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100a6dd | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 | # chess_engine/pieces.py
import chess
from typing import Dict, List, Optional, Tuple
from enum import Enum
class PieceType(Enum):
PAWN = chess.PAWN
KNIGHT = chess.KNIGHT
BISHOP = chess.BISHOP
ROOK = chess.ROOK
QUEEN = chess.QUEEN
KING = chess.KING
class PieceColor(Enum):
WHITE = chess.WHITE
BLACK = chess.BLACK
class ChessPiece:
"""Represents a chess piece with its properties and behaviors"""
# Unicode symbols for pieces
UNICODE_PIECES = {
chess.WHITE: {
chess.PAWN: "♙", chess.KNIGHT: "♘", chess.BISHOP: "♗",
chess.ROOK: "♖", chess.QUEEN: "♕", chess.KING: "♔"
},
chess.BLACK: {
chess.PAWN: "♟", chess.KNIGHT: "♞", chess.BISHOP: "♝",
chess.ROOK: "♜", chess.QUEEN: "♛", chess.KING: "♚"
}
}
# Piece values for evaluation
PIECE_VALUES = {
chess.PAWN: 1,
chess.KNIGHT: 3,
chess.BISHOP: 3,
chess.ROOK: 5,
chess.QUEEN: 9,
chess.KING: 0 # King is invaluable
}
def __init__(self, piece_type: chess.PieceType, color: chess.Color):
self.piece_type = piece_type
self.color = color
self.piece = chess.Piece(piece_type, color)
@property
def symbol(self) -> str:
"""Get the piece symbol (uppercase for white, lowercase for black)"""
return self.piece.symbol()
@property
def unicode_symbol(self) -> str:
"""Get the Unicode symbol for the piece"""
return self.UNICODE_PIECES[self.color][self.piece_type]
@property
def value(self) -> int:
"""Get the piece value"""
return self.PIECE_VALUES[self.piece_type]
@property
def name(self) -> str:
"""Get the piece name"""
piece_names = {
chess.PAWN: "Pawn",
chess.KNIGHT: "Knight",
chess.BISHOP: "Bishop",
chess.ROOK: "Rook",
chess.QUEEN: "Queen",
chess.KING: "King"
}
return piece_names[self.piece_type]
@property
def color_name(self) -> str:
"""Get the color name"""
return "White" if self.color == chess.WHITE else "Black"
def __str__(self) -> str:
return f"{self.color_name} {self.name}"
def __repr__(self) -> str:
return f"ChessPiece({self.piece_type}, {self.color})"
class PieceManager:
"""Manages piece-related operations and utilities"""
@staticmethod
def create_piece(piece_type: str, color: str) -> Optional[ChessPiece]:
"""
Create a piece from string representations
Args:
piece_type: 'pawn', 'knight', 'bishop', 'rook', 'queen', 'king'
color: 'white' or 'black'
Returns:
ChessPiece instance or None if invalid input
"""
piece_type_map = {
'pawn': chess.PAWN,
'knight': chess.KNIGHT,
'bishop': chess.BISHOP,
'rook': chess.ROOK,
'queen': chess.QUEEN,
'king': chess.KING
}
color_map = {
'white': chess.WHITE,
'black': chess.BLACK
}
if piece_type.lower() not in piece_type_map or color.lower() not in color_map:
return None
return ChessPiece(
piece_type_map[piece_type.lower()],
color_map[color.lower()]
)
@staticmethod
def get_piece_moves(board: chess.Board, square: str) -> List[str]:
"""
Get all possible moves for a piece at given square
Args:
board: Chess board instance
square: Square in algebraic notation
Returns:
List of destination squares in algebraic notation
"""
try:
square_index = chess.parse_square(square)
piece = board.piece_at(square_index)
if piece is None:
return []
moves = []
for move in board.legal_moves:
if move.from_square == square_index:
moves.append(chess.square_name(move.to_square))
return moves
except ValueError:
return []
@staticmethod
def get_piece_attacks(board: chess.Board, square: str) -> List[str]:
"""
Get all squares attacked by piece at given square
Args:
board: Chess board instance
square: Square in algebraic notation
Returns:
List of attacked squares in algebraic notation
"""
try:
square_index = chess.parse_square(square)
piece = board.piece_at(square_index)
if piece is None:
return []
attacks = []
for target_square in chess.SQUARES:
if board.is_attacked_by(piece.color, target_square):
# Check if this specific piece is doing the attacking
# This is a simplified check - in a real game you might need more sophisticated logic
attacks.append(chess.square_name(target_square))
return attacks
except ValueError:
return []
@staticmethod
def get_material_count(board: chess.Board) -> Dict[str, Dict[str, int]]:
"""
Get material count for both sides
Args:
board: Chess board instance
Returns:
Dictionary with material counts for white and black
"""
white_pieces = {'pawn': 0, 'knight': 0, 'bishop': 0, 'rook': 0, 'queen': 0, 'king': 0}
black_pieces = {'pawn': 0, 'knight': 0, 'bishop': 0, 'rook': 0, 'queen': 0, 'king': 0}
piece_names = {
chess.PAWN: 'pawn',
chess.KNIGHT: 'knight',
chess.BISHOP: 'bishop',
chess.ROOK: 'rook',
chess.QUEEN: 'queen',
chess.KING: 'king'
}
for square in chess.SQUARES:
piece = board.piece_at(square)
if piece:
piece_name = piece_names[piece.piece_type]
if piece.color == chess.WHITE:
white_pieces[piece_name] += 1
else:
black_pieces[piece_name] += 1
return {
'white': white_pieces,
'black': black_pieces
}
@staticmethod
def get_material_value(board: chess.Board) -> Dict[str, int]:
"""
Get total material value for both sides
Args:
board: Chess board instance
Returns:
Dictionary with material values for white and black
"""
white_value = 0
black_value = 0
for square in chess.SQUARES:
piece = board.piece_at(square)
if piece:
value = ChessPiece.PIECE_VALUES[piece.piece_type]
if piece.color == chess.WHITE:
white_value += value
else:
black_value += value
return {
'white': white_value,
'black': black_value,
'advantage': white_value - black_value
}
@staticmethod
def get_piece_list(board: chess.Board) -> Dict[str, List[Dict[str, str]]]:
"""
Get list of all pieces on the board
Args:
board: Chess board instance
Returns:
Dictionary with lists of white and black pieces
"""
white_pieces = []
black_pieces = []
for square in chess.SQUARES:
piece = board.piece_at(square)
if piece:
piece_info = {
'type': chess.piece_name(piece.piece_type),
'square': chess.square_name(square),
'symbol': piece.symbol(),
'unicode': ChessPiece.UNICODE_PIECES[piece.color][piece.piece_type]
}
if piece.color == chess.WHITE:
white_pieces.append(piece_info)
else:
black_pieces.append(piece_info)
return {
'white': white_pieces,
'black': black_pieces
}
@staticmethod
def is_promotion_move(board: chess.Board, move_str: str) -> bool:
"""
Check if a move is a pawn promotion
Args:
board: Chess board instance
move_str: Move in UCI notation
Returns:
True if the move is a promotion
"""
try:
move = chess.Move.from_uci(move_str)
return move.promotion is not None
except ValueError:
return False
@staticmethod
def get_promotion_pieces() -> List[Dict[str, str]]:
"""
Get available promotion pieces
Returns:
List of promotion piece options
"""
return [
{'type': 'queen', 'symbol': 'Q', 'name': 'Queen'},
{'type': 'rook', 'symbol': 'R', 'name': 'Rook'},
{'type': 'bishop', 'symbol': 'B', 'name': 'Bishop'},
{'type': 'knight', 'symbol': 'N', 'name': 'Knight'}
] |