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import tables
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from strutils import parseInt
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import algorithm
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type
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Color* = enum
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Black = -1, White = 1
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## Board that saves the board
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Board* = array[0..119, int]
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## Board that checks if pieces moved
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Moved* = array[0..119, bool]
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## Castle rights for each player
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CastleRights = tuple
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wk: bool
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wq: bool
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bk: bool
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bq: bool
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## Game as object of different values
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Game* = object
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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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## Move as object
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Move* = object
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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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## Amount of pieces of a player
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Pieces = tuple
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p: int
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k: int
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b: int
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r: int
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q: int
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const
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# IDs for piece
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BlockID* = 999
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PawnID* = 1
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KnightID* = 2
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BishopID* = 3
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RookID* = 4
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QueenID* = 5
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KingID* = 6
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EnPassantID* = 7
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# IDs that are saved in the array
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Block* = BlockID
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WPawn* = PawnID
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WKnight* = KnightID
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WBishop* = BishopID
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WRook* = RookID
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WQueen* = QueenID
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WKing* = KingID
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WEnPassant* = EnPassantID
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BPawn* = -PawnID
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BKnight* = -KnightID
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BBishop* = -BishopID
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BRook* = -RookID
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BQueen* = -QueenID
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BKing* = -KingID
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BEnPassant* = EnPassantID
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# Directions of movement
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N = 10
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S = -N
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W = 1
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E = -W
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# Movement options for pieces (Bishop/Rook/Queen can repeat in the same direction)
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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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Bishop_Moves = [N+E, N+W, S+E, S+W]
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Rook_Moves = [N, E, S, W]
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Queen_Moves = [N, E, S, W, N+E, N+W, S+E, S+W]
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King_Moves = [N, E, S, W, N+E, N+W, S+E, S+W]
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King_Moves_White_Castle = [E+E, W+W]
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Pawn_Moves_White = [N]
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Pawn_Moves_White_Double = [N+N]
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Pawn_Moves_White_Attack = [N+E, N+W]
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let PieceChar = {
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0: " ",
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1: "P",
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2: "N",
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3: "B",
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4: "R",
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5: "Q",
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6: "K",
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7: " ",
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-1: "p",
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-2: "n",
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-3: "b",
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-4: "r",
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-5: "q",
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-6: "k",
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-7: " ",
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999: "-"
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}.newTable
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let 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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const InsufficientMaterial = @[
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#p, n, b, r, q
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# lone kings
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(0, 0, 0, 0, 0),
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# knight only
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(0, 0, 1, 0, 0),
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# bishop only
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(0, 1, 0, 0, 0),
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# 2 knights
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(0, 2, 0, 0, 0)
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]
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proc getField*(board: Board, field: int): int =
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return board[field]
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proc setField(board: var Board, field: int, val: int): bool {.discardable.} =
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if (val in PieceChar):
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try:
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board[field] = val
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return true
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except Exception:
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return false
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proc getField*(moved: Moved, field: int): bool =
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return moved[field]
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proc setField(moved: var Moved, field: int, val: bool): bool {.discardable.} =
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try:
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moved[field] = val
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return true
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except Exception:
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return false
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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 forced
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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.getField(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 = (wp, wn, wb, wr, wq)
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let bpieces = (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
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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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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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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.setField(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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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 from `start` to `dest` with an 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 (KnightID > prom or QueenID < prom):
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move.prom = QueenID
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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 from `start` to `dest` with automatic promition to `queen`
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var move = Move(start: start, dest: dest, prom: QueenID * 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 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.getField(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.getField(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 &= $((int)((i)/10)-1) & "\n"
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echo line_str
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echo "a b c d e f g h"
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proc fieldToInd*(file: string, line: int): int =
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## Calculate board index from `file` and `line` of a chess board.
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try:
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return 1+(line+1)*10+FileChar[file]
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except IndexDefect, ValueError:
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return -1
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proc fieldToInd*(field: string): int =
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## Calculate board index from `field` of a chess board.
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try:
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return fieldToInd($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 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 rights to castle from given `moved`
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let wk = not moved.getField(fieldToInd("e1")) and not moved.getField(
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fieldToInd("h1"))
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let wq = not moved.getField(fieldToInd("e1")) and not moved.getField(
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fieldToInd("a1"))
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let bk = not moved.getField(fieldToInd("e8")) and not moved.getField(
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fieldToInd("h8"))
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let bq = not moved.getField(fieldToInd("e8")) and not moved.getField(
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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 simplified algebraic chess `notation` to a move object, color of player is `color`.
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try:
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var move: Move
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var start = fieldToInd(notation[0..1])
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var dest = fieldToInd(notation[2..3])
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move = getMove(start, dest, color)
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if (len(notation) > 4):
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var promStr = $notation[4]
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var prom: int
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case promStr:
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of "Q":
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prom = QueenID * ord(color)
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of "R":
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prom = RookID * ord(color)
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of "B":
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prom = BishopID * ord(color)
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of "N":
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prom = KnightID * ord(color)
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move = getMove(start, dest, prom, color)
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return move
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except IndexError:
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var move: Move
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return move
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proc genBishopDests(game: Game, field: int, color: Color): seq[int] =
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## Generate possible destinations for a bishop with specific `color` located at index `field` of `game`.
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## Returns a sequence of possible indices to move to.
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try:
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var res = newSeq[int]()
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var dest: int
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var target: int
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for move in Bishop_Moves:
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dest = field+move
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target = game.board.getField(dest)
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while (target != 999 and (ord(color) * target <= 0) or target ==
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EnPassantID or target == -EnPassantID):
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res.add(dest)
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if (ord(color) * target < 0 and ord(color) * target > -EnPassantID):
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break
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dest = dest+move
|
|
|
|
target = game.board.getField(dest)
|
|
|
|
return res
|
|
|
|
except IndexDefect:
|
|
|
|
return @[]
|
|
|
|
|
|
|
|
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.
|
|
|
|
try:
|
|
|
|
var res = newSeq[int]()
|
|
|
|
var dest: int
|
|
|
|
var target: int
|
|
|
|
for move in Rook_Moves:
|
|
|
|
dest = field+move
|
|
|
|
target = game.board.getField(dest)
|
|
|
|
while (target != 999 and (ord(color) * target <= 0) or target ==
|
|
|
|
EnPassantID or target == -EnPassantID):
|
|
|
|
res.add(dest)
|
|
|
|
if (ord(color) * target < 0 and ord(color) * target > -EnPassantID):
|
|
|
|
break
|
|
|
|
dest = dest+move
|
|
|
|
target = game.board.getField(dest)
|
|
|
|
return res
|
|
|
|
except IndexDefect:
|
|
|
|
return @[]
|
|
|
|
|
|
|
|
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.
|
|
|
|
try:
|
|
|
|
var res = newSeq[int]()
|
|
|
|
var dest: int
|
|
|
|
var target: int
|
|
|
|
for move in Queen_Moves:
|
|
|
|
dest = field+move
|
|
|
|
target = game.board.getField(dest)
|
|
|
|
while (target != 999 and (ord(color) * target <= 0) or target ==
|
|
|
|
EnPassantID or target == -EnPassantID):
|
|
|
|
res.add(dest)
|
|
|
|
if (ord(color) * target < 0 and ord(color) * target > -EnPassantID):
|
|
|
|
break
|
|
|
|
dest = dest+move
|
|
|
|
target = game.board.getField(dest)
|
|
|
|
return res
|
|
|
|
except IndexDefect:
|
|
|
|
return @[]
|
|
|
|
|
|
|
|
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.
|
|
|
|
try:
|
|
|
|
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
|
|
|
|
target = game.board.getField(dest)
|
|
|
|
half_dest = field + (int)castle/2
|
|
|
|
half_target = game.board.getField(half_dest)
|
|
|
|
if (target == 999 or (target != 0)):
|
|
|
|
continue
|
|
|
|
if (half_target == 999 or (half_target != 0)):
|
|
|
|
continue
|
|
|
|
res.add(dest)
|
|
|
|
return res
|
|
|
|
except IndexDefect:
|
|
|
|
return @[]
|
|
|
|
|
|
|
|
|
|
|
|
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.
|
|
|
|
try:
|
|
|
|
var res = newSeq[int]()
|
|
|
|
var dest: int
|
|
|
|
var target: int
|
|
|
|
for move in King_Moves:
|
|
|
|
dest = field + move
|
|
|
|
target = game.board.getField(dest)
|
|
|
|
if (target == 999 or (ord(color) * target > 0 and ord(color) * target != EnPassantID)):
|
|
|
|
continue
|
|
|
|
res.add(dest)
|
|
|
|
res.add(game.genKingCastleDest(field, color))
|
|
|
|
return res
|
|
|
|
except IndexDefect:
|
|
|
|
return @[]
|
|
|
|
|
|
|
|
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.
|
|
|
|
try:
|
|
|
|
var res = newSeq[int]()
|
|
|
|
var dest: int
|
|
|
|
var target: int
|
|
|
|
for move in Knight_Moves:
|
|
|
|
dest = field + move
|
|
|
|
target = game.board.getField(dest)
|
|
|
|
if (target == 999 or (ord(color) * target > 0 and ord(color) * target != EnPassantID)):
|
|
|
|
continue
|
|
|
|
res.add(dest)
|
|
|
|
return res
|
|
|
|
except IndexDefect:
|
|
|
|
return @[]
|
|
|
|
|
|
|
|
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.
|
|
|
|
try:
|
|
|
|
var res = newSeq[int]()
|
|
|
|
var dest: int
|
|
|
|
var target: int
|
|
|
|
for attacks in Pawn_Moves_White_Attack:
|
|
|
|
dest = field + (attacks * ord(color))
|
|
|
|
target = game.board.getField(dest)
|
|
|
|
if (target == 999 or ord(color) * target >= 0):
|
|
|
|
continue
|
|
|
|
res.add(dest)
|
|
|
|
return res
|
|
|
|
except IndexDefect:
|
|
|
|
return @[]
|
|
|
|
|
|
|
|
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.
|
|
|
|
try:
|
|
|
|
var res = newSeq[int]()
|
|
|
|
var dest: int
|
|
|
|
var target: int
|
|
|
|
for doubles in Pawn_Moves_White_Double:
|
|
|
|
dest = field + doubles * ord(color)
|
|
|
|
target = game.board.getField(dest)
|
|
|
|
if (game.moved.getField(field) or (target != 0) or (
|
|
|
|
game.board.getField(dest+(S*ord(color))) != 0)):
|
|
|
|
continue
|
|
|
|
res.add(dest)
|
|
|
|
return res
|
|
|
|
except IndexDefect:
|
|
|
|
return @[]
|
|
|
|
|
|
|
|
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.
|
|
|
|
try:
|
|
|
|
var res = newSeq[int]()
|
|
|
|
var dest: int
|
|
|
|
var target: int
|
|
|
|
for move in Pawn_Moves_White:
|
|
|
|
dest = field + move * ord(color)
|
|
|
|
target = game.board.getField(dest)
|
|
|
|
if (target != 0 and target != ord(color) * EnPassantID):
|
|
|
|
continue
|
|
|
|
res.add(dest)
|
|
|
|
res.add(game.genPawnAttackDests(field, color))
|
|
|
|
res.add(game.genPawnDoubleDests(field, color))
|
|
|
|
return res
|
|
|
|
except IndexDefect:
|
|
|
|
return @[]
|
|
|
|
|
|
|
|
proc pieceOn(game: Game, color: Color, sequence: seq[int],
|
|
|
|
pieceID: int): bool =
|
|
|
|
## Check if a piece with `pieceID` of a given `color` is in a field described in a `sequence` in a `game`.
|
|
|
|
for check in sequence:
|
|
|
|
if game.board.getField(check) == ord(color) * -1 * pieceID:
|
|
|
|
return true
|
|
|
|
return false
|
|
|
|
|
|
|
|
proc isAttacked(game: Game, position: int, color: Color): bool =
|
|
|
|
## Check if a field is attacked by the opposite of `color` in a `game`.
|
|
|
|
var attacked = false
|
|
|
|
attacked = attacked or game.pieceOn(color, game.genPawnAttackDests(
|
|
|
|
position, color), PawnID)
|
|
|
|
attacked = attacked or game.pieceOn(color, game.genQueenDests(position,
|
|
|
|
color), QueenID)
|
|
|
|
attacked = attacked or game.pieceOn(color, game.genKingDests(position,
|
|
|
|
color), KingID)
|
|
|
|
attacked = attacked or game.pieceOn(color, game.genRookDests(position,
|
|
|
|
color), RookID)
|
|
|
|
attacked = attacked or game.pieceOn(color, game.genBishopDests(position,
|
|
|
|
color), BishopID)
|
|
|
|
attacked = attacked or game.pieceOn(color, game.genKnightDests(position,
|
|
|
|
color), KnightID)
|
|
|
|
return attacked
|
|
|
|
|
|
|
|
proc isInCheck*(game: Game, color: Color): bool =
|
|
|
|
## Check 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.getField(i) == ord(color) * KingID:
|
|
|
|
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.
|
|
|
|
## Doesnt check boundaries, checks, movement.
|
|
|
|
## returns true if the piece moved, else false
|
|
|
|
try:
|
|
|
|
let piece = game.board.getField(start)
|
|
|
|
if game.board.setField(start, 0):
|
|
|
|
if game.board.setField(dest, piece):
|
|
|
|
game.moved.setField(start, true)
|
|
|
|
game.moved.setField(dest, true)
|
|
|
|
return true
|
|
|
|
else:
|
|
|
|
game.board.setField(start, piece)
|
|
|
|
except IndexDefect, ValueError:
|
|
|
|
return false
|
|
|
|
|
|
|
|
proc moveLeadsToCheck(game: Game, start: int, dest: int,
|
|
|
|
color: Color): bool =
|
|
|
|
## Checks in a `game` if a move from `start` to `dest` 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 `game`.
|
|
|
|
for field in board.low..board.high:
|
|
|
|
if board.getField(field) == ord(color) * EnPassantID:
|
|
|
|
board.setField(field, 0)
|
|
|
|
|
|
|
|
proc genLegalKnightMoves(game: Game, field: int, color: Color): seq[Move] =
|
|
|
|
## Generates all legal knight moves starting from `field` in a `game` for a `color`.
|
|
|
|
if game.board.getField(field) != KnightID * 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 starting from `field` in a `game` for a `color`.
|
|
|
|
if game.board.getField(field) != BishopID * 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 starting from `field` in a `game` for a `color`.
|
|
|
|
if game.board.getField(field) != RookID * 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 starting from `field` in a `game` for a `color`.
|
|
|
|
if game.board.getField(field) != QueenID * 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 starting from `field` in a `game` for a `color`.
|
|
|
|
if game.board.getField(field) != KingID * 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 KnightID..QueenID:
|
|
|
|
promotions.add(getMove(start, dest, piece, color))
|
|
|
|
return promotions
|
|
|
|
|
|
|
|
proc genLegalPawnMoves(game: Game, field: int, color: Color): seq[Move] =
|
|
|
|
## Generates all legal pawn moves starting from `field` in a `game` for a `color`.
|
|
|
|
if game.board.getField(field) != PawnID * 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 starting from `field` in a `game` for a `color`.
|
|
|
|
var legal_moves = newSeq[Move]()
|
|
|
|
var target = ord(color) * game.board.getField(field)
|
|
|
|
if 0 < target and target < EnPassantID:
|
|
|
|
legal_moves = case target:
|
|
|
|
of PawnID:
|
|
|
|
game.genLegalPawnMoves(field, color)
|
|
|
|
of KnightID:
|
|
|
|
game.genLegalKnightMoves(field, color)
|
|
|
|
of BishopID:
|
|
|
|
game.genLegalBishopMoves(field, color)
|
|
|
|
of RookID:
|
|
|
|
game.genLegalRookMoves(field, color)
|
|
|
|
of QueenID:
|
|
|
|
game.genLegalQueenMoves(field, color)
|
|
|
|
of KingID:
|
|
|
|
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 `start`.
|
|
|
|
## `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`
|
|
|
|
try:
|
|
|
|
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)
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|
|
|
else:
|
|
|
|
rstart = kstart + (W+W+W+W)
|
|
|
|
rdest = rstart + (E+E+E)
|
|
|
|
kdest = kstart + (W+W)
|
|
|
|
if not game.moved.getField(kstart) and not game.moved.getField(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
|
|
|
|
except IndexDefect, ValueError:
|
|
|
|
return false
|
|
|
|
|
|
|
|
proc getPrevBoard*(game: Game): seq[Board] =
|
|
|
|
return game.previousBoard
|
|
|
|
|
|
|
|
proc checkedMove*(game: var Game, move: Move): bool {.discardable.} =
|
|
|
|
## Tries to make a move in a given `game` with the piece of a given `color` from `start` to `dest`.
|
|
|
|
## This process checks for the legality of the move and performs the switch of `game.to_move`
|
|
|
|
try:
|
|
|
|
let start = move.start
|
|
|
|
let dest = move.dest
|
|
|
|
let color = move.color
|
|
|
|
let prom = move.prom
|
|
|
|
if game.toMove != color:
|
|
|
|
return false
|
|
|
|
var sequence = newSeq[Move]()
|
|
|
|
let piece = game.board.getField(start)
|
|
|
|
var create_en_passant = false
|
|
|
|
var captured_en_passant = false
|
|
|
|
var move: Move
|
|
|
|
move = getMove(start, dest, color)
|
|
|
|
if (piece == PawnID * ord(color)):
|
|
|
|
create_en_passant = dest in game.genPawnDoubleDests(start, color)
|
|
|
|
captured_en_passant = (game.board.getField(dest) == -1 * ord(color) * EnPassantID)
|
|
|
|
sequence.add(game.genLegalMoves(start, color))
|
|
|
|
if (move in sequence):
|
|
|
|
game.board.removeEnPassant(color)
|
|
|
|
if (piece == KingID * ord(color) and (start - dest == (W+W))):
|
|
|
|
return game.castling(start, true, color)
|
|
|
|
elif (piece == KingID * 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 create_en_passant:
|
|
|
|
game.board.setField(dest-(N*ord(color)), EnPassantID * ord(color))
|
|
|
|
if captured_en_passant:
|
|
|
|
game.board.setField(dest-(N*ord(color)), 0)
|
|
|
|
if ((90 < dest and dest < 99) or (20 < dest and dest < 29)) and
|
|
|
|
game.board.getField(dest) == PawnID * ord(color):
|
|
|
|
game.board.setField(dest, prom)
|
|
|
|
var prevBoard = game.previousBoard
|
|
|
|
var prevCastle = game.previousCastleRights
|
|
|
|
game.previousBoard.add(game.board)
|
|
|
|
game.previousCastleRights.add(game.moved.genCastleRights())
|
|
|
|
return true
|
|
|
|
except IndexDefect, ValueError:
|
|
|
|
return false
|
|
|
|
|
|
|
|
proc hasNoMoves(game: Game, color: Color): bool =
|
|
|
|
## Checks if a player of a given `color` has no legal moves in a `game`.
|
|
|
|
return (game.genLegalMoves(color) == @[])
|
|
|
|
|
|
|
|
proc isCheckmate*(game: Game, color: Color): bool =
|
|
|
|
## Checks if a player of a given `color` in a `game` is checkmate.
|
|
|
|
return game.hasNoMoves(color) and game.isInCheck(color)
|
|
|
|
|
|
|
|
proc threeMoveRep(game: Game): bool =
|
|
|
|
## Checks if a `rep`-times 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 isDrawClaimable*(game: Game): bool =
|
|
|
|
## Checks if a draw is claimable by either player.
|
|
|
|
return game.threeMoveRep()
|
|
|
|
|
|
|
|
proc isStalemate*(game: Game, color: Color): bool =
|
|
|
|
## Checks if a player of a given `color` in a `game` is stalemate.
|
|
|
|
return (game.hasNoMoves(color) and not game.isInCheck(color)) or
|
|
|
|
game.board.checkInsufficientMaterial()
|