Example #1
0
 def test_white_pawn_at_e7_with_enemy_at_f8_should_be_promoted_at_f8(self):
     board = Board(False)
     board.load_fen("5p2/4P3/8/8/8/8/8/8 w kQkq f3 0 1")
     pos = (4, 6)
     possible_moves = moves(pos, [(4, 7), (5, 7)])
     self.assertEqual(tuples(board.piece_moves(pos)), possible_moves)
     board.move((4, 6), (5, 7), 5)
     self.assertEqual(board.at((5, 7)), "white queen")
Example #2
0
 def test_black_pawn_at_e2_with_enemy_at_f1_should_be_promoted_at_f1(self):
     board = Board(False)
     board.load_fen("8/8/8/8/8/8/4p3/5P2 b kQkq f3 0 1")
     pos = (4, 1)
     possible_moves = moves(pos, [(4, 0), (5, 0)])
     self.assertEqual(tuples(board.piece_moves(pos)), possible_moves)
     board.move((4, 1), (5, 0), 5)
     self.assertEqual(board.at((5, 0)), "black queen")
Example #3
0
 def test_left_en_passant_move(self):
     board = Board(False)
     board.load_fen("8/3p4/8/4P3/8/8/8/8 b kQkq - 0 1")
     self.assertEqual(True, bool(board.move((3, 6), (3, 4), 5)))
     self.assertEqual(board.at((4, 4)), WP)
     self.assertEqual(board.at((3, 4)), BP)
     self.assertEqual(True, bool(board.move((4, 4), (3, 5), 5)))
     self.assertEqual(board.at((4, 4)), None)
     self.assertEqual(board.at((3, 5)), WP)
     self.assertEqual(board.at((3, 4)), None)
Example #4
0
 def test_normal_move(self):
     board = Board(False)
     board.load_fen("8/8/8/8/8/8/8/4K3 w kQkq - 0 1")
     self.assertEqual(board.at((4, 0)), WK)
     self.assertEqual(True, bool(board.move((4, 0), (4, 1), 5)))
     self.assertEqual(board.at((4, 0)), None)
     self.assertEqual(board.at((4, 1)), WK)
Example #5
0
 def test_promotion_move(self):
     board = Board(False)
     board.load_fen("8/4P3/8/8/8/8/8/8 w kQkq - 0 1")
     self.assertEqual(board.at((4, 6)), WP)
     self.assertEqual(True, bool(board.move((4, 6), (4, 7), 5)))
     # ToDo: verificar. Vai ser sempre rainha?
     self.assertEqual(board.at((4, 7)), WQ)
     self.assertEqual(board.at((4, 6)), None)
Example #6
0
 def test_kingside_castling_move(self):
     board = Board(False)
     board.load_fen("4k2r/8/8/8/8/8/8/8 b kQkq - 0 1")
     self.assertEqual(board.at((4, 7)), BK)
     self.assertEqual(board.at((7, 7)), BR)
     self.assertEqual(True, bool(board.move((4, 7), (6, 7), 5)))
     self.assertEqual(board.at((4, 7)), None)
     self.assertEqual(board.at((7, 7)), None)
     self.assertEqual(board.at((6, 7)), BK)
     self.assertEqual(board.at((5, 7)), BR)
Example #7
0
 def test_queenside_castling_move(self):
     board = Board(False)
     board.load_fen("8/8/8/8/8/8/8/R3K3 w kQkq - 0 1")
     self.assertEqual(board.at((4, 0)), WK)
     self.assertEqual(board.at((0, 0)), WR)
     self.assertEqual(True, bool(board.move((4, 0), (2, 0), 5)))
     self.assertEqual(board.at((4, 0)), None)
     self.assertEqual(board.at((0, 0)), None)
     self.assertEqual(board.at((2, 0)), WK)
     self.assertEqual(board.at((3, 0)), WR)
Example #8
0
class Chess(Scene, ChessInterface):

    def __init__(self, game, level_white, level_black, *args, **kwargs):
        super(Chess, self).__init__(game, *args, **kwargs)
        self.finished = False
        self.game = game
        self.white_minutes = lambda: "20:00"
        self.black_minutes = lambda: "20:00"
        self.define_clicks()
        self.create_interface()

        self.level_white = level_white
        self.level_black = level_black

        self.new_game()

    @property
    def current_player(self):
        return self.players[self.board.color()]

    @property
    def other_player(self):
        return self.players[next(self.board.color())]

    @property
    def human_player(self):
        return isinstance(self.current_player, InputPlayer)

    def define_clicks(self):
        def draw_click(it):
            if self.human_player:
                self.other_player.confirm_draw()

        def resign_click(it):
            if self.human_player:
                self.current_player.lose()

        def motion(it, collides):
            if not self.human_player or not collides:
                it.color = self.button_color
            else:
                it.color = self.button_hover
                self.do_jit_draw()
            it.redraw()

        def motion_group(it, collides):
            if collides:
                self.do_jit_draw()

        self.draw_click = draw_click
        self.resign_click = resign_click
        self.motion = motion
        self.motion_group = motion_group

    def new_game(self):
        self.free_events()
        self.config = self.load_stored_config()
        self.fifty_move = self.config['fifty_move']
        self.jit_draw = self.config['jit_draw']
        self.ai_timeout = self.config['timeout']
        self.board = Board(True)
        # Marked squares
        self.selected = None
        self.fail = None
        self.check = None

        # Game states and countdown for check message
        self.countdown = 0
        self.denied_countdown = 0
        self.draw_delta = 0
        self.state = None

        self.initialize_players()
        self.game.scene = self
        self.do_jit_draw()

    def initialize_players(self):
        new_timer = lambda: TIMER_CLASS[self.config['timer']](self.config)
        white = create_player(WHITE, new_timer(), self, self.level_white)
        black = create_player(BLACK, new_timer(), self, self.level_black)
        self.players = {
            WHITE: white,
            BLACK: black,
        }
        self.white_minutes = lambda: white.timer.minutes_to_text()
        self.black_minutes = lambda: black.timer.minutes_to_text()
        self.thread_events = [white.timer.event, black.timer.event]
        self.current_player.start_turn()

    def draw(self, delta_time):
        self.draw_delta += delta_time
        if (0 < self.countdown < delta_time or
                0 < self.denied_countdown < delta_time or
                self.draw_delta >= MAX_DRAW_DELTA):
            self.should_draw = True
        self.draw_delta %= MAX_DRAW_DELTA

        self.countdown = max(self.countdown - delta_time, 0)
        self.denied_countdown = max(self.denied_countdown - delta_time, 0)
        if self.should_draw:
            #print("jit", self.draw_delta)
            self.game.screen.fill((238, 223, 204))
            self.main_div.draw(self.game.screen)
            if self.jit_draw:
                self.should_draw = False

    def get_square(self, pos):
        x, y = pos[0] - (MARGIN + BORDER), pos[1] - BORDER
        px, py = x // self.square_size, y // self.square_size
        if 0 > px or px > 7 or 0 > py or py > 7:
            return None
        return (px, 7 - py)

    def event(self, delta_time, event):
        if not self.game.running:
            sys.exit()

        if event.type == MOUSEBUTTONUP:
            if self.current_player.state == END:
                return
            square = self.get_square(event.pos)
            self.current_player.click(square)
            self.main_div.click(event.pos)
            self.do_jit_draw()
        elif event.type == MOUSEMOTION:
            self.main_div.motion(event.pos)
        elif event.type == KEYDOWN:
            if event.key == K_ESCAPE:
                self.pause()

    def select(self, square):
        self.snap_board.dynamic()
        self.selected = square
        self.do_jit_draw()

    def play(self, square, promotion=5):
        selected = self.selected
        self.selected = None
        self.fail = None
        self.check = None
        self.snap_board.dynamic()
        self.do_jit_draw()
        self.snap_board.snap()
        movement = self.do_move(selected, square, promotion)
        if movement:
            self.snap_board.dynamic()
            self.do_jit_draw()
            self.change_turn(selected, square)
            self.verify_status(self.board.status(None))
            
            return True
        self.selected = selected
        self.fail = square
        self.do_jit_draw()
        self.snap_board.dynamic()
        self.do_jit_draw()
        return False

    def do_move(self, selected, square, promotion=5):
        return self.board.move(selected, square, promotion)

    def change_turn(self, selected, square):
        opening = ''.join([
            p0x88_to_chess_notation(tuple_to_0x88(selected)),
            p0x88_to_chess_notation(tuple_to_0x88(square))
        ])
        self.selected = None
        self.fail = None

        if hasattr(self.current_player, 'openings'):
            if self.current_player.openings:
                try:
                    self.current_player.openings = self.current_player.openings[opening]
                except KeyError:
                    self.current_player.openings = {}

        self.other_player.end_turn()
        self.current_player.start_turn()

    def verify_status(self, status):
        if status == CHECK:
            self.check = self.board.current_king_position()
            self.countdown = CHECK_COUNTDOWN
        elif status == CHECKMATE:
            self.current_player.lose()
            return True
        elif status == STALEMATE:
            self.end_game(GAME_DRAW)
            return True
        elif status == FIFTY_MOVE:
            if self.fifty_move == FIFTY_MOVE_OPTIONS["auto"]:
                self.end_game(GAME_DRAW)
                return True
        return False

    def win(self, color):
        self.end_game(WINS[color])

    def end_game(self, state):
        self.finished = True
        for player in self.players.values():
            player.state = END
        self.state = state
        for threaded_event in self.thread_events:
            threaded_event.set()
        self.game.scene = EndMenu(game=self.game, chess=self)

    def resize(self):
        ChessInterface.resize(self)

    def pause(self):
        self.previous_state = self.state
        self.state = PAUSE
        self.current_player.pause_turn()
        self.other_player.pause_turn()
        self.game.scene = PauseMenu(game=self.game, chess=self)

    def resume(self):
        self.state = self.previous_state
        self.game.scene = self
        self.current_player.resume_turn()
        self.do_jit_draw()

    def confirm_draw_dialog(self, player):
        if (self.fifty_move == FIFTY_MOVE_OPTIONS["button"] and
                self.board.status() == FIFTY_MOVE):
            self.end_game(GAME_DRAW)
            return

        def yes_click(it):
            self.end_game(GAME_DRAW)

        def no_click(it):
            self.deny_draw(player)
            self.resume()

        self.pause()
        self.game.scene = Dialog(
            game=self.game,
            chess=self,
            message=CONFIRM_DRAW,
            yes_click=yes_click,
            no_click=no_click
        )

    def deny_draw(self, player):
        self.denied_countdown = CHECK_COUNTDOWN

    @property
    def running(self):
        return self.game.running and not self.finished
Example #9
0
 def test_checkmate(self):
     board = Board(False)
     board.load_fen("4k3/8/8/5R2/8/8/8/3R1R2 w kQkq - 0 1")
     self.assertEqual(True, bool(board.move((5, 4), (4, 4), 5)))
     self.assertEqual(board.at((5, 4)), None)
     self.assertEqual(board.at((4, 4)), WR)
Example #10
0
 def test_invalid_keep_check(self):
     board = Board(False)
     board.load_fen("8/4P3/8/8/8/8/4P3/r3Kr2 w kQkq - 0 1")
     self.assertEqual(False, board.move((4, 0), (5, 0), 5))
     self.assertEqual(board.at((4, 0)), WK)
     self.assertEqual(board.at((5, 0)), BR)
Example #11
0
 def test_invalid_color(self):
     board = Board(False)
     board.load_fen("8/8/8/8/8/8/8/K7 b kQkq - 0 1")
     self.assertEqual(False, board.move((0, 0), (0, 1), 5))
Example #12
0
 def test_invalid_equal_position(self):
     board = Board(False)
     board.load_fen("8/8/8/8/8/8/8/K7 w kQkq - 0 1")
     self.assertEqual(False, board.move((0, 0), (0, 0), 5))
Example #13
0
 def test_no_piece_on_original_position(self):
     board = Board(False)
     self.assertEqual(False, board.move((0, 0), (1, 0), 5))
Example #14
0
 def test_invalid_original_position(self):
     board = Board(False)
     self.assertEqual(False, board.move((-1, 0), (0, 0), 5))