import pygame import sys import random import time pygame.init() # --- ПАРАМЕТРЫ ПОЛЯ --- CELL_SIZE = 32 GRID_WIDTH = 30 GRID_HEIGHT = 30 PANEL_WIDTH = 200 # Ширина правой панели WINDOW_WIDTH = CELL_SIZE * GRID_WIDTH + PANEL_WIDTH WINDOW_HEIGHT = CELL_SIZE * GRID_HEIGHT # --- ЦВЕТА --- COLOR_BG = (30, 30, 30) COLOR_GRID = (50, 50, 50) COLOR_FOG = (20, 20, 20) COLOR_SELECTED = (255, 0, 0) COLOR_MOVE = (0, 255, 0) COLOR_WHITE_PIECE = (255, 255, 255) # Заливка белых фигур COLOR_BLACK_PIECE = (0, 0, 0) # Заливка чёрных фигур # Новые цвета для бонусов COLOR_REGEN = (0, 255, 0) # Зелёный COLOR_HP_UPGRADE = (0, 128, 255) # Синий COLOR_DAMAGE = (255, 0, 0) # Красный COLOR_KING_HP_UPGRADE = (255, 215, 0) # Золотой COLOR_ADD_PIECE = (255, 255, 255) # Белый (с плюсом) COLOR_ADD_PIECE_PINK = (255, 192, 203) # Розовый # Цвет текущего хода COLOR_TURN_TEXT = (255, 255, 255) # Белый # Новый цвет для пометки клеток, которые скоро уйдут в туман войны COLOR_PRE_FOG = (169, 169, 169) # Светло-серый # Цвет таймера COLOR_TIMER_NORMAL = (255, 255, 255) # Белый COLOR_TIMER_WARNING = (255, 0, 0) # Красный # Цвет торговца COLOR_MERCHANT = (139, 69, 19) # Коричневый # Цвет монеты COLOR_COIN = (255, 165, 0) # Оранжевый screen = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT)) pygame.display.set_caption("Шахматы с Открытым Миром 1.1.1") # Шрифты font = pygame.font.SysFont(None, CELL_SIZE // 2) victory_font = pygame.font.SysFont(None, 60) turn_font = pygame.font.SysFont(None, 30) counter_font = pygame.font.SysFont(None, 30) timer_font = pygame.font.SysFont(None, 25) shop_font = pygame.font.SysFont(None, 24) # --- Глобальное множество открытых клеток (туман войны) --- global_revealed = set() # --- Словарь символов --- piece_symbols = { 'rook': 'Л', 'knight': 'К', 'bishop': 'С', 'queen': 'Ф', 'king': 'К', # Король 'pawn': 'П' } # === МЕХАНИКА БОНУСОВ === bonus_cells = {} base_bonus_probabilities = { 'regen': 0.42, # 42% 'hp_upgrade': 0.32, # 32% 'damage': 0.2, # 20% 'king_hp_upgrade': 0.05, # 5% 'add_piece': 0.01 # 1% } bonus_probabilities = base_bonus_probabilities.copy() def choose_bonus_type(): rand = random.random() cumulative = 0 for bonus_type, prob in bonus_probabilities.items(): cumulative += prob if rand < cumulative: return bonus_type return 'regen' # По умолчанию # === МЕХАНИКА БОЯ === def resolve_combat(attacker, defender): a = attacker.hp b = defender.hp if a < b: defender.hp = b - a attacker.hp = 0 return (False, True) elif a > b: attacker.hp = a - b defender.hp = 0 return (True, False) else: attacker.hp = 1 defender.hp = 0 return (True, False) # === КЛАСС ФИГУРЫ === class Piece: def __init__(self, name, color, x, y): self.name = name self.color = color # 'white' или 'black' self.x = x self.y = y self.selected = False # Инициализация HP if self.name == 'king': self.max_hp = 5 self.hp = 5 elif self.name in ['rook', 'knight', 'bishop', 'queen']: self.max_hp = 3 self.hp = 3 elif self.name == 'pawn': self.max_hp = 1 self.hp = 1 def get_possible_moves(self, pieces): moves = [] if self.name == 'pawn': directions = [ (-1,-1), (0,-1), (1,-1), (-1, 0), (1, 0), (-1, 1), (0, 1), (1, 1) ] for dx, dy in directions: nx = self.x + dx ny = self.y + dy if 0 <= nx < GRID_WIDTH and 0 <= ny < GRID_HEIGHT: blocking = next((p for p in pieces if p.x == nx and p.y == ny), None) if not blocking or blocking.color != self.color: moves.append((nx, ny)) elif self.name in ['rook', 'bishop', 'queen']: # Ограничиваем движение до 3 клеток или до 5 для улучшенного хода max_steps = self.move_range if hasattr(self, 'move_range') else 3 if self.name == 'rook': directions = [(-1,0),(1,0),(0,-1),(0,1)] elif self.name == 'bishop': directions = [(-1,-1),(1,-1),(1,1),(-1,1)] elif self.name == 'queen': directions = [ (-1,0),(1,0),(0,-1),(0,1), (-1,-1),(1,-1),(1,1),(-1,1) ] for dx, dy in directions: for step in range(1, max_steps + 1): nx = self.x + dx * step ny = self.y + dy * step if 0 <= nx < GRID_WIDTH and 0 <= ny < GRID_HEIGHT: blocking = next((p for p in pieces if p.x == nx and p.y == ny), None) if blocking: if blocking.color != self.color: moves.append((nx, ny)) break moves.append((nx, ny)) else: break elif self.name == 'knight': deltas = [(-2,-1),(-1,-2),(1,-2),(2,-1), (2,1),(1,2),(-1,2),(-2,1)] for dx, dy in deltas: nx, ny = self.x+dx, self.y+dy if 0 <= nx < GRID_WIDTH and 0 <= ny < GRID_HEIGHT: blocking = next((p for p in pieces if p.x == nx and p.y == ny), None) if not blocking or blocking.color != self.color: moves.append((nx, ny)) elif self.name == 'king': directions = [ (-1,0),(1,0),(0,-1),(0,1), (-1,-1),(1,-1),(1,1),(-1,1) ] for dx, dy in directions: nx, ny = self.x+dx, self.y+dy if 0 <= nx < GRID_WIDTH and 0 <= ny < GRID_HEIGHT: blocking = next((p for p in pieces if p.x == nx and p.y == ny), None) if not blocking or blocking.color != self.color: moves.append((nx, ny)) return moves # --- Инициализация фигур --- def initialize_pieces(): """Чёрные: y=2(back), y=3(pawns). Белые: y=27(back), y=26(pawns).""" pieces = [] cx = GRID_WIDTH//2 # ЧЁРНЫЕ black_back = ['rook','knight','bishop','king','queen','bishop','knight','rook'] for i,pname in enumerate(black_back): x = cx - 3 + i y = 2 pieces.append(Piece(pname,'black',x,y)) for i in range(8): x = cx-3 + i y = 3 pieces.append(Piece('pawn','black',x,y)) # БЕЛЫЕ white_back = ['rook','knight','bishop','king','queen','bishop','knight','rook'] for i,pname in enumerate(white_back): x = cx - 3 + i y = 27 pieces.append(Piece(pname,'white',x,y)) for i in range(8): x = cx-3 + i y = 26 pieces.append(Piece('pawn','white',x,y)) return pieces # Инициализация фигур pieces = initialize_pieces() selected_piece = None possible_moves = [] game_over = False winner = None # --- Туман войны --- cell_counters = {} # {(x,y): turns_since_last_revealed} BONUS_GENERATION_CHANCE = 0.10 # 10% шанс появления бонуса при повторном открытии COIN_GENERATION_CHANCE = 0.001 # 0.1% шанс появления монеты # --- Система ходов --- current_turn = 'white' # Начинаем с белых turn_count = 0 # --- Механика повышения вероятности красных полей --- def update_bonus_probabilities(): global bonus_probabilities if turn_count <= 100: bonus_probabilities = base_bonus_probabilities.copy() else: extra_turns = turn_count - 100 max_extra = 200 increase_per_turn = (0.50 - base_bonus_probabilities['damage']) / max_extra new_damage_prob = min(base_bonus_probabilities['damage'] + increase_per_turn * extra_turns, 0.50) remaining_prob = 1 - new_damage_prob total_other_probs = sum(base_bonus_probabilities[bt] for bt in base_bonus_probabilities if bt != 'damage') bonus_probabilities = {} for bt, prob in base_bonus_probabilities.items(): if bt == 'damage': bonus_probabilities[bt] = new_damage_prob else: bonus_probabilities[bt] = prob / total_other_probs * remaining_prob # --- Механика времени на ход --- TURN_TIME_LIMIT = 120 # seconds timer_start_time = time.time() timer_expired = False player_timeouts = {'white': 0, 'black': 0} def reset_timer(): global timer_start_time, timer_expired timer_start_time = time.time() timer_expired = False def get_time_left(): elapsed = time.time() - timer_start_time return max(0, TURN_TIME_LIMIT - int(elapsed)) def check_timer(): global timer_expired, game_over, winner time_left = get_time_left() if time_left <= 0 and not timer_expired: timer_expired = True player_timeouts[current_turn] += 1 if player_timeouts[current_turn] >= 2: winner = 'black' if current_turn == 'white' else 'white' game_over = True else: switch_turn() def switch_turn(): global current_turn, turn_count, timer_expired current_turn = 'black' if current_turn == 'white' else 'white' turn_count += 1 reset_timer() timer_expired = False update_bonus_probabilities() def update_fog(): """ Обновляет туман войны: - Открытые клетки остаются открытыми. - Закрытые клетки, которые не находятся рядом с любыми фигурами на расстоянии 2 клеток, становятся закрытыми через 5 ходов. - При повторном открытии клетки шанс на появление нового бонуса. """ global global_revealed, bonus_cells previous_revealed = global_revealed.copy() new_revealed = set() for p in pieces: for dx in range(-2, 3): for dy in range(-2, 3): nx = p.x + dx ny = p.y + dy if 0 <= nx < GRID_WIDTH and 0 <= ny < GRID_HEIGHT: new_revealed.add((nx, ny)) # Исключаем клетки торговцев из тумана войны for merchant_pos in merchant_positions: new_revealed.add(merchant_pos) newly_revealed = new_revealed - previous_revealed for y in range(GRID_HEIGHT): for x in range(GRID_WIDTH): pos = (x, y) if pos in new_revealed: cell_counters[pos] = 0 global_revealed.add(pos) else: if pos in cell_counters: cell_counters[pos] += 1 else: cell_counters[pos] = 1 if cell_counters[pos] >= 5: if pos in global_revealed: global_revealed.remove(pos) # Удаляем бонус, если клетка закрывается и бонус не является 'damage' if pos in bonus_cells and bonus_cells[pos]['type'] != 'damage': del bonus_cells[pos] # Генерируем бонусы и монеты на новых открытых клетках for pos in newly_revealed: if pos not in bonus_cells and pos not in coin_cells and random.random() < BONUS_GENERATION_CHANCE: bonus_type = choose_bonus_type() if not any(p.x == pos[0] and p.y == pos[1] for p in pieces): bonus_cells[pos] = {'type': bonus_type} # Генерация монет if pos not in coin_cells and random.random() < COIN_GENERATION_CHANCE: if not any(p.x == pos[0] and p.y == pos[1] for p in pieces): coin_cells.add(pos) # --- Добавление торговцев --- # Определяем позиции торговцев: центральная линия по краям central_line_y = GRID_HEIGHT // 2 merchant_positions = [ (0, central_line_y), (GRID_WIDTH - 1, central_line_y) ] # Добавляем торговцы в глобальное множество открытых клеток global_revealed.update(merchant_positions) # --- Монеты на поле --- coin_cells = set() # --- Счет монет для игроков --- player_coins = {'white': 0, 'black': 0} # --- Механика магазина --- shop_open = False shop_items = { 'extend_move': {'name': 'Расширить ход', 'cost': 3}, 'increase_hp': {'name': 'Увеличить HP', 'cost': 3}, 'damage_enemy': {'name': 'Уменьшить HP врага', 'cost': 3}, 'curse': {'name': 'Проклятие', 'cost': 3} } # --- Функции отрисовки --- def draw_grid(): for x in range(0, CELL_SIZE * GRID_WIDTH, CELL_SIZE): pygame.draw.line(screen, COLOR_GRID, (x, 0), (x, CELL_SIZE * GRID_HEIGHT)) for y in range(0, CELL_SIZE * GRID_HEIGHT, CELL_SIZE): pygame.draw.line(screen, COLOR_GRID, (0, y), (CELL_SIZE * GRID_WIDTH, y)) def draw_fog(): for y in range(GRID_HEIGHT): for x in range(GRID_WIDTH): pos = (x, y) if pos not in global_revealed: rect = pygame.Rect(x*CELL_SIZE, y*CELL_SIZE, CELL_SIZE, CELL_SIZE) pygame.draw.rect(screen, COLOR_FOG, rect) else: if pos in merchant_positions: continue # Торговцы всегда видимы if cell_counters.get(pos, 0) == 4: rect = pygame.Rect(x*CELL_SIZE, y*CELL_SIZE, CELL_SIZE, CELL_SIZE) pygame.draw.rect(screen, COLOR_PRE_FOG, rect) def draw_bonus_cells(): for (bx, by), info in bonus_cells.items(): # Для 'damage' бонусов отображаем всегда, иначе только если клетка видна if info['type'] != 'damage' and (bx, by) not in global_revealed: continue cx = bx*CELL_SIZE + CELL_SIZE//2 cy = by*CELL_SIZE + CELL_SIZE//2 bonus_type = info['type'] if bonus_type == 'regen': color = COLOR_REGEN pygame.draw.circle(screen, color, (cx, cy), CELL_SIZE//4) elif bonus_type == 'hp_upgrade': color = COLOR_HP_UPGRADE pygame.draw.circle(screen, color, (cx, cy), CELL_SIZE//4) elif bonus_type == 'damage': color = COLOR_DAMAGE pygame.draw.circle(screen, color, (cx, cy), CELL_SIZE//4) elif bonus_type == 'king_hp_upgrade': color = COLOR_KING_HP_UPGRADE pygame.draw.circle(screen, color, (cx, cy), CELL_SIZE//4) elif bonus_type == 'add_piece': possible = False for dx, dy in [(-1,0),(1,0),(0,-1),(0,1), (-1,-1),(1,-1),(1,1),(-1,1)]: nx = bx + dx ny = by + dy if 0 <= nx < GRID_WIDTH and 0 <= ny < GRID_HEIGHT: if not any(p.x == nx and p.y == ny for p in pieces): possible = True break color = COLOR_ADD_PIECE if possible else COLOR_ADD_PIECE_PINK pygame.draw.circle(screen, color, (cx, cy), CELL_SIZE//4) # Рисуем плюс pygame.draw.line(screen, (0,0,0), (cx - CELL_SIZE//8, cy), (cx + CELL_SIZE//8, cy), 2) pygame.draw.line(screen, (0,0,0), (cx, cy - CELL_SIZE//8), (cx, cy + CELL_SIZE//8), 2) def draw_coin_cells(): for pos in coin_cells: if pos not in global_revealed: continue # Монеты видны только в открытых клетках x, y = pos cx = x * CELL_SIZE + CELL_SIZE // 2 cy = y * CELL_SIZE + CELL_SIZE // 2 size = CELL_SIZE // 3 # Рисуем оранжевый треугольник point1 = (cx, cy - size) point2 = (cx - size, cy + size) point3 = (cx + size, cy + size) pygame.draw.polygon(screen, COLOR_COIN, [point1, point2, point3]) # Рисуем символ доллара dollar_text = font.render('$', True, (0, 0, 0)) text_rect = dollar_text.get_rect(center=(cx, cy)) screen.blit(dollar_text, text_rect) def draw_merchants(): for pos in merchant_positions: x, y = pos rect = pygame.Rect(x*CELL_SIZE, y*CELL_SIZE, CELL_SIZE, CELL_SIZE) pygame.draw.rect(screen, COLOR_MERCHANT, rect) # Рисуем стрелку вверх arrow_color = (255, 255, 255) arrow_size = CELL_SIZE // 2 points = [ (x * CELL_SIZE + CELL_SIZE // 2, y * CELL_SIZE + CELL_SIZE // 4), (x * CELL_SIZE + CELL_SIZE // 4, y * CELL_SIZE + 3 * CELL_SIZE // 4), (x * CELL_SIZE + 3 * CELL_SIZE // 4, y * CELL_SIZE + 3 * CELL_SIZE // 4) ] pygame.draw.polygon(screen, arrow_color, points) def draw_pieces(pieces): for p in pieces: rect = pygame.Rect(p.x*CELL_SIZE, p.y*CELL_SIZE, CELL_SIZE, CELL_SIZE) if p.color == 'white': pygame.draw.rect(screen, COLOR_WHITE_PIECE, rect) symbol = piece_symbols.get(p.name,'?') text = font.render(symbol, True, (255,0,0)) text_rect = text.get_rect(center=rect.center) screen.blit(text, text_rect) # HP чёрным hp_str = f"{p.hp}/{p.max_hp}" hp_text = font.render(hp_str, True, (0,0,0)) screen.blit(hp_text, (rect.x+2, rect.y+2)) else: pygame.draw.rect(screen, COLOR_BLACK_PIECE, rect) symbol = piece_symbols.get(p.name,'?') text = font.render(symbol, True, (255,0,0)) text_rect = text.get_rect(center=rect.center) screen.blit(text, text_rect) # HP белым hp_str = f"{p.hp}/{p.max_hp}" hp_text = font.render(hp_str, True, (255,255,255)) screen.blit(hp_text, (rect.x+2, rect.y+2)) if p.selected: pygame.draw.rect(screen, COLOR_SELECTED, rect, 2) for (mx, my) in possible_moves: r = pygame.Rect(mx*CELL_SIZE, my*CELL_SIZE, CELL_SIZE, CELL_SIZE) pygame.draw.rect(screen, COLOR_MOVE, r, 2) def draw_statistics_panel(): panel_rect = pygame.Rect(CELL_SIZE * GRID_WIDTH, 0, PANEL_WIDTH, WINDOW_HEIGHT) pygame.draw.rect(screen, (50, 50, 50), panel_rect) # Заголовок title_text = shop_font.render("Статистика", True, (255, 255, 255)) screen.blit(title_text, (CELL_SIZE * GRID_WIDTH + 10, 10)) # Текущий ход turn_text = turn_font.render(f"Ход: {current_turn.capitalize()}", True, COLOR_TURN_TEXT) screen.blit(turn_text, (CELL_SIZE * GRID_WIDTH + 10, 50)) # Количество ходов counter_text = counter_font.render(f"Ходов: {turn_count}", True, (255, 255, 255)) screen.blit(counter_text, (CELL_SIZE * GRID_WIDTH + 10, 80)) # Таймер time_left = get_time_left() minutes = time_left // 60 seconds = time_left % 60 timer_text_str = f"Время: {minutes:02}:{seconds:02}" if timer_expired and player_timeouts[current_turn] >=1: color = COLOR_TIMER_WARNING else: color = COLOR_TIMER_NORMAL timer_text = timer_font.render(timer_text_str, True, color) screen.blit(timer_text, (CELL_SIZE * GRID_WIDTH + 10, 110)) # Количество монет coins_text_white = counter_font.render(f"Белые монеты: {player_coins['white']}", True, (255, 255, 0)) coins_text_black = counter_font.render(f"Чёрные монеты: {player_coins['black']}", True, (255, 255, 0)) screen.blit(coins_text_white, (CELL_SIZE * GRID_WIDTH + 10, 140)) screen.blit(coins_text_black, (CELL_SIZE * GRID_WIDTH + 10, 170)) # Если открыт магазин, отображаем его if shop_open: draw_shop() def draw_shop(): shop_x = CELL_SIZE * GRID_WIDTH + 10 shop_y = 200 shop_title = shop_font.render("Магазин", True, (255, 255, 0)) screen.blit(shop_title, (shop_x, shop_y)) for idx, (key, item) in enumerate(shop_items.items()): item_y = shop_y + 40 + idx * 60 # Кнопка button_rect = pygame.Rect(shop_x, item_y, PANEL_WIDTH - 20, 50) # Проверка, хватает ли монет if player_coins[current_turn] >= item['cost']: button_color = (0, 255, 0) # Зелёный else: button_color = (128, 128, 128) # Серый pygame.draw.rect(screen, button_color, button_rect) # Название предмета item_text = shop_font.render(f"{item['name']} - {item['cost']} мон.", True, (0,0,0)) screen.blit(item_text, (shop_x + 5, item_y + 15)) # Хранение позиции кнопки для обработки кликов shop_items[key]['button_rect'] = button_rect def draw_victory(winner): text = victory_font.render(f"{winner.capitalize()} победил!", True, (255, 255, 255)) text_rect = text.get_rect(center=(WINDOW_WIDTH//2, WINDOW_HEIGHT//2)) screen.blit(text, text_rect) def apply_bonus(piece, bonus_type, pieces): """Применяем эффект бонуса к фигуре piece в зависимости от типа.""" if bonus_type == 'regen': # Регенерация (1..2) для НЕ короля if piece.name != 'king': amt = random.randint(1, 2) piece.hp = min(piece.hp + amt, piece.max_hp) elif bonus_type == 'hp_upgrade': # Повышение max_hp только НЕ королю без восстановления HP if piece.name != 'king': piece.max_hp += 1 # piece.hp остается неизменным elif bonus_type == 'king_hp_upgrade': # Только для короля, бонус активируется другим игроком if piece.name != 'king': # Найти короля той же команды king = next((p for p in pieces if p.name == 'king' and p.color == piece.color), None) if king: if king.hp == king.max_hp: # Увеличиваем max_hp на 1 king.max_hp += 1 king.hp = king.max_hp else: # Восстанавливаем HP до max king.hp = min(king.hp + 1, king.max_hp) elif bonus_type == 'damage': # Урон при прохождении через клетку 'damage' уже обрабатывается отдельно pass elif bonus_type == 'add_piece': # Добавление новой фигуры рядом, если возможно и не король if piece.name != 'king': directions = [(-1,0),(1,0),(0,-1),(0,1), (-1,-1),(1,-1),(1,1),(-1,1)] random.shuffle(directions) for dx, dy in directions: nx = piece.x + dx ny = piece.y + dy if 0 <= nx < GRID_WIDTH and 0 <= ny < GRID_HEIGHT: if not any(p.x == nx and p.y == ny for p in pieces) and (nx, ny) not in bonus_cells and (nx, ny) not in merchant_positions: new_piece = Piece(piece.name, piece.color, nx, ny) pieces.append(new_piece) break def handle_shop_purchase(key): if player_coins[current_turn] < shop_items[key]['cost']: return # Недостаточно монет player_coins[current_turn] -= shop_items[key]['cost'] if key == 'extend_move': for p in pieces: if p.color == current_turn: if p.name in ['rook', 'bishop', 'queen']: setattr(p, 'move_range', getattr(p, 'move_range', 3) + 2) # До 5 elif p.name == 'pawn': setattr(p, 'move_range', getattr(p, 'move_range', 1) + 1) # До 2 elif key == 'increase_hp': for p in pieces: if p.color == current_turn and p.name != 'king': p.max_hp += 3 p.hp = min(p.hp + 3, p.max_hp) elif key == 'damage_enemy': enemy_color = 'black' if current_turn == 'white' else 'white' for p in pieces: if p.color == enemy_color: if p.hp > 3: p.hp -= 3 elif p.hp > 1: p.hp = 1 else: p.hp = 1 # Уже 1, остаётся 1 elif key == 'curse': # Уменьшаем вероятность появления 'regen' и 'hp_upgrade' на 10% bonus_probabilities['regen'] = max(bonus_probabilities['regen'] - 0.10, 0) bonus_probabilities['hp_upgrade'] = max(bonus_probabilities['hp_upgrade'] - 0.10, 0) # Нормализуем вероятности total_prob = sum(bonus_probabilities.values()) for bt in bonus_probabilities: bonus_probabilities[bt] /= total_prob if total_prob > 0 else 1 # --- Инициализируем туман войны в начале игры --- update_fog() # --- Основной цикл игры --- running = True clock = pygame.time.Clock() while running: clock.tick(30) check_timer() for event in pygame.event.get(): if event.type == pygame.QUIT: running = False elif event.type == pygame.MOUSEBUTTONDOWN and not game_over: mx, my = pygame.mouse.get_pos() if mx < CELL_SIZE * GRID_WIDTH and my < CELL_SIZE * GRID_HEIGHT: gx = mx // CELL_SIZE gy = my // CELL_SIZE clicked_piece = next((p for p in pieces if p.x == gx and p.y == gy), None) if selected_piece: if (gx, gy) in possible_moves: # Проверяем бонус if (gx, gy) in bonus_cells: bonus_type = bonus_cells[(gx, gy)]['type'] apply_bonus(selected_piece, bonus_type, pieces) del bonus_cells[(gx, gy)] # Проверяем монету if (gx, gy) in coin_cells: player_coins[current_turn] += 1 coin_cells.remove((gx, gy)) # Проверяем, является ли клетка торговцем if (gx, gy) in merchant_positions: shop_open = True # Проверяем, есть ли там вражеская фигура defender = next((p for p in pieces if p.x == gx and p.y == gy), None) if defender: # Проводим бой attacker = selected_piece attacker_alive, defender_alive = resolve_combat(attacker, defender) if not defender_alive: if defender.name == 'king': winner = attacker.color game_over = True pieces.remove(defender) if not attacker_alive: pieces.remove(attacker) selected_piece = None possible_moves.clear() update_fog() switch_turn() continue else: # Перемещаем атакующего path = [] if attacker.name in ['rook', 'bishop', 'queen']: dx = gx - attacker.x dy = gy - attacker.y if dx != 0: dx = dx // abs(dx) if dy != 0: dy = dy // abs(dy) for step in range(1, max(abs(gx - attacker.x), abs(gy - attacker.y))): path_x = attacker.x + dx * step path_y = attacker.y + dy * step path.append((path_x, path_y)) survived = True for pos in path: if pos in bonus_cells and bonus_cells[pos]['type'] == 'damage': damage = random.randint(1,5) attacker.hp = max(attacker.hp - damage, 0) del bonus_cells[pos] if attacker.hp == 0: pieces.remove(attacker) selected_piece = None possible_moves.clear() survived = False switch_turn() break if survived: attacker.x = gx attacker.y = gy attacker.selected = False selected_piece = None possible_moves.clear() switch_turn() else: # Пустая клетка — просто ходим path = [] if selected_piece.name in ['rook', 'bishop', 'queen']: dx = gx - selected_piece.x dy = gy - selected_piece.y if dx != 0: dx = dx // abs(dx) if dy != 0: dy = dy // abs(dy) for step in range(1, max(abs(gx - selected_piece.x), abs(gy - selected_piece.y))): path_x = selected_piece.x + dx * step path_y = selected_piece.y + dy * step path.append((path_x, path_y)) survived = True for pos in path: if pos in bonus_cells and bonus_cells[pos]['type'] == 'damage': damage = random.randint(1,5) selected_piece.hp = max(selected_piece.hp - damage, 0) del bonus_cells[pos] if selected_piece.hp == 0: pieces.remove(selected_piece) selected_piece = None possible_moves.clear() survived = False switch_turn() break if survived: selected_piece.x = gx selected_piece.y = gy selected_piece.selected = False selected_piece = None possible_moves.clear() switch_turn() update_fog() else: selected_piece.selected = False selected_piece = None possible_moves.clear() else: # Выбираем фигуру только если клетка видима и соответствует текущему ходу if clicked_piece and (gx, gy) in global_revealed and clicked_piece.color == current_turn: selected_piece = clicked_piece selected_piece.selected = True possible_moves = selected_piece.get_possible_moves(pieces) else: # Клик в правой панели if shop_open: for key, item in shop_items.items(): if 'button_rect' in item and item['button_rect'].collidepoint(mx, my): if player_coins[current_turn] >= item['cost']: handle_shop_purchase(key) elif event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: shop_open = False # Отрисовка screen.fill(COLOR_BG) draw_grid() draw_fog() draw_merchants() draw_bonus_cells() draw_coin_cells() draw_pieces(pieces) draw_statistics_panel() if game_over and winner: draw_victory(winner) pygame.display.flip() pygame.quit() sys.exit()