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s1-tp/S1/Echecs/echecs.py

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CASES_COTE = 8
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MVT_INCONNU = 'Cause inconnue'
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MVT_OK = 'Valide'
MVT_ROQUE = 'Roque'
MVT_SELECTION = 'Mauvais tour'
MVT_SUR_PLACE = 'Immobile'
MVT_SAUT_AMI = 'Saut ami'
MVT_PION_INC = 'Pion inconnu'
MVT_N_AUTORISE = 'Non-autorisé'
MVT_OBSTRUCTION = 'Pion en chemin'
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class LogiqueEchecs:
def __init__(self):
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self.grille = []
self.cGrille()
self.remplirGrille()
self.joueur = True
self.nvPartie()
@staticmethod
def eNoir(xD, yD):
return xD % 2 != yD % 2
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def cGrille(self):
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for x in range(CASES_COTE):
colonne = []
for y in range(CASES_COTE):
colonne.append(0)
self.grille.append(colonne)
def remplirGrille(self):
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speciales = [2, 3, 4, 6, 5, 4, 3, 2]
for i in range(0, 8):
self.grille[i][0] = speciales[i] + 10
self.grille[i][1] = 11
self.grille[i][6] = 1
self.grille[i][7] = speciales[i]
def nvPartie(self):
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self.cGrille()
self.remplirGrille()
self.joueur = True
def cPion(self, x, y, piece):
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"""
"""
self.grille[x][y] = piece
return True
@staticmethod
def ePionBlanc(pion):
return pion in range(1, 7)
@staticmethod
def ePionNoir(pion):
return pion in range(11, 17)
def aSonTour(self, pion):
return (self.ePionNoir(pion) and self.joueur == False) or \
(self.ePionBlanc(pion) and self.joueur == True)
def mvtPossiblePion(self, x1, y1, x2, y2):
if x1 == x2 and self.grille[x2][y2] <= 0: # Avance
if self.joueur:
if y2 == y1 - 1:
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return MVT_OK
elif y1 == 6 and y2 == 4 and self.grille[x1][5] == 0:
return MVT_OK
else:
return MVT_N_AUTORISE
else:
if y2 == y1 + 1:
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return MVT_OK
elif y1 == 1 and y2 == 3 and self.grille[x1][2] == 0:
return MVT_OK
else:
return MVT_N_AUTORISE
elif abs(x1-x2) == 1: # Saut
if self.joueur:
if y2 == y1 - 1 and \
self.ePionNoir(self.grille[x2][y2]):
return MVT_OK
else:
return MVT_N_AUTORISE
else:
if y2 == y1 + 1 and \
self.ePionBlanc(self.grille[x2][y2]):
return MVT_OK
else:
return MVT_N_AUTORISE
else:
return MVT_N_AUTORISE
def mvtPossibleTour(self, x1, y1, x2, y2):
if y1 == y2:
sens = (x2-x1)//abs(x2-x1)
for x in range(x1+sens, x2, sens):
if self.grille[x][y1] > 0:
return MVT_OBSTRUCTION
elif x1 == x2:
sens = (y2-y1)//abs(y2-y1)
for y in range(y1+sens, y2, sens):
if self.grille[x1][y] > 0:
return MVT_OBSTRUCTION
else:
return MVT_N_AUTORISE
return MVT_OK
def mvtPossibleFou(self, x1, y1, x2, y2):
if abs(x2-x1) == abs(y2-y1):
sensX = (x2-x1)//abs(x2-x1)
sensY = (y2-y1)//abs(y2-y1)
x = x1
y = y1
dist = 0
distTot = abs(x2-x1)
while dist < distTot:
dist += 1
x += sensX
y += sensY
if self.grille[x][y] > 0:
if dist == distTot:
return MVT_OK # Saut
else:
return MVT_OBSTRUCTION
return MVT_OK # Vide
else:
return MVT_N_AUTORISE
def mvtPossibleCavalier(self, x1, y1, x2, y2):
return MVT_PION_INC
def mvtPossible(self, x1, y1, x2, y2):
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pion = self.grille[x1][y1]
if self.aSonTour(pion):
if (x1 != x2 or y1 != y2):
if not self.aSonTour(self.grille[x2][y2]):
tPion = pion % 10
if tPion == 1: # Pion
return self.mvtPossiblePion(x1, y1, x2, y2)
elif tPion == 2: # Tour
return self.mvtPossibleTour(x1, y1, x2, y2)
elif tPion == 3: # Cavalier
return self.mvtPossibleCavalier(x1, y1, x2, y2)
elif tPion == 4: # Fou
return self.mvtPossibleFou(x1, y1, x2, y2)
elif tPion == 5: # Dame
tour = self.mvtPossibleTour(x1, y1, x2, y2)
fou = self.mvtPossibleFou(x1, y1, x2, y2)
if tour == MVT_OK or fou == MVT_OK:
return MVT_OK
elif tour == MVT_OBSTRUCTION or fou == MVT_OBSTRUCTION:
return MVT_OBSTRUCTION
else:
return MVT_N_AUTORISE
elif tPion == 6: # Roi
if abs(x2-x1) <= 1 and abs(y2-y1) <= 1:
return MVT_OK
else:
return MVT_N_AUTORISE
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else:
return MVT_PION_INC
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else:
return MVT_SAUT_AMI
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else:
return MVT_SUR_PLACE
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else:
return MVT_SELECTION
return MVT_INCONNU
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def mvtsPossibles(self, x1, y1):
tableau = []
for x2 in range(0, CASES_COTE):
for y2 in range(0, CASES_COTE):
if self.mvtPossible(x1, y1, x2, y2) == MVT_OK:
tableau.append([x2, y2])
return tableau
def dPion(self, x1, y1, x2, y2):
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test = self.mvtPossible(x1, y1, x2, y2)
if test == MVT_OK:
self.grille[x1][y1], self.grille[x2][y2] = 0, self.grille[x1][y1]
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self.joueur = not self.joueur
return test
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# GUI
from tkinter import *
DECX = 0
DECY = 0
COTE_CASE = 50
MARGE_PIONS = 5
TEMPS_ANIM = 200
INTER_ANIM = 10
class PlateauTk:
def __init__(self):
self.fen = None
self.can = None
self.chaine = None
self.grilleDamier = []
self.imagesOriginales = []
self.imagesRedim = []
self.photos = []
self.grillePions = []
self.animations = []
self.dEtape = True
self.dx1 = -1
self.dy1 = -1
self.dx2 = -1
self.dy2 = -1
self.mvtsPossibles = []
self.logique = LogiqueEchecs()
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self.creerFen()
self.importerImages()
self.redimImages()
self.cDamier()
self.cGrille()
self.remplirGrille(self.logique.grille)
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def creerFen(self):
self.fen = Tk()
self.fen.title("Jeu d'Échecs")
self.can = Canvas(self.fen, width=COTE_CASE * CASES_COTE,
height=COTE_CASE * CASES_COTE, bg="ivory")
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self.can.grid(row=0, column=1, columnspan=3)
self.can.bind('<Button-1>', self.clic)
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self.chaine = Label(self.fen, text="Aux blancs")
self.chaine.grid(row=2, column=2, padx=3, pady=3)
# Button(self.fen, text="Nv. Partie", command=f_nvPartie).grid(row=2, \
# column=1, padx=3, pady=3)
Button(self.fen, text="Quitter", command=self.fen.destroy).grid(row=2,
column=3, padx=3, pady=3)
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def statut(self, texte, delai=0):
self.chaine.config(text=texte)
# TODO Timeout effacer si parametre / Liste
def importerImages(self):
for piece in range(0, 21):
nom = 'sprites/'
if piece % 10 == 1:
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nom += 'pion'
elif piece % 10 == 2:
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nom += 'tour'
elif piece % 10 == 3:
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nom += 'cavalier'
elif piece % 10 == 4:
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nom += 'fou'
elif piece % 10 == 5:
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nom += 'dame'
elif piece % 10 == 6:
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nom += 'roi'
else:
self.imagesOriginales.append('')
continue
if piece < 10:
nom += 'B'
else:
nom += 'N'
nom += '.gif'
self.imagesOriginales.append(PhotoImage(file=nom))
def redimImages(self):
sample = int(504 / (COTE_CASE - MARGE_PIONS))
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for piece in range(0, 21):
if self.imagesOriginales[piece] != '':
self.imagesRedim.append(self.imagesOriginales[piece].
subsample(sample))
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else:
self.imagesRedim.append('')
# Dessin
@staticmethod
def caseCouleur(blanc, contexte):
if contexte == 1: # Sélectionné
return '#a0cefe' if blanc else '#478bd1'
elif contexte == 2: # Possible
return '#bafea0' if blanc else '#6ed147'
elif contexte == 3: # Impossible
return '#fea0ab' if blanc else '#d14758'
else: # Normal
return '#ffce9e' if blanc else '#d18b47'
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def cCase(self, x, y):
couleur = self.caseCouleur(not LogiqueEchecs.eNoir(x, y), 0)
return self.can.create_rectangle(x * COTE_CASE, y * COTE_CASE, (x + 1) * COTE_CASE, (y + 1) * COTE_CASE)
def coulCase(self, x, y, contexte):
couleur = self.caseCouleur(not self.logique.eNoir(x, y), contexte)
self.can.itemconfig(self.grilleDamier[x][y], fill=couleur, outline=couleur)
def coulDamier(self):
for x in range(0, CASES_COTE):
for y in range(0, CASES_COTE):
self.coulCase(x, y, 0)
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def cDamier(self):
self.grilleDamier = []
for x in range(0, CASES_COTE):
colonne = []
for y in range(0, CASES_COTE):
colonne.append(self.cCase(x + DECX, y + DECY))
self.grilleDamier.append(colonne)
self.coulDamier()
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def cPion(self, x, y, piece):
if piece > 0:
self.grillePions[x][y] = self.can.create_image((x + .5) * COTE_CASE,
(y + .5) * COTE_CASE, image=self.imagesRedim[piece])
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else:
self.grillePions[x][y] = False
def cGrille(self):
self.grillePions = []
for x in range(0, CASES_COTE): # Crée self.grillePions
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colonne = []
for y in range(0, CASES_COTE):
colonne.append(False)
self.grillePions.append(colonne)
def remplirGrille(self, j_grilleF):
for x in range(0, CASES_COTE): # Remplis self.grillePions
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for y in range(0, CASES_COTE):
self.cPion(x, y, j_grilleF[x][y])
# Interaction
def statutPrendre(self):
if self.logique.joueur:
joueur = 'blancs'
else:
joueur = 'noirs'
self.statut('Prendre (' + joueur + ')')
@staticmethod
def animationDCoords(i):
x = i['x1'] + (i['x2']-i['x1']) * (i['avancement']/i['total'])
y = i['y1'] + (i['y2']-i['y1']) * (i['avancement']/i['total'])
return [x, y]
def animation(self):
animationsNv = []
for i in self.animations:
if i['avancement'] < i['total']:
if i['type'] == 'd':
coords = self.animationDCoords(i)
self.can.coords(i['pion'], coords[0], coords[1])
# elif i['type'] == 'f':
# TODO Opacité de i['pion']
# elif i['type'] == 'c':
# TODO Opacité de case
i['avancement'] += INTER_ANIM
animationsNv.append(i)
else:
if i['type'] == 'd':
self.can.coords(i['pion'], i['x2'], i['y2'])
elif i['type'] == 'f':
self.can.delete(i['pion'])
elif i['type'] == 'c':
self.coulCase(i['x'], i['y'], 0)
self.animations = animationsNv
if len(animationsNv):
self.fen.after(INTER_ANIM, self.animation)
def animer(self, animation):
etaitVide = len(self.animations) < 1
self.animations.append(animation)
if etaitVide:
self.animation()
def animerD(self, x1, y1, x2, y2, pion):
if len(self.animations):
for i in self.animations:
if i['pion'] == pion: # Si une animation pour ce pion existe
# déjà, on la reprend et on la modifie
coords = self.animationDCoords(i)
i['x1'] = coords[0]
i['y1'] = coords[1]
i['x2'] = x2
i['y2'] = y2
# i['total'] = i['total'] - i['avancement']
i['total'] = TEMPS_ANIM
i['avancement'] = 0
return
animation = {
'x1': x1,
'y1': y1,
'x2': x2,
'y2': y2,
'pion': pion,
'type': 'd',
'total': TEMPS_ANIM,
'avancement': 0
}
self.can.tag_raise(pion) # Mise au premier plan
self.animer(animation)
def animerF(self, pion): # Pion fade-out
animation = {
'pion': pion,
'type': 'f',
'total': TEMPS_ANIM,
'avancement': 0
}
self.animer(animation)
def animerC(self, x ,y):
animation = {
'type': 'c',
'x': x,
'y': y,
'total': TEMPS_ANIM,
'avancement': 0
}
self.animer(animation)
def dPion(self, x1, y1, x2, y2):
test = self.logique.dPion(x1, y1, x2, y2)
if test == MVT_OK: # Si déplacement possible
if self.grillePions[x2][y2]: # Si saut → Animation effacement
self.animerF(self.grillePions[x2][y2])
self.grillePions[x2][y2], self.grillePions[x1][y1] = \
self.grillePions[x1][y1], False
self.animerD((x1 + .5) * COTE_CASE, (y1 + .5) * COTE_CASE, \
(x2 + .5) * COTE_CASE, (y2 + .5) * COTE_CASE, \
self.grillePions[x2][y2])
return True
else:
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self.statut('Déplacment impossible ! (' + str(test) + ')')
return False
def dClic(self, x, y):
# if not len(self.animations):
if self.dEtape: # Prendre
self.dx1, self.dy1 = x, y
self.coulDamier() # Effacement des surbrillances
if self.logique.aSonTour(self.logique.grille[self.dx1][self.dy1]): # Si possible jouer
self.coulCase(self.dx1, self.dy1, 1)
self.mvtPossibles = self.logique.mvtsPossibles(self.dx1, self.dy1) # Surbrillance bleue
for i in self.mvtPossibles: # Surbrillances vertes
self.coulCase(i[0], i[1], 2)
self.statut('Poser')
self.dEtape = not self.dEtape
else: # Si pas pssible jouer
self.coulCase(self.dx1, self.dy1, 3)
self.animerC(self.dx1, self.dy1)
else: # Poser
self.dx2, self.dy2 = x, y
if self.dPion(self.dx1, self.dy1, self.dx2, self.dy2) or (self.dx1 == self.dx2 and self.dy1 == self.dy2): # Si déplacement fait / Annule dépalcement
self.coulDamier() # Effacer Surbrillance
self.dEtape = not self.dEtape
self.statutPrendre()
else: # Si mauvais déplacement
self.coulCase(self.dx2, self.dy2, 3)
self.animerC(self.dx2, self.dy2)
def clic(self, event):
x = event.x // COTE_CASE
y = event.y // COTE_CASE
self.dClic(x, y)
p = PlateauTk()
# TODO Un jeu (canvas) et un frontend (fenetre)