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Update app.py

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@@ -1,137 +1,103 @@
1
  #!/usr/bin/env python3
 
2
  """
3
- Jeu d'échecs console 2 joueurs + mécanique démineur sur cases vides initiales.
4
  - Pièces: p (pion), f (fou), t (tour), c (cavalier), R (reine), k (roi)
5
- - MAJ = Blanc, minuscule = Noir
6
- - Mines générées aléatoirement à l'initialisation sur les cases vides.
7
- - Quand une pièce marche sur une mine -> la pièce est éliminée.
8
- - Quand une pièce marche sur une case sûre -> la case est révélée et affiche le nombre
9
- de mines adjacentes (cascade si 0).
10
- - Règles de base : mouvements, captures, échec, échec-et-mat, promotion.
11
- - Castling et en passant non gérés pour simplifier.
12
  """
13
 
14
  import random
15
  import copy
16
-
17
- # === Utilitaires de gestion du plateau ===
18
 
19
  FILES = "abcdefgh"
20
  RANKS = "12345678"
21
 
22
  def sq_to_coords(sq):
23
- """ex: 'e4' -> (4, 4) where (file, rank) indices 0..7"""
24
- file = FILES.index(sq[0])
25
- rank = RANKS.index(sq[1])
26
- return (file, rank)
27
 
28
- def coords_to_sq(x, y):
29
  return FILES[x] + RANKS[y]
30
 
31
- def in_bounds(x, y):
32
  return 0 <= x < 8 and 0 <= y < 8
33
 
34
- # === Initial board setup (standard chess) ===
35
  def initial_board():
36
- # Empty board: None
37
  board = [[None for _ in range(8)] for _ in range(8)]
38
- # Place pieces: white at rank 1-2 (y=0..1), black at rank 7-8 (y=6..7) but we'll use rank indices 0..7 with 0='1'
39
- # We'll map ranks: y=0 -> '1', y=7 -> '8' (consistent with coords_to_sq)
40
- # White pieces (bottom, ranks 1 & 2 -> y=0 and y=1)
41
- white_row = ['t','c','f','R','k','f','c','t'] # tour, cavalier, fou, reine, roi, ...
42
  for x,p in enumerate(white_row):
43
- board[x][0] = ('W', p) # white pieces uppercase display
44
  for x in range(8):
45
- board[x][1] = ('W', 'p') # pawns
46
-
47
- # Black pieces (top, ranks 8 & 7 -> y=7 and y=6)
48
  black_row = ['t','c','f','R','k','f','c','t']
49
  for x,p in enumerate(black_row):
50
- board[x][7] = ('B', p) # color 'B' but will display as lowercase
51
  for x in range(8):
52
  board[x][6] = ('B', 'p')
53
-
54
  return board
55
 
56
- # === Mines field and reveal map ===
57
  def generate_mines(board, density=0.15):
58
- """
59
- board: current board 2D list with None or (color, piece)
60
- density: fraction of empty squares to turn into mines (0..1)
61
- Returns:
62
- mines: set of (x,y) coordinates with mines
63
- revealed: set of (x,y) coordinates already revealed (initially empty)
64
- adj_counts: dict (x,y) -> adjacent mine count
65
- Mines only placed on squares that are empty at initialisation (no piece).
66
- """
67
- empty_sqs = [(x,y) for x in range(8) for y in range(8) if board[x][y] is None]
68
- count = max(1, int(len(empty_sqs) * density))
69
- mines = set(random.sample(empty_sqs, count))
70
- adj_counts = {}
71
  for x in range(8):
72
  for y in range(8):
73
  if (x,y) in mines:
74
- adj_counts[(x,y)] = -1
75
  else:
76
  cnt = 0
77
  for dx in (-1,0,1):
78
  for dy in (-1,0,1):
79
- nx, ny = x+dx, y+dy
80
- if (dx==0 and dy==0) or not in_bounds(nx,ny):
81
- continue
82
- if (nx,ny) in mines:
83
  cnt += 1
84
- adj_counts[(x,y)] = cnt
85
  revealed = set()
86
- exploded = set() # squares where a mine exploded
87
- return mines, revealed, adj_counts, exploded
88
 
89
- def reveal_cascade(revealed, adj_counts, start):
90
- """Reveal start and cascade zeros recursively (like démineur)."""
91
  stack = [start]
92
  while stack:
93
  s = stack.pop()
94
  if s in revealed:
95
  continue
96
  revealed.add(s)
97
- if adj_counts.get(s, 0) == 0:
98
  x,y = s
99
  for dx in (-1,0,1):
100
  for dy in (-1,0,1):
101
- nx, ny = x+dx, y+dy
102
- if (dx==0 and dy==0) or not in_bounds(nx,ny):
103
- continue
104
- if (nx,ny) not in revealed:
105
  stack.append((nx,ny))
106
 
107
- # === Display functions ===
108
  def piece_to_char(piece):
109
- # piece is (color, type) or None
110
  if piece is None:
111
  return '.'
112
- color, ptype = piece
113
- # ptype is one of p,f,t,c,R,k
114
- # Display: White = uppercase letter, Black = lowercase
115
- char = ptype
116
- if color == 'W':
117
- return char.upper()
118
- else:
119
- return char.lower()
120
-
121
- def render_board(board, mines, revealed, adj_counts, exploded):
122
- """
123
- Returns a printable multiline string representing the board.
124
- - Shows coordinates.
125
- - For squares:
126
- - If occupied by piece -> display piece char
127
- - Else if revealed -> display adj count digit (0..8 -> '0' shown as ' ')
128
- - Else -> '.' (hidden)
129
- - If exploded mine -> 'X'
130
- """
131
- rows = []
132
- rows.append(" a b c d e f g h")
133
- rows.append(" -----------------")
134
- for y in range(7, -1, -1):
135
  row = f" {y+1} |"
136
  for x in range(8):
137
  if (x,y) in exploded:
@@ -139,102 +105,53 @@ def render_board(board, mines, revealed, adj_counts, exploded):
139
  elif board[x][y] is not None:
140
  cell = piece_to_char(board[x][y])
141
  elif (x,y) in revealed:
142
- cnt = adj_counts.get((x,y), 0)
143
  cell = str(cnt) if cnt>0 else ' '
144
  else:
145
  cell = '.'
146
  row += ' ' + cell
147
  row += f" | {y+1}"
148
- rows.append(row)
149
- rows.append(" -----------------")
150
- rows.append(" a b c d e f g h")
151
- return "\n".join(rows)
152
-
153
- # === Chess move generation & legality check (basic but robust) ===
154
 
 
155
  DIRECTIONS_ROOK = [(1,0),(-1,0),(0,1),(0,-1)]
156
  DIRECTIONS_BISHOP = [(1,1),(1,-1),(-1,1),(-1,-1)]
157
  KNIGHT_MOVES = [(2,1),(2,-1),(-2,1),(-2,-1),(1,2),(1,-2),(-1,2),(-1,-2)]
158
 
159
- def is_opponent(piece, color):
160
- return piece is not None and piece[0] != color
161
-
162
- def is_same_color(piece, color):
163
- return piece is not None and piece[0] == color
164
-
165
- def locate_king(board, color):
166
- for x in range(8):
167
- for y in range(8):
168
- p = board[x][y]
169
- if p is not None and p[0]==color and p[1]=='k':
170
- return (x,y)
171
- return None
172
-
173
- def square_attacked(board, x, y, by_color, mines=None):
174
- """
175
- Returns True if square (x,y) is attacked by any piece of by_color.
176
- Mines do not affect attacks (they only trigger on moving onto them).
177
- """
178
- # Pawns attack diagonally forward (white up the board y+1, black down y-1)
179
- if by_color == 'W':
180
- for dx in (-1,1):
181
- nx, ny = x+dx, y-1 # careful: we used y index 0->rank1; white moves up (increasing y)
182
- # Wait: In our coords mapping y=0 is rank1, y=7 is rank8.
183
- # White moves from rank1 to rank8 -> increasing y. Pawns attack y+1
184
- # fix: white pawns attack y+1
185
- # We'll implement correctly:
186
- # Pawns
187
- if by_color == 'W':
188
- for dx in (-1,1):
189
- nx, ny = x+dx, y-1 # incorrect earlier; correct is ny = y-1? Let's reason:
190
- # Our rendering uses y increasing upwards (y=0 is rank1). White pawns start at y=1 and move to y=7 (increasing).
191
- # So white pawn attacks at y+1. So ny = y+1 when attacking square (x,y) from a pawn at (nx,ny).
192
- # We need to check pawns located at (nx,ny) such that they can attack (x,y).
193
- pass
194
-
195
- # To avoid confusion, we will implement attack detection by scanning all opponent pieces and checking if they can move to (x,y)
196
- def generate_pseudo_legal_moves_from(board, x, y, mines=None):
197
- """
198
- Generate pseudo-legal moves (ignores checks) for piece at (x,y).
199
- Returns list of target (tx,ty) coordinates.
200
- """
201
  piece = board[x][y]
202
  if piece is None:
203
  return []
204
  color, ptype = piece
205
  moves = []
206
- if ptype == 'p': # pawn
207
- if color == 'W':
208
- forward = (0, 1)
209
- start_rank = 1
210
- dir_sign = 1
211
- else:
212
- forward = (0, -1)
213
- start_rank = 6
214
- dir_sign = -1
215
- # one step
216
- nx, ny = x + forward[0], y + forward[1]
217
- if in_bounds(nx, ny) and board[nx][ny] is None:
218
  moves.append((nx,ny))
219
- # two steps from starting rank
220
- if y == start_rank:
221
- nx2, ny2 = x + forward[0]*2, y + forward[1]*2
222
- if in_bounds(nx2, ny2) and board[nx2][ny2] is None:
223
- moves.append((nx2, ny2))
224
- # captures diagonally
225
  for dx in (-1,1):
226
- cx, cy = x+dx, y+forward[1]
227
  if in_bounds(cx,cy) and board[cx][cy] is not None and board[cx][cy][0] != color:
228
  moves.append((cx,cy))
229
- # Note: en passant NOT implemented
230
- elif ptype == 'c': # cavalier
231
  for dx,dy in KNIGHT_MOVES:
232
- nx, ny = x+dx, y+dy
233
  if in_bounds(nx,ny) and (board[nx][ny] is None or board[nx][ny][0] != color):
234
  moves.append((nx,ny))
235
- elif ptype == 't': # tour (rook)
236
  for dx,dy in DIRECTIONS_ROOK:
237
- nx, ny = x+dx, y+dy
238
  while in_bounds(nx,ny):
239
  if board[nx][ny] is None:
240
  moves.append((nx,ny))
@@ -243,9 +160,9 @@ def generate_pseudo_legal_moves_from(board, x, y, mines=None):
243
  moves.append((nx,ny))
244
  break
245
  nx += dx; ny += dy
246
- elif ptype == 'f': # fou (bishop)
247
  for dx,dy in DIRECTIONS_BISHOP:
248
- nx, ny = x+dx, y+dy
249
  while in_bounds(nx,ny):
250
  if board[nx][ny] is None:
251
  moves.append((nx,ny))
@@ -254,9 +171,9 @@ def generate_pseudo_legal_moves_from(board, x, y, mines=None):
254
  moves.append((nx,ny))
255
  break
256
  nx += dx; ny += dy
257
- elif ptype == 'R': # reine (queen)
258
  for dx,dy in DIRECTIONS_ROOK + DIRECTIONS_BISHOP:
259
- nx, ny = x+dx, y+dy
260
  while in_bounds(nx,ny):
261
  if board[nx][ny] is None:
262
  moves.append((nx,ny))
@@ -265,19 +182,16 @@ def generate_pseudo_legal_moves_from(board, x, y, mines=None):
265
  moves.append((nx,ny))
266
  break
267
  nx += dx; ny += dy
268
- elif ptype == 'k': # roi
269
  for dx in (-1,0,1):
270
  for dy in (-1,0,1):
271
  if dx==0 and dy==0: continue
272
- nx, ny = x+dx, y+dy
273
  if in_bounds(nx,ny) and (board[nx][ny] is None or board[nx][ny][0] != color):
274
  moves.append((nx,ny))
275
- # Castling omitted in this version
276
  return moves
277
 
278
  def is_square_attacked(board, tx, ty, attacker_color):
279
- """Return True if (tx,ty) is attacked by attacker_color pieces."""
280
- # naive: iterate all attacker_color pieces and see if any pseudo-legal move reaches (tx,ty)
281
  for x in range(8):
282
  for y in range(8):
283
  p = board[x][y]
@@ -287,79 +201,66 @@ def is_square_attacked(board, tx, ty, attacker_color):
287
  return True
288
  return False
289
 
 
 
 
 
 
 
 
 
290
  def king_in_check(board, color):
291
  kpos = locate_king(board, color)
292
  if kpos is None:
293
- return True # no king = in "check" (dead)
294
  return is_square_attacked(board, kpos[0], kpos[1], 'B' if color=='W' else 'W')
295
 
296
  def all_legal_moves(board, color):
297
- """
298
- Generate all legal moves (from,to) for color, filtering out moves that leave king in check.
299
- Returns list of ((x,y),(nx,ny)) moves.
300
- """
301
  moves = []
302
  for x in range(8):
303
  for y in range(8):
304
  p = board[x][y]
305
- if p is None or p[0]!=color:
306
- continue
307
  for (nx,ny) in generate_pseudo_legal_moves_from(board, x, y):
308
- # simulate move
309
  b2 = copy.deepcopy(board)
310
  b2[nx][ny] = b2[x][y]
311
  b2[x][y] = None
 
312
  if not king_in_check(b2, color):
313
  moves.append(((x,y),(nx,ny)))
314
  return moves
315
 
316
- # === Game loop & move execution including mine logic ===
317
-
318
- def apply_move(board, from_xy, to_xy, mines, revealed, adj_counts, exploded, color):
319
- """
320
- Executes a move from -> to.
321
- Returns (board, moved_piece_was_eliminated(bool), capture(bool), promotion(bool))
322
- If destination is mined, the moving piece is removed instead.
323
- """
324
  fx,fy = from_xy; tx,ty = to_xy
325
  piece = board[fx][fy]
326
  if piece is None:
327
  return board, False, False, False
328
-
329
- # If moving onto a mine
330
  if (tx,ty) in mines:
331
  # piece eliminated
332
  board[fx][fy] = None
333
  exploded.add((tx,ty))
334
- # The mine is now exploded and removed from mines set (can't explode again)
335
  mines.remove((tx,ty))
336
- # Reveal the exploded square and possibly neighbors (we reveal adjacent counts too)
337
  revealed.add((tx,ty))
338
  return board, True, False, False
339
-
340
- # Normal move/capture
341
  capture = board[tx][ty] is not None
342
  board[tx][ty] = board[fx][fy]
343
  board[fx][fy] = None
344
-
345
- # Reveal the destination (safe)
346
- reveal_cascade(revealed, adj_counts, (tx,ty))
347
-
348
- # Pawn promotion
349
  promotion = False
350
  col, ptype = board[tx][ty]
351
  if ptype == 'p':
352
  if (col=='W' and ty==7) or (col=='B' and ty==0):
353
- board[tx][ty] = (col, 'R') # promote to queen (R)
354
  promotion = True
355
-
356
  return board, False, capture, promotion
357
 
 
358
  def parse_move_input(s):
359
- """
360
- Accepts formats like: e2e4 or e2 e4 or e2-e4
361
- Returns (from_sq,to_sq) strings or None if invalid
362
- """
363
  s = s.strip().lower().replace('-', ' ').replace('->',' ').replace(',', ' ')
364
  parts = s.split()
365
  if len(parts)==1 and len(parts[0])==4:
@@ -368,80 +269,108 @@ def parse_move_input(s):
368
  return parts[0], parts[1]
369
  return None
370
 
371
- def main():
372
- print("=== ÉCHECS + DÉMINEUR ===")
373
- print("Règles simplifiées : castling/en passant non implémentés. Promotion automatique en reine.")
374
  board = initial_board()
375
- mines, revealed, adj_counts, exploded = generate_mines(board, density=0.18)
376
- turn = 'W' # White starts
377
- move_number = 1
378
-
379
- while True:
380
- print("\n" + render_board(board, mines, revealed, adj_counts, exploded))
381
- if king_in_check(board, turn):
382
- print(f"Tour {move_number} - {'Blanc' if turn=='W' else 'Noir'}: Votre roi est en échec !")
383
- else:
384
- print(f"Tour {move_number} - {'Blanc' if turn=='W' else 'Noir'} à jouer.")
385
-
386
- legal = all_legal_moves(board, turn)
387
- if not legal:
388
- if king_in_check(board, turn):
389
- print(f"Échec et mat ! {'Noir' if turn=='W' else 'Blanc'} gagne.")
390
- else:
391
- print("Pat (stalemate).")
392
- break
393
-
394
- print("Entrez votre coup (ex: e2e4 ou e7 e5) ou 'quit' pour abandonner.")
395
- inp = input("> ").strip()
396
- if inp.lower() in ('quit','exit','q'):
397
- print(f"{'Blanc' if turn=='W' else 'Noir'} a abandonné. Fin du jeu.")
398
- break
399
-
400
- parsed = parse_move_input(inp)
401
- if parsed is None:
402
- print("Format invalide. Réessayez.")
403
- continue
404
- from_sq, to_sq = parsed
405
- try:
406
- fx,fy = sq_to_coords(from_sq)
407
- tx,ty = sq_to_coords(to_sq)
408
- except Exception:
409
- print("Coordonnées invalides. Utilisez a1..h8.")
410
- continue
411
-
412
- # Validate that there's a piece of player's color at from_sq
413
- p = board[fx][fy]
414
- if p is None or p[0] != turn:
415
- print("Pas de pièce de votre couleur sur la case de départ.")
416
- continue
417
-
418
- # Check move is among legal moves
419
- move_ok = False
420
- for (a,b),(c,d) in legal:
421
- if a==fx and b==fy and c==tx and d==ty:
422
- move_ok = True; break
423
- if not move_ok:
424
- print("Coup illégal ou qui laisserait votre roi en échec. Réessayez.")
425
- continue
426
-
427
- # Apply move
428
- board, eliminated, capture, promotion = apply_move(board, (fx,fy), (tx,ty), mines, revealed, adj_counts, exploded, turn)
429
- if eliminated:
430
- print("BOOM ! Mine déclenchée. Votre pièce a été éliminée.")
431
- # If it was a king that exploded we should detect loss
432
- # We'll check if the player's king still exists
433
- if locate_king(board, turn) is None:
434
- print(f"Votre roi a été éliminé par une mine. {'Noir' if turn=='W' else 'Blanc'} gagne.")
435
- break
 
 
 
 
 
 
 
 
 
 
 
436
  else:
437
- if capture:
438
- print("Prise !")
439
- if promotion:
440
- print("Promotion automatique en Reine (R).")
441
-
442
- # next turn
443
- turn = 'B' if turn=='W' else 'W'
444
- move_number += 1
445
-
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
446
  if __name__ == "__main__":
447
- main()
 
1
  #!/usr/bin/env python3
2
+ # coding: utf-8
3
  """
4
+ Jeu d'échecs + démineur interface web Gradio (2 joueurs, tour par tour).
5
  - Pièces: p (pion), f (fou), t (tour), c (cavalier), R (reine), k (roi)
6
+ MAJ = Blanc, minuscule = Noir
7
+ - Mines placées aléatoirement sur cases vides au début.
8
+ - Déplacement sur une mine -> pièce éliminée (mine explose).
9
+ - Cases sûres révélées comme en démineur (compte des mines adjacentes, cascade si 0).
10
+ - Règles de base : mouvements, captures, échec, échec-et-mat, promotion automatique.
11
+ - Castling & en passant non implémentés.
 
12
  """
13
 
14
  import random
15
  import copy
16
+ import gradio as gr
 
17
 
18
  FILES = "abcdefgh"
19
  RANKS = "12345678"
20
 
21
  def sq_to_coords(sq):
22
+ sq = sq.lower()
23
+ return FILES.index(sq[0]), RANKS.index(sq[1])
 
 
24
 
25
+ def coords_to_sq(x,y):
26
  return FILES[x] + RANKS[y]
27
 
28
+ def in_bounds(x,y):
29
  return 0 <= x < 8 and 0 <= y < 8
30
 
31
+ # ---------- initial board ----------
32
  def initial_board():
33
+ # board[x][y] with x file 0..7 (a..h), y rank 0..7 (1..8)
34
  board = [[None for _ in range(8)] for _ in range(8)]
35
+ # White (bottom) y=0 (rank1) and y=1 (rank2)
36
+ white_row = ['t','c','f','R','k','f','c','t'] # types; will display uppercase for white
 
 
37
  for x,p in enumerate(white_row):
38
+ board[x][0] = ('W', p)
39
  for x in range(8):
40
+ board[x][1] = ('W', 'p')
41
+ # Black (top) y=7 (rank8) and y=6 (rank7)
 
42
  black_row = ['t','c','f','R','k','f','c','t']
43
  for x,p in enumerate(black_row):
44
+ board[x][7] = ('B', p)
45
  for x in range(8):
46
  board[x][6] = ('B', 'p')
 
47
  return board
48
 
49
+ # ---------- mines and demineur mechanics ----------
50
  def generate_mines(board, density=0.15):
51
+ empty = [(x,y) for x in range(8) for y in range(8) if board[x][y] is None]
52
+ n = max(1, int(len(empty) * density))
53
+ mines = set(random.sample(empty, n))
54
+ adj = {}
 
 
 
 
 
 
 
 
 
55
  for x in range(8):
56
  for y in range(8):
57
  if (x,y) in mines:
58
+ adj[(x,y)] = -1
59
  else:
60
  cnt = 0
61
  for dx in (-1,0,1):
62
  for dy in (-1,0,1):
63
+ if dx==0 and dy==0: continue
64
+ nx,ny = x+dx, y+dy
65
+ if in_bounds(nx,ny) and (nx,ny) in mines:
 
66
  cnt += 1
67
+ adj[(x,y)] = cnt
68
  revealed = set()
69
+ exploded = set()
70
+ return mines, revealed, adj, exploded
71
 
72
+ def reveal_cascade(revealed, adj, start):
 
73
  stack = [start]
74
  while stack:
75
  s = stack.pop()
76
  if s in revealed:
77
  continue
78
  revealed.add(s)
79
+ if adj.get(s,0) == 0:
80
  x,y = s
81
  for dx in (-1,0,1):
82
  for dy in (-1,0,1):
83
+ nx,ny = x+dx, y+dy
84
+ if dx==0 and dy==0: continue
85
+ if in_bounds(nx,ny) and (nx,ny) not in revealed:
 
86
  stack.append((nx,ny))
87
 
88
+ # ---------- display ----------
89
  def piece_to_char(piece):
 
90
  if piece is None:
91
  return '.'
92
+ col,ptype = piece
93
+ ch = ptype
94
+ return ch.upper() if col=='W' else ch.lower()
95
+
96
+ def render_board(board, mines, revealed, adj, exploded):
97
+ lines = []
98
+ lines.append(" a b c d e f g h")
99
+ lines.append(" -----------------")
100
+ for y in range(7,-1,-1):
 
 
 
 
 
 
 
 
 
 
 
 
 
 
101
  row = f" {y+1} |"
102
  for x in range(8):
103
  if (x,y) in exploded:
 
105
  elif board[x][y] is not None:
106
  cell = piece_to_char(board[x][y])
107
  elif (x,y) in revealed:
108
+ cnt = adj.get((x,y), 0)
109
  cell = str(cnt) if cnt>0 else ' '
110
  else:
111
  cell = '.'
112
  row += ' ' + cell
113
  row += f" | {y+1}"
114
+ lines.append(row)
115
+ lines.append(" -----------------")
116
+ lines.append(" a b c d e f g h")
117
+ return "\n".join(lines)
 
 
118
 
119
+ # ---------- moves generation ----------
120
  DIRECTIONS_ROOK = [(1,0),(-1,0),(0,1),(0,-1)]
121
  DIRECTIONS_BISHOP = [(1,1),(1,-1),(-1,1),(-1,-1)]
122
  KNIGHT_MOVES = [(2,1),(2,-1),(-2,1),(-2,-1),(1,2),(1,-2),(-1,2),(-1,-2)]
123
 
124
+ def generate_pseudo_legal_moves_from(board, x, y):
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
125
  piece = board[x][y]
126
  if piece is None:
127
  return []
128
  color, ptype = piece
129
  moves = []
130
+ if ptype == 'p':
131
+ # pawns: white moves up (y+1), black moves down (y-1)
132
+ diry = 1 if color=='W' else -1
133
+ start_rank = 1 if color=='W' else 6
134
+ # one forward
135
+ nx, ny = x, y + diry
136
+ if in_bounds(nx,ny) and board[nx][ny] is None:
 
 
 
 
 
137
  moves.append((nx,ny))
138
+ # two forward from start
139
+ nx2, ny2 = x, y + 2*diry
140
+ if y == start_rank and in_bounds(nx2,ny2) and board[nx2][ny2] is None:
141
+ moves.append((nx2,ny2))
142
+ # captures
 
143
  for dx in (-1,1):
144
+ cx, cy = x+dx, y+diry
145
  if in_bounds(cx,cy) and board[cx][cy] is not None and board[cx][cy][0] != color:
146
  moves.append((cx,cy))
147
+ elif ptype == 'c':
 
148
  for dx,dy in KNIGHT_MOVES:
149
+ nx,ny = x+dx, y+dy
150
  if in_bounds(nx,ny) and (board[nx][ny] is None or board[nx][ny][0] != color):
151
  moves.append((nx,ny))
152
+ elif ptype == 't':
153
  for dx,dy in DIRECTIONS_ROOK:
154
+ nx,ny = x+dx, y+dy
155
  while in_bounds(nx,ny):
156
  if board[nx][ny] is None:
157
  moves.append((nx,ny))
 
160
  moves.append((nx,ny))
161
  break
162
  nx += dx; ny += dy
163
+ elif ptype == 'f':
164
  for dx,dy in DIRECTIONS_BISHOP:
165
+ nx,ny = x+dx, y+dy
166
  while in_bounds(nx,ny):
167
  if board[nx][ny] is None:
168
  moves.append((nx,ny))
 
171
  moves.append((nx,ny))
172
  break
173
  nx += dx; ny += dy
174
+ elif ptype == 'R':
175
  for dx,dy in DIRECTIONS_ROOK + DIRECTIONS_BISHOP:
176
+ nx,ny = x+dx, y+dy
177
  while in_bounds(nx,ny):
178
  if board[nx][ny] is None:
179
  moves.append((nx,ny))
 
182
  moves.append((nx,ny))
183
  break
184
  nx += dx; ny += dy
185
+ elif ptype == 'k':
186
  for dx in (-1,0,1):
187
  for dy in (-1,0,1):
188
  if dx==0 and dy==0: continue
189
+ nx,ny = x+dx, y+dy
190
  if in_bounds(nx,ny) and (board[nx][ny] is None or board[nx][ny][0] != color):
191
  moves.append((nx,ny))
 
192
  return moves
193
 
194
  def is_square_attacked(board, tx, ty, attacker_color):
 
 
195
  for x in range(8):
196
  for y in range(8):
197
  p = board[x][y]
 
201
  return True
202
  return False
203
 
204
+ def locate_king(board, color):
205
+ for x in range(8):
206
+ for y in range(8):
207
+ p = board[x][y]
208
+ if p is not None and p[0]==color and p[1]=='k':
209
+ return (x,y)
210
+ return None
211
+
212
  def king_in_check(board, color):
213
  kpos = locate_king(board, color)
214
  if kpos is None:
215
+ return True
216
  return is_square_attacked(board, kpos[0], kpos[1], 'B' if color=='W' else 'W')
217
 
218
  def all_legal_moves(board, color):
 
 
 
 
219
  moves = []
220
  for x in range(8):
221
  for y in range(8):
222
  p = board[x][y]
223
+ if p is None or p[0]!=color: continue
 
224
  for (nx,ny) in generate_pseudo_legal_moves_from(board, x, y):
 
225
  b2 = copy.deepcopy(board)
226
  b2[nx][ny] = b2[x][y]
227
  b2[x][y] = None
228
+ # If move captures the opponent king by moving onto it, that's allowed but leads to win
229
  if not king_in_check(b2, color):
230
  moves.append(((x,y),(nx,ny)))
231
  return moves
232
 
233
+ # ---------- apply move with mine logic ----------
234
+ def apply_move(board, from_xy, to_xy, mines, revealed, adj, exploded):
 
 
 
 
 
 
235
  fx,fy = from_xy; tx,ty = to_xy
236
  piece = board[fx][fy]
237
  if piece is None:
238
  return board, False, False, False
239
+ # stepping onto mine?
 
240
  if (tx,ty) in mines:
241
  # piece eliminated
242
  board[fx][fy] = None
243
  exploded.add((tx,ty))
 
244
  mines.remove((tx,ty))
 
245
  revealed.add((tx,ty))
246
  return board, True, False, False
247
+ # normal move
 
248
  capture = board[tx][ty] is not None
249
  board[tx][ty] = board[fx][fy]
250
  board[fx][fy] = None
251
+ # reveal
252
+ reveal_cascade(revealed, adj, (tx,ty))
253
+ # promotion
 
 
254
  promotion = False
255
  col, ptype = board[tx][ty]
256
  if ptype == 'p':
257
  if (col=='W' and ty==7) or (col=='B' and ty==0):
258
+ board[tx][ty] = (col, 'R')
259
  promotion = True
 
260
  return board, False, capture, promotion
261
 
262
+ # ---------- parsing ----------
263
  def parse_move_input(s):
 
 
 
 
264
  s = s.strip().lower().replace('-', ' ').replace('->',' ').replace(',', ' ')
265
  parts = s.split()
266
  if len(parts)==1 and len(parts[0])==4:
 
269
  return parts[0], parts[1]
270
  return None
271
 
272
+ # ---------- Gradio app state helpers ----------
273
+ def new_game_state(density):
 
274
  board = initial_board()
275
+ mines, revealed, adj, exploded = generate_mines(board, density=density)
276
+ state = {
277
+ "board": board,
278
+ "mines": mines,
279
+ "revealed": revealed,
280
+ "adj": adj,
281
+ "exploded": exploded,
282
+ "turn": 'W',
283
+ "move_number": 1,
284
+ "log": ["Nouvelle partie créée. Blanc commence."]
285
+ }
286
+ return state
287
+
288
+ # ---------- Gradio callbacks ----------
289
+ def start_new_game(density):
290
+ state = new_game_state(density)
291
+ board = state["board"]; mines=state["mines"]; revealed=state["revealed"]; adj=state["adj"]; exploded=state["exploded"]
292
+ board_text = render_board(board, mines, revealed, adj, exploded)
293
+ return board_text, "\n".join(state["log"]), state
294
+
295
+ def submit_move(move_str, state):
296
+ if state is None:
297
+ return "Aucune partie en cours.", "Aucune", None
298
+ board = state["board"]; mines=state["mines"]; revealed=state["revealed"]; adj=state["adj"]; exploded=state["exploded"]
299
+ turn = state["turn"]
300
+ log = state["log"]
301
+ move = parse_move_input(move_str or "")
302
+ if move is None:
303
+ log.append("Format invalide. Utilisez ex: e2e4")
304
+ return render_board(board,mines,revealed,adj,exploded), "\n".join(log), state
305
+ from_sq, to_sq = move
306
+ try:
307
+ fx,fy = sq_to_coords(from_sq)
308
+ tx,ty = sq_to_coords(to_sq)
309
+ except Exception:
310
+ log.append("Coordonnées invalides.")
311
+ return render_board(board,mines,revealed,adj,exploded), "\n".join(log), state
312
+ p = board[fx][fy]
313
+ if p is None or p[0] != turn:
314
+ log.append("Pas de pièce de votre couleur sur la case de départ.")
315
+ return render_board(board,mines,revealed,adj,exploded), "\n".join(log), state
316
+ legal = all_legal_moves(board, turn)
317
+ ok = False
318
+ for (a,b),(c,d) in legal:
319
+ if a==fx and b==fy and c==tx and d==ty:
320
+ ok = True; break
321
+ if not ok:
322
+ log.append("Coup illégal ou qui laisserait le roi en échec.")
323
+ return render_board(board,mines,revealed,adj,exploded), "\n".join(log), state
324
+ board, eliminated, capture, promotion = apply_move(board, (fx,fy), (tx,ty), mines, revealed, adj, exploded)
325
+ if eliminated:
326
+ log.append(f"BOOM ! Mine déclenchée en {to_sq}. Pièce éliminée.")
327
+ # check if king remains
328
+ if locate_king(board, turn) is None:
329
+ winner = 'Noir' if turn=='W' else 'Blanc'
330
+ log.append(f"Le roi de {'Blanc' if turn=='W' else 'Noir'} a été éliminé. {winner} gagne.")
331
+ return render_board(board,mines,revealed,adj,exploded), "\n".join(log), state
332
+ else:
333
+ if capture:
334
+ log.append(f"Prise en {to_sq}.")
335
+ if promotion:
336
+ log.append(f"Promotion en Reine en {to_sq}.")
337
+ # switch turn
338
+ state["turn"] = 'B' if turn=='W' else 'W'
339
+ state["move_number"] += 1
340
+ # check for check/checkmate/stalemate
341
+ next_color = state["turn"]
342
+ if king_in_check(board, next_color):
343
+ # check if has legal moves
344
+ if not all_legal_moves(board, next_color):
345
+ winner = 'Blanc' if next_color=='B' else 'Noir'
346
+ log.append(f"Échec et mat ! {winner} gagne.")
347
  else:
348
+ log.append(f"{'Blanc' if next_color=='W' else 'Noir'} est en échec.")
349
+ else:
350
+ if not all_legal_moves(board, next_color):
351
+ log.append("Pat (stalemate).")
352
+ state["log"] = log
353
+ return render_board(board,mines,revealed,adj,exploded), "\n".join(log), state
354
+
355
+ # ---------- Gradio UI ----------
356
+ with gr.Blocks() as demo:
357
+ gr.Markdown("# ♟️ Échecs + Démineur (2 joueurs)")
358
+ 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.")
359
+ with gr.Row():
360
+ density = gr.Slider(minimum=0.05, maximum=0.35, value=0.18, step=0.01, label="Densité des mines (fraction des cases vides)")
361
+ btn_new = gr.Button("Nouvelle partie")
362
+ board_area = gr.Textbox(label="Plateau", interactive=False, lines=12)
363
+ log_area = gr.Textbox(label="Journal de partie", interactive=False, lines=8)
364
+ move_in = gr.Textbox(label="Votre coup (ex: e2e4)", placeholder="e2e4", lines=1)
365
+ btn_move = gr.Button("Jouer le coup")
366
+
367
+ state = gr.State(None)
368
+
369
+ btn_new.click(fn=start_new_game, inputs=[density], outputs=[board_area, log_area, state])
370
+ btn_move.click(fn=submit_move, inputs=[move_in, state], outputs=[board_area, log_area, state])
371
+
372
+ gr.Markdown("**Règles simplifiées** : promotion automatique en reine, pas de roque, pas d'en-passant.")
373
+
374
+ # Launch app
375
  if __name__ == "__main__":
376
+ demo.launch()