+ def shift_locations(self, direction, skip_player=True):
+ if BITS[direction] == BITS.NORTH:
+ self.shift_location_row(-1, is_vertical=True,
+ skip_player=skip_player)
+ elif BITS[direction] == BITS.SOUTH:
+ self.shift_location_row(1, is_vertical=True,
+ skip_player=skip_player)
+ elif BITS[direction] == BITS.EAST:
+ self.shift_location_row(1, is_vertical=False,
+ skip_player=skip_player)
+ elif BITS[direction] == BITS.WEST:
+ self.shift_location_row(-1, is_vertical=False,
+ skip_player=skip_player)
+
+ def rotate_locations(self, direction):
+ px, py = self.player.position
+ locations_to_rotate = []
+ rotated_locations = {}
+
+ if py > 0:
+ for i in range(max(0, px - 1), min(5, px + 2)):
+ locations_to_rotate.append((i, py - 1))
+
+ if px < 4:
+ locations_to_rotate.append((px + 1, py))
+
+ if py < 4:
+ for i in reversed(range(max(0, px - 1), min(5, px + 2))):
+ locations_to_rotate.append((i, py + 1))
+
+ if px > 0:
+ locations_to_rotate.append((px - 1, py))
+
+ if ROTATION[direction] == ROTATION.CLOCKWISE:
+ new_positions = locations_to_rotate[1:] + [locations_to_rotate[0]]
+ elif ROTATION[direction] == ROTATION.ANTICLOCKWISE:
+ new_positions = (
+ [locations_to_rotate[-1]] + locations_to_rotate[:-1])
+
+ for old, new in zip(locations_to_rotate, new_positions):
+ rotated_locations[new] = self.board_locations[old]
+
+ self.board_locations.update(rotated_locations)
+
+ def allow_chess_move(self, chesspiece):
+ self.player.allow_chess_move(chesspiece)
+
+ def change_mode(self, new_mode):