mirror of https://github.com/tiyn/yeschess
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
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# ychess
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**Attention**: This code is under construction and not finished yet.
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ychess is a chess implementation written in nim.
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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.} =
|
||||
## 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)
|
Loading…
Reference in new issue