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tests: added unittests
Due to the official nim documentation the snake_case was now swapped for camelCase. Tests for nearly any move were added. A new procedure can initialize a game with a given 8x8 board with pieces and determines if they have been moved already.
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parent
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commit
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418
chess.nim
418
chess.nim
@ -12,7 +12,7 @@ type
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Game* = object
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pieces*: Pieces
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moved: Moved
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to_move*: Color
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toMove*: Color
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## Move as object
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Move* = object
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start: int
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@ -92,7 +92,28 @@ var FileChar = {
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"h": 0
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}.newTable
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proc init_board(): Pieces =
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proc getField*(pieces: Pieces, field: int): int =
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return pieces[field]
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proc setField(pieces: var Pieces, field: int, val: int): bool {.discardable.} =
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if (val in PieceChar):
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try:
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pieces[field] = val
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return true
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except Exception:
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return false
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proc getField*(moved: Moved, field: int): bool =
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return moved[field]
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proc setField(moved: var Moved, field: int, val: bool): bool {.discardable.} =
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try:
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moved[field] = val
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return true
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except Exception:
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return false
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proc initBoard(): Pieces =
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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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@ -109,56 +130,73 @@ proc init_board(): 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 get_move*(start: int, dest: int, prom: int, color: Color): Move =
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proc initBoard(pieces: array[0..63, int]): Pieces =
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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, 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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proc initMoved(): Moved =
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## Create and return a board of pieces moved.
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var moved: Moved
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return 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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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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## 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 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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moved.setField(ind, same_piece)
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let game = Game(pieces: pieces, moved: moved,
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to_move: color)
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return game
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proc getMove*(start: int, dest: int, prom: int, color: Color): Move =
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## Get a move object from `start` to `dest` with an eventual promition to `prom`
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var move = Move(start: start, dest: dest, prom: prom * ord(color), color: color)
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if (KnightID > prom or QueenID < prom):
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move.prom = QueenID
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return move
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proc get_move*(start: int, dest: int, color: Color): Move =
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proc getMove*(start: int, dest: int, color: Color): Move =
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## Get a move object from `start` to `dest` with automatic promition to `queen`
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var move = Move(start: start, dest: dest, prom: QueenID * ord(color), color: color)
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return move
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proc init_moved(): Moved =
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## Create and return a board of pieces moved.
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var moved: Moved
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return moved
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proc init_game*(): Game =
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## Create and return a Game object.
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let game = Game(pieces: init_board(), moved: init_moved(),
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to_move: Color.White)
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return game
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proc get_field(pieces: Pieces, field: int): int =
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return pieces[field]
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proc set_field(pieces: var Pieces, 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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return true
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except Exception:
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return false
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proc get_field(moved: Moved, field: int): bool =
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return moved[field]
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proc set_field(moved: var Moved, field: int, val: bool): bool {.discardable.} =
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try:
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moved[field] = val
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return true
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except Exception:
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return false
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proc echo_board*(game: Game, color: Color) =
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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.get_field(i) == 999):
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if (game.pieces.getField(i) == 999):
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continue
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line_str &= PieceChar[game.pieces[i]] & " "
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if ((i+2) %% 10 == 0):
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@ -167,7 +205,7 @@ proc echo_board*(game: Game, color: Color) =
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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.get_field(i) == 999):
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if (game.pieces.getField(i) == 999):
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continue
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line_str &= PieceChar[game.pieces[i]] & " "
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if ((i-1) %% 10 == 0):
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@ -175,21 +213,21 @@ proc echo_board*(game: Game, color: Color) =
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echo line_str
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echo "a b c d e f g h"
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proc field_to_ind*(file: string, line: int): int =
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proc fieldToInd*(file: string, line: int): int =
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## Calculate board index from `file` and `line` of a chess board.
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try:
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return 1+(line+1)*10+FileChar[file]
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except IndexDefect, ValueError:
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return -1
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proc field_to_ind*(field: string): int =
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proc fieldToInd*(field: string): int =
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## Calculate board index from `field` of a chess board.
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try:
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return field_to_ind($field[0], parseInt($field[1]))
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return fieldToInd($field[0], parseInt($field[1]))
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except IndexDefect, ValueError:
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return -1
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proc ind_to_field*(ind: int): string =
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proc indToField*(ind: int): string =
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## Calculate field name from board index `ind`.
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let line = (int)ind/10-1
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let file_ind = (ind)%%10-1
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@ -197,7 +235,32 @@ proc ind_to_field*(ind: int): string =
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if FileChar[file] == file_ind:
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return $file & $line
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proc gen_bishop_dests(game: Game, field: int, color: Color): seq[int] =
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proc notationToMove*(notation: string, color: Color): Move =
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## Convert simplified algebraic chess `notation` to a move object, color of player is `color`.
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try:
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var move: Move
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var start = fieldToInd(notation[0..1])
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var dest = fieldToInd(notation[2..3])
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move = getMove(start, dest, color)
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if (len(notation) > 4):
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var promStr = $notation[4]
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var prom: int
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case promStr:
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of "Q":
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prom = QueenID * ord(color)
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of "R":
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prom = RookID * ord(color)
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of "B":
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prom = BishopID * ord(color)
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of "N":
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prom = KnightID * ord(color)
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move = getMove(start, dest, prom, color)
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return move
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except IndexError:
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var move: Move
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return move
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proc genBishopDests(game: Game, field: int, color: Color): seq[int] =
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## Generate possible destinations for a bishop with specific `color` located at index `field` of `game`.
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## Returns a sequence of possible indices to move to.
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try:
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@ -206,18 +269,19 @@ proc gen_bishop_dests(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.get_field(dest)
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while (target != 999 and (ord(color) * target <= 0) or target == EnPassantID):
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target = game.pieces.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.get_field(dest)
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target = game.pieces.getField(dest)
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return res
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except IndexDefect:
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return @[]
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proc gen_rook_dests(game: Game, field: int, color: Color): seq[int] =
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proc genRookDests(game: Game, field: int, color: Color): seq[int] =
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## Generate possible destinations for a rook with specific `color` located at index `field` of `game`.
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## Returns a sequence of possible indices to move to.
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try:
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@ -226,18 +290,19 @@ proc gen_rook_dests(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.get_field(dest)
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while (target != 999 and (ord(color) * target <= 0) or target == EnPassantID):
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target = game.pieces.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.get_field(dest)
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target = game.pieces.getField(dest)
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return res
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except IndexDefect:
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return @[]
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proc gen_queen_dests(game: Game, field: int, color: Color): seq[int] =
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proc genQueenDests(game: Game, field: int, color: Color): seq[int] =
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## Generate possible destinations for a queen with specific `color` located at index `field` of `game`.
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## Returns a sequence of possible indices to move to.
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try:
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@ -246,18 +311,19 @@ proc gen_queen_dests(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.get_field(dest)
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while (target != 999 and (ord(color) * target <= 0) or target == EnPassantID):
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target = game.pieces.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.get_field(dest)
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target = game.pieces.getField(dest)
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return res
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except IndexDefect:
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return @[]
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proc gen_king_castle_dest(game: Game, field: int, color: Color): seq[int] =
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proc genKingCastleDest(game: Game, field: int, color: Color): seq[int] =
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## Generate possible castle destinations for a king with specific `color` located at index `field` of `game`
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## Returns a sequence of possible indices to move to.
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try:
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@ -268,9 +334,9 @@ proc gen_king_castle_dest(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.get_field(dest)
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target = game.pieces.getField(dest)
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half_dest = field + (int)castle/2
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half_target = game.pieces.get_field(half_dest)
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half_target = game.pieces.getField(half_dest)
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if (target == 999 or (target != 0)):
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continue
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if (half_target == 999 or (half_target != 0)):
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@ -281,7 +347,7 @@ proc gen_king_castle_dest(game: Game, field: int, color: Color): seq[int] =
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return @[]
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proc gen_king_dests(game: Game, field: int, color: Color): seq[int] =
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proc genKingDests(game: Game, field: int, color: Color): seq[int] =
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## Generate possible destinations for a king with specific `color` located at index `field` of `game`.
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## Returns a sequence of possible indices to move to.
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try:
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@ -290,16 +356,16 @@ proc gen_king_dests(game: Game, field: int, color: Color): seq[int] =
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var target: int
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for move in King_Moves:
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dest = field + move
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target = game.pieces.get_field(dest)
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target = game.pieces.getField(dest)
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if (target == 999 or (ord(color) * target > 0 and ord(color) * target != EnPassantID)):
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continue
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res.add(dest)
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res.add(game.gen_king_castle_dest(field, color))
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res.add(game.genKingCastleDest(field, color))
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return res
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except IndexDefect:
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return @[]
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proc gen_knight_dests(game: Game, field: int, color: Color): seq[int] =
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proc genKnightDests(game: Game, field: int, color: Color): seq[int] =
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## Generate possible destinations for a knight with specific `color` located at index `field` of `game`.
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## Returns a sequence of possible indices to move to.
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try:
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@ -308,7 +374,7 @@ proc gen_knight_dests(game: Game, field: int, color: Color): seq[int] =
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var target: int
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for move in Knight_Moves:
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dest = field + move
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target = game.pieces.get_field(dest)
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target = game.pieces.getField(dest)
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if (target == 999 or (ord(color) * target > 0 and ord(color) * target != EnPassantID)):
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continue
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res.add(dest)
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@ -316,7 +382,7 @@ proc gen_knight_dests(game: Game, field: int, color: Color): seq[int] =
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except IndexDefect:
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return @[]
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proc gen_pawn_attack_dests(game: Game, field: int, color: Color): seq[int] =
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proc genPawnAttackDests(game: Game, field: int, color: Color): seq[int] =
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## Generate possible attack destinations for a pawn with specific `color` located at index `field` of `game`.
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## Returns a sequence of possible indices to move to.
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try:
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@ -324,8 +390,8 @@ proc gen_pawn_attack_dests(game: Game, field: int, color: Color): seq[int] =
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var dest: int
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var target: int
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for attacks in Pawn_Moves_White_Attack:
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dest = field + attacks * ord(color)
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target = game.pieces.get_field(dest)
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dest = field + (attacks * ord(color))
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target = game.pieces.getField(dest)
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if (target == 999 or ord(color) * target >= 0):
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continue
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res.add(dest)
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@ -333,7 +399,7 @@ proc gen_pawn_attack_dests(game: Game, field: int, color: Color): seq[int] =
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except IndexDefect:
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return @[]
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proc gen_pawn_double_dests(game: Game, field: int, color: Color): seq[int] =
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proc genPawnDoubleDests(game: Game, field: int, color: Color): seq[int] =
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## Generate possible double destinations for a pawn with specific `color` located at index `field` of `game`.
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## Returns a sequence of possible indices to move to.
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try:
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@ -342,16 +408,16 @@ proc gen_pawn_double_dests(game: Game, field: int, color: Color): seq[int] =
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var target: int
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for doubles in Pawn_Moves_White_Double:
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dest = field + doubles * ord(color)
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target = game.pieces.get_field(dest)
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if (game.moved.get_field(field) or (target != 0) or (
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game.pieces.get_field(dest+(S*ord(color))) != 0)):
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target = game.pieces.getField(dest)
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if (game.moved.getField(field) or (target != 0) or (
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game.pieces.getField(dest+(S*ord(color))) != 0)):
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continue
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res.add(dest)
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return res
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except IndexDefect:
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return @[]
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proc gen_pawn_dests(game: Game, field: int, color: Color): seq[int] =
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proc genPawnDests(game: Game, field: int, color: Color): seq[int] =
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## Generate possible destinations for a pawn with specific `color` located at index `field` of `game`.
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## Returns a sequence of possible indices to move to.
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try:
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@ -360,189 +426,189 @@ proc gen_pawn_dests(game: Game, field: int, color: Color): seq[int] =
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var target: int
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for move in Pawn_Moves_White:
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dest = field + move * ord(color)
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target = game.pieces.get_field(dest)
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target = game.pieces.getField(dest)
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if (target != 0 and target != ord(color) * EnPassantID):
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continue
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res.add(dest)
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res.add(game.gen_pawn_attack_dests(field, color))
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res.add(game.gen_pawn_double_dests(field, color))
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res.add(game.genPawnAttackDests(field, color))
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res.add(game.genPawnDoubleDests(field, color))
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return res
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except IndexDefect:
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return @[]
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|
||||
proc piece_on(game: Game, color: Color, sequence: seq[int],
|
||||
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.get_field(check) == ord(color) * -1 * pieceID:
|
||||
if game.pieces.getField(check) == ord(color) * -1 * pieceID:
|
||||
return true
|
||||
return false
|
||||
|
||||
proc is_attacked(game: Game, position: int, color: Color): bool =
|
||||
proc isAttacked(game: Game, position: int, color: Color): bool =
|
||||
## Check if a field is attacked by the opposite of `color` in a `game`.
|
||||
var attacked = false
|
||||
attacked = attacked or game.piece_on(color, game.gen_pawn_attack_dests(
|
||||
attacked = attacked or game.pieceOn(color, game.genPawnAttackDests(
|
||||
position, color), PawnID)
|
||||
attacked = attacked or game.piece_on(color, game.gen_queen_dests(position,
|
||||
attacked = attacked or game.pieceOn(color, game.genQueenDests(position,
|
||||
color), QueenID)
|
||||
attacked = attacked or game.piece_on(color, game.gen_king_dests(position,
|
||||
attacked = attacked or game.pieceOn(color, game.genKingDests(position,
|
||||
color), KingID)
|
||||
attacked = attacked or game.piece_on(color, game.gen_rook_dests(position,
|
||||
attacked = attacked or game.pieceOn(color, game.genRookDests(position,
|
||||
color), RookID)
|
||||
attacked = attacked or game.piece_on(color, game.gen_bishop_dests(position,
|
||||
attacked = attacked or game.pieceOn(color, game.genBishopDests(position,
|
||||
color), BishopID)
|
||||
attacked = attacked or game.piece_on(color, game.gen_knight_dests(position,
|
||||
attacked = attacked or game.pieceOn(color, game.genKnightDests(position,
|
||||
color), KnightID)
|
||||
return attacked
|
||||
|
||||
proc is_in_check*(game: Game, 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.get_field(i) == ord(color) * KingID:
|
||||
if game.pieces.getField(i) == ord(color) * KingID:
|
||||
king_pos = i
|
||||
return game.is_attacked(king_pos, color)
|
||||
return game.isAttacked(king_pos, color)
|
||||
|
||||
proc unchecked_move(game: var Game, start: int, dest: int): bool {.discardable.} =
|
||||
proc uncheckedMove(game: var Game, start: int, dest: int): bool {.discardable.} =
|
||||
## Moves a piece if possible from `start` position to `dest` position.
|
||||
## Doesnt check boundaries, checks, movement.
|
||||
## returns true if the piece moved, else false
|
||||
try:
|
||||
let piece = game.pieces.get_field(start)
|
||||
if game.pieces.set_field(start, 0):
|
||||
if game.pieces.set_field(dest, piece):
|
||||
game.moved.set_field(start, true)
|
||||
game.moved.set_field(dest, true)
|
||||
let piece = game.pieces.getField(start)
|
||||
if game.pieces.setField(start, 0):
|
||||
if game.pieces.setField(dest, piece):
|
||||
game.moved.setField(start, true)
|
||||
game.moved.setField(dest, true)
|
||||
return true
|
||||
else:
|
||||
game.pieces.set_field(start, piece)
|
||||
game.pieces.setField(start, piece)
|
||||
except IndexDefect, ValueError:
|
||||
return false
|
||||
|
||||
proc move_leads_to_check(game: Game, start: int, dest: int,
|
||||
proc moveLeadsToCheck(game: Game, start: int, dest: int,
|
||||
color: Color): bool =
|
||||
## Checks in a `game` if a move from `start` to `dest` puts the `color` king in check.
|
||||
var check = game
|
||||
check.unchecked_move(start, dest)
|
||||
return check.is_in_check(color)
|
||||
check.uncheckedMove(start, dest)
|
||||
return check.isInCheck(color)
|
||||
|
||||
proc remove_en_passant(pieces: var Pieces, color: Color): void =
|
||||
proc removeEnPassant(pieces: var Pieces, color: Color): void =
|
||||
## Removes every en passant of given `color` from the `game`.
|
||||
for field in pieces.low..pieces.high:
|
||||
if pieces.get_field(field) == ord(color) * EnPassantID:
|
||||
pieces.set_field(field, 0)
|
||||
if pieces.getField(field) == ord(color) * EnPassantID:
|
||||
pieces.setField(field, 0)
|
||||
|
||||
proc gen_legal_knight_moves(game: Game, field: int, color: Color): seq[Move] =
|
||||
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.get_field(field) != KnightID * ord(color):
|
||||
if game.pieces.getField(field) != KnightID * ord(color):
|
||||
return @[]
|
||||
var res = newSeq[Move]()
|
||||
var moves = game.gen_knight_dests(field, color)
|
||||
var moves = game.genKnightDests(field, color)
|
||||
for dest in moves:
|
||||
if not game.move_leads_to_check(field, dest, color):
|
||||
res.add(get_move(field, dest, color))
|
||||
if not game.moveLeadsToCheck(field, dest, color):
|
||||
res.add(getMove(field, dest, color))
|
||||
return res
|
||||
|
||||
proc gen_legal_bishop_moves(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.get_field(field) != BishopID * ord(color):
|
||||
if game.pieces.getField(field) != BishopID * ord(color):
|
||||
return @[]
|
||||
var res = newSeq[Move]()
|
||||
var moves = game.gen_bishop_dests(field, color)
|
||||
var moves = game.genBishopDests(field, color)
|
||||
for dest in moves:
|
||||
if not game.move_leads_to_check(field, dest, color):
|
||||
res.add(get_move(field, dest, color))
|
||||
if not game.moveLeadsToCheck(field, dest, color):
|
||||
res.add(getMove(field, dest, color))
|
||||
return res
|
||||
|
||||
proc gen_legal_rook_moves(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.get_field(field) != RookID * ord(color):
|
||||
if game.pieces.getField(field) != RookID * ord(color):
|
||||
return @[]
|
||||
var res = newSeq[Move]()
|
||||
var moves = game.gen_rook_dests(field, color)
|
||||
var moves = game.genRookDests(field, color)
|
||||
for dest in moves:
|
||||
if not game.move_leads_to_check(field, dest, color):
|
||||
res.add(get_move(field, dest, color))
|
||||
if not game.moveLeadsToCheck(field, dest, color):
|
||||
res.add(getMove(field, dest, color))
|
||||
return res
|
||||
|
||||
proc gen_legal_queen_moves(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.get_field(field) != QueenID * ord(color):
|
||||
if game.pieces.getField(field) != QueenID * ord(color):
|
||||
return @[]
|
||||
var res = newSeq[Move]()
|
||||
var moves = game.gen_queen_dests(field, color)
|
||||
var moves = game.genQueenDests(field, color)
|
||||
for dest in moves:
|
||||
if not game.move_leads_to_check(field, dest, color):
|
||||
res.add(get_move(field, dest, color))
|
||||
if not game.moveLeadsToCheck(field, dest, color):
|
||||
res.add(getMove(field, dest, color))
|
||||
return res
|
||||
|
||||
proc gen_legal_king_moves(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.get_field(field) != KingID * ord(color):
|
||||
if game.pieces.getField(field) != KingID * ord(color):
|
||||
return @[]
|
||||
var res = newSeq[Move]()
|
||||
var moves = game.gen_king_dests(field, color)
|
||||
var moves = game.genKingDests(field, color)
|
||||
for dest in moves:
|
||||
if field - dest == W+W and game.is_attacked(dest+W, color):
|
||||
if field - dest == W+W and game.isAttacked(dest+W, color):
|
||||
continue
|
||||
if field - dest == E+E and game.is_attacked(dest+E, color):
|
||||
if field - dest == E+E and game.isAttacked(dest+E, color):
|
||||
continue
|
||||
if not game.move_leads_to_check(field, dest, color):
|
||||
res.add(get_move(field, dest, color))
|
||||
if not game.moveLeadsToCheck(field, dest, color):
|
||||
res.add(getMove(field, dest, color))
|
||||
return res
|
||||
|
||||
proc gen_pawn_promotion(move: Move, color: Color): seq[Move] =
|
||||
proc genPawnPromotion(move: Move, color: Color): seq[Move] =
|
||||
## Generate all possible promotions of a `move` by `color`.
|
||||
var promotions = newSeq[Move]()
|
||||
let start = move.start
|
||||
let dest = move.dest
|
||||
if (90 < dest and dest < 99) or (20 < dest and dest < 29):
|
||||
for piece in KnightID..QueenID:
|
||||
promotions.add(get_move(start, dest, piece, color))
|
||||
promotions.add(getMove(start, dest, piece, color))
|
||||
return promotions
|
||||
|
||||
proc gen_legal_pawn_moves(game: Game, field: int, 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.get_field(field) != PawnID * ord(color):
|
||||
if game.pieces.getField(field) != PawnID * ord(color):
|
||||
return @[]
|
||||
var res = newSeq[Move]()
|
||||
var moves = game.gen_pawn_dests(field, color)
|
||||
var moves = game.genPawnDests(field, color)
|
||||
for dest in moves:
|
||||
if not game.move_leads_to_check(field, dest, color):
|
||||
var promotions = gen_pawn_promotion(get_move(field, dest, color), color)
|
||||
if not game.moveLeadsToCheck(field, dest, color):
|
||||
var promotions = genPawnPromotion(getMove(field, dest, color), color)
|
||||
if promotions != @[]:
|
||||
res.add(promotions)
|
||||
else:
|
||||
res.add(get_move(field, dest, color))
|
||||
res.add(getMove(field, dest, color))
|
||||
return res
|
||||
|
||||
proc gen_legal_moves*(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.get_field(field)
|
||||
var target = ord(color) * game.pieces.getField(field)
|
||||
if 0 < target and target < EnPassantID:
|
||||
legal_moves = case target:
|
||||
of PawnID:
|
||||
game.gen_legal_pawn_moves(field, color)
|
||||
game.genLegalPawnMoves(field, color)
|
||||
of KnightID:
|
||||
game.gen_legal_knight_moves(field, color)
|
||||
game.genLegalKnightMoves(field, color)
|
||||
of BishopID:
|
||||
game.gen_legal_bishop_moves(field, color)
|
||||
game.genLegalBishopMoves(field, color)
|
||||
of RookID:
|
||||
game.gen_legal_rook_moves(field, color)
|
||||
game.genLegalRookMoves(field, color)
|
||||
of QueenID:
|
||||
game.gen_legal_queen_moves(field, color)
|
||||
game.genLegalQueenMoves(field, color)
|
||||
of KingID:
|
||||
game.gen_legal_king_moves(field, color)
|
||||
game.genLegalKingMoves(field, color)
|
||||
else:
|
||||
@[]
|
||||
return legal_moves
|
||||
|
||||
proc gen_legal_moves*(game: Game, 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:
|
||||
legal_moves.add(game.gen_legal_moves(field, color))
|
||||
legal_moves.add(game.genLegalMoves(field, color))
|
||||
return legal_moves
|
||||
|
||||
proc castling(game: var Game, kstart: int, dest_kingside: bool,
|
||||
@ -551,7 +617,7 @@ proc castling(game: var Game, kstart: int, dest_kingside: bool,
|
||||
## `dest_kingside` for kingside castling, else castling is queenside.
|
||||
## This process checks for the legality of the move and performs the switch of `game.to_move`
|
||||
try:
|
||||
if game.to_move != color:
|
||||
if game.toMove != color:
|
||||
return false
|
||||
var kdest = kstart
|
||||
var rstart: int
|
||||
@ -564,26 +630,26 @@ proc castling(game: var Game, kstart: int, dest_kingside: bool,
|
||||
rstart = kstart + (W+W+W+W)
|
||||
rdest = rstart + (E+E+E)
|
||||
kdest = kstart + (W+W)
|
||||
if not game.moved.get_field(kstart) and not game.moved.get_field(rstart):
|
||||
if not game.moved.getField(kstart) and not game.moved.getField(rstart):
|
||||
var check = false
|
||||
if (dest_kingside):
|
||||
check = check or game.is_attacked(kstart, color)
|
||||
check = check or game.is_attacked(kstart+(E), color)
|
||||
check = check or game.is_attacked(kstart+(E+E), color)
|
||||
check = check or game.isAttacked(kstart, color)
|
||||
check = check or game.isAttacked(kstart+(E), color)
|
||||
check = check or game.isAttacked(kstart+(E+E), color)
|
||||
else:
|
||||
check = check or game.is_attacked(kstart, color)
|
||||
check = check or game.is_attacked(kstart+(W), color)
|
||||
check = check or game.is_attacked(kstart+(W+W), color)
|
||||
check = check or game.isAttacked(kstart, color)
|
||||
check = check or game.isAttacked(kstart+(W), color)
|
||||
check = check or game.isAttacked(kstart+(W+W), color)
|
||||
if check:
|
||||
return false
|
||||
game.unchecked_move(kstart, kdest)
|
||||
game.unchecked_move(rstart, rdest)
|
||||
game.uncheckedMove(kstart, kdest)
|
||||
game.uncheckedMove(rstart, rdest)
|
||||
return true
|
||||
return false
|
||||
except IndexDefect, ValueError:
|
||||
return false
|
||||
|
||||
proc checked_move*(game: var Game, move: Move): bool {.discardable.} =
|
||||
proc checkedMove*(game: var Game, move: Move): bool {.discardable.} =
|
||||
## Tries to make a move in a given `game` with the piece of a given `color` from `start` to `dest`.
|
||||
## This process checks for the legality of the move and performs the switch of `game.to_move`
|
||||
try:
|
||||
@ -591,46 +657,46 @@ proc checked_move*(game: var Game, move: Move): bool {.discardable.} =
|
||||
let dest = move.dest
|
||||
let color = move.color
|
||||
let prom = move.prom
|
||||
if game.to_move != color:
|
||||
if game.toMove != color:
|
||||
return false
|
||||
var sequence = newSeq[Move]()
|
||||
let piece = game.pieces.get_field(start)
|
||||
let piece = game.pieces.getField(start)
|
||||
var create_en_passant = false
|
||||
var captured_en_passant = false
|
||||
var move: Move
|
||||
move = get_move(start, dest, color)
|
||||
move = getMove(start, dest, color)
|
||||
if (piece == PawnID * ord(color)):
|
||||
create_en_passant = dest in game.gen_pawn_double_dests(start, color)
|
||||
captured_en_passant = (game.pieces.get_field(dest) == -1 * ord(color) * EnPassantID)
|
||||
sequence.add(game.gen_legal_moves(start, color))
|
||||
create_en_passant = dest in game.genPawnDoubleDests(start, color)
|
||||
captured_en_passant = (game.pieces.getField(dest) == -1 * ord(color) * EnPassantID)
|
||||
sequence.add(game.genLegalMoves(start, color))
|
||||
if (move in sequence):
|
||||
game.pieces.remove_en_passant(color)
|
||||
game.pieces.removeEnPassant(color)
|
||||
if (piece == KingID * ord(color) and (start - dest == (W+W))):
|
||||
game.castling(start, true, color)
|
||||
return game.castling(start, true, color)
|
||||
elif (piece == KingID * ord(color) and (start - dest == (E+E))):
|
||||
game.castling(start, false, color)
|
||||
return game.castling(start, false, color)
|
||||
else:
|
||||
game.unchecked_move(start, dest)
|
||||
game.to_move = Color(ord(game.to_move)*(-1))
|
||||
game.uncheckedMove(start, dest)
|
||||
game.toMove = Color(ord(game.toMove)*(-1))
|
||||
if create_en_passant:
|
||||
game.pieces.set_field(dest-(N*ord(color)), EnPassantID * ord(color))
|
||||
game.pieces.setField(dest-(N*ord(color)), EnPassantID * ord(color))
|
||||
if captured_en_passant:
|
||||
game.pieces.set_field(dest-(N*ord(color)), 0)
|
||||
game.pieces.setField(dest-(N*ord(color)), 0)
|
||||
if ((90 < dest and dest < 99) or (20 < dest and dest < 29)) and
|
||||
game.pieces.get_field(dest) == PawnID * ord(color):
|
||||
game.pieces.set_field(dest, prom)
|
||||
game.pieces.getField(dest) == PawnID * ord(color):
|
||||
game.pieces.setField(dest, prom)
|
||||
return true
|
||||
except IndexDefect, ValueError:
|
||||
return false
|
||||
|
||||
proc has_no_moves(game: Game, color: Color): bool =
|
||||
proc hasNoMoves(game: Game, color: Color): bool =
|
||||
## Checks if a player of a given `color` has no legal moves in a `game`.
|
||||
return (game.gen_legal_moves(color) == @[])
|
||||
return (game.genLegalMoves(color) == @[])
|
||||
|
||||
proc is_checkmate*(game: Game, color: Color): bool =
|
||||
proc isCheckmate*(game: Game, color: Color): bool =
|
||||
## Checks if a player of a given `color` in a `game` is checkmate.
|
||||
return game.has_no_moves(color) and game.is_in_check(color)
|
||||
return game.hasNoMoves(color) and game.isInCheck(color)
|
||||
|
||||
proc is_stalemate*(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.has_no_moves(color) and not game.is_in_check(color)
|
||||
return game.hasNoMoves(color) and not game.isInCheck(color)
|
||||
|
47
game.nim
47
game.nim
@ -3,44 +3,19 @@ import rdstdin
|
||||
|
||||
import ./chess
|
||||
|
||||
proc notation_to_move(notation: string, color: Color): Move =
|
||||
## Convert simplified algebraic chess `notation` to a move object, color of player is `color`.
|
||||
try:
|
||||
var move: Move
|
||||
var start = field_to_ind(notation[0..1])
|
||||
var dest = field_to_ind(notation[2..3])
|
||||
move = get_move(start, dest, color)
|
||||
if (len(notation) > 4):
|
||||
var prom_str = $notation[4]
|
||||
var prom: int
|
||||
case prom_str:
|
||||
of "Q":
|
||||
prom = QueenID * ord(color)
|
||||
of "R":
|
||||
prom = RookID * ord(color)
|
||||
of "B":
|
||||
prom = BishopID * ord(color)
|
||||
of "N":
|
||||
prom = KnightID * ord(color)
|
||||
move = get_move(start, dest, prom, color)
|
||||
return move
|
||||
except IndexError:
|
||||
var move: Move
|
||||
return move
|
||||
|
||||
proc run_game(): void =
|
||||
var game = init_game()
|
||||
game.echo_board(game.to_move)
|
||||
while not game.is_checkmate(game.to_move):
|
||||
proc runGame(): void =
|
||||
var game = initGame()
|
||||
game.echoBoard(game.toMove)
|
||||
while not game.isCheckmate(game.toMove):
|
||||
echo "Make a move"
|
||||
echo game.to_move
|
||||
echo game.toMove
|
||||
var move = readLine(stdin)
|
||||
while not game.checked_move(notation_to_move(move, game.to_move)):
|
||||
while not game.checkedMove(notationToMove(move, game.toMove)):
|
||||
move = readLine(stdin)
|
||||
game.echo_board(game.to_move)
|
||||
if game.is_checkmate(game.to_move):
|
||||
echo $game.to_move & " was checkmated"
|
||||
if game.is_stalemate(game.to_move):
|
||||
game.echoBoard(game.toMove)
|
||||
if game.isCheckmate(game.toMove):
|
||||
echo $game.toMove & " was checkmated"
|
||||
if game.isStalemate(game.toMove):
|
||||
echo "Stalemate"
|
||||
|
||||
run_game()
|
||||
runGame()
|
||||
|
Loading…
x
Reference in New Issue
Block a user