|
|
|
import tables
|
|
|
|
from strutils import parseInt
|
|
|
|
|
|
|
|
type
|
|
|
|
Color* = enum
|
|
|
|
Black = -1, White = 1
|
|
|
|
## Board that saves the pieces
|
|
|
|
Pieces* = array[0..119, int]
|
|
|
|
## Board that checks if pieces moved
|
|
|
|
Moved* = array[0..119, bool]
|
|
|
|
## Game as object of different values
|
|
|
|
Game* = object
|
|
|
|
pieces*: Pieces
|
|
|
|
moved: Moved
|
|
|
|
to_move*: Color
|
|
|
|
## Move as object
|
|
|
|
Move* = object
|
|
|
|
start: int
|
|
|
|
dest: int
|
|
|
|
color: Color
|
|
|
|
prom: int
|
|
|
|
|
|
|
|
const
|
|
|
|
# IDs for piece
|
|
|
|
BlockID* = 999
|
|
|
|
PawnID* = 1
|
|
|
|
KnightID* = 2
|
|
|
|
BishopID* = 3
|
|
|
|
RookID* = 4
|
|
|
|
QueenID* = 5
|
|
|
|
KingID* = 6
|
|
|
|
EnPassantID* = 7
|
|
|
|
# IDs that are saved in the array
|
|
|
|
Block* = BlockID
|
|
|
|
WPawn* = PawnID
|
|
|
|
WKnight* = KnightID
|
|
|
|
WBishop* = BishopID
|
|
|
|
WRook* = RookID
|
|
|
|
WQueen* = QueenID
|
|
|
|
WKing* = KingID
|
|
|
|
WEnPassant* = EnPassantID
|
|
|
|
BPawn* = -PawnID
|
|
|
|
BKnight* = -KnightID
|
|
|
|
BBishop* = -BishopID
|
|
|
|
BRook* = -RookID
|
|
|
|
BQueen* = -QueenID
|
|
|
|
BKing* = -KingID
|
|
|
|
BEnPassant* = EnPassantID
|
|
|
|
# Directions of movement
|
|
|
|
N = 10
|
|
|
|
S = -N
|
|
|
|
W = 1
|
|
|
|
E = -W
|
|
|
|
# Movement options for pieces (Bishop/Rook/Queen can repeat in the same direction)
|
|
|
|
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]
|
|
|
|
Bishop_Moves = [N+E, N+W, S+E, S+W]
|
|
|
|
Rook_Moves = [N, E, S, W]
|
|
|
|
Queen_Moves = [N, E, S, W, N+E, N+W, S+E, S+W]
|
|
|
|
King_Moves = [N, E, S, W, N+E, N+W, S+E, S+W]
|
|
|
|
King_Moves_White_Castle = [E+E, W+W]
|
|
|
|
Pawn_Moves_White = [N]
|
|
|
|
Pawn_Moves_White_Double = [N+N]
|
|
|
|
Pawn_Moves_White_Attack = [N+E, N+W]
|
|
|
|
|
|
|
|
var PieceChar = {
|
|
|
|
0: " ",
|
|
|
|
1: "P",
|
|
|
|
2: "N",
|
|
|
|
3: "B",
|
|
|
|
4: "R",
|
|
|
|
5: "Q",
|
|
|
|
6: "K",
|
|
|
|
7: " ",
|
|
|
|
-1: "p",
|
|
|
|
-2: "n",
|
|
|
|
-3: "b",
|
|
|
|
-4: "r",
|
|
|
|
-5: "q",
|
|
|
|
-6: "k",
|
|
|
|
-7: " ",
|
|
|
|
999: "-"
|
|
|
|
}.newTable
|
|
|
|
|
|
|
|
var FileChar = {
|
|
|
|
"a": 7,
|
|
|
|
"b": 6,
|
|
|
|
"c": 5,
|
|
|
|
"d": 4,
|
|
|
|
"e": 3,
|
|
|
|
"f": 2,
|
|
|
|
"g": 1,
|
|
|
|
"h": 0
|
|
|
|
}.newTable
|
|
|
|
|
|
|
|
proc init_board(): Pieces =
|
|
|
|
## Create and return a board with pieces in starting position.
|
|
|
|
let board = [
|
|
|
|
Block, Block, Block, Block, Block, Block, Block, Block, Block, Block,
|
|
|
|
Block, Block, Block, Block, Block, Block, Block, Block, Block, Block,
|
|
|
|
Block, WRook, WKnight, WBishop, WKing, WQueen, WBishop, WKnight, WRook, Block,
|
|
|
|
Block, WPawn, WPawn, WPawn, WPawn, WPawn, WPawn, WPawn, WPawn, Block,
|
|
|
|
Block, 0, 0, 0, 0, 0, 0, 0, 0, Block,
|
|
|
|
Block, 0, 0, 0, 0, 0, 0, 0, 0, Block,
|
|
|
|
Block, 0, 0, 0, 0, 0, 0, 0, 0, Block,
|
|
|
|
Block, 0, 0, 0, 0, 0, 0, 0, 0, Block,
|
|
|
|
Block, BPawn, BPawn, BPawn, BPawn, BPawn, BPawn, BPawn, BPawn, Block,
|
|
|
|
Block, BRook, BKnight, BBishop, BKing, BQueen, BBishop, BKnight, BRook, Block,
|
|
|
|
Block, Block, Block, Block, Block, Block, Block, Block, Block, Block,
|
|
|
|
Block, Block, Block, Block, Block, Block, Block, Block, Block, Block]
|
|
|
|
return board
|
|
|
|
|
|
|
|
proc get_move*(start: int, dest: int, prom: int, color: Color): Move =
|
|
|
|
## Get a move object from `start` to `dest` with an eventual promition to `prom`
|
|
|
|
var move = Move(start: start, dest: dest, prom: prom * ord(color), color: color)
|
|
|
|
if (KnightID > prom or QueenID < prom):
|
|
|
|
move.prom = QueenID
|
|
|
|
return move
|
|
|
|
|
|
|
|
proc get_move*(start: int, dest: int, color: Color): Move =
|
|
|
|
## Get a move object from `start` to `dest` with automatic promition to `queen`
|
|
|
|
var move = Move(start: start, dest: dest, prom: QueenID * ord(color), color: color)
|
|
|
|
return move
|
|
|
|
|
|
|
|
proc init_moved(): Moved =
|
|
|
|
## Create and return a board of pieces moved.
|
|
|
|
var moved: Moved
|
|
|
|
return moved
|
|
|
|
|
|
|
|
proc init_game*(): Game =
|
|
|
|
## Create and return a Game object.
|
|
|
|
let game = Game(pieces: init_board(), moved: init_moved(),
|
|
|
|
to_move: Color.White)
|
|
|
|
return game
|
|
|
|
|
|
|
|
proc get_field(pieces: Pieces, field: int): int =
|
|
|
|
return pieces[field]
|
|
|
|
|
|
|
|
proc set_field(pieces: var Pieces, field: int, val: int): bool {.discardable.} =
|
|
|
|
if (val in PieceChar):
|
|
|
|
try:
|
|
|
|
pieces[field] = val
|
|
|
|
return true
|
|
|
|
except Exception:
|
|
|
|
return false
|
|
|
|
|
|
|
|
proc get_field(moved: Moved, field: int): bool =
|
|
|
|
return moved[field]
|
|
|
|
|
|
|
|
proc set_field(moved: var Moved, field: int, val: bool): bool {.discardable.} =
|
|
|
|
try:
|
|
|
|
moved[field] = val
|
|
|
|
return true
|
|
|
|
except Exception:
|
|
|
|
return false
|
|
|
|
|
|
|
|
proc echo_board*(game: Game, color: Color) =
|
|
|
|
## Prints out the given `board` with its pieces as characters and line indices from perspecive of `color`.
|
|
|
|
var line_str = ""
|
|
|
|
if (color == Color.Black):
|
|
|
|
for i in countup(0, len(game.pieces)-1):
|
|
|
|
if (game.pieces.get_field(i) == 999):
|
|
|
|
continue
|
|
|
|
line_str &= PieceChar[game.pieces[i]] & " "
|
|
|
|
if ((i+2) %% 10 == 0):
|
|
|
|
line_str &= $((int)((i)/10)-1) & "\n"
|
|
|
|
echo line_str
|
|
|
|
echo "h g f e d c b a"
|
|
|
|
else:
|
|
|
|
for i in countdown(len(game.pieces)-1, 0):
|
|
|
|
if (game.pieces.get_field(i) == 999):
|
|
|
|
continue
|
|
|
|
line_str &= PieceChar[game.pieces[i]] & " "
|
|
|
|
if ((i-1) %% 10 == 0):
|
|
|
|
line_str &= $((int)((i)/10)-1) & "\n"
|
|
|
|
echo line_str
|
|
|
|
echo "a b c d e f g h"
|
|
|
|
|
|
|
|
proc field_to_ind*(file: string, line: int): int =
|
|
|
|
## Calculate board index from `file` and `line` of a chess board.
|
|
|
|
try:
|
|
|
|
return 1+(line+1)*10+FileChar[file]
|
|
|
|
except IndexDefect, ValueError:
|
|
|
|
return -1
|
|
|
|
|
|
|
|
proc field_to_ind*(field: string): int =
|
|
|
|
## Calculate board index from `field` of a chess board.
|
|
|
|
try:
|
|
|
|
return field_to_ind($field[0], parseInt($field[1]))
|
|
|
|
except IndexDefect, ValueError:
|
|
|
|
return -1
|
|
|
|
|
|
|
|
proc ind_to_field*(ind: int): string =
|
|
|
|
## Calculate field name from board index `ind`.
|
|
|
|
let line = (int)ind/10-1
|
|
|
|
let file_ind = (ind)%%10-1
|
|
|
|
for file, i in FileChar:
|
|
|
|
if FileChar[file] == file_ind:
|
|
|
|
return $file & $line
|
|
|
|
|
|
|
|
proc gen_bishop_dests(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.
|
|
|
|
try:
|
|
|
|
var res = newSeq[int]()
|
|
|
|
var dest: int
|
|
|
|
var target: int
|
|
|
|
for move in Bishop_Moves:
|
|
|
|
dest = field+move
|
|
|
|
target = game.pieces.get_field(dest)
|
|
|
|
while (target != 999 and (ord(color) * target <= 0) or target == EnPassantID):
|
|
|
|
res.add(dest)
|
|
|
|
if (ord(color) * target < 0 and ord(color) * target > -EnPassantID):
|
|
|
|
break
|
|
|
|
dest = dest+move
|
|
|
|
target = game.pieces.get_field(dest)
|
|
|
|
return res
|
|
|
|
except IndexDefect:
|
|
|
|
return @[]
|
|
|
|
|
|
|
|
proc gen_rook_dests(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.pieces.get_field(dest)
|
|
|
|
while (target != 999 and (ord(color) * target <= 0) or target == EnPassantID):
|
|
|
|
res.add(dest)
|
|
|
|
if (ord(color) * target < 0 and ord(color) * target > -EnPassantID):
|
|
|
|
break
|
|
|
|
dest = dest+move
|
|
|
|
target = game.pieces.get_field(dest)
|
|
|
|
return res
|
|
|
|
except IndexDefect:
|
|
|
|
return @[]
|
|
|
|
|
|
|
|
proc gen_queen_dests(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.pieces.get_field(dest)
|
|
|
|
while (target != 999 and (ord(color) * target <= 0) or target == EnPassantID):
|
|
|
|
res.add(dest)
|
|
|
|
if (ord(color) * target < 0 and ord(color) * target > -EnPassantID):
|
|
|
|
break
|
|
|
|
dest = dest+move
|
|
|
|
target = game.pieces.get_field(dest)
|
|
|
|
return res
|
|
|
|
except IndexDefect:
|
|
|
|
return @[]
|
|
|
|
|
|
|
|
proc gen_king_castle_dest(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.pieces.get_field(dest)
|
|
|
|
half_dest = field + (int)castle/2
|
|
|
|
half_target = game.pieces.get_field(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 gen_king_dests(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.pieces.get_field(dest)
|
|
|
|
if (target == 999 or (ord(color) * target > 0 and ord(color) * target != EnPassantID)):
|
|
|
|
continue
|
|
|
|
res.add(dest)
|
|
|
|
res.add(game.gen_king_castle_dest(field, color))
|
|
|
|
return res
|
|
|
|
except IndexDefect:
|
|
|
|
return @[]
|
|
|
|
|
|
|
|
proc gen_knight_dests(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.pieces.get_field(dest)
|
|
|
|
if (target == 999 or (ord(color) * target > 0 and ord(color) * target != EnPassantID)):
|
|
|
|
continue
|
|
|
|
res.add(dest)
|
|
|
|
return res
|
|
|
|
except IndexDefect:
|
|
|
|
return @[]
|
|
|
|
|
|
|
|
proc gen_pawn_attack_dests(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.pieces.get_field(dest)
|
|
|
|
if (target == 999 or ord(color) * target >= 0):
|
|
|
|
continue
|
|
|
|
res.add(dest)
|
|
|
|
return res
|
|
|
|
except IndexDefect:
|
|
|
|
return @[]
|
|
|
|
|
|
|
|
proc gen_pawn_double_dests(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.pieces.get_field(dest)
|
|
|
|
if (game.moved.get_field(field) or (target != 0) or (
|
|
|
|
game.pieces.get_field(dest+(S*ord(color))) != 0)):
|
|
|
|
continue
|
|
|
|
res.add(dest)
|
|
|
|
return res
|
|
|
|
except IndexDefect:
|
|
|
|
return @[]
|
|
|
|
|
|
|
|
proc gen_pawn_dests(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.pieces.get_field(dest)
|
|
|
|
if (target != 0 and target != ord(color) * EnPassantID):
|
|
|
|
continue
|
|
|
|
res.add(dest)
|
|
|
|
res.add(game.gen_pawn_attack_dests(field, color))
|
|
|
|
res.add(game.gen_pawn_double_dests(field, color))
|
|
|
|
return res
|
|
|
|
except IndexDefect:
|
|
|
|
return @[]
|
|
|
|
|
|
|
|
proc piece_on(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.pieces.get_field(check) == ord(color) * -1 * pieceID:
|
|
|
|
return true
|
|
|
|
return false
|
|
|
|
|
|
|
|
proc is_attacked(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.piece_on(color, game.gen_pawn_attack_dests(
|
|
|
|
position, color), PawnID)
|
|
|
|
attacked = attacked or game.piece_on(color, game.gen_queen_dests(position,
|
|
|
|
color), QueenID)
|
|
|
|
attacked = attacked or game.piece_on(color, game.gen_king_dests(position,
|
|
|
|
color), KingID)
|
|
|
|
attacked = attacked or game.piece_on(color, game.gen_rook_dests(position,
|
|
|
|
color), RookID)
|
|
|
|
attacked = attacked or game.piece_on(color, game.gen_bishop_dests(position,
|
|
|
|
color), BishopID)
|
|
|
|
attacked = attacked or game.piece_on(color, game.gen_knight_dests(position,
|
|
|
|
color), KnightID)
|
|
|
|
return attacked
|
|
|
|
|
|
|
|
proc is_in_check*(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.pieces.high):
|
|
|
|
if game.pieces.get_field(i) == ord(color) * KingID:
|
|
|
|
king_pos = i
|
|
|
|
return game.is_attacked(king_pos, color)
|
|
|
|
|
|
|
|
proc unchecked_move(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.pieces.get_field(start)
|
|
|
|
if game.pieces.set_field(start, 0):
|
|
|
|
if game.pieces.set_field(dest, piece):
|
|
|
|
game.moved.set_field(start, true)
|
|
|
|
game.moved.set_field(dest, true)
|
|
|
|
return true
|
|
|
|
else:
|
|
|
|
game.pieces.set_field(start, piece)
|
|
|
|
except IndexDefect, ValueError:
|
|
|
|
return false
|
|
|
|
|
|
|
|
proc move_leads_to_check(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.unchecked_move(start, dest)
|
|
|
|
return check.is_in_check(color)
|
|
|
|
|
|
|
|
proc remove_en_passant(pieces: var Pieces, color: Color): void =
|
|
|
|
## Removes every en passant of given `color` from the `game`.
|
|
|
|
for field in pieces.low..pieces.high:
|
|
|
|
if pieces.get_field(field) == ord(color) * EnPassantID:
|
|
|
|
pieces.set_field(field, 0)
|
|
|
|
|
|
|
|
proc gen_legal_knight_moves(game: Game, field: int, color: Color): seq[Move] =
|
|
|
|
## Generates all legal knight moves starting from `field` in a `game` for a `color`.
|
|
|
|
if game.pieces.get_field(field) != KnightID * ord(color):
|
|
|
|
return @[]
|
|
|
|
var res = newSeq[Move]()
|
|
|
|
var moves = game.gen_knight_dests(field, color)
|
|
|
|
for dest in moves:
|
|
|
|
if not game.move_leads_to_check(field, dest, color):
|
|
|
|
res.add(get_move(field, dest, color))
|
|
|
|
return res
|
|
|
|
|
|
|
|
proc gen_legal_bishop_moves(game: Game, field: int, color: Color): seq[Move] =
|
|
|
|
## Generates all legal bishop moves starting from `field` in a `game` for a `color`.
|
|
|
|
if game.pieces.get_field(field) != BishopID * ord(color):
|
|
|
|
return @[]
|
|
|
|
var res = newSeq[Move]()
|
|
|
|
var moves = game.gen_bishop_dests(field, color)
|
|
|
|
for dest in moves:
|
|
|
|
if not game.move_leads_to_check(field, dest, color):
|
|
|
|
res.add(get_move(field, dest, color))
|
|
|
|
return res
|
|
|
|
|
|
|
|
proc gen_legal_rook_moves(game: Game, field: int, color: Color): seq[Move] =
|
|
|
|
## Generates all legal rook moves starting from `field` in a `game` for a `color`.
|
|
|
|
if game.pieces.get_field(field) != RookID * ord(color):
|
|
|
|
return @[]
|
|
|
|
var res = newSeq[Move]()
|
|
|
|
var moves = game.gen_rook_dests(field, color)
|
|
|
|
for dest in moves:
|
|
|
|
if not game.move_leads_to_check(field, dest, color):
|
|
|
|
res.add(get_move(field, dest, color))
|
|
|
|
return res
|
|
|
|
|
|
|
|
proc gen_legal_queen_moves(game: Game, field: int, color: Color): seq[Move] =
|
|
|
|
## Generates all legal queen moves starting from `field` in a `game` for a `color`.
|
|
|
|
if game.pieces.get_field(field) != QueenID * ord(color):
|
|
|
|
return @[]
|
|
|
|
var res = newSeq[Move]()
|
|
|
|
var moves = game.gen_queen_dests(field, color)
|
|
|
|
for dest in moves:
|
|
|
|
if not game.move_leads_to_check(field, dest, color):
|
|
|
|
res.add(get_move(field, dest, color))
|
|
|
|
return res
|
|
|
|
|
|
|
|
proc gen_legal_king_moves(game: Game, field: int, color: Color): seq[Move] =
|
|
|
|
## Generates all legal king moves starting from `field` in a `game` for a `color`.
|
|
|
|
if game.pieces.get_field(field) != KingID * ord(color):
|
|
|
|
return @[]
|
|
|
|
var res = newSeq[Move]()
|
|
|
|
var moves = game.gen_king_dests(field, color)
|
|
|
|
for dest in moves:
|
|
|
|
if field - dest == W+W and game.is_attacked(dest+W, color):
|
|
|
|
continue
|
|
|
|
if field - dest == E+E and game.is_attacked(dest+E, color):
|
|
|
|
continue
|
|
|
|
if not game.move_leads_to_check(field, dest, color):
|
|
|
|
res.add(get_move(field, dest, color))
|
|
|
|
return res
|
|
|
|
|
|
|
|
proc gen_pawn_promotion(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(get_move(start, dest, piece, color))
|
|
|
|
return promotions
|
|
|
|
|
|
|
|
proc gen_legal_pawn_moves(game: Game, field: int, color: Color): seq[Move] =
|
|
|
|
## Generates all legal pawn moves starting from `field` in a `game` for a `color`.
|
|
|
|
if game.pieces.get_field(field) != PawnID * ord(color):
|
|
|
|
return @[]
|
|
|
|
var res = newSeq[Move]()
|
|
|
|
var moves = game.gen_pawn_dests(field, color)
|
|
|
|
for dest in moves:
|
|
|
|
if not game.move_leads_to_check(field, dest, color):
|
|
|
|
var promotions = gen_pawn_promotion(get_move(field, dest, color), color)
|
|
|
|
if promotions != @[]:
|
|
|
|
res.add(promotions)
|
|
|
|
else:
|
|
|
|
res.add(get_move(field, dest, color))
|
|
|
|
return res
|
|
|
|
|
|
|
|
proc gen_legal_moves*(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.pieces.get_field(field)
|
|
|
|
if 0 < target and target < EnPassantID:
|
|
|
|
legal_moves = case target:
|
|
|
|
of PawnID:
|
|
|
|
game.gen_legal_pawn_moves(field, color)
|
|
|
|
of KnightID:
|
|
|
|
game.gen_legal_knight_moves(field, color)
|
|
|
|
of BishopID:
|
|
|
|
game.gen_legal_bishop_moves(field, color)
|
|
|
|
of RookID:
|
|
|
|
game.gen_legal_rook_moves(field, color)
|
|
|
|
of QueenID:
|
|
|
|
game.gen_legal_queen_moves(field, color)
|
|
|
|
of KingID:
|
|
|
|
game.gen_legal_king_moves(field, color)
|
|
|
|
else:
|
|
|
|
@[]
|
|
|
|
return legal_moves
|
|
|
|
|
|
|
|
proc gen_legal_moves*(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.pieces.low..game.pieces.high:
|
|
|
|
legal_moves.add(game.gen_legal_moves(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.to_move != 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.get_field(kstart) and not game.moved.get_field(rstart):
|
|
|
|
var check = false
|
|
|
|
if (dest_kingside):
|
|
|
|
check = check or game.is_attacked(kstart, color)
|
|
|
|
check = check or game.is_attacked(kstart+(E), color)
|
|
|
|
check = check or game.is_attacked(kstart+(E+E), color)
|
|
|
|
else:
|
|
|
|
check = check or game.is_attacked(kstart, color)
|
|
|
|
check = check or game.is_attacked(kstart+(W), color)
|
|
|
|
check = check or game.is_attacked(kstart+(W+W), color)
|
|
|
|
if check:
|
|
|
|
return false
|
|
|
|
game.unchecked_move(kstart, kdest)
|
|
|
|
game.unchecked_move(rstart, rdest)
|
|
|
|
return true
|
|
|
|
return false
|
|
|
|
except IndexDefect, ValueError:
|
|
|
|
return false
|
|
|
|
|
|
|
|
proc checked_move*(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.to_move != color:
|
|
|
|
return false
|
|
|
|
var sequence = newSeq[Move]()
|
|
|
|
let piece = game.pieces.get_field(start)
|
|
|
|
var create_en_passant = false
|
|
|
|
var captured_en_passant = false
|
|
|
|
var move: Move
|
|
|
|
move = get_move(start, dest, color)
|
|
|
|
if (piece == PawnID * ord(color)):
|
|
|
|
create_en_passant = dest in game.gen_pawn_double_dests(start, color)
|
|
|
|
captured_en_passant = (game.pieces.get_field(dest) == -1 * ord(color) * EnPassantID)
|
|
|
|
sequence.add(game.gen_legal_moves(start, color))
|
|
|
|
if (move in sequence):
|
|
|
|
game.pieces.remove_en_passant(color)
|
|
|
|
if (piece == KingID * ord(color) and (start - dest == (W+W))):
|
|
|
|
game.castling(start, true, color)
|
|
|
|
elif (piece == KingID * ord(color) and (start - dest == (E+E))):
|
|
|
|
game.castling(start, false, color)
|
|
|
|
else:
|
|
|
|
game.unchecked_move(start, dest)
|
|
|
|
game.to_move = Color(ord(game.to_move)*(-1))
|
|
|
|
if create_en_passant:
|
|
|
|
game.pieces.set_field(dest-(N*ord(color)), EnPassantID * ord(color))
|
|
|
|
if captured_en_passant:
|
|
|
|
game.pieces.set_field(dest-(N*ord(color)), 0)
|
|
|
|
if ((90 < dest and dest < 99) or (20 < dest and dest < 29)) and
|
|
|
|
game.pieces.get_field(dest) == PawnID * ord(color):
|
|
|
|
game.pieces.set_field(dest, prom)
|
|
|
|
return true
|
|
|
|
except IndexDefect, ValueError:
|
|
|
|
return false
|
|
|
|
|
|
|
|
proc has_no_moves(game: Game, color: Color): bool =
|
|
|
|
## Checks if a player of a given `color` has no legal moves in a `game`.
|
|
|
|
return (game.gen_legal_moves(color) == @[])
|
|
|
|
|
|
|
|
proc is_checkmate*(game: Game, color: Color): bool =
|
|
|
|
## Checks if a player of a given `color` in a `game` is checkmate.
|
|
|
|
return game.has_no_moves(color) and game.is_in_check(color)
|
|
|
|
|
|
|
|
proc is_stalemate*(game: Game, color: Color): bool =
|
|
|
|
## Checks if a player of a given `color` in a `game` is stalemate.
|
|
|
|
return game.has_no_moves(color) and not game.is_in_check(color)
|