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import tables
from strutils import parseInt
type
Color* = enum
## `Color` describes the possible color of players.
Black = -1,
White = 1
Board = array[0..119, int] ## \
## `Board` saves the position of the chess pieces.
CastleRights = tuple
## `CastleRights` contains the rights to castling for each player.
wk: bool # `wk` describes White kingside castle
wq: bool # `wq` describes White queenside castle
bk: bool # `bk` describes Black kingside castle
bq: bool # `bq` describes Black queenside castle
Chess* = object
## `Chess` stores all important information of a chess chess.
board*: Board
toMove*: Color
previousBoard: seq[Board]
previousCastleRights: seq[CastleRights]
fiftyMoveCounter: int
castleRights: CastleRights
Move* = object
## `Move` stores all important information for a move.
start: int
dest: int
color: Color
prom: int
PieceAmount = tuple
## `PieceAmount` describes the number of pieces of a certain type a/both
## player/s has/have.
p: int # `p` describes the amount of pawns.
n: int # `n` describes the amount of knights.
b: int # `b` describes the amount of bishops.
r: int # `r` describes the amount of rooks.
q: int # `q` describes the amount of queens.
Pieces = array[10, int]
const
Block = 999 ## \
## `Block` is the value assigned to empty blocked fields in a board.
WPawn* = 1
## `WPawn` is the value assigned to a square in a board with a white pawn.
WKnight* = 2 ## \
## `WKnight` is the value assigned to a square in a board with a white
## knight.
WBishop* = 3 ## \
## `WBishop` is the value assigned to a square in a board with a white
## bishop.
WRook* = 4 ## \
## `WRook` is the value assigned to a square in a board with a white rook.
WQueen* = 5 ## \
## `WQueen` is the value assigned to a square in a board with a white
## queen.
WKing* = 6 ## \
## `WKing` is the value assigned to a square in a board with a white king.
WEnPassant = 7 ## \
## `WEnPassant` is assigned to a square in a board with an invisible white
## en passant pawn.
BPawn* = -WPawn ## \
## `BPawn` is the value assigned to a square in a board with a black pawn.
BKnight* = -WKnight ## \
## `BKnight` is the value assigned to a square in a board with a black\
## knight.
BBishop* = -WBishop ## \
## `BBishop` is the value assigned to a square in a board with a black\
## bishop.
BRook* = -WRook ## \
## `BRook` is the value assigned to a square in a board with a black rook.
BQueen* = -WQueen ## \
## `BQueen` is the value assigned to a square in a board with a black queen.
BKing* = -WKing ## \
## `BKing` is the value assigned to a square in a board with a black king.
BEnPassant = -WEnPassant ## \
## `BEnPassant` is assigned to a square in a board with an invisible black
## en passant pawn.
N = 10 ## `N` describes a move a field up the board from whites perspective.
S = -N ## `S` describes a move a field down the board from whites perspective.
E = 1 ## `E` describes a move a field to the right from whites perspective.
W = -E ## `W` describes a move a field to the left from whites perspective.
# Directions for the pieces. Special moves are in separate arrays.
Knight_Moves = [N+N+E, N+N+W, E+E+N, E+E+S, S+S+E, S+S+W, W+W+N, W+W+S] ## \
## `Knight_Moves` describes the possible knight moves.
Bishop_Moves = [N+E, N+W, S+E, S+W] ## \
## `Bishop_Moves` describes the possible 1 field distance bishop moves.
Rook_Moves = [N, E, S, W] ## \
## `Rook_Moves` describes the possible 1 field distance rook moves.
Queen_Moves = [N, E, S, W, N+E, N+W, S+E, S+W] ## \
## `Queen_Moves` describes the possible 1 field distance queen moves.
King_Moves = [N, E, S, W, N+E, N+W, S+E, S+W] ## \
## `King_Moves` describes the possible 1 field distance king moves.
King_Moves_White_Castle = [E+E, W+W] ## \
## `King_Moves` describes the possible king moves for castling.
Pawn_Moves_White = [N] ## \
## `Pawn_Moves_White` describes the possible 1 field distance pawn moves
## from whites perspective that are not attacks.
Pawn_Moves_White_Double = [N+N] ## \
## `Pawn_Moves_White_Double` describes the possible pawn 2 field distance
## moves from whites perspective.
Pawn_Moves_White_Attack = [N+E, N+W] ## \
## `Pawn_Moves_White` describes the possible 1 field distance pawn moves
## from whites perspective that are ttacks.
InsufficientMaterial: array[4, PieceAmount] = [
(0, 0, 0, 0, 0), # only kings
(0, 0, 1, 0, 0), # bishop only
(0, 1, 0, 0, 0), # knight only
(0, 2, 0, 0, 0) # 2 knights
] ## `InsufficientMaterial` describes the pieces where no checkmate can be
## forced
let
PieceChar = {
0: " ",
WPawn: "P",
WKnight: "N",
WBishop: "B",
WRook: "R",
WQueen: "Q",
WKing: "K",
WEnPassant: " ",
BPawn: "p",
BKnight: "n",
BBishop: "b",
BRook: "r",
BQueen: "q",
BKing: "k",
BEnPassant: " ",
}.newTable ## \
## `PieceChar` describes the representation for the pieceIDs for the cli.
FileChar = {
"a": 0,
"b": 1,
"c": 2,
"d": 3,
"e": 4,
"f": 5,
"g": 6,
"h": 7,
}.newTable ## \
# `FileChar` maps the files of the chessboard to numbers for better
# conversion.
proc fieldToInd(field: string): int =
## Calculate and return board index from `field` of a chess board.
## Returns -1 if the `field` was not input correct.
try:
var file = $field[0]
var line = parseInt($field[1])
return 1 + (line + 1) * 10 + (7 - FileChar[file])
except IndexDefect, ValueError:
return -1
proc indToField(ind: int): string =
## Calculate and returns field name from board index `ind`.
let line = int(ind / 10 - 1)
let file_ind = 7 - ((ind) %% 10 - 1)
for file, i in FileChar:
if FileChar[file] == file_ind:
return $file & $line
proc getMove(start: int, dest: int, prom: int, color: Color): Move =
## Get a move object of the `color` player from `start` to `dest` with an
## eventual promition to `prom`.
var move = Move(start: start, dest: dest, prom: prom * ord(color), color: color)
if (prom < WKnight or prom > WQueen):
move.prom = WQueen
return move
proc getMove(start: int, dest: int, color: Color): Move =
## Get a move object of the `color` player from `start` to `dest` with
## automatic promition to queen.
var move = Move(start: start, dest: dest, prom: WQueen * ord(color), color: color)
return move
proc notationToMove*(notation: string, color: Color): Move =
## Convert and return simplified algebraic chess `notation` to a move object,
## color of player is `color`.
var move: Move
var start = fieldToInd(notation[0..1])
var dest = fieldToInd(notation[2..3])
move = getMove(start, dest, color)
if (len(notation) > 4):
var promStr = $notation[4]
let prom = case promStr:
of "R":
WRook * ord(color)
of "B":
WBishop * ord(color)
of "N":
WKnight * ord(color)
else:
WQueen * ord(color)
move = getMove(start, dest, prom, color)
return move
proc moveToNotation*(move: Move, board: Board): string =
## Convert and return a `move` object to simplified algebraic chess notation.
var res: string
var start = indToField(move.start)
res.add(start)
var dest = indToField(move.dest)
res.add(dest)
var color = move.color
var prom = PieceChar[move.prom]
if abs(board[move.start]) == WPawn and ((color == Color.White and dest[1] ==
'8') or (color == Color.Black and dest[1] == '1')):
res.add(prom)
return res
proc initBoard(): Board =
## Create and return a board with pieces in starting position.
let board = [
Block, Block, Block, Block, Block, Block, Block, Block, Block, Block,
Block, Block, Block, Block, Block, Block, Block, Block, Block, Block,
Block, WRook, WKnight, WBishop, WKing, WQueen, WBishop, WKnight, WRook, Block,
Block, WPawn, WPawn, WPawn, WPawn, WPawn, WPawn, WPawn, WPawn, Block,
Block, 0, 0, 0, 0, 0, 0, 0, 0, Block,
Block, 0, 0, 0, 0, 0, 0, 0, 0, Block,
Block, 0, 0, 0, 0, 0, 0, 0, 0, Block,
Block, 0, 0, 0, 0, 0, 0, 0, 0, Block,
Block, BPawn, BPawn, BPawn, BPawn, BPawn, BPawn, BPawn, BPawn, Block,
Block, BRook, BKnight, BBishop, BKing, BQueen, BBishop, BKnight, BRook, Block,
Block, Block, Block, Block, Block, Block, Block, Block, Block, Block,
Block, Block, Block, Block, Block, Block, Block, Block, Block, Block]
return board
proc initBoard(board: array[0..63, int]): Board =
## Create and return a board with pieces in position of choice, described in
## `board`.
let board = [
Block, Block, Block, Block, Block, Block, Block, Block, Block, Block,
Block, Block, Block, Block, Block, Block, Block, Block, Block, Block,
Block, board[0], board[1], board[2], board[3], board[4], board[5],
board[6], board[7], Block,
Block, board[8], board[9], board[10], board[11], board[12], board[13],
board[14], board[15], Block,
Block, board[16], board[17], board[18], board[19], board[20], board[
21], board[22], board[23], Block,
Block, board[24], board[25], board[26], board[27], board[28], board[
29], board[30], board[31], Block,
Block, board[32], board[33], board[34], board[35], board[36], board[
37], board[38], board[39], Block,
Block, board[40], board[41], board[42], board[43], board[44], board[
45], board[46], board[47], Block,
Block, board[48], board[49], board[50], board[51], board[52], board[
53], board[54], board[55], Block,
Block, board[56], board[57], board[58], board[59], board[60], board[
61], board[62], board[63], Block,
Block, Block, Block, Block, Block, Block, Block, Block, Block, Block,
Block, Block, Block, Block, Block, Block, Block, Block, Block, Block]
return board
proc initChess*(): Chess =
## Create and return a Chess object.
let chess = Chess(board: initBoard(),
to_move: Color.White, previousBoard: @[], previousCastleRights: @[],
fiftyMoveCounter: 0, castleRights: (true, true, true, true))
return chess
proc initChess(board: array[0..63, int], color: Color): Chess =
## Create and return a Chess object based on a position of choice.
## `board` describes the pieces, `color` the color that is about to move.
let board = initBoard(board)
let compare = initBoard()
var same_piece: bool
var wk: bool
var wq: bool
var bk: bool
var bq: bool
if (board[fieldToInd("e1")] == compare[fieldToInd("e1")]):
if (board[fieldToInd("a1")] == compare[fieldToInd("a1")]):
wq = true
if (board[fieldToInd("h1")] == compare[fieldToInd("h1")]):
wk = true
if (board[fieldToInd("e8")] == compare[fieldToInd("e8")]):
if (board[fieldToInd("a8")] == compare[fieldToInd("a8")]):
bq = true
if (board[fieldToInd("h8")] == compare[fieldToInd("h8")]):
bk = true
for ind in board.low..board.high:
same_piece = (board[ind] != compare[ind])
let chess = Chess(board: board,
to_move: color, castleRights: (wk, wq, bk, bq))
return chess
proc echoBoard*(chess: Chess, color: Color) =
## Prints out the given `board` with its pieces as characters and line
## indices from perspecive of `color`.
var line_str = ""
if (color == Color.Black):
for i in 0..len(chess.board)-1:
if (chess.board[i] == Block):
continue
line_str &= PieceChar[chess.board[i]] & " "
if ((i + 2) %% 10 == 0):
line_str &= $(int((i / 10) - 1)) & "\n"
echo line_str
echo "h g f e d c b a"
else:
for i in len(chess.board)-1..0:
if (chess.board[i] == Block):
continue
line_str &= PieceChar[chess.board[i]] & " "
if ((i - 1) %% 10 == 0):
line_str &= $(int((i / 10) - 1)) & "\n"
echo line_str
echo "a b c d e f g h"
proc genPawnAttackDests(chess: Chess, field: int, color: Color): seq[int] =
## Generate possible attack destinations for a pawn with specific `color`
## located at index `field` of `chess`.
## Returns a sequence of possible indices to move to.
if (not field in chess.board.low..chess.board.high):
return @[]
var res = newSeq[int]()
var dest: int
var target: int
for attacks in Pawn_Moves_White_Attack:
dest = field + (attacks * ord(color))
if (not dest in chess.board.low..chess.board.high):
continue
target = chess.board[dest]
if (target == Block or ord(color) * target >= 0):
continue
res.add(dest)
return res
proc genPawnDoubleDests(chess: Chess, field: int, color: Color): seq[int] =
## Generate possible double destinations for a pawn with specific `color`
## located at index `field` of `chess`.
## Returns a sequence of possible indices to move to.
if (not field in chess.board.low..chess.board.high):
return @[]
var res = newSeq[int]()
var dest: int
var target: int
for doubles in Pawn_Moves_White_Double:
dest = field + doubles * ord(color)
if (not dest in chess.board.low..chess.board.high):
continue
target = chess.board[dest]
if ((target != 0) or (
chess.board[dest + (S * ord(color))] != 0)):
continue
if (color == Color.White and not (field in fieldToInd("h2")..fieldToInd("a2"))):
continue
if (color == Color.Black and not (field in fieldToInd("h7")..fieldToInd("a7"))):
continue
res.add(dest)
return res
proc genPawnDests(chess: Chess, field: int, color: Color): seq[int] =
## Generate possible destinations for a pawn with specific `color` located at
## index `field` of `chess`.
## Returns a sequence of possible indices to move to.
if (not field in chess.board.low..chess.board.high):
return @[]
var res = newSeq[int]()
var dest: int
var target: int
for move in Pawn_Moves_White:
dest = field + move * ord(color)
if (not dest in chess.board.low..chess.board.high):
continue
target = chess.board[dest]
if (target != 0 and target != ord(color) * WEnPassant):
continue
res.add(dest)
res.add(chess.genPawnAttackDests(field, color))
res.add(chess.genPawnDoubleDests(field, color))
return res
proc genKnightDests(chess: Chess, field: int, color: Color): seq[int] =
## Generate possible destinations for a knight with specific `color` located
## at index `field` of `chess`.
## Returns a sequence of possible indices to move to.
if (not field in chess.board.low..chess.board.high):
return @[]
var res = newSeq[int]()
var dest: int
var target: int
for move in Knight_Moves:
dest = field + move
if (not dest in chess.board.low..chess.board.high):
continue
target = chess.board[dest]
if (target == Block or (ord(color) * target > 0 and ord(color) * target != WEnPassant)):
continue
res.add(dest)
return res
proc genBishopDests(chess: Chess, field: int, color: Color): seq[int] =
## Generate possible destinations for a bishop with specific `color` located
## at index `field` of `chess`.
## Returns a sequence of possible indices to move to.
if (not field in chess.board.low..chess.board.high):
return @[]
var res = newSeq[int]()
var dest: int
var target: int
for move in Bishop_Moves:
dest = field + move
if (not dest in chess.board.low..chess.board.high):
continue
target = chess.board[dest]
while (target != Block and (ord(color) * target <= 0) or abs(target) ==
WEnPassant):
res.add(dest)
if (ord(color) * target < 0 and ord(color) * target > BEnPassant):
break
dest = dest + move
target = chess.board[dest]
return res
proc genRookDests(chess: Chess, field: int, color: Color): seq[int] =
## Generate possible destinations for a rook with specific `color` located at
## index `field` of `chess`.
## Returns a sequence of possible indices to move to.
if (not field in chess.board.low..chess.board.high):
return @[]
var res = newSeq[int]()
var dest: int
var target: int
for move in Rook_Moves:
dest = field + move
if (not dest in chess.board.low..chess.board.high):
continue
target = chess.board[dest]
while (target != Block and (ord(color) * target <= 0) or abs(target) ==
WEnPassant):
res.add(dest)
if (ord(color) * target < 0 and ord(color) * target > BEnPassant):
break
dest = dest + move
target = chess.board[dest]
return res
proc genQueenDests(chess: Chess, field: int, color: Color): seq[int] =
## Generate possible destinations for a queen with specific `color` located
## at index `field` of `chess`.
## Returns a sequence of possible indices to move to.
if (not field in chess.board.low..chess.board.high):
return @[]
var res = newSeq[int]()
var dest: int
var target: int
for move in Queen_Moves:
dest = field + move
if (not dest in chess.board.low..chess.board.high):
continue
target = chess.board[dest]
while (target != Block and (ord(color) * target <= 0) or abs(target) ==
WEnPassant):
res.add(dest)
if (ord(color) * target < 0 and ord(color) * target > BEnPassant):
break
dest = dest + move
target = chess.board[dest]
return res
proc genKingCastleDest(chess: Chess, field: int, color: Color): seq[int] =
## Generate possible castle destinations for a king with specific `color`
## located at index `field` of `chess`
## Returns a sequence of possible indices to move to.
if (not field in chess.board.low..chess.board.high):
return @[]
var res = newSeq[int]()
var dest: int
var target: int
var half_dest: int
var half_target: int
for castle in King_Moves_White_Castle:
dest = field + castle
if (not dest in chess.board.low..chess.board.high):
continue
target = chess.board[dest]
half_dest = field + int(castle / 2)
half_target = chess.board[half_dest]
if (target == Block or (target != 0)):
continue
if (half_target == Block or (half_target != 0)):
continue
res.add(dest)
return res
proc genKingDests(chess: Chess, field: int, color: Color): seq[int] =
## Generate possible destinations for a king with specific `color`
## located at index `field` of `chess`.
## Returns a sequence of possible indices to move to.
if (not field in chess.board.low..chess.board.high):
return @[]
var res = newSeq[int]()
var dest: int
var target: int
for move in King_Moves:
dest = field + move
if (not dest in chess.board.low..chess.board.high):
continue
target = chess.board[dest]
if (target == Block or (ord(color) * target > 0 and ord(color) * target != WEnPassant)):
continue
res.add(dest)
res.add(chess.genKingCastleDest(field, color))
return res
proc pieceOn(chess: Chess, color: Color, sequence: seq[int],
pieceID: int): bool =
## Returns true if the `PieceID` of a given `color` is in `sequence` else
## wrong.
for check in sequence:
if chess.board[check] == ord(color) * -pieceID:
return true
return false
proc isAttacked(chess: Chess, position: int, color: Color): bool =
## Returns true if a `position` in a `chess` is attacked by the opposite
## color of `color`.
var attacked = false
attacked = attacked or chess.pieceOn(color, chess.genPawnAttackDests(
position, color), WPawn)
attacked = attacked or chess.pieceOn(color, chess.genQueenDests(position,
color), WQueen)
attacked = attacked or chess.pieceOn(color, chess.genKingDests(position,
color), WKing)
attacked = attacked or chess.pieceOn(color, chess.genRookDests(position,
color), WRook)
attacked = attacked or chess.pieceOn(color, chess.genBishopDests(position,
color), WBishop)
attacked = attacked or chess.pieceOn(color, chess.genKnightDests(position,
color), WKnight)
return attacked
proc isInCheck(chess: Chess, color: Color): bool =
## Returns true if the king of a given `color` is in check in a `chess`.
var king_pos: int
for i in 0..chess.board.high:
if chess.board[i] == ord(color) * WKing:
king_pos = i
return chess.isAttacked(king_pos, color)
proc uncheckedMove(chess: var Chess, start: int, dest: int): bool {.discardable.} =
## Moves a piece if possible from `start` position to `dest` position in a
## `chess`.
let piece = chess.board[start]
chess.board[start] = 0
chess.board[dest] = piece
if start == fieldToInd("e1"):
chess.castleRights.wk = false
chess.castleRights.wq = false
elif start == fieldToInd("h1"):
chess.castleRights.wk = false
elif start == fieldToInd("a1"):
chess.castleRights.wq = false
elif start == fieldToInd("e8"):
chess.castleRights.bk = false
chess.castleRights.bq = false
elif start == fieldToInd("h8"):
chess.castleRights.bk = false
elif start == fieldToInd("a8"):
chess.castleRights.bq = false
return true
proc moveLeadsToCheck(chess: Chess, start: int, dest: int,
color: Color): bool =
## Returns true if a move from `start` to `dest` in a `chess` puts the `color`
## king in check.
var check = chess
check.uncheckedMove(start, dest)
return check.isInCheck(color)
proc genPawnPromotion(move: Move, color: Color): seq[Move] =
## Generate all possible promotions of a `move` by `color`.
var promotions = newSeq[Move]()
let start = move.start
let dest = move.dest
if (90 < dest and dest < 99) or (20 < dest and dest < 29):
for piece in WKnight..WQueen:
promotions.add(getMove(start, dest, piece, color))
return promotions
proc genLegalPawnMoves(chess: Chess, field: int, color: Color): seq[Move] =
## Generates all legal pawn moves in a `chess` starting from `field` for a
## `color`.
if chess.board[field] != WPawn * ord(color):
return @[]
var res = newSeq[Move]()
var moves = chess.genPawnDests(field, color)
for dest in moves:
if not chess.moveLeadsToCheck(field, dest, color):
var promotions = genPawnPromotion(getMove(field, dest, color), color)
if promotions != @[]:
res.add(promotions)
else:
res.add(getMove(field, dest, color))
return res
proc genLegalKnightMoves(chess: Chess, field: int, color: Color): seq[Move] =
## Generates all legal knight moves in a `chess` starting from `field` for a
## `color`.
if chess.board[field] != WKnight * ord(color):
return @[]
var res = newSeq[Move]()
var moves = chess.genKnightDests(field, color)
for dest in moves:
if not chess.moveLeadsToCheck(field, dest, color):
res.add(getMove(field, dest, color))
return res
proc genLegalBishopMoves(chess: Chess, field: int, color: Color): seq[Move] =
## Generates all legal bishop moves in a `chess` starting from `field` for a
## `color`.
if chess.board[field] != WBishop * ord(color):
return @[]
var res = newSeq[Move]()
var moves = chess.genBishopDests(field, color)
for dest in moves:
if not chess.moveLeadsToCheck(field, dest, color):
res.add(getMove(field, dest, color))
return res
proc genLegalRookMoves(chess: Chess, field: int, color: Color): seq[Move] =
## Generates all legal rook moves in a `chess` starting from `field` for a
## `color`.
if chess.board[field] != WRook * ord(color):
return @[]
var res = newSeq[Move]()
var moves = chess.genRookDests(field, color)
for dest in moves:
if not chess.moveLeadsToCheck(field, dest, color):
res.add(getMove(field, dest, color))
return res
proc genLegalQueenMoves(chess: Chess, field: int, color: Color): seq[Move] =
## Generates all legal queen moves in a `chess` starting from `field` for a
## `color`.
if chess.board[field] != WQueen * ord(color):
return @[]
var res = newSeq[Move]()
var moves = chess.genQueenDests(field, color)
for dest in moves:
if not chess.moveLeadsToCheck(field, dest, color):
res.add(getMove(field, dest, color))
return res
proc genLegalKingMoves(chess: Chess, field: int, color: Color): seq[Move] =
## Generates all legal king moves in a `chess` starting from `field` for a
## `color`.
if chess.board[field] != WKing * ord(color):
return @[]
var res = newSeq[Move]()
var moves = chess.genKingDests(field, color)
for dest in moves:
if field - dest == W + W and chess.isAttacked(dest + W, color):
continue
if field - dest == E + E and chess.isAttacked(dest + E, color):
continue
if not chess.moveLeadsToCheck(field, dest, color):
res.add(getMove(field, dest, color))
return res
proc genLegalMoves(chess: Chess, field: int, color: Color): seq[Move] =
## Generates all legal moves in a `chess` starting from `field` for a `color`.
var legal_moves = newSeq[Move]()
var target = abs(chess.board[field])
if WPawn <= target and target <= WKing:
legal_moves = case target:
of WPawn:
chess.genLegalPawnMoves(field, color)
of WKnight:
chess.genLegalKnightMoves(field, color)
of WBishop:
chess.genLegalBishopMoves(field, color)
of WRook:
chess.genLegalRookMoves(field, color)
of WQueen:
chess.genLegalQueenMoves(field, color)
of WKing:
chess.genLegalKingMoves(field, color)
else:
@[]
return legal_moves
proc genLegalMoves*(chess: Chess, color: Color): seq[Move] =
## Generates all legal moves in a `chess` for a `color`.
var legal_moves = newSeq[Move]()
for field in chess.board.low..chess.board.high:
legal_moves.add(chess.genLegalMoves(field, color))
return legal_moves
proc castling(chess: var Chess, kstart: int, dest_kingside: bool,
color: Color): bool {.discardable.} =
## Tries to castle in a given `chess` with the king of a given `color` from
## `kstart`.
## `dest_kingside` for kingside castling, else castling is queenside.
## This process checks for the legality of the move and performs the switch
## of `chess.to_move`
if chess.toMove != color:
return false
var kdest: int
var rstart: int
var rdest: int
var rights: bool
if (dest_kingside):
kdest = kstart + (E+E)
rstart = kstart + (E+E+E)
rdest = rstart + (W+W)
if (color == Color.White):
rights = chess.castleRights.wk
else:
rights = chess.castleRights.bk
else:
rstart = kstart + (W+W+W+W)
rdest = rstart + (E+E+E)
kdest = kstart + (W+W)
if (color == Color.White):
rights = chess.castleRights.bq
else:
rights = chess.castleRights.bq
if (rights):
var check: bool
if (dest_kingside):
check = check or chess.isAttacked(kstart, color)
check = check or chess.isAttacked(kstart+(E), color)
check = check or chess.isAttacked(kstart+(E+E), color)
else:
check = check or chess.isAttacked(kstart, color)
check = check or chess.isAttacked(kstart+(W), color)
check = check or chess.isAttacked(kstart+(W+W), color)
if check:
return false
chess.uncheckedMove(kstart, kdest)
chess.uncheckedMove(rstart, rdest)
chess.toMove = Color(ord(chess.toMove) * (-1))
return true
return false
proc removeEnPassant(board: var Board, color: Color): void =
## Removes every en passant of given `color` from the `board`.
for field in board.low..board.high:
if board[field] == ord(color) * WEnPassant:
board[field] = 0
proc checkedMove*(chess: var Chess, move: Move): bool {.discardable.} =
## Tries to make a `move` in a given `chess``.
## This process checks for the legality of the move and performs the switch
## of `chess.to_move` with exception of castling (castling() switches).
let start = move.start
let dest = move.dest
let color = move.color
let prom = move.prom
if (chess.toMove != color or start == -1 or dest == -1):
return false
var sequence = newSeq[Move]()
let piece = chess.board[start]
var createEnPassant: bool
var capturedEnPassant: bool
var fiftyMoveRuleReset: bool
var move: Move
move = getMove(start, dest, color)
if (piece == WPawn * ord(color)):
createEnPassant = dest in chess.genPawnDoubleDests(start, color)
capturedEnPassant = (chess.board[dest] == -1 * ord(color) * WEnPassant)
fiftyMoveRuleReset = true
if (chess.board[move.dest] != 0):
fiftyMoveRuleReset = true
sequence.add(chess.genLegalMoves(start, color))
if (move in sequence):
chess.board.removeEnPassant(color)
if (piece == WKing * ord(color) and (start - dest == (W+W))):
return chess.castling(start, true, color)
elif (piece == WKing * ord(color) and (start - dest == (E+E))):
return chess.castling(start, false, color)
else:
chess.uncheckedMove(start, dest)
chess.toMove = Color(ord(chess.toMove)*(-1))
if createEnPassant:
chess.board[dest - (N * ord(color))] = WEnPassant * ord(color)
if capturedEnPassant:
chess.board[dest - (N * ord(color))] = 0
if ((90 < dest and dest < 99) or (20 < dest and dest < 29)) and
chess.board[dest] == WPawn * ord(color):
chess.board[dest] = prom
var prevBoard = chess.previousBoard
var prevCastle = chess.previousCastleRights
chess.previousBoard.add(chess.board)
chess.previousCastleRights.add(chess.castleRights)
chess.fiftyMoveCounter = chess.fiftyMoveCounter + 1
if fiftyMoveRuleReset:
chess.fiftyMoveCounter = 0
return true
proc hasNoMoves(chess: Chess, color: Color): bool =
## Returns true if the `color` player has no legal moves in a `chess`.
return (chess.genLegalMoves(color) == @[])
proc isCheckmate*(chess: Chess, color: Color): bool =
## Returns true if the `color` player is checkmate in a `chess`.
return chess.hasNoMoves(color) and chess.isInCheck(color)
proc threeMoveRep(chess: Chess): bool =
## Returns true if a 3-fold repitition happened on the last move of the
## `chess`.
if chess.previousBoard == []:
return false
var lastState = chess.previousBoard[chess.previousBoard.high]
var lastCastleRights = chess.previousCastleRights[chess.previousBoard.high]
var reps: int
for stateInd in (chess.previousBoard.low)..(chess.previousBoard.high):
if (chess.previousBoard[stateInd] == lastState and
chess.previousCastleRights[stateInd] == lastCastleRights):
reps = reps + 1
return reps >= 3
proc fiftyMoveRule(chess: Chess): bool =
## Returns true if a draw can be claimed by the 50 move rule in a `chess`.
return chess.fiftyMoveCounter >= 100
proc isDrawClaimable*(chess: Chess): bool =
## Returns true if a draw is claimable by either player.
return chess.threeMoveRep() or chess.fiftyMoveRule()
proc checkInsufficientMaterial(board: Board): bool =
## Checks for combinations of pieces on a `board`, where no checkmate can be
## forced.
## Returns true if no player can force a checkmate to the other.
var pieces: Pieces
for field in board.low..board.high:
var piece = board[field]
var index: int
if piece >= WPawn and piece <= WRook:
index = piece - WPawn # map lowest value to 0
pieces[index] += 1
elif piece <= BPawn and piece >= BRook:
index = WRook - piece # map black pieces after whites
pieces[index] += 1
let wpieces: PieceAmount = (pieces[0], pieces[1], pieces[2], pieces[3],
pieces[4])
let bpieces: PieceAmount = (pieces[5], pieces[6], pieces[7], pieces[8],
pieces[9])
return (wpieces in InsufficientMaterial) and (bpieces in InsufficientMaterial)
proc isStalemate*(chess: Chess, color: Color): bool =
## Returns true if the `color` player is stalemate in a `chess`.
return (chess.hasNoMoves(color) and not chess.isInCheck(color)) or
chess.board.checkInsufficientMaterial()