class move
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81
board.py
81
board.py
@ -162,84 +162,3 @@ class Board:
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straightline_moves(False)
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straightline_moves(False)
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elif piece.name == 'king':
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elif piece.name == 'king':
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king_moves()
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king_moves()
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def move_rival(self, from_row, from_column, to_row, to_column):
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#update
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self.x = self.board.boardlist[from_row][from_column].piece
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self.board.boardlist[from_row][from_column].piece = None
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if (self.board.boardlist[to_row][to_column].has_piece()):
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if (self.board.boardlist[to_row][to_column].piece.name == 'king'):
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self.board.boardlist[to_row][to_column].piece = self.x
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exit(0)
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self.board.boardlist[to_row][to_column].piece = self.x
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self.board.boardlist[to_row][to_column].piece.moved = True
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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):
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self.boot_piece = []
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self.piece_row_column = []
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for r in range(0, 8):
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for c in range(0, 8):
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if self.board.boardlist[r][c].piece != None:
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if self.board.boardlist[r][c].piece.color != color:
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self.boot_piece.append(self.board.boardlist[r][c])
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self.value = random.randrange(0, len(self.boot_piece))
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self.initial = self.boot_piece[self.value]
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while len(self.initial.piece.valid_moves) == 0:
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self.value = random.randrange(0, len(self.boot_piece))
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self.initial = self.boot_piece[self.value]
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self.initial_row=self.initial.row
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self.initial_column = self.initial.column
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self.value = random.randrange(0, len(self.initial.piece.valid_moves))
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self.final = self.initial.piece.valid_moves[self.value]
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self.final_row = self.final[0]
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self.final_column = self.final[1]
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self.x = self.board.boardlist[self.initial_row][self.initial_column].piece
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self.board.boardlist[self.initial_row][self.initial_column].piece = None
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if (self.board.boardlist[self.final_row][self.final_column].has_piece()):
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if (self.board.boardlist[self.final_row][self.final_column].piece.name== 'king'):
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self.board.boardlist[self.final_row][self.final_column].piece = self.x
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exit(0)
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self.board.boardlist[self.final_row][self.final_column].piece = self.x
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#pawn promotion
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if isinstance(self.x, Pawn):
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if (self.final_row==0) or (self.final_row==7):
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self.board.boardlist[self.final_row][self.final_column].piece = Queen(self.x.color)
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self.board.boardlist[self.final_row][self.final_column].piece.moved = True
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self.board.boardlist[self.final_row][self.final_column].piece.delete_moves()
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if self.initial_column == 0:
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self.initial_column = "A"
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elif self.initial_column == 1:
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self.initial_column = "B"
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elif self.initial_column == 2:
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self.initial_column = "C"
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elif self.initial_column == 3:
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self.initial_column = "D"
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elif self.initial_column == 4:
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self.initial_column = "E"
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elif self.initial_column == 5:
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self.initial_column = "F"
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elif self.initial_column == 6:
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self.initial_column = "G"
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elif self.initial_column == 7:
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self.initial_column = "H"
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if self.final_column == 0:
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self.final_column = "A"
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elif self.final_column == 1:
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self.final_column = "B"
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elif self.final_column == 2:
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self.final_column = "C"
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elif self.final_column == 3:
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self.final_column = "D"
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elif self.final_column == 4:
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self.final_column = "E"
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elif self.final_column == 5:
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self.final_column = "F"
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elif self.final_column == 6:
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self.final_column = "G"
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elif self.final_column == 7:
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self.final_column = "H"
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self.ruch = str(self.initial_column) + str(self.initial_row) + ' ' + str(self.final_column) + str(self.final_row)
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return self.ruch
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8
game.py
8
game.py
@ -1,4 +1,5 @@
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from board import Board
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from board import Board
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from move import Move
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import random
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import random
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class Game:
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class Game:
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@ -75,7 +76,7 @@ class Game:
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self.currently_available_moves()
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self.currently_available_moves()
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if ruch == None:
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if ruch == None:
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return Board.move_boot(self, 'black')
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return Move.move_boot(self, 'black')
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else:
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else:
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self.from_column = ruch[0]
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self.from_column = ruch[0]
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@ -116,7 +117,6 @@ class Game:
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self.to_column = 6
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self.to_column = 6
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elif self.to_column == 'H':
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elif self.to_column == 'H':
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self.to_column = 7
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self.to_column = 7
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self.color = Move.move_rival(self, self.from_row, self.from_column, self.to_row, self.to_column)
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self.color = Board.move_rival(self, self.from_row, self.from_column, self.to_row, self.to_column)
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return Move.move_boot(self, self.color)
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return Board.move_boot(self, self.color)
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2
main.py
2
main.py
@ -5,7 +5,9 @@ game.printBoard()
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game2.printBoard()
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game2.printBoard()
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ruch=None
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ruch=None
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while True:
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while True:
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#print(ruch)
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ruch = game.nextMove(ruch)
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ruch = game.nextMove(ruch)
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game.printBoard()
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game.printBoard()
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#print(ruch)
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ruch = game2.nextMove(ruch)
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ruch = game2.nextMove(ruch)
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game2.printBoard()
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game2.printBoard()
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82
move.py
82
move.py
@ -0,0 +1,82 @@
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from board import Board
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from square import Square
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from pawn import Pawn
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from knight import Knight
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from bishop import Bishop
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from rook import Rook
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from queen import Queen
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from king import King
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import random
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class Move:
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@staticmethod
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def move_rival(self, from_row, from_column, to_row, to_column):
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#update
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self.x = self.board.boardlist[from_row][from_column].piece
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self.board.boardlist[from_row][from_column].piece = None
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if (self.board.boardlist[to_row][to_column].has_piece()):
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if (self.board.boardlist[to_row][to_column].piece.name == 'king'):
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self.board.boardlist[to_row][to_column].piece = self.x
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exit(0)
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self.board.boardlist[to_row][to_column].piece = self.x
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self.board.boardlist[to_row][to_column].piece.moved = True
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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):
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self.boot_piece = []
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self.piece_row_column = []
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for r in range(0, 8):
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for c in range(0, 8):
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if self.board.boardlist[r][c].piece != None:
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if self.board.boardlist[r][c].piece.color != color:
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self.boot_piece.append(self.board.boardlist[r][c])
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self.value = random.randrange(0, len(self.boot_piece))
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self.initial = self.boot_piece[self.value]
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while len(self.initial.piece.valid_moves) == 0:
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self.value = random.randrange(0, len(self.boot_piece))
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self.initial = self.boot_piece[self.value]
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self.initial_row=self.initial.row
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self.initial_column = self.initial.column
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self.value = random.randrange(0, len(self.initial.piece.valid_moves))
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self.final = self.initial.piece.valid_moves[self.value]
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self.final_row = self.final[0]
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self.final_column = self.final[1]
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self.x = self.board.boardlist[self.initial_row][self.initial_column].piece
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self.board.boardlist[self.initial_row][self.initial_column].piece = None
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if (self.board.boardlist[self.final_row][self.final_column].has_piece()):
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if (self.board.boardlist[self.final_row][self.final_column].piece.name== 'king'):
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self.board.boardlist[self.final_row][self.final_column].piece = self.x
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exit(0)
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self.board.boardlist[self.final_row][self.final_column].piece = self.x
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#pawn promotion
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if isinstance(self.x, Pawn):
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if (self.final_row==0) or (self.final_row==7):
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self.board.boardlist[self.final_row][self.final_column].piece = Queen(self.x.color)
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self.board.boardlist[self.final_row][self.final_column].piece.moved = True
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self.board.boardlist[self.final_row][self.final_column].piece.delete_moves()
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#zmiana ruchu na litery
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self.initial_column=Move.numbers_to_letters(self.initial_column)
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self.final_column=Move.numbers_to_letters(self.final_column)
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self.ruch = str(self.initial_column) + str(self.initial_row) + ' ' + str(self.final_column) + str(self.final_row)
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return self.ruch
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def numbers_to_letters(number):
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if number == 0:
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number = "A"
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elif number == 1:
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number = "B"
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elif number == 2:
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number = "C"
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elif number == 3:
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number = "D"
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elif number == 4:
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number = "E"
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elif number == 5:
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number = "F"
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elif number == 6:
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number = "G"
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elif number == 7:
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number = "H"
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return number
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