Create chess_mines.py
Browse files- chess_mines.py +447 -0
chess_mines.py
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| 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:
|
| 138 |
+
cell = "X"
|
| 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))
|
| 241 |
+
else:
|
| 242 |
+
if board[nx][ny][0] != color:
|
| 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))
|
| 252 |
+
else:
|
| 253 |
+
if board[nx][ny][0] != color:
|
| 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))
|
| 263 |
+
else:
|
| 264 |
+
if board[nx][ny][0] != color:
|
| 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]
|
| 284 |
+
if p is not None and p[0] == attacker_color:
|
| 285 |
+
for (mx,my) in generate_pseudo_legal_moves_from(board, x, y):
|
| 286 |
+
if mx==tx and my==ty:
|
| 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:
|
| 366 |
+
return parts[0][0:2], parts[0][2:4]
|
| 367 |
+
if len(parts)==2 and all(len(p)==2 for p in parts):
|
| 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()
|