chess: draw by insufficient material added

master
TiynGER 4 years ago
parent 2b4598785d
commit 8e918aebb7

@ -5,6 +5,12 @@
ychess is a chess implementation written in nim.
A chess engine is planned.
## Todo
- draw by
- 3-fold repitition
- 50-move rule
## Usage
Simply download the code and run `nim c -r game.nim`.

@ -4,13 +4,13 @@ from strutils import parseInt
type
Color* = enum
Black = -1, White = 1
## Board that saves the pieces
Pieces* = array[0..119, int]
## Board that saves the board
Board* = array[0..119, int]
## Board that checks if pieces moved
Moved* = array[0..119, bool]
## Game as object of different values
Game* = object
pieces*: Pieces
board*: Board
moved: Moved
toMove*: Color
## Move as object
@ -19,6 +19,13 @@ type
dest: int
color: Color
prom: int
## Amount of pieces
Pieces = tuple
p: int
k: int
b: int
r: int
q: int
const
# IDs for piece
@ -62,7 +69,7 @@ const
Pawn_Moves_White_Double = [N+N]
Pawn_Moves_White_Attack = [N+E, N+W]
var PieceChar = {
let PieceChar = {
0: " ",
1: "P",
2: "N",
@ -81,7 +88,7 @@ var PieceChar = {
999: "-"
}.newTable
var FileChar = {
let FileChar = {
"a": 7,
"b": 6,
"c": 5,
@ -92,13 +99,25 @@ var FileChar = {
"h": 0
}.newTable
proc getField*(pieces: Pieces, field: int): int =
return pieces[field]
proc setField(pieces: var Pieces, field: int, val: int): bool {.discardable.} =
const InsufficientMaterial = @[
#p, n, b, r, q
# lone kings
(0, 0, 0, 0, 0),
# knight only
(0, 0, 1, 0, 0),
# bishop only
(0, 1, 0, 0, 0),
# 2 knights
(0, 2, 0, 0, 0)
]
proc getField*(board: Board, field: int): int =
return board[field]
proc setField(board: var Board, field: int, val: int): bool {.discardable.} =
if (val in PieceChar):
try:
pieces[field] = val
board[field] = val
return true
except Exception:
return false
@ -113,7 +132,47 @@ proc setField(moved: var Moved, field: int, val: bool): bool {.discardable.} =
except Exception:
return false
proc initBoard(): Pieces =
proc checkInsufficientMaterial(board: Board): bool =
## Checks for combinations of pieces on a `board`, where no checkmate can be forced
var wp = 0
var wn = 0
var wb = 0
var wr = 0
var wq = 0
var bp = 0
var bn = 0
var bb = 0
var br = 0
var bq = 0
for field in board.low..board.high:
case board.getField(field):
of WPawn:
wp = wp + 1
of BPawn:
bp = bp + 1
of WKnight:
wn = wn + 1
of BKnight:
bn = bn + 1
of WBishop:
wb = wb + 1
of BBishop:
bb = bb + 1
of WRook:
wr = wr + 1
of BRook:
br = br + 1
of WQueen:
wq = wq + 1
of BQueen:
bq = bq + 1
else:
continue
let wpieces = (wp, wn, wb, wr, wq)
let bpieces = (bp, bn, bb, br, bq)
return (wpieces in InsufficientMaterial) and (bpieces in InsufficientMaterial)
proc initBoard(): Board =
## Create and return a board with pieces in starting position.
let board = [
Block, Block, Block, Block, Block, Block, Block, Block, Block, Block,
@ -130,27 +189,27 @@ proc initBoard(): Pieces =
Block, Block, Block, Block, Block, Block, Block, Block, Block, Block]
return board
proc initBoard(pieces: array[0..63, int]): Pieces =
proc initBoard(board: array[0..63, int]): Board =
## Create and return a board with pieces in position of choice
let board = [
Block, Block, Block, Block, Block, Block, Block, Block, Block, Block,
Block, Block, Block, Block, Block, Block, Block, Block, Block, Block,
Block, pieces[0], pieces[1], pieces[2], pieces[3], pieces[4], pieces[5],
pieces[6], pieces[7], Block,
Block, pieces[8], pieces[9], pieces[10], pieces[11], pieces[12], pieces[13],
pieces[14], pieces[15], Block,
Block, pieces[16], pieces[17], pieces[18], pieces[19], pieces[20], pieces[
21], pieces[22], pieces[23], Block,
Block, pieces[24], pieces[25], pieces[26], pieces[27], pieces[28], pieces[
29], pieces[30], pieces[31], Block,
Block, pieces[32], pieces[33], pieces[34], pieces[35], pieces[36], pieces[
37], pieces[38], pieces[39], Block,
Block, pieces[40], pieces[41], pieces[42], pieces[43], pieces[44], pieces[
45], pieces[46], pieces[47], Block,
Block, pieces[48], pieces[49], pieces[50], pieces[51], pieces[52], pieces[
53], pieces[54], pieces[55], Block,
Block, pieces[56], pieces[57], pieces[58], pieces[59], pieces[60], pieces[
61], pieces[62], pieces[63], Block,
Block, board[0], board[1], board[2], board[3], board[4], board[5],
board[6], board[7], Block,
Block, board[8], board[9], board[10], board[11], board[12], board[13],
board[14], board[15], Block,
Block, board[16], board[17], board[18], board[19], board[20], board[
21], board[22], board[23], Block,
Block, board[24], board[25], board[26], board[27], board[28], board[
29], board[30], board[31], Block,
Block, board[32], board[33], board[34], board[35], board[36], board[
37], board[38], board[39], Block,
Block, board[40], board[41], board[42], board[43], board[44], board[
45], board[46], board[47], Block,
Block, board[48], board[49], board[50], board[51], board[52], board[
53], board[54], board[55], Block,
Block, board[56], board[57], board[58], board[59], board[60], board[
61], board[62], board[63], Block,
Block, Block, Block, Block, Block, Block, Block, Block, Block, Block,
Block, Block, Block, Block, Block, Block, Block, Block, Block, Block]
return board
@ -162,20 +221,20 @@ proc initMoved(): Moved =
proc initGame*(): Game =
## Create and return a Game object.
let game = Game(pieces: initBoard(), moved: initMoved(),
let game = Game(board: initBoard(), moved: initMoved(),
to_move: Color.White)
return game
proc initGame*(pieces: array[0..63, int], color: Color): Game =
proc initGame*(board: array[0..63, int], color: Color): Game =
## Create ad return a Game object based on a position of choice.
let pieces = initBoard(pieces)
let board = initBoard(board)
let compare = initBoard()
var moved = initMoved()
var same_piece: bool
for ind in pieces.low..pieces.high:
same_piece = (pieces[ind] != compare[ind])
for ind in board.low..board.high:
same_piece = (board[ind] != compare[ind])
moved.setField(ind, same_piece)
let game = Game(pieces: pieces, moved: moved,
let game = Game(board: board, moved: moved,
to_move: color)
return game
@ -195,19 +254,19 @@ proc echoBoard*(game: Game, color: Color) =
## Prints out the given `board` with its pieces as characters and line indices from perspecive of `color`.
var line_str = ""
if (color == Color.Black):
for i in countup(0, len(game.pieces)-1):
if (game.pieces.getField(i) == 999):
for i in countup(0, len(game.board)-1):
if (game.board.getField(i) == 999):
continue
line_str &= PieceChar[game.pieces[i]] & " "
line_str &= PieceChar[game.board[i]] & " "
if ((i+2) %% 10 == 0):
line_str &= $((int)((i)/10)-1) & "\n"
echo line_str
echo "h g f e d c b a"
else:
for i in countdown(len(game.pieces)-1, 0):
if (game.pieces.getField(i) == 999):
for i in countdown(len(game.board)-1, 0):
if (game.board.getField(i) == 999):
continue
line_str &= PieceChar[game.pieces[i]] & " "
line_str &= PieceChar[game.board[i]] & " "
if ((i-1) %% 10 == 0):
line_str &= $((int)((i)/10)-1) & "\n"
echo line_str
@ -269,14 +328,14 @@ proc genBishopDests(game: Game, field: int, color: Color): seq[int] =
var target: int
for move in Bishop_Moves:
dest = field+move
target = game.pieces.getField(dest)
target = game.board.getField(dest)
while (target != 999 and (ord(color) * target <= 0) or target ==
EnPassantID or target == -EnPassantID):
res.add(dest)
if (ord(color) * target < 0 and ord(color) * target > -EnPassantID):
break
dest = dest+move
target = game.pieces.getField(dest)
target = game.board.getField(dest)
return res
except IndexDefect:
return @[]
@ -290,14 +349,14 @@ proc genRookDests(game: Game, field: int, color: Color): seq[int] =
var target: int
for move in Rook_Moves:
dest = field+move
target = game.pieces.getField(dest)
target = game.board.getField(dest)
while (target != 999 and (ord(color) * target <= 0) or target ==
EnPassantID or target == -EnPassantID):
res.add(dest)
if (ord(color) * target < 0 and ord(color) * target > -EnPassantID):
break
dest = dest+move
target = game.pieces.getField(dest)
target = game.board.getField(dest)
return res
except IndexDefect:
return @[]
@ -311,14 +370,14 @@ proc genQueenDests(game: Game, field: int, color: Color): seq[int] =
var target: int
for move in Queen_Moves:
dest = field+move
target = game.pieces.getField(dest)
target = game.board.getField(dest)
while (target != 999 and (ord(color) * target <= 0) or target ==
EnPassantID or target == -EnPassantID):
res.add(dest)
if (ord(color) * target < 0 and ord(color) * target > -EnPassantID):
break
dest = dest+move
target = game.pieces.getField(dest)
target = game.board.getField(dest)
return res
except IndexDefect:
return @[]
@ -334,9 +393,9 @@ proc genKingCastleDest(game: Game, field: int, color: Color): seq[int] =
var half_target: int
for castle in King_Moves_White_Castle:
dest = field + castle
target = game.pieces.getField(dest)
target = game.board.getField(dest)
half_dest = field + (int)castle/2
half_target = game.pieces.getField(half_dest)
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()

@ -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

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