Update app.py
Browse files
app.py
CHANGED
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@@ -1,19 +1,33 @@
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import random
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import copy
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import gradio as gr
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("W", "p"): "♙", ("B", "p"): "♟",
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("W", "t"): "♖", ("B", "t"): "♜",
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("W", "c"): "♘", ("B", "c"): "♞",
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("W", "f"): "♗", ("B", "f"): "♝",
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("W", "R"): "♕", ("B", "R"): "♛",
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("W", "k"): "♔", ("B", "k"): "♚"
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}
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def sq_to_coords(sq):
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sq = sq.lower()
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@@ -22,120 +36,34 @@ def sq_to_coords(sq):
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def coords_to_sq(x, y):
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return FILES[x] + RANKS[y]
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def in_bounds(x, y):
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return 0 <= x < 8 and 0 <= y < 8
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# --- initial board ---
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def initial_board():
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board = [[None for _ in range(8)] for _ in range(8)]
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white_row = ['t','c','f','R','k','f','c','t']
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for x, p in enumerate(white_row):
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board[x][0] = ('W', p)
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board[x][1] = ('W', 'p')
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black_row = ['t','c','f','R','k','f','c','t']
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for x, p in enumerate(black_row):
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board[x][7] = ('B', p)
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board[x][6] = ('B', 'p')
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return board
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# --- mines ---
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def generate_mines(board, density=0.15):
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empty = [(x, y) for x in range(8) for y in range(8) if board[x][y] is None]
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n = max(1, int(len(empty) * density))
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mines = set(random.sample(empty, n))
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def render_board(board, mines, revealed, exploded):
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grid = []
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for y in range(7, -1, -1):
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row = []
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for x in range(8):
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if (x, y) in exploded:
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elif board[x][y]:
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elif (x, y) in revealed:
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else:
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grid.append(row)
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return "\n".join(" ".join(
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DIRECTIONS_ROOK = [(1,0),(-1,0),(0,1),(0,-1)]
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DIRECTIONS_BISHOP = [(1,1),(1,-1),(-1,1),(-1,-1)]
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KNIGHT_MOVES = [(2,1),(2,-1),(-2,1),(-2,-1),(1,2),(1,-2),(-1,2),(-1,-2)]
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def generate_pseudo_legal_moves(board, x, y):
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piece = board[x][y]
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if piece is None:
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return []
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color, ptype = piece
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moves = []
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if ptype == "p":
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diry = 1 if color == "W" else -1
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start_rank = 1 if color == "W" else 6
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nx, ny = x, y + diry
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if in_bounds(nx, ny) and board[nx][ny] is None:
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moves.append((nx, ny))
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if y == start_rank and board[x][y + 2 * diry] is None:
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moves.append((x, y + 2 * diry))
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for dx in (-1, 1):
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cx, cy = x + dx, y + diry
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if in_bounds(cx, cy) and board[cx][cy] and board[cx][cy][0] != color:
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moves.append((cx, cy))
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elif ptype == "c":
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for dx, dy in KNIGHT_MOVES:
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nx, ny = x + dx, y + dy
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if in_bounds(nx, ny) and (not board[nx][ny] or board[nx][ny][0] != color):
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moves.append((nx, ny))
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elif ptype == "t":
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for dx, dy in DIRECTIONS_ROOK:
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nx, ny = x + dx, y + dy
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while in_bounds(nx, ny):
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if not board[nx][ny]:
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moves.append((nx, ny))
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else:
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if board[nx][ny][0] != color:
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moves.append((nx, ny))
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break
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nx += dx; ny += dy
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elif ptype == "f":
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for dx, dy in DIRECTIONS_BISHOP:
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nx, ny = x + dx, y + dy
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while in_bounds(nx, ny):
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if not board[nx][ny]:
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moves.append((nx, ny))
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else:
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if board[nx][ny][0] != color:
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moves.append((nx, ny))
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break
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nx += dx; ny += dy
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elif ptype == "R":
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for dx, dy in DIRECTIONS_ROOK + DIRECTIONS_BISHOP:
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nx, ny = x + dx, y + dy
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while in_bounds(nx, ny):
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if not board[nx][ny]:
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moves.append((nx, ny))
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else:
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if board[nx][ny][0] != color:
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moves.append((nx, ny))
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break
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nx += dx; ny += dy
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elif ptype == "k":
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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 == dy == 0: continue
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nx, ny = x + dx, y + dy
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if in_bounds(nx, ny) and (not board[nx][ny] or board[nx][ny][0] != color):
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moves.append((nx, ny))
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return moves
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# --- gestion du tour ---
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def apply_move(board, mines, revealed, exploded, move, turn):
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from_sq, to_sq = move
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fx, fy = sq_to_coords(from_sq)
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tx, ty = sq_to_coords(to_sq)
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@@ -144,69 +72,62 @@ def apply_move(board, mines, revealed, exploded, move, turn):
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if not piece or piece[0] != turn:
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return board, "Coup invalide"
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if (tx, ty) in mines:
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exploded.add((tx, ty))
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revealed.add((tx, ty))
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if (tx, ty) not in legal:
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return board, "Coup illégal."
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capture = board[tx][ty] is not None
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board[tx][ty] = piece
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board[fx][fy] = None
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revealed.add((tx, ty))
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text = f"{from_sq}->{to_sq}"
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if capture: text += " (prise)"
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return board, text
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# --- partie ---
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def new_game(density):
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board = initial_board()
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mines, revealed, exploded = generate_mines(board, density)
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exploded=exploded,
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turn="W",
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log=["Nouvelle partie ! Blanc commence."]
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)
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return render_board(board, mines, revealed, exploded), "\n".join(state["log"]), state
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def play_move(move_input, state):
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if not state:
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move_input = move_input.strip().lower()
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if len(move_input) != 4:
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from_sq, to_sq = move_input[:2], move_input[2:]
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board, text = apply_move(state["board"], state["mines"], state["revealed"],
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state["board"] = board
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state["log"].append(text)
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state["turn"] = "B" if state["turn"] == "W" else "W"
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return board_text, "\n".join(state["log"]), state
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# --- interface ---
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with gr.Blocks() as demo:
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gr.Markdown("# ♟️ Échecs + 💣 Démineur")
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gr.Markdown("Deux joueurs
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density = gr.Slider(0.05, 0.4, value=0.
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start = gr.Button("Nouvelle partie")
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board_box = gr.Textbox(label="Plateau", lines=10, interactive=False)
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move_in = gr.Textbox(label="
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play = gr.Button("Jouer
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log_box = gr.Textbox(label="Journal", lines=8, interactive=False)
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state = gr.State()
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start.click(new_game, inputs=[density], outputs=[board_box, log_box, state])
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play.click(play_move, inputs=[move_in, state], outputs=[board_box, log_box, state])
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gr.Markdown("**
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if __name__ == "__main__":
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demo.launch()
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import random
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import gradio as gr
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FILES = "abcdefgh"
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RANKS = "12345678"
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# Pièces Unicode
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PIECES = {
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("W", "p"): "♙", ("B", "p"): "♟",
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("W", "t"): "♖", ("B", "t"): "♜",
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("W", "c"): "♘", ("B", "c"): "♞",
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("W", "f"): "♗", ("B", "f"): "♝",
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("W", "R"): "♕", ("B", "R"): "♛",
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("W", "k"): "♔", ("B", "k"): "♚",
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}
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def in_bounds(x, y):
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return 0 <= x < 8 and 0 <= y < 8
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def initial_board():
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b = [[None for _ in range(8)] for _ in range(8)]
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white_row = ['t', 'c', 'f', 'R', 'k', 'f', 'c', 't']
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for x, p in enumerate(white_row):
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b[x][0] = ('W', p)
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b[x][1] = ('W', 'p')
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black_row = ['t', 'c', 'f', 'R', 'k', 'f', 'c', 't']
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for x, p in enumerate(black_row):
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b[x][7] = ('B', p)
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b[x][6] = ('B', 'p')
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return b
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def sq_to_coords(sq):
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sq = sq.lower()
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def coords_to_sq(x, y):
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return FILES[x] + RANKS[y]
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def generate_mines(board, density=0.15):
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empty = [(x, y) for x in range(8) for y in range(8) if board[x][y] is None]
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n = max(1, int(len(empty) * density))
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mines = set(random.sample(empty, n))
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return mines, set(), set()
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def count_adjacent_mines(x, y, mines):
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return sum((nx, ny) in mines for nx in range(x-1, x+2) for ny in range(y-1, y+2)
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if (nx, ny) != (x, y) and in_bounds(nx, ny))
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def render_board(board, mines, revealed, exploded, hints):
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grid = []
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for y in range(7, -1, -1):
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row = []
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for x in range(8):
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if (x, y) in exploded:
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cell = "💥"
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elif board[x][y]:
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cell = PIECES[board[x][y]]
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elif (x, y) in revealed:
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cell = str(hints.get((x, y), 0)) if hints.get((x, y), 0) > 0 else "·"
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else:
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cell = "⬜" if (x + y) % 2 else "⬛"
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row.append(cell)
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grid.append(row)
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return "\n".join(" ".join(row) for row in grid)
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def apply_move(board, mines, revealed, exploded, hints, move, turn):
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from_sq, to_sq = move
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fx, fy = sq_to_coords(from_sq)
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tx, ty = sq_to_coords(to_sq)
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if not piece or piece[0] != turn:
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return board, "Coup invalide"
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if not in_bounds(tx, ty):
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return board, "Coup hors du plateau"
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# Déplacement
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board[fx][fy] = None
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if (tx, ty) in mines:
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exploded.add((tx, ty))
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text = f"💥 {from_sq}->{to_sq} : Mine ! Pièce détruite."
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else:
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board[tx][ty] = piece
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revealed.add((tx, ty))
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count = count_adjacent_mines(tx, ty, mines)
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hints[(tx, ty)] = count
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text = f"{from_sq}->{to_sq} (zone sûre, {count} mines autour)"
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return board, text
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def new_game(density):
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board = initial_board()
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mines, revealed, exploded = generate_mines(board, density)
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hints = {}
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state = dict(board=board, mines=mines, revealed=revealed,
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exploded=exploded, hints=hints, turn="W", log=["Nouvelle partie"])
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return render_board(board, mines, revealed, exploded, hints), "\n".join(state["log"]), state
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def play_move(move_input, state):
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if not state:
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return "Pas de partie", "Commence une nouvelle partie", None
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move_input = move_input.strip().lower()
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if len(move_input) != 4:
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return render_board(**state), "Format invalide (ex: e2e4)", state
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from_sq, to_sq = move_input[:2], move_input[2:]
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board, text = apply_move(state["board"], state["mines"], state["revealed"],
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state["exploded"], state["hints"], (from_sq, to_sq), state["turn"])
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state["board"] = board
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state["log"].append(text)
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state["turn"] = "B" if state["turn"] == "W" else "W"
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return render_board(board, state["mines"], state["revealed"], state["exploded"], state["hints"]), "\n".join(state["log"]), state
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with gr.Blocks() as demo:
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+
gr.Markdown("# ♟️ ChessMine — Échecs + 💣 Démineur")
|
| 117 |
+
gr.Markdown("Deux joueurs alternent leurs coups. Si une pièce marche sur une mine 💥 elle explose, sinon la case révèle le nombre de mines autour 🔢.")
|
| 118 |
|
| 119 |
+
density = gr.Slider(0.05, 0.4, value=0.15, label="Densité de mines")
|
| 120 |
start = gr.Button("Nouvelle partie")
|
|
|
|
| 121 |
board_box = gr.Textbox(label="Plateau", lines=10, interactive=False)
|
| 122 |
+
move_in = gr.Textbox(label="Coup (ex: e2e4)")
|
| 123 |
+
play = gr.Button("Jouer")
|
|
|
|
| 124 |
log_box = gr.Textbox(label="Journal", lines=8, interactive=False)
|
| 125 |
state = gr.State()
|
| 126 |
|
| 127 |
start.click(new_game, inputs=[density], outputs=[board_box, log_box, state])
|
| 128 |
play.click(play_move, inputs=[move_in, state], outputs=[board_box, log_box, state])
|
| 129 |
|
| 130 |
+
gr.Markdown("**Règles :**\n- Entrez vos coups en format `e2e4`.\n- Si la case cible contient une 💣 → explosion !\n- Sinon, un nombre indique combien de mines se trouvent autour.\n- Les pièces utilisent les symboles Unicode standards ♙♟♖♜♘♞♗♝♕♛♔♚.")
|
| 131 |
|
| 132 |
if __name__ == "__main__":
|
| 133 |
demo.launch()
|