--- /dev/null
+import random
+
+# I know using non-abreviated strings is inefficient, but this is python, who cares?
+# Oh, yeah, this stores the number of pieces of each type in a normal chess game
+piece_types = {"pawn" : 8, "bishop" : 2, "knight" : 2, "rook" : 2, "queen" : 1, "king" : 1, "unknown" : 0}
+
+# Class to represent a quantum chess piece
+class Piece():
+ def __init__(self, colour, x, y, types):
+ self.colour = colour # Colour (string) either "white" or "black"
+ self.x = x # x coordinate (0 - 8), none of this fancy 'a', 'b' shit here
+ self.y = y # y coordinate (0 - 8)
+ self.types = types # List of possible types the piece can be (should just be two)
+ self.current_type = "unknown" # Current type
+ self.choice = -1 # Index of the current type in self.types (-1 = unknown type)
+ self.types_revealed = [True, False] # Whether the types are known (by default the first type is always known at game start)
+
+
+ #
+ self.last_state = None
+ self.move_pattern = None
+
+
+
+ def init_from_copy(self, c):
+ self.colour = c.colour
+ self.x = c.x
+ self.y = c.y
+ self.types = c.types[:]
+ self.current_type = c.current_type
+ self.choice = c.choice
+ self.types_revealed = c.types_revealed[:]
+
+ self.last_state = None
+ self.move_pattern = None
+
+
+
+ # Make a string for the piece (used for debug)
+ def __str__(self):
+ return str(self.current_type) + " " + str(self.types) + " at " + str(self.x) + ","+str(self.y)
+
+ # Draw the piece in a pygame surface
+ def draw(self, window, grid_sz = [80,80], style="quantum"):
+
+ # First draw the image corresponding to self.current_type
+ img = images[self.colour][self.current_type]
+ rect = img.get_rect()
+ if style == "classical":
+ offset = [-rect.width/2, -rect.height/2]
+ else:
+ offset = [-rect.width/2,-3*rect.height/4]
+ window.blit(img, (self.x * grid_sz[0] + grid_sz[0]/2 + offset[0], self.y * grid_sz[1] + grid_sz[1]/2 + offset[1]))
+
+
+ if style == "classical":
+ return
+
+ # Draw the two possible types underneath the current_type image
+ for i in range(len(self.types)):
+ if self.types_revealed[i] == True:
+ img = small_images[self.colour][self.types[i]]
+ else:
+ img = small_images[self.colour]["unknown"] # If the type hasn't been revealed, show a placeholder
+
+
+ rect = img.get_rect()
+ offset = [-rect.width/2,-rect.height/2]
+
+ if i == 0:
+ target = (self.x * grid_sz[0] + grid_sz[0]/5 + offset[0], self.y * grid_sz[1] + 3*grid_sz[1]/4 + offset[1])
+ else:
+ target = (self.x * grid_sz[0] + 4*grid_sz[0]/5 + offset[0], self.y * grid_sz[1] + 3*grid_sz[1]/4 + offset[1])
+
+ window.blit(img, target) # Blit shit
+
+ # Collapses the wave function!
+ def select(self):
+ if self.current_type == "unknown":
+ self.choice = random.randint(0,1)
+ self.current_type = self.types[self.choice]
+ self.types_revealed[self.choice] = True
+ return self.choice
+
+ # Uncollapses (?) the wave function!
+ def deselect(self):
+ #print "Deselect called"
+ if (self.x + self.y) % 2 != 0:
+ if (self.types[0] != self.types[1]) or (self.types_revealed[0] == False or self.types_revealed[1] == False):
+ self.current_type = "unknown"
+ self.choice = -1
+ else:
+ self.choice = 0 # Both the two types are the same
+
+ # The sad moment when you realise that you do not understand anything about a subject you studied for 4 years...