def test_pawn_may_not_double_jump_after_moving(self): # Arrange pawn_start_pos = Vec2(0, 6) # Act self.chess_board.move(Move(pawn_start_pos, Vec2(0, 3))) pawn_move_to_test = self.p1_pawn.can_move(Move(pawn_start_pos, Vec2(5, 3)), self.chess_board) # Assert self.assertFalse(pawn_move_to_test)
def castle(self, move): # Utilizing normalization to determine King or Queen side castling new_king_pos = move.old + move.direction() * 2 new_rook_pos = new_king_pos - move.direction() # Fetching the rook via Kingly movement rook_x = 7 if new_rook_pos.x > move.old.x else 0 # Moves to do king_move = Move(move.old, new_king_pos) rook_move = Move(Vec2(rook_x, new_rook_pos.y), new_rook_pos) # The actual castling self.move(king_move) self.move(rook_move)
def can_friendlies_uncheck_king(self) -> bool: friendlies = self.board.get_all_pieces_on_team(self.highness.team) checkers = self.board.get_all_pieces_checking_king( self.highness.team, self.board.get_piece_space(self.highness)) if len(checkers) > 1: return False elif len(checkers) == 0: return True else: checker = checkers[0] if friendlies: for friendly in friendlies: move_kill = Move(self.board.get_piece_pos(friendly), self.board.get_piece_pos(checker)) if friendly.can_move( move_kill, self.board) or self.can_friendlies_block_checker( friendlies, checker): print(f"Checker may be captured or blocked") if friendly.can_move( move_kill, self.board ) and self.can_friendlies_block_checker( friendlies, checker): print( f"Checker may be captured via {move_kill}, and blocked via {self.can_friendlies_block_checker(friendlies, checker)}" ) return True else: return False
def is_castle_path_clear(self, move: Move, player_team): spaces_in_between = move.get_spaces_in_between() for space in spaces_in_between: if not self.is_space_safe(space, player_team): return False return True
def test_pawn_may_double_jump(self): # Arrange pawn_start_pos = Vec2(5, 5) # Act pawn_move = self.pawn.can_move(Move(pawn_start_pos, Vec2(5, 3)), self.chess_board) # Assert self.assertTrue(pawn_move)
def get_attacker_spaces_for_checkmate(self, attacker_piece, attacker_pos) -> List[Vec2]: move_list = [] for y in range(len(self.spaces)): for x in range(len(self.spaces)): if attacker_piece.can_move(Move(attacker_pos, Vec2(x, y)), self): move_list.append(Vec2(x, y)) return move_list
def get_all_pieces_checking_king(self, player_team, king_pos) -> List: hit_list = [] for y in range(len(self.spaces)): for x in range(len(self.spaces)): attacker = self.get_piece(Vec2(x, y)) if attacker is not None and attacker.team != player_team: if attacker.can_move((Move(Vec2(x, y), king_pos)), self): hit_list.append(attacker) return hit_list
def test_new_coordinates_via_pawn_double_jump(self): # Arrange self.chess_board.set_piece(Vec2(0, 2), self.enemy_pawn) # Act self.chess_board.move(Move(Vec2(0, 2), Vec2(0, 4))) # Assert self.assertTrue(self.chess_board.get_piece(Vec2(0, 4)).name == "Pawn")
def is_space_safe(self, pos: Vec2, for_team: int) -> bool: for y in range(len(self.spaces)): for x in range(len(self.spaces)): piece = self.get_piece(Vec2(x, y)) if piece and piece.team != for_team: if piece.can_move(Move(Vec2(x, y), pos), self): # print(f"{piece} can take {pos}") return False return True
def test_pawn_cannot_move_backwards(self): # Arrange end_space = self.start_space + Vec2(0, 1) move = Move(self.start_space, end_space) self.chess_game.board.set_piece(self.start_space, self.pawn) # Act & Assert self.assertRaises(IllegalMove, self.chess_game.try_player_move, move, self.player_turn)
def print_all_moves_for_piece(self, pos): a_board = ChessBoard() piece = self.get_piece(pos) for y in range(len(self.spaces)): for x in range(len(self.spaces)): if piece.can_move(Move(pos, Vec2(x, y)), self): a_board.spaces[y][x] = "x" print(a_board.display())
def test_king_cannot_endanger_himself(self): # Arrange king_start_pos = Vec2(4, 7) self.chess_game.board.set_piece(king_start_pos, self.king) self.chess_game.board.set_piece(Vec2(5, 5), self.enemy_pawn) # Act king_move = self.king.can_move(Move(king_start_pos, Vec2(4, 2)), self.chess_board) # Assert self.assertFalse(king_move)
def test_can_king_free_himself_if_checked(self): # Arrange king_start_pos = Vec2(4,7) self.chess_game.board.set_piece(king_start_pos, self.king) self.chess_game.board.set_piece(Vec2(5, 6), self.enemy_pawn) # Act king_move = self.king.can_move(Move(king_start_pos, Vec2(3, 7)), self.chess_board) # Assert self.assertTrue(king_move)
def test_king_cannot_over_move_For_castle_right(self): # Arrange king_start_pos = Vec2(4, 7) rook_start_pos = Vec2(7, 7) self.chess_game.board.set_piece(king_start_pos, self.king) self.chess_game.board.set_piece(rook_start_pos, Rook(team=self.player_turn)) # Act castle_move = self.king.can_move(Move(king_start_pos, Vec2(7, 7)), self.chess_board) # Assert self.assertFalse(castle_move)
def test_pawn_can_move_one_space_forward(self): # Arrange end_space = self.start_space + Vec2(0, -1) move = Move(self.start_space, end_space) self.chess_game.board.set_piece(self.start_space, self.pawn) # Act self.chess_game.try_player_move(move, self.player_turn) # Assert self.assertEqual(self.chess_game.board.get_piece(end_space), self.pawn)
def test_king_may_castle_left(self): # Arrange king_start_pos = Vec2(4, 7) rook_start_pos = Vec2(0, 7) self.chess_game.board.set_piece(king_start_pos, self.king) self.chess_game.board.set_piece(rook_start_pos, Rook(team=self.player_turn)) # Act castle_move = self.king.can_move(Move(king_start_pos, Vec2(2, 7)), self.chess_board) # Assert self.assertTrue(castle_move)
def test_horse_may_jump(self): # Arrange knight_start_pos = Vec2(5, 5) self.chess_game.board.set_piece(knight_start_pos, self.knight) self.chess_game.board.set_piece(Vec2(5, 4), self.pawn) self.chess_game.board.set_piece(Vec2(4, 4), self.king) # Act knight_jump = self.knight.can_move(Move(knight_start_pos, Vec2(3, 4)), self.chess_board) # Assert self.assertTrue(knight_jump)
def test_knight_border_portal(self): # Arrange knight = Knight(team=1) knight_starting_space = Vec2(1, 0) knight_destination_space = Vec2(0, 2) knight_move = Move(knight_starting_space, knight_destination_space) self.chess_game.board.set_piece(knight_starting_space, knight) # Act & Assert self.assertTrue(knight.can_move(knight_move, self.chess_board))
def is_path_clear(self, move: Move): # Using move's normalization to determine direction ((-1 to 1), (-1 to 1)) spaces_in_between = move.get_spaces_in_between() # print([str(x) for x in spaces_in_between]) # Checking intermediate spaces via normalized Vec2 for space in spaces_in_between: if not self.is_unoccupied(space): # Blocked return False # Not blocked return True
def can_friendlies_block_checker(self, friendlies, checker) -> bool: checker_pos = self.board.get_piece_pos(checker) checking_path = self.board.get_attacker_spaces_for_checkmate( checker, checker_pos) if len(checking_path) > 0: for friendly in friendlies: friendly_pos = self.board.get_piece_pos(friendly) for pos in checking_path: move = Move(friendly_pos, pos) if friendly.can_move(move, self.board): if not self.board.will_king_check( move, self.highness.team, self.board.get_piece_pos(self.highness)): if friendly.name != "King": print(f"Checker may be blocked via {move}") return True else: print("No check path (Knight?)") return False
def move_from_string(string): cur_x, cur_y, new_x, new_y = [ int(move_string_dict[x.upper()]) for x in string ] return Move(Vec2(cur_x, cur_y), Vec2(new_x, new_y))
def can_piece_move(self, piece, piece_pos): for y in range(len(self.spaces)): for x in range(len(self.spaces)): if piece.can_move((Move(piece_pos, Vec2(x, y))), self): return True return False