示例#1
0
def quiet_move(puzzle: Puzzle) -> bool:
    for node in puzzle.mainline:
        # on player move, not the last move of the puzzle
        if node.turn() != puzzle.pov and not node.is_end():
            # no check given or escaped
            if not node.board().checkers() and not node.parent.board(
            ).checkers():
                # no capture made or threatened
                if not util.is_capture(node):
                    return not util.attacked_opponent_pieces(
                        node.board(), node.move.to_square, puzzle.pov)
    return False
示例#2
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def defensive_move(puzzle: Puzzle) -> bool:
    # like quiet_move, but on last move
    # at least 3 legal moves
    if puzzle.mainline[-2].board().legal_moves.count() < 3:
        return False
    node = puzzle.mainline[-1]
    # no check given, no piece taken
    if node.board().is_check() or util.is_capture(node):
        return False
    # no piece attacked
    if util.attacked_opponent_pieces(node.board(), node.move.to_square,
                                     puzzle.pov):
        return False
    # no advanced pawn push
    return not util.is_advanced_pawn_move(node)
示例#3
0
def quiet_move(puzzle: Puzzle) -> bool:
    for node in puzzle.mainline:
        if (
                # on player move, not the last move of the puzzle
                node.turn() != puzzle.pov and not node.is_end() and
                # no check given or escaped
                not node.board().is_check()
                and not node.parent.board().is_check() and
                # no capture made or threatened
                not util.is_capture(node)
                and not util.attacked_opponent_pieces(
                    node.board(), node.move.to_square, puzzle.pov) and
                # no advanced pawn push
                not util.is_advanced_pawn_move(node)
                and util.moved_piece_type(node) != KING):
            return True
    return False