├── .gitignore
├── .idea
├── .gitignore
├── inspectionProfiles
│ ├── Project_Default.xml
│ └── profiles_settings.xml
├── misc.xml
├── modules.xml
├── sunfish.iml
└── vcs.xml
├── LICENSE.md
├── README.md
├── draw_board.py
├── screenshot
├── chess_board_chinese.png
├── chess_board_unicode.png
├── xiangqi_chinese.png
└── xiangqi_unicode.png
└── xiangqi.py
/.gitignore:
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1 |
2 | # Created by https://www.toptal.com/developers/gitignore/api/python,pycharm,vscode
3 | # Edit at https://www.toptal.com/developers/gitignore?templates=python,pycharm,vscode
4 |
5 | ### PyCharm ###
6 | # Covers JetBrains IDEs: IntelliJ, RubyMine, PhpStorm, AppCode, PyCharm, CLion, Android Studio, WebStorm and Rider
7 | # Reference: https://intellij-support.jetbrains.com/hc/en-us/articles/206544839
8 |
9 | # User-specific stuff
10 | .idea/**/workspace.xml
11 | .idea/**/tasks.xml
12 | .idea/**/usage.statistics.xml
13 | .idea/**/dictionaries
14 | .idea/**/shelf
15 |
16 | # Generated files
17 | .idea/**/contentModel.xml
18 |
19 | # Sensitive or high-churn files
20 | .idea/**/dataSources/
21 | .idea/**/dataSources.ids
22 | .idea/**/dataSources.local.xml
23 | .idea/**/sqlDataSources.xml
24 | .idea/**/dynamic.xml
25 | .idea/**/uiDesigner.xml
26 | .idea/**/dbnavigator.xml
27 |
28 | # Gradle
29 | .idea/**/gradle.xml
30 | .idea/**/libraries
31 |
32 | # Gradle and Maven with auto-import
33 | # When using Gradle or Maven with auto-import, you should exclude module files,
34 | # since they will be recreated, and may cause churn. Uncomment if using
35 | # auto-import.
36 | # .idea/artifacts
37 | # .idea/compiler.xml
38 | # .idea/jarRepositories.xml
39 | # .idea/modules.xml
40 | # .idea/*.iml
41 | # .idea/modules
42 | # *.iml
43 | # *.ipr
44 |
45 | # CMake
46 | cmake-build-*/
47 |
48 | # Mongo Explorer plugin
49 | .idea/**/mongoSettings.xml
50 |
51 | # File-based project format
52 | *.iws
53 |
54 | # IntelliJ
55 | out/
56 |
57 | # mpeltonen/sbt-idea plugin
58 | .idea_modules/
59 |
60 | # JIRA plugin
61 | atlassian-ide-plugin.xml
62 |
63 | # Cursive Clojure plugin
64 | .idea/replstate.xml
65 |
66 | # Crashlytics plugin (for Android Studio and IntelliJ)
67 | com_crashlytics_export_strings.xml
68 | crashlytics.properties
69 | crashlytics-build.properties
70 | fabric.properties
71 |
72 | # Editor-based Rest Client
73 | .idea/httpRequests
74 |
75 | # Android studio 3.1+ serialized cache file
76 | .idea/caches/build_file_checksums.ser
77 |
78 | ### PyCharm Patch ###
79 | # Comment Reason: https://github.com/joeblau/gitignore.io/issues/186#issuecomment-215987721
80 |
81 | # *.iml
82 | # modules.xml
83 | # .idea/misc.xml
84 | # *.ipr
85 |
86 | # Sonarlint plugin
87 | # https://plugins.jetbrains.com/plugin/7973-sonarlint
88 | .idea/**/sonarlint/
89 |
90 | # SonarQube Plugin
91 | # https://plugins.jetbrains.com/plugin/7238-sonarqube-community-plugin
92 | .idea/**/sonarIssues.xml
93 |
94 | # Markdown Navigator plugin
95 | # https://plugins.jetbrains.com/plugin/7896-markdown-navigator-enhanced
96 | .idea/**/markdown-navigator.xml
97 | .idea/**/markdown-navigator-enh.xml
98 | .idea/**/markdown-navigator/
99 |
100 | # Cache file creation bug
101 | # See https://youtrack.jetbrains.com/issue/JBR-2257
102 | .idea/$CACHE_FILE$
103 |
104 | # CodeStream plugin
105 | # https://plugins.jetbrains.com/plugin/12206-codestream
106 | .idea/codestream.xml
107 |
108 | ### Python ###
109 | # Byte-compiled / optimized / DLL files
110 | __pycache__/
111 | *.py[cod]
112 | *$py.class
113 |
114 | # C extensions
115 | *.so
116 |
117 | # Distribution / packaging
118 | .Python
119 | build/
120 | develop-eggs/
121 | dist/
122 | downloads/
123 | eggs/
124 | .eggs/
125 | lib/
126 | lib64/
127 | parts/
128 | sdist/
129 | var/
130 | wheels/
131 | pip-wheel-metadata/
132 | share/python-wheels/
133 | *.egg-info/
134 | .installed.cfg
135 | *.egg
136 | MANIFEST
137 |
138 | # PyInstaller
139 | # Usually these files are written by a python script from a template
140 | # before PyInstaller builds the exe, so as to inject date/other infos into it.
141 | *.manifest
142 | *.spec
143 |
144 | # Installer logs
145 | pip-log.txt
146 | pip-delete-this-directory.txt
147 |
148 | # Unit test / coverage reports
149 | htmlcov/
150 | .tox/
151 | .nox/
152 | .coverage
153 | .coverage.*
154 | .cache
155 | nosetests.xml
156 | coverage.xml
157 | *.cover
158 | *.py,cover
159 | .hypothesis/
160 | .pytest_cache/
161 | pytestdebug.log
162 |
163 | # Translations
164 | *.mo
165 | *.pot
166 |
167 | # Django stuff:
168 | *.log
169 | local_settings.py
170 | db.sqlite3
171 | db.sqlite3-journal
172 |
173 | # Flask stuff:
174 | instance/
175 | .webassets-cache
176 |
177 | # Scrapy stuff:
178 | .scrapy
179 |
180 | # Sphinx documentation
181 | docs/_build/
182 | doc/_build/
183 |
184 | # PyBuilder
185 | target/
186 |
187 | # Jupyter Notebook
188 | .ipynb_checkpoints
189 |
190 | # IPython
191 | profile_default/
192 | ipython_config.py
193 |
194 | # pyenv
195 | .python-version
196 |
197 | # pipenv
198 | # According to pypa/pipenv#598, it is recommended to include Pipfile.lock in version control.
199 | # However, in case of collaboration, if having platform-specific dependencies or dependencies
200 | # having no cross-platform support, pipenv may install dependencies that don't work, or not
201 | # install all needed dependencies.
202 | #Pipfile.lock
203 |
204 | # PEP 582; used by e.g. github.com/David-OConnor/pyflow
205 | __pypackages__/
206 |
207 | # Celery stuff
208 | celerybeat-schedule
209 | celerybeat.pid
210 |
211 | # SageMath parsed files
212 | *.sage.py
213 |
214 | # Environments
215 | .env
216 | .venv
217 | env/
218 | venv/
219 | ENV/
220 | env.bak/
221 | venv.bak/
222 | pythonenv*
223 |
224 | # Spyder project settings
225 | .spyderproject
226 | .spyproject
227 |
228 | # Rope project settings
229 | .ropeproject
230 |
231 | # mkdocs documentation
232 | /site
233 |
234 | # mypy
235 | .mypy_cache/
236 | .dmypy.json
237 | dmypy.json
238 |
239 | # Pyre type checker
240 | .pyre/
241 |
242 | # pytype static type analyzer
243 | .pytype/
244 |
245 | # profiling data
246 | .prof
247 |
248 | ### vscode ###
249 | .vscode/*
250 | !.vscode/settings.json
251 | !.vscode/tasks.json
252 | !.vscode/launch.json
253 | !.vscode/extensions.json
254 | *.code-workspace
255 |
256 | # End of https://www.toptal.com/developers/gitignore/api/python,pycharm,vscode
257 |
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/.idea/.gitignore:
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1 | # Default ignored files
2 | /shelf/
3 | /workspace.xml
4 | # Datasource local storage ignored files
5 | /dataSources/
6 | /dataSources.local.xml
7 | # Editor-based HTTP Client requests
8 | /httpRequests/
9 |
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/LICENSE.md:
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1 | GNU GENERAL PUBLIC LICENSE
2 | ==========================
3 |
4 | Version 3, 29 June 2007
5 |
6 | Copyright © 2007 Free Software Foundation, Inc. <>
7 |
8 | Everyone is permitted to copy and distribute verbatim copies of this license
9 | document, but changing it is not allowed.
10 |
11 | ## Preamble
12 |
13 | The GNU General Public License is a free, copyleft license for software and other
14 | kinds of works.
15 |
16 | The licenses for most software and other practical works are designed to take away
17 | your freedom to share and change the works. By contrast, the GNU General Public
18 | License is intended to guarantee your freedom to share and change all versions of a
19 | program--to make sure it remains free software for all its users. We, the Free
20 | Software Foundation, use the GNU General Public License for most of our software; it
21 | applies also to any other work released this way by its authors. You can apply it to
22 | your programs, too.
23 |
24 | When we speak of free software, we are referring to freedom, not price. Our General
25 | Public Licenses are designed to make sure that you have the freedom to distribute
26 | copies of free software (and charge for them if you wish), that you receive source
27 | code or can get it if you want it, that you can change the software or use pieces of
28 | it in new free programs, and that you know you can do these things.
29 |
30 | To protect your rights, we need to prevent others from denying you these rights or
31 | asking you to surrender the rights. Therefore, you have certain responsibilities if
32 | you distribute copies of the software, or if you modify it: responsibilities to
33 | respect the freedom of others.
34 |
35 | For example, if you distribute copies of such a program, whether gratis or for a fee,
36 | you must pass on to the recipients the same freedoms that you received. You must make
37 | sure that they, too, receive or can get the source code. And you must show them these
38 | terms so they know their rights.
39 |
40 | Developers that use the GNU GPL protect your rights with two steps: (1) assert
41 | copyright on the software, and (2) offer you this License giving you legal permission
42 | to copy, distribute and/or modify it.
43 |
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45 | no warranty for this free software. For both users' and authors' sake, the GPL
46 | requires that modified versions be marked as changed, so that their problems will not
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48 |
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50 | the software inside them, although the manufacturer can do so. This is fundamentally
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220 | ### 6. Conveying Non-Source Forms.
221 |
222 | You may convey a covered work in object code form under the terms of sections 4 and
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238 | * **c)** Convey individual copies of the object code with a copy of the written offer to
239 | provide the Corresponding Source. This alternative is allowed only occasionally and
240 | noncommercially, and only if you received the object code with such an offer, in
241 | accord with subsection 6b.
242 | * **d)** Convey the object code by offering access from a designated place (gratis or for
243 | a charge), and offer equivalent access to the Corresponding Source in the same way
244 | through the same place at no further charge. You need not require recipients to copy
245 | the Corresponding Source along with the object code. If the place to copy the object
246 | code is a network server, the Corresponding Source may be on a different server
247 | (operated by you or a third party) that supports equivalent copying facilities,
248 | provided you maintain clear directions next to the object code saying where to find
249 | the Corresponding Source. Regardless of what server hosts the Corresponding Source,
250 | you remain obligated to ensure that it is available for as long as needed to satisfy
251 | these requirements.
252 | * **e)** Convey the object code using peer-to-peer transmission, provided you inform
253 | other peers where the object code and Corresponding Source of the work are being
254 | offered to the general public at no charge under subsection 6d.
255 |
256 | A separable portion of the object code, whose source code is excluded from the
257 | Corresponding Source as a System Library, need not be included in conveying the
258 | object code work.
259 |
260 | A “User Product” is either (1) a “consumer product”, which
261 | means any tangible personal property which is normally used for personal, family, or
262 | household purposes, or (2) anything designed or sold for incorporation into a
263 | dwelling. In determining whether a product is a consumer product, doubtful cases
264 | shall be resolved in favor of coverage. For a particular product received by a
265 | particular user, “normally used” refers to a typical or common use of
266 | that class of product, regardless of the status of the particular user or of the way
267 | in which the particular user actually uses, or expects or is expected to use, the
268 | product. A product is a consumer product regardless of whether the product has
269 | substantial commercial, industrial or non-consumer uses, unless such uses represent
270 | the only significant mode of use of the product.
271 |
272 | “Installation Information” for a User Product means any methods,
273 | procedures, authorization keys, or other information required to install and execute
274 | modified versions of a covered work in that User Product from a modified version of
275 | its Corresponding Source. The information must suffice to ensure that the continued
276 | functioning of the modified object code is in no case prevented or interfered with
277 | solely because modification has been made.
278 |
279 | If you convey an object code work under this section in, or with, or specifically for
280 | use in, a User Product, and the conveying occurs as part of a transaction in which
281 | the right of possession and use of the User Product is transferred to the recipient
282 | in perpetuity or for a fixed term (regardless of how the transaction is
283 | characterized), the Corresponding Source conveyed under this section must be
284 | accompanied by the Installation Information. But this requirement does not apply if
285 | neither you nor any third party retains the ability to install modified object code
286 | on the User Product (for example, the work has been installed in ROM).
287 |
288 | The requirement to provide Installation Information does not include a requirement to
289 | continue to provide support service, warranty, or updates for a work that has been
290 | modified or installed by the recipient, or for the User Product in which it has been
291 | modified or installed. Access to a network may be denied when the modification itself
292 | materially and adversely affects the operation of the network or violates the rules
293 | and protocols for communication across the network.
294 |
295 | Corresponding Source conveyed, and Installation Information provided, in accord with
296 | this section must be in a format that is publicly documented (and with an
297 | implementation available to the public in source code form), and must require no
298 | special password or key for unpacking, reading or copying.
299 |
300 | ### 7. Additional Terms.
301 |
302 | “Additional permissions” are terms that supplement the terms of this
303 | License by making exceptions from one or more of its conditions. Additional
304 | permissions that are applicable to the entire Program shall be treated as though they
305 | were included in this License, to the extent that they are valid under applicable
306 | law. If additional permissions apply only to part of the Program, that part may be
307 | used separately under those permissions, but the entire Program remains governed by
308 | this License without regard to the additional permissions.
309 |
310 | When you convey a copy of a covered work, you may at your option remove any
311 | additional permissions from that copy, or from any part of it. (Additional
312 | permissions may be written to require their own removal in certain cases when you
313 | modify the work.) You may place additional permissions on material, added by you to a
314 | covered work, for which you have or can give appropriate copyright permission.
315 |
316 | Notwithstanding any other provision of this License, for material you add to a
317 | covered work, you may (if authorized by the copyright holders of that material)
318 | supplement the terms of this License with terms:
319 |
320 | * **a)** Disclaiming warranty or limiting liability differently from the terms of
321 | sections 15 and 16 of this License; or
322 | * **b)** Requiring preservation of specified reasonable legal notices or author
323 | attributions in that material or in the Appropriate Legal Notices displayed by works
324 | containing it; or
325 | * **c)** Prohibiting misrepresentation of the origin of that material, or requiring that
326 | modified versions of such material be marked in reasonable ways as different from the
327 | original version; or
328 | * **d)** Limiting the use for publicity purposes of names of licensors or authors of the
329 | material; or
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543 | END OF TERMS AND CONDITIONS
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--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | # 中国象棋 Python | Chinese Chess Python
2 |
3 | ## 特性
4 | - 代码简洁:仅仅使用一百多行代码即实现了中国象棋,并具有简单对战功能。
5 | - 性能高效:经测试水平在初学者之上。
6 | - 使用传统象棋表示方法来表示棋子移动。
7 |
8 | ## 缺点
9 | - 现代竞技象棋有许多复杂的规则,例如不得长将,长吃等,参见[2011版象棋规则](http://www.xqbase.com/protocol/rule2011.pdf)。本程序仅实现了基本规则,未实现禁手。
10 | - 没有引入随机参数,导致在相同局面下程序总是会有相同的输出。
11 |
12 | ## 注意
13 | - 本程序使用的象棋棋子来自Unicode13中的[棋类符号](https://www.unicode.org/charts/PDF/U1FA00.pdf),如果你的电脑能正确显示以下几个字符:🩠 🩡 🩢 🩣 🩤 🩦 🩥 🩧 🩨 🩩 🩪 🩫 🩭 🩬,则可以最大程度上利用本程序,否则请在运行程序时设定棋子编码参数`p/piece`为`chinese`,即`python xiangqi.py -p chinese`或`python xiangqi.py --piece chinese`。
14 | - 因为字体关系,有些字体中文字符长度不等于两个英文字符长度,所以显示的棋盘可能没有对其,可以通过设定宽度参数`w/width`来进行调节,即`python xiangqi.py -w 2`或`python xiangqi.py --width 2`。
15 | - 测试运行环境为Ubuntu20.04,使用系统terminal,字体为Monospace Regular。
16 |
17 | ## 运行截图
18 |
19 | 
20 |
21 | 如果添加设置参数`--pieces chinese`
22 |
23 | 
24 |
25 | # 运行程序
26 | ```shell
27 | python xiangqi.py -p unicode -w 1
28 | ```
29 |
30 | ## 棋盘显示
31 | 本仓库代码还实现了中文棋盘显示,运行`python draw_board.py`即可。同样,如果字体不支持Unicode13, 可修改`draw_board.py`第一行为`def chinese_chess(mode=''):`。效果如下所示:
32 |
33 | 如果字体支持Unicode13
34 |
35 | 
36 |
37 | 如果不支持Unicode13
38 |
39 | 
40 |
41 | ## 参考资料
42 | `xiangqi.py`:
43 | - 算法及代码部分,主要借鉴[sunfish](https://github.com/thomasahle/sunfish)
44 | - 算法原理介绍:[MTD(f)算法](http://www.soongsky.com/othello/computer/alpha_beta.php)
45 | - 子力价值判断及局面判断权重,主要使用了[Computer Chinese Chess](http://www.psung.org/xq/computer/2004CCC.pdf)
46 |
47 | `draw_board.y`:
48 | - 棋盘绘制,主要参考[Unicode chessboard in a terminal](https://www.daniweb.com/programming/software-development/code/423640/unicode-chessboard-in-a-terminal)
49 | - FEN格式串介绍:[象棋百科全书](https://www.xqbase.com/protocol.htm)
--------------------------------------------------------------------------------
/draw_board.py:
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1 | def chinese_chess(mode='unicode'):
2 | pieces_chinese = '帅仕相马车炮兵将士象馬車砲卒'
3 | pieces_unicode = U''.join(chr(0x1FA60 + i) for i in range(14))
4 | # king advisor elephant rook cannon horse pawn
5 | pieces_fen = 'KAEHRCPkaehrcp'
6 | if mode == 'unicode':
7 | pieces = pieces_unicode
8 | else:
9 | pieces = pieces_chinese
10 | fen_map = dict(zip(pieces_fen, pieces))
11 | fen_start = 'rheakaehr/9/1c5c1/p1p1p1p1p/9/9/P1P1P1P1P/1C5C1/9/RHEAKAEHR w - - 0 1'
12 |
13 | box = u''.join(chr(9472 + x) for x in (2, 0, 12, 16, 20, 24, 44, 52, 28, 36, 60))
14 | vbar, hbar, ul, ur, ll, lr, nt, st, wt, et, plus = box
15 | # │ ─ ┌ ┐ └ ┘ ┬ ┴ ├ ┤ ┼
16 | ls, rs = '\uff3c', '\uff0f'
17 | # / \
18 | h3 = hbar * 3
19 | h2 = hbar * 2
20 | # useful constant unicode strings to draw the square borders
21 | inter = (vbar + ' ') * 8 + vbar
22 | topline = [ul, *[nt] * 7, ur]
23 | midline = [wt, *[plus] * 7, et]
24 | rivertop = [wt, *[st] * 7, et]
25 | riverline = [vbar, '楚', '河', ' ', '汉', '界', vbar]
26 | riverdown = [wt, *[nt] * 7, et]
27 | blackline = [vbar] * 9
28 | topblackline = [vbar, ' '] * 3 + [vbar, ' ', ls, vbar, rs, ' ', vbar] + [' ', vbar] * 3
29 | canonblackline = [vbar, ' '] * 3 + [vbar, ' ', rs, vbar, ls, ' ', vbar] + [' ', vbar] * 3
30 | bottomline = [ll, *[st] * 7, lr]
31 |
32 | def fill(line: list, fen_string: str):
33 | """Return a unicode string with a line of the chessboard.
34 | """
35 | line_copy = line[:]
36 | h_list = []
37 | index = 0
38 | for char in fen_string:
39 | if char.isnumeric():
40 | index += int(char)
41 | h_list.extend([h3] * int(char))
42 | else:
43 | line_copy[index] = fen_map[char]
44 | index += 1
45 | if mode == 'unicode':
46 | h_list.append(' ' + h2)
47 | else:
48 | h_list.append(h2)
49 | result = ''
50 | h_list[-1] = ''
51 | for char, h in zip(line_copy, h_list):
52 | result += char + h
53 | return result
54 |
55 | def _game(fen_line):
56 | for i, fen in enumerate(fen_line.split()[0].split('/')):
57 | if i == 0:
58 | line = topline
59 | elif i == 9:
60 | line = bottomline
61 | elif i == 4:
62 | line = rivertop
63 | elif i == 5:
64 | line = riverdown
65 | else:
66 | line = midline
67 | yield fill(line, fen)
68 | if i == 0 or i == 7:
69 | yield ''.join(topblackline)
70 | elif i == 1 or i == 8:
71 | yield ''.join(canonblackline)
72 | elif i == 4:
73 | yield ' '.join(riverline)
74 | elif i < 9:
75 | yield ' '.join(blackline)
76 |
77 | game = lambda squares: "\n".join(_game(squares))
78 | game.__doc__ = """Return the chessboard as a string for a given position.
79 | position is a list of 8 lists or tuples of length 8 containing integers
80 | """
81 | return game(fen_start)
82 |
83 |
84 | def chess():
85 | pieces = u''.join(chr(9812 + x) for x in range(12))
86 | pieces = u' ' + pieces[:6][::-1] + pieces[6:]
87 | box = u''.join(chr(9472 + x) for x in (2, 0, 12, 16, 20, 24, 44, 52, 28, 36, 60))
88 | vbar, hbar, ul, ur, ll, lr, nt, st, wt, et, plus = box
89 | # │ ─ ┌ ┐ └ ┘ ┬ ┴ ├ ┤ ┼
90 | h3 = hbar * 3
91 | # useful constant unicode strings to draw the square borders
92 | topline = ul + (h3 + nt) * 7 + h3 + ur
93 | midline = wt + (h3 + plus) * 7 + h3 + et
94 | botline = ll + (h3 + st) * 7 + h3 + lr
95 | tpl = u' {0} ' + vbar
96 |
97 | def inter(*args):
98 | """Return a unicode string with a line of the chessboard.
99 |
100 | args are 8 integers with the values
101 | 0 : empty square
102 | 1, 2, 3, 4, 5, 6: white pawn, knight, bishop, rook, queen, king
103 | -1, -2, -3, -4, -5, -6: same black pieces
104 | """
105 | assert len(args) == 8
106 | return vbar + u''.join((tpl.format(pieces[a]) for a in args))
107 |
108 | print(pieces)
109 | print(' '.join(box))
110 | start_position = (
111 | [
112 | (-4, -2, -3, -5, -6, -3, -2, -4),
113 | (-1,) * 8,
114 | ] +
115 | [(0,) * 8] * 4 +
116 | [
117 | (1,) * 8,
118 | (4, 2, 3, 5, 6, 3, 2, 4),
119 | ]
120 | )
121 |
122 | def _game(position):
123 | yield topline
124 | yield inter(*position[0])
125 | for row in position[1:]:
126 | yield midline
127 | yield inter(*row)
128 | yield botline
129 |
130 | game = lambda squares: "\n".join(_game(squares))
131 | game.__doc__ = """Return the chessboard as a string for a given position.
132 | position is a list of 8 lists or tuples of length 8 containing integers
133 | """
134 | return game(start_position)
135 |
136 |
137 | if __name__ == "__main__":
138 | print(chinese_chess())
139 |
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/xiangqi.py:
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1 | #!/usr/bin/env python
2 | # -*- coding: utf-8 -*-
3 |
4 | import argparse
5 | import re
6 | import time
7 | from collections import namedtuple
8 | from itertools import count
9 |
10 | ###############################################################################
11 | # Piece-Square tables. Tune these to change sunfish's behaviour
12 | ###############################################################################
13 | uni_pieces = {'R': '🩤', 'H': '🩣', 'E': '🩢', 'A': '🩡', 'K': '🩠', 'C': '🩥', 'P': '🩦',
14 | 'r': '🩫', 'h': '🩪', 'e': '🩩', 'a': '🩨', 'k': '🩧', 'c': '🩬', 'p': '🩭', '.': '·'}
15 | chinese_pieces = {'R': '车', 'H': '马', 'E': '相', 'A': '仕', 'K': '帅', 'C': '炮', 'P': '兵',
16 | 'r': '車', 'h': '马', 'e': '象', 'a': '士', 'k': '将', 'c': '砲', 'p': '卒', '.': '· '}
17 |
18 | CHESS_ROW = 10
19 | CHESS_COLUMN = 9
20 | BOARD_ROW = CHESS_ROW+4
21 | BOARD_COLUMN = CHESS_COLUMN+2
22 | # king, advisor, elephant, horse, rook, pawn, cannon
23 | piece = {'K': 6000, 'A': 120, 'E': 120, 'H': 270, 'R': 600, 'P': 30, 'C': 285}
24 | pst = {
25 | 'K': (
26 | 0, 0, 0, 0, 0, 0, 0, 0, 0,
27 | 0, 0, 0, 0, 0, 0, 0, 0, 0,
28 | 0, 0, 0, 0, 0, 0, 0, 0, 0,
29 | 0, 0, 0, 0, 0, 0, 0, 0, 0,
30 | 0, 0, 0, 0, 0, 0, 0, 0, 0,
31 | 0, 0, 0, 0, 0, 0, 0, 0, 0,
32 | 0, 0, 0, 0, 0, 0, 0, 0, 0,
33 | 0, 0, 0, -9, -9, -9, 0, 0, 0,
34 | 0, 0, 0, -8, -8, -8, 0, 0, 0,
35 | 0, 0, 0, 1, 5, 1, 0, 0, 0,
36 | ),
37 | 'A': (
38 | 0, 0, 0, 0, 0, 0, 0, 0, 0,
39 | 0, 0, 0, 0, 0, 0, 0, 0, 0,
40 | 0, 0, 0, 0, 0, 0, 0, 0, 0,
41 | 0, 0, 0, 0, 0, 0, 0, 0, 0,
42 | 0, 0, 0, 0, 0, 0, 0, 0, 0,
43 | 0, 0, 0, 0, 0, 0, 0, 0, 0,
44 | 0, 0, 0, 0, 0, 0, 0, 0, 0,
45 | 0, 0, 0, -1, 0, -1, 0, 0, 0,
46 | 0, 0, 0, 0, 3, 0, 0, 0, 0,
47 | 0, 0, 0, 0, 0, 0, 0, 0, 0,
48 | ),
49 | 'E': (
50 | 0, 0, 0, 0, 0, 0, 0, 0, 0,
51 | 0, 0, 0, 0, 0, 0, 0, 0, 0,
52 | 0, 0, 0, 0, 0, 0, 0, 0, 0,
53 | 0, 0, 0, 0, 0, 0, 0, 0, 0,
54 | 0, 0, 0, 0, 0, 0, 0, 0, 0,
55 | 0, 0, -1, 0, 0, 0, -1, 0, 0,
56 | 0, 0, 0, 0, 0, 0, 0, 0, 0,
57 | -2, 0, 0, 0, 3, 0, 0, 0, -2,
58 | 0, 0, 0, 0, 0, 0, 0, 0, 0,
59 | 0, 0, 0, 0, 0, 0, 0, 0, 0,
60 | ),
61 | 'H': (
62 | 4, 8, 16, 12, 4, 12, 16, 8, 4,
63 | 4, 10, 28, 16, 8, 16, 28, 10, 4,
64 | 12, 14, 16, 20, 18, 20, 16, 14, 12,
65 | 8, 24, 18, 24, 20, 24, 18, 24, 8,
66 | 6, 16, 14, 18, 16, 18, 14, 16, 6,
67 | 4, 12, 16, 14, 12, 14, 16, 12, 4,
68 | 2, 6, 8, 6, 10, 6, 8, 6, 2,
69 | 4, 2, 8, 8, 6, 8, 8, 2, 4,
70 | 0, 2, 4, 4, -10, 4, 4, 2, 0,
71 | 0, -4, 0, 0, 0, 0, 0, -4, 0,
72 |
73 | ),
74 | 'R': (
75 | 14, 14, 12, 18, 16, 18, 12, 14, 14,
76 | 16, 20, 18, 24, 26, 24, 18, 20, 16,
77 | 12, 12, 12, 18, 18, 18, 12, 12, 12,
78 | 12, 18, 16, 22, 22, 22, 16, 18, 12,
79 | 12, 14, 12, 18, 18, 18, 12, 14, 12,
80 | 12, 16, 14, 20, 20, 20, 14, 16, 12,
81 | 6, 10, 8, 14, 14, 14, 8, 10, 6,
82 | 4, 8, 6, 14, 12, 14, 6, 8, 4,
83 | 8, 4, 8, 16, 8, 16, 8, 4, 8,
84 | -2, 10, 6, 14, 12, 14, 6, 10, -2,
85 | ),
86 | 'C': (
87 | 6, 4, 0, -10, -12, -10, 0, 4, 6,
88 | 2, 2, 0, -4, -14, -4, 0, 2, 2,
89 | 2, 2, 0, -10, -8, -10, 0, 2, 2,
90 | 0, 0, -2, 4, 10, 4, -2, 0, 0,
91 | 0, 0, 0, 2, 8, 2, 0, 0, 0,
92 | -2, 0, 4, 2, 6, 2, 4, 0, -2,
93 | 0, 0, 0, 2, 4, 2, 0, 0, 0,
94 | 4, 0, 8, 6, 19, 6, 8, 0, 4,
95 | 0, 2, 4, 6, 6, 6, 4, 2, 0,
96 | 0, 0, 2, 6, 6, 6, 2, 0, 0,
97 | ),
98 | 'P': (
99 | 0, 3, 6, 9, 12, 9, 6, 3, 0,
100 | 18, 36, 56, 80, 120, 80, 56, 36, 18,
101 | 14, 26, 42, 60, 80, 60, 42, 26, 14,
102 | 10, 20, 30, 34, 40, 34, 30, 20, 10,
103 | 6, 12, 18, 18, 20, 18, 18, 12, 6,
104 | 2, 0, 8, 0, 8, 0, 8, 0, 2,
105 | 0, 0, -2, 0, 4, 0, -2, 0, 0,
106 | 0, 0, 0, 0, 0, 0, 0, 0, 0,
107 | 0, 0, 0, 0, 0, 0, 0, 0, 0,
108 | 0, 0, 0, 0, 0, 0, 0, 0, 0,
109 | )
110 | }
111 |
112 |
113 | def padrow(row):
114 | result = (0,) + tuple(x + piece[k] for x in row) + (0,)
115 | return result
116 |
117 |
118 | # Pad tables and join piece and pst dictionaries
119 | for k, table in pst.items():
120 | pst[k] = sum((padrow(table[i * CHESS_COLUMN:(i+1)*CHESS_COLUMN])
121 | for i in range(CHESS_ROW)), ())
122 | pst[k] = (0,) * 22 + pst[k] + (0,) * 22
123 | pst[k] = pst[k]
124 |
125 | ###############################################################################
126 | # Global constants
127 | ###############################################################################
128 |
129 | # Our board is represented as a 120 character string. The padding allows for
130 | # fast detection of moves that don't stay within the board.
131 | initial = (
132 | ' \n'
133 | ' \n'
134 | ' rheakaehr\n'
135 | ' .........\n'
136 | ' .c.....c.\n'
137 | ' p.p.p.p.p\n'
138 | ' .........\n'
139 | # river
140 | ' .........\n'
141 | ' P.P.P.P.P\n'
142 | ' .C.....C.\n'
143 | ' .........\n'
144 | ' RHEAKAEHR\n'
145 | ' \n'
146 | ' \n'
147 | )
148 |
149 | # Lists of possible moves for each piece type.
150 | N, E, S, W = -BOARD_COLUMN, 1, BOARD_COLUMN, -1
151 | directions = {
152 | 'P': (N, W, E),
153 | 'H': ((N, N + E), (N, N + W), (S, S + E), (S, S + W), (E, E + N), (E, E + S), (W, W + N), (W, W + S)),
154 | 'E': ((N + E, N + E), (S + E, S + E), (S + W, S + W), (N + W, N + W)),
155 | 'A': (N + E, S + E, S + W, N + W),
156 | 'R': (N, E, S, W),
157 | 'C': (N, E, S, W),
158 | 'K': (N, E, S, W)
159 | }
160 |
161 | # Mate value must be greater than all the other values
162 | # King value is set to twice this value such that if the opponent is
163 | # 8 queens up, but we got the king, we still exceed MATE_VALUE.
164 | # When a MATE is detected, we'll set the score to MATE_UPPER - plies to get there
165 | # E.g. Mate in 3 will be MATE_UPPER - 6
166 | MATE_LOWER = piece['K'] - 2 * (piece['R'] + piece['H'] +
167 | piece['C'] + piece['A'] + piece['E'] + 2.5 * piece['P'])
168 | MATE_UPPER = piece['K'] + 2 * (piece['R'] + piece['H'] +
169 | piece['C'] + piece['A'] + piece['E'] + 2.5 * piece['P'])
170 |
171 | # The table size is the maximum number of elements in the transposition table.
172 | TABLE_SIZE = 1e7
173 |
174 | # Constants for tuning search
175 | QS_LIMIT = 219
176 | EVAL_ROUGHNESS = 13
177 | DRAW_TEST = True
178 |
179 |
180 | ###############################################################################
181 | # Chess logic
182 | ###############################################################################
183 |
184 | class Position(namedtuple('Position', 'board score')):
185 | """ A state of a chess game
186 | board -- a BOARD_ROW*BOARD_COLUMN char representation of the board
187 | score -- the board evaluation
188 | """
189 |
190 | def gen_moves(self):
191 | # For each of our pieces, iterate through each possible 'ray' of moves,
192 | # as defined in the 'directions' map. The rays are broken e.g. by
193 | # captures or immediately in case of pieces such as horse.
194 | for i, p in enumerate(self.board):
195 | if not p.isupper():
196 | continue
197 | for d in directions[p]:
198 | cannon_flag = False
199 | step = 0
200 | if isinstance(d, tuple):
201 | step = d[0]
202 | d = sum(d)
203 | for j in count(i + d, d):
204 | q = self.board[j]
205 | # inside the board
206 | if q.isspace():
207 | break
208 | # friend chess
209 | if q.isupper() and p != 'C':
210 | break
211 | if p == 'C':
212 | if cannon_flag:
213 | if q.islower():
214 | pass
215 | elif q.isupper():
216 | break
217 | else:
218 | continue
219 | # cannon need a carriage to attack opponent
220 | elif q.isalpha():
221 | cannon_flag = True
222 | continue
223 | # horse and elephant leg should not be crappy
224 | if p in ('H', 'E') and self.board[i + step] != '.':
225 | break
226 | # king and advisor should stay in palace
227 | if p in ('A', 'K'):
228 | row, column = j // BOARD_COLUMN, j % BOARD_COLUMN
229 | if not (9 <= row <= BOARD_COLUMN and 4 <= column <= 6):
230 | break
231 | # elephant cannot go across river
232 | if p == 'E' and not 6 <= j // BOARD_COLUMN <= BOARD_COLUMN:
233 | break
234 | # pawn can move east or west only after crossing river
235 | if p == 'P' and j // BOARD_COLUMN > 6 and d in (E, W):
236 | break
237 | # two kings cannot see each other
238 | black_king = self.board.index('k')
239 | if p == 'K':
240 | red_king = j
241 | else:
242 | red_king = self.board.index('K')
243 | if black_king % BOARD_COLUMN == red_king % BOARD_COLUMN:
244 | if not any(piece != '.' for piece in self.board[black_king+BOARD_COLUMN:red_king:BOARD_COLUMN]):
245 | break
246 |
247 | # Move it
248 | yield i, j
249 | if p in 'HPEAK' or q.islower():
250 | break
251 |
252 | def rotate(self):
253 | """ Rotates the board"""
254 | return Position(self.board[::-1].swapcase(), -self.score)
255 |
256 | def put(self, board, i, p):
257 | return board[:i] + p + board[i + 1:]
258 |
259 | def move(self, move):
260 | i, j = move
261 | # Copy variables and reset ep and kp
262 | board = self.board
263 | score = self.score + self.value(move)
264 | # Actual move
265 | board = self.put(board, j, board[i])
266 | board = self.put(board, i, '.')
267 | return Position(board, score).rotate()
268 |
269 | def value(self, move):
270 | i, j = move
271 | p, q = self.board[i], self.board[j]
272 | MOVE_COST = 0
273 | # Actual move
274 | score = pst[p][j] - pst[p][i] - MOVE_COST
275 | # Capture
276 | if q.islower():
277 | score += pst[q.upper()][BOARD_ROW * BOARD_COLUMN-1 - j]
278 | return score
279 |
280 |
281 | ###############################################################################
282 | # Search logic
283 | ###############################################################################
284 |
285 | # lower <= s(pos) <= upper
286 | Entry = namedtuple('Entry', 'lower upper')
287 |
288 |
289 | class Searcher:
290 | def __init__(self):
291 | self.tp_score = {}
292 | self.tp_move = {}
293 | self.history = set()
294 |
295 | def bound(self, pos, mid, depth, root=True):
296 | """ returns r where
297 | s(pos) <= r < mid if mid > s(pos)
298 | mid <= r <= s(pos) if mid <= s(pos)"""
299 |
300 | # Depth <= 0 is QSearch. Here any position is searched as deeply as is needed for
301 | # calmness, and from this point on there is no difference in behaviour depending on
302 | # depth, so so there is no reason to keep different depths in the transposition table.
303 | depth = max(depth, 0)
304 |
305 | # Sunfish is a king-capture engine, so we should always check if we
306 | # still have a king. Notice since this is the only termination check,
307 | # the remaining code has to be comfortable with being mated, stalemated
308 | # or able to capture the opponent king.
309 | if pos.score <= -MATE_LOWER:
310 | return -MATE_UPPER
311 |
312 | # We detect 3-fold captures by comparing against previously
313 | # _actually played_ positions.
314 | # Note that we need to do this before we look in the table, as the
315 | # position may have been previously reached with a different score.
316 | # This is what prevents a search instability.
317 | # FIXME: This is not true, since other positions will be affected by
318 | # the new values for all the drawn positions.
319 | if DRAW_TEST:
320 | if not root and pos in self.history:
321 | return 0
322 |
323 | # Look in the table if we have already searched this position before.
324 | # We also need to be sure, that the stored search was over the same
325 | # nodes as the current search.
326 | entry = self.tp_score.get(
327 | (pos, depth, root), Entry(-MATE_UPPER, MATE_UPPER))
328 | if entry.lower >= mid and (not root or self.tp_move.get(pos) is not None):
329 | return entry.lower
330 | if entry.upper < mid:
331 | return entry.upper
332 |
333 | # Here extensions may be added
334 | # Such as 'if in_check: depth += 1'
335 |
336 | # Generator of moves to search in order.
337 | # This allows us to define the moves, but only calculate them if needed.
338 | def moves():
339 | # First try not moving at all. We only do this if there is at least one major
340 | # piece left on the board, since otherwise zugzwangs are too dangerous.
341 | if depth > 0 and not root and any(c in pos.board for c in 'RHCP'):
342 | yield None, -self.bound(pos.rotate(), 1 - mid, depth - 3, root=False)
343 | # For QSearch we have a different kind of null-move, namely we can just stop
344 | # and not capture anything else.
345 | if depth == 0:
346 | yield None, pos.score
347 | # Then killer move. We search it twice, but the tp will fix things for us.
348 | # Note, we don't have to check for legality, since we've already done it
349 | # before. Also note that in QS the killer must be a capture, otherwise we
350 | # will be non deterministic.
351 | killer = self.tp_move.get(pos)
352 | if killer and (depth > 0 or pos.value(killer) >= QS_LIMIT):
353 | yield killer, -self.bound(pos.move(killer), 1 - mid, depth - 1, root=False)
354 | # Then all the other moves
355 | for move in sorted(pos.gen_moves(), key=pos.value, reverse=True):
356 | # for val, move in sorted(((pos.value(move), move) for move in pos.gen_moves()), reverse=True):
357 | # If depth == 0 we only try moves with high intrinsic score (captures and
358 | # promotions). Otherwise we do all moves.
359 | if depth > 0 or pos.value(move) >= QS_LIMIT:
360 | yield move, -self.bound(pos.move(move), 1 - mid, depth - 1, root=False)
361 |
362 | # Run through the moves, shortcutting when possible
363 | best = -MATE_UPPER
364 | for move, score in moves():
365 | best = max(best, score)
366 | if best >= mid:
367 | # Clear before setting, so we always have a value
368 | if len(self.tp_move) > TABLE_SIZE:
369 | self.tp_move.clear()
370 | # Save the move for pv construction and killer heuristic
371 | self.tp_move[pos] = move
372 | break
373 |
374 | # Stalemate checking is a bit tricky: Say we failed low, because
375 | # we can't (legally) move and so the (real) score is -infinity.
376 | # At the next depth we are allowed to just return r, -infinity <= r < gamma,
377 | # which is normally fine.
378 | # However, what if gamma = -10 and we don't have any legal moves?
379 | # Then the score is actually a draw and we should fail high!
380 | # Thus, if best < gamma and best < 0 we need to double check what we are doing.
381 | # This doesn't prevent sunfish from making a move that results in stalemate,
382 | # but only if depth == 1, so that's probably fair enough.
383 | # (Btw, at depth 1 we can also mate without realizing.)
384 | if best < mid and best < 0 and depth > 0:
385 | def is_dead(pos): return any(pos.value(m) >=
386 | MATE_LOWER for m in pos.gen_moves())
387 | if all(is_dead(pos.move(m)) for m in pos.gen_moves()):
388 | in_check = is_dead(pos.rotate())
389 | best = -MATE_UPPER if in_check else 0
390 |
391 | # Clear before setting, so we always have a value
392 | if len(self.tp_score) > TABLE_SIZE:
393 | self.tp_score.clear()
394 | # Table part 2
395 | if best >= mid:
396 | self.tp_score[pos, depth, root] = Entry(best, entry.upper)
397 | if best < mid:
398 | self.tp_score[pos, depth, root] = Entry(entry.lower, best)
399 |
400 | return best
401 |
402 | def search(self, pos, history=()):
403 | """ Iterative deepening MTD-bi search """
404 | if DRAW_TEST:
405 | self.history = set(history)
406 | # print('# Clearing table due to new history')
407 | self.tp_score.clear()
408 |
409 | # In finished games, we could potentially go far enough to cause a recursion
410 | # limit exception. Hence we bound the ply.
411 | for depth in range(1, 1000):
412 | # The inner loop is a binary search on the score of the position.
413 | # Inv: lower <= score <= upper
414 | # 'while lower != upper' would work, but play tests show a margin of 20 plays
415 | # better.
416 | lower, upper = -MATE_UPPER, MATE_UPPER
417 | while lower < upper - EVAL_ROUGHNESS:
418 | mid = (lower + upper + 1) // 2
419 | score = self.bound(pos, mid, depth)
420 | if score >= mid:
421 | lower = score
422 | if score < mid:
423 | upper = score
424 | # We want to make sure the move to play hasn't been kicked out of the table,
425 | # So we make another call that must always fail high and thus produce a move.
426 | self.bound(pos, lower, depth)
427 | # If the game hasn't finished we can retrieve our move from the
428 | # transposition table.
429 | yield depth, self.tp_move.get(pos), self.tp_score.get((pos, depth, True)).lower
430 |
431 |
432 | ###############################################################################
433 | # User interface
434 | ###############################################################################
435 |
436 | A1 = CHESS_ROW*BOARD_COLUMN+1
437 |
438 |
439 | def parse(c):
440 | fil, rank = ord(c[0]) - ord('a'), int(c[1]) - 1
441 | return A1 + fil - BOARD_COLUMN * rank
442 |
443 |
444 | def render(i):
445 | rank, fil = divmod(i - A1, BOARD_COLUMN)
446 | return chr(fil + ord('a')) + str(-rank + 1)
447 |
448 |
449 | def print_pos(pos, width=2, piece_type='unicode'):
450 | print()
451 | if piece_type == 'unicode':
452 | pieces = uni_pieces
453 | else:
454 | pieces = chinese_pieces
455 | space = ' '*width
456 | for i, row in enumerate(pos.board.split()):
457 | print(' ', CHESS_ROW - 1 - i, ' '.join(pieces.get(p, p) for p in row))
458 | print(' '+space.join('abcdefghi\n'))
459 |
460 |
461 | def parse_move(move, board, is_red):
462 | # import ipdb
463 | # ipdb.set_trace()
464 | piece = board[move[0]]
465 | number_chinese = dict(zip(range(1, 10), '一二三四五六七八九'))
466 | name = chinese_pieces[piece if is_red else piece.lower()]
467 | row = CHESS_COLUMN + 1 - move[0] % BOARD_COLUMN
468 | direction = move[0]//BOARD_COLUMN-move[1]//BOARD_COLUMN
469 | index = int(direction/abs(direction)) if direction != 0 else 0
470 | action = ['平', '进', '退'][index]
471 | if index == 0 or piece in 'AEH':
472 | destionation = CHESS_COLUMN + 1 - move[1] % BOARD_COLUMN
473 | else:
474 | destionation = abs(direction)
475 | if is_red:
476 | row = number_chinese[row]
477 | destionation = number_chinese[destionation]
478 | else:
479 | row, destionation = str(row), str(destionation)
480 | if piece in 'CHPR':
481 | all_row = [m.start() for m in re.finditer(piece, board)
482 | if m.start() % BOARD_COLUMN == move[0] % BOARD_COLUMN]
483 | if len(all_row) >= 2:
484 | all_row.remove(move[0])
485 | row = '前' if all_row[0] > move[0] else '后'
486 | print(row+name+action+destionation)
487 | return
488 | print(name+row+action+destionation)
489 |
490 |
491 | def main(arg):
492 | hist = [Position(initial, 0)]
493 | searcher = Searcher()
494 | while True:
495 | print_pos(hist[-1], arg.width, arg.piece)
496 |
497 | if hist[-1].score <= -MATE_LOWER:
498 | print("You lost")
499 | break
500 |
501 | # We query the user until she enters a (pseudo) legal move.
502 | move = None
503 |
504 | while True:
505 | match = re.match('([a-i][0-9])' * 2, input('Your move: '))
506 | # match = re.match('([a-i][0-9])' * 2, 'e0d0')
507 | if match:
508 | move = parse(match.group(1)), parse(match.group(2))
509 | if move not in hist[-1].gen_moves():
510 | print('Invalid move')
511 | else:
512 | break
513 | else:
514 | # Inform the user when invalid input (e.g. "help") is entered
515 | print("Please enter a move like h2e2")
516 | parse_move(move, hist[-1].board, True)
517 | hist.append(hist[-1].move(move))
518 |
519 | # After our move we rotate the board and print it again.
520 | # This allows us to see the effect of our move.
521 | print_pos(hist[-1].rotate(), arg.width, arg.piece)
522 |
523 | if hist[-1].score <= -MATE_LOWER:
524 | print("You won")
525 | break
526 |
527 | # Fire up the engine to look for a move.
528 | start = time.perf_counter()
529 | for _, move, score in searcher.search(hist[-1], hist):
530 | if time.perf_counter() - start > 1:
531 | break
532 |
533 | if score == MATE_UPPER:
534 | print("Checkmate!")
535 |
536 | # The black player moves from a rotated position, so we have to
537 | # 'back rotate' the move before printing it.
538 | print("My move: ", end='')
539 | parse_move(move, hist[-1].board, False)
540 | hist.append(hist[-1].move(move))
541 |
542 |
543 | if __name__ == '__main__':
544 | parser = argparse.ArgumentParser(description="xiangqi(Chinese Chess)")
545 | parser.add_argument('-p', '--piece', default='unicode', type=str, choices=['unicode', 'chinese'],
546 | help="Choose unicode if you can distringuish these two character:🩤, 🩣. Otherwise choose chinese.")
547 | parser.add_argument('-w', '--width', type=int, default=1,
548 | help='num of space between two pieces.')
549 | main(parser.parse_args())
550 |
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