Szachy/board.py

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Python
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from square import Square
from pawn import Pawn
from knight import Knight
from bishop import Bishop
from rook import Rook
from queen import Queen
from king import King
import random
class Board:
def __init__(self):
self.boardlist = [[0, 0, 0, 0, 0, 0, 0, 0] for x in range(8)]
#creating board
for row in range(8):
for column in range(8):
self.boardlist[row][column] = Square(row, column)
self._add_pieces('white')
self._add_pieces('black')
def _add_pieces(self, color):
if color == 'white':
self.pawn_row = 6
self.other_row = 7
else:
self.pawn_row = 1
self.other_row = 0
#pawns
#self.boardlist[5][1] = Square(5, 1, King(color)) #DO USUNIĘCIA
for column in range(8):
self.boardlist[self.pawn_row][column] = Square(self.pawn_row, column, Pawn(color)) #do kazdego square przypisuje poczatkowy pawn
#rooks
self.boardlist[self.other_row][0] = Square(self.other_row, 0, Rook(color))
self.boardlist[self.other_row][7] = Square(self.other_row, 7, Rook(color))
#knigths
self.boardlist[self.other_row][1] = Square(self.other_row, 1, Knight(color))
self.boardlist[self.other_row][6] = Square(self.other_row, 6, Knight(color))
#bishops
self.boardlist[self.other_row][2] = Square(self.other_row, 2, Bishop(color))
self.boardlist[self.other_row][5] = Square(self.other_row, 5, Bishop(color))
#queen
self.boardlist[self.other_row][3] = Square(self.other_row, 3, Queen(color))
#king
self.boardlist[self.other_row][4] = Square(self.other_row, 4, King(color))
def calc_moves(self, piece, row, column):
def knight_moves():
#piece.delete_moves()
self.possible_moves = [
(row + 2, column - 1),
(row + 2, column + 1),
(row + 1, column + 2),
(row - 1, column + 2),
(row - 2, column + 1),
(row - 2, column - 1),
(row - 1, column - 2),
(row + 1, column - 2)
]
for self.possible_move in self.possible_moves:
self.possible_row, self.possible_column = self.possible_move
if Square.on_board(self.possible_row, self.possible_column):
if self.boardlist[self.possible_row][self.possible_column].empty_or_rival(piece.color):
self.final = (self.possible_row, self.possible_column)
piece.add_moves(self.final)
def pawn_moves():
#piece.delete_moves()
if piece.moved == True:
self.steps = 1
else:
self.steps = 2
if self.steps == 2:
self.final = row + (piece.pawn_direction * (self.steps))
self.previous = row + (piece.pawn_direction * (self.steps - 1))
if Square.on_board(self.final, column) is True:
if self.boardlist[self.final][column].has_piece() is False:
if self.boardlist[self.previous][column].has_piece() is False:
piece.add_moves((self.final, column))
self.steps = 1
self.final = row + (piece.pawn_direction * (self.steps))
#problem z wierszem
#if self.final>7 or self.final<0 or column>7 or column <0:
#print(piece.name)
#print(self.final, column)
if Square.on_board(self.final, column) is True and self.boardlist[self.final][column].has_piece() is False:
piece.add_moves((self.final, column))
#diagonal
#czy wychodzi poza tablice i czy stoi rywal
self.possible_row = row + piece.pawn_direction
self.possible_columns = []
self.possible_columns = [column-1, column+1]
for possible_column in self.possible_columns:
if Square.on_board(self.possible_row, possible_column) is True:
if self.boardlist[self.possible_row][possible_column].is_rival(piece.color) is True:
piece.add_moves((self.possible_row, possible_column))
def straightline_moves(isvertical):
if isvertical is True:
self.direction = [
(0, 1),
(0, -1),
(1, 0),
(-1, 0)]
else:
self.direction = [
(1, 1),
(-1, -1),
(1, -1),
(-1, 1)
]
for dir in self.direction:
self.left, self.right = dir
self.possible_row = row + self.left
self.possible_column = column + self.right
while True:
if Square.on_board(self.possible_row, self.possible_column) is True:
if self.boardlist[self.possible_row][self.possible_column].has_piece() is False:
piece.add_moves((self.possible_row, self.possible_column))
self.possible_row = self.possible_row + self.left
self.possible_column = self.possible_column + self.right
elif self.boardlist[self.possible_row][self.possible_column].is_rival(piece.color) is True:
piece.add_moves((self.possible_row, self.possible_column))
break
else:
break
else:
break
def king_moves():
#piece.delete_moves()
self.direction = [
(0, 1),
(0, -1),
(1, 0),
(-1, 0),
(1, 1),
(-1, -1),
(1, -1),
(-1, 1)
]
for dir in self.direction:
self.left, self.right = dir
self.possible_row = row + self.left
self.possible_column = column + self.right
if Square.on_board(self.possible_row, self.possible_column) is True:
if self.boardlist[self.possible_row][self.possible_column].has_piece() is False:
piece.add_moves((self.possible_row, self.possible_column))
elif self.boardlist[self.possible_row][self.possible_column].is_rival(piece.color) is True:
piece.add_moves((self.possible_row, self.possible_column))
#calculate possible moves for specific piece
if piece.name == 'rook':
#piece.delete_moves()
straightline_moves(True)
elif piece.name == 'pawn':
pawn_moves()
elif piece.name == 'knight':
knight_moves()
elif piece.name == 'bishop':
#piece.delete_moves()
straightline_moves(False)
elif piece.name == 'queen':
#piece.delete_moves()
straightline_moves(True)
straightline_moves(False)
elif piece.name == 'king':
king_moves()
def move_rival(self, from_row, from_column, to_row, to_column):
#update
self.x = self.board.boardlist[from_row][from_column].piece
self.board.boardlist[from_row][from_column].piece = None
if (self.board.boardlist[to_row][to_column].has_piece()):
if (self.board.boardlist[to_row][to_column].piece.name == 'king'):
self.board.boardlist[to_row][to_column].piece = self.x
return 1
self.board.boardlist[to_row][to_column].piece = self.x
self.board.boardlist[to_row][to_column].piece.moved = True
self.board.boardlist[to_row][to_column].piece.delete_moves()
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return self.board.boardlist[to_row][to_column].piece.color
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def move_boot(self, color):
self.boot_piece = []
self.piece_row_column = []
for r in range(0, 8):
for c in range(0, 8):
if self.board.boardlist[r][c].piece != None:
if self.board.boardlist[r][c].piece.color == color:
self.boot_piece.append(self.board.boardlist[r][c])
#random piece
self.value = random.randrange(0, len(self.boot_piece))
self.initial = self.boot_piece[self.value]
while len(self.initial.piece.valid_moves) == 0:
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#print('xddd')
#print(self.initial.piece)
#print(self.initial.piece.valid_moves)
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self.value = random.randrange(0, len(self.boot_piece))
self.initial = self.boot_piece[self.value]
self.initial_row=self.initial.row
self.initial_column = self.initial.column
#print(self.initial)
#random move
self.value = random.randrange(0, len(self.initial.piece.valid_moves))
self.final = self.initial.piece.valid_moves[self.value]
self.final_row = self.final[0]
self.final_column = self.final[1]
#print(self.final)
#print(self.final_row)
#update
self.x = self.board.boardlist[self.initial_row][self.initial_column].piece
#print(self.board.boardlist[self.initial_row][self.initial_column].piece.name)
#print(self.initial_row, self.initial_column)
self.board.boardlist[self.initial_row][self.initial_column].piece = None
#print(self.final_row, self.final_column)
if (self.board.boardlist[self.final_row][self.final_column].has_piece()):
if (self.board.boardlist[self.final_row][self.final_column].piece.name== 'king'):
self.board.boardlist[self.final_row][self.final_column].piece = self.x
return 1
self.board.boardlist[self.final_row][self.final_column].piece = self.x
self.board.boardlist[self.final_row][self.final_column].piece.moved = True
self.board.boardlist[self.final_row][self.final_column].piece.delete_moves()
#print(self.board.boardlist[self.final_row][self.final_column].piece.name)
#print(self.initial_row, self.initial_column)
#print(self.final_row, self.final_column)
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self.ruch = str(self.initial_row) + str(self.initial_column) + ' ' + str(self.final_row) + str(self.final_column)
return self.ruch
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