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model.py
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model.py
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from itertools import chain, izip
from constants import PIECES, PAWN_COUNT
from utils import get_range_between
class Game(object):
def __init__(self):
self.players = {
'white': Player('user'),
'black': Player('com')
}
self.init_chessboard()
self.current_player_color = 'white'
self.selected_piece = None
def end(self):
return self.is_mate()
def is_mate(self):
# mate (attack) on <color> king
if self.is_check(self.current_player_color):
#TODO: find whether there are possible moves
possible_moves = True
return not possible_moves
return False
def is_check(self, color):
pieces = self.chessboard[color]
king = filter(lambda piece: piece.type == 'king', pieces)[0]
for piece in self.chessboard[self.get_next_player_color()]:
if piece.check_move_is_allowed(self, *king.get_coordinates()):
print 'check on {} king by {}'.format(self.current_player_color, piece)
return True
return False
def get_next_player_color(self):
if self.current_player_color == 'white':
return 'black'
return 'white'
def init_chessboard(self):
self.chessboard = {
'white': self.locate_pieces('white'),
'black': self.locate_pieces('black')
}
def get_selected_piece(self):
return self.selected_piece
def move_selected_piece(self, cell):
other_piece = self.get_piece_on_cell(cell)
if other_piece:
other_piece_color = other_piece.get_color()
if self.current_player_color == other_piece_color:
return
if not self.selected_piece.move(self, *cell):
return
self.selected_piece = None
if other_piece:
self.chessboard[other_piece_color].remove(other_piece)
del other_piece
self.current_player_color = self.get_next_player_color()
def locate_pieces(self, color):
if color == 'black':
piece_y = 0
pawn_y = 1
elif color == 'white':
piece_y = 7
pawn_y = 6
pieces = []
for piece, x_list in PIECES.iteritems():
for x in x_list:
pieces.append(Piece(piece, color, x, piece_y))
for x in range(PAWN_COUNT):
pieces.append(Piece('pawn', color, x, pawn_y))
return pieces
def get_pieces(self):
return chain(self.chessboard['white'], self.chessboard['black'])
def get_piece_on_cell(self, cell):
# e.g cell = (1,2)
for piece in self.get_pieces():
if cell == piece.get_coordinates():
return piece
return None
def select_piece(self, cell):
piece = self.get_piece_on_cell(cell)
if piece and piece.get_color() == self.current_player_color:
self.selected_piece = piece
def is_current_user_piece_on_cell(self, cell):
piece = self.get_piece_on_cell(cell)
if piece and piece.get_color() == self.current_player_color:
return True
return False
def is_opponent_piece_on_cell(self, cell):
piece = self.get_piece_on_cell(cell)
if piece and piece.get_color() == self.get_next_player_color():
return True
return False
def is_piece_on_way(self, start_x, start_y, finish_x, finish_y):
"""
Checks are there any piece on way from start_cell to finish_cell.
Watch out for pawn capturing in fly, castling, and knight movement.
"""
x_diff = start_x - finish_x
y_diff = start_y - finish_y
# we do not count start nor finish cell
way_length = max(abs(x_diff), abs(y_diff)) - 1
x_range = get_range_between(start_x, finish_x, way_length)
y_range = get_range_between(start_y, finish_y, way_length)
cells = set(izip(x_range, y_range))
pieces_positions = {
piece.get_coordinates() for piece in self.get_pieces()
}
if cells.intersection(pieces_positions):
return True
return False
class Player(object):
def __init__(self, who):
self.who = who
class Piece(object):
def __init__(self, type_, color, x, y):
self.type = type_
self.color = color
self.x = x
self.y = y
self.in_initial_position = True # for pawns and kings
def get_coordinates(self):
return self.x, self.y
def get_color(self):
return self.color
def get_type(self):
return self.type
def check_move_is_allowed(self, board, x, y):
x_diff = x - self.x
y_diff = y - self.y
if self.type == 'rook':
return (x_diff == 0 or y_diff == 0) and not board.is_piece_on_way(self.x, self.y, x, y)
elif self.type == 'bishop':
return abs(x_diff) == abs(y_diff) and not board.is_piece_on_way(self.x, self.y, x, y)
elif self.type == 'knight':
return abs(x_diff) ** 2 + abs(y_diff) ** 2 == 5
elif self.type == 'queen':
rook_move = (x_diff == 0 or y_diff == 0)
bishop_move = abs(x_diff) == abs(y_diff)
return (rook_move or bishop_move) and not board.is_piece_on_way(self.x, self.y, x, y)
elif self.type == 'king':
# normal king movement, castrling is checked earlier
return abs(x_diff) <= 1 and abs(y_diff) <= 1
elif self.type == 'pawn':
if x_diff == 0:
# normal movement
if board.is_opponent_piece_on_cell((x, y)):
# we can capture opponent pieces only
return False
if self.color == 'black':
if self.in_initial_position:
return y_diff == 1 or y_diff == 2
return y_diff == 1
else: # color == 'white'
if self.in_initial_position:
return y_diff == -1 or y_diff == -2
return y_diff == -1
elif abs(x_diff) == 1:
# normal capturing
if not board.is_opponent_piece_on_cell((x, y)):
return False
# could capture opponent piece
if self.color == 'black':
return y_diff == 1
else: # color == 'white'
return y_diff == -1
# TODO: capturing on fly
# invalid movement
return False
def _check_castling_posibility(self, board, x, y):
# self is king here!
# TODO: check on king after castling - disable castling!
assert self.type == 'king'
x_diff = x - self.x
y_diff = y - self.y
if self.in_initial_position and y_diff == 0 and abs(x_diff) == 2:
if not self._get_rook_in_castling(board, x_diff):
return False
# castling is possible iff the way is clear off other pieces
return not board.is_piece_on_way(self.x, self.y, x, y)
return False
def _get_rook_in_castling(self, board, x_diff):
if x_diff == 2:
rook_pos = (7, self.y)
else:
rook_pos = (0, self.y)
print 'king: ', self.x, self.y
print x_diff
print 'rook: ', rook_pos[0], rook_pos[1]
piece = board.get_piece_on_cell(rook_pos)
if not piece or piece.type != 'rook' or not piece.in_initial_position:
return None
return piece
def _do_castling(self, board, x, y):
x_diff = x - self.x
rook = self._get_rook_in_castling(board, x_diff)
self._move(x, y)
if x_diff == -2:
rook._move(x + 1, y)
else:
rook._move(x - 1, y)
def move(self, board, x, y):
if self.type == 'king' and self._check_castling_posibility(board, x, y):
self._do_castling(board, x, y)
return True
if not self.check_move_is_allowed(board, x, y):
return False
self._move(x, y)
return True
def _move(self, x, y):
self.x = x
self.y = y
self.in_initial_position = False
def __str__(self):
return '{} {}'.format(self.color, self.type)