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ChessEngine.py
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279 lines (248 loc) · 13.6 KB
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#toto je file kde budeme tieto data ukladat, tiez ma nastarosti robit LEN validne pohyby
#tiez moove log
class GameState():
def __init__(self):
#init sluzi na inicializaciu vlastnosti tejto triedy
#mozno pouzit numpy array neskor, pre rychlost
#board je 8*8 a kazdy list ma 2 charakterov, prvy reprezentuje farbu b - black, w-white
#druhy charakter prezentuje o aku figurku ide
# "--" reprezentuje prazdnu poziciu
self.board = [
["bR","bN","bB","bQ","bK","bB","bN","bR"],
["bp","bp","bp","bp","bp","bp","bp","bp"],
["--","--","--","--","--","--","--","--"],
["--","--","--","--","--","--","--","--"],
["--","--","--","wK","--","--","--","--"],
["--","--","--","--","--","--","--","--"],
["wp","wp","wp","wp","wp","wp","wp","wp"],
["wR","wN","wB","wQ","wK","wB","wN","wR"]
]
self.whiteToMove = True
self.moveLog = []
self.whiteKingLocation = (7,4) #pozicia krala bielych
self.blackKingLocation = (0,4) #pozicia krala ciernych
self.checkMate = False
self.staleMate = False
#zobere pohyb ako parameter a pusti ho (proste funkcia na pohyb)
def makeMove(self, move):
self.board[move.startRow][move.startCol] = "--"
self.board[move.endRow][move.endCol] = move.pieceMoved
self.moveLog.append(move) #log the move, takze vieme dat naspat (neskor)
self.whiteToMove = not self.whiteToMove #prehodime hracov
#pozreme sa ci sa kral pohol
if move.pieceMoved == 'wK':
self.whiteKingLocation = (move.endRow, move.endCol)
elif move.pieceMoved == 'bK':
self.blackKingLocation = (move.endRow, move.endCol)
#funkcia na vratenie pohybu spat
def undoMoves(self):
if len(self.moveLog) != 0: #ujistim sa ze tam nieco je
move = self.moveLog.pop() #pop je funkcia ktora zobere poslednu vec v liste a otoci ju
self.board[move.startRow][move.startCol] = move.pieceMoved
self.board[move.endRow][move.endCol] = move.pieceCaputer
self.whiteToMove = not self.whiteToMove #prehodi na cierneho
#update king pozicia
if move.pieceMoved == 'wK':
self.whiteKingLocation = (move.startRow, move.startCol)
elif move.pieceMoved == 'bK':
self.blackKingLocation = (move.startRow, move.startCol)
#vsetky tahy s ohladom na kontrolu
def getValidMoves(self):
#1.) gerenujem vsetky mozne tahy
moves = self.allMoves()
#2.) pre kazdy tah, urobim tah
for i in range(len(moves)-1, -1,-1): #ked vymazavam z listu tak chod zo zadu toho listu
self.makeMove(moves[i])
#3.) generujem vsetky protihracove tahy
#4.) pre kazdy protihracov tah, pozeram ci vie zautocit na krala
self.whiteToMove = not self.whiteToMove #switch
if self.inCheck():
moves.remove(moves[i]) #5.) ak ano, tento tah nieje validny
self.whiteToMove = not self.whiteToMove
self.undoMoves()
if len(moves) == 0:
if self.inCheck():
self.checkMate = True
else:
self.staleMate = True
else:
self.staleMate = False
self.checkMate = False
return moves
#zisti ci je hrac v sachu
def inCheck(self):
if self.whiteToMove:
return self.squareUnderAttack(self.whiteKingLocation[0], self.whiteKingLocation[1])
else:
return self.squareUnderAttack(self.blackKingLocation[0], self.blackKingLocation[1])
#vsetky tahy bezohladom na kontrolu
def allMoves(self):
moves = []
for r in range(len(self.board)): #pocet riadkov
for c in range(len(self.board[r])): #pocet stplcov
turn = self.board[r][c][0]
if (turn == 'w' and self.whiteToMove) or (turn == 'b' and not self.whiteToMove):
piece = self.board[r][c][1]
if piece == 'p': #ak je to pesiak
self.getPawnMoves(r, c, moves)
elif piece == 'R':
self.getRookMoves(r,c,moves)
elif piece == 'N':
self.getKnightMoves(r,c,moves)
elif piece == 'B':
self.getBishopMoves(r,c,moves)
elif piece == 'Q':
self.getQueenMoves(r,c,moves)
elif piece == 'K':
self.getKingMoves(r,c,moves)
return moves
#zisti ci enemy moze zautocit na krala
def squareUnderAttack(self, r, c):
self.whiteToMove = not self.whiteToMove #switch
oppMoves = self.allMoves()
self.whiteToMove = not self.whiteToMove #switch back
for move in oppMoves:
if move.endRow == r and move.endCol == c: #stvorec je pod utokom
return True
return False
#def
#funkcia pre pesiakov, ziska vsetky moze pohyby pre nich
def getPawnMoves(self, r,c,moves):
if self.whiteToMove: #ak je biela na rade
if self.board[r-1][c] == "--": #1 stvorcek
moves.append(Move((r, c), (r-1, c), self.board))
if r == 6 and self.board[r-2][c] == "--": #2 stvorceky dopredu
moves.append(Move((r,c), (r-2,c), self.board))
if c-1 >= 0: #lava strana
if self.board[r-1][c-1][0] == 'b': #ak je tam enemy cierny
moves.append(Move((r, c), (r-1,c-1), self.board))
if c+1 <= 7: #prava strana
if self.board[r-1][c+1][0] == 'b': #ak je tam enemy cierny
moves.append(Move((r, c), (r-1, c+1), self.board))
else:
#black pawns
if self.board[r+1][c] == "--": #ak je prednim przdno
moves.append(Move((r, c), (r+1, c), self.board)) #jeden krok vpred
if r == 1 and self.board[r+2][c] == "--":
moves.append(Move((r,c), (r+2,c), self.board)) #dva pred
if c-1 >= 0:
if self.board[r+1][c-1][0] == 'w': #lava strana
moves.append(Move((r,c), (r-1, c+1), self.board))
if c+1 <= 7:
if self.board[r+1][c+1][0] == 'w': #prava strana
moves.append(Move((r,c), (r+1, c+1), self.board))
#veza
def getRookMoves(self, r,c, moves):
direction = ((-1,0), (1,0) , (0,1), (0,-1)) #vsetky smery kam moze veza ist, up, left, down, right
enemy = 'b' if self.whiteToMove else 'w' #enemy je cierny #noracism
for d in direction: #pre direct v direction
for i in range(1, 8): #moze tiez chodit 7 policok
endRow = r + d[0] * i #posledny riadok
endCol = c + d[1] * i #posledny stplec
if 0 <= endRow < 8 and 0 <= endCol < 8: #ak 0 je viac ako posledny riadok a neni menej ako 8 a to iste aj so stlpcami
endPiece = self.board[endRow][endCol] #posledny
if endPiece == "--": #ak je posledny prazdne pole
moves.append( #urob pohyb
Move((r, c), (endRow, endCol), self.board))
elif endPiece[0] == enemy: #ak je to enemy tak ho zabi
moves.append(
Move((r, c), (endRow, endCol), self.board))
break
else: #ak je to kamos tak ukonci
break
else: #ak je mimo pola
break
#kon
def getKnightMoves(self, r, c, moves):
direction = ((-2, -1), (-2, 1), (-1, -2), (-1, 2), #up, left, down, right
(1, -2), (1, 2), (2, -1), (2, 1))
enemy = 'b' if self.whiteToMove else 'w'
for d in direction:
endRow = r + d[0]
endCol = c + d[1]
if 0 <= endRow < 8 and 0 <= endCol < 8:
endPiece = self.board[endRow][endCol]
if endPiece[0] != enemy:
if endPiece == "--":
moves.append(Move((r,c), (endRow, endCol), self.board))
elif endPiece[0] == enemy:
moves.append(Move((r, c), (endRow, endCol), self.board))
#strelec
def getBishopMoves(self, r, c, moves):
direction = ((-1, -1), (-1, 1), (1, -1), (1, 1)) #vsetky smery kam moze strelec ist, up, left, down, right
enemy = 'b' if self.whiteToMove else 'w' #enemy je cierny ak je na rade biela tak sa prehodia
for d in direction: #pre direct v direction
for i in range(1, 8): #moze ist maximalne 7 policok
endRow = r + d[0] * i #posledny riadok
endCol = c + d[1] * i #posledny stplec
if 0 <= endRow < 8 and 0 <= endCol < 8: #ak 0 je viac ako posledny riadok a neni menej ako 8 a to iste aj so stlpcami
endPiece = self.board[endRow][endCol] #posledny
if endPiece == "--": #ak je posledny prazdne pole
moves.append(Move((r, c), (endRow, endCol), self.board)) #urob pohyb
elif endPiece[0] == enemy: #ak je to enemy tak ho zabi
moves.append(Move((r, c), (endRow, endCol), self.board)) #urob pohyb
break #ukonci
else: #ak je to kamos tak ukonci
break
else: #ak je mimo pola
break
#kralovna
def getQueenMoves(self, r, c, moves):
direction = ((-1, -1), (-1, 1), (1, -1), (1, 1),
(-1, 0), (1, 0), (0, -1), (0, 1))
enemy = 'b' if self.whiteToMove else 'w'
for d in direction:
for i in range(1, 8):
endRow = r + d[0] * i #posledny riadok
endCol = c + d[1] * i #posledny stplec
if 0 <= endRow < 8 and 0 <= endCol < 8: #ak 0 je viac ako posledny riadok a neni menej ako 8 a to iste aj so stlpcami
endPiece = self.board[endRow][endCol] #posledny
if endPiece == "--": #ak je posledny prazdne pole
moves.append(Move((r, c), (endRow, endCol), self.board))
elif endPiece[0] == enemy:
moves.append(Move((r,c), (endRow, endCol), self.board))
break
else:
break
#kral
def getKingMoves(self, r, c, moves):
direction = ((-1, -1), (-1, 1), (1, -1), (1, 1),
(-1, 0), (1, 0), (0, -1), (0, 1))
enemy = 'b' if self.whiteToMove else 'w'
for d in direction:
endRow = r + d[0] #posledny riadok
endCol = c + d[1]
if 0 <= endRow < 8 and 0 <= endCol < 8:
endPiece = self.board[endRow][endCol]
if endPiece == "--":
moves.append(Move((r, c), (endRow, endCol), self.board))
elif endPiece[0] == enemy:
moves.append(Move((r, c), (endRow, endCol), self.board))
break
else:
break
class Move():
#MAPA KLUCOV K HODNOTAM
#pomocou tohto mapy sa daje zistit ci je mozne tahnutie na poziciu
ranksToRows = {"1": 7, "2": 6, "3": 5, "4": 4, "5": 3, "6": 2, "7": 1, "8": 0}
rowsToRanks = {v: k for k, v in ranksToRows.items()}
filesToCols = {"a": 0, "b": 1, "c": 2, "d": 3, "e": 4, "f": 5, "g": 6, "h": 7}
colsToFiles = {v: k for k, v in filesToCols.items()}
def __init__(self, startSq, endSq, board):
self.startRow = startSq[0]
self.startCol = startSq[1]
self.endRow = endSq[0] #zistime ktory riadok
self.endCol = endSq[1] #zistime ktory stlpec
self.pieceMoved = board[self.startRow][self.startCol] #tu bude figurka ktoru bude menit
self.pieceCaputer = board[self.endRow][self.endCol] #tu bude ukladat co sa vyhodilo
self.moveID = self.startRow * 1000 + self.startCol * 100 + self.endRow / 10 + self.endCol
#print(self.moveID)
#overriding the equals methods
def __eq__(self, other): #eq vracia rovnost
if isinstance(other, Move):
return self.moveID == other.moveID
return False
def getChessNotation(self):
return self.getRankFile(self.startRow, self.startCol) + self.getRankFile(self.endRow, self.endCol)
def getRankFile(self, r, c):
return self.colsToFiles[c] + self.rowsToRanks[r]