示例#1
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    def enter_player_piece(self):
        """Show selection buttons and return [player_piece, ai_piece]."""
        render_text("Do you want to be white or black?",
                    colours.text,
                    colours.bg1,
                    center=(centerx, int(height / 2)),
                    border=2,
                    bcolour=colours.bg1)
        whitebtn = render_text("White",
                               colours.text,
                               colours.bg1,
                               center=(centerx - 60, centery + 40),
                               border=4)
        blackbtn = render_text("Black",
                               colours.text,
                               colours.bg1,
                               center=(centerx + 60, centery + 40),
                               border=4)

        while True:
            self.check_for_quit()
            button = self.get_button_click(whitebtn, blackbtn)
            if button == whitebtn: return [Piece(white), Piece(black)]
            elif button == blackbtn: return [Piece(black), Piece(white)]
            self.mainclock_tick()
示例#2
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def getThreatened(board, isWhite=True):
   threat = []
   if isWhite:
      pieces = Piece.blackPieces()
   else:
      pieces = Piece.whitePieces()

   for p in pieces:
      threat.extend(getHitlistFor(p, board, not isWhite))
   s = set(threat)
   return [Piece.abbreviation(p) for p in s]
示例#3
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 def displayPossiblePieces():
     """Display all possible pieces, mainly for testing purpose
     >>> Game.displayPossiblePieces()
     """
     for c in PIECES:
         print(Piece(c))
         print('--------------')
示例#4
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 def determinePiece(self):
    self.dest = self.board.stringToLoc(self.dest)
    possible = Piece.piecesForType(self.pieceType, self.isWhite)
    if possible:
       for p in possible:
          loc = self.board.locationOfPiece(p)
          if loc == None:
             self.notes += 'Error: piece location not found\n'
             continue
          if self.piece:
             if self.piece.isalpha(): #in column
                if loc[0] != ord(self.piece) - 97:
                   continue
             else: #in row
                if loc[1] != int(self.piece) - 1:
                   continue
          if self.pieceType == 'R':
             if (loc[0] == self.dest[0] or loc[1] == self.dest[1]):
                self.piece = p
                self.location = loc
                break
          elif self.pieceType == 'N':
             if ((loc[0] + 2 == self.dest[0] and (loc[1] + 1 == self.dest[1] or loc[1] - 1 == self.dest[1])) or
              (loc[0] - 2 == self.dest[0] and (loc[1] + 1 == self.dest[1] or loc[1] - 1 == self.dest[1])) or
              (loc[1] + 2 == self.dest[1] and (loc[0] + 1 == self.dest[0] or loc[0] - 1 == self.dest[0])) or
              (loc[1] - 2 == self.dest[1] and (loc[0] + 1 == self.dest[0] or loc[0] - 1 == self.dest[0]))):
                self.piece = p
                self.location = loc
                break
          elif self.pieceType == 'B':
             if ((loc[0]+loc[1]) % 2 == (self.dest[0]+self.dest[1]) % 2):
                self.piece = p
                self.location = loc
                break
          elif self.pieceType == 'Q':
             if (loc[0] == self.dest[0] or loc[1] == self.dest[1] or 
                ((loc[0]+loc[1]) % 2 == (self.dest[0]+self.dest[1]) % 2)):
                self.piece = p
                self.location = loc
                break
          elif self.pieceType == 'K':
             self.piece = p
             self.location = loc
             break
          else: #pawn
             if self.capture:
                if ((self.dest[0] == loc[0] + 1 or self.dest[0] == loc[0] - 1) and 
                   (self.dest[1] == loc[1] + 1 or self.dest[1] == loc[1] - 1)):
                   self.piece = p
                   self.location = loc
                   break
             else:
                if (loc[0] == self.dest[0] and self.dest[1] <= loc[1] + 2 and self.dest[1] >= loc[1] - 2):
                   self.piece = p
                   self.location = loc
                   break
    else:
       return
示例#5
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    def make_move(self, loc):
        """Place new piece at `loc`, return list of captured locations."""
        captured = board.get_captured(self.piece, loc)
        piece = Piece(self.piece.colour, board, loc)
        board.animate_move(captured, piece)

        for loc in captured:
            board[loc].flip()
        board.draw()
        reversi.draw_info()
        return captured
示例#6
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def get_next_board_positions(board, player):
    moves, n = get_valid_moves(board, player)

    boards = [copy.deepcopy(board) for _ in range(0, n)]
    i = 0

    for m in moves:
        for position in moves[m]:
            boards[i].update_board(
                [Piece(m, position, player.color, player.piece_unicode)])
            i += 1

    return boards
示例#7
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def getHitlistFor(piece, board, isWhite):
   hitlist = []
   t = Piece.getType(piece)
   l = board.locationOfPiece(piece)
   if not l:
      return []
   if t == 'R':
      hitlist.extend( piecesInHorzView(l, board))
   elif t == 'N':
      hitlist.append( board.pieceAt( (l[0]+1, l[1]+2) ) )
      hitlist.append( board.pieceAt( (l[0]-1, l[1]+2) ) )
      hitlist.append( board.pieceAt( (l[0]+1, l[1]-2) ) )
      hitlist.append( board.pieceAt( (l[0]-1, l[1]-2) ) )
      hitlist.append( board.pieceAt( (l[0]+2, l[1]+1) ) )
      hitlist.append( board.pieceAt( (l[0]+2, l[1]-1) ) )
      hitlist.append( board.pieceAt( (l[0]-2, l[1]+1) ) )
      hitlist.append( board.pieceAt( (l[0]-2, l[1]-1) ) )
   elif t == 'B':
      hitlist.extend( piecesInDiagonalView(l, board))
   elif t == 'Q':
      hitlist.extend( piecesInHorzView(l, board))
      hitlist.extend( piecesInDiagonalView(l, board))
   elif t == 'K':
      for a in range(-1,2):
         for b in range(-1,2):
            if (not (a == 0)) or (not (b == 0)):
               hitlist.append( board.pieceAt( (l[0]+a, l[1]+b) ) )
   else: #pawn
      if isWhite:
         hitlist.append( board.pieceAt( (l[0]-1, l[1]+1) ) )
         hitlist.append( board.pieceAt( (l[0]+1, l[1]+1) ) )
      else:
         hitlist.append( board.pieceAt( (l[0]-1, l[1]-1) ) )
         hitlist.append( board.pieceAt( (l[0]+1, l[1]-1) ) )
   s = set(hitlist);
   return [p for p in s if not p == None and p >= 0 and not Piece.isWhite(p) == isWhite]
示例#8
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 def movesForPiece(self, piece):
    if Piece.isWhite(piece):
       return [move for move in self.whiteMoves if move.piece == piece]
    else:
       return [move for move in self.blackMoves if move.piece == piece]
示例#9
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from board import Board, Piece

from player import Player

from algorithms import best_move, free_knights_evaluation, euclidean_distance_evaluation, play

if __name__ == "__main__":
    """
    WK : White Knight
    BK : Black Knight

    """
    p1_tokens = [
        Piece("WK1", (2, 2), "white", unichr(9822)),
        Piece("WK2", (3, 3), "white", unichr(9822))
    ]
    p2_tokens = [
        Piece("BK1", (2, 3), "black", unichr(9816)),
        Piece("BK2", (3, 2), "black", unichr(9816))
    ]

    p1 = Player(p1_tokens, "PLAYER1")
    p2 = Player(p2_tokens, "PLAYER2")

    pieces = p1_tokens + p2_tokens
    players = [p1, p2]

    b = Board(pieces, 6, players)

    def test_cases(test):
        """
示例#10
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 def __init__(self):
     self.game = Game()
     self.Pieces = [Piece(elt) for elt in PIECES]
示例#11
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 def movesForPiece(self, piece):
    if Piece.isWhite(piece):
       return [move for move in self.whiteMoves if move.piece == piece]
    else:
       return [move for move in self.blackMoves if move.piece == piece]
示例#12
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def drawPiece(color, name, position):
    square = grid[position[0]][position[1]]
    square.piece = Piece(color=color, name=name)
    square.filled = True
示例#13
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 def next(self):
     """return the next piece
     """
     num = self.rng.randint(0, len(PIECES) - 1)
     return (Piece(PIECES[num]), num)