moved everything related to python in the python
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24
python/src/logic/pieces/bishop.py
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24
python/src/logic/pieces/bishop.py
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from logic.move import Move
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from .piece import Piece
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class Bishop(Piece):
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def legal_moves(self, board: "Board", / , looking_for_check = False) -> list[Move]:
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ret = []
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# looking north east
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ret.extend(self._look_direction(board, 1, 1))
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# looking south east
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ret.extend(self._look_direction(board, 1, -1))
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# looking south west
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ret.extend(self._look_direction(board, -1, -1))
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# looking north west
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ret.extend(self._look_direction(board, -1, 1))
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if not looking_for_check:# and board.is_check_for(self.colour):
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return self.keep_only_blocking(ret, board)
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return ret
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69
python/src/logic/pieces/king.py
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69
python/src/logic/pieces/king.py
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from logic.move import CastleSide, Move
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from logic.position import Position
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from .piece import Piece
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class King(Piece):
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def legal_moves(self, board: "Board") -> list[Move]:
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ret = []
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# -- Regular moves
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for dx in [-1, 0, 1]:
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for dy in [-1, 0, 1]:
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if dx == 0 and dy == 0: # skip current position
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continue
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x = self.pos.x + dx
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y = self.pos.y + dy
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move = self._move_for_position(board, x, y)
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if move:
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board_after_move = board.make_move(move)
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if not board_after_move.is_check_for(self.colour):
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ret.append(move)
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if board.is_check_for(self.colour):
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return self.keep_only_blocking(ret, board)
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# -- Castles
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castling_rights = board.castling_rights_for(self.colour)
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if len(castling_rights) == 0:
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return ret
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if CastleSide.King in castling_rights:
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clear = True
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for dx in range(1, 3):
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x = self.pos.x + dx
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y = self.pos.y
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if board.piece_at(x, y) is not None:
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clear = False
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break
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move = self._move_for_position(board, x, y)
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board_after_move = board.make_move(move)
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if board_after_move.is_check_for(self.colour):
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clear = False
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break
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if clear:
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ret.append(Move(self, Position(6, self.pos.y), castle_side=CastleSide.King))
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if CastleSide.Queen in castling_rights:
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clear = True
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for dx in range(1, 4):
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x = self.pos.x - dx
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y = self.pos.y
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if board.piece_at(x, y) is not None:
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clear = False
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break
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move = self._move_for_position(board, x, y)
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board_after_move = board.make_move(move)
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if dx < 3 and board_after_move.is_check_for(self.colour):
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clear = False
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break
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if clear:
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ret.append(Move(self, Position(2, self.pos.y), castle_side=CastleSide.Queen))
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return ret
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23
python/src/logic/pieces/knight.py
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23
python/src/logic/pieces/knight.py
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from .piece import Piece
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class Knight(Piece):
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def letter(self):
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return "n"
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def legal_moves(self, board: "Board", / , looking_for_check = False) -> list["Move"]:
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ret = []
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for dx, dy in [
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(+2, +1), (+1, +2), # north east
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(+2, -1), (+1, -2), # south east
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(-2, -1), (-1, -2), # south west
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(-2, +1), (-1, +2), # north west
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]:
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move = self._move_for_position(board, self.pos.x + dx, self.pos.y + dy)
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if move is not None:
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ret.append(move)
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if not looking_for_check:# and board.is_check_for(self.colour):
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return self.keep_only_blocking(ret, board)
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return ret
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80
python/src/logic/pieces/pawn.py
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80
python/src/logic/pieces/pawn.py
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from logic.move import Move
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from logic.pieces.bishop import Bishop
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from logic.pieces.knight import Knight
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from logic.pieces.piece import Colour, Piece
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from logic.pieces.queen import Queen
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from logic.pieces.rook import Rook
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from logic.position import Position
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class Pawn(Piece):
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def legal_moves(self, board, / , looking_for_check = False) -> list[Move]:
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ret = []
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# can we capture to the left?
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if self.pos.x > 0 and (
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(self.colour == Colour.WHITE and (capturable_piece := board.piece_at(self.pos.x - 1, self.pos.y + 1)))
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or
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(self.colour == Colour.BLACK and (capturable_piece := board.piece_at(self.pos.x - 1, self.pos.y - 1)))
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):
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if capturable_piece.colour != self.colour:
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if (self.colour == Colour.WHITE and capturable_piece.pos.y == 7) or (self.colour == Colour.BLACK and capturable_piece.pos.y == 0):
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for piece in [Queen, Knight, Bishop, Rook]:
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ret.append(Move(self, capturable_piece.pos, is_capturing=True, promotes_to=piece))
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else:
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ret.append(Move(self, capturable_piece.pos, is_capturing = True))
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# can we capture to the right?
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if self.pos.x < 7 and (
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(self.colour == Colour.WHITE and (capturable_piece := board.piece_at(self.pos.x + 1, self.pos.y + 1)))
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or
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(self.colour == Colour.BLACK and (capturable_piece := board.piece_at(self.pos.x + 1, self.pos.y - 1)))
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):
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if capturable_piece.colour != self.colour:
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if (self.colour == Colour.WHITE and capturable_piece.pos.y == 7) or (self.colour == Colour.BLACK and capturable_piece.pos.y == 0):
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for piece in [Queen, Knight, Bishop, Rook]:
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ret.append(Move(self, capturable_piece.pos, is_capturing=True, promotes_to=piece))
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else:
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ret.append(Move(self, capturable_piece.pos, is_capturing = True))
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# -- Can we capture en passant?
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if board._en_passant_target is not None and \
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board._en_passant_target.pos.y == self.pos.y and (
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board._en_passant_target.pos.x == self.pos.x - 1
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or board._en_passant_target.pos.x == self.pos.x + 1
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):
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if board._en_passant_target.colour != self.colour:
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old_pos = board._en_passant_target.pos
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new_pos = Position(old_pos.x, old_pos.y + (1 if self.colour == Colour.WHITE else -1))
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ret.append(Move(self, new_pos, is_capturing = True, en_passant = True))
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# -- Normal moves
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if self.colour == Colour.WHITE:
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for dy in range(1, 3 if self.pos.y == 1 else 2):
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y = self.pos.y + dy
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if y > 7 or board.piece_at(self.pos.x, y):
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break
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pos = Position(self.pos.x, y)
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if y == 7:
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for piece in [Queen, Knight, Bishop, Rook]:
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ret.append(Move(self, pos, promotes_to=piece))
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else:
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ret.append(Move(self, pos, becomes_en_passant_target=dy==2))
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else:
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for dy in range(1, 3 if self.pos.y == 6 else 2):
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y = self.pos.y - dy
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if y < 0 or board.piece_at(self.pos.x, y):
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break
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pos = Position(self.pos.x, y)
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if y == 0:
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for piece in [Queen, Knight, Bishop, Rook]:
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ret.append(Move(self, pos, promotes_to=piece))
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else:
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ret.append(Move(self, pos, becomes_en_passant_target=dy==2))
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if not looking_for_check:# and board.is_check_for(self.colour):
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return self.keep_only_blocking(ret, board)
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return ret
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def letter(self):
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return "p"
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65
python/src/logic/pieces/piece.py
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65
python/src/logic/pieces/piece.py
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from logic.move import Move
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from logic.position import Position
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from enum import Enum
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class Colour(Enum):
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WHITE = "white"
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BLACK = "black"
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def __str__(self) -> str:
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return self.value
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class Piece:
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def __init__(self, pos: Position, colour: Colour) -> None:
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self.pos = pos
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assert colour == Colour.WHITE or colour == Colour.BLACK, "The colour of the piece must be either Piece.WHITE or Piece.BLACK"
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self.colour = colour
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def letter(self):
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return type(self).__name__[0].lower()
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def keep_only_blocking(self, candidates: list[Move], board: "Board") -> list[Move]:
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ret = []
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for move in candidates:
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board_after_move = board.make_move(move)
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if not board_after_move.is_check_for(self.colour):
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ret.append(move)
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return ret
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def _look_direction(self, board: "Board", mult_dx: int, mult_dy: int):
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ret = []
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for d in range(1, 8):
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dx = mult_dx * d
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dy = mult_dy * d
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move = self._move_for_position(board, self.pos.x + dx, self.pos.y + dy)
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if move is None:
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break
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ret.append(move)
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if move.is_capturing:
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break
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return ret
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def _move_for_position(self, board: "Board", x: int, y: int) -> Move | None:
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if not Position.is_within_bounds(x, y):
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return None
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piece = board.piece_at(x, y)
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if piece is None:
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return Move(self, Position(x, y))
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if piece.colour != self.colour:
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return Move(self, Position(x, y), is_capturing=True)
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return None
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def position(self) -> Position:
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return self.pos
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def move_to(self, pos: Position) -> "Piece":
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ret = type(self)(pos, self.colour)
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return ret
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def legal_moves(self, board: "Board", / , looking_for_check = False) -> list["Move"]:
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raise NotImplementedError(f"Can't say what the legal moves are for {type(self).__name__}, the method hasn't been implemented yet")
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35
python/src/logic/pieces/queen.py
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35
python/src/logic/pieces/queen.py
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from logic.move import Move
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from .piece import Piece
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class Queen(Piece):
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def legal_moves(self, board: "Board", / , looking_for_check = False) -> list[Move]:
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ret = []
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# looking north east
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ret.extend(self._look_direction(board, 1, 1))
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# looking south east
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ret.extend(self._look_direction(board, 1, -1))
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# looking south west
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ret.extend(self._look_direction(board, -1, -1))
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# looking north west
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ret.extend(self._look_direction(board, -1, 1))
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# looking east
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ret.extend(self._look_direction(board, 1, 0))
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# looking south
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ret.extend(self._look_direction(board, 0, -1))
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# looking west
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ret.extend(self._look_direction(board, -1, 0))
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# looking north
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ret.extend(self._look_direction(board, 0, 1))
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if not looking_for_check:# and board.is_check_for(self.colour):
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return self.keep_only_blocking(ret, board)
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return ret
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23
python/src/logic/pieces/rook.py
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23
python/src/logic/pieces/rook.py
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from logic.move import Move
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from .piece import Piece
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class Rook(Piece):
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def legal_moves(self, board: "Board", / , looking_for_check = False) -> list[Move]:
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ret = []
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# looking east
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ret.extend(self._look_direction(board, 1, 0))
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# looking south
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ret.extend(self._look_direction(board, 0, -1))
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# looking west
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ret.extend(self._look_direction(board, -1, 0))
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# looking north
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ret.extend(self._look_direction(board, 0, 1))
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if not looking_for_check:# and board.is_check_for(self.colour):
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return self.keep_only_blocking(ret, board)
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return ret
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