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ChessEngine.py
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632 lines (588 loc) · 28.1 KB
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"""
This class is responsible for storing all the information about the current state of the chess game.
It will also be responsible for determining the valid moves at the current state. It will also keep
a move log.
"""
import copy
import numpy as np
class GameState():
checkMate = False
staleMate = False
def __init__(self):
self.board = np.array([
["bR", "bN", "bB", "bQ", "bK", "bB", "bN", "bR"],
["bP", "bP", "bP", "bP", "bP", "bP", "bP", "bP"],
["--", "--", "--", "--", "--", "--", "--", "--"],
["--", "--", "--", "--", "--", "--", "--", "--"],
["--", "--", "--", "--", "--", "--", "--", "--"],
["--", "--", "--", "--", "--", "--", "--", "--"],
["wP", "wP", "wP", "wP", "wP", "wP", "wP", "wP"],
["wR", "wN", "wB", "wQ", "wK", "wB", "wN", "wR"]
])
self.moveFunctions = {'P':self.getPawnMoves, 'R':self.getRookMoves, 'N':self.getKnightMoves, 'B':self.getBishopMoves,
'Q':self.getQueenMoves, 'K':self.getKingMoves
}
self.whiteToMove = True
self.whiteKingLocation = (7, 4)
self.blackKingLocation = (0, 4)
self.moveLog = []
self.inCheck = False
self.pins = []
self.checks = []
self.enpassantPossible = () #coordinates of the square where an enpassant capture is available
self.enpassantPossibleLog = [self.enpassantPossible]
#castling rights
self.currentCastlingRights = CastleRights(True, True, True, True)
self.castleRightsLog = [CastleRights(self.currentCastlingRights.wks, self.currentCastlingRights.bks,
self.currentCastlingRights.wqs, self.currentCastlingRights.bqs)]
'''
Takes a move as a parameter and executes it (it will not work for castling, pawn promotion, and en-passant)
'''
def makeMove(self, move, board=np.zeros((8, 8))):
if board[1][1] == 0:
board = self.board
board[move.endRow, move.endCol] = move.pieceMoved
board[move.startRow, move.startCol] = "--"
self.moveLog.append(move) #log the move so that we can review it later
self.whiteToMove = not self.whiteToMove #swap players
#update the kings location
if move.pieceMoved == "wK":
self.whiteKingLocation = (move.endRow, move.endCol)
elif move.pieceMoved == "bK":
self.blackKingLocation = (move.endRow, move.endCol)
#if pawn moves twice, next move can capture enpassant
if move.pieceMoved[1] == 'P' and abs(move.startRow-move.endRow) == 2:
self.enpassantPossible = ((move.endRow+move.startRow)//2, move.endCol)
else:
self.enpassantPossible = ()
#update board to capture the pawn
if move.enPassant:
board[move.startRow, move.endCol] = '--' # capturing the pawn
#pawn promotion with change piece
if move.pawnPromotion:
promotedPiece = "Q" # we can ask for what to promote to and also make this part of the ui later
board[move.endRow, move.endCol] = move.pieceMoved[0] + promotedPiece
#castle move
if move.castle:
if move.endCol - move.startCol == 2: #kingside castle
board[move.endRow, move.endCol - 1] = board[move.endRow, move.endCol + 1]
board[move.endRow, move.endCol + 1] = "--"
else:
board[move.endRow, move.endCol + 1] = board[move.endRow, move.endCol - 2]
board[move.endRow, move.endCol - 2] = "--"
self.enpassantPossibleLog.append(self.enpassantPossible)
# update castling rights
self.updateCastleRights(move)
self.castleRightsLog.append(CastleRights(self.currentCastlingRights.wks, self.currentCastlingRights.bks,
self.currentCastlingRights.wqs, self.currentCastlingRights.bqs))
'''
Undo the last move made
'''
def undoMove(self, board=np.zeros((8, 8))):
if board[1][1] == 0:
board = self.board
if len(self.moveLog) != 0:
move = self.moveLog.pop()
board[move.startRow, move.startCol] = move.pieceMoved
board[move.endRow, move.endCol] = move.pieceCaptured
self.whiteToMove = not self.whiteToMove #switch turns back
#update kings location for undo also
if move.pieceMoved == "wK":
self.whiteKingLocation = (move.startRow, move.startCol)
elif move.pieceMoved == "bK":
self.blackKingLocation = (move.startRow, move.startCol)
#undo the enpassant move
if move.enPassant:
board[move.endRow, move.endCol] = '--' #leave landing square blank
board[move.startRow, move.endCol] = move.pieceCaptured
self.enpassantPossibleLog.pop()
self.enpassantPossible = copy.deepcopy(self.enpassantPossibleLog[-1])
#give back castling rights if move took them away
self.castleRightsLog.pop() # remove last moves updates
castleRights = copy.deepcopy(self.castleRightsLog[-1])
self.currentCastlingRights = castleRights
#undo castle moves
if move.castle:
if move.endCol - move.startCol == 2:
board[move.endRow, move.endCol + 1] = board[move.endRow, move.endCol-1]
board[move.endRow, move.endCol - 1] = "--"
else:
board[move.endRow, move.endCol - 2] = board[move.endRow, move.endCol + 1]
board[move.endRow, move.endCol + 1] = "--"
GameState.checkMate = False
GameState.staleMate = False
'''
All moves considering checks
'''
def getValidMoves(self, board=np.zeros((8, 8))):
if board[1][1] == 0:
board = self.board
#advanced algorithm method:
moves = []
self.inCheck, self.pins, self.checks = self.checkForPinsAndChecks()
if self.whiteToMove:
self.getCastleMoves(self.whiteKingLocation[0], self.whiteKingLocation[1], moves)
kingRow = self.whiteKingLocation[0]
kingCol = self.whiteKingLocation[1]
else:
self.getCastleMoves(self.blackKingLocation[0], self.blackKingLocation[1], moves)
kingRow = self.blackKingLocation[0]
kingCol = self.blackKingLocation[1]
if self.inCheck:
if len(self.checks) == 1: #only 1 check block check or capture checking piece or move king
moves = self.getAllPossibleMoves(self.board)
check = self.checks[0]
checkRow = check[0]
checkCol = check[1]
pieceChecking = board[checkRow, checkCol]
validSquares = []
if pieceChecking[1] == 'N':
validSquares = [(checkRow, checkCol)]
else:
for i in range(1, 8):
validSquare = (kingRow + check[2] * i, kingCol + check[3] * i)
validSquares.append(validSquare)
if validSquare[0] == checkRow and validSquare[1] == checkCol:
break
#get rid of any moves that dont block the check move the king out of check or kill the attacking piece
for i in range(len(moves)-1, -1, -1):
if moves[i].pieceMoved[1] != 'K':
if not(moves[i].endRow, moves[i].endCol) in validSquares:
moves.remove(moves[i])
else:
self.getKingMoves(kingRow, kingCol, moves)
else:
moves = self.getAllPossibleMoves(self.board)
if len(moves) == 0:
if self.inCheck:
GameState.checkMate = True
else:
GameState.staleMate = True
else:
GameState.checkMate = False
GameState.staleMate = False
if self.whiteToMove:
self.getCastleMoves(self.whiteKingLocation[0], self.whiteKingLocation[1], moves)
else:
self.getCastleMoves(self.blackKingLocation[0], self.blackKingLocation[1], moves)
return moves
'''
All moves without considering checks
'''
def getAllPossibleMoves(self, board=np.zeros((8, 8))):
if board[1][1] == 0:
board = self.board
moves = []
for r in range(len(board)): #no. of rows
for c in range(len(board[r])): # no. of cols
turn = board[r, c][0]
if (turn == 'w' and self.whiteToMove) or (turn == 'b' and not self.whiteToMove):
piece = board[r, c][1]
self.moveFunctions[piece](r, c, moves) #calls the appropriate function based on the piece type
return moves
'''
Get all the pawn moves for the pawn located at row, col and add these moves to the list
'''
def getPawnMoves(self,r,c,moves,board=np.zeros((8, 8))):
if board[1][1] == 0:
board = self.board
piecePinned = False
pinDirection=()
for i in range(len(self.pins)-1, -1, -1):
if self.pins[i][0] == r and self.pins[i][1] == c:
piecePinned = True
pinDirection = (self.pins[i][2], self.pins[i][3])
self.pins.remove(self.pins[i])
break
if self.whiteToMove:
moveAmount = -1
startRow = 6
backRow = 0
enemyColor = 'b'
kingRow, kingCol = self.whiteKingLocation
else:
moveAmount = 1
startRow = 1
backRow = 7
enemyColor = 'w'
kingRow, kingCol = self.blackKingLocation
pawnPromotion = False
if board[r+moveAmount, c] == "--": #1 square move
if not piecePinned or pinDirection == (moveAmount,0):
if r+moveAmount == backRow:
pawnPromotion = True
moves.append(Move((r, c), (r+moveAmount, c), board, pawnPromotion=pawnPromotion))
if r == startRow and board[r+2*moveAmount, c] == "--":#2 square moves
moves.append(Move((r, c), (r+2*moveAmount, c), board))
if c-1 >= 0: #capture to the left
if not piecePinned or pinDirection == (moveAmount, -1):
if board[r + moveAmount, c - 1][0] == enemyColor:
if r + moveAmount == backRow:
pawnPromotion = True
moves.append(Move((r, c), (r+moveAmount, c-1), board, pawnPromotion=pawnPromotion))
if (r+moveAmount, c-1) == self.enpassantPossible:
attackingPiece = blockingPiece = False
if kingRow == r:
if kingCol < c: #king column is less than the columns of the pawn
#between the king and the pawn; outside range will be between the king and the border
insideRange = range(kingCol+1, c-1)
outsideRange = range(c + 1, 8)
else:
insideRange = range(kingCol-1, c, -1)
outsideRange = range(c-2, -1, -1)
for i in insideRange:
if board[r, i]!="--": #some other piece than enpassant piece blocks
blockingPiece = True
for i in outsideRange:
square = board[r, i]
if (square[0] == enemyColor and (square[1] == 'R' or square[1] == 'Q')): #attacking piece
attackingPiece = True
elif square != "--":
blockingPiece = True
if not attackingPiece or blockingPiece:
moves.append(Move((r, c), (r+moveAmount, c-1), board, enPassant=True))
if c+1 <= 7: #capture to the right
if not piecePinned or pinDirection == (moveAmount, 1):
if board[r+moveAmount, c + 1][0] == enemyColor:
if r + moveAmount == backRow:
pawnPromotion = True
moves.append(Move((r, c), (r + moveAmount, c + 1), board, pawnPromotion=pawnPromotion))
if (r+moveAmount, c+1) == self.enpassantPossible:
attackingPiece = blockingPiece = False
if kingRow == r:
if kingCol < c: # king column is less than the columns of the pawn
# between the king and the pawn; outside range will be between the king and the border
insideRange = range(kingCol + 1, c)
outsideRange = range(c + 2, 8)
else:
insideRange = range(kingCol - 1, c+1, -1)
outsideRange = range(c - 1, -1, -1)
for i in insideRange:
if board[r, i] != "--": # some other piece than enpassant piece blocks
blockingPiece = True
for i in outsideRange:
square = board[r, i]
if (square[0] == enemyColor and (square[1] == 'R' or square[1] == 'Q')): # attacking piece
attackingPiece = True
elif square != "--":
blockingPiece = True
if not attackingPiece or blockingPiece:
moves.append(Move((r, c), (r + moveAmount, c + 1), board, enPassant=True))
'''
Get all the rook moves for the rook located at the row, col and add these moves to the list
'''
def getRookMoves(self,r,c,moves, board=np.zeros((8, 8))):
if board[1][1] == 0:
board = self.board
piecePinned = False
pinDirection = ()
for i in range(len(self.pins)-1, -1, -1):
if self.pins[i][0] == r and self.pins[i][1] == c:
piecePinned = True
pinDirection = (self.pins[i][2], self.pins[i][3])
if board[r, c][1] != 'Q':
self.pins.remove(self.pins[i])
break
directions = ((-1, 0), (0, -1), (1, 0), (0, 1)) #up, #left, #down, #right
enemyColor = "b" if self.whiteToMove else "w"
for d in directions:
for i in range(1, 8):
endRow = r + d[0] * i
endCol = c + d[1] * i
if 0 <= endRow <= 7 and 0 <= endCol <= 7:
if not piecePinned or pinDirection == d or pinDirection == (-d[0],-d[1]):
endPiece = board[endRow, endCol]
if endPiece == "--":
moves.append(Move((r, c), (endRow, endCol), board))
elif endPiece[0] == enemyColor:
moves.append(Move((r, c), (endRow, endCol), board))
break
else:
break
else: # off-board square
break
'''
Get all the knight moves for the pawn located at row, col and add these moves to the list
'''
def getKnightMoves(self, r, c, moves, board=np.zeros((8, 8))):
if board[1][1] == 0:
board = self.board
piecePinned = False
pinDirection = ()
for i in range(len(self.pins) - 1, -1, -1):
if self.pins[i][0] == r and self.pins[i][1] == c:
piecePinned = True
self.pins.remove(self.pins[i])
break
knightMoves = ((-2, -1), (-2, 1), (-1, -2), (-1, 2), (1, -2), (1, 2), (2, -1), (2, 1))
allyColor = "w" if self.whiteToMove else "b"
for m in knightMoves:
endRow = r + m[0]
endCol = c + m[1]
if 0 <= endRow <= 7 and 0 <= endCol <= 7:
if not piecePinned:
endPiece = board[endRow,endCol]
if endPiece[0] != allyColor:
moves.append(Move((r, c), (endRow, endCol), board))
'''
Get all the bishop moves for the pawn located at row, col and add these moves to the list
'''
def getBishopMoves(self, r, c, moves, board=np.zeros((8, 8))):
if board[1][1] == 0:
board = self.board
piecePinned = False
pinDirection = ()
for i in range(len(self.pins) - 1, -1, -1):
if self.pins[i][0] == r and self.pins[i][1] == c:
piecePinned = True
pinDirection = (self.pins[i][2], self.pins[i][3])
self.pins.remove(self.pins[i])
break
directions = ((-1, -1), (-1, 1), (1, -1), (1, 1))
enemyColor = "b" if self.whiteToMove else "w"
for d in directions:
for i in range(1, 8):
endRow = r + d[0] * i
endCol = c + d[1] * i
if (0 <= endRow <= 7) and (0 <= endCol <= 7):
if not piecePinned or pinDirection == d or pinDirection == (-d[0], -d[1]):
endPiece = board[endRow,endCol]
if endPiece == "--":
moves.append(Move((r, c), (endRow, endCol), board))
elif endPiece[0] == enemyColor:
moves.append(Move((r, c), (endRow, endCol), board))
break
else: # friendly piece capture invalid
break
else: # off-board scenario
break
'''
Get all the queen moves for the pawn located at row, col and add these moves to the list
'''
def getQueenMoves(self, r, c, moves):
self.getRookMoves(r, c, moves)
self.getBishopMoves(r, c, moves)
'''
Get all the king moves for the pawn located at row, col and add these moves to the list
'''
def getKingMoves(self, r, c, moves, board=np.zeros((8, 8))):
if board[1][1] == 0:
board = self.board
rowMoves = (-1, -1, -1, 0, 0, 1, 1, 1)
colMoves = (-1, 0, 1, -1, 1, -1, 0, 1)
allyColor = "w" if self.whiteToMove else "b"
for i in range(8):
endRow = r + rowMoves[i]
endCol = c + colMoves[i]
if 0 <= endRow <= 7 and 0 <= endCol <= 7:
endPiece = board[endRow,endCol]
if endPiece[0] != allyColor:
if allyColor == "w":
self.whiteKingLocation = (endRow, endCol)
else:
self.blackKingLocation = (endRow, endCol)
inCheck, pins, checks = self.checkForPinsAndChecks()
if not inCheck:
moves.append(Move((r, c), (endRow, endCol), board))
if allyColor == 'w':
self.whiteKingLocation = (r, c)
else:
self.blackKingLocation = (r, c)
def getCastleMoves(self, r, c, moves):
if self.squareUnderAttack(r, c):
return # cant castle when in check
if (self.whiteToMove and self.currentCastlingRights.wks) or (
not self.whiteToMove and self.currentCastlingRights.bks):
self.getKingsideCastleMoves(r, c, moves)
if (self.whiteToMove and self.currentCastlingRights.wqs) or (
not self.whiteToMove and self.currentCastlingRights.bqs):
self.getQueensideCastleMoves(r, c, moves)
def getKingsideCastleMoves(self, r, c, moves, board=np.zeros((8, 8))):
if board[1][1] == 0:
board = self.board
if board[r,c + 1] == "--" and board[r,c + 2] == "--":
if not self.squareUnderAttack(r, c + 1) and not self.squareUnderAttack(r, c + 2):
moves.append(Move((r, c), (r, c + 2), board, castle=True))
def getQueensideCastleMoves(self, r, c, moves, board=np.zeros((8, 8))):
if board[1][1] == 0:
board = self.board
if board[r,c - 1] == "--" and board[r,c - 2] == "--" and board[r,c - 3] == "--":
if not self.squareUnderAttack(r, c - 1) and not self.squareUnderAttack(r, c - 2):
moves.append(Move((r, c), (r, c - 2), board, castle=True))
'''
Returns if square is under attack
'''
def squareUnderAttack(self, r, c):
self.whiteToMove = not self.whiteToMove
oppMoves = self.getAllPossibleMoves()
self.whiteToMove = not self.whiteToMove
for move in oppMoves:
if move.endRow == r and move.endCol == c:
return True
return False
'''
Returns if the player is in check, a list of pins and a list of checks.
'''
def checkForPinsAndChecks(self, board=np.zeros((8, 8))):
if board[1][1] == 0:
board = self.board
pins = [] # squares where the allied pinned piece is and direction it is pinned from
checks = [] # squares where enemy is applying a check
inCheck = False
if self.whiteToMove:
enemyColor = "b"
allyColor = "w"
startRow = self.whiteKingLocation[0]
startCol = self.whiteKingLocation[1]
else:
enemyColor = "w"
allyColor = "b"
startRow = self.blackKingLocation[0]
startCol = self.blackKingLocation[1]
# check outwards from king all the checks and pins and keep a track of the pins
directions = ((-1, 0), (0, -1), (1, 0), (0, 1), (-1, -1), (-1, 1), (1, -1), (1, 1))
for j in range(len(directions)):
d = directions[j]
possiblePin = () # reset possible pins
for i in range(1, 8):
endRow = startRow + d[0] * i
endCol = startCol + d[1] * i
if 0 <= endRow <= 7 and 0 <= endCol <= 7:
endPiece = board[endRow,endCol]
if endPiece[0] == allyColor and endPiece[1] != 'K':
if possiblePin == ():
possiblePin = (endRow, endCol, d[0], d[1])
else: # 2nd allied piece so no pin or check possible on this one
break
elif endPiece[0] == enemyColor:
type = endPiece[1]
if (0 <= j <= 3 and type == 'R') or \
(4 <= j <= 7 and type == 'B') or \
(i == 1 and type == 'P' and ((enemyColor == 'w' and 6 <= j <= 7) or (enemyColor == 'b' and 4 <= j <= 5))) or \
(type == 'Q') or (i == 1 and type == 'K'):
if possiblePin == ():
inCheck = True
checks.append((endRow, endCol, d[0], d[1]))
break
else: # piece blocking so no check but a pin
pins.append(possiblePin)
break
else: # enemy piece not applying any check
break
else:
break # off-board condition
# checks for knight checks
knightMoves = ((-2, -1), (-2, 1), (-1, -2), (-1, 2), (1, -2), (1, 2), (2, -1), (2, 1))
for m in knightMoves:
endRow = startRow + m[0]
endCol = startCol + m[1]
if 0 <= endRow <= 7 and 0 <= endCol <= 7:
endPiece = board[endRow,endCol]
if endPiece[0] == enemyColor and endPiece[1] == 'N':
inCheck = True
checks.append((endRow, endCol, m[0], m[1]))
return inCheck, pins, checks
'''
Update the castle rights
'''
def updateCastleRights(self, move):
if move.pieceMoved == "wK":
self.currentCastlingRights.wks = False
self.currentCastlingRights.wqs = False
elif move.pieceMoved == "bK":
self.currentCastlingRights.bks = False
self.currentCastlingRights.bqs = False
elif move.pieceMoved == "wR":
if move.startRow == 7:
if move.startCol == 0:
self.currentCastlingRights.wqs = False
elif move.startCol == 7:
self.currentCastlingRights.wks = False
elif move.pieceMoved == "bR":
if move.startRow == 0:
if move.startCol == 0:
self.currentCastlingRights.bqs = False
elif move.startCol == 7:
self.currentCastlingRights.bks = False
# if a rook is captured
if move.pieceCaptured == "wR":
if move.endRow == 7:
if move.endCol == 0:
self.currentCastlingRights.wqs = False
elif move.endCol == 7:
self.currentCastlingRights.wks = False
elif move.pieceCaptured == "bR":
if move.endRow == 0:
if move.endCol == 0:
self.currentCastlingRights.bqs = False
elif move.endCol == 7:
self.currentCastlingRights.bks = False
class CastleRights():
def __init__(self, wks, bks, wqs, bqs):
self.wks = wks
self.bks = bks
self.wqs = wqs
self.bqs = bqs
class Move():
#map keys to values
#key : value
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()} # a method to quickly reverse a dictionary
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, enPassant = False, pawnPromotion = False, castle=False):
self.startRow = startSq[0]
self.startCol = startSq[1]
self.endRow = endSq[0]
self.endCol = endSq[1]
self.pieceMoved = board[self.startRow, self.startCol]
self.pieceCaptured = board[self.endRow, self.endCol]
#pawn promotion
self.pawnPromotion = pawnPromotion
#en passant
self.enPassant = enPassant
if enPassant:
self.pieceCaptured = 'bP' if self.pieceMoved == "wP" else "wP"
#castle move
self.castle = castle
self.moveID = self.startRow*1000 + self.startCol*100 + self.endRow*10 + self.endCol #impressive idea
'''
Overriding the equals method
'''
def __eq__(self, other): # so that python can compare properly and make a move if it is available in the .getValidMoves() list.
if isinstance(other, Move):
return self.moveID == other.moveID
return False
def isCapture(self):
return self.pieceCaptured != "--"
def getChessNotation(self):
#you can make it more like real chess notation if necessary
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]
#overriding the str() function
def __str__(self):
#castle move
if self.castle:
return "O-O"if self.endCol == 6 else "O-O-O"
#will not add check and checkmate moves and if 2 of the same type pieces can move
#to a single square we will not be able to denote it perfectly
#can add this notation features later
startSquare = self.getRankFile(self.startRow, self.startCol)
endSquare = self.getRankFile(self.endRow, self.endCol)
#pawn moves
if self.pieceMoved[1]=='P':
if self.isCapture():
return self.colsToFiles[self.startCol] + "x" + endSquare
else:
return endSquare
#leaving pawn promotions for now
#two of the same type of piece capable of moving to the same square
#also adding + for a check move and # for a checkmate move
#piece moves
moveString = self.pieceMoved[1] + startSquare
if self.isCapture():
moveString += 'x'
return moveString + endSquare