Szachy/move.py

199 lines
9.1 KiB
Python

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:
def move_rival(self, ruch):
self.from_column = Move.letters_to__numbers(ruch[0])
self.from_row = int(ruch[1])
self.to_column = Move.letters_to__numbers(ruch[3])
self.to_row = int(ruch[4])
#update board
self.x = self.board.boardlist[self.from_row][self.from_column].piece
self.board.boardlist[self.from_row][self.from_column].piece = None
self.board.boardlist[self.to_row][self.to_column].piece = self.x
Move.pawn_promotion(self, self.x, self.to_row)
self.board.boardlist[self.to_row][self.to_column].piece.moved = True
return self.board.boardlist[self.to_row][self.to_column].piece.color
def move_boot(self, color):
#random move
self.initial_row, self.initial_column, self.final_row, self.final_column = Move.random_valid_move(self, color)
#update board
self.x = self.board.boardlist[self.initial_row][self.initial_column].piece
self.board.boardlist[self.initial_row][self.initial_column].piece = None
Move.mat(self, 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)
# 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):
self.boot_piece = []
self.piece_row_column = []
self.amount_of_pieces = 0
# usuwanie ruchów z valid_moves, które mogłyby doprowadzić do szachowania króla
# usuwanie ruchów z valid_moves, które nie ochronią szachowanego króla przed matem
for r in range(0, 8):
for c in range(0, 8):
if self.board.boardlist[r][c].has_piece():
self.amount_of_pieces = self.amount_of_pieces + 1
if self.board.boardlist[r][c].piece.color != color:
self.kopia = []
for move in self.board.boardlist[r][c].piece.valid_moves:
if Move.check_szach(self, color, r, c, move[0], move[1]) is False:
self.kopia.append(move)
self.board.boardlist[r][c].piece.valid_moves = self.kopia
if self.amount_of_pieces == 2: #jeśli na planszy zostaną tylko dwa króle to kończy się gra
exit(0)
#spis pól z figurami, które mają możliwość ruchu
for r in range(8):
for c in range(8):
if self.board.boardlist[r][c].has_piece() and self.board.boardlist[r][c].piece.color != color:
if len(self.board.boardlist[r][c].piece.valid_moves) > 0:
self.boot_piece.append(self.board.boardlist[r][c])
#jeśli nie ma żadnego dostępnego ruchu który nie doprowadziłby do szachowania króla
#lub obronił króla (jeśli król jest szachowany) przed matem, to kończy się gra
if len(self.boot_piece) == 0:
exit(0)
#losowanie figury z figur z dostępnymi ruchami
self.value = random.randrange(0, len(self.boot_piece))
self.initial_square = self.boot_piece[self.value]
#losowanie ruchu figury
self.move_initial_row = self.initial_square.row
self.move_initial_column = self.initial_square.column
self.value = random.randrange(0, len(self.initial_square.piece.valid_moves))
self.move_final_square = self.initial_square.piece.valid_moves[self.value]
self.move_final_row = self.move_final_square[0]
self.move_final_column = self.move_final_square[1]
return self.move_initial_row, self.move_initial_column, self. move_final_row, self.move_final_column
def calc_moves(self, piece, row, column):
piece.delete_moves()
if piece.name == 'rook':
Rook.rook_moves(self, piece, row, column)
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.bishop_moves(self, piece, row, column)
elif piece.name == 'queen':
pass
Queen.queen_moves(self, piece, row, column,True)
Queen.queen_moves(self, piece, row, column,False)
elif piece.name == 'king':
King.king_moves(self, piece, row, column)
pass
def pawn_promotion(self, x, final_row):
if x.name == "pawn":
if (final_row == 0) or (final_row == 7):
x.name = "queen"
def mat(self, 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':
exit(0)
pass
def check_szach(self, color, initial_row, initial_column, final_row, final_column):
#zapisanie poprzedniego ustawienia tablicy i wykonanie ruchu
self.piece = self.board.boardlist[initial_row][initial_column].piece
self.previous_piece = self.board.boardlist[final_row][final_column].piece
self.board.boardlist[initial_row][initial_column].piece = None
self.board.boardlist[final_row][final_column].piece = self.piece
#szukanie króla i liczenie dostępnych ruchów dla każdego pionka
for r in range(8):
for c in range(8):
if self.board.boardlist[r][c].has_piece():
if self.board.boardlist[r][c].piece.color == color:
Move.calc_moves(self, self.board.boardlist[r][c].piece, r, c)
elif self.board.boardlist[r][c].piece.name == 'king':
self.king_position = (r, c)
#szukanie króla w możliwych ruchach przeciwnika
for r2 in range(8):
for c2 in range(8):
if self.board.boardlist[r2][c2].has_piece():
if self.board.boardlist[r2][c2].piece.color == color:
if self.king_position in self.board.boardlist[r2][c2].piece.valid_moves:
#przywracanie poprzednich ustawień tablicy z pionkami
self.board.boardlist[final_row][final_column].piece = self.previous_piece
self.board.boardlist[initial_row][initial_column].piece = self.piece
for r4 in range(8):
for c4 in range(8):
if self.board.boardlist[r4][c4].has_piece():
if self.board.boardlist[r4][c4].piece.color == color:
Move.calc_moves(self, self.board.boardlist[r4][c4].piece, r4, c4)
return True
#przywracanie poprzednich ustawień tablicy z pionkami
self.board.boardlist[final_row][final_column].piece = self.previous_piece
self.board.boardlist[initial_row][initial_column].piece = self.piece
for r3 in range(8):
for c3 in range(8):
if self.board.boardlist[r3][c3].has_piece():
if self.board.boardlist[r3][c3].has_piece():
if self.board.boardlist[r3][c3].piece.color == color:
Move.calc_moves(self, self.board.boardlist[r3][c3].piece, r3, c3)
return False
@staticmethod
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
@staticmethod
def letters_to__numbers(letter):
if letter == 'A':
letter = 0
elif letter == 'B':
letter = 1
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