Finish logic
This commit is contained in:
parent
23adf99347
commit
1bd7fa4e0e
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@ -2,12 +2,13 @@ from typing import Callable, Iterable, Union
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from os import system
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from piece import Piece
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from util import centerText, centerBlockText, boxCharsToBoldBoxCharsMap, determineMove
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from util import centerText, centerBlockText, boxCharsToBoldBoxCharsMap as boldBoxChars, determineMove
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class Board:
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def __init__(self, boardState=None):
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"""Create a standard board if nothing else is defined in boardState"""
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self.boardArray = [
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[Piece(type, 'black') for type in ['r', 'n', 'b', 'q', 'k', 'b', 'n', 'r']],
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[Piece('p', 'black') for _ in range(8)],
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@ -16,14 +17,7 @@ class Board:
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[Piece(type, 'white') for type in ['r', 'n', 'b', 'q', 'k', 'b', 'n', 'r']],
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] if boardState == None else boardState
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def draw(
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self,
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config={
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'highlightedContent': [],
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'highlightEscapeCodes': ('\033[32;5;7m', '\033[0m'),
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'highlightedBoxes': [],
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}
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) -> str:
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def draw(self, config={}) -> str:
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"""Returns a string representing the board
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config options:
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@ -32,6 +26,7 @@ class Board:
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highlightedBoxes: [(x,y)] - Boxes to make bold
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"""
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# Fill default values in config dict
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def fillConfigDefaultValue(key, defaultValue):
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if key not in config:
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config[key] = defaultValue
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@ -40,15 +35,15 @@ class Board:
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fillConfigDefaultValue('highlightedBoxes', [])
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fillConfigDefaultValue('highlightEscapeCodes', ('\033[32;5;7m', '\033[0m'))
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# Draw general outline
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# Draw general outline with ┼ as all corners
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stringArray = [list('┼' + '───┼' * 8)] + [[None] for _ in range(8 * 2)]
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for y, row in enumerate(self.boardArray):
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for x, _ in enumerate(row):
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stringArray[2 * y + 1][4 * x] = '│'
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stringArray[2 * y + 2][4 * x] = '┼'
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stringArray[2 * y + 1] += list(
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' {} │'.format(str(self.boardArray[y][x]) if self.boardArray[y][x] != None else ' '))
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symbol = str(self.boardArray[y][x]) if self.boardArray[y][x] != None else ' '
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stringArray[2 * y + 1] += list(' {} │'.format(symbol))
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stringArray[2 * y + 2] += list('───┼')
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# Overwrite corners
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@ -58,21 +53,21 @@ class Board:
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stringArray[-1][-1] = '╯'
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# Overwrite T-junctions
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for i in range(int(len(stringArray[0]) / 4) - 1):
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for i in range(int(len(stringArray[0]) / 4) - 1): # Loop row
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stringArray[0][i * 4 + 4] = '┬'
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stringArray[-1][i * 4 + 4] = '┴'
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for i in range(int(len(stringArray) / 2) - 1):
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for i in range(int(len(stringArray) / 2) - 1): # Loop column
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stringArray[i * 2 + 2][0] = '├'
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stringArray[i * 2 + 2][-1] = '┤'
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def highlightContent(x, y, escapeCodes=config['highlightEscapeCodes']):
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"""highlight contents of a piece with xterm-256colors modifiers"""
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def highlightContent(x, y, modifiers=config['highlightEscapeCodes']):
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"""highlight inner part of a box with xterm-256colors modifiers"""
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stringArray[y * 2 + 1][x * 4 + 1] = \
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escapeCodes[0] + stringArray[y * 2 + 1][x * 4 + 1]
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stringArray[y * 2 + 1][x * 4 + 3] += escapeCodes[1]
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modifiers[0] + stringArray[y * 2 + 1][x * 4 + 1]
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stringArray[y * 2 + 1][x * 4 + 3] += modifiers[1]
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def highlightBox(x, y):
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"""Make box around a piece bold"""
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"""Make box around a position bold"""
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pointsToChange = \
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[(x * 4 + 0, y * 2 + i) for i in range(3)] + \
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@ -80,17 +75,19 @@ class Board:
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[(x * 4 + i, y * 2 + 0) for i in range(1,4)] + \
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[(x * 4 + i, y * 2 + 2) for i in range(1,4)]
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# This has to doublecheck that the character exists, because if neighbour
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# boxes are to be highlighed, it will try to overwrite already bold borders
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for x, y in pointsToChange:
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stringArray[y][x] = boxCharsToBoldBoxCharsMap[
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stringArray[y]
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[x]] if stringArray[y][x] in boxCharsToBoldBoxCharsMap else stringArray[y][x]
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symbolExists = stringArray[y][x] in boldBoxChars
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stringArray[y][x] = boldBoxChars[stringArray[y][x]] if symbolExists else stringArray[y][x]
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# Color white pieces
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for piece in self.getPositionsWhere(lambda piece: piece.color == 'white'):
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highlightContent(*piece, ('\033[7m', '\033[0m'))
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# Color white pieces
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for piece in self.getPositionsWhere(lambda piece: piece.color == 'white'):
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highlightContent(*piece, ('\033[7m', '\033[0m'))
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for box in config['highlightedBoxes']:
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highlightBox(*box)
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for piece in config['highlightedContent']:
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highlightContent(*piece)
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@ -121,7 +118,7 @@ class Board:
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if move := determineMove(key, x, y, (0, 7)):
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x += move[0]
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y += move[1]
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elif key == 'e' and self.getPieceAt(x, y).color==player.color:
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elif key == 'e' and self.getPieceAt(x, y).color == player.color:
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return (x, y)
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except AttributeError:
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pass
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@ -173,28 +170,33 @@ class Board:
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try:
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if condition(piece):
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result.append((x, y))
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except AttributeError:
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except AttributeError: # Position is None
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pass
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return result
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def checkCheck(self, color) -> bool:
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def checkCheck(self, color, simulation=False) -> bool:
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"""Check whether a team is caught in check. The color is the color of the team to check"""
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king = self.getPositionsWhere(lambda piece: piece.type == 'k' and piece.color == color)[0]
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piecesToCheck = self.getPositionsWhere(lambda piece: piece.color != color)
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return any([king in Piece.possibleMoves(*piece, self) for piece in piecesToCheck])
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return any([
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king in Piece.possibleMoves(*piece, self, simulation=simulation) for piece in piecesToCheck
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])
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def getPositionsToProtectKing(self, color) -> Iterable[tuple]:
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"""Get a list of the positions to protect in order to protect the king when in check. The color is the color of the team who's in check"""
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king = self.getPositionsWhere(lambda piece: piece.type == 'k' and piece.color == color)[0]
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piecesToCheck = self.getPositionsWhere(lambda piece: piece.color != color)
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for piece in piecesToCheck:
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if king not in Piece.possibleMoves(*piece, self):
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piecesToCheck.remove(piece)
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# Get all pieces that threaten the king
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piecesToCheck = [piece for piece in piecesToCheck if king in Piece.possibleMoves(*piece, self)]
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# Add only self if piece is pawn, knight or king
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result = []
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for piece in piecesToCheck:
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result.append(piece)
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result.append([piece])
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if self.getPieceAt(*piece).type not in ['p', 'n', 'k']:
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# Get the direction as a tuple from the threatening piece to the king
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def getDirection(fromPosition, toPosition) -> tuple:
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x = -1 if toPosition[0] > fromPosition[0] else \
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0 if toPosition[0] == fromPosition[0] else 1
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@ -204,22 +206,36 @@ class Board:
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direction = getDirection(piece, king)
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# Return a list of every position until the king
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def getPositionsUntilKing(x, y, direction) -> Iterable[tuple]:
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result = []
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x += direction[0]
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y += direction[1]
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while self.getPieceAt(x, y) == None:
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result.append((x, y))
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x += direction[0]
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y += direction[1]
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return result
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result += getPositionsUntilKing(*piece, direction)
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result[-1] += getPositionsUntilKing(*king, direction)
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return result
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# Combine lists so that only tuples in all the lists of threatening pieces are valid
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def getCommonValues(lst: Iterable[Iterable[tuple]]):
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result = set(lst[0])
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for sublst in lst[1:]:
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result.intersection_update(sublst)
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return result
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return getCommonValues(result)
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def playerHasLegalMoves(self, color) -> bool:
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enemyPieces = self.getPositionsWhere(lambda piece: piece.color == color)
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getLegalMoves = lambda piece: Piece.possibleMoves(
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*piece, self, legalMoves=self.getPositionsToProtectKing(color))
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if self.checkCheck(color):
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getLegalMoves = lambda piece: Piece.possibleMoves(
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*piece, self, legalMoves=self.getPositionsToProtectKing(color))
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else:
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getLegalMoves = lambda piece: Piece.possibleMoves(*piece, self)
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return not any(getLegalMoves(piece) == None for piece in enemyPieces)
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def checkStaleMate(self, color) -> bool:
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@ -1,58 +1,70 @@
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#!/bin/python3
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from os import system
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from dataclasses import dataclass
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from board import Board
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from piece import Piece
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@dataclass
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class Player:
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name: str
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color: str
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class Chess:
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def __init__(self, players):
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self.players = players
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self.board = Board()
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def win(self, player):
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if player.color == 'white':
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print('''
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░█░█░█░█░▀█▀░▀█▀░█▀▀░░░█░█░▀█▀░█▀█
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░█▄█░█▀█░░█░░░█░░█▀▀░░░█▄█░░█░░█░█
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░▀░▀░▀░▀░▀▀▀░░▀░░▀▀▀░░░▀░▀░▀▀▀░▀░▀
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''')
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else:
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print('''
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░█▀▄░█░░░█▀█░█▀▀░█░█░░░█░█░▀█▀░█▀█
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░█▀▄░█░░░█▀█░█░░░█▀▄░░░█▄█░░█░░█░█
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░▀▀░░▀▀▀░▀░▀░▀▀▀░▀░▀░░░▀░▀░▀▀▀░▀░▀
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''')
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exit(0)
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def tie(self):
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print('''
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░█▀▀░▀█▀░█▀█░█░░░█▀▀░█▄█░█▀█░▀█▀░█▀▀
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░▀▀█░░█░░█▀█░█░░░█▀▀░█░█░█▀█░░█░░█▀▀
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░▀▀▀░░▀░░▀░▀░▀▀▀░▀▀▀░▀░▀░▀░▀░░▀░░▀▀▀
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''')
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exit(0)
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def makeMove(self, player):
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chosenTile = 0,0
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chosenTile = 0, 0
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while True:
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piece = self.board.selectPiece(player, *chosenTile)
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chosenTile = piece
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possibleMoves = Piece.possibleMoves(*piece, self.board)
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if move := self.board.selectMove(player, *piece, possibleMoves):
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break
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print(move)
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input()
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self.board.movePiece(piece, move)
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def win(self, player):
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print(player.name, 'won.')
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exit(0)
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def tie(self):
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print('Stalemate')
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exit(0)
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def update(self):
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def turn(self, playerNum):
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system('clear')
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self.makeMove(players[0])
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# if self.board.checkCheckMate(players[1].color):
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# self.win(players[0])
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# elif self.board.checkStaleMate(players[1].color):
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# self.tie()
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system('clear')
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self.makeMove(players[1])
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# if self.board.checkCheckMate(players[0].color):
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# self.win(players[1])
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# elif self.board.checkStaleMate(players[0].color):
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# self.tie()
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self.makeMove(players[playerNum])
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# 1 - 1 = 0 and 1 - 0 = 1
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if self.board.checkCheckMate(players[1 - playerNum].color):
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self.win(players[playerNum])
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elif self.board.checkStaleMate(players[1 - playerNum].color):
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self.tie()
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def loop(self):
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while True:
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self.update()
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self.turn(0)
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self.turn(1)
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if __name__ == "__main__":
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@ -64,5 +76,3 @@ if __name__ == "__main__":
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game = Chess(('Spiller 1', 'Spiller 2'))
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game.loop()
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# board = Board()
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# print(board.selectPiece(players[0], centering=True))
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@ -1,8 +1,6 @@
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from typing import Iterable, Callable
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from itertools import product
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from copy import deepcopy
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from sys import setrecursionlimit as setRecursionLimit
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setRecursionLimit(100000)
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class Piece:
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return symbols[0 if self.color == 'white' else 1][self.type]
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@staticmethod
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def possibleMoves(x, y, board, legalMoves=None) -> Callable[[int, int], Iterable[tuple]]:
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def possibleMoves(
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x,
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y,
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board,
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legalMoves=None,
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simulation=False,
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) -> Callable[[int, int], Iterable[tuple]]:
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"""
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Calculate all possible moves for a piece at (x, y) given a board in a certain state.
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If there is restrictions for where the piece can go, the legal moves can be set to these.
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If the function is part of a simulation, simulation needs to be set to True so that it doesn't keep on recursing simulation indefinetely.
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"""
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piece = board.getPieceAt(x, y)
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moves = []
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# TODO: If player is in check, only validate the moves that are leading to places that can be blocked in order to save the king. Make a function that overwrites `moves`. Notice: The king is the only piece that can 'Escape' to a position that may or may not be in the list of positions to be blocked. Make an exception
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pieceIsEnemyColor = lambda pieceToCheck: pieceToCheck != None and pieceToCheck.color != piece.color
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pieceIsEmpty = lambda pieceToCheck: pieceToCheck == None
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pieceIsEmptyOrEnemyColor = lambda pieceToCheck: pieceToCheck == None or pieceToCheck.color != piece.color
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return True
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return False
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# TODO: fix deepcopy segfault and recursion error
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def assertNotCheck(newX, newY) -> bool:
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"""Simulate a move and return whether or not the move will result in check"""
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testBoard = deepcopy(board)
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testBoard.movePiece((x, y), (newX, newY))
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return not testBoard.checkCheck(piece.color)
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return not testBoard.checkCheck(piece.color, simulation=True)
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def addWhileInsideBoard(direction: tuple):
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"""Adds moves in direction until it either hits a piece or the edge"""
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localX, localY = x, y
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while positionInsideBounds(localX, localY):
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localX += direction[0]
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@ -121,6 +131,7 @@ class Piece:
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moves = [move for move in moves if move in legalMoves]
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# Remove moves that will put the king in check
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# moves = [position for position in moves if assertNotCheck(*position)]
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if not simulation:
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moves = [position for position in moves if assertNotCheck(*position)]
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return moves
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