(white_cap, (0, 56))
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# textbox.blit(turn, (0, 100))
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# textbox.blit(time, (0, 150))
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# return textbox
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# if (self.x, self.y) == (1,1):
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# self.default_draw_code = 'ul'
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# elif (self.x, self.y) == (1,19):
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# self.default_draw_code = 'ur'
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# elif (self.x, self.y) == (19,1):
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# self.default_draw_code = 'dl'
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# elif (self.x, self.y) == (19,19):
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# self.default_draw_code = 'dr'
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# elif (self.x, self.y) in [(4,4), (4,10), (4,16), (10,4), (10,10), (10,16), (16,4), (16,10), (16,16)]:
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# self.default_draw_code = 'h'
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# elif self.x == 1:
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# self.default_draw_code = 'u'
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# elif self.y == 1:
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# self.default_draw_code = 'l'
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# elif self.x == 19:
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# self.default_draw_code = 'd'
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# elif self.y == 19:
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# self.default_draw_code = 'r'
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# else:
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# self.default_draw_code = 'm'
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