A console chess program that features normal chess rules including Castling, En Passant and promotion by choice. Detects draw if only kings are left, no moves possible and not in check or 50 consecutive moves without movement of a Pawn or a capture.
Detects check/mate (obviously).
Would be glad if you tested it and give any feedback.
Download https://sites.google.com/site/marsarsite/files or copy/paste below.
#!/usr/bin/env python
import os,sys,random
# Chessmastah, started Jan 2012 by Svein Arne Roed
#
# Available at https://sites.google.com/site/marsarsite/files
#
# Contact: svein+roed 'a+t' Gmail
#
# Version 0.5 hereby released :
#
# Castling
# En passant
# Choice between Knight and Queen when promoting a Pawn
# Game now ends in a draw if:
# * only kings are left
# * no possible moves (and isn't in check)
# * 50 consecutive moves without movement of a Pawn or a capture
# Various fixes and cleanup, thanks to cProfile - more efficient code
# Play against (random) computer
#
# "AI" not rewritten to classes yet, so computer is simply picking
# a random move.
#
# Thanks to python-forum.org's users Akavall and Micseydel
# for constructive feedback.
class Player(object):
allsquares = [(x, y) for x in range(8) for y in range(8)]
dullmoves = 0
def __init__(self, colour, nature, name):
self.colour = colour
self.nature = nature
self.name = name
self.can_castle_long_this_turn = False
self.can_castle_short_this_turn = False
self.playedturns = 0
def __str__(self):
if self.nature is 'AI':
return self.name+' ('+self.nature+')'+' as '+self.colour
else:
return self.name+' as '+self.colour
def set_opponent(self, opponent):
self.opponent = opponent
def getpieces(self, board):
return [pos for pos in board if board[pos].colour is self.colour]
def potentialtargets(self, playerspieces):
return [pos for pos in self.allsquares if pos not in playerspieces]
def kingpos(self, board):
for mine in self.getpieces(board):
if board[mine].piecename is 'k':
return mine
def validmoves(self, board):
self.set_castling_flags(board)
mypieces=self.getpieces(board)
for mine in mypieces:
for target in self.potentialtargets(mypieces):
if self.canmoveto(board, mine, target):
if not self.makesuscheck(mine, target, board):
yield (mine, target)
def set_castling_flags(self, board):
kingpos = self.kingpos(board)
if self.king_can_castle(board, kingpos):
if self.rook_can_castle_long(board, kingpos):
self.can_castle_long_this_turn = True
else:
self.can_castle_long_this_turn = False
if self.rook_can_castle_short(board, kingpos):
self.can_castle_short_this_turn = True
else:
self.can_castle_short_this_turn = False
else:
self.can_castle_long_this_turn = False
self.can_castle_short_this_turn = False
def king_can_castle(self, board, kingpos):
if board[kingpos].nrofmoves is 0 and not self.isincheck(board):
return True
def rook_can_castle_long(self, board, kingpos):
if self.longrook in board and board[self.longrook].nrofmoves is 0:
if self.hasclearpath(self.longrook, kingpos, board):
tmptarget = (kingpos[0],kingpos[1]-1)
if not self.makesuscheck(kingpos, tmptarget, board):
return True
def rook_can_castle_short(self, board, kingpos):
if self.shortrook in board and board[self.shortrook].nrofmoves is 0:
if self.hasclearpath(self.shortrook, kingpos, board):
tmptarget = (kingpos[0],kingpos[1]+1)
if not self.makesuscheck(kingpos, tmptarget, board):
return True
def getposition(self, move):
startcol = int(ord(move[0].lower())-97)
startrow = int(move[1])-1
targetcol = int(ord(move[2].lower())-97)
targetrow = int(move[3])-1
start = (startrow, startcol)
target = (targetrow, targetcol)
return start, target
def reacheddraw(self, board):
if not list(self.validmoves(board)) and not self.isincheck(board):
return True
if len(list(self.getpieces(board))) == \
len(list(self.opponent.getpieces(board))) == 1:
return True
if Player.dullmoves/2 == 50:
if self.nature is 'AI':
return True
else:
if raw_input("Call a draw? (yes/no) : ") in ['yes','y','Yes']:
return True
def ischeckmate(self, board):
if not list(self.validmoves(board)) and self.isincheck(board):
return True
def turn(self, board):
turnstring = "\n%s's turn," % self.name
warning = " *** Your King is in check *** "
if self.isincheck(board):
turnstring = turnstring + warning
return turnstring
def getmove(self, board):
print "\n"
while True:
# If player is computer, get a move from computer
if self.nature is 'AI':
#return aiengine.getAImove(self, board)
return random.choice(list(self.validmoves(board)))
else:
# Player is human, get a move from input
move=raw_input("\nMake a move : ")
if move == 'exit':
break
else:
start, target = self.getposition(move)
if (start, target) in self.validmoves(board):
return start, target
else:
raise IndexError
def makesuscheck(self, start, target, board):
# Make temporary move to test for check
self.domove(board, start, target)
retval = self.isincheck(board)
# Undo temporary move
self.unmove(board, start, target)
return retval
def isincheck(self, board):
kingpos = self.kingpos(board)
for enemy in self.opponent.getpieces(board):
if self.opponent.canmoveto(board, enemy, kingpos):
return True
def domove(self, board, start, target):
self.savedtargetpiece = None
if target in board:
self.savedtargetpiece = board[target]
board[target] = board[start]
board[target].position = target
del board[start]
board[target].nrofmoves += 1
if board[target].piecename is 'p' and not self.savedtargetpiece:
if abs(target[0]-start[0]) == 2:
board[target].turn_moved_twosquares = self.playedturns
elif abs(target[1]-start[1]) == abs(target[0]-start[0]) == 1:
# Pawn has done en passant, remove the victim
if self.colour is 'white':
passant_victim = (target[0]-1, target[1])
else:
passant_victim = (target[0]+1, target[1])
self.savedpawn = board[passant_victim]
del board[passant_victim]
if board[target].piecename is 'k':
if target[1]-start[1] == -2:
# King is castling long, move longrook
self.domove(board, self.longrook, self.longrook_target)
elif target[1]-start[1] == 2:
# King is castling short, move shortrook
self.domove(board, self.shortrook, self.shortrook_target)
def unmove(self, board, start, target):
board[start] = board[target]
board[start].position = start
if self.savedtargetpiece:
board[target] = self.savedtargetpiece
else:
del board[target]
board[start].nrofmoves -= 1
if board[start].piecename is 'p' and not self.savedtargetpiece:
if abs(target[0]-start[0]) == 2:
del board[start].turn_moved_twosquares
elif abs(target[1]-start[1]) == abs(target[0]-start[0]) == 1:
# We have moved back en passant Pawn, restore captured Pawn
if self.colour is 'white':
formerpos_passant_victim = (target[0]-1, target[1])
else:
formerpos_passant_victim = (target[0]+1, target[1])
board[formerpos_passant_victim] = self.savedpawn
if board[start].piecename is 'k':
if target[1]-start[1] == -2:
# King's castling long has been unmoved, move back longrook
self.unmove(board, self.longrook, self.longrook_target)
elif target[1]-start[1] == 2:
# King's castling short has been unmoved, move back shortrook
self.unmove(board, self.shortrook, self.shortrook_target)
def pawnpromotion(self, board, target):
if self.nature is 'AI':
# See if Knight makes opponent checkmate
board[target].promote('kn')
if self.opponent.ischeckmate(board):
return
else:
promoteto = 'q'
else:
promoteto = 'empty'
while promoteto.lower() not in ['kn','q']:
promoteto = \
raw_input("You may promote your pawn:\n[Kn]ight [Q]ueen : ")
board[target].promote(promoteto)
def hasclearpath(self, start, target, board):
startcol, startrow = start[1], start[0]
targetcol, targetrow = target[1], target[0]
if abs(startrow - targetrow) <= 1 and abs(startcol - targetcol) <= 1:
# The base case
return True
else:
if targetrow > startrow and targetcol == startcol:
# Straight down
tmpstart = (startrow+1,startcol)
elif targetrow < startrow and targetcol == startcol:
# Straight up
tmpstart = (startrow-1,startcol)
elif targetrow == startrow and targetcol > startcol:
# Straight right
tmpstart = (startrow,startcol+1)
elif targetrow == startrow and targetcol < startcol:
# Straight left
tmpstart = (startrow,startcol-1)
elif targetrow > startrow and targetcol > startcol:
# Diagonal down right
tmpstart = (startrow+1,startcol+1)
elif targetrow > startrow and targetcol < startcol:
# Diagonal down left
tmpstart = (startrow+1,startcol-1)
elif targetrow < startrow and targetcol > startcol:
# Diagonal up right
tmpstart = (startrow-1,startcol+1)
elif targetrow < startrow and targetcol < startcol:
# Diagonal up left
tmpstart = (startrow-1,startcol-1)
# If no pieces in the way, test next square
if tmpstart in board:
return False
else:
return self.hasclearpath(tmpstart, target, board)
def canmoveto(self, board, start, target):
startpiece = board[start].piecename.upper()
if startpiece == 'R' and not self.check_rook(start, target):
return False
elif startpiece == 'KN' and not self.check_knight(start, target):
return False
elif startpiece == 'P' and not self.check_pawn(start, target, board):
return False
elif startpiece == 'B' and not self.check_bishop(start, target):
return False
elif startpiece == 'Q' and not self.check_queen(start, target):
return False
elif startpiece == 'K' and not self.check_king(start, target):
return False
# Only the 'Knight' may jump over pieces
if startpiece in 'RPBQK':
if not self.hasclearpath(start, target, board):
return False
return True
def check_rook(self, start, target):
# Check for straight lines of movement(start/target on same axis)
if start[0] == target[0] or start[1] == target[1]:
return True
def check_knight(self, start, target):
# 'Knight' may move 2+1 in any direction and jump over pieces
if abs(target[0]-start[0]) == 2 and abs(target[1]-start[1]) == 1:
return True
elif abs(target[0]-start[0]) == 1 and abs(target[1]-start[1]) == 2:
return True
def check_pawn(self, start, target, board):
# Disable backwards and sideways movement
if 'white' in self.colour and target[0] < start[0]:
return False
elif 'black' in self.colour and target[0] > start[0]:
return False
if start[0] == target[0]:
return False
if target in board:
# Only attack if one square diagonaly away
if abs(target[1]-start[1]) == abs(target[0]-start[0]) == 1:
return True
else:
# Make peasants move only one forward (except first move)
if start[1] == target[1]:
# Normal one square move
if abs(target[0]-start[0]) == 1:
return True
# 1st exception to the rule, 2 square move first time
if board[start].nrofmoves is 0:
if abs(target[0]-start[0]) == 2:
return True
# 2nd exception to the rule, en passant
if start[0] == self.enpassantrow:
if abs(target[0]-start[0]) == 1:
if abs(target[1]-start[1]) == 1:
if target[1]-start[1] == -1:
passant_victim = (start[0], start[1]-1)
elif target[1]-start[1] == 1:
passant_victim = (start[0], start[1]+1)
if passant_victim in board and \
board[passant_victim].colour is not self.colour and \
board[passant_victim].piecename is 'p'and \
board[passant_victim].nrofmoves == 1 and \
board[passant_victim].turn_moved_twosquares == \
self.playedturns-1:
return True
def check_bishop(self, start, target):
# Check for non-horizontal/vertical and linear movement
if abs(target[1]-start[1]) == abs(target[0]-start[0]):
return True
def check_queen(self, start, target):
# Will be true if move can be done as Rook or Bishop
if self.check_rook(start, target) or self.check_bishop(start, target):
return True
def check_king(self, start, target):
# King can move one square in any direction
if abs(target[0]-start[0]) <= 1 and abs(target[1]-start[1]) <= 1:
return True
# ..except when castling
if self.can_castle_short_this_turn:
if target[1]-start[1] == 2 and start[0] == target[0]:
return True
if self.can_castle_long_this_turn:
if target[1]-start[1] == -2 and start[0] == target[0]:
return True
class Piece(object):
def __init__(self, piecename, position, player):
self.colour = player.colour
self.nature = player.nature
self.piecename = piecename
self.position = position
self.nrofmoves = 0
def __str__(self):
if self.colour is 'white':
if self.piecename is 'p':
return 'WP'
else:
return self.piecename.upper()
else:
return self.piecename
def canbepromoted(self):
if str(self.position[0]) in '07':
return True
def promote(self, to):
self.piecename = to.lower()
class Game(object):
def __init__(self, playera, playerb):
self.board = dict()
for player in [playera, playerb]:
if player.colour is 'white':
brow, frow = 0, 1
player.enpassantrow = 4
else:
brow, frow = 7, 6
player.enpassantrow = 3
player.longrook = (brow, 0)
player.longrook_target = \
(player.longrook[0], player.longrook[1]+3)
player.shortrook = (brow, 7)
player.shortrook_target = \
(player.shortrook[0], player.shortrook[1]-2)
[self.board.setdefault((frow,x), Piece('p', (frow,x), player)) \
for x in range(8)]
[self.board.setdefault((brow,x), Piece('r', (brow,x), player)) \
for x in [0,7]]
[self.board.setdefault((brow,x), Piece('kn',(brow,x), player)) \
for x in [1,6]]
[self.board.setdefault((brow,x), Piece('b', (brow,x), player)) \
for x in [2,5]]
self.board.setdefault((brow,3), Piece('q', (brow,3), player))
self.board.setdefault((brow,4), Piece('k', (brow,4), player))
def printboard(self):
topbottom=['*','a','b','c','d','e','f','g','h','*']
sides=['1','2','3','4','5','6','7','8']
tbspacer=' '*6
rowspacer=' '*5
cellspacer=' '*4
empty=' '*3
print
for field in topbottom:
print "%4s" % field,
print
print tbspacer+("_"*4+' ')*8
for row in range(8):
print(rowspacer+(('|'+cellspacer)*9))
print "%4s" % sides[row],('|'),
for col in range(8):
if (row, col) not in self.board:
print empty+'|',
else:
print "%2s" % self.board[(row, col)],('|'),
print "%2s" % sides[row],
print
print rowspacer+'|'+(("_"*4+'|')*8)
print
for field in topbottom:
print "%4s" % field,
print "\n"
def refreshscreen(self, player):
if player.colour is 'white':
playera, playerb = player, player.opponent
else:
playera, playerb = player.opponent, player
os.system('clear')
print " Now playing: %s vs %s" % (playera, playerb)
self.printboard()
def run(self, player):
self.refreshscreen(player)
while True:
print player.turn(self.board)
try:
start, target = player.getmove(self.board)
except (IndexError, ValueError):
self.refreshscreen(player)
print "\n\nPlease enter a valid move."
except TypeError:
# No start, target if user exit
break
else:
if target in self.board or self.board[start].piecename is 'p':
Player.dullmoves = 0
else:
Player.dullmoves += 1
player.domove(self.board, start, target)
player.playedturns += 1
# Check if there is a Pawn up for promotion
if self.board[target].piecename is 'p':
if self.board[target].canbepromoted():
player.pawnpromotion(self.board, target)
player = player.opponent
if player.reacheddraw(self.board):
return 1, player
elif player.ischeckmate(self.board):
return 2, player
else:
self.refreshscreen(player)
def end(self, player, result):
looser = player.name
winner = player.opponent.name
if result == 1:
endstring = "\n%s and %s reached a draw." % (winner, looser)
elif result == 2:
endstring = "\n%s put %s in checkmate." % (winner, looser)
os.system('clear')
self.printboard()
return endstring
def newgame():
os.system('clear')
print """
Welcome to Chessmastah, the fantastic console chess environment.
Please type in the name of the contestants.
If you want to play against the computer, leave one name blank
and press [Enter].
Or if you fancy, leave both names blank and watch the computer
duke it out with itself.
"""
playera, playerb = getplayers()
playera.set_opponent(playerb)
playerb.set_opponent(playera)
game = Game(playera, playerb)
infostring = \
"""
Very well, %s and %s, let's play.
Player A: %s (uppercase)
Player B: %s (lowercase)
(Use moves on form 'a2b3' or type 'exit' at any time.) """
print infostring % (playera.name, playerb.name, playera, playerb)
raw_input("\n\nPress [Enter] when ready")
# WHITE starts
player = playera
try:
result, player = game.run(player)
except TypeError:
# No result if user exit
pass
else:
print game.end(player, result)
raw_input("\n\nPress any key to continue")
def getplayers():
ainames = ['chesschick','foxysquare']
name1 = raw_input("\nPlayer A (white): ")
if not name1:
playera = Player('white', 'AI', ainames[0])
else:
playera = Player('white', 'human', name1)
name2 = raw_input("\nPlayer B (black): ")
if not name2:
playerb = Player('black', 'AI', ainames[1])
else:
playerb = Player('black', 'human', name2)
return playera, playerb
def main():
""" Kickstart everything. Display menu after game has ended. """
menu="""
Thanks for playing the Chessmastah, would you like to go again?
Press [Enter] to play again or type 'exit'. >> """
try:
while True:
newgame()
choice=raw_input(menu)
if choice == 'exit':
print "\nAs you wish. Welcome back!"
break
except KeyboardInterrupt:
sys.exit("\n\nOkok. Aborting.")
if __name__ == '__main__':
#cProfile.run('main()')
main()