Beispiel #1
0
def str(mv):
    if promotion(mv) == ivory_piece.KING:
        return 'O-O-O' if square.file(tosq(mv)) == 'c' else 'O-O'
    out = []
    if piece(mv) == ivory_piece.PAWN:
        if is_capture(mv):
            out.append(square.file(frsq(mv)))
            out.append('x')
    else:
        out.append(ivory_piece.str(piece(mv)).upper())
        if is_show_file(mv):
            out.append(square.file(frsq(mv)))
        if is_show_rank(mv):
            out.append(square.rank(frsq(mv)))
        if is_capture(mv):
            out.append('x')
    out.append(square.str(tosq(mv)))
    if promotion(mv):
        print square.str(frsq(mv)), square.str(tosq(mv))
        out.append('=')
        out.append(ivory_piece.str(promotion(mv)).upper())
    if is_check(mv):
        out.append('+')
    if is_mate(mv):
        out.append('#')
    return ''.join(out)
Beispiel #2
0
def str(mv):
    if promotion(mv) == ivory_piece.KING:
        return 'O-O-O' if square.file(tosq(mv)) == 'c' else 'O-O'
    out = []
    if piece(mv) == ivory_piece.PAWN:
        if is_capture(mv):
            out.append(square.file(frsq(mv)))
            out.append('x')
    else:
        out.append(ivory_piece.str(piece(mv)).upper())
        if is_show_file(mv):
            out.append(square.file(frsq(mv)))
        if is_show_rank(mv):
            out.append(square.rank(frsq(mv)))
        if is_capture(mv):
            out.append('x')
    out.append(square.str(tosq(mv)))
    if promotion(mv):
        print square.str(frsq(mv)), square.str(tosq(mv))
        out.append('=')
        out.append(ivory_piece.str(promotion(mv)).upper())
    if is_check(mv):
        out.append('+')
    if is_mate(mv):
        out.append('#')
    return ''.join(out)
Beispiel #3
0
                        elif prm == piece.KING:
                            self.num_castles += 1
                        else:
                            self.num_promotions += 1

                    if movegen.king_attacked(self, self.color):
                        self.num_checks += 1
                        if self._game_over():
                            self.num_mates += 1
            self.unmake_move()
        return nodes


# NOTE(vish): insert constants into locals
for sq in square.all():
    locals()[square.str(sq)] = sq

for pc in piece.all():
    locals()[piece.str(pc)] = pc

#fen = 'r3k2r/p1ppqpb1/bn2pnp1/3PN3/1p2P3/2N2Q1p/PPPBBPPP/R3K2R w KQkq - 0 1'
fen = '8/2p5/3p4/KP5r/1R3p1k/8/4P1P1/8 w - - 0 1'
p1 = Position(fen)
print piece.str(p1.squares[square.sq('a8')])
import time
import prettytable
pt = prettytable.PrettyTable()
pt.field_names = [
    'Depth', 'Nodes', 'Captures', 'E.p.', 'Castles', 'Promotions', 'Checks',
    'Mates', 'Time'
]
Beispiel #4
0
                            self.num_en_passant += 1
                        elif prm == piece.KING:
                            self.num_castles += 1
                        else:
                            self.num_promotions += 1

                    if movegen.king_attacked(self, self.color):
                        self.num_checks += 1
                        if self._game_over():
                            self.num_mates += 1
            self.unmake_move()
        return nodes

# NOTE(vish): insert constants into locals
for sq in square.all():
    locals()[square.str(sq)] = sq

for pc in piece.all():
    locals()[piece.str(pc)] = pc

#fen = 'r3k2r/p1ppqpb1/bn2pnp1/3PN3/1p2P3/2N2Q1p/PPPBBPPP/R3K2R w KQkq - 0 1'
fen = '8/2p5/3p4/KP5r/1R3p1k/8/4P1P1/8 w - - 0 1'
p1 = Position(fen)
print piece.str(p1.squares[square.sq('a8')])
import time
import prettytable
pt = prettytable.PrettyTable()
pt.field_names = ['Depth', 'Nodes', 'Captures', 'E.p.', 'Castles',
                  'Promotions', 'Checks', 'Mates', 'Time']
pt.align = 'l'
#import cProfile