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ChessEngine.py
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431 lines (388 loc) · 20 KB
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'''
information about the current state of chess game, valid moves, move log.
'''
class GameState():
def __init__(self):
#board is 8x8 2d list, each element of the list has 2 characters.
#The first character represnts the color of the piece, 'b' or 'w'
#The second character represnts the type of the piece, 'K' 'Q' 'R' 'B' 'N' or 'p'
#"--" represents an empty space on the board
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.checkmate = False
self.stalemate = False
self.enpassantPossible = () #coordinates for the square when en passant capture is possible
self.enpassantPossibleLog = [self.enpassantPossible]
#castling rights
self.currentCastlingRight = CastleRights(True, True, True, True)
self.castleRightsLog = [CastleRights(self.currentCastlingRight.wks, self.currentCastlingRight.bks,
self.currentCastlingRight.wqs, self.currentCastlingRight.bqs)]
'''
Takes moves as parameter and executes it
'''
def makeMove(self, move):
self.board[move.startRow][move.startCol] = "--"
self.board[move.endRow][move.endCol] = move.pieceMoved
self.moveLog.append(move) #log the move so we can undo it later
self.whiteToMove = not self.whiteToMove #swap the players
# update king's location if moved
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'
#enpassant move
if move.isEnpassantMove:
self.board[move.startRow][move.endCol] = '--' #capturing the pawn
#update enpassant possible variable
if move.pieceMoved[1] == 'p' and abs(move.startRow - move.endRow) == 2: #only for 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] #move the rook
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] #moves the rook
self.board[move.endRow][move.endCol-2] = '--'
self.enpassantPossibleLog.append(self.enpassantPossible)
#update castling rights - whenever it is a rook or king move
self.updateCastleRights(move)
self.castleRightsLog.append(CastleRights(self.currentCastlingRight.wks, self.currentCastlingRight.bks,
self.currentCastlingRight.wqs, self.currentCastlingRight.bqs))
'''
Undo the last move made
'''
def undoMove(self):
if len(self.moveLog) != 0: #make sure there is a move to undo
move = self.moveLog.pop() #pop function returns the element and removes it, last element from list
self.board[move.startRow][move.startCol] = move.pieceMoved
self.board[move.endRow][move.endCol] = move.pieceCaptured
self.whiteToMove = not self.whiteToMove #change the turns
#update king's position if needed
if move.pieceMoved == "wK":
self.whiteKingLocation = (move.startRow, move.startCol)
elif move.pieceMoved == "bK":
self.blackKingLocation = (move.startRow, move.startCol)
#undo enpassant move
if move.isEnpassantMove:
self.board[move.endRow][move.endCol] = '--' #leave landing square blank
self.board[move.startRow][move.endCol] = move.pieceCaptured
self.enpassantPossibleLog.pop()
self.enpassantPossible = self.enpassantPossibleLog[-1]
#undo castling rights
self.castleRightsLog.pop() #get rid of new castle rights from the move we are undoing
newRights = self.castleRightsLog[-1]
self.currentCastlingRight = CastleRights(newRights.wks, newRights.bks, newRights.wqs, newRights.bqs)
#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: #queenside
self.board[move.endRow][move.endCol-2] = self.board[move.endRow][move.endCol+1]
self.board[move.endRow][move.endCol+1] = '--'
self.checkmate = False;
self.stalemate = False;
'''
Update the castle rights given the move
'''
def updateCastleRights(self, move):
if move.pieceMoved == 'wK':
self.currentCastlingRight.wks = False
self.currentCastlingRight.wqs = False
elif move.pieceMoved == 'bK':
self.currentCastlingRight.bks = False
self.currentCastlingRight.bqs = 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
#if rook is 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
'''
All moves considering checks
'''
def getValidMoves(self):
tempEnpassantPossible = self.enpassantPossible
tempCastleRights = CastleRights(self.currentCastlingRight.wks, self.currentCastlingRight.bks,
self.currentCastlingRight.wqs, self.currentCastlingRight.bqs) #copy the current castling rights
# 1.generate all possible moves
moves = self.getAllPossibleMoves()
# 2.for each move make a move
for i in range(len(moves)-1, -1, -1): #when removing from list go backwards through that list
self.makeMove(moves[i])
# 3.generate all opponents moves
# 4.for each of your opponents moves, see if they are attacking your king
self.whiteToMove = not self.whiteToMove
if self.inCheck():
moves.remove(moves[i]) # 5.if they attack your king, not a valid move
self.whiteToMove = not self.whiteToMove
self.undoMove()
if len(moves) == 0: # either checkmate or stalemate
if self.inCheck():
self.checkmate = True
else:
self.stalemate = True
if self.whiteToMove:
self.getCastleMoves(self.whiteKingLocation[0], self.whiteKingLocation[1], moves)
else:
self.getCastleMoves(self.blackKingLocation[0], self.blackKingLocation[1], moves)
self.enpassantPossible = tempEnpassantPossible
self.currentCastlingRight = tempCastleRights
return moves
'''
Determine if 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 if the enemy can attack the sqaure r, c
'''
def squareUnderAttack(self, r, c):
self.whiteToMove = not self.whiteToMove # switch to opponent's turn
oppMoves = self.getAllPossibleMoves()
self.whiteToMove = not self.whiteToMove # switch turns back
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)): # number of rows
for c in range(len(self.board[r])): # number of columns in given row
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) #calls the appopriate move function based on 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):
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: # capture to 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: # capture to 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 move
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))
# capture
if c-1 >= 0: #capture to left
if self.board[r+1][c-1][0] == 'w':
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: # capture right
if self.board[r+1][c+1][0] == 'w':
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 the rook moves for the rook located at row, col and add these moves to the list
'''
def getRookMoves(self, r, c, moves):
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 < 8 and 0 <= endCol < 8: # on board
endPiece = self.board[endRow][endCol]
if endPiece == "--": # empty space valid
moves.append(Move((r, c), (endRow, endCol), self.board))
elif endPiece[0] == enemyColor: # enemy piece valid
moves.append(Move((r, c), (endRow, endCol), self.board))
break
else: # friendly piece invalid
break
else: # off board
break
'''
Get all the knight moves for the rook located at row, col and add these moves to the list
'''
def getKnightMoves(self, r, c, moves):
knightMoves = ((-2, -1), (-2, 1), (-1, -2), (-1, 2), (1, -2), (1, 2), (2, -1), (2, 1)) # up/left up/right right/up right/down down/left down/right left/up left/down
allyColor = "w" if self.whiteToMove else "b"
for m in knightMoves:
endRow = r + m[0]
endCol = c + m[1]
if 0 <= endRow < 8 and 0 <= endCol < 8:
endPiece = self.board[endRow][endCol]
if endPiece[0] != allyColor: # so its either enemy piece or empty square
moves.append(Move((r, c), (endRow, endCol), self.board))
'''
Get all the bishop moves for the rook located at row, col and add these moves to the list
'''
def getBishopMoves(self, r, c, moves):
directions = ((-1, -1), (-1, 1), (1, 1), (1, -1)) # 4 diagonals: up/left up/right down/right down/left
enemyColor = "b" if self.whiteToMove else "w"
for d in directions:
for i in range(1, 8): #bishop can move max of 7 squares
endRow = r + d[0] * i
endCol = c + d[1] * i
if 0 <= endRow < 8 and 0 <= endCol < 8: # check if the move is on board
endPiece = self.board[endRow][endCol]
if endPiece == "--": # empty space is valid
moves.append(Move((r, c), (endRow, endCol), self.board))
elif endPiece[0] == enemyColor: # capture enemy piece
moves.append(Move((r, c), (endRow, endCol), self.board))
break
else: # friendly piece invaild
break
else: # off board
break
'''
Get all the queen moves for the rook 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 rook located at row, col and add these moves to the list
'''
def getKingMoves(self, r, c, moves):
kingMoves = ((-1, -1), (-1, 0), (-1, 1), (0, -1), (0, 1), (1, -1), (1, 0), (1, 1))
allyColor = "w" if self.whiteToMove else "b"
for i in range(8):
endRow = r + kingMoves[i][0]
endCol = c + kingMoves[i][1]
if 0 <= endRow < 8 and 0 <= endCol < 8:
endPiece = self.board[endRow][endCol]
if endPiece[0] != allyColor: #not an ally piece (empty or enemy)
moves.append(Move((r, c), (endRow, endCol), self.board))
'''
Generate all valid castle moves for the king at (r, c) and add them to the list of moves
'''
def getCastleMoves(self, r, c, moves):
if self.squareUnderAttack(r, c):
return #can't castle while 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 Move():
# maps keys to value
# 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)
#castle move
self.isCastleMove = isCastleMove
#en passant
self.isEnpassantMove = isEnpassantMove
if self.isEnpassantMove:
self.pieceCaptured = 'wp' if self.pieceMoved == 'bp' else 'bp'
self.isCapture = self.pieceCaptured != '--'
self.moveID = self.startRow * 1000 + self.startCol * 100 + self.endRow * 10 + self.endCol # will give a move ID between 0 and 7777
# 0 to 7 (total 8)
'''
Overriding the equals method
'''
def __eq__(self, other): #function is comparing object to another object
if isinstance(other, Move):
return self.moveID == other.moveID
return False
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]
#overriding the str() function
def __str__(self):
#castle move
if self.isCastleMove:
return "O-O" if self.endCol == 6 else "O-O-O"
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
#piece moves
moveString = self.pieceMoved[1]
if self.isCapture:
moveString += 'x'
return moveString + endSquare