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game.py
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417 lines (384 loc) · 17.5 KB
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import numpy as np
from settings import *
from chess import GameState, Move
from player_IA import Player
from openings import check_open
import pygame as pg
from multiprocessing import Process, Queue
class Game:
def __init__(self):
# Screen
self.screen = pg.display.set_mode((BOARD_WIDTH + LOG_PANEL_WIDTH, BOARD_HEIGHT))
self.screen.fill("White")
self.clock = pg.time.Clock()
self.images = {}
self.font = None
self.title = TITLE
self.move_options_image = None
self.move_capture_image = None
self.menu_open = False
# GameState
self.running = True
self.game_state = GameState()
self.valid_moves = self.game_state.get_valid_moves()
self.move_made = False
self.animate = False
self.game_over = False
self.selected = ()
self.clicks = []
self.moves_count = 0
self.state_log = [(self.game_state.board.copy(), self.game_state.white_turn, self.valid_moves.copy())]
self.repetition_counter = 0
self.end_info = ""
# IA
self.AI_player = Player()
self.human_turn = None
self.player_one = True # True: human white, False: IA white
self.player_two = True # True: human Black, False: IA black
self.thinking = False # True si la IA esta "Pensando", False si no lo está
self.move_undone = False
self.move_finder_process = None
self.return_queue = None
def load_images(self):
"""
Carga imágenes necesarias para el juego
"""
pieces = ["bP", "bR", "bB", "bN", "bQ", "bK", "wP", "wR", "wB", "wN", "wQ", "wK"]
for piece in pieces:
self.images[piece] = pg.image.load(DIR+piece+".png")
self.move_options_image = pg.image.load(DIR + "option.png")
self.move_options_image.set_alpha(120)
self.move_capture_image = pg.image.load(DIR + "capture.png")
self.move_capture_image.set_alpha(120)
def check_mouse(self):
loc = pg.mouse.get_pos()
if not self.game_over and not self.menu_open:
col = loc[0] // SQ_SIZE
row = loc[1] // SQ_SIZE
if self.selected == (row, col) or col > 7:
self.selected = ()
self.clicks = []
else:
self.selected = (row, col)
self.clicks.append(self.selected)
if len(self.clicks) == 2 and self.human_turn:
move = Move((self.clicks[0]), (self.clicks[1]), self.game_state.board)
for i in range(len(self.valid_moves)):
if move == self.valid_moves[i]:
self.game_state.make_move(self.valid_moves[i])
self.move_made = True
self.animate = True
print(f"{move.get_notation()} - {move.move_id}")
self.selected = ()
self.clicks = []
if not self.move_made:
self.clicks = [self.selected]
if self.menu_open:
if quit_rect.colliderect(loc[0], loc[1], 1, 1):
self.running = False
if enemy_rect.colliderect(loc[0], loc[1], 1, 1):
self.reset()
self.player_two = True if not self.player_two else False
def check_keyboard(self, e):
if e.key == pg.K_LCTRL and not self.menu_open:
self.game_state.undo_move()
self.move_made = True
self.animate = False
self.game_over = False
if self.thinking:
self.move_finder_process.terminate()
self.thinking = False
self.move_undone = True
self.state_log.pop()
if e.key == pg.K_r:
self.reset()
if e.key == pg.K_TAB:
if self.menu_open:
self.menu_open = False
else:
self.menu_open = True
if self.menu_open:
print("Menu desplegado")
else:
print("Menu cerrado")
def check_ia(self):
if not self.thinking:
self.thinking = True
print("Pensando...")
self.return_queue = Queue()
self.move_finder_process = Process(target=self.AI_player.best_move,
args=(self.game_state, self.valid_moves, self.return_queue))
self.move_finder_process.start() # llama self.AI_player.best_move(self.game_state, self.valid_moves)
if not self.move_finder_process.is_alive(): # si esta pensando todavía o no
print("Listo!")
ai_move = self.return_queue.get()
if ai_move is None:
print(len(self.valid_moves))
ai_move = self.AI_player.random_move(self.valid_moves)
self.game_state.make_move(ai_move)
self.move_made = True
self.animate = True
self.thinking = False
def check_events(self):
"""
Verifica eventos del teclado/mouse
"""
for e in pg.event.get():
if e.type == pg.QUIT:
self.running = False
elif e.type == pg.MOUSEBUTTONDOWN:
self.check_mouse()
elif e.type == pg.KEYDOWN:
self.check_keyboard(e)
# AI move finder logic
if not self.game_over and not self.human_turn and not self.move_undone:
self.check_ia()
if self.move_made:
if self.animate:
self.animate_move(self.game_state.move_log[-1])
self.valid_moves = self.game_state.get_valid_moves()
# Generar state log. No volver a generar uno repetido cuando se deshizo un movimiento
if not self.move_undone:
self.state_log.append((self.game_state.board.copy(), self.game_state.white_turn, self.valid_moves.copy()))
self.threefold_repetition()
self.move_made = False
self.animate = False
self.move_undone = False
# Regla de los 50 movimientos consecutivos
if len(self.game_state.move_log) >= 100:
self.fifty_moves_rule()
# Dibujar texto final
if self.game_state.checkmate or self.game_state.stalemate or self.game_state.draw:
self.game_over = True
text = "Stalemate" if self.game_state.stalemate else "Draw" if self.game_state.draw else "Black wins by checkmate" \
if self.game_state.white_turn else "White wins by checkmate"
self.draw_end_text(text)
self.clock.tick(FPS)
pg.display.flip()
def draw_board(self):
"""
Dibuja tablero
"""
colors = [pg.Color(LIGHT), pg.Color(DARK)]
for r in range(DIMS):
for c in range(DIMS):
color = colors[(r+c) % 2]
cas = pg.Surface((SQ_SIZE, SQ_SIZE))
cas.fill(color)
self.screen.blit(cas, (r*SQ_SIZE, c*SQ_SIZE))
def draw_highlight(self):
"""
Marca la pieza seleccionada y sus movimientos válidos
"""
s = pg.Surface((SQ_SIZE, SQ_SIZE))
s.fill("yellow")
s.set_alpha(120)
if self.selected != ():
r, c = self.selected[0], self.selected[1]
if self.game_state.board[r][c][0] == ("w" if self.game_state.white_turn else "b"):
self.screen.blit(s, (c*SQ_SIZE, r*SQ_SIZE))
for move in self.valid_moves:
if move.start_r == r and move.start_c == c:
color = "b" if self.game_state.white_turn else "w"
if self.game_state.board[move.end_r][move.end_c][0] == color:
self.screen.blit(self.move_capture_image, (move.end_c * SQ_SIZE, move.end_r * SQ_SIZE))
else:
self.screen.blit(self.move_options_image, (move.end_c * SQ_SIZE, move.end_r * SQ_SIZE))
if len(self.game_state.move_log) != 0:
move = self.game_state.move_log[-1]
self.screen.blit(s, (move.start_c*SQ_SIZE, move.start_r*SQ_SIZE))
self.screen.blit(s, (move.end_c * SQ_SIZE, move.end_r * SQ_SIZE))
def draw_pieces(self):
"""
Dibuja las piezas según el estado del tablero actual
"""
for r in range(DIMS):
for c in range(DIMS):
piece = self.game_state.board[r][c]
if piece != "--":
self.screen.blit(self.images[piece],
pg.Rect(c*SQ_SIZE, r*SQ_SIZE, SQ_SIZE, SQ_SIZE))
def draw_move_log(self): # probar con itertools
"""
Dibuja en pantalla los movimientos realizados
"""
log_rect = pg.Rect(BOARD_WIDTH, 0, LOG_PANEL_WIDTH, LOG_PANEL_HEIGHT)
pg.draw.rect(self.screen, pg.Color("black"), log_rect)
move_log = self.game_state.move_log
move_texts = []
for i in range(0, len(move_log), 2):
move_string = str(i//2 + 1) + "." + str(move_log[i]) + " "
if i + 1 < len(move_log):
move_string += str(move_log[i+1]) + " "
move_texts.append(move_string)
mpr = 2
padding = 5
spacing = 5
text_y = padding
for i in range(0, len(move_texts), mpr):
text = ""
for j in range(mpr):
if i + j < len(move_texts):
text += move_texts[i+j]
text_object = self.font.render(text, True, pg.Color("white"))
text_loc = log_rect.move(padding, text_y)
self.screen.blit(text_object, text_loc)
text_y += text_object.get_height() + spacing
def check_opening(self):
"""
Verifica que opening está siendo utilizado según los primeros movimientos hechos y su orden
"""
text_object = self.font.render("Actual Opening:", True, pg.Color("white"))
text_loc = pg.Rect(BOARD_WIDTH + ((LOG_PANEL_WIDTH - text_object.get_width()) // 2),
BOARD_HEIGHT - text_object.get_height() - 40, text_object.get_width(),
text_object.get_height())
self.screen.blit(text_object, text_loc)
opening = check_open(self.game_state.move_log)
self.draw_opening(opening)
def draw_opening(self, opening):
"""
Escribe el opening usado en la pantalla
:param opening: opening usado
"""
text_object = self.font.render(opening, True, pg.Color("white"))
text_loc = pg.Rect(BOARD_WIDTH+((LOG_PANEL_WIDTH-text_object.get_width())//2),
BOARD_HEIGHT-text_object.get_height()-10, text_object.get_width(),
text_object.get_height())
self.screen.blit(text_object, text_loc)
def draw_end_text(self, text):
"""
Dibuja en la pantalla final el ganador del juego
:param text: Texto a mostrar
"""
font = pg.font.SysFont("Arial", 32, True, False)
text_object = font.render(text, False, pg.Color("grey"))
text_loc = pg.Rect(0, 0, BOARD_WIDTH, BOARD_HEIGHT).move(BOARD_WIDTH / 2 - text_object.get_width() / 2,
BOARD_HEIGHT / 2 - text_object.get_height() / 2) # center text
self.screen.blit(text_object, text_loc)
text_object = font.render(text, False, pg.Color("black"))
self.screen.blit(text_object, text_loc.move(2, 2))
text_object = self.font.render(self.end_info, True, pg.Color("grey"))
text_loc = pg.Rect(0, 0, BOARD_WIDTH, BOARD_HEIGHT).move(BOARD_WIDTH / 2 - text_object.get_width() / 2,
BOARD_HEIGHT / 2 - text_object.get_height() / 2) # center text
self.screen.blit(text_object, text_loc.move(0, 40))
text_object = self.font.render(self.end_info, True, pg.Color("black"))
self.screen.blit(text_object, text_loc.move(0, 42))
def animate_move(self, move): # Reescribir código para no redibujar el tablero siempre
"""
Anima los movimientos de las piezas
"""
colors = [pg.Color(DARK), pg.Color(LIGHT)]
delta_r = move.end_r - move.start_r
delta_c = move.end_c - move.start_c
frames_per_square = 6
frame_count = (abs(delta_r) + abs(delta_c)) * frames_per_square
for frame in range(frame_count+1):
r, c = (move.start_r + delta_r*frame/frame_count, move.start_c + delta_c*frame/frame_count)
self.draw_board()
self.draw_pieces()
color = colors[(move.end_r + move.end_c) % 2]
end = pg.Rect(move.end_c*SQ_SIZE, move.end_r*SQ_SIZE, SQ_SIZE, SQ_SIZE)
pg.draw.rect(self.screen, color, end)
if move.piece_captured != "--":
if move.enpassant_move:
enpassant_r = (move.end_r + 1) if move.piece_captured[0] == "b" else (move.end_r - 1)
end = pg.Rect(move.end_c * SQ_SIZE, enpassant_r * SQ_SIZE, SQ_SIZE, SQ_SIZE)
self.screen.blit(self.images[move.piece_captured], end)
self.screen.blit(self.images[move.piece_moved], pg.Rect(c*SQ_SIZE, r*SQ_SIZE, SQ_SIZE, SQ_SIZE))
pg.display.flip()
self.clock.tick(FPS)
def fifty_moves_rule(self):
"""
Se encarga de verificar la regla de los 50 movimientos consecutivos sin capturas ni movimientos de peones
"""
last_move = self.game_state.move_log[-1]
if last_move.piece_captured != "--" or last_move.piece_moved[1] == "P":
self.moves_count = 0
else:
self.moves_count += 1
if self.moves_count == 100:
self.game_state.draw = True
self.end_info = "50 consecutive moves without captures or pawn moves."
def threefold_repetition(self):
temp_state = self.state_log[-1]
for i in range(len(self.state_log) - 2, -1, -1):
if np.array_equiv(self.state_log[i][0], temp_state[0]) and self.state_log[i][1] == temp_state[1] and self.state_log[i][2] == temp_state[2]:
self.repetition_counter += 1
if self.repetition_counter == 3:
self.game_state.draw = True
self.end_info = "Draw for Threefold Repetition"
else:
self.repetition_counter = 0
def menu(self):
"""
Dibuja el menu de opciones
"""
menu_rect = pg.Rect(0, 0, MENU_WIDTH, MENU_HEIGHT)
pg.draw.rect(self.screen, pg.Color("GREY"), menu_rect)
menu_text_object = self.font.render("MENU", True, pg.Color("black"))
text_loc = pg.Rect(0, 0, MENU_WIDTH, MENU_HEIGHT).move(MENU_WIDTH / 2 - menu_text_object.get_width() / 2, 10)
self.screen.blit(menu_text_object, text_loc)
# Salir
global quit_rect
quit_rect = pg.Rect(20, MENU_HEIGHT-44, BUTTON_WIDTH, BUTTON_HEIGHT)
pg.draw.rect(self.screen, pg.Color("red"), quit_rect)
button_object = self.font.render("QUIT", True, pg.Color("black"))
button_loc = pg.Rect(20 + ((quit_rect.width - button_object.get_width()) / 2),
MENU_HEIGHT-44 + ((quit_rect.height - button_object.get_height()) / 2),
BUTTON_WIDTH, BUTTON_HEIGHT)
self.screen.blit(button_object, button_loc)
# Enemy
global enemy_rect
text = "IA" if self.player_two else "HUMAN"
button_object = self.font.render(text, True, pg.Color("black"))
enemy_rect = pg.Rect(0, 0, BUTTON_WIDTH, BUTTON_HEIGHT).move(20, MENU_HEIGHT / 2 - button_object.get_height() / 2 - 2)
pg.draw.rect(self.screen, pg.Color("white"), enemy_rect)
button_loc = pg.Rect(0, 0, BUTTON_WIDTH, BUTTON_HEIGHT).move(MENU_WIDTH / 2 - button_object.get_width() / 2,
MENU_HEIGHT / 2 - button_object.get_height() / 2)
self.screen.blit(button_object, button_loc)
def draw_game_state(self):
"""
Dibuja el estado del juego actual
"""
self.draw_board()
self.draw_highlight()
self.draw_pieces()
self.draw_move_log()
self.check_opening()
def reset(self):
"""
Resetea el juego completamente
"""
self.game_state = GameState()
self.valid_moves = self.game_state.get_valid_moves()
self.selected = ()
self.clicks = []
self.move_made = False
self.animate = False
self.game_over = False
self.menu_open = False
self.moves_count = 0
self.state_log = [(self.game_state.board.copy(), self.game_state.white_turn, self.valid_moves.copy())]
self.repetition_counter = 0
if self.thinking:
self.move_finder_process.terminate()
self.thinking = False
self.move_undone = True
def main(self):
"""
Función principal del juego
"""
pg.init()
self.load_images()
self.font = pg.font.SysFont("Arial", 22, False, False)
pg.display.set_caption(f"{self.title}-{self.clock.get_fps() :.1f}")
while self.running:
self.human_turn = (self.game_state.white_turn and self.player_one) or \
(not self.game_state.white_turn and self.player_two)
self.check_events()
if not self.game_over:
self.draw_game_state()
if self.menu_open:
self.menu()
self.clock.tick(FPS)
pg.display.flip()