示例#1
0
def piecesAround(board, cord):
    kingMoves = moveArray[KING]

    friends = board.friends[board.color]
    for co_ord in iterBits(kingMoves[cord] & friends):
        yield co_ord, board.arBoard[co_ord], board.color

    enemies = board.friends[1 - board.color]
    for co_ord in iterBits(kingMoves[cord] & enemies):
        yield co_ord, board.arBoard[co_ord], 1 - board.color
示例#2
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    def test3(self):
        """Testing iterbits"""

        for positions, board in self.positionSets:
            positions.sort()
            itered = sorted(iterBits(board))
            self.assertEqual(positions, itered)
示例#3
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    def emit_move_signal(self, cord0, cord1, promotion=None):
        # Game end can change cord0 to None while dragging a piece
        if cord0 is None:
            return
        gating = None
        board = self.getBoard()
        color = board.color
        # Ask player for which piece to promote into. If this move does not
        # include a promotion, QUEEN will be sent as a dummy value, but not used
        if promotion is None and board[cord0].sign == PAWN and \
                cord1.cord in board.PROMOTION_ZONE[color] and \
                self.variant.variant != SITTUYINCHESS:
            if len(self.variant.PROMOTIONS) == 1:
                promotion = lmove.PROMOTE_PIECE(self.variant.PROMOTIONS[0])
            elif self.variant.variant == LIGHTBRIGADECHESS:
                promotion = lmove.PROMOTE_PIECE(QUEEN_PROMOTION if color ==
                                                WHITE else KNIGHT_PROMOTION)
            else:
                if conf.get("autoPromote"):
                    promotion = lmove.PROMOTE_PIECE(QUEEN_PROMOTION)
                else:
                    promotion = self.getPromotion()
                    if promotion is None:
                        # Put back pawn moved be d'n'd
                        self.view.runAnimation(redraw_misc=False)
                        return
        if promotion is None and board[cord0].sign == PAWN and \
                cord0.cord in board.PROMOTION_ZONE[color] and \
                self.variant.variant == SITTUYINCHESS:
            # no promotion allowed if we have queen
            if board.board.boards[color][QUEEN]:
                promotion = None
            # in place promotion
            elif cord1.cord in board.PROMOTION_ZONE[color]:
                promotion = lmove.PROMOTE_PIECE(QUEEN_PROMOTION)
            # queen move promotion (but not a pawn capture!)
            elif board[cord1] is None and (cord0.cord + cord1.cord) % 2 == 1:
                promotion = lmove.PROMOTE_PIECE(QUEEN_PROMOTION)

        holding = board.board.holding[color]
        if self.variant.variant == SCHESS:
            moved = board[cord0].sign
            hawk = holding[HAWK] > 0
            elephant = holding[ELEPHANT] > 0
            if (hawk or elephant) and cord0.cord in iterBits(
                    board.board.virgin[color]):
                castling = moved == KING and abs(cord0.x - cord1.x) == 2
                gating = self.getGating(castling, hawk, elephant)

        if gating is not None:
            if gating in (HAWK_GATE_AT_ROOK, ELEPHANT_GATE_AT_ROOK):
                side = 0 if cord0.x - cord1.x == 2 else 1
                rcord = board.board.ini_rooks[color][side]
                move = Move(lmovegen.newMove(rcord, cord0.cord, gating))
            else:
                move = Move(lmovegen.newMove(cord0.cord, cord1.cord, gating))
        elif cord0.x < 0 or cord0.x > self.FILES - 1:
            move = Move(lmovegen.newMove(board[cord0].piece, cord1.cord, DROP))
        else:
            move = Move(cord0, cord1, board, promotion)

        if (self.view.model.curplayer.__type__ == LOCAL or self.view.model.examined) and \
                self.view.shownIsMainLine() and \
                self.view.model.boards[-1] == board and \
                self.view.model.status == RUNNING:
            # emit move
            if self.setup_position:
                self.emit("piece_moved", (cord0, cord1), board[cord0].color)
            else:
                self.emit("piece_moved", move, color)
                if self.view.model.examined:
                    self.view.model.connection.bm.sendMove(toAN(board, move))
        else:
            self.play_or_add_move(board, move)
示例#4
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def cordsAround(cord):
    kingMoves = moveArray[KING]
    for co_ord in iterBits(kingMoves[cord.cord]):
        yield Cord(co_ord)