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import time
import random
import keyboard
import chess
import chess.engine
import os
from analysis import ChessAnalyzer
import crop
from move import ChessMover
class ChessLogic:
def __init__(self, engine_path="stockfish.exe", mode="medium"):
self.analyzer = ChessAnalyzer()
self.mover = ChessMover() # Модуль физических ходов мышью
self.engine_path = engine_path
# --- НАСТРОЙКИ СИЛЫ И ДВИЖКА ---
self.modes_list = ['easy', 'medium', 'hard', 'max']
self.mode = mode.lower()
self.skill_level = 10 # Уровень навыка Stockfish (0..20)
self.multipv_count = 2 # Количество путей
self.blunder_threshold = 200 # Порог отбраковки зевов (в сантипешках)
self.fixed_depth = 12 # Глубина анализа
# Флаги и состояние
self.trigger_analysis = False
self.trigger_toggle_color = False
self.is_analyzed = False
# ИСТОРИЯ ПАРТИИ (Строго по стандарту python-chess)
self.board = chess.Board()
self.my_color = 'w'
self.set_difficulty_mode(self.mode)
def set_difficulty_mode(self, mode):
"""Конфигурация параметров под выбранный режим"""
self.mode = mode.lower()
if self.mode == 'easy':
self.skill_level = 3
self.multipv_count = 3
self.blunder_threshold = 300
print(f"\n[ENGINE CONFIG]: Режим 'EASY' | MultiPV: Top-3 | Защита от зевов")
elif self.mode == 'medium':
self.skill_level = 10
self.multipv_count = 2
self.blunder_threshold = 200
print(f"\n[ENGINE CONFIG]: Режим 'MEDIUM' | MultiPV: Top-2 | Защита от зевов")
elif self.mode == 'hard':
self.skill_level = 16
self.multipv_count = 2
self.blunder_threshold = 150
print(f"\n[ENGINE CONFIG]: Режим 'HARD' | MultiPV: Top-2 | Строгий контроль")
elif self.mode == 'max':
self.skill_level = 20
self.multipv_count = 1
self.blunder_threshold = 0
print(f"\n[ENGINE CONFIG]: Режим 'MAX' | MultiPV: 1 (Идеальный ход)")
def cycle_difficulty_mode(self):
"""Переключение уровня сложности по кругу (Клавиша M)"""
current_idx = self.modes_list.index(self.mode) if self.mode in self.modes_list else 1
next_idx = (current_idx + 1) % len(self.modes_list)
self.set_difficulty_mode(self.modes_list[next_idx])
def detect_auto_color(self, board_matrix):
"""Определяет цвет игрока по фигурам на 2 нижних строчках экрана"""
if not board_matrix or len(board_matrix) < 8:
return 'w'
white_count = 0
black_count = 0
for row in board_matrix[6:8]:
for cell in row:
if cell.isupper():
white_count += 1
elif cell.islower():
black_count += 1
if black_count > white_count:
return 'b'
return 'w'
def get_oriented_matrix_for(self, state_matrix):
if self.my_color == 'w':
return state_matrix
return [row[::-1] for row in state_matrix[::-1]]
def board_to_oriented_matrix(self, board_obj):
"""Конвертирует текущую шахматную доску в 8x8 матрицу под глаза игрока"""
matrix = []
for r in range(8):
row = []
for c in range(8):
square = chess.square(c, 7 - r)
piece = board_obj.piece_at(square)
row.append(piece.symbol() if piece else "")
matrix.append(row)
if self.my_color == 'w':
return matrix
return [row[::-1] for row in matrix[::-1]]
def board_matrix_to_fen(self, raw_board_state, active_color='w'):
"""Преобразует снимок с экрана в валидный FEN"""
oriented = self.get_oriented_matrix_for(raw_board_state)
fen_rows = []
for row in oriented:
empty = 0
row_str = ""
for cell in row:
if cell == "":
empty += 1
else:
if empty > 0:
row_str += str(empty)
empty = 0
row_str += cell
if empty > 0:
row_str += str(empty)
fen_rows.append(row_str)
position_fen = "/".join(fen_rows)
castling = ""
if oriented[7][4] == 'K' and oriented[7][7] == 'R': castling += 'K'
if oriented[7][4] == 'K' and oriented[7][0] == 'R': castling += 'Q'
if oriented[0][4] == 'k' and oriented[0][7] == 'r': castling += 'k'
if oriented[0][4] == 'k' and oriented[0][0] == 'r': castling += 'q'
if not castling:
castling = "-"
return f"{position_fen} {active_color} {castling} - 0 1"
def find_legal_move_for_screen(self, screen_matrix):
"""
Перебирает ВСЕ легальные ходы из текущего состояния history (self.board)
и ищет тот, чей результат в точности совпадет с тем, что нарисовано на экране.
"""
oriented_screen = self.get_oriented_matrix_for(screen_matrix)
for move in self.board.legal_moves:
test_board = self.board.copy()
test_board.push(move)
test_matrix = self.board_to_oriented_matrix(test_board)
if test_matrix == oriented_screen:
return move
return None
def process_initial_analysis(self):
print("\n[!] Нажата 'S'. Первичный анализ доски...")
board_img = crop.get_board_image() if hasattr(crop, 'get_board_image') else crop.find_chessboard_strictly_1to1()[1]
if board_img is None:
print("[!] Ошибка: Не удалось получить изображение доски!")
return
raw_board_state = self.analyzer.get_board_state(board_img)
if raw_board_state:
self.is_analyzed = True
self.my_color = self.detect_auto_color(raw_board_state)
color_str = "БЕЛЫЕ (w)" if self.my_color == 'w' else "ЧЁРНЫЕ (b) [Доска развернута]"
print(f"[AUTO-COLOR]: Определён цвет фигур внизу -> {color_str}")
active_turn = 'w'
fen_str = self.board_matrix_to_fen(raw_board_state, active_turn)
try:
self.board = chess.Board(fen_str)
print(f"[√] История успешно инициализирована с экрана! FEN: {self.board.fen()}")
except Exception as e:
print(f"[!] Ошибка FEN ({e}), загружаем стандартный старт...")
self.board = chess.Board()
self.print_board()
self.evaluate_current_turn()
else:
print("[!] Ошибка: Не удалось распознать фигуры на доске.")
def toggle_my_color(self):
self.my_color = 'b' if self.my_color == 'w' else 'w'
color_name = "БЕЛЫЕ (w)" if self.my_color == 'w' else "ЧЁРНЫЕ (b) [Доска развернута]"
print(f"\n[MANUAL COLOR SET]: Цвет вручную изменён -> {color_name}")
if self.is_analyzed:
self.evaluate_current_turn()
def toggle_auto_move_and_execute(self):
self.mover.toggle_auto_move()
if self.mover.auto_move_enabled:
current_turn = 'w' if self.board.turn == chess.WHITE else 'b'
if self.is_analyzed and current_turn == self.my_color:
print("[AUTO-MOVE TRIGGER]: Авто-ход включён! Запрашиваем и выполняем лучший ход...")
self.evaluate_current_turn()
def analyze_with_engine(self, time_limit=0.5):
try:
if not self.board.is_valid():
print("[! WARN] Позиция невалидна для Stockfish...")
return None
with chess.engine.SimpleEngine.popen_uci(self.engine_path) as engine:
engine.configure({"Skill Level": self.skill_level})
pv_count = 1 if self.mode == 'max' else self.multipv_count
limit = chess.engine.Limit(time=time_limit, depth=self.fixed_depth)
print(f"[ENGINE THINKING] Глубина: {self.fixed_depth} | Skill Level: {self.skill_level}/20 | Mode: {self.mode.upper()}")
analysis = engine.analyse(self.board, limit, multipv=pv_count)
if not analysis:
print("[!] Ошибка: Движок не предложил ни одного хода!")
return None
if not isinstance(analysis, list):
analysis = [analysis]
# 1. Отбраковка зевов
valid_candidates = []
best_score = None
for i, info in enumerate(analysis):
if "pv" in info and len(info["pv"]) > 0:
move = info["pv"][0]
score_obj = info.get("score")
cp_score = score_obj.pov(self.board.turn).score(mate_score=10000) if score_obj else 0
if i == 0:
best_score = cp_score
valid_candidates.append((move, cp_score, 1))
else:
score_diff = (best_score - cp_score) if best_score is not None else 0
if self.blunder_threshold > 0 and score_diff >= self.blunder_threshold:
print(f" [BLUNDER PREVENTED] Ход PV{i+1} ({self.board.san(move)}) отброшен (потеря ~{score_diff/100:.1f} пешек)")
else:
valid_candidates.append((move, cp_score, i + 1))
# 2. ПРИОРИТЕТ ВЗЯТИЯ: если среди безопасных ходов есть взятие фигуры, выбираем его
capture_candidates = [c for c in valid_candidates if self.board.is_capture(c[0])]
if capture_candidates:
print(f" [CAPTURE DETECTED] Найден безопасный ход со взятием фигуры! Отбрасываем тихие ходы.")
selected_pool = capture_candidates
else:
selected_pool = valid_candidates
# 3. Выбор итогового хода
if self.mode == 'max' or len(selected_pool) == 1:
chosen_move, chosen_score, pv_num = selected_pool[0]
choice_info = f"PV{pv_num} (Лучший ход)"
else:
chosen_tuple = random.choice(selected_pool)
chosen_move, chosen_score, pv_num = chosen_tuple
choice_info = f"Случайный из {len(selected_pool)} безопасных (Выбран PV{pv_num})"
is_castling = self.board.is_castling(chosen_move)
san_move = self.board.san(chosen_move)
best_move_uci = chosen_move.uci()
print(f" [ВАШ ХОД]: {san_move} (UCI: {best_move_uci}) | {choice_info}")
if is_castling:
print(" [INFO] Рекомендуемый ход - РОКИРОВКА!")
if self.mover and self.mover.auto_move_enabled:
self.mover.execute_move(best_move_uci, self.my_color)
return best_move_uci
except Exception as e:
print(f"[!] Ошибка Stockfish: {e}")
return None
def evaluate_current_turn(self):
current_turn = 'w' if self.board.turn == chess.WHITE else 'b'
print(f"\nТекущий FEN из истории: {self.board.fen()}")
if current_turn == self.my_color:
print(" Твой ход! Анализируем позицию через Stockfish...")
self.analyze_with_engine()
else:
print(" Сейчас ход противника. Ожидаем ответа на доске...\n")
def print_board(self):
oriented_matrix = self.board_to_oriented_matrix(self.board)
print("\n a b c d e f g h")
print(" +-----------------+")
for i, row in enumerate(oriented_matrix):
rank = 8 - i if self.my_color == 'w' else i + 1
row_str = " | ".join([p if p != "" else "." for p in row])
print(f"{rank} | {row_str} | {rank}")
print(" +-----------------+")
print(" a b c d e f g h\n")
def track_board_changes(self):
if hasattr(self, 'mover') and self.mover.is_moving:
return
board_img = crop.get_board_image() if hasattr(crop, 'get_board_image') else crop.find_chessboard_strictly_1to1()[1]
if board_img is None:
return
raw_board_state = self.analyzer.get_board_state(board_img)
if not raw_board_state:
return
# 1. Быстрая проверка: если доска в точности совпадает с нашей историей — ничего не делаем
current_board_matrix = self.board_to_oriented_matrix(self.board)
oriented_screen = self.get_oriented_matrix_for(raw_board_state)
if current_board_matrix == oriented_screen:
time.sleep(0.3)
return
# 2. Картинка изменилась! Проверяем легальность хода противника или нашего хода
legal_move = self.find_legal_move_for_screen(raw_board_state)
if legal_move:
print(f"\n[LEGAL MOVE CONFIRMED]: Ход записан в историю -> {self.board.san(legal_move)} ({legal_move.uci()})")
self.board.push(legal_move)
self.print_board()
self.evaluate_current_turn()
else:
# Если доска изменилась, но ни один легальный ход не подошёл (например, анимация не завершена),
# мы просто молча пропускаем этот кадр, не ломая игру.
pass
time.sleep(0.3)
def run(self):
print("==================================================")
print(" Шахматный бот запущен.")
print(" Нажмите 'S' - Старт анализа.")
print(" Нажмите 'C' - Ручная смена цвета (Белые/Чёрные).")
print(" Нажмите 'M' - Смена режима сложности (Easy/Medium/Hard/Max).")
print(" Нажмите 'L' - Вкл/Выкл физического авто-хода.")
print(" Нажмите 'H' - Режим мыши (Humanly / Click).")
print(" Нажмите '+' / '-' - Регулировка скорости мыши.")
print("==================================================")
keyboard.add_hotkey('s', self.on_start_pressed)
keyboard.add_hotkey('c', self.on_color_toggle_pressed)
keyboard.add_hotkey('m', self.cycle_difficulty_mode)
keyboard.add_hotkey('l', self.toggle_auto_move_and_execute)
keyboard.add_hotkey('h', self.mover.toggle_humanly_mode)
keyboard.add_hotkey('+', self.mover.speed_up)
keyboard.add_hotkey('-', self.mover.speed_down)
try:
while True:
if self.trigger_analysis:
self.trigger_analysis = False
self.process_initial_analysis()
if self.trigger_toggle_color:
self.trigger_toggle_color = False
self.toggle_my_color()
if self.is_analyzed:
self.track_board_changes()
time.sleep(0.5)
except KeyboardInterrupt:
print("\nПрограмма завершена.")
def on_start_pressed(self):
self.trigger_analysis = True
def on_color_toggle_pressed(self):
self.trigger_toggle_color = True
if __name__ == '__main__':
logic = ChessLogic(engine_path="stockfish.exe", mode="medium")
logic.run()
import time
import chess
import chess.engine
from analysis import ChessAnalyzer
import crop
# Попытка импорта модуля авто-хода
try:
import move
MOVE_AVAILABLE = True
except ImportError:
MOVE_AVAILABLE = False
class ChessLogic:
def __init__(self, engine_path="stockfish.exe", gui_callback=None):
self.analyzer = ChessAnalyzer()
self.engine_path = engine_path
self.gui_callback = gui_callback
self.board_state = None
self.my_color = 'w'
self.active_color = 'w'
self.en_passant_target = None
self.is_analyzed = False
def _get_board_img(self):
"""Безопасный забор снимка доски"""
try:
if hasattr(crop, 'get_board_image'):
return crop.get_board_image()
res = crop.find_chessboard_strictly_1to1()
if isinstance(res, (tuple, list)) and len(res) > 1:
return res[1]
return res
except Exception as e:
print(f"[Logic Error] Ошибка захвата кадра: {e}")
return None
def convert_coords_to_notation(self, row, col):
files = ['a', 'b', 'c', 'd', 'e', 'f', 'g', 'h']
ranks = ['8', '7', '6', '5', '4', '3', '2', '1']
return f"{files[col]}{ranks[row]}"
def get_castling_rights(self):
if not self.board_state or len(self.board_state) != 8:
return "KQkq"
rights = ""
if self.board_state[7][4] == 'K':
if self.board_state[7][7] == 'R': rights += 'K'
if self.board_state[7][0] == 'R': rights += 'Q'
if self.board_state[0][4] == 'k':
if self.board_state[0][7] == 'r': rights += 'k'
if self.board_state[0][0] == 'r': rights += 'q'
return rights if rights else "-"
def find_king_position(self, board_matrix, king_symbol):
for r in range(8):
for c in range(8):
if board_matrix[r][c] == king_symbol:
return r, c
return None
def restore_missing_kings(self, new_board_state):
if not self.board_state:
return new_board_state
restored_state = [row[:] for row in new_board_state]
for king_symbol in ['K', 'k']:
new_pos = self.find_king_position(restored_state, king_symbol)
if new_pos is None:
old_pos = self.find_king_position(self.board_state, king_symbol)
if old_pos:
r, c = old_pos
restored_state[r][c] = king_symbol
return restored_state
def get_oriented_board_state(self):
if not self.board_state:
return None
if self.my_color == 'w':
return self.board_state
return [row[::-1] for row in self.board_state[::-1]]
def get_fen_string(self):
oriented_board = self.get_oriented_board_state()
if not oriented_board:
return ""
fen_rows = []
for row in oriented_board:
empty_count = 0
row_fen = ""
for cell in row:
if cell == ' ' or cell == '':
empty_count += 1
else:
if empty_count > 0:
row_fen += str(empty_count)
empty_count = 0
row_fen += cell
if empty_count > 0:
row_fen += str(empty_count)
fen_rows.append(row_fen)
position_fen = "/".join(fen_rows)
ep_str = "-"
if self.en_passant_target:
ep_str = self.convert_coords_to_notation(*self.en_passant_target['target_pos'])
castling_rights = self.get_castling_rights()
return f"{position_fen} {self.active_color} {castling_rights} {ep_str} 0 1"
def process_initial_analysis(self, skill_level=10, auto_move=False):
"""Первичный анализ доски с учётом актуальных настроек GUI"""
board_img = self._get_board_img()
if board_img is None:
return False
self.board_state = self.analyzer.get_board_state(board_img)
if self.board_state:
self.is_analyzed = True
self.active_color = self.my_color
print("[Logic] Доска успешно распознана!")
self.evaluate_current_turn(skill_level=skill_level, auto_move=auto_move)
return True
return False
def analyze_with_engine(self, fen_string, skill_level=10, time_limit=0.5):
if not fen_string:
return None
try:
board = chess.Board(fen_string)
if not board.is_valid():
return None
with chess.engine.SimpleEngine.popen_uci(self.engine_path) as engine:
try:
engine.configure({"Skill Level": skill_level})
except Exception:
pass
result = engine.play(board, chess.engine.Limit(time=time_limit))
best_move = result.move
return best_move.uci(), board.san(best_move)
except Exception as e:
print(f"[Logic Error] Ошибка Stockfish (проверьте путь k stockfish.exe): {e}")
return None
def evaluate_current_turn(self, skill_level=10, auto_move=False):
current_fen = self.get_fen_string()
if not current_fen:
return
# Отправляем FEN в GUI всегда
if self.gui_callback:
self.gui_callback(fen=current_fen)
if self.active_color == self.my_color:
res = self.analyze_with_engine(current_fen, skill_level=skill_level)
if res:
uci_move, san_move = res
print(f"[Logic] Рекомендованный ход: {san_move} ({uci_move})")
if self.gui_callback:
self.gui_callback(best_move=uci_move, san_move=san_move)
if auto_move and MOVE_AVAILABLE:
print(f"[Logic] Выполняем авто-ход: {uci_move}")
move.make_move(uci_move, self.my_color)
def track_board_changes(self, skill_level=10, auto_move=False, force_eval=False):
board_img = self._get_board_img()
if board_img is None:
return
raw_board_state = self.analyzer.get_board_state(board_img)
if not raw_board_state:
return
new_board_state = self.restore_missing_kings(raw_board_state)
# Если фигура сдвинулась или принудительно пересчитываем
if new_board_state != self.board_state or force_eval:
if new_board_state != self.board_state:
self.board_state = new_board_state
self.active_color = 'b' if self.active_color == 'w' else 'w'
self.evaluate_current_turn(skill_level=skill_level, auto_move=auto_move)