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Update engine.py
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engine.py
CHANGED
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@@ -1,752 +1,753 @@
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"""
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this file contains all details of game state and other parametrs
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"""
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class GameState():
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def __init__(self,board=[[]]):
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self.board=[['bR','bN','bB','bQ','bK','bB','bN','bR'],
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['bp','bp','bp','bp','bp','bp','bp','bp'],
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['--','--','--','--','--','--','--','--'],
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['--','--','--','--','--','--','--','--'],
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['--','--','--','--','--','--','--','--'],
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['--','--','--','--','--','--','--','--'],
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['wp','wp','wp','wp','wp','wp','wp','wp'],
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['wR','wN','wB','wQ','wK','wB','wN','wR']
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]
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if self.is_valid_board(board):
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self.board=board
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self.whiteToMove=True
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self.moveLog=[]
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self.knight_directions=[(-2, -1), (-1, -2), (-2, 1), (-1, 2), (2, -1), (1, -2), (2, 1), (1, 2)]
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self.bishop_directions= [(-1,-1),(-1,1),(1,-1),(1,1)]
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self.king_directions=[(-1,0),(0,-1),(1,0),(0,1),(-1,-1),(-1,1),(1,-1),(1,1)]
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self.check_mate = False
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self.steale_mate = False
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self.inheck = False # if king is in check this will be True
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self.pins=[] # if any peice stopping the check and if u move them u gona get check
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self.checks=[] # possible checks
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# we need to keep track of squares where u can eliminate if u took double move in the first place
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#that move name is empassant move
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# we can have dictionary to store functions
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self.protects=[[]]
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self.threatens =[[]]
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self.peices_can_move_to = [[]]
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self.move_functions={'p':self.get_pawn_moves,
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'R':self.get_rook_moves,
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'N':self.get_knight_moves,
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'B':self.get_bishop_moves,
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'K':self.get_king_moves,
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'Q':self.get_queen_moves
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}
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#solution 1 to checks is keep track of kings location
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self.black_king_location=(0,4)
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self.white_king_location=(7,4)
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# we need to keep track of squares where u can eliminate if u took double move in the first place
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#that move name is empassant move
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# we can have dictionary to store functions
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self.empassant_moves=() #square for which empassant move is possible
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self.current_castling_rights = Castling_Rights(True,True,True,True)
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self.castle_rights_log=[Castling_Rights(self.current_castling_rights.wks,self.current_castling_rights.wqs,self.current_castling_rights.bks,self.current_castling_rights.bqs)]
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self.empassant_possible_log=[self.empassant_moves]
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# when current castling rights modified it creates new object and pt it in log
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'''
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To castle, your king and the chosen rook must not have moved,
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there must be no pieces between them,
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the king cannot be in or pass through check,
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and the king must not end up in check.
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castle must be first move to both king and rook
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this is the only move where two peice move
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'''
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def make_move(self,move): #this is not for castling and pawn promotion just to add it for squares
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self.board[move.start_row][move.start_col]= '--'
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self.board[move.end_row][move.end_col]= move.peice_moved
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if move.peice_moved=='bK':
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self.black_king_location= (move.end_row,move.end_col)
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if move.peice_moved=="wK":
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self.white_king_location= (move.end_row,move.end_col)
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if move.is_pawn_promotion:
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self.board[move.end_row][move.end_col] = move.peice_moved[0]+ move.promotion_choice
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#castle move
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if move.castle:
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if move.end_col - move.start_col ==2: #king side col
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self.board [move.end_row][move.end_col-1]= self.board[move.end_row][move.end_col+1]
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self.board[move.end_row][move.end_col+1]='--'
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else:
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self.board [move.end_row][move.end_col+1]= self.board[move.end_row][move.end_col-2] #2 squares aqay from it starts
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self.board[move.end_row][move.end_col-2]='--'
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#empassant move
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if move.is_empassant_move: # remove square that is not captured but on the road
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self.board[move.start_row][move.end_col] = '--' # capturing the pawn
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#update empassant possible
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#only in the case
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if move.peice_moved[1] == 'p' and abs(move.start_row-move.end_row)==2:
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self.empassant_moves=( (move.start_row + move.end_row)//2 ,move.end_col )
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else:
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self.empassant_moves = ()
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#update castling rights whenever is is king or rook moves
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self.update_castle_rights(move)
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self.castle_rights_log.append(Castling_Rights(self.current_castling_rights.wks,self.current_castling_rights.wqs,self.current_castling_rights.bks,self.current_castling_rights.bqs))
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self.empassant_possible_log.append(self.empassant_moves)
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self.moveLog.append(move)
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self.whiteToMove = not self.whiteToMove #switch turns
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'''
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undo the previous move made
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'''
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def undo_move(self):
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if len(self.moveLog):
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l_move = self.moveLog.pop()
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self.whiteToMove = not self.whiteToMove
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self.board[l_move.end_row][l_move.end_col]=l_move.peice_captured
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self.board[l_move.start_row][l_move.start_col]=l_move.peice_moved
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move=l_move
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if move.peice_moved=='bK':
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self.black_king_location= (move.start_row,move.start_col)
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if move.peice_moved=="wK":
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self.white_king_location= (move.start_row,move.start_col)
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if move.is_empassant_move:
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self.board[l_move.end_row][l_move.end_col] = '--' #leave end row and column as it is
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self.board[l_move.start_row][l_move.end_col]= move.peice_captured
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self.empassant_possible_log.pop()
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self.empassant_moves = self.empassant_possible_log[-1]
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if move.castle:
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if move.end_col - move.start_col ==2: #king side col
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self.board [move.end_row][move.end_col+1]= self.board[move.end_row][move.end_col-1]
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self.board[move.end_row][move.end_col-1]='--'
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else:
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self.board [move.end_row][move.end_col-2]= self.board[move.end_row][move.end_col+1] #2 squares aqay from it starts
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self.board[move.end_row][move.end_col+1]='--'
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## undo the castling rights
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self.castle_rights_log.pop() #get rid of new castle rights
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self.current_castling_rights = self.castle_rights_log[-1]
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#undo checkmate move
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self.check_mate = False
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self.steale_mate = False
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else:
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print("this is our starting move ")
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#if u move then it might be check to u so need to check these possiblities
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#so we need to generate possible moves in next turn abd based on that we need to move
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def is_valid_board(self,board):
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# must be list of 8 rows
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if len(board) != 8:
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return False
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for row in board:
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# each row must have 8 columns
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if len(row) != 8:
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return False
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# check no element is empty
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if any(cell in [None, "", "-"] for cell in row):
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return False
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return True
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'''
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all moves including checks
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'''
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def update_castle_rights(self,move):
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if move.peice_moved=='wK':
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self.current_castling_rights.wks=False
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self.current_castling_rights.wqs=False
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elif move.peice_moved=='bK':
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self.current_castling_rights.bks=False
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self.current_castling_rights.bqs=False
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elif move.peice_moved=='wR' and move.start_row==0:
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if move.start_col==7:
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self.current_castling_rights.wks=False
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elif move.start_col==0:
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self.current_castling_rights.wqs=False
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elif move.peice_moved=='bR' and move.start_row==7:
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if move.start_col==7:
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self.current_castling_rights.bks=False
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elif move.start_col==0:
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self.current_castling_rights.bqs=False
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# if rook is captured
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if move.peice_captured == 'wR':
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if move.end_row == 7:
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if move.end_col == 0:
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self.current_castling_rights.wqs=False
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elif move.end_col == 7:
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self.current_castling_rights.wks = False
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elif move.peice_captured == 'bR':
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if move.end_row == 0:
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if move.end_col == 0:
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self.current_castling_rights.bqs=False
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elif move.end_col == 7:
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self.current_castling_rights.bks = False
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def is_valid_square(self,r,c):
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if r>=0 and r<=7 and c>=0 and c<=7:
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return True
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else:
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return False
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def king_safety(self, color):
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board = self.board
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score = 0
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# Find king position
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king_pos = None
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for r in range(8):
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for c in range(8):
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if board[r][c] == color + 'K':
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king_pos = (r, c)
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break
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if king_pos:
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break
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if not king_pos:
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return 0 # King missing? shouldn't happen.
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r, c = king_pos
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# Pawn shield (pawns in front of king)
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if color == 'w':
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pawn_row = r - 1
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if pawn_row >= 0:
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for dc in [-1, 0, 1]:
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cc = c + dc
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if 0 <= cc < 8:
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if board[pawn_row][cc] == 'wp':
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score += 30 # strong pawn shield
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elif board[pawn_row][cc] == '--':
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score -= 15 # weak if missing
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else: # black
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pawn_row = r + 1
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if pawn_row < 8:
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for dc in [-1, 0, 1]:
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cc = c + dc
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if 0 <= cc < 8:
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if board[pawn_row][cc] == 'bp':
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score += 30
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elif board[pawn_row][cc] == '--':
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score -= 15
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# Open file penalty (if no pawn in king’s file)
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file_has_pawn = False
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for rr in range(8):
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if board[rr][c] == color + 'p':
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file_has_pawn = True
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break
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if not file_has_pawn:
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score -= 40 # open file in front of king is dangerous
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# Enemy attacks around the king (adjacent squares)
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king_zone = [(r + dr, c + dc) for dr in [-1, 0, 1] for dc in [-1, 0, 1] if not (dr == 0 and dc == 0)]
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enemy_color = 'w' if color == 'b' else 'b'
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for (rr, cc) in king_zone:
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if 0 <= rr < 8 and 0 <= cc < 8:
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self.whiteToMove = not self.whiteToMove
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moves = self.get_all_possible_moves()
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for move in moves:
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if (move.end_row, move.end_col) == (rr, cc):
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score -= 20 # enemy attacks near king
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self.whiteToMove = not self.whiteToMove
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return score
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def get_valid_moves(self):
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#naive solution
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#this is very inefficient and generate all moves in two levels for check
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#generate all moves
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# for all moves try to generate next possible moves
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#for each opponent move check if he can attack your king
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#if my king is attacked then it is invalid
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# # if u are removing then it is better to traverse list backwards
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# #indexes wont shift
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# for i in range(len(moves)-1,-1,-1):
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# self.make_move(moves[i])
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# #swap turns so this will check my check moves
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# self.whiteToMove = not self.whiteToMove
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# if self.has_check():
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# moves.remove(moves[i])
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# self.whiteToMove = not self.whiteToMove
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# self.undo_move()
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# decide algo2
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#check for all verticals,horizantals,diagnols and which peices can attack king
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#check for kinght attacks
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#check for direct checks
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#check for if i move this peice can i got any check
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#ckeck for check where u have to move
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self.incheck,self.pins,self.checks = self.check_for_pins_and_checks()
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if self.whiteToMove:
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king_row,king_col = self.white_king_location
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else:
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king_row,king_col = self.black_king_location
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if self.incheck:
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if len(self.checks)==1:
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moves = self.get_all_possible_moves()
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check_row,check_col,x_dist,y_dist = self.checks[0]
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peice_checking = self.board[check_row][check_col]
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valid_squares=[]
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if peice_checking[1]=='N':
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valid_squares=[(check_row,check_col)]
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else:
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for i in range(1,8):
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valid_square = (king_row + i*x_dist , king_col + i*y_dist)
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valid_squares.append(valid_square)
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if valid_square[0] == check_row and valid_square[1]==check_col: #once u get to peice and checks
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break
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for i in range(len(moves)-1,-1,-1):
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if moves[i].peice_moved[1] != 'K':
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if not ( moves[i].end_row,moves[i].end_col) in valid_squares: #these moves not blobk check so no need
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moves.remove(moves[i])
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else: # double check king has to move
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moves=[]
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moves=self.get_king_moves(king_row,king_col,moves)
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else:
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moves = self.get_all_possible_moves() # no check so all moves are fine
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if self.whiteToMove:
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self.get_castle_moves(self.white_king_location[0],self.white_king_location[1],moves,'w')
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else:
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self.get_castle_moves(self.black_king_location[0],self.black_king_location[1],moves,'b')
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if len(moves)==0: #either check mate or stealmate
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if self.has_check():
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self.check_mate=True
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else:
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self.steale_mate=True
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else:
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self.check_mate=False
|
| 351 |
-
self.steale_mate=False
|
| 352 |
-
|
| 353 |
-
return moves
|
| 354 |
-
'''
|
| 355 |
-
determine if current player in check
|
| 356 |
-
if player in check need to remove check otherwise game over
|
| 357 |
-
'''
|
| 358 |
-
|
| 359 |
-
def check_for_pins_and_checks(self):
|
| 360 |
-
pins=[]
|
| 361 |
-
checks=[]
|
| 362 |
-
incheck=False
|
| 363 |
-
if self.whiteToMove:
|
| 364 |
-
my_color='w'
|
| 365 |
-
enemy_color='b'
|
| 366 |
-
start_row,start_col = self.white_king_location
|
| 367 |
-
else:
|
| 368 |
-
my_color='b'
|
| 369 |
-
enemy_color='w'
|
| 370 |
-
start_row,start_col = self.black_king_location
|
| 371 |
-
|
| 372 |
-
for j,(x,y) in enumerate(self.king_directions):
|
| 373 |
-
possible_pins = ()
|
| 374 |
-
for i in range(1,8):
|
| 375 |
-
new_x,new_y = start_row+ x*i , start_col + y*i
|
| 376 |
-
if self.is_valid_square(new_x,new_y):
|
| 377 |
-
end_peice = self.board[new_x][new_y]
|
| 378 |
-
if end_peice[0]==my_color and end_peice[1]!='K':
|
| 379 |
-
if possible_pins == (): #first pin could be found
|
| 380 |
-
possible_pins = (new_x,new_y,x,y) #
|
| 381 |
-
else: # 2nd allied peice or no pins break
|
| 382 |
-
break
|
| 383 |
-
elif end_peice[0] == enemy_color :
|
| 384 |
-
type = end_peice[1]
|
| 385 |
-
#5 possibilities here in this complex situation
|
| 386 |
-
# orthogonnaly rook
|
| 387 |
-
# diagonally king
|
| 388 |
-
#anywhere king
|
| 389 |
-
# pawn or king at one square distance
|
| 390 |
-
#any direction 1 square away and peice is a king (necessary to not to go in other king's controlled square)
|
| 391 |
-
|
| 392 |
-
|
| 393 |
-
if (0<=j<=3 and type=='R') or \
|
| 394 |
-
(4<=j<=7 and type=='B') or \
|
| 395 |
-
(type=='Q') or \
|
| 396 |
-
(i==1 and type=='K') or \
|
| 397 |
-
(i==1 and type=='p' and (
|
| 398 |
-
(enemy_color=='w' and j in [6,7]) or
|
| 399 |
-
(enemy_color=='b' and j in [4,5])
|
| 400 |
-
)):
|
| 401 |
-
if possible_pins == ():
|
| 402 |
-
incheck = True
|
| 403 |
-
checks.append((new_x,new_y,x,y))
|
| 404 |
-
else:
|
| 405 |
-
pins.append(possible_pins)
|
| 406 |
-
break
|
| 407 |
-
else:
|
| 408 |
-
break
|
| 409 |
-
|
| 410 |
-
else:
|
| 411 |
-
break
|
| 412 |
-
|
| 413 |
-
|
| 414 |
-
|
| 415 |
-
for x,y in self.knight_directions:
|
| 416 |
-
new_x,new_y = start_row + x,start_col + y
|
| 417 |
-
if self.is_valid_square(new_x,new_y):
|
| 418 |
-
end_peice = self.board[new_x][new_y]
|
| 419 |
-
if end_peice[1]== 'N' and end_peice[0]==enemy_color: #kinght attack king
|
| 420 |
-
incheck=True
|
| 421 |
-
|
| 422 |
-
checks.append((new_x,new_y,x,y))
|
| 423 |
-
|
| 424 |
-
return incheck,pins,checks
|
| 425 |
-
|
| 426 |
-
def has_check(self):
|
| 427 |
-
if self.whiteToMove:
|
| 428 |
-
return self.square_under_attack(self.white_king_location[0],self.white_king_location[1])
|
| 429 |
-
else:
|
| 430 |
-
return self.square_under_attack(self.black_king_location[0],self.black_king_location[1])
|
| 431 |
-
pass
|
| 432 |
-
|
| 433 |
-
'''
|
| 434 |
-
this determines if enemy can attack this square
|
| 435 |
-
'''
|
| 436 |
-
def square_under_attack(self,r,c):
|
| 437 |
-
self.whiteToMove = not self.whiteToMove #change to my opponent
|
| 438 |
-
opp_moves = self.get_all_possible_moves()
|
| 439 |
-
for move in opp_moves:
|
| 440 |
-
if move.end_row == r and move.end_col == c:
|
| 441 |
-
self.whiteToMove = not self.whiteToMove
|
| 442 |
-
return True
|
| 443 |
-
self.whiteToMove = not self.whiteToMove
|
| 444 |
-
return False
|
| 445 |
-
|
| 446 |
-
|
| 447 |
-
|
| 448 |
-
'''
|
| 449 |
-
all moves without checks
|
| 450 |
-
for each possible move check to see if it is a valid move by doing the following
|
| 451 |
-
make a move
|
| 452 |
-
generate moves for opposite player
|
| 453 |
-
see if any of ur moves ur king is attacked
|
| 454 |
-
king is move add valid move to the list
|
| 455 |
-
'''
|
| 456 |
-
def get_all_possible_moves(self):
|
| 457 |
-
moves=[]
|
| 458 |
-
for r in range(len(self.board)):
|
| 459 |
-
for c in range(len(self.board[r])):
|
| 460 |
-
turn = self.board[r][c][0]
|
| 461 |
-
if (turn == 'w' and self.whiteToMove) or (turn=='b' and not self.whiteToMove):
|
| 462 |
-
peice = self.board[r][c][1]
|
| 463 |
-
self.move_functions[peice](r,c,moves) #calls the appropriate move functions
|
| 464 |
-
return moves
|
| 465 |
-
'''
|
| 466 |
-
this func return the pawn moves for particular pawn
|
| 467 |
-
'''
|
| 468 |
-
def get_pawn_moves(self,r,c,moves: list):
|
| 469 |
-
peice_pinned = False
|
| 470 |
-
pin_direction = ()
|
| 471 |
-
for i in range(len(self.pins)-1,-1,-1):
|
| 472 |
-
if self.pins[i][0] == r and self.pins[i][1]==c:
|
| 473 |
-
peice_pinned=True
|
| 474 |
-
pin_direction = (self.pins[i][2],self.pins[i][3])
|
| 475 |
-
self.pins.remove(self.pins[i])
|
| 476 |
-
break
|
| 477 |
-
if self.whiteToMove:
|
| 478 |
-
if r == 6 :
|
| 479 |
-
if not peice_pinned or pin_direction == (-1,0):
|
| 480 |
-
if self.board[4][c]=='--' and self.board[5][c]=='--':
|
| 481 |
-
moves.append(Move((6,c),(4,c),self.board))
|
| 482 |
-
if self.board[r-1][c]=='--':
|
| 483 |
-
if not peice_pinned or pin_direction == (-1,0):
|
| 484 |
-
moves.append(Move((r,c),(r-1,c),self.board))
|
| 485 |
-
if c>=1:
|
| 486 |
-
if not peice_pinned or pin_direction == (-1,-1):
|
| 487 |
-
if self.board[r-1][c-1][0]=='b':
|
| 488 |
-
moves.append(Move((r,c),(r-1,c-1),self.board))
|
| 489 |
-
elif (r-1,c-1)==self.empassant_moves:
|
| 490 |
-
moves.append(Move((r,c),(r-1,c-1),self.board,is_empassant_move=True))
|
| 491 |
-
if c<=6 :
|
| 492 |
-
if not peice_pinned or pin_direction == (-1,+1):
|
| 493 |
-
if self.board[r-1][c+1][0]=='b':
|
| 494 |
-
moves.append(Move((r,c),(r-1,c+1),self.board))
|
| 495 |
-
elif (r-1,c+1)==self.empassant_moves:
|
| 496 |
-
moves.append(Move((r,c),(r-1,c+1),self.board,is_empassant_move=True))
|
| 497 |
-
else :
|
| 498 |
-
if
|
| 499 |
-
if
|
| 500 |
-
|
| 501 |
-
|
| 502 |
-
if
|
| 503 |
-
|
| 504 |
-
|
| 505 |
-
if
|
| 506 |
-
if
|
| 507 |
-
|
| 508 |
-
|
| 509 |
-
|
| 510 |
-
|
| 511 |
-
if
|
| 512 |
-
if
|
| 513 |
-
|
| 514 |
-
|
| 515 |
-
|
| 516 |
-
|
| 517 |
-
|
| 518 |
-
|
| 519 |
-
|
| 520 |
-
|
| 521 |
-
|
| 522 |
-
|
| 523 |
-
|
| 524 |
-
|
| 525 |
-
|
| 526 |
-
|
| 527 |
-
|
| 528 |
-
|
| 529 |
-
|
| 530 |
-
|
| 531 |
-
|
| 532 |
-
|
| 533 |
-
|
| 534 |
-
|
| 535 |
-
|
| 536 |
-
|
| 537 |
-
|
| 538 |
-
|
| 539 |
-
|
| 540 |
-
|
| 541 |
-
|
| 542 |
-
|
| 543 |
-
|
| 544 |
-
|
| 545 |
-
|
| 546 |
-
|
| 547 |
-
|
| 548 |
-
|
| 549 |
-
|
| 550 |
-
|
| 551 |
-
|
| 552 |
-
|
| 553 |
-
|
| 554 |
-
|
| 555 |
-
|
| 556 |
-
|
| 557 |
-
|
| 558 |
-
|
| 559 |
-
|
| 560 |
-
|
| 561 |
-
|
| 562 |
-
|
| 563 |
-
|
| 564 |
-
|
| 565 |
-
|
| 566 |
-
|
| 567 |
-
|
| 568 |
-
|
| 569 |
-
|
| 570 |
-
|
| 571 |
-
|
| 572 |
-
|
| 573 |
-
|
| 574 |
-
|
| 575 |
-
|
| 576 |
-
|
| 577 |
-
|
| 578 |
-
|
| 579 |
-
|
| 580 |
-
|
| 581 |
-
|
| 582 |
-
|
| 583 |
-
|
| 584 |
-
|
| 585 |
-
|
| 586 |
-
|
| 587 |
-
|
| 588 |
-
|
| 589 |
-
self.pins
|
| 590 |
-
|
| 591 |
-
|
| 592 |
-
|
| 593 |
-
|
| 594 |
-
|
| 595 |
-
|
| 596 |
-
|
| 597 |
-
|
| 598 |
-
|
| 599 |
-
|
| 600 |
-
|
| 601 |
-
|
| 602 |
-
|
| 603 |
-
|
| 604 |
-
|
| 605 |
-
|
| 606 |
-
|
| 607 |
-
|
| 608 |
-
|
| 609 |
-
|
| 610 |
-
|
| 611 |
-
|
| 612 |
-
|
| 613 |
-
|
| 614 |
-
|
| 615 |
-
|
| 616 |
-
|
| 617 |
-
|
| 618 |
-
|
| 619 |
-
|
| 620 |
-
|
| 621 |
-
|
| 622 |
-
|
| 623 |
-
|
| 624 |
-
|
| 625 |
-
|
| 626 |
-
|
| 627 |
-
|
| 628 |
-
|
| 629 |
-
|
| 630 |
-
|
| 631 |
-
|
| 632 |
-
|
| 633 |
-
if not
|
| 634 |
-
|
| 635 |
-
|
| 636 |
-
|
| 637 |
-
|
| 638 |
-
|
| 639 |
-
|
| 640 |
-
|
| 641 |
-
|
| 642 |
-
|
| 643 |
-
|
| 644 |
-
|
| 645 |
-
|
| 646 |
-
|
| 647 |
-
|
| 648 |
-
|
| 649 |
-
|
| 650 |
-
|
| 651 |
-
|
| 652 |
-
|
| 653 |
-
|
| 654 |
-
|
| 655 |
-
|
| 656 |
-
|
| 657 |
-
|
| 658 |
-
|
| 659 |
-
|
| 660 |
-
|
| 661 |
-
|
| 662 |
-
|
| 663 |
-
|
| 664 |
-
|
| 665 |
-
|
| 666 |
-
|
| 667 |
-
|
| 668 |
-
|
| 669 |
-
|
| 670 |
-
|
| 671 |
-
|
| 672 |
-
|
| 673 |
-
|
| 674 |
-
|
| 675 |
-
|
| 676 |
-
|
| 677 |
-
|
| 678 |
-
|
| 679 |
-
|
| 680 |
-
|
| 681 |
-
self.
|
| 682 |
-
self.
|
| 683 |
-
self.
|
| 684 |
-
|
| 685 |
-
|
| 686 |
-
|
| 687 |
-
|
| 688 |
-
|
| 689 |
-
|
| 690 |
-
|
| 691 |
-
|
| 692 |
-
|
| 693 |
-
self.
|
| 694 |
-
self.
|
| 695 |
-
self.
|
| 696 |
-
|
| 697 |
-
|
| 698 |
-
self.
|
| 699 |
-
self.
|
| 700 |
-
|
| 701 |
-
|
| 702 |
-
|
| 703 |
-
self.
|
| 704 |
-
|
| 705 |
-
|
| 706 |
-
self.
|
| 707 |
-
|
| 708 |
-
self.
|
| 709 |
-
|
| 710 |
-
|
| 711 |
-
|
| 712 |
-
|
| 713 |
-
|
| 714 |
-
|
| 715 |
-
|
| 716 |
-
|
| 717 |
-
|
| 718 |
-
|
| 719 |
-
|
| 720 |
-
|
| 721 |
-
|
| 722 |
-
|
| 723 |
-
|
| 724 |
-
|
| 725 |
-
|
| 726 |
-
|
| 727 |
-
|
| 728 |
-
|
| 729 |
-
|
| 730 |
-
|
| 731 |
-
|
| 732 |
-
|
| 733 |
-
|
| 734 |
-
|
| 735 |
-
|
| 736 |
-
|
| 737 |
-
|
| 738 |
-
|
| 739 |
-
#
|
| 740 |
-
|
| 741 |
-
|
| 742 |
-
#
|
| 743 |
-
|
| 744 |
-
|
| 745 |
-
|
| 746 |
-
|
| 747 |
-
|
| 748 |
-
|
| 749 |
-
|
| 750 |
-
|
| 751 |
-
|
|
|
|
| 752 |
|
|
|
|
| 1 |
+
"""
|
| 2 |
+
this file contains all details of game state and other parametrs
|
| 3 |
+
"""
|
| 4 |
+
class GameState():
|
| 5 |
+
def __init__(self,board=[[]]):
|
| 6 |
+
self.board=[['bR','bN','bB','bQ','bK','bB','bN','bR'],
|
| 7 |
+
['bp','bp','bp','bp','bp','bp','bp','bp'],
|
| 8 |
+
['--','--','--','--','--','--','--','--'],
|
| 9 |
+
['--','--','--','--','--','--','--','--'],
|
| 10 |
+
['--','--','--','--','--','--','--','--'],
|
| 11 |
+
['--','--','--','--','--','--','--','--'],
|
| 12 |
+
['wp','wp','wp','wp','wp','wp','wp','wp'],
|
| 13 |
+
['wR','wN','wB','wQ','wK','wB','wN','wR']
|
| 14 |
+
]
|
| 15 |
+
|
| 16 |
+
if self.is_valid_board(board):
|
| 17 |
+
self.board=board
|
| 18 |
+
|
| 19 |
+
self.whiteToMove=True
|
| 20 |
+
self.moveLog=[]
|
| 21 |
+
self.knight_directions=[(-2, -1), (-1, -2), (-2, 1), (-1, 2), (2, -1), (1, -2), (2, 1), (1, 2)]
|
| 22 |
+
self.bishop_directions= [(-1,-1),(-1,1),(1,-1),(1,1)]
|
| 23 |
+
self.king_directions=[(-1,0),(0,-1),(1,0),(0,1),(-1,-1),(-1,1),(1,-1),(1,1)]
|
| 24 |
+
self.check_mate = False
|
| 25 |
+
self.steale_mate = False
|
| 26 |
+
self.inheck = False # if king is in check this will be True
|
| 27 |
+
self.pins=[] # if any peice stopping the check and if u move them u gona get check
|
| 28 |
+
self.checks=[] # possible checks
|
| 29 |
+
# we need to keep track of squares where u can eliminate if u took double move in the first place
|
| 30 |
+
#that move name is empassant move
|
| 31 |
+
# we can have dictionary to store functions
|
| 32 |
+
|
| 33 |
+
self.protects=[[]]
|
| 34 |
+
self.threatens =[[]]
|
| 35 |
+
self.peices_can_move_to = [[]]
|
| 36 |
+
|
| 37 |
+
|
| 38 |
+
self.move_functions={'p':self.get_pawn_moves,
|
| 39 |
+
'R':self.get_rook_moves,
|
| 40 |
+
'N':self.get_knight_moves,
|
| 41 |
+
'B':self.get_bishop_moves,
|
| 42 |
+
'K':self.get_king_moves,
|
| 43 |
+
'Q':self.get_queen_moves
|
| 44 |
+
}
|
| 45 |
+
#solution 1 to checks is keep track of kings location
|
| 46 |
+
self.black_king_location=(0,4)
|
| 47 |
+
self.white_king_location=(7,4)
|
| 48 |
+
# we need to keep track of squares where u can eliminate if u took double move in the first place
|
| 49 |
+
#that move name is empassant move
|
| 50 |
+
# we can have dictionary to store functions
|
| 51 |
+
self.empassant_moves=() #square for which empassant move is possible
|
| 52 |
+
self.current_castling_rights = Castling_Rights(True,True,True,True)
|
| 53 |
+
self.castle_rights_log=[Castling_Rights(self.current_castling_rights.wks,self.current_castling_rights.wqs,self.current_castling_rights.bks,self.current_castling_rights.bqs)]
|
| 54 |
+
self.empassant_possible_log=[self.empassant_moves]
|
| 55 |
+
# when current castling rights modified it creates new object and pt it in log
|
| 56 |
+
|
| 57 |
+
|
| 58 |
+
|
| 59 |
+
|
| 60 |
+
'''
|
| 61 |
+
To castle, your king and the chosen rook must not have moved,
|
| 62 |
+
there must be no pieces between them,
|
| 63 |
+
the king cannot be in or pass through check,
|
| 64 |
+
and the king must not end up in check.
|
| 65 |
+
castle must be first move to both king and rook
|
| 66 |
+
this is the only move where two peice move
|
| 67 |
+
|
| 68 |
+
'''
|
| 69 |
+
def make_move(self,move): #this is not for castling and pawn promotion just to add it for squares
|
| 70 |
+
self.board[move.start_row][move.start_col]= '--'
|
| 71 |
+
self.board[move.end_row][move.end_col]= move.peice_moved
|
| 72 |
+
if move.peice_moved=='bK':
|
| 73 |
+
self.black_king_location= (move.end_row,move.end_col)
|
| 74 |
+
if move.peice_moved=="wK":
|
| 75 |
+
self.white_king_location= (move.end_row,move.end_col)
|
| 76 |
+
|
| 77 |
+
if move.is_pawn_promotion:
|
| 78 |
+
self.board[move.end_row][move.end_col] = move.peice_moved[0]+ move.promotion_choice
|
| 79 |
+
|
| 80 |
+
#castle move
|
| 81 |
+
if move.castle:
|
| 82 |
+
if move.end_col - move.start_col ==2: #king side col
|
| 83 |
+
self.board [move.end_row][move.end_col-1]= self.board[move.end_row][move.end_col+1]
|
| 84 |
+
self.board[move.end_row][move.end_col+1]='--'
|
| 85 |
+
else:
|
| 86 |
+
self.board [move.end_row][move.end_col+1]= self.board[move.end_row][move.end_col-2] #2 squares aqay from it starts
|
| 87 |
+
self.board[move.end_row][move.end_col-2]='--'
|
| 88 |
+
|
| 89 |
+
|
| 90 |
+
#empassant move
|
| 91 |
+
if move.is_empassant_move: # remove square that is not captured but on the road
|
| 92 |
+
self.board[move.start_row][move.end_col] = '--' # capturing the pawn
|
| 93 |
+
|
| 94 |
+
#update empassant possible
|
| 95 |
+
#only in the case
|
| 96 |
+
if move.peice_moved[1] == 'p' and abs(move.start_row-move.end_row)==2:
|
| 97 |
+
self.empassant_moves=( (move.start_row + move.end_row)//2 ,move.end_col )
|
| 98 |
+
|
| 99 |
+
else:
|
| 100 |
+
self.empassant_moves = ()
|
| 101 |
+
|
| 102 |
+
#update castling rights whenever is is king or rook moves
|
| 103 |
+
self.update_castle_rights(move)
|
| 104 |
+
self.castle_rights_log.append(Castling_Rights(self.current_castling_rights.wks,self.current_castling_rights.wqs,self.current_castling_rights.bks,self.current_castling_rights.bqs))
|
| 105 |
+
self.empassant_possible_log.append(self.empassant_moves)
|
| 106 |
+
self.moveLog.append(move)
|
| 107 |
+
self.whiteToMove = not self.whiteToMove #switch turns
|
| 108 |
+
'''
|
| 109 |
+
undo the previous move made
|
| 110 |
+
'''
|
| 111 |
+
def undo_move(self):
|
| 112 |
+
if len(self.moveLog):
|
| 113 |
+
l_move = self.moveLog.pop()
|
| 114 |
+
self.whiteToMove = not self.whiteToMove
|
| 115 |
+
self.board[l_move.end_row][l_move.end_col]=l_move.peice_captured
|
| 116 |
+
self.board[l_move.start_row][l_move.start_col]=l_move.peice_moved
|
| 117 |
+
move=l_move
|
| 118 |
+
if move.peice_moved=='bK':
|
| 119 |
+
self.black_king_location= (move.start_row,move.start_col)
|
| 120 |
+
if move.peice_moved=="wK":
|
| 121 |
+
self.white_king_location= (move.start_row,move.start_col)
|
| 122 |
+
if move.is_empassant_move:
|
| 123 |
+
self.board[l_move.end_row][l_move.end_col] = '--' #leave end row and column as it is
|
| 124 |
+
self.board[l_move.start_row][l_move.end_col]= move.peice_captured
|
| 125 |
+
|
| 126 |
+
self.empassant_possible_log.pop()
|
| 127 |
+
self.empassant_moves = self.empassant_possible_log[-1]
|
| 128 |
+
|
| 129 |
+
if move.castle:
|
| 130 |
+
|
| 131 |
+
if move.end_col - move.start_col ==2: #king side col
|
| 132 |
+
self.board [move.end_row][move.end_col+1]= self.board[move.end_row][move.end_col-1]
|
| 133 |
+
self.board[move.end_row][move.end_col-1]='--'
|
| 134 |
+
else:
|
| 135 |
+
self.board [move.end_row][move.end_col-2]= self.board[move.end_row][move.end_col+1] #2 squares aqay from it starts
|
| 136 |
+
self.board[move.end_row][move.end_col+1]='--'
|
| 137 |
+
|
| 138 |
+
|
| 139 |
+
## undo the castling rights
|
| 140 |
+
self.castle_rights_log.pop() #get rid of new castle rights
|
| 141 |
+
self.current_castling_rights = self.castle_rights_log[-1]
|
| 142 |
+
|
| 143 |
+
#undo checkmate move
|
| 144 |
+
self.check_mate = False
|
| 145 |
+
self.steale_mate = False
|
| 146 |
+
|
| 147 |
+
|
| 148 |
+
|
| 149 |
+
else:
|
| 150 |
+
print("this is our starting move ")
|
| 151 |
+
#if u move then it might be check to u so need to check these possiblities
|
| 152 |
+
#so we need to generate possible moves in next turn abd based on that we need to move
|
| 153 |
+
|
| 154 |
+
def is_valid_board(self,board):
|
| 155 |
+
# must be list of 8 rows
|
| 156 |
+
if len(board) != 8:
|
| 157 |
+
return False
|
| 158 |
+
for row in board:
|
| 159 |
+
# each row must have 8 columns
|
| 160 |
+
if len(row) != 8:
|
| 161 |
+
return False
|
| 162 |
+
# check no element is empty
|
| 163 |
+
if any(cell in [None, "", "-"] for cell in row):
|
| 164 |
+
return False
|
| 165 |
+
return True
|
| 166 |
+
|
| 167 |
+
'''
|
| 168 |
+
all moves including checks
|
| 169 |
+
'''
|
| 170 |
+
def update_castle_rights(self,move):
|
| 171 |
+
if move.peice_moved=='wK':
|
| 172 |
+
self.current_castling_rights.wks=False
|
| 173 |
+
self.current_castling_rights.wqs=False
|
| 174 |
+
elif move.peice_moved=='bK':
|
| 175 |
+
self.current_castling_rights.bks=False
|
| 176 |
+
self.current_castling_rights.bqs=False
|
| 177 |
+
elif move.peice_moved=='wR' and move.start_row==0:
|
| 178 |
+
if move.start_col==7:
|
| 179 |
+
self.current_castling_rights.wks=False
|
| 180 |
+
elif move.start_col==0:
|
| 181 |
+
self.current_castling_rights.wqs=False
|
| 182 |
+
elif move.peice_moved=='bR' and move.start_row==7:
|
| 183 |
+
if move.start_col==7:
|
| 184 |
+
self.current_castling_rights.bks=False
|
| 185 |
+
elif move.start_col==0:
|
| 186 |
+
self.current_castling_rights.bqs=False
|
| 187 |
+
|
| 188 |
+
# if rook is captured
|
| 189 |
+
if move.peice_captured == 'wR':
|
| 190 |
+
if move.end_row == 7:
|
| 191 |
+
if move.end_col == 0:
|
| 192 |
+
self.current_castling_rights.wqs=False
|
| 193 |
+
elif move.end_col == 7:
|
| 194 |
+
self.current_castling_rights.wks = False
|
| 195 |
+
elif move.peice_captured == 'bR':
|
| 196 |
+
if move.end_row == 0:
|
| 197 |
+
if move.end_col == 0:
|
| 198 |
+
self.current_castling_rights.bqs=False
|
| 199 |
+
elif move.end_col == 7:
|
| 200 |
+
self.current_castling_rights.bks = False
|
| 201 |
+
|
| 202 |
+
|
| 203 |
+
|
| 204 |
+
|
| 205 |
+
|
| 206 |
+
def is_valid_square(self,r,c):
|
| 207 |
+
if r>=0 and r<=7 and c>=0 and c<=7:
|
| 208 |
+
return True
|
| 209 |
+
else:
|
| 210 |
+
return False
|
| 211 |
+
|
| 212 |
+
def king_safety(self, color):
|
| 213 |
+
board = self.board
|
| 214 |
+
score = 0
|
| 215 |
+
|
| 216 |
+
# Find king position
|
| 217 |
+
king_pos = None
|
| 218 |
+
for r in range(8):
|
| 219 |
+
for c in range(8):
|
| 220 |
+
if board[r][c] == color + 'K':
|
| 221 |
+
king_pos = (r, c)
|
| 222 |
+
break
|
| 223 |
+
if king_pos:
|
| 224 |
+
break
|
| 225 |
+
|
| 226 |
+
if not king_pos:
|
| 227 |
+
return 0 # King missing? shouldn't happen.
|
| 228 |
+
|
| 229 |
+
r, c = king_pos
|
| 230 |
+
|
| 231 |
+
# Pawn shield (pawns in front of king)
|
| 232 |
+
if color == 'w':
|
| 233 |
+
pawn_row = r - 1
|
| 234 |
+
if pawn_row >= 0:
|
| 235 |
+
for dc in [-1, 0, 1]:
|
| 236 |
+
cc = c + dc
|
| 237 |
+
if 0 <= cc < 8:
|
| 238 |
+
if board[pawn_row][cc] == 'wp':
|
| 239 |
+
score += 30 # strong pawn shield
|
| 240 |
+
elif board[pawn_row][cc] == '--':
|
| 241 |
+
score -= 15 # weak if missing
|
| 242 |
+
else: # black
|
| 243 |
+
pawn_row = r + 1
|
| 244 |
+
if pawn_row < 8:
|
| 245 |
+
for dc in [-1, 0, 1]:
|
| 246 |
+
cc = c + dc
|
| 247 |
+
if 0 <= cc < 8:
|
| 248 |
+
if board[pawn_row][cc] == 'bp':
|
| 249 |
+
score += 30
|
| 250 |
+
elif board[pawn_row][cc] == '--':
|
| 251 |
+
score -= 15
|
| 252 |
+
|
| 253 |
+
# Open file penalty (if no pawn in king’s file)
|
| 254 |
+
file_has_pawn = False
|
| 255 |
+
for rr in range(8):
|
| 256 |
+
if board[rr][c] == color + 'p':
|
| 257 |
+
file_has_pawn = True
|
| 258 |
+
break
|
| 259 |
+
if not file_has_pawn:
|
| 260 |
+
score -= 40 # open file in front of king is dangerous
|
| 261 |
+
|
| 262 |
+
# Enemy attacks around the king (adjacent squares)
|
| 263 |
+
king_zone = [(r + dr, c + dc) for dr in [-1, 0, 1] for dc in [-1, 0, 1] if not (dr == 0 and dc == 0)]
|
| 264 |
+
enemy_color = 'w' if color == 'b' else 'b'
|
| 265 |
+
for (rr, cc) in king_zone:
|
| 266 |
+
if 0 <= rr < 8 and 0 <= cc < 8:
|
| 267 |
+
self.whiteToMove = not self.whiteToMove
|
| 268 |
+
moves = self.get_all_possible_moves()
|
| 269 |
+
for move in moves:
|
| 270 |
+
if (move.end_row, move.end_col) == (rr, cc):
|
| 271 |
+
score -= 20 # enemy attacks near king
|
| 272 |
+
self.whiteToMove = not self.whiteToMove
|
| 273 |
+
|
| 274 |
+
return score
|
| 275 |
+
|
| 276 |
+
|
| 277 |
+
def get_valid_moves(self):
|
| 278 |
+
|
| 279 |
+
#naive solution
|
| 280 |
+
#this is very inefficient and generate all moves in two levels for check
|
| 281 |
+
#generate all moves
|
| 282 |
+
# for all moves try to generate next possible moves
|
| 283 |
+
#for each opponent move check if he can attack your king
|
| 284 |
+
#if my king is attacked then it is invalid
|
| 285 |
+
|
| 286 |
+
|
| 287 |
+
# # if u are removing then it is better to traverse list backwards
|
| 288 |
+
# #indexes wont shift
|
| 289 |
+
# for i in range(len(moves)-1,-1,-1):
|
| 290 |
+
# self.make_move(moves[i])
|
| 291 |
+
# #swap turns so this will check my check moves
|
| 292 |
+
# self.whiteToMove = not self.whiteToMove
|
| 293 |
+
# if self.has_check():
|
| 294 |
+
# moves.remove(moves[i])
|
| 295 |
+
# self.whiteToMove = not self.whiteToMove
|
| 296 |
+
# self.undo_move()
|
| 297 |
+
|
| 298 |
+
# decide algo2
|
| 299 |
+
#check for all verticals,horizantals,diagnols and which peices can attack king
|
| 300 |
+
#check for kinght attacks
|
| 301 |
+
#check for direct checks
|
| 302 |
+
#check for if i move this peice can i got any check
|
| 303 |
+
#ckeck for check where u have to move
|
| 304 |
+
self.incheck,self.pins,self.checks = self.check_for_pins_and_checks()
|
| 305 |
+
if self.whiteToMove:
|
| 306 |
+
king_row,king_col = self.white_king_location
|
| 307 |
+
else:
|
| 308 |
+
king_row,king_col = self.black_king_location
|
| 309 |
+
if self.incheck:
|
| 310 |
+
if len(self.checks)==1:
|
| 311 |
+
|
| 312 |
+
moves = self.get_all_possible_moves()
|
| 313 |
+
check_row,check_col,x_dist,y_dist = self.checks[0]
|
| 314 |
+
|
| 315 |
+
peice_checking = self.board[check_row][check_col]
|
| 316 |
+
valid_squares=[]
|
| 317 |
+
if peice_checking[1]=='N':
|
| 318 |
+
valid_squares=[(check_row,check_col)]
|
| 319 |
+
else:
|
| 320 |
+
for i in range(1,8):
|
| 321 |
+
valid_square = (king_row + i*x_dist , king_col + i*y_dist)
|
| 322 |
+
valid_squares.append(valid_square)
|
| 323 |
+
if valid_square[0] == check_row and valid_square[1]==check_col: #once u get to peice and checks
|
| 324 |
+
break
|
| 325 |
+
for i in range(len(moves)-1,-1,-1):
|
| 326 |
+
if moves[i].peice_moved[1] != 'K':
|
| 327 |
+
if not ( moves[i].end_row,moves[i].end_col) in valid_squares: #these moves not blobk check so no need
|
| 328 |
+
moves.remove(moves[i])
|
| 329 |
+
else: # double check king has to move
|
| 330 |
+
moves=[]
|
| 331 |
+
moves=self.get_king_moves(king_row,king_col,moves)
|
| 332 |
+
else:
|
| 333 |
+
|
| 334 |
+
moves = self.get_all_possible_moves() # no check so all moves are fine
|
| 335 |
+
if self.whiteToMove:
|
| 336 |
+
self.get_castle_moves(self.white_king_location[0],self.white_king_location[1],moves,'w')
|
| 337 |
+
else:
|
| 338 |
+
self.get_castle_moves(self.black_king_location[0],self.black_king_location[1],moves,'b')
|
| 339 |
+
|
| 340 |
+
|
| 341 |
+
|
| 342 |
+
|
| 343 |
+
|
| 344 |
+
if len(moves)==0: #either check mate or stealmate
|
| 345 |
+
if self.has_check():
|
| 346 |
+
self.check_mate=True
|
| 347 |
+
else:
|
| 348 |
+
self.steale_mate=True
|
| 349 |
+
else:
|
| 350 |
+
self.check_mate=False
|
| 351 |
+
self.steale_mate=False
|
| 352 |
+
|
| 353 |
+
return moves
|
| 354 |
+
'''
|
| 355 |
+
determine if current player in check
|
| 356 |
+
if player in check need to remove check otherwise game over
|
| 357 |
+
'''
|
| 358 |
+
|
| 359 |
+
def check_for_pins_and_checks(self):
|
| 360 |
+
pins=[]
|
| 361 |
+
checks=[]
|
| 362 |
+
incheck=False
|
| 363 |
+
if self.whiteToMove:
|
| 364 |
+
my_color='w'
|
| 365 |
+
enemy_color='b'
|
| 366 |
+
start_row,start_col = self.white_king_location
|
| 367 |
+
else:
|
| 368 |
+
my_color='b'
|
| 369 |
+
enemy_color='w'
|
| 370 |
+
start_row,start_col = self.black_king_location
|
| 371 |
+
|
| 372 |
+
for j,(x,y) in enumerate(self.king_directions):
|
| 373 |
+
possible_pins = ()
|
| 374 |
+
for i in range(1,8):
|
| 375 |
+
new_x,new_y = start_row+ x*i , start_col + y*i
|
| 376 |
+
if self.is_valid_square(new_x,new_y):
|
| 377 |
+
end_peice = self.board[new_x][new_y]
|
| 378 |
+
if end_peice[0]==my_color and end_peice[1]!='K':
|
| 379 |
+
if possible_pins == (): #first pin could be found
|
| 380 |
+
possible_pins = (new_x,new_y,x,y) #
|
| 381 |
+
else: # 2nd allied peice or no pins break
|
| 382 |
+
break
|
| 383 |
+
elif end_peice[0] == enemy_color :
|
| 384 |
+
type = end_peice[1]
|
| 385 |
+
#5 possibilities here in this complex situation
|
| 386 |
+
# orthogonnaly rook
|
| 387 |
+
# diagonally king
|
| 388 |
+
#anywhere king
|
| 389 |
+
# pawn or king at one square distance
|
| 390 |
+
#any direction 1 square away and peice is a king (necessary to not to go in other king's controlled square)
|
| 391 |
+
|
| 392 |
+
|
| 393 |
+
if (0<=j<=3 and type=='R') or \
|
| 394 |
+
(4<=j<=7 and type=='B') or \
|
| 395 |
+
(type=='Q') or \
|
| 396 |
+
(i==1 and type=='K') or \
|
| 397 |
+
(i==1 and type=='p' and (
|
| 398 |
+
(enemy_color=='w' and j in [6,7]) or
|
| 399 |
+
(enemy_color=='b' and j in [4,5])
|
| 400 |
+
)):
|
| 401 |
+
if possible_pins == ():
|
| 402 |
+
incheck = True
|
| 403 |
+
checks.append((new_x,new_y,x,y))
|
| 404 |
+
else:
|
| 405 |
+
pins.append(possible_pins)
|
| 406 |
+
break
|
| 407 |
+
else:
|
| 408 |
+
break
|
| 409 |
+
|
| 410 |
+
else:
|
| 411 |
+
break
|
| 412 |
+
|
| 413 |
+
|
| 414 |
+
|
| 415 |
+
for x,y in self.knight_directions:
|
| 416 |
+
new_x,new_y = start_row + x,start_col + y
|
| 417 |
+
if self.is_valid_square(new_x,new_y):
|
| 418 |
+
end_peice = self.board[new_x][new_y]
|
| 419 |
+
if end_peice[1]== 'N' and end_peice[0]==enemy_color: #kinght attack king
|
| 420 |
+
incheck=True
|
| 421 |
+
|
| 422 |
+
checks.append((new_x,new_y,x,y))
|
| 423 |
+
|
| 424 |
+
return incheck,pins,checks
|
| 425 |
+
|
| 426 |
+
def has_check(self):
|
| 427 |
+
if self.whiteToMove:
|
| 428 |
+
return self.square_under_attack(self.white_king_location[0],self.white_king_location[1])
|
| 429 |
+
else:
|
| 430 |
+
return self.square_under_attack(self.black_king_location[0],self.black_king_location[1])
|
| 431 |
+
pass
|
| 432 |
+
|
| 433 |
+
'''
|
| 434 |
+
this determines if enemy can attack this square
|
| 435 |
+
'''
|
| 436 |
+
def square_under_attack(self,r,c):
|
| 437 |
+
self.whiteToMove = not self.whiteToMove #change to my opponent
|
| 438 |
+
opp_moves = self.get_all_possible_moves()
|
| 439 |
+
for move in opp_moves:
|
| 440 |
+
if move.end_row == r and move.end_col == c:
|
| 441 |
+
self.whiteToMove = not self.whiteToMove
|
| 442 |
+
return True
|
| 443 |
+
self.whiteToMove = not self.whiteToMove
|
| 444 |
+
return False
|
| 445 |
+
|
| 446 |
+
|
| 447 |
+
|
| 448 |
+
'''
|
| 449 |
+
all moves without checks
|
| 450 |
+
for each possible move check to see if it is a valid move by doing the following
|
| 451 |
+
make a move
|
| 452 |
+
generate moves for opposite player
|
| 453 |
+
see if any of ur moves ur king is attacked
|
| 454 |
+
king is move add valid move to the list
|
| 455 |
+
'''
|
| 456 |
+
def get_all_possible_moves(self):
|
| 457 |
+
moves=[]
|
| 458 |
+
for r in range(len(self.board)):
|
| 459 |
+
for c in range(len(self.board[r])):
|
| 460 |
+
turn = self.board[r][c][0]
|
| 461 |
+
if (turn == 'w' and self.whiteToMove) or (turn=='b' and not self.whiteToMove):
|
| 462 |
+
peice = self.board[r][c][1]
|
| 463 |
+
self.move_functions[peice](r,c,moves) #calls the appropriate move functions
|
| 464 |
+
return moves
|
| 465 |
+
'''
|
| 466 |
+
this func return the pawn moves for particular pawn
|
| 467 |
+
'''
|
| 468 |
+
def get_pawn_moves(self,r,c,moves: list):
|
| 469 |
+
peice_pinned = False
|
| 470 |
+
pin_direction = ()
|
| 471 |
+
for i in range(len(self.pins)-1,-1,-1):
|
| 472 |
+
if self.pins[i][0] == r and self.pins[i][1]==c:
|
| 473 |
+
peice_pinned=True
|
| 474 |
+
pin_direction = (self.pins[i][2],self.pins[i][3])
|
| 475 |
+
self.pins.remove(self.pins[i])
|
| 476 |
+
break
|
| 477 |
+
if self.whiteToMove:
|
| 478 |
+
if r == 6 :
|
| 479 |
+
if not peice_pinned or pin_direction == (-1,0):
|
| 480 |
+
if self.board[4][c]=='--' and self.board[5][c]=='--':
|
| 481 |
+
moves.append(Move((6,c),(4,c),self.board))
|
| 482 |
+
if self.board[r-1][c]=='--':
|
| 483 |
+
if not peice_pinned or pin_direction == (-1,0):
|
| 484 |
+
moves.append(Move((r,c),(r-1,c),self.board))
|
| 485 |
+
if c>=1:
|
| 486 |
+
if not peice_pinned or pin_direction == (-1,-1):
|
| 487 |
+
if self.board[r-1][c-1][0]=='b':
|
| 488 |
+
moves.append(Move((r,c),(r-1,c-1),self.board))
|
| 489 |
+
elif (r-1,c-1)==self.empassant_moves:
|
| 490 |
+
moves.append(Move((r,c),(r-1,c-1),self.board,is_empassant_move=True))
|
| 491 |
+
if c<=6 :
|
| 492 |
+
if not peice_pinned or pin_direction == (-1,+1):
|
| 493 |
+
if self.board[r-1][c+1][0]=='b':
|
| 494 |
+
moves.append(Move((r,c),(r-1,c+1),self.board))
|
| 495 |
+
elif (r-1,c+1)==self.empassant_moves:
|
| 496 |
+
moves.append(Move((r,c),(r-1,c+1),self.board,is_empassant_move=True))
|
| 497 |
+
else :
|
| 498 |
+
if r<=6:
|
| 499 |
+
if not peice_pinned or pin_direction == (1,0):
|
| 500 |
+
if self.board[r+1][c]=='--':
|
| 501 |
+
moves.append(Move((r,c),(r+1,c),self.board))
|
| 502 |
+
if r == 1:
|
| 503 |
+
if self.board[3][c]=='--' and self.board[2][c]=='--':
|
| 504 |
+
moves.append(Move((1,c),(3,c),self.board))
|
| 505 |
+
if not peice_pinned or pin_direction == (1,-1):
|
| 506 |
+
if c>=1:
|
| 507 |
+
if self.board[r+1][c-1][0]=='w':
|
| 508 |
+
moves.append(Move((r,c),(r+1,c-1),self.board))
|
| 509 |
+
elif (r+1,c-1)==self.empassant_moves:
|
| 510 |
+
moves.append(Move((r,c),(r+1,c-1),self.board,is_empassant_move=True))
|
| 511 |
+
if not peice_pinned or pin_direction == (1,1):
|
| 512 |
+
if c<=6 :
|
| 513 |
+
if self.board[r+1][c+1][0]=='w':
|
| 514 |
+
moves.append(Move((r,c),(r+1,c+1),self.board))
|
| 515 |
+
elif (r+1,c+1)==self.empassant_moves:
|
| 516 |
+
moves.append(Move((r,c),(r+1,c+1),self.board,is_empassant_move=True))
|
| 517 |
+
return moves
|
| 518 |
+
'''
|
| 519 |
+
this func return the rook moves for particular rook
|
| 520 |
+
'''
|
| 521 |
+
def get_rook_moves(self,r,c,moves):
|
| 522 |
+
peice_pinned = False
|
| 523 |
+
pin_direction = ()
|
| 524 |
+
for i in range(len(self.pins)-1,-1,-1):
|
| 525 |
+
if self.pins[i][0] == r and self.pins[i][1]==c:
|
| 526 |
+
peice_pinned=True
|
| 527 |
+
pin_direction = (self.pins[i][2],self.pins[i][3])
|
| 528 |
+
if self.board[r][c][1]!='Q': #cannot remove queen from pin on rook moves ,onl remove it from bishop moves
|
| 529 |
+
self.pins.remove(self.pins[i])
|
| 530 |
+
break
|
| 531 |
+
if self.whiteToMove:
|
| 532 |
+
ur_symbol= 'w'
|
| 533 |
+
opp = 'b'
|
| 534 |
+
else:
|
| 535 |
+
ur_symbol= 'b'
|
| 536 |
+
opp = 'w'
|
| 537 |
+
for x,y in [(-1,0),(1,0),(0,1),(0,-1)]:
|
| 538 |
+
for i in range(1,8):
|
| 539 |
+
new_x,new_y = r + x*i ,c + y*i
|
| 540 |
+
if not self.is_valid_square(new_x,new_y):
|
| 541 |
+
break
|
| 542 |
+
else:
|
| 543 |
+
if not peice_pinned or pin_direction == (x,y) or pin_direction == (-x,-y):
|
| 544 |
+
if self.board[new_x][new_y][0]=='-':
|
| 545 |
+
moves.append(Move((r,c),(new_x,new_y),self.board))
|
| 546 |
+
elif self.board[new_x][new_y][0]==opp:
|
| 547 |
+
moves.append(Move((r,c),(new_x,new_y),self.board))
|
| 548 |
+
break
|
| 549 |
+
else :
|
| 550 |
+
break
|
| 551 |
+
return moves
|
| 552 |
+
|
| 553 |
+
'''
|
| 554 |
+
this func return the knight moves for particular rook
|
| 555 |
+
'''
|
| 556 |
+
|
| 557 |
+
|
| 558 |
+
def get_knight_moves(self,r,c,moves):
|
| 559 |
+
peice_pinned = False
|
| 560 |
+
|
| 561 |
+
for i in range(len(self.pins)-1,-1,-1):
|
| 562 |
+
if self.pins[i][0] == r and self.pins[i][1]==c:
|
| 563 |
+
peice_pinned=True
|
| 564 |
+
self.pins.remove(self.pins[i])
|
| 565 |
+
break
|
| 566 |
+
|
| 567 |
+
if self.whiteToMove:
|
| 568 |
+
ur_symbol= 'w'
|
| 569 |
+
opp = 'b'
|
| 570 |
+
else:
|
| 571 |
+
ur_symbol= 'b'
|
| 572 |
+
opp = 'w'
|
| 573 |
+
for x,y in self.knight_directions:
|
| 574 |
+
new_x,new_y = r+x,c+y
|
| 575 |
+
if (self.is_valid_square(new_x,new_y)):
|
| 576 |
+
if not peice_pinned:
|
| 577 |
+
if self.board[new_x][new_y][0]!=ur_symbol:
|
| 578 |
+
moves.append(Move((r,c),(new_x,new_y),self.board))
|
| 579 |
+
return moves
|
| 580 |
+
'''
|
| 581 |
+
this func return the bishop moves for particular rook
|
| 582 |
+
'''
|
| 583 |
+
def get_bishop_moves(self,r,c,moves):
|
| 584 |
+
peice_pinned = False
|
| 585 |
+
pin_direction = ()
|
| 586 |
+
for i in range(len(self.pins)-1,-1,-1):
|
| 587 |
+
if self.pins[i][0] == r and self.pins[i][1]==c:
|
| 588 |
+
peice_pinned=True
|
| 589 |
+
pin_direction = (self.pins[i][2],self.pins[i][3])
|
| 590 |
+
self.pins.remove(self.pins[i])
|
| 591 |
+
break
|
| 592 |
+
if self.whiteToMove:
|
| 593 |
+
ur_symbol= 'w'
|
| 594 |
+
opp = 'b'
|
| 595 |
+
else:
|
| 596 |
+
ur_symbol= 'b'
|
| 597 |
+
opp = 'w'
|
| 598 |
+
for x,y in self.bishop_directions:
|
| 599 |
+
for i in range(1,8):
|
| 600 |
+
new_x,new_y = r + x*i ,c + y*i
|
| 601 |
+
if not self.is_valid_square(new_x,new_y):
|
| 602 |
+
break
|
| 603 |
+
else:
|
| 604 |
+
if not peice_pinned or pin_direction == (x,y) or pin_direction == (-x,-y):
|
| 605 |
+
if self.board[new_x][new_y][0]=='-':
|
| 606 |
+
moves.append(Move((r,c),(new_x,new_y),self.board))
|
| 607 |
+
elif self.board[new_x][new_y][0]==opp:
|
| 608 |
+
moves.append(Move((r,c),(new_x,new_y),self.board))
|
| 609 |
+
break
|
| 610 |
+
else :
|
| 611 |
+
break
|
| 612 |
+
return moves
|
| 613 |
+
|
| 614 |
+
'''
|
| 615 |
+
this func return the king moves for particular king
|
| 616 |
+
'''
|
| 617 |
+
def get_king_moves(self,r,c,moves):
|
| 618 |
+
|
| 619 |
+
if self.whiteToMove:
|
| 620 |
+
ur_symbol= 'w'
|
| 621 |
+
opp = 'b'
|
| 622 |
+
else:
|
| 623 |
+
ur_symbol= 'b'
|
| 624 |
+
opp = 'w'
|
| 625 |
+
for x,y in self.king_directions:
|
| 626 |
+
new_x,new_y = r+x,c+y
|
| 627 |
+
if (self.is_valid_square(new_x,new_y)):
|
| 628 |
+
if self.board[new_x][new_y][0]!=ur_symbol:
|
| 629 |
+
if ur_symbol == 'w':
|
| 630 |
+
self.white_king_location = (new_x,new_y)
|
| 631 |
+
else:
|
| 632 |
+
self.black_king_location = (new_x,new_y)
|
| 633 |
+
incheck,pins,checks = self.check_for_pins_and_checks() #check for pins and checks and if not add the move
|
| 634 |
+
if not incheck:
|
| 635 |
+
moves.append(Move((r,c),(new_x,new_y),self.board))
|
| 636 |
+
if ur_symbol == 'w':
|
| 637 |
+
self.white_king_location = (r,c)
|
| 638 |
+
else:
|
| 639 |
+
self.black_king_location = (r,c) # place king in original position
|
| 640 |
+
return moves
|
| 641 |
+
'''
|
| 642 |
+
this func return the queen moves for particular rook
|
| 643 |
+
'''
|
| 644 |
+
def get_queen_moves(self,r,c,moves):
|
| 645 |
+
return self.get_bishop_moves(r,c,moves) + self.get_rook_moves(r,c,moves)
|
| 646 |
+
|
| 647 |
+
|
| 648 |
+
'''
|
| 649 |
+
generate all castle moves
|
| 650 |
+
|
| 651 |
+
'''
|
| 652 |
+
def get_castle_moves(self,r,c,moves,my_color):
|
| 653 |
+
if self.square_under_attack(r,c):
|
| 654 |
+
return # cannot castle if king is in check
|
| 655 |
+
if (self.whiteToMove and self.current_castling_rights.wks) or (not self.whiteToMove and self.current_castling_rights.bks):
|
| 656 |
+
self.king_side_castle_moves(r,c,moves,my_color)
|
| 657 |
+
if (self.whiteToMove and self.current_castling_rights.wqs) or (not self.whiteToMove and self.current_castling_rights.bqs):
|
| 658 |
+
self.queen_side_castle_moves(r,c,moves,my_color)
|
| 659 |
+
|
| 660 |
+
def king_side_castle_moves(self,r,c,moves,my_color):
|
| 661 |
+
if c + 2 <= 7:
|
| 662 |
+
if self.board[r][c+1]== '--' and self.board[r][c+2]== '--':
|
| 663 |
+
if not self.square_under_attack(r,c+1) and not self.square_under_attack(r,c+2):
|
| 664 |
+
moves.append ( Move((r,c),(r,c+2),self.board,castle=True))
|
| 665 |
+
|
| 666 |
+
|
| 667 |
+
|
| 668 |
+
|
| 669 |
+
|
| 670 |
+
def queen_side_castle_moves(self,r,c,moves,my_color):
|
| 671 |
+
if c-3 >=0:
|
| 672 |
+
if self.board[r][c-1]== '--' and self.board[r][c-2]== '--' and self.board[r][c-3]== '--':
|
| 673 |
+
if not self.square_under_attack(r,c-1) and not self.square_under_attack(r,c-2) :
|
| 674 |
+
moves.append ( Move((r,c),(r,c-2),self.board,castle=True))
|
| 675 |
+
|
| 676 |
+
'''
|
| 677 |
+
make castling right class other wise difficult to include it in main code
|
| 678 |
+
'''
|
| 679 |
+
class Castling_Rights():
|
| 680 |
+
def __init__(self,wks,wqs,bks,bqs):
|
| 681 |
+
self.bks=bks
|
| 682 |
+
self.bqs=bqs
|
| 683 |
+
self.wks=wks
|
| 684 |
+
self.wqs=wqs
|
| 685 |
+
|
| 686 |
+
class Move():
|
| 687 |
+
ranks_to_rows = {
|
| 688 |
+
'1':7,'2':6,'3':5,'4':4,'5':3,'6':2,'7':1,'8':0}
|
| 689 |
+
rows_to_ranks = {v:k for k,v in ranks_to_rows.items()}
|
| 690 |
+
files_to_cols = {chr(97+i):i for i in range(8)}
|
| 691 |
+
cols_to_files={v:k for k,v in files_to_cols.items()}
|
| 692 |
+
def __init__(self,startsq,endsq,board,choice='Q',is_empassant_move=False,castle=False): #for undowing the move its better to store the board information
|
| 693 |
+
self.start_row = startsq[0]
|
| 694 |
+
self.start_col = startsq[1]
|
| 695 |
+
self.end_row = endsq[0]
|
| 696 |
+
self.end_col = endsq[1]
|
| 697 |
+
|
| 698 |
+
self.peice_moved = board[self.start_row][self.start_col]
|
| 699 |
+
self.peice_captured = board[self.end_row][self.end_col]
|
| 700 |
+
self.is_pawn_promotion = False
|
| 701 |
+
if (self.peice_moved == 'wp' and self.end_row==0) or (self.peice_moved == 'bp' and self.end_row==7):
|
| 702 |
+
self.is_pawn_promotion=True
|
| 703 |
+
self.promotion_choice =choice
|
| 704 |
+
self.is_empassant_move=False
|
| 705 |
+
if is_empassant_move:
|
| 706 |
+
self.is_empassant_move=True
|
| 707 |
+
self.peice_captured = 'wp' if self.peice_moved =='bp' else 'bp'
|
| 708 |
+
self.castle=castle
|
| 709 |
+
self.is_capture = self.peice_captured!='--'
|
| 710 |
+
|
| 711 |
+
self.move_id = self.start_row*1000 + self.start_col * 100 + self.end_row * 10 + self.end_col # generate unique id and since all below 10 we can do this
|
| 712 |
+
#have to tell python if two moves are equal
|
| 713 |
+
'''
|
| 714 |
+
over writing a method
|
| 715 |
+
other wise python check and they are two different objects
|
| 716 |
+
'''
|
| 717 |
+
def __eq__(self, value):
|
| 718 |
+
if isinstance(value,Move):
|
| 719 |
+
return value.move_id == self.move_id
|
| 720 |
+
return False
|
| 721 |
+
|
| 722 |
+
def get_chess_notation(self):
|
| 723 |
+
#make it to look move in chess notation
|
| 724 |
+
return self.get_rank_file(self.start_row,self.start_col) + self.get_rank_file(self.end_row,self.end_col)
|
| 725 |
+
|
| 726 |
+
def get_rank_file(self,r,c):
|
| 727 |
+
return self.cols_to_files[c]+ self.rows_to_ranks[r] #first column than row
|
| 728 |
+
def __str__(self):
|
| 729 |
+
#castle move
|
| 730 |
+
if self.castle:
|
| 731 |
+
return "o-o" if self.end_col==6 else 'o-o-o'
|
| 732 |
+
end_square = self.get_rank_file(self.end_row,self.end_col)
|
| 733 |
+
#pawn move
|
| 734 |
+
if self.peice_moved[1] == 'p':
|
| 735 |
+
if self.is_capture:
|
| 736 |
+
return self.cols_to_files[self.start_col] + 'x'+ end_square
|
| 737 |
+
else:
|
| 738 |
+
return end_square
|
| 739 |
+
# pawn promotion
|
| 740 |
+
#Nbd2 both knights can move to d2
|
| 741 |
+
|
| 742 |
+
# for check and checkmate
|
| 743 |
+
# peice moves
|
| 744 |
+
move_string = self.peice_moved[1]
|
| 745 |
+
if self.is_capture:
|
| 746 |
+
move_string+='x'
|
| 747 |
+
return move_string + end_square + f"""{self.peice_moved} to {self.get_rank_file(self.end_row, self.end_col)}:{self.get_rank_file(self.start_row, self.start_col)}"""
|
| 748 |
+
|
| 749 |
+
|
| 750 |
+
|
| 751 |
+
|
| 752 |
+
|
| 753 |
|