#!/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()