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
master
TiynGER 4 years ago
parent c4f7e3b98d
commit c5cf2fd737

@ -22,3 +22,8 @@ You can simply run the tests with `nim c -r test.nim`.
Documentation is written into the code via DocGen.
For this reason it is not saved in this repository.
To extract it into html run `nim doc --project --index:on --outdir:htmldocs game.nim`
### Board Representation
Due to easier off the board checking a
[10x12](https://www.chessprogramming.org/10x12_Board) board is used.

@ -1,6 +1,5 @@
import tables
from strutils import parseInt
import algorithm
type
Color* = enum
@ -134,22 +133,6 @@ let
"h": 0
}.newTable
proc setField(board: var Board, field: int, val: int): bool {.discardable.} =
try:
if (val in PieceChar):
board[field] = val
return true
return false
except Exception:
return false
proc setField(moved: var Moved, field: int, val: bool): bool {.discardable.} =
try:
moved[field] = val
return true
except Exception:
return false
proc checkInsufficientMaterial(board: Board): bool =
## Checks for combinations of pieces on a `board`, where no checkmate can be forced
var wp = 0
@ -252,7 +235,7 @@ proc initGame*(board: array[0..63, int], color: Color): Game =
var same_piece: bool
for ind in board.low..board.high:
same_piece = (board[ind] != compare[ind])
moved.setField(ind, same_piece)
moved[ind] = same_piece
let game = Game(board: board, moved: moved,
to_move: color, previousBoard: @[], previousCastleRights: @[],
fiftyMoveCounter: 0)
@ -324,204 +307,209 @@ proc genCastleRights(moved: Moved): CastleRights =
proc notationToMove*(notation: string, color: Color): Move =
## Convert simplified algebraic chess `notation` to a move object, color of player is `color`.
try:
var move: Move
var start = fieldToInd(notation[0..1])
var dest = fieldToInd(notation[2..3])
move = getMove(start, dest, color)
if (len(notation) > 4):
var promStr = $notation[4]
var prom: int
case promStr:
of "Q":
prom = WQueen * ord(color)
of "R":
prom = WRook * ord(color)
of "B":
prom = WBishop * ord(color)
of "N":
prom = WKnight * ord(color)
move = getMove(start, dest, prom, color)
return move
except IndexError:
var move: Move
return move
var move: Move
var start = fieldToInd(notation[0..1])
var dest = fieldToInd(notation[2..3])
move = getMove(start, dest, color)
if (len(notation) > 4):
var promStr = $notation[4]
var prom: int
case promStr:
of "Q":
prom = WQueen * ord(color)
of "R":
prom = WRook * ord(color)
of "B":
prom = WBishop * ord(color)
of "N":
prom = WKnight * ord(color)
move = getMove(start, dest, prom, color)
return move
proc genBishopDests(game: Game, field: int, color: Color): seq[int] =
## Generate possible destinations for a bishop with specific `color` located at index `field` of `game`.
## Returns a sequence of possible indices to move to.
try:
var res = newSeq[int]()
var dest: int
var target: int
for move in Bishop_Moves:
dest = field+move
target = game.board[dest]
while (target != 999 and (ord(color) * target <= 0) or target ==
WEnPassant or target == -WEnPassant):
res.add(dest)
if (ord(color) * target < 0 and ord(color) * target > -WEnPassant):
break
dest = dest+move
target = game.board[dest]
return res
except IndexDefect:
if (not field in game.board.low..game.board.high):
return @[]
var res = newSeq[int]()
var dest: int
var target: int
for move in Bishop_Moves:
dest = field+move
if (not dest in game.board.low..game.board.high):
continue
target = game.board[dest]
while (target != 999 and (ord(color) * target <= 0) or target ==
WEnPassant or target == -WEnPassant):
res.add(dest)
if (ord(color) * target < 0 and ord(color) * target > -WEnPassant):
break
dest = dest+move
target = game.board[dest]
return res
proc genRookDests(game: Game, field: int, color: Color): seq[int] =
## Generate possible destinations for a rook with specific `color` located at index `field` of `game`.
## Returns a sequence of possible indices to move to.
try:
var res = newSeq[int]()
var dest: int
var target: int
for move in Rook_Moves:
dest = field+move
target = game.board[dest]
while (target != 999 and (ord(color) * target <= 0) or target ==
WEnPassant or target == -WEnPassant):
res.add(dest)
if (ord(color) * target < 0 and ord(color) * target > -WEnPassant):
break
dest = dest+move
target = game.board[dest]
return res
except IndexDefect:
if (not field in game.board.low..game.board.high):
return @[]
var res = newSeq[int]()
var dest: int
var target: int
for move in Rook_Moves:
dest = field+move
if (not dest in game.board.low..game.board.high):
continue
target = game.board[dest]
while (target != 999 and (ord(color) * target <= 0) or target ==
WEnPassant or target == -WEnPassant):
res.add(dest)
if (ord(color) * target < 0 and ord(color) * target > -WEnPassant):
break
dest = dest+move
target = game.board[dest]
return res
proc genQueenDests(game: Game, field: int, color: Color): seq[int] =
## Generate possible destinations for a queen with specific `color` located at index `field` of `game`.
## Returns a sequence of possible indices to move to.
try:
var res = newSeq[int]()
var dest: int
var target: int
for move in Queen_Moves:
dest = field+move
target = game.board[dest]
while (target != 999 and (ord(color) * target <= 0) or target ==
WEnPassant or target == -WEnPassant):
res.add(dest)
if (ord(color) * target < 0 and ord(color) * target > -WEnPassant):
break
dest = dest+move
target = game.board[dest]
return res
except IndexDefect:
if (not field in game.board.low..game.board.high):
return @[]
var res = newSeq[int]()
var dest: int
var target: int
for move in Queen_Moves:
dest = field+move
if (not dest in game.board.low..game.board.high):
continue
target = game.board[dest]
while (target != 999 and (ord(color) * target <= 0) or target ==
WEnPassant or target == -WEnPassant):
res.add(dest)
if (ord(color) * target < 0 and ord(color) * target > -WEnPassant):
break
dest = dest+move
target = game.board[dest]
return res
proc genKingCastleDest(game: Game, field: int, color: Color): seq[int] =
## Generate possible castle destinations for a king with specific `color` located at index `field` of `game`
## Returns a sequence of possible indices to move to.
try:
var res = newSeq[int]()
var dest: int
var target: int
var half_dest: int
var half_target: int
for castle in King_Moves_White_Castle:
dest = field + castle
target = game.board[dest]
half_dest = field + (int)castle/2
half_target = game.board[half_dest]
if (target == 999 or (target != 0)):
continue
if (half_target == 999 or (half_target != 0)):
continue
res.add(dest)
return res
except IndexDefect:
if (not field in game.board.low..game.board.high):
return @[]
var res = newSeq[int]()
var dest: int
var target: int
var half_dest: int
var half_target: int
for castle in King_Moves_White_Castle:
dest = field + castle
if (not dest in game.board.low..game.board.high):
continue
target = game.board[dest]
half_dest = field + (int)castle/2
half_target = game.board[half_dest]
if (target == 999 or (target != 0)):
continue
if (half_target == 999 or (half_target != 0)):
continue
res.add(dest)
return res
proc genKingDests(game: Game, field: int, color: Color): seq[int] =
## Generate possible destinations for a king with specific `color` located at index `field` of `game`.
## Returns a sequence of possible indices to move to.
try:
var res = newSeq[int]()
var dest: int
var target: int
for move in King_Moves:
dest = field + move
target = game.board[dest]
if (target == 999 or (ord(color) * target > 0 and ord(color) * target != WEnPassant)):
continue
res.add(dest)
res.add(game.genKingCastleDest(field, color))
return res
except IndexDefect:
if (not field in game.board.low..game.board.high):
return @[]
var res = newSeq[int]()
var dest: int
var target: int
for move in King_Moves:
dest = field + move
if (not dest in game.board.low..game.board.high):
continue
target = game.board[dest]
if (target == 999 or (ord(color) * target > 0 and ord(color) * target != WEnPassant)):
continue
res.add(dest)
res.add(game.genKingCastleDest(field, color))
return res
proc genKnightDests(game: Game, field: int, color: Color): seq[int] =
## Generate possible destinations for a knight with specific `color` located at index `field` of `game`.
## Returns a sequence of possible indices to move to.
try:
var res = newSeq[int]()
var dest: int
var target: int
for move in Knight_Moves:
dest = field + move
target = game.board[dest]
if (target == 999 or (ord(color) * target > 0 and ord(color) * target != WEnPassant)):
continue
res.add(dest)
return res
except IndexDefect:
if (not field in game.board.low..game.board.high):
return @[]
var res = newSeq[int]()
var dest: int
var target: int
for move in Knight_Moves:
dest = field + move
if (not dest in game.board.low..game.board.high):
continue
target = game.board[dest]
if (target == 999 or (ord(color) * target > 0 and ord(color) * target != WEnPassant)):
continue
res.add(dest)
return res
proc genPawnAttackDests(game: Game, field: int, color: Color): seq[int] =
## Generate possible attack destinations for a pawn with specific `color` located at index `field` of `game`.
## Returns a sequence of possible indices to move to.
try:
var res = newSeq[int]()
var dest: int
var target: int
for attacks in Pawn_Moves_White_Attack:
dest = field + (attacks * ord(color))
target = game.board[dest]
if (target == 999 or ord(color) * target >= 0):
continue
res.add(dest)
return res
except IndexDefect:
if (not field in game.board.low..game.board.high):
return @[]
var res = newSeq[int]()
var dest: int
var target: int
for attacks in Pawn_Moves_White_Attack:
dest = field + (attacks * ord(color))
if (not dest in game.board.low..game.board.high):
continue
target = game.board[dest]
if (target == 999 or ord(color) * target >= 0):
continue
res.add(dest)
return res
proc genPawnDoubleDests(game: Game, field: int, color: Color): seq[int] =
## Generate possible double destinations for a pawn with specific `color` located at index `field` of `game`.
## Returns a sequence of possible indices to move to.
try:
var res = newSeq[int]()
var dest: int
var target: int
for doubles in Pawn_Moves_White_Double:
dest = field + doubles * ord(color)
target = game.board[dest]
if (game.moved[field] or (target != 0) or (
game.board[dest+(S*ord(color))] != 0)):
continue
res.add(dest)
return res
except IndexDefect:
if (not field in game.board.low..game.board.high):
return @[]
var res = newSeq[int]()
var dest: int
var target: int
for doubles in Pawn_Moves_White_Double:
dest = field + doubles * ord(color)
if (not dest in game.board.low..game.board.high):
continue
target = game.board[dest]
if (game.moved[field] or (target != 0) or (
game.board[dest+(S*ord(color))] != 0)):
continue
res.add(dest)
return res
proc genPawnDests(game: Game, field: int, color: Color): seq[int] =
## Generate possible destinations for a pawn with specific `color` located at index `field` of `game`.
## Returns a sequence of possible indices to move to.
try:
var res = newSeq[int]()
var dest: int
var target: int
for move in Pawn_Moves_White:
dest = field + move * ord(color)
target = game.board[dest]
if (target != 0 and target != ord(color) * WEnPassant):
continue
res.add(dest)
res.add(game.genPawnAttackDests(field, color))
res.add(game.genPawnDoubleDests(field, color))
return res
except IndexDefect:
if (not field in game.board.low..game.board.high):
return @[]
var res = newSeq[int]()
var dest: int
var target: int
for move in Pawn_Moves_White:
dest = field + move * ord(color)
if (not dest in game.board.low..game.board.high):
continue
target = game.board[dest]
if (target != 0 and target != ord(color) * WEnPassant):
continue
res.add(dest)
res.add(game.genPawnAttackDests(field, color))
res.add(game.genPawnDoubleDests(field, color))
return res
proc pieceOn(game: Game, color: Color, sequence: seq[int],
pieceID: int): bool =
@ -560,17 +548,12 @@ proc uncheckedMove(game: var Game, start: int, dest: int): bool {.discardable.}
## Moves a piece if possible from `start` position to `dest` position.
## Doesnt check boundaries, checks, movement.
## returns true if the piece moved, else false
try:
let piece = game.board[start]
if game.board.setField(start, 0):
if game.board.setField(dest, piece):
game.moved.setField(start, true)
game.moved.setField(dest, true)
return true
else:
game.board.setField(start, piece)
except IndexDefect, ValueError:
return false
let piece = game.board[start]
game.board[start] = 0
game.board[dest] = piece
game.moved[start] = true
game.moved[dest] = true
return true
proc moveLeadsToCheck(game: Game, start: int, dest: int,
color: Color): bool =
@ -583,7 +566,7 @@ proc removeEnPassant(board: var Board, color: Color): void =
## Removes every en passant of given `color` from the `game`.
for field in board.low..board.high:
if board[field] == ord(color) * WEnPassant:
board.setField(field, 0)
board[field] = 0
proc genLegalKnightMoves(game: Game, field: int, color: Color): seq[Move] =
## Generates all legal knight moves starting from `field` in a `game` for a `color`.
@ -703,39 +686,36 @@ proc castling(game: var Game, kstart: int, dest_kingside: bool,
## 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.toMove != color:
return false
var kdest = kstart
var rstart: int
var rdest: int
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`.

@ -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()

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