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chessEngine.py
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chessEngine.py
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"""
This class is responsible for storing all the information about the current state of a chess game. It will also be responsible for determining the valid moves at the current state. It will also keep a move log.
"""
class GameState():
def __init__(self):
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.whiteKingLocation = (7, 4)
self.blackKingLocation = (0, 4)
# 3 for checks and pins
self.inCheck = False
self.pins = []
self.checks = []
self.checkmate = False
self.stalemate = False
self.moveLog = []
self.enPassantPossible = () # coordinates for the square where en passant capture is possible
self.enPassantPossibleLog = [self.enPassantPossible]
self.currentCastlingRight = CastleRights(True, True, True, True)
self.castleRightsLog = [CastleRights(self.currentCastlingRight.wks, self.currentCastlingRight.bks, self.currentCastlingRight.wqs, self.currentCastlingRight.bqs)]
# Takes a move as a parameter and executes it (this will not work for castling, pawn promotion and en-passant)
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 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)
#if pawn moves twice, next move will be en passant
#update enPassantPossible variable
if move.pieceMoved[1] == 'p' and abs(move.startRow - move.endRow) == 2: #only on 2 square pawn advances
self.enPassantPossible = ((move.startRow + move.endRow) // 2, move.startCol)
else:
self.enPassantPossible = ()
#en passant
if move.isenPassantMove:
self.board[move.startRow][move.endCol] = '--'
#pawn promotion
if move.isPawnPromotion:
self.board[move.endRow][move.endCol] = move.pieceMoved[0] + 'Q'
#castle move
if move.isCastleMove:
if move.endCol - move.startCol == 2: #kingside castle
if move.endCol + 1 < len(self.board[move.endRow]):
self.board[move.endRow][move.endCol - 1] = self.board[move.endRow][move.endCol + 1] #moves the rook
self.board[move.endRow][move.endCol + 1] = '--' #erase old rook
else: #queenside castle
if move.endCol - 2 >= 0:
self.board[move.endRow][move.endCol + 1] = self.board[move.endRow][move.endCol - 2] #moves the rook
self.board[move.endRow][move.endCol - 2] = '--' #erase old rook
self.enPassantPossibleLog.append(self.enPassantPossible)
#update castling rights - whenever it is a rook or a king move
self.updateCastleRights(move)
self.castleRightsLog.append(CastleRights(self.currentCastlingRight.wks, self.currentCastlingRight.bks, self.currentCastlingRight.wqs, self.currentCastlingRight.bqs))
def updateCastleRights(self, move):
'''
update castling rights whenever it is a rook or a king move
'''
# if a rook is captured, update the castleRights
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
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:
self.currentCastlingRight.wqs = False
elif move.startCol == 7:
self.currentCastlingRight.wks = False
elif move.pieceMoved == 'bR':
if move.startRow == 0:
if move.startCol == 0:
self.currentCastlingRight.bqs = False
elif move.startCol == 7:
self.currentCastlingRight.bks = False
# Undo last move
def undoMove(self):
if len(self.moveLog) != 0:
move = self.moveLog.pop()
self.board[move.startRow][move.startCol] = move.pieceMoved
self.board[move.endRow][move.endCol] = move.pieceCaptured
self.whiteToMove = not self.whiteToMove # swap players
# update king's location if moved
if move.pieceMoved == 'wK':
self.whiteKingLocation = (move.startRow, move.startCol)
elif move.pieceMoved == 'bK':
self.blackKingLocation = (move.startRow, move.startCol)
#undo en passant is different
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 the new castle rights from the move just undone
self.currentCastlingRight = self.castleRightsLog[-1] # set the current castle rights to the last one in the list
# update the king's position in castling rights if necessary
if move.pieceMoved == 'wK':
self.currentCastlingRight.wks = True
self.currentCastlingRight.wqs = True
elif move.pieceMoved == 'bK':
self.currentCastlingRight.bqs = True
self.currentCastlingRight.bks = True
# undo castle move
if move.isCastleMove:
if move.endCol - move.startCol == 2: #kingside castle
if move.endCol + 1 < len(self.board[move.endRow]):
self.board[move.endRow][move.endCol + 1] = self.board[move.endRow][move.endCol - 1] #moves the rook
self.board[move.endRow][move.endCol - 1] = '--' #erase old rook
else: #queenside castle
if move.endCol - 2 >= 0:
self.board[move.endRow][move.endCol - 2] = self.board[move.endRow][move.endCol + 1] #moves the rook
self.board[move.endRow][move.endCol + 1] = '--' #erase old rook
self.checkmate = False
self.stalemate = False
# All moves considering checks
def getValidMoves(self):
moves = []
self.inCheck, self.pins, self.checks = self.checkForPinsAndChecks()
if self.whiteToMove:
kingRow, kingCol = self.whiteKingLocation
else:
kingRow, kingCol = self.blackKingLocation
if self.inCheck:
if len(self.checks) == 1: # only 1 check, block check or move king
moves = self.getAllPossibleMoves()
# to block the check you must put a piece into one of the squares between the enemy piece and your king
check = self.checks[0]
checkRow, checkCol = check[0], check[1]
pieceChecking = self.board[checkRow][checkCol]
validSquares = []
if pieceChecking[1] == 'N': # if knight, must capture knight or move king, other pieces can be blocked
validSquares = [(checkRow, checkCol)]
else:
for i in range(1, 8):
validSquare = (kingRow + check[2] * i, kingCol + check[3] * i) # check[2] and check[3] are the check directions
validSquares.append(validSquare)
if validSquare[0] == checkRow and validSquare[1] == checkCol: # once you get to your king, stop
break
# get rid of moves that don't block check or move king
for i in range(len(moves) - 1, -1, -1):
if moves[i].pieceMoved[1] != 'K': # move doesn't move king so it must block or capture
if (moves[i].endRow, moves[i].endCol) not in validSquares: # move doesn't block check or capture piece
moves.remove(moves[i])
else: # double check, king has to move
self.getKingMoves(kingRow, kingCol, moves)
else: # not in check so all moves are fine
moves = self.getAllPossibleMoves()
# Include castling moves for white
if self.whiteToMove:
if self.currentCastlingRight.wks:
self.getKingsideCastleMoves(kingRow, kingCol, moves)
if self.currentCastlingRight.wqs:
self.getQueensideCastleMoves(kingRow, kingCol, moves)
else: # castling moves for black
if self.currentCastlingRight.bks:
self.getKingsideCastleMoves(kingRow, kingCol, moves)
if self.currentCastlingRight.bqs:
self.getQueensideCastleMoves(kingRow, kingCol, moves)
if len(moves) == 0:
if self.inCheck:
self.checkmate = True
else:
self.stalemate = True
else:
self.checkmate = False
self.stalemate = False
return moves
# All moves without considering checks
def getAllPossibleMoves(self):
moves = []
for r in range(len(self.board)):
for c in range(len(self.board[r])):
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]
# calls appropriate move func based on piece
self.moveFunctions[piece](r, c, moves)
return moves
def checkForPinsAndChecks(self):
pins = [] # squares pinned and the direction its pinned from
checks = [] # squares where enemy is applying a check
inCheck = False
if self.whiteToMove:
enemyColor = "b"
allyColor = "w"
startRow = self.whiteKingLocation[0]
startCol = self.whiteKingLocation[1]
else:
enemyColor = "w"
allyColor = "b"
startRow = self.blackKingLocation[0]
startCol = self.blackKingLocation[1]
# check outwards from king for pins and checks, keep track of pins
directions = ((-1, 0), (0, -1), (1, 0), (0, 1), (-1, -1), (-1, 1), (1, -1), (1, 1))
for j in range(len(directions)):
d = directions[j]
possiblePin = () # reset possible pins
for i in range(1, 8):
endRow = startRow + d[0] * i
endCol = startCol + d[1] * i
if 0 <= endRow <= 7 and 0 <= endCol <= 7:
endPiece = self.board[endRow][endCol]
if endPiece[0] == allyColor and endPiece[1] != "K":
if possiblePin == (): # first allied piece could be pinned
possiblePin = (endRow, endCol, d[0], d[1])
else: # 2nd allied piece - no check or pin from this direction
break
elif endPiece[0] == enemyColor:
enemyType = endPiece[1]
# 5 possibilities in this complex conditional
# 1.) orthogonally away from king and piece is a rook
# 2.) diagonally away from king and piece is a bishop
# 3.) 1 square away diagonally from king and piece is a pawn
# 4.) any direction and piece is a queen
# 5.) any direction 1 square away and piece is a king
if (0 <= j <= 3 and enemyType == "R") or (4 <= j <= 7 and enemyType == "B") or (
i == 1 and enemyType == "p" and (
(enemyColor == "w" and 6 <= j <= 7) or (enemyColor == "b" and 4 <= j <= 5))) or (
enemyType == "Q") or (i == 1 and enemyType == "K"):
if possiblePin == (): # no piece blocking, so check
inCheck = True
checks.append((endRow, endCol, d[0], d[1]))
break
else: # piece blocking so pin
pins.append(possiblePin)
break
else: # enemy piece not applying checks
break
else:
break # off board
# check for knight checks
knightMoves = ((-2, -1), (-2, 1), (-1, 2), (1, 2), (2, -1), (2, 1), (-1, -2), (1, -2))
for move in knightMoves:
endRow = startRow + move[0]
endCol = startCol + move[1]
if 0 <= endRow <= 7 and 0 <= endCol <= 7:
endPiece = self.board[endRow][endCol]
if endPiece[0] == enemyColor and endPiece[1] == "N": # enemy knight attacking a king
inCheck = True
checks.append((endRow, endCol, move[0], move[1]))
return inCheck, pins, checks
def getPawnMoves(self, row, col, moves):
piecePinned = False
pinDirection = ()
for i in range(len(self.pins) - 1, -1, -1):
if self.pins[i][0] == row and self.pins[i][1] == col:
piecePinned = True
pinDirection = (self.pins[i][2], self.pins[i][3])
self.pins.remove(self.pins[i])
break
if self.whiteToMove:
moveAmount = -1
startRow = 6
enemyColor = "b"
kingRow, kingCol = self.whiteKingLocation
else:
moveAmount = 1
startRow = 1
enemyColor = "w"
kingRow, kingCol = self.blackKingLocation
if self.board[row + moveAmount][col] == "--": # 1 square pawn advance
if not piecePinned or pinDirection == (moveAmount, 0):
moves.append(Move((row, col), (row + moveAmount, col), self.board))
if row == startRow and self.board[row + 2 * moveAmount][col] == "--": # 2 square pawn advance
moves.append(Move((row, col), (row + 2 * moveAmount, col), self.board))
if col - 1 >= 0: # capture to the left
if not piecePinned or pinDirection == (moveAmount, -1):
if self.board[row + moveAmount][col - 1][0] == enemyColor:
moves.append(Move((row, col), (row + moveAmount, col - 1), self.board))
if (row + moveAmount, col - 1) == self.enPassantPossible:
attackingPiece = blockingPiece = False
if kingRow == row:
if kingCol < col: # king is left of the pawn
# inside: between king and the pawn;
# outside: between pawn and border;
insideRange = range(kingCol + 1, col - 1)
outsideRange = range(col + 1, 8)
else: # king right of the pawn
insideRange = range(kingCol - 1, col, -1)
outsideRange = range(col - 2, -1, -1)
for i in insideRange:
if self.board[row][i] != "--": # some piece beside en-passant pawn blocks
blockingPiece = True
for i in outsideRange:
square = self.board[row][i]
if square[0] == enemyColor and (square[1] == "R" or square[1] == "Q"):
attackingPiece = True
elif square != "--":
blockingPiece = True
if not attackingPiece or blockingPiece:
moves.append(Move((row, col), (row + moveAmount, col - 1), self.board, isEnpassantMove=True))
if col + 1 <= 7: # capture to the right
if not piecePinned or pinDirection == (moveAmount, 1):
if self.board[row + moveAmount][col + 1][0] == enemyColor:
moves.append(Move((row, col), (row + moveAmount, col + 1), self.board))
if (row + moveAmount, col + 1) == self.enPassantPossible:
attackingPiece = blockingPiece = False
if kingRow == row:
if kingCol < col: # king is left of the pawn
# inside: between king and the pawn;
# outside: between pawn and border;
insideRange = range(kingCol + 1, col)
outsideRange = range(col + 2, 8)
else: # king right of the pawn
insideRange = range(kingCol - 1, col + 1, -1)
outsideRange = range(col - 1, -1, -1)
for i in insideRange:
if self.board[row][i] != "--": # some piece beside en-passant pawn blocks
blockingPiece = True
for i in outsideRange:
square = self.board[row][i]
if square[0] == enemyColor and (square[1] == "R" or square[1] == "Q"):
attackingPiece = True
elif square != "--":
blockingPiece = True
if not attackingPiece or blockingPiece:
moves.append(Move((row, col), (row + moveAmount, col + 1), self.board, isEnpassantMove=True))
def getRookMoves(self, r, c, moves):
piecePinned = False
pinDirection = ()
for i in range(len(self.pins) - 1, -1, -1):
if self.pins[i][0] == r and self.pins[i][1] == c:
piecePinned = True
pinDirection = (self.pins[i][2], self.pins[i][3])
if self.board[r][c][1] != 'Q':
self.pins.remove(self.pins[i])
break
directions = ((-1, 0), (0, -1), (1, 0), (0, 1))
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
if not piecePinned or pinDirection == d or pinDirection == (-d[0], -d[1]):
endPiece = self.board[endRow][endCol]
if endPiece == "--": # empty space valid
moves.append(Move((r, c), (endRow, endCol), self.board))
elif endPiece[0] == enemyColor:
moves.append(Move((r, c), (endRow, endCol), self.board))
break
else: # enemy piece invalid
break
else: # off board
break
def getBishopMoves(self, r, c, moves):
piecePinned = False
pinDirection = ()
for i in range(len(self.pins) - 1, -1, -1):
if self.pins[i][0] == r and self.pins[i][1] == c:
piecePinned = True
pinDirection = (self.pins[i][2], self.pins[i][3])
self.pins.remove(self.pins[i])
break
directions = ((-1, -1), (-1, 1), (1, -1), (1, 1))
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:
if not piecePinned or pinDirection == d or pinDirection == (-d[0], -d[1]):
endPiece = self.board[endRow][endCol]
if endPiece == "--": # empty space valid
moves.append(Move((r, c), (endRow, endCol), self.board))
elif endPiece[0] == enemyColor:
moves.append(Move((r, c), (endRow, endCol), self.board))
break
else: # enemy piece invalid
break
else: # off board
break
def getKnightMoves(self, r, c, moves):
piecePinned = False
for i in range(len(self.pins) - 1, -1, -1):
if self.pins[i][0] == r and self.pins[i][1] == c:
piecePinned = True
self.pins.remove(self.pins[i])
break
knightMoves = ((-2, -1), (-2, 1), (-1, -2), (-1, 2),
(1, -2), (1, 2), (2, -1), (2, 1))
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:
if not piecePinned:
endPiece = self.board[endRow][endCol]
if endPiece[0] != allyColor: #not ally piece (empty or enemy piece
moves.append(Move((r, c), (endRow, endCol), self.board))
def getQueenMoves(self, r, c, moves):
self.getRookMoves(r, c, moves)
self.getBishopMoves(r, c, moves)
def getKingMoves(self, r, c, moves):
rowMoves = (-1, -1, -1, 0, 0, 1, 1, 1)
colMoves = (-1, 0, 1, -1, 1, -1, 0, 1)
allyColor = 'w' if self.whiteToMove else 'b'
for i in range(8):
endRow = r + rowMoves[i]
endCol = c + colMoves[i]
if 0 <= endRow < 8 and 0 <= endCol < 8:
endPiece = self.board[endRow][endCol]
if endPiece[0] != allyColor: #not ally piece (empty or enemy piece
# place king on end square and check for checks
if allyColor == 'w':
self.whiteKingLocation = (endRow, endCol)
else:
self.blackKingLocation = (endRow, endCol)
inCheck, pins, checks = self.checkForPinsAndChecks()
if not inCheck:
moves.append(Move((r, c), (endRow, endCol), self.board))
# place king back on original location
if allyColor == 'w':
self.whiteKingLocation = (r, c)
else:
self.blackKingLocation = (r, c)
def squareUnderAttack(self, r, c):
self.whiteToMove = not self.whiteToMove
oppMoves = self.getAllPossibleMoves()
self.whiteToMove = not self.whiteToMove
for move in oppMoves:
if move.endRow == r and move.endCol == c:
return True
return False
def getCastleMoves(self, r, c, moves):
if self.squareUnderAttack(r, c):
return
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):
# Check if the king is within the bounds of the board
if 0 <= r < len(self.board) and 0 <= c < len(self.board[0]):
# Check if the king is not at the edge of the board
if c + 2 < len(self.board[0]):
# Check if the squares for castling are empty
if self.board[r][c+1] == '--' and self.board[r][c+2] == '--':
# Check if the squares the king moves through are not under attack
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 values
# 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]
self.isPawnPromotion = (self.pieceMoved == 'wp' and self.endRow == 0) or (self.pieceMoved == 'bp' and self.endRow == 7)
#en passant
self.isenPassantMove = isEnpassantMove
if self.isenPassantMove:
self.pieceCaptured = 'wp' if self.pieceMoved == 'bp' else 'bp'
#castling
self.isCastleMove = isCastleMove
self.moveID = self.startRow * 1000 + self.startCol * 100 + self.endRow * 10 + self.endCol
def __eq__(self, other):
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]