text: from copy import deepcopy
  from typing import Optional, Callable, List
  from dataclasses import dataclass
  import io
  
  from chess import pgn
  from chess import engine as computer
  from chess.pgn import Game
  
  from blunder_wunder.types import MoveClassification, Color
  from blunder_wunder.game import AnalysedMove, AnalysedGame
  
  
  MOVE_CLASSIFIER = Callable[[int], MoveClassification]
  
  
  @dataclass
  class EngineInfo:
      white_score: computer.Score
      suggested_line: List
      pov: computer.PovScore
  
  
  def color_from_board(board):
      return Color.WHITE if board.turn else Color.BLACK
  
  
  def evaluate_for_white(
      engine: computer.SimpleEngine, board, depth: computer.Limit
  ) -> EngineInfo:
      raw = engine.analyse(board, depth)
      return EngineInfo(raw["score"].white(), raw.get("pv", list()), raw["score"])
  
  
  def classify_move(difference: int) -> MoveClassification:
      if difference == 0:
          return MoveClassification.TOP_ENGINE_MOVE
      elif difference < 25:
          return MoveClassification.EXCELLENT_MOVE
      elif difference < 50:
          return MoveClassification.GOOD_MOVE
      elif difference < 150:
          return MoveClassification.INACCURACY
      elif difference < 250:
          return MoveClassification.MISTAKE
      else:
          return MoveClassification.BLUNDER
  
  
  def determine_move_strength(
      color, human_move, engine_move, classifier: MOVE_CLASSIFIER
  ):
      if color == color.BLACK:
          difference = human_move - engine_move
          return classify_move(difference)
      difference = engine_move - human_move
      return classifier(difference)
  
  
  class GameAnalysis:
      def __init__(
          self,
          engine_path: str,
          depth: int = 20,
          time_limit: Optional[int] = None,
          move_classifier: Optional[MOVE_CLASSIFIER] = None,
      ):
          self.engine_path = engine_path
          self.config = None
          self.depth = (
              computer.Limit(depth=depth)
              if time_limit is None
              else computer.Limit(time=time_limit)
          )
          self._best_line = None
          self._move_classifier = (
              classify_move if move_classifier is None else move_classifier
          )
  
      def _is_mate(self, first_eval, second_eval) -> bool:
          return first_eval.is_mate() or second_eval.is_mate()
  
      def evaluate_mate(self, post_move, post_engine_move):
          if post_move.is_mate() and not post_engine_move.is_mate():
              return MoveClassification.BLUNDER
          return MoveClassification.GOOD_MOVE
  
      def _analyse_move(self, engine: computer.SimpleEngine, board, move) -> AnalysedMove:
          current_color = color_from_board(board)
          pre_move_fen = board.fen()
          copied_board = deepcopy(board)
          board.push(move)
          post_move_fen = board.fen()
          human_eval: EngineInfo = evaluate_for_white(engine, board, self.depth)
          best_engine_move = engine.play(copied_board, self.depth)
          copied_board.push(best_engine_move.move)
          computer_eval: EngineInfo = evaluate_for_white(engine, copied_board, self.depth)
          if self._is_mate(human_eval.white_score, computer_eval.white_score):
              classification = self.evaluate_mate(
                  human_eval.white_score, computer_eval.white_score
              )
          else:
              classification = determine_move_strength(
                  current_color,
                  human_eval.white_score.score(),
                  computer_eval.white_score.score(),
                  self._move_classifier,
              )
          analyzed_move = AnalysedMove(
              pre_move_fen,
              post_move_fen,
              current_color,
              str(move),
              str(best_engine_move.move),
              classification,
              human_eval.pov,
              self._best_line,
          )
          self._best_line = human_eval.suggested_line
          return analyzed_move
  
      def analyse_game(self, game: Game, color: Optional[Color] = None):
          analysed_game = AnalysedGame(game.headers)
          board = game.board()
          engine: computer.SimpleEngine = computer.SimpleEngine.popen_uci(
              self.engine_path
          )
          for move in game.mainline_moves():
              current_player = color_from_board(board)
              if color and current_player != color:
                  board.push(move)
                  continue
              analysed_move = self._analyse_move(engine, board, move)
              analysed_game.moves.append(analysed_move)
              print(analysed_move)
          engine.close()
          return analysed_game
  
      def analyse_game_from_pgn(
          self, pgn_file_path: str, color: Optional[Color] = None
      ) -> AnalysedGame:
          with open(pgn_file_path, "r") as pgn_file:
              game = pgn.read_game(pgn_file)
          return self.analyse_game(game, color)
  
      def analyse_game_from_pgn_str(self, pgn_content: str) -> AnalysedGame:
          return self.analyse_game(pgn.read_game(io.StringIO(pgn_content)))
  