Beispiel #1
0
def chess_to_coordinate(pos: str) -> Union[Coordinate, Move]:
    """

    Arguments:
    """

    if len(pos) == 2:
        return Coordinate(int(pos[1]) - 1, file_dict[pos[0]])

    else:
        if len(pos) == 5:
            if pos[4] == 'n':
                return Move(Coordinate(int(pos[1]) - 1, file_dict[pos[0]]),
                            Coordinate(int(pos[3]) - 1, file_dict[pos[2]]),
                            False, MoveType.N_PROMO)
            elif pos[4] == 'b':
                return Move(Coordinate(int(pos[1]) - 1, file_dict[pos[0]]),
                            Coordinate(int(pos[3]) - 1, file_dict[pos[2]]),
                            False, MoveType.B_PROMO)
            elif pos[4] == 'r':
                return Move(Coordinate(int(pos[1]) - 1, file_dict[pos[0]]),
                            Coordinate(int(pos[3]) - 1, file_dict[pos[2]]),
                            False, MoveType.R_PROMO)
            elif pos[4] == 'q':
                return Move(Coordinate(int(pos[1]) - 1, file_dict[pos[0]]),
                            Coordinate(int(pos[3]) - 1, file_dict[pos[2]]),
                            False, MoveType.Q_PROMO)

        else:
            return Move(Coordinate(int(pos[1]) - 1, file_dict[pos[0]]),
                        Coordinate(int(pos[3]) - 1, file_dict[pos[2]]))
Beispiel #2
0
 def test_get_winner_spade(self):
     moves: List[Move] = [
         Move(Player("Ann"), Card("10", "C")),
         Move(Player("Betsy"), Card("K", "C")),
         Move(Player("Caroline"), Card("3", "C")),
         Move(Player("Diane"), Card("2", "S")),
     ]
     t: Trick = Trick(moves)
     self.assertEqual(t.get_winner(), Player("Diane"))
Beispiel #3
0
    def get_diagonal_moves(self, piece: Piece,
                           board: List[List[Piece]]) -> List[Move]:
        """
        returns a list of all diagonal moves

        arguments:
        piece -- piece to generate moves
        board -- board to validate moves
        """

        if piece.piece_type != Type.BISHOP and piece.piece_type != Type.QUEEN:
            return []

        directions: List[Tuple[int, int]] = [(1, 1), (-1, 1), (-1, -1),
                                             (1, -1)]
        moves: List[Move] = []

        for direction in directions:
            destination: Coordinate = Coordinate(
                piece.coordinate.get_rank() + direction[0],
                piece.coordinate.get_file() + direction[1],
            )
            while self.in_board(destination):
                moves.append(
                    Move(piece.coordinate, destination,
                         self.piece_at(destination, board)))
                if self.piece_at(destination, board):
                    break
                destination = Coordinate(
                    destination.get_rank() + direction[0],
                    destination.get_file() + direction[1],
                )

        return moves
Beispiel #4
0
 def test_to_dict(self):
     ann_card: Card = Card("10", "C")
     betsy_card: Card = Card("K", "C")
     caroline_card: Card = Card("3", "C")
     diane_card: Card = Card("2", "S")
     moves: List[Move] = [
         Move(Player("Ann", [ann_card]), ann_card),
         Move(Player("Betsy", [betsy_card]), betsy_card),
         Move(Player("Caroline", [caroline_card]), caroline_card),
         Move(Player("Diane", [diane_card]), diane_card),
     ]
     t: Trick = Trick(moves)
     self.assertEqual(
         t.to_dict(),
         {
             "moves": [
                 {
                     "player": {
                         "name": "Ann",
                         "cards": [{"value": "10", "int": 10, "suit": "C"}],
                     },
                     "card": {"value": "10", "int": 10, "suit": "C"},
                 },
                 {
                     "player": {
                         "name": "Betsy",
                         "cards": [{"value": "K", "int": 13, "suit": "C"}],
                     },
                     "card": {"value": "K", "int": 13, "suit": "C"},
                 },
                 {
                     "player": {
                         "name": "Caroline",
                         "cards": [{"value": "3", "int": 3, "suit": "C"}],
                     },
                     "card": {"value": "3", "int": 3, "suit": "C"},
                 },
                 {
                     "player": {
                         "name": "Diane",
                         "cards": [{"value": "2", "int": 2, "suit": "S"}],
                     },
                     "card": {"value": "2", "int": 2, "suit": "S"},
                 },
             ]
         },
     )
Beispiel #5
0
def chess_to_move(move_str: str) -> Move:
    """
    
    Arguments:
    """
    move = Move()

    return move
Beispiel #6
0
 def get_move(self, opponent: "Player") -> Move:
     if self.firing_locations is None:
         self.firing_locations = opponent.ship_board.get_ship_coordinates()
         self.firing_locations.reverse()
     coord = self.firing_locations[-1]
     #print(f'coord = {coord} from firing locations = {self.firing_locations}')
     self.firing_locations.pop()
     return Move(*coord)
Beispiel #7
0
 def get_ship_start_coords(self, ship_: Ship, orientation_: Orientation):
     while True:
         str_cell = input(
             f'{self.name}, enter the starting position for your {ship_.name} ship ,which is {ship_.length} long, in the form row, column:'
         )
         try:
             move = Move.from_str(str_cell)
             return move.row, move.col
         except MoveError as err:
             print(err)
Beispiel #8
0
 def list_children(self):
     children = []
     for x in range(6):
         for y in range(6):
             for quarter in range(4):
                 for rotation in (2):
                     if self.is_valid_move():
                         temp_board = self.copy()
                         move = Move(x, y, quarter, rotation)
                         temp_board.make_move(move,  self._color_AI)
                         children.append(temp_board)
     return children
    def test_create_window_seq(self):
        content = "(;GM[1]FF[4]  SZ[19]  GN[韩国女?围甲?赛]  DT[2017-05-07]  PB[藤泽里?]  PW[?유진]  BR[P3段]  WR[P1段]  KM[0]HA[0]RU[Japanese]AP[GNU Go:3.8]RE[B+7.5]TM[3600]TC[5]TT[40]AP[foxwq]  ;B[aa];B[bb];B[cc])"
        game = file_to_sgf(content)
        seq = create_window_seq(game)

        # without influence of normalization
        self.assertEqual(
            seq[0],
            [Move(Player.b, 0, 0),
             Move(Player.b, 1, 1),
             Move(Player.b, 2, 2)])

        # with prefixes
        self.assertEqual(seq[1], [Move(Player.b, 0, 0)], 'Prefis is missing!')
        self.assertEqual(seq[2], [Move(Player.b, 0, 0), Move(Player.b, 1, 1)])

        # with normalization (the second window
        self.assertEqual(
            seq[3],
            [Move(Player.b, 1, 0), Move(Player.b, 2, 1)],
            'Maybe normalization is wrong?')
        self.assertEqual(seq[4], [Move(Player.b, 1, 0)])
        self.assertEqual(seq[5], [Move(Player.b, 2, 0)])
Beispiel #10
0
 def get_move(self, opponent: "Player") -> Move:
     coord = None
     if self.mode == "search" or not self.destroy_locations:
         coord = random.choice(self.firing_locations)
     elif self.mode == "destroy":
         coord = self.destroy_locations.popleft()
     if coord not in self.firing_locations:
         print(
             f'mode = {self.mode}, coord = {coord}, firing locations = {self.firing_locations}'
         )
     try:
         self.firing_locations.remove(coord)
     except ValueError:
         pass
     return None if coord is None else Move(*coord)
def file_to_sgf(content):
    moves = content.split(';')

    start_of_moves = 2
    game = []
    for move in moves[start_of_moves:start_of_moves + max_nr_of_moves]:
        if (len(move) < 4):
            continue
        if (move[0] == 'A'):
            continue
        if (move[0] not in [item.value for item in Player]):
            continue
        player = Player(move[0])
        x = ord(move[2]) - ord('a')
        y = ord(move[3]) - ord('a')
        game.append(Move(player, x, y))
    return game
def create_window_seq(game):
    sequences = []
    # a sliding window is defined by a starting point and length
    for i in range(0, (board_size - 1) - window_size):
        for j in range(0, (board_size - 1) - window_size):
            # for all windows get all moves that were made inside the window starting at (i,j) and put them into a sequence.
            seq = filter(
                lambda move: move.x >= i and move.x < i + window_size and move.
                y >= j and move.y < j + window_size, game)

            # Normalize moves, so that they start at (0,0)
            seq = list(
                map(lambda move: Move(move.player, move.x - i, move.y - j),
                    seq))
            if (len(seq) == 0):
                continue

            seq_in_one_pos = [seq]
            if append_prefix:
                seq_in_one_pos += all_prefix(seq)
            if append_only_one_point_in_time:
                seq_in_one_pos = random.choice(seq_in_one_pos)
            sequences.append(seq_in_one_pos)
    return sequences
Beispiel #13
0
    def get_knight_moves(self, piece: Piece,
                         board: List[List[Piece]]) -> List[Move]:
        """
        returns a list of all knight moves

        arguments:
        piece -- piece to generate moves
        board -- board to validate moves
        """

        if piece.piece_type != Type.KNIGHT:
            return []

        offsets: List[Tuple[int, int]] = [
            (2, 1),
            (1, 2),
            (-1, 2),
            (-2, 1),
            (-2, -1),
            (-1, -2),
            (1, -2),
            (2, -1),
        ]
        moves: List[Move] = []

        for offset in offsets:
            destination: Coordinate = Coordinate(
                piece.coordinate.get_rank() + offset[0],
                piece.coordinate.get_file() + offset[1],
            )
            if self.in_board(destination):
                moves.append(
                    Move(piece.coordinate, destination,
                         self.piece_at(destination, board)))

        return moves
Beispiel #14
0
 def _determine_moves(moves: str) -> List[Move]:
     return [Move(move) for move in moves]
Beispiel #15
0
 def get_move(self, board_: Board) -> Move:
     str_move = input(
         f'{self.name}, enter the location you want to fire at in the form row, column: '
     )
     return Move.from_str(str_move)
Beispiel #16
0
 def get_move(self, opponent: "Player") -> Move:
     coord = random.choice(self.firing_locations)
     self.firing_locations.remove(coord)
     return Move(*coord)
Beispiel #17
0
    def get_pawn_moves(self, piece: Piece,
                       board: List[List[Piece]]) -> List[Move]:
        """
        returns a list of all pawn moves

        arguments:
        piece -- piece to generate moves
        board -- board to validate moves
        """

        if piece.piece_type != Type.PAWN:
            return []

        direction: int = 1 if piece.color == Color.WHITE else -1
        moves: List[Move] = []

        # Add one square move
        destination: Coordinate = Coordinate(
            piece.coordinate.get_rank() + 1 * direction,
            piece.coordinate.get_file())
        if self.in_board(destination) and not self.piece_at(
                destination, board):
            if (piece.color == Color.WHITE and destination.get_rank()
                    == self.HEIGHT - 1) or (piece.color == Color.BLACK
                                            and destination.get_rank() == 0):
                moves.append(
                    Move(piece.coordinate, destination, False,
                         MoveType.N_PROMO))
                moves.append(
                    Move(piece.coordinate, destination, False,
                         MoveType.B_PROMO))
                moves.append(
                    Move(piece.coordinate, destination, False,
                         MoveType.R_PROMO))
                moves.append(
                    Move(piece.coordinate, destination, False,
                         MoveType.Q_PROMO))
            else:
                moves.append(Move(piece.coordinate, destination))

            # Add two square move
            destination = Coordinate(
                piece.coordinate.get_rank() + 2 * direction,
                piece.coordinate.get_file())
            if (not piece.moved and self.in_board(destination)
                    and not self.piece_at(destination, board)
                    and ((piece.coordinate.get_rank() == 1
                          and piece.color == Color.WHITE) or
                         (piece.coordinate.get_rank() == self.HEIGHT - 2
                          and piece.color == Color.BLACK))):
                moves.append(
                    Move(piece.coordinate, destination, False,
                         MoveType.DOUBLE))

        # Add capturing moves (default and en passant)
        for offset in [-1, 1]:
            destination = Coordinate(
                piece.coordinate.get_rank() + 1 * direction,
                piece.coordinate.get_file() + offset,
            )
            # Add en passant moves
            if (self.in_board(destination) and self.en_passant_target
                    and destination == self.en_passant_target):
                moves.append(
                    Move(piece.coordinate, destination, False,
                         MoveType.EN_PASSANT))
            # Add default capturing moves
            elif self.in_board(destination) and self.piece_at(
                    destination, board):
                if (piece.color == Color.WHITE and destination.get_rank()
                        == self.HEIGHT - 1) or (piece.color == Color.BLACK and
                                                destination.get_rank() == 0):
                    moves.append(
                        Move(piece.coordinate, destination, True,
                             MoveType.N_PROMO))
                    moves.append(
                        Move(piece.coordinate, destination, True,
                             MoveType.B_PROMO))
                    moves.append(
                        Move(piece.coordinate, destination, True,
                             MoveType.R_PROMO))
                    moves.append(
                        Move(piece.coordinate, destination, True,
                             MoveType.Q_PROMO))
                else:
                    moves.append(Move(piece.coordinate, destination, True))

        return moves
Beispiel #18
0
 def move(self, board, row, col, quarter, rotation):
     self._prev_move = Move(row, col, quarter, rotation)
     board.make_move(self._prev_move, self._color)
Beispiel #19
0
def get_move(player: Player, lead_suit: Optional[str]) -> Move:
    # TODO: can dispatch to different strategy play methods here
    card: Card = play_random_card(player, lead_suit)
    return Move(player, card)
Beispiel #20
0
    def get_king_moves(self,
                       piece: Piece,
                       board: List[List[Piece]],
                       check_moves: bool = False) -> List[Move]:
        """
        returns a list of all king moves

        arguments:
        piece -- piece to generate moves
        board -- board to validate moves
        """

        if piece.piece_type != Type.KING:
            return []

        moves: List[Move] = []

        # Get default king moves
        for rank_offset in [-1, 0, 1]:
            for file_offset in [-1, 0, 1]:
                if rank_offset == 0 and file_offset == 0:
                    continue
                destination: Coordinate = Coordinate(
                    piece.coordinate.get_rank() + rank_offset,
                    piece.coordinate.get_file() + file_offset,
                )
                if self.in_board(destination):
                    moves.append(
                        Move(
                            piece.coordinate,
                            destination,
                            self.piece_at(destination, board),
                        ))

        # Get castling moves
        if (not piece.moved and not check_moves
                and not self.in_check(piece.color, board)):
            rook: Piece
            rook_rank = 0 if piece.color == Color.WHITE else self.HEIGHT - 1

            # Queen side rook
            rook = self.piece_at(Coordinate(rook_rank, 0), board)
            if rook and rook.piece_type == Type.ROOK and not rook.moved:
                if (not self.piece_at(Coordinate(rook_rank, 1), board)
                        and not self.piece_at(Coordinate(rook_rank, 2), board)
                        and
                        not self.piece_at(Coordinate(rook_rank, 3), board)):
                    candidate_board: List[List[Piece]] = deepcopy(board)
                    candidate_board[rook_rank][2] = candidate_board[
                        piece.coordinate.get_rank()][
                            piece.coordinate.get_file()]
                    candidate_board[piece.coordinate.get_rank()][
                        piece.coordinate.get_file()] = None
                    if not self.in_check(piece.color, candidate_board):
                        moves.append(
                            Move(
                                piece.coordinate,
                                Coordinate(rook_rank, 2),
                                False,
                                MoveType.CASTLE,
                            ))

            # King side rook
            rook = self.piece_at(Coordinate(rook_rank, self.WIDTH - 1), board)
            if rook and rook.piece_type == Type.ROOK and not rook.moved:
                if not self.piece_at(Coordinate(rook_rank, self.WIDTH - 2),
                                     board) and not self.piece_at(
                                         Coordinate(rook_rank, self.WIDTH - 3),
                                         board):
                    candidate_board: List[List[Piece]] = deepcopy(board)
                    candidate_board[rook_rank][
                        self.WIDTH -
                        2] = candidate_board[piece.coordinate.get_rank()][
                            piece.coordinate.get_file()]
                    candidate_board[piece.coordinate.get_rank()][
                        piece.coordinate.get_file()] = None
                    if not self.in_check(piece.color, candidate_board):
                        moves.append(
                            Move(
                                piece.coordinate,
                                Coordinate(rook_rank, self.WIDTH - 2),
                                False,
                                MoveType.CASTLE,
                            ))

        return moves
    def test_file_to_sgf(self):
        content = "(;GM[1]FF[4]  SZ[19]  GN[韩国女?围甲?赛]  DT[2017-05-07]  PB[藤泽里?]  PW[?유진]  BR[P3段]  WR[P1段]  KM[0]HA[0]RU[Japanese]AP[GNU Go:3.8]RE[B+7.5]TM[3600]TC[5]TT[40]AP[foxwq]  ;B[ab];B[bb];B[cc];W[cf];B[ss];W[as])"
        game = file_to_sgf(content)

        self.assertEquals(Move(Player.w, 0, 18), game[5])
        self.assertEquals(Move(Player.b, 0, 1), game[0])
 def test_eq(self):
     self.assertEquals(Move(Player.w, 0, 0), Move(Player.w, 0, 0))
     self.assertNotEqual(Move(Player.w, 0, 1), Move(Player.w, 1, 0))
     self.assertNotEqual(Move(Player.w, 0, 1), Move(Player.b, 0, 1))