MineChess / app.py
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#!/usr/bin/env python3
# coding: utf-8
"""
Jeu d'échecs + démineur — interface web Gradio (2 joueurs, tour par tour).
- Pièces: p (pion), f (fou), t (tour), c (cavalier), R (reine), k (roi)
MAJ = Blanc, minuscule = Noir
- Mines placées aléatoirement sur cases vides au début.
- Déplacement sur une mine -> pièce éliminée (mine explose).
- Cases sûres révélées comme en démineur (compte des mines adjacentes, cascade si 0).
- Règles de base : mouvements, captures, échec, échec-et-mat, promotion automatique.
- Castling & en passant non implémentés.
"""
import random
import copy
import gradio as gr
FILES = "abcdefgh"
RANKS = "12345678"
def sq_to_coords(sq):
sq = sq.lower()
return FILES.index(sq[0]), RANKS.index(sq[1])
def coords_to_sq(x,y):
return FILES[x] + RANKS[y]
def in_bounds(x,y):
return 0 <= x < 8 and 0 <= y < 8
# ---------- initial board ----------
def initial_board():
# board[x][y] with x file 0..7 (a..h), y rank 0..7 (1..8)
board = [[None for _ in range(8)] for _ in range(8)]
# White (bottom) y=0 (rank1) and y=1 (rank2)
white_row = ['t','c','f','R','k','f','c','t'] # types; will display uppercase for white
for x,p in enumerate(white_row):
board[x][0] = ('W', p)
for x in range(8):
board[x][1] = ('W', 'p')
# Black (top) y=7 (rank8) and y=6 (rank7)
black_row = ['t','c','f','R','k','f','c','t']
for x,p in enumerate(black_row):
board[x][7] = ('B', p)
for x in range(8):
board[x][6] = ('B', 'p')
return board
# ---------- mines and demineur mechanics ----------
def generate_mines(board, density=0.15):
empty = [(x,y) for x in range(8) for y in range(8) if board[x][y] is None]
n = max(1, int(len(empty) * density))
mines = set(random.sample(empty, n))
adj = {}
for x in range(8):
for y in range(8):
if (x,y) in mines:
adj[(x,y)] = -1
else:
cnt = 0
for dx in (-1,0,1):
for dy in (-1,0,1):
if dx==0 and dy==0: continue
nx,ny = x+dx, y+dy
if in_bounds(nx,ny) and (nx,ny) in mines:
cnt += 1
adj[(x,y)] = cnt
revealed = set()
exploded = set()
return mines, revealed, adj, exploded
def reveal_cascade(revealed, adj, start):
stack = [start]
while stack:
s = stack.pop()
if s in revealed:
continue
revealed.add(s)
if adj.get(s,0) == 0:
x,y = s
for dx in (-1,0,1):
for dy in (-1,0,1):
nx,ny = x+dx, y+dy
if dx==0 and dy==0: continue
if in_bounds(nx,ny) and (nx,ny) not in revealed:
stack.append((nx,ny))
# ---------- display ----------
def piece_to_char(piece):
if piece is None:
return '.'
col,ptype = piece
ch = ptype
return ch.upper() if col=='W' else ch.lower()
def render_board(board, mines, revealed, adj, exploded):
lines = []
lines.append(" a b c d e f g h")
lines.append(" -----------------")
for y in range(7,-1,-1):
row = f" {y+1} |"
for x in range(8):
if (x,y) in exploded:
cell = "X"
elif board[x][y] is not None:
cell = piece_to_char(board[x][y])
elif (x,y) in revealed:
cnt = adj.get((x,y), 0)
cell = str(cnt) if cnt>0 else ' '
else:
cell = '.'
row += ' ' + cell
row += f" | {y+1}"
lines.append(row)
lines.append(" -----------------")
lines.append(" a b c d e f g h")
return "\n".join(lines)
# ---------- moves generation ----------
DIRECTIONS_ROOK = [(1,0),(-1,0),(0,1),(0,-1)]
DIRECTIONS_BISHOP = [(1,1),(1,-1),(-1,1),(-1,-1)]
KNIGHT_MOVES = [(2,1),(2,-1),(-2,1),(-2,-1),(1,2),(1,-2),(-1,2),(-1,-2)]
def generate_pseudo_legal_moves_from(board, x, y):
piece = board[x][y]
if piece is None:
return []
color, ptype = piece
moves = []
if ptype == 'p':
# pawns: white moves up (y+1), black moves down (y-1)
diry = 1 if color=='W' else -1
start_rank = 1 if color=='W' else 6
# one forward
nx, ny = x, y + diry
if in_bounds(nx,ny) and board[nx][ny] is None:
moves.append((nx,ny))
# two forward from start
nx2, ny2 = x, y + 2*diry
if y == start_rank and in_bounds(nx2,ny2) and board[nx2][ny2] is None:
moves.append((nx2,ny2))
# captures
for dx in (-1,1):
cx, cy = x+dx, y+diry
if in_bounds(cx,cy) and board[cx][cy] is not None and board[cx][cy][0] != color:
moves.append((cx,cy))
elif ptype == 'c':
for dx,dy in KNIGHT_MOVES:
nx,ny = x+dx, y+dy
if in_bounds(nx,ny) and (board[nx][ny] is None or board[nx][ny][0] != color):
moves.append((nx,ny))
elif ptype == 't':
for dx,dy in DIRECTIONS_ROOK:
nx,ny = x+dx, y+dy
while in_bounds(nx,ny):
if board[nx][ny] is None:
moves.append((nx,ny))
else:
if board[nx][ny][0] != color:
moves.append((nx,ny))
break
nx += dx; ny += dy
elif ptype == 'f':
for dx,dy in DIRECTIONS_BISHOP:
nx,ny = x+dx, y+dy
while in_bounds(nx,ny):
if board[nx][ny] is None:
moves.append((nx,ny))
else:
if board[nx][ny][0] != color:
moves.append((nx,ny))
break
nx += dx; ny += dy
elif ptype == 'R':
for dx,dy in DIRECTIONS_ROOK + DIRECTIONS_BISHOP:
nx,ny = x+dx, y+dy
while in_bounds(nx,ny):
if board[nx][ny] is None:
moves.append((nx,ny))
else:
if board[nx][ny][0] != color:
moves.append((nx,ny))
break
nx += dx; ny += dy
elif ptype == 'k':
for dx in (-1,0,1):
for dy in (-1,0,1):
if dx==0 and dy==0: continue
nx,ny = x+dx, y+dy
if in_bounds(nx,ny) and (board[nx][ny] is None or board[nx][ny][0] != color):
moves.append((nx,ny))
return moves
def is_square_attacked(board, tx, ty, attacker_color):
for x in range(8):
for y in range(8):
p = board[x][y]
if p is not None and p[0] == attacker_color:
for (mx,my) in generate_pseudo_legal_moves_from(board, x, y):
if mx==tx and my==ty:
return True
return False
def locate_king(board, color):
for x in range(8):
for y in range(8):
p = board[x][y]
if p is not None and p[0]==color and p[1]=='k':
return (x,y)
return None
def king_in_check(board, color):
kpos = locate_king(board, color)
if kpos is None:
return True
return is_square_attacked(board, kpos[0], kpos[1], 'B' if color=='W' else 'W')
def all_legal_moves(board, color):
moves = []
for x in range(8):
for y in range(8):
p = board[x][y]
if p is None or p[0]!=color: continue
for (nx,ny) in generate_pseudo_legal_moves_from(board, x, y):
b2 = copy.deepcopy(board)
b2[nx][ny] = b2[x][y]
b2[x][y] = None
# If move captures the opponent king by moving onto it, that's allowed but leads to win
if not king_in_check(b2, color):
moves.append(((x,y),(nx,ny)))
return moves
# ---------- apply move with mine logic ----------
def apply_move(board, from_xy, to_xy, mines, revealed, adj, exploded):
fx,fy = from_xy; tx,ty = to_xy
piece = board[fx][fy]
if piece is None:
return board, False, False, False
# stepping onto mine?
if (tx,ty) in mines:
# piece eliminated
board[fx][fy] = None
exploded.add((tx,ty))
mines.remove((tx,ty))
revealed.add((tx,ty))
return board, True, False, False
# normal move
capture = board[tx][ty] is not None
board[tx][ty] = board[fx][fy]
board[fx][fy] = None
# reveal
reveal_cascade(revealed, adj, (tx,ty))
# promotion
promotion = False
col, ptype = board[tx][ty]
if ptype == 'p':
if (col=='W' and ty==7) or (col=='B' and ty==0):
board[tx][ty] = (col, 'R')
promotion = True
return board, False, capture, promotion
# ---------- parsing ----------
def parse_move_input(s):
s = s.strip().lower().replace('-', ' ').replace('->',' ').replace(',', ' ')
parts = s.split()
if len(parts)==1 and len(parts[0])==4:
return parts[0][0:2], parts[0][2:4]
if len(parts)==2 and all(len(p)==2 for p in parts):
return parts[0], parts[1]
return None
# ---------- Gradio app state helpers ----------
def new_game_state(density):
board = initial_board()
mines, revealed, adj, exploded = generate_mines(board, density=density)
state = {
"board": board,
"mines": mines,
"revealed": revealed,
"adj": adj,
"exploded": exploded,
"turn": 'W',
"move_number": 1,
"log": ["Nouvelle partie créée. Blanc commence."]
}
return state
# ---------- Gradio callbacks ----------
def start_new_game(density):
state = new_game_state(density)
board = state["board"]; mines=state["mines"]; revealed=state["revealed"]; adj=state["adj"]; exploded=state["exploded"]
board_text = render_board(board, mines, revealed, adj, exploded)
return board_text, "\n".join(state["log"]), state
def submit_move(move_str, state):
if state is None:
return "Aucune partie en cours.", "Aucune", None
board = state["board"]; mines=state["mines"]; revealed=state["revealed"]; adj=state["adj"]; exploded=state["exploded"]
turn = state["turn"]
log = state["log"]
move = parse_move_input(move_str or "")
if move is None:
log.append("Format invalide. Utilisez ex: e2e4")
return render_board(board,mines,revealed,adj,exploded), "\n".join(log), state
from_sq, to_sq = move
try:
fx,fy = sq_to_coords(from_sq)
tx,ty = sq_to_coords(to_sq)
except Exception:
log.append("Coordonnées invalides.")
return render_board(board,mines,revealed,adj,exploded), "\n".join(log), state
p = board[fx][fy]
if p is None or p[0] != turn:
log.append("Pas de pièce de votre couleur sur la case de départ.")
return render_board(board,mines,revealed,adj,exploded), "\n".join(log), state
legal = all_legal_moves(board, turn)
ok = False
for (a,b),(c,d) in legal:
if a==fx and b==fy and c==tx and d==ty:
ok = True; break
if not ok:
log.append("Coup illégal ou qui laisserait le roi en échec.")
return render_board(board,mines,revealed,adj,exploded), "\n".join(log), state
board, eliminated, capture, promotion = apply_move(board, (fx,fy), (tx,ty), mines, revealed, adj, exploded)
if eliminated:
log.append(f"BOOM ! Mine déclenchée en {to_sq}. Pièce éliminée.")
# check if king remains
if locate_king(board, turn) is None:
winner = 'Noir' if turn=='W' else 'Blanc'
log.append(f"Le roi de {'Blanc' if turn=='W' else 'Noir'} a été éliminé. {winner} gagne.")
return render_board(board,mines,revealed,adj,exploded), "\n".join(log), state
else:
if capture:
log.append(f"Prise en {to_sq}.")
if promotion:
log.append(f"Promotion en Reine en {to_sq}.")
# switch turn
state["turn"] = 'B' if turn=='W' else 'W'
state["move_number"] += 1
# check for check/checkmate/stalemate
next_color = state["turn"]
if king_in_check(board, next_color):
# check if has legal moves
if not all_legal_moves(board, next_color):
winner = 'Blanc' if next_color=='B' else 'Noir'
log.append(f"Échec et mat ! {winner} gagne.")
else:
log.append(f"{'Blanc' if next_color=='W' else 'Noir'} est en échec.")
else:
if not all_legal_moves(board, next_color):
log.append("Pat (stalemate).")
state["log"] = log
return render_board(board,mines,revealed,adj,exploded), "\n".join(log), state
# ---------- Gradio UI ----------
with gr.Blocks() as demo:
gr.Markdown("# ♟️ Échecs + Démineur (2 joueurs)")
gr.Markdown("Déplacez vos pièces normalement. Les cases vides initiales contiennent des mines aléatoires ; si une de vos pièces marche sur une mine, elle est éliminée.")
with gr.Row():
density = gr.Slider(minimum=0.05, maximum=0.35, value=0.18, step=0.01, label="Densité des mines (fraction des cases vides)")
btn_new = gr.Button("Nouvelle partie")
board_area = gr.Textbox(label="Plateau", interactive=False, lines=12)
log_area = gr.Textbox(label="Journal de partie", interactive=False, lines=8)
move_in = gr.Textbox(label="Votre coup (ex: e2e4)", placeholder="e2e4", lines=1)
btn_move = gr.Button("Jouer le coup")
state = gr.State(None)
btn_new.click(fn=start_new_game, inputs=[density], outputs=[board_area, log_area, state])
btn_move.click(fn=submit_move, inputs=[move_in, state], outputs=[board_area, log_area, state])
gr.Markdown("**Règles simplifiées** : promotion automatique en reine, pas de roque, pas d'en-passant.")
# Launch app
if __name__ == "__main__":
demo.launch()