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| WHITE = 1
BLACK = 2
def transformation(char, color):
if char == 'Q':
return Queen(color)
if char == 'R':
return Rook(color)
if char == 'B':
return Bishop(color)
if char == 'N':
return Knight(color)
def opponent(color):
if color == WHITE:
return BLACK
else:
return WHITE
def correct_coords(row, col):
"""Функция проверяет, что координаты (row, col) лежат
внутри доски"""
return 0 <= row < 8 and 0 <= col < 8
class Pieces:
def __init__(self, color):
self.color = color
def get_color(self):
return self.color
class Board:
def __init__(self):
self.color = WHITE
self.field = []
for row in range(8):
self.field.append([None] * 8)
self.field[0] = [
Rook(WHITE), Knight(WHITE), Bishop(WHITE), Queen(WHITE),
King(WHITE), Bishop(WHITE), Knight(WHITE), Rook(WHITE)
]
self.field[1] = [
Pawn(WHITE), Pawn(WHITE), Pawn(WHITE), Pawn(WHITE),
Pawn(WHITE), Pawn(WHITE), Pawn(WHITE), Pawn(WHITE)
]
self.field[6] = [
Pawn(BLACK), Pawn(BLACK), Pawn(BLACK), Pawn(BLACK),
Pawn(BLACK), Pawn(BLACK), Pawn(BLACK), Pawn(BLACK)
]
self.field[7] = [
Rook(BLACK), Knight(BLACK), Bishop(BLACK), Queen(BLACK),
King(BLACK), Bishop(BLACK), Knight(BLACK), Rook(BLACK)
]
def current_player_color(self):
return self.color
def cell(self, row, col):
"""Возвращает строку из двух символов. Если в клетке (row, col)
находится фигура, символы цвета и фигуры. Если клетка пуста,
то два пробела."""
piece = self.field[row][col]
if piece is None:
return ' '
color = piece.get_color()
c = 'w' if color == WHITE else 'b'
return c + piece.char()
def get_piece(self, row, col):
if correct_coords(row, col):
return self.field[row][col]
else:
return None
def move_piece(self, row, col, row1, col1):
'''Переместить фигуру из точки (row, col) в точку (row1, col1).
Если перемещение возможно, метод выполнит его и вернёт True.
Если нет --- вернёт False'''
if not correct_coords(row, col) or not correct_coords(row1, col1):
return False
if row == row1 and col == col1:
return False # нельзя пойти в ту же клетку
piece = self.field[row][col]
if piece is None:
return False
if piece.get_color() != self.color:
return False
if self.field[row1][col1] is None:
if not piece.can_move(self, row, col, row1, col1):
return False
elif self.field[row1][col1].get_color() == opponent(piece.get_color()):
if not piece.can_attack(self, row, col, row1, col1):
return False
else:
return False
if isinstance(self.field[row][col], Rook) or isinstance(self.field[row][col], King):
self.field[row][col].moved(True)
self.field[row][col] = None # Снять фигуру.
self.field[row1][col1] = piece # Поставить на новое место.
self.color = opponent(self.color)
return True
def move_and_promote_pawn(self, row, col, row1, col1, char):
piece = self.field[row][col]
color = piece.get_color()
if not (isinstance(piece, Pawn)):
return False
if self.move_piece(row, col, row1, col1) and (row1 == 7 or row1 == 0):
self.field[row1][col1] = transformation(char, color) # Поставить на новое место.
return True
return False
def castling0(self):
if self.current_player_color() == WHITE:
if not isinstance(self.field[0][0], Rook) or not isinstance(self.field[0][4], King):
return False
if self.field[0][0].moved or self.field[0][4].moved:
return False
else:
self.field[0][0] = None
self.field[0][3] = Rook(self.color)
self.field[0][4] = None
self.field[0][2] = King(self.color)
self.color = opponent(self.color)
return True
else:
if not isinstance(self.field[7][0], Rook) or not isinstance(self.field[7][4], King)\
or self.field[7][0].moved or self.field[7][4].moved:
return False
else:
self.field[7][0] = None
self.field[7][3] = Rook(self.color)
self.field[7][4] = None
self.field[7][2] = King(self.color)
self.color = opponent(self.color)
return True
def castling7(self):
if self.current_player_color() == WHITE:
if not isinstance(self.field[0][7], Rook) or not isinstance(self.field[0][4], King)\
or self.field[0][7].moved or self.field[0][4].moved:
return False
else:
self.field[0][7] = None
self.field[0][5] = Rook(self.color)
self.field[0][4] = None
self.field[0][6] = King(self.color)
self.color = opponent(self.color)
return True
else:
if not isinstance(self.field[7][7], Rook) or not isinstance(self.field[7][4], King)\
or self.field[7][7].moved or self.field[7][4].moved:
return False
else:
self.field[7][7] = None
self.field[7][5] = Rook(self.color)
self.field[7][4] = None
self.field[7][6] = King(self.color)
self.color = opponent(self.color)
return True
class Rook(Pieces):
def __init__(self, color):
super().__init__(color)
self.move = False
def char(self):
return 'R'
def moved(self, move):
self.move = move
return self.move
def can_move(self, board, row, col, row1, col1):
# Невозможно сделать ход в клетку,
# которая не лежит в том же ряду или столбце клеток.
if row != row1 and col != col1:
return False
step = 1 if (row1 >= row) else -1
for r in range(row + step, row1, step):
# Если на пути по вертикали есть фигура
if not (board.get_piece(r, col) is None):
return False
step = 1 if (col1 >= col) else -1
for c in range(col + step, col1, step):
# Если на пути по горизонтали есть фигура
if not (board.get_piece(row, c) is None):
return False
return True
def can_attack(self, board, row, col, row1, col1):
return self.can_move(board, row, col, row1, col1)
class Pawn(Pieces):
def __init__(self, color):
super().__init__(color)
def char(self):
return 'P'
def can_move(self, board, row, col, row1, col1):
# Пешка может ходить только по вертикали
# "взятие на проходе" не реализовано
if col != col1:
return False
# Пешка может сделать из начального положения ход на 2 клетки
# вперёд, поэтому поместим индекс начального ряда в start_row.
if self.color == WHITE:
direction = 1
start_row = 1
else:
direction = -1
start_row = 6
# ход на 1 клетку
if row + direction == row1:
return True
# ход на 2 клетки из начального положения
if (row == start_row
and row + 2 * direction == row1
and board.field[row + direction][col] is None):
return True
return False
def can_attack(self, board, row, col, row1, col1):
direction = 1 if (self.color == WHITE) else -1
return (row + direction == row1
and (col + 1 == col1 or col - 1 == col1))
class Bishop(Pieces):
def __init__(self, color):
super().__init__(color)
def can_move(self, board, row, col, row1, col1):
if abs(row1 - row) == abs(col1 - col):
return True
return False
def char(self):
return 'B'
def can_attack(self, board, row, col, row1, col1):
return self.can_move(board, row, col, row1, col1)
class Knight(Pieces):
def __init__(self, color):
super().__init__(color)
def can_move(self, board, row, col, row1, col1):
if abs(col - col1) * abs(row - row1) == 2:
return True
return False
def char(self):
return 'N'
def can_attack(self, board, row, col, row1, col1):
return self.can_move(board, row, col, row1, col1)
class Queen(Pieces):
def __init__(self, color):
super().__init__(color)
def can_move(self, board, row, col, row1, col1):
piece = board.get_piece(row1, col1)
if not (piece is None) and piece.get_color() == self.color:
return False
if row == row1 or col == col1:
step = 1 if (row1 >= row) else -1
for r in range(row + step, row1, step):
if not (board.get_piece(r, col) is None):
return False
step = 1 if (col1 >= col) else -1
for c in range(col + step, col1, step):
if not (board.get_piece(row, c) is None):
return False
return True
if row - col == row1 - col1:
step = 1 if (row1 >= row) else -1
for r in range(row + step, row1, step):
c = col - row + r
if not (board.get_piece(r, c) is None):
return False
return True
if row + col == row1 + col1:
step = 1 if (row1 >= row) else -1
for r in range(row + step, row1, step):
c = row + col - r
if not (board.get_piece(r, c) is None):
return False
return True
return False
def char(self):
return 'Q'
def can_attack(self, board, row, col, row1, col1):
return self.can_move(board, row, col, row1, col1)
class King(Pieces):
def __init__(self, color):
super().__init__(color)
self.move = False
def can_move(self, board, row, col, row1, col1):
piece = board.get_piece(row1, col1)
if not (piece is None) and piece.get_color() == self.color:
return False
if abs(row - row1) <= 1 and abs(col - col1) <= 1:
return True
return False
def char(self):
return 'K'
def moved(self, move):
self.move = move
return self.move
def can_attack(self, board, row, col, row1, col1):
return self.can_move(board, row, col, row1, col1) |