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chess/game: claimable draw at 50-Move-Rule added
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30
chess.nim
30
chess.nim
@@ -22,6 +22,7 @@ type
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toMove*: Color
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previousBoard*: seq[Board]
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previousCastleRights*: seq[CastleRights]
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fiftyMoveCounter: int
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## Move as object
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Move* = object
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start: int
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@@ -231,7 +232,7 @@ proc initMoved(): Moved =
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proc initGame*(): Game =
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## Create and return a Game object.
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let game = Game(board: initBoard(), moved: initMoved(),
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to_move: Color.White, previousBoard: @[], previousCastleRights: @[])
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to_move: Color.White, previousBoard: @[], previousCastleRights: @[], fiftyMoveCounter: 0)
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return game
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proc initGame*(board: array[0..63, int], color: Color): Game =
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@@ -244,7 +245,7 @@ proc initGame*(board: array[0..63, int], color: Color): Game =
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same_piece = (board[ind] != compare[ind])
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moved.setField(ind, same_piece)
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let game = Game(board: board, moved: moved,
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to_move: color, previousBoard: @[], previousCastleRights: @[])
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to_move: color, previousBoard: @[], previousCastleRights: @[], fiftyMoveCounter: 0)
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return game
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proc getMove*(start: int, dest: int, prom: int, color: Color): Move =
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@@ -745,13 +746,17 @@ proc checkedMove*(game: var Game, move: Move): bool {.discardable.} =
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return false
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var sequence = newSeq[Move]()
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let piece = game.board.getField(start)
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var create_en_passant = false
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var captured_en_passant = false
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var createEnPassant = false
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var capturedEnPassant = false
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var fiftyMoveRuleReset = false
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var move: Move
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move = getMove(start, dest, color)
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if (piece == PawnID * ord(color)):
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create_en_passant = dest in game.genPawnDoubleDests(start, color)
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captured_en_passant = (game.board.getField(dest) == -1 * ord(color) * EnPassantID)
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createEnPassant = dest in game.genPawnDoubleDests(start, color)
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capturedEnPassant = (game.board.getField(dest) == -1 * ord(color) * EnPassantID)
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fiftyMoveRuleReset = true
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if (game.board.getField(move.dest) != 0):
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fiftyMoveRuleReset = true
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sequence.add(game.genLegalMoves(start, color))
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if (move in sequence):
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game.board.removeEnPassant(color)
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@@ -762,9 +767,9 @@ proc checkedMove*(game: var Game, move: Move): bool {.discardable.} =
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else:
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game.uncheckedMove(start, dest)
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game.toMove = Color(ord(game.toMove)*(-1))
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if create_en_passant:
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if createEnPassant:
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game.board.setField(dest-(N*ord(color)), EnPassantID * ord(color))
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if captured_en_passant:
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if capturedEnPassant:
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game.board.setField(dest-(N*ord(color)), 0)
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if ((90 < dest and dest < 99) or (20 < dest and dest < 29)) and
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game.board.getField(dest) == PawnID * ord(color):
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@@ -773,6 +778,9 @@ proc checkedMove*(game: var Game, move: Move): bool {.discardable.} =
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var prevCastle = game.previousCastleRights
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game.previousBoard.add(game.board)
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game.previousCastleRights.add(game.moved.genCastleRights())
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game.fiftyMoveCounter = game.fiftyMoveCounter + 1
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if fiftyMoveRuleReset:
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game.fiftyMoveCounter = 0
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return true
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except IndexDefect, ValueError:
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return false
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@@ -796,9 +804,13 @@ proc threeMoveRep(game: Game): bool =
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reps = reps + 1
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return reps >= 3
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proc fiftyMoveRule(game: Game): bool =
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## Checks if a draw with the fifty move rule is available in a `game`.
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return game.fiftyMoveCounter >= 100
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proc isDrawClaimable*(game: Game): bool =
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## Checks if a draw is claimable by either player.
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return game.threeMoveRep()
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return game.threeMoveRep() or game.fiftyMoveRule()
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proc isStalemate*(game: Game, color: Color): bool =
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## Checks if a player of a given `color` in a `game` is stalemate.
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