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				https://github.com/tiyn/yeschess.git
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	chess: draw by insufficient material added
This commit is contained in:
		@@ -5,6 +5,12 @@
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ychess is a chess implementation written in nim.
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A chess engine is planned.
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## Todo
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- draw by
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  - 3-fold repitition
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  - 50-move rule
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## Usage
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Simply download the code and run `nim c -r game.nim`.
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		||||
							
								
								
									
										220
									
								
								chess.nim
									
									
									
									
									
								
							
							
						
						
									
										220
									
								
								chess.nim
									
									
									
									
									
								
							@@ -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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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 setField(pieces: var Pieces, field: int, val: int): bool {.discardable.} =
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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)
 | 
			
		||||
      if (target == 999 or (target != 0)):
 | 
			
		||||
        continue
 | 
			
		||||
      if (half_target == 999 or (half_target != 0)):
 | 
			
		||||
@@ -356,7 +415,7 @@ proc genKingDests(game: Game, field: int, color: Color): seq[int] =
 | 
			
		||||
    var target: int
 | 
			
		||||
    for move in King_Moves:
 | 
			
		||||
      dest = field + move
 | 
			
		||||
      target = game.pieces.getField(dest)
 | 
			
		||||
      target = game.board.getField(dest)
 | 
			
		||||
      if (target == 999 or (ord(color) * target > 0 and ord(color) * target != EnPassantID)):
 | 
			
		||||
        continue
 | 
			
		||||
      res.add(dest)
 | 
			
		||||
@@ -374,7 +433,7 @@ proc genKnightDests(game: Game, field: int, color: Color): seq[int] =
 | 
			
		||||
    var target: int
 | 
			
		||||
    for move in Knight_Moves:
 | 
			
		||||
      dest = field + move
 | 
			
		||||
      target = game.pieces.getField(dest)
 | 
			
		||||
      target = game.board.getField(dest)
 | 
			
		||||
      if (target == 999 or (ord(color) * target > 0 and ord(color) * target != EnPassantID)):
 | 
			
		||||
        continue
 | 
			
		||||
      res.add(dest)
 | 
			
		||||
@@ -391,7 +450,7 @@ proc genPawnAttackDests(game: Game, field: int, color: Color): seq[int] =
 | 
			
		||||
    var target: int
 | 
			
		||||
    for attacks in Pawn_Moves_White_Attack:
 | 
			
		||||
      dest = field + (attacks * ord(color))
 | 
			
		||||
      target = game.pieces.getField(dest)
 | 
			
		||||
      target = game.board.getField(dest)
 | 
			
		||||
      if (target == 999 or ord(color) * target >= 0):
 | 
			
		||||
        continue
 | 
			
		||||
      res.add(dest)
 | 
			
		||||
@@ -408,9 +467,9 @@ proc genPawnDoubleDests(game: Game, field: int, color: Color): seq[int] =
 | 
			
		||||
    var target: int
 | 
			
		||||
    for doubles in Pawn_Moves_White_Double:
 | 
			
		||||
      dest = field + doubles * ord(color)
 | 
			
		||||
      target = game.pieces.getField(dest)
 | 
			
		||||
      target = game.board.getField(dest)
 | 
			
		||||
      if (game.moved.getField(field) or (target != 0) or (
 | 
			
		||||
          game.pieces.getField(dest+(S*ord(color))) != 0)):
 | 
			
		||||
          game.board.getField(dest+(S*ord(color))) != 0)):
 | 
			
		||||
        continue
 | 
			
		||||
      res.add(dest)
 | 
			
		||||
    return res
 | 
			
		||||
@@ -426,7 +485,7 @@ proc genPawnDests(game: Game, field: int, color: Color): seq[int] =
 | 
			
		||||
    var target: int
 | 
			
		||||
    for move in Pawn_Moves_White:
 | 
			
		||||
      dest = field + move * ord(color)
 | 
			
		||||
      target = game.pieces.getField(dest)
 | 
			
		||||
      target = game.board.getField(dest)
 | 
			
		||||
      if (target != 0 and target != ord(color) * EnPassantID):
 | 
			
		||||
        continue
 | 
			
		||||
      res.add(dest)
 | 
			
		||||
@@ -440,7 +499,7 @@ proc pieceOn(game: Game, color: Color, sequence: seq[int],
 | 
			
		||||
    pieceID: int): bool =
 | 
			
		||||
  ## Check if a piece with `pieceID` of a given `color` is in a field described in a `sequence` in a `game`.
 | 
			
		||||
  for check in sequence:
 | 
			
		||||
    if game.pieces.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 =
 | 
			
		||||
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()
 | 
			
		||||
 
 | 
			
		||||
							
								
								
									
										176
									
								
								test.nim
									
									
									
									
									
								
							
							
						
						
									
										176
									
								
								test.nim
									
									
									
									
									
								
							@@ -108,6 +108,166 @@ testSuite GameTest of TestSuite:
 | 
			
		||||
    ], Color.Black)
 | 
			
		||||
    self.check(self.game.isStalemate(Color.Black))
 | 
			
		||||
 | 
			
		||||
  method testIsStalemateInsufficientMaterialTrue() =
 | 
			
		||||
    self.game = initGame([
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, WKing, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, BKing, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0
 | 
			
		||||
    ], Color.Black)
 | 
			
		||||
    self.check(self.game.isStalemate(Color.Black))
 | 
			
		||||
    self.check(self.game.isStalemate(Color.White))
 | 
			
		||||
    self.game = initGame([
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, WKing, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, WKnight,
 | 
			
		||||
      0, 0, WKnight, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, BKing, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0
 | 
			
		||||
    ], Color.Black)
 | 
			
		||||
    self.check(self.game.isStalemate(Color.Black))
 | 
			
		||||
    self.check(self.game.isStalemate(Color.White))
 | 
			
		||||
    self.game = initGame([
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, WKing, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, BKnight,
 | 
			
		||||
      0, 0, BKnight, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, BKing, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0
 | 
			
		||||
    ], Color.Black)
 | 
			
		||||
    self.check(self.game.isStalemate(Color.Black))
 | 
			
		||||
    self.check(self.game.isStalemate(Color.White))
 | 
			
		||||
    self.game = initGame([
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, WKing, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, BKnight,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, BKing, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0
 | 
			
		||||
    ], Color.Black)
 | 
			
		||||
    self.check(self.game.isStalemate(Color.Black))
 | 
			
		||||
    self.check(self.game.isStalemate(Color.White))
 | 
			
		||||
    self.game = initGame([
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, WKing, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, WKnight,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, BKing, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0
 | 
			
		||||
    ], Color.Black)
 | 
			
		||||
    self.check(self.game.isStalemate(Color.Black))
 | 
			
		||||
    self.check(self.game.isStalemate(Color.White))
 | 
			
		||||
    self.game = initGame([
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, WKing, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, BBishop,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, BKing, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0
 | 
			
		||||
    ], Color.Black)
 | 
			
		||||
    self.check(self.game.isStalemate(Color.Black))
 | 
			
		||||
    self.check(self.game.isStalemate(Color.White))
 | 
			
		||||
    self.game = initGame([
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, WKing, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, WBishop,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, BKing, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0
 | 
			
		||||
    ], Color.Black)
 | 
			
		||||
    self.check(self.game.isStalemate(Color.Black))
 | 
			
		||||
    self.check(self.game.isStalemate(Color.White))
 | 
			
		||||
 | 
			
		||||
  method testIsStalemateInsufficientMaterialFalse() =
 | 
			
		||||
    self.game = initGame([
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, WKing, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, BPawn,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, BKing, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0
 | 
			
		||||
    ], Color.Black)
 | 
			
		||||
    self.check(not self.game.isStalemate(Color.Black))
 | 
			
		||||
    self.check(not self.game.isStalemate(Color.White))
 | 
			
		||||
    self.game = initGame([
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, WKing, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, WPawn,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, BKing, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0
 | 
			
		||||
    ], Color.Black)
 | 
			
		||||
    self.check(not self.game.isStalemate(Color.Black))
 | 
			
		||||
    self.check(not self.game.isStalemate(Color.White))
 | 
			
		||||
    self.game = initGame([
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, WKing, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, BRook,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, BKing, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0
 | 
			
		||||
    ], Color.Black)
 | 
			
		||||
    self.check(not self.game.isStalemate(Color.Black))
 | 
			
		||||
    self.check(not self.game.isStalemate(Color.White))
 | 
			
		||||
    self.game = initGame([
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, WKing, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, WRook,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, BKing, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0
 | 
			
		||||
    ], Color.Black)
 | 
			
		||||
    self.check(not self.game.isStalemate(Color.Black))
 | 
			
		||||
    self.check(not self.game.isStalemate(Color.White))
 | 
			
		||||
    self.game = initGame([
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, WKing, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, WBishop, 0, 0, 0, 0, 0, BPawn,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, BKing, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0
 | 
			
		||||
    ], Color.Black)
 | 
			
		||||
    self.check(not self.game.isStalemate(Color.Black))
 | 
			
		||||
    self.check(not self.game.isStalemate(Color.White))
 | 
			
		||||
    self.game = initGame([
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, WKing, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, BBishop, 0, 0, 0, 0, WPawn,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, BKing, 0, 0,
 | 
			
		||||
      0, 0, 0, 0, 0, 0, 0, 0
 | 
			
		||||
    ], Color.Black)
 | 
			
		||||
    self.check(not self.game.isStalemate(Color.Black))
 | 
			
		||||
    self.check(not self.game.isStalemate(Color.White))
 | 
			
		||||
 | 
			
		||||
  ## Tests for Pawn moves
 | 
			
		||||
  method testCheckedMovePawnSingleTrue() =
 | 
			
		||||
    self.setup()
 | 
			
		||||
@@ -405,7 +565,7 @@ testSuite GameTest of TestSuite:
 | 
			
		||||
        test = self.game.checkedMove(notationToMove($file & "5" & $str[ind+1] &
 | 
			
		||||
            "6", Color.White))
 | 
			
		||||
        self.check(test)
 | 
			
		||||
        test = (0 == self.game.pieces.getField(fieldToInd($str[ind+1] & "5")))
 | 
			
		||||
        test = (0 == self.game.board.getField(fieldToInd($str[ind+1] & "5")))
 | 
			
		||||
        self.check(test)
 | 
			
		||||
    str.reverse()
 | 
			
		||||
    for ind, file in str:
 | 
			
		||||
@@ -423,7 +583,7 @@ testSuite GameTest of TestSuite:
 | 
			
		||||
        test = self.game.checkedMove(notationToMove($file & "5" & $str[ind+1] &
 | 
			
		||||
            "6", Color.White))
 | 
			
		||||
        self.check(test)
 | 
			
		||||
        test = (0 == self.game.pieces.getField(fieldToInd($str[ind+1] & "5")))
 | 
			
		||||
        test = (0 == self.game.board.getField(fieldToInd($str[ind+1] & "5")))
 | 
			
		||||
        self.check(test)
 | 
			
		||||
 | 
			
		||||
  method testCheckedMovePawnEnPassantTrueBlack() =
 | 
			
		||||
@@ -455,7 +615,7 @@ testSuite GameTest of TestSuite:
 | 
			
		||||
        test = self.game.checkedMove(notationToMove($file & "4" & $str[ind+1] &
 | 
			
		||||
            "3", Color.Black))
 | 
			
		||||
        self.check(test)
 | 
			
		||||
        test = (0 == self.game.pieces.getField(fieldToInd($str[ind+1] & "4")))
 | 
			
		||||
        test = (0 == self.game.board.getField(fieldToInd($str[ind+1] & "4")))
 | 
			
		||||
        self.check(test)
 | 
			
		||||
    str.reverse()
 | 
			
		||||
    for ind, file in str:
 | 
			
		||||
@@ -473,7 +633,7 @@ testSuite GameTest of TestSuite:
 | 
			
		||||
        test = self.game.checkedMove(notationToMove($file & "4" & $str[ind+1] &
 | 
			
		||||
            "3", Color.Black))
 | 
			
		||||
        self.check(test)
 | 
			
		||||
        test = (0 == self.game.pieces.getField(fieldToInd($str[ind+1] & "4")))
 | 
			
		||||
        test = (0 == self.game.board.getField(fieldToInd($str[ind+1] & "4")))
 | 
			
		||||
        self.check(test)
 | 
			
		||||
 | 
			
		||||
  method testCheckedMovePawnEnPassantFalseWhite() =
 | 
			
		||||
@@ -505,7 +665,7 @@ testSuite GameTest of TestSuite:
 | 
			
		||||
        test = self.game.checkedMove(notationToMove($file & "5" & $str[ind+1] &
 | 
			
		||||
            "6", Color.White))
 | 
			
		||||
        self.check(not test)
 | 
			
		||||
        test = (0 == self.game.pieces.getField(fieldToInd($str[ind+1] & "5")))
 | 
			
		||||
        test = (0 == self.game.board.getField(fieldToInd($str[ind+1] & "5")))
 | 
			
		||||
        self.check(not test)
 | 
			
		||||
    str.reverse()
 | 
			
		||||
    for ind, file in str:
 | 
			
		||||
@@ -523,7 +683,7 @@ testSuite GameTest of TestSuite:
 | 
			
		||||
        test = self.game.checkedMove(notationToMove($file & "5" & $str[ind+1] &
 | 
			
		||||
            "6", Color.White))
 | 
			
		||||
        self.check(not test)
 | 
			
		||||
        test = (0 == self.game.pieces.getField(fieldToInd($str[ind+1] & "5")))
 | 
			
		||||
        test = (0 == self.game.board.getField(fieldToInd($str[ind+1] & "5")))
 | 
			
		||||
        self.check(not test)
 | 
			
		||||
 | 
			
		||||
  method testCheckedMovePawnEnPassantFalseBlack() =
 | 
			
		||||
@@ -555,7 +715,7 @@ testSuite GameTest of TestSuite:
 | 
			
		||||
        test = self.game.checkedMove(notationToMove($file & "4" & $str[ind+1] &
 | 
			
		||||
            "3", Color.Black))
 | 
			
		||||
        self.check(not test)
 | 
			
		||||
        test = (0 == self.game.pieces.getField(fieldToInd($str[ind+1] & "4")))
 | 
			
		||||
        test = (0 == self.game.board.getField(fieldToInd($str[ind+1] & "4")))
 | 
			
		||||
        self.check(not test)
 | 
			
		||||
    str.reverse()
 | 
			
		||||
    for ind, file in str:
 | 
			
		||||
@@ -573,7 +733,7 @@ testSuite GameTest of TestSuite:
 | 
			
		||||
        test = self.game.checkedMove(notationToMove($file & "4" & $str[ind+1] &
 | 
			
		||||
            "3", Color.Black))
 | 
			
		||||
        self.check(not test)
 | 
			
		||||
        test = (0 == self.game.pieces.getField(fieldToInd($str[ind+1] & "4")))
 | 
			
		||||
        test = (0 == self.game.board.getField(fieldToInd($str[ind+1] & "4")))
 | 
			
		||||
        self.check(not test)
 | 
			
		||||
 | 
			
		||||
  ## Tests for King moves
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user