blunderboard/blunderboard-py/blunderboard.py
2022-12-27 19:16:17 +01:00

123 lines
3.6 KiB
Python

from stockfish import Stockfish
from pygame import mixer
import time
from pathlib import Path
import random
import os
#import RPi.GPIO as GPIO
settings = {
"Debug Log File": "",
"Contempt": 0,
"Min Split Depth": 0,
"Threads": 10,
# More threads will make the engine stronger, but should be kept at less than the number of logical processors on
# your computer.
"Ponder": "false",
"Hash": 8100,
# Default size is 16 MB. It's recommended that you increase this value, but keep it as some power of 2. E.g.,
# if you're fine using 2 GB of RAM, set Hash to 2048 (11th power of 2).
"MultiPV": 1,
"Skill Level": 20,
"Move Overhead": 10,
"Minimum Thinking Time": 20,
"Slow Mover": 100,
"UCI_Chess960": "false",
"UCI_LimitStrength": "false",
"UCI_Elo": 1350,
"NNUE": "true",
}
sound_path = Path("sounds")
class BoardReader:
"""
A class containing methods to read the board state through the GPIO matrix.
"""
def __init__(self):
pass
# TODO WIP
def get_latest_move(self):
return ""
def play_sound() -> None:
"""
Plays a random sound from the sound path
:return: None
"""
mixer.init()
mixer.music.load("sounds/" + random.choice(os.listdir(sound_path)))
mixer.music.play()
while mixer.music.get_busy():
time.sleep(0.1)
class Game:
"""
A class representing the game state
"""
def __init__(self, engine_settings: dict):
self.engine = Stockfish("/usr/bin/stockfish")
self.settings = engine_settings
self.engine.update_engine_parameters(self.settings)
self.matrix = BoardReader()
self.current_evaluation = self.engine.get_evaluation() # This is not necessary, now that I think about it.
self.evaluations = []
self.current_wdl = self.engine.get_wdl_stats()
self.wdls = []
self.engine.set_position()
def move_was_blunder(self) -> bool:
"""
Returns true if the last move was a blunder
:return: bool
"""
if len(self.wdls) > 1: # Don't check for blunders on the first move
previous_wdl = self.wdls[len(self.evaluations) - 2]
if abs(previous_wdl[0] - self.current_wdl[0]) > 300:
return True
elif abs(previous_wdl[2] - self.current_wdl[2]) > 300:
return True
else:
return False
def make_move(self, move) -> None:
"""
Makes a move on the board and updates the game state
:param move: str
:return: None
"""
if self.engine.is_move_correct(move):
self.engine.make_moves_from_current_position([move])
self.current_evaluation = self.engine.get_evaluation()
self.evaluations.append(self.current_evaluation)
self.current_wdl = self.engine.get_wdl_stats()
self.wdls.append(self.current_wdl)
print(self.current_wdl)
print(self.current_evaluation)
if self.move_was_blunder():
# If the played move was a blunder play a random sound from the sound path
#play_sound()
print("Blunder!")
else:
print("Invalid move")
def __str__(self):
return ""
test_game = Game(settings)
moves_manual = ["e2e4", "e7e6", "e4e5", "d7d5", "e5d6", "c7d6", "b1c3", "b8c6", "f1b5", "a7a6", "b5a4", "b7b5", "a4b3",
"d6d5", "a2a4", "c8b7", "a4b5", "a6b5", "a1a8", "d8a8", "c3b5", "a8a5", "c2c4", "b7a6", "b5c3", "a6c4",
"b3c4", "d5c4", "d1g4", "a5a1"]
for move in moves_manual:
print(move)
test_game.make_move(move)