825 lines
26 KiB
Python
825 lines
26 KiB
Python
"""Represent SGF games.
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This is intended for use with SGF FF[4]; see http://www.red-bean.com/sgf/
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Adapted from gomill by Matthew Woodcraft, https://github.com/mattheww/gomill
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"""
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from __future__ import absolute_import
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import datetime
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import six
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from . import sgf_grammar
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from . import sgf_properties
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__all__ = [
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'Node',
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'Sgf_game',
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'Tree_node',
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]
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class Node:
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"""An SGF node.
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Instantiate with a raw property map (see sgf_grammar) and an
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sgf_properties.Presenter.
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A Node doesn't belong to a particular game (cf Tree_node below), but it
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knows its board size (in order to interpret move values) and the encoding
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to use for the raw property strings.
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Changing the SZ property isn't allowed.
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"""
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def __init__(self, property_map, presenter):
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# Map identifier (PropIdent) -> nonempty list of raw values
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self._property_map = property_map
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self._presenter = presenter
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def get_size(self):
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"""Return the board size used to interpret property values."""
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return self._presenter.size
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def get_encoding(self):
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"""Return the encoding used for raw property values.
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Returns a string (a valid Python codec name, eg "UTF-8").
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"""
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return self._presenter.encoding
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def get_presenter(self):
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"""Return the node's sgf_properties.Presenter."""
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return self._presenter
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def has_property(self, identifier):
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"""Check whether the node has the specified property."""
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return identifier in self._property_map
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def properties(self):
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"""Find the properties defined for the node.
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Returns a list of property identifiers, in unspecified order.
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"""
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return list(self._property_map.keys())
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def get_raw_list(self, identifier):
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"""Return the raw values of the specified property.
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Returns a nonempty list of 8-bit strings, in the raw property encoding.
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The strings contain the exact bytes that go between the square brackets
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(without interpreting escapes or performing any whitespace conversion).
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Raises KeyError if there was no property with the given identifier.
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(If the property is an empty elist, this returns a list containing a
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single empty string.)
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"""
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return self._property_map[identifier]
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def get_raw(self, identifier):
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"""Return a single raw value of the specified property.
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Returns an 8-bit string, in the raw property encoding.
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The string contains the exact bytes that go between the square brackets
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(without interpreting escapes or performing any whitespace conversion).
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Raises KeyError if there was no property with the given identifier.
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If the property has multiple values, this returns the first (if the
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value is an empty elist, this returns an empty string).
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"""
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return self._property_map[identifier][0]
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def get_raw_property_map(self):
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"""Return the raw values of all properties as a dict.
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Returns a dict mapping property identifiers to lists of raw values
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(see get_raw_list()).
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Returns the same dict each time it's called.
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Treat the returned dict as read-only.
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"""
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return self._property_map
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def _set_raw_list(self, identifier, values):
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if identifier == b"SZ" and \
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values != [str(self._presenter.size).encode(self._presenter.encoding)]:
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raise ValueError("changing size is not permitted")
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self._property_map[identifier] = values
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def unset(self, identifier):
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"""Remove the specified property.
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Raises KeyError if the property isn't currently present.
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"""
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if identifier == b"SZ" and self._presenter.size != 19:
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raise ValueError("changing size is not permitted")
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del self._property_map[identifier]
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def set_raw_list(self, identifier, values):
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"""Set the raw values of the specified property.
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identifier -- ascii string passing is_valid_property_identifier()
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values -- nonempty iterable of 8-bit strings in the raw property
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encoding
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The values specify the exact bytes to appear between the square
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brackets in the SGF file; you must perform any necessary escaping
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first.
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(To specify an empty elist, pass a list containing a single empty
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string.)
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"""
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if not sgf_grammar.is_valid_property_identifier(identifier):
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raise ValueError("ill-formed property identifier")
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values = list(values)
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if not values:
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raise ValueError("empty property list")
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for value in values:
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if not sgf_grammar.is_valid_property_value(value):
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raise ValueError("ill-formed raw property value")
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self._set_raw_list(identifier, values)
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def set_raw(self, identifier, value):
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"""Set the specified property to a single raw value.
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identifier -- ascii string passing is_valid_property_identifier()
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value -- 8-bit string in the raw property encoding
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The value specifies the exact bytes to appear between the square
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brackets in the SGF file; you must perform any necessary escaping
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first.
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"""
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if not sgf_grammar.is_valid_property_identifier(identifier):
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raise ValueError("ill-formed property identifier")
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if not sgf_grammar.is_valid_property_value(value):
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raise ValueError("ill-formed raw property value")
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self._set_raw_list(identifier, [value])
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def get(self, identifier):
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"""Return the interpreted value of the specified property.
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Returns the value as a suitable Python representation.
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Raises KeyError if the node does not have a property with the given
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identifier.
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Raises ValueError if it cannot interpret the value.
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See sgf_properties.Presenter.interpret() for details.
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"""
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return self._presenter.interpret(
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identifier, self._property_map[identifier])
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def set(self, identifier, value):
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"""Set the value of the specified property.
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identifier -- ascii string passing is_valid_property_identifier()
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value -- new property value (in its Python representation)
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For properties with value type 'none', use value True.
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Raises ValueError if it cannot represent the value.
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See sgf_properties.Presenter.serialise() for details.
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"""
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self._set_raw_list(
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identifier, self._presenter.serialise(identifier, value))
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def get_raw_move(self):
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"""Return the raw value of the move from a node.
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Returns a pair (colour, raw value)
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colour is 'b' or 'w'.
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Returns None, None if the node contains no B or W property.
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"""
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values = self._property_map.get(b"B")
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if values is not None:
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colour = "b"
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else:
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values = self._property_map.get(b"W")
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if values is not None:
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colour = "w"
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else:
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return None, None
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return colour, values[0]
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def get_move(self):
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"""Retrieve the move from a node.
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Returns a pair (colour, move)
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colour is 'b' or 'w'.
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move is (row, col), or None for a pass.
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Returns None, None if the node contains no B or W property.
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"""
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colour, raw = self.get_raw_move()
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if colour is None:
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return None, None
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return (colour,
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sgf_properties.interpret_go_point(raw, self._presenter.size))
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def get_setup_stones(self):
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"""Retrieve Add Black / Add White / Add Empty properties from a node.
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Returns a tuple (black_points, white_points, empty_points)
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Each value is a set of pairs (row, col).
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"""
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try:
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bp = self.get(b"AB")
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except KeyError:
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bp = set()
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try:
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wp = self.get(b"AW")
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except KeyError:
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wp = set()
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try:
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ep = self.get(b"AE")
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except KeyError:
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ep = set()
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return bp, wp, ep
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def has_setup_stones(self):
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"""Check whether the node has any AB/AW/AE properties."""
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d = self._property_map
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return (b"AB" in d or b"AW" in d or b"AE" in d)
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def set_move(self, colour, move):
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"""Set the B or W property.
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colour -- 'b' or 'w'.
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move -- (row, col), or None for a pass.
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Replaces any existing B or W property in the node.
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"""
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if colour not in ('b', 'w'):
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raise ValueError
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if b'B' in self._property_map:
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del self._property_map[b'B']
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if b'W' in self._property_map:
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del self._property_map[b'W']
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self.set(colour.upper().encode('ascii'), move)
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def set_setup_stones(self, black, white, empty=None):
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"""Set Add Black / Add White / Add Empty properties.
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black, white, empty -- list or set of pairs (row, col)
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Removes any existing AB/AW/AE properties from the node.
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"""
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if b'AB' in self._property_map:
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del self._property_map[b'AB']
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if b'AW' in self._property_map:
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del self._property_map[b'AW']
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if b'AE' in self._property_map:
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del self._property_map[b'AE']
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if black:
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self.set(b'AB', black)
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if white:
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self.set(b'AW', white)
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if empty:
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self.set(b'AE', empty)
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def add_comment_text(self, text):
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"""Add or extend the node's comment.
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If the node doesn't have a C property, adds one with the specified
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text.
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Otherwise, adds the specified text to the existing C property value
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(with two newlines in front).
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"""
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if self.has_property(b'C'):
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self.set(b'C', self.get(b'C') + b"\n\n" + text)
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else:
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self.set(b'C', text)
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def __str__(self):
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encoding = self.get_encoding()
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def format_property(ident, values):
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return ident.decode(encoding) + "".join(
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"[%s]" % s.decode(encoding) for s in values)
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return "\n".join(
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format_property(ident, values)
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for (ident, values) in sorted(self._property_map.items())) \
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+ "\n"
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class Tree_node(Node):
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"""A node embedded in an SGF game.
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A Tree_node is a Node that also knows its position within an Sgf_game.
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Do not instantiate directly; retrieve from an Sgf_game or another Tree_node.
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A Tree_node is a list-like container of its children: it can be indexed,
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sliced, and iterated over like a list, and supports index().
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A Tree_node with no children is treated as having truth value false.
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Public attributes (treat as read-only):
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owner -- the node's Sgf_game
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parent -- the nodes's parent Tree_node (None for the root node)
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"""
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def __init__(self, parent, properties):
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self.owner = parent.owner
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self.parent = parent
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self._children = []
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Node.__init__(self, properties, parent._presenter)
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def _add_child(self, node):
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self._children.append(node)
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def __len__(self):
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return len(self._children)
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def __getitem__(self, key):
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return self._children[key]
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def index(self, child):
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return self._children.index(child)
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def new_child(self, index=None):
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"""Create a new Tree_node and add it as this node's last child.
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If 'index' is specified, the new node is inserted in the child list at
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the specified index instead (behaves like list.insert).
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Returns the new node.
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"""
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child = Tree_node(self, {})
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if index is None:
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self._children.append(child)
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else:
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self._children.insert(index, child)
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return child
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def delete(self):
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"""Remove this node from its parent."""
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if self.parent is None:
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raise ValueError("can't remove the root node")
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self.parent._children.remove(self)
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def reparent(self, new_parent, index=None):
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"""Move this node to a new place in the tree.
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new_parent -- Tree_node from the same game.
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Raises ValueError if the new parent is this node or one of its
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descendants.
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If 'index' is specified, the node is inserted in the new parent's child
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list at the specified index (behaves like list.insert); otherwise it's
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placed at the end.
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"""
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if new_parent.owner != self.owner:
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raise ValueError("new parent doesn't belong to the same game")
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n = new_parent
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while True:
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if n == self:
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raise ValueError("would create a loop")
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n = n.parent
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if n is None:
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break
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# self.parent is not None because moving the root would create a loop.
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self.parent._children.remove(self)
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self.parent = new_parent
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if index is None:
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new_parent._children.append(self)
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else:
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new_parent._children.insert(index, self)
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def find(self, identifier):
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"""Find the nearest ancestor-or-self containing the specified property.
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Returns a Tree_node, or None if there is no such node.
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"""
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node = self
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while node is not None:
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if node.has_property(identifier):
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return node
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node = node.parent
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return None
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def find_property(self, identifier):
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"""Return the value of a property, defined at this node or an ancestor.
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This is intended for use with properties of type 'game-info', and with
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properties with the 'inherit' attribute.
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This returns the interpreted value, in the same way as get().
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It searches up the tree, in the same way as find().
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Raises KeyError if no node defining the property is found.
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"""
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node = self.find(identifier)
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if node is None:
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raise KeyError
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return node.get(identifier)
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class _Root_tree_node(Tree_node):
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"""Variant of Tree_node used for a game root."""
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def __init__(self, property_map, owner):
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self.owner = owner
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self.parent = None
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self._children = []
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Node.__init__(self, property_map, owner.presenter)
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class _Unexpanded_root_tree_node(_Root_tree_node):
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"""Variant of _Root_tree_node used with 'loaded' Sgf_games."""
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def __init__(self, owner, coarse_tree):
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_Root_tree_node.__init__(self, coarse_tree.sequence[0], owner)
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self._coarse_tree = coarse_tree
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def _expand(self):
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sgf_grammar.make_tree(
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self._coarse_tree, self, Tree_node, Tree_node._add_child)
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delattr(self, '_coarse_tree')
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self.__class__ = _Root_tree_node
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def __len__(self):
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self._expand()
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return self.__len__()
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def __getitem__(self, key):
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self._expand()
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return self.__getitem__(key)
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def index(self, child):
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self._expand()
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return self.index(child)
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def new_child(self, index=None):
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self._expand()
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return self.new_child(index)
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def _main_sequence_iter(self):
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presenter = self._presenter
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for properties in sgf_grammar.main_sequence_iter(self._coarse_tree):
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yield Node(properties, presenter)
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class Sgf_game:
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"""An SGF game tree.
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The complete game tree is represented using Tree_nodes. The various methods
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which return Tree_nodes will always return the same object for the same
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node.
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Instantiate with
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size -- int (board size), in range 1 to 26
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encoding -- the raw property encoding (default "UTF-8")
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'encoding' must be a valid Python codec name.
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The following root node properties are set for newly-created games:
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FF[4]
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GM[1]
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SZ[size]
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CA[encoding]
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Changing FF and GM is permitted (but this library will carry on using the
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FF[4] and GM[1] rules). Changing SZ is not permitted (unless the change
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leaves the effective value unchanged). Changing CA is permitted; this
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controls the encoding used by serialise().
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"""
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def __new__(cls, size, encoding="UTF-8", *args, **kwargs):
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# To complete initialisation after this, you need to set 'root'.
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if not 1 <= size <= 26:
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raise ValueError("size out of range: %s" % size)
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game = super(Sgf_game, cls).__new__(cls)
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game.size = size
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game.presenter = sgf_properties.Presenter(size, encoding)
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return game
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def __init__(self, *args, **kwargs):
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self.root = _Root_tree_node({}, self)
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self.root.set_raw(b'FF', b"4")
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self.root.set_raw(b'GM', b"1")
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self.root.set_raw(b'SZ', str(self.size).encode(self.presenter.encoding))
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# Read the encoding back so we get the normalised form
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self.root.set_raw(b'CA', self.presenter.encoding.encode('ascii'))
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@classmethod
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def from_coarse_game_tree(cls, coarse_game, override_encoding=None):
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"""Alternative constructor: create an Sgf_game from the parser output.
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coarse_game -- Coarse_game_tree
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override_encoding -- encoding name, eg "UTF-8" (optional)
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The nodes' property maps (as returned by get_raw_property_map()) will
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be the same dictionary objects as the ones from the Coarse_game_tree.
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The board size and raw property encoding are taken from the SZ and CA
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properties in the root node (defaulting to 19 and "ISO-8859-1",
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respectively).
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If override_encoding is specified, the source data is assumed to be in
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the specified encoding (no matter what the CA property says), and the
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CA property is set to match.
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"""
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try:
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size_s = coarse_game.sequence[0][b'SZ'][0]
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except KeyError:
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size = 19
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else:
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try:
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size = int(size_s)
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except ValueError:
|
|
raise ValueError("bad SZ property: %s" % size_s)
|
|
if override_encoding is None:
|
|
try:
|
|
encoding = coarse_game.sequence[0][b'CA'][0]
|
|
except KeyError:
|
|
encoding = b"ISO-8859-1"
|
|
else:
|
|
encoding = override_encoding
|
|
game = cls.__new__(cls, size, encoding)
|
|
game.root = _Unexpanded_root_tree_node(game, coarse_game)
|
|
if override_encoding is not None:
|
|
game.root.set_raw(b"CA", game.presenter.encoding.encode('ascii'))
|
|
return game
|
|
|
|
@classmethod
|
|
def from_string(cls, s, override_encoding=None):
|
|
"""Alternative constructor: read a single Sgf_game from a string.
|
|
|
|
s -- 8-bit string
|
|
|
|
Raises ValueError if it can't parse the string. See parse_sgf_game()
|
|
for details.
|
|
|
|
See from_coarse_game_tree for details of size and encoding handling.
|
|
|
|
"""
|
|
if not isinstance(s, six.binary_type):
|
|
s = s.encode('ascii')
|
|
coarse_game = sgf_grammar.parse_sgf_game(s)
|
|
return cls.from_coarse_game_tree(coarse_game, override_encoding)
|
|
|
|
def serialise(self, wrap=79):
|
|
"""Serialise the SGF data as a string.
|
|
|
|
wrap -- int (default 79), or None
|
|
|
|
Returns an 8-bit string, in the encoding specified by the CA property
|
|
in the root node (defaulting to "ISO-8859-1").
|
|
|
|
If the raw property encoding and the target encoding match (which is
|
|
the usual case), the raw property values are included unchanged in the
|
|
output (even if they are improperly encoded.)
|
|
|
|
Otherwise, if any raw property value is improperly encoded,
|
|
UnicodeDecodeError is raised, and if any property value can't be
|
|
represented in the target encoding, UnicodeEncodeError is raised.
|
|
|
|
If the target encoding doesn't identify a Python codec, ValueError is
|
|
raised. Behaviour is unspecified if the target encoding isn't
|
|
ASCII-compatible (eg, UTF-16).
|
|
|
|
If 'wrap' is not None, makes some effort to keep output lines no longer
|
|
than 'wrap'.
|
|
|
|
"""
|
|
try:
|
|
encoding = self.get_charset()
|
|
except ValueError:
|
|
raise ValueError("unsupported charset: %r" %
|
|
self.root.get_raw_list(b"CA"))
|
|
coarse_tree = sgf_grammar.make_coarse_game_tree(
|
|
self.root, lambda node: node, Node.get_raw_property_map)
|
|
serialised = sgf_grammar.serialise_game_tree(coarse_tree, wrap)
|
|
if encoding == self.root.get_encoding():
|
|
return serialised
|
|
else:
|
|
return serialised.decode(self.root.get_encoding()).encode(encoding)
|
|
|
|
def get_property_presenter(self):
|
|
"""Return the property presenter.
|
|
|
|
Returns an sgf_properties.Presenter.
|
|
|
|
This can be used to customise how property values are interpreted and
|
|
serialised.
|
|
|
|
"""
|
|
return self.presenter
|
|
|
|
def get_root(self):
|
|
"""Return the root node (as a Tree_node)."""
|
|
return self.root
|
|
|
|
def get_last_node(self):
|
|
"""Return the last node in the 'leftmost' variation (as a Tree_node)."""
|
|
node = self.root
|
|
while node:
|
|
node = node[0]
|
|
return node
|
|
|
|
def get_main_sequence(self):
|
|
"""Return the 'leftmost' variation.
|
|
|
|
Returns a list of Tree_nodes, from the root to a leaf.
|
|
|
|
"""
|
|
node = self.root
|
|
result = [node]
|
|
while node:
|
|
node = node[0]
|
|
result.append(node)
|
|
return result
|
|
|
|
def get_main_sequence_below(self, node):
|
|
"""Return the 'leftmost' variation below the specified node.
|
|
|
|
node -- Tree_node
|
|
|
|
Returns a list of Tree_nodes, from the first child of 'node' to a leaf.
|
|
|
|
"""
|
|
if node.owner is not self:
|
|
raise ValueError("node doesn't belong to this game")
|
|
result = []
|
|
while node:
|
|
node = node[0]
|
|
result.append(node)
|
|
return result
|
|
|
|
def get_sequence_above(self, node):
|
|
"""Return the partial variation leading to the specified node.
|
|
|
|
node -- Tree_node
|
|
|
|
Returns a list of Tree_nodes, from the root to the parent of 'node'.
|
|
|
|
"""
|
|
if node.owner is not self:
|
|
raise ValueError("node doesn't belong to this game")
|
|
result = []
|
|
while node.parent is not None:
|
|
node = node.parent
|
|
result.append(node)
|
|
result.reverse()
|
|
return result
|
|
|
|
def main_sequence_iter(self):
|
|
"""Provide the 'leftmost' variation as an iterator.
|
|
|
|
Returns an iterator providing Node instances, from the root to a leaf.
|
|
|
|
The Node instances may or may not be Tree_nodes.
|
|
|
|
It's OK to use these Node instances to modify properties: even if they
|
|
are not the same objects as returned by the main tree navigation
|
|
methods, they share the underlying property maps.
|
|
|
|
If you know the game has no variations, or you're only interested in
|
|
the 'leftmost' variation, you can use this function to retrieve the
|
|
nodes without building the entire game tree.
|
|
|
|
"""
|
|
if isinstance(self.root, _Unexpanded_root_tree_node):
|
|
return self.root._main_sequence_iter()
|
|
return iter(self.get_main_sequence())
|
|
|
|
def extend_main_sequence(self):
|
|
"""Create a new Tree_node and add to the 'leftmost' variation.
|
|
|
|
Returns the new node.
|
|
|
|
"""
|
|
return self.get_last_node().new_child()
|
|
|
|
def get_size(self):
|
|
"""Return the board size as an integer."""
|
|
return self.size
|
|
|
|
def get_charset(self):
|
|
"""Return the effective value of the CA root property.
|
|
|
|
This applies the default, and returns the normalised form.
|
|
|
|
Raises ValueError if the CA property doesn't identify a Python codec.
|
|
|
|
"""
|
|
try:
|
|
s = self.root.get(b"CA")
|
|
except KeyError:
|
|
return "ISO-8859-1"
|
|
try:
|
|
return sgf_properties.normalise_charset_name(s)
|
|
except LookupError:
|
|
raise ValueError("no codec available for CA %s" % s)
|
|
|
|
def get_komi(self):
|
|
"""Return the komi as a float.
|
|
|
|
Returns 0.0 if the KM property isn't present in the root node.
|
|
|
|
Raises ValueError if the KM property is malformed.
|
|
|
|
"""
|
|
try:
|
|
return self.root.get(b"KM")
|
|
except KeyError:
|
|
return 0.0
|
|
|
|
def get_handicap(self):
|
|
"""Return the number of handicap stones as a small integer.
|
|
|
|
Returns None if the HA property isn't present, or has (illegal) value
|
|
zero.
|
|
|
|
Raises ValueError if the HA property is otherwise malformed.
|
|
|
|
"""
|
|
try:
|
|
handicap = self.root.get(b"HA")
|
|
except KeyError:
|
|
return None
|
|
if handicap == 0:
|
|
handicap = None
|
|
elif handicap == 1:
|
|
raise ValueError
|
|
return handicap
|
|
|
|
def get_player_name(self, colour):
|
|
"""Return the name of the specified player.
|
|
|
|
Returns None if there is no corresponding 'PB' or 'PW' property.
|
|
|
|
"""
|
|
try:
|
|
return self.root.get(
|
|
{'b': b'PB', 'w': b'PW'}[colour]).decode(self.presenter.encoding)
|
|
except KeyError:
|
|
return None
|
|
|
|
def get_winner(self):
|
|
"""Return the colour of the winning player.
|
|
|
|
Returns None if there is no RE property, or if neither player won.
|
|
|
|
"""
|
|
try:
|
|
colour = self.root.get(b"RE").decode(self.presenter.encoding)[0].lower()
|
|
except LookupError:
|
|
return None
|
|
if colour not in ("b", "w"):
|
|
return None
|
|
return colour
|
|
|
|
def set_date(self, date=None):
|
|
"""Set the DT property to a single date.
|
|
|
|
date -- datetime.date (defaults to today)
|
|
|
|
(SGF allows dates to be rather more complicated than this, so there's
|
|
no corresponding get_date() method.)
|
|
|
|
"""
|
|
if date is None:
|
|
date = datetime.date.today()
|
|
self.root.set('DT', date.strftime("%Y-%m-%d"))
|