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