added purely random ai (doesn't care if it gets checked or not) and made some changes so that AI can do castling and en passant kills.
This commit is contained in:
parent
e31a2fd04f
commit
da75e49e23
1 changed files with 100 additions and 39 deletions
139
Main.gd
139
Main.gd
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@ -35,21 +35,15 @@ var team2 = 2
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func _ready():
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func _ready():
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make_player1("green")
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make_player1("green")
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make_player2("red")
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make_player2("red")
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#spawn_piece('pawn', 'teal', 1, 6, team1)
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#spawn_piece('pawn', 'orange', 2, 4, team2)
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#checkmatet1()
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#checkmatet1()
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#checkmatet2()
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#checkmatet2()
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#spawn_piece('rook', 'orange', 0, 0, team2)
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#spawn_piece('rook', 'orange', 7, 0, team2)
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#team1_king = spawn_piece('rook', 'teal', 5, 3, team1)
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#spawn_piece('pawn', 'blue', 6, 0, team1)
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var captures = update_capture_tables(board_to_text_board(board))
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var captures = update_capture_tables(board_to_text_board(board))
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team1_capture = captures[0]
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team1_capture = captures[0]
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team2_capture = captures[1]
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team2_capture = captures[1]
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save_turn()
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save_turn()
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OS.set_window_size(Vector2(700,700))
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OS.set_window_size(Vector2(700,700))
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randomize()
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#OS.set_window_always_on_top(true)
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#OS.set_window_always_on_top(true)
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@ -80,21 +74,62 @@ func _process(_delta):
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if click_spot() == Vector2(2,0):
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if click_spot() == Vector2(2,0):
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print(board_to_text_board(board))
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print(board_to_text_board(board))
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if click_spot() == Vector2(4,0):
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if click_spot() == Vector2(4,0):
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for i in 8:
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color_tiles(team2_capture, "red")
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for k in 8:
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if team2_capture[i][k] == 1:
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var move_tile = movetile_scene.instance()
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add_child(move_tile)
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move_tile.set_color("red")
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move_tile.position = in_square(Vector2(i * board_cell, k * board_cell))
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if click_spot() == Vector2(5,0):
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if click_spot() == Vector2(5,0):
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for i in 8:
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color_tiles(team1_capture, "green")
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for k in 8:
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if click_spot() == Vector2(7,0):
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if team1_capture[i][k] == 1:
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ai_move(team2, board_to_text_board(board))
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var move_tile = movetile_scene.instance()
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if click_spot() == Vector2(7,1):
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add_child(move_tile)
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ai_move(team1, board_to_text_board(board))
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move_tile.set_color("red")
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move_tile.position = in_square(Vector2(i * board_cell, k * board_cell))
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enum ai_modes {
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purely_random,
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}
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func ai_move(team, text_board, ai_mode=ai_modes.purely_random):
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var legal_every_move = team_every_legal_move(text_board, team)
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legal_every_move.shuffle()
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if ai_mode == ai_modes.purely_random:
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while 1:
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var piece_and_moves = legal_every_move.pop_back()
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if piece_and_moves:
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pass
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else:
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break # AI literally cannot move this turn, game should be offically over before this occurs
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var piece = piece_and_moves[0]
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var moves = piece_and_moves[1]
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if moves:
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print(moves)
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moves.shuffle()
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var move = moves.pop_back()
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var pos = position_to_board_cell(Vector2(piece[0] * board_cell, piece[1] * board_cell))
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var board_piece = board[pos[0]][pos[1]]
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board_piece.position = in_square(Vector2(move[0] * board_cell, move[1] * board_cell))
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if board[move[0]][move[1]]:
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board[move[0]][move[1]].kill()
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board[move[0]][move[1]] = board_piece
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board[pos[0]][pos[1]] = 0
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if move.size() == 3:
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if move[2] == movement_condition.en_passant_kill:
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kill_en_passant_pawn([move[0], move[1]])
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elif move[2] == movement_condition.king_side_castling:
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# TODO hard coding rook positions like this seems bad
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var rook = board[7][pos[1]]
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rook.position = in_square(Vector2(5 * board_cell, pos[1] * board_cell))
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board[5][pos[1]] = board[7][pos[1]]
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board[7][pos[1]] = 0
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elif move[2] == movement_condition.queen_side_castling:
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# TODO hard coding rook positions like this seems bad
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var rook = board[0][pos[1]]
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rook.position = in_square(Vector2(3 * board_cell, pos[1] * board_cell))
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board[3][pos[1]] = board[0][pos[1]]
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board[0][pos[1]] = 0
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#print("piece at (%s,%s), to (%s,%s)" % [ piece[0], piece[1], move[0], move[1] ])
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break
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else:
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continue
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new_turn()
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func new_turn():
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func new_turn():
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check_for_promotion()
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check_for_promotion()
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@ -143,6 +178,14 @@ func board_to_text_board(boarde):
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text_board[i][k] = 0
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text_board[i][k] = 0
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return text_board
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return text_board
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enum movement_condition {
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not_attacking,
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must_attack,
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en_passant_kill,
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king_side_castling,
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queen_side_castling,
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}
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func update_capture_tables(text_board, setting=tile_setting.hide_tiles_and_cover_allies):
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func update_capture_tables(text_board, setting=tile_setting.hide_tiles_and_cover_allies):
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var t1_capture = new_board()
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var t1_capture = new_board()
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var t2_capture = new_board()
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var t2_capture = new_board()
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@ -160,13 +203,13 @@ func update_capture_tables(text_board, setting=tile_setting.hide_tiles_and_cover
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if e[chess_enum.team] == team1:
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if e[chess_enum.team] == team1:
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for c in captured:
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for c in captured:
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if c.size() == 3:
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if c.size() == 3:
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if c[2] == "not attacking":
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if c[2] == movement_condition.not_attacking:
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continue
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continue
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t1_capture[c[0]][c[1]] = 1
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t1_capture[c[0]][c[1]] = 1
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else: # team2
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else: # team2
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for c in captured:
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for c in captured:
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if c.size() == 3:
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if c.size() == 3:
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if c[2] == "not attacking":
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if c[2] == movement_condition.not_attacking:
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continue
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continue
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t2_capture[c[0]][c[1]] = 1
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t2_capture[c[0]][c[1]] = 1
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#print(team1_capture)
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#print(team1_capture)
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@ -501,70 +544,82 @@ func can_chess_move(pattern, coords, text_board, create_tiles=tile_setting.show_
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move_1_down_pawn:
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move_1_down_pawn:
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var test = make_tiles(coords, [0,1], 1, true, curr_team, {}, create_tiles, text_board)
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var test = make_tiles(coords, [0,1], 1, true, curr_team, {}, create_tiles, text_board)
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if test:
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if test:
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test[0].push_back("not attacking")
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test[0].push_back(movement_condition.not_attacking)
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can_move.append_array(test)
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can_move.append_array(test)
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move_2_down_pawn:
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move_2_down_pawn:
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var test = make_tiles(coords, [0,1], 1, true, curr_team, {}, create_tiles, text_board)
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var test = make_tiles(coords, [0,1], 1, true, curr_team, {}, create_tiles, text_board)
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if test:
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if test:
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test[0].push_back("not attacking")
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test[0].push_back(movement_condition.not_attacking)
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can_move.append_array(test)
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can_move.append_array(test)
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var test2 = make_tiles(coords, [0,2], 1, true, curr_team, {'tile_is_en_passant': true}, create_tiles, text_board)
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var test2 = make_tiles(coords, [0,2], 1, true, curr_team, {'tile_is_en_passant': true}, create_tiles, text_board)
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if test2:
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if test2:
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test2[0].push_back("not attacking")
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test2[0].push_back(movement_condition.not_attacking)
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can_move.append_array(test2)
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can_move.append_array(test2)
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attack_1_sw:
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attack_1_sw:
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var test = make_tiles(coords, [-1,1], 1, false, curr_team, {"must_attack": true}, create_tiles, text_board)
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var test = make_tiles(coords, [-1,1], 1, false, curr_team, {"must_attack": true}, create_tiles, text_board)
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if test:
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if test:
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test[0].push_back("must attack")
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test[0].push_back(movement_condition.must_attack)
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can_move.append_array(test)
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can_move.append_array(test)
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attack_1_se:
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attack_1_se:
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var test = make_tiles(coords, [1,1], 1, false, curr_team, {"must_attack": true}, create_tiles, text_board)
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var test = make_tiles(coords, [1,1], 1, false, curr_team, {"must_attack": true}, create_tiles, text_board)
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if test:
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if test:
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test[0].push_back("must attack")
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test[0].push_back(movement_condition.must_attack)
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can_move.append_array(test)
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can_move.append_array(test)
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en_passant_sw:
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en_passant_sw:
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var pawn_maybe = text_board[coords[0]-1][coords[1]]
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var pawn_maybe = text_board[coords[0]-1][coords[1]]
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if pawn_maybe and pawn_maybe[chess_enum.piece_enum] == piece_names["pawn"] and pawn_maybe[chess_enum.en_passant] == 1 and pawn_maybe[chess_enum.team] != curr_team:
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if pawn_maybe and pawn_maybe[chess_enum.piece_enum] == piece_names["pawn"] and pawn_maybe[chess_enum.en_passant] == 1 and pawn_maybe[chess_enum.team] != curr_team:
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can_move.append_array(make_tiles(coords, [-1,1], 1, true, curr_team, {"en_passant_pawn": pawn_maybe}, create_tiles, text_board))
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var test = make_tiles(coords, [-1,1], 1, true, curr_team, {"en_passant_pawn": pawn_maybe}, create_tiles, text_board)
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if test:
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test[0].push_back(movement_condition.en_passant_kill)
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can_move.append_array(test)
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en_passant_se:
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en_passant_se:
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if ! coords[0] + 1 > BOARD_WIDTH:
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if ! coords[0] + 1 > BOARD_WIDTH:
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var pawn_maybe = text_board[coords[0]+1][coords[1]]
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var pawn_maybe = text_board[coords[0]+1][coords[1]]
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if pawn_maybe and pawn_maybe[chess_enum.piece_enum] == piece_names["pawn"] and pawn_maybe[chess_enum.en_passant] == 1 and pawn_maybe[chess_enum.team] != curr_team:
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if pawn_maybe and pawn_maybe[chess_enum.piece_enum] == piece_names["pawn"] and pawn_maybe[chess_enum.en_passant] == 1 and pawn_maybe[chess_enum.team] != curr_team:
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can_move.append_array(make_tiles(coords, [1,1], 1, true, curr_team, {"en_passant_pawn": pawn_maybe}, create_tiles, text_board))
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var test = make_tiles(coords, [1,1], 1, true, curr_team, {"en_passant_pawn": pawn_maybe}, create_tiles, text_board)
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if test:
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test[0].push_back(movement_condition.en_passant_kill)
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can_move.append_array(test)
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move_1_up_pawn:
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move_1_up_pawn:
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var test = make_tiles(coords, [0,-1], 1, true, curr_team, {}, create_tiles, text_board)
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var test = make_tiles(coords, [0,-1], 1, true, curr_team, {}, create_tiles, text_board)
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if test:
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if test:
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test[0].push_back("not attacking")
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test[0].push_back(movement_condition.not_attacking)
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can_move.append_array(test)
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can_move.append_array(test)
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move_2_up_pawn:
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move_2_up_pawn:
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var test = make_tiles(coords, [0,-1], 1, true, curr_team, {}, create_tiles, text_board)
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var test = make_tiles(coords, [0,-1], 1, true, curr_team, {}, create_tiles, text_board)
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if test:
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if test:
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test[0].push_back("not attacking")
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test[0].push_back(movement_condition.not_attacking)
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can_move.append_array(test)
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can_move.append_array(test)
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var test2 = make_tiles(coords, [0,-2], 1, true, curr_team, {'tile_is_en_passant': true}, create_tiles, text_board)
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var test2 = make_tiles(coords, [0,-2], 1, true, curr_team, {'tile_is_en_passant': true}, create_tiles, text_board)
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if test2:
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if test2:
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test2[0].push_back("not attacking")
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test2[0].push_back(movement_condition.not_attacking)
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can_move.append_array(test2)
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can_move.append_array(test2)
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attack_1_nw:
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attack_1_nw:
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var test = make_tiles(coords, [-1,-1], 1, false, curr_team, {"must_attack": true}, create_tiles, text_board)
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var test = make_tiles(coords, [-1,-1], 1, false, curr_team, {"must_attack": true}, create_tiles, text_board)
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if test:
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if test:
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test[0].push_back("must attack")
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test[0].push_back(movement_condition.must_attack)
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can_move.append_array(test)
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can_move.append_array(test)
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attack_1_ne:
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attack_1_ne:
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var test = make_tiles(coords, [1,-1], 1, false, curr_team, {"must_attack": true}, create_tiles, text_board)
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var test = make_tiles(coords, [1,-1], 1, false, curr_team, {"must_attack": true}, create_tiles, text_board)
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if test:
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if test:
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test[0].push_back("must attack")
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test[0].push_back(movement_condition.must_attack)
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can_move.append_array(test)
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can_move.append_array(test)
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en_passant_nw:
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en_passant_nw:
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var pawn_maybe = text_board[coords[0]-1][coords[1]]
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var pawn_maybe = text_board[coords[0]-1][coords[1]]
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if pawn_maybe and pawn_maybe[chess_enum.piece_enum] == piece_names["pawn"] and pawn_maybe[chess_enum.en_passant] == 1 and pawn_maybe[chess_enum.team] != curr_team:
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if pawn_maybe and pawn_maybe[chess_enum.piece_enum] == piece_names["pawn"] and pawn_maybe[chess_enum.en_passant] == 1 and pawn_maybe[chess_enum.team] != curr_team:
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can_move.append_array(make_tiles(coords, [-1,-1], 1, true, curr_team, {"en_passant_pawn": pawn_maybe}, create_tiles, text_board))
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var test = make_tiles(coords, [-1,-1], 1, true, curr_team, {"en_passant_pawn": pawn_maybe}, create_tiles, text_board)
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if test:
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test[0].push_back(movement_condition.en_passant_kill)
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can_move.append_array(test)
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en_passant_ne:
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en_passant_ne:
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if ! coords[0] + 1 > BOARD_WIDTH:
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if ! coords[0] + 1 > BOARD_WIDTH:
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var pawn_maybe = text_board[coords[0]+1][coords[1]]
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var pawn_maybe = text_board[coords[0]+1][coords[1]]
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if pawn_maybe and pawn_maybe[chess_enum.piece_enum] == piece_names["pawn"] and pawn_maybe[chess_enum.en_passant] == 1 and pawn_maybe[chess_enum.team] != curr_team:
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if pawn_maybe and pawn_maybe[chess_enum.piece_enum] == piece_names["pawn"] and pawn_maybe[chess_enum.en_passant] == 1 and pawn_maybe[chess_enum.team] != curr_team:
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can_move.append_array(make_tiles(coords, [1,-1], 1, true, curr_team, {"en_passant_pawn": pawn_maybe}, create_tiles, text_board))
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var test = make_tiles(coords, [1,-1], 1, true, curr_team, {"en_passant_pawn": pawn_maybe}, create_tiles, text_board)
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if test:
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test[0].push_back(movement_condition.en_passant_kill)
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can_move.append_array(test)
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move_up_inf:
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move_up_inf:
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can_move.append_array(make_tiles(coords, [0,-1], BOARD_HEIGHT, false, curr_team, {}, create_tiles, text_board))
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can_move.append_array(make_tiles(coords, [0,-1], BOARD_HEIGHT, false, curr_team, {}, create_tiles, text_board))
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@ -601,7 +656,10 @@ func can_chess_move(pattern, coords, text_board, create_tiles=tile_setting.show_
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#rint("There is something at (%s,%s) %s" % [king_x + i,y, board[king_x + i][y].get_piece() ])
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#rint("There is something at (%s,%s) %s" % [king_x + i,y, board[king_x + i][y].get_piece() ])
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if ! blocked:
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if ! blocked:
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can_move.append_array(make_tiles(coords, [2,0], 1, false, curr_team, {"castling_rook": ele}, create_tiles, text_board))
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var test = make_tiles(coords, [2,0], 1, false, curr_team, {"castling_rook": ele}, create_tiles, text_board)
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if test:
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test[0].push_back(movement_condition.king_side_castling)
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can_move.append_array(test)
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else:
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else:
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var blocked = false
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var blocked = false
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var diff = king_x - rook_x
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var diff = king_x - rook_x
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@ -618,7 +676,10 @@ func can_chess_move(pattern, coords, text_board, create_tiles=tile_setting.show_
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blocked = true
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blocked = true
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#rint("There is something at (%s,%s) %s" % [rook_x + i, y, board[rook_x + i][y].get_piece()])
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#rint("There is something at (%s,%s) %s" % [rook_x + i, y, board[rook_x + i][y].get_piece()])
|
||||||
if ! blocked:
|
if ! blocked:
|
||||||
can_move.append_array(make_tiles(coords, [-2,0], 1, false, curr_team, {"castling_rook": ele}, create_tiles, text_board))
|
var test = make_tiles(coords, [-2,0], 1, false, curr_team, {"castling_rook": ele}, create_tiles, text_board)
|
||||||
|
if test:
|
||||||
|
test[0].push_back(movement_condition.queen_side_castling)
|
||||||
|
can_move.append_array(test)
|
||||||
|
|
||||||
move_ne_inf:
|
move_ne_inf:
|
||||||
can_move.append_array(make_tiles(coords, [1,-1], 8, false, curr_team, {}, create_tiles, text_board))
|
can_move.append_array(make_tiles(coords, [1,-1], 8, false, curr_team, {}, create_tiles, text_board))
|
||||||
|
|
Loading…
Reference in a new issue