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gui.py
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gui.py
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"""
ACKNOWLEDGMENTS: PASIDU PERERA
The code for the GUI interface and logic in this file has been taken from Pasidu Perera's Medium blog post:
https://levelup.gitconnected.com/chess-python-ca4532c7f5a4
"""
import pygame
import sys
from gpt2_engine import GPT2_Engine
board = [[' ' for i in range(8)] for i in range(8)]
## Creates a chess piece class that shows what team a piece is on, what type of piece it is and whether or not it can be killed by another selected piece.
class Piece:
def __init__(self, team, type, image, killable=False):
self.team = team
self.type = type
self.killable = killable
self.image = image
## Creates instances of chess pieces, so far we got: pawn, king, rook and bishop
## The first parameter defines what team its on and the second, what type of piece it is
bp = Piece('b', 'p', 'assets/b_pawn.png')
wp = Piece('w', 'p', 'assets/w_pawn.png')
bk = Piece('b', 'k', 'assets/b_king.png')
wk = Piece('w', 'k', 'assets/w_king.png')
br = Piece('b', 'r', 'assets/b_rook.png')
wr = Piece('w', 'r', 'assets/w_rook.png')
bb = Piece('b', 'b', 'assets/b_bishop.png')
wb = Piece('w', 'b', 'assets/w_bishop.png')
bq = Piece('b', 'q', 'assets/b_queen.png')
wq = Piece('w', 'q', 'assets/w_queen.png')
bkn = Piece('b', 'kn', 'assets/b_knight.png')
wkn = Piece('w', 'kn', 'assets/w_knight.png')
starting_order = {(0, 0): pygame.image.load(br.image), (1, 0): pygame.image.load(bkn.image),
(2, 0): pygame.image.load(bb.image), (3, 0): pygame.image.load(bq.image),
(4, 0): pygame.image.load(bk.image), (5, 0): pygame.image.load(bb.image),
(6, 0): pygame.image.load(bkn.image), (7, 0): pygame.image.load(br.image),
(0, 1): pygame.image.load(bp.image), (1, 1): pygame.image.load(bp.image),
(2, 1): pygame.image.load(bp.image), (3, 1): pygame.image.load(bp.image),
(4, 1): pygame.image.load(bp.image), (5, 1): pygame.image.load(bp.image),
(6, 1): pygame.image.load(bp.image), (7, 1): pygame.image.load(bp.image),
(0, 2): None, (1, 2): None, (2, 2): None, (3, 2): None,
(4, 2): None, (5, 2): None, (6, 2): None, (7, 2): None,
(0, 3): None, (1, 3): None, (2, 3): None, (3, 3): None,
(4, 3): None, (5, 3): None, (6, 3): None, (7, 3): None,
(0, 4): None, (1, 4): None, (2, 4): None, (3, 4): None,
(4, 4): None, (5, 4): None, (6, 4): None, (7, 4): None,
(0, 5): None, (1, 5): None, (2, 5): None, (3, 5): None,
(4, 5): None, (5, 5): None, (6, 5): None, (7, 5): None,
(0, 6): pygame.image.load(wp.image), (1, 6): pygame.image.load(wp.image),
(2, 6): pygame.image.load(wp.image), (3, 6): pygame.image.load(wp.image),
(4, 6): pygame.image.load(wp.image), (5, 6): pygame.image.load(wp.image),
(6, 6): pygame.image.load(wp.image), (7, 6): pygame.image.load(wp.image),
(0, 7): pygame.image.load(wr.image), (1, 7): pygame.image.load(wkn.image),
(2, 7): pygame.image.load(wb.image), (3, 7): pygame.image.load(wq.image),
(4, 7): pygame.image.load(wk.image), (5, 7): pygame.image.load(wb.image),
(6, 7): pygame.image.load(wkn.image), (7, 7): pygame.image.load(wr.image),}
def create_board(board):
board[0] = [Piece('b', 'r', 'b_rook.png'), Piece('b', 'kn', 'b_knight.png'), Piece('b', 'b', 'b_bishop.png'), \
Piece('b', 'q', 'b_queen.png'), Piece('b', 'k', 'b_king.png'), Piece('b', 'b', 'b_bishop.png'), \
Piece('b', 'kn', 'b_knight.png'), Piece('b', 'r', 'b_rook.png')]
board[7] = [Piece('w', 'r', 'w_rook.png'), Piece('w', 'kn', 'w_knight.png'), Piece('w', 'b', 'w_bishop.png'), \
Piece('w', 'q', 'w_queen.png'), Piece('w', 'k', 'w_king.png'), Piece('w', 'b', 'w_bishop.png'), \
Piece('w', 'kn', 'w_knight.png'), Piece('w', 'r', 'w_rook.png')]
for i in range(8):
board[1][i] = Piece('b', 'p', 'b_pawn.png')
board[6][i] = Piece('w', 'p', 'w_pawn.png')
return board
## returns the input if the input is within the boundaries of the board
def on_board(position):
if position[0] > -1 and position[1] > -1 and position[0] < 8 and position[1] < 8:
return True
## returns a string that places the rows and columns of the board in a readable manner
def convert_to_readable(board):
output = ''
for i in board:
for j in i:
try:
output += j.team + j.type + ', '
except:
output += j + ', '
output += '\n'
return output
## resets "x's" and killable pieces
def deselect():
for row in range(len(board)):
for column in range(len(board[0])):
if board[row][column] == 'x ':
board[row][column] = ' '
else:
try:
board[row][column].killable = False
except:
pass
return convert_to_readable(board)
## Takes in board as argument then returns 2d array containing positions of valid moves
def highlight(board):
highlighted = []
for i in range(len(board)):
for j in range(len(board[0])):
if board[i][j] == 'x ':
highlighted.append((i, j))
else:
try:
if board[i][j].killable:
highlighted.append((i, j))
except:
pass
return highlighted
def check_team(moves, index):
row, col = index
if moves%2 == 0:
if board[row][col].team == 'w':
return True
else:
if board[row][col].team == 'b':
return True
## This takes in a piece object and its index then runs then checks where that piece can move using separately defined functions for each type of piece.
def select_moves(piece, index, moves):
if check_team(moves, index):
if piece.type == 'p':
if piece.team == 'b':
return highlight(pawn_moves_b(index))
else:
return highlight(pawn_moves_w(index))
if piece.type == 'k':
return highlight(king_moves(index))
if piece.type == 'r':
return highlight(rook_moves(index))
if piece.type == 'b':
return highlight(bishop_moves(index))
if piece.type == 'q':
return highlight(queen_moves(index))
if piece.type == 'kn':
return highlight(knight_moves(index))
## Basically, check black and white pawns separately and checks the square above them. If its free that space gets an "x" and if it is occupied by a piece of the opposite team then that piece becomes killable.
def pawn_moves_b(index):
if index[0] == 1:
if board[index[0] + 2][index[1]] == ' ' and board[index[0] + 1][index[1]] == ' ':
board[index[0] + 2][index[1]] = 'x '
bottom3 = [[index[0] + 1, index[1] + i] for i in range(-1, 2)]
for positions in bottom3:
if on_board(positions):
if bottom3.index(positions) % 2 == 0:
try:
if board[positions[0]][positions[1]].team != 'b':
board[positions[0]][positions[1]].killable = True
except:
pass
else:
if board[positions[0]][positions[1]] == ' ':
board[positions[0]][positions[1]] = 'x '
return board
def pawn_moves_w(index):
if index[0] == 6:
if board[index[0] - 2][index[1]] == ' ' and board[index[0] - 1][index[1]] == ' ':
board[index[0] - 2][index[1]] = 'x '
top3 = [[index[0] - 1, index[1] + i] for i in range(-1, 2)]
for positions in top3:
if on_board(positions):
if top3.index(positions) % 2 == 0:
try:
if board[positions[0]][positions[1]].team != 'w':
board[positions[0]][positions[1]].killable = True
except:
pass
else:
if board[positions[0]][positions[1]] == ' ':
board[positions[0]][positions[1]] = 'x '
return board
## This just checks a 3x3 tile surrounding the king. Empty spots get an "x" and pieces of the opposite team become killable.
def king_moves(index):
for y in range(3):
for x in range(3):
if on_board((index[0] - 1 + y, index[1] - 1 + x)):
if board[index[0] - 1 + y][index[1] - 1 + x] == ' ':
board[index[0] - 1 + y][index[1] - 1 + x] = 'x '
else:
if board[index[0] - 1 + y][index[1] - 1 + x].team != board[index[0]][index[1]].team:
board[index[0] - 1 + y][index[1] - 1 + x].killable = True
return board
## This creates 4 lists for up, down, left and right and checks all those spaces for pieces of the opposite team. The list comprehension is pretty long so if you don't get it just msg me.
def rook_moves(index):
cross = [[[index[0] + i, index[1]] for i in range(1, 8 - index[0])],
[[index[0] - i, index[1]] for i in range(1, index[0] + 1)],
[[index[0], index[1] + i] for i in range(1, 8 - index[1])],
[[index[0], index[1] - i] for i in range(1, index[1] + 1)]]
for direction in cross:
for positions in direction:
if on_board(positions):
if board[positions[0]][positions[1]] == ' ':
board[positions[0]][positions[1]] = 'x '
else:
if board[positions[0]][positions[1]].team != board[index[0]][index[1]].team:
board[positions[0]][positions[1]].killable = True
break
return board
## Same as the rook but this time it creates 4 lists for the diagonal directions and so the list comprehension is a little bit trickier.
def bishop_moves(index):
diagonals = [[[index[0] + i, index[1] + i] for i in range(1, 8)],
[[index[0] + i, index[1] - i] for i in range(1, 8)],
[[index[0] - i, index[1] + i] for i in range(1, 8)],
[[index[0] - i, index[1] - i] for i in range(1, 8)]]
for direction in diagonals:
for positions in direction:
if on_board(positions):
if board[positions[0]][positions[1]] == ' ':
board[positions[0]][positions[1]] = 'x '
else:
if board[positions[0]][positions[1]].team != board[index[0]][index[1]].team:
board[positions[0]][positions[1]].killable = True
break
return board
## applies the rook moves to the board then the bishop moves because a queen is basically a rook and bishop in the same position.
def queen_moves(index):
board = rook_moves(index)
board = bishop_moves(index)
return board
## Checks a 5x5 grid around the piece and uses pythagoras to see if if a move is valid. Valid moves will be a distance of sqrt(5) from centre
def knight_moves(index):
for i in range(-2, 3):
for j in range(-2, 3):
if i ** 2 + j ** 2 == 5:
if on_board((index[0] + i, index[1] + j)):
if board[index[0] + i][index[1] + j] == ' ':
board[index[0] + i][index[1] + j] = 'x '
else:
if board[index[0] + i][index[1] + j].team != board[index[0]][index[1]].team:
board[index[0] + i][index[1] + j].killable = True
return board
WIDTH = 500
WIN = None
""" This is creating the window that we are playing on, it takes a tuple argument which is the dimensions of the window so in this case 800 x 800px
"""
WHITE = (255, 255, 255)
GREY = (128, 128, 128)
YELLOW = (204, 204, 0)
BLUE = (50, 255, 255)
BLACK = (0, 0, 0)
class Node:
def __init__(self, row, col, width):
self.row = row
self.col = col
self.x = int(row * width)
self.y = int(col * width)
self.colour = WHITE
self.occupied = None
def draw(self, WIN):
pygame.draw.rect(WIN, self.colour, (self.x, self.y, WIDTH / 8, WIDTH / 8))
def setup(self, WIN):
if starting_order[(self.row, self.col)]:
if starting_order[(self.row, self.col)] == None:
pass
else:
WIN.blit(starting_order[(self.row, self.col)], (self.x, self.y))
"""
For now it is drawing a rectangle but eventually we are going to need it
to use blit to draw the chess pieces instead
"""
def make_grid(rows, width):
grid = []
gap = WIDTH // rows
print(gap)
for i in range(rows):
grid.append([])
for j in range(rows):
node = Node(j, i, gap)
grid[i].append(node)
if (i+j)%2 ==1:
grid[i][j].colour = GREY
return grid
"""
This is creating the nodes thats are on the board(so the chess tiles)
I've put them into a 2d array which is identical to the dimesions of the chessboard
"""
def draw_grid(win, rows, width):
gap = width // 8
for i in range(rows):
pygame.draw.line(win, BLACK, (0, i * gap), (width, i * gap))
for j in range(rows):
pygame.draw.line(win, BLACK, (j * gap, 0), (j * gap, width))
"""
The nodes are all white so this we need to draw the grey lines that separate all the chess tiles
from each other and that is what this function does"""
def update_display(win, grid, rows, width):
for row in grid:
for spot in row:
spot.draw(win)
spot.setup(win)
draw_grid(win, rows, width)
pygame.display.update()
def Find_Node(pos, WIDTH):
interval = WIDTH / 8
y, x = pos
rows = y // interval
columns = x // interval
return int(rows), int(columns)
def display_potential_moves(positions, grid):
for i in positions:
x, y = i
grid[x][y].colour = BLUE
"""
Displays all the potential moves
"""
def Do_Move(OriginalPos, FinalPosition, WIN):
starting_order[FinalPosition] = starting_order[OriginalPos]
starting_order[OriginalPos] = None
def remove_highlight(grid):
for i in range(len(grid)):
for j in range(len(grid[0])):
if (i+j)%2 == 0:
grid[i][j].colour = WHITE
else:
grid[i][j].colour = GREY
return grid
"""this takes in 2 co-ordinate parameters which you can get as the position of the piece and then the position of the node it is moving to
you can get those co-ordinates using my old function for swap"""
def start(model_path, beam_width, beam_length, WIDTH):
moves = 0
selected = False
piece_to_move=[]
grid = make_grid(8, WIDTH)
WIN = pygame.display.set_mode((WIDTH, WIDTH))
pygame.display.set_caption("Chess")
create_board(board)
engine = GPT2_Engine(model_path, beam_width, beam_length)
while True:
pygame.time.delay(50) ##stops cpu dying
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
"""This quits the program if the player closes the window"""
if event.type == pygame.MOUSEBUTTONDOWN:
pos = pygame.mouse.get_pos()
y, x = Find_Node(pos, WIDTH)
if selected == False:
try:
possible = select_moves((board[x][y]), (x,y), moves)
print("Possible:", possible)
for positions in possible:
row, col = positions
grid[row][col].colour = BLUE
piece_to_move = x,y
selected = True
except:
piece_to_move = []
print('Can\'t select')
#print(piece_to_move)
else:
try:
if board[x][y].killable == True:
row, col = piece_to_move ## coords of original piece
board[x][y] = board[row][col]
board[row][col] = ' '
deselect()
remove_highlight(grid)
Do_Move((col, row), (y, x), WIN)
moves += 1
update_display(WIN, grid, 8, WIDTH)
engine_move = engine.get_next_move((col, row), (y, x))
src, dest = engine_move
board[dest[1]][dest[0]] = board[src[1]][src[0]]
board[src[1]][src[0]] = ' '
Do_Move(src, dest, WIN)
moves += 1
print(convert_to_readable(board))
else:
deselect()
remove_highlight(grid)
selected = False
print("Deselected")
except:
if board[x][y] == 'x ':
row, col = piece_to_move
board[x][y] = board[row][col]
board[row][col] = ' '
deselect()
remove_highlight(grid)
Do_Move((col, row), (y, x), WIN)
moves += 1
update_display(WIN, grid, 8, WIDTH)
engine_move = engine.get_next_move((col, row), (y, x))
src, dest = engine_move
board[dest[1]][dest[0]] = board[src[1]][src[0]]
board[src[1]][src[0]] = ' '
Do_Move(src, dest, WIN)
moves += 1
print(convert_to_readable(board))
else:
deselect()
remove_highlight(grid)
selected = False
print("Invalid move")
selected = False
update_display(WIN, grid, 8, WIDTH)