本文整理汇总了Python中piece.Piece.klass方法的典型用法代码示例。如果您正苦于以下问题:Python Piece.klass方法的具体用法?Python Piece.klass怎么用?Python Piece.klass使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类piece.Piece
的用法示例。
在下文中一共展示了Piece.klass方法的9个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: __init__
# 需要导入模块: from piece import Piece [as 别名]
# 或者: from piece.Piece import klass [as 别名]
def __init__(self, position, move):
resulting_position = position.copy().make_move(move)
captured = position._pieces[move.target._x88]
piece = position._pieces[move.source._x88]
ocolor = Piece.opposite_color(position.fen._to_move)
# Pawn moves.
enpassant = False
if Piece.klass(piece) == PAWN:
# En-passant.
if move.target.file != move.source.file and not captured:
enpassant = True
captured = Piece.from_klass_and_color(PAWN, ocolor)
# Castling.
# TODO: Support Chess960.
# TODO: Validate the castling move.
if Piece.klass(piece) == KING:
self.is_king_side_castle = move.target.x - move.source.x == 2
self.is_queen_side_castle = move.target.x - move.source.x == -2
else:
self.is_king_side_castle = self.is_queen_side_castle = False
# Checks.
self.is_check = resulting_position.is_check()
self.is_checkmate = resulting_position.is_checkmate()
self.move = move
self.piece = piece
self.captured = captured
self.is_enpassant = enpassant
self._set_text(position)
示例2: get_piece_counts
# 需要导入模块: from piece import Piece [as 别名]
# 或者: from piece.Piece import klass [as 别名]
def get_piece_counts(self, colors=[WHITE, BLACK]):
"""Counts the pieces on the board.
:param color:
list of colors to check. Defualts to black and white
:return:
A dictionary of piece counts, keyed by lowercase piece type
letters.
"""
#if not color in ["w", "b", "wb", "bw"]:
# raise KeyError(
# "Expected color filter to be one of 'w', 'b', 'wb', 'bw', "
# "got: %s." % repr(color))
counts = {
PAWN: 0,
BISHOP: 0,
KNIGHT: 0,
ROOK: 0,
KING: 0,
QUEEN: 0,
}
for piece in self._pieces:
if piece and Piece.color(piece) in colors:
counts[Piece.klass(piece)] += 1
return counts
示例3: get_attackers
# 需要导入模块: from piece import Piece [as 别名]
# 或者: from piece.Piece import klass [as 别名]
def get_attackers(self, color, square):
"""Gets the attackers of a specific square.
:param color:
Filter attackers by this piece color.
:param square:
The square to check for.
:yield:
Source squares of the attack.
"""
if not color in [BLACK, WHITE]:
raise KeyError("Invalid color: %s." % repr(color))
for x88, source in Square._x88_squares.iteritems():
piece = self._pieces[x88]
if not piece or Piece.color(piece) != color:
continue
difference = x88 - square._x88
index = difference + X88.ATTACKER_DIFF
klass = Piece.klass(piece)
if X88.ATTACKS[index] & (1 << X88.SHIFTS[klass]):
# Handle pawns.
if klass == PAWN:
if difference > 0:
if Piece.color(piece) == WHITE:
yield source
else:
if Piece.color(piece) == BLACK:
yield source
continue
# Handle knights and king.
if klass in [KNIGHT, KING]:
yield source
# Handle the others.
offset = X88.RAYS[index]
j = source._x88 + offset
blocked = False
while j != square._x88:
if self._pieces[j]:
blocked = True
break
j += offset
if not blocked:
yield source
示例4: to_move
# 需要导入模块: from piece import Piece [as 别名]
# 或者: from piece.Piece import klass [as 别名]
def to_move(cls, position, san):
san = str(san)
# Castling moves.
if san == "O-O" or san == "O-O-O":
# TODO: Support Chess960, check the castling moves are valid.
rank = 1 if position.fen.turn == "w" else 8
if san == "O-O":
return Move(
source=Square.from_rank_and_file(rank, 'e'),
target=Square.from_rank_and_file(rank, 'g'))
else:
return Move(
source=Square.from_rank_and_file(rank, 'e'),
target=Square.from_rank_and_file(rank, 'c'))
# Regular moves.
else:
matches = cls.san_regex.match(san)
if not matches:
raise ValueError("Invalid SAN: %s." % repr(san))
if matches.group(1):
klass = Piece.klass(matches.group(1).lower())
else:
klass = PAWN
piece = Piece.from_klass_and_color(klass, position.fen._to_move)
target = Square(matches.group(4))
source = None
for m in position.get_legal_moves():
if position._pieces[m.source._x88] != piece or m.target != target:
continue
if matches.group(2) and matches.group(2) != m.source.file:
continue
if matches.group(3) and matches.group(3) != str(m.source.rank):
continue
# Move matches. Assert it is not ambiguous.
if source:
raise MoveError(
"Move is ambiguous: %s matches %s and %s."
% san, source, m)
source = m.source
if not source:
raise MoveError("No legal move matches %s." % san)
return Move(source, target, matches.group(5) or None)
示例5: is_insufficient_material
# 需要导入模块: from piece import Piece [as 别名]
# 或者: from piece.Piece import klass [as 别名]
def is_insufficient_material(self):
"""Checks if there is sufficient material to mate.
Mating is impossible in:
* A king versus king endgame.
* A king with bishop versus king endgame.
* A king with knight versus king endgame.
* A king with bishop versus king with bishop endgame, where both
bishops are on the same color. Same goes for additional
bishops on the same color.
Assumes that the position is valid and each player has exactly
one king.
:return:
Whether there is insufficient material to mate.
"""
piece_counts = self.get_piece_counts()
# King versus king.
if sum(piece_counts.values()) == 2:
return True
# King and knight or bishop versus king.
elif sum(piece_counts.values()) == 3:
if piece_counts["b"] == 1 or piece_counts["n"] == 1:
return True
# Each player with only king and any number of bishops,
# where all bishops are on the same color.
elif sum(piece_counts.values()) == 2 + piece_counts[BISHOP]:
white_has_bishop = self.get_piece_counts([WHITE])[BISHOP] != 0
black_has_bishop = self.get_piece_counts([BLACK])[BISHOP] != 0
if white_has_bishop and black_has_bishop:
color = None
for square in Square.get_all():
p = self._pieces[square._x88]
if p and Piece.klass(p) == BISHOP:
if color and color != square.is_light():
return False
color = square.is_light()
return True
return False
示例6: _set_text
# 需要导入模块: from piece import Piece [as 别名]
# 或者: from piece.Piece import klass [as 别名]
def _set_text(self, position):
move = self.move
piece_klass = Piece.klass(self.piece)
# Generate the SAN.
san = ""
if self.is_king_side_castle:
san += "O-O"
elif self.is_queen_side_castle:
san += "O-O-O"
else:
if piece_klass != PAWN:
san += Piece.from_klass_and_color(piece_klass, WHITE)
if position:
san += self._get_disambiguator(move, position)
if self.captured:
if piece_klass == PAWN:
san += move.source.file
san += "x"
san += move.target.name
if move.promotion:
san += "="
san += move.promotion.upper()
if self.is_checkmate:
san += "#"
elif self.is_check:
san += "+"
if self.is_enpassant:
san += " (e.p.)"
self._text = san
示例7: get_pseudo_legal_moves
# 需要导入模块: from piece import Piece [as 别名]
# 或者: from piece.Piece import klass [as 别名]
def get_pseudo_legal_moves(self, source=None):
""":yield: Pseudo legal moves in the current position.
:param source: The source square to limit moves or None for
all possible moves.
"""
tomove = self.fen._to_move
for x88 in [ x88 for x88 in Square._x88_squares.keys()
if self._pieces[x88]
and Piece.color(self._pieces[x88]) == tomove
and (source is None or x88 == source._x88)]:
piece = self._pieces[x88]
klass = Piece.klass(piece)
# pawn moves
if klass == PAWN:
single, double, capleft, capright = X88.PAWN_OFFSETS[tomove]
# Single square ahead. Do not capture.
offset = x88 + single
if not self._pieces[offset]:
# Promotion.
if X88.is_backrank(offset, tomove):
for promote_to in Piece.promote_to:
yield Move.from_x88(x88, offset, promote_to)
else:
yield Move.from_x88(x88, offset)
# Two squares ahead. Do not capture.
if X88.is_secondrank(x88, tomove):
offset = x88 + double
if not self._pieces[offset]:
yield Move.from_x88(x88, offset)
# Pawn captures.
for cap in [capleft, capright]:
offset = x88 + cap
if offset & X88.X88:
continue
target = self._pieces[offset]
if target and Piece.color(target) != tomove:
# Promotion.
if X88.is_backrank(offset, tomove):
for promote_to in Piece.promote_to:
yield Move.from_x88(x88, offset, promote_to)
else:
yield Move.from_x88(x88, offset)
# En-passant.
elif not target and offset == self.fen._ep:
yield Move.from_x88(target, self.fen._ep)
#piece moves
else:
# for each a direction a piece moves in
for offset in X88.PIECE_OFFSETS[Piece.klass(piece)]:
t_x88 = x88 + offset
# while we do not fall off the board
while not t_x88 & 0x88:
# if there was not piece to attack then yield a quiet move
if not self._pieces[t_x88]:
yield Move.from_x88(x88, t_x88)
# do not break out
# else there is a piece there
else:
# if we can attack generate a move
if Piece.color(self._pieces[t_x88]) != tomove:
yield Move.from_x88(x88, t_x88)
# we hit something so break out
break
# Knight and king do not go multiple times in their direction.
if klass in [KNIGHT, KING]:
break
# travel down the board in the direction
t_x88 += offset
# castling moves
opponent = Piece.opposite_color(tomove)
ok = True
# get possible castling for the side to move
for castle in [c for c in self.fen._castle_rights if Piece.color(c) == tomove]:
(square, enum), _ = Piece.castle_squares[castle]
king = Square(square)
if Piece.klass(castle) == KING:
direc = 1
else:
direc = -1
#.........这里部分代码省略.........
示例8: make_move
# 需要导入模块: from piece import Piece [as 别名]
# 或者: from piece.Piece import klass [as 别名]
def make_move(self, move, validate=True):
"""Makes a move.
:param move:
The move to make.
:param validate:
Defaults to `True`. Whether the move should be validated.
:return:
Making a move changes the position object. The same
(changed) object is returned for chainability.
:raise MoveError:
If the validate parameter is `True` and the move is not
legal in the position.
"""
#if validate:
if validate:
if move not in self.get_legal_moves(source=move.source):
raise MoveError(
"%s is not a legal move in the position %s." % (move, self.fen))
piece = self._pieces[move._source_x88]
capture = self._pieces[move._target_x88]
target = move.target
source = move.source
# Move the piece.
self._pieces[move._target_x88] = piece
self._pieces[move._source_x88] = None
# It is the next players turn.
ocolor = Piece.opposite_color(self.fen._to_move)
self.fen._to_move = ocolor
# Pawn moves.
self._ep = None
if Piece.klass(piece) == PAWN:
# En-passant.
if target.x != source.x and not capture:
offset = 16 if self.fen._to_move == WHITE else -16
self._pieces[target.x88() + offset] = None
capture = True
# If big pawn move, set the en-passant file.
if abs(target.y - source.y) == 2:
if self.get_theoretical_ep_right(target.x):
self._ep = move.target
# Promotion.
if move.promotion:
self._pieces[move.target._x88] = move.promotion
# Potential castling.
if Piece.klass(piece) == KING:
steps = move.target.x - move.source.x
if abs(steps) == 2:
# Queen-side castling.
if steps == -2:
rook_target = move.target.x88 + 1
rook_source = move.target.x88 - 2
# King-side castling.
else:
rook_target = move.target.x88 - 1
rook_source = move.target.x88 + 1
self._pieces[rook_target] = self._pieces[rook_source]
self._pieces[rook_source] = None
# Update castling rights.
for klass in self.fen._castle_rights:
if not self.get_theoretical_castling_right(klass):
self.fen._castle_rights.remove(klass)
# XXX Castling rights can only be removed
#self.set_castling_right(klass, False)
# Increment the 50 move half move counter.
if Piece.klass(piece) == PAWN or capture:
self.fen._fifty_move = 0
else:
self.fen._fifty_move += 1
# Increment the move number.
if self.fen._to_move == WHITE:
self.fen._full_move += 1
return self
示例9: test_klass
# 需要导入模块: from piece import Piece [as 别名]
# 或者: from piece.Piece import klass [as 别名]
def test_klass(self):
self.assertEqual(piece.PAWN, Piece.klass('P'))