diff --git a/README.md b/README.md index b7163ef..bd2d8c8 100644 --- a/README.md +++ b/README.md @@ -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`. diff --git a/chess.nim b/chess.nim index ced3648..0468598 100644 --- a/chess.nim +++ b/chess.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() diff --git a/test.nim b/test.nim index c26a070..f592a67 100644 --- a/test.nim +++ b/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