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.idea/vcs.xml
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6
.idea/vcs.xml
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="VcsDirectoryMappings">
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<mapping directory="$PROJECT_DIR$" vcs="Git" />
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</component>
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</project>
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__pycache__/move.cpython-310.pyc
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__pycache__/move.cpython-310.pyc
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54
game.py
54
game.py
@ -24,64 +24,57 @@ class Game:
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if self.color=='white':
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self.b.append('r')
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else: self.b.append('R')
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self.board.calc_moves(self.board.boardlist[row][column].piece, row, column)
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elif self.piece == 'pawn':
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if self.color=='white':
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self.b.append('p')
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else:
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self.b.append('P')
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self.board.calc_moves(self.board.boardlist[row][column].piece, row, column)
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elif self.piece == 'knight':
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if self.color=='white':
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self.b.append('h')
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else:
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self.b.append('H')
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self.board.calc_moves(self.board.boardlist[row][column].piece, row, column)
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elif self.piece == 'bishop':
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if self.color=='white':
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self.b.append('b')
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else:
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self.b.append('B')
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self.board.calc_moves(self.board.boardlist[row][column].piece, row, column)
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elif self.piece == 'queen':
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if self.color=='white':
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self.b.append('q')
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else:
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self.b.append('Q')
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self.board.calc_moves(self.board.boardlist[row][column].piece, row, column)
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elif self.piece == 'king':
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if self.color=='white':
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self.b.append('k')
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else:
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self.b.append('K')
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self.board.calc_moves(self.board.boardlist[row][column].piece, row, column)
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else:
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# wyswietla puste miejsca
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self.b.append(' ')
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print(self.b)
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self.b = []
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self.b.append(' ')
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self.b.append('0')
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self.b.append('1')
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self.b.append('2')
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self.b.append('3')
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self.b.append('4')
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self.b.append('5')
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self.b.append('6')
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self.b.append('7')
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self.b.append('A')
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self.b.append('B')
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self.b.append('C')
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self.b.append('D')
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self.b.append('E')
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self.b.append('F')
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self.b.append('G')
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self.b.append('H')
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print(self.b)
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print('')
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# sprawdzenie
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# H
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# self.board.calc_moves(self.board.boardlist[7][6].piece, 7, 6)
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# print(self.board.boardlist[7][6].piece.valid_moves)
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# P
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# print(self.board.boardlist[6][0].piece.valid_moves)
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# R
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#print(self.board.boardlist[5][1].piece.color)
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#print(self.board.boardlist[5][1].piece.valid_moves)
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def currently_available_moves(self):
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for row in range(8):
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for column in range(8):
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if self.board.boardlist[row][column].has_piece():
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self.piece = self.board.boardlist[row][column].piece
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self.board.calc_moves(self.board.boardlist[row][column].piece, row, column)
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def nextMove(self, ruch):
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if ruch == 'noone':
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self.currently_available_moves()
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if ruch == None:
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return Board.move_boot(self, 'black')
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else:
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@ -92,14 +85,3 @@ class Game:
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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 Board.move_boot(self, self.color)
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"""
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def make_move_rival(self):
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self.przeciwnik = input(str('Podaj ruch: '))
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self.from_row = int(self.przeciwnik[0])
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self.from_column = int(self.przeciwnik[1])
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self.to_row = int(self.przeciwnik[3])
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self.to_column = int(self.przeciwnik[4])
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return Board.move_rival(self, self.from_row, self.from_column, self.to_row, self.to_column)
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def make_move_boot(self, color):
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return Board.move_boot(self, color)
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"""
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11
main.py
11
main.py
@ -1,20 +1,11 @@
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from game import Game
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#def mainloop(self):
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# game = self.game
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game = Game()
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game2 = Game()
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game.printBoard()
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print('')
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game2.printBoard()
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print('')
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boot_color = 'white'
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#11 21
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a=0
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ruch='noone'
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ruch=None
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while True:
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print(ruch)
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ruch = game.nextMove(ruch)
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game.printBoard()
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print(ruch)
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ruch = game2.nextMove(ruch)
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game2.printBoard()
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2
piece.py
2
piece.py
@ -4,8 +4,6 @@ class Piece:
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self.color = color
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self.valid_moves = []
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self.moved = False
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# kierunek pionkow, czarne w górę, białe w dół
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if color == 'white':
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self.pawn_direction = -1
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else:
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if self.has_piece() is True and self.piece.color != color:
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return True
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def empty_or_rival(self, color): # sprawdz
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if self.has_piece() is False or self.is_rival(color): # 1 has piece (color)
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def empty_or_rival(self, color):
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if self.has_piece() is False or self.is_rival(color):
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return True
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else:
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return False
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def empty_or_rival_knight(self, color): # sprawdz
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if self.has_piece() is False or self.is_rival(color): # 1 has piece (color)
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def empty_or_rival_knight(self, color):
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if self.has_piece() is False or self.is_rival(color):
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return True
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else:
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return False
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