Esempio n. 1
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    def initialize_standard_board(self):
        self.draw_board()
        # create and place 32 pieces
        for i in range(0, 8):
            self.place_piece([i, 1], Pawn(1))
            self.place_piece([i, 6], Pawn(0))

        self.place_piece([0, 0], Rook(1))
        self.place_piece([7, 0], Rook(1))
        self.place_piece([0, 7], Rook(0))
        self.place_piece([7, 7], Rook(0))

        self.place_piece([4, 0], King(1))
        self.place_piece([4, 7], King(0))

        self.place_piece([3, 0], Queen(1))
        self.place_piece([3, 7], Queen(0))

        self.place_piece([2, 0], Bishop(1))
        self.place_piece([5, 0], Bishop(1))
        self.place_piece([2, 7], Bishop(0))
        self.place_piece([5, 7], Bishop(0))

        self.place_piece([1, 0], Knight(1))
        self.place_piece([6, 0], Knight(1))
        self.place_piece([1, 7], Knight(0))
        self.place_piece([6, 7], Knight(0))
Esempio n. 2
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    def __init__(self):
        self.currentPlayer = "White"
        self.tiles = dict()
        self.moveCounter = 1
        self.prevBoard = None
        for x in range(64):
            self.tiles[x] = (Tile(x, NullPiece()))
        for x in range(8, 16):
            pass
            self.tiles[x] = (Tile(x, Pawn("White", x)))
        for x in range(48, 56):
            self.tiles[x] = (Tile(x, Pawn("Black", x)))

        self.tiles[0] = (Tile(0, Rook("White", 0)))
        self.tiles[1] = (Tile(1, Knight("White", 1)))
        self.tiles[2] = (Tile(2, Bishop("White", 2)))
        self.tiles[3] = (Tile(3, Queen("White", 3)))
        self.tiles[4] = (Tile(4, King("White", 4)))
        self.tiles[5] = (Tile(5, Bishop("White", 5)))
        self.tiles[6] = (Tile(6, Knight("White", 6)))
        self.tiles[7] = (Tile(7, Rook("White", 7)))
        self.tiles[56] = (Tile(56, Rook("Black", 56)))
        self.tiles[57] = (Tile(57, Knight("Black", 57)))
        self.tiles[58] = (Tile(58, Bishop("Black", 58)))
        self.tiles[59] = (Tile(59, Queen("Black", 59)))
        self.tiles[60] = (Tile(60, King("Black", 60)))
        self.tiles[61] = (Tile(61, Bishop("Black", 61)))
        self.tiles[62] = (Tile(62, Knight("Black", 62)))
        self.tiles[63] = (Tile(63, Rook("Black", 63)))
Esempio n. 3
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    def promotion_message(self, color):
        if color == self.BLACK:
            color = 0
        else:
            color = 1

        knight = Knight(color)
        bishop = Bishop(color)
        rook = Rook(color)
        queen = Queen(color)

        tenth = self.size / 10
        pygame.draw.rect(
            self.screen, self.WHITE,
            [tenth, tenth, 8 * tenth, 2 * tenth])  # draw outer background
        pygame.draw.rect(self.screen, self.BLACK,
                         [tenth, tenth, 8 * tenth, 2 * tenth],
                         5)  # draw outer background

        knight.draw(self.screen, 1.5 * tenth, 1.5 * tenth, tenth)
        pygame.draw.rect(self.screen, self.BLACK,
                         [1.5 * tenth, 1.5 * tenth, tenth, tenth], 3)

        bishop.draw(self.screen, 3.5 * tenth, 1.5 * tenth, tenth)
        pygame.draw.rect(self.screen, self.BLACK,
                         [3.5 * tenth, 1.5 * tenth, tenth, tenth], 3)

        rook.draw(self.screen, 5.5 * tenth, 1.5 * tenth, tenth)
        pygame.draw.rect(self.screen, self.BLACK,
                         [5.5 * tenth, 1.5 * tenth, tenth, tenth], 3)

        queen.draw(self.screen, 7.5 * tenth, 1.5 * tenth, tenth)
        pygame.draw.rect(self.screen, self.BLACK,
                         [7.5 * tenth, 1.5 * tenth, tenth, tenth], 3)
Esempio n. 4
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 def load_board_from_file_path(self, path):
     """
     Load a chess board from .txt file on the local computer.
     :param path: The path to the .txt file.
     :return: None
     """
     count = 0
     with open(path) as board_loaded:
         for line in board_loaded:
             for char in line:
                 if char != '|' and char != '\n':
                     if char == '-':
                         self.game_tiles[count] = NoPiece(count)
                         count += 1
                     if char == 'R':
                         self.game_tiles[count] = Rook("Black", count)
                         count += 1
                     if char == 'N':
                         self.game_tiles[count] = Knight("Black", count)
                         count += 1
                     if char == 'B':
                         self.game_tiles[count] = Bishop("Black", count)
                         count += 1
                     if char == 'Q':
                         self.game_tiles[count] = Queen("Black", count)
                         count += 1
                     if char == 'K':
                         self.game_tiles[count] = King("Black", count)
                         count += 1
                     if char == 'P':
                         self.game_tiles[count] = Pawn("Black", count)
                         count += 1
                     if char == 'r':
                         self.game_tiles[count] = Rook("White", count)
                         count += 1
                     if char == 'n':
                         self.game_tiles[count] = Knight("White", count)
                         count += 1
                     if char == 'b':
                         self.game_tiles[count] = Bishop("White", count)
                         count += 1
                     if char == 'q':
                         self.game_tiles[count] = Queen("White", count)
                         count += 1
                     if char == 'k':
                         self.game_tiles[count] = King("White", count)
                         count += 1
                     if char == 'p':
                         self.game_tiles[count] = Pawn("White", count)
                         count += 1
     self.original_game_tiles = self.game_tiles.copy()
     print("Done copying from file")
Esempio n. 5
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    def create_pieces_for_new_game(self):
        """
        instantiates class object for each piece type
        sets piece in corresponding start position
        white occupies rows 1 and 2
        black occupies rows 7 and 8
        """
        # maybe we don't even want to do this - what we really want to do is assign pieces as occupants of corresponding squares

        # Haven't decided if a piece needs to know about position - for now we include but I may remove in the future

        white_pieces = dict(
            white_rook_1=Rook('White'),
            white_knight_1=Knight('White'),
            white_bishop_1=Bishop('White'),
            white_queen=Queen('White'),
            white_king=King('White'),
            white_bishop_2=Bishop('White'),
            white_knight_2=Knight('White'),
            white_rook_2=Rook('White'),
            white_pawn_1=Pawn('White'),
            white_pawn_2=Pawn('White'),
            white_pawn_3=Pawn('White'),
            white_pawn_4=Pawn('White'),
            white_pawn_5=Pawn('White'),
            white_pawn_6=Pawn('White'),
            white_pawn_7=Pawn('White'),
            white_pawn_8=Pawn('White'),
        )

        black_pieces = dict(
            black_rook_1=Rook('Black'),
            black_knight_1=Knight('Black'),
            black_bishop_1=Bishop('Black'),
            black_queen=Queen('Black'),
            black_king=King('Black'),
            black_bishop_2=Bishop('Black'),
            black_knight_2=Knight('Black'),
            black_rook_2=Rook('Black'),
            black_pawn_1=Pawn('Black'),
            black_pawn_2=Pawn('Black'),
            black_pawn_3=Pawn('Black'),
            black_pawn_4=Pawn('Black'),
            black_pawn_5=Pawn('Black'),
            black_pawn_6=Pawn('Black'),
            black_pawn_7=Pawn('Black'),
            black_pawn_8=Pawn('Black'),
        )
        self.white_pieces = white_pieces
        self.black_pieces = black_pieces
Esempio n. 6
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def test_queen_capture():
    """Tests if the queen can capture
    """
    playerOnePieces = set()
    playerTwoPieces = set()
    board = [[None] * 8 for i in range(8)]
    color = "BLACK"
    myPiece = Queen(board, color, playerOnePieces, 2, 'A')
    playerOnePieces.update({myPiece})
    enemyPiece = Pawn(board, "WHITE", playerTwoPieces, 4, 'D')
    playerTwoPieces.update({enemyPiece})
    possibleRow = {i: i - 1 for i in range(1, 9)}
    possibleCol = {chr(i): i - ord('A') for i in range(ord('A'), ord('A') + 8)}
    moveOne = "2A"
    moveTwo = "4A"
    board[possibleRow[int(moveOne[0])]][possibleCol[moveOne[1]]].move(
        int(moveTwo[0]), moveTwo[1])
    moveOne = "4A"
    moveTwo = "4D"
    # Now I make a move
    board[possibleRow[int(moveOne[0])]][possibleCol[moveOne[1]]].move(
        int(moveTwo[0]), moveTwo[1])

    assert board[possibleRow[int(moveTwo[0])]
                 ][possibleCol[moveTwo[1]]] == myPiece
    assert len(playerTwoPieces) == 0
Esempio n. 7
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 def initPlayerTwo(self):
     """This populates the playerTwoPieces (white) empty set with the player two's pieces. It also adds those pieces to the board
     """
     color = "WHITE"
     group = self.playerTwoPieces
     self.playerTwoPieces.update({
         Pawn(self.board, color, group, 7, 'A', self),
         Pawn(self.board, color, group, 7, 'B', self),
         Pawn(self.board, color, group, 7, 'C', self),
         Pawn(self.board, color, group, 7, 'D', self),
         Pawn(self.board, color, group, 7, 'E', self),
         Pawn(self.board, color, group, 7, 'F', self),
         Pawn(self.board, color, group, 7, 'G', self),
         Pawn(self.board, color, group, 7, 'H', self)
     })
     #Add rank 1 pieces
     self.playerTwoPieces.update({
         Rook(self.board, color, group, 8, 'A', self),
         Knight(self.board, color, group, 8, 'B', self),
         Bishop(self.board, color, group, 8, 'C', self),
         Queen(self.board, color, group, 8, 'D', self),
         King(self.board, color, group, 8, 'E', self),
         Bishop(self.board, color, group, 8, 'F', self),
         Knight(self.board, color, group, 8, 'G', self),
         Rook(self.board, color, group, 8, 'H', self)
     })
Esempio n. 8
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    def reset(self):
        row = lambda colour, row: [
            Rook(self.screen, colour, (0, row), self._board),
            Horse(self.screen, colour, (1, row), self._board),
            Bishop(self.screen, colour, (2, row), self._board),
            King(self.screen, colour, (3, row), self._board),
            Queen(self.screen, colour, (4, row), self._board),
            Bishop(self.screen, colour, (5, row), self._board),
            Horse(self.screen, colour, (6, row), self._board),
            Rook(self.screen, colour, (7, row), self._board)
        ]

        self._board[0] = row(Colour.white, 0)

        self._board[1] = [
            Pawn(self.screen, Colour.white, (i, 1), self._board)
            for i in range(self.size)
        ]

        self._board[len(self._board) - 2] = [
            Pawn(self.screen, Colour.black, (i, len(self._board) - 2),
                 self._board) for i in range(self.size)
        ]

        self._board[len(self._board) - 1] = row(Colour.black,
                                                len(self._board) - 1)
Esempio n. 9
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    def initPlayerOne(self, ):
        """This populates the playerOnePieces (black) empty set with the player one's pieces. It also adds those pieces to the board
        """
        #add pawns
        #(self,self.board,color,group,row,col)
        color = "BLACK"
        group = self.playerOnePieces
        self.playerOnePieces.update({
            Pawn(self.board, color, group, 2, 'A', self),
            Pawn(self.board, color, group, 2, 'B', self),
            Pawn(self.board, color, group, 2, 'C', self),
            Pawn(self.board, color, group, 2, 'D', self),
            Pawn(self.board, color, group, 2, 'E', self),
            Pawn(self.board, color, group, 2, 'F', self),
            Pawn(self.board, color, group, 2, 'G', self),
            Pawn(self.board, color, group, 2, 'H', self)
        })

        #Add rank 1 pieces
        self.playerOnePieces.update({
            Rook(self.board, color, group, 1, 'A', self),
            Knight(self.board, color, group, 1, 'B', self),
            Bishop(self.board, color, group, 1, 'C', self),
            Queen(self.board, color, group, 1, 'D', self),
            King(self.board, color, group, 1, 'E', self),
            Bishop(self.board, color, group, 1, 'F', self),
            Knight(self.board, color, group, 1, 'G', self),
            Rook(self.board, color, group, 1, 'H', self)
        })
Esempio n. 10
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def test7():
	#--Starting position for a white queen at d3
	#Enemy pieces at d6, g6
	#Blocked by own piece at h3, d2, b1, e2
	Q = Queen(Color.White)
	P = Pawn(Color.White)
	p = Pawn(Color.Black)
	gameBoard = Board()	

	place_piece(gameBoard, "d3", Q)
	place_piece(gameBoard, "h3", P)
	place_piece(gameBoard, "d2", P)
	place_piece(gameBoard, "b1", P)
	place_piece(gameBoard, "e2", P)

	place_piece(gameBoard, "d6", p)
	place_piece(gameBoard, "g6", p)

	translate(Q.legalMoves(gameBoard, False))
	display.print_board(gameBoard.board)
Esempio n. 11
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    def initialize(self):
        team = Team(self.team)
        team.canMove = False
        self.Side.append(Rook(-1, -1, team))
        self.Side.append(Knight(-1, -1, team))
        self.Side.append(Bishop(-1, -1, team))
        self.Side.append(King(-1, -1, team))
        self.Side.append(Queen(-1, -1, team))
        self.Side.append(Bishop(-1, -1, team))
        self.Side.append(Knight(-1, -1, team))
        self.Side.append(Rook(-1, -1, team))

        for x in range(0, 8):
            self.Side.append(Pawn(-1, -1, team))
Esempio n. 12
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 def __init__(self):
     self.game_tiles.insert(0, Rook("Black", 0))
     self.game_tiles.insert(1, Knight("Black", 1))
     self.game_tiles.insert(2, Bishop("Black", 2))
     self.game_tiles.insert(3, Queen("Black", 3))
     self.game_tiles.insert(4, King("Black", 4))
     self.game_tiles.insert(5, Bishop("Black", 5))
     self.game_tiles.insert(6, Knight("Black", 6))
     self.game_tiles.insert(7, Rook("Black", 7))
     for i in range(8, 16):
         self.game_tiles.insert(i, Pawn("Black", i))
     for i in range(16, 48):
         self.game_tiles.insert(i, NoPiece(i))
     for i in range(48, 56):
         self.game_tiles.insert(i, Pawn("White", i))
     self.game_tiles.insert(56, Rook("White", 56))
     self.game_tiles.insert(57, Knight("White", 57))
     self.game_tiles.insert(58, Bishop("White", 58))
     self.game_tiles.insert(59, Queen("White", 59))
     self.game_tiles.insert(60, King("White", 60))
     self.game_tiles.insert(61, Bishop("White", 61))
     self.game_tiles.insert(62, Knight("White", 62))
     self.game_tiles.insert(63, Rook("White", 63))
     self.original_game_tiles = self.game_tiles.copy()
Esempio n. 13
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 def update_figures(self, board):
     for i in range(8):
         for j in range(8):
             type_of_piece = board[i][j][1]
             color = board[i][j][0]
             if type_of_piece == "q":
                 self.add_figure(Queen(j, i, color, type_of_piece))
             if type_of_piece == "r":
                 self.add_figure(Rook(j, i, color, type_of_piece))
             if type_of_piece == "b":
                 self.add_figure(Bishop(j, i, color, type_of_piece))
             if type_of_piece == "k":
                 self.add_figure(Knight(j, i, color, type_of_piece))
             if type_of_piece == "p":
                 self.add_figure(Pawn(j, i, color, type_of_piece))
             if type_of_piece == "W":
                 self.add_figure(King(j, i, color, type_of_piece))
Esempio n. 14
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 def promote(self, newpiece):
     x = self.x
     y = self.y
     if "Queen" is newpiece.name:
         self.x = -1
         Queen(self.board, y, x, self.color)
         return True
     if "Rook" is newpiece.name:
         self.x = -1
         Rook(self.board, y, x, self.color)
         return True
     if "Bishop" is newpiece.name:
         self.x = -1
         Bishop(self.board, y, x, self.color)
         return True
     if "Knight" is newpiece.name:
         self.x = -1
         Knight(self.board, y, x, self.color)
         return True
     return False
Esempio n. 15
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def initPlayerTwo(playerTwoPieces,board):
    """This populates the playerTwoPieces (white) empty set with the player two's pieces. It also adds those pieces to the board

    :param playerTwoPieces: An empty set representing player two's pieces
    :type playerTwoePieces: set
    :param board: A 2d list consisting of an 8 by 8 None objects and any prepopulated pieces
    :type board: [list]
    """
    color="WHITE"
    group=playerTwoPieces
    playerTwoPieces.update({Pawn(board,color,group,7,'A'),Pawn(board,color,group,7,'B'),Pawn(board,color,group,7,'C'),Pawn(board,color,group,7,'D'),Pawn(board,color,group,7,'E'),Pawn(board,color,group,7,'F'),Pawn(board,color,group,7,'G'),Pawn(board,color,group,7,'H')})
    #Add rank 1 pieces
    playerTwoPieces.update({Rook(board,color,group,8,'A'),Knight(board,color,group,8,'B'),Bishop(board,color,group,8,'C'),Queen(board,color,group,8,'D'),King(board,color,group,8,'E'),Bishop(board,color,group,8,'F'),Knight(board,color,group,8,'G'),Rook(board,color,group,8,'H')})
Esempio n. 16
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    def game(self):
        done = True
        promotion = False
        new_game_screen = False
        selection = []
        while done is True:
            pygame.display.flip()
            for event in pygame.event.get():  # User did something
                if event.type == pygame.QUIT:  # If user clicked close
                    done = False  # exit while loop

                if event.type == pygame.MOUSEBUTTONDOWN and new_game_screen:
                    if pygame.mouse.get_pressed(
                    )[0]:  # left mouse button pressed
                        pos = pygame.mouse.get_pos()
                        x = self.tenth

                        # yes - new game box
                        if 3 * x <= pos[
                                0] <= 4.5 * x:  #and 7 * x <= pos[1] <= 8 * x:
                            self.board.clear_board()
                            self.board.initialize_standard_board()
                            pygame.display.flip()
                            self.board.white_turn = True  # if white won, it should be their turn again
                            self.game()  # make a new game

                        # no - new game box
                        if 5.5 * x <= pos[0] <= 7 * x and 7 * x <= pos[
                                1] <= 8 * x:
                            done = False  # exit while loop

                if event.type == pygame.MOUSEBUTTONDOWN and promotion:  # promotion dialogue
                    if pygame.mouse.get_pressed(
                    )[0]:  # left mouse button pressed
                        pos = pygame.mouse.get_pos()

                        # Each box for each piece selection, if they don't press on the box, try again
                        x = self.tenth
                        if 1.5 * x <= pos[0] < 2.5 * x and 1.5 * x <= pos[
                                1] <= 2.5 * x:
                            knight = Knight(color)
                            self.board.place_piece(square, knight)
                            self.board.deselect_board()
                            pygame.display.flip()
                            promotion = False
                        elif 3.5 * x <= pos[0] < 4.5 * x and 1.5 * x <= pos[
                                1] <= 2.5 * x:
                            bishop = Bishop(color)
                            self.board.place_piece(square, bishop)
                            self.board.deselect_board()
                            pygame.display.flip()
                            promotion = False
                        elif 5.5 * x <= pos[0] < 6.5 * x and 1.5 * x <= pos[
                                1] <= 2.5 * x:
                            rook = Rook(color)
                            self.board.place_piece(square, rook)
                            self.board.deselect_board()
                            pygame.display.flip()
                            promotion = False
                        elif 7.5 * x <= pos[0] < 8.5 * x and 1.5 * x <= pos[
                                1] <= 2.5 * x:
                            queen = Queen(color)
                            self.board.place_piece(square, queen)
                            self.board.deselect_board()
                            pygame.display.flip()
                            promotion = False

                if event.type == pygame.MOUSEBUTTONDOWN:  # normal move
                    if pygame.mouse.get_pressed(
                    )[0]:  # left mouse button pressed
                        pos = pygame.mouse.get_pos()
                        square = self.board.get_square(pos)
                        selection.append(square)
                        self.board.select_piece(square)
                        pygame.display.flip()

            if len(selection) == 2:
                output = self.board.player_move(selection[0], selection[1])
                selection = []
                if output[0] == "Promotion":
                    color = output[1]
                    square = output[2]
                    pygame.display.flip()
                    promotion = True
                if output == "New_Game":
                    self.board.new_game_message()
                    pygame.display.flip()
                    new_game_screen = True

        self.board.print_move_list()
Esempio n. 17
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    # node.toString()
    x = getBestMove(node, 2)
    newBoard = x[0]
    if newBoard.currentPlayer == "White":
        newBoard.currentPlayer = "Black"
        newBoard.prevBoard.currentPlayer = "White"
    else:
        newBoard.currentPlayer = "White"
        newBoard.prevBoard.currentPlayer = "Black"
    return newBoard

#testing

# b = BoardEvaluator(b)
b = Board()
b.tiles[39] = (Tile(39, Queen("White", 39)))
b.tiles[36] = (Tile(36, Pawn("Black", 36)))
b.tiles[52] = (Tile(52, NullPiece()))
b.tiles[53] = (Tile(53, NullPiece()))
b.tiles[21] = (Tile(21, Knight("White", 21)))
b.tiles[6] = (Tile(6, NullPiece()))
b.currentPlayer = "Black"

        # newBoard.printBoard()

#resultNode = Node(b, True)
#a = getBestMove(resultNode, 1)

#x = 0
#for node in nodes.keys():
    #node.position.printBoard()
Esempio n. 18
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def initPlayerOne(playerOnePieces,board):
    """This populates the playerOnePieces (black) empty set with the player one's pieces. It also adds those pieces to the board

    :param playerOnePieces: An empty set representing player one's pieces
    :type playerOnePieces: set
    :param board: A 2d list consisting of an 8 by 8 None objects and any prepopulated pieces
    :type board: [list]
    """    
    #add pawns
    #(self,board,color,group,row,col)
    color="BLACK"
    group=playerOnePieces
    playerOnePieces.update({Pawn(board,color,group,2,'A'),Pawn(board,color,group,2,'B'),Pawn(board,color,group,2,'C'),Pawn(board,color,group,2,'D'),Pawn(board,color,group,2,'E'),Pawn(board,color,group,2,'F'),Pawn(board,color,group,2,'G'),Pawn(board,color,group,2,'H')})

    #Add rank 1 pieces
    playerOnePieces.update({Rook(board,color,group,1,'A'),Knight(board,color,group,1,'B'),Bishop(board,color,group,1,'C'),Queen(board,color,group,1,'D'),King(board,color,group,1,'E'),Bishop(board,color,group,1,'F'),Knight(board,color,group,1,'G'),Rook(board,color,group,1,'H')})
Esempio n. 19
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    def makeMove(self):
        specialMove = False
        boardCopy = copy.deepcopy(self.board)
        prevPosition = self.piece.position
        boardCopy.tiles[self.piece.position] = Tile(self.piece.position,
                                                    NullPiece())
        enPassantHold = self.piece.position

        #after first move, castling isn't allowed
        if self.piece.toString().lower() == "k" or self.piece.toString().lower(
        ) == "r":
            self.piece.moved = True
        # deal with a queened pawn
        if self.piece.toString().lower() == "p":
            if self.piece.color == "White" and 56 <= self.coordinate < 64:
                boardCopy.tiles[self.coordinate] = Tile(
                    self.coordinate, Queen("White", self.coordinate))
                specialMove = True
            elif self.piece.color == "Black" and 0 <= self.coordinate < 7:
                boardCopy.tiles[self.coordinate] = Tile(
                    self.coordinate, Queen("Black", self.coordinate))
                specialMove = True

        #deal with en passant
        if self.piece.toString().lower() == "p":
            if self.piece.color == "White" and 32 <= enPassantHold < 39:
                if self.coordinate - enPassantHold != 8:
                    if boardCopy.tiles[
                            self.coordinate].pieceOnTile.toString() == "-":
                        boardCopy.tiles[self.coordinate - 8] = Tile(
                            self.coordinate, NullPiece())
                        boardCopy.tiles[self.coordinate] = Tile(
                            self.coordinate, self.piece)
                        specialMove = True
            elif self.piece.color == "Black" and 24 <= enPassantHold < 31:
                if self.coordinate - enPassantHold != -8:
                    if boardCopy.tiles[
                            self.coordinate].pieceOnTile.toString() == "-":
                        boardCopy.tiles[self.coordinate + 8] = Tile(
                            self.coordinate, NullPiece())
                        boardCopy.tiles[self.coordinate] = Tile(
                            self.coordinate, self.piece)
                        specialMove = True

        #deal with castling
        if self.piece.toString() == "k":
            if prevPosition == 4 and self.coordinate == 2:
                boardCopy.tiles[self.coordinate] = Tile(
                    self.coordinate, King("White", self.coordinate))
                boardCopy.tiles[0] = Tile(self.coordinate, NullPiece())
                boardCopy.tiles[3] = Tile(self.coordinate, Rook("White", 3))
                specialMove = True
            if prevPosition == 4 and self.coordinate == 6:
                boardCopy.tiles[self.coordinate] = Tile(
                    self.coordinate, King("White", self.coordinate))
                boardCopy.tiles[7] = Tile(self.coordinate, NullPiece())
                boardCopy.tiles[5] = Tile(self.coordinate, Rook("White", 5))
                specialMove = True

        if self.piece.toString() == "K":
            if prevPosition == 60 and self.coordinate == 58:
                boardCopy.tiles[self.coordinate] = Tile(
                    self.coordinate, King("Black", self.coordinate))
                boardCopy.tiles[56] = Tile(self.coordinate, NullPiece())
                boardCopy.tiles[59] = Tile(self.coordinate, Rook("Black", 59))
                specialMove = True
            if prevPosition == 60 and self.coordinate == 62:
                boardCopy.tiles[self.coordinate] = Tile(
                    self.coordinate, King("Black", self.coordinate))
                boardCopy.tiles[63] = Tile(self.coordinate, NullPiece())
                boardCopy.tiles[61] = Tile(self.coordinate, Rook("Black", 61))
                specialMove = True

        if not specialMove:
            self.piece.position = self.coordinate
            boardCopy.tiles[self.coordinate] = Tile(self.coordinate,
                                                    self.piece)

        friendlyKing = None
        for tile in boardCopy.tiles.values():
            if (tile.pieceOnTile.toString() == "K" and boardCopy.currentPlayer
                    == "Black") or (tile.pieceOnTile.toString() == "k"
                                    and boardCopy.currentPlayer == "White"):
                friendlyKing = tile.pieceOnTile
                break
        if friendlyKing.inCheck(boardCopy):
            return False
        return boardCopy