Source code for chess.pgn

from __future__ import annotations

import abc
import dataclasses
import enum
import itertools
import logging
import re
import typing

import chess
import chess.engine
import chess.svg

from typing import Any, Callable, Dict, Generic, Iterable, Iterator, List, Literal, Mapping, MutableMapping, Set, TextIO, Tuple, Type, TypeVar, Optional, Union
from chess import Color, Square


LOGGER = logging.getLogger(__name__)


# Reference of Numeric Annotation Glyphs (NAGs):
# https://en.wikipedia.org/wiki/Numeric_Annotation_Glyphs

NAG_NULL = 0

NAG_GOOD_MOVE = 1
"""A good move. Can also be indicated by ``!`` in PGN notation."""

NAG_MISTAKE = 2
"""A mistake. Can also be indicated by ``?`` in PGN notation."""

NAG_BRILLIANT_MOVE = 3
"""A brilliant move. Can also be indicated by ``!!`` in PGN notation."""

NAG_BLUNDER = 4
"""A blunder. Can also be indicated by ``??`` in PGN notation."""

NAG_SPECULATIVE_MOVE = 5
"""A speculative move. Can also be indicated by ``!?`` in PGN notation."""

NAG_DUBIOUS_MOVE = 6
"""A dubious move. Can also be indicated by ``?!`` in PGN notation."""

NAG_FORCED_MOVE = 7
NAG_SINGULAR_MOVE = 8
NAG_WORST_MOVE = 9
NAG_DRAWISH_POSITION = 10
NAG_QUIET_POSITION = 11
NAG_ACTIVE_POSITION = 12
NAG_UNCLEAR_POSITION = 13
NAG_WHITE_SLIGHT_ADVANTAGE = 14
NAG_BLACK_SLIGHT_ADVANTAGE = 15
NAG_WHITE_MODERATE_ADVANTAGE = 16
NAG_BLACK_MODERATE_ADVANTAGE = 17
NAG_WHITE_DECISIVE_ADVANTAGE = 18
NAG_BLACK_DECISIVE_ADVANTAGE = 19

NAG_WHITE_ZUGZWANG = 22
NAG_BLACK_ZUGZWANG = 23

NAG_WHITE_MODERATE_COUNTERPLAY = 132
NAG_BLACK_MODERATE_COUNTERPLAY = 133
NAG_WHITE_DECISIVE_COUNTERPLAY = 134
NAG_BLACK_DECISIVE_COUNTERPLAY = 135
NAG_WHITE_MODERATE_TIME_PRESSURE = 136
NAG_BLACK_MODERATE_TIME_PRESSURE = 137
NAG_WHITE_SEVERE_TIME_PRESSURE = 138
NAG_BLACK_SEVERE_TIME_PRESSURE = 139

NAG_NOVELTY = 146


TAG_REGEX = re.compile(r"^\[([A-Za-z0-9][A-Za-z0-9_+#=:-]*)\s+\"([^\r]*)\"\]\s*$")

TAG_NAME_REGEX = re.compile(r"^[A-Za-z0-9][A-Za-z0-9_+#=:-]*\Z")

MOVETEXT_REGEX = re.compile(r"""
    (
        [NBKRQ]?[a-h]?[1-8]?[\-x]?[a-h][1-8](?:=?[nbrqkNBRQK])?
        |[PNBRQK]?@[a-h][1-8]
        |--
        |Z0
        |0000
        |@@@@
        |O-O(?:-O)?
        |0-0(?:-0)?
    )
    |(\{.*)
    |(;.*)
    |(\$[0-9]+)
    |(\()
    |(\))
    |(\*|1-0|0-1|1/2-1/2)
    |([\?!]{1,2})
    """, re.DOTALL | re.VERBOSE)

SKIP_MOVETEXT_REGEX = re.compile(r""";|\{|\}""")


CLOCK_REGEX = re.compile(r"""(?P<prefix>\s?)\[%clk\s(?P<hours>\d+):(?P<minutes>\d+):(?P<seconds>\d+(?:\.\d*)?)\](?P<suffix>\s?)""")
EMT_REGEX = re.compile(r"""(?P<prefix>\s?)\[%emt\s(?P<hours>\d+):(?P<minutes>\d+):(?P<seconds>\d+(?:\.\d*)?)\](?P<suffix>\s?)""")

EVAL_REGEX = re.compile(r"""
    (?P<prefix>\s?)
    \[%eval\s(?:
        \#(?P<mate>[+-]?\d+)
        |(?P<cp>[+-]?(?:\d{0,10}\.\d{1,2}|\d{1,10}\.?))
    )(?:
        ,(?P<depth>\d+)
    )?\]
    (?P<suffix>\s?)
    """, re.VERBOSE)

ARROWS_REGEX = re.compile(r"""
    (?P<prefix>\s?)
    \[%(?:csl|cal)\s(?P<arrows>
        [RGYB][a-h][1-8](?:[a-h][1-8])?
        (?:,[RGYB][a-h][1-8](?:[a-h][1-8])?)*
    )\]
    (?P<suffix>\s?)
    """, re.VERBOSE)

def _condense_affix(infix: str) -> Callable[[typing.Match[str]], str]:
    def repl(match: typing.Match[str]) -> str:
        if infix:
            return match.group("prefix") + infix + match.group("suffix")
        else:
            return match.group("prefix") and match.group("suffix")
    return repl


TAG_ROSTER = ["Event", "Site", "Date", "Round", "White", "Black", "Result"]


class SkipType(enum.Enum):
    SKIP = None

SKIP = SkipType.SKIP


ResultT = TypeVar("ResultT", covariant=True)


class TimeControlType(enum.Enum):
    UNKNOW = 0
    UNLIMITED = 1
    STANDARD = 2
    RAPID = 3
    BLITZ = 4
    BULLET = 5


@dataclasses.dataclass
class TimeControlPart:
    moves: int = 0
    time: int = 0
    increment: float = 0
    delay: float = 0


@dataclasses.dataclass
class TimeControl:
    """
    PGN TimeControl Parser
    Spec: http://www.saremba.de/chessgml/standards/pgn/pgn-complete.htm#c9.6

    Not Yet Implemented:
    - Hourglass/Sandclock ('*' prefix)
    - Differentiating between Bronstein and Simple Delay (Not part of the PGN Spec)
      - More Info: https://en.wikipedia.org/wiki/Chess_clock#Timing_methods
    """

    parts: list[TimeControlPart] = dataclasses.field(default_factory=list)
    type: TimeControlType = TimeControlType.UNKNOW


class _AcceptFrame:
    def __init__(self, node: ChildNode, *, is_variation: bool = False, sidelines: bool = True):
        self.state = "pre"
        self.node = node
        self.is_variation = is_variation
        self.variations = iter(itertools.islice(node.parent.variations, 1, None) if sidelines else [])
        self.in_variation = False


[docs]class GameNode(abc.ABC): parent: Optional[GameNode] """The parent node or ``None`` if this is the root node of the game.""" move: Optional[chess.Move] """ The move leading to this node or ``None`` if this is the root node of the game. """ variations: List[ChildNode] """A list of child nodes.""" comment: str """ A comment that goes behind the move leading to this node. Comments that occur before any moves are assigned to the root node. """ starting_comment: str nags: Set[int] def __init__(self, *, comment: str = "") -> None: self.parent = None self.move = None self.variations = [] self.comment = comment # Deprecated: These should be properties of ChildNode, but need to # remain here for backwards compatibility. self.starting_comment = "" self.nags = set()
[docs] @abc.abstractmethod def board(self) -> chess.Board: """ Gets a board with the position of the node. For the root node, this is the default starting position (for the ``Variant``) unless the ``FEN`` header tag is set. It's a copy, so modifying the board will not alter the game. Complexity is `O(n)`. """
[docs] @abc.abstractmethod def ply(self) -> int: """ Returns the number of half-moves up to this node, as indicated by fullmove number and turn of the position. See :func:`chess.Board.ply()`. Usually this is equal to the number of parent nodes, but it may be more if the game was started from a custom position. Complexity is `O(n)`. """
[docs] def turn(self) -> Color: """ Gets the color to move at this node. See :data:`chess.Board.turn`. Complexity is `O(n)`. """ return self.ply() % 2 == 0
def root(self) -> GameNode: node = self while node.parent: node = node.parent return node
[docs] def game(self) -> Game: """ Gets the root node, i.e., the game. Complexity is `O(n)`. """ root = self.root() assert isinstance(root, Game), "GameNode not rooted in Game" return root
[docs] def end(self) -> GameNode: """ Follows the main variation to the end and returns the last node. Complexity is `O(n)`. """ node = self while node.variations: node = node.variations[0] return node
[docs] def is_end(self) -> bool: """ Checks if this node is the last node in the current variation. Complexity is `O(1)`. """ return not self.variations
[docs] def starts_variation(self) -> bool: """ Checks if this node starts a variation (and can thus have a starting comment). The root node does not start a variation and can have no starting comment. For example, in ``1. e4 e5 (1... c5 2. Nf3) 2. Nf3``, the node holding 1... c5 starts a variation. Complexity is `O(1)`. """ if not self.parent or not self.parent.variations: return False return self.parent.variations[0] != self
[docs] def is_mainline(self) -> bool: """ Checks if the node is in the mainline of the game. Complexity is `O(n)`. """ node = self while node.parent: parent = node.parent if not parent.variations or parent.variations[0] != node: return False node = parent return True
[docs] def is_main_variation(self) -> bool: """ Checks if this node is the first variation from the point of view of its parent. The root node is also in the main variation. Complexity is `O(1)`. """ if not self.parent: return True return not self.parent.variations or self.parent.variations[0] == self
def __getitem__(self, move: Union[int, chess.Move, GameNode]) -> ChildNode: try: return self.variations[move] # type: ignore except TypeError: for variation in self.variations: if variation.move == move or variation == move: return variation raise KeyError(move) def __contains__(self, move: Union[int, chess.Move, GameNode]) -> bool: try: self[move] except KeyError: return False else: return True
[docs] def variation(self, move: Union[int, chess.Move, GameNode]) -> ChildNode: """ Gets a child node by either the move or the variation index. """ return self[move]
[docs] def has_variation(self, move: Union[int, chess.Move, GameNode]) -> bool: """Checks if this node has the given variation.""" return move in self
[docs] def promote_to_main(self, move: Union[int, chess.Move, GameNode]) -> None: """Promotes the given *move* to the main variation.""" variation = self[move] self.variations.remove(variation) self.variations.insert(0, variation)
[docs] def promote(self, move: Union[int, chess.Move, GameNode]) -> None: """Moves a variation one up in the list of variations.""" variation = self[move] i = self.variations.index(variation) if i > 0: self.variations[i - 1], self.variations[i] = self.variations[i], self.variations[i - 1]
[docs] def demote(self, move: Union[int, chess.Move, GameNode]) -> None: """Moves a variation one down in the list of variations.""" variation = self[move] i = self.variations.index(variation) if i < len(self.variations) - 1: self.variations[i + 1], self.variations[i] = self.variations[i], self.variations[i + 1]
[docs] def remove_variation(self, move: Union[int, chess.Move, GameNode]) -> None: """Removes a variation.""" self.variations.remove(self.variation(move))
[docs] def add_variation(self, move: chess.Move, *, comment: str = "", starting_comment: str = "", nags: Iterable[int] = []) -> ChildNode: """Creates a child node with the given attributes.""" # Instanciate ChildNode only in this method. return ChildNode(self, move, comment=comment, starting_comment=starting_comment, nags=nags)
[docs] def add_main_variation(self, move: chess.Move, *, comment: str = "", nags: Iterable[int] = []) -> ChildNode: """ Creates a child node with the given attributes and promotes it to the main variation. """ node = self.add_variation(move, comment=comment, nags=nags) self.variations.insert(0, self.variations.pop()) return node
[docs] def next(self) -> Optional[ChildNode]: """ Returns the first node of the mainline after this node, or ``None`` if this node does not have any children. Complexity is `O(1)`. """ return self.variations[0] if self.variations else None
[docs] def mainline(self) -> Mainline[ChildNode]: """Returns an iterable over the mainline starting after this node.""" return Mainline(self, lambda node: node)
[docs] def mainline_moves(self) -> Mainline[chess.Move]: """Returns an iterable over the main moves after this node.""" return Mainline(self, lambda node: node.move)
[docs] def add_line(self, moves: Iterable[chess.Move], *, comment: str = "", starting_comment: str = "", nags: Iterable[int] = []) -> GameNode: """ Creates a sequence of child nodes for the given list of moves. Adds *comment* and *nags* to the last node of the line and returns it. """ node = self # Add line. for move in moves: node = node.add_variation(move, starting_comment=starting_comment) starting_comment = "" # Merge comment and NAGs. if node.comment: node.comment += " " + comment else: node.comment = comment node.nags.update(nags) return node
[docs] def eval(self) -> Optional[chess.engine.PovScore]: """ Parses the first valid ``[%eval ...]`` annotation in the comment of this node, if any. Complexity is `O(n)`. """ match = EVAL_REGEX.search(self.comment) if not match: return None turn = self.turn() if match.group("mate"): mate = int(match.group("mate")) score: chess.engine.Score = chess.engine.Mate(mate) if mate == 0: # Resolve this ambiguity in the specification in favor of # standard chess: The player to move after mate is the player # who has been mated. return chess.engine.PovScore(score, turn) else: score = chess.engine.Cp(round(float(match.group("cp")) * 100)) return chess.engine.PovScore(score if turn else -score, turn)
[docs] def eval_depth(self) -> Optional[int]: """ Parses the first valid ``[%eval ...]`` annotation in the comment of this node and returns the corresponding depth, if any. Complexity is `O(1)`. """ match = EVAL_REGEX.search(self.comment) return int(match.group("depth")) if match and match.group("depth") else None
[docs] def set_eval(self, score: Optional[chess.engine.PovScore], depth: Optional[int] = None) -> None: """ Replaces the first valid ``[%eval ...]`` annotation in the comment of this node or adds a new one. """ eval = "" if score is not None: depth_suffix = "" if depth is None else f",{max(depth, 0):d}" cp = score.white().score() if cp is not None: eval = f"[%eval {float(cp) / 100:.2f}{depth_suffix}]" elif score.white().mate(): eval = f"[%eval #{score.white().mate()}{depth_suffix}]" self.comment, found = EVAL_REGEX.subn(_condense_affix(eval), self.comment, count=1) if not found and eval: if self.comment and not self.comment.endswith(" "): self.comment += " " self.comment += eval
[docs] def arrows(self) -> List[chess.svg.Arrow]: """ Parses all ``[%csl ...]`` and ``[%cal ...]`` annotations in the comment of this node. Returns a list of :class:`arrows <chess.svg.Arrow>`. """ arrows = [] for match in ARROWS_REGEX.finditer(self.comment): for group in match.group("arrows").split(","): arrows.append(chess.svg.Arrow.from_pgn(group)) return arrows
[docs] def set_arrows(self, arrows: Iterable[Union[chess.svg.Arrow, Tuple[Square, Square]]]) -> None: """ Replaces all valid ``[%csl ...]`` and ``[%cal ...]`` annotations in the comment of this node or adds new ones. """ csl: List[str] = [] cal: List[str] = [] for arrow in arrows: try: tail, head = arrow # type: ignore arrow = chess.svg.Arrow(tail, head) except TypeError: pass (csl if arrow.tail == arrow.head else cal).append(arrow.pgn()) # type: ignore self.comment = ARROWS_REGEX.sub(_condense_affix(""), self.comment) prefix = "" if csl: prefix += f"[%csl {','.join(csl)}]" if cal: prefix += f"[%cal {','.join(cal)}]" if prefix and self.comment and not self.comment.startswith(" ") and not self.comment.startswith("\n"): self.comment = prefix + " " + self.comment else: self.comment = prefix + self.comment
[docs] def clock(self) -> Optional[float]: """ Parses the first valid ``[%clk ...]`` annotation in the comment of this node, if any. Returns the player's remaining time to the next time control after this move, in seconds. """ match = CLOCK_REGEX.search(self.comment) if match is None: return None return int(match.group("hours")) * 3600 + int(match.group("minutes")) * 60 + float(match.group("seconds"))
[docs] def set_clock(self, seconds: Optional[float]) -> None: """ Replaces the first valid ``[%clk ...]`` annotation in the comment of this node or adds a new one. """ clk = "" if seconds is not None: seconds = max(0, seconds) hours = int(seconds // 3600) minutes = int(seconds % 3600 // 60) seconds = seconds % 3600 % 60 seconds_part = f"{seconds:06.3f}".rstrip("0").rstrip(".") clk = f"[%clk {hours:d}:{minutes:02d}:{seconds_part}]" self.comment, found = CLOCK_REGEX.subn(_condense_affix(clk), self.comment, count=1) if not found and clk: if self.comment and not self.comment.endswith(" ") and not self.comment.endswith("\n"): self.comment += " " self.comment += clk
[docs] def emt(self) -> Optional[float]: """ Parses the first valid ``[%emt ...]`` annotation in the comment of this node, if any. Returns the player's elapsed move time use for the comment of this move, in seconds. """ match = EMT_REGEX.search(self.comment) if match is None: return None return int(match.group("hours")) * 3600 + int(match.group("minutes")) * 60 + float(match.group("seconds"))
[docs] def set_emt(self, seconds: Optional[float]) -> None: """ Replaces the first valid ``[%emt ...]`` annotation in the comment of this node or adds a new one. """ emt = "" if seconds is not None: seconds = max(0, seconds) hours = int(seconds // 3600) minutes = int(seconds % 3600 // 60) seconds = seconds % 3600 % 60 seconds_part = f"{seconds:06.3f}".rstrip("0").rstrip(".") emt = f"[%emt {hours:d}:{minutes:02d}:{seconds_part}]" self.comment, found = EMT_REGEX.subn(_condense_affix(emt), self.comment, count=1) if not found and emt: if self.comment and not self.comment.endswith(" ") and not self.comment.endswith("\n"): self.comment += " " self.comment += emt
[docs] @abc.abstractmethod def accept(self, visitor: BaseVisitor[ResultT]) -> ResultT: """ Traverses game nodes in PGN order using the given *visitor*. Starts with the move leading to this node. Returns the *visitor* result. """
[docs] def accept_subgame(self, visitor: BaseVisitor[ResultT]) -> ResultT: """ Traverses headers and game nodes in PGN order, as if the game was starting after this node. Returns the *visitor* result. """ if visitor.begin_game() is not SKIP: game = self.game() board = self.board() dummy_game = Game.without_tag_roster() dummy_game.setup(board) visitor.begin_headers() for tagname, tagvalue in game.headers.items(): if tagname not in dummy_game.headers: visitor.visit_header(tagname, tagvalue) for tagname, tagvalue in dummy_game.headers.items(): visitor.visit_header(tagname, tagvalue) if visitor.end_headers() is not SKIP: visitor.visit_board(board) if self.variations: self.variations[0]._accept(board, visitor) visitor.visit_result(game.headers.get("Result", "*")) visitor.end_game() return visitor.result()
def __str__(self) -> str: return self.accept(StringExporter(columns=None))
[docs]class ChildNode(GameNode): """ A child node of a game, with the move leading to it. Extends :class:`~chess.pgn.GameNode`. """ parent: GameNode """The parent node.""" move: chess.Move """The move leading to this node.""" starting_comment: str """ A comment for the start of a variation. Only nodes that actually start a variation (:func:`~chess.pgn.GameNode.starts_variation()` checks this) can have a starting comment. The root node can not have a starting comment. """ nags: Set[int] """ A set of NAGs as integers. NAGs always go behind a move, so the root node of the game will never have NAGs. """ def __init__(self, parent: GameNode, move: chess.Move, *, comment: str = "", starting_comment: str = "", nags: Iterable[int] = []) -> None: super().__init__(comment=comment) self.parent = parent self.move = move self.parent.variations.append(self) self.nags.update(nags) self.starting_comment = starting_comment def board(self) -> chess.Board: stack: List[chess.Move] = [] node: GameNode = self while node.move is not None and node.parent is not None: stack.append(node.move) node = node.parent board = node.game().board() while stack: board.push(stack.pop()) return board def ply(self) -> int: ply = 0 node: GameNode = self while node.parent is not None: ply += 1 node = node.parent return node.game().ply() + ply
[docs] def san(self) -> str: """ Gets the standard algebraic notation of the move leading to this node. See :func:`chess.Board.san()`. Do not call this on the root node. Complexity is `O(n)`. """ return self.parent.board().san(self.move)
[docs] def uci(self, *, chess960: Optional[bool] = None) -> str: """ Gets the UCI notation of the move leading to this node. See :func:`chess.Board.uci()`. Do not call this on the root node. Complexity is `O(n)`. """ return self.parent.board().uci(self.move, chess960=chess960)
[docs] def end(self) -> ChildNode: """ Follows the main variation to the end and returns the last node. Complexity is `O(n)`. """ return typing.cast(ChildNode, super().end())
def _accept_node(self, parent_board: chess.Board, visitor: BaseVisitor[ResultT]) -> None: if self.starting_comment: visitor.visit_comment(self.starting_comment) visitor.visit_move(parent_board, self.move) parent_board.push(self.move) visitor.visit_board(parent_board) parent_board.pop() for nag in sorted(self.nags): visitor.visit_nag(nag) if self.comment: visitor.visit_comment(self.comment) def _accept(self, parent_board: chess.Board, visitor: BaseVisitor[ResultT], *, sidelines: bool = True) -> None: stack = [_AcceptFrame(self, sidelines=sidelines)] while stack: top = stack[-1] if top.in_variation: top.in_variation = False visitor.end_variation() if top.state == "pre": top.node._accept_node(parent_board, visitor) top.state = "variations" elif top.state == "variations": try: variation = next(top.variations) except StopIteration: if top.node.variations: parent_board.push(top.node.move) stack.append(_AcceptFrame(top.node.variations[0], sidelines=True)) top.state = "post" else: top.state = "end" else: if visitor.begin_variation() is not SKIP: stack.append(_AcceptFrame(variation, sidelines=False, is_variation=True)) top.in_variation = True elif top.state == "post": parent_board.pop() top.state = "end" else: stack.pop() def accept(self, visitor: BaseVisitor[ResultT]) -> ResultT: self._accept(self.parent.board(), visitor, sidelines=False) return visitor.result() def __repr__(self) -> str: try: parent_board = self.parent.board() except ValueError: return f"<{type(self).__name__} at {id(self):#x} (dangling: {self.move})>" else: return "<{} at {:#x} ({}{} {} ...)>".format( type(self).__name__, id(self), parent_board.fullmove_number, "." if parent_board.turn == chess.WHITE else "...", parent_board.san(self.move))
GameT = TypeVar("GameT", bound="Game")
[docs]class Game(GameNode): """ The root node of a game with extra information such as headers and the starting position. Extends :class:`~chess.pgn.GameNode`. """ headers: Headers """ A mapping of headers. By default, the following 7 headers are provided (Seven Tag Roster): >>> import chess.pgn >>> >>> game = chess.pgn.Game() >>> game.headers Headers(Event='?', Site='?', Date='????.??.??', Round='?', White='?', Black='?', Result='*') """ errors: List[Exception] """ A list of errors (such as illegal or ambiguous moves) encountered while parsing the game. """ def __init__(self, headers: Optional[Union[Mapping[str, str], Iterable[Tuple[str, str]]]] = None) -> None: super().__init__() self.headers = Headers(headers) self.errors = [] def board(self) -> chess.Board: return self.headers.board() def ply(self) -> int: # Optimization: Parse FEN only for custom starting positions. return self.board().ply() if "FEN" in self.headers else 0
[docs] def setup(self, board: Union[chess.Board, str]) -> None: """ Sets up a specific starting position. This sets (or resets) the ``FEN``, ``SetUp``, and ``Variant`` header tags. """ try: fen = board.fen() # type: ignore setup = typing.cast(chess.Board, board) except AttributeError: setup = chess.Board(board) # type: ignore setup.chess960 = setup.has_chess960_castling_rights() fen = setup.fen() if fen == type(setup).starting_fen: self.headers.pop("FEN", None) self.headers.pop("SetUp", None) else: self.headers["FEN"] = fen self.headers["SetUp"] = "1" if type(setup).aliases[0] == "Standard" and setup.chess960: self.headers["Variant"] = "Chess960" elif type(setup).aliases[0] != "Standard": self.headers["Variant"] = type(setup).aliases[0] self.headers["FEN"] = fen else: self.headers.pop("Variant", None)
[docs] def accept(self, visitor: BaseVisitor[ResultT]) -> ResultT: """ Traverses the game in PGN order using the given *visitor*. Returns the *visitor* result. """ if visitor.begin_game() is not SKIP: for tagname, tagvalue in self.headers.items(): visitor.visit_header(tagname, tagvalue) if visitor.end_headers() is not SKIP: board = self.board() visitor.visit_board(board) if self.comment: visitor.visit_comment(self.comment) if self.variations: self.variations[0]._accept(board, visitor) visitor.visit_result(self.headers.get("Result", "*")) visitor.end_game() return visitor.result()
def time_control(self) -> TimeControl: """ Returns the time control of the game. If the game has no time control information, the default time control ('UNKNOWN') is returned. """ time_control_header = self.headers.get("TimeControl", "") return parse_time_control(time_control_header)
[docs] @classmethod def from_board(cls: Type[GameT], board: chess.Board) -> GameT: """Creates a game from the move stack of a :class:`~chess.Board()`.""" # Setup the initial position. game = cls() game.setup(board.root()) node: GameNode = game # Replay all moves. for move in board.move_stack: node = node.add_variation(move) game.headers["Result"] = board.result() return game
[docs] @classmethod def without_tag_roster(cls: Type[GameT]) -> GameT: """Creates an empty game without the default Seven Tag Roster.""" return cls(headers={})
@classmethod def builder(cls: Type[GameT]) -> GameBuilder[GameT]: return GameBuilder(Game=cls) def __repr__(self) -> str: return "<{} at {:#x} ({!r} vs. {!r}, {!r} at {!r}{})>".format( type(self).__name__, id(self), self.headers.get("White", "?"), self.headers.get("Black", "?"), self.headers.get("Date", "????.??.??"), self.headers.get("Site", "?"), f", {len(self.errors)} errors" if self.errors else "")
HeadersT = TypeVar("HeadersT", bound="Headers") class Headers(MutableMapping[str, str]): def __init__(self, data: Optional[Union[Mapping[str, str], Iterable[Tuple[str, str]]]] = None, **kwargs: str) -> None: self._tag_roster: Dict[str, str] = {} self._others: Dict[str, str] = {} if data is None: data = { "Event": "?", "Site": "?", "Date": "????.??.??", "Round": "?", "White": "?", "Black": "?", "Result": "*" } self.update(data, **kwargs) def is_chess960(self) -> bool: return self.get("Variant", "").lower() in [ "chess960", "chess 960", "fischerandom", # Cute Chess "fischerrandom", "fischer random", ] def is_wild(self) -> bool: # http://www.freechess.org/Help/HelpFiles/wild.html return self.get("Variant", "").lower() in [ "wild/0", "wild/1", "wild/2", "wild/3", "wild/4", "wild/5", "wild/6", "wild/7", "wild/8", "wild/8a"] def variant(self) -> Type[chess.Board]: if "Variant" not in self or self.is_chess960() or self.is_wild(): return chess.Board else: from chess.variant import find_variant return find_variant(self["Variant"]) def board(self) -> chess.Board: VariantBoard = self.variant() fen = self.get("FEN", VariantBoard.starting_fen) board = VariantBoard(fen, chess960=self.is_chess960()) board.chess960 = board.chess960 or board.has_chess960_castling_rights() return board def __setitem__(self, key: str, value: str) -> None: if key in TAG_ROSTER: self._tag_roster[key] = value elif not TAG_NAME_REGEX.match(key): raise ValueError(f"invalid pgn header tag: {key!r}") elif "\n" in value or "\r" in value: raise ValueError(f"line break in pgn header {key}: {value!r}") else: self._others[key] = value def __getitem__(self, key: str) -> str: return self._tag_roster[key] if key in TAG_ROSTER else self._others[key] def __delitem__(self, key: str) -> None: if key in TAG_ROSTER: del self._tag_roster[key] else: del self._others[key] def __iter__(self) -> Iterator[str]: for key in TAG_ROSTER: if key in self._tag_roster: yield key yield from self._others def __len__(self) -> int: return len(self._tag_roster) + len(self._others) def copy(self: HeadersT) -> HeadersT: return type(self)(self) def __copy__(self: HeadersT) -> HeadersT: return self.copy() def __repr__(self) -> str: return "{}({})".format( type(self).__name__, ", ".join("{}={!r}".format(key, value) for key, value in self.items())) @classmethod def builder(cls: Type[HeadersT]) -> HeadersBuilder[HeadersT]: return HeadersBuilder(Headers=cls) MainlineMapT = TypeVar("MainlineMapT") class Mainline(Generic[MainlineMapT]): def __init__(self, start: GameNode, f: Callable[[ChildNode], MainlineMapT]) -> None: self.start = start self.f = f def __bool__(self) -> bool: return bool(self.start.variations) def __iter__(self) -> Iterator[MainlineMapT]: node = self.start while node.variations: node = node.variations[0] yield self.f(node) def __reversed__(self) -> Iterator[MainlineMapT]: node = self.start.end() while node.parent and node != self.start: yield self.f(typing.cast(ChildNode, node)) node = node.parent def accept(self, visitor: BaseVisitor[ResultT]) -> ResultT: node = self.start board = self.start.board() while node.variations: node = node.variations[0] node._accept_node(board, visitor) board.push(node.move) return visitor.result() def __str__(self) -> str: return self.accept(StringExporter(columns=None)) def __repr__(self) -> str: return f"<Mainline at {id(self):#x} ({self.accept(StringExporter(columns=None, comments=False))})>"
[docs]class BaseVisitor(abc.ABC, Generic[ResultT]): """ Base class for visitors. Use with :func:`chess.pgn.Game.accept()` or :func:`chess.pgn.GameNode.accept()` or :func:`chess.pgn.read_game()`. The methods are called in PGN order. """
[docs] def begin_game(self) -> Optional[SkipType]: """Called at the start of a game.""" pass
[docs] def begin_headers(self) -> Optional[Headers]: """Called before visiting game headers.""" pass
[docs] def visit_header(self, tagname: str, tagvalue: str) -> None: """Called for each game header.""" pass
[docs] def end_headers(self) -> Optional[SkipType]: """Called after visiting game headers.""" pass
[docs] def begin_parse_san(self, board: chess.Board, san: str) -> Optional[SkipType]: """ When the visitor is used by a parser, this is called at the start of each standard algebraic notation detailing a move. """ pass
[docs] def parse_san(self, board: chess.Board, san: str) -> chess.Move: """ When the visitor is used by a parser, this is called to parse a move in standard algebraic notation. You can override the default implementation to work around specific quirks of your input format. .. deprecated:: 1.1 This method is very limited, because it is only called on moves that the parser recognizes in the first place. Instead of adding workarounds here, please report common quirks so that they can be handled for everyone. """ return board.parse_san(san)
[docs] def visit_move(self, board: chess.Board, move: chess.Move) -> None: """ Called for each move. *board* is the board state before the move. The board state must be restored before the traversal continues. """ pass
[docs] def visit_board(self, board: chess.Board) -> None: """ Called for the starting position of the game and after each move. The board state must be restored before the traversal continues. """ pass
[docs] def visit_comment(self, comment: str) -> None: """Called for each comment.""" pass
[docs] def visit_nag(self, nag: int) -> None: """Called for each NAG.""" pass
[docs] def begin_variation(self) -> Optional[SkipType]: """ Called at the start of a new variation. It is not called for the mainline of the game. """ pass
[docs] def end_variation(self) -> None: """Concludes a variation.""" pass
[docs] def visit_result(self, result: str) -> None: """ Called at the end of a game with the value from the ``Result`` header. """ pass
[docs] def end_game(self) -> None: """Called at the end of a game.""" pass
[docs] @abc.abstractmethod def result(self) -> ResultT: """Called to get the result of the visitor."""
[docs] def handle_error(self, error: Exception) -> None: """Called for encountered errors. Defaults to raising an exception.""" raise error
[docs]class GameBuilder(BaseVisitor[GameT]): """ Creates a game model. Default visitor for :func:`~chess.pgn.read_game()`. """ @typing.overload def __init__(self: GameBuilder[Game]) -> None: ... @typing.overload def __init__(self: GameBuilder[GameT], *, Game: Type[GameT]) -> None: ... def __init__(self, *, Game: Any = Game) -> None: self.Game = Game def begin_game(self) -> None: self.game: GameT = self.Game() self.variation_stack: List[GameNode] = [self.game] self.starting_comment = "" self.in_variation = False def begin_headers(self) -> Headers: return self.game.headers def visit_header(self, tagname: str, tagvalue: str) -> None: self.game.headers[tagname] = tagvalue def visit_nag(self, nag: int) -> None: self.variation_stack[-1].nags.add(nag) def begin_variation(self) -> None: parent = self.variation_stack[-1].parent assert parent is not None, "begin_variation called, but root node on top of stack" self.variation_stack.append(parent) self.in_variation = False def end_variation(self) -> None: self.variation_stack.pop() def visit_result(self, result: str) -> None: if self.game.headers.get("Result", "*") == "*": self.game.headers["Result"] = result def visit_comment(self, comment: str) -> None: if self.in_variation or (self.variation_stack[-1].parent is None and self.variation_stack[-1].is_end()): # Add as a comment for the current node if in the middle of # a variation. Add as a comment for the game if the comment # starts before any move. new_comment = [self.variation_stack[-1].comment, comment] self.variation_stack[-1].comment = " ".join(filter(None, new_comment)) else: # Otherwise, it is a starting comment. new_comment = [self.starting_comment, comment] self.starting_comment = " ".join(filter(None, new_comment)) def visit_move(self, board: chess.Board, move: chess.Move) -> None: self.variation_stack[-1] = self.variation_stack[-1].add_variation(move) self.variation_stack[-1].starting_comment = self.starting_comment self.starting_comment = "" self.in_variation = True
[docs] def handle_error(self, error: Exception) -> None: """ Populates :data:`chess.pgn.Game.errors` with encountered errors and logs them. You can silence the log and handle errors yourself after parsing: >>> import chess.pgn >>> import logging >>> >>> logging.getLogger("chess.pgn").setLevel(logging.CRITICAL) >>> >>> pgn = open("data/pgn/kasparov-deep-blue-1997.pgn") >>> >>> game = chess.pgn.read_game(pgn) >>> game.errors # List of exceptions [] You can also override this method to hook into error handling: >>> import chess.pgn >>> >>> class MyGameBuilder(chess.pgn.GameBuilder): >>> def handle_error(self, error: Exception) -> None: >>> pass # Ignore error >>> >>> pgn = open("data/pgn/kasparov-deep-blue-1997.pgn") >>> >>> game = chess.pgn.read_game(pgn, Visitor=MyGameBuilder) """ LOGGER.error("%s while parsing %r", error, self.game) self.game.errors.append(error)
[docs] def result(self) -> GameT: """ Returns the visited :class:`~chess.pgn.Game()`. """ return self.game
[docs]class HeadersBuilder(BaseVisitor[HeadersT]): """Collects headers into a dictionary.""" @typing.overload def __init__(self: HeadersBuilder[Headers]) -> None: ... @typing.overload def __init__(self: HeadersBuilder[HeadersT], *, Headers: Type[Headers]) -> None: ... def __init__(self, *, Headers: Any = Headers) -> None: self.Headers = Headers def begin_headers(self) -> HeadersT: self.headers: HeadersT = self.Headers({}) return self.headers def visit_header(self, tagname: str, tagvalue: str) -> None: self.headers[tagname] = tagvalue def end_headers(self) -> SkipType: return SKIP def result(self) -> HeadersT: return self.headers
[docs]class BoardBuilder(BaseVisitor[chess.Board]): """ Returns the final position of the game. The mainline of the game is on the move stack. """ def begin_game(self) -> None: self.skip_variation_depth = 0 def begin_variation(self) -> SkipType: self.skip_variation_depth += 1 return SKIP def end_variation(self) -> None: self.skip_variation_depth = max(self.skip_variation_depth - 1, 0) def visit_board(self, board: chess.Board) -> None: if not self.skip_variation_depth: self.board = board def result(self) -> chess.Board: return self.board
[docs]class SkipVisitor(BaseVisitor[Literal[True]]): """Skips a game.""" def begin_game(self) -> SkipType: return SKIP def end_headers(self) -> SkipType: return SKIP def begin_variation(self) -> SkipType: return SKIP def result(self) -> Literal[True]: return True
class StringExporterMixin: def __init__(self, *, columns: Optional[int] = 80, headers: bool = True, comments: bool = True, variations: bool = True): self.columns = columns self.headers = headers self.comments = comments self.variations = variations self.found_headers = False self.force_movenumber = True self.lines: List[str] = [] self.current_line = "" self.variation_depth = 0 def flush_current_line(self) -> None: if self.current_line: self.lines.append(self.current_line.rstrip()) self.current_line = "" def write_token(self, token: str) -> None: if self.columns is not None and self.columns - len(self.current_line) < len(token): self.flush_current_line() self.current_line += token def write_line(self, line: str = "") -> None: self.flush_current_line() self.lines.append(line.rstrip()) def end_game(self) -> None: self.write_line() def begin_headers(self) -> None: self.found_headers = False def visit_header(self, tagname: str, tagvalue: str) -> None: if self.headers: self.found_headers = True self.write_line(f"[{tagname} \"{tagvalue}\"]") def end_headers(self) -> None: if self.found_headers: self.write_line() def begin_variation(self) -> Optional[SkipType]: self.variation_depth += 1 if self.variations: self.write_token("( ") self.force_movenumber = True return None else: return SKIP def end_variation(self) -> None: self.variation_depth -= 1 if self.variations: self.write_token(") ") self.force_movenumber = True def visit_comment(self, comment: str) -> None: if self.comments and (self.variations or not self.variation_depth): self.write_token("{ " + comment.replace("}", "").strip() + " } ") self.force_movenumber = True def visit_nag(self, nag: int) -> None: if self.comments and (self.variations or not self.variation_depth): self.write_token("$" + str(nag) + " ") def visit_move(self, board: chess.Board, move: chess.Move) -> None: if self.variations or not self.variation_depth: # Write the move number. if board.turn == chess.WHITE: self.write_token(str(board.fullmove_number) + ". ") elif self.force_movenumber: self.write_token(str(board.fullmove_number) + "... ") # Write the SAN. self.write_token(board.san(move) + " ") self.force_movenumber = False def visit_result(self, result: str) -> None: self.write_token(result + " ")
[docs]class StringExporter(StringExporterMixin, BaseVisitor[str]): """ Allows exporting a game as a string. >>> import chess.pgn >>> >>> game = chess.pgn.Game() >>> >>> exporter = chess.pgn.StringExporter(headers=True, variations=True, comments=True) >>> pgn_string = game.accept(exporter) Only *columns* characters are written per line. If *columns* is ``None``, then the entire movetext will be on a single line. This does not affect header tags and comments. There will be no newline characters at the end of the string. """ def result(self) -> str: if self.current_line: return "\n".join(itertools.chain(self.lines, [self.current_line.rstrip()])).rstrip() else: return "\n".join(self.lines).rstrip() def __str__(self) -> str: return self.result()
[docs]class FileExporter(StringExporterMixin, BaseVisitor[int]): """ Acts like a :class:`~chess.pgn.StringExporter`, but games are written directly into a text file. There will always be a blank line after each game. Handling encodings is up to the caller. >>> import chess.pgn >>> >>> game = chess.pgn.Game() >>> >>> new_pgn = open("/dev/null", "w", encoding="utf-8") >>> exporter = chess.pgn.FileExporter(new_pgn) >>> game.accept(exporter) """ def __init__(self, handle: TextIO, *, columns: Optional[int] = 80, headers: bool = True, comments: bool = True, variations: bool = True): super().__init__(columns=columns, headers=headers, comments=comments, variations=variations) self.handle = handle def begin_game(self) -> None: self.written: int = 0 super().begin_game() def flush_current_line(self) -> None: if self.current_line: self.written += self.handle.write(self.current_line.rstrip()) self.written += self.handle.write("\n") self.current_line = "" def write_line(self, line: str = "") -> None: self.flush_current_line() self.written += self.handle.write(line.rstrip()) self.written += self.handle.write("\n") def result(self) -> int: return self.written def __repr__(self) -> str: return f"<FileExporter at {id(self):#x}>" def __str__(self) -> str: return self.__repr__()
@typing.overload def read_game(handle: TextIO) -> Optional[Game]: ... @typing.overload def read_game(handle: TextIO, *, Visitor: Callable[[], BaseVisitor[ResultT]]) -> Optional[ResultT]: ...
[docs]def read_game(handle: TextIO, *, Visitor: Any = GameBuilder) -> Any: """ Reads a game from a file opened in text mode. >>> import chess.pgn >>> >>> pgn = open("data/pgn/kasparov-deep-blue-1997.pgn") >>> >>> first_game = chess.pgn.read_game(pgn) >>> second_game = chess.pgn.read_game(pgn) >>> >>> first_game.headers["Event"] 'IBM Man-Machine, New York USA' >>> >>> # Iterate through all moves and play them on a board. >>> board = first_game.board() >>> for move in first_game.mainline_moves(): ... board.push(move) ... >>> board Board('4r3/6P1/2p2P1k/1p6/pP2p1R1/P1B5/2P2K2/3r4 b - - 0 45') By using text mode, the parser does not need to handle encodings. It is the caller's responsibility to open the file with the correct encoding. PGN files are usually ASCII or UTF-8 encoded, sometimes with BOM (which this parser automatically ignores). See :func:`open` for options to deal with encoding errors. >>> pgn = open("data/pgn/kasparov-deep-blue-1997.pgn", encoding="utf-8") Use :class:`~io.StringIO` to parse games from a string. >>> import io >>> >>> pgn = io.StringIO("1. e4 e5 2. Nf3 *") >>> game = chess.pgn.read_game(pgn) The end of a game is determined by a completely blank line or the end of the file. (Of course, blank lines in comments are possible). According to the PGN standard, at least the usual seven header tags are required for a valid game. This parser also handles games without any headers just fine. The parser is relatively forgiving when it comes to errors. It skips over tokens it can not parse. By default, any exceptions are logged and collected in :data:`Game.errors <chess.pgn.Game.errors>`. This behavior can be :func:`overridden <chess.pgn.GameBuilder.handle_error>`. Returns the parsed game or ``None`` if the end of file is reached. """ visitor = Visitor() found_game = False skipping_game = False managed_headers: Optional[Headers] = None unmanaged_headers: Optional[Headers] = None # Ignore leading empty lines and comments. line = handle.readline().lstrip("\ufeff") while line.isspace() or line.startswith("%") or line.startswith(";"): line = handle.readline() # Parse game headers. consecutive_empty_lines = 0 while line: # Ignore comments. if line.startswith("%") or line.startswith(";"): line = handle.readline() continue # Ignore up to one consecutive empty line between headers. if consecutive_empty_lines < 1 and line.isspace(): consecutive_empty_lines += 1 line = handle.readline() continue # First token of the game. if not found_game: found_game = True skipping_game = visitor.begin_game() is SKIP if not skipping_game: managed_headers = visitor.begin_headers() if not isinstance(managed_headers, Headers): unmanaged_headers = Headers({}) if not line.startswith("["): break consecutive_empty_lines = 0 if not skipping_game: tag_match = TAG_REGEX.match(line) if tag_match: visitor.visit_header(tag_match.group(1), tag_match.group(2)) if unmanaged_headers is not None: unmanaged_headers[tag_match.group(1)] = tag_match.group(2) else: # Ignore invalid or malformed headers. line = handle.readline() continue line = handle.readline() if not found_game: return None if not skipping_game: skipping_game = visitor.end_headers() is SKIP if not skipping_game: # Chess variant. headers = managed_headers if unmanaged_headers is None else unmanaged_headers assert headers is not None, "got neither managed nor unmanaged headers" try: VariantBoard = headers.variant() except ValueError as error: visitor.handle_error(error) VariantBoard = chess.Board # Initial position. fen = headers.get("FEN", VariantBoard.starting_fen) try: board = VariantBoard(fen, chess960=headers.is_chess960()) except ValueError as error: visitor.handle_error(error) skipping_game = True else: board.chess960 = board.chess960 or board.has_chess960_castling_rights() board_stack = [board] visitor.visit_board(board) # Fast path: Skip entire game. if skipping_game: in_comment = False while line: if not in_comment: if line.isspace(): break elif line.startswith("%"): line = handle.readline() continue for match in SKIP_MOVETEXT_REGEX.finditer(line): token = match.group(0) if token == "{": in_comment = True elif not in_comment and token == ";": break elif token == "}": in_comment = False line = handle.readline() visitor.end_game() return visitor.result() # Parse movetext. skip_variation_depth = 0 fresh_line = True while line: if fresh_line: # Ignore comments. if line.startswith("%") or line.startswith(";"): line = handle.readline() continue # An empty line means the end of a game. if line.isspace(): visitor.end_game() return visitor.result() fresh_line = True for match in MOVETEXT_REGEX.finditer(line): token = match.group(0) if token.startswith("{"): # Consume until the end of the comment. start_index = 2 if token.startswith("{ ") else 1 line = token[start_index:] comment_lines = [] while line and "}" not in line: comment_lines.append(line) line = handle.readline() if line: close_index = line.find("}") end_index = close_index - 1 if close_index > 0 and line[close_index - 1] == " " else close_index comment_lines.append(line[:end_index]) line = line[close_index + 1:] if not skip_variation_depth: visitor.visit_comment("".join(comment_lines)) # Continue with the current line. fresh_line = False break elif token == "(": if skip_variation_depth: skip_variation_depth += 1 elif board_stack[-1].move_stack: if visitor.begin_variation() is SKIP: skip_variation_depth = 1 else: board = board_stack[-1].copy() board.pop() board_stack.append(board) elif token == ")": if skip_variation_depth == 1: skip_variation_depth = 0 visitor.end_variation() elif skip_variation_depth: skip_variation_depth -= 1 elif len(board_stack) > 1: visitor.end_variation() board_stack.pop() elif skip_variation_depth: continue elif token.startswith(";"): break elif token.startswith("$"): # Found a NAG. visitor.visit_nag(int(token[1:])) elif token == "?": visitor.visit_nag(NAG_MISTAKE) elif token == "??": visitor.visit_nag(NAG_BLUNDER) elif token == "!": visitor.visit_nag(NAG_GOOD_MOVE) elif token == "!!": visitor.visit_nag(NAG_BRILLIANT_MOVE) elif token == "!?": visitor.visit_nag(NAG_SPECULATIVE_MOVE) elif token == "?!": visitor.visit_nag(NAG_DUBIOUS_MOVE) elif token in ["1-0", "0-1", "1/2-1/2", "*"] and len(board_stack) == 1: visitor.visit_result(token) else: # Parse SAN tokens. if visitor.begin_parse_san(board_stack[-1], token) is not SKIP: try: move = visitor.parse_san(board_stack[-1], token) except ValueError as error: visitor.handle_error(error) skip_variation_depth = 1 else: visitor.visit_move(board_stack[-1], move) board_stack[-1].push(move) visitor.visit_board(board_stack[-1]) if fresh_line: line = handle.readline() visitor.end_game() return visitor.result()
[docs]def read_headers(handle: TextIO) -> Optional[Headers]: """ Reads game headers from a PGN file opened in text mode. Skips the rest of the game. Since actually parsing many games from a big file is relatively expensive, this is a better way to look only for specific games and then seek and parse them later. This example scans for the first game with Kasparov as the white player. >>> import chess.pgn >>> >>> pgn = open("data/pgn/kasparov-deep-blue-1997.pgn") >>> >>> kasparov_offsets = [] >>> >>> while True: ... offset = pgn.tell() ... ... headers = chess.pgn.read_headers(pgn) ... if headers is None: ... break ... ... if "Kasparov" in headers.get("White", "?"): ... kasparov_offsets.append(offset) Then it can later be seeked and parsed. >>> for offset in kasparov_offsets: ... pgn.seek(offset) ... chess.pgn.read_game(pgn) # doctest: +ELLIPSIS 0 <Game at ... ('Garry Kasparov' vs. 'Deep Blue (Computer)', 1997.??.??)> 1436 <Game at ... ('Garry Kasparov' vs. 'Deep Blue (Computer)', 1997.??.??)> 3067 <Game at ... ('Garry Kasparov' vs. 'Deep Blue (Computer)', 1997.??.??)> """ return read_game(handle, Visitor=HeadersBuilder)
[docs]def skip_game(handle: TextIO) -> bool: """ Skips a game. Returns ``True`` if a game was found and skipped. """ return bool(read_game(handle, Visitor=SkipVisitor))
def parse_time_control(time_control: str) -> TimeControl: tc = TimeControl() if not time_control: return tc if time_control.startswith("?"): return tc if time_control.startswith("-"): tc.type = TimeControlType.UNLIMITED return tc def _parse_part(part: str) -> TimeControlPart: tcp = TimeControlPart() moves_time, *bonus = part.split("+") if bonus: _bonus = bonus[0] if _bonus.lower().endswith("d"): tcp.delay = float(_bonus[:-1]) else: tcp.increment = float(_bonus) moves, *time = moves_time.split("/") if time: tcp.moves = int(moves) tcp.time = int(time[0]) else: tcp.moves = 0 tcp.time = int(moves) return tcp tc.parts = [_parse_part(part) for part in time_control.split(":")] if len(tc.parts) > 1: for part in tc.parts[:-1]: if part.moves == 0: raise ValueError("Only last part can be 'sudden death'.") # Classification according to https://www.fide.com/FIDE/handbook/LawsOfChess.pdf # (Bullet added) base_time = tc.parts[0].time increment = tc.parts[0].increment if (base_time + 60 * increment) < 3 * 60: tc.type = TimeControlType.BULLET elif (base_time + 60 * increment) < 15 * 60: tc.type = TimeControlType.BLITZ elif (base_time + 60 * increment) < 60 * 60: tc.type = TimeControlType.RAPID else: tc.type = TimeControlType.STANDARD return tc