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Engine.py
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Engine.py
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import time
class GameState():
def __init__(self):
# board is an 8x8 2d list, each element of the list has 2 characters.
# first character is the color of the piece, black or white
# second character is the type of the pieces
self.board = [
["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.moveLog = []
self.whiteKingLocation = (7, 4)
self.blackKingLocation = (0, 4)
# self.inCheck = False #come back to this later for better valid moves algorithm
# self.pins = []
# self.checks = []
self.checkmate = False
self.stalemate = False
self.enpassantPossible = () # coordinates for the square where an en passant capture is possible.
self.enpassantPossibleLog = [self.enpassantPossible]
self.currentCastlingRight = CastleRights(True, True, True, True)
self.castleRightsLog = [
CastleRights(self.currentCastlingRight.wks, self.currentCastlingRight.bks, self.currentCastlingRight.wqs,
self.currentCastlingRight.bqs)]
'''
takes a move as a parameter and executes it (this doesn't work for castling, en passant, and promotion)
'''
def makeMove(self, move):
self.board[move.startRow][move.startCol] = "--"
self.board[move.endRow][move.endCol] = move.pieceMoved
self.moveLog.append(move)
self.whiteToMove = not self.whiteToMove
# update the king's location
if move.pieceMoved == 'wK':
self.whiteKingLocation = (move.endRow, move.endCol)
elif move.pieceMoved == 'bK':
self.blackKingLocation = (move.endRow, move.endCol)
# pawn promotion
if move.isPawnPromotion:
self.board[move.endRow][move.endCol] = move.pieceMoved[0] + 'Q'
# en passant
if move.isEnpassantMove:
self.board[move.startRow][move.endCol] = '--'
# update enpassantPossible variable
if move.pieceMoved[1] == 'p' and abs(move.startRow - move.endRow) == 2: # only on 2-square pawn advances
self.enpassantPossible = ((move.startRow + move.endRow) // 2, move.startCol)
else:
self.enpassantPossible = ()
# castle move
if move.isCastleMove:
if move.endCol - move.startCol == 2: # kingside castle move
self.board[move.endRow][move.endCol - 1] = self.board[move.endRow][
move.endCol + 1] # copies the rook into its new square
self.board[move.endRow][move.endCol + 1] = '--' # erase old rook.
else: # queenside castle move
self.board[move.endRow][move.endCol + 1] = self.board[move.endRow][move.endCol - 2]
self.board[move.endRow][move.endCol - 2] = '--'
self.enpassantPossibleLog.append(self.enpassantPossible)
# update castling rights - whenever a rook or king moves.
self.updateCastleRights(move)
self.castleRightsLog.append(
CastleRights(self.currentCastlingRight.wks, self.currentCastlingRight.bks, self.currentCastlingRight.wqs,
self.currentCastlingRight.bqs))
'''
Update castle rights given a move.
'''
def updateCastleRights(self, move):
if move.pieceMoved == 'wK':
self.currentCastlingRight.wqs = False
self.currentCastlingRight.wks = False
elif move.pieceMoved == 'bK':
self.currentCastlingRight.bqs = False
self.currentCastlingRight.bks = False
elif move.pieceMoved == 'wR':
if move.startRow == 7:
if move.startCol == 0: # left rook
self.currentCastlingRight.wqs = False
elif move.startCol == 7: # right rook
self.currentCastlingRight.wks = False
elif move.pieceMoved == 'bR':
if move.startRow == 0:
if move.startCol == 0: # left rook
self.currentCastlingRight.bqs = False
elif move.startCol == 7: # right rook
self.currentCastlingRight.bks = False
# Rook captured
if move.pieceCaptured == 'wR':
if move.endRow == 7:
if move.endCol == 0:
self.currentCastlingRight.wqs = False
elif move.endCol == 7:
self.currentCastlingRight.wks = False
elif move.pieceCaptured == 'bR':
if move.endRow == 0:
if move.endCol == 0:
self.currentCastlingRight.bqs = False
elif move.endCol == 7:
self.currentCastlingRight.bks = False
'''
Undo the last move made
'''
def undoMove(self):
if len(self.moveLog) != 0:
move = self.moveLog.pop()
self.board[move.startRow][move.startCol] = move.pieceMoved
self.board[move.endRow][move.endCol] = move.pieceCaptured
self.whiteToMove = not self.whiteToMove
# update the king's location
if move.pieceMoved == 'wK':
self.whiteKingLocation = (move.startRow, move.startCol)
elif move.pieceMoved == 'bK':
self.blackKingLocation = (move.startRow, move.startCol)
# undo en passant
if move.isEnpassantMove:
self.board[move.endRow][move.endCol] = '--' # leave landing square blank
self.board[move.startRow][move.endCol] = move.pieceCaptured
self.enpassantPossible = (move.endRow, move.endCol)
self.enpassantPossibleLog.pop()
self.enpassantPossible = self.enpassantPossibleLog[-1]
# undo castling rights
self.castleRightsLog.pop() # get rid of the most recent entry
self.currentCastlingRight = CastleRights(self.castleRightsLog[-1].wks, self.castleRightsLog[-1].bks,
self.castleRightsLog[-1].wqs, self.castleRightsLog[
-1].bqs) # set current castle rights to what is now the last in the list.
# undo castle move
if move.isCastleMove:
if move.endCol - move.startCol == 2: # kingside
self.board[move.endRow][move.endCol + 1] = self.board[move.endRow][move.endCol - 1]
self.board[move.endRow][move.endCol - 1] = '--'
else:
self.board[move.endRow][move.endCol - 2] = self.board[move.endRow][move.endCol + 1]
self.board[move.endRow][move.endCol + 1] = '--'
checkmate = False
stalemate = False
'''
All moves considering checks
'''
def getValidMoves(self):
tempEnpassantPossible = self.enpassantPossible
tempCurrentCastleRights = CastleRights(self.currentCastlingRight.wks, self.currentCastlingRight.bks,
self.currentCastlingRight.wqs, self.currentCastlingRight.bqs)
# 1 generate all possible moves
moves = self.getAllPossibleMoves()
if self.whiteToMove:
self.getCastleMoves(self.whiteKingLocation[0], self.whiteKingLocation[1], moves)
else:
self.getCastleMoves(self.blackKingLocation[0], self.blackKingLocation[1], moves)
# 2 for each move, make the move
for i in range(len(moves) - 1, -1, -1): # when removing from a list, go backwards
self.makeMove(moves[i])
# 3 after making each move, generate all opponent's moves
# 4 for each of those moves, see if they capture your king
# 5 if they capture your king the move is not valid
self.whiteToMove = not self.whiteToMove
if self.inCheck():
moves.remove(moves[i])
self.whiteToMove = not self.whiteToMove
self.undoMove()
if (len(moves) == 0):
if self.inCheck():
self.checkmate = True
else:
self.stalemate = True
else:
self.checkmate = False
self.stalemate = False
self.enpassantPossible = tempEnpassantPossible
self.currentCastlingRight = tempCurrentCastleRights
return moves
'''
Determine whether the current player is in check
'''
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])
'''
Determine whether the enemy can attack the square at r,c
'''
def squareUnderAttack(self, r, c):
self.whiteToMove = not self.whiteToMove # switch to opponent's point of view
oppMoves = self.getAllPossibleMoves()
self.whiteToMove = not self.whiteToMove
for move in oppMoves:
if move.endRow == r and move.endCol == c: # square is under attack:
return True
return False
'''
All moves without considering checks
'''
def getAllPossibleMoves(self):
moves = []
for r in range(len(self.board)):
for c in range(len(self.board[r])):
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]
self.moveFunctions[piece](r, c, moves)
return moves
'''
get all pawn moves for a pawn located at row, col and add these moves to the list
'''
def getPawnMoves(self, r, c, moves):
if self.whiteToMove: # white pawn moves
if self.board[r - 1][c] == "--": # 1-square pawn advance.
moves.append(Move((r, c), (r - 1, c), self.board))
if r == 6 and self.board[r - 2][c] == "--": # 2-square pawn advance
moves.append(Move((r, c), (r - 2, c), self.board))
if c - 1 >= 0: # captures to the left
if self.board[r - 1][c - 1][0] == 'b': # enemy piece to capture
moves.append(Move((r, c), (r - 1, c - 1), self.board))
elif (r - 1, c - 1) == self.enpassantPossible:
moves.append(Move((r, c), (r - 1, c - 1), self.board, isEnpassantMove=True))
if c + 1 <= 7: # captures to the right
if self.board[r - 1][c + 1][0] == 'b': # enemy piece to capture
moves.append(Move((r, c), (r - 1, c + 1), self.board))
elif (r - 1, c + 1) == self.enpassantPossible:
moves.append(Move((r, c), (r - 1, c + 1), self.board, isEnpassantMove=True))
else: # black pawn moves
if self.board[r + 1][c] == "--": # 1-square pawn advance.
moves.append(Move((r, c), (r + 1, c), self.board))
if r == 1 and self.board[r + 2][c] == "--": # 2-square pawn advance
moves.append(Move((r, c), (r + 2, c), self.board))
if c - 1 >= 0: # captures to the left
if self.board[r + 1][c - 1][0] == 'w': # enemy piece to capture
moves.append(Move((r, c), (r + 1, c - 1), self.board))
elif (r + 1, c - 1) == self.enpassantPossible:
moves.append(Move((r, c), (r + 1, c - 1), self.board, isEnpassantMove=True))
if c + 1 <= 7: # captures to the right
if self.board[r + 1][c + 1][0] == 'w': # enemy piece to capture
moves.append(Move((r, c), (r + 1, c + 1), self.board))
elif (r + 1, c + 1) == self.enpassantPossible:
moves.append(Move((r, c), (r + 1, c + 1), self.board, isEnpassantMove=True))
'''
get all rook moves for a pawn located at row, col and add these moves to the list
'''
def getRookMoves(self, r, c, moves):
rookColor = 'b'
if self.whiteToMove:
rookColor = 'w'
if c < 7: # check the right
for col in range(c + 1, 8):
if self.board[r][col] == "--":
moves.append(Move((r, c), (r, col), self.board))
else:
if self.board[r][col][0] != rookColor:
moves.append(Move((r, c), (r, col), self.board))
break
if c > 0: # check the left
for col in reversed(range(c)):
if self.board[r][col] == "--":
moves.append(Move((r, c), (r, col), self.board))
else:
if self.board[r][col][0] != rookColor:
moves.append(Move((r, c), (r, col), self.board))
break
if r < 7: # check below
for row in range(r + 1, 8):
if self.board[row][c] == "--":
moves.append(Move((r, c), (row, c), self.board))
else:
if self.board[row][c][0] != rookColor:
moves.append(Move((r, c), (row, c), self.board))
break
if r > 0: # check above
for row in reversed(range(r)):
if self.board[row][c] == "--":
moves.append(Move((r, c), (row, c), self.board))
else:
if self.board[row][c][0] != rookColor:
moves.append(Move((r, c), (row, c), self.board))
break
'''
get all knight moves for a pawn located at row, col and add these moves to the list
'''
def getKnightMoves(self, r, c, moves):
knightColor = 'b'
if self.whiteToMove:
knightColor = 'w'
possibleMoves = [(r - 1, c - 2), (r - 2, c - 1), (r - 2, c + 1), (r - 1, c + 2), (r + 1, c + 2), (r + 2, c + 1),
(r + 2, c - 1), (r + 1, c - 2)]
for m in possibleMoves:
if 0 <= m[0] <= 7 and 0 <= m[1] <= 7:
if self.board[m[0]][m[1]][0] != knightColor:
moves.append(Move((r, c), (m[0], m[1]), self.board))
'''
get all bishop moves for a pawn located at row, col and add these moves to the list
'''
def getBishopMoves(self, r, c, moves):
bishopColor = 'b'
if self.whiteToMove:
bishopColor = 'w'
# Check above and to the left
for diff in range(1, 7):
if r - diff >= 0 and c - diff >= 0:
if self.board[r - diff][c - diff] == "--":
moves.append(Move((r, c), (r - diff, c - diff), self.board))
else:
if self.board[r - diff][c - diff][0] != bishopColor:
moves.append(Move((r, c), (r - diff, c - diff), self.board))
break
else:
break
# Check above and to the right
for diff in range(1, 7):
if r - diff >= 0 and c + diff <= 7:
if self.board[r - diff][c + diff] == "--":
moves.append(Move((r, c), (r - diff, c + diff), self.board))
else:
if self.board[r - diff][c + diff][0] != bishopColor:
moves.append(Move((r, c), (r - diff, c + diff), self.board))
break
else:
break
# check below and to the left
for diff in range(1, 7):
if r + diff <= 7 and c - diff >= 0:
if self.board[r + diff][c - diff] == "--":
moves.append(Move((r, c), (r + diff, c - diff), self.board))
else:
if self.board[r + diff][c - diff][0] != bishopColor:
moves.append(Move((r, c), (r + diff, c - diff), self.board))
break
else:
break
# check below and to the right
for diff in range(1, 7):
if r + diff <= 7 and c + diff <= 7:
if self.board[r + diff][c + diff] == "--":
moves.append(Move((r, c), (r + diff, c + diff), self.board))
else:
if self.board[r + diff][c + diff][0] != bishopColor:
moves.append(Move((r, c), (r + diff, c + diff), self.board))
break
else:
break
'''
get all queen moves for a 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 king moves for a pawn located at row, col and add these moves to the list
'''
def getKingMoves(self, r, c, moves):
kingColor = 'b'
if self.whiteToMove:
kingColor = 'w'
possibleMoves = [(r - 1, c - 1), (r - 1, c), (r - 1, c + 1), (r, c - 1), (r, c + 1), (r + 1, c - 1), (r + 1, c),
(r + 1, c + 1)]
for m in possibleMoves:
if 0 <= m[0] <= 7 and 0 <= m[1] <= 7:
if self.board[m[0]][m[1]][0] != kingColor:
moves.append(Move((r, c), (m[0], m[1]), self.board))
'''
Generate all valid castle moves for the king of a specified color at (r,c) and add them to the moves list.
'''
def getCastleMoves(self, r, c, moves):
if self.squareUnderAttack(r, c):
return # can't castle in check.
if (self.whiteToMove and self.currentCastlingRight.wks) or (
not self.whiteToMove and self.currentCastlingRight.bks):
self.getKingsideCastleMoves(r, c, moves)
if (self.whiteToMove and self.currentCastlingRight.wqs) or (
not self.whiteToMove and self.currentCastlingRight.bqs):
self.getQueensideCastleMoves(r, c, moves)
def getKingsideCastleMoves(self, r, c, moves):
if self.board[r][c + 1] == '--' and self.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), self.board, isCastleMove=True))
def getQueensideCastleMoves(self, r, c, moves):
if self.board[r][c - 1] == '--' and self.board[r][c - 2] == '--' and self.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), self.board, isCastleMove=True))
class CastleRights():
def __init__(self, wks, bks, wqs, bqs):
self.wks = wks
self.bks = bks
self.wqs = wqs
self.bqs = bqs
class Timer:
def __init__(self, totalTime):
self.totalTime = totalTime
self.initTime = time.time()
self.pauseTime = time.time()
def pause(self):
self.pauseTime = time.time()
def play(self):
self.totalTime += time.time() - self.pauseTime
def left(self):
return self.totalTime - (time.time() - self.initTime)
class Move():
# maps 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()}
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, isEnpassantMove=False, isCastleMove=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.isPawnPromotion = (self.pieceMoved == 'wp' and self.endRow == 0) or (
self.pieceMoved == 'bp' and self.endRow == 7)
# En passant
self.isEnpassantMove = isEnpassantMove
if self.isEnpassantMove:
self.pieceCaptured = 'wp' if self.pieceMoved == 'bp' else 'bp'
# castle move
self.isCastleMove = isCastleMove
self.isCapture = self.pieceCaptured != '--'
self.moveID = self.startRow * 1000 + self.startCol * 100 + self.endRow * 10 + self.endCol
# print(self.moveID)
'''
overriding the equals method
'''
def __eq__(self, other):
if isinstance(other, Move):
return self.moveID == other.moveID
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]
# override str()
def __str__(self):
# castle
if self.isCastleMove:
return "O-O" if self.endCol == 6 else "O-O-O" # king side
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
# pawn promotion
# Knight dual moves
# Rook dual moves
# piece moves
moveString = self.pieceMoved[1]
if self.isCapture:
moveString += 'x'
return moveString + endSquare