chess playing implemented, minus game over checks
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parent
38a2854378
commit
6620385196
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@ -34,7 +34,7 @@ def execute(cinput: ControlInput, graphics: Graphics, _):
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sunfish.initial, 0, (True,True), (True,True), 0, 0)]
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sunfish.initial, 0, (True,True), (True,True), 0, 0)]
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player_color = 'wb'[get_color(hist[-1])]
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player_color = 'wb'[get_color(hist[-1])]
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draw.draw_board(hist[-1] if player_color == "w" else hist[-1].rotate(), player_color)
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draw.draw_board(hist[-1], player_color)
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state = GameState.MAIN_MENU
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state = GameState.MAIN_MENU
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menu_index = 0
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menu_index = 0
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@ -58,12 +58,8 @@ def execute(cinput: ControlInput, graphics: Graphics, _):
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if time.time() - start > MAX_THINKING_SECONDS:
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if time.time() - start > MAX_THINKING_SECONDS:
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break
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break
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hist.append(hist[-1].move(move))
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hist.append(hist[-1].move(move))
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draw.draw_board(hist[-1].rotate(), player_color)
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draw.draw_board(hist[-1], player_color)
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last_move = move_str(move, player_color == "w")
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last_move = move_str(move, player_color == "w")
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if score == sunfish.MATE_UPPER:
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draw.draw_checkmate(last_move, False)
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state = GameState.GAME_OVER
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else:
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all_moves = dict()
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all_moves = dict()
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state = GameState.CHOOSE_SRC
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state = GameState.CHOOSE_SRC
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elif state == GameState.CHOOSE_SRC:
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elif state == GameState.CHOOSE_SRC:
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@ -105,7 +101,7 @@ def execute(cinput: ControlInput, graphics: Graphics, _):
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player_color = "w"
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player_color = "w"
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state = GameState.CHOOSE_SRC
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state = GameState.CHOOSE_SRC
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hist = [pos]
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hist = [pos]
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draw.draw_board(hist[-1], player_color)
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draw.draw_board(hist[-1] if player_color == "w" else hist[-1].rotate(), player_color)
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elif state == GameState.CHOOSE_SRC:
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elif state == GameState.CHOOSE_SRC:
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if key == Button.DIR_D or key == Button.DIR_R:
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if key == Button.DIR_D or key == Button.DIR_R:
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src_idx += 1
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src_idx += 1
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@ -138,7 +134,7 @@ def execute(cinput: ControlInput, graphics: Graphics, _):
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draw.draw_board(hist[-1].rotate(), player_color)
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draw.draw_board(hist[-1].rotate(), player_color)
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state = GameState.THINKING
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state = GameState.THINKING
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else:
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else:
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if key == Button.BTN_A:
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if key == Button.BTN_A or key == Button.BTN_B:
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state = GameState.MAIN_MENU
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state = GameState.MAIN_MENU
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def get_all_moves(pos: sunfish.Position):
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def get_all_moves(pos: sunfish.Position):
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@ -81,8 +81,7 @@ class Draw:
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def draw_board(self, pos: Position, player_color: str):
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def draw_board(self, pos: Position, player_color: str):
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self._graphics.fill_rect(0, 0, self.BOARD_SIZE, self.BOARD_SIZE, 0)
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self._graphics.fill_rect(0, 0, self.BOARD_SIZE, self.BOARD_SIZE, 0)
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nb = "".join(pos.board.split())
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nb = "".join(pos.board.split()) if player_color == "w" else "".join(pos.rotate().board.split())[::-1]
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nb = nb[::-1] if player_color == "b" else nb
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c = True
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c = True
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for row in range(8):
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for row in range(8):
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for col in range(8):
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for col in range(8):
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@ -295,7 +295,7 @@ class Searcher:
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# Note, we don't have to check for legality, since we've already done it
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# Note, we don't have to check for legality, since we've already done it
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# before. Also note that in QS the killer must be a capture, otherwise we
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# before. Also note that in QS the killer must be a capture, otherwise we
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# will be non deterministic.
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# will be non deterministic.
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killer = selfctp_move.get(pos)
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killer = self.tp_move.get(pos)
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if killer and (depth > 0 or pos.value(killer) >= QS_LIMIT):
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if killer and (depth > 0 or pos.value(killer) >= QS_LIMIT):
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yield killer, -self.bound(pos.move(killer), 1-gamma, depth-1, root=False)
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yield killer, -self.bound(pos.move(killer), 1-gamma, depth-1, root=False)
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# Then all the other moves
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# Then all the other moves
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