X-Git-Url: https://git.ucc.asn.au/?p=progcomp2013.git;a=blobdiff_plain;f=qchess%2Fsrc%2Fboard.py;h=5f75d399d6bbdb0d59b9cc57000bb9df1e777054;hp=a9825d0de4e4922e97d40b7acdd357332aff2c34;hb=5287b4f869be70ddae4b59a44c448be33f95ccda;hpb=3decbfd61b59ee2611700e7fa96368e02f643d4d diff --git a/qchess/src/board.py b/qchess/src/board.py index a9825d0..5f75d39 100644 --- a/qchess/src/board.py +++ b/qchess/src/board.py @@ -15,6 +15,7 @@ class Board(): self.king = {"white" : None, "black" : None} # We need to keep track of the king, because he is important self.max_moves = None self.moves = 0 + self.move_stack = [] for c in ["black", "white"]: del self.unrevealed_types[c]["unknown"] @@ -185,10 +186,19 @@ class Board(): if len(self.possible_moves(piece)) <= 0: piece.deselect() # Piece can't move; deselect it + + # Piece needs to recalculate moves + piece.possible_moves = None # Update the board when a piece has been moved def update_move(self, x, y, x2, y2): + piece = self.grid[x][y] + #print "Moving " + str(x) + "," + str(y) + " to " + str(x2) + "," + str(y2) + "; possible_moves are " + str(self.possible_moves(piece)) + + if not [x2,y2] in self.possible_moves(piece): + raise Exception("ILLEGAL move " + str(x2)+","+str(y2)) + self.grid[x][y] = None taken = self.grid[x2][y2] if taken != None: @@ -212,6 +222,11 @@ class Board(): piece.deselect() # Uncollapse (?) the wavefunction! self.moves += 1 + + # All other pieces need to recalculate moves + for p in self.pieces["white"] + self.pieces["black"]: + p.possible_moves = None + #self.verify() # Update the board from a string @@ -269,7 +284,7 @@ class Board(): if prob > 0: result.update({p : prob}) - self.verify() + #self.verify() return result @@ -310,7 +325,7 @@ class Board(): for point in self.possible_moves(p, reject_allied): result[point[0]][point[1]] += prob - self.verify() + #self.verify() p.current_type = "unknown" return result @@ -336,10 +351,25 @@ class Board(): # This is probably inefficient, but I looked at some sample chess games and they seem to actually do things this way # reject_allied indicates whether squares occupied by allied pieces will be removed # (set to false to check for defense) - def possible_moves(self, p, reject_allied = True): - result = [] + def possible_moves(self, p, reject_allied = True, state=None): if p == None: + raise Exception("SANITY: No piece") + + + + if state != None and state != p.current_type: + old_type = p.current_type + p.current_type = state + result = self.possible_moves(p, reject_allied, state=None) + p.current_type = old_type return result + + if p.possible_moves != None: + return p.possible_moves + + + result = [] + if p.current_type == "unknown": @@ -411,7 +441,9 @@ class Board(): if g != None and (g.colour == p.colour and reject_allied == True): result.remove(point) # Remove allied pieces - self.verify() + #self.verify() + + p.possible_moves = result return result @@ -453,3 +485,31 @@ class Board(): # I typed the full statement about 30 times before writing this function... def on_board(self, x, y): return (x >= 0 and x < w) and (y >= 0 and y < h) + + # Pushes a move temporarily + def push_move(self, piece, x, y): + target = self.grid[x][y] + self.move_stack.append([piece, target, piece.x, piece.y, x, y]) + [piece.x, piece.y] = [x, y] + self.grid[x][y] = piece + self.grid[piece.x][piece.y] = None + + for p in self.pieces["white"] + self.pieces["black"]: + p.possible_moves = None + + # Restore move + def pop_move(self): + #print str(self.move_stack) + [piece, target, x1, y1, x2, y2] = self.move_stack[len(self.move_stack)-1] + self.move_stack = self.move_stack[:-1] + piece.x = x1 + piece.y = y1 + self.grid[x1][y1] = piece + if target != None: + target.x = x2 + target.y = y2 + self.grid[x2][y2] = target + + for p in self.pieces["white"] + self.pieces["black"]: + p.possible_moves = None +