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@ -4,71 +4,87 @@ import algorithm
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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 board
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Board* = 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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## Castle rights for each player
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## `Color` describes the possible color of players.
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Black = -1,
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White = 1
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Board* = array[0..119, int] ## \
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## `Board` saves the position of the chess pieces.
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Moved* = array[0..119, bool] ## \
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## `Moved` saves the position of squares a piece moved on or from.
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CastleRights = tuple
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wk: bool
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wq: bool
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bk: bool
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bq: bool
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## Game as object of different values
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# `CastleRights` contains the rights to castling for each player.
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wk: bool # `wk` describes White kingside castle
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wq: bool # `wq` describes White queenside castle
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bk: bool # `bk` describes Black kingside castle
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bq: bool # `bq` describes Black queenside castle
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Game* = object
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## `Game` stores all important information of a chess game.
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board*: Board
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moved: Moved
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toMove*: Color
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previousBoard: seq[Board]
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previousCastleRights: seq[CastleRights]
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fiftyMoveCounter: int
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## Move as object
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Move* = object
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## `Move` stores all important information for a move.
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start: int
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dest: int
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color: Color
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prom: int
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## Amount of pieces of a player
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Pieces = tuple
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p: int
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k: int
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b: int
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r: int
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q: int
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PieceAmount = tuple
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# `PieceAmount` describes the number of pieces of a certain type a/both
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# player/s has/have.
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p: int # `p` describes the amount of pawns.
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n: int # `n` describes the amount of knights.
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b: int # `b` describes the amount of bishops.
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r: int # `r` describes the amount of rooks.
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q: int # `q` describes the amount of queens.
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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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Block* = 999 ## \
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## `Block` is the value assigned to empty blocked fields in a board.
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WPawn* = 1
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## `WPawn` is the value assigned to a square in a board with a white pawn.
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WKnight* = 2 ## \
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## `WKnight` is the value assigned to a square in a board with a white
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## knight.
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WBishop* = 3 ## \
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## `WBishop` is the value assigned to a square in a board with a white
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## bishop.
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WRook* = 4 ## \
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## `WRook` is the value assigned to a square in a board with a white rook.
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WQueen* = 5 ## \
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## `WQueen` is the value assigned to a square in a board with a white
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## queen.
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WKing* = 6 ## \
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## `WKing` is the value assigned to a square in a board with a white king.
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WEnPassant* = 7 ## \
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## `WEnPassant` is assigned to a square in a board with an invisible white
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## en passant pawn.
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BPawn* = -WPawn ## \
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## `BPawn` is the value assigned to a square in a board with a black pawn.
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BKnight* = -WKnight ## \
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## `BKnight` is the value assigned to a square in a board with a black\
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## knight.
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BBishop* = -WBishop ## \
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## `BBishop` is the value assigned to a square in a board with a black\
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## bishop.
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BRook* = -WRook ## \
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## `BRook` is the value assigned to a square in a board with a black rook.
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BQueen* = -WQueen ## \
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## `BQueen` is the value assigned to a square in a board with a black queen.
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BKing* = -WKing ## \
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## `BKing` is the value assigned to a square in a board with a black king.
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BEnPassant* = -WEnPassant ## \
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## `BEnPassant` is assigned to a square in a board with an invisible black
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## en passant pawn.
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# Directions of squares from whites perspective.
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N = 10 # move up
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S = -N # Move down
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W = 1 # Move left
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E = -W # Move right
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# Directions for the pieces. Special moves are in separate arrays.
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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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@ -78,49 +94,46 @@ const
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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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let 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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let 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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const InsufficientMaterial = @[
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#p, n, b, r, q
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# lone kings
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(0, 0, 0, 0, 0),
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# knight only
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(0, 0, 1, 0, 0),
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# bishop only
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(0, 1, 0, 0, 0),
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# 2 knights
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(0, 2, 0, 0, 0)
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# Material as PieceAmount where a forced checkmate is not possible.
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InsufficientMaterial: array[4,PieceAmount] = [
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(0, 0, 0, 0, 0), # only kings
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(0, 0, 1, 0, 0), # knight only
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(0, 1, 0, 0, 0), # bishop only
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(0, 2, 0, 0, 0) # 2 knights
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]
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let
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# Representation of the pieces by ID.
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PieceChar = {
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0: " ",
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WPawn: "P",
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WKnight: "N",
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WBishop: "B",
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WRook: "R",
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WQueen: "Q",
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WKing: "K",
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WEnPassant: " ",
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BPawn: "p",
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BKnight: "n",
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BBishop: "b",
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BRook: "r",
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BQueen: "q",
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BKing: "k",
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BEnPassant: " ",
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}.newTable
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# Files on the chess board mapped to according integers.
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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 setField(board: var Board, field: int, val: int): bool {.discardable.} =
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try:
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if (val in PieceChar):
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@ -173,8 +186,8 @@ proc checkInsufficientMaterial(board: Board): bool =
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bq = bq + 1
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else:
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continue
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let wpieces = (wp, wn, wb, wr, wq)
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let bpieces = (bp, bn, bb, br, bq)
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let wpieces: PieceAmount = (wp, wn, wb, wr, wq)
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let bpieces: PieceAmount = (bp, bn, bb, br, bq)
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return (wpieces in InsufficientMaterial) and (bpieces in InsufficientMaterial)
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proc initBoard(): Board =
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@ -227,7 +240,8 @@ proc initMoved(): Moved =
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proc initGame*(): Game =
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## Create and return a Game object.
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let game = Game(board: initBoard(), moved: initMoved(),
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to_move: Color.White, previousBoard: @[], previousCastleRights: @[], fiftyMoveCounter: 0)
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to_move: Color.White, previousBoard: @[], previousCastleRights: @[],
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fiftyMoveCounter: 0)
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return game
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proc initGame*(board: array[0..63, int], color: Color): Game =
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@ -240,19 +254,20 @@ proc initGame*(board: array[0..63, int], color: Color): Game =
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same_piece = (board[ind] != compare[ind])
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moved.setField(ind, same_piece)
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let game = Game(board: board, moved: moved,
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to_move: color, previousBoard: @[], previousCastleRights: @[], fiftyMoveCounter: 0)
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to_move: color, previousBoard: @[], previousCastleRights: @[],
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fiftyMoveCounter: 0)
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return game
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proc getMove*(start: int, dest: int, prom: int, color: Color): Move =
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## Get a move object from `start` to `dest` with an eventual promition to `prom`
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var move = Move(start: start, dest: dest, prom: prom * ord(color), color: color)
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if (KnightID > prom or QueenID < prom):
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move.prom = QueenID
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if (WKnight > prom or WQueen < prom):
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move.prom = WQueen
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return move
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proc getMove*(start: int, dest: int, color: Color): Move =
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## Get a move object from `start` to `dest` with automatic promition to `queen`
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var move = Move(start: start, dest: dest, prom: QueenID * ord(color), color: color)
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var move = Move(start: start, dest: dest, prom: WQueen * ord(color), color: color)
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return move
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proc echoBoard*(game: Game, color: Color) =
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@ -319,13 +334,13 @@ proc notationToMove*(notation: string, color: Color): Move =
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var prom: int
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case promStr:
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of "Q":
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prom = QueenID * ord(color)
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prom = WQueen * ord(color)
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of "R":
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prom = RookID * ord(color)
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prom = WRook * ord(color)
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of "B":
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prom = BishopID * ord(color)
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prom = WBishop * ord(color)
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of "N":
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prom = KnightID * ord(color)
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prom = WKnight * ord(color)
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move = getMove(start, dest, prom, color)
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return move
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except IndexError:
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@ -343,9 +358,9 @@ proc genBishopDests(game: Game, field: int, color: Color): seq[int] =
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dest = field+move
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target = game.board[dest]
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while (target != 999 and (ord(color) * target <= 0) or target ==
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EnPassantID or target == -EnPassantID):
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WEnPassant or target == -WEnPassant):
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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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if (ord(color) * target < 0 and ord(color) * target > -WEnPassant):
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break
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dest = dest+move
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target = game.board[dest]
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@ -364,9 +379,9 @@ proc genRookDests(game: Game, field: int, color: Color): seq[int] =
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dest = field+move
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target = game.board[dest]
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while (target != 999 and (ord(color) * target <= 0) or target ==
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EnPassantID or target == -EnPassantID):
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WEnPassant or target == -WEnPassant):
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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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if (ord(color) * target < 0 and ord(color) * target > -WEnPassant):
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break
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dest = dest+move
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target = game.board[dest]
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@ -385,9 +400,9 @@ proc genQueenDests(game: Game, field: int, color: Color): seq[int] =
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dest = field+move
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target = game.board[dest]
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while (target != 999 and (ord(color) * target <= 0) or target ==
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EnPassantID or target == -EnPassantID):
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WEnPassant or target == -WEnPassant):
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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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if (ord(color) * target < 0 and ord(color) * target > -WEnPassant):
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break
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dest = dest+move
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target = game.board[dest]
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@ -429,7 +444,7 @@ proc genKingDests(game: Game, field: int, color: Color): seq[int] =
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for move in King_Moves:
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dest = field + move
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target = game.board[dest]
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if (target == 999 or (ord(color) * target > 0 and ord(color) * target != EnPassantID)):
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if (target == 999 or (ord(color) * target > 0 and ord(color) * target != WEnPassant)):
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continue
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res.add(dest)
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res.add(game.genKingCastleDest(field, color))
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@ -447,7 +462,7 @@ proc genKnightDests(game: Game, field: int, color: Color): seq[int] =
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for move in Knight_Moves:
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dest = field + move
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target = game.board[dest]
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if (target == 999 or (ord(color) * target > 0 and ord(color) * target != EnPassantID)):
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if (target == 999 or (ord(color) * target > 0 and ord(color) * target != WEnPassant)):
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continue
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res.add(dest)
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return res
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@ -499,7 +514,7 @@ proc genPawnDests(game: Game, field: int, color: Color): seq[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.board[dest]
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if (target != 0 and target != ord(color) * EnPassantID):
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if (target != 0 and target != ord(color) * WEnPassant):
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continue
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res.add(dest)
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res.add(game.genPawnAttackDests(field, color))
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@ -520,24 +535,24 @@ proc isAttacked(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.pieceOn(color, game.genPawnAttackDests(
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position, color), PawnID)
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position, color), WPawn)
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attacked = attacked or game.pieceOn(color, game.genQueenDests(position,
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color), QueenID)
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color), WQueen)
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attacked = attacked or game.pieceOn(color, game.genKingDests(position,
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color), KingID)
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color), WKing)
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attacked = attacked or game.pieceOn(color, game.genRookDests(position,
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color), RookID)
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color), WRook)
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attacked = attacked or game.pieceOn(color, game.genBishopDests(position,
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color), BishopID)
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color), WBishop)
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attacked = attacked or game.pieceOn(color, game.genKnightDests(position,
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color), KnightID)
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color), WKnight)
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return attacked
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proc isInCheck*(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.board.high):
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if game.board[i] == ord(color) * KingID:
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if game.board[i] == ord(color) * WKing:
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king_pos = i
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return game.isAttacked(king_pos, color)
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@ -567,12 +582,12 @@ proc moveLeadsToCheck(game: Game, start: int, dest: int,
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proc removeEnPassant(board: var Board, color: Color): void =
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## Removes every en passant of given `color` from the `game`.
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for field in board.low..board.high:
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if board[field] == ord(color) * EnPassantID:
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if board[field] == ord(color) * WEnPassant:
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board.setField(field, 0)
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proc genLegalKnightMoves(game: Game, field: int, color: Color): seq[Move] =
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## Generates all legal knight moves starting from `field` in a `game` for a `color`.
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if game.board[field] != KnightID * ord(color):
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if game.board[field] != WKnight * ord(color):
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return @[]
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var res = newSeq[Move]()
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var moves = game.genKnightDests(field, color)
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@ -583,7 +598,7 @@ proc genLegalKnightMoves(game: Game, field: int, color: Color): seq[Move] =
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proc genLegalBishopMoves(game: Game, field: int, color: Color): seq[Move] =
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## Generates all legal bishop moves starting from `field` in a `game` for a `color`.
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if game.board[field] != BishopID * ord(color):
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if game.board[field] != WBishop * ord(color):
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return @[]
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var res = newSeq[Move]()
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var moves = game.genBishopDests(field, color)
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@ -594,7 +609,7 @@ proc genLegalBishopMoves(game: Game, field: int, color: Color): seq[Move] =
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proc genLegalRookMoves(game: Game, field: int, color: Color): seq[Move] =
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## Generates all legal rook moves starting from `field` in a `game` for a `color`.
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if game.board[field] != RookID * ord(color):
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if game.board[field] != WRook * ord(color):
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return @[]
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var res = newSeq[Move]()
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var moves = game.genRookDests(field, color)
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@ -605,7 +620,7 @@ proc genLegalRookMoves(game: Game, field: int, color: Color): seq[Move] =
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proc genLegalQueenMoves(game: Game, field: int, color: Color): seq[Move] =
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## Generates all legal queen moves starting from `field` in a `game` for a `color`.
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if game.board[field] != QueenID * ord(color):
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if game.board[field] != WQueen * ord(color):
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return @[]
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var res = newSeq[Move]()
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var moves = game.genQueenDests(field, color)
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@ -616,7 +631,7 @@ proc genLegalQueenMoves(game: Game, field: int, color: Color): seq[Move] =
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proc genLegalKingMoves(game: Game, field: int, color: Color): seq[Move] =
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## Generates all legal king moves starting from `field` in a `game` for a `color`.
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if game.board[field] != KingID * ord(color):
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if game.board[field] != WKing * ord(color):
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return @[]
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var res = newSeq[Move]()
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var moves = game.genKingDests(field, color)
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@ -635,13 +650,13 @@ proc genPawnPromotion(move: Move, color: Color): seq[Move] =
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let start = move.start
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let dest = move.dest
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if (90 < dest and dest < 99) or (20 < dest and dest < 29):
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for piece in KnightID..QueenID:
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for piece in WKnight..WQueen:
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promotions.add(getMove(start, dest, piece, color))
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return promotions
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proc genLegalPawnMoves(game: Game, field: int, color: Color): seq[Move] =
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## Generates all legal pawn moves starting from `field` in a `game` for a `color`.
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if game.board[field] != PawnID * ord(color):
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if game.board[field] != WPawn * ord(color):
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return @[]
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var res = newSeq[Move]()
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var moves = game.genPawnDests(field, color)
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@ -658,19 +673,19 @@ proc genLegalMoves*(game: Game, field: int, color: Color): seq[Move] =
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## Generates all legal moves starting from `field` in a `game` for a `color`.
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var legal_moves = newSeq[Move]()
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var target = ord(color) * game.board[field]
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if 0 < target and target < EnPassantID:
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if 0 < target and target < WEnPassant:
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legal_moves = case target:
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of PawnID:
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of WPawn:
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game.genLegalPawnMoves(field, color)
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of KnightID:
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of WKnight:
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game.genLegalKnightMoves(field, color)
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of BishopID:
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of WBishop:
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game.genLegalBishopMoves(field, color)
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of RookID:
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of WRook:
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game.genLegalRookMoves(field, color)
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of QueenID:
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of WQueen:
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game.genLegalQueenMoves(field, color)
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of KingID:
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of WKing:
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game.genLegalKingMoves(field, color)
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else:
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@[]
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@ -742,28 +757,28 @@ proc checkedMove*(game: var Game, move: Move): bool {.discardable.} =
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var fiftyMoveRuleReset = false
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var move: Move
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move = getMove(start, dest, color)
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if (piece == PawnID * ord(color)):
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if (piece == WPawn * ord(color)):
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createEnPassant = dest in game.genPawnDoubleDests(start, color)
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capturedEnPassant = (game.board[dest] == -1 * ord(color) * EnPassantID)
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capturedEnPassant = (game.board[dest] == -1 * ord(color) * WEnPassant)
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fiftyMoveRuleReset = true
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if (game.board[move.dest] != 0):
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fiftyMoveRuleReset = true
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sequence.add(game.genLegalMoves(start, color))
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if (move in sequence):
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game.board.removeEnPassant(color)
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if (piece == KingID * ord(color) and (start - dest == (W+W))):
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if (piece == WKing * ord(color) and (start - dest == (W+W))):
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return game.castling(start, true, color)
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elif (piece == KingID * ord(color) and (start - dest == (E+E))):
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elif (piece == WKing * ord(color) and (start - dest == (E+E))):
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return game.castling(start, false, color)
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else:
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game.uncheckedMove(start, dest)
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game.toMove = Color(ord(game.toMove)*(-1))
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if createEnPassant:
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game.board.setField(dest-(N*ord(color)), EnPassantID * ord(color))
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game.board.setField(dest-(N*ord(color)), WEnPassant * ord(color))
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if capturedEnPassant:
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game.board.setField(dest-(N*ord(color)), 0)
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if ((90 < dest and dest < 99) or (20 < dest and dest < 29)) and
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game.board[dest] == PawnID * ord(color):
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game.board[dest] == WPawn * ord(color):
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game.board.setField(dest, prom)
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var prevBoard = game.previousBoard
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var prevCastle = game.previousCastleRights
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