Szachy/move.py

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5.8 KiB
Python
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from board import Board
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 Move:
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def move_rival(self, ruch):
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self.from_column = Move.letters_to__numbers(ruch[0])
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self.from_row = int(ruch[1])
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self.to_column = Move.letters_to__numbers(ruch[3])
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self.to_row = int(ruch[4])
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#update board
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self.x = self.board.boardlist[self.from_row][self.from_column].piece
self.board.boardlist[self.from_row][self.from_column].piece = None
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Move.mat(self, self.x, self.to_row, self.to_column)
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self.board.boardlist[self.to_row][self.to_column].piece = self.x
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Move.pawn_promotion(self, self.x, self.to_row, self.to_column)
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self.board.boardlist[self.to_row][self.to_column].piece.moved = True
self.board.boardlist[self.to_row][self.to_column].piece.delete_moves()
return self.board.boardlist[self.to_row][self.to_column].piece.color
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def move_boot(self, color):
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self.x, self.initial_row, self.initial_column, self.final_row, self.final_column = Move.random_valid_move(self, color)
self.board.boardlist[self.initial_row][self.initial_column].piece = None
Move.mat(self, self.x, self.final_row, self.final_column)
self.board.boardlist[self.final_row][self.final_column].piece = self.x
Move.pawn_promotion(self, self.x, self.final_row, self.final_column)
#update piece
self.board.boardlist[self.final_row][self.final_column].piece.moved = True
self.board.boardlist[self.final_row][self.final_column].piece.delete_moves()
self.initial_column=Move.numbers_to_letters(self.initial_column)
self.final_column=Move.numbers_to_letters(self.final_column)
self.ruch = str(self.initial_column) + str(self.initial_row) + ' ' + str(self.final_column) + str(self.final_row)
return self.ruch
def random_valid_move(self, color):
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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])
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#random piece with valid_moves>0
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self.value = random.randrange(0, len(self.boot_piece))
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self.initial_piece = self.boot_piece[self.value]
while len(self.initial_piece.piece.valid_moves) == 0:
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self.value = random.randrange(0, len(self.boot_piece))
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self.initial_piece = self.boot_piece[self.value]
self.move_initial_row = self.initial_piece.row
self.move_initial_column = self.initial_piece.column
#random move for piece
self.value = random.randrange(0, len(self.initial_piece.piece.valid_moves))
self.move_final = self.initial_piece.piece.valid_moves[self.value]
self.move_final_row = self.move_final[0]
self.move_final_column = self.move_final[1]
self.x = self.board.boardlist[self.move_initial_row][self.move_initial_column].piece
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return self.x, self.move_initial_row, self.move_initial_column, self. move_final_row, self.move_final_column
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def calc_moves(self, piece, row, column):
piece.valid_moves=[]
if piece.name == 'rook':
Rook.straightline_moves(self, piece, row, column,True)
pass
elif piece.name == 'pawn':
Pawn.pawn_moves(self, piece, row, column)
pass
elif piece.name == 'knight':
Knight.knight_moves(self, piece, row, column)
elif piece.name == 'bishop':
pass
Bishop.straightline_moves(self, piece, row, column,False)
elif piece.name == 'queen':
pass
Queen.straightline_moves(self, piece, row, column,True)
Queen.straightline_moves(self, piece, row, column,False)
elif piece.name == 'king':
King.king_moves(self, piece, row, column)
pass
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def pawn_promotion(self, x, final_row, final_column):
if isinstance(x, Pawn):
if (final_row==0) or (final_row==7):
self.board.boardlist[final_row][final_column].piece = Queen(x.color)
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def mat(self, x, final_row, final_column):
if self.board.boardlist[final_row][final_column].has_piece():
if self.board.boardlist[final_row][final_column].piece.name == 'king':
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#print(final_column, final_row)
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#print(x)
#print(x.color)
#print(self.board.boardlist[final_row][final_column].piece.color)
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self.board.boardlist[final_row][final_column].piece = x
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exit(0)
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@staticmethod
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def numbers_to_letters(number):
if number == 0:
number = "A"
elif number == 1:
number = "B"
elif number == 2:
number = "C"
elif number == 3:
number = "D"
elif number == 4:
number = "E"
elif number == 5:
number = "F"
elif number == 6:
number = "G"
elif number == 7:
number = "H"
return number
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@staticmethod
def letters_to__numbers(letter):
if letter == 'A':
letter = 0
elif letter == 'B':
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letter = 1
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elif letter == 'C':
letter = 2
elif letter == 'D':
letter = 3
elif letter == 'E':
letter = 4
elif letter == 'F':
letter = 5
elif letter == 'G':
letter = 6
elif letter == 'H':
letter = 7
return letter