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game_engine.py
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game_engine.py
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'''
Copyright Nate Carson 2012
'''
from util import tr
#FIXME
import sys
sys.path.append('../python-chess/')
from chess import Position, Move, MoveError, SanNotation
class BoardString(object):
EMPTY_SQUARE = '.'
FEN_SEP = '/'
def __init__(self, board=tr('rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR')):
cls = self.__class__
self.string = (str(board).split()[0].replace('/','').
replace('8', cls.EMPTY_SQUARE * 8).
replace('7', cls.EMPTY_SQUARE * 7).
replace('6', cls.EMPTY_SQUARE * 6).
replace('5', cls.EMPTY_SQUARE * 5).
replace('4', cls.EMPTY_SQUARE * 4).
replace('3', cls.EMPTY_SQUARE * 3).
replace('2', cls.EMPTY_SQUARE * 2).
replace('1', cls.EMPTY_SQUARE * 1)
)
def __str__(self):
return self.string
def __iter__(self):
return self.string.__iter__()
def _getIdx(self, algsquare):
return ((8 - algsquare.y) * 8) + algsquare.x - 1
def __getitem__(self, algsquare):
idx = self._getIdx(algsquare)
return self.string[idx]
def __setitem__(self, algsquare, value):
idx = self._getIdx(algsquare)
l = list(self.string)
l[idx] = value
self.string = ''.join(l)
def makeMove(self, ssquare, esquare, promotion=''):
if not promotion:
self[esquare] = self[ssquare]
else:
self[move.esquare] = promotion
self[ssquare] = self.__class__.EMPTY_SQUARE
def isEmpty(self, algsquare):
return self[algsquare] == self.__class__.EMPTY_SQUARE
def toFen(self):
fen = ''
for y in xrange(8):
empties = 0
for x in xrange(8):
char = self.string[y * 8 + x]
if char == self.EMPTY_SQUARE:
empties += 1
else:
if empties:
fen += str(empties)
empties = 0
fen += char
if empties:
fen += str(empties)
if y != 7:
fen += self.FEN_SEP
return fen
class Piece(object):
pieces = tr('PBNRQKpbnrqk')
WHITE_PAWN, WHITE_BISHOP, WHITE_KNIGHT, WHITE_ROOK, WHITE_QUEEN, WHITE_KING, \
BLACK_PAWN, BLACK_BISHOP, BLACK_KNIGHT, BLACK_ROOK, BLACK_QUEEN, BLACK_KING = range(12)
PAWN, BISHOP, KNIGHT, ROOK, QUEEN, KING = range(6)
@staticmethod
def toSVGFont(piece):
#FIXME if pieces were translated this will break the svg file naming convention
if Piece.isWhite(piece):
color = 'w'
else:
color = 'b'
return color + piece.lower()
@staticmethod
def isWhite(piece):
return list(Piece.pieces).index(piece) < 6
@staticmethod
def toPieceClass(piece):
#see if it pops
list(Piece.pieces).index(piece)
return list(Piece.pieces[6:]).index(piece)
class AlgSquare(object):
files = tr('abcdefgh')
ranks = tr('12345678')
def __init__(self, label):
if len(label) != 2:
raise ValueError(label)
cls = self.__class__
self.x = cls.files.index(label[0]) + 1
self.y = cls.ranks.index(label[1]) + 1
self.label = label
def isPalette(self):
return False
def __str__(self):
return self.label
@classmethod
def generate(cls):
for x in range(8):
for y in range(8):
yield cls(cls.files[x] + cls.ranks[y])
class PaletteSquare(AlgSquare):
#XXX this really belongs with board.py but its nice
# to have it next to the orignal definition.
files = AlgSquare.files + 'ij'
def isPalette(self):
return True
@classmethod
def generate(cls):
for x in range(8, 10):
for y in range(6):
yield cls(cls.files[x] + cls.ranks[y])
# class DumbGameEngine(AbstractGameEngine):
# # all moves are legal ... no checking
# def __init__(self):
# super(DumbGameEngine, self).__init__()
#
# def validateMove(self, move):
# return True
# # if our start square is empty
# if self.boardstring.isEmpty(move.ssquare):
# return False
# return True
# return game_move
class GameMove(object):
def __init__(self, san, movenum, iswhite, before, after, source, target, captured, piece):
self.san = san
self.movenum = movenum
self.iswhite = iswhite
self.fen_before = before
self.fen_after = after
self.source = source
self.target = target
self.captured = captured
self.piece = piece
self.is_start_pos = False
@property
def halfmove(self):
return (self.movenum - 1 ) * 2 + int(not self.iswhite) + 1
def reverse(self):
'''Return a new move for taking back a move.'''
return GameMove(
self.san,
self.movenum,
self.iswhite,
self.fen_after,
self.fen_before,
self.target,
self.source,
self.captured,
self.piece
)
def __str__(self):
return self.san
def __eq__(self, other):
# XXX equality checks that is the same half move, not the same square
if not other:
return False
return self.movenum == other.movenum and self.iswhite == other.iswhite
class ChessLibGameEngine(object):
def __init__(self):
self.castles = {
('K', 'e1', 'g1'): Move.from_uci('h1f1'),
('K', 'e1', 'c1'): Move.from_uci('a1d1'),
('k', 'e8', 'g8'): Move.from_uci('h8f8'),
('k', 'e8', 'c8'): Move.from_uci('a8d8'),
}
self.castles_reversed = {
('K', 'g1', 'e1'): Move.from_uci('f1h1'),
('K', 'c1', 'e1'): Move.from_uci('d1a1'),
('k', 'g8', 'e8'): Move.from_uci('f8h8'),
('k', 'c8', 'e8'): Move.from_uci('d8a8'),
}
self.position = None
self._start_name = None
@property
def fen(self):
return self.position and str(self.position.fen)
def newGame(self, fen=None):
#if we have a boardstring
if fen:
turn = self.position.fen.turn
self.position = Position(fen)
self._start_name = "Custom"
# else let it set to the default position
else:
self.position = Position()
self._start_name = "Start"
def makeMove(self, move):
san = SanNotation(self.position, move)
piece = self.position[move.source]
captured = self.position[move.target]
movenum = self.position.fen.full_move
iswhite = self.position.fen.turn == 'w'
before = self.fen
self.position.make_move(move)
after = self.fen
game_move = GameMove(
str(san),
movenum,
iswhite,
before,
after,
move.source,
move.target,
captured,
piece
)
return game_move
def makeMoveFromSan(self, san):
move = SanNotation.to_move(self.position, san)
return self.makeMove(move)
def sanToMove(self, san):
return SanNotation.to_move(self.position, san)
def validateMove(self, move):
for m in self.position.get_legal_moves():
if m == move:
return True
return False
def castleRookMove(self, move):
'''Returns the corresponding rook move if a given move is a castling one.'''
piece, start, end = [str(move.piece), str(move.source), str(move.target)]
for castle in [self.castles, self.castles_reversed]:
if castle.has_key((piece, start, end)):
return castle[(piece, start, end)]
return None
def toBoardstring(self):
return BoardString(str(self.position.fen))
def initialMove(self):
'''Special game move to hold starting position.'''
# FIXME: use iswhite
start = GameMove(
self._start_name,
self.position.fen.full_move,
self.position.fen.turn == 'w',
None,
self.fen,
None,
None,
None,
None
)
return start
if __name__ == '__main__':
fen = "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1"
engine = ChessLibGameEngine()
engine.newGame(fen)
move = Move.from_uci('e2e4')
engine.makeMove(move)
b = BoardString()
print b.toFen()