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board.py
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board.py
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#
# Ceibal Chess - A chess activity for Sugar.
# Copyright (C) 2008, 2009 Alejandro Segovia <[email protected]>
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 2 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software
# Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
#
import os
import time
from cell import Cell
from errors import MoveError
import logging
log = logging.getLogger()
WHITE = 'white'
BLACK = 'black'
LEFT = -1
RIGHT = 1
UP = -1
DOWN = 1
WHITE_RANK = 7
WHITE_PAWN_DIR = UP
BLACK_RANK = 0
BLACK_PAWN_DIR = DOWN
class Player(object):
def __init__(self, name, rank, pawn_dir):
self.name = name
self.en_passant = None
self.enemy = None
self.rank = rank
self.castling_performed = False
self.pawn_dir = pawn_dir
def __str__(self):
return self.name
class Board(object):
'''Representation of the board. A board holds the piece instances that
live in it. It is also responsible for asking moves to perform themselves,
storing them in the move stack (for undo) and for asking pieces to render
themselves.
A board's individual cells can be accessed using the array subscript
operator twice. Eg. board[0][0] contains the cell (instance of class
Cell) at the row 0, column 0. Boards are column-major like a 2D
coordinate system, meaning board[i][j] will access column i, row j.
Individual pieces may be accessed through their cells, like so:
board[i][j].piece will reference the piece stored at the cell at
column i, row j.
Boards by default are not hypothetical unless they are created by a call
to clone() on an exisiting board. Hypothetical boards are used by the
pieces to determine their moves and stop recursion.
Conversely, special parameter hypothetical is used to flag whether moves
are being calculated for a hypothetical board (such as checking if the
king is checked after moving to some cell). This parameter prevents an
inifite recursion when checking a king's possible moves for instance.
Boards contain a move stack used to implement undo and a list of dirty
cells that need to have their clean_moves method called after a move is
successfully performed.
'''
def __init__(self, width=1, height=1):
'''Create a new instance of Board.
Parameters width and height specify
the board's visual width and height for rendering purposes.
'''
self.w, self.h = width, height
self.board = []
self.move_stack = []
self.dirty_cells = []
self.cells = []
self.white = Player(WHITE, WHITE_RANK, WHITE_PAWN_DIR)
self.black = Player(BLACK, BLACK_RANK, BLACK_PAWN_DIR)
self.white.enemy = self.black
self.black.enemy = self.white
self.players = [self.white, self.black]
#Current turn
self.current_turn = self.white
self.turns = 1
#Populate the board with Cells:
for i in range(0, 8):
self.board.append([])
for j in range(0, 8):
if i % 2 != j % 2:
color = (0, 0, 0)
else:
color = (255, 255, 255)
cell = Cell((i, j), width/8, color)
self.board[i].append(cell)
self.cells.append(cell)
def __getitem__(self, col):
'''Overload operator[] so Board cells can be accessed using the
boad[column][row] convention.
'''
return self.board[col[0]][col[1]]
#def on_cell_selected(self, selected_cell):
# '''Handle cell selected events sent by the Board Controller.
#
# This will involve determining the movements for the piece in the
# selected cell and updating every destination cell's move list.
#
# '''
#
# if not selected_cell.piece:
# return
#
# moves = selected_cell.piece.get_moves(selected_cell.i, selected_cell.j, self)
# for move in moves:
# col, row = move.to_c, move.to_r
# self.board[col][row].add_move(move)
# self.dirty_cells.append((col,row))
def can_move_piece_in_cell_to(self, cell, to):
'''Determine whether the piece in the cell can move
to the (to[0], to[1]) cell in the board.
Returns True if there is a piece in selected_cell and it can move to
board[to]. This method must be called before calling
move_piece_in_cell_to.
'''
if cell.piece:
move = cell.piece.get_move(cell.pos, to, self)
return move is not None and \
not move.causes_check(self, cell.piece.owner)
else:
return False
def move_piece_in_cell_to(self, player, fro, to, **options):
'''
Move a piece from position "fro" to position "to".
This method checks whether a piece is actually at "fro" and that its
owner is the given "player" parameter.
"options" is an optional parameter used to provide move metadata, such
as the piece a pawn is crowned to.
'''
if not self[fro].piece:
raise MoveError("No piece to move at (%d,%d)" % fro)
if self[fro].piece.owner != player:
raise MoveError("Piece at (%d,%d) is not from player %s" %
(fro[0], fro[1], player))
move = self[fro].piece.get_move(fro, to, self, **options)
if not move:
raise MoveError(
"No moves take from (%d,%d) to (%d,%d) that this piece knows of" %
(fro + to))
self.move_stack.append(move)
move.perform(self)
#for col,row in self.dirty_cells:
# self.board[col][row].clear_moves()
self.next_turn()
return move
def perform_move(self, move):
'''Apply a move on the board.
Normally, callers will use the board.move_piece_in_cell_to method in order
to move the piece stored in the selected cell to a certain cell in the
board.
This method is useful for applying moves on the board which come from
external sources, such as a Chess Engine (GNU Chess) or over the network
(when implemented).
'''
if not self[move.fro].piece:
raise MoveError("Cannot move from (%d,%d) to (%d,%d). No piece there." %
(move.fro + move.to))
self.move_stack.append(move)
move.perform(self)
self.next_turn()
return move
def undo_move(self):
if self.move_stack:
self.previous_turn()
self.move_stack.pop().undo(self)
def get_all_moves(self, owner, attack_only = False, filter_check=False):
'''Get all owner's moves'''
#rebuild move cache:
all_moves = []
for cell in self.cells:
if cell.piece and cell.piece.owner == owner:
all_moves.extend(cell.piece.get_moves(
cell.pos, self, attack_only,
filter_check=filter_check))
return all_moves
def has_moves(self, owner, filter_check=True):
for cell in self.cells:
piece = cell.piece
if piece and piece.owner == owner and \
piece.has_moves(cell.pos, self, filter_check=filter_check):
return True
return False
def get_all_attack_moves(self, owner, piece=None):
'''Get all owner's enemy's moves.'''
attack_moves = self.get_all_moves(owner, attack_only=True, filter_check=False)
if piece is not None:
return [x for x in attack_moves if self[x.to] == piece]
else:
return attack_moves
def king_is_checked(self, owner):
'''Check whether the king of the given owner is under attack'''
#Find the king and all attacks
king_pos = self.get_king_position(owner)
for move in self.get_all_attack_moves(owner.enemy):
if move.to == king_pos:
return True
return False
def king_is_checkmated(self, owner):
return not self.has_moves(owner, filter_check=True) and \
self.king_is_checked(owner)
def get_king_position(self,owner):
'''Find the owner's (white or black) king's position'''
for cell in self.cells:
if cell.piece and cell.piece.type == "king" and \
cell.piece.owner == owner:
return cell.pos
raise Exception("Error: %s king not found" % owner)
def next_turn(self):
'''Make the change of turn.'''
self.turns += 1
self.current_turn = self.current_turn.enemy
return self.current_turn
def previous_turn(self):
self.turns -= 1
self.current_turn = self.current_turn.enemy
return self.current_turn
def put_piece_at(self, piece, pos):
if pos[0] < 0 or pos[0] > 7 or pos[1] < 0 or pos[1] > 7:
raise Exception("Indices out of board: (%d, %d)" % pos)
self[pos].piece = piece
self.moves_cache_dirty = True
def pick(self, x, y):
'''Try to pick piece in the cell below the x,y screen position.
If the cell does not contain a piece, return None.'''
for cell in self.cells:
if cell.contains(x, y):
return cell
return None