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@ -0,0 +1,511 @@ |
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import tables |
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from strutils import parseInt |
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type |
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Color* = enum |
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Black = -1, White = 1 |
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## Board that saves the pieces |
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Pieces* = array[0..119, int] |
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## Board that checks if pieces moved |
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Moved* = array[0..119, bool] |
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## Game as object of different values |
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Game* = object |
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pieces: Pieces |
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moved: Moved |
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to_move: Color |
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const |
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# IDs for piece |
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BlockID* = 999 |
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PawnID* = 1 |
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KnightID* = 2 |
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BishopID* = 3 |
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RookID* = 4 |
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QueenID* = 5 |
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KingID* = 6 |
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EnPassantID* = 7 |
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# IDs that are saved in the array |
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Block* = BlockID |
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WPawn* = PawnID |
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WKnight* = KnightID |
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WBishop* = BishopID |
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WRook* = RookID |
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WQueen* = QueenID |
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WKing* = KingID |
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WEnPassant* = EnPassantID |
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BPawn* = -PawnID |
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BKnight* = -KnightID |
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BBishop* = -BishopID |
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BRook* = -RookID |
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BQueen* = -QueenID |
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BKing* = -KingID |
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BEnPassant* = EnPassantID |
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# Directions of movement |
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N = 10 |
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S = -N |
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W = 1 |
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E = -W |
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# Movement options for pieces (Bishop/Rook/Queen can repeat in the same direction) |
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Knight_Moves = [N+N+E, N+N+W, E+E+N, E+E+S, S+S+E, S+S+W, W+W+N, W+W+S] |
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Bishop_Moves = [N+E, N+W, S+E, S+W] |
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Rook_Moves = [N, E, S, W] |
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Queen_Moves = [N, E, S, W, N+E, N+W, S+E, S+W] |
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King_Moves = [N, E, S, W, N+E, N+W, S+E, S+W] |
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Pawn_Moves_White = [N] |
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Pawn_Moves_White_Double = [N+N] |
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Pawn_Moves_White_Attack = [N+E, N+W] |
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var PieceChar = { |
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0: " ", |
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1: "P", |
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2: "N", |
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3: "B", |
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4: "R", |
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5: "Q", |
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6: "K", |
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7: " ", |
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-1: "p", |
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-2: "n", |
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-3: "b", |
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-4: "r", |
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-5: "q", |
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-6: "k", |
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-7: " ", |
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999: "-" |
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}.newTable |
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var FileChar = { |
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"a": 7, |
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"b": 6, |
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"c": 5, |
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"d": 4, |
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"e": 3, |
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"f": 2, |
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"g": 1, |
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"h": 0 |
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}.newTable |
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proc init_board(): 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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Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, |
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Block, WRook, WKnight, WBishop, WKing, WQueen, WBishop, WKnight, WRook, Block, |
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Block, WPawn, WPawn, WPawn, WPawn, WPawn, WPawn, WPawn, WPawn, Block, |
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Block, 0, 0, 0, 0, 0, 0, 0, 0, Block, |
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Block, 0, 0, 0, 0, 0, 0, 0, 0, Block, |
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Block, 0, 0, 0, 0, 0, 0, 0, 0, Block, |
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Block, 0, 0, 0, 0, 0, 0, 0, 0, Block, |
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Block, BPawn, BPawn, BPawn, BPawn, BPawn, BPawn, BPawn, BPawn, Block, |
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Block, BRook, BKnight, BBishop, BKing, BQueen, BBishop, BKnight, BRook, 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 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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## 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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continue |
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line_str &= PieceChar[game.pieces[i]] & " " |
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if ((i+2) %% 10 == 0): |
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line_str &= $((int)((i)/10)-1) & "\n" |
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echo line_str |
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echo "h g f e d c b a" |
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else: |
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for i in countdown(len(game.pieces)-1, 0): |
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if (game.pieces.get_field(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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line_str &= $((int)((i)/10)-1) & "\n" |
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echo line_str |
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echo "a b c d e f g h" |
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proc field_to_ind*(file: string, line: int): int = |
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## Calculate board index from `file` and `line` of a chess board. |
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try: |
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return 1+(line+1)*10+FileChar[file] |
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except IndexDefect, ValueError: |
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return -1 |
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proc field_to_ind*(field: string): int = |
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## Calculate board index from `field` of a chess board. |
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try: |
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return field_to_ind($field[0], parseInt($field[1])) |
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except IndexDefect, ValueError: |
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return -1 |
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proc ind_to_field*(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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for file, i in FileChar: |
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if FileChar[file] == file_ind: |
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return $file & $line |
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proc gen_bishop_moves(game: Game, field: int, color: Color): seq[int] = |
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## Generate possible moves for a bishop with specific `color` located at index `field` of `board`. |
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## Returns a sequence of possible indices to move to. |
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try: |
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var res = newSeq[int]() |
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var dest: 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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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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return res |
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except IndexDefect: |
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return @[] |
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proc gen_rook_moves(game: Game, field: int, color: Color): seq[int] = |
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## Generate possible moves for a rook with specific `color` located at index `field` of `board`. |
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## Returns a sequence of possible indices to move to. |
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try: |
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var res = newSeq[int]() |
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var dest: 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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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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return res |
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except IndexDefect: |
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return @[] |
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proc gen_queen_moves(game: Game, field: int, color: Color): seq[int] = |
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## Generate possible moves for a queen with specific `color` located at index `field` of `board`. |
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## Returns a sequence of possible indices to move to. |
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try: |
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var res = newSeq[int]() |
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var dest: 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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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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return res |
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except IndexDefect: |
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return @[] |
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proc gen_king_moves(game: Game, field: int, color: Color): seq[int] = |
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## Generate possible moves for a king with specific `color` located at index `field` of `board`. |
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## Returns a sequence of possible indices to move to. |
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try: |
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var res = newSeq[int]() |
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var dest: 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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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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return res |
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except IndexDefect: |
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return @[] |
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proc gen_knight_moves(game: Game, field: int, color: Color): seq[int] = |
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## Generate possible moves for a knight with specific `color` located at index `field` of `board`. |
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## Returns a sequence of possible indices to move to. |
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try: |
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var res = newSeq[int]() |
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var dest: 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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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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return res |
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except IndexDefect: |
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return @[] |
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proc gen_pawn_attacks(game: Game, field: int, color: Color): seq[int] = |
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## Generate possible attacks for a pawn with specific `color` located at index `field` of `board`. |
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## Returns a sequence of possible indices to move to. |
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try: |
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var res = newSeq[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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if (target == 999 or ord(color) * target >= 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_doubles(game: Game, field: int, color: Color): seq[int] = |
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## Generate possible double moves for a pawn with specific `color` located at index `field` of `board`. |
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## Returns a sequence of possible indices to move to. |
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try: |
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var res = newSeq[int]() |
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var dest: 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 (game.pieces.get_field(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_moves(game: Game, field: int, color: Color): seq[int] = |
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## Generate possible moves for a pawn with specific `color` located at index `field` of `board`. |
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## Returns a sequence of possible indices to move to. |
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try: |
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var res = newSeq[int]() |
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var dest: 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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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_attacks(field, color)) |
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res.add(game.gen_pawn_doubles(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], |
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pieceID: int): bool = |
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## Check if a piece with `pieceID` of a given `color` is in a field described in a `sequence` in a `game`. |
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for check in sequence: |
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if game.pieces.get_field(check) == ord(color) * -1 * pieceID: |
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return true |
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return false |
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proc is_attacked(game: Game, position: int, color: Color): bool = |
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## Check if a field is attacked by the opposite of `color` in a `game`. |
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var attacked = false |
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attacked = attacked or game.piece_on(color, game.gen_pawn_attacks(position, |
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color), PawnID) |
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attacked = attacked or game.piece_on(color, game.gen_queen_moves(position, |
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color), QueenID) |
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attacked = attacked or game.piece_on(color, game.gen_king_moves(position, |
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color), KingID) |
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attacked = attacked or game.piece_on(color, game.gen_rook_moves(position, |
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color), RookID) |
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attacked = attacked or game.piece_on(color, game.gen_bishop_moves(position, |
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color), BishopID) |
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attacked = attacked or game.piece_on(color, game.gen_knight_moves(position, |
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color), KnightID) |
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return attacked |
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proc is_in_check(game: Game, color: Color): bool = |
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## Check if the King of a given `color` is in check in a `game`. |
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var king_pos: int |
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for i in countup(0, game.pieces.high): |
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if game.pieces.get_field(i) == ord(color) * KingID: |
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king_pos = i |
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return game.is_attacked(king_pos, color) |
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proc simple_move(game: var Game, start: int, dest: int): bool {.discardable.} = |
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## Moves a piece if possible from `start` position to `dest` position. |
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## Doesnt check boundaries, checks, movement. |
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## returns true if the piece moved, else false |
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try: |
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let piece = game.pieces.get_field(start) |
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if game.pieces.set_field(start, 0): |
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if game.pieces.set_field(dest, piece): |
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game.moved.set_field(start, true) |
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game.moved.set_field(dest, true) |
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return true |
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else: |
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game.pieces.set_field(start, piece) |
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except IndexDefect, ValueError: |
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return false |
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proc move_leads_to_check(game: Game, start: int, dest: int, |
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color: Color): bool = |
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## Checks in a game if a move from `start` to `dest` puts the `color` king in check. |
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var check = game |
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check.simple_move(start, dest) |
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return check.is_in_check(color) |
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proc remove_en_passant(pieces: var Pieces, color: Color): void = |
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## Removes every en passant of given `color` from the `game`. |
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for field in pieces.low..pieces.high: |
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if pieces.get_field(field) == ord(color) * EnPassantID: |
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pieces.set_field(field,0) |
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proc checked_move*(game: var Game, start: int, dest: int, color: Color): bool {.discardable.} = |
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## Tries to make a move in a given `game` with the piece of a given `color` from `start` to `dest`. |
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## This process checks for the legality of the move and performs the switch of `game.to_move` |
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try: |
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if game.to_move != color: |
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return false |
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var sequence = newSeq[int]() |
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let piece = game.pieces.get_field(start) |
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var create_en_passant = false |
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var captured_en_passant = false |
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if (piece == PawnID * ord(color)): |
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sequence.add(game.gen_pawn_moves(start, color)) |
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create_en_passant = dest in game.gen_pawn_doubles(start,color) |
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captured_en_passant = (game.pieces.get_field(dest) == -1 * ord(color) * EnPassantID) |
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if (piece == KnightID * ord(color)): |
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sequence.add(game.gen_knight_moves(start, color)) |
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if (piece == BishopID * ord(color)): |
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sequence.add(game.gen_bishop_moves(start, color)) |
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if (piece == RookID * ord(color)): |
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sequence.add(game.gen_rook_moves(start, color)) |
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if (piece == QueenID * ord(color)): |
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sequence.add(game.gen_queen_moves(start, color)) |
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if (piece == KingID * ord(color)): |
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sequence.add(game.gen_king_moves(start, color)) |
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if (dest in sequence) and not game.move_leads_to_check(start, dest, color): |
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game.pieces.remove_en_passant(color) |
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game.simple_move(start, dest) |
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game.to_move = Color(ord(game.to_move)*(-1)) |
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if create_en_passant: |
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game.pieces.set_field(dest-(N*ord(color)),EnPassantID * ord(color)) |
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if captured_en_passant: |
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game.pieces.set_field(dest-(N*ord(color)),0) |
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return true |
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except IndexDefect, ValueError: |
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return false |
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proc checked_promotion*(game: var Game, start: int, dest: int, color: Color, |
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prom: int): bool {.discardable.} = |
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## Tries to make a promotion to `prom` in a given `game` with the piece of a given `color` from `start` to `dest`. |
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## This process checks for the legality of the move and performs the switch of `game.to_move` |
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try: |
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if game.pieces.get_field(start) != PawnID * ord(color) or (1 > prom or |
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prom > 5): |
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return false |
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if (90 < dest and dest < 99) or (20 < dest and dest < 29): |
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if (game.checked_move(start, dest, color)): |
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game.pieces.set_field(dest, prom) |
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return false |
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except IndexDefect, ValueError: |
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return false |
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proc castling*(game: var Game, kstart: int, dest_kingside: bool, |
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color: Color): bool {.discardable.} = |
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## Tries to castle in a given `game` with the king of a given `color` from `start`. |
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## `dest_kingside` for kingside castling, else castling is queenside. |
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## This process checks for the legality of the move and performs the switch of `game.to_move` |
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try: |
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if game.to_move != color: |
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return false |
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var kdest = kstart |
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var rstart: int |
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var rdest: int |
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if (dest_kingside): |
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kdest = kstart + (E+E) * ord(color) |
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rstart = kstart + (E+E+E) * ord(color) |
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rdest = rstart + (W+W) * ord(color) |
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else: |
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rstart = kstart + (W+W+W+W) * ord(color) |
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rdest = rstart + (E+E+E) * ord(color) |
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kdest = kstart + (W+W) * ord(color) |
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if not game.moved.get_field(kstart) and not game.moved.get_field(rstart): |
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var check = false |
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if (dest_kingside): |
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check = check or game.is_attacked(kstart, color) |
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check = check or game.is_attacked(kstart+(E)*ord(color), color) |
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check = check or game.is_attacked(kstart+(E+E)*ord(color), color) |
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else: |
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check = check or game.is_attacked(kstart, color) |
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check = check or game.is_attacked(kstart+(W)*ord(color), color) |
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check = check or game.is_attacked(kstart+(W+W)*ord(color), color) |
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if check: |
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return false |
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game.simple_move(kstart, kdest) |
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game.simple_move(rstart, rdest) |
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return false |
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except IndexDefect, ValueError: |
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return false |
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proc has_no_moves(game: Game, color: Color): bool = |
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|
## Checks if a player of a given `color` has no legal moves in a `game`. |
|
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|
var sequence = newSeq[(int,int)]() |
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|
for field_ind in game.pieces.low..game.pieces.high: |
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|
var target = ord(color) * game.pieces.get_field(field_ind) |
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|
if 0 < target and target < EnPassantID: |
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|
|
var possibilities = newSeq[int]() |
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|
case target: |
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|
of PawnID: |
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|
possibilities = game.gen_pawn_moves(field_ind, color) |
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of KnightID: |
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possibilities = game.gen_knight_moves(field_ind, color) |
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of BishopID: |
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possibilities = game.gen_bishop_moves(field_ind, color) |
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of RookID: |
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possibilities = game.gen_rook_moves(field_ind, color) |
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of QueenID: |
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possibilities = game.gen_queen_moves(field_ind, color) |
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|
of KingID: |
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|
possibilities = game.gen_king_moves(field_ind, color) |
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else: |
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continue |
|
|
|
for dest in possibilities: |
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|
|
if (not game.move_leads_to_check(field_ind,dest,color)): |
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|
return false |
|
|
|
return true |
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proc is_checkmate*(game: Game, color: Color): bool = |
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|
## 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) |
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|
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proc is_stalemate*(game: Game, color: Color): bool = |
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|
|
## 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) |