Esempio n. 1
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def check_escape(puzzle: Puzzle) -> bool:
    for node in puzzle.mainline[1::2]:
        if node.board().is_check() or util.is_capture(node):
            return False
        if node.parent.board().legal_moves.count() < 3:
            return False
        if node.parent.board().is_check():
            return True
    return False
Esempio n. 2
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def intermezzo(puzzle: Puzzle) -> bool:
    for node in puzzle.mainline[1::2][1:]:
        if util.is_capture(node):
            capture_move = node.move
            capture_square = node.move.to_square
            op_node = node.parent
            assert isinstance(op_node, ChildNode)
            prev_pov_node = node.parent.parent
            assert isinstance(prev_pov_node, ChildNode)
            if not op_node.move.from_square in prev_pov_node.board().attackers(not puzzle.pov, capture_square):
                if prev_pov_node.move.to_square != capture_square:
                    prev_op_node = prev_pov_node.parent
                    assert isinstance(prev_op_node, ChildNode)
                    return (
                        prev_op_node.move.to_square == capture_square
                        and util.is_capture(prev_op_node)
                        and capture_move in prev_op_node.board().legal_moves
                    )
    return False
Esempio n. 3
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def defensive_move(puzzle: Puzzle) -> bool:
    # like quiet_move, but on last move
    # at least 3 legal moves
    if puzzle.mainline[-2].board().legal_moves.count() < 3:
        return False
    node = puzzle.mainline[-1]
    # no check given, no piece taken
    if node.board().is_check() or util.is_capture(node):
        return False
    # no piece attacked
    if util.attacked_opponent_pieces(node.board(), node.move.to_square, puzzle.pov):
        return False
    # no advanced pawn push
    return not util.is_advanced_pawn_move(node)
Esempio n. 4
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def x_ray(puzzle: Puzzle) -> bool:
    for node in puzzle.mainline[1::2][1:]:
        if not util.is_capture(node):
            continue
        prev_op_node = node.parent
        assert isinstance(prev_op_node, ChildNode)
        if prev_op_node.move.to_square != node.move.to_square or util.moved_piece_type(prev_op_node) == KING:
            continue
        prev_pl_node = prev_op_node.parent
        assert isinstance(prev_pl_node, ChildNode)
        if prev_pl_node.move.to_square != prev_op_node.move.to_square:
            continue
        if prev_op_node.move.from_square in SquareSet.between(node.move.from_square, node.move.to_square):
            return True

    return False
Esempio n. 5
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def discovered_attack(puzzle: Puzzle) -> bool:
    if discovered_check(puzzle):
        return True
    for node in puzzle.mainline[1::2][1:]:
        if util.is_capture(node):
            between = SquareSet.between(node.move.from_square, node.move.to_square)
            assert isinstance(node.parent, ChildNode)
            if node.parent.move.to_square == node.move.to_square:
                return False
            prev = node.parent.parent
            assert isinstance(prev, ChildNode)
            if (
                prev.move.from_square in between
                and node.move.to_square != prev.move.to_square
                and node.move.from_square != prev.move.to_square
                and not util.is_castling(prev)
            ):
                return True
    return False
Esempio n. 6
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def quiet_move(puzzle: Puzzle) -> bool:
    for node in puzzle.mainline:
        if (
            # on player move, not the last move of the puzzle
            node.turn() != puzzle.pov
            and not node.is_end()
            and
            # no check given or escaped
            not node.board().is_check()
            and not node.parent.board().is_check()
            and
            # no capture made or threatened
            not util.is_capture(node)
            and not util.attacked_opponent_pieces(node.board(), node.move.to_square, puzzle.pov)
            and
            # no advanced pawn push
            not util.is_advanced_pawn_move(node)
            and util.moved_piece_type(node) != KING
        ):
            return True
    return False
Esempio n. 7
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def side_attack(puzzle: Puzzle, corner_file: int, king_files: List[int], nb_pieces: int) -> bool:
    back_rank = 7 if puzzle.pov else 0
    init_board = puzzle.mainline[0].board()
    king_square = init_board.king(not puzzle.pov)
    if (
        not king_square
        or square_rank(king_square) != back_rank
        or square_file(king_square) not in king_files
        or len(init_board.piece_map()) < nb_pieces
        or not any(node.board().is_check() for node in puzzle.mainline[1::2])  # no endgames
    ):
        return False
    score = 0
    corner = chess.square(corner_file, back_rank)
    for node in puzzle.mainline[1::2]:
        corner_dist = square_distance(corner, node.move.to_square)
        if node.board().is_check():
            score += 1
        if util.is_capture(node) and corner_dist <= 3:
            score += 1
        elif corner_dist >= 5:
            score -= 1
    return score >= 2