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piece.py
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piece.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
#
from board import LEFT, RIGHT
from errors import UndoError
def _coord_to_code(c):
return '%s%d' % (chr(0x61+c[0]), 8-c[1])
# Move classes
class BaseMove(object):
def __init__(self, fro, to):
self.fro = fro
self.to = to
self.peformed = False
self.acting_piece = None
self.type = self.__class__.__name__
def __eq__(self, other):
'''Compare instances. Two moves are equal if they take a piece from the
cell to the same cell'''
return isinstance(other, BaseMove) and \
self.fro == other.fro and \
self.to == other.to
def __ne__(self, other):
'''Compare instances. Two moves are not equal if they are not equal.'''
return not (self == other)
def perform(self, board):
self.performed = True
piece = board[self.fro].piece
piece.moved(self, board)
def undo(self, board):
if not self.performed:
raise UndoError("Move never performed: from (%d,%d) to (%d,%d)" % \
(self.fro + self.to))
piece = board[self.to].piece
piece.moved_back(self, board)
self.performed = False
def causes_check(self, board, owner):
self.perform(board)
checked = board.king_is_checked(owner)
self.undo(board)
return checked
def __repr__(self):
return '%s((%s, %s), (%s, %s))' % (
(self.__class__.__name__,) +
self.fro + self.to
)
class Move(BaseMove):
'''Represents a regular piece movement in chess.'''
def __init__(self, fro, to):
super(Move, self).__init__(fro, to)
self.attacking = False
def __eq__(self, other):
'''Compare instances. Two moves are equal if they take a piece from the
cell to the same cell'''
return isinstance(other, Move) and \
self.fro == other.fro and \
self.to == other.to
def perform(self, board):
'''Perform a move on a board.'''
super(Move, self).perform(board)
self.src_piece = board[self.fro].piece
self.dst_piece = board[self.to].piece
board[self.to].piece = self.src_piece
board[self.fro].piece = None
def undo(self, board):
'''Undo the effects of a move on a board.'''
super(Move, self).undo(board)
board[self.fro].piece = self.src_piece
board[self.to].piece = self.dst_piece
def __str__(self):
if self.acting_piece:
piece_code = self.acting_piece.CODE
else:
piece_code = ''
#return '%s%s%s' % (piece_code, self.attacking and 'x' or '', _coord_to_code(self.to))
return "%s%s" % (_coord_to_code(self.fro), _coord_to_code(self.to))
class EnPassant(BaseMove):
def __init__(self, fro, dir, owner):
assert dir in (LEFT, RIGHT)
super(EnPassant, self).__init__(
fro,
(fro[0] + dir, fro[1] + owner.pawn_dir))
self.attacking = True
def perform(self, board):
super(EnPassant, self).perform(board)
# destination can not have a piece since the captured pawn has just movd
self.src_piece = board[self.fro].piece
self.captured = board[self.to[0], self.fro[1]].piece
board[self.fro].piece = None
board[self.to].piece = self.src_piece
board[self.to[0], self.fro[1]].piece = None
def undo(self, board):
super(EnPassant, self).undo(board)
board[self.fro].piece = self.src_piece
board[self.to].piece = None
board[self.to[0], self.fro[1]].piece = self.captured
def __str__(self):
#return '%s(ep)' % _coord_to_code(self.to)
return '%s%s' % (_coord_to_code(self.fro), \
_coord_to_code(self.to))
class Castling(BaseMove):
QUEENSIDE = 'left'
KINGSIDE = 'right'
'''Represents a Castling move in chess.'''
def __init__(self, castling_type, castling_owner):
'''Create a new instance of a Castling Move. Valid castling_types
are "left" and "right"'''
if not castling_type in [Castling.QUEENSIDE, Castling.KINGSIDE]:
raise Exception("Invalid Castling type: " + castling_type)
super(Castling, self).__init__(
(4, castling_owner.rank),
(castling_type == Castling.KINGSIDE and 6 or 2, castling_owner.rank))
self.castling_type = castling_type
self.castling_owner = castling_owner
def __eq__(self, other):
'''Compare instances. Two castling instances are equal if they are the
same type'''
return isinstance(other, Castling) and \
self.castling_type == other.castling_type
def perform(self, board):
'''Perform a Castling move on a board.'''
super(Castling, self).perform(board)
j = self.castling_owner.rank
self.castling_owner.castling_allowed = False
if self.castling_type == Castling.QUEENSIDE:
board[2,j].piece = board[4,j].piece
board[4,j].piece = None
board[3,j].piece = board[0,j].piece
board[0,j].piece = None
elif self.castling_type == Castling.KINGSIDE:
board[6,j].piece = board[4,j].piece
board[4,j].piece = None
board[5,j].piece = board[7,j].piece
board[7,j].piece = None
else:
raise MoveError("Invalid Castling type. Valid types are '%s' and '%s'" %
(Castling.QUEENSIDE, Castling.KINGSIDE))
def undo(self, board):
'''Undo a Castling move.'''
super(Castling, self).undo(board)
j = board.current_turn.rank
self.castling_owner.castling_allowed = True
if self.castling_type == Castling.QUEENSIDE:
board[4, j].piece = board[2, j].piece
board[2, j].piece = None
board[0, j].piece = board[3, j].piece
board[3, j].piece = None
elif self.castling_type == Castling.KINGSIDE:
board[4, j].piece = board[6, j].piece
board[6, j].piece = None
board[7, j].piece = board[5, j].piece
board[5, j].piece = None
else:
raise MoveError("Invalid Castling type. Valid types are '%s' and '%s'" %
(Castling.QUEENSIDE, Castling.KINGSIDE))
def __str__(self):
#if self.acting_piece:
# piece_code = self.acting_piece.CODE
#else:
# piece_code = ''
if self.castling_type == Castling.QUEENSIDE:
return '0-0-0'# % piece_code
elif self.castling_type == Castling.KINGSIDE:
return '0-0'# % piece_code
class Crowning(BaseMove):
'''Represents a Pawn Crowning move in chess.'''
def __init__(self, fro, to, piece):
super(Crowning, self).__init__(fro, to)
self.piece = piece
def __eq__(self, other):
'''Compare instances. Two Crowning moves are equal if they move from
the same cell to the same cell and crown into the same piece'''
return isinstance(other, Crowning) and \
self.fro == other.fro and self.to == other.to and \
self.piece == other.piece
def perform(self, board):
'''Perform this move on a board.'''
super(Crowning, self).perform(board)
self.src_piece = board[self.fro].piece
self.dst_piece = board[self.to].piece
board[self.to].piece = self.piece
board[self.fro].piece = None
def undo(self, board):
'''Undo the effects of this move on a board.'''
super(Crowning, self).undo(board)
board[self.fro].piece = self.src_piece
board[self.to].piece = self.dst_piece
def __str__(self):
#if self.acting_piece:
# piece_code = self.acting_piece.CODE
#else:
# piece_code = ''
return '%s%s%s' % (_coord_to_code(self.fro),\
_coord_to_code(self.to), \
self.piece.CODE)
#return '%s%s(%s)' % (
# piece_code,
# _coord_to_code(self.to),
# self.piece.CODE)
class BasePiece(object):
'''Base class for pieces.'''
def __init__(self, owner):
'''Create a new instance of Piece.'''
self.owner = owner
self.move_cache = []
self.attack_cache = []
self.type = self.__class__.__name__.lower()
self.move_count = 0
def __eq__(self, other):
return isinstance(other, BasePiece) and self.type == other.type and self.owner == other.owner
def is_turn(self, lastowner):
if self.owner == lastowner:
return True
else:
return False
def moved(self, move, board):
self.move_count += 1
self.r, self.c = move.to
def moved_back(self, move, board):
self.move_count -= 1
self.r, self.c = move.fro
def get_move(self, fro, to, board, **options):
# FIXME filter move by selected options
for move in self.get_moves(fro, board, **options):
if move.to == to:
return move
return None
def get_moves(self, fro, board, attack_only = False, filter_check=False,
**options):
moves = self._get_moves(fro, board, attack_only = attack_only, **options)
for move in moves:
move.acting_piece = self
if filter_check:
return [x for x in moves if not x.causes_check(board, self.owner)]
else:
return moves
def has_moves(self, fro, board, filter_check=True):
return len(self.get_moves(fro, board, attack_only=False, filter_check=filter_check)) > 0
DIR_N = ( 0,-1) # delta column, delta row
DIR_S = ( 0, 1)
DIR_W = (-1, 0)
DIR_E = ( 1, 0)
DIR_NE = ( 1, -1)
DIR_NW = (-1, -1)
DIR_SE = ( 1, 1)
DIR_SW = (-1, 1)
DIRS_DIAGONALS = [DIR_NE, DIR_NW, DIR_SE, DIR_SW]
DIRS_HORIZONTALS = [DIR_E, DIR_W, DIR_S, DIR_N]
DIRS_ALL = DIRS_HORIZONTALS + DIRS_DIAGONALS
def _cascades(dirs, fro, board, owner):
'''Cascade calculates al moves from a given coordinate in all given directions.
'''
dests = []
for dc,dr in dirs:
to = (fro[0] + dc, fro[1] + dr)
p = None
while 0 <= to[0] < 8 and 0 <= to[1] < 8 and not p:
p = board[to].piece
if not p or p.owner != owner:
dests.append(Move(fro, to))
to = (to[0] + dc, to[1] + dr)
return dests
class Knight(BasePiece):
'''Representation of the Knight piece.'''
CODE = 'N'
def __init__(self, owner):
'''Create a new instance of Knight. owner may be "white" or "black".'''
super(Knight, self).__init__(owner)
def _get_moves(self, (col, row), board, attack_only = False, **options):
dests = []
for x in (1,-1):
for y in (2, -2):
for c, r in ((col+x,row+y),(col+y,row+x)):
if 0 <= c < 8 and 0 <= r < 8:
p = board[c,r].piece
if not p or p.owner != self.owner:
dests.append(Move((col, row), (c, r)))
return dests
class Rook(BasePiece):
'''Representation of the Rook piece.'''
CODE = 'R'
def __init__(self, owner):
'''Create a new instance of Rook. owner may be "white" or "black".'''
super(Rook, self).__init__(owner)
def _get_moves(self, fro, board, attack_only = False, **options):
return _cascades(DIRS_HORIZONTALS, fro, board, self.owner)
class Bishop(BasePiece):
'''Representation of the Bishop piece.'''
CODE = 'B'
def __init__(self, owner):
'''Create a new instance of Bishop. owner may be "white" or "black".'''
super(Bishop, self).__init__(owner)
def _get_moves(self, fro, board, attack_only = False, **options):
return _cascades(DIRS_DIAGONALS, fro, board, self.owner)
class Queen(BasePiece):
'''Representation of the Queen piece'''
CODE = 'Q'
def __init__(self, owner):
'''Create a new instance of Queen. owner may be "white" or "black".'''
super(Queen, self).__init__(owner)
def _get_moves(self, fro, board, attack_only = False, **options):
return _cascades(DIRS_ALL, fro, board, self.owner)
class King(BasePiece):
'''Representation of the King piece'''
CODE = 'K'
def __init__(self, owner):
'''Create a new instance of King. owner may be "white" or "black".'''
super(King, self).__init__(owner)
def _get_moves(self, (col, row), board, attack_only = False, **options):
dests = []
for dc in [-1,0,1]:
for dr in [-1,0,1]:
c = col + dc
r = row + dr
if 0 <= c < 8 and 0 <= r < 8:
p = board[c,r].piece
if not p or (p.owner != self.owner):
dests.append(Move((col,row),(c,r)))
if not attack_only:
threats = [x.to for x in board.get_all_attack_moves(self.owner.enemy)]
#Castling
if not self.move_count and \
not board.king_is_checked(self.owner):
right_rook = board[7,row].piece
left_rook = board[0,row].piece
if right_rook and not right_rook.move_count and \
not board[col+1,row].piece and \
not board[col+2,row].piece and \
(col+2, row) not in threats and \
(col+1, row) not in threats:
dests.append(Castling(Castling.KINGSIDE, self.owner))
if left_rook and not left_rook.move_count and \
not board[col-1,row].piece and \
not board[col-2,row].piece and \
not board[col-3,row].piece and \
(col-2, row) not in threats and \
(col-1, row) not in threats:
dests.append(Castling(Castling.QUEENSIDE, self.owner))
dests = filter(lambda x: x.to not in threats, dests)
return dests
class Pawn(BasePiece):
'''Representation of the Pawn piece.'''
CODE = 'P'
def __init__(self, owner):
super(Pawn, self).__init__(owner)
'''Create a new instance of Pawn. owner may be "white" or "black".'''
self.en_passant = 0
def moved(self, move, board):
if move.to[1] == self.owner.rank + self.owner.pawn_dir * 3:
self.en_passant = board.turns
def _get_moves(self, (col, row), board, attack_only = False, **options):
dests = []
dr = self.owner.pawn_dir
rank = self.owner.rank
#Bound checking:
if 0 <= row + dr < 8:
#Normal move or Crowning?
if not attack_only:
if row + dr != 0 and row + dr != 7:
if not board[col, row + dr].piece:
dests.append(Move((col, row), (col, row + dr)))
else:
if not board[col, row + dr].piece:
# create the piece from the given class name :ugh:
type = options.get('type', Queen.CODE)
dests.append(Crowning((col, row), (col, row + dr),
PIECES_BY_CODE[type](self.owner)))
#Double step:
if row == rank + dr and \
not board[col, row + 2*dr].piece and \
not board[col, row + 1*dr].piece:
dests.append(Move((col, row), (col, row + 2 * dr)))
#Attack moves:
for dir in LEFT, RIGHT:
if 0 <= col + dir < 8:
# normal attack
p = board[col+dir, row+dr].piece
if p and p.owner != self.owner:
if row + dr != 0 and row + dr != 7:
dests.append(Move((col, row), (col + dir, row + dr)))
else:
# Crowning attack
dests.append(Crowning((col, row), (col + dir, row + dr), Queen(self.owner)))
# en passant
elif row == (self.owner.enemy.rank + self.owner.enemy.pawn_dir * 3):
p = board[col + dir, row].piece
if p and p.owner != self.owner and p.type == self.type and p.en_passant == board.turns -1:
dests.append(EnPassant((col, row), dir, self.owner))
return dests
PIECES = (Rook, Knight, Queen, King, Pawn, Bishop)
PIECES_BY_CODE = dict([(x.CODE, x) for x in PIECES])