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chess.py
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import random
import copy
def isInside(pos):
if pos[0] >= 0 and pos[0] < 8:
if pos[1] >= 0 and pos[1] < 8:
return True
return False
class Piece:
def __init__(self, game, position, color):
self.position = position
self.board = game.board
self.game = game
self.color = color
self.rules = []
self.first_move = True
def check_for_self_check(self, pos):
victim = 0
if self.color == "B":
color = 1
else:
color = 0
tmp = self.board[pos[0]][pos[1]]
if tmp != 0:
if tmp.color != self.color:
victim = tmp
self.game.pieces[(color+1)%2].remove(victim)
self.game.board[pos[0]][pos[1]] = self
tmpPos = copy.deepcopy(self.position)
self.board[self.position[0]][self.position[1]] = 0
self.position = pos
i = 1
if self.game.next_to_move == "W":
i = 0
for piece in self.game.pieces[(i+1)%2]:
for move in piece.get_possible_moves_no_check():
if move == self.game.kings[i].position:
self.board[pos[0]][pos[1]] = tmp
self.position = tmpPos
self.board[self.position[0]][self.position[1]] = self
if victim != 0:
self.game.pieces[(color+1)%2].append(victim)
return True
self.board[pos[0]][pos[1]] = tmp
self.position = tmpPos
self.board[self.position[0]][self.position[1]] = self
if victim != 0:
self.game.pieces[(color+1)%2].append(victim)
return False
def tick(self):
return False
def move(self, position):
self.position = position
self.first_move = False
def get_possible_moves_no_check(self):
possible_moves = []
board = self.board
for direction in self.rules:
for move in direction:
pos = [self.position[0] + move[0], self.position[1] + move[1]]
if not (isInside(pos)):
continue
if (board[pos[0]][pos[1]] != 0):
if (board[pos[0]][pos[1]].color != self.color):
possible_moves.append(pos)
break
else:
possible_moves.append(pos)
return possible_moves
def get_possible_moves(self):
if self.game.promotee:
return
possible_moves = []
board = self.board
for direction in self.rules:
for move in direction:
pos = [self.position[0] + move[0], self.position[1] + move[1]]
if not (isInside(pos)):
continue
if (board[pos[0]][pos[1]] != 0):
if (board[pos[0]][pos[1]].color != self.color and not self.check_for_self_check(pos)):
possible_moves.append(pos)
break
elif(not self.check_for_self_check(pos)):
possible_moves.append(pos)
return possible_moves
class Pawn(Piece):
def __init__(self, board, position, color):
Piece.__init__(self, board, position, color)
if self.color == "B":
self.rules = [[[0,-1], [0,-2]]]
self.aggresive_move = [[1, -1], [-1, -1]]
else:
self.rules = [[[0,1], [0,2]]]
self.aggresive_move = [[1, 1], [-1, 1]]
self.type = "Pawn"
self.enPassant = None
self.enPassantTarget = None
def check_promotion(self):
if self.color == "B" and self.position[1] == 0:
return True
elif self.color == "W" and self.position[1] == 7:
return True
else:
return False
def tick(self):
if self.enPassant:
print(self.color)
print("removed")
self.enPassant = None
self.enPassantTarget = None
return self.check_promotion()
def get_possible_moves(self):
if self.game.promotee:
return
possible_moves = []
board = self.board
for direction in self.rules:
for move in direction:
pos = [self.position[0] + move[0], self.position[1] + move[1]]
if not (isInside(pos)):
continue
if self.check_for_self_check(pos):
continue
if (board[pos[0]][pos[1]] != 0):
break
else:
possible_moves.append(pos)
for move in self.aggresive_move:
pos = [self.position[0] + move[0], self.position[1] + move[1]]
if not (isInside(pos)):
continue
if self.check_for_self_check(pos):
continue
if (board[pos[0]][pos[1]] != 0):
if (board[pos[0]][pos[1]].color != self.color and not self.check_for_self_check(pos)):
possible_moves.append(pos)
if self.enPassant:
pos = [self.position[0] + self.enPassant[0], self.position[1] + self.enPassant[1]]
if (isInside(pos)):
if (board[pos[0]][pos[1]] == 0):
if not self.check_for_self_check(pos):
possible_moves.append(pos)
return possible_moves
def check_for_en_passant(self, position):
if not (isInside([position[0]+1, position[1]])):
return
if self.board[position[0]+1][position[1]] != 0:
piece = self.board[position[0]+1][position[1]]
if piece.type == "Pawn" and piece.color != self.color:
if piece.color == "B":
piece.enPassant = [-1,-1]
piece.enPassantTarget = self
else:
piece.enPassant = [-1,1]
piece.enPassantTarget = self
if not (isInside([position[0]-1, position[1]])):
return
if self.board[position[0]-1][position[1]] != 0:
piece = self.board[position[0]-1][position[1]]
if piece.type == "Pawn" and piece.color != self.color:
if piece.color == "B":
piece.enPassant = [+1,-1]
piece.enPassantTarget = self
else:
piece.enPassant = [+1,1]
piece.enPassantTarget = self
def move(self, position):
color = 0
if self.color =="B":
color = 1
if abs(self.position[1] - position[1]) == 2:
self.check_for_en_passant(position)
if self.enPassant:
if position == [self.position[0] + self.enPassant[0], self.position[1] + self.enPassant[1]]:
self.game.board[self.enPassantTarget.position[0]][self.enPassantTarget.position[1]] = 0
self.game.pieces[(color+1)%2].remove(self.enPassantTarget)
Piece.move(self, position)
self.new_rules()
def get_possible_moves_no_check(self):
possible_moves = []
board = self.board
for direction in self.rules:
for move in direction:
pos = [self.position[0] + move[0], self.position[1] + move[1]]
if not (isInside(pos)):
continue
if (board[pos[0]][pos[1]] == 0):
possible_moves.append(pos)
for move in self.aggresive_move:
pos = [self.position[0] + move[0], self.position[1] + move[1]]
if not (isInside(pos)):
continue
if (board[pos[0]][pos[1]] != 0):
if (board[pos[0]][pos[1]].color != self.color):
possible_moves.append(pos)
return possible_moves
def new_rules(self):
if self.color == "B":
self.rules = [[[0,-1]]]
self.aggresive_move = [[1, -1], [-1, -1]]
else:
self.rules = [[[0,1]]]
self.aggresive_move = [[1, 1], [-1, 1]]
class Knight(Piece):
def __init__(self, board, position, color):
Piece.__init__(self, board, position, color)
self.rules = [[2,1], [1,2], [-1, -2], [1, -2], [-1, 2], [-2, 1], [-2, -1], [2, -1]]
self.type = "Knight"
def get_possible_moves(self):
if self.game.promotee:
return
possible_moves = []
board = self.board
for move in self.rules:
pos = [self.position[0] + move[0], self.position[1] + move[1]]
if not (isInside(pos)):
continue
if self.check_for_self_check(pos):
continue
if (board[pos[0]][pos[1]] == 0 or board[pos[0]][pos[1]].color != self.color):
possible_moves.append(pos)
return possible_moves
def get_possible_moves_no_check(self):
possible_moves = []
board = self.board
for move in self.rules:
pos = [self.position[0] + move[0], self.position[1] + move[1]]
if not (isInside(pos)):
continue
if (board[pos[0]][pos[1]] == 0 or board[pos[0]][pos[1]].color != self.color):
possible_moves.append(pos)
return possible_moves
class Rook(Piece):
def __init__(self, game, position, color):
Piece.__init__(self, game, position, color)
self.rules = []
self.rules.append([[x, 0] for x in range(1,8)])
self.rules.append([[0, y] for y in range(1,8)])
self.rules.append([[0, -y] for y in range(1,8)])
self.rules.append([[-y, 0] for y in range(1,8)])
self.type = "Rook"
class Bishop(Piece):
def __init__(self, game, position, color):
Piece.__init__(self, game, position, color)
self.rules = []
self.rules.append([[x, x] for x in range(1,8)])
self.rules.append([[x, -x] for x in range(1,8)])
self.rules.append([[-x, x] for x in range(1,8)])
self.rules.append([[-x, -x] for x in range(1,8)])
self.type = "Bishop"
class Queen(Bishop):
def __init__(self, game, position, color):
Bishop.__init__(self, game, position, color)
self.rules.append([[0, y] for y in range(1,8)])
self.rules.append([[x, 0] for x in range(1,8)])
self.rules.append([[0, -y] for y in range(1,8)])
self.rules.append([[-y, 0] for y in range(1,8)])
self.type = "Queen"
class King(Piece):
def __init__(self, game, position, color):
Piece.__init__(self, game, position, color)
if color == "B":
color = 1
else:
color =0
self.rules = [[[1, 1]], [[1, 0]], [[1, -1]], [[-1,0]], [[-1, -1]], [[-1, 1]], [[0, 1]], [[0,-1]]]
self.type = "King"
self.rooks = [piece for piece in self.game.pieces[color] if piece.type == "Rook"]
self.king_pos = []
self.rook_pos = []
self.rokade = []
def check_between(self, rook):
color = 0
if self.color == "B":
color = 1
diff = rook.position[0] - self.position[0]
one = int(diff/abs(diff))
for i in range(one, diff, one):
if self.game.board[self.position[0]+i][self.position[1]] != 0:
return False
else:
self.game.board[self.position[0]+i][self.position[1]] = self
for piece in self.game.pieces[(color+1)%2]:
if piece.type == "King":
continue
if [self.position[0]+i,self.position[1]] in piece.get_possible_moves():
self.game.board[self.position[0]+i][self.position[1]] = 0
return False
self.game.board[self.position[0]+i][self.position[1]] = 0
return True
def check_rokade(self):
self.king_pos = []
self.rook_pos = []
self.rokade = []
flag = False
if self.first_move:
for rook in self.rooks:
if rook.first_move and self.check_between(rook):
direction = int((rook.position[0]-self.position[0]) / abs(self.position[0] - rook.position[0]))
position = [self.position[0]+direction*2, self.position[1]]
if self.check_for_self_check(position):
continue
self.rokade.append(rook)
self.king_pos.append(position)
position = [self.position[0]+direction*1, self.position[1]]
self.rook_pos.append(position)
flag = True
return flag
def get_possible_moves(self):
first_moves = super().get_possible_moves()
if self.check_rokade():
first_moves.extend(self.king_pos)
return first_moves
def move(self, position):
super().move(position)
if position in self.king_pos:
index = self.king_pos.index(position)
rook = self.rokade[index]
rook_pos = self.rook_pos[index]
self.game.move([rook.position, rook_pos], self.color, True)
class Game():
def __init__(self):
self.pieces = [[], []]
board = [ [0 for i in range(8)] for y in range(8) ]
self.board = board
self.kings = []
self.future_board = copy.deepcopy(self.board)
self.next_to_move = "W"
self.promotee = None
for i in range(8):
piece = Pawn(self,[i,1], "W")
self.board[i][1] = piece
self.pieces[0].append(piece)
piece = Pawn(self, [i, 6], "B")
self.board[i][6] = piece
self.pieces[1].append(piece)
piece = Rook(self, [0,0], "W"); self.board[0][0] = piece; self.pieces[0].append(piece)
piece = Rook(self,[7,0], "W"); self.board[7][0] = piece; self.pieces[0].append(piece)
piece = Rook(self,[0,7], "B"); self.board[0][7] = piece; self.pieces[1].append(piece)
piece = Rook(self,[7,7], "B"); self.board[7][7] = piece; self.pieces[1].append(piece)
piece = Knight(self,[1,0], "W"); self.board[1][0] = piece; self.pieces[0].append(piece)
piece = Knight(self,[6,0], "W"); self.board[6][0] = piece; self.pieces[0].append(piece)
piece = Knight(self,[1,7], "B"); self.board[1][7] = piece; self.pieces[1].append(piece)
piece = Knight(self,[6,7], "B"); self.board[6][7] = piece; self.pieces[1].append(piece)
piece = Bishop(self,[2,0], "W"); self.board[2][0] = piece; self.pieces[0].append(piece)
piece = Bishop(self,[5,0], "W"); self.board[5][0] = piece; self.pieces[0].append(piece)
piece = Bishop(self,[2,7], "B"); self.board[2][7] = piece; self.pieces[1].append(piece)
piece = Bishop(self,[5,7], "B"); self.board[5][7] = piece; self.pieces[1].append(piece)
piece = King(self,[3,0], "W"); self.board[3][0] = piece; self.pieces[0].append(piece)
self.kings.append(piece)
piece = King(self,[3,7], "B"); self.board[3][7] = piece; self.pieces[1].append(piece)
self.kings.append(piece)
piece = Queen(self,[4,0], "W"); self.board[4][0] = piece; self.pieces[0].append(piece)
piece = Queen(self,[4,7], "B"); self.board[4][7] = piece; self.pieces[1].append(piece)
def printBoard(self):
pBoard = [ [0 for x in range(8)] for y in range(8) ]
for x in range(8):
for y in range(8):
if self.board[x][y] == 0:
continue
type = self.board[x][y].type
color = self.board[x][y].color
if type == "Pawn":
pBoard[x][y] = color +"P"
elif type == "King":
pBoard[x][y] = color+"K"
elif type == "Queen":
pBoard[x][y] = color+"Q"
elif type == "Knight":
pBoard[x][y] = color+"H"
elif type == "Bishop":
pBoard[x][y] = color+"B"
elif type == "Rook":
pBoard[x][y] = color+"R"
for y in range(8):
string = "|"
for x in range(8):
string += str(pBoard[x][y]) + "|"
print(string)
def get_possible_moves(self, color):
possible_moves = []
for piece in self.pieces[color]:
moves = piece.get_possible_moves()
for move in moves:
possible_moves.append([piece.position, move])
return possible_moves
def tick(self, color):
promotee = None
print("tick color", color)
for piece in self.pieces[color]:
promotion = piece.tick()
if promotion:
promotee = piece
if promotee:
return promotee
return False
def move(self, positions, color, no_change = False):
if color =="B":
color = 1
else:
color = 0
piece = self.board[positions[0][0]][positions[0][1]]
tmp = self.board[positions[1][0]][positions[1][1]]
self.board[positions[1][0]][positions[1][1]] = piece
self.board[positions[0][0]][positions[0][1]] = 0
if tmp != 0:
self.pieces[(color+1)%2].remove(tmp)
print(color)
piece.move(positions[1])
promotee = self.tick(color)
if promotee:
self.promotee = promotee
else:
if not no_change:
if self.next_to_move == "B":
self.next_to_move = "W"
else:
self.next_to_move = "B"
def promote(self, typ):
color = 0
if self.promotee.color == "B":
color = 1
position = self.promotee.position
self.pieces[color].remove(self.promotee)
if typ == "Rook":
piece = Rook(self, position, self.promotee.color); self.board[position[0]][position[1]] = piece; self.pieces[color].append(piece)
elif typ == "Knight":
piece = Knight(self,position, self.promotee.color); self.board[position[0]][position[1]] = piece; self.pieces[color].append(piece)
elif typ == "Bishop":
piece = Bishop(self,position, self.promotee.color); self.board[position[0]][position[1]] = piece; self.pieces[color].append(piece)
elif typ == "Queen":
piece = Queen(self,position, self.promotee.color); self.board[position[0]][position[1]] = piece; self.pieces[color].append(piece)
piece.first_move = False
self.promotee = None
if self.next_to_move == "B":
self.next_to_move = "W"
else:
self.next_to_move = "B"
def play_random(self):
for i in range(1000):
print(i)
moves = self.get_possible_moves(i%2)
move = random.choice(moves)
self.move(move, i%2)
self.printBoard()
print("______________________________________________")