Esempio n. 1
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 def move(self, piece: Piece, to_pos: (int, int)):
     if piece.get_color() != self.__player_turn:
         raise BadPlayerException('Bad player')
     if to_pos not in piece.get_possible_moves(self.__board, self.__turn):
         raise InvalidMove('Cannot move there')
     self.__board.move(piece, to_pos, self.__turn)
     self.__next_turn()
Esempio n. 2
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 def __init__(self, chess_coord, colour, move_direction):
     if colour is white:
         Piece.__init__(self, chess_coord, colour, 'P', '♙', [move_direction])
     else:
         Piece.__init__(self, chess_coord, colour, 'P', '♟', [move_direction])
     self.en_passant_square = None
     self.my_direction = self.move_directions[0]
Esempio n. 3
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def test_on_board():
    from_x = 4
    from_y = 0
    to_x = 0
    to_y = 5
    piece = Piece(p1)
    is_on_board = piece.on_board(from_x, from_y, to_x, to_y)
    assert is_on_board == True
Esempio n. 4
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def line_of_sight_captures(board: Board, piece: Piece, directions: [(int, int)], max_step: int = float('inf')) \
        -> set:
    position = piece.get_position()
    captures = functools.reduce(lambda x, y: x + [__get_first_seen_in_direction(board, position, y, max_step)],
                                directions, [])
    captures = filter(lambda x: x.is_just(), captures)
    captures = list(map(lambda x: x.get(), captures))
    return set(filter(lambda x: x.get_color() != piece.get_color(), captures))
Esempio n. 5
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 def capture(self, piece: Piece, captured_position: (int, int)):
     if piece.get_color() != self.__player_turn:
         raise BadPlayerException('Bad player')
     captured = self.__get_piece_at(captured_position)
     if captured not in piece.get_possible_captures(
             self.__board,
             self.__turn) or captured.get_color() == piece.get_color():
         raise InvalidMove('Cannot capture that')
     self.__board.capture(piece, captured, self.__turn)
     self.__next_turn()
Esempio n. 6
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 def add_piece(self, player: Player, piece: Piece, trigger_placement_effects: bool = False,
               trigger_movement_effects: bool = False) -> None:
     self.piece_map(player).add_piece(piece)
     if piece.location:
         piece.location.remove_pieces_without_side_effects(player, [piece])
     piece.update_location(self)
     if trigger_placement_effects:
         self.trigger_placement_effects(player, [piece])
     if trigger_movement_effects:
         self.trigger_movement_effects(player, [piece])
Esempio n. 7
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    def draw_selected_piece(self, selected_piece: Piece):
        x, y = selected_piece.get_position()
        gl.glPushMatrix()
        gl.glTranslatef(*self.__transform)
        gl.glTranslatef(x * self.__tile_size, y * self.__tile_size, 0)

        self.__draw_label(selected_piece.get_color(), '▢', self.__half_tile_size, self.__half_tile_size * 1.4,
                          self.__piece_size * 1.25)

        gl.glPopMatrix()
Esempio n. 8
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    def get_castling_move_result(self, pieces, move):
        def get_valid_rook(coord):
            if coord:
                rook = select_piece(coord, pieces)
                if rook and rook.number_of_moves == 0 and rook.letter == 'R':
                    return rook
            return None

        def pieces_are_on_squares(squares, pieces):
            selection_result = select_pieces(squares, pieces)
            found_pieces = filter(lambda sr: sr is not None, selection_result)
            return found_pieces != []

        castling_inspect_result = CastlingMoveInspectResult(False, False,
                                                            False, False,
                                                            None, None)
        if str(move) in castling_moves_squares_and_rook_coord_dict:
            castling_squares_and_rook_coord = \
                castling_moves_squares_and_rook_coord_dict[str(move)]
        else:
            return castling_inspect_result

        if not (self.chess_coord == ChessCoord('E', '1') or
                        self.chess_coord == ChessCoord('E', '8')):
            return castling_inspect_result

        castling_inspect_result.was_castling_attempt = True

        rook_coord = castling_squares_and_rook_coord['rook_coord']
        possible_rook = get_valid_rook(rook_coord)

        squares_in_between = castling_squares_and_rook_coord['squares_in_between']

        grid_squares_in_between = map(chess_coord_to_grid_coord, squares_in_between)
        self.analyze_threats_on_board_for_new_move(pieces, self.chess_coord)

        threatened_squares = self.get_all_squares_the_enemy_threatens(pieces)
        squares_in_between_threatened = True in map(lambda inbetween_square:
                                                        inbetween_square in threatened_squares,
                                                        grid_squares_in_between)

        castling_inspect_result.was_blocked = pieces_are_on_squares(
            squares_in_between, pieces)

        has_not_moved = self.number_of_moves == 0
        is_in_check = Piece.check_if_own_king_in_check(self, pieces)

        is_valid_castling = possible_rook is not None and has_not_moved and \
                            not castling_inspect_result.was_blocked and not \
                            squares_in_between_threatened and not is_in_check

        castling_inspect_result.is_valid_move = is_valid_castling
        castling_inspect_result.castling_rook = possible_rook
        castling_inspect_result.new_coord_rook = \
            castling_squares_and_rook_coord['new_rook_coord']
        castling_inspect_result.squares_in_between_threatened = \
            squares_in_between_threatened

        return castling_inspect_result
Esempio n. 9
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    def get_possible_moves_for(self, piece: Piece) -> set:
        color = piece.get_color()
        king = self.__white_king if color == Piece.Color.WHITE else self.__black_king
        moves = piece.get_possible_moves(self.__board, self.__turn)

        if king.is_check(self.__board, self.__turn) and piece != king:
            moves = set(
                filter(lambda m: self.__can_move_save_king(piece, king, m),
                       moves))

        if piece != king:
            moves = set(
                filter(
                    lambda m: not king.can_move_cause_check(
                        self.__board, piece, m, self.__turn), moves))

        return moves
Esempio n. 10
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    def get_possible_captures_for(self, piece: Piece) -> set:
        color = piece.get_color()
        king = self.__white_king if color == Piece.Color.WHITE else self.__black_king

        captures = piece.get_possible_captures(self.__board, self.__turn)

        if piece != king and king.is_check(self.__board, self.__turn):
            captures = list(
                filter(lambda c: self.__can_capture_save_king(piece, king, c),
                       captures))

        captures = set(
            filter(
                lambda c: not king.can_capture_cause_check(
                    self.__board, piece, c, self.__turn), captures))

        return set(map(lambda x: x.get_position(), captures))
Esempio n. 11
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    def __can_capture_there(self, board: Board, captured: Piece, turn: int):
        b = copy.deepcopy(board)
        b.set_is_simulation(True)
        s = copy.deepcopy(self)

        position = captured.get_position()
        b.capture(s, b.get_piece_at(position).get(), turn)
        return not b.is_tile_attacked(s.get_color(), s.get_position(), turn + 1)
Esempio n. 12
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    def __init__(self, board, turn, boards):
        self.turn = turn

        objBoard = []
        kings = []

        #Define a board filled with piece objects
        y_Pos = 0
        for y in board:
            x_ObjBoard = []

            x_Pos = 0
            for x in y:
                if x != "":
                    piece = Piece(
                        x[0], x[1], (y_Pos, x_Pos), None
                    )  #Why did I define it as (y,x)? I have no idea... But I regret doing so... deeply....
                    x_ObjBoard.append(piece)
                    if x[1] == "R":
                        movement = Rook(x[0], x[1], (y_Pos, x_Pos), x[2])
                    elif x[1] == "B":
                        movement = Bishop(x[0], x[1], (y_Pos, x_Pos))
                    elif x[1] == "Q":
                        movement = Queen(x[0], x[1], (y_Pos, x_Pos))
                    elif x[1] == "k":
                        movement = Knight(x[0], x[1], (y_Pos, x_Pos))
                    elif x[1] == "P":
                        movement = Pawn(x[0], x[1], (y_Pos, x_Pos), x[2])
                    elif x[1] == "K":
                        movement = King(x[0], x[1], (y_Pos, x_Pos), x[2])
                        kings.append(piece)
                    piece.setMove(
                        movement
                    )  #Append the unique movement code to the piece object

                else:
                    x_ObjBoard.append("")
                x_Pos += 1
            objBoard.append(x_ObjBoard)
            y_Pos += 1
        self.promote = [False, False]  #If a pawn is promoting (White,Black)
        self.colour = "R"
        self.boards = boards
        self.board = objBoard
        self.kings = kings  #King objects stored for checking checks
Esempio n. 13
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    def check_for_putting_self_in_check(self, pieces, new_coordinates, move_inspect_result):
        if move_inspect_result.was_castling_attempt and \
                move_inspect_result.is_valid_move:
            rook_old_coord = move_inspect_result.castling_rook.chess_coord
            new_coord_rook = move_inspect_result.new_coord_rook
            move_inspect_result.castling_rook.update_coord(new_coord_rook)
            check_result = Piece.check_for_putting_self_in_check(self,
                                                                 pieces,
                                                                 new_coordinates,
                                                                 move_inspect_result)

            move_inspect_result.castling_rook.update_coord(rook_old_coord)
            return check_result
        else:
            return Piece.check_for_putting_self_in_check(self,
                                                         pieces,
                                                         new_coordinates,
                                                         move_inspect_result)
Esempio n. 14
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    def check_all_directions(self, pieces, move_to):
        move_check_results = Piece.check_all_directions(self, pieces, move_to)

        for mir in move_check_results:
            if len(mir.squares) > 1:
                mir.is_valid_move = False
                mir.possible_piece = None

        return move_check_results
Esempio n. 15
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    def draw_moves(self, piece: Piece, moves: (int, int)):
        color = piece.get_color()
        for m in moves:
            x, y = m
            gl.glPushMatrix()
            gl.glTranslatef(*self.__transform)
            gl.glTranslatef(x * self.__tile_size, y * self.__tile_size, 0)

            self.__draw_label(color, 'M', self.__half_tile_size, self.__half_tile_size, self.__piece_size)

            gl.glPopMatrix()
Esempio n. 16
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    def draw_captures(self, piece: Piece, captures: (int, int)):
        color = piece.get_color()
        for c in captures:
            x, y = c
            gl.glPushMatrix()
            gl.glTranslatef(*self.__transform)
            gl.glTranslatef(x * self.__tile_size, y * self.__tile_size, 0)

            self.__draw_label(color, 'C', self.__half_tile_size, self.__half_tile_size, self.__piece_size)

            gl.glPopMatrix()
Esempio n. 17
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 def __setitem__(self, pos: Union[Tuple[int, int], str], piece: Piece):
     """
     Sets the Piece at pos.
     """
     i, j = Board.translate_pos(pos)
     if isinstance(piece, Piece):
         print("Changing", piece, "position from", piece.position, "to",
               (i, j))
         piece.position = (i, j)
         self.__board[i, j] = piece
     else:
         raise TypeError("value must be a Piece")
Esempio n. 18
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    def __init__(self, tk: Tk, x: int, y: int):
        self._tk = tk
        self.piece: Optional[Piece] = Piece(self)
        self.X = x
        self.Y = y

        self.button = Button(self._tk,
                             font=self.FONT,
                             height=self.SIZE,
                             width=self.SIZE,
                             command=self._pressed)
        self.button.grid(row=y, column=x)
        self.button.configure(image=PhotoImage(file=self.IMAGE))
Esempio n. 19
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    def create_imaginary_board(self, piece: Piece,
                               field: Field) -> Tuple[Any, Optional[Piece]]:
        """
        Creates imaginary board onto which pieces and fields from original board are copied.\n

        Imaginary board is a chessboard used to move selected piece and check various cases of mates.

        :param piece: piece which changes its location
        :param field: field with which piece changed its location
        :return: Imaginary Chessboard and piece taken on imaginary chessboard or None if no piece was taken.
        """
        imaginary = Chessboard()
        imaginary.chessboard = self.__copy_chessboard()

        imaginary.chessboard[field.location[0]].remove(field)
        imaginary.chessboard[piece.location[0]].remove(piece)

        deleted_piece = None
        if isinstance(field, Piece):
            new_field = Field(field.location[0], field.location[1])
            tmp = copy(new_field.location)
            new_field.location = copy(piece.location)
            piece.location = tmp
            imaginary.chessboard[new_field.location[0]].insert(
                new_field.location[1], new_field)
            deleted_piece = field
        else:
            tmp = copy(field.location)
            field.location = copy(piece.location)
            piece.location = tmp
            imaginary.chessboard[field.location[0]].insert(
                field.location[1], field)
        imaginary.chessboard[piece.location[0]].insert(piece.location[1],
                                                       piece)

        return imaginary, deleted_piece
Esempio n. 20
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    def setUp(self):
        self.directions = [go_west, go_east, go_north, go_north_east]
        self.black_piece = Piece(ChessCoord('H', '6'), black, 'P', 'P', self.directions)

        self.other_piece_B4 = Piece(ChessCoord('B', '4'), white, 'P', 'P', self.directions)
        self.other_piece_C6 = Piece(ChessCoord('C', '6'), black, 'P', 'P', self.directions)
        self.other_piece_G3 = Piece(ChessCoord('G', '3'), white, 'P', 'P', self.directions)
        self.other_piece_D7 = Piece(ChessCoord('D', '7'), white, 'P', 'P', self.directions)

        self.some_pieces = [
            Piece(ChessCoord('A', '1'), black, 'P', 'P', self.directions),
            self.other_piece_B4,
            self.other_piece_C6,
            self.other_piece_G3,
            self.other_piece_D7
        ]
Esempio n. 21
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    def inspect_move(self, pieces, move):
        grid_move = bps.chess_coord_to_grid_coord(move)
        move_direction = get_direction(self.grid_coord, grid_move)

        if is_diagonal_move(move_direction):
            return self.inspect_taking_move(pieces, grid_move, move_direction)

        move_inspect_result = Piece.inspect_move(self, pieces, move)
        ok_num_of_steps = self.ok_number_steps(move_inspect_result.squares)

        move_inspect_result.is_valid_move = ok_num_of_steps and move_inspect_result.is_valid_move

        if move_inspect_result.possible_piece:
            move_inspect_result.is_valid_move = False
            move_inspect_result.was_blocked = True

        move_inspect_result.will_put_self_in_check = \
            self.check_for_putting_self_in_check(pieces, move, move_inspect_result)

        move_inspect_result.is_valid_move = move_inspect_result.is_valid_move and \
            not move_inspect_result.will_put_self_in_check

        return move_inspect_result
Esempio n. 22
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 def toString(self):
     return self.side + self.piece + Piece.convertBoolToString(
         self.firstMove)
Esempio n. 23
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 def update_coord(self, chess_coord):
     self.register_possible_en_passant(chess_coord)
     Piece.update_coord(self, chess_coord)
Esempio n. 24
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class PieceTests(unittest.TestCase):
    def setUp(self):
        self.directions = [go_west, go_east, go_north, go_north_east]
        self.black_piece = Piece(ChessCoord('H', '6'), black, 'P', 'P', self.directions)

        self.other_piece_B4 = Piece(ChessCoord('B', '4'), white, 'P', 'P', self.directions)
        self.other_piece_C6 = Piece(ChessCoord('C', '6'), black, 'P', 'P', self.directions)
        self.other_piece_G3 = Piece(ChessCoord('G', '3'), white, 'P', 'P', self.directions)
        self.other_piece_D7 = Piece(ChessCoord('D', '7'), white, 'P', 'P', self.directions)

        self.some_pieces = [
            Piece(ChessCoord('A', '1'), black, 'P', 'P', self.directions),
            self.other_piece_B4,
            self.other_piece_C6,
            self.other_piece_G3,
            self.other_piece_D7
        ]

    def test_constructor(self):
        self.failUnless(self.black_piece.letter is 'P')
        self.failUnless(self.black_piece.colour is black)
        self.failUnless(self.black_piece.move_directions == self.directions)
        self.failUnless(self.black_piece.chess_coord == ChessCoord('H', '6'))
        self.failUnless(self.black_piece.grid_coord == GridCoord(7, 5))

    def test_is_valid_move_returns_move_result_no_pieces(self):
        move_inspect_result = self.black_piece.inspect_move([], ChessCoord('F', '6'))
        self.failUnless(move_inspect_result == MoveInspectResult(True, False, [
            GridCoord(6, 5),
            GridCoord(5, 5)], None))

    def test_is_valid_move_returns_move_result_with_pieces(self):
        move_inspect_result = self.black_piece.inspect_move(self.some_pieces, ChessCoord('F', '6'))
        self.failUnless(move_inspect_result == MoveInspectResult(True, False, [
            GridCoord(6, 5),
            GridCoord(5, 5)], None))

    def test_is_invalid_move_returns_move_result_with_own_blocking_piece_end_square(self):
        self.black_piece.update_coord(ChessCoord('A', '4'))
        move_inspect_result = self.black_piece.inspect_move(self.some_pieces, ChessCoord('C', '6'))
        self.failUnless(move_inspect_result == MoveInspectResult(False, True, [], self.other_piece_B4))

    def test_is_valid_move_returns_move_result_with_enemy_piece_end_square(self):
        self.black_piece.update_coord(ChessCoord('G', '1'))
        move_inspect_result = self.black_piece.inspect_move(self.some_pieces, ChessCoord('G', '3'))

        self.failUnless(move_inspect_result == MoveInspectResult(True, False,
                                                                 [GridCoord(6, 1), GridCoord(6, 2)],
                                                                 self.other_piece_G3)
                        )

    def test_is_invalid_move_result_with_enemy_piece_blocking(self):
        self.black_piece.update_coord(ChessCoord('B', '5'))
        move_inspect_result = self.black_piece.inspect_move(self.some_pieces, ChessCoord('E', '8'))
        self.failUnless(move_inspect_result == MoveInspectResult(False, True,
                                                                 [],
                                                                 self.other_piece_C6)
                        )

    def test_is_invalid_move_result_with_friendly_piece_blocking(self):
        self.black_piece.update_coord(ChessCoord('D', '4'))
        move_inspect_result = self.black_piece.inspect_move(self.some_pieces, ChessCoord('A', '4'))
        self.failUnless(move_inspect_result == MoveInspectResult(False, True,
                                                                 [GridCoord(2, 3)],
                                                                 self.other_piece_B4)
                        )
Esempio n. 25
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 def inspect_move(self, pieces, move):
     castling_move_result = self.get_castling_move_result(pieces, move)
     if castling_move_result.was_castling_attempt:
         return castling_move_result
     else:
         return Piece.inspect_move(self, pieces, move)
Esempio n. 26
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 def capture_piece(self, piece: Piece):
     position = piece.get_position()
     self.remove_piece_at(position)
Esempio n. 27
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File: king.py Progetto: joram/chess
 def __init__(self, colour, position, board):
     Piece.__init__(self, "king", colour, position, board)
     self.directions = [(x, y) for x in [-1, 0, 1] for y in [-1, 0, 1]]
Esempio n. 28
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File: pawn.py Progetto: joram/chess
 def __init__(self, colour, position, board):
     Piece.__init__(self, "pawn", colour, position, board)
Esempio n. 29
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 def __init__(self, chess_coord, colour):
     if colour is white:
         Piece.__init__(self, chess_coord, white, 'Q', '♕', move_directions_queen())
     else:
         Piece.__init__(self, chess_coord, black, 'Q', '♛', move_directions_queen())
Esempio n. 30
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 def capture(self, piece: Piece, captured: Piece, turn: int):
     piece.capture(self, captured, turn)
Esempio n. 31
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 def __init__(self, colour, position, board):
     Piece.__init__(self, "knight", colour, position, board)
Esempio n. 32
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 def __init__(self, chess_coord, colour):
     if colour is white:
         Piece.__init__(self, chess_coord, white, 'B', '♗', move_directions_bishop())
     else:
         Piece.__init__(self, chess_coord, black, 'B', '♝', move_directions_bishop())
Esempio n. 33
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 def toString(self):
     return self.side+self.piece+Piece.convertBoolToString(self.castle)
Esempio n. 34
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 def set_piece_at(self, position: (int, int), piece: Piece):
     self.__set_at(position, Maybe.just(piece))
     piece.set_pos(position)
Esempio n. 35
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 def __init__(self, alliance, position):
     Piece.__init__(self, alliance)
     self.alliance = alliance
     self.position = position
Esempio n. 36
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 def move(self, piece: Piece, to_position: (int, int), turn: int):
     piece.move(self, to_position, turn)
Esempio n. 37
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 def __init__(self, alliance, position):
     Piece.__init__(self, alliance)
     self.alliance = alliance
     self.position = position
     self.original_square = position
Esempio n. 38
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 def __init__(self, color):
     Piece.__init__(self, color)
     self.name = color + '_' + 'N'
Esempio n. 39
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 def __init__(self, color):
     Piece.__init__(self, color)
     self.name = color + '_' + 'P'
     self.count = 0
Esempio n. 40
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    def setup(self):
        """
        Sets the board in its initial position.
        :return:
        """
        # Set up white pieces
        num_file = 1
        num_rank = 1
        while num_file < 9:
            file = chr(96 + num_file)
            if file == 'a' or file == 'h':
                self.board['{0}{1}'.format(file, num_rank)]['piece'] = Piece(
                    colour='White',
                    piece_type='rook',
                    file=file,
                    rank=num_rank)
            elif file == 'b' or file == 'g':
                self.board['{0}{1}'.format(file, num_rank)]['piece'] = Piece(
                    colour='White',
                    piece_type='knight',
                    file=file,
                    rank=num_rank)
            elif file == 'c' or file == 'f':
                self.board['{0}{1}'.format(file, num_rank)]['piece'] = Piece(
                    colour='White',
                    piece_type='bishop',
                    file=file,
                    rank=num_rank)
            elif file == 'd':
                self.board['{0}{1}'.format(file, num_rank)]['piece'] = Piece(
                    colour='White',
                    piece_type='queen',
                    file=file,
                    rank=num_rank)
            elif file == 'e':
                self.board['{0}{1}'.format(file, num_rank)]['piece'] = Piece(
                    colour='White',
                    piece_type='king',
                    file=file,
                    rank=num_rank)
            num_file += 1

        num_rank = 2
        num_file = 1
        while num_file < 9:
            file = chr(96 + num_file)
            self.board['{0}{1}'.format(file, num_rank)]['piece'] = Piece(
                colour='White', piece_type='pawn', file=file, rank=num_rank)
            num_file += 1

        # Set up black pieces
        num_rank = 7
        num_file = 1
        while num_file < 9:
            file = chr(96 + num_file)
            self.board['{0}{1}'.format(file, num_rank)]['piece'] = Piece(
                colour='Black', piece_type='pawn', file=file, rank=num_rank)
            num_file += 1

        num_file = 1
        num_rank = 8
        while num_file < 9:
            file = chr(96 + num_file)
            if file == 'a' or file == 'h':
                self.board['{0}{1}'.format(file, num_rank)]['piece'] = Piece(
                    colour='Black',
                    piece_type='rook',
                    file=file,
                    rank=num_rank)
            elif file == 'b' or file == 'g':
                self.board['{0}{1}'.format(file, num_rank)]['piece'] = Piece(
                    colour='Black',
                    piece_type='knight',
                    file=file,
                    rank=num_rank)
            elif file == 'c' or file == 'f':
                self.board['{0}{1}'.format(file, num_rank)]['piece'] = Piece(
                    colour='Black',
                    piece_type='bishop',
                    file=file,
                    rank=num_rank)
            elif file == 'd':
                self.board['{0}{1}'.format(file, num_rank)]['piece'] = Piece(
                    colour='Black',
                    piece_type='queen',
                    file=file,
                    rank=num_rank)
            elif file == 'e':
                self.board['{0}{1}'.format(file, num_rank)]['piece'] = Piece(
                    colour='Black',
                    piece_type='king',
                    file=file,
                    rank=num_rank)
            num_file += 1
Esempio n. 41
0
 def __init__(self, chess_coord, colour):
     if colour is white:
         Piece.__init__(self, chess_coord, white, 'R', '♖', move_directions_rook())
     else:
         Piece.__init__(self, chess_coord, black, 'R', '♜', move_directions_rook())