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@ -154,7 +154,7 @@ proc fieldToInd(field: string): int =
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proc indToField(ind: int): string =
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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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## Calculate and returns field name from board index `ind`.
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let line = (int)ind/10-1
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let line = int(ind / 10 - 1)
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let file_ind = 7 - ((ind) %% 10 - 1)
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let file_ind = 7 - ((ind) %% 10 - 1)
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for file, i in FileChar:
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for file, i in FileChar:
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if FileChar[file] == file_ind:
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if FileChar[file] == file_ind:
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@ -164,7 +164,7 @@ 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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## 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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## 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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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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if (prom < WKnight or prom > WQueen):
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move.prom = WQueen
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move.prom = WQueen
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return move
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return move
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@ -183,30 +183,29 @@ proc notationToMove*(notation: string, color: Color): Move =
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move = getMove(start, dest, color)
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move = getMove(start, dest, color)
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if (len(notation) > 4):
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if (len(notation) > 4):
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var promStr = $notation[4]
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var promStr = $notation[4]
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var prom: int
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let prom = case promStr:
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case promStr:
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of "Q":
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prom = WQueen * ord(color)
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of "R":
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of "R":
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prom = WRook * ord(color)
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WRook * ord(color)
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of "B":
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of "B":
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prom = WBishop * ord(color)
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WBishop * ord(color)
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of "N":
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of "N":
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prom = WKnight * ord(color)
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WKnight * ord(color)
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else:
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WQueen * ord(color)
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move = getMove(start, dest, prom, color)
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move = getMove(start, dest, prom, color)
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return move
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return move
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proc moveToNotation*(move: Move): string =
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proc moveToNotation*(move: Move, board: Board): string =
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## Convert and return a `move` object to simplified algebraic chess notation.
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## Convert and return a `move` object to simplified algebraic chess notation.
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var res = ""
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var res: string
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var start = indToField(move.start)
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var start = indToField(move.start)
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res.add(start)
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res.add(start)
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var dest = indToField(move.dest)
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var dest = indToField(move.dest)
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res.add(dest)
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res.add(dest)
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var color = move.color
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var color = move.color
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var prom = PieceChar[move.prom]
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var prom = PieceChar[move.prom]
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if (color == Color.White and dest[1] == '8') or (color == Color.Black and
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if abs(board[move.start]) == WPawn and ((color == Color.White and dest[1] ==
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dest[1] == '1'):
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'8') or (color == Color.Black and dest[1] == '1')):
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res.add(prom)
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res.add(prom)
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return res
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return res
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@ -266,10 +265,10 @@ proc initChess(board: array[0..63, int], color: Color): Chess =
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let board = initBoard(board)
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let board = initBoard(board)
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let compare = initBoard()
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let compare = initBoard()
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var same_piece: bool
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var same_piece: bool
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var wk = false
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var wk: bool
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var wq = false
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var wq: bool
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var bk = false
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var bk: bool
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var bq = false
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var bq: bool
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if (board[fieldToInd("e1")] == compare[fieldToInd("e1")]):
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if (board[fieldToInd("e1")] == compare[fieldToInd("e1")]):
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if (board[fieldToInd("a1")] == compare[fieldToInd("a1")]):
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if (board[fieldToInd("a1")] == compare[fieldToInd("a1")]):
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wq = true
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wq = true
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@ -283,8 +282,7 @@ proc initChess(board: array[0..63, int], color: Color): Chess =
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for ind in board.low..board.high:
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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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same_piece = (board[ind] != compare[ind])
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let chess = Chess(board: board,
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let chess = Chess(board: board,
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to_move: color, previousBoard: @[], previousCastleRights: @[],
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to_move: color, castleRights: (wk, wq, bk, bq))
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fiftyMoveCounter: 0, castleRights: (wk, wq, bk, bq))
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return chess
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return chess
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proc echoBoard*(chess: Chess, color: Color) =
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proc echoBoard*(chess: Chess, color: Color) =
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@ -292,21 +290,21 @@ proc echoBoard*(chess: Chess, color: Color) =
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## indices from perspecive of `color`.
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## indices from perspecive of `color`.
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var line_str = ""
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var line_str = ""
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if (color == Color.Black):
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if (color == Color.Black):
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for i in countup(0, len(chess.board)-1):
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for i in 0..len(chess.board)-1:
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if (chess.board[i] == 999):
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if (chess.board[i] == Block):
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continue
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continue
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line_str &= PieceChar[chess.board[i]] & " "
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line_str &= PieceChar[chess.board[i]] & " "
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if ((i + 2) %% 10 == 0):
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if ((i + 2) %% 10 == 0):
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line_str &= $((int)((i)/10)-1) & "\n"
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line_str &= $(int((i / 10) - 1)) & "\n"
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echo line_str
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echo line_str
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echo "h g f e d c b a"
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echo "h g f e d c b a"
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else:
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else:
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for i in countdown(len(chess.board)-1, 0):
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for i in len(chess.board)-1..0:
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if (chess.board[i] == 999):
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if (chess.board[i] == Block):
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continue
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continue
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line_str &= PieceChar[chess.board[i]] & " "
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line_str &= PieceChar[chess.board[i]] & " "
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if ((i - 1) %% 10 == 0):
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if ((i - 1) %% 10 == 0):
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line_str &= $((int)((i)/10)-1) & "\n"
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line_str &= $(int((i / 10) - 1)) & "\n"
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echo line_str
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echo line_str
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echo "a b c d e f g h"
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echo "a b c d e f g h"
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@ -324,7 +322,7 @@ proc genPawnAttackDests(chess: Chess, field: int, color: Color): seq[int] =
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if (not dest in chess.board.low..chess.board.high):
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if (not dest in chess.board.low..chess.board.high):
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continue
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continue
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target = chess.board[dest]
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target = chess.board[dest]
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if (target == 999 or ord(color) * target >= 0):
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if (target == Block or ord(color) * target >= 0):
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continue
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continue
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res.add(dest)
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res.add(dest)
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return res
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return res
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@ -388,7 +386,7 @@ proc genKnightDests(chess: Chess, field: int, color: Color): seq[int] =
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if (not dest in chess.board.low..chess.board.high):
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if (not dest in chess.board.low..chess.board.high):
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continue
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continue
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target = chess.board[dest]
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target = chess.board[dest]
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if (target == 999 or (ord(color) * target > 0 and ord(color) * target != WEnPassant)):
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if (target == Block or (ord(color) * target > 0 and ord(color) * target != WEnPassant)):
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continue
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continue
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res.add(dest)
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res.add(dest)
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return res
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return res
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@ -407,10 +405,10 @@ proc genBishopDests(chess: Chess, field: int, color: Color): seq[int] =
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if (not dest in chess.board.low..chess.board.high):
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if (not dest in chess.board.low..chess.board.high):
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continue
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continue
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target = chess.board[dest]
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target = chess.board[dest]
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while (target != 999 and (ord(color) * target <= 0) or target ==
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while (target != Block and (ord(color) * target <= 0) or abs(target) ==
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WEnPassant or target == -WEnPassant):
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WEnPassant):
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res.add(dest)
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res.add(dest)
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if (ord(color) * target < 0 and ord(color) * target > -WEnPassant):
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if (ord(color) * target < 0 and ord(color) * target > BEnPassant):
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break
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break
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dest = dest + move
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dest = dest + move
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target = chess.board[dest]
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target = chess.board[dest]
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@ -430,10 +428,10 @@ proc genRookDests(chess: Chess, field: int, color: Color): seq[int] =
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if (not dest in chess.board.low..chess.board.high):
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if (not dest in chess.board.low..chess.board.high):
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continue
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continue
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target = chess.board[dest]
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target = chess.board[dest]
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while (target != 999 and (ord(color) * target <= 0) or target ==
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while (target != Block and (ord(color) * target <= 0) or abs(target) ==
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WEnPassant or target == -WEnPassant):
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WEnPassant):
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res.add(dest)
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res.add(dest)
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if (ord(color) * target < 0 and ord(color) * target > -WEnPassant):
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if (ord(color) * target < 0 and ord(color) * target > BEnPassant):
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break
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break
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dest = dest + move
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dest = dest + move
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target = chess.board[dest]
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target = chess.board[dest]
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@ -453,10 +451,10 @@ proc genQueenDests(chess: Chess, field: int, color: Color): seq[int] =
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if (not dest in chess.board.low..chess.board.high):
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if (not dest in chess.board.low..chess.board.high):
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continue
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continue
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target = chess.board[dest]
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target = chess.board[dest]
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while (target != 999 and (ord(color) * target <= 0) or target ==
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while (target != Block and (ord(color) * target <= 0) or abs(target) ==
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WEnPassant or target == -WEnPassant):
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WEnPassant):
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res.add(dest)
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res.add(dest)
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if (ord(color) * target < 0 and ord(color) * target > -WEnPassant):
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if (ord(color) * target < 0 and ord(color) * target > BEnPassant):
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break
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break
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dest = dest + move
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dest = dest + move
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target = chess.board[dest]
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target = chess.board[dest]
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@ -478,11 +476,11 @@ proc genKingCastleDest(chess: Chess, field: int, color: Color): seq[int] =
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if (not dest in chess.board.low..chess.board.high):
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if (not dest in chess.board.low..chess.board.high):
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continue
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continue
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target = chess.board[dest]
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target = chess.board[dest]
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half_dest = field + (int)castle/2
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half_dest = field + int(castle / 2)
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half_target = chess.board[half_dest]
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half_target = chess.board[half_dest]
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if (target == 999 or (target != 0)):
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if (target == Block or (target != 0)):
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continue
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continue
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if (half_target == 999 or (half_target != 0)):
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if (half_target == Block or (half_target != 0)):
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continue
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continue
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res.add(dest)
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res.add(dest)
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return res
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return res
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@ -501,7 +499,7 @@ proc genKingDests(chess: Chess, field: int, color: Color): seq[int] =
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if (not dest in chess.board.low..chess.board.high):
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if (not dest in chess.board.low..chess.board.high):
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continue
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continue
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target = chess.board[dest]
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target = chess.board[dest]
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if (target == 999 or (ord(color) * target > 0 and ord(color) * target != WEnPassant)):
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if (target == Block or (ord(color) * target > 0 and ord(color) * target != WEnPassant)):
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continue
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continue
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res.add(dest)
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res.add(dest)
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res.add(chess.genKingCastleDest(field, color))
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res.add(chess.genKingCastleDest(field, color))
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@ -512,7 +510,7 @@ proc pieceOn(chess: Chess, color: Color, sequence: seq[int],
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## Returns true if the `PieceID` of a given `color` is in `sequence` else
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## Returns true if the `PieceID` of a given `color` is in `sequence` else
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## wrong.
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## wrong.
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for check in sequence:
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for check in sequence:
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if chess.board[check] == ord(color) * -1 * pieceID:
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if chess.board[check] == ord(color) * -pieceID:
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return true
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return true
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return false
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return false
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@ -537,7 +535,7 @@ proc isAttacked(chess: Chess, position: int, color: Color): bool =
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proc isInCheck(chess: Chess, color: Color): bool =
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proc isInCheck(chess: Chess, color: Color): bool =
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## Returns true if the king of a given `color` is in check in a `chess`.
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## Returns true if the king of a given `color` is in check in a `chess`.
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var king_pos: int
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var king_pos: int
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for i in countup(0, chess.board.high):
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for i in 0..chess.board.high:
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if chess.board[i] == ord(color) * WKing:
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if chess.board[i] == ord(color) * WKing:
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king_pos = i
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king_pos = i
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return chess.isAttacked(king_pos, color)
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return chess.isAttacked(king_pos, color)
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@ -548,22 +546,20 @@ proc uncheckedMove(chess: var Chess, start: int, dest: int): bool {.discardable.
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let piece = chess.board[start]
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let piece = chess.board[start]
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chess.board[start] = 0
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chess.board[start] = 0
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chess.board[dest] = piece
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chess.board[dest] = piece
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if (start == fieldToInd("e1") or start == fieldToInd("a1")):
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if start == fieldToInd("e1"):
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chess.castleRights.wq = false
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if (start == fieldToInd("e1") or start == fieldToInd("h1")):
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chess.castleRights.wk = false
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chess.castleRights.wk = false
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if (start == fieldToInd("e8") or start == fieldToInd("a8")):
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chess.castleRights.bq = false
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if (start == fieldToInd("e8") or start == fieldToInd("h8")):
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|
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chess.castleRights.bk = false
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if (dest == fieldToInd("e1") or dest == fieldToInd("a1")):
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|
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chess.castleRights.wq = false
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chess.castleRights.wq = false
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if (dest == fieldToInd("e1") or dest == fieldToInd("h1")):
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elif start == fieldToInd("h1"):
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chess.castleRights.wk = false
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chess.castleRights.wk = false
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if (dest == fieldToInd("e8") or dest == fieldToInd("a8")):
|
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elif start == fieldToInd("a1"):
|
|
|
|
|
|
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|
chess.castleRights.wq = false
|
|
|
|
|
|
|
|
elif start == fieldToInd("e8"):
|
|
|
|
|
|
|
|
chess.castleRights.bk = false
|
|
|
|
chess.castleRights.bq = false
|
|
|
|
chess.castleRights.bq = false
|
|
|
|
if (dest == fieldToInd("e8") or dest == fieldToInd("h8")):
|
|
|
|
elif start == fieldToInd("h8"):
|
|
|
|
chess.castleRights.bk = false
|
|
|
|
chess.castleRights.bk = false
|
|
|
|
|
|
|
|
elif start == fieldToInd("a8"):
|
|
|
|
|
|
|
|
chess.castleRights.bq = false
|
|
|
|
return true
|
|
|
|
return true
|
|
|
|
|
|
|
|
|
|
|
|
proc moveLeadsToCheck(chess: Chess, start: int, dest: int,
|
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|
proc moveLeadsToCheck(chess: Chess, start: int, dest: int,
|
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|
@ -702,10 +698,10 @@ proc castling(chess: var Chess, kstart: int, dest_kingside: bool,
|
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|
|
## of `chess.to_move`
|
|
|
|
## of `chess.to_move`
|
|
|
|
if chess.toMove != color:
|
|
|
|
if chess.toMove != color:
|
|
|
|
return false
|
|
|
|
return false
|
|
|
|
var kdest = kstart
|
|
|
|
var kdest: int
|
|
|
|
var rstart: int
|
|
|
|
var rstart: int
|
|
|
|
var rdest: int
|
|
|
|
var rdest: int
|
|
|
|
var rights = false
|
|
|
|
var rights: bool
|
|
|
|
if (dest_kingside):
|
|
|
|
if (dest_kingside):
|
|
|
|
kdest = kstart + (E+E)
|
|
|
|
kdest = kstart + (E+E)
|
|
|
|
rstart = kstart + (E+E+E)
|
|
|
|
rstart = kstart + (E+E+E)
|
|
|
@ -723,7 +719,7 @@ proc castling(chess: var Chess, kstart: int, dest_kingside: bool,
|
|
|
|
else:
|
|
|
|
else:
|
|
|
|
rights = chess.castleRights.bq
|
|
|
|
rights = chess.castleRights.bq
|
|
|
|
if (rights):
|
|
|
|
if (rights):
|
|
|
|
var check = false
|
|
|
|
var check: bool
|
|
|
|
if (dest_kingside):
|
|
|
|
if (dest_kingside):
|
|
|
|
check = check or chess.isAttacked(kstart, color)
|
|
|
|
check = check or chess.isAttacked(kstart, color)
|
|
|
|
check = check or chess.isAttacked(kstart+(E), color)
|
|
|
|
check = check or chess.isAttacked(kstart+(E), color)
|
|
|
@ -758,9 +754,9 @@ proc checkedMove*(chess: var Chess, move: Move): bool {.discardable.} =
|
|
|
|
return false
|
|
|
|
return false
|
|
|
|
var sequence = newSeq[Move]()
|
|
|
|
var sequence = newSeq[Move]()
|
|
|
|
let piece = chess.board[start]
|
|
|
|
let piece = chess.board[start]
|
|
|
|
var createEnPassant = false
|
|
|
|
var createEnPassant: bool
|
|
|
|
var capturedEnPassant = false
|
|
|
|
var capturedEnPassant: bool
|
|
|
|
var fiftyMoveRuleReset = false
|
|
|
|
var fiftyMoveRuleReset: bool
|
|
|
|
var move: Move
|
|
|
|
var move: Move
|
|
|
|
move = getMove(start, dest, color)
|
|
|
|
move = getMove(start, dest, color)
|
|
|
|
if (piece == WPawn * ord(color)):
|
|
|
|
if (piece == WPawn * ord(color)):
|
|
|
@ -770,7 +766,6 @@ proc checkedMove*(chess: var Chess, move: Move): bool {.discardable.} =
|
|
|
|
if (chess.board[move.dest] != 0):
|
|
|
|
if (chess.board[move.dest] != 0):
|
|
|
|
fiftyMoveRuleReset = true
|
|
|
|
fiftyMoveRuleReset = true
|
|
|
|
sequence.add(chess.genLegalMoves(start, color))
|
|
|
|
sequence.add(chess.genLegalMoves(start, color))
|
|
|
|
# TODO: don't generate all legal moves, just check if result is legal and reachable
|
|
|
|
|
|
|
|
if (move in sequence):
|
|
|
|
if (move in sequence):
|
|
|
|
chess.board.removeEnPassant(color)
|
|
|
|
chess.board.removeEnPassant(color)
|
|
|
|
if (piece == WKing * ord(color) and (start - dest == (W+W))):
|
|
|
|
if (piece == WKing * ord(color) and (start - dest == (W+W))):
|
|
|
@ -811,7 +806,7 @@ proc threeMoveRep(chess: Chess): bool =
|
|
|
|
return false
|
|
|
|
return false
|
|
|
|
var lastState = chess.previousBoard[chess.previousBoard.high]
|
|
|
|
var lastState = chess.previousBoard[chess.previousBoard.high]
|
|
|
|
var lastCastleRights = chess.previousCastleRights[chess.previousBoard.high]
|
|
|
|
var lastCastleRights = chess.previousCastleRights[chess.previousBoard.high]
|
|
|
|
var reps = 0
|
|
|
|
var reps: int
|
|
|
|
for stateInd in (chess.previousBoard.low)..(chess.previousBoard.high):
|
|
|
|
for stateInd in (chess.previousBoard.low)..(chess.previousBoard.high):
|
|
|
|
if (chess.previousBoard[stateInd] == lastState and
|
|
|
|
if (chess.previousBoard[stateInd] == lastState and
|
|
|
|
chess.previousCastleRights[stateInd] == lastCastleRights):
|
|
|
|
chess.previousCastleRights[stateInd] == lastCastleRights):
|
|
|
|