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chess_scene.py
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707 lines (587 loc) · 22.3 KB
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# chess_scene.py
import math
from pathlib import Path
import traceback
import ui
import chess
from scene import Scene, ShapeNode
from chess_game import ChessGame
from chess_ui import BoardRenderer, HudView, PromotionOverlay, EvalBarView
from engine_service import EngineService
from local_engine import LocalEngine
from lichess_engine import LichessCloudEngine
POLYGLOT_DIR = Path("assets/polyglot")
REVIEW_OVERLAY_ALPHA = 0.20
# Eval normalization
EVAL_TANH_SCALE_CP = 400.0 # bigger = bar moves less
EVAL_CLAMP_CP = 2000 # clamp to avoid insane swings
EVAL_BAR_STEP = 1.0 / 60.0
class ChessScene(Scene):
"""
Scene orchestrates:
- UI/rendering
- Cloud request lifecycle (network)
- Local engine service jobs (AI + eval)
- Review mode policy
Key rules:
- Local eval is requested after ANY position change (moves + navigation + review).
- AI takes priority over eval (EngineService enforces this).
- Stale protection uses (gen, fen) checks.
"""
def __init__(self):
super().__init__()
# Core game state
self.game = ChessGame()
self.ready = False
# UI callback (optional)
self.on_ui_state_change = None
# Engines
self.engine_service: EngineService | None = None
self._cloud_engine: LichessCloudEngine | None = None
# HUD state
self._ai_thinking = False
# Eval bar state
self.eval_white_cp = None
self.eval_norm = None
self._pending_eval_result = None
self._pending_ai_result = None
# Local engine generations (stale protection)
self._ai_gen = 0
self._eval_gen = 0
# Cloud state
self._cloud_generation = 0
self._cloud_last_fen = None
self._cloud_inflight = False
# Review mode
self.review_mode = False
self._review_entry_ply = None
self._review_entry_selected = None
# -----------------------------------------------
# --- Scene lifecycle
# -----------------------------------------------
def setup(self):
# Optional Polyglot opening book (user-supplied)
book_path = self._find_polyglot_book_path()
self.game.book_path = book_path
if book_path is None:
self.game.use_book = False
# Engines
self._cloud_engine = LichessCloudEngine()
self.engine_service = EngineService(
engine_factory=LocalEngine,
on_ai_result=self._on_ai_result,
on_eval_result=self._on_eval_result,
name="LocalEngine",
)
self.engine_service.start()
# Rendering
self.board_view = BoardRenderer(self)
self.hud = HudView(self, z=200)
self.promo = PromotionOverlay(self, z=210)
self.eval_bar = EvalBarView(self, z=140)
# Selection / promotion
self.selected = None
self._promo_active = False
self._promo_from = None
self._promo_to = None
# Review overlay
self._review_overlay = ShapeNode()
self._review_overlay.z_position = 150
self._review_overlay.alpha = 0.0
self._review_overlay.fill_color = (0, 0, 0)
self._review_overlay.stroke_color = (0, 0, 0)
self._review_overlay.line_width = 0
self._review_overlay.anchor_point = (0, 0) # bottom-left anchor
self.add_child(self._review_overlay)
# Initial draw + initial analysis
self.ready = True
self.redraw_all()
self._on_position_changed(reason="initial", allow_ai=True)
def stop(self):
"""Call when the scene/view is being dismissed to stop background work."""
if self.engine_service:
try:
self.engine_service.stop()
finally:
self.engine_service = None
self._cloud_generation += 1
self._cloud_inflight = False
self._cloud_last_fen = None
self._ai_thinking = False
# -----------------------------------------------
# --- Layout / drawing
# -----------------------------------------------
def did_change_size(self):
if not self.ready:
return
self.redraw_all()
def update(self):
# --- Apply eval result ---
if self._pending_eval_result:
gen, fen, white_cp = self._pending_eval_result
self._pending_eval_result = None
self._apply_eval_result(gen, fen, white_cp)
# --- Apply AI result ---
if self._pending_ai_result:
gen, fen, move, white_cp = self._pending_ai_result
self._pending_ai_result = None
self._apply_ai_result(gen, fen, move, white_cp)
self.eval_bar.step(EVAL_BAR_STEP)
def redraw_all(self):
self.board_view.compute_geometry()
self.board_view.draw_squares()
self.board_view.sync_pieces(self.game.board)
self.board_view.refresh_captured_material(self.game.captured_material())
self.eval_bar.layout_from_board(self.board_view)
self.board_view.refresh_overlays(self.game.board, self.selected)
# Review overlay geometry
s = self.board_view.square_size
ox, oy = self.board_view.origin
self._review_overlay.position = (ox, oy)
self._review_overlay.path = ui.Path.rect(0, 0, 8 * s, 8 * s)
self._review_overlay.alpha = REVIEW_OVERLAY_ALPHA if self.review_mode else 0.0
self.hud.layout()
self.refresh_hud()
def flip_board(self):
if not self.ready:
return
self.board_view.toggle_flipped()
self.redraw_all()
def refresh_hud(self):
self.hud.update(
game=self.game,
ai_thinking=self._ai_thinking,
promo_active=self._promo_active,
)
self._notify_ui()
def _notify_ui(self):
cb = self.on_ui_state_change
if callable(cb):
cb()
# -----------------------------------------------
# --- Centralized position change hook
# -----------------------------------------------
def _on_position_changed(self, *, reason: str = "", allow_ai: bool = True):
"""
Call after ANY board change:
- move commit (human/AI)
- undo/redo
- jump_to_ply
- import/reset
- review navigation
Policy:
- Always request local eval (including review mode)
- Cloud eval only when enabled and not in review mode
- AI only when allowed and not in review mode
"""
# Invalidate in-flight local work (ignore stale results)
self._ai_gen += 1
self._eval_gen += 1
self._ai_thinking = False
# Clear selection/promo UI
self.selected = None
self._clear_promotion_ui()
# Sync board visuals
self.board_view.sync_pieces(self.game.board)
self.board_view.refresh_overlays(self.game.board, self.selected)
self.board_view.refresh_captured_material(self.game.captured_material())
# Cloud lifecycle
self._clear_cloud_eval()
self._queue_cloud_eval()
# Always request local eval (non-blocking)
self._request_engine_eval()
# AI
if allow_ai and not self.review_mode:
self._schedule_ai_if_needed()
self.refresh_hud()
# -----------------------------------------------
# --- Settings
# -----------------------------------------------
def apply_settings(
self,
*,
vs_ai,
ai_color,
ai_level,
opening_choice,
practice_tier,
show_sugg_arrows,
cloud_eval,
):
if not self.ready:
return
self.game.set_ai_settings(vs_ai=vs_ai, ai_color=ai_color, ai_level=ai_level)
self.board_view.set_flipped(vs_ai and ai_color == chess.WHITE)
self.game.set_opening(opening_choice)
self.game.set_practice_tier(practice_tier)
self.game.set_show_sugg_arrows(show_sugg_arrows)
self.game.set_cloud_eval(cloud_eval)
self.redraw_all()
self._on_position_changed(reason="settings", allow_ai=True)
def _find_polyglot_book_path(self) -> str | None:
"""
Return the first .bin file found in POLYGLOT_DIR (sorted), else None.
"""
try:
if not POLYGLOT_DIR.exists():
return None
bins = sorted(p for p in POLYGLOT_DIR.iterdir() if p.suffix.lower() == ".bin")
if not bins:
return None
return str(bins[0])
except Exception:
return None
# -----------------------------------------------
# --- Local eval (EngineService)
# -----------------------------------------------
def _request_engine_eval(self):
'''
fen = self.game.board.fen()
if self._last_eval_request_fen == fen:
print("DUPE eval blocked for same FEN")
return
self._last_eval_request_fen = fen
'''
if not self.engine_service:
return
# Suppress eval if AI is enabled and it's AI's turn
if (
self.game.vs_ai
and not self.review_mode
and self.game.board.turn == self.game.ai_color
):
return
fen = self.game.board.fen()
level = int(self.game.ai_level)
gen = int(self._eval_gen)
self.game.clear_eval(pending=True)
self.eval_bar.set_pending(True)
self.engine_service.request_eval(
fen=fen,
level=level,
gen=gen,
)
def _apply_eval_result(
self, gen: int,
fen: str,
white_cp: int,
):
if int(gen) != int(self._eval_gen):
return
if fen != self.game.board.fen():
return
cp = max(-EVAL_CLAMP_CP, min(EVAL_CLAMP_CP, int(white_cp)))
self.game.set_eval(white_cp=cp, source="engine", fen=fen)
self.eval_bar.set_pending(False)
self.eval_bar.set_target_from_cp(
cp,
tanh_scale_cp=EVAL_TANH_SCALE_CP,
)
def _on_eval_result(self, *, fen: str, white_cp: int, gen: int):
# Callback from engine servuce, DATA ONLY — no UI mutation
self._pending_eval_result = (gen, fen, white_cp)
# -----------------------------------------------
# --- AI scheduling (EngineService)
# -----------------------------------------------
def _schedule_ai_if_needed(self):
if not self.engine_service:
return
if not self.game.vs_ai:
return
g = self.game
b = g.board
if b.is_game_over():
return
if b.turn != self.game.ai_color:
return
# check if ai should play opening practice or book move
move, source = g.choose_forced_or_book_move()
if source and move and self.game.apply_ai_move(move):
self._on_position_changed(reason="ai_move", allow_ai=False)
return
self._ai_thinking = True
self.refresh_hud()
fen = b.fen()
level = int(g.ai_level)
gen = int(self._ai_gen)
try:
self.engine_service.request_ai(fen=fen, level=level, gen=gen)
except Exception:
self._ai_thinking = False
self.refresh_hud()
print("[AI]", traceback.format_exc())
def _apply_ai_result(
self,
gen: int,
fen: str,
move: chess.Move | None,
white_cp: int | None,
):
self._ai_thinking = False
if self.review_mode:
self.refresh_hud()
return
if int(gen) != int(self._ai_gen):
self.refresh_hud()
return
if fen != self.game.board.fen():
self.refresh_hud()
return
if move and self.game.apply_ai_move(move):
self._on_position_changed(reason="ai_move", allow_ai=True)
else:
self.refresh_hud()
def _on_ai_result(
self,
*,
gen: int,
fen: str,
move: chess.Move | None,
white_cp: int | None = None,
):
# Callback from engine servuce, DATA ONLY — no UI mutation
self._pending_ai_result = (gen, fen, move, white_cp)
# -----------------------------------------------
# --- Review / history navigation mode
# -----------------------------------------------
def begin_review_mode(self):
if not self.ready or self.review_mode:
return
self.review_mode = True
self._review_overlay.alpha = REVIEW_OVERLAY_ALPHA
self._review_entry_ply = len(self.game.board.move_stack)
self._review_entry_selected = self.selected
# In review mode we still want analysis => eval after this toggle
self._on_position_changed(reason="begin_review", allow_ai=False)
def fork_review_mode(self):
"""Exit review mode and resume normal behavior from the current board position."""
if not self.ready or not self.review_mode:
return
self.review_mode = False
self._review_overlay.alpha = 0.0
self._on_position_changed(reason="fork_review", allow_ai=True)
def end_review_mode(self):
"""Cancel review: revert to entry position and resume normal behavior."""
if not self.ready or not self.review_mode:
return
entry = self._review_entry_ply
sel = self._review_entry_selected
self._review_entry_ply = None
self._review_entry_selected = None
self.review_mode = False
self._review_overlay.alpha = 0.0
if entry is not None:
self.game.jump_to_ply(int(entry))
# optional selection restore
self.selected = sel if entry is not None else None
self.board_view.refresh_overlays(self.game.board, self.selected)
self._on_position_changed(reason="end_review", allow_ai=True)
# -----------------------------------------------
# --- Cloud eval
# -----------------------------------------------
def _queue_cloud_eval(self):
if self.game.practice_phase == "READY":
return
if not self.game.cloud_eval_enabled:
return
if self.review_mode:
return
fen = self.game.board.fen()
if fen == self._cloud_last_fen or self._cloud_inflight:
return
self._cloud_last_fen = fen
self._cloud_inflight = True
gen = self._cloud_generation
self._cloud_eval_background(fen, gen)
@ui.in_background
def _cloud_eval_background(self, fen, gen):
# If cloud got turned off after we queued, unwind cleanly
if not self.game.cloud_eval_enabled:
def apply_disabled():
if gen != self._cloud_generation:
return
self._cloud_inflight = False
self.game.cloud_eval_pending = False
self.game.suggested_moves = (
self.game.compute_suggest_moves(max_moves=2)
if self.game.show_sugg_arrows
else []
)
self.board_view.refresh_overlays(self.game.board, self.selected)
self.refresh_hud()
ui.delay(apply_disabled, 0)
return
result = None
try:
if self._cloud_engine is None:
raise RuntimeError("Cloud engine missing (setup not run?)")
result = self._cloud_engine.eval(fen, multipv=3)
except Exception:
result = None
def apply():
if gen != self._cloud_generation:
self._cloud_inflight = False
self._queue_cloud_eval()
return
self._cloud_inflight = False
self.game.cloud_eval = result
self.game.cloud_eval_pending = False
self.game.suggested_moves = self.game.compute_suggest_moves(max_moves=2)
self.board_view.refresh_overlays(self.game.board, self.selected)
self.refresh_hud()
ui.delay(apply, 0)
def _clear_cloud_eval(self):
"""
Central policy:
- Practice READY: no cloud work
- Cloud disabled: book suggestions (if arrows enabled)
- Cloud enabled: mark pending and clear arrows until result arrives
"""
if self.game.practice_phase == "READY":
return
self._cloud_generation += 1
self._cloud_last_fen = None
self.game.cloud_eval = None
if not self.game.cloud_eval_enabled:
self.game.cloud_eval_pending = False
self.game.suggested_moves = (
self.game.compute_suggest_moves(max_moves=2)
if self.game.show_sugg_arrows
else []
)
self.board_view.refresh_overlays(self.game.board, self.selected)
return
self.game.cloud_eval_pending = True
self.game.suggested_moves = []
# -----------------------------------------------
# --- Game lifecycle
# -----------------------------------------------
def reset(self):
if not self.ready:
return
self.game.reset()
self._on_position_changed(reason="reset", allow_ai=True)
def undo(self):
if not self.ready:
return
if not self.game.can_undo():
return
self.game.undo_plies(2 if self.game.vs_ai else 1)
self._on_position_changed(reason="undo", allow_ai=True)
def redo(self):
if not self.ready:
return
if not self.game.can_redo():
return
self.game.redo_plies(2 if self.game.vs_ai else 1)
self._on_position_changed(reason="redo", allow_ai=True)
def jump_to_ply(self, ply_index: int):
if not self.ready:
return False
ok = self.game.jump_to_ply(ply_index)
if not ok:
self._on_position_changed(reason="jump_fail", allow_ai=False)
return False
self._on_position_changed(reason="jump", allow_ai=True)
return True
# -----------------------------------------------
# --- Promotion
# -----------------------------------------------
def _clear_promotion_ui(self):
self._promo_active = False
self._promo_from = None
self._promo_to = None
self.promo.clear()
self.hud.set_row1_override(None)
def _show_promotion_ui(self, from_sq, to_sq, pieces):
self._promo_active = True
self._promo_from = from_sq
self._promo_to = to_sq
self.hud.set_row1_override("Choose promotion")
self.refresh_hud()
self.promo.show(from_sq, to_sq, pieces)
def _on_promotion_choice(self, piece_type):
if not self._promo_active or self._promo_from is None or self._promo_to is None:
return
mv = chess.Move(self._promo_from, self._promo_to, promotion=piece_type)
self._clear_promotion_ui()
if self.game.make_human_move(mv):
self._on_position_changed(reason="promotion", allow_ai=True)
# -----------------------------------------------
# --- Input
# -----------------------------------------------
def touch_ended(self, touch):
if not self.ready:
return
if self._promo_active:
self.promo.handle_touch(touch.location)
return
sq = self.board_view.pos_to_square(*touch.location)
if sq is None:
return
# Review mode: allow selection/exploration, but DO NOT commit moves.
if self.review_mode:
if self.selected is None:
piece = self.game.board.piece_at(sq)
if piece and piece.color == self.game.board.turn:
self.selected = sq
self.board_view.refresh_overlays(self.game.board, self.selected)
self.refresh_hud()
return
if sq == self.selected:
self.selected = None
self.board_view.refresh_overlays(self.game.board, self.selected)
self.refresh_hud()
return
piece2 = self.game.board.piece_at(sq)
if piece2 and piece2.color == self.game.board.turn:
self.selected = sq
self.board_view.refresh_overlays(self.game.board, self.selected)
self.refresh_hud()
return
self.selected = None
self.board_view.refresh_overlays(self.game.board, self.selected)
self.refresh_hud()
return
# Normal play mode
if self.selected is None:
piece = self.game.board.piece_at(sq)
if piece and piece.color == self.game.board.turn:
self.selected = sq
self.board_view.refresh_overlays(self.game.board, self.selected)
self.refresh_hud()
return
if sq == self.selected:
self.selected = None
self.board_view.refresh_overlays(self.game.board, self.selected)
self.refresh_hud()
return
promo = self.game.legal_promotion_pieces(self.selected, sq)
if promo:
self._show_promotion_ui(self.selected, sq, promo)
return
mv = chess.Move(self.selected, sq)
if self.game.make_human_move(mv):
self._on_position_changed(reason="human_move", allow_ai=True)
return
piece2 = self.game.board.piece_at(sq)
self.selected = sq if piece2 and piece2.color == self.game.board.turn else None
self.board_view.refresh_overlays(self.game.board, self.selected)
self.refresh_hud()
# -----------------------------------------------
# --- Import / Export
# -----------------------------------------------
def import_text(self, text):
ok, msg = self.game.import_pgn_or_fen(text)
if not ok:
return False, msg
# Import forces vs_ai off (UI convenience)
self.game.set_ai_settings(
vs_ai=False,
ai_color=self.game.ai_color,
ai_level=self.game.ai_level,
)
self._on_position_changed(reason="import", allow_ai=False)
return True, msg
def export_text(self, mode):
return self.game.export_pgn() if mode == "pgn" else self.game.export_fen()