Beispiel #1
0
    def unmake_move(self):
        mv, pc, self.halfmove_clock, self.castle, self.enp = self.moves.pop()
        opp_cl = self.color
        self.color = not self.color
        cl = self.color
        if cl == 0:
            self.move_num -= 1
        tosq = move.tosq(mv)
        mvpc = move.piece(mv)
        prom = move.promotion(mv)
        self.set_square(move.frsq(mv), mvpc, cl)
        self.clear_square(tosq)

        if prom == piece.PAWN:
            back = square.n if opp_cl == 1 else square.s
            self.set_square(back(tosq), piece.PAWN, opp_cl)
        elif prom == piece.KING:
            rfrsq, rtosq = self.CASTLE_SQUARE_MAP[tosq]
            rook = self.clear_square(rtosq)
            self.set_square(rfrsq, rook, cl)
        if pc:
            self.set_square(tosq, pc, opp_cl)
        if self.squares[square.sq('h1')] == piece.PAWN:
            print move.str(mv), piece.str(pc)
            raise Exception()
Beispiel #2
0
    def unmake_move(self):
        mv, pc, self.halfmove_clock, self.castle, self.enp = self.moves.pop()
        opp_cl = self.color
        self.color = not self.color
        cl = self.color
        if cl == 0:
            self.move_num -= 1
        tosq = move.tosq(mv)
        mvpc = move.piece(mv)
        prom = move.promotion(mv)
        self.set_square(move.frsq(mv), mvpc, cl)
        self.clear_square(tosq)

        if prom == piece.PAWN:
            back = square.n if opp_cl == 1 else square.s
            self.set_square(back(tosq), piece.PAWN, opp_cl)
        elif prom == piece.KING:
            rfrsq, rtosq = self.CASTLE_SQUARE_MAP[tosq]
            rook = self.clear_square(rtosq)
            self.set_square(rfrsq, rook, cl)
        if pc:
            self.set_square(tosq, pc, opp_cl)
        if self.squares[square.sq('h1')] == piece.PAWN:
            print move.str(mv), piece.str(pc)
            raise Exception()
Beispiel #3
0
    def _disambiguate_moves(self, moves):
        files = {}
        ranks = {}
        unamb = list(moves)
        for mv in moves:
            if move.promotion(mv):
                continue
            ps = (move.piece(mv), move.tosq(mv))
            files.setdefault(ps, [])
            ranks.setdefault(ps, [])
            files[ps].append(square.file(move.frsq(mv)))
            ranks[ps].append(square.rank(move.frsq(mv)))

        opp_cl = not self.color
        for i, mv in enumerate(moves):
            ps = (move.piece(mv), move.tosq(mv))
            if files[ps].count(square.file(move.frsq(mv))) > 1:
                unamb[i] = moves[i].set_show_rank()
            if ranks[ps].count(square.rank(move.frsq(mv))) > 1:
                unamb[i] = moves[i].set_show_file()
        return unamb
Beispiel #4
0
    def _disambiguate_moves(self, moves):
        files = {}
        ranks = {}
        unamb = list(moves)
        for mv in moves:
            if move.promotion(mv):
                continue
            ps = (move.piece(mv), move.tosq(mv))
            files.setdefault(ps, [])
            ranks.setdefault(ps, [])
            files[ps].append(square.file(move.frsq(mv)))
            ranks[ps].append(square.rank(move.frsq(mv)))

        opp_cl = not self.color
        for i, mv in enumerate(moves):
            ps = (move.piece(mv), move.tosq(mv))
            if files[ps].count(square.file(move.frsq(mv))) > 1:
                unamb[i] = moves[i].set_show_rank()
            if ranks[ps].count(square.rank(move.frsq(mv))) > 1:
                unamb[i] = moves[i].set_show_file()
        return unamb
Beispiel #5
0
 def make_move(self, mv):
     cl = self.color
     half, cast, enp = self.halfmove_clock, self.castle, self.enp
     self.color = not self.color
     opp_cl = self.color
     if cl == 0:
         self.move_num += 1
     self.enp = 0L
     frsq = move.frsq(mv)
     tosq = move.tosq(mv)
     prom = move.promotion(mv)
     pc = self.clear_square(tosq)
     mvpc = move.piece(mv)
     if pc or mvpc == piece.PAWN:
         self.halfmove_clock = 0
     else:
         self.halfmove_clock += 1
     if prom and prom != piece.PAWN and prom != piece.KING:
         mvpc = prom
     self.set_square(tosq, mvpc, cl)
     self.clear_square(frsq)
     if tosq == self.ROOK_SQUARES[opp_cl][0]:
         self.castle &= ~castle.QUEEN[opp_cl]
     elif tosq == self.ROOK_SQUARES[opp_cl][1]:
         self.castle &= ~castle.KING[opp_cl]
     if mvpc == piece.KING:
         self.castle &= ~castle.QUEEN[cl]
         self.castle &= ~castle.KING[cl]
         if prom == piece.KING:
             rfrsq, rtosq = self.CASTLE_SQUARE_MAP[tosq]
             rook = self.clear_square(rfrsq)
             self.set_square(rtosq, rook, cl)
     elif mvpc == piece.ROOK:
         if frsq == self.ROOK_SQUARES[cl][0]:
             self.castle &= ~castle.QUEEN[cl]
         elif frsq == self.ROOK_SQUARES[cl][1]:
             self.castle &= ~castle.KING[cl]
     elif mvpc == piece.PAWN:
         back = square.n(tosq) if opp_cl == 1 else square.s(tosq)
         if prom == piece.PAWN:
             self.clear_square(back)
         else:
             diff = square.rank(frsq) - square.rank(tosq)
             if diff == 2 or diff == -2:
                 self.enp = back
     self.moves.append((mv, pc, half, cast, enp))
     return pc
Beispiel #6
0
 def make_move(self, mv):
     cl = self.color
     half, cast, enp = self.halfmove_clock, self.castle, self.enp
     self.color = not self.color
     opp_cl = self.color
     if cl == 0:
         self.move_num += 1
     self.enp = 0L
     frsq = move.frsq(mv)
     tosq = move.tosq(mv)
     prom = move.promotion(mv)
     pc = self.clear_square(tosq)
     mvpc = move.piece(mv)
     if pc or mvpc == piece.PAWN:
         self.halfmove_clock = 0
     else:
         self.halfmove_clock += 1
     if prom and prom != piece.PAWN and prom != piece.KING:
         mvpc = prom
     self.set_square(tosq, mvpc, cl)
     self.clear_square(frsq)
     if tosq == self.ROOK_SQUARES[opp_cl][0]:
         self.castle &= ~castle.QUEEN[opp_cl]
     elif tosq == self.ROOK_SQUARES[opp_cl][1]:
         self.castle &= ~castle.KING[opp_cl]
     if mvpc == piece.KING:
         self.castle &= ~castle.QUEEN[cl]
         self.castle &= ~castle.KING[cl]
         if prom == piece.KING:
             rfrsq, rtosq = self.CASTLE_SQUARE_MAP[tosq]
             rook = self.clear_square(rfrsq)
             self.set_square(rtosq, rook, cl)
     elif mvpc == piece.ROOK:
         if frsq == self.ROOK_SQUARES[cl][0]:
             self.castle &= ~castle.QUEEN[cl]
         elif frsq == self.ROOK_SQUARES[cl][1]:
             self.castle &= ~castle.KING[cl]
     elif mvpc == piece.PAWN:
         back = square.n(tosq) if opp_cl == 1 else square.s(tosq)
         if prom == piece.PAWN:
             self.clear_square(back)
         else:
             diff = square.rank(frsq) - square.rank(tosq)
             if diff == 2 or diff == -2:
                 self.enp = back
     self.moves.append((mv, pc, half, cast, enp))
     return pc