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from os import path
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from typing import Optional
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from enum import Enum, auto
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import shutil
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from icecream import ic
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from cinput import ControlInput, Button
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from graphics import Graphics
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from .draw import Draw
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from chess import Board, Move, WHITE, BLACK
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from stockfish import Stockfish
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class GameState(Enum):
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MAIN_MENU = auto()
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THINKING = auto()
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CHOOSE_SRC = auto()
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CHOOSE_DST = auto()
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GAME_OVER = auto()
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class ChessGame:
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SAVE_FILE = path.join("data", "chess_state.fen")
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STOCKFISH_MOVE_TIME = 3
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def __init__(self, cinput: ControlInput, graphics: Graphics):
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self._sf = Stockfish(shutil.which("stockfish") or "stockfish")
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self._cinput = cinput
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self._draw = Draw(graphics)
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self._state = GameState.MAIN_MENU
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self._menu_index = 0
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def _init_new_game(self, fen = None, player_color = None):
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self._board = Board() if fen == None else Board(fen)
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self._move = "Begin!"
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self._all_moves = dict()
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self._src_idx = 0
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self._dst_idx = 0
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self._player_color = player_color if player_color != None else self._board.turn
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self._sf.set_fen_position(self._board.fen())
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self._draw.draw_board(self._board, self._player_color)
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def _load_saved_or_init(self):
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if path.exists(self.SAVE_FILE):
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with open(self.SAVE_FILE, "r") as fen:
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fen = fen.read()
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self._init_new_game(fen)
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else:
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self._init_new_game()
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def _save_game(self):
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with open(self.SAVE_FILE, "w") as fen:
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fen.write(self._board.fen())
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def _make_move(self, move: str):
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self._move = move
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self._board.push(Move.from_uci(move))
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self._sf.make_moves_from_current_position([move])
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self._draw.draw_board(self._board, self._player_color)
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def _square_sort_key(self, square: str):
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# convert to number between 00 to 88
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key = (int(square[1]) - 1) * 10 + ord(square[0]) - 97
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return key if self._player_color == WHITE else 88 - key
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def _get_sources(self):
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if len(list(self._all_moves)) == 0:
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moves = self._board.generate_legal_moves()
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mvarray = map(lambda m: [Move.uci(m)[0:2], Move.uci(m)[2:4]], moves)
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for src, dst in list(mvarray):
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self._all_moves.setdefault(src, []).append(dst)
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if len(list(self._all_moves)) > 0:
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return sorted(
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list(self._all_moves),
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key=lambda x: self._square_sort_key(x))
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return list[str]()
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def _get_dests(self):
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if self._src_idx < len(list(self._all_moves)):
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src = self._get_sources()[self._src_idx]
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return sorted(
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self._all_moves[src],
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key=lambda x: self._square_sort_key(x))
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return list[str]()
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def run(self):
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# either load the save game or start a new one
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self._load_saved_or_init()
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while True:
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key: Optional[Button] = None
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src: Optional[str] = None
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################
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# HANDLE STATE #
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################
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if self._board.is_game_over() and self._state != GameState.MAIN_MENU:
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self._state = GameState.GAME_OVER
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# draw menu
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if self._state == GameState.MAIN_MENU:
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self._draw.draw_board(self._board, self._player_color)
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self._draw.draw_menu(self._menu_index)
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key = self._cinput.get_one_shot()
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# computer makes a move
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elif self._state == GameState.THINKING:
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self._draw.draw_board(self._board, self._player_color)
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self._draw.draw_thinking(self._move)
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move = self._sf.get_best_move_time(self.STOCKFISH_MOVE_TIME * 1000)
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if move != None:
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self._make_move(move)
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# reset user moves and move state to user's turn
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self._all_moves = dict()
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self._src_idx = 0
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self._dst_idx = 0
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self._state = GameState.CHOOSE_SRC
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else:
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self._state = GameState.GAME_OVER
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# user picks source piece
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elif self._state == GameState.CHOOSE_SRC:
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if len(self._get_sources()) > 0:
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src = self._get_sources()[self._src_idx]
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self._draw.draw_select(self._board, self._move, self._player_color, src)
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key = self._cinput.get_one_shot(0.1)
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else:
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self._state = GameState.GAME_OVER
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# user picks dest square
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elif self._state == GameState.CHOOSE_DST:
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src = self._get_sources()[self._src_idx]
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dst = self._get_dests()[self._dst_idx]
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self._draw.draw_select(self._board, self._move, self._player_color, src, dst)
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key = self._cinput.get_one_shot(0.1)
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# game has ended
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else:
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self._draw.draw_board(self._board, self._player_color)
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self._draw.draw_game_over(self._board.outcome())
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key = self._cinput.get_one_shot()
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################
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# HANDLE INPUT #
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################
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if key == None:
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continue
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# handle user input on main menu
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if self._state == GameState.MAIN_MENU:
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# menu cursor up and down
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if key == Button.DIR_U:
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self._menu_index -= 1
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if self._menu_index < 0:
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self._menu_index = 0
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elif key == Button.DIR_D:
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self._menu_index += 1
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if self._menu_index > 3:
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self._menu_index = 3
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# select current menu item
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elif key == Button.BTN_B:
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if self._menu_index == 0: # play current game
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self._state = GameState.CHOOSE_SRC
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elif self._menu_index == 1: # save and quit
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self._save_game()
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return
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elif self._menu_index == 2 or self._menu_index == 3: # new game
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if self._menu_index == 2:
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self._init_new_game(player_color=WHITE)
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self._state = GameState.CHOOSE_SRC
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else:
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self._init_new_game(player_color=BLACK)
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self._state = GameState.THINKING
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# handle user input when selecting source piece
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# TODO: some kind of cursor indicator on board
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elif self._state == GameState.CHOOSE_SRC:
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# move between source pieces
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cur_src = self._get_sources()[self._src_idx]
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if key == Button.DIR_D or key == Button.DIR_R:
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self._src_idx += 1
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if self._src_idx >= len(self._all_moves.keys()):
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self._src_idx = 0
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elif key == Button.DIR_U or key == Button.DIR_L:
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self._src_idx -= 1
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if self._src_idx < 0:
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self._src_idx = len(list(self._all_moves)) - 1
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# back out to main menu
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elif key == Button.BTN_A:
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self._state = GameState.MAIN_MENU
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# move to destination picker
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elif key == Button.BTN_B:
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self._dst_idx = 0
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self._state = GameState.CHOOSE_DST
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# handle user input when selecting dest piece
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elif self._state == GameState.CHOOSE_DST:
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# move between dest squares for the given source
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if key == Button.DIR_D or key == Button.DIR_R:
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self._dst_idx += 1
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if self._dst_idx >= len(self._all_moves[src]):
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self._dst_idx = 0
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elif key == Button.DIR_U or key == Button.DIR_L:
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self._dst_idx -= 1
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if self._dst_idx < 0:
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self._dst_idx = len(self._all_moves[src]) - 1
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# back out to choose a different source piece
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elif key == Button.BTN_A:
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self._dst_idx = 0
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self._state = GameState.CHOOSE_SRC
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# make the move
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elif key == Button.BTN_B:
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src = self._get_sources()[self._src_idx]
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dst = self._get_dests()[self._dst_idx]
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self._make_move(src + dst)
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self._state = GameState.THINKING
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# handle user input on game over
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else:
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if key == Button.BTN_A or key == Button.BTN_B:
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self._state = GameState.MAIN_MENU
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