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###
### tacgame.tcl: part of Scid.
### Copyright (C) 2006 Pascal Georges
###
namespace eval tacgame {
######################################################################
### Tacgame window: uses a chess engine (Phalanx) in easy mode and
### another engine (for example Toga) to track blunders
set resignCount 0
# if true, follow a specific opening
set openingMovesList {}
set openingMovesHash {}
set openingMoves ""
set outOfOpening 0
# list of fen positions played to detect 3 fold repetition
set lFen {}
set index1 0
set index2 0
set lastblundervalue 0.0
set prev_lastblundervalue 0.0
set blundermissed false
set blunderwarning false
set blunderwarningvalue 0.0
set blundermissedvalue 0.0
set blunderWarningLabel $::tr(Noblunder)
set scoreLabel 0.0
set blunderpending 0
set prev_blunderpending 0
set currentPosHash 0
set lscore {}
set analysisCoach(automove1) 0
# ======================================================================
# resetValues
# Resets all blunders data.
# ======================================================================
proc resetValues {} {
# see tcl/start.tcl
set ::tacgame::blundermissed false
set ::tacgame::lastblundervalue 0.0
set ::tacgame::prev_lastblundervalue 0.0
set ::tacgame::prev_blunderpending 0
set ::tacgame::currentPosHash [sc_pos hash]
set ::tacgame::lscore {}
set ::tacgame::resignCount 0
}
# ======================================================================
# resetEngine:
# Resets all engine-specific data.
# ======================================================================
proc resetEngine {n} {
global ::tacgame::analysisCoach
set analysisCoach(pipe$n) "" ;# Communication pipe file channel
set analysisCoach(seen$n) 0 ;# Seen any output from engine yet?
set analysisCoach(seenEval$n) 0 ;# Seen evaluation line yet?
set analysisCoach(score$n) 0 ;# Current score in centipawns
set analysisCoach(moves$n) "" ;# PV (best line) output from engine
set analysisCoach(movelist$n) {} ;# Moves to reach current position
set analysisCoach(nonStdStart$n) 0 ;# Game has non-standard start
set analysisCoach(has_analyze$n) 0 ;# Engine has analyze command
set analysisCoach(has_setboard$n) 0 ;# Engine has setboard command
set analysisCoach(send_sigint$n) 0 ;# Engine wants INT signal
set analysisCoach(wants_usermove$n) 0 ;# Engine wants "usermove" before moves
set analysisCoach(wholeSeconds$n) 0 ;# Engine times in seconds not centisec
set analysisCoach(analyzeMode$n) 0 ;# Scid has started analyze mode
set analysisCoach(invertScore$n) 1 ;# Score is for side to move, not white
set analysisCoach(automove$n) 0
set analysisCoach(automoveThinking$n) 0
set analysisCoach(automoveTime$n) 2000
set analysisCoach(lastClicks$n) 0
set analysisCoach(after$n) ""
set analysisCoach(log$n) "" ;# Log file channel
set analysisCoach(logCount$n) 0 ;# Number of lines sent to log file
set analysisCoach(wbEngineDetected$n) 0 ;# Is this a special Winboard engine?
}
# ======================================================================
# ::tacgame::config
# Configure coach games :
# - Phalanx engine (because it has an 'easy' option)
# - Coach engine (Toga is the best)
# - level of difficulty
# ======================================================================
proc config {} {
global ::tacgame::configWin ::tacgame::analysisCoachCommand ::tacgame::analysisCoach \
engineCoach1 engineCoach2 ::tacgame::level ::tacgame::levelFixed \
::tacgame::isLimitedAnalysisTime ::tacgame::analysisTime ::tacgame::index1 ::tacgame::index2 ::tacgame::chosenOpening
# check if game window is already opened. If yes abort previous game
if {[winfo exists .coachWin]} {
focus .
destroy .coachWin
::tacgame::closeEngine 1
::tacgame::closeEngine 2
}
# find Phalanx and a UCI engine
set i 0
set index1 -1
set index2 -1
foreach e $::engines(list) {
if { $index1 != -1 && $index2 != -1 } { break }
set name [lindex $e 0]
if { [ string match -nocase "*phalanx*" $name ] } {
set engineCoach1 $name
set index1 $i
}
if {[lindex $e 7] != 0} {
set engineCoach2 $name
set index2 $i
}
incr i
}
# could not find engines
if { $index1 == -1 || $index2 == -1 } {
tk_messageBox -title "Scid" -icon warning -type ok -message $::tr(PhalanxOrTogaMissing)
return
}
set w ".configWin"
if {[winfo exists $w]} {
focus $w
# wm attributes $w -topmost
return
}
win::createDialog $w
wm title $w "$::tr(configurecoachgame)"
bind $w <F1> { helpWindow TacticalGame }
setWinLocation $w
ttk::labelframe $w.flevel -text [string toupper $::tr(difficulty) 0 0 ]
ttk::frame $w.flevel.diff_fixed
ttk::frame $w.flevel.diff_random
ttk::labelframe $w.fopening -text $::tr(Opening)
ttk::labelframe $w.flimit -text $::tr(Time)
ttk::frame $w.fbuttons
pack $w.flevel -side top -fill x
pack $w.flevel.diff_fixed -side top -anchor w
pack $w.flevel.diff_random -side top -anchor w
pack $w.fopening -side top -fill both -expand 1 -pady 10
pack $w.flimit $w.fbuttons -side top -fill x
ttk::radiobutton $w.flevel.diff_random.cb -text $::tr(RandomLevel) -variable ::tacgame::randomLevel -value 1 -width 15
ttk::scale $w.flevel.diff_random.lMin -orient horizontal -from 1200 -to 2200 -length 100 -variable ::tacgame::levelMin \
-command { ::utils::validate::roundScale ::tacgame::levelMin 50 }
ttk::label $w.flevel.diff_random.labelMin -textvariable ::tacgame::levelMin
ttk::scale $w.flevel.diff_random.lMax -orient horizontal -from 1200 -to 2200 -length 100 -variable ::tacgame::levelMax \
-command { ::utils::validate::roundScale ::tacgame::levelMax 50 }
ttk::label $w.flevel.diff_random.labelMax -textvariable ::tacgame::levelMax
ttk::radiobutton $w.flevel.diff_fixed.cb -text $::tr(FixedLevel) -variable ::tacgame::randomLevel -value 0 -width 15
ttk::label $w.flevel.diff_fixed.labelFixed -textvariable ::tacgame::levelFixed
ttk::scale $w.flevel.diff_fixed.scale -orient horizontal -from 1200 -to 2200 -length 200 \
-variable ::tacgame::levelFixed -command { ::utils::validate::roundScale ::tacgame::levelFixed 50 }
grid $w.flevel.diff_fixed.cb -row 0 -column 0 -rowspan 2
grid $w.flevel.diff_fixed.labelFixed -row 0 -column 1
grid $w.flevel.diff_fixed.scale -row 1 -column 1 -padx "10 0" -sticky e
grid $w.flevel.diff_random.cb -row 0 -column 0 -rowspan 2
grid $w.flevel.diff_random.labelMin -row 0 -column 1
grid $w.flevel.diff_random.lMin -row 1 -column 1 -padx "10 0" -sticky e
grid $w.flevel.diff_random.labelMax -row 0 -column 2
grid $w.flevel.diff_random.lMax -row 1 -column 2 -sticky e
# start new game
ttk::radiobutton $w.fopening.cbNew -text $::tr(StartNewGame) -variable ::tacgame::openingType -value new
# start from current position
ttk::radiobutton $w.fopening.cbPosition -text $::tr(StartFromCurrentPosition) -variable ::tacgame::openingType -value current
# or choose a specific opening
ttk::radiobutton $w.fopening.cbSpecific -text $::tr(SpecificOpening) -variable ::tacgame::openingType -value specific
pack $w.fopening.cbNew -anchor w
pack $w.fopening.cbPosition -anchor w
pack $w.fopening.cbSpecific -anchor w
ttk::frame $w.fopening.fOpeningList
ttk::treeview $w.fopening.fOpeningList.lbOpening -columns {0} -show {} -selectmode browse \
-yscrollcommand "$w.fopening.fOpeningList.ybar set"
$w.fopening.fOpeningList.lbOpening column 0 -width 250
$w.fopening.fOpeningList.lbOpening configure -height 5
set idx 0
foreach o $::tacgame::openingList {
$w.fopening.fOpeningList.lbOpening insert {} end -id $idx -values [list $o]
incr idx
}
$w.fopening.fOpeningList.lbOpening selection set $::tacgame::chosenOpening
$w.fopening.fOpeningList.lbOpening see $::tacgame::chosenOpening
ttk::scrollbar $w.fopening.fOpeningList.ybar -command "$w.fopening.fOpeningList.lbOpening yview"
pack $w.fopening.fOpeningList.lbOpening -side left -fill both -expand 1
pack $w.fopening.fOpeningList.ybar -side right -fill y
pack $w.fopening.fOpeningList -expand yes -fill both -side top -expand 1
# in order to limit CPU usage, limit the time for analysis (this prevents noise on laptops)
ttk::checkbutton $w.flimit.blimit -text $::tr(limitanalysis) -variable ::tacgame::isLimitedAnalysisTime
ttk::label $w.flimit.labelsecval -textvariable ::tacgame::analysisTime
ttk::label $w.flimit.labelsec -text $::tr(seconds)
ttk::scale $w.flimit.analysisTime -orient horizontal -from 5 -to 60 -length 200 -variable ::tacgame::analysisTime \
-command { ::utils::validate::roundScale ::tacgame::analysisTime 1 }
grid $w.flimit.blimit -column 0 -row 0 -columnspan 2 -sticky we
grid $w.flimit.labelsecval -column 0 -row 1 -sticky e
grid $w.flimit.labelsec -column 1 -row 1 -sticky w -padx 5
grid $w.flimit.analysisTime -column 0 -row 2 -columnspan 2 -sticky we
# pack $w.flimit.blimit $w.flimit.labelsec $w.flimit.analysisTime $w.flimit.labelsecval -side left -expand yes -pady 5
ttk::button $w.fbuttons.close -text $::tr(Play) -command {
focus .
set ::tacgame::chosenOpening [.configWin.fopening.fOpeningList.lbOpening selection]
destroy .configWin
::tacgame::play
}
ttk::button $w.fbuttons.cancel -textvar ::tr(Cancel) -command "focus .; destroy $w"
packdlgbuttons $w.fbuttons.cancel $w.fbuttons.close
bind $w <Escape> { .configWin.fbuttons.cancel invoke }
bind $w <Return> { .configWin.fbuttons.close invoke }
bind $w <F1> { helpWindow TacticalGame }
bind $w <Destroy> ""
bind $w <Configure> "recordWinSize $w"
wm minsize $w 45 0
}
# ======================================================================
#
# ::tacgame::play
#
# ======================================================================
proc play { } {
global ::tacgame::analysisCoach ::tacgame::threshold ::tacgame::showblunder ::tacgame::showblundervalue \
::tacgame::blunderfound ::tacgame::showmovevalue ::tacgame::level ::tacgame::levelFixed engineCoach1 \
engineCoach2 ::tacgame::index1 ::tacgame::index2 ::tacgame::chosenOpening \
::tacgame::openingType ::tacgame::openingList ::tacgame::openingMovesList \
::tacgame::openingMovesHash ::tacgame::openingMoves ::tacgame::outOfOpening
if {$::tacgame::openingType ne "current"} {
if {[::game::Clear] eq "cancel"} { return }
}
resetEngine 1
resetEngine 2
catch { unset ::uci::uciInfo(score2) }
set ::tacgame::lFen {}
set w .coachWin
if {[winfo exists $w]} {
focus .
destroy $w
return
}
if {$::tacgame::randomLevel} {
if {$::tacgame::levelMax < $::tacgame::levelMin} {
set tmp $::tacgame::levelMax
set ::tacgame::levelMax $::tacgame::levelMin
set ::tacgame::levelMin $tmp
}
set level [expr int(rand()*($::tacgame::levelMax - $::tacgame::levelMin)) + $::tacgame::levelMin ]
} else {
set level $::tacgame::levelFixed
}
# if will follow a specific opening line
if {$openingType == "specific"} {
set fields [split [lindex $openingList $chosenOpening] ":"]
set openingName [lindex $fields 0]
set openingMoves [string trim [lindex $fields 1]]
set openingMovesList ""
set openingMovesHash ""
set outOfOpening 0
foreach m [split $openingMoves] {
# in case of multiple adjacent spaces in opening line
if {$m =={}} {
continue
}
set n [string trim $m]
lappend openingMovesList [string trim [regsub {^[1-9]+\.} $m ""] ]
}
lappend openingMovesHash [sc_pos hash]
foreach m $openingMovesList {
if {[catch {sc_move addSan $m}]} {
}
lappend openingMovesHash [sc_pos hash]
}
}
# create a new game if a DB is opened
if {$::tacgame::openingType != "current"} {
sc_game tags set -event "Tactical game"
if { [::board::isFlipped .main.board] } {
sc_game tags set -white "Phalanx - $level ELO"
} else {
sc_game tags set -black "Phalanx - $level ELO"
}
sc_game tags set -date [::utils::date::today]
}
::notify::GameChanged
createToplevel $w
applyThemeColor_background $w
setTitle $w "$::tr(coachgame) (Elo $level)"
ttk::frame $w.fdisplay
ttk::frame $w.fthreshold
ttk::frame $w.finformations
ttk::labelframe $w.fclockw -text "$::tr(Time) $::tr(Player)"
ttk::labelframe $w.fclockb -text "$::tr(Time) $::tr(Engine)"
ttk::frame $w.fbuttons
pack $w.fdisplay -side top -fill both -pady 5 -padx 10
pack [ttk::separator $w.line1 -orient horizontal] -side top -fill x -padx 10 -pady 5
pack $w.fthreshold -side top -fill both -pady 5 -padx 10
pack [ttk::separator $w.line2 -orient horizontal] -side top -fill x -padx 10 -pady 5
pack $w.finformations $w.fclockb $w.fclockw -side top -fill both -pady 5 -padx 10
pack $w.fbuttons -side top -pady "10 15"
ttk::checkbutton $w.fdisplay.b1 -text $::tr(showblunderexists) -variable ::tacgame::showblunder
ttk::checkbutton $w.fdisplay.b2 -text $::tr(showblundervalue) -variable ::tacgame::showblundervalue
ttk::checkbutton $w.fdisplay.b5 -text $::tr(showscore) -variable ::tacgame::showevaluation
pack $w.fdisplay.b1 $w.fdisplay.b2 $w.fdisplay.b5 -anchor w
ttk::label $w.fthreshold.l -text $::tr(moveblunderthreshold) -wraplength 300
ttk::scale $w.fthreshold.t -orient horizontal -from 0.0 -to 10.0 -length 200 \
-variable ::tacgame::threshold -command { ::utils::validate::floatScale ::tacgame::threshold 0.1 }
ttk::label $w.fthreshold.labelt -textvariable ::tacgame::threshold
pack $w.fthreshold.l $w.fthreshold.labelt $w.fthreshold.t -side top -anchor w
ttk::label $w.finformations.l1 -textvariable ::tacgame::blunderWarningLabel -background linen
ttk::label $w.finformations.l3 -textvariable ::tacgame::scoreLabel -foreground WhiteSmoke -background SlateGray
pack $w.finformations.l1 $w.finformations.l3 -padx 5 -pady 5 -side top -fill x
::gameclock::new $w.fclockb 2 80
::gameclock::new $w.fclockw 1 80
::gameclock::reset 1
::gameclock::start 1
ttk::button $w.fbuttons.close -textvar ::tr(Abort) -command "destroy .coachWin"
pack $w.fbuttons.close -expand yes -fill both -padx 20 -pady 2
::tacgame::launchengine $index1 1
::uci::startEngine $index2 2
set ::uci::uciInfo(multipv2) 1
changePVSize 2
::tacgame::resetValues
updateAnalysisText
bind $w <F1> { helpWindow TacticalGame }
bind $w <Destroy> "if {\[string equal $w %W\]} {::tacgame::abortGame}"
bind $w <Escape> "destroy .coachWin"
wm minsize $w 45 0
createToplevelFinalize $w
set ::playMode "::tacgame::callback"
::tacgame::phalanxGo
}
proc callback {cmd} {
switch $cmd {
stop { destroy .coachWin }
}
return 0
}
proc toggleClocks {} {
if {[::gameclock::stop 1]} {
::gameclock::storeTimeComment 1
::gameclock::start 2
} elseif {[::gameclock::stop 2]} {
::gameclock::storeTimeComment 2
::gameclock::start 1
}
::notify::PosChanged -pgn -animate
}
################################################################################
#
################################################################################
proc abortGame { { destroyWin 1 } } {
catch { unset ::playMode }
after cancel ::tacgame::phalanxGo
stopAnalyze
::tacgame::closeEngine 1
::tacgame::closeEngine 2
::gameclock::stop 1
::gameclock::stop 2
::notify::GameChanged
}
# ======================================================================
# ::tacgame::launchengine
# - launches both engines
# - updates values for :
# blundermissed (boolean), blunderwarning (boolean)
# blunderwarningvalue (real), blundermissedvalue (real)
# totalblundersmissed (real), totalblunders (real)
# ======================================================================
proc launchengine {index n} {
global ::tacgame::analysisCoach ::tacgame::level
::tacgame::resetEngine $n
set engineData [lindex $::engines(list) $index]
set analysisName [lindex $engineData 0]
set analysisCommand [ ::toAbsPath [ lindex $engineData 1 ] ]
set analysisArgs [lindex $engineData 2]
set analysisDir [ ::toAbsPath [lindex $engineData 3] ]
# turn phalanx book, ponder and learning off, easy on
if {$n == 1} {
# convert Elo = 1200 to level 100 up to Elo=2200 to level 0
set easylevel [expr int(100-(100*($level-1200)/(2200-1200)))]
append analysisArgs " -b+ -p- -l- -e $easylevel "
}
# If the analysis directory is not current dir, cd to it:
set oldpwd ""
if {$analysisDir != "."} {
set oldpwd [pwd]
catch {cd $analysisDir}
}
# Try to execute the analysis program:
if {[catch {set analysisCoach(pipe$n) [open "| [list $analysisCommand] $analysisArgs" "r+"]} result]} {
if {$oldpwd != ""} { catch {cd $oldpwd} }
tk_messageBox -title "Scid: error starting analysis" \
-icon warning -type ok \
-message "Unable to start the program:\n$analysisCommand"
::tacgame::resetEngine $n
return
}
# Return to original dir if necessary:
if {$oldpwd != ""} { catch {cd $oldpwd} }
# Configure pipe for line buffering and non-blocking mode:
fconfigure $analysisCoach(pipe$n) -buffering line -blocking 0
if {$n == 1} {
fileevent $analysisCoach(pipe$n) readable "::tacgame::processInput"
after 1000 "::tacgame::checkAnalysisStarted $n"
}
}
# ======================================================================
# ::tacgame::closeEngine
# Close an engine.
# ======================================================================
proc closeEngine {n} {
global windowsOS ::tacgame::analysisCoach
# Check the pipe is not already closed:
if { $n == 1 } {
if {$analysisCoach(pipe$n) == "" } {
return
}
}
if { $n == 2 } {
::uci::closeUCIengine $n
return
}
# Send interrupt signal if the engine wants it:
if {(!$windowsOS) && $analysisCoach(send_sigint$n)} {
catch {exec -- kill -s INT [pid $analysisCoach(pipe$n)]}
}
# Some engines in analyze mode may not react as expected to "quit"
# so ensure the engine exits analyze mode first:
sendToEngine $n "exit"
sendToEngine $n "quit"
catch { flush $analysisCoach(pipe$n) }
# Uncomment the following line to turn on blocking mode before
# closing the engine (but probably not a good idea!)
# fconfigure $analysisCoach(pipe$n) -blocking 1
# Close the engine, ignoring any errors since nothing can really
# be done about them anyway -- maybe should alert the user with
# a message box?
catch {close $analysisCoach(pipe$n)}
set analysisCoach(pipe$n) ""
}
# ======================================================================
# sendToEngine:
# Send a command to a running analysis engine.
# ======================================================================
proc sendToEngine {n text} {
catch {puts $::tacgame::analysisCoach(pipe$n) $text}
}
# ======================================================================
# checkAnalysisStarted
# Called a short time after an analysis engine was started
# to send it commands if Scid has not seen any output from
# it yet.
# ======================================================================
proc checkAnalysisStarted {n} {
global ::tacgame::analysisCoach
if {$analysisCoach(seen$n)} { return }
# Some Winboard engines do not issue any output when
# they start up, so the fileevent above is never triggered.
# Most, but not all, of these engines will respond in some
# way once they have received input of some type. This
# proc will issue the same initialization commands as
# those in processAnalysisInput below, but without the need
# for a triggering fileevent to occur.
set analysisCoach(seen$n) 1
::tacgame::sendToEngine $n "xboard"
::tacgame::sendToEngine $n "protover 2"
::tacgame::sendToEngine $n "post"
::tacgame::sendToEngine $n "ponder off"
# Prevent some engines from making an immediate "book"
# reply move as black when position is sent later:
::tacgame::sendToEngine $n "force"
}
# ======================================================================
#
# processInput from the engine blundering (Phalanx)
#
# ======================================================================
proc processInput {} {
global ::tacgame::analysisCoach ::tacgame::analysis
# Get one line from the engine:
set line [gets $analysisCoach(pipe1)]
# Check that the engine did not terminate unexpectedly:
if {[eof $analysisCoach(pipe1)]} {
fileevent $analysisCoach(pipe1) readable {}
catch {close $analysisCoach(pipe1)}
set analysisCoach(pipe1) ""
tk_messageBox -type ok -icon info -parent .main -title "Scid" \
-message "The analysis engine 1 terminated without warning; it probably crashed or had an internal error."
}
if {! $analysisCoach(seen1)} {
# First line of output from the program, so send initial commands:
set analysisCoach(seen1) 1
::tacgame::sendToEngine 1 "xboard"
::tacgame::sendToEngine 1 "post"
}
::tacgame::makePhalanxMove $line
}
# ======================================================================
# startAnalyzeMode:
# Put the engine in analyze mode
# ======================================================================
proc startAnalyze { } {
global ::tacgame::analysisCoach ::tacgame::isLimitedAnalysisTime ::tacgame::analysisTime
set n 2
set ::analysis(waitForReadyOk$n) 1
::uci::sendToEngine $n "isready"
vwait ::analysis(waitForReadyOk$n)
::uci::sendToEngine $n "position fen [sc_pos fen]"
::uci::sendToEngine $n "go infinite"
if { $isLimitedAnalysisTime == 1 } {
after [expr 1000 * $analysisTime] ::tacgame::stopAnalyze
}
}
# ======================================================================
# stopAnalyzeMode:
# Stop the engine analyze mode
# ======================================================================
proc stopAnalyze { } {
global ::tacgame::analysisCoach ::tacgame::isLimitedAnalysisTime ::tacgame::analysisTime
after cancel ::tacgame::stopAnalyze
::uci::sendToEngine 2 "stop"
}
################################################################################
# returns true if last move is a mate and stops clocks
################################################################################
proc endOfGame {} {
if { [string index [sc_game info previousMove] end ] == "#"} {
return 1
}
return 0
}
# ======================================================================
# phalanxGo
# it is phalanx's turn to play
# ======================================================================
proc phalanxGo {} {
global ::tacgame::analysisCoach ::tacgame::openingType ::tacgame::openingMovesList \
::tacgame::openingMovesHash ::tacgame::openingMoves ::tacgame::outOfOpening
after cancel ::tacgame::phalanxGo
if { [::tacgame::endOfGame] } {
::tacgame::abortGame
return
}
# check if Phalanx is already thinking
if { $analysisCoach(automoveThinking1) == 1 } {
after 1000 ::tacgame::phalanxGo
return
}
updateAnalysisText
if { [sc_pos side] != [::tacgame::getPhalanxColor] } {
after 1000 ::tacgame::phalanxGo
return
}
toggleClocks
repetition
# make a move corresponding to a specific opening, (it is Phalanx's turn)
if {$openingType == "specific" && !$outOfOpening} {
set index 0
# Warn if the user went out of the opening line chosen
if { !$outOfOpening } {
set ply [ expr [sc_pos moveNumber] * 2 - 1]
if { [sc_pos side] == "white" } {
set ply [expr $ply - 1]
}
if { [lsearch $openingMovesHash [sc_pos hash]] == -1 && [llength $openingMovesList] >= $ply} {
set answer [tk_messageBox -icon question -parent .main -title $::tr(OutOfOpening) -type yesno \
-message "$::tr(NotFollowedLine) $openingMoves\n $::tr(DoYouWantContinue)" ]
if {$answer == no} {
sc_move back 1
toggleClocks
after 1000 ::tacgame::phalanxGo
return
} else {
set outOfOpening 1
}
}
}
set hpos [sc_pos hash]
# Find a corresponding position in the opening line
set length [llength $openingMovesHash]
for {set i 0} { $i < [expr $length-1] } { incr i } {
set h [lindex $openingMovesHash $i]
if {$h == $hpos} {
set index [lsearch $openingMovesHash $h]
set move [lindex $openingMovesList $index]
# play the move
set action "replace"
if {![sc_pos isAt vend]} { set action [confirmReplaceMove] }
if {$action == "replace"} {
if {[catch {sc_move addSan $move}]} {}
} elseif {$action == "var"} {
sc_var create
if {[catch {sc_move addSan $move}]} {}
} elseif {$action == "mainline"} {
sc_var create
if {[catch {sc_move addSan $move}]} {}
sc_var promote
sc_move forward 1
}
::utils::sound::AnnounceNewMove $move
toggleClocks
repetition
after 1000 ::tacgame::phalanxGo
return
}
}
}
# Pascal Georges : original Phalanx does not have 'setboard'
set analysisCoach(automoveThinking1) 1
sendToEngine 1 "setboard [sc_pos fen]"
sendToEngine 1 "go"
after 1000 ::tacgame::phalanxGo
}
################################################################################
# add current position for 3fold repetition detection and returns 1 if
# the position is a repetition
################################################################################
proc repetition {} {
set elt [lrange [split [sc_pos fen]] 0 2]
# append the position only if different from the last element
if { $elt != [ lindex $::tacgame::lFen end ] } {
lappend ::tacgame::lFen $elt
}
if { [llength [lsearch -all $::tacgame::lFen $elt] ] >=3 } {
tk_messageBox -type ok -message $::tr(Draw) -parent .main -icon info
return 1
}
return 0
}
# ======================================================================
# makePhalanxMove:
#
# ======================================================================
proc makePhalanxMove { input } {
global ::tacgame::lscore ::tacgame::analysisCoach ::tacgame::currentPosHash ::tacgame::resignCount
# The input move is of the form "my move is MOVE"
if {[scan $input "my move is %s" move] != 1} { return 0 }
::tacgame::stopAnalyze
# Phalanx will move : update the score list to detect any blunder
if {[info exists ::tacgame::sc1]} {
lappend lscore $::tacgame::sc1
}
# if the resign value has been reached more than 3 times in a raw, resign
if { ( [getPhalanxColor] == "black" && [lindex $lscore end] > $::informant("++-") ) || \
( [getPhalanxColor] == "white" && [lindex $lscore end] < [expr 0.0 - $::informant("++-")] ) } {
incr resignCount
} else {
set resignCount 0
}
# check the sequence of moves
# in case of any event (board setup, move back/forward), reset score list
if { ![sc_pos isAt start] && ![sc_pos isAt vstart]} {
sc_move back 1
if { [sc_pos hash] != $currentPosHash} {
set lscore {}
updateAnalysisText
}
sc_move forward 1
} else {
if { [sc_pos hash] != $currentPosHash} {
set lscore {}
updateAnalysisText
}
}
# play the move
set action "replace"
if {![sc_pos isAt vend]} { set action [confirmReplaceMove] }
if {$action == "replace"} {
if {[catch {sc_move addSan $move}]} {
# No move from Phalanx : remove the score (last element)
set lscore [lreplace $lscore end end]
return 0
}
} elseif {$action == "var"} {
sc_var create
if {[catch {sc_move addSan $move}]} {
# No move from Phalanx : remove the score (last element)
set lscore [lreplace $lscore end end]
return 0
}
} elseif {$action == "mainline"} {
sc_var create
if {[catch {sc_move addSan $move}]} {
# No move from Phalanx : remove the score (last element)
set lscore [lreplace $lscore end end]
return 0
}
sc_var promote
sc_move forward 1
}
if { $::tacgame::showevaluation == 1 && [info exists ::uci::uciInfo(score2)] } {
storeEvalComment $::uci::uciInfo(score2)
}
set analysisCoach(automoveThinking1) 0
set currentPosHash [sc_pos hash]
::tacgame::startAnalyze
::utils::sound::AnnounceNewMove $move
toggleClocks
repetition
if { $resignCount > 3 } {
tk_messageBox -type ok -message $::tr(Iresign) -parent .main -icon info
set resignCount 0
}
return 1
}
# ======================================================================
# updateScore
# ======================================================================
proc updateScore { } {
if { ! $::tacgame::showevaluation } { return }
if {![info exists ::uci::uciInfo(score2)]} {
set ::tacgame::scoreLabel ""
return
} else {
set ::tacgame::scoreLabel "Score: $::uci::uciInfo(score2)"
}
}
# ======================================================================
# updateAnalysisText
# Update the text in an analysis window.
# Human blunders are not checked, only Phalanx'one
# ======================================================================
proc updateAnalysisText { } {
global ::tacgame::analysisCoach ::tacgame::showblunder ::tacgame::blunderWarningLabel \
::tacgame::showblunder ::tacgame::showblundervalue ::tacgame::showblunderfound ::tacgame::showmovevalue \
::tacgame::showevaluation ::tacgame::lscore ::tacgame::threshold \
::tacgame::lastblundervalue ::tacgame::prev_lastblundervalue ::tacgame::scoreLabel \
::tacgame::blunderpending ::tacgame::prev_blunderpending ::tacgame::sc1
# only update when it is human turn
if { [getPhalanxColor] == [sc_pos side] } { return }
catch {
set sc1 $::uci::uciInfo(score2)
set sc2 [lindex $lscore end]
}
# There are less than 2 scores in the list
if {[llength $lscore] < 2} {
set blunderWarningLabel $::tr(Noinfo)
set scoreLabel ""
if {[llength $lscore] == 1 && $showevaluation } {
set scoreLabel "Score : [lindex $lscore end]"
}
return
}
# set sc1 [lindex $lscore end]
# set sc2 [lindex $lscore end-1]
if { $analysisCoach(automoveThinking1) } {
set blunderWarningLabel $::tr(Noinfo)
}
# Check if a blunder was made by Phalanx at last move.
# The check is done during player's turn
if { $showblunder && [::tacgame::getPhalanxColor] != [sc_pos side] } {
if {[llength $lscore] >=2} {
if { ($sc1 - $sc2 > $threshold && [::tacgame::getPhalanxColor] == "black") || \
($sc1 - $sc2 < [expr 0.0 - $threshold] && [::tacgame::getPhalanxColor] == "white") } {
set lastblundervalue [expr $sc1-$sc2]
# append a ?!, ? or ?? to the move if there is none yet and if the game was not dead yet
# (that is if the score was -6, if it goes down to -10, this is a normal evolution
if { [expr abs($sc2)] < $::informant("++-") } {
sc_pos clearNags
set b [expr abs($lastblundervalue)]
if { $b >= $::informant("?!") && $b < $::informant("?") } {
sc_pos addNag "?!"
} elseif { $b >= $::informant("?") && $b < $::informant("??") } {
sc_pos addNag "?"
} elseif { $b >= $::informant("??") } {
sc_pos addNag "??"
}
}
.coachWin.finformations.l1 configure -background LightCoral
if { $showblundervalue } {
set tmp $::tr(blunder)
append tmp [format " %+8.2f" [expr abs($sc1-$sc2)]]
set blunderWarningLabel $tmp
set blunderpending 1
} else {
set blunderWarningLabel "$::tr(blunder) !"
}
} else {
sc_pos clearNags
.coachWin.finformations.l1 configure -background linen
set blunderWarningLabel $::tr(Noblunder)
set blunderpending 0
}
}
} else {
set blunderWarningLabel "---"
}
if { !$showblunder || $analysisCoach(automoveThinking1) } {
set blunderWarningLabel "---"
}
# displays current score sent by the "good" engine (Toga)
if { $showevaluation } {
set scoreLabel "Score : $sc1"
} else {
set scoreLabel ""
}
}
# ======================================================================
# getPhalanxColor
# Returns "white" or "black" (Phalanx always plays at top)
# ======================================================================
proc getPhalanxColor {} {
# Phalanx always plays for the upper side
if { [::board::isFlipped .main.board] == 0 } {
return "black"
} else {
return "white"
}
}
################################################################################
#
################################################################################
set openingList [ list \
"$::tr(Reti): 1.Nf3" \
"$::tr(English): 1.c4" \
"$::tr(d4Nf6Miscellaneous): 1.d4 Nf6" \
"$::tr(Trompowsky): 1.d4 Nf6 2.Bg5" \
"$::tr(Budapest): 1.d4 Nf6 2.c4 e5" \
"$::tr(OldIndian): 1.d4 Nf6 2.c4 d6" \
"$::tr(BenkoGambit): 1.d4 Nf6 2.c4 c5 3.d5 b5" \
"$::tr(ModernBenoni): 1.d4 Nf6 2.c4 c5 3.d5 e6" \
"$::tr(DutchDefence): 1.d4 f5" \
"1.e4" \
"$::tr(Scandinavian): 1.e4 d5" \
"$::tr(AlekhineDefence): 1.e4 Nf6" \
"$::tr(Pirc): 1.e4 d6" \
"$::tr(CaroKann): 1.e4 c6" \
"$::tr(CaroKannAdvance): 1.e4 c6 2.d4 d5 3.e5" \
"$::tr(Sicilian): 1.e4 c5" \
"$::tr(SicilianAlapin): 1.e4 c5 2.c3" \
"$::tr(SicilianClosed): 1.e4 c5 2.Nc3" \
"$::tr(Sicilian): 1.e4 c5 2.Nf3 Nc6" \
"$::tr(Sicilian): 1.e4 c5 2.Nf3 e6" \
"$::tr(SicilianRauzer): 1.e4 c5 2.Nf3 d6 3.d4 cxd4 4.Nxd4 Nf6 5.Nc3 Nc6" \
"$::tr(SicilianDragon): 1.e4 c5 2.Nf3 d6 3.d4 cxd4 4.Nxd4 Nf6 5.Nc3 g6 " \
"$::tr(SicilianScheveningen): 1.e4 c5 2.Nf3 d6 3.d4 cxd4 4.Nxd4 Nf6 5.Nc3 e6" \
"$::tr(SicilianNajdorf): 1.e4 c5 2.Nf3 d6 3.d4 cxd4 4.Nxd4 Nf6 5.Nc3 a6" \
"$::tr(OpenGame): 1.e4 e5" \
"$::tr(Vienna): 1.e4 e5 2.Nc3" \
"$::tr(KingsGambit): 1.e4 e5 2.f4" \
"$::tr(RussianGame): 1.e4 e5 2.Nf3 Nf6" \
"$::tr(OpenGame): 1.e4 e5 2.Nf3 Nc6" \
"$::tr(ItalianTwoKnights): 1.e4 e5 2.Nf3 Nc6 3.Bc4" \
"$::tr(Spanish): 1.e4 e5 2.Nf3 Nc6 3.Bb5" \
"$::tr(SpanishExchange): 1.e4 e5 2.Nf3 Nc6 3.Bb5 a6 4.Bxc6" \
"$::tr(SpanishOpen): 1.e4 e5 2.Nf3 Nc6 3.Bb5 a6 4.Ba4 Nf6 5.O-O Nxe4" \
"$::tr(SpanishClosed): 1.e4 e5 2.Nf3 Nc6 3.Bb5 a6 4.Ba4 Nf6 5.O-O Be7" \
"$::tr(FrenchDefence): 1.e4 e6" \
"$::tr(FrenchAdvance): 1.e4 e6 2.d4 d5 3.e5" \
"$::tr(FrenchTarrasch): 1.e4 e6 2.d4 d5 3.Nd2" \
"$::tr(FrenchWinawer): 1.e4 e6 2.d4 d5 3.Nc3 Bb4" \
"$::tr(FrenchExchange): 1.e4 e6 2.d4 d5 3.exd5 exd5" \
"$::tr(QueensPawn): 1.d4 d5" \
"$::tr(Slav): 1.d4 d5 2.c4 c6" \
"$::tr(QGA): 1.d4 d5 2.c4 dxc4" \
"$::tr(QGD): 1.d4 d5 2.c4 e6" \
"$::tr(QGDExchange): 1.d4 d5 2.c4 e6 3.cxd5 exd5" \
"$::tr(SemiSlav): 1.d4 d5 2.c4 e6 3.Nc3 Nf6 4.Nf3 c6" \
"$::tr(QGDwithBg5): 1.d4 d5 2.c4 e6 3.Nc3 Nf6 4.Bg5" \
"$::tr(QGDOrthodox): 1.d4 d5 2.c4 e6 3.Nc3 Nf6 4.Bg5 Be7 5.e3 O-O 6.Nf3 Nbd7" \
"$::tr(Grunfeld): 1.d4 Nf6 2.c4 g6 3.Nc3 d5" \
"$::tr(GrunfeldExchange): 1.d4 Nf6 2.c4 g6 3.Nc3 d5 4.cxd5" \
"$::tr(GrunfeldRussian): 1.d4 Nf6 2.c4 g6 3.Nc3 d5 4.Nf3 Bg7 5.Qb3" \
"$::tr(Catalan): 1.d4 Nf6 2.c4 e6 3.g3 " \
"$::tr(CatalanOpen): 1.d4 Nf6 2.c4 e6 3.g3 d5 4.Bg2 dxc4" \
"$::tr(CatalanClosed): 1.d4 Nf6 2.c4 e6 3.g3 d5 4.Bg2 Be7" \
"$::tr(QueensIndian): 1.d4 Nf6 2.c4 e6 3.Nf3 b6" \
"$::tr(NimzoIndian): 1.d4 Nf6 2.c4 e6 3.Nc3 Bb4" \
"$::tr(NimzoIndianClassical): 1.d4 Nf6 2.c4 e6 3.Nc3 Bb4 4.Qc2" \
"$::tr(NimzoIndianRubinstein): 1.d4 Nf6 2.c4 e6 3.Nc3 Bb4 4.e3" \
"$::tr(KingsIndian): 1.d4 Nf6 2.c4 g6" \
"$::tr(KingsIndianSamisch): 1.d4 Nf6 2.c4 g6 4.e4 d6 5.f3" \
"$::tr(KingsIndianMainLine): 1.d4 Nf6 2.c4 g6 4.e4 d6 5.Nf3" \
]
}
###
### End of file: tacgame.tcl
###
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