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https://github.com/tiyn/yeschess.git
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refactoring: renaming classes and functions
Renamed the 'game' type to 'chess' to make more sense of the existing filestructure. Doubled functions where removed.
This commit is contained in:
parent
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src/chess.nim
482
src/chess.nim
@ -14,8 +14,8 @@ type
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wq: bool # `wq` describes White queenside castle
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bk: bool # `bk` describes Black kingside castle
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bq: bool # `bq` describes Black queenside castle
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Game* = object
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## `Game` stores all important information of a chess game.
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Chess* = object
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## `Chess` stores all important information of a chess chess.
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board*: Board
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toMove*: Color
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previousBoard: seq[Board]
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@ -36,6 +36,7 @@ type
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b: int # `b` describes the amount of bishops.
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r: int # `r` describes the amount of rooks.
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q: int # `q` describes the amount of queens.
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Pieces = array[10,int]
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const
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Block* = 999 ## \
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@ -103,8 +104,8 @@ const
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## from whites perspective that are ttacks.
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InsufficientMaterial: array[4, PieceAmount] = [
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(0, 0, 0, 0, 0), # only kings
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(0, 0, 1, 0, 0), # knight only
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(0, 1, 0, 0, 0), # bishop only
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(0, 0, 1, 0, 0), # bishop only
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(0, 1, 0, 0, 0), # knight only
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(0, 2, 0, 0, 0) # 2 knights
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] ## `InsufficientMaterial` describes the pieces where no checkmate can be
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## forced
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@ -141,19 +142,13 @@ let
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# `FileChar` maps the files of the chessboard to numbers for better
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# conversion.
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proc fieldToInd*(file: string, line: int): int =
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## Calculate and return board index from `file` and `line` of a chess board.
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## Returns -1 if the `field` was not input correct.
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try:
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return 1+(line+1)*10+(7-FileChar[file])
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except IndexDefect, ValueError:
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return -1
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proc fieldToInd*(field: string): int =
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## Calculate and return board index from `field` of a chess board.
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## Returns -1 if the `field` was not input correct.
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try:
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return fieldToInd($field[0], parseInt($field[1]))
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var file = $field[0]
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var line = parseInt($field[1])
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return 1+(line+1)*10+(7-FileChar[file])
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except IndexDefect, ValueError:
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return -1
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@ -257,15 +252,15 @@ proc initBoard(board: array[0..63, int]): Board =
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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 initGame*(): Game =
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## Create and return a Game object.
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let game = Game(board: initBoard(),
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proc initChess*(): Chess =
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## Create and return a Chess object.
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let chess = Chess(board: initBoard(),
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to_move: Color.White, previousBoard: @[], previousCastleRights: @[],
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fiftyMoveCounter: 0, castleRights: (true, true, true, true))
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return game
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return chess
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proc initGame*(board: array[0..63, int], color: Color): Game =
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## Create and return a Game object based on a position of choice.
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proc initChess*(board: array[0..63, int], color: Color): Chess =
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## Create and return a Chess object based on a position of choice.
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## `board` describes the pieces, `color` the color that is about to move.
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let board = initBoard(board)
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let compare = initBoard()
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@ -286,69 +281,69 @@ proc initGame*(board: array[0..63, int], color: Color): Game =
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bk = true
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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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let game = Game(board: board,
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let chess = Chess(board: board,
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to_move: color, previousBoard: @[], previousCastleRights: @[],
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fiftyMoveCounter: 0, castleRights: (wk, wq, bk, bq))
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return game
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return chess
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proc echoBoard*(game: Game, color: Color) =
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proc echoBoard*(chess: Chess, color: Color) =
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## Prints out the given `board` with its pieces as characters and line
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## indices from perspecive of `color`.
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var line_str = ""
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if (color == Color.Black):
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for i in countup(0, len(game.board)-1):
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if (game.board[i] == 999):
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for i in countup(0, len(chess.board)-1):
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if (chess.board[i] == 999):
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continue
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line_str &= PieceChar[game.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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line_str &= $((int)((i)/10)-1) & "\n"
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echo line_str
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echo "h g f e d c b a"
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else:
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for i in countdown(len(game.board)-1, 0):
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if (game.board[i] == 999):
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for i in countdown(len(chess.board)-1, 0):
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if (chess.board[i] == 999):
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continue
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line_str &= PieceChar[game.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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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 genPawnAttackDests(game: Game, field: int, color: Color): seq[int] =
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proc genPawnAttackDests(chess: Chess, field: int, color: Color): seq[int] =
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## Generate possible attack destinations for a pawn with specific `color`
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## located at index `field` of `game`.
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## located at index `field` of `chess`.
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## Returns a sequence of possible indices to move to.
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if (not field in game.board.low..game.board.high):
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if (not field in chess.board.low..chess.board.high):
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return @[]
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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 attacks in Pawn_Moves_White_Attack:
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dest = field + (attacks * ord(color))
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if (not dest in game.board.low..game.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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target = game.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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continue
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res.add(dest)
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return res
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proc genPawnDoubleDests(game: Game, field: int, color: Color): seq[int] =
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proc genPawnDoubleDests(chess: Chess, field: int, color: Color): seq[int] =
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## Generate possible double destinations for a pawn with specific `color`
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## located at index `field` of `game`.
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## located at index `field` of `chess`.
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## Returns a sequence of possible indices to move to.
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if (not field in game.board.low..game.board.high):
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if (not field in chess.board.low..chess.board.high):
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return @[]
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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 doubles in Pawn_Moves_White_Double:
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dest = field + doubles * ord(color)
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if (not dest in game.board.low..game.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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target = game.board[dest]
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target = chess.board[dest]
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if ((target != 0) or (
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game.board[dest+(S*ord(color))] != 0)):
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chess.board[dest+(S*ord(color))] != 0)):
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continue
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if (color == Color.White and not (field in fieldToInd("h2")..fieldToInd("a2"))):
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continue
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@ -357,120 +352,120 @@ proc genPawnDoubleDests(game: Game, field: int, color: Color): seq[int] =
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res.add(dest)
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return res
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proc genPawnDests(game: Game, field: int, color: Color): seq[int] =
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proc genPawnDests(chess: Chess, field: int, color: Color): seq[int] =
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## Generate possible destinations for a pawn with specific `color` located at
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## index `field` of `game`.
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## index `field` of `chess`.
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## Returns a sequence of possible indices to move to.
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if (not field in game.board.low..game.board.high):
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if (not field in chess.board.low..chess.board.high):
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return @[]
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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 Pawn_Moves_White:
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dest = field + move * ord(color)
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if (not dest in game.board.low..game.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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target = game.board[dest]
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target = chess.board[dest]
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if (target != 0 and target != ord(color) * WEnPassant):
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continue
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res.add(dest)
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res.add(game.genPawnAttackDests(field, color))
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res.add(game.genPawnDoubleDests(field, color))
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res.add(chess.genPawnAttackDests(field, color))
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res.add(chess.genPawnDoubleDests(field, color))
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return res
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proc genKnightDests(game: Game, field: int, color: Color): seq[int] =
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proc genKnightDests(chess: Chess, field: int, color: Color): seq[int] =
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## Generate possible destinations for a knight with specific `color` located
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## at index `field` of `game`.
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## at index `field` of `chess`.
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## Returns a sequence of possible indices to move to.
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if (not field in game.board.low..game.board.high):
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if (not field in chess.board.low..chess.board.high):
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return @[]
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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 Knight_Moves:
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dest = field + move
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if (not dest in game.board.low..game.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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target = game.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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continue
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res.add(dest)
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return res
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proc genBishopDests(game: Game, field: int, color: Color): seq[int] =
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proc genBishopDests(chess: Chess, field: int, color: Color): seq[int] =
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## Generate possible destinations for a bishop with specific `color` located
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## at index `field` of `game`.
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## at index `field` of `chess`.
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## Returns a sequence of possible indices to move to.
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if (not field in game.board.low..game.board.high):
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if (not field in chess.board.low..chess.board.high):
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return @[]
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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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if (not dest in game.board.low..game.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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target = game.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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WEnPassant or target == -WEnPassant):
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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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break
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dest = dest+move
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target = game.board[dest]
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target = chess.board[dest]
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return res
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proc genRookDests(game: Game, field: int, color: Color): seq[int] =
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proc genRookDests(chess: Chess, field: int, color: Color): seq[int] =
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## Generate possible destinations for a rook with specific `color` located at
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## index `field` of `game`.
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## index `field` of `chess`.
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## Returns a sequence of possible indices to move to.
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if (not field in game.board.low..game.board.high):
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if (not field in chess.board.low..chess.board.high):
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return @[]
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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 Rook_Moves:
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dest = field+move
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if (not dest in game.board.low..game.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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target = game.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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WEnPassant or target == -WEnPassant):
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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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break
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dest = dest+move
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target = game.board[dest]
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target = chess.board[dest]
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return res
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proc genQueenDests(game: Game, field: int, color: Color): seq[int] =
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proc genQueenDests(chess: Chess, field: int, color: Color): seq[int] =
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## Generate possible destinations for a queen with specific `color` located
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## at index `field` of `game`.
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## at index `field` of `chess`.
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## Returns a sequence of possible indices to move to.
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if (not field in game.board.low..game.board.high):
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if (not field in chess.board.low..chess.board.high):
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return @[]
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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 Queen_Moves:
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dest = field+move
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if (not dest in game.board.low..game.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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target = game.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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WEnPassant or target == -WEnPassant):
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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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break
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dest = dest+move
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target = game.board[dest]
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target = chess.board[dest]
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return res
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proc genKingCastleDest(game: Game, field: int, color: Color): seq[int] =
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proc genKingCastleDest(chess: Chess, field: int, color: Color): seq[int] =
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## Generate possible castle destinations for a king with specific `color`
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## located at index `field` of `game`
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## located at index `field` of `chess`
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## Returns a sequence of possible indices to move to.
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if (not field in game.board.low..game.board.high):
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if (not field in chess.board.low..chess.board.high):
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return @[]
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var res = newSeq[int]()
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var dest: int
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@ -479,11 +474,11 @@ proc genKingCastleDest(game: Game, field: int, color: Color): seq[int] =
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var half_target: int
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for castle in King_Moves_White_Castle:
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dest = field + castle
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if (not dest in game.board.low..game.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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target = game.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_target = game.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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continue
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if (half_target == 999 or (half_target != 0)):
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@ -491,90 +486,90 @@ proc genKingCastleDest(game: Game, field: int, color: Color): seq[int] =
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res.add(dest)
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return res
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proc genKingDests(game: Game, field: int, color: Color): seq[int] =
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proc genKingDests(chess: Chess, field: int, color: Color): seq[int] =
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## Generate possible destinations for a king with specific `color`
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## located at index `field` of `game`.
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## located at index `field` of `chess`.
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## Returns a sequence of possible indices to move to.
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if (not field in game.board.low..game.board.high):
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if (not field in chess.board.low..chess.board.high):
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return @[]
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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 King_Moves:
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dest = field + move
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if (not dest in game.board.low..game.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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target = game.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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continue
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res.add(dest)
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res.add(game.genKingCastleDest(field, color))
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res.add(chess.genKingCastleDest(field, color))
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return res
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proc pieceOn(game: Game, color: Color, sequence: seq[int],
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proc pieceOn(chess: Chess, color: Color, sequence: seq[int],
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pieceID: int): bool =
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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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for check in sequence:
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if game.board[check] == ord(color) * -1 * pieceID:
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if chess.board[check] == ord(color) * -1 * pieceID:
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return true
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return false
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proc isAttacked(game: Game, position: int, color: Color): bool =
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## Returns true if a `position` in a `game` is attacked by the opposite
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proc isAttacked(chess: Chess, position: int, color: Color): bool =
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## Returns true if a `position` in a `chess` is attacked by the opposite
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## color of `color`.
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var attacked = false
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attacked = attacked or game.pieceOn(color, game.genPawnAttackDests(
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attacked = attacked or chess.pieceOn(color, chess.genPawnAttackDests(
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position, color), WPawn)
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attacked = attacked or game.pieceOn(color, game.genQueenDests(position,
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attacked = attacked or chess.pieceOn(color, chess.genQueenDests(position,
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color), WQueen)
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attacked = attacked or game.pieceOn(color, game.genKingDests(position,
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attacked = attacked or chess.pieceOn(color, chess.genKingDests(position,
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color), WKing)
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attacked = attacked or game.pieceOn(color, game.genRookDests(position,
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attacked = attacked or chess.pieceOn(color, chess.genRookDests(position,
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color), WRook)
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attacked = attacked or game.pieceOn(color, game.genBishopDests(position,
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attacked = attacked or chess.pieceOn(color, chess.genBishopDests(position,
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color), WBishop)
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attacked = attacked or game.pieceOn(color, game.genKnightDests(position,
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attacked = attacked or chess.pieceOn(color, chess.genKnightDests(position,
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color), WKnight)
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return attacked
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proc isInCheck*(game: Game, color: Color): bool =
|
||||
## Returns true if the king of a given `color` is in check in a `game`.
|
||||
proc isInCheck*(chess: Chess, color: Color): bool =
|
||||
## Returns true if the king of a given `color` is in check in a `chess`.
|
||||
var king_pos: int
|
||||
for i in countup(0, game.board.high):
|
||||
if game.board[i] == ord(color) * WKing:
|
||||
for i in countup(0, chess.board.high):
|
||||
if chess.board[i] == ord(color) * WKing:
|
||||
king_pos = i
|
||||
return game.isAttacked(king_pos, color)
|
||||
return chess.isAttacked(king_pos, color)
|
||||
|
||||
proc uncheckedMove(game: var Game, start: int, dest: int): bool {.discardable.} =
|
||||
proc uncheckedMove(chess: var Chess, start: int, dest: int): bool {.discardable.} =
|
||||
## Moves a piece if possible from `start` position to `dest` position in a
|
||||
## `game`.
|
||||
let piece = game.board[start]
|
||||
game.board[start] = 0
|
||||
game.board[dest] = piece
|
||||
## `chess`.
|
||||
let piece = chess.board[start]
|
||||
chess.board[start] = 0
|
||||
chess.board[dest] = piece
|
||||
if (start == fieldToInd("e1") or start == fieldToInd("a1")):
|
||||
game.castleRights.wq = false
|
||||
chess.castleRights.wq = false
|
||||
if (start == fieldToInd("e1") or start == fieldToInd("h1")):
|
||||
game.castleRights.wk = false
|
||||
chess.castleRights.wk = false
|
||||
if (start == fieldToInd("e8") or start == fieldToInd("a8")):
|
||||
game.castleRights.bq = false
|
||||
chess.castleRights.bq = false
|
||||
if (start == fieldToInd("e8") or start == fieldToInd("h8")):
|
||||
game.castleRights.bk = false
|
||||
chess.castleRights.bk = false
|
||||
if (dest == fieldToInd("e1") or dest == fieldToInd("a1")):
|
||||
game.castleRights.wq = false
|
||||
chess.castleRights.wq = false
|
||||
if (dest == fieldToInd("e1") or dest == fieldToInd("h1")):
|
||||
game.castleRights.wk = false
|
||||
chess.castleRights.wk = false
|
||||
if (dest == fieldToInd("e8") or dest == fieldToInd("a8")):
|
||||
game.castleRights.bq = false
|
||||
chess.castleRights.bq = false
|
||||
if (dest == fieldToInd("e8") or dest == fieldToInd("h8")):
|
||||
game.castleRights.bk = false
|
||||
chess.castleRights.bk = false
|
||||
return true
|
||||
|
||||
proc moveLeadsToCheck(game: Game, start: int, dest: int,
|
||||
proc moveLeadsToCheck(chess: Chess, start: int, dest: int,
|
||||
color: Color): bool =
|
||||
## Returns true if a move from `start` to `dest` in a `game` puts the `color`
|
||||
## Returns true if a move from `start` to `dest` in a `chess` puts the `color`
|
||||
## king in check.
|
||||
var check = game
|
||||
var check = chess
|
||||
check.uncheckedMove(start, dest)
|
||||
return check.isInCheck(color)
|
||||
|
||||
@ -588,15 +583,15 @@ proc genPawnPromotion(move: Move, color: Color): seq[Move] =
|
||||
promotions.add(getMove(start, dest, piece, color))
|
||||
return promotions
|
||||
|
||||
proc genLegalPawnMoves(game: Game, field: int, color: Color): seq[Move] =
|
||||
## Generates all legal pawn moves in a `game` starting from `field` for a
|
||||
proc genLegalPawnMoves(chess: Chess, field: int, color: Color): seq[Move] =
|
||||
## Generates all legal pawn moves in a `chess` starting from `field` for a
|
||||
## `color`.
|
||||
if game.board[field] != WPawn * ord(color):
|
||||
if chess.board[field] != WPawn * ord(color):
|
||||
return @[]
|
||||
var res = newSeq[Move]()
|
||||
var moves = game.genPawnDests(field, color)
|
||||
var moves = chess.genPawnDests(field, color)
|
||||
for dest in moves:
|
||||
if not game.moveLeadsToCheck(field, dest, color):
|
||||
if not chess.moveLeadsToCheck(field, dest, color):
|
||||
var promotions = genPawnPromotion(getMove(field, dest, color), color)
|
||||
if promotions != @[]:
|
||||
res.add(promotions)
|
||||
@ -604,107 +599,107 @@ proc genLegalPawnMoves(game: Game, field: int, color: Color): seq[Move] =
|
||||
res.add(getMove(field, dest, color))
|
||||
return res
|
||||
|
||||
proc genLegalKnightMoves(game: Game, field: int, color: Color): seq[Move] =
|
||||
## Generates all legal knight moves in a `game` starting from `field` for a
|
||||
proc genLegalKnightMoves(chess: Chess, field: int, color: Color): seq[Move] =
|
||||
## Generates all legal knight moves in a `chess` starting from `field` for a
|
||||
## `color`.
|
||||
if game.board[field] != WKnight * ord(color):
|
||||
if chess.board[field] != WKnight * ord(color):
|
||||
return @[]
|
||||
var res = newSeq[Move]()
|
||||
var moves = game.genKnightDests(field, color)
|
||||
var moves = chess.genKnightDests(field, color)
|
||||
for dest in moves:
|
||||
if not game.moveLeadsToCheck(field, dest, color):
|
||||
if not chess.moveLeadsToCheck(field, dest, color):
|
||||
res.add(getMove(field, dest, color))
|
||||
return res
|
||||
|
||||
proc genLegalBishopMoves(game: Game, field: int, color: Color): seq[Move] =
|
||||
## Generates all legal bishop moves in a `game` starting from `field` for a
|
||||
proc genLegalBishopMoves(chess: Chess, field: int, color: Color): seq[Move] =
|
||||
## Generates all legal bishop moves in a `chess` starting from `field` for a
|
||||
## `color`.
|
||||
if game.board[field] != WBishop * ord(color):
|
||||
if chess.board[field] != WBishop * ord(color):
|
||||
return @[]
|
||||
var res = newSeq[Move]()
|
||||
var moves = game.genBishopDests(field, color)
|
||||
var moves = chess.genBishopDests(field, color)
|
||||
for dest in moves:
|
||||
if not game.moveLeadsToCheck(field, dest, color):
|
||||
if not chess.moveLeadsToCheck(field, dest, color):
|
||||
res.add(getMove(field, dest, color))
|
||||
return res
|
||||
|
||||
proc genLegalRookMoves(game: Game, field: int, color: Color): seq[Move] =
|
||||
## Generates all legal rook moves in a `game` starting from `field` for a
|
||||
proc genLegalRookMoves(chess: Chess, field: int, color: Color): seq[Move] =
|
||||
## Generates all legal rook moves in a `chess` starting from `field` for a
|
||||
## `color`.
|
||||
if game.board[field] != WRook * ord(color):
|
||||
if chess.board[field] != WRook * ord(color):
|
||||
return @[]
|
||||
var res = newSeq[Move]()
|
||||
var moves = game.genRookDests(field, color)
|
||||
var moves = chess.genRookDests(field, color)
|
||||
for dest in moves:
|
||||
if not game.moveLeadsToCheck(field, dest, color):
|
||||
if not chess.moveLeadsToCheck(field, dest, color):
|
||||
res.add(getMove(field, dest, color))
|
||||
return res
|
||||
|
||||
proc genLegalQueenMoves(game: Game, field: int, color: Color): seq[Move] =
|
||||
## Generates all legal queen moves in a `game` starting from `field` for a
|
||||
proc genLegalQueenMoves(chess: Chess, field: int, color: Color): seq[Move] =
|
||||
## Generates all legal queen moves in a `chess` starting from `field` for a
|
||||
## `color`.
|
||||
if game.board[field] != WQueen * ord(color):
|
||||
if chess.board[field] != WQueen * ord(color):
|
||||
return @[]
|
||||
var res = newSeq[Move]()
|
||||
var moves = game.genQueenDests(field, color)
|
||||
var moves = chess.genQueenDests(field, color)
|
||||
for dest in moves:
|
||||
if not game.moveLeadsToCheck(field, dest, color):
|
||||
if not chess.moveLeadsToCheck(field, dest, color):
|
||||
res.add(getMove(field, dest, color))
|
||||
return res
|
||||
|
||||
proc genLegalKingMoves(game: Game, field: int, color: Color): seq[Move] =
|
||||
## Generates all legal king moves in a `game` starting from `field` for a
|
||||
proc genLegalKingMoves(chess: Chess, field: int, color: Color): seq[Move] =
|
||||
## Generates all legal king moves in a `chess` starting from `field` for a
|
||||
## `color`.
|
||||
if game.board[field] != WKing * ord(color):
|
||||
if chess.board[field] != WKing * ord(color):
|
||||
return @[]
|
||||
var res = newSeq[Move]()
|
||||
var moves = game.genKingDests(field, color)
|
||||
var moves = chess.genKingDests(field, color)
|
||||
for dest in moves:
|
||||
if field - dest == W+W and game.isAttacked(dest+W, color):
|
||||
if field - dest == W+W and chess.isAttacked(dest+W, color):
|
||||
continue
|
||||
if field - dest == E+E and game.isAttacked(dest+E, color):
|
||||
if field - dest == E+E and chess.isAttacked(dest+E, color):
|
||||
continue
|
||||
if not game.moveLeadsToCheck(field, dest, color):
|
||||
if not chess.moveLeadsToCheck(field, dest, color):
|
||||
res.add(getMove(field, dest, color))
|
||||
return res
|
||||
|
||||
proc genLegalMoves*(game: Game, field: int, color: Color): seq[Move] =
|
||||
## Generates all legal moves in a `game` starting from `field` for a `color`.
|
||||
proc genLegalMoves*(chess: Chess, field: int, color: Color): seq[Move] =
|
||||
## Generates all legal moves in a `chess` starting from `field` for a `color`.
|
||||
var legal_moves = newSeq[Move]()
|
||||
var target = ord(color) * game.board[field]
|
||||
var target = ord(color) * chess.board[field]
|
||||
if 0 < target and target < WEnPassant:
|
||||
legal_moves = case target:
|
||||
of WPawn:
|
||||
game.genLegalPawnMoves(field, color)
|
||||
chess.genLegalPawnMoves(field, color)
|
||||
of WKnight:
|
||||
game.genLegalKnightMoves(field, color)
|
||||
chess.genLegalKnightMoves(field, color)
|
||||
of WBishop:
|
||||
game.genLegalBishopMoves(field, color)
|
||||
chess.genLegalBishopMoves(field, color)
|
||||
of WRook:
|
||||
game.genLegalRookMoves(field, color)
|
||||
chess.genLegalRookMoves(field, color)
|
||||
of WQueen:
|
||||
game.genLegalQueenMoves(field, color)
|
||||
chess.genLegalQueenMoves(field, color)
|
||||
of WKing:
|
||||
game.genLegalKingMoves(field, color)
|
||||
chess.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`.
|
||||
proc genLegalMoves*(chess: Chess, color: Color): seq[Move] =
|
||||
## Generates all legal moves in a `chess` for a `color`.
|
||||
var legal_moves = newSeq[Move]()
|
||||
for field in game.board.low..game.board.high:
|
||||
legal_moves.add(game.genLegalMoves(field, color))
|
||||
for field in chess.board.low..chess.board.high:
|
||||
legal_moves.add(chess.genLegalMoves(field, color))
|
||||
return legal_moves
|
||||
|
||||
proc castling(game: var Game, kstart: int, dest_kingside: bool,
|
||||
proc castling(chess: var Chess, kstart: int, dest_kingside: bool,
|
||||
color: Color): bool {.discardable.} =
|
||||
## Tries to castle in a given `game` with the king of a given `color` from
|
||||
## Tries to castle in a given `chess` with the king of a given `color` from
|
||||
## `kstart`.
|
||||
## `dest_kingside` for kingside castling, else castling is queenside.
|
||||
## This process checks for the legality of the move and performs the switch
|
||||
## of `game.to_move`
|
||||
if game.toMove != color:
|
||||
## of `chess.to_move`
|
||||
if chess.toMove != color:
|
||||
return false
|
||||
var kdest = kstart
|
||||
var rstart: int
|
||||
@ -715,32 +710,32 @@ proc castling(game: var Game, kstart: int, dest_kingside: bool,
|
||||
rstart = kstart + (E+E+E)
|
||||
rdest = rstart + (W+W)
|
||||
if (color == Color.White):
|
||||
rights = game.castleRights.wk
|
||||
rights = chess.castleRights.wk
|
||||
else:
|
||||
rights = game.castleRights.bk
|
||||
rights = chess.castleRights.bk
|
||||
else:
|
||||
rstart = kstart + (W+W+W+W)
|
||||
rdest = rstart + (E+E+E)
|
||||
kdest = kstart + (W+W)
|
||||
if (color == Color.White):
|
||||
rights = game.castleRights.bq
|
||||
rights = chess.castleRights.bq
|
||||
else:
|
||||
rights = game.castleRights.bq
|
||||
rights = chess.castleRights.bq
|
||||
if (rights):
|
||||
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)
|
||||
check = check or chess.isAttacked(kstart, color)
|
||||
check = check or chess.isAttacked(kstart+(E), color)
|
||||
check = check or chess.isAttacked(kstart+(E+E), color)
|
||||
else:
|
||||
check = check or game.isAttacked(kstart, color)
|
||||
check = check or game.isAttacked(kstart+(W), color)
|
||||
check = check or game.isAttacked(kstart+(W+W), color)
|
||||
check = check or chess.isAttacked(kstart, color)
|
||||
check = check or chess.isAttacked(kstart+(W), color)
|
||||
check = check or chess.isAttacked(kstart+(W+W), color)
|
||||
if check:
|
||||
return false
|
||||
game.uncheckedMove(kstart, kdest)
|
||||
game.uncheckedMove(rstart, rdest)
|
||||
game.toMove = Color(ord(game.toMove)*(-1))
|
||||
chess.uncheckedMove(kstart, kdest)
|
||||
chess.uncheckedMove(rstart, rdest)
|
||||
chess.toMove = Color(ord(chess.toMove)*(-1))
|
||||
return true
|
||||
return false
|
||||
|
||||
@ -750,128 +745,105 @@ proc removeEnPassant(board: var Board, color: Color): void =
|
||||
if board[field] == ord(color) * WEnPassant:
|
||||
board[field] = 0
|
||||
|
||||
proc checkedMove*(game: var Game, move: Move): bool {.discardable.} =
|
||||
## Tries to make a `move` in a given `game``.
|
||||
proc checkedMove*(chess: var Chess, move: Move): bool {.discardable.} =
|
||||
## Tries to make a `move` in a given `chess``.
|
||||
## This process checks for the legality of the move and performs the switch
|
||||
## of `game.to_move` with exception of castling (castling() switches).
|
||||
## of `chess.to_move` with exception of castling (castling() switches).
|
||||
let start = move.start
|
||||
let dest = move.dest
|
||||
let color = move.color
|
||||
let prom = move.prom
|
||||
if (game.toMove != color or start == -1 or dest == -1):
|
||||
if (chess.toMove != color or start == -1 or dest == -1):
|
||||
return false
|
||||
var sequence = newSeq[Move]()
|
||||
let piece = game.board[start]
|
||||
let piece = chess.board[start]
|
||||
var createEnPassant = false
|
||||
var capturedEnPassant = false
|
||||
var fiftyMoveRuleReset = false
|
||||
var move: Move
|
||||
move = getMove(start, dest, color)
|
||||
if (piece == WPawn * ord(color)):
|
||||
createEnPassant = dest in game.genPawnDoubleDests(start, color)
|
||||
capturedEnPassant = (game.board[dest] == -1 * ord(color) * WEnPassant)
|
||||
createEnPassant = dest in chess.genPawnDoubleDests(start, color)
|
||||
capturedEnPassant = (chess.board[dest] == -1 * ord(color) * WEnPassant)
|
||||
fiftyMoveRuleReset = true
|
||||
if (game.board[move.dest] != 0):
|
||||
if (chess.board[move.dest] != 0):
|
||||
fiftyMoveRuleReset = true
|
||||
sequence.add(game.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):
|
||||
game.board.removeEnPassant(color)
|
||||
chess.board.removeEnPassant(color)
|
||||
if (piece == WKing * ord(color) and (start - dest == (W+W))):
|
||||
return game.castling(start, true, color)
|
||||
return chess.castling(start, true, color)
|
||||
elif (piece == WKing * ord(color) and (start - dest == (E+E))):
|
||||
return game.castling(start, false, color)
|
||||
return chess.castling(start, false, color)
|
||||
else:
|
||||
game.uncheckedMove(start, dest)
|
||||
game.toMove = Color(ord(game.toMove)*(-1))
|
||||
chess.uncheckedMove(start, dest)
|
||||
chess.toMove = Color(ord(chess.toMove)*(-1))
|
||||
if createEnPassant:
|
||||
game.board[dest-(N*ord(color))] = WEnPassant * ord(color)
|
||||
chess.board[dest-(N*ord(color))] = WEnPassant * ord(color)
|
||||
if capturedEnPassant:
|
||||
game.board[dest-(N*ord(color))] = 0
|
||||
chess.board[dest-(N*ord(color))] = 0
|
||||
if ((90 < dest and dest < 99) or (20 < dest and dest < 29)) and
|
||||
game.board[dest] == WPawn * ord(color):
|
||||
game.board[dest] = prom
|
||||
var prevBoard = game.previousBoard
|
||||
var prevCastle = game.previousCastleRights
|
||||
game.previousBoard.add(game.board)
|
||||
game.previousCastleRights.add(game.castleRights)
|
||||
game.fiftyMoveCounter = game.fiftyMoveCounter + 1
|
||||
chess.board[dest] == WPawn * ord(color):
|
||||
chess.board[dest] = prom
|
||||
var prevBoard = chess.previousBoard
|
||||
var prevCastle = chess.previousCastleRights
|
||||
chess.previousBoard.add(chess.board)
|
||||
chess.previousCastleRights.add(chess.castleRights)
|
||||
chess.fiftyMoveCounter = chess.fiftyMoveCounter + 1
|
||||
if fiftyMoveRuleReset:
|
||||
game.fiftyMoveCounter = 0
|
||||
chess.fiftyMoveCounter = 0
|
||||
return true
|
||||
|
||||
proc hasNoMoves(game: Game, color: Color): bool =
|
||||
## Returns true if the `color` player has no legal moves in a `game`.
|
||||
return (game.genLegalMoves(color) == @[])
|
||||
proc hasNoMoves(chess: Chess, color: Color): bool =
|
||||
## Returns true if the `color` player has no legal moves in a `chess`.
|
||||
return (chess.genLegalMoves(color) == @[])
|
||||
|
||||
proc isCheckmate*(game: Game, color: Color): bool =
|
||||
## Returns true if the `color` player is checkmate in a `game`.
|
||||
return game.hasNoMoves(color) and game.isInCheck(color)
|
||||
proc isCheckmate*(chess: Chess, color: Color): bool =
|
||||
## Returns true if the `color` player is checkmate in a `chess`.
|
||||
return chess.hasNoMoves(color) and chess.isInCheck(color)
|
||||
|
||||
proc threeMoveRep(game: Game): bool =
|
||||
proc threeMoveRep(chess: Chess): bool =
|
||||
## Returns true if a 3-fold repitition happened on the last move of the
|
||||
## `game`.
|
||||
if game.previousBoard == []:
|
||||
## `chess`.
|
||||
if chess.previousBoard == []:
|
||||
return false
|
||||
var lastState = game.previousBoard[game.previousBoard.high]
|
||||
var lastCastleRights = game.previousCastleRights[game.previousBoard.high]
|
||||
var lastState = chess.previousBoard[chess.previousBoard.high]
|
||||
var lastCastleRights = chess.previousCastleRights[chess.previousBoard.high]
|
||||
var reps = 0
|
||||
for stateInd in (game.previousBoard.low)..(game.previousBoard.high):
|
||||
if (game.previousBoard[stateInd] == lastState and game.previousCastleRights[
|
||||
for stateInd in (chess.previousBoard.low)..(chess.previousBoard.high):
|
||||
if (chess.previousBoard[stateInd] == lastState and chess.previousCastleRights[
|
||||
stateInd] == lastCastleRights):
|
||||
reps = reps + 1
|
||||
return reps >= 3
|
||||
|
||||
proc fiftyMoveRule(game: Game): bool =
|
||||
## Returns true if a draw can be claimed by the 50 move rule in a `game`.
|
||||
return game.fiftyMoveCounter >= 100
|
||||
proc fiftyMoveRule(chess: Chess): bool =
|
||||
## Returns true if a draw can be claimed by the 50 move rule in a `chess`.
|
||||
return chess.fiftyMoveCounter >= 100
|
||||
|
||||
proc isDrawClaimable*(game: Game): bool =
|
||||
proc isDrawClaimable*(chess: Chess): bool =
|
||||
## Returns true if a draw is claimable by either player.
|
||||
return game.threeMoveRep() or game.fiftyMoveRule()
|
||||
return chess.threeMoveRep() or chess.fiftyMoveRule()
|
||||
|
||||
proc checkInsufficientMaterial(board: Board): bool =
|
||||
## Checks for combinations of pieces on a `board`, where no checkmate can be
|
||||
## forced.
|
||||
## Returns true if no player can force a checkmate to the other.
|
||||
var wp = 0
|
||||
var wn = 0
|
||||
var wb = 0
|
||||
var wr = 0
|
||||
var wq = 0
|
||||
var bp = 0
|
||||
var bn = 0
|
||||
var bb = 0
|
||||
var br = 0
|
||||
var bq = 0
|
||||
var pieces: Pieces
|
||||
for field in board.low..board.high:
|
||||
case board[field]:
|
||||
of WPawn:
|
||||
wp += 1
|
||||
of BPawn:
|
||||
bp += 1
|
||||
of WKnight:
|
||||
wn += 1
|
||||
of BKnight:
|
||||
bn += 1
|
||||
of WBishop:
|
||||
wb += 1
|
||||
of BBishop:
|
||||
bb += 1
|
||||
of WRook:
|
||||
wr += 1
|
||||
of BRook:
|
||||
br += 1
|
||||
of WQueen:
|
||||
wq += 1
|
||||
of BQueen:
|
||||
bq += 1
|
||||
else:
|
||||
continue
|
||||
let wpieces: PieceAmount = (wp, wn, wb, wr, wq)
|
||||
let bpieces: PieceAmount = (bp, bn, bb, br, bq)
|
||||
var piece = board[field]
|
||||
var index: int
|
||||
if piece >= WPawn and piece <= WRook:
|
||||
index = piece - WPawn # map lowest value to 0
|
||||
pieces[index] += 1
|
||||
elif piece <= BPawn and piece >= BRook:
|
||||
index = WRook - piece # map black pieces after whites
|
||||
pieces[index] += 1
|
||||
let wpieces: PieceAmount = (pieces[0], pieces[1], pieces[2], pieces[3], pieces[4])
|
||||
let bpieces: PieceAmount = (pieces[5], pieces[6], pieces[7], pieces[8], pieces[9])
|
||||
return (wpieces in InsufficientMaterial) and (bpieces in InsufficientMaterial)
|
||||
|
||||
proc isStalemate*(game: Game, color: Color): bool =
|
||||
## Returns true if the `color` player is stalemate in a `game`.
|
||||
return (game.hasNoMoves(color) and not game.isInCheck(color)) or
|
||||
game.board.checkInsufficientMaterial()
|
||||
proc isStalemate*(chess: Chess, color: Color): bool =
|
||||
## Returns true if the `color` player is stalemate in a `chess`.
|
||||
return (chess.hasNoMoves(color) and not chess.isInCheck(color)) or
|
||||
chess.board.checkInsufficientMaterial()
|
||||
|
1262
src/chessTest.nim
1262
src/chessTest.nim
File diff suppressed because it is too large
Load Diff
@ -1,9 +1,9 @@
|
||||
import ./chess
|
||||
import ./chess.nim
|
||||
|
||||
type
|
||||
MoveTree* = object
|
||||
## `Movetree` is a visualization for possible moves.
|
||||
game*: Game
|
||||
chess*: Chess
|
||||
evaluation: float
|
||||
children*: seq[Movetree]
|
||||
|
||||
@ -17,10 +17,10 @@ const
|
||||
DrawVal = 0 ## `DrawVal` is the engines value for a draw.
|
||||
LoVal = -1000000 ## `LoVal` is a value always lower than any evaluation.
|
||||
|
||||
proc pieceEval*(game: Game): int =
|
||||
proc pieceEval*(chess: Chess): int =
|
||||
## Returns the evaluation of existing pieces on the `board`
|
||||
var evaluation = DrawVal
|
||||
for square in game.board:
|
||||
for square in chess.board:
|
||||
case square:
|
||||
of WPawn:
|
||||
evaluation += ord(Color.White) * PawnVal
|
||||
@ -46,56 +46,56 @@ proc pieceEval*(game: Game): int =
|
||||
continue
|
||||
return evaluation
|
||||
|
||||
proc evaluate(game: Game): int =
|
||||
## Returns a complete evaluation of a `game` with player `toMove` about to make
|
||||
proc evaluate(chess: Chess): int =
|
||||
## Returns a complete evaluation of a `chess` with player `toMove` about to make
|
||||
## a move.
|
||||
var evaluation: int
|
||||
if game.isCheckmate(game.toMove):
|
||||
evaluation = ord(game.toMove) * CheckmateVal
|
||||
if game.isStalemate(game.toMove):
|
||||
if chess.isCheckmate(chess.toMove):
|
||||
evaluation = ord(chess.toMove) * CheckmateVal
|
||||
if chess.isStalemate(chess.toMove):
|
||||
evaluation = DrawVal
|
||||
else:
|
||||
evaluation = game.pieceEval()
|
||||
if game.isDrawClaimable():
|
||||
if game.toMove == Color.White:
|
||||
evaluation = chess.pieceEval()
|
||||
if chess.isDrawClaimable():
|
||||
if chess.toMove == Color.White:
|
||||
evaluation = max(DrawVal, evaluation)
|
||||
else:
|
||||
evaluation = min(DrawVal, evaluation)
|
||||
return evaluation
|
||||
|
||||
proc spanMoveTree*(game: Game, depth: int): MoveTree =
|
||||
## Create and return a Movetree of a given `game` with a given maximum `depth`.
|
||||
proc spanMoveTree*(chess: Chess, depth: int): MoveTree =
|
||||
## Create and return a Movetree of a given `chess` with a given maximum `depth`.
|
||||
var mTree: MoveTree
|
||||
mTree.game = game
|
||||
if depth != 0 and not game.isCheckmate(game.toMove) and not game.isStalemate(game.toMove):
|
||||
let possibleMoves = game.genLegalMoves(game.toMove)
|
||||
mTree.chess = chess
|
||||
if depth != 0 and not chess.isCheckmate(chess.toMove) and not chess.isStalemate(chess.toMove):
|
||||
let possibleMoves = chess.genLegalMoves(chess.toMove)
|
||||
for move in possibleMoves:
|
||||
var tmpGame = game
|
||||
tmpGame.checkedMove(move)
|
||||
mTree.children.add(spanMoveTree(tmpGame, depth-1))
|
||||
var tmpChess = chess
|
||||
tmpChess.checkedMove(move)
|
||||
mTree.children.add(spanMoveTree(tmpChess, depth-1))
|
||||
return mTree
|
||||
|
||||
proc negaMax*(mTree: MoveTree): int =
|
||||
## Return the value of the root node of a given `MoveTree`
|
||||
if mTree.children == []:
|
||||
return mTree.game.evaluate()
|
||||
return mTree.chess.evaluate()
|
||||
var bestVal = LoVal
|
||||
for child in mTree.children:
|
||||
var tmpVal = -negaMax(child)
|
||||
bestVal = max(bestVal, tmpVal)
|
||||
return bestVal
|
||||
|
||||
proc bestMove*(game: Game, depth: int): Move =
|
||||
## Generate a MoveTree of a `game` with a given `depth`, run negaMax and return
|
||||
proc bestMove*(chess: Chess, depth: int): Move =
|
||||
## Generate a MoveTree of a `chess` with a given `depth`, run negaMax and return
|
||||
## the best evaluated move.
|
||||
var moves = game.genLegalMoves(game.toMove)
|
||||
var moves = chess.genLegalMoves(chess.toMove)
|
||||
var bestMove: Move
|
||||
var bestEval: int
|
||||
bestEval = LoVal
|
||||
for move in moves:
|
||||
var tmpGame = game
|
||||
tmpGame.checkedMove(move)
|
||||
var tmpMTree = tmpGame.spanMoveTree(depth)
|
||||
var tmpChess = chess
|
||||
tmpChess.checkedMove(move)
|
||||
var tmpMTree = tmpChess.spanMoveTree(depth)
|
||||
var tmpEval = -tmpMTree.negaMax()
|
||||
echo("move:", moveToNotation(move),"; eval:", tmpEval)
|
||||
if tmpEval > bestEval:
|
||||
|
@ -1,18 +1,18 @@
|
||||
import einheit
|
||||
|
||||
import ./chess
|
||||
import ./engine
|
||||
import ./chess.nim
|
||||
import ./engine.nim
|
||||
|
||||
testSuite GameTest of TestSuite:
|
||||
testSuite ChessTest of TestSuite:
|
||||
|
||||
var
|
||||
game: Game
|
||||
chess: Chess
|
||||
|
||||
method setup() =
|
||||
self.game = initGame()
|
||||
self.chess = initChess()
|
||||
|
||||
method testPieceEvalStalemate() =
|
||||
self.game = initGame([
|
||||
self.chess = initChess([
|
||||
0, 0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, WKing, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0, 0,
|
||||
@ -22,11 +22,11 @@ testSuite GameTest of TestSuite:
|
||||
0, 0, 0, 0, 0, BKing, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0, 0
|
||||
], Color.Black)
|
||||
var pieceEvaluation = self.game.pieceEval()
|
||||
var pieceEvaluation = self.chess.pieceEval()
|
||||
self.check(pieceEvaluation == 0)
|
||||
|
||||
method testSpanMoveTree() =
|
||||
self.game = initGame([
|
||||
self.chess = initChess([
|
||||
0, 0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, WKing, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0, 0,
|
||||
@ -36,11 +36,11 @@ testSuite GameTest of TestSuite:
|
||||
0, 0, 0, 0, 0, BKing, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0, 0
|
||||
], Color.Black)
|
||||
var mTree = self.game.spanMoveTree(1)
|
||||
var mTree = self.chess.spanMoveTree(1)
|
||||
self.check(mTree.children == [])
|
||||
|
||||
method testBestMoveProm() =
|
||||
self.game = initGame([
|
||||
self.chess = initChess([
|
||||
0, 0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, WKing, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0, 0,
|
||||
@ -50,7 +50,7 @@ testSuite GameTest of TestSuite:
|
||||
0, 0, 0, WPawn, 0, BKing, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0, 0
|
||||
], Color.White)
|
||||
var testBestMove = self.game.bestMove(2)
|
||||
var testBestMove = self.chess.bestMove(2)
|
||||
self.check(testBestMove.start != 0)
|
||||
self.check(indToField(testBestMove.start) == "e7")
|
||||
self.check(indToField(testBestMove.dest) == "e8")
|
||||
@ -58,7 +58,7 @@ testSuite GameTest of TestSuite:
|
||||
|
||||
|
||||
method testBestMoveStopProm() =
|
||||
self.game = initGame([
|
||||
self.chess = initChess([
|
||||
0, 0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, WKing, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0, 0,
|
||||
@ -68,13 +68,13 @@ testSuite GameTest of TestSuite:
|
||||
0, 0, 0, 0, WPawn, BKing, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0, 0
|
||||
], Color.Black)
|
||||
var testBestMove = self.game.bestMove(2)
|
||||
var testBestMove = self.chess.bestMove(2)
|
||||
self.check(testBestMove.start != 0)
|
||||
self.check(indToField(testBestMove.start) == "c7")
|
||||
self.check(indToField(testBestMove.dest) == "d7")
|
||||
|
||||
method testBestMoveTacticBlack() =
|
||||
self.game = initGame([
|
||||
self.chess = initChess([
|
||||
0, 0, 0, 0, 0, 0, 0, 0,
|
||||
0, WRook, 0, WKing, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0, 0,
|
||||
@ -84,12 +84,12 @@ testSuite GameTest of TestSuite:
|
||||
0, BRook, 0, 0, 0, BKing, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0, 0
|
||||
], Color.Black)
|
||||
var testBestMove = self.game.bestMove(2)
|
||||
var testBestMove = self.chess.bestMove(2)
|
||||
self.check(testBestMove.start != 0)
|
||||
self.check(indToField(testBestMove.start) != "g5" or indToField(testBestMove.dest) != "f4")
|
||||
|
||||
method testBestMoveTacticWhite() =
|
||||
self.game = initGame([
|
||||
self.chess = initChess([
|
||||
0, 0, 0, 0, 0, 0, 0, 0,
|
||||
0, WRook, 0, WKing, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0, 0,
|
||||
@ -99,7 +99,7 @@ testSuite GameTest of TestSuite:
|
||||
0, BRook, 0, 0, 0, BKing, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0, 0
|
||||
], Color.White)
|
||||
var testBestMove = self.game.bestMove(2)
|
||||
var testBestMove = self.chess.bestMove(2)
|
||||
self.check(testBestMove.start != 0)
|
||||
self.check(indToField(testBestMove.start) != "g4" or indToField(testBestMove.dest) != "f5")
|
||||
|
||||
|
48
src/game.nim
48
src/game.nim
@ -5,52 +5,53 @@ import ./engine.nim
|
||||
|
||||
proc runGameHotseat*(): void =
|
||||
## Initializes and runs a game of chess as hotseat.
|
||||
var game = initGame()
|
||||
var chess = initChess()
|
||||
var draw: string
|
||||
game.echoBoard(game.toMove)
|
||||
while not game.isCheckmate(game.toMove) and not game.isStalemate(game.toMove):
|
||||
chess.echoBoard(chess.toMove)
|
||||
while not chess.isCheckmate(chess.toMove) and not chess.isStalemate(chess.toMove):
|
||||
echo "Make a move"
|
||||
echo game.toMove
|
||||
echo chess.toMove
|
||||
var move = readLine(stdin)
|
||||
while not game.checkedMove(notationToMove(move, game.toMove)):
|
||||
while not chess.checkedMove(notationToMove(move, chess.toMove)):
|
||||
move = readLine(stdin)
|
||||
game.echoBoard(game.toMove)
|
||||
if (game.isDrawClaimable):
|
||||
chess.echoBoard(chess.toMove)
|
||||
if (chess.isDrawClaimable):
|
||||
echo "Do you want to claim a draw? (y/N)"
|
||||
draw = readLine(stdin)
|
||||
if (draw == "y"):
|
||||
echo "Draw claimed"
|
||||
break
|
||||
if game.isCheckmate(game.toMove):
|
||||
echo $game.toMove & " was checkmated"
|
||||
if game.isStalemate(game.toMove):
|
||||
if chess.isCheckmate(chess.toMove):
|
||||
echo $chess.toMove & " was checkmated"
|
||||
if chess.isStalemate(chess.toMove):
|
||||
echo "Stalemate"
|
||||
|
||||
proc runGameSolo*(color: Color, difficulty: int): void =
|
||||
## Initializes and runs a solo game of chess.
|
||||
## The player plays as `color`.
|
||||
var game = initGame()
|
||||
echo("run game")
|
||||
var chess = initChess()
|
||||
var draw: string
|
||||
while not game.isCheckmate(game.toMove) and not game.isStalemate(game.toMove):
|
||||
if (game.toMove == color):
|
||||
game.echoBoard(color)
|
||||
while not chess.isCheckmate(chess.toMove) and not chess.isStalemate(chess.toMove):
|
||||
if (chess.toMove == color):
|
||||
chess.echoBoard(color)
|
||||
echo "Make a move"
|
||||
var hMove = readLine(stdin)
|
||||
while not game.checkedMove(notationToMove(hMove, game.toMove)):
|
||||
while not chess.checkedMove(notationToMove(hMove, chess.toMove)):
|
||||
hMove = readLine(stdin)
|
||||
game.echoBoard(color)
|
||||
if (game.isDrawClaimable):
|
||||
chess.echoBoard(color)
|
||||
if (chess.isDrawClaimable):
|
||||
echo "Do you want to claim a draw? (y/N)"
|
||||
draw = readLine(stdin)
|
||||
if (draw == "y"):
|
||||
echo "Draw claimed"
|
||||
break
|
||||
else:
|
||||
var cMove = bestMove(game, 3)
|
||||
game.checkedMove(cMove)
|
||||
if game.isCheckmate(game.toMove):
|
||||
echo $game.toMove & " was checkmated"
|
||||
if game.isStalemate(game.toMove):
|
||||
var cMove = bestMove(chess, difficulty)
|
||||
chess.checkedMove(cMove)
|
||||
if chess.isCheckmate(chess.toMove):
|
||||
echo $chess.toMove & " was checkmated"
|
||||
if chess.isStalemate(chess.toMove):
|
||||
echo "Stalemate"
|
||||
|
||||
proc menu(): void =
|
||||
@ -88,4 +89,5 @@ proc menu(): void =
|
||||
echo("\n\n\n")
|
||||
runGameHotseat()
|
||||
|
||||
menu()
|
||||
when isMainModule:
|
||||
menu()
|
||||
|
@ -11,14 +11,14 @@ var session = berserk.TokenSession(secret.api_token)
|
||||
var client = berserk.Client(session=session)
|
||||
|
||||
let engineID = "tiyn-ychess"
|
||||
let engineDifficulty = 3
|
||||
let engineDifficulty = 2
|
||||
let toAccept = ["tiynger"]
|
||||
|
||||
|
||||
proc playGame(id: string) {.async.} =
|
||||
proc playLichessGame(id: string) {.async.} =
|
||||
## Plays a lichess game with `id` asynchronously.
|
||||
var color: Color
|
||||
var game = initGame()
|
||||
var chess = initChess()
|
||||
for event in client.bots.stream_game_state(id):
|
||||
echo(event)
|
||||
if $event["type"] in ["gameState", "gameFull"]:
|
||||
@ -35,11 +35,11 @@ proc playGame(id: string) {.async.} =
|
||||
movesString = event["moves"]
|
||||
if $movesString != "":
|
||||
var moves = movesString.split(" ")
|
||||
game.checkedMove(notationToMove($moves[-1], game.toMove))
|
||||
game.echoBoard(game.toMove)
|
||||
if game.toMove == color:
|
||||
chess.checkedMove(notationToMove($moves[-1], chess.toMove))
|
||||
chess.echoBoard(chess.toMove)
|
||||
if chess.toMove == color:
|
||||
echo("engine has to make a move")
|
||||
var bestMove = moveToNotation(game.bestMove(engineDifficulty))
|
||||
var bestMove = moveToNotation(chess.bestMove(engineDifficulty))
|
||||
echo(bestMove)
|
||||
discard client.bots.make_move(id, bestMove)
|
||||
|
||||
@ -56,10 +56,11 @@ proc acceptChallenge(whiteList: openArray[string]): void =
|
||||
if challenger in whiteList and speed == "correspondence":
|
||||
echo("challenge of ", challenger, " whiteList: ", id)
|
||||
discard client.bots.accept_challenge(id)
|
||||
discard playGame($event["challenge"]["id"])
|
||||
discard playLichessGame($event["challenge"]["id"])
|
||||
else:
|
||||
discard client.bots.decline_challenge(id)
|
||||
echo("challenge of ", challenger, " whiteList: ", id)
|
||||
|
||||
|
||||
acceptChallenge(toAccept)
|
||||
when isMainModule:
|
||||
acceptChallenge(toAccept)
|
Loading…
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Reference in New Issue
Block a user