def play(self, fixed_move=None): col = self.fixed_move(fixed_move) if col != -1: m = Move(self.name, self.board, col) m.play() win = self.board.check_connect(m) return m, win else: self.board.playing = False self.board.full = True
def getPossibleMoves(self): board = self.board currentPos = self.position movements = [C(2, 1), C(2, -1), C(-2, 1), C(-2, -1), C(1, 2), C(1, -2), C(-1, -2), C(-1, 2)] for movement in movements: newPos = currentPos + movement if board.isValidPos(newPos): pieceAtNewPos = board.pieceAtPosition(newPos) if pieceAtNewPos is None: yield Move(self, newPos) elif pieceAtNewPos.side != self.side: yield Move(self, newPos, pieceToCapture=pieceAtNewPos)
def movesInDirectionFromPos(self, pos, direction, side): for dis in range(1, 8): movement = C(dis * direction[X], dis * direction[Y]) newPos = pos + movement if self.board.isValidPos(newPos): pieceAtNewPos = self.board.pieceAtPosition(newPos) if pieceAtNewPos is None: yield Move(self, newPos) elif pieceAtNewPos is not None: if pieceAtNewPos.side != side: yield Move(self, newPos, pieceToCapture=pieceAtNewPos) return
def play(self, fixed_move=None): if fixed_move is None: col = self.rlmove() else: col = fixed_move if col != -1: m = Move(self.name, self.board, col) m.play() # print(f'Player {self.name} played column {col}') win = self.board.check_connect(m) # if result: print(result) return m, win else: self.board.playing = False self.board.full = True
def __init__(self, mateInOne=False, castleBoard=False, passant=False, promotion=False): self.pieces = [] self.history = [] self.points = 0 self.currentSide = WHITE self.movesMade = 0 self.checkmate = False if not mateInOne and not castleBoard and not passant and not promotion: self.pieces.extend([ Rook(self, BLACK, C(0, 7)), Knight(self, BLACK, C(1, 7)), Bishop(self, BLACK, C(2, 7)), Queen(self, BLACK, C(3, 7)), King(self, BLACK, C(4, 7)), Bishop(self, BLACK, C(5, 7)), Knight(self, BLACK, C(6, 7)), Rook(self, BLACK, C(7, 7)) ]) for x in range(8): self.pieces.append(Pawn(self, BLACK, C(x, 6))) for x in range(8): self.pieces.append(Pawn(self, WHITE, C(x, 1))) self.pieces.extend([ Rook(self, WHITE, C(0, 0)), Knight(self, WHITE, C(1, 0)), Bishop(self, WHITE, C(2, 0)), Queen(self, WHITE, C(3, 0)), King(self, WHITE, C(4, 0)), Bishop(self, WHITE, C(5, 0)), Knight(self, WHITE, C(6, 0)), Rook(self, WHITE, C(7, 0)) ]) elif promotion: pawnToPromote = Pawn(self, WHITE, C(1, 6)) pawnToPromote.movesMade = 1 kingWhite = King(self, WHITE, C(4, 0)) kingBlack = King(self, BLACK, C(3, 2)) self.pieces.extend([pawnToPromote, kingWhite, kingBlack]) elif passant: pawn = Pawn(self, WHITE, C(1, 4)) pawn2 = Pawn(self, BLACK, C(2, 6)) kingWhite = King(self, WHITE, C(4, 0)) kingBlack = King(self, BLACK, C(3, 2)) self.pieces.extend([pawn, pawn2, kingWhite, kingBlack]) self.history = [] self.currentSide = BLACK self.points = 0 self.movesMade = 0 self.checkmate = False firstMove = Move(pawn2, C(2, 4)) self.makeMove(firstMove) self.currentSide = WHITE return
def getPossibleMoves(self): currentPos = self.position movements = [ C(0, 1), C(0, -1), C(1, 0), C(-1, 0), C(1, 1), C(1, -1), C(-1, 1), C(-1, -1) ] for movement in movements: newPos = currentPos + movement if self.board.isValidPos(newPos): pieceAtNewPos = self.board.pieceAtPosition(newPos) if self.board.pieceAtPosition(newPos) is None: yield Move(self, newPos) elif pieceAtNewPos.side != self.side: yield Move(self, newPos, pieceToCapture=pieceAtNewPos) # Castling if self.movesMade == 0: inCheck = False kingsideCastleBlocked = False queensideCastleBlocked = False kingsideCastleCheck = False queensideCastleCheck = False kingsideRookMoved = True queensideRookMoved = True kingsideCastlePositions = [ self.position + C(1, 0), self.position + C(2, 0) ] for pos in kingsideCastlePositions: if self.board.pieceAtPosition(pos): kingsideCastleBlocked = True break queensideCastlePositions = [ self.position - C(1, 0), self.position - C(2, 0), self.position - C(3, 0) ] for pos in queensideCastlePositions: if self.board.pieceAtPosition(pos): queensideCastleBlocked = True break if kingsideCastleBlocked and queensideCastleBlocked: return otherSideMoves = \ self.board.getAllMovesUnfiltered(not self.side, includeKing=False) for move in otherSideMoves: if move.newPos == self.position: inCheck = True break if move.newPos == self.position + C(1, 0) or \ move.newPos == self.position + C(2, 0): kingsideCastleCheck = True if move.newPos == self.position - C(1, 0) or \ move.newPos == self.position - C(2, 0): queensideCastleCheck = True kingsideRookPos = self.position + C(3, 0) kingsideRook = self.board.pieceAtPosition(kingsideRookPos) \ if self.board.isValidPos(kingsideRookPos) \ else None if kingsideRook and \ kingsideRook.stringRep == 'R' and \ kingsideRook.movesMade == 0: kingsideRookMoved = False queensideRookPos = self.position - C(4, 0) queensideRook = self.board.pieceAtPosition(queensideRookPos) \ if self.board.isValidPos(queensideRookPos) \ else None if queensideRook and \ queensideRook.stringRep == 'R' and \ queensideRook.movesMade == 0: queensideRookMoved = False if not inCheck: if not kingsideCastleBlocked and \ not kingsideCastleCheck and \ not kingsideRookMoved: move = Move(self, self.position + C(2, 0)) rookMove = Move(kingsideRook, self.position + C(1, 0)) move.specialMovePiece = \ self.board.pieceAtPosition(kingsideRookPos) move.kingsideCastle = True move.rookMove = rookMove yield move if not queensideCastleBlocked and \ not queensideCastleCheck and \ not queensideRookMoved: move = Move(self, self.position - C(2, 0)) rookMove = Move(queensideRook, self.position - C(1, 0)) move.specialMovePiece = \ self.board.pieceAtPosition(queensideRookPos) move.queensideCastle = True move.rookMove = rookMove yield move
def getPossibleMoves(self): currentPosition = self.position # Pawn moves one up movement = C(0, 1) if self.side == WHITE else C(0, -1) advanceOnePosition = currentPosition + movement if self.board.isValidPos(advanceOnePosition): # Promotion moves if self.board.pieceAtPosition(advanceOnePosition) is None: col = advanceOnePosition[1] if col == 7 or col == 0: piecesForPromotion = \ [Rook(self.board, self.side, advanceOnePosition), Knight(self.board, self.side, advanceOnePosition), Bishop(self.board, self.side, advanceOnePosition), Queen(self.board, self.side, advanceOnePosition)] for piece in piecesForPromotion: move = Move(self, advanceOnePosition) move.promotion = True move.specialMovePiece = piece yield move else: yield Move(self, advanceOnePosition) # Pawn moves two up if self.movesMade == 0: movement = C(0, 2) if self.side == WHITE else C(0, -2) advanceTwoPosition = currentPosition + movement if self.board.isValidPos(advanceTwoPosition): if self.board.pieceAtPosition(advanceTwoPosition) is None and \ self.board.pieceAtPosition(advanceOnePosition) is None: yield Move(self, advanceTwoPosition) # Pawn takes movements = [C(1, 1), C(-1, 1)] \ if self.side == WHITE else [C(1, -1), C(-1, -1)] for movement in movements: newPosition = self.position + movement if self.board.isValidPos(newPosition): pieceToTake = self.board.pieceAtPosition(newPosition) if pieceToTake and pieceToTake.side != self.side: col = newPosition[1] # Promotions if col == 7 or col == 0: piecesForPromotion = \ [Rook(self.board, self.side, newPosition), Knight(self.board, self.side, newPosition), Bishop(self.board, self.side, newPosition), Queen(self.board, self.side, newPosition)] for piece in piecesForPromotion: move = Move(self, newPosition, pieceToCapture=pieceToTake) move.promotion = True move.specialMovePiece = piece yield move else: yield Move(self, newPosition, pieceToCapture=pieceToTake) # En passant movements = [C(1, 1), C(-1, 1)] \ if self.side == WHITE else [C(1, -1), C(-1, -1)] for movement in movements: posBesidePawn = self.position + C(movement[0], 0) if self.board.isValidPos(posBesidePawn): pieceBesidePawn = self.board.pieceAtPosition(posBesidePawn) lastPieceMoved = self.board.getLastPieceMoved() lastMoveWasAdvanceTwo = False lastMove = self.board.getLastMove() if lastMove: if lastMove.newPos - lastMove.oldPos == C(0, 2) or \ lastMove.newPos - lastMove.oldPos == C(0, -2): lastMoveWasAdvanceTwo = True if pieceBesidePawn and \ pieceBesidePawn.stringRep == 'P' and \ pieceBesidePawn.side != self.side and \ lastPieceMoved is pieceBesidePawn and \ lastMoveWasAdvanceTwo: move = Move(self, self.position + movement, pieceToCapture=pieceBesidePawn) move.passant = True move.specialMovePiece = pieceBesidePawn yield move