/
chess.py
executable file
·674 lines (638 loc) · 27.9 KB
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chess.py
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# chess.py
import g,utils,random,pygame,chessh
# computer always plays black
class Cell:
def __init__(self,x,y,r,c,white):
self.x=x; self.y=y; self.r=r; self.c=c; self.white=white
self.piece=None # pieces numbered 0 to 11
self.number=None
class Chess:
def __init__(self):
# layouts
# 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
# P, K ,R, Q, N, B, RB, BN, NQ, QR, RR, RR, KQ, KQ, KP, KP, KR, KR
self.layout_scores=[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]
# numbered from 0 to 18
pieces=['wp','wn','wb','wr','wq','wk','bp','bn','bb','br','bq','bk']
self.help=[1,2,3,4,5,6,12,14,18]
self.imgs=[]; self.glow=[]
for piece in pieces:
img=utils.load_image(piece+'.png',True,'pieces')
self.imgs.append(img)
img=utils.load_image(piece+'.png',True,'glow')
self.glow.append(img)
self.cells=[]
y=g.y0; white=True
for r in range(8):
x=g.x0
for c in range(8):
cell=Cell(x,y,r,c,white); self.cells.append(cell)
x+=g.dd; white=not white
y+=g.dd; white=not white
#
g.green=self.cells[36]
#
self.nos=[None]; self.nos_yellow=[None]; self.nos_red=[None]
for n in range(1,10):
img=utils.load_image(str(n)+'.png',True,'numbers')
self.nos.append(img)
img=utils.load_image(str(n)+'.png',True,'yellow')
self.nos_yellow.append(img)
img=utils.load_image(str(n)+'.png',True,'red')
self.nos_red.append(img)
self.wmate=utils.load_image('wmate.png',True)
self.bmate=utils.load_image('bmate.png',True)
self.stale=utils.load_image('stale.png',True)
self.help_imgs=[]
for n in range(19): # layout nos
img=None
if n in self.help:
img=utils.load_image(str(n)+'.png',True,'help')
self.help_imgs.append(img)
self.layout=1; self.swap=False # used in set2() for one2one
def setup(self):
for cell in self.cells: cell.piece=None; cell.number=None
self.selected=None; self.wrong=[]
if self.layout==12: p1=3; p2=3 # 2 rooks
elif self.layout==14: p1=5; p2=4 # K & Q
elif self.layout==18: p1=5; p2=3 # K & R
if self.layout in (12,14,18):
r=random.randint(3,4); c=random.randint(3,4); self.set1(r,c,11) # BK
r1=random.randint(0,1); c1=random.randint(0,7)
r2=random.randint(6,7); c2=random.randint(0,7)
if random.randint(0,1)==1:
r1=random.randint(0,7); c1=random.randint(0,1)
r2=random.randint(0,7); c2=random.randint(6,7)
self.set1(r1,c1,p1); self.set1(r2,c2,p2)
g.state=2 # B to move - in case already in check
if self.layout==16: # K & P
r=random.randint(0,7); c=random.randint(0,2); self.set1(r,c,11)
r=random.randint(0,7); c=random.randint(5,7); self.set1(r,c,5) # WK
c=random.randint(3,4); self.set1(6,c,0) # WP
self.pawn_cell=self.get_cell(0,c)
g.state=1
if self.layout==1: self.numbers_pawn() # pawn path
if self.layout==2: self.numbers(5) # king path
if self.layout==3: self.numbers(3) # rook path
if self.layout==4: self.numbers(4) # queen path
if self.layout==5: self.numbers(1) # knight path
if self.layout==6: self.numbers(2) # bishops path
if self.layout<7: self.aim=1; g.state=1 # paths
self.checked=False; self.promoted=False
if self.layout in (7,8,9,10): self.set2()
if self.layout==11: self.rr_move=0; self.rr(); g.state=1 #RR
if self.layout==13: self.kq_move=0; self.kq(); g.state=1 #KQ
if self.layout==15: self.kp_move=0; self.kp(); g.state=1 #KQ
if self.layout==17: self.kr_move=0; self.kr(); g.state=1 #KQ
def draw(self):
g.screen.blit(g.board,(g.x0-g.border,g.y0-g.border))
for cell in self.cells:
if cell.piece!=None:
if cell!=self.selected:
if self.layout<7 and self.aim==10:
pass
else:
img=self.imgs[cell.piece]
x=cell.x+g.d2-img.get_width()/2
y=cell.y+g.dd-img.get_height()-g.base
g.screen.blit(img,(x,y))
self.draw_number(cell)
if self.selected!=None:
cell=self.selected
if cell.piece!=None:
img=self.glow[cell.piece]
x=cell.x+g.d2-img.get_width()/2
y=cell.y+g.dd-img.get_height()-g.base+g.glow
if self.layout<7 and self.aim==10:
pass
elif self.layout==1 and self.aim==6:
pass
else:
g.screen.blit(img,(x,y))
self.draw_number(cell)
if self.layout>9: #games
img=None
if g.state==4:
if utils.odd(self.layout): img=self.wmate
else: img=self.bmate
if g.state==5: img=self.stale
if img!=None: utils.centre_blit(g.screen,img,g.centre)
self.check() # manage successes & top
def draw_number(self,cell):
if cell.number!=None:
cx=cell.x+g.d2; cy=cell.y+g.d2; img=self.nos[cell.number]
if cell.number==self.aim: img=self.nos_yellow[cell.number]
if self.aim==10: img=self.nos_yellow[cell.number]
if self.layout==1 and self.aim==6:
img=self.nos_yellow[cell.number]
if cell.number in self.wrong: img=self.nos_red[cell.number]
utils.centre_blit(g.screen,img,(cx,cy))
def left_click(self):
if g.state!=1 and self.layout!=6: return
cell=self.which()
if cell!=None: # have clicked cell
if self.layout<7: # number chase
if self.aim==10: return
if self.layout==1 and self.aim==6: return
if self.layout==6:
if cell.piece==2: self.selected=cell; return
if chessh.legal(self.selected,cell):
if chessh.move(self.selected,cell):
self.check_number(self.selected,cell)
if self.wrong!=[]: self.aim=1
self.selected=cell
return
if cell==self.selected: self.selected=None; return True
if self.selected!=None:
if cell.piece==None or self.layout in (7,8,9,10,11,13,15,17):
if self.layout==10:
if cell.piece!=None:
if chessh.colour(cell.piece)=='w':
self.selected=cell; return True
# make move if possible
if chessh.legal(self.selected,cell):
pce=self.selected.piece
# move successful only if no check remains
if chessh.move(self.selected,cell):
self.selected=None
if self.layout==9:
if cell.piece!=pce: self.promoted=True
if self.layout>6: g.state=2
return True
if cell.piece>5: return True # can't select black piece
if cell.piece!=None: self.selected=cell
return True
return False # didn't click on square
def check(self): # manage successes & top
if self.checked: return
success=False
if self.layout in (11,13,15,17):
success=True
elif self.layout>10: # game
if g.state==4: success=True
elif self.layout>6: # one2one
if g.state==6: success=True
else: # numbers path
if self.layout==1 and self.aim==6: success=True
elif self.aim==10: success=True
if success:
if self.layout_scores[self.layout]<2:
self.layout_scores[self.layout]+=1
if self.layout_scores[self.layout]==2:
if g.top<19:
if g.top==self.layout: g.top+=1
if self.layout in (7,8,9,10): self.swap=not self.swap
self.checked=True
def set1(self,r,c,piece):
cell=self.get_cell(r,c)
cell.piece=piece
# wp wn wb wr wq wk bp bn bb br bq bk
# 0 1 2 3 4 5 6 7 8 9 10 11
def set2(self): # used to setup one on one battles
g.state=1
if self.layout==10:
for c in range(4):
self.set1(1,c,6); self.set1(6,c,0)
return
if self.layout==7: p1,p2=3,8
elif self.layout==8: p1,p2=2,7
elif self.layout==9: p1,p2=1,10
if self.swap:
p1+=6
if p1>11:p1-=12
p2+=6
if p2>11:p2-=12
r=random.randint(0,2); c=random.randint(0,2); self.set1(r,c,p1)
r=random.randint(5,7); c=random.randint(5,7); self.set1(r,c,p2)
def check_number(self,cell1,cell2):
self.wrong=[]
if self.layout>6: return
if self.layout==5: #Knight
if cell2.number==None: return
if cell2.number!=self.aim: self.wrong.append(cell2.number)
else: self.aim+=1
return
dr=utils.sign(cell2.r-cell1.r); dc=utils.sign(cell2.c-cell1.c)
r=cell1.r; c=cell1.c
for i in range(7):
r+=dr; c+=dc; cell=chessh.get_cell(r,c)
if cell.number!=None:
if cell.number!=self.aim: self.wrong.append(cell.number)
else: self.aim+=1
if dr!=0 and r==cell2.r: return
if dc!=0 and c==cell2.c: return
def which(self):
for cell in self.cells:
if utils.mouse_in(cell.x,cell.y,cell.x+g.dd,cell.y+g.dd):
return cell
return None
def dist(self,cell1,cell2=None): # manhattan distance of cell1 from cell2
if cell2==None: # do distance from centre
return abs(float(cell1.r)-3.5)+abs(float(cell1.c)-3.5)
return abs(cell1.r-cell2.r)+abs(cell1.c-cell2.c)
def get_mates(self,cell): # cells adjacent to cell - ie K possible moves
r0=cell.r; c0=cell.c
mates=[]
r=r0-1; c=c0
if r>=0: mates.append(self.cells[r*8+c])
r=r0+1; c=c0
if r<8: mates.append(self.cells[r*8+c])
r=r0; c=c0-1
if c>=0: mates.append(self.cells[r*8+c])
r=r0; c=c0+1
if c<8: mates.append(self.cells[r*8+c])
r=r0-1; c=c0-1
if r>=0 and c>=0: mates.append(self.cells[r*8+c])
r=r0+1; c=c0-1
if r<8 and c>=0: mates.append(self.cells[r*8+c])
r=r0-1; c=c0+1
if r>=0 and c<8: mates.append(self.cells[r*8+c])
r=r0+1; c=c0+1
if r<8 and c<8: mates.append(self.cells[r*8+c])
return mates
def black(self):
if self.layout in (7,8,9): self.one2one(); return
if self.layout==10: self.pppp(); return # PPPP
if self.layout==11: self.rr(); return # RR
if self.layout==13: self.kq(); return # KQ
if self.layout==15: self.kp(); return # KP
if self.layout==17: self.kr(); return # KR
# will only be moving a Black King in 12,14,16,18
# find bk
for cell in self.cells:
if cell.piece==11: break
bk=cell
mates=self.get_mates(bk)
pce=bk.piece; bk.piece=None
attacked=chessh.attack('w'); bk.piece=pce
# check for unprotected piece to take
for cell in mates:
if cell.piece!=None:
if cell not in attacked:
cell.piece=bk.piece; bk.piece=None; return
# move towards centre if possible
dmin=100; cell1=None
for cell in mates:
if cell not in attacked:
d=self.dist(cell)
if d<dmin: dmin=d; cell1=cell
if cell1==None: # nowhere to move
if bk in attacked: g.state=4; return # mate
else: g.state=5; return # stale
if self.layout in (12,18):
# chase closest rook
rooks=[] # find rook(s)
for cell in self.cells:
if cell.piece==3: rooks.append(cell)
dmin=100; cell1=None
for cell in mates:
if cell not in attacked:
for cell2 in rooks:
d=self.dist(cell,cell2)
if d<dmin: dmin=d; cell1=cell
if self.layout==16:
if False: # chase pawn - not implemented
pawn=None
for cell in self.cells:
if cell.piece==0: pawn=cell; break
if pawn!=None:
dmin=100; cell1=None
for cell in mates:
if cell not in attacked:
d=self.dist(cell,pawn)
if d<dmin: dmin=d; cell1=cell
else: # head for blocking square
dmin=100; cell1=None
for cell in mates:
if cell not in attacked:
d=self.dist(cell,self.pawn_cell)
if d<dmin: dmin=d; cell1=cell
chessh.move(bk,cell1)
def numbers(self,piece):
last=10; pce2=None
if piece==2: last=11
sqs=range(16); random.shuffle(sqs); sqs=sqs[:last]; pce=sqs.pop()
if piece==2:
pce2=sqs.pop()
if pce>pce2: pce2,pce=pce,pce2 # ensure we do pce first
r1=0; sq=0
for r0 in range(4):
c1=0
for c0 in range(4):
if sq in sqs:
n=sqs.index(sq)+1
r=random.randint(r1,r1+1); c=random.randint(c1,c1+1)
cell=self.get_cell(r,c); cell.number=n
n+=1
elif sq==pce:
r=random.randint(r1,r1+1); c=random.randint(c1,c1+1)
cell=self.get_cell(r,c); cell.piece=piece
self.selected=cell; cell1=cell
elif sq==pce2:
while True:
r=random.randint(r1,r1+1); c=random.randint(c1,c1+1)
cell=self.get_cell(r,c)
if cell.white!=cell1.white: break
cell.piece=piece; self.selected=cell
sq+=1
c1+=2
r1+=2
def numbers_pawn(self):
c=random.randint(0,7)
cell=self.get_cell(6,c); cell.piece=0; self.selected=cell
n=5
for r in range(5):
cell=self.get_cell(r,c); cell.number=n; n-=1
def set_layout(self,n):
self.layout=n
def help1(self):
img=self.help_imgs[self.layout]
if img==None: return
if self.layout>6:
utils.centre_blit(g.screen,img,g.centre)
else:
g.screen.blit(img,(g.offset,0))
# wp wn wb wr wq wk bp bn bb br bq bk
# 0 1 2 3 4 5 6 7 8 9 10 11
# KP end game with computer playing black
def kp(self):
if self.kp_move==0:
for (r,c,p) in [(7,6,11),(1,3,6),(7,0,5)]: self.set1(r,c,p)
self.bk=self.get_cell(7,6)
self.bp=self.get_cell(1,3)
self.kp_move+=1
elif self.kp_move==1:
ncell=self.get_cell(6,5)
chessh.move(self.bk,ncell)
self.bk=ncell; self.kp_move+=1
g.state=1
elif self.kp_move==2:
ncell=self.get_cell(5,4)
chessh.move(self.bk,ncell)
self.bk=ncell; self.kp_move+=1
g.state=1
elif self.kp_move==3:
ncell=self.get_cell(4,4)
chessh.move(self.bk,ncell)
self.bk=ncell; self.kp_move+=1
g.state=1
elif self.kp_move==4:
ncell=self.get_cell(3,3)
chessh.move(self.bp,ncell)
self.bp=ncell; self.kp_move+=1
g.state=1
else:
g.state=1
# find WK
for cell in self.cells:
if cell.piece==5: break
wk=cell
done=False
if self.dist(self.bp,self.bk)>2: # move bk towards bp
dr=self.bp.r-self.bk.r # v28
ncell=self.get_cell(self.bk.r+dr,self.bk.c) # v28 - was r-1
if ncell!=None: # v 28 extra cautious :o)
chessh.move(self.bk,ncell); self.bk=ncell
done=True
if not done:
ncell=self.get_cell(self.bp.r+1,self.bp.c) # advance pawn?
if ncell.piece==None: # cell is empty but ...
# don't move if new square under attack and not protected
attacked=chessh.attack('w')
if ncell in attacked: # under attack - protected?
mates=self.get_mates(self.bk)
if ncell in mates: # protected so move
chessh.move(self.bp,ncell); self.bp=ncell; done=True
else: # not under attack so move
chessh.move(self.bp,ncell); self.bp=ncell; done=True
if not done: # unable to safely move pawn
ncell=self.get_cell(self.bk.r+1,self.bk.c) # advance King?
if self.bk_ok(self.bk,ncell): # ok so move
chessh.move(self.bk,ncell); self.bk=ncell; done=True
if not done: # move King sideways towards WK
dc=utils.sign(wk.c-self.bk.c)
ncell=self.get_cell(self.bk.r,self.bk.c+dc)
if self.bk_ok(self.bk,ncell): # ok so move
chessh.move(self.bk,ncell); self.bk=ncell; done=True
else: # move in opposite direction
ncell=self.get_cell(self.bk.r,self.bk.c-dc)
if self.bk_ok(self.bk,ncell): # ok so move
chessh.move(self.bk,ncell); self.bk=ncell; done=True
if not done: print 'ouch!'
if self.bp.r==7: self.bp.piece=10; g.state=7
# check for stalemate
self.check_wk(wk) # will set g.state if necessary
def bk_ok(self,cell1,cell2): # ok to move bk from cell1 to cell2?
if chessh.colour(cell2.piece)=='b': return False # own piece there
pce=cell1.piece; cell1.piece=None # get piece out of raod of test
attacked=chessh.attack('w'); cell1.piece=pce
if cell2 in attacked: return False # can't move into check
return True
# KR end game with computer playing black
def kr(self):
if self.kr_move==0:
for (r,c,p) in [(1,5,11),(3,6,9),(6,7,5)]: self.set1(r,c,p)
self.bk=self.get_cell(1,5)
self.br=self.get_cell(3,6)
self.kr_move+=1
elif self.kr_move==1:
ncell=self.get_cell(self.bk.r+1,self.bk.c)
chessh.move(self.bk,ncell); self.bk=ncell; g.state=1
self.kr_move+=1
else:
g.state=1
# find WK
for cell in self.cells:
if cell.piece==5: break
wk=cell
done=False
if not done: # 2nd last posn?
if self.br.r==5 and self.bk.r==6 and wk.r==6:
ncell=self.get_cell(self.br.r,self.br.c-1)
chessh.move(self.br,ncell); self.br=ncell; done=True
if not done: # final posn?
if self.br.r==5 and self.bk.r==6 and wk.r==7:
ncell=self.get_cell(self.br.r,7)
chessh.move(self.br,ncell); self.br=ncell; done=True
if not done:
if self.bk.r<self.br.r: # BK trailing
ncell=self.get_cell(self.bk.r+1,self.bk.c)
chessh.move(self.bk,ncell); self.bk=ncell; done=True
if not done:
if self.br.r<self.bk.r: # BR trailing
if self.br.r<5:
ncell=self.get_cell(self.br.r+1,self.br.c)
chessh.move(self.br,ncell); self.br=ncell; done=True
if not done: # must be level or on row 5
if (self.bk.r+1)==wk.r or self.br.r==5: # move BK
ncell=self.get_cell(self.bk.r+1,self.bk.c)
chessh.move(self.bk,ncell); self.bk=ncell; done=True
else: # move BR
ncell=self.get_cell(self.br.r+1,self.br.c)
chessh.move(self.br,ncell); self.br=ncell; done=True
self.kr_move+=1
self.check_wk(wk) # will set g.state if necessary
def check_wk(self,wk): # on cell wk
# find WK mates
mates=self.get_mates(wk) # ie the squares WK can move to
wk.piece=None
attacked=chessh.attack('b') # get attacked
wk.piece=5
for cell in mates:
if cell not in attacked: return # WK can move
# no moves for WK
if wk in attacked: g.state=4 # checkmate
else: g.state=5 # stalemate
# KQ end game with computer playing black queen
def kq(self):
if self.kq_move==0:
for (r,c,p) in [(1,5,11),(3,3,10),(6,7,5)]: self.set1(r,c,p)
self.bk=self.get_cell(1,5)
self.bq=self.get_cell(3,3)
self.kq_move+=1
elif self.kq_move==1:
ncell=self.get_cell(3,5); chessh.move(self.bq,ncell)
self.bq=ncell; self.kq_move+=1
g.state=1
elif self.kq_move==2:
ncell=self.get_cell(2,6); chessh.move(self.bk,ncell)
self.bk=ncell; self.kq_move+=1
g.state=1
else:
g.state=1
# find WK
for cell in self.cells:
if cell.piece==5: break
wk=cell
# ready to mate?
if wk.r==7 and self.bq.r==6 and self.bk.r==5: #yes!
if abs(wk.c-self.bk.c)<2:
ncell=self.get_cell(6,wk.c)
chessh.move(self.bq,ncell); self.bq=ncell
else:
dc=utils.sign(wk.c-self.bk.c)
ncell=self.get_cell(self.bk.r,self.bk.c+dc)
chessh.move(self.bk,ncell); self.bk=ncell
# if WK on row 7 move BQ to row 6
elif wk.r==7 and self.bq.r!=6:
r=self.bq.r; c=self.bq.c
for i in range(7):
r+=1; c-=1
if r==6: break
ncell=self.get_cell(r,c)
chessh.move(self.bq,ncell); self.bq=ncell
else:
# move BK down if poss, else move BQ down
attacked=chessh.attack('w') # fetch no go squares
ncell=self.get_cell(self.bk.r+1,self.bk.c)
if ncell in attacked:
dc=0
if self.bq.r==5: dc=-1
ncell=self.get_cell(self.bq.r+1,self.bq.c+dc)
chessh.move(self.bq,ncell); self.bq=ncell
else:
chessh.move(self.bk,ncell); self.bk=ncell
self.kq_move+=1
self.check_wk(wk)
# RR end game with computer playing black rooks
def rr(self):
if self.rr_move==0:
for (r,c,p) in [(0,6,9),(5,2,5),(6,0,9)]: self.set1(r,c,p)
self.rcell1=self.get_cell(0,6)
self.rcell2=self.get_cell(6,0)
self.rr_move+=1
elif self.rr_move==1:
ncell=self.get_cell(6,7); chessh.move(self.rcell2,ncell)
self.rcell2=ncell; self.rr_move+=1
g.state=1
else:
g.state=1
for cell in self.cells: # find WK
if cell.piece==5: wk=cell; break
if abs(self.rcell1.r-wk.r)<2:
r=7
if self.rcell1.r==7: r=0
ncell=self.get_cell(r,self.rcell1.c)
chessh.move(self.rcell1,ncell); self.rcell1=ncell
elif abs(self.rcell2.r-wk.r)<2:
r=6
if self.rcell2.r==6: r=1
ncell=self.get_cell(r,self.rcell2.c)
chessh.move(self.rcell2,ncell); self.rcell2=ncell
else:
if self.rcell1.c<self.rcell2.c:
ncell=self.get_cell(self.rcell2.r,self.rcell2.c-2)
chessh.move(self.rcell2,ncell); self.rcell2=ncell
else:
ncell=self.get_cell(self.rcell1.r,self.rcell1.c-2)
chessh.move(self.rcell1,ncell); self.rcell1=ncell
if self.rcell1.c+self.rcell2.c==1:
g.state=4 # checkmate
# wp wn wb wr wq wk bp bn bb br bq bk
# 0 1 2 3 4 5 6 7 8 9 10 11
def one2one(self):
cellw=None; cellb=None
for cell in self.cells: # find pieces
if cell.piece!=None:
if chessh.colour(cell.piece)=='w': cellw=cell
if chessh.colour(cell.piece)=='b': cellb=cell
if cellb==None: g.state=6; return
attacked=chessh.attack('b')
# find all the cells I'm (black) is attacking
if cellw in attacked:
chessh.move(cellb,cellw); g.state=7; return
# no capture just make random move
rnd=random.randint(0,len(attacked)-1)
chessh.move(cellb,attacked[rnd])
g.state=1
def pppp(self):
cellw=[]; cellb=[]
for cell in self.cells: # find pieces
if cell.piece!=None:
if chessh.colour(cell.piece)=='w': cellw.append(cell)
if chessh.colour(cell.piece)=='b': cellb.append(cell)
if cellb==[]: g.state=6; return
if cellw==[]: g.state=7; return
ind=random.randint(0,len(cellb)-1)
for i in range(len(cellb)):
cell=cellb[ind]; r=cell.r; c=cell.c
if cell.piece==6: # BP
for dc in (-1,1):
ncell=self.get_cell(r+1,c+dc)
if ncell!=None:
if ncell.piece!=None:
if chessh.colour(ncell.piece)=='w':
chessh.move(cell,ncell)
if len(cellw)==1: g.state=7
return
if r==1:
if self.get_cell(r+1,c).piece==None:
ncell=self.get_cell(r+2,c)
if ncell.piece==None:
chessh.move(cell,ncell); return
ncell=self.get_cell(r+1,c)
if ncell.piece==None:
chessh.move(cell,ncell); return
else: # BQ
ncellk=None
for (dr,dc) in [(-1,-1),(-1,0),(-1,1),(0,-1),(0,1),(1,-1),(1,0),(1,1)]:
r1=r; c1=c
for i in range(7):
r1+=dr; c1+=dc; ncell=self.get_cell(r1,c1)
if ncell==None: break
if ncell.piece!=None:
if chessh.colour(ncell.piece)=='w':
chessh.move(cell,ncell)
if len(cellw)==1: g.state=7
return
break # must be a Black piece
else:
ncellk=ncell
# no captures found
if ncellk!=None: chessh.move(cell,ncellk); return
ind+=1
if ind==len(cellb): ind=0
# no possible move - stalemate
g.state=5
def get_cell(self,r,c):
return chessh.get_cell(r,c)