pygo/lib/goban.py

159 lines
4.8 KiB
Python

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