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import logging
from Numeric import *
from gettext import gettext as _
import gtk
from dbus import Interface
from dbus.service import method, signal
from dbus.gobject_service import ExportedGObject
# XXX: I'm not convinced this is in the right namespace
SERVICE = "org.freedesktop.Telepathy.Tube.Connect"
IFACE = SERVICE
PATH = "/org/freedesktop/Telepathy/Tube/Connect"
_logger = logging.getLogger('PlayGo')
def redraw(grid):
"""Utility function to force a redraw of a Gtk widget."""
grid.queue_draw()
def dump_grid(seq):
grid = ''
for row in seq:
row_str = ''
for col in row:
if col == -1:
row_str += ' |'
else:
row_str += '%d|' % col
grid = '%s%s\n' % (grid, row_str)
_logger.debug('Grid state is now:\n%s', grid)
## This abstractBoard is part of Kombilo, a go database program
## It contains a class implementing an abstract go board
## Copyright (C) 2001-3 Ulrich Goertz (u@g0ertz.de)
class abstractBoard:
""" This class administrates a go board.
It keeps track of the stones currently on the board in the dictionary self.status,
and of the moves played so far in self.undostack
It has methods to clear the board, play a stone, undo a move. """
def __init__(self, boardSize = 19):
self.size = boardSize #TODO: get rid of this
self.status = {}
self.undostack = []
self.boardSize = boardSize
_logger.setLevel( logging.DEBUG )
_logger.debug( "init baord size %d", boardSize )
def neighbors(self,x):
""" Returns the coordinates of the 4 (resp. 3 resp. 2 at the side 1 in the corner) intersections
adjacent to the given one. """
if x[0]== 0 : l0 = [1]
elif x[0]== self.boardSize-1 : l0 = [self.boardSize-2]
else: l0 = [x[0]-1, x[0]+1]
if x[1]== 0 : l1 = [1]
elif x[1]== self.boardSize-1 : l1 = [self.boardSize-2]
else: l1 = [x[1]-1, x[1]+1]
l = []
for i in l0: l.append((i,x[1]))
for j in l1: l.append((x[0],j))
return l
def clear(self):
""" Clear the board """
self.status = {}
self.undostack=[]
def play(self,pos,color):
""" This plays a color=black/white stone at pos, if that is a legal move
(disregarding ko), and deletes stones captured by that move.
It returns 1 if the move has been played, 0 if not. """
if self.status.has_key(pos): # check if empty
return 0
l = self.legal(pos,color)
if l: # legal move?
captures = l[1]
for x in captures: del self.status[x] # remove captured stones, if any
self.undostack.append((pos,color,captures)) # remember move + captured stones for easy undo
return 1
else: return 0
def legal(self, pos, color):
""" Check if a play by color at pos would be a legal move. """
c = [] # captured stones
for x in self.neighbors(pos):
if self.status.has_key(x) and self.status[x]==self.invert(color):
c = c + self.hasNoLibExcP(x, pos)
self.status[pos]=color
if c:
captures = []
for x in c:
if not x in captures: captures.append(x)
return (1, captures)
if self.hasNoLibExcP(pos):
del self.status[pos]
return 0
else: return (1, [])
def hasNoLibExcP(self, pos, exc = None):
""" This function checks if the string (=solidly connected) of stones containing
the stone at pos has a liberty (resp. has a liberty besides that at exc).
If no liberties are found, a list of all stones in the string is returned.
The algorithm is a non-recursive implementation of a simple flood-filling:
starting from the stone at pos, the main while-loop looks at the intersections
directly adjacent to the stones found so far, for liberties or other stones that belong
to the string. Then it looks at the neighbors of those newly found stones, and so
on, until it finds a liberty, or until it doesn't find any new stones belonging
to the string, which means that there are no liberties.
Once a liberty is found, the function returns immediately. """
st = [] # in the end, this list will contain all stones solidly connected to the
# one at pos, if this string has no liberties
newlyFound = [pos] # in the while loop, we will look at the neighbors of stones in newlyFound
foundNew = 1
while foundNew:
foundNew = 0
n = [] # this will contain the stones found in this iteration of the loop
for x in newlyFound:
for y in self.neighbors(x):
if not self.status.has_key(y) and y != exc: # found a liberty
return []
elif self.status.has_key(y) and self.status[y]==self.status[x] \
and not y in st and not y in newlyFound: # found another stone of same color
n.append(y)
foundNew = 1
st[:0] = newlyFound
newlyFound = n
return st # no liberties found, return list of all stones connected to the original one
def undo(self, no=1):
""" Undo the last no moves. """
for i in range(no):
if self.undostack:
pos, color, captures = self.undostack.pop()
del self.status[pos]
for p in captures: self.status[p] = self.invert(color)
def remove(self, pos):
""" Remove a stone form the board, and store this action in undostack. """
self.undostack.append(((-1,-1), self.invert(self.status[pos]), [pos]))
del self.status[pos]
def invert(self,color):
if color == 'B': return 'W'
else: return 'B'
def setPointi( self, x, y, value ):
color = 'W'
if value == 1 : color = 'B'
_logger.debug( "Setting Point %d, %d to color %s", x, y, color )
return self.play( (x,y), color )
class GoGame(ExportedGObject):
def __init__(self, tube, boardwidget, is_initiator, buddies_panel, info_panel,
owner, get_buddy, activity):
super(GoGame, self).__init__(tube, PATH)
self.tube = tube
self.boardWidget = boardwidget
self.is_initiator = is_initiator
self.entered = False
self.player_id = None
self.buddies_panel = buddies_panel
self.info_panel = info_panel
self.owner = owner
self._get_buddy = get_buddy
self.activity = activity
boardwidget.myGame = self
# list indexed by player ID
# 0, 1 are players 0, 1
# 2+ are the spectator queue, 2 is to play next
self.ordered_bus_names = []
self.tube.watch_participants(self.participant_change_cb)
self.boardWidget.connect('insert-requested', self.insert_requested_cb)
def participant_change_cb(self, added, removed):
# Initiator is player 0, other player is player 1.
_logger.debug('adding participants: %r', added)
_logger.debug('removing participants: %r', removed)
for handle, bus_name in added:
buddy = self._get_buddy(handle)
_logger.debug('Buddy %r was added', buddy)
if buddy is not None:
self.buddies_panel.add_watcher(buddy)
for handle in removed:
buddy = self._get_buddy(handle)
_logger.debug('Buddy %r was removed', buddy)
if buddy is not None:
self.buddies_panel.remove_watcher(buddy)
try:
self.ordered_bus_names.remove(self.tube.participants[handle])
except ValueError:
# already absent
pass
if not self.entered:
self.tube.add_signal_receiver(self.insert_cb, 'Insert', IFACE,
path=PATH, sender_keyword='sender')
if self.is_initiator:
_logger.debug('I am the initiator, so making myself player 0')
self.add_hello_handler()
self.ordered_bus_names = [self.tube.get_unique_name()]
self.player_id = 0
self.buddies_panel.add_player(self.owner)
else:
_logger.debug('Hello, everyone! What did I miss?')
self.Hello()
self.entered = True
@signal(dbus_interface=IFACE, signature='')
def Hello(self):
"""Request that this player's Welcome method is called to bring it
up to date with the game state.
"""
@method(dbus_interface=IFACE, in_signature='aanas', out_signature='')
def Welcome(self, aBoard, bus_names):
"""To be called on the incoming player by the other players to
inform them of the game state.
FIXME: nominate a "referee" (initially the initiator) responsible
for saying Welcome, elect a new referee when the current referee
leaves? This could also be used to make the protocol robust against
cheating/bugs
"""
if self.player_id is None:
_logger.debug('Welcomed to the game. Player bus names are %r', bus_names)
self.boardWidget.myBoard.board = aBoard
dump_grid( self.boardWidget.myBoard.status )
self.ordered_bus_names = bus_names
self.player_id = bus_names.index(self.tube.get_unique_name())
# OK, now I'm synched with the game, I can welcome others
self.add_hello_handler()
buddy = self._get_buddy(self.tube.bus_name_to_handle[bus_names[0]])
self.buddies_panel.add_player(buddy)
buddy = self._get_buddy(self.tube.bus_name_to_handle[bus_names[1]])
self.buddies_panel.add_player(buddy)
if self.get_active_player() == self.player_id:
_logger.debug("It's my turn already!")
self.change_turn()
redraw( self.boardWidget )
else:
_logger.debug("I've already been welcomed, doing nothing")
def add_hello_handler(self):
self.tube.add_signal_receiver(self.hello_cb, 'Hello', IFACE,
path=PATH, sender_keyword='sender')
@signal(dbus_interface=IFACE, signature='i')
def Insert(self, column):
"""Signal that the local player has placed a disc."""
#assert column >= self.boardWidget.myBoard.size
#assert column < self.boardWidget.myBoard.size
def hello_cb(self, sender=None):
"""Tell the newcomer what's going on."""
_logger.debug('Newcomer %s has joined', sender)
self.ordered_bus_names.append(sender)
if len(self.ordered_bus_names) == 2:
buddy = self._get_buddy(self.tube.bus_name_to_handle[sender])
self.buddies_panel.add_player(buddy)
_logger.debug('Bus names are now: %r', self.ordered_bus_names)
_logger.debug('Welcoming newcomer and sending them the game state:')
dump_grid( self.boardWidget.myBoard.status )
self.tube.get_object(sender, PATH).Welcome(self.boardWidget.myBoard.status,
self.ordered_bus_names,
dbus_interface=IFACE)
if (self.player_id == 0 and len(self.ordered_bus_names) == 2):
_logger.debug("This is my game and an opponent has joined. I go first")
self.change_turn()
def insert_cb(self, column, sender=None):
# Someone placed a stone
handle = self.tube.bus_name_to_handle[sender]
_logger.debug('Insert(%d) from %s', column, sender)
if self.tube.self_handle == handle:
_logger.debug('Ignoring Insert signal from myself: %d', column)
return
try:
winner = self.boardWidget.insert(column, self.get_active_player())
except ValueError:
return
dump_grid(self.boardWidget.myBoard.status)
if winner is not None:
_logger.debug('Player with handle %d wins', handle)
self.info_panel.show(_('The other player wins!'))
redraw(self.boardWidget)
return
self.change_turn()
def change_turn(self):
try:
bus_name = self.ordered_bus_names[self.get_active_player()]
buddy = self._get_buddy(self.tube.bus_name_to_handle[bus_name])
self.buddies_panel.set_is_playing(buddy)
except:
_logger.error('argh!', exc_info=1)
raise
if self.get_active_player() == self.player_id:
_logger.debug('It\'s my turn now')
self.info_panel.show(_('Your turn'))
self.activity.grab_focus()
else:
_logger.debug('It\'s not my turn')
self.boardWidget.selected_column = None
redraw(self.boardWidget)
def get_active_player(self):
return 1
def key_press_event(self, widget, event):
_logger.debug('Keypress: keyval %s', event.keyval)
if event.keyval in (gtk.keysyms.Left,):
_logger.debug('<--')
if self.boardWidget.selected_column > 0:
self.boardWidget.selected_column -= 1
redraw(self.boardWidget)
elif event.keyval in (gtk.keysyms.Right,):
_logger.debug('-->')
if self.boardWidget.selected_column < 6:
self.boardWidget.selected_column += 1
redraw(self.boardWidget)
elif event.keyval in (gtk.keysyms.Down, gtk.keysyms.space):
_logger.debug('v')
self.insert_requested_cb(self.boardWidget, self.boardWidget.selected_column)
def insert_requested_cb(self, grid, col):
_logger.debug('Inserting at %d', col)
winner = grid.insert(col, self.player_id)
if winner == -1:
return
dump_grid(grid.myBoard.status)
redraw(grid)
self.Insert(col)
self.change_turn()
if winner is not None:
_logger.debug("I win")
self.info_panel.show(_('You win!'))
else:
self.info_panel.show(_('Other player\'s turn'))
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