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@ -4,13 +4,13 @@ from strutils import parseInt
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type
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Color* = enum
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Black = -1, White = 1
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## Board that saves the pieces
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Pieces* = array[0..119, int]
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## Board that saves the board
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Board* = array[0..119, int]
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## Board that checks if pieces moved
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Moved* = array[0..119, bool]
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## Game as object of different values
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Game* = object
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pieces*: Pieces
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board*: Board
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moved: Moved
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toMove*: Color
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## Move as object
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@ -19,6 +19,13 @@ type
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dest: int
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color: Color
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prom: int
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## Amount of pieces
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Pieces = tuple
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p: int
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k: int
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b: int
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r: int
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q: int
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const
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# IDs for piece
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@ -62,7 +69,7 @@ const
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Pawn_Moves_White_Double = [N+N]
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Pawn_Moves_White_Attack = [N+E, N+W]
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var PieceChar = {
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let PieceChar = {
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0: " ",
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1: "P",
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2: "N",
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@ -81,7 +88,7 @@ var PieceChar = {
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999: "-"
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}.newTable
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var FileChar = {
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let FileChar = {
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"a": 7,
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"b": 6,
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"c": 5,
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@ -92,13 +99,25 @@ var FileChar = {
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"h": 0
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}.newTable
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proc getField*(pieces: Pieces, field: int): int =
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return pieces[field]
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proc setField(pieces: var Pieces, field: int, val: int): bool {.discardable.} =
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const InsufficientMaterial = @[
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#p, n, b, r, q
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# lone kings
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(0, 0, 0, 0, 0),
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# knight only
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(0, 0, 1, 0, 0),
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# bishop only
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(0, 1, 0, 0, 0),
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# 2 knights
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(0, 2, 0, 0, 0)
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]
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proc getField*(board: Board, field: int): int =
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return board[field]
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proc setField(board: var Board, field: int, val: int): bool {.discardable.} =
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if (val in PieceChar):
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try:
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pieces[field] = val
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board[field] = val
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return true
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except Exception:
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return false
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@ -113,7 +132,47 @@ proc setField(moved: var Moved, field: int, val: bool): bool {.discardable.} =
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except Exception:
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return false
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proc initBoard(): Pieces =
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proc checkInsufficientMaterial(board: Board): bool =
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## Checks for combinations of pieces on a `board`, where no checkmate can be forced
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var wp = 0
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var wn = 0
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var wb = 0
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var wr = 0
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var wq = 0
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var bp = 0
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var bn = 0
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var bb = 0
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var br = 0
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var bq = 0
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for field in board.low..board.high:
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case board.getField(field):
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of WPawn:
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wp = wp + 1
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of BPawn:
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bp = bp + 1
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of WKnight:
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wn = wn + 1
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of BKnight:
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bn = bn + 1
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of WBishop:
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wb = wb + 1
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of BBishop:
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bb = bb + 1
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of WRook:
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wr = wr + 1
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of BRook:
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br = br + 1
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of WQueen:
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wq = wq + 1
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of BQueen:
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bq = bq + 1
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else:
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continue
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let wpieces = (wp, wn, wb, wr, wq)
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let bpieces = (bp, bn, bb, br, bq)
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return (wpieces in InsufficientMaterial) and (bpieces in InsufficientMaterial)
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proc initBoard(): Board =
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## Create and return a board with pieces in starting position.
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let board = [
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Block, Block, Block, Block, Block, Block, Block, Block, Block, Block,
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@ -130,27 +189,27 @@ proc initBoard(): Pieces =
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Block, Block, Block, Block, Block, Block, Block, Block, Block, Block]
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return board
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proc initBoard(pieces: array[0..63, int]): Pieces =
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proc initBoard(board: array[0..63, int]): Board =
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## Create and return a board with pieces in position of choice
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let board = [
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Block, Block, Block, Block, Block, Block, Block, Block, Block, Block,
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Block, Block, Block, Block, Block, Block, Block, Block, Block, Block,
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Block, pieces[0], pieces[1], pieces[2], pieces[3], pieces[4], pieces[5],
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pieces[6], pieces[7], Block,
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Block, pieces[8], pieces[9], pieces[10], pieces[11], pieces[12], pieces[13],
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pieces[14], pieces[15], Block,
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Block, pieces[16], pieces[17], pieces[18], pieces[19], pieces[20], pieces[
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21], pieces[22], pieces[23], Block,
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Block, pieces[24], pieces[25], pieces[26], pieces[27], pieces[28], pieces[
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29], pieces[30], pieces[31], Block,
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Block, pieces[32], pieces[33], pieces[34], pieces[35], pieces[36], pieces[
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37], pieces[38], pieces[39], Block,
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Block, pieces[40], pieces[41], pieces[42], pieces[43], pieces[44], pieces[
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45], pieces[46], pieces[47], Block,
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Block, pieces[48], pieces[49], pieces[50], pieces[51], pieces[52], pieces[
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53], pieces[54], pieces[55], Block,
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Block, pieces[56], pieces[57], pieces[58], pieces[59], pieces[60], pieces[
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61], pieces[62], pieces[63], Block,
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Block, board[0], board[1], board[2], board[3], board[4], board[5],
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board[6], board[7], Block,
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Block, board[8], board[9], board[10], board[11], board[12], board[13],
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board[14], board[15], Block,
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Block, board[16], board[17], board[18], board[19], board[20], board[
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21], board[22], board[23], Block,
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Block, board[24], board[25], board[26], board[27], board[28], board[
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29], board[30], board[31], Block,
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Block, board[32], board[33], board[34], board[35], board[36], board[
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37], board[38], board[39], Block,
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Block, board[40], board[41], board[42], board[43], board[44], board[
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45], board[46], board[47], Block,
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Block, board[48], board[49], board[50], board[51], board[52], board[
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53], board[54], board[55], Block,
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Block, board[56], board[57], board[58], board[59], board[60], board[
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61], board[62], board[63], Block,
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Block, Block, Block, Block, Block, Block, Block, Block, Block, Block,
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Block, Block, Block, Block, Block, Block, Block, Block, Block, Block]
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return board
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@ -162,20 +221,20 @@ 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(pieces: initBoard(), moved: initMoved(),
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let game = Game(board: initBoard(), moved: initMoved(),
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to_move: Color.White)
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return game
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proc initGame*(pieces: array[0..63, int], color: Color): Game =
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proc initGame*(board: array[0..63, int], color: Color): Game =
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## Create ad return a Game object based on a position of choice.
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let pieces = initBoard(pieces)
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let board = initBoard(board)
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let compare = initBoard()
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var moved = initMoved()
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var same_piece: bool
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for ind in pieces.low..pieces.high:
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same_piece = (pieces[ind] != compare[ind])
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for ind in board.low..board.high:
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same_piece = (board[ind] != compare[ind])
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moved.setField(ind, same_piece)
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let game = Game(pieces: pieces, moved: moved,
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let game = Game(board: board, moved: moved,
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to_move: color)
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return game
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@ -195,19 +254,19 @@ proc echoBoard*(game: Game, color: Color) =
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## Prints out the given `board` with its pieces as characters and line indices from perspecive of `color`.
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var line_str = ""
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if (color == Color.Black):
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for i in countup(0, len(game.pieces)-1):
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if (game.pieces.getField(i) == 999):
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for i in countup(0, len(game.board)-1):
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if (game.board.getField(i) == 999):
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continue
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line_str &= PieceChar[game.pieces[i]] & " "
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line_str &= PieceChar[game.board[i]] & " "
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if ((i+2) %% 10 == 0):
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line_str &= $((int)((i)/10)-1) & "\n"
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echo line_str
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echo "h g f e d c b a"
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else:
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for i in countdown(len(game.pieces)-1, 0):
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if (game.pieces.getField(i) == 999):
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for i in countdown(len(game.board)-1, 0):
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if (game.board.getField(i) == 999):
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continue
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line_str &= PieceChar[game.pieces[i]] & " "
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line_str &= PieceChar[game.board[i]] & " "
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if ((i-1) %% 10 == 0):
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line_str &= $((int)((i)/10)-1) & "\n"
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echo line_str
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@ -269,14 +328,14 @@ proc genBishopDests(game: Game, field: int, color: Color): seq[int] =
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var target: int
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for move in Bishop_Moves:
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dest = field+move
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target = game.pieces.getField(dest)
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target = game.board.getField(dest)
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while (target != 999 and (ord(color) * target <= 0) or target ==
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EnPassantID or target == -EnPassantID):
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res.add(dest)
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if (ord(color) * target < 0 and ord(color) * target > -EnPassantID):
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break
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dest = dest+move
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target = game.pieces.getField(dest)
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target = game.board.getField(dest)
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return res
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except IndexDefect:
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return @[]
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@ -290,14 +349,14 @@ proc genRookDests(game: Game, field: int, color: Color): seq[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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target = game.pieces.getField(dest)
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target = game.board.getField(dest)
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while (target != 999 and (ord(color) * target <= 0) or target ==
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EnPassantID or target == -EnPassantID):
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res.add(dest)
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if (ord(color) * target < 0 and ord(color) * target > -EnPassantID):
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break
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dest = dest+move
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target = game.pieces.getField(dest)
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target = game.board.getField(dest)
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return res
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except IndexDefect:
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return @[]
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@ -311,14 +370,14 @@ proc genQueenDests(game: Game, field: int, color: Color): seq[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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target = game.pieces.getField(dest)
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target = game.board.getField(dest)
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while (target != 999 and (ord(color) * target <= 0) or target ==
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EnPassantID or target == -EnPassantID):
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res.add(dest)
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if (ord(color) * target < 0 and ord(color) * target > -EnPassantID):
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break
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dest = dest+move
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target = game.pieces.getField(dest)
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target = game.board.getField(dest)
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return res
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except IndexDefect:
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return @[]
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@ -334,9 +393,9 @@ 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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target = game.pieces.getField(dest)
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target = game.board.getField(dest)
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half_dest = field + (int)castle/2
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half_target = game.pieces.getField(half_dest)
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half_target = game.board.getField(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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@ -356,7 +415,7 @@ proc genKingDests(game: Game, field: int, color: Color): seq[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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target = game.pieces.getField(dest)
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target = game.board.getField(dest)
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if (target == 999 or (ord(color) * target > 0 and ord(color) * target != EnPassantID)):
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continue
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res.add(dest)
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@ -374,7 +433,7 @@ proc genKnightDests(game: Game, field: int, color: Color): seq[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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target = game.pieces.getField(dest)
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target = game.board.getField(dest)
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if (target == 999 or (ord(color) * target > 0 and ord(color) * target != EnPassantID)):
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|
|
|
|
continue
|
|
|
|
|
res.add(dest)
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|
|
|
@ -391,7 +450,7 @@ proc genPawnAttackDests(game: Game, field: int, color: Color): seq[int] =
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var target: int
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|
for attacks in Pawn_Moves_White_Attack:
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|
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|
dest = field + (attacks * ord(color))
|
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|
target = game.pieces.getField(dest)
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|
target = game.board.getField(dest)
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|
if (target == 999 or ord(color) * target >= 0):
|
|
|
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|
continue
|
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|
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|
res.add(dest)
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|
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|
@ -408,9 +467,9 @@ proc genPawnDoubleDests(game: Game, field: int, color: Color): seq[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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|
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|
target = game.pieces.getField(dest)
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|
target = game.board.getField(dest)
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|
|
if (game.moved.getField(field) or (target != 0) or (
|
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|
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|
game.pieces.getField(dest+(S*ord(color))) != 0)):
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|
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|
game.board.getField(dest+(S*ord(color))) != 0)):
|
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|
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|
continue
|
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|
|
res.add(dest)
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|
return res
|
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|
@ -426,7 +485,7 @@ proc genPawnDests(game: Game, field: int, color: Color): seq[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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|
|
|
target = game.pieces.getField(dest)
|
|
|
|
|
target = game.board.getField(dest)
|
|
|
|
|
if (target != 0 and target != ord(color) * EnPassantID):
|
|
|
|
|
continue
|
|
|
|
|
res.add(dest)
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|
|
|
@ -440,7 +499,7 @@ proc pieceOn(game: Game, color: Color, sequence: seq[int],
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|
pieceID: int): bool =
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|
|
## Check if a piece with `pieceID` of a given `color` is in a field described in a `sequence` in a `game`.
|
|
|
|
|
for check in sequence:
|
|
|
|
|
if game.pieces.getField(check) == ord(color) * -1 * pieceID:
|
|
|
|
|
if game.board.getField(check) == ord(color) * -1 * pieceID:
|
|
|
|
|
return true
|
|
|
|
|
return false
|
|
|
|
|
|
|
|
|
@ -464,8 +523,8 @@ proc isAttacked(game: Game, position: int, color: Color): bool =
|
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|
|
|
proc isInCheck*(game: Game, color: Color): bool =
|
|
|
|
|
## Check if the King of a given `color` is in check in a `game`.
|
|
|
|
|
var king_pos: int
|
|
|
|
|
for i in countup(0, game.pieces.high):
|
|
|
|
|
if game.pieces.getField(i) == ord(color) * KingID:
|
|
|
|
|
for i in countup(0, game.board.high):
|
|
|
|
|
if game.board.getField(i) == ord(color) * KingID:
|
|
|
|
|
king_pos = i
|
|
|
|
|
return game.isAttacked(king_pos, color)
|
|
|
|
|
|
|
|
|
@ -474,14 +533,14 @@ proc uncheckedMove(game: var Game, start: int, dest: int): bool {.discardable.}
|
|
|
|
|
## Doesnt check boundaries, checks, movement.
|
|
|
|
|
## returns true if the piece moved, else false
|
|
|
|
|
try:
|
|
|
|
|
let piece = game.pieces.getField(start)
|
|
|
|
|
if game.pieces.setField(start, 0):
|
|
|
|
|
if game.pieces.setField(dest, piece):
|
|
|
|
|
let piece = game.board.getField(start)
|
|
|
|
|
if game.board.setField(start, 0):
|
|
|
|
|
if game.board.setField(dest, piece):
|
|
|
|
|
game.moved.setField(start, true)
|
|
|
|
|
game.moved.setField(dest, true)
|
|
|
|
|
return true
|
|
|
|
|
else:
|
|
|
|
|
game.pieces.setField(start, piece)
|
|
|
|
|
game.board.setField(start, piece)
|
|
|
|
|
except IndexDefect, ValueError:
|
|
|
|
|
return false
|
|
|
|
|
|
|
|
|
@ -492,15 +551,15 @@ proc moveLeadsToCheck(game: Game, start: int, dest: int,
|
|
|
|
|
check.uncheckedMove(start, dest)
|
|
|
|
|
return check.isInCheck(color)
|
|
|
|
|
|
|
|
|
|
proc removeEnPassant(pieces: var Pieces, color: Color): void =
|
|
|
|
|
proc removeEnPassant(board: var Board, color: Color): void =
|
|
|
|
|
## Removes every en passant of given `color` from the `game`.
|
|
|
|
|
for field in pieces.low..pieces.high:
|
|
|
|
|
if pieces.getField(field) == ord(color) * EnPassantID:
|
|
|
|
|
pieces.setField(field, 0)
|
|
|
|
|
for field in board.low..board.high:
|
|
|
|
|
if board.getField(field) == ord(color) * EnPassantID:
|
|
|
|
|
board.setField(field, 0)
|
|
|
|
|
|
|
|
|
|
proc genLegalKnightMoves(game: Game, field: int, color: Color): seq[Move] =
|
|
|
|
|
## Generates all legal knight moves starting from `field` in a `game` for a `color`.
|
|
|
|
|
if game.pieces.getField(field) != KnightID * ord(color):
|
|
|
|
|
if game.board.getField(field) != KnightID * ord(color):
|
|
|
|
|
return @[]
|
|
|
|
|
var res = newSeq[Move]()
|
|
|
|
|
var moves = game.genKnightDests(field, color)
|
|
|
|
@ -511,7 +570,7 @@ proc genLegalKnightMoves(game: Game, field: int, color: Color): seq[Move] =
|
|
|
|
|
|
|
|
|
|
proc genLegalBishopMoves(game: Game, field: int, color: Color): seq[Move] =
|
|
|
|
|
## Generates all legal bishop moves starting from `field` in a `game` for a `color`.
|
|
|
|
|
if game.pieces.getField(field) != BishopID * ord(color):
|
|
|
|
|
if game.board.getField(field) != BishopID * ord(color):
|
|
|
|
|
return @[]
|
|
|
|
|
var res = newSeq[Move]()
|
|
|
|
|
var moves = game.genBishopDests(field, color)
|
|
|
|
@ -522,7 +581,7 @@ proc genLegalBishopMoves(game: Game, field: int, color: Color): seq[Move] =
|
|
|
|
|
|
|
|
|
|
proc genLegalRookMoves(game: Game, field: int, color: Color): seq[Move] =
|
|
|
|
|
## Generates all legal rook moves starting from `field` in a `game` for a `color`.
|
|
|
|
|
if game.pieces.getField(field) != RookID * ord(color):
|
|
|
|
|
if game.board.getField(field) != RookID * ord(color):
|
|
|
|
|
return @[]
|
|
|
|
|
var res = newSeq[Move]()
|
|
|
|
|
var moves = game.genRookDests(field, color)
|
|
|
|
@ -533,7 +592,7 @@ proc genLegalRookMoves(game: Game, field: int, color: Color): seq[Move] =
|
|
|
|
|
|
|
|
|
|
proc genLegalQueenMoves(game: Game, field: int, color: Color): seq[Move] =
|
|
|
|
|
## Generates all legal queen moves starting from `field` in a `game` for a `color`.
|
|
|
|
|
if game.pieces.getField(field) != QueenID * ord(color):
|
|
|
|
|
if game.board.getField(field) != QueenID * ord(color):
|
|
|
|
|
return @[]
|
|
|
|
|
var res = newSeq[Move]()
|
|
|
|
|
var moves = game.genQueenDests(field, color)
|
|
|
|
@ -544,7 +603,7 @@ proc genLegalQueenMoves(game: Game, field: int, color: Color): seq[Move] =
|
|
|
|
|
|
|
|
|
|
proc genLegalKingMoves(game: Game, field: int, color: Color): seq[Move] =
|
|
|
|
|
## Generates all legal king moves starting from `field` in a `game` for a `color`.
|
|
|
|
|
if game.pieces.getField(field) != KingID * ord(color):
|
|
|
|
|
if game.board.getField(field) != KingID * ord(color):
|
|
|
|
|
return @[]
|
|
|
|
|
var res = newSeq[Move]()
|
|
|
|
|
var moves = game.genKingDests(field, color)
|
|
|
|
@ -569,7 +628,7 @@ proc genPawnPromotion(move: Move, color: Color): seq[Move] =
|
|
|
|
|
|
|
|
|
|
proc genLegalPawnMoves(game: Game, field: int, color: Color): seq[Move] =
|
|
|
|
|
## Generates all legal pawn moves starting from `field` in a `game` for a `color`.
|
|
|
|
|
if game.pieces.getField(field) != PawnID * ord(color):
|
|
|
|
|
if game.board.getField(field) != PawnID * ord(color):
|
|
|
|
|
return @[]
|
|
|
|
|
var res = newSeq[Move]()
|
|
|
|
|
var moves = game.genPawnDests(field, color)
|
|
|
|
@ -585,7 +644,7 @@ proc genLegalPawnMoves(game: Game, field: int, color: Color): seq[Move] =
|
|
|
|
|
proc genLegalMoves*(game: Game, field: int, color: Color): seq[Move] =
|
|
|
|
|
## Generates all legal moves starting from `field` in a `game` for a `color`.
|
|
|
|
|
var legal_moves = newSeq[Move]()
|
|
|
|
|
var target = ord(color) * game.pieces.getField(field)
|
|
|
|
|
var target = ord(color) * game.board.getField(field)
|
|
|
|
|
if 0 < target and target < EnPassantID:
|
|
|
|
|
legal_moves = case target:
|
|
|
|
|
of PawnID:
|
|
|
|
@ -607,7 +666,7 @@ proc genLegalMoves*(game: Game, field: int, color: Color): seq[Move] =
|
|
|
|
|
proc genLegalMoves*(game: Game, color: Color): seq[Move] =
|
|
|
|
|
## Generates all legal moves in a `game` for a `color`.
|
|
|
|
|
var legal_moves = newSeq[Move]()
|
|
|
|
|
for field in game.pieces.low..game.pieces.high:
|
|
|
|
|
for field in game.board.low..game.board.high:
|
|
|
|
|
legal_moves.add(game.genLegalMoves(field, color))
|
|
|
|
|
return legal_moves
|
|
|
|
|
|
|
|
|
@ -661,17 +720,17 @@ proc checkedMove*(game: var Game, move: Move): bool {.discardable.} =
|
|
|
|
|
if game.toMove != color:
|
|
|
|
|
return false
|
|
|
|
|
var sequence = newSeq[Move]()
|
|
|
|
|
let piece = game.pieces.getField(start)
|
|
|
|
|
let piece = game.board.getField(start)
|
|
|
|
|
var create_en_passant = false
|
|
|
|
|
var captured_en_passant = false
|
|
|
|
|
var move: Move
|
|
|
|
|
move = getMove(start, dest, color)
|
|
|
|
|
if (piece == PawnID * ord(color)):
|
|
|
|
|
create_en_passant = dest in game.genPawnDoubleDests(start, color)
|
|
|
|
|
captured_en_passant = (game.pieces.getField(dest) == -1 * ord(color) * EnPassantID)
|
|
|
|
|
captured_en_passant = (game.board.getField(dest) == -1 * ord(color) * EnPassantID)
|
|
|
|
|
sequence.add(game.genLegalMoves(start, color))
|
|
|
|
|
if (move in sequence):
|
|
|
|
|
game.pieces.removeEnPassant(color)
|
|
|
|
|
game.board.removeEnPassant(color)
|
|
|
|
|
if (piece == KingID * ord(color) and (start - dest == (W+W))):
|
|
|
|
|
return game.castling(start, true, color)
|
|
|
|
|
elif (piece == KingID * ord(color) and (start - dest == (E+E))):
|
|
|
|
@ -680,12 +739,12 @@ proc checkedMove*(game: var Game, move: Move): bool {.discardable.} =
|
|
|
|
|
game.uncheckedMove(start, dest)
|
|
|
|
|
game.toMove = Color(ord(game.toMove)*(-1))
|
|
|
|
|
if create_en_passant:
|
|
|
|
|
game.pieces.setField(dest-(N*ord(color)), EnPassantID * ord(color))
|
|
|
|
|
game.board.setField(dest-(N*ord(color)), EnPassantID * ord(color))
|
|
|
|
|
if captured_en_passant:
|
|
|
|
|
game.pieces.setField(dest-(N*ord(color)), 0)
|
|
|
|
|
game.board.setField(dest-(N*ord(color)), 0)
|
|
|
|
|
if ((90 < dest and dest < 99) or (20 < dest and dest < 29)) and
|
|
|
|
|
game.pieces.getField(dest) == PawnID * ord(color):
|
|
|
|
|
game.pieces.setField(dest, prom)
|
|
|
|
|
game.board.getField(dest) == PawnID * ord(color):
|
|
|
|
|
game.board.setField(dest, prom)
|
|
|
|
|
return true
|
|
|
|
|
except IndexDefect, ValueError:
|
|
|
|
|
return false
|
|
|
|
@ -700,4 +759,5 @@ proc isCheckmate*(game: Game, color: Color): bool =
|
|
|
|
|
|
|
|
|
|
proc isStalemate*(game: Game, color: Color): bool =
|
|
|
|
|
## Checks if a player of a given `color` in a `game` is stalemate.
|
|
|
|
|
return game.hasNoMoves(color) and not game.isInCheck(color)
|
|
|
|
|
return (game.hasNoMoves(color) and not game.isInCheck(color)) or
|
|
|
|
|
game.board.checkInsufficientMaterial()
|
|
|
|
|