lyceum-env/clubs/chess/chess.py

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2024-10-12 20:06:49 +00:00
import pygame
import re
from constants import WIDTH, HEIGHT, ROWS, COLS, SQUARE_SIZE, LIGHT_BROWN, DARK_BROWN, PIECES
class ChessBoard:
def __init__(self):
self.reset()
### RL env part
def reset(self):
"""
set up the board and the starting player
"""
self.board = self.create_board()
self.current_player = 'white'
def step(self,action):
"""
action: A string using natural language and/or chess notation
Returns: observation, reward, done, info
"""
self.handle_input(action)
# self.move_piece()
observation = self.board
reward = self.calculate_reward()
done = self.check_game_over()
info = {}
return observation, reward, done, info
def render(self, win):
"""
render the pygame window for visual feedback
"""
self.display(win)
pygame.display.update()
def close(self):
pygame.quit()
def check_game_over(self):
if self.draw or self.checkmate or self.resign:
return True
else:
return False
### Actual game
def create_board(self):
board = [['' for _ in range(COLS)] for _ in range(ROWS)]
# Assign unique IDs to each piece
# Pawns
for i in range(COLS):
board[1][i] = 'black_pawn'
board[6][i] = 'white_pawn'
# Rooks
board[0][0] = board[0][7] = 'black_rook'
board[7][0] = board[7][7] = 'white_rook'
# Knights
board[0][1] = board[0][6] = 'black_knight'
board[7][1] = board[7][6] = 'white_knight'
# Bishops
board[0][2] = board[0][5] = 'black_bishop'
board[7][2] = board[7][5] = 'white_bishop'
# Queens
board[0][3] = 'black_queen'
board[7][3] = 'white_queen'
# Kings
board[0][4] = 'black_king'
board[7][4] = 'white_king'
return board
def display(self, win):
# draw squares
for row in range(ROWS):
for col in range(COLS):
color = LIGHT_BROWN if (row + col) % 2 == 0 else DARK_BROWN
pygame.draw.rect(win, color, (col * SQUARE_SIZE, row * SQUARE_SIZE, SQUARE_SIZE, SQUARE_SIZE))
# draw pieces
for row in range(ROWS):
for col in range(COLS):
piece = self.board[row][col]
if piece != '':
base_piece_name = ''.join([i for i in piece])
piece_image = PIECES[base_piece_name]
piece_image = pygame.transform.scale(piece_image, (SQUARE_SIZE, SQUARE_SIZE))
win.blit(piece_image, (col * SQUARE_SIZE, row * SQUARE_SIZE))
def handle_input(self, input_text):
col_map = {'a':0, 'b':1, 'c':2, 'd':3, 'e':4, 'f':5, 'g':6, 'h':7}
row_map = {'1':7, '2':6, '3':5, '4':4, '5':3, '6':2, '7':1, '8':0}
# TODO: Implement logic for actions without squares
# This includes statements such as
# "I capture your queen with my rook"
# TODO: Implement logic for actions with mix of squares and names
# Ex: "Queen to e5"
# Ex: "a2 captures knight"
# TODO: Implement logic for actions with only squares
# Example: "e4 to e5"
# TODO: Probably should spread the different modes across functions for clarity
# smth like 'figure_pieces()' which figures out the two pieces (and if two pieces interact)
# and smth like 'figure_squares' which figures out the two squares
def move_piece(self, start_square, end_square):
start_col, start_row = start_square
piece = self.board[start_col][start_row]
end_col, end_row = end_square
end_spot = self.board[end_col][end_row]
if end_spot == '':
self.board[end_col][end_row] = piece
elif 'black' in end_spot:
self.capture(end_spot)
self.board[end_col][end_row] = piece
self.check_promotion()