#!/usr/bin/env python import os,sys,random # Chessmastah, started Jan 2012 by Svein Arne Roed # # Available at https://sites.google.com/site/marsarsite/files # # Contact: svein+roed 'a+t' Gmail # # Version 0.5 hereby released : # # Castling # En passant # Choice between Knight and Queen when promoting a Pawn # Game now ends in a draw if: # * only kings are left # * no possible moves (and isn't in check) # * 50 consecutive moves without movement of a Pawn or a capture # Various fixes and cleanup, thanks to cProfile - more efficient code # Play against (random) computer # # "AI" not rewritten to classes yet, so computer is simply picking # a random move. # # Thanks to python-forum.org's users Akavall and Micseydel # for constructive feedback. class Player(object): allsquares = [(x, y) for x in range(8) for y in range(8)] dullmoves = 0 def __init__(self, colour, nature, name): self.colour = colour self.nature = nature self.name = name self.can_castle_long_this_turn = False self.can_castle_short_this_turn = False self.playedturns = 0 def __str__(self): if self.nature is 'AI': return self.name+' ('+self.nature+')'+' as '+self.colour else: return self.name+' as '+self.colour def set_opponent(self, opponent): self.opponent = opponent def getpieces(self, board): return [pos for pos in board if board[pos].colour is self.colour] def potentialtargets(self, playerspieces): return [pos for pos in self.allsquares if pos not in playerspieces] def kingpos(self, board): for mine in self.getpieces(board): if board[mine].piecename is 'k': return mine def validmoves(self, board): self.set_castling_flags(board) mypieces=self.getpieces(board) for mine in mypieces: for target in self.potentialtargets(mypieces): if self.canmoveto(board, mine, target): if not self.makesuscheck(mine, target, board): yield (mine, target) def set_castling_flags(self, board): kingpos = self.kingpos(board) if self.king_can_castle(board, kingpos): if self.rook_can_castle_long(board, kingpos): self.can_castle_long_this_turn = True else: self.can_castle_long_this_turn = False if self.rook_can_castle_short(board, kingpos): self.can_castle_short_this_turn = True else: self.can_castle_short_this_turn = False else: self.can_castle_long_this_turn = False self.can_castle_short_this_turn = False def king_can_castle(self, board, kingpos): if board[kingpos].nrofmoves is 0 and not self.isincheck(board): return True def rook_can_castle_long(self, board, kingpos): if self.longrook in board and board[self.longrook].nrofmoves is 0: if self.hasclearpath(self.longrook, kingpos, board): tmptarget = (kingpos[0],kingpos[1]-1) if not self.makesuscheck(kingpos, tmptarget, board): return True def rook_can_castle_short(self, board, kingpos): if self.shortrook in board and board[self.shortrook].nrofmoves is 0: if self.hasclearpath(self.shortrook, kingpos, board): tmptarget = (kingpos[0],kingpos[1]+1) if not self.makesuscheck(kingpos, tmptarget, board): return True def getposition(self, move): startcol = int(ord(move[0].lower())-97) startrow = int(move[1])-1 targetcol = int(ord(move[2].lower())-97) targetrow = int(move[3])-1 start = (startrow, startcol) target = (targetrow, targetcol) return start, target def reacheddraw(self, board): if not list(self.validmoves(board)) and not self.isincheck(board): return True if len(list(self.getpieces(board))) == \ len(list(self.opponent.getpieces(board))) == 1: return True if Player.dullmoves/2 == 50: if self.nature is 'AI': return True else: if raw_input("Call a draw? (yes/no) : ") in ['yes','y','Yes']: return True def ischeckmate(self, board): if not list(self.validmoves(board)) and self.isincheck(board): return True def turn(self, board): turnstring = "\n%s's turn," % self.name warning = " *** Your King is in check *** " if self.isincheck(board): turnstring = turnstring + warning return turnstring def getmove(self, board): print "\n" while True: # If player is computer, get a move from computer if self.nature is 'AI': #return aiengine.getAImove(self, board) return random.choice(list(self.validmoves(board))) else: # Player is human, get a move from input move=raw_input("\nMake a move : ") if move == 'exit': break else: start, target = self.getposition(move) if (start, target) in self.validmoves(board): return start, target else: raise IndexError def makesuscheck(self, start, target, board): # Make temporary move to test for check self.domove(board, start, target) retval = self.isincheck(board) # Undo temporary move self.unmove(board, start, target) return retval def isincheck(self, board): kingpos = self.kingpos(board) for enemy in self.opponent.getpieces(board): if self.opponent.canmoveto(board, enemy, kingpos): return True def domove(self, board, start, target): self.savedtargetpiece = None if target in board: self.savedtargetpiece = board[target] board[target] = board[start] board[target].position = target del board[start] board[target].nrofmoves += 1 if board[target].piecename is 'p' and not self.savedtargetpiece: if abs(target[0]-start[0]) == 2: board[target].turn_moved_twosquares = self.playedturns elif abs(target[1]-start[1]) == abs(target[0]-start[0]) == 1: # Pawn has done en passant, remove the victim if self.colour is 'white': passant_victim = (target[0]-1, target[1]) else: passant_victim = (target[0]+1, target[1]) self.savedpawn = board[passant_victim] del board[passant_victim] if board[target].piecename is 'k': if target[1]-start[1] == -2: # King is castling long, move longrook self.domove(board, self.longrook, self.longrook_target) elif target[1]-start[1] == 2: # King is castling short, move shortrook self.domove(board, self.shortrook, self.shortrook_target) def unmove(self, board, start, target): board[start] = board[target] board[start].position = start if self.savedtargetpiece: board[target] = self.savedtargetpiece else: del board[target] board[start].nrofmoves -= 1 if board[start].piecename is 'p' and not self.savedtargetpiece: if abs(target[0]-start[0]) == 2: del board[start].turn_moved_twosquares elif abs(target[1]-start[1]) == abs(target[0]-start[0]) == 1: # We have moved back en passant Pawn, restore captured Pawn if self.colour is 'white': formerpos_passant_victim = (target[0]-1, target[1]) else: formerpos_passant_victim = (target[0]+1, target[1]) board[formerpos_passant_victim] = self.savedpawn if board[start].piecename is 'k': if target[1]-start[1] == -2: # King's castling long has been unmoved, move back longrook self.unmove(board, self.longrook, self.longrook_target) elif target[1]-start[1] == 2: # King's castling short has been unmoved, move back shortrook self.unmove(board, self.shortrook, self.shortrook_target) def pawnpromotion(self, board, target): if self.nature is 'AI': # See if Knight makes opponent checkmate board[target].promote('kn') if self.opponent.ischeckmate(board): return else: promoteto = 'q' else: promoteto = 'empty' while promoteto.lower() not in ['kn','q']: promoteto = \ raw_input("You may promote your pawn:\n[Kn]ight [Q]ueen : ") board[target].promote(promoteto) def hasclearpath(self, start, target, board): startcol, startrow = start[1], start[0] targetcol, targetrow = target[1], target[0] if abs(startrow - targetrow) <= 1 and abs(startcol - targetcol) <= 1: # The base case return True else: if targetrow > startrow and targetcol == startcol: # Straight down tmpstart = (startrow+1,startcol) elif targetrow < startrow and targetcol == startcol: # Straight up tmpstart = (startrow-1,startcol) elif targetrow == startrow and targetcol > startcol: # Straight right tmpstart = (startrow,startcol+1) elif targetrow == startrow and targetcol < startcol: # Straight left tmpstart = (startrow,startcol-1) elif targetrow > startrow and targetcol > startcol: # Diagonal down right tmpstart = (startrow+1,startcol+1) elif targetrow > startrow and targetcol < startcol: # Diagonal down left tmpstart = (startrow+1,startcol-1) elif targetrow < startrow and targetcol > startcol: # Diagonal up right tmpstart = (startrow-1,startcol+1) elif targetrow < startrow and targetcol < startcol: # Diagonal up left tmpstart = (startrow-1,startcol-1) # If no pieces in the way, test next square if tmpstart in board: return False else: return self.hasclearpath(tmpstart, target, board) def canmoveto(self, board, start, target): startpiece = board[start].piecename.upper() if startpiece == 'R' and not self.check_rook(start, target): return False elif startpiece == 'KN' and not self.check_knight(start, target): return False elif startpiece == 'P' and not self.check_pawn(start, target, board): return False elif startpiece == 'B' and not self.check_bishop(start, target): return False elif startpiece == 'Q' and not self.check_queen(start, target): return False elif startpiece == 'K' and not self.check_king(start, target): return False # Only the 'Knight' may jump over pieces if startpiece in 'RPBQK': if not self.hasclearpath(start, target, board): return False return True def check_rook(self, start, target): # Check for straight lines of movement(start/target on same axis) if start[0] == target[0] or start[1] == target[1]: return True def check_knight(self, start, target): # 'Knight' may move 2+1 in any direction and jump over pieces if abs(target[0]-start[0]) == 2 and abs(target[1]-start[1]) == 1: return True elif abs(target[0]-start[0]) == 1 and abs(target[1]-start[1]) == 2: return True def check_pawn(self, start, target, board): # Disable backwards and sideways movement if 'white' in self.colour and target[0] < start[0]: return False elif 'black' in self.colour and target[0] > start[0]: return False if start[0] == target[0]: return False if target in board: # Only attack if one square diagonaly away if abs(target[1]-start[1]) == abs(target[0]-start[0]) == 1: return True else: # Make peasants move only one forward (except first move) if start[1] == target[1]: # Normal one square move if abs(target[0]-start[0]) == 1: return True # 1st exception to the rule, 2 square move first time if board[start].nrofmoves is 0: if abs(target[0]-start[0]) == 2: return True # 2nd exception to the rule, en passant if start[0] == self.enpassantrow: if abs(target[0]-start[0]) == 1: if abs(target[1]-start[1]) == 1: if target[1]-start[1] == -1: passant_victim = (start[0], start[1]-1) elif target[1]-start[1] == 1: passant_victim = (start[0], start[1]+1) if passant_victim in board and \ board[passant_victim].colour is not self.colour and \ board[passant_victim].piecename is 'p'and \ board[passant_victim].nrofmoves == 1 and \ board[passant_victim].turn_moved_twosquares == \ self.playedturns-1: return True def check_bishop(self, start, target): # Check for non-horizontal/vertical and linear movement if abs(target[1]-start[1]) == abs(target[0]-start[0]): return True def check_queen(self, start, target): # Will be true if move can be done as Rook or Bishop if self.check_rook(start, target) or self.check_bishop(start, target): return True def check_king(self, start, target): # King can move one square in any direction if abs(target[0]-start[0]) <= 1 and abs(target[1]-start[1]) <= 1: return True # ..except when castling if self.can_castle_short_this_turn: if target[1]-start[1] == 2 and start[0] == target[0]: return True if self.can_castle_long_this_turn: if target[1]-start[1] == -2 and start[0] == target[0]: return True class Piece(object): def __init__(self, piecename, position, player): self.colour = player.colour self.nature = player.nature self.piecename = piecename self.position = position self.nrofmoves = 0 def __str__(self): if self.colour is 'white': if self.piecename is 'p': return 'WP' else: return self.piecename.upper() else: return self.piecename def canbepromoted(self): if str(self.position[0]) in '07': return True def promote(self, to): self.piecename = to.lower() class Game(object): def __init__(self, playera, playerb): self.board = dict() for player in [playera, playerb]: if player.colour is 'white': brow, frow = 0, 1 player.enpassantrow = 4 else: brow, frow = 7, 6 player.enpassantrow = 3 player.longrook = (brow, 0) player.longrook_target = \ (player.longrook[0], player.longrook[1]+3) player.shortrook = (brow, 7) player.shortrook_target = \ (player.shortrook[0], player.shortrook[1]-2) [self.board.setdefault((frow,x), Piece('p', (frow,x), player)) \ for x in range(8)] [self.board.setdefault((brow,x), Piece('r', (brow,x), player)) \ for x in [0,7]] [self.board.setdefault((brow,x), Piece('kn',(brow,x), player)) \ for x in [1,6]] [self.board.setdefault((brow,x), Piece('b', (brow,x), player)) \ for x in [2,5]] self.board.setdefault((brow,3), Piece('q', (brow,3), player)) self.board.setdefault((brow,4), Piece('k', (brow,4), player)) def printboard(self): topbottom=['*','a','b','c','d','e','f','g','h','*'] sides=['1','2','3','4','5','6','7','8'] tbspacer=' '*6 rowspacer=' '*5 cellspacer=' '*4 empty=' '*3 print for field in topbottom: print "%4s" % field, print print tbspacer+("_"*4+' ')*8 for row in range(8): print(rowspacer+(('|'+cellspacer)*9)) print "%4s" % sides[row],('|'), for col in range(8): if (row, col) not in self.board: print empty+'|', else: print "%2s" % self.board[(row, col)],('|'), print "%2s" % sides[row], print print rowspacer+'|'+(("_"*4+'|')*8) print for field in topbottom: print "%4s" % field, print "\n" def refreshscreen(self, player): if player.colour is 'white': playera, playerb = player, player.opponent else: playera, playerb = player.opponent, player os.system('clear') print " Now playing: %s vs %s" % (playera, playerb) self.printboard() def run(self, player): self.refreshscreen(player) while True: print player.turn(self.board) try: start, target = player.getmove(self.board) except (IndexError, ValueError): self.refreshscreen(player) print "\n\nPlease enter a valid move." except TypeError: # No start, target if user exit break else: if target in self.board or self.board[start].piecename is 'p': Player.dullmoves = 0 else: Player.dullmoves += 1 player.domove(self.board, start, target) player.playedturns += 1 # Check if there is a Pawn up for promotion if self.board[target].piecename is 'p': if self.board[target].canbepromoted(): player.pawnpromotion(self.board, target) player = player.opponent if player.reacheddraw(self.board): return 1, player elif player.ischeckmate(self.board): return 2, player else: self.refreshscreen(player) def end(self, player, result): looser = player.name winner = player.opponent.name if result == 1: endstring = "\n%s and %s reached a draw." % (winner, looser) elif result == 2: endstring = "\n%s put %s in checkmate." % (winner, looser) os.system('clear') self.printboard() return endstring def newgame(): os.system('clear') print """ Welcome to Chessmastah, the fantastic console chess environment. Please type in the name of the contestants. If you want to play against the computer, leave one name blank and press [Enter]. Or if you fancy, leave both names blank and watch the computer duke it out with itself. """ playera, playerb = getplayers() playera.set_opponent(playerb) playerb.set_opponent(playera) game = Game(playera, playerb) infostring = \ """ Very well, %s and %s, let's play. Player A: %s (uppercase) Player B: %s (lowercase) (Use moves on form 'a2b3' or type 'exit' at any time.) """ print infostring % (playera.name, playerb.name, playera, playerb) raw_input("\n\nPress [Enter] when ready") # WHITE starts player = playera try: result, player = game.run(player) except TypeError: # No result if user exit pass else: print game.end(player, result) raw_input("\n\nPress any key to continue") def getplayers(): ainames = ['chesschick','foxysquare'] name1 = raw_input("\nPlayer A (white): ") if not name1: playera = Player('white', 'AI', ainames[0]) else: playera = Player('white', 'human', name1) name2 = raw_input("\nPlayer B (black): ") if not name2: playerb = Player('black', 'AI', ainames[1]) else: playerb = Player('black', 'human', name2) return playera, playerb def main(): """ Kickstart everything. Display menu after game has ended. """ menu=""" Thanks for playing the Chessmastah, would you like to go again? Press [Enter] to play again or type 'exit'. >> """ try: while True: newgame() choice=raw_input(menu) if choice == 'exit': print "\nAs you wish. Welcome back!" break except KeyboardInterrupt: sys.exit("\n\nOkok. Aborting.") if __name__ == '__main__': #cProfile.run('main()') main()
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