コード例 #1
0
    def make_move(self, chess_board, point_to):
        self.was_moved = True
        # roque check
        if abs(point_to.x - self.position.x) > 1:
            chess_board.set(point_to, self)
            chess_board.set(self.position, None)

            if self.side is Side.WHITE:
                if point_to.x - self.position.x > 0:
                    rook_pos = gb.GameBoard.default_white_rook_right_pos
                    delta_rook = Vector2d(-1, 0)
                else:
                    rook_pos = gb.GameBoard.default_white_rook_left_pos
                    delta_rook = Vector2d(1, 0)
            else:
                if point_to.x - self.position.x > 0:
                    rook_pos = gb.GameBoard.default_black_rook_right_pos
                    delta_rook = Vector2d(-1, 0)
                else:
                    rook_pos = gb.GameBoard.default_black_rook_left_pos
                    delta_rook = Vector2d(1, 0)

            self.position = copy.deepcopy(point_to)
            chess_board.make_move(Move(rook_pos, point_to + delta_rook))
            return
        super().make_move(chess_board, point_to)
コード例 #2
0
    def click(self, hiSq, pos):

        if self.cur_clicked is None or self.game_state.figures[
                self.cur_clicked] is None:
            if self.game_state.figures[hiSq] is None:
                return
            cur_side = self.game_state.get_cur_turn_side()
            if cur_side is None:
                return
            if cur_side is Side.WHITE and self.game_state.figures[hiSq].getTag("figue_lat").isupper() or \
                cur_side is Side.BLACK and self.game_state.figures[hiSq].getTag("figue_lat").islower():

                self.cur_clicked = hiSq
                self.cur_clicked_pos = pos
                return
            else:
                return

        # We have let go of the piece, but we are not on a square
        if self.render_fsm_ref.process_set_move_player is not None:
            move = Move(self.cur_clicked_pos, Vector2d(hiSq % 8, hiSq // 8))
            if self.game_state.figures[self.cur_clicked].getTag(
                    "figue_lat") is "p" and hiSq // 8 is 7:
                if self.game_state.get_cur_turn_side(
                ) is Side.BLACK and self.game_state.check_move_func(
                        move, Side.BLACK) != MoveResult.INCORRECT:
                    self.game_state.swap_figures(self.cur_clicked, hiSq)
                    if self.game_state.figures[self.cur_clicked] is not None:
                        self.game_state.figures[self.cur_clicked].removeNode()
                    self.cur_clicked = None
                    self.game_state.fire_pawn_change_panel(
                        Side.BLACK, copy.deepcopy(move))
                    self.game_state.dragging = False
                    return
            if self.game_state.figures[self.cur_clicked].getTag(
                    "figue_lat") is "P" and hiSq // 8 is 0:
                if self.game_state.get_cur_turn_side(
                ) is Side.WHITE and self.game_state.check_move_func(
                        move, Side.WHITE) != MoveResult.INCORRECT:
                    self.game_state.swap_figures(self.cur_clicked, hiSq)
                    if self.game_state.figures[self.cur_clicked] is not None:
                        self.game_state.figures[self.cur_clicked].removeNode()
                    self.cur_clicked = None
                    self.game_state.fire_pawn_change_panel(
                        Side.WHITE, copy.deepcopy(move))
                    self.game_state.dragging = False
                    return
            self.render_fsm_ref.process_set_move_player(
                Move(self.cur_clicked_pos, Vector2d(hiSq % 8, hiSq // 8)))
            self.cur_clicked = None
コード例 #3
0
    def generate_moves(self, chess_board):
        maybe_moves = [
            Vector2d(1, 2),
            Vector2d(-1, 2),
            Vector2d(2, 1),
            Vector2d(-2, 1),
            Vector2d(1, -2),
            Vector2d(-1, -2),
            Vector2d(2, -1),
            Vector2d(-2, -1)
        ]

        correct_cells = []

        for i in range(len(maybe_moves)):

            maybe_move = self.position + maybe_moves[i]
            if maybe_move.x >= Board.ROW_SIZE or maybe_move.x < 0:
                continue
            elif maybe_move.y >= Board.COLUMN_SIZE or maybe_move.y < 0:
                continue

            if _is_none_or_enemy(chess_board, self.position + maybe_moves[i],
                                 self.side) is True:
                correct_cells.append(self.position + maybe_moves[i])

        return correct_cells
コード例 #4
0
def _add_correct_cells_by_ray(position,
                              correct_cells,
                              chess_board,
                              figure_side,
                              dx,
                              dy,
                              step_len=Board.COLUMN_SIZE,
                              can_step_on_figure=True):
    delta = Vector2d(dx, dy)
    cur_step_len = 0

    while cur_step_len < step_len and \
            Board.ROW_SIZE > position.x + delta.x >= 0 and \
            0 <= position.y + delta.y < Board.COLUMN_SIZE and \
            _is_none_or_enemy(chess_board, position + delta, figure_side):

        if _is_enemy(chess_board, position + delta, figure_side):
            if can_step_on_figure:
                correct_cells.append(position + delta)
                break
            else:
                break
        elif _is_enemy(chess_board, position + delta,
                       Side.get_oposite(figure_side)):
            break

        correct_cells.append(position + delta)
        delta.x = delta.x + dx
        delta.y = delta.y + dy
        cur_step_len = cur_step_len + 1
コード例 #5
0
 def __init__(self, board_position=DEFAULT_BOARD_POSITION):
     """
     Initialize ChessBoard class function
     :param board_position: board position in special format (str),
      see: BOARD_FORMAT_DESCRIPTION
     """
     assert len(board_position) == Board.FULL_SIZE
     self.board = [[None for j in range(0, Board.ROW_SIZE)]
                   for i in range(0, Board.COLUMN_SIZE)]
     for i in range(0, Board.COLUMN_SIZE):
         for j in range(0, Board.ROW_SIZE):
             figure_letter = board_position[i * Board.COLUMN_SIZE + j]
             if figure_letter.isupper():
                 side = Side.WHITE
                 figure_letter = figure_letter.lower()
             else:
                 side = Side.BLACK
             if figure_letter == 'k':
                 figure_type = FigureType.KING
             elif figure_letter == 'q':
                 figure_type = FigureType.QUEEN
             elif figure_letter == 'b':
                 figure_type = FigureType.BISHOP
             elif figure_letter == 'n':
                 figure_type = FigureType.KNIGHT
             elif figure_letter == 'r':
                 figure_type = FigureType.ROOK
             elif figure_letter == 'p':
                 figure_type = FigureType.PAWN
             else:
                 continue
             self.board[j][i] = Figure(figure_type, side, Vector2d(j, i))
コード例 #6
0
    def generate_moves(self, chess_board, is_attack=False):
        correct_cells = []

        if self.side == Side.WHITE:
            delta_y = -1
        elif self.side == Side.BLACK:
            delta_y = 1
        else:
            assert (False, "generate moves: Pawn")
            return None

        # pawn attack figure
        if self.position.x > 0:
            # en passent attack
            self.en_passant(chess_board, correct_cells, -1, delta_y)

            x = self.position.x - 1
            y = self.position.y + delta_y
            if Board.COLUMN_SIZE > y >= 0:
                attack_cell = chess_board.get_by_pos(x, y)
                if attack_cell is not None and attack_cell.side != self.side or is_attack:
                    correct_cells.append(Vector2d(x, y))

        if self.position.x < Board.ROW_SIZE - 1:
            # en passent attack
            self.en_passant(chess_board, correct_cells, 1, delta_y)

            x = self.position.x + 1
            y = self.position.y + delta_y
            if Board.COLUMN_SIZE > y >= 0:
                attack_cell = chess_board.get_by_pos(x, y)
                if attack_cell is not None and attack_cell.side != self.side or is_attack:
                    correct_cells.append(Vector2d(x, y))

        if is_attack:
            return correct_cells
        # pawn go forward
        if self.was_moved is False:
            _add_correct_cells_by_ray(self.position, correct_cells,
                                      chess_board, self.side, 0, delta_y, 2,
                                      False)
        else:
            _add_correct_cells_by_ray(self.position, correct_cells,
                                      chess_board, self.side, 0, delta_y, 1,
                                      False)

        return correct_cells
コード例 #7
0
    def grab_piece(self):
        if self.is_in_past:
            return
        # If a square is highlighted and it has a piece, set it to dragging
        # mode
        if self.hiSq is not False and self.figures[self.hiSq]:
            self.dragging = self.hiSq
            self.dragging_figure_position = Vector2d(self.hiSq % 8,
                                                     self.hiSq // 8)
            if self.tap_movement_manager is not None:
                self.tap_movement_manager.click(self.hiSq,
                                                self.dragging_figure_position)
            self.hiSq = False
            return

        if self.hiSq is not None and self.tap_movement_manager is not None:
            self.tap_movement_manager.click(
                self.hiSq, Vector2d(self.hiSq % 8, self.hiSq // 8))
コード例 #8
0
    def release_piece(self):
        # Letting go of a piece. If we are not on a square, return it to its original
        # position. Otherwise, swap it with the piece in the new square
        # Make sure we really are dragging something
        if self.dragging is not False:
            # We have let go of the piece, but we are not on a square
            if self.dimension is Dimension._3D:
                self.figures[self.dragging].setPos(
                    self.FigurePos(self.dragging))
            else:
                self.figures[self.dragging].setPos(
                    self.FigurePos(self.dragging))
            if self.render_fsm_ref.process_set_move_player is not None:
                move = Move(self.dragging_figure_position,
                            Vector2d(self.hiSq % 8, self.hiSq // 8))
                if self.figures[self.dragging].getTag(
                        "figue_lat") is "p" and self.hiSq // 8 is 7:
                    if self.get_cur_turn_side(
                    ) is Side.BLACK and self.check_move_func(
                            move, Side.BLACK) != MoveResult.INCORRECT:
                        self.swap_figures(self.dragging, self.hiSq)
                        if self.figures[self.dragging] is not None:
                            self.figures[self.dragging].removeNode()
                        self.dragging = False
                        self.fire_pawn_change_panel(Side.BLACK, move)
                        return
                if self.figures[self.dragging].getTag(
                        "figue_lat") is "P" and self.hiSq // 8 is 0:
                    if self.get_cur_turn_side(
                    ) is Side.WHITE and self.check_move_func(
                            move, Side.WHITE) != MoveResult.INCORRECT:
                        self.swap_figures(self.dragging, self.hiSq)
                        if self.figures[self.dragging] is not None:
                            self.figures[self.dragging].removeNode()
                        self.dragging = False
                        self.fire_pawn_change_panel(Side.WHITE, move)
                        return
                self.render_fsm_ref.process_set_move_player(
                    Move(self.dragging_figure_position,
                         Vector2d(self.hiSq % 8, self.hiSq // 8)))

        # We are no longer dragging anything
        self.dragging = False
コード例 #9
0
 def __init__(self, figure_type, side, position):
     """
     Initialize ChessFigure class instance
     :param figure_type: type of chess figure (ChessFigureType)
     :param side: player side (ChessSide)
     :param position: board position (Vector2d)
     """
     self.figure_type = FigureType(figure_type)
     self.side = Side(side)
     self.position = Vector2d(position.x, position.y)
コード例 #10
0
    def __init__(self, chess_board):
        self.board = [[None for j in range(0, Board.ROW_SIZE)]
                      for i in range(0, Board.COLUMN_SIZE)]

        for i in range(0, Board.COLUMN_SIZE):
            for j in range(0, Board.ROW_SIZE):
                if chess_board.board[j][i] is None:
                    continue

                figure_type = chess_board.board[j][i].figure_type
                side = chess_board.board[j][i].side
                cur_pos = Vector2d(j, i)

                if figure_type == FigureType.KING:
                    was_moved = True
                    if side == Side.WHITE:
                        if cur_pos == GameBoard.default_white_king_pos:
                            was_moved = False
                    elif side == Side.BLACK:
                        if cur_pos == GameBoard.default_black_king_pos:
                            was_moved = False
                    self.board[j][i] = Figures.King(side, cur_pos, was_moved)

                elif figure_type == FigureType.QUEEN:
                    self.board[j][i] = Figures.Queen(side, cur_pos)

                elif figure_type == FigureType.ROOK:
                    was_moved = True
                    if side == Side.WHITE:
                        if cur_pos == GameBoard.default_white_rook_left_pos or cur_pos == GameBoard.default_white_rook_right_pos:
                            was_moved = False
                    elif side == Side.BLACK:
                        if cur_pos == GameBoard.default_black_rook_left_pos or cur_pos == GameBoard.default_black_rook_right_pos:
                            was_moved = False
                    self.board[j][i] = Figures.Rook(side, cur_pos, was_moved)

                elif figure_type == FigureType.KNIGHT:
                    self.board[j][i] = Figures.Knight(side, cur_pos)

                elif figure_type == FigureType.BISHOP:
                    self.board[j][i] = Figures.Bishop(side, cur_pos)

                elif figure_type == FigureType.PAWN:
                    was_moved = True
                    if side == Side.WHITE:
                        if i == GameBoard.default_white_pawn_row:
                            was_moved = False
                    elif side == Side.BLACK:
                        if i == GameBoard.default_black_pawn_row:
                            was_moved = False
                    self.board[j][i] = Figures.Pawn(side, cur_pos, was_moved)

                else:
                    continue
コード例 #11
0
 def evaluate(self, side):
     total = 0
     for j in range(Board.ROW_SIZE):
         for i in range(Board.COLUMN_SIZE):
             pos = Vector2d(j, i)
             figure = self.get(pos)
             if figure is not None:
                 if figure.side is side:
                     sign = 1
                 else:
                     sign = -1
                 total = total + (figure.evaluate(j, i) * sign)
     return total
コード例 #12
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    def roque_right(self, chess_board, correct_cells):

        # self does not move
        if self.was_moved is True:
            return

        # self not on check
        attack_cells = chess_board.summary_attacked_cells(
            Side.get_oposite(self.side))

        if self.position in attack_cells:
            return

        if self.side == Side.WHITE:
            default_rook_right_pos = gb.GameBoard.default_white_rook_right_pos
        else:
            default_rook_right_pos = gb.GameBoard.default_black_rook_right_pos

        right_rook = chess_board.get(default_rook_right_pos)

        # rook does not move
        if not (right_rook is not None and isinstance(right_rook, Rook)
                and right_rook.was_moved is False):
            return

        # not on attack cell
        if self.position + Vector2d(1, 0) in attack_cells:
            return

        ray_to_rook = []
        _add_correct_cells_by_ray(self.position, ray_to_rook, chess_board,
                                  Side.get_oposite(self.side), 1, 0)
        if len(ray_to_rook) == 0:
            return
        if chess_board.get(ray_to_rook[len(ray_to_rook) -
                                       1]).position != default_rook_right_pos:
            return

        correct_cells.append(self.position + Vector2d(2, 0))
コード例 #13
0
 def summary_moves(self, side, my_turn=True):
     summary_moves = []
     attacked_cells = []
     for j in range(Board.ROW_SIZE):
         for i in range(Board.COLUMN_SIZE):
             attacked_cells.clear()
             figure = self.get_by_pos(j, i)
             if figure is not None and figure.side == side:
                 if isinstance(figure, Figures.King):
                     attacked_cells = attacked_cells + figure.generate_moves(self, my_turn)
                 else:
                     attacked_cells = attacked_cells + figure.generate_moves(self)
                 for k in range(len(attacked_cells)):
                     summary_moves.append(Move(Vector2d(j, i), attacked_cells[k]))
     return summary_moves
コード例 #14
0
    def deserialize_from_str(self, board_as_str):
        self.board = [[None for j in range(0, Board.ROW_SIZE)]
                      for i in range(0, Board.COLUMN_SIZE)]
        str_board = ['.' for j in range(0, Board.ROW_SIZE)
                        for i in range(0, Board.COLUMN_SIZE)]

        for i in range(0, Board.COLUMN_SIZE):
            for j in range(0, Board.ROW_SIZE):
                str_board[i * Board.ROW_SIZE + j] = str(board_as_str).__getitem__(i * Board.ROW_SIZE + j)

        for i in range(0, Board.COLUMN_SIZE):
            for j in range(0, Board.ROW_SIZE):
                letter = str_board[i * Board.ROW_SIZE + j]
                if letter.isupper():
                    side = Side.WHITE
                else:
                    side = Side.BLACK
                letter = letter.lower()
                cur_pos = Vector2d(j, i)

                if letter == 'k':
                    self.board[j][i] = Figures.King(side, cur_pos, False)
                elif letter == 'i':
                    self.board[j][i] = Figures.King(side, cur_pos, True)
                elif letter == 'b':
                    self.board[j][i] = Figures.Bishop(side, cur_pos)
                elif letter == 'r':
                    self.board[j][i] = Figures.Rook(side, cur_pos, False)
                elif letter == 'o':
                    self.board[j][i] = Figures.Rook(side, cur_pos, True)
                elif letter == 'n':
                    self.board[j][i] = Figures.Knight(side, cur_pos)
                elif letter == 'q':
                    self.board[j][i] = Figures.Queen(side, cur_pos)
                elif letter == 'p':
                    self.board[j][i] = Figures.Pawn(side, cur_pos)
                elif letter == 'a':
                    self.board[j][i] = Figures.Pawn(side, cur_pos, True)
                elif letter == 'w':
                    self.board[j][i] = Figures.Pawn(side, cur_pos, False, True)
コード例 #15
0
    def make_move(self, chess_board, point_to):
        passent_cells = []

        if self.side == Side.WHITE:
            delta_y = -1
        else:
            delta_y = 1

        if self.position.x < Board.ROW_SIZE - 1:
            self.en_passant(chess_board, passent_cells, 1, delta_y)
        if self.position.x > 0:
            self.en_passant(chess_board, passent_cells, -1, delta_y)

        if abs(self.position.y - point_to.y) > 1:
            self.double_move = True
        else:
            self.double_move = False

        if point_to in passent_cells:
            chess_board.set(point_to - Vector2d(0, delta_y), None)
            super().make_move(chess_board, point_to)
        else:
            super().make_move(chess_board, point_to)
        self.was_moved = True
コード例 #16
0
 def get_king_cell(self, side):
     for i in range(0, Board.COLUMN_SIZE):
         for j in range(0, Board.ROW_SIZE):
             if self.board[j][i] is not None:
                 if isinstance(self.board[j][i], Figures.King) and self.board[j][i].side == side:
                     return Vector2d(j, i)
コード例 #17
0
 def en_passant(self, chess_board, correct_cells, dx, dy):
     enemy_pawn = chess_board.get(self.position + Vector2d(dx, 0))
     if enemy_pawn is not None:
         if isinstance(enemy_pawn, Pawn) and enemy_pawn.side != self.side:
             if enemy_pawn.double_move is True:
                 correct_cells.append(self.position + Vector2d(dx, dy))
コード例 #18
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class GameBoard:
    default_white_king_pos = Vector2d(4, 7)
    default_black_king_pos = Vector2d(4, 0)

    default_white_pawn_row = 6
    default_black_pawn_row = 1

    default_white_rook_right_pos = Vector2d(7, 7)
    default_white_rook_left_pos = Vector2d(0, 7)

    default_black_rook_right_pos = Vector2d(7, 0)
    default_black_rook_left_pos = Vector2d(0, 0)

    def __init__(self, chess_board):
        self.board = [[None for j in range(0, Board.ROW_SIZE)]
                      for i in range(0, Board.COLUMN_SIZE)]

        for i in range(0, Board.COLUMN_SIZE):
            for j in range(0, Board.ROW_SIZE):
                if chess_board.board[j][i] is None:
                    continue

                figure_type = chess_board.board[j][i].figure_type
                side = chess_board.board[j][i].side
                cur_pos = Vector2d(j, i)

                if figure_type == FigureType.KING:
                    was_moved = True
                    if side == Side.WHITE:
                        if cur_pos == GameBoard.default_white_king_pos:
                            was_moved = False
                    elif side == Side.BLACK:
                        if cur_pos == GameBoard.default_black_king_pos:
                            was_moved = False
                    self.board[j][i] = Figures.King(side, cur_pos, was_moved)

                elif figure_type == FigureType.QUEEN:
                    self.board[j][i] = Figures.Queen(side, cur_pos)

                elif figure_type == FigureType.ROOK:
                    was_moved = True
                    if side == Side.WHITE:
                        if cur_pos == GameBoard.default_white_rook_left_pos or cur_pos == GameBoard.default_white_rook_right_pos:
                            was_moved = False
                    elif side == Side.BLACK:
                        if cur_pos == GameBoard.default_black_rook_left_pos or cur_pos == GameBoard.default_black_rook_right_pos:
                            was_moved = False
                    self.board[j][i] = Figures.Rook(side, cur_pos, was_moved)

                elif figure_type == FigureType.KNIGHT:
                    self.board[j][i] = Figures.Knight(side, cur_pos)

                elif figure_type == FigureType.BISHOP:
                    self.board[j][i] = Figures.Bishop(side, cur_pos)

                elif figure_type == FigureType.PAWN:
                    was_moved = True
                    if side == Side.WHITE:
                        if i == GameBoard.default_white_pawn_row:
                            was_moved = False
                    elif side == Side.BLACK:
                        if i == GameBoard.default_black_pawn_row:
                            was_moved = False
                    self.board[j][i] = Figures.Pawn(side, cur_pos, was_moved)

                else:
                    continue

    def serialize_to_str(self):
        str_board = ['.' for j in range(0, Board.ROW_SIZE)
                        for i in range(0, Board.COLUMN_SIZE)]

        for i in range(0, Board.COLUMN_SIZE):
            for j in range(0, Board.ROW_SIZE):
                if self.board[j][i] is None:
                    continue
                str_board[i * Board.ROW_SIZE + j] = self.board[j][i].serialized_letter()

        res = ""
        for i in range(0, Board.COLUMN_SIZE * Board.ROW_SIZE):
            res += str_board[i]
        return res

    def deserialize_from_str(self, board_as_str):
        self.board = [[None for j in range(0, Board.ROW_SIZE)]
                      for i in range(0, Board.COLUMN_SIZE)]
        str_board = ['.' for j in range(0, Board.ROW_SIZE)
                        for i in range(0, Board.COLUMN_SIZE)]

        for i in range(0, Board.COLUMN_SIZE):
            for j in range(0, Board.ROW_SIZE):
                str_board[i * Board.ROW_SIZE + j] = str(board_as_str).__getitem__(i * Board.ROW_SIZE + j)

        for i in range(0, Board.COLUMN_SIZE):
            for j in range(0, Board.ROW_SIZE):
                letter = str_board[i * Board.ROW_SIZE + j]
                if letter.isupper():
                    side = Side.WHITE
                else:
                    side = Side.BLACK
                letter = letter.lower()
                cur_pos = Vector2d(j, i)

                if letter == 'k':
                    self.board[j][i] = Figures.King(side, cur_pos, False)
                elif letter == 'i':
                    self.board[j][i] = Figures.King(side, cur_pos, True)
                elif letter == 'b':
                    self.board[j][i] = Figures.Bishop(side, cur_pos)
                elif letter == 'r':
                    self.board[j][i] = Figures.Rook(side, cur_pos, False)
                elif letter == 'o':
                    self.board[j][i] = Figures.Rook(side, cur_pos, True)
                elif letter == 'n':
                    self.board[j][i] = Figures.Knight(side, cur_pos)
                elif letter == 'q':
                    self.board[j][i] = Figures.Queen(side, cur_pos)
                elif letter == 'p':
                    self.board[j][i] = Figures.Pawn(side, cur_pos)
                elif letter == 'a':
                    self.board[j][i] = Figures.Pawn(side, cur_pos, True)
                elif letter == 'w':
                    self.board[j][i] = Figures.Pawn(side, cur_pos, False, True)

    def export_chess_board(self):
        export_board = ['.' for j in range(0, Board.ROW_SIZE)
                        for i in range(0, Board.COLUMN_SIZE)]

        for i in range(0, Board.COLUMN_SIZE):
            for j in range(0, Board.ROW_SIZE):
                if self.board[j][i] is None:
                    continue
                figure_type = self.board[j][i].figure_type
                side = self.board[j][i].side

                if figure_type == FigureType.KING:
                    latter = 'k'
                elif figure_type == FigureType.QUEEN:
                    latter = 'q'
                elif figure_type == FigureType.ROOK:
                    latter = 'r'
                elif figure_type == FigureType.KNIGHT:
                    latter = 'n'
                elif figure_type == FigureType.BISHOP:
                    latter = 'b'
                elif figure_type == FigureType.PAWN:
                    latter = 'p'

                if side == Side.WHITE:
                    latter = latter.upper()
                export_board[i * Board.ROW_SIZE + j] = latter

        return export_board

    def print(self):
        sys.stdout.write(" ")
        sys.stdout.write(" ")
        sys.stdout.write(" ")
        for i in range(0, Board.ROW_SIZE):
            sys.stdout.write(i.__str__())
            sys.stdout.write(" ")
        print()
        print()

        for i in range(0, Board.COLUMN_SIZE):
            sys.stdout.write(i.__str__())
            sys.stdout.write(" ")
            sys.stdout.write(" ")
            for j in range(0, Board.ROW_SIZE):
                if self.board[j][i] is not None:
                    self.board[j][i].print()
                    sys.stdout.write(" ")
                else:
                    sys.stdout.write("*")
                    sys.stdout.write(" ")
            print()

    def print_attacked_cells(self):
        for i in range(0, Board.COLUMN_SIZE):
            for j in range(0, Board.ROW_SIZE):
                if self.board[j][i] is not None:
                    attack_cells = self.board[j][i].generate_moves(self)
                    self.board[j][i].print()
                    sys.stdout.write(": ")
                    for k in range(len(attack_cells)):
                        sys.stdout.write(attack_cells[k].x.__str__())
                        sys.stdout.write(" ")
                        sys.stdout.write(attack_cells[k].y.__str__())
                        sys.stdout.write("; ")
                    print()

    def get_by_pos(self, x, y):
        return self.board[x][y]

    def get(self, position):
        return self.board[position.x][position.y]

    def set(self, position, game_object):
        self.board[position.x][position.y] = game_object

    def get_king_cell(self, side):
        for i in range(0, Board.COLUMN_SIZE):
            for j in range(0, Board.ROW_SIZE):
                if self.board[j][i] is not None:
                    if isinstance(self.board[j][i], Figures.King) and self.board[j][i].side == side:
                        return Vector2d(j, i)

    def get_figures_list(self, side):
        figures = []
        for i in range(0, Board.COLUMN_SIZE):
            for j in range(0, Board.ROW_SIZE):
                if self.board[j][i] is not None:
                    if self.board[j][i].side == side:
                        figures.append(self.board[j][i])
        return figures

    def make_move(self, move):
        self.get(move.point_from).make_move(self, move.point_to)

    def summary_attacked_cells(self, side):
        attacked_cells = []
        for j in range(Board.ROW_SIZE):
            for i in range(Board.COLUMN_SIZE):
                figure = self.get_by_pos(j, i)
                if figure is not None and figure.side == side:
                    if isinstance(figure, Figures.King):
                        attacked_cells = attacked_cells + figure.generate_moves(self, False)
                    elif isinstance(figure, Figures.Pawn):
                        attacked_cells = attacked_cells + figure.generate_moves(self, True)
                    else:
                        attacked_cells = attacked_cells + figure.generate_moves(self)
        return attacked_cells

    def summary_moves(self, side, my_turn=True):
        summary_moves = []
        attacked_cells = []
        for j in range(Board.ROW_SIZE):
            for i in range(Board.COLUMN_SIZE):
                attacked_cells.clear()
                figure = self.get_by_pos(j, i)
                if figure is not None and figure.side == side:
                    if isinstance(figure, Figures.King):
                        attacked_cells = attacked_cells + figure.generate_moves(self, my_turn)
                    else:
                        attacked_cells = attacked_cells + figure.generate_moves(self)
                    for k in range(len(attacked_cells)):
                        summary_moves.append(Move(Vector2d(j, i), attacked_cells[k]))
        return summary_moves

    def is_that_check(self, my_side):
        attacked_cells = self.summary_attacked_cells(my_side)
        enemy_king_cell = self.get_king_cell(Side.get_oposite(my_side))
        return enemy_king_cell in attacked_cells

    def is_that_mate(self, my_side):
        enemy_figures = self.get_figures_list(Side.get_oposite(my_side))
        for i in range(len(enemy_figures)):
            cur_figure = enemy_figures[i]
            available_moves = cur_figure.generate_moves(self)
            for j in range(len(available_moves)):
                new_chess_board = copy.deepcopy(self)
                if new_chess_board.get(cur_figure.position) is None:
                    print(cur_figure.position.x)
                    print(cur_figure.position.y)
                new_chess_board.make_move(Move(cur_figure.position, available_moves[j]))
                if new_chess_board.is_that_check(my_side) is False:
                    return False
        return True

    def is_that_stalemate(self, my_side):
        enemy_figures = self.get_figures_list(Side.get_oposite(my_side))
        for i in range(len(enemy_figures)):
            cur_figure = enemy_figures[i]
            if isinstance(cur_figure, Figures.King) is not True:
                available_moves = cur_figure.generate_moves(self)
                if len(available_moves) != 0:
                    return False
            else:
                available_moves = cur_figure.generate_moves(self)
                for j in range(len(available_moves)):
                    new_chess_board = copy.deepcopy(self)
                    if new_chess_board.get(cur_figure.position) is None:
                        print(cur_figure.position.x)
                        print(cur_figure.position.y)

                    new_chess_board.make_move(Move(cur_figure.position, available_moves[j]))
                    if new_chess_board.is_that_check(my_side) is False:
                        return False
        return True

    def evaluate(self, side):
        total = 0
        for j in range(Board.ROW_SIZE):
            for i in range(Board.COLUMN_SIZE):
                pos = Vector2d(j, i)
                figure = self.get(pos)
                if figure is not None:
                    if figure.side is side:
                        sign = 1
                    else:
                        sign = -1
                    total = total + (figure.evaluate(j, i) * sign)
        return total

    def delete_double_move(self, side_to_del):
        for j in range(Board.ROW_SIZE):
            for i in range(Board.COLUMN_SIZE):
                figure = self.get_by_pos(j, i)
                if figure is not None and figure.side == side_to_del:
                    if isinstance(figure, Figures.Pawn):
                        figure.double_move = False

    def swap_pawn(self, position, figure_lat):
        side = self.board[position.x][position.y].side
        lower = figure_lat.lower()
        if lower == 'q':
            self.board[position.x][position.y] = Figures.Queen(side, position)
        if lower == 'b':
            self.board[position.x][position.y] = Figures.Bishop(side, position)
        if lower == 'n':
            self.board[position.x][position.y] = Figures.Knight(side, position)
        if lower == 'r':
            self.board[position.x][position.y] = Figures.Rook(side, position, True)