class GamePlay(object): def __init__(self): self.board = Board() self.current_turn = Turn(self) self.state = State(self.board) def is_current_turn(self, origin): return self.current_turn.origin == origin def make_move(self, move): for position_change in move: self.move_piece(position_change.from_loc, position_change.to_loc) def move_piece(self, from_loc, to_loc): self.current_turn.handle_movement(from_loc, to_loc) if self.current_turn.is_over(): self.current_turn.handle_jumps() self.king_piece_if_necessary(to_loc) self.current_turn = Turn(self, self.current_turn.origin) self.pass_if_needed() def pass_if_needed(self): if len(OriginMoves(self.board, self.current_turn.origin).get_moves()) == 0: self.current_turn = Turn(self, self.current_turn.origin) if len(OriginMoves(self.board, self.current_turn.origin).get_moves()) == 0: self.state.set_draw() def king_piece_if_necessary(self, king_loc): piece = self.board.get_piece(king_loc[0], king_loc[1]) piece.set_king(self._should_piece_be_king(piece, king_loc[0])) def get_piece(self, row, col): return self.board.get_piece(row, col) def _should_piece_be_king(self, piece, row): if piece.is_king(): return True if piece.is_from_top() and row == self.board.DEFAULT_HEIGHT - 1: return True if piece.is_from_bottom() and row == 0: return True return False def set_piece(self, row, col, piece): if self.board.invalid_position(row, col): return self.state.update_state_for_insertion(row, col, piece) self.board.set_piece(row, col, piece) def is_game_over(self): return self.state.is_game_over() def get_score(self, origin): return self.state.get_score(origin)
def move_piece(self, from_loc, to_loc): self.current_turn.handle_movement(from_loc, to_loc) if self.current_turn.is_over(): self.current_turn.handle_jumps() self.king_piece_if_necessary(to_loc) self.current_turn = Turn(self, self.current_turn.origin) self.pass_if_needed()
def pass_if_needed(self): if len(OriginMoves(self.board, self.current_turn.origin).get_moves()) == 0: self.current_turn = Turn(self, self.current_turn.origin) if len(OriginMoves(self.board, self.current_turn.origin).get_moves()) == 0: self.state.set_draw()
def __init__(self): self.board = Board() self.current_turn = Turn(self) self.state = State(self.board)