649 lines
29 KiB
Python
649 lines
29 KiB
Python
import pygame
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import sys
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import random
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pygame.init()
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# --- ПАРАМЕТРЫ ПОЛЯ ---
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CELL_SIZE = 32
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GRID_WIDTH = 30
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GRID_HEIGHT = 30
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WINDOW_WIDTH = CELL_SIZE * GRID_WIDTH
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WINDOW_HEIGHT = CELL_SIZE * GRID_HEIGHT
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# --- ЦВЕТА ---
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COLOR_BG = (30, 30, 30)
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COLOR_GRID = (50, 50, 50)
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COLOR_FOG = (20, 20, 20)
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COLOR_SELECTED = (255, 0, 0)
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COLOR_MOVE = (0, 255, 0)
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COLOR_WHITE_PIECE = (255, 255, 255) # Заливка белых фигур
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COLOR_BLACK_PIECE = (0, 0, 0) # Заливка чёрных фигур
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# Новые цвета для бонусов
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COLOR_REGEN = (0, 255, 0) # Зелёный
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COLOR_HP_UPGRADE = (0, 128, 255) # Синий
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COLOR_DAMAGE = (255, 0, 0) # Красный
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COLOR_KING_HP_UPGRADE = (255, 215, 0) # Золотой
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COLOR_ADD_PIECE = (255, 255, 255) # Белый (с плюсом)
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COLOR_ADD_PIECE_PINK = (255, 192, 203) # Розовый
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# Цвет текущего хода
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COLOR_TURN_TEXT = (255, 255, 255) # Белый
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# Новый цвет для пометки клеток, которые скоро уйдут в туман войны
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COLOR_PRE_FOG = (169, 169, 169) # Светло-серый
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screen = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
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pygame.display.set_caption("Шахматы с открытым миром 1.0")
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# Шрифты
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font = pygame.font.SysFont(None, CELL_SIZE // 2)
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victory_font = pygame.font.SysFont(None, 60)
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turn_font = pygame.font.SysFont(None, 30)
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# --- Глобальное множество открытых клеток (туман войны) ---
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global_revealed = set()
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# --- Словарь символов ---
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piece_symbols = {
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'rook': 'Л',
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'knight': 'К',
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'bishop': 'С',
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'queen': 'Ф',
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'king': 'К', # Король (можно заменить на 'K' или другой символ)
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'pawn': 'П'
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}
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# === МЕХАНИКА БОНУСОВ ===
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# Храним в глобальном словаре bonus_cells: {(x,y): {'type': ...}}
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bonus_cells = {}
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# Вероятности появления различных типов бонусов
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bonus_probabilities = {
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'regen': 0.42, # 42%
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'hp_upgrade': 0.32, # 32%
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'damage': 0.2, # 20%
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'king_hp_upgrade': 0.05, # 5%
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'add_piece': 0.01 # 1%
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}
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# Функция для выбора бонуса на основе вероятностей
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def choose_bonus_type():
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rand = random.random()
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cumulative = 0
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for bonus_type, prob in bonus_probabilities.items():
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cumulative += prob
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if rand < cumulative:
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return bonus_type
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return 'regen' # По умолчанию
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def initialize_bonus_cells(pieces, num_each=10):
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"""
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Создаём случайно бонусных клеток.
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Включает три типа изначально: 'hp_upgrade', 'regen', 'king_hp_upgrade'.
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Бонусы не размещаются под стартовыми позициями фигур.
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"""
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global bonus_cells
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all_positions = [(x, y) for x in range(GRID_WIDTH) for y in range(GRID_HEIGHT)]
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random.shuffle(all_positions)
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i_pos = 0
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types = ['hp_upgrade', 'regen', 'king_hp_upgrade']
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for t in types:
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for _ in range(num_each):
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while i_pos < len(all_positions):
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(xx, yy) = all_positions[i_pos]
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i_pos += 1
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# Проверка, чтобы клетка не занята фигурой
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if not any(p.x == xx and p.y == yy for p in pieces):
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bonus_cells[(xx, yy)] = {'type': t}
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break
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def apply_bonus(piece, bonus_type, pieces):
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"""Применяем эффект бонуса к фигуре piece в зависимости от типа."""
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if bonus_type == 'regen':
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# Регенерация (1..2) для НЕ короля
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if piece.name != 'king':
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amt = random.randint(1, 2)
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piece.hp = min(piece.hp + amt, piece.max_hp)
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elif bonus_type == 'hp_upgrade':
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# Повышение max_hp только НЕ королю без восстановления HP
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if piece.name != 'king':
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piece.max_hp += 1
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# piece.hp остается неизменным
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elif bonus_type == 'king_hp_upgrade':
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# Только для короля, бонус активируется другим игроком
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if piece.name != 'king':
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# Найти короля той же команды
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king = next((p for p in pieces if p.name == 'king' and p.color == piece.color), None)
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if king:
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if king.hp == king.max_hp:
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# Если король на полном здоровье,
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# то увеличиваем max_hp на 1
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king.max_hp += 1
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king.hp = king.max_hp
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else:
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# Если король не на полном, то
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# просто восстанавливаем HP до max
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king.hp = min(king.hp + 1, king.max_hp)
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elif bonus_type == 'damage':
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# Нанесение урона (0..5)
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damage = random.randint(0, 5)
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piece.hp = max(piece.hp - damage, 0)
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if piece.hp == 0:
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# Удаляем фигуру, если HP равен 0
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pieces.remove(piece)
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if piece.name == 'king':
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global winner, game_over
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winner = 'black' if piece.color == 'white' else 'white'
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game_over = True
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elif bonus_type == 'add_piece':
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# Добавление новой фигуры рядом, если возможно и не король
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if piece.name != 'king':
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# Определяем возможные соседние клетки
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directions = [(-1,0),(1,0),(0,-1),(0,1), (-1,-1),(1,-1),(1,1),(-1,1)]
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random.shuffle(directions)
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for dx, dy in directions:
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nx = piece.x + dx
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ny = piece.y + dy
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if 0 <= nx < GRID_WIDTH and 0 <= ny < GRID_HEIGHT:
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# Проверяем, что клетка пуста
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if not any(p.x == nx and p.y == ny for p in pieces) and (nx, ny) not in bonus_cells:
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# Создаём новую фигуру того же типа
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new_piece = Piece(piece.name, piece.color, nx, ny)
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pieces.append(new_piece)
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break
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# Если не удалось разместить, бонус не активируется
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# === МЕХАНИКА БОЯ ===
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def resolve_combat(attacker, defender):
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"""
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Атакующая фигура (A) идёт на клетку защитника (B).
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HP(A)=a, HP(B)=b.
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- Если a < b: B теряет a (b := b-a), A погибает.
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- Если a > b: A теряет b (a := a-b), B погибает.
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- Если a == b: A побеждает, убивает B, а у A остаётся 1 HP.
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Возвращаем кортеж: (attacker_alive, defender_alive)
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при этом изменяем HP в самих объектах.
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"""
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a = attacker.hp
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b = defender.hp
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if a < b:
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# Защитник теряет a HP
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defender.hp = b - a
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# Атакующая погибает
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attacker.hp = 0
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return (False, True)
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elif a > b:
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# Атакующая теряет b HP
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attacker.hp = a - b
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# Защитник погибает
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defender.hp = 0
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return (True, False)
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else:
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# a == b
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# Атакующая побеждает, остаётся с 1 HP
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attacker.hp = 1
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defender.hp = 0
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return (True, False)
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# === КЛАСС ФИГУРЫ ===
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class Piece:
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def __init__(self, name, color, x, y):
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self.name = name
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self.color = color # 'white' или 'black'
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self.x = x
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self.y = y
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self.selected = False
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# Инициализация HP
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if self.name == 'king':
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self.max_hp = 5
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self.hp = 5
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elif self.name in ['rook', 'knight', 'bishop', 'queen']:
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self.max_hp = 3
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self.hp = 3
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elif self.name == 'pawn':
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self.max_hp = 1
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self.hp = 1
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def get_possible_moves(self, pieces):
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moves = []
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if self.name == 'pawn':
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directions = [
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(-1,-1), (0,-1), (1,-1),
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(-1, 0), (1, 0),
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(-1, 1), (0, 1), (1, 1)
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]
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for dx, dy in directions:
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nx = self.x + dx
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ny = self.y + dy
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if 0 <= nx < GRID_WIDTH and 0 <= ny < GRID_HEIGHT:
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blocking = next((p for p in pieces if p.x == nx and p.y == ny), None)
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# Можем ходить, если клетка пуста или там враг
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if not blocking or blocking.color != self.color:
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moves.append((nx, ny))
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elif self.name in ['rook', 'bishop', 'queen']:
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# Ограничиваем движение до 5 клеток
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if self.name == 'rook':
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directions = [(-1,0),(1,0),(0,-1),(0,1)]
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elif self.name == 'bishop':
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directions = [(-1,-1),(1,-1),(1,1),(-1,1)]
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elif self.name == 'queen':
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directions = [
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(-1,0),(1,0),(0,-1),(0,1),
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(-1,-1),(1,-1),(1,1),(-1,1)
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]
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for dx, dy in directions:
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for step in range(1, 6): # До 5 клеток
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nx = self.x + dx * step
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ny = self.y + dy * step
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if 0 <= nx < GRID_WIDTH and 0 <= ny < GRID_HEIGHT:
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blocking = next((p for p in pieces if p.x == nx and p.y == ny), None)
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if blocking:
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if blocking.color != self.color:
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moves.append((nx, ny))
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break
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moves.append((nx, ny))
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else:
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break
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elif self.name == 'knight':
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deltas = [(-2,-1),(-1,-2),(1,-2),(2,-1),
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(2,1),(1,2),(-1,2),(-2,1)]
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for dx, dy in deltas:
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nx, ny = self.x+dx, self.y+dy
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if 0 <= nx < GRID_WIDTH and 0 <= ny < GRID_HEIGHT:
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blocking = next((p for p in pieces if p.x == nx and p.y == ny), None)
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if not blocking or blocking.color != self.color:
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moves.append((nx, ny))
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elif self.name == 'king':
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directions = [
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(-1,0),(1,0),(0,-1),(0,1),
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(-1,-1),(1,-1),(1,1),(-1,1)
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]
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for dx, dy in directions:
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nx, ny = self.x+dx, self.y+dy
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if 0 <= nx < GRID_WIDTH and 0 <= ny < GRID_HEIGHT:
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blocking = next((p for p in pieces if p.x == nx and p.y == ny), None)
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if not blocking or blocking.color != self.color:
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moves.append((nx, ny))
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return moves
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# --- Инициализация фигур ---
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def initialize_pieces():
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"""Чёрные: y=2(back), y=3(pawns). Белые: y=27(back), y=26(pawns)."""
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pieces = []
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cx = GRID_WIDTH//2
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# ЧЁРНЫЕ
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black_back = ['rook','knight','bishop','king','queen','bishop','knight','rook']
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for i,pname in enumerate(black_back):
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x = cx - 3 + i
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y = 2
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pieces.append(Piece(pname,'black',x,y))
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for i in range(8):
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x = cx-3 + i
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y = 3
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pieces.append(Piece('pawn','black',x,y))
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# БЕЛЫЕ
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white_back = ['rook','knight','bishop','king','queen','bishop','knight','rook']
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for i,pname in enumerate(white_back):
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x = cx - 3 + i
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y = 27
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pieces.append(Piece(pname,'white',x,y))
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for i in range(8):
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x = cx-3 + i
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y = 26
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pieces.append(Piece('pawn','white',x,y))
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return pieces
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# Инициализация фигур до инициализации бонусов
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pieces = initialize_pieces()
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initialize_bonus_cells(pieces, num_each=10)
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selected_piece = None
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possible_moves = []
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game_over = False
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winner = None
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# --- Туман войны ---
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cell_counters = {} # {(x,y): turns_since_last_revealed}
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BONUS_GENERATION_CHANCE = 0.1 # 10% шанс появления бонуса при повторном открытии
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# --- Система ходов ---
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current_turn = 'white' # Начинаем с белых
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def update_fog():
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"""
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Обновляет туман войны:
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- Открытые клетки остаются открытыми.
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- Закрытые клетки, которые не находятся рядом с любыми фигурами на расстоянии 2 клеток,
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становятся закрытыми через 5 ходов.
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- При повторном открытии клетки шанс на появление нового бонуса.
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"""
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global global_revealed, bonus_cells
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# Сохраняем предыдущее состояние открытых клеток
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previous_revealed = global_revealed.copy()
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# Определяем все открытые клетки на основе позиций фигур
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new_revealed = set()
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for p in pieces:
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for dx in range(-2, 3):
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for dy in range(-2, 3):
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nx = p.x + dx
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ny = p.y + dy
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if 0 <= nx < GRID_WIDTH and 0 <= ny < GRID_HEIGHT:
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new_revealed.add((nx, ny))
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# Определяем только новые открытые клетки
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newly_revealed = new_revealed - previous_revealed
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# Обрабатываем все клетки
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for y in range(GRID_HEIGHT):
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for x in range(GRID_WIDTH):
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pos = (x, y)
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if pos in new_revealed:
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# Если клетка видна, сбрасываем счетчик
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cell_counters[pos] = 0
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global_revealed.add(pos)
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else:
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# Если клетка не видна, увеличиваем счетчик
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if pos in cell_counters:
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cell_counters[pos] += 1
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else:
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cell_counters[pos] = 1
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# Если счетчик достигает 5, закрываем клетку
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if cell_counters[pos] >= 5:
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if pos in global_revealed:
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global_revealed.remove(pos)
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# Удаляем бонус, если клетка закрывается и бонус не является 'damage'
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if pos in bonus_cells and bonus_cells[pos]['type'] != 'damage':
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del bonus_cells[pos]
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# Генерируем бонусы только на новых открытых клетках
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for pos in newly_revealed:
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if pos not in bonus_cells and random.random() < BONUS_GENERATION_CHANCE:
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bonus_type = choose_bonus_type()
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# Проверяем, чтобы бонус не был под фигурой
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if not any(p.x == pos[0] and p.y == pos[1] for p in pieces):
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bonus_cells[pos] = {'type': bonus_type}
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def draw_grid():
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for x in range(0, WINDOW_WIDTH, CELL_SIZE):
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pygame.draw.line(screen, COLOR_GRID, (x, 0), (x, WINDOW_HEIGHT))
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for y in range(0, WINDOW_HEIGHT, CELL_SIZE):
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pygame.draw.line(screen, COLOR_GRID, (0, y), (WINDOW_WIDTH, y))
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def draw_fog():
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for y in range(GRID_HEIGHT):
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for x in range(GRID_WIDTH):
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pos = (x, y)
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if pos not in global_revealed:
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rect = pygame.Rect(x*CELL_SIZE, y*CELL_SIZE, CELL_SIZE, CELL_SIZE)
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pygame.draw.rect(screen, COLOR_FOG, rect)
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else:
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# Проверяем, будет ли клетка закрыта в следующем ходу
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if cell_counters.get(pos, 0) == 4:
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# Помечаем клетку светло-серым
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rect = pygame.Rect(x*CELL_SIZE, y*CELL_SIZE, CELL_SIZE, CELL_SIZE)
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pygame.draw.rect(screen, COLOR_PRE_FOG, rect)
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def draw_bonus_cells():
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"""
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Отрисовка бонусов (если клетка открыта или бонус типа 'damage').
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Цвета:
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- 'regen': (0,255,0) зелёный
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- 'hp_upgrade': (0,128,255) синий
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- 'damage': (255,0,0) красный
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- 'king_hp_upgrade': (255,215,0) золотой
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- 'add_piece': (255,255,255) белый с плюсом или розовый
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"""
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for (bx, by), info in bonus_cells.items():
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# Для 'damage' бонусов отображаем всегда, иначе только если клетка видна
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if info['type'] != 'damage' and (bx, by) not in global_revealed:
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continue
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cx = bx*CELL_SIZE + CELL_SIZE//2
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cy = by*CELL_SIZE + CELL_SIZE//2
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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':
|
||
# Проверяем, возможно ли добавить фигуру рядом
|
||
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_pieces(pieces):
|
||
"""Рисуем фигуры, их HP и подсвечиваем ходы."""
|
||
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 display_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 display_turn(current_turn):
|
||
text = turn_font.render(f"Текущий ход: {current_turn.capitalize()}", True, COLOR_TURN_TEXT)
|
||
screen.blit(text, (10, WINDOW_HEIGHT - 30))
|
||
|
||
running = True
|
||
clock = pygame.time.Clock()
|
||
|
||
# Инициализируем туман войны в начале игры
|
||
update_fog()
|
||
|
||
while running:
|
||
clock.tick(30)
|
||
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()
|
||
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, 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:
|
||
# Защитник погиб
|
||
if defender.name == 'king':
|
||
winner = attacker.color
|
||
game_over = True
|
||
pieces.remove(defender)
|
||
if not attacker_alive:
|
||
# Атакующая погибла
|
||
pieces.remove(attacker)
|
||
# Снимаем выделение
|
||
selected_piece = None
|
||
possible_moves.clear()
|
||
# После изменения позиций фигур обновляем туман войны
|
||
update_fog()
|
||
# Смена хода
|
||
current_turn = 'black' if current_turn == 'white' else 'white'
|
||
continue
|
||
else:
|
||
# Атакующая жива, перемещаем её
|
||
# Проверка прохождения через клетки (для длинных ходов)
|
||
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))
|
||
# Применяем урон при прохождении через клетки и удаляем 'damage' клетки
|
||
survived = True
|
||
for pos in path:
|
||
if pos in bonus_cells and bonus_cells[pos]['type'] == 'damage':
|
||
damage = random.randint(0,5)
|
||
attacker.hp = max(attacker.hp - damage, 0)
|
||
# Удаляем 'damage' клетку как использованную
|
||
del bonus_cells[pos]
|
||
if attacker.hp == 0:
|
||
pieces.remove(attacker)
|
||
selected_piece = None
|
||
possible_moves.clear()
|
||
survived = False
|
||
break
|
||
if survived:
|
||
attacker.x = gx
|
||
attacker.y = gy
|
||
attacker.selected = False
|
||
selected_piece = None
|
||
possible_moves.clear()
|
||
# Смена хода
|
||
current_turn = 'black' if current_turn == 'white' else 'white'
|
||
|
||
else:
|
||
# Пустая клетка — просто ходим
|
||
# Проверка прохождения через клетки (для длинных ходов)
|
||
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))
|
||
# Применяем урон при прохождении через клетки и удаляем 'damage' клетки
|
||
survived = True
|
||
for pos in path:
|
||
if pos in bonus_cells and bonus_cells[pos]['type'] == 'damage':
|
||
damage = random.randint(0,5)
|
||
selected_piece.hp = max(selected_piece.hp - damage, 0)
|
||
# Удаляем 'damage' клетку как использованную
|
||
del bonus_cells[pos]
|
||
if selected_piece.hp == 0:
|
||
pieces.remove(selected_piece)
|
||
selected_piece = None
|
||
possible_moves.clear()
|
||
survived = False
|
||
break
|
||
if survived:
|
||
selected_piece.x = gx
|
||
selected_piece.y = gy
|
||
selected_piece.selected = False
|
||
selected_piece = None
|
||
possible_moves.clear()
|
||
# Смена хода
|
||
current_turn = 'black' if current_turn == 'white' else 'white'
|
||
|
||
# После успешного хода обновляем туман войны
|
||
update_fog()
|
||
else:
|
||
# Клик вне возможных ходов
|
||
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)
|
||
|
||
# Отрисовка
|
||
screen.fill(COLOR_BG)
|
||
draw_grid()
|
||
draw_fog()
|
||
draw_bonus_cells()
|
||
draw_pieces(pieces)
|
||
if game_over and winner:
|
||
display_victory(winner)
|
||
else:
|
||
display_turn(current_turn)
|
||
pygame.display.flip()
|
||
|
||
pygame.quit()
|
||
sys.exit()
|