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board.py
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import os
import pygame
from typing import Any
from copy import deepcopy
from constants import BLACK, BOARD_LENGTH, FONT, GREEN, RED, SCREEN_HEIGHT, SCREEN_WIDTH, WHITE
from piece import King, Queen, Rook, Bishop, Knight, Pawn
board_surface = pygame.transform.scale(pygame.image.load(os.path.join("assets", "images", "chess_board.png")), (BOARD_LENGTH, BOARD_LENGTH*1.01538))
class Board:
def __init__(self, wp_name: str=None, bp_name: str=None) -> None:
self.wp_name = wp_name
self.bp_name = bp_name
self.previous_move = None
self.turn = wp_name
self.selected = None
self.is_ready = self.wp_name is not None \
and self.bp_name is not None \
and self.turn is not None
self.winner = None
self.is_check = False
self.board = [[None for _ in range(8)] for _ in range(8)]
# Black 1st row
self.board[0][0] = Rook(0, 0, "b", "rook")
self.board[0][1] = Knight(0, 1, "b", "knight")
self.board[0][2] = Bishop(0, 2, "b", "bishop")
self.board[0][3] = Queen(0, 3, "b", "queen")
self.board[0][4] = King(0, 4, "b", "king")
self.board[0][5] = Bishop(0, 5, "b", "bishop")
self.board[0][6] = Knight(0, 6, "b", "knight")
self.board[0][7] = Rook(0, 7, "b", "rook")
# Black pawn row
self.board[1] = [Pawn(1, i, "b", "pawn") for i in range(8)]
# White 1st row
self.board[7][0] = Rook(7, 0, "w", "rook")
self.board[7][1] = Knight(7, 1, "w", "knight")
self.board[7][2] = Bishop(7, 2, "w", "bishop")
self.board[7][3] = Queen(7, 3, "w", "queen")
self.board[7][4] = King(7, 4, "w", "king")
self.board[7][5] = Bishop(7, 5, "w", "bishop")
self.board[7][6] = Knight(7, 6, "w", "knight")
self.board[7][7] = Rook(7, 7, "w", "rook")
# White pawn row
self.board[6] = [Pawn(6, i, "w", "pawn") for i in range(8)]
for row in range(len(self.board)):
for col in range(len(self.board[row])):
if self.board[row][col] is not None:
self.board[row][col].update_valid_moves(self.board)
def set_name(self, p_name: str) -> None:
if self.is_ready:
return
if not self.wp_name:
self.wp_name = p_name
self.turn = p_name
elif not self.bp_name:
self.bp_name = p_name
self.update_is_ready()
def update_is_ready(self) -> None:
self.is_ready = self.wp_name is not None \
and self.bp_name is not None \
and self.turn is not None
def command(self, command: dict[str, Any], window: pygame.Surface=None) -> None:
if command.get("command") == "move":
self.move(**command)
if window is not None:
self.draw(window, command.get("my_name"))
def click(self, p_name: str, row: int, col: int, window: pygame.Surface=None, replacement: str=None, **_) -> bool:
ret = False
if p_name != self.wp_name and p_name != self.bp_name:
return ret
p_color = "b" if p_name == self.bp_name else "w"
if self.selected is None and self.board[row][col] is not None and self.board[row][col].color == p_color:
self.selected = (row, col)
self.board[row][col].select(window)
return ret
elif self.selected is None:
return ret
srow, scol = self.selected
if self.board[srow][scol] is not None and self.board[srow][scol].color != p_color:
return ret
if not self.move(p_name, self.selected, (row, col), window, replacement):
self.board[srow][scol].unselect(window)
if self.board[row][col] is not None and self.board[row][col].color == p_color:
self.selected = (row, col)
self.board[row][col].select(window)
else:
self.selected = None
else:
self.selected = None
ret = True
if window is not None:
self.draw(window, p_name)
return ret
def update_winner(self, winner: str) -> None:
self.winner = winner
def move(self, p_name: str, pos_before: tuple[int], pos_after: tuple[int], window: pygame.Surface=None, replacement: str=None, **_) -> bool:
if not self.is_ready or self.winner is not None:
return False
if p_name != self.wp_name and p_name != self.bp_name:
return False
bx, by = pos_before
ax, ay = pos_after
p_color = "w" if p_name == self.wp_name else "b"
if self.board[bx][by] is None:
return False
if self.board[bx][by].color == p_color and p_name == self.turn:
killed_piece = deepcopy(self.board[ax][ay])
if self.board[bx][by].move(*pos_after, self.board, window, replacement):
if killed_piece is not None:
if killed_piece.piece_name == "king":
self.update_winner(self.turn)
self.update_valid_moves()
self.turn = self.bp_name if self.turn == self.wp_name else self.wp_name
return True
return False
def update_valid_moves(self) -> None:
check = set()
for row in range(len(self.board)):
for piece in self.board[row]:
if piece is not None:
check.add(piece.update_valid_moves(self.board))
self.is_check = True in check
def draw(self, window: pygame.Surface, p_name: str= None) -> None:
pygame.draw.rect(window, BLACK, (0, 0, (SCREEN_WIDTH - BOARD_LENGTH)/2, SCREEN_HEIGHT))
board_rect = board_surface.get_rect()
board_rect.left = (SCREEN_WIDTH - BOARD_LENGTH)/2
board_rect.top = (SCREEN_HEIGHT - BOARD_LENGTH)/2
window.blit(board_surface, board_rect)
font = pygame.font.SysFont(FONT, SCREEN_WIDTH//15)
text_bp = font.render(self.bp_name, True, GREEN if self.turn == self.bp_name else WHITE)
text_wp = font.render(self.wp_name, True, GREEN if self.turn == self.wp_name else WHITE)
text_bp_rect = text_bp.get_rect()
text_bp_rect.centerx = SCREEN_WIDTH/2
text_bp_rect.centery = (SCREEN_HEIGHT - BOARD_LENGTH)/4
text_wp_rect = text_wp.get_rect()
text_wp_rect.centerx = SCREEN_WIDTH/2
text_wp_rect.centery = SCREEN_HEIGHT - (SCREEN_HEIGHT - BOARD_LENGTH)/4
window.blit(text_bp, text_bp_rect)
window.blit(text_wp, text_wp_rect)
if p_name:
text_you = font.render(f"You: {p_name}", True, WHITE)
text_you = pygame.transform.rotate(text_you, -90)
text_you_rect = text_you.get_rect()
text_you_rect.center = SCREEN_WIDTH - (SCREEN_WIDTH - BOARD_LENGTH)/4, SCREEN_HEIGHT/2
window.blit(text_you, text_you_rect)
if self.is_check:
text = font.render("Check", True, RED)
text = pygame.transform.rotate(text, 90)
text_rect = text.get_rect()
text_rect.centerx = (SCREEN_WIDTH - BOARD_LENGTH)/4
text_rect.centery = SCREEN_HEIGHT/2
window.blit(text, text_rect)
for row in range(len(self.board)):
for piece in self.board[row]:
if piece is not None:
piece.draw(window)
if self.winner is not None:
font = pygame.font.SysFont(FONT, SCREEN_HEIGHT//7)
text = font.render(f"{self.winner} WON", True, GREEN)
text_rect = text.get_rect()
text_rect.center = SCREEN_WIDTH/2, SCREEN_HEIGHT/2
window.blit(text, text_rect)