The most important movements and even en passant and castling are implemented. A cli game is not done for now. An engine is the goal of the project, but will be focussed at the end of the basic development.master
@ -1,2 +1,5 @@ |
|||||
# ychess |
# ychess |
||||
|
|
||||
|
**Attention**: This code is under construction and not finished yet. |
||||
|
|
||||
ychess is a chess implementation written in nim. |
ychess is a chess implementation written in nim. |
||||
@ -0,0 +1,511 @@ |
|||||
|
import tables |
||||
|
from strutils import parseInt |
||||
|
|
||||
|
type |
||||
|
Color* = enum |
||||
|
Black = -1, White = 1 |
||||
|
## Board that saves the pieces |
||||
|
Pieces* = array[0..119, int] |
||||
|
## Board that checks if pieces moved |
||||
|
Moved* = array[0..119, bool] |
||||
|
## Game as object of different values |
||||
|
Game* = object |
||||
|
pieces: Pieces |
||||
|
moved: Moved |
||||
|
to_move: Color |
||||
|
|
||||
|
const |
||||
|
# IDs for piece |
||||
|
BlockID* = 999 |
||||
|
PawnID* = 1 |
||||
|
KnightID* = 2 |
||||
|
BishopID* = 3 |
||||
|
RookID* = 4 |
||||
|
QueenID* = 5 |
||||
|
KingID* = 6 |
||||
|
EnPassantID* = 7 |
||||
|
# IDs that are saved in the array |
||||
|
Block* = BlockID |
||||
|
WPawn* = PawnID |
||||
|
WKnight* = KnightID |
||||
|
WBishop* = BishopID |
||||
|
WRook* = RookID |
||||
|
WQueen* = QueenID |
||||
|
WKing* = KingID |
||||
|
WEnPassant* = EnPassantID |
||||
|
BPawn* = -PawnID |
||||
|
BKnight* = -KnightID |
||||
|
BBishop* = -BishopID |
||||
|
BRook* = -RookID |
||||
|
BQueen* = -QueenID |
||||
|
BKing* = -KingID |
||||
|
BEnPassant* = EnPassantID |
||||
|
# Directions of movement |
||||
|
N = 10 |
||||
|
S = -N |
||||
|
W = 1 |
||||
|
E = -W |
||||
|
# Movement options for pieces (Bishop/Rook/Queen can repeat in the same direction) |
||||
|
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] |
||||
|
Bishop_Moves = [N+E, N+W, S+E, S+W] |
||||
|
Rook_Moves = [N, E, S, W] |
||||
|
Queen_Moves = [N, E, S, W, N+E, N+W, S+E, S+W] |
||||
|
King_Moves = [N, E, S, W, N+E, N+W, S+E, S+W] |
||||
|
Pawn_Moves_White = [N] |
||||
|
Pawn_Moves_White_Double = [N+N] |
||||
|
Pawn_Moves_White_Attack = [N+E, N+W] |
||||
|
|
||||
|
var PieceChar = { |
||||
|
0: " ", |
||||
|
1: "P", |
||||
|
2: "N", |
||||
|
3: "B", |
||||
|
4: "R", |
||||
|
5: "Q", |
||||
|
6: "K", |
||||
|
7: " ", |
||||
|
-1: "p", |
||||
|
-2: "n", |
||||
|
-3: "b", |
||||
|
-4: "r", |
||||
|
-5: "q", |
||||
|
-6: "k", |
||||
|
-7: " ", |
||||
|
999: "-" |
||||
|
}.newTable |
||||
|
|
||||
|
var FileChar = { |
||||
|
"a": 7, |
||||
|
"b": 6, |
||||
|
"c": 5, |
||||
|
"d": 4, |
||||
|
"e": 3, |
||||
|
"f": 2, |
||||
|
"g": 1, |
||||
|
"h": 0 |
||||
|
}.newTable |
||||
|
|
||||
|
proc init_board(): Pieces = |
||||
|
## Create and return a board with pieces in starting position. |
||||
|
let board = [ |
||||
|
Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, |
||||
|
Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, |
||||
|
Block, WRook, WKnight, WBishop, WKing, WQueen, WBishop, WKnight, WRook, Block, |
||||
|
Block, WPawn, WPawn, WPawn, WPawn, WPawn, WPawn, WPawn, WPawn, Block, |
||||
|
Block, 0, 0, 0, 0, 0, 0, 0, 0, Block, |
||||
|
Block, 0, 0, 0, 0, 0, 0, 0, 0, Block, |
||||
|
Block, 0, 0, 0, 0, 0, 0, 0, 0, Block, |
||||
|
Block, 0, 0, 0, 0, 0, 0, 0, 0, Block, |
||||
|
Block, BPawn, BPawn, BPawn, BPawn, BPawn, BPawn, BPawn, BPawn, Block, |
||||
|
Block, BRook, BKnight, BBishop, BKing, BQueen, BBishop, BKnight, BRook, Block, |
||||
|
Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, |
||||
|
Block, Block, Block, Block, Block, Block, Block, Block, Block, Block] |
||||
|
return board |
||||
|
|
||||
|
proc init_moved(): Moved = |
||||
|
## Create and return a board of pieces moved. |
||||
|
var moved: Moved |
||||
|
return moved |
||||
|
|
||||
|
proc init_game*(): Game = |
||||
|
## Create and return a Game object. |
||||
|
let game = Game(pieces: init_board(), moved: init_moved(), |
||||
|
to_move: Color.White) |
||||
|
return game |
||||
|
|
||||
|
proc get_field*(pieces: Pieces, field: int): int = |
||||
|
return pieces[field] |
||||
|
|
||||
|
proc set_field(pieces: var Pieces, field: int, val: int): bool {.discardable.} = |
||||
|
if (val in PieceChar): |
||||
|
try: |
||||
|
pieces[field] = val |
||||
|
return true |
||||
|
except Exception: |
||||
|
return false |
||||
|
|
||||
|
proc get_field*(moved: Moved, field: int): bool = |
||||
|
return moved[field] |
||||
|
|
||||
|
proc set_field(moved: var Moved, field: int, val: bool): bool {.discardable.} = |
||||
|
try: |
||||
|
moved[field] = val |
||||
|
return true |
||||
|
except Exception: |
||||
|
return false |
||||
|
|
||||
|
proc echo_board*(game: Game, color: Color) = |
||||
|
## Prints out the given `board` with its pieces as characters and line indices from perspecive of `color`. |
||||
|
var line_str = "" |
||||
|
if (color == Color.Black): |
||||
|
for i in countup(0, len(game.pieces)-1): |
||||
|
if (game.pieces.get_field(i) == 999): |
||||
|
continue |
||||
|
line_str &= PieceChar[game.pieces[i]] & " " |
||||
|
if ((i+2) %% 10 == 0): |
||||
|
line_str &= $((int)((i)/10)-1) & "\n" |
||||
|
echo line_str |
||||
|
echo "h g f e d c b a" |
||||
|
else: |
||||
|
for i in countdown(len(game.pieces)-1, 0): |
||||
|
if (game.pieces.get_field(i) == 999): |
||||
|
continue |
||||
|
line_str &= PieceChar[game.pieces[i]] & " " |
||||
|
if ((i-1) %% 10 == 0): |
||||
|
line_str &= $((int)((i)/10)-1) & "\n" |
||||
|
echo line_str |
||||
|
echo "a b c d e f g h" |
||||
|
|
||||
|
proc field_to_ind*(file: string, line: int): int = |
||||
|
## Calculate board index from `file` and `line` of a chess board. |
||||
|
try: |
||||
|
return 1+(line+1)*10+FileChar[file] |
||||
|
except IndexDefect, ValueError: |
||||
|
return -1 |
||||
|
|
||||
|
proc field_to_ind*(field: string): int = |
||||
|
## Calculate board index from `field` of a chess board. |
||||
|
try: |
||||
|
return field_to_ind($field[0], parseInt($field[1])) |
||||
|
except IndexDefect, ValueError: |
||||
|
return -1 |
||||
|
|
||||
|
proc ind_to_field*(ind: int): string = |
||||
|
## Calculate field name from board index `ind`. |
||||
|
let line = (int)ind/10-1 |
||||
|
let file_ind = (ind)%%10-1 |
||||
|
for file, i in FileChar: |
||||
|
if FileChar[file] == file_ind: |
||||
|
return $file & $line |
||||
|
|
||||
|
proc gen_bishop_moves(game: Game, field: int, color: Color): seq[int] = |
||||
|
## Generate possible moves for a bishop with specific `color` located at index `field` of `board`. |
||||
|
## Returns a sequence of possible indices to move to. |
||||
|
try: |
||||
|
var res = newSeq[int]() |
||||
|
var dest: int |
||||
|
var target: int |
||||
|
for move in Bishop_Moves: |
||||
|
dest = field+move |
||||
|
target = game.pieces.get_field(dest) |
||||
|
while (target != 999 and (ord(color) * target <= 0) or target == EnPassantID): |
||||
|
res.add(dest) |
||||
|
if (ord(color) * target < 0 and ord(color) * target > -EnPassantID): |
||||
|
break |
||||
|
dest = dest+move |
||||
|
target = game.pieces.get_field(dest) |
||||
|
return res |
||||
|
except IndexDefect: |
||||
|
return @[] |
||||
|
|
||||
|
proc gen_rook_moves(game: Game, field: int, color: Color): seq[int] = |
||||
|
## Generate possible moves for a rook with specific `color` located at index `field` of `board`. |
||||
|
## Returns a sequence of possible indices to move to. |
||||
|
try: |
||||
|
var res = newSeq[int]() |
||||
|
var dest: int |
||||
|
var target: int |
||||
|
for move in Rook_Moves: |
||||
|
dest = field+move |
||||
|
target = game.pieces.get_field(dest) |
||||
|
while (target != 999 and (ord(color) * target <= 0) or target == EnPassantID): |
||||
|
res.add(dest) |
||||
|
if (ord(color) * target < 0 and ord(color) * target > -EnPassantID): |
||||
|
break |
||||
|
dest = dest+move |
||||
|
target = game.pieces.get_field(dest) |
||||
|
return res |
||||
|
except IndexDefect: |
||||
|
return @[] |
||||
|
|
||||
|
proc gen_queen_moves(game: Game, field: int, color: Color): seq[int] = |
||||
|
## Generate possible moves for a queen with specific `color` located at index `field` of `board`. |
||||
|
## Returns a sequence of possible indices to move to. |
||||
|
try: |
||||
|
var res = newSeq[int]() |
||||
|
var dest: int |
||||
|
var target: int |
||||
|
for move in Queen_Moves: |
||||
|
dest = field+move |
||||
|
target = game.pieces.get_field(dest) |
||||
|
while (target != 999 and (ord(color) * target <= 0) or target == EnPassantID): |
||||
|
res.add(dest) |
||||
|
if (ord(color) * target < 0 and ord(color) * target > -EnPassantID): |
||||
|
break |
||||
|
dest = dest+move |
||||
|
target = game.pieces.get_field(dest) |
||||
|
return res |
||||
|
except IndexDefect: |
||||
|
return @[] |
||||
|
|
||||
|
proc gen_king_moves(game: Game, field: int, color: Color): seq[int] = |
||||
|
## Generate possible moves for a king with specific `color` located at index `field` of `board`. |
||||
|
## Returns a sequence of possible indices to move to. |
||||
|
try: |
||||
|
var res = newSeq[int]() |
||||
|
var dest: int |
||||
|
var target: int |
||||
|
for move in King_Moves: |
||||
|
dest = field + move |
||||
|
target = game.pieces.get_field(dest) |
||||
|
if (target == 999 or (ord(color) * target > 0 and ord(color) * target != EnPassantID)): |
||||
|
continue |
||||
|
res.add(dest) |
||||
|
return res |
||||
|
except IndexDefect: |
||||
|
return @[] |
||||
|
|
||||
|
proc gen_knight_moves(game: Game, field: int, color: Color): seq[int] = |
||||
|
## Generate possible moves for a knight with specific `color` located at index `field` of `board`. |
||||
|
## Returns a sequence of possible indices to move to. |
||||
|
try: |
||||
|
var res = newSeq[int]() |
||||
|
var dest: int |
||||
|
var target: int |
||||
|
for move in Knight_Moves: |
||||
|
dest = field + move |
||||
|
target = game.pieces.get_field(dest) |
||||
|
if (target == 999 or (ord(color) * target > 0 and ord(color) * target != EnPassantID)): |
||||
|
continue |
||||
|
res.add(dest) |
||||
|
return res |
||||
|
except IndexDefect: |
||||
|
return @[] |
||||
|
|
||||
|
proc gen_pawn_attacks(game: Game, field: int, color: Color): seq[int] = |
||||
|
## Generate possible attacks for a pawn with specific `color` located at index `field` of `board`. |
||||
|
## Returns a sequence of possible indices to move to. |
||||
|
try: |
||||
|
var res = newSeq[int]() |
||||
|
var dest: int |
||||
|
var target: int |
||||
|
for attacks in Pawn_Moves_White_Attack: |
||||
|
dest = field + attacks * ord(color) |
||||
|
target = game.pieces.get_field(dest) |
||||
|
if (target == 999 or ord(color) * target >= 0): |
||||
|
continue |
||||
|
res.add(dest) |
||||
|
return res |
||||
|
except IndexDefect: |
||||
|
return @[] |
||||
|
|
||||
|
proc gen_pawn_doubles(game: Game, field: int, color: Color): seq[int] = |
||||
|
## Generate possible double moves for a pawn with specific `color` located at index `field` of `board`. |
||||
|
## Returns a sequence of possible indices to move to. |
||||
|
try: |
||||
|
var res = newSeq[int]() |
||||
|
var dest: int |
||||
|
var target: int |
||||
|
for doubles in Pawn_Moves_White_Double: |
||||
|
dest = field + doubles * ord(color) |
||||
|
target = game.pieces.get_field(dest) |
||||
|
if (game.moved.get_field(field) or (target != 0) or (game.pieces.get_field(dest+(S*ord(color))) != 0)): |
||||
|
continue |
||||
|
res.add(dest) |
||||
|
return res |
||||
|
except IndexDefect: |
||||
|
return @[] |
||||
|
|
||||
|
proc gen_pawn_moves(game: Game, field: int, color: Color): seq[int] = |
||||
|
## Generate possible moves for a pawn with specific `color` located at index `field` of `board`. |
||||
|
## Returns a sequence of possible indices to move to. |
||||
|
try: |
||||
|
var res = newSeq[int]() |
||||
|
var dest: int |
||||
|
var target: int |
||||
|
for move in Pawn_Moves_White: |
||||
|
dest = field + move * ord(color) |
||||
|
target = game.pieces.get_field(dest) |
||||
|
if (target != 0 and target != ord(color) * EnPassantID): |
||||
|
continue |
||||
|
res.add(dest) |
||||
|
res.add(game.gen_pawn_attacks(field, color)) |
||||
|
res.add(game.gen_pawn_doubles(field, color)) |
||||
|
return res |
||||
|
except IndexDefect: |
||||
|
return @[] |
||||
|
|
||||
|
proc piece_on(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: |
||||
|
return true |
||||
|
return false |
||||
|
|
||||
|
proc is_attacked(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_attacks(position, |
||||
|
color), PawnID) |
||||
|
attacked = attacked or game.piece_on(color, game.gen_queen_moves(position, |
||||
|
color), QueenID) |
||||
|
attacked = attacked or game.piece_on(color, game.gen_king_moves(position, |
||||
|
color), KingID) |
||||
|
attacked = attacked or game.piece_on(color, game.gen_rook_moves(position, |
||||
|
color), RookID) |
||||
|
attacked = attacked or game.piece_on(color, game.gen_bishop_moves(position, |
||||
|
color), BishopID) |
||||
|
attacked = attacked or game.piece_on(color, game.gen_knight_moves(position, |
||||
|
color), KnightID) |
||||
|
return attacked |
||||
|
|
||||
|
proc is_in_check(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: |
||||
|
king_pos = i |
||||
|
return game.is_attacked(king_pos, color) |
||||
|
|
||||
|
proc simple_move(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) |
||||
|
return true |
||||
|
else: |
||||
|
game.pieces.set_field(start, piece) |
||||
|
except IndexDefect, ValueError: |
||||
|
return false |
||||
|
|
||||
|
proc move_leads_to_check(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.simple_move(start, dest) |
||||
|
return check.is_in_check(color) |
||||
|
|
||||
|
proc remove_en_passant(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) |
||||
|
|
||||
|
proc checked_move*(game: var Game, start: int, dest: int, color: Color): 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: |
||||
|
if game.to_move != color: |
||||
|
return false |
||||
|
var sequence = newSeq[int]() |
||||
|
let piece = game.pieces.get_field(start) |
||||
|
var create_en_passant = false |
||||
|
var captured_en_passant = false |
||||
|
if (piece == PawnID * ord(color)): |
||||
|
sequence.add(game.gen_pawn_moves(start, color)) |
||||
|
create_en_passant = dest in game.gen_pawn_doubles(start,color) |
||||
|
captured_en_passant = (game.pieces.get_field(dest) == -1 * ord(color) * EnPassantID) |
||||
|
if (piece == KnightID * ord(color)): |
||||
|
sequence.add(game.gen_knight_moves(start, color)) |
||||
|
if (piece == BishopID * ord(color)): |
||||
|
sequence.add(game.gen_bishop_moves(start, color)) |
||||
|
if (piece == RookID * ord(color)): |
||||
|
sequence.add(game.gen_rook_moves(start, color)) |
||||
|
if (piece == QueenID * ord(color)): |
||||
|
sequence.add(game.gen_queen_moves(start, color)) |
||||
|
if (piece == KingID * ord(color)): |
||||
|
sequence.add(game.gen_king_moves(start, color)) |
||||
|
if (dest in sequence) and not game.move_leads_to_check(start, dest, color): |
||||
|
game.pieces.remove_en_passant(color) |
||||
|
game.simple_move(start, dest) |
||||
|
game.to_move = Color(ord(game.to_move)*(-1)) |
||||
|
if create_en_passant: |
||||
|
game.pieces.set_field(dest-(N*ord(color)),EnPassantID * ord(color)) |
||||
|
if captured_en_passant: |
||||
|
game.pieces.set_field(dest-(N*ord(color)),0) |
||||
|
return true |
||||
|
except IndexDefect, ValueError: |
||||
|
return false |
||||
|
|
||||
|
proc checked_promotion*(game: var Game, start: int, dest: int, color: Color, |
||||
|
prom: int): bool {.discardable.} = |
||||
|
## Tries to make a promotion to `prom` 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: |
||||
|
if game.pieces.get_field(start) != PawnID * ord(color) or (1 > prom or |
||||
|
prom > 5): |
||||
|
return false |
||||
|
if (90 < dest and dest < 99) or (20 < dest and dest < 29): |
||||
|
if (game.checked_move(start, dest, color)): |
||||
|
game.pieces.set_field(dest, prom) |
||||
|
return false |
||||
|
except IndexDefect, ValueError: |
||||
|
return false |
||||
|
|
||||
|
proc castling*(game: var Game, kstart: int, dest_kingside: bool, |
||||
|
color: Color): bool {.discardable.} = |
||||
|
## Tries to castle in a given `game` with the king of a given `color` from `start`. |
||||
|
## `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: |
||||
|
return false |
||||
|
var kdest = kstart |
||||
|
var rstart: int |
||||
|
var rdest: int |
||||
|
if (dest_kingside): |
||||
|
kdest = kstart + (E+E) * ord(color) |
||||
|
rstart = kstart + (E+E+E) * ord(color) |
||||
|
rdest = rstart + (W+W) * ord(color) |
||||
|
else: |
||||
|
rstart = kstart + (W+W+W+W) * ord(color) |
||||
|
rdest = rstart + (E+E+E) * ord(color) |
||||
|
kdest = kstart + (W+W) * ord(color) |
||||
|
if not game.moved.get_field(kstart) and not game.moved.get_field(rstart): |
||||
|
var check = false |
||||
|
if (dest_kingside): |
||||
|
check = check or game.is_attacked(kstart, color) |
||||
|
check = check or game.is_attacked(kstart+(E)*ord(color), color) |
||||
|
check = check or game.is_attacked(kstart+(E+E)*ord(color), color) |
||||
|
else: |
||||
|
check = check or game.is_attacked(kstart, color) |
||||
|
check = check or game.is_attacked(kstart+(W)*ord(color), color) |
||||
|
check = check or game.is_attacked(kstart+(W+W)*ord(color), color) |
||||
|
if check: |
||||
|
return false |
||||
|
game.simple_move(kstart, kdest) |
||||
|
game.simple_move(rstart, rdest) |
||||
|
return false |
||||
|
except IndexDefect, ValueError: |
||||
|
return false |
||||
|
|
||||
|
proc has_no_moves(game: Game, color: Color): bool = |
||||
|
## Checks if a player of a given `color` has no legal moves in a `game`. |
||||
|
var sequence = newSeq[(int,int)]() |
||||
|
for field_ind in game.pieces.low..game.pieces.high: |
||||
|
var target = ord(color) * game.pieces.get_field(field_ind) |
||||
|
if 0 < target and target < EnPassantID: |
||||
|
var possibilities = newSeq[int]() |
||||
|
case target: |
||||
|
of PawnID: |
||||
|
possibilities = game.gen_pawn_moves(field_ind, color) |
||||
|
of KnightID: |
||||
|
possibilities = game.gen_knight_moves(field_ind, color) |
||||
|
of BishopID: |
||||
|
possibilities = game.gen_bishop_moves(field_ind, color) |
||||
|
of RookID: |
||||
|
possibilities = game.gen_rook_moves(field_ind, color) |
||||
|
of QueenID: |
||||
|
possibilities = game.gen_queen_moves(field_ind, color) |
||||
|
of KingID: |
||||
|
possibilities = game.gen_king_moves(field_ind, color) |
||||
|
else: |
||||
|
continue |
||||
|
for dest in possibilities: |
||||
|
if (not game.move_leads_to_check(field_ind,dest,color)): |
||||
|
return false |
||||
|
return true |
||||
|
|
||||
|
proc is_checkmate*(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) |
||||
|
|
||||
|
proc is_stalemate*(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) |
||||
@ -0,0 +1,12 @@ |
|||||
|
import ./chess |
||||
|
|
||||
|
# Testing |
||||
|
|
||||
|
var game = chess.init_game() |
||||
|
game.checked_move(field_to_ind("e2"),field_to_ind("e4"),Color.White) |
||||
|
game.checked_move(field_to_ind("e7"),field_to_ind("e6"),Color.Black) |
||||
|
game.checked_move(field_to_ind("g2"),field_to_ind("g4"),Color.White) |
||||
|
game.checked_move(field_to_ind("d8"),field_to_ind("h4"),Color.Black) |
||||
|
game.echo_board(Color.White) |
||||
|
echo game.is_checkmate(Color.White) |
||||
|
echo game.is_stalemate(Color.White) |
||||