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Piece.py
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#
# The Chess piece classes
#
# TODO: add checking if check after moving suggested move later
# General chess piece
from enums import Player
class Piece:
# Initialize the piece
def __init__(self, name, row_number, col_number, player):
self._name = name
self.row_number = row_number
self.col_number = col_number
self._player = player
# Get the x value
def get_row_number(self):
return self.row_number
# Get the y value
def get_col_number(self):
return self.col_number
# Get the name
def get_name(self):
return self._name
def get_player(self):
return self._player
def is_player(self, player_checked):
return self.get_player() == player_checked
def can_move(self, board, starting_square):
pass
def can_take(self, is_check):
pass
def change_row_number(self, new_row_number):
self.row_number = new_row_number
def change_col_number(self, new_col_number):
self.col_number = new_col_number
def get_valid_piece_takes(self, game_state):
pass
def get_valid_peaceful_moves(self, game_state):
pass
# Get moves
def get_valid_piece_moves(self, board):
pass
# Rook (R)
class Rook(Piece):
def __init__(self, name, row_number, col_number, player):
super().__init__(name, row_number, col_number, player)
self.has_moved = False
def get_valid_peaceful_moves(self, game_state):
return self.traverse(game_state)[0]
def get_valid_piece_takes(self, game_state):
return self.traverse(game_state)[1]
def get_valid_piece_moves(self, game_state):
return self.get_valid_peaceful_moves(game_state) + self.get_valid_piece_takes(game_state)
def traverse(self, game_state):
_peaceful_moves = []
_piece_takes = []
self._up = 1
self._down = 1
self._left = 1
self._right = 1
# Left of the Rook
self._breaking_point = False
while self.get_col_number() - self._left >= 0 and not self._breaking_point:
# when the square to the left is empty
if game_state.get_piece(self.get_row_number(), self.get_col_number() - self._left) is Player.EMPTY:
_peaceful_moves.append((self.get_row_number(), self.get_col_number() - self._left))
self._left += 1
# when the square contains an opposing piece
elif game_state.is_valid_piece(self.get_row_number(), self.get_col_number() - self._left) and \
not game_state.get_piece(self.get_row_number(), self.get_col_number() - self._left).is_player(self.get_player()):
_piece_takes.append((self.get_row_number(), self.get_col_number() - self._left))
self._breaking_point = True
else:
self._breaking_point = True
# Right of the Rook
self._breaking_point = False
while self.get_col_number() + self._right < 8 and not self._breaking_point:
# when the square to the left is empty
if game_state.get_piece(self.get_row_number(), self.get_col_number() + self._right) is Player.EMPTY:
_peaceful_moves.append((self.get_row_number(), self.get_col_number() + self._right))
self._right += 1
# when the square contains an opposing piece
elif game_state.is_valid_piece(self.get_row_number(), self.get_col_number() + self._right) and \
not game_state.get_piece(self.get_row_number(), self.get_col_number() + self._right).is_player(self.get_player()):
_piece_takes.append((self.get_row_number(), self.get_col_number() + self._right))
self._breaking_point = True
else:
self._breaking_point = True
# Below the Rook
self._breaking_point = False
while self.get_row_number() + self._down < 8 and not self._breaking_point:
# when the square to the left is empty
if game_state.get_piece(self.get_row_number() + self._down, self.get_col_number()) is Player.EMPTY:
_peaceful_moves.append((self.get_row_number() + self._down, self.get_col_number()))
self._down += 1
# when the square contains an opposing piece
elif game_state.is_valid_piece(self.get_row_number() + self._down, self.get_col_number()) and \
not game_state.get_piece(self.get_row_number() + self._down, self.get_col_number()).is_player(self.get_player()):
_piece_takes.append((self.get_row_number() + self._down, self.get_col_number()))
self._breaking_point = True
else:
self._breaking_point = True
# Above the Rook
self._breaking_point = False
while self.get_row_number() - self._up >= 0 and not self._breaking_point:
# when the square to the left is empty
if game_state.get_piece(self.get_row_number() - self._up, self.get_col_number()) is Player.EMPTY:
_peaceful_moves.append((self.get_row_number() - self._up, self.get_col_number()))
self._up += 1
# when the square contains an opposing piece
elif game_state.is_valid_piece(self.get_row_number() - self._up, self.get_col_number()) and \
not game_state.get_piece(self.get_row_number() - self._up, self.get_col_number()).is_player(self.get_player()):
_piece_takes.append((self.get_row_number() - self._up, self.get_col_number()))
self._breaking_point = True
else:
self._breaking_point = True
return (_peaceful_moves, _piece_takes)
# Knight (N)
class Knight(Piece):
def get_valid_peaceful_moves(self, game_state):
_moves = []
row_change = [-2, -2, -1, -1, +1, +1, +2, +2]
col_change = [-1, +1, -2, +2, -2, +2, +1, -1]
for i in range(0, 8):
new_row = self.get_row_number() + row_change[i]
new_col = self.get_col_number() + col_change[i]
evaluating_square = game_state.get_piece(new_row, new_col)
# when the square with new_row and new_col is empty
if evaluating_square == Player.EMPTY:
_moves.append((new_row, new_col))
return _moves
def get_valid_piece_takes(self, game_state):
_moves = []
row_change = [-2, -2, -1, -1, +1, +1, +2, +2]
col_change = [-1, +1, -2, +2, -2, +2, +1, -1]
for i in range(0, 8):
new_row = self.get_row_number() + row_change[i]
new_col = self.get_col_number() + col_change[i]
evaluating_square = game_state.get_piece(new_row, new_col)
# when the square with new_row and new_col contains a valid piece and the player is different
if game_state.is_valid_piece(new_row, new_col) and self.get_player() is not evaluating_square.get_player():
_moves.append((new_row, new_col))
return _moves
def get_valid_piece_moves(self, game_state):
# _moves = []# self._moves.clear()
# current_square_row = self.row_number # The integer row value of the starting square
# current_square_col = self.col_number # The integer col value of the starting square
#
# row_change = [-2, -2, -1, -1, +1, +1, +2, +2]
# col_change = [-1, +1, -2, +2, -2, +2, +1, -1]
#
# for i in range(0, 8):
# new_row = current_square_row + row_change[i]
# new_col = current_square_col + col_change[i]
# evaluating_square = board.get_piece(new_row, new_col)
# # when the square with new_row and new_col is empty
# if evaluating_square == Player.EMPTY:
# _moves.append((new_row, new_col))
# # when the square with new_row and new_col contains a valid piece
# if board.is_valid_piece(new_row, new_col):
# # when the knight is white and the piece near the king is black
# if self.is_player(Player.PLAYER_1) and evaluating_square.is_player(Player.PLAYER_2):
# _moves.append((new_row, new_col))
# # when the knight is black and the piece near the king is white
# elif self.is_player(Player.PLAYER_2) and evaluating_square.is_player(Player.PLAYER_1):
# _moves.append((new_row, new_col))
# return _moves
return self.get_valid_peaceful_moves(game_state) + self.get_valid_piece_takes(game_state)
# Bishop
class Bishop(Piece):
def __init__(self, name, row_number, col_number, player):
super().__init__(name, row_number, col_number, player)
def get_valid_piece_takes(self, game_state):
return self.traverse(game_state)[1]
def get_valid_peaceful_moves(self, game_state):
return self.traverse(game_state)[0]
def get_valid_piece_moves(self, game_state):
return self.get_valid_piece_takes(game_state) + self.get_valid_peaceful_moves(game_state)
def traverse(self, game_state):
_peaceful_moves = []
_piece_takes = []
self._breaking_point = False
self._up = 1
self._down = 1
self._left = 1
self._right = 1
while self.get_col_number() - self._left >= 0 and self.get_row_number() - self._up >= 0 and not self._breaking_point:
# when the square is empty
if game_state.get_piece(self.get_row_number() - self._up, self.get_col_number() - self._left) is Player.EMPTY:
_peaceful_moves.append((self.get_row_number() - self._up, self.get_col_number() - self._left))
self._left += 1
self._up += 1
# when the square contains an opposing piece
elif game_state.is_valid_piece(self.get_row_number() - self._up, self.get_col_number() - self._left) and \
not game_state.get_piece(self.get_row_number() - self._up, self.get_col_number() - self._left).is_player(self.get_player()):
_piece_takes.append((self.get_row_number() - self._up, self.get_col_number() - self._left))
self._breaking_point = True
else:
self._breaking_point = True
# Right up of the bishop
self._breaking_point = False
self._up = 1
self._down = 1
self._left = 1
self._right = 1
while self.get_col_number() + self._right < 8 and self.get_row_number() - self._up >= 0 and not self._breaking_point:
# when the square is empty
if game_state.get_piece(self.get_row_number() - self._up, self.get_col_number() + self._right) is Player.EMPTY:
_peaceful_moves.append((self.get_row_number() - self._up, self.get_col_number() + self._right))
self._right += 1
self._up += 1
# when the square contains an opposing piece
elif game_state.is_valid_piece(self.get_row_number() - self._up, self.get_col_number() + self._right) and \
not game_state.get_piece(self.get_row_number() - self._up, self.get_col_number() + self._right).is_player(self.get_player()):
_piece_takes.append((self.get_row_number() - self._up, self.get_col_number() + self._right))
self._breaking_point = True
else:
self._breaking_point = True
# Down left of the bishop
self._breaking_point = False
self._up = 1
self._down = 1
self._left = 1
self._right = 1
while self.get_col_number() - self._left >= 0 and self.get_row_number() + self._down < 8 and not self._breaking_point:
# when the square is empty
if game_state.get_piece(self.get_row_number() + self._down, self.get_col_number() - self._left) is Player.EMPTY:
_peaceful_moves.append((self.get_row_number() + self._down, self.get_col_number() - self._left))
self._down += 1
self._left += 1
# when the square contains an opposing piece
elif game_state.is_valid_piece(self.get_row_number() + self._down, self.get_col_number() - self._left) and \
not game_state.get_piece(self.get_row_number() + self._down, self.get_col_number() - self._left).is_player(self.get_player()):
_piece_takes.append((self.get_row_number() + self._down, self.get_col_number() - self._left))
self._breaking_point = True
else:
self._breaking_point = True
# Down right of the bishop
self._breaking_point = False
self._up = 1
self._down = 1
self._left = 1
self._right = 1
while self.get_col_number() + self._right < 8 and self.get_row_number() + self._down < 8 and not self._breaking_point:
# when the square is empty
if game_state.get_piece(self.get_row_number() + self._down, self.get_col_number() + self._right) is Player.EMPTY:
_peaceful_moves.append((self.get_row_number() + self._down, self.get_col_number() + self._right))
self._down += 1
self._right += 1
# when the square contains an opposing piece
elif game_state.is_valid_piece(self.get_row_number() + self._down, self.get_col_number() + self._right) and \
not game_state.get_piece(self.get_row_number() + self._down, self.get_col_number() + self._right).is_player(
self.get_player()):
_piece_takes.append((self.get_row_number() + self._down, self.get_col_number() + self._right))
self._breaking_point = True
else:
self._breaking_point = True
return (_peaceful_moves, _piece_takes)
# Pawn
class Pawn(Piece):
def get_valid_piece_takes(self, game_state):
_moves = []
if self.is_player(Player.PLAYER_1):
# when the square to the bottom left of the starting_square has a black piece
if game_state.is_valid_piece(self.get_row_number() + 1, self.get_col_number() - 1) and \
game_state.get_piece(self.get_row_number() + 1, self.get_col_number() - 1).is_player(Player.PLAYER_2):
_moves.append((self.get_row_number() + 1, self.get_col_number() - 1))
# when the square to the bottom right of the starting_square has a black piece
if game_state.is_valid_piece(self.get_row_number() + 1, self.get_col_number() + 1) and \
game_state.get_piece(self.get_row_number() + 1, self.get_col_number() + 1).is_player(Player.PLAYER_2):
_moves.append((self.get_row_number() + 1, self.get_col_number() + 1))
if game_state.can_en_passant(self.get_row_number(), self.get_col_number()):
_moves.append((self.get_row_number() + 1, game_state.previous_piece_en_passant()[1]))
# when the pawn is a black piece
elif self.is_player(Player.PLAYER_2):
# when the square to the top left of the starting_square has a white piece
if game_state.is_valid_piece(self.get_row_number() - 1, self.get_col_number() - 1) and \
game_state.get_piece(self.get_row_number() - 1, self.get_col_number() - 1).is_player(Player.PLAYER_1):
_moves.append((self.get_row_number() - 1, self.get_col_number() - 1))
# when the square to the top right of the starting_square has a white piece
if game_state.is_valid_piece(self.get_row_number() - 1, self.get_col_number() + 1) and \
game_state.get_piece(self.get_row_number() - 1, self.get_col_number() + 1).is_player(Player.PLAYER_1):
_moves.append((self.get_row_number() - 1, self.get_col_number() + 1))
if game_state.can_en_passant(self.get_row_number(), self.get_col_number()):
_moves.append((self.get_row_number() - 1, game_state.previous_piece_en_passant()[1]))
return _moves
def get_valid_peaceful_moves(self, game_state):
_moves = []
# when the pawn is a white piece
if self.is_player(Player.PLAYER_1):
# when the square right below the starting_square is empty
if game_state.get_piece(self.get_row_number() + 1, self.get_col_number()) == Player.EMPTY:
# when the pawn has not been moved yet
if self.get_row_number() == 1 and game_state.get_piece(self.get_row_number() + 2,
self.get_col_number()) == Player.EMPTY:
_moves.append((self.get_row_number() + 1, self.get_col_number()))
_moves.append((self.get_row_number() + 2, self.get_col_number()))
# when the pawn has already been moved
else:
_moves.append((self.get_row_number() + 1, self.get_col_number()))
# when the pawn is a black piece
elif self.is_player(Player.PLAYER_2):
# when the square right above is empty
if game_state.get_piece(self.get_row_number() - 1, self.get_col_number()) == Player.EMPTY:
# when the pawn has not been moved yet
if self.get_row_number() == 6 and game_state.get_piece(self.get_row_number() - 2,
self.get_col_number()) == Player.EMPTY:
_moves.append((self.get_row_number() - 1, self.get_col_number()))
_moves.append((self.get_row_number() - 2, self.get_col_number()))
# when the pawn has been moved
else:
_moves.append((self.get_row_number() - 1, self.get_col_number()))
return _moves
def get_valid_piece_moves(self, game_state):
# current_square_row = self.row_number # The integer row value of the starting square
# current_square_col = self.col_number # The integer col value of the starting square
#
# _moves = []# self._moves.clear()
# # when the pawn is a white piece
# if self.is_player(Player.PLAYER_1):
# # when the square right below the starting_square is empty
# if game_state.get_piece(current_square_row + 1, current_square_col) == Player.EMPTY:
# # when the pawn has not been moved yet
# if self.get_row_number() == 1 and game_state.get_piece(current_square_row +2, current_square_col) == Player.EMPTY:
# _moves.append((current_square_row + 1, current_square_col))
# _moves.append((current_square_row + 2, current_square_col))
# # when the pawn has already been moved
# else:
# _moves.append((current_square_row + 1, current_square_col))
# # when the square to the bottom left of the starting_square has a black piece
# if game_state.is_valid_piece(current_square_row + 1, current_square_col - 1) and \
# game_state.get_piece(current_square_row + 1, current_square_col - 1).is_player(Player.PLAYER_2):
# _moves.append((current_square_row + 1, current_square_col - 1))
# # when the square to the bottom right of the starting_square has a black piece
# if game_state.is_valid_piece(current_square_row + 1, current_square_col + 1) and \
# game_state.get_piece(current_square_row + 1, current_square_col + 1).is_player(Player.PLAYER_2):
# _moves.append((current_square_row + 1, current_square_col + 1))
# if game_state.can_en_passant(current_square_row, current_square_col):
# _moves.append((current_square_row + 1, game_state.previous_piece_en_passant()[1]))
# # when the pawn is a black piece
# elif self.is_player(Player.PLAYER_2):
# # when the square right above is empty
# if game_state.get_piece(current_square_row - 1, current_square_col) == Player.EMPTY:
# # when the pawn has not been moved yet
# if self.get_row_number() == 6 and game_state.get_piece(current_square_row -2, current_square_col) == Player.EMPTY:
# _moves.append((current_square_row - 1, current_square_col))
# _moves.append((current_square_row - 2, current_square_col))
# # when the pawn has been moved
# else:
# _moves.append((current_square_row - 1, current_square_col))
# # when the square to the top left of the starting_square has a white piece
# if game_state.is_valid_piece(current_square_row - 1, current_square_col - 1) and \
# game_state.get_piece(current_square_row - 1, current_square_col - 1).is_player(Player.PLAYER_1):
# _moves.append((current_square_row - 1, current_square_col - 1))
# # when the square to the top right of the starting_square has a white piece
# if game_state.is_valid_piece(current_square_row - 1, current_square_col + 1) and \
# game_state.get_piece(current_square_row - 1, current_square_col + 1).is_player(Player.PLAYER_1):
# _moves.append((current_square_row - 1, current_square_col + 1))
# if game_state.can_en_passant(current_square_row, current_square_col):
# _moves.append((current_square_row - 1, game_state.previous_piece_en_passant()[1]))
# return _moves
return self.get_valid_peaceful_moves(game_state) + self.get_valid_piece_takes(game_state)
# Queen
class Queen(Rook, Bishop):
def get_valid_peaceful_moves(self, game_state):
return (Rook.get_valid_peaceful_moves(Rook(self.get_name(), self.get_row_number(), self.get_col_number(), self.get_player()), game_state) +
Bishop.get_valid_peaceful_moves(Bishop(self.get_name(), self.get_row_number(), self.get_col_number(), self.get_player()), game_state))
def get_valid_piece_takes(self, game_state):
return (Rook.get_valid_piece_takes( Rook(self.get_name(), self.get_row_number(), self.get_col_number(), self.get_player()), game_state) +
Bishop.get_valid_piece_takes(Bishop(self.get_name(), self.get_row_number(), self.get_col_number(), self.get_player()), game_state))
def get_valid_piece_moves(self, game_state):
return (Rook.get_valid_piece_moves(Rook(self.get_name(), self.get_row_number(), self.get_col_number(), self.get_player()), game_state) +
Bishop.get_valid_piece_moves(Bishop(self.get_name(), self.get_row_number(), self.get_col_number(), self.get_player()), game_state))
# King
class King(Piece):
def get_valid_piece_takes(self, game_state):
_moves = []
row_change = [-1, +0, +1, -1, +1, -1, +0, +1]
col_change = [-1, -1, -1, +0, +0, +1, +1, +1]
for i in range(0, 8):
new_row = self.get_row_number() + row_change[i]
new_col = self.get_col_number() + col_change[i]
evaluating_square = game_state.get_piece(new_row, new_col)
# when the square with new_row and new_col contains a valid piece
if game_state.is_valid_piece(new_row, new_col):
# when the king is white and the piece near the king is black
if self.is_player(Player.PLAYER_1) and evaluating_square.is_player(Player.PLAYER_2):
_moves.append((new_row, new_col))
# when the king is black and the piece near the king is white
elif self.is_player(Player.PLAYER_2) and evaluating_square.is_player(Player.PLAYER_1):
_moves.append((new_row, new_col))
return _moves
def get_valid_peaceful_moves(self, game_state):
_moves = []
row_change = [-1, +0, +1, -1, +1, -1, +0, +1]
col_change = [-1, -1, -1, +0, +0, +1, +1, +1]
for i in range(0, 8):
new_row = self.get_row_number() + row_change[i]
new_col = self.get_col_number() + col_change[i]
evaluating_square = game_state.get_piece(new_row, new_col)
# when the square with new_row and new_col is empty
if evaluating_square == Player.EMPTY:
_moves.append((new_row, new_col))
if game_state.king_can_castle_left(self.get_player()):
if self.is_player(Player.PLAYER_1):
_moves.append((0, 1))
elif self.is_player(Player.PLAYER_2):
_moves.append((7, 1))
elif game_state.king_can_castle_right(self.get_player()):
if self.is_player(Player.PLAYER_1):
_moves.append((0, 5))
elif self.is_player(Player.PLAYER_2):
_moves.append((7, 5))
return _moves
def get_valid_piece_moves(self, game_state):
# _moves = []
# current_square_row = self.row_number # The integer row value of the starting square
# current_square_col = self.col_number # The integer col value of the starting square
#
# row_change = [-1, +0, +1, -1, +1, -1, +0, +1]
# col_change = [-1, -1, -1, +0, +0, +1, +1, +1]
# for i in range(0, 8):
# new_row = current_square_row + row_change[i]
# new_col = current_square_col + col_change[i]
# evaluating_square = game_state.get_piece(new_row, new_col)
# # when the square with new_row and new_col is empty
# if evaluating_square == Player.EMPTY:
# _moves.append((new_row, new_col))
# # when the square with new_row and new_col contains a valid piece
# if game_state.is_valid_piece(new_row, new_col):
# # when the king is white and the piece near the king is black
# if self.is_player(Player.PLAYER_1) and evaluating_square.is_player(Player.PLAYER_2):
# _moves.append((new_row, new_col))
# # when the king is black and the piece near the king is white
# elif self.is_player(Player.PLAYER_2) and evaluating_square.is_player(Player.PLAYER_1):
# _moves.append((new_row, new_col))
#
# if game_state.king_can_castle_left(self.get_player()):
# if self.is_player(Player.PLAYER_1):
# _moves.append((0, 1))
# elif self.is_player(Player.PLAYER_2):
# _moves.append((7, 1))
# elif game_state.king_can_castle_right(self.get_player()):
# if self.is_player(Player.PLAYER_1):
# _moves.append((0, 5))
# elif self.is_player(Player.PLAYER_2):
# _moves.append((7, 5))
# return _moves
return self.get_valid_peaceful_moves(game_state) + self.get_valid_piece_takes(game_state)