mirror of
https://github.com/tiyn/yeschess.git
synced 2025-04-01 14:47:44 +02:00
chess: refactoring setters and try
Setters are not needed as all the assigning gets handled inside the file. All Setters were removed. The try-statements were used to excessively and were changed for manual checking
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@ -22,3 +22,8 @@ You can simply run the tests with `nim c -r test.nim`.
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Documentation is written into the code via DocGen.
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For this reason it is not saved in this repository.
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To extract it into html run `nim doc --project --index:on --outdir:htmldocs game.nim`
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### Board Representation
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Due to easier off the board checking a
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[10x12](https://www.chessprogramming.org/10x12_Board) board is used.
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495
chess.nim
495
chess.nim
@ -1,6 +1,5 @@
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import tables
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from strutils import parseInt
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import algorithm
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type
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Color* = enum
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@ -134,22 +133,6 @@ let
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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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board[field] = val
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return true
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return false
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except Exception:
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return false
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proc setField(moved: var Moved, field: int, val: bool): bool {.discardable.} =
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try:
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moved[field] = val
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return true
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except Exception:
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return false
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proc checkInsufficientMaterial(board: Board): bool =
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## Checks for combinations of pieces on a `board`, where no checkmate can be forced
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var wp = 0
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@ -252,7 +235,7 @@ proc initGame*(board: array[0..63, int], color: Color): Game =
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var same_piece: bool
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for ind in board.low..board.high:
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same_piece = (board[ind] != compare[ind])
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moved.setField(ind, same_piece)
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moved[ind] = same_piece
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let game = Game(board: board, moved: moved,
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to_move: color, previousBoard: @[], previousCastleRights: @[],
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fiftyMoveCounter: 0)
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@ -324,204 +307,209 @@ proc genCastleRights(moved: Moved): CastleRights =
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proc notationToMove*(notation: string, color: Color): Move =
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## Convert simplified algebraic chess `notation` to a move object, color of player is `color`.
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try:
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var move: Move
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var start = fieldToInd(notation[0..1])
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var dest = fieldToInd(notation[2..3])
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move = getMove(start, dest, color)
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if (len(notation) > 4):
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var promStr = $notation[4]
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var prom: int
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case promStr:
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of "Q":
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prom = WQueen * ord(color)
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of "R":
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prom = WRook * ord(color)
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of "B":
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prom = WBishop * ord(color)
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of "N":
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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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var move: Move
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return move
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var move: Move
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var start = fieldToInd(notation[0..1])
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var dest = fieldToInd(notation[2..3])
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move = getMove(start, dest, color)
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if (len(notation) > 4):
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var promStr = $notation[4]
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var prom: int
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case promStr:
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of "Q":
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prom = WQueen * ord(color)
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of "R":
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prom = WRook * ord(color)
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of "B":
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prom = WBishop * ord(color)
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of "N":
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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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proc genBishopDests(game: Game, field: int, color: Color): seq[int] =
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## Generate possible destinations for a bishop with specific `color` located at index `field` of `game`.
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## Returns a sequence of possible indices to move to.
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try:
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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.board[dest]
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while (target != 999 and (ord(color) * target <= 0) or target ==
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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 > -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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return res
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except IndexDefect:
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if (not field in game.board.low..game.board.high):
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return @[]
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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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if (not dest in game.board.low..game.board.high):
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continue
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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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WEnPassant or target == -WEnPassant):
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res.add(dest)
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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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return res
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proc genRookDests(game: Game, field: int, color: Color): seq[int] =
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## Generate possible destinations for a rook with specific `color` located at index `field` of `game`.
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## Returns a sequence of possible indices to move to.
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try:
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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.board[dest]
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while (target != 999 and (ord(color) * target <= 0) or target ==
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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 > -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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return res
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except IndexDefect:
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if (not field in game.board.low..game.board.high):
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return @[]
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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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if (not dest in game.board.low..game.board.high):
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continue
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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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WEnPassant or target == -WEnPassant):
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res.add(dest)
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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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return res
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proc genQueenDests(game: Game, field: int, color: Color): seq[int] =
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## Generate possible destinations for a queen with specific `color` located at index `field` of `game`.
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## Returns a sequence of possible indices to move to.
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try:
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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.board[dest]
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while (target != 999 and (ord(color) * target <= 0) or target ==
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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 > -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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return res
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except IndexDefect:
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if (not field in game.board.low..game.board.high):
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return @[]
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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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if (not dest in game.board.low..game.board.high):
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continue
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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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WEnPassant or target == -WEnPassant):
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res.add(dest)
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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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return res
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proc genKingCastleDest(game: Game, field: int, color: Color): seq[int] =
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## Generate possible castle destinations for a king with specific `color` located at index `field` of `game`
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## Returns a sequence of possible indices to move to.
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try:
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var res = newSeq[int]()
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var dest: int
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var target: int
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var half_dest: int
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var half_target: int
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for castle in King_Moves_White_Castle:
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dest = field + castle
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target = game.board[dest]
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half_dest = field + (int)castle/2
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half_target = game.board[half_dest]
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if (target == 999 or (target != 0)):
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continue
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if (half_target == 999 or (half_target != 0)):
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continue
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res.add(dest)
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return res
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except IndexDefect:
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if (not field in game.board.low..game.board.high):
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return @[]
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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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var half_dest: int
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var half_target: int
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for castle in King_Moves_White_Castle:
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dest = field + castle
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if (not dest in game.board.low..game.board.high):
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continue
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target = game.board[dest]
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half_dest = field + (int)castle/2
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half_target = game.board[half_dest]
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if (target == 999 or (target != 0)):
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continue
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if (half_target == 999 or (half_target != 0)):
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continue
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res.add(dest)
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return res
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proc genKingDests(game: Game, field: int, color: Color): seq[int] =
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## Generate possible destinations for a king with specific `color` located at index `field` of `game`.
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## Returns a sequence of possible indices to move to.
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try:
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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.board[dest]
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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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return res
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except IndexDefect:
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if (not field in game.board.low..game.board.high):
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return @[]
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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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if (not dest in game.board.low..game.board.high):
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continue
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target = game.board[dest]
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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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return res
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proc genKnightDests(game: Game, field: int, color: Color): seq[int] =
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## Generate possible destinations for a knight with specific `color` located at index `field` of `game`.
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## Returns a sequence of possible indices to move to.
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try:
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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.board[dest]
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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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except IndexDefect:
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if (not field in game.board.low..game.board.high):
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return @[]
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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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if (not dest in game.board.low..game.board.high):
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continue
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target = game.board[dest]
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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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proc genPawnAttackDests(game: Game, field: int, color: Color): seq[int] =
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## Generate possible attack destinations for a pawn with specific `color` located at index `field` of `game`.
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## Returns a sequence of possible indices to move to.
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try:
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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.board[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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if (not field in game.board.low..game.board.high):
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return @[]
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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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if (not dest in game.board.low..game.board.high):
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continue
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target = game.board[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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proc genPawnDoubleDests(game: Game, field: int, color: Color): seq[int] =
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## Generate possible double destinations for a pawn with specific `color` located at index `field` of `game`.
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## Returns a sequence of possible indices to move to.
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try:
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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.board[dest]
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if (game.moved[field] or (target != 0) or (
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game.board[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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if (not field in game.board.low..game.board.high):
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return @[]
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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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if (not dest in game.board.low..game.board.high):
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continue
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target = game.board[dest]
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if (game.moved[field] or (target != 0) or (
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game.board[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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proc genPawnDests(game: Game, field: int, color: Color): seq[int] =
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## Generate possible destinations for a pawn with specific `color` located at index `field` of `game`.
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## Returns a sequence of possible indices to move to.
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try:
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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.board[dest]
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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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res.add(game.genPawnDoubleDests(field, color))
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return res
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except IndexDefect:
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if (not field in game.board.low..game.board.high):
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return @[]
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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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if (not dest in game.board.low..game.board.high):
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continue
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target = game.board[dest]
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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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res.add(game.genPawnDoubleDests(field, color))
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return res
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proc pieceOn(game: Game, color: Color, sequence: seq[int],
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pieceID: int): bool =
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@ -560,17 +548,12 @@ proc uncheckedMove(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.board[start]
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if game.board.setField(start, 0):
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if game.board.setField(dest, piece):
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game.moved.setField(start, true)
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game.moved.setField(dest, true)
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return true
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else:
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game.board.setField(start, piece)
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except IndexDefect, ValueError:
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return false
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let piece = game.board[start]
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game.board[start] = 0
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game.board[dest] = piece
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game.moved[start] = true
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game.moved[dest] = true
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return true
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proc moveLeadsToCheck(game: Game, start: int, dest: int,
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color: Color): bool =
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@ -583,7 +566,7 @@ 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) * WEnPassant:
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board.setField(field, 0)
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board[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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@ -703,39 +686,36 @@ proc castling(game: var Game, kstart: int, dest_kingside: bool,
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## Tries to castle in a given `game` with the king of a given `color` from `start`.
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## `dest_kingside` for kingside castling, else castling is queenside.
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## This process checks for the legality of the move and performs the switch of `game.to_move`
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try:
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if game.toMove != color:
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return false
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var kdest = kstart
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var rstart: int
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var rdest: int
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||||
if game.toMove != color:
|
||||
return false
|
||||
var kdest = kstart
|
||||
var rstart: int
|
||||
var rdest: int
|
||||
if (dest_kingside):
|
||||
kdest = kstart + (E+E)
|
||||
rstart = kstart + (E+E+E)
|
||||
rdest = rstart + (W+W)
|
||||
else:
|
||||
rstart = kstart + (W+W+W+W)
|
||||
rdest = rstart + (E+E+E)
|
||||
kdest = kstart + (W+W)
|
||||
if not game.moved[kstart] and not game.moved[rstart]:
|
||||
var check = false
|
||||
if (dest_kingside):
|
||||
kdest = kstart + (E+E)
|
||||
rstart = kstart + (E+E+E)
|
||||
rdest = rstart + (W+W)
|
||||
check = check or game.isAttacked(kstart, color)
|
||||
check = check or game.isAttacked(kstart+(E), color)
|
||||
check = check or game.isAttacked(kstart+(E+E), color)
|
||||
else:
|
||||
rstart = kstart + (W+W+W+W)
|
||||
rdest = rstart + (E+E+E)
|
||||
kdest = kstart + (W+W)
|
||||
if not game.moved[kstart] and not game.moved[rstart]:
|
||||
var check = false
|
||||
if (dest_kingside):
|
||||
check = check or game.isAttacked(kstart, color)
|
||||
check = check or game.isAttacked(kstart+(E), color)
|
||||
check = check or game.isAttacked(kstart+(E+E), color)
|
||||
else:
|
||||
check = check or game.isAttacked(kstart, color)
|
||||
check = check or game.isAttacked(kstart+(W), color)
|
||||
check = check or game.isAttacked(kstart+(W+W), color)
|
||||
if check:
|
||||
return false
|
||||
game.uncheckedMove(kstart, kdest)
|
||||
game.uncheckedMove(rstart, rdest)
|
||||
game.toMove = Color(ord(game.toMove)*(-1))
|
||||
return true
|
||||
return false
|
||||
except IndexDefect, ValueError:
|
||||
return false
|
||||
check = check or game.isAttacked(kstart, color)
|
||||
check = check or game.isAttacked(kstart+(W), color)
|
||||
check = check or game.isAttacked(kstart+(W+W), color)
|
||||
if check:
|
||||
return false
|
||||
game.uncheckedMove(kstart, kdest)
|
||||
game.uncheckedMove(rstart, rdest)
|
||||
game.toMove = Color(ord(game.toMove)*(-1))
|
||||
return true
|
||||
return false
|
||||
|
||||
proc getPrevBoard*(game: Game): seq[Board] =
|
||||
return game.previousBoard
|
||||
@ -743,53 +723,50 @@ proc getPrevBoard*(game: Game): seq[Board] =
|
||||
proc checkedMove*(game: var Game, move: Move): bool {.discardable.} =
|
||||
## Tries to make a move in a given `game` with the piece of a given `color` from `start` to `dest`.
|
||||
## This process checks for the legality of the move and performs the switch of `game.to_move`
|
||||
try:
|
||||
let start = move.start
|
||||
let dest = move.dest
|
||||
let color = move.color
|
||||
let prom = move.prom
|
||||
if game.toMove != color:
|
||||
return false
|
||||
var sequence = newSeq[Move]()
|
||||
let piece = game.board[start]
|
||||
var createEnPassant = false
|
||||
var capturedEnPassant = false
|
||||
var fiftyMoveRuleReset = false
|
||||
var move: Move
|
||||
move = getMove(start, dest, color)
|
||||
if (piece == WPawn * ord(color)):
|
||||
createEnPassant = dest in game.genPawnDoubleDests(start, color)
|
||||
capturedEnPassant = (game.board[dest] == -1 * ord(color) * WEnPassant)
|
||||
fiftyMoveRuleReset = true
|
||||
if (game.board[move.dest] != 0):
|
||||
fiftyMoveRuleReset = true
|
||||
sequence.add(game.genLegalMoves(start, color))
|
||||
if (move in sequence):
|
||||
game.board.removeEnPassant(color)
|
||||
if (piece == WKing * ord(color) and (start - dest == (W+W))):
|
||||
return game.castling(start, true, color)
|
||||
elif (piece == WKing * ord(color) and (start - dest == (E+E))):
|
||||
return game.castling(start, false, color)
|
||||
else:
|
||||
game.uncheckedMove(start, dest)
|
||||
game.toMove = Color(ord(game.toMove)*(-1))
|
||||
if createEnPassant:
|
||||
game.board.setField(dest-(N*ord(color)), WEnPassant * ord(color))
|
||||
if capturedEnPassant:
|
||||
game.board.setField(dest-(N*ord(color)), 0)
|
||||
if ((90 < dest and dest < 99) or (20 < dest and dest < 29)) and
|
||||
game.board[dest] == WPawn * ord(color):
|
||||
game.board.setField(dest, prom)
|
||||
var prevBoard = game.previousBoard
|
||||
var prevCastle = game.previousCastleRights
|
||||
game.previousBoard.add(game.board)
|
||||
game.previousCastleRights.add(game.moved.genCastleRights())
|
||||
game.fiftyMoveCounter = game.fiftyMoveCounter + 1
|
||||
if fiftyMoveRuleReset:
|
||||
game.fiftyMoveCounter = 0
|
||||
return true
|
||||
except IndexDefect, ValueError:
|
||||
let start = move.start
|
||||
let dest = move.dest
|
||||
let color = move.color
|
||||
let prom = move.prom
|
||||
if (game.toMove != color or start == -1 or dest == -1):
|
||||
return false
|
||||
var sequence = newSeq[Move]()
|
||||
let piece = game.board[start]
|
||||
var createEnPassant = false
|
||||
var capturedEnPassant = false
|
||||
var fiftyMoveRuleReset = false
|
||||
var move: Move
|
||||
move = getMove(start, dest, color)
|
||||
if (piece == WPawn * ord(color)):
|
||||
createEnPassant = dest in game.genPawnDoubleDests(start, color)
|
||||
capturedEnPassant = (game.board[dest] == -1 * ord(color) * WEnPassant)
|
||||
fiftyMoveRuleReset = true
|
||||
if (game.board[move.dest] != 0):
|
||||
fiftyMoveRuleReset = true
|
||||
sequence.add(game.genLegalMoves(start, color))
|
||||
if (move in sequence):
|
||||
game.board.removeEnPassant(color)
|
||||
if (piece == WKing * ord(color) and (start - dest == (W+W))):
|
||||
return game.castling(start, true, color)
|
||||
elif (piece == WKing * ord(color) and (start - dest == (E+E))):
|
||||
return game.castling(start, false, color)
|
||||
else:
|
||||
game.uncheckedMove(start, dest)
|
||||
game.toMove = Color(ord(game.toMove)*(-1))
|
||||
if createEnPassant:
|
||||
game.board[dest-(N*ord(color))] = WEnPassant * ord(color)
|
||||
if capturedEnPassant:
|
||||
game.board[dest-(N*ord(color))] = 0
|
||||
if ((90 < dest and dest < 99) or (20 < dest and dest < 29)) and
|
||||
game.board[dest] == WPawn * ord(color):
|
||||
game.board[dest] = prom
|
||||
var prevBoard = game.previousBoard
|
||||
var prevCastle = game.previousCastleRights
|
||||
game.previousBoard.add(game.board)
|
||||
game.previousCastleRights.add(game.moved.genCastleRights())
|
||||
game.fiftyMoveCounter = game.fiftyMoveCounter + 1
|
||||
if fiftyMoveRuleReset:
|
||||
game.fiftyMoveCounter = 0
|
||||
return true
|
||||
|
||||
proc hasNoMoves(game: Game, color: Color): bool =
|
||||
## Checks if a player of a given `color` has no legal moves in a `game`.
|
||||
|
17
test.nim
17
test.nim
@ -1588,5 +1588,22 @@ testSuite GameTest of TestSuite:
|
||||
else:
|
||||
self.check(not test)
|
||||
|
||||
method testcheckedMoveFaultyInput() =
|
||||
var test: bool
|
||||
self.setup()
|
||||
let startPos = self.game
|
||||
test = self.game.checkedMove(notationToMove("aaaa", Color.White))
|
||||
self.check(not test)
|
||||
test = (self.game == startPos)
|
||||
self.check(test)
|
||||
test = self.game.checkedMove(notationToMove("1bb6&111", Color.White))
|
||||
self.check(not test)
|
||||
test = (self.game == startPos)
|
||||
self.check(test)
|
||||
test = self.game.checkedMove(notationToMove("e1g1sdfa", Color.White))
|
||||
self.check(not test)
|
||||
test = (self.game == startPos)
|
||||
self.check(test)
|
||||
|
||||
when isMainModule:
|
||||
einheit.runTests()
|
||||
|
Loading…
x
Reference in New Issue
Block a user