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@ -109,8 +109,7 @@ const |
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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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] ## `InsufficientMaterial` describes the pieces where no checkmate can be |
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## forced. |
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## forced |
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let |
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PieceChar = { |
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@ -144,47 +143,65 @@ let |
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# `FileChar` maps the files of the chessboard to numbers for better |
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# conversion. |
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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 |
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## forced. |
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## Returns true if no player can force a checkmate to the other. |
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var wp = 0 |
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var wn = 0 |
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var wb = 0 |
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var wr = 0 |
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var wq = 0 |
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var bp = 0 |
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var bn = 0 |
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var bb = 0 |
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var br = 0 |
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var bq = 0 |
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for field in board.low..board.high: |
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case board[field]: |
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of WPawn: |
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wp = wp + 1 |
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of BPawn: |
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bp = bp + 1 |
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of WKnight: |
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wn = wn + 1 |
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of BKnight: |
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bn = bn + 1 |
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of WBishop: |
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wb = wb + 1 |
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of BBishop: |
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bb = bb + 1 |
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of WRook: |
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wr = wr + 1 |
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of BRook: |
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br = br + 1 |
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of WQueen: |
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wq = wq + 1 |
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of BQueen: |
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bq = bq + 1 |
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else: |
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continue |
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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 fieldToInd*(file: string, line: int): int = |
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## Calculate and return board index from `file` and `line` of a chess board. |
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## Returns -1 if the `field` was not input correct. |
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try: |
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return 1+(line+1)*10+FileChar[file] |
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except IndexDefect, ValueError: |
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return -1 |
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proc fieldToInd*(field: string): int = |
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## Calculate and return board index from `field` of a chess board. |
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## Returns -1 if the `field` was not input correct. |
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try: |
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return fieldToInd($field[0], parseInt($field[1])) |
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except IndexDefect, ValueError: |
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return -1 |
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proc indToField*(ind: int): string = |
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## Calculate and returns field name from board index `ind`. |
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let line = (int)ind/10-1 |
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let file_ind = (ind)%%10-1 |
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for file, i in FileChar: |
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if FileChar[file] == file_ind: |
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return $file & $line |
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proc getMove*(start: int, dest: int, prom: int, color: Color): Move = |
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## Get a move object of the `color` player from `start` to `dest` with an |
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## 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 (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 of the `color` player from `start` to `dest` with |
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## automatic promition to queen. |
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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 notationToMove*(notation: string, color: Color): Move = |
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## Convert and return simplified algebraic chess `notation` to a move object, |
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## color of player is `color`. |
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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 initBoard(): Board = |
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## Create and return a board with pieces in starting position. |
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@ -256,20 +273,6 @@ proc initGame*(board: array[0..63, int], color: Color): Game = |
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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 of the `color` player from `start` to `dest` with an |
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## 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 (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 of the `color` player from `start` to `dest` with |
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## automatic promition to queen. |
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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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## Prints out the given `board` with its pieces as characters and line |
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## indices from perspecive of `color`. |
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@ -293,30 +296,6 @@ proc echoBoard*(game: Game, color: Color) = |
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echo line_str |
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echo "a b c d e f g h" |
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proc fieldToInd*(file: string, line: int): int = |
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## Calculate and return board index from `file` and `line` of a chess board. |
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## Returns -1 if the `field` was not input correct. |
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try: |
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return 1+(line+1)*10+FileChar[file] |
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except IndexDefect, ValueError: |
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return -1 |
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proc fieldToInd*(field: string): int = |
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## Calculate and return board index from `field` of a chess board. |
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## Returns -1 if the `field` was not input correct. |
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try: |
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return fieldToInd($field[0], parseInt($field[1])) |
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except IndexDefect, ValueError: |
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return -1 |
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proc indToField*(ind: int): string = |
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## Calculate and returns field name from board index `ind`. |
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let line = (int)ind/10-1 |
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let file_ind = (ind)%%10-1 |
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for file, i in FileChar: |
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if FileChar[file] == file_ind: |
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return $file & $line |
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proc genCastleRights(moved: Moved): CastleRights = |
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## Generate and return rights to castle from given `moved` |
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let wk = not moved[fieldToInd("e1")] and not moved[fieldToInd("h1")] |
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@ -325,27 +304,84 @@ proc genCastleRights(moved: Moved): CastleRights = |
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let bq = not moved[fieldToInd("e8")] and not moved[fieldToInd("a8")] |
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return (wk, wq, bk, bq) |
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proc notationToMove*(notation: string, color: Color): Move = |
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## Convert and return simplified algebraic chess `notation` to a move object, |
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## color of player is `color`. |
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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 genPawnAttackDests(game: Game, field: int, color: Color): seq[int] = |
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## Generate possible attack destinations for a pawn with specific `color` |
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## located at index `field` of `game`. |
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## Returns a sequence of possible indices to move to. |
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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` |
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## located at index `field` of `game`. |
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## Returns a sequence of possible indices to move to. |
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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 |
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## index `field` of `game`. |
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## Returns a sequence of possible indices to move to. |
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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 genKnightDests(game: Game, field: int, color: Color): seq[int] = |
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## Generate possible destinations for a knight with specific `color` located |
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## at index `field` of `game`. |
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## Returns a sequence of possible indices to move to. |
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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 genBishopDests(game: Game, field: int, color: Color): seq[int] = |
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## Generate possible destinations for a bishop with specific `color` located |
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@ -461,85 +497,6 @@ proc genKingDests(game: Game, field: int, color: Color): seq[int] = |
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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 |
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## at index `field` of `game`. |
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## Returns a sequence of possible indices to move to. |
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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` |
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## located at index `field` of `game`. |
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## Returns a sequence of possible indices to move to. |
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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` |
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## located at index `field` of `game`. |
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## Returns a sequence of possible indices to move to. |
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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 |
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## index `field` of `game`. |
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## Returns a sequence of possible indices to move to. |
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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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## Returns true if the `PieceID` of a given `color` is in `sequence` else |
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@ -593,11 +550,31 @@ proc moveLeadsToCheck(game: Game, start: int, dest: int, |
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check.uncheckedMove(start, dest) |
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return check.isInCheck(color) |
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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 `board`. |
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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[field] = 0 |
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proc genPawnPromotion(move: Move, color: Color): seq[Move] = |
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## Generate all possible promotions of a `move` by `color`. |
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var promotions = newSeq[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 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 in a `game` starting from `field` for a |
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## `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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for dest in moves: |
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if not game.moveLeadsToCheck(field, dest, color): |
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var promotions = genPawnPromotion(getMove(field, dest, color), color) |
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if promotions != @[]: |
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res.add(promotions) |
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else: |
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res.add(getMove(field, dest, color)) |
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return res |
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proc genLegalKnightMoves(game: Game, field: int, color: Color): seq[Move] = |
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## Generates all legal knight moves in a `game` starting from `field` for a |
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@ -663,32 +640,6 @@ proc genLegalKingMoves(game: Game, field: int, color: Color): seq[Move] = |
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res.add(getMove(field, dest, color)) |
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return res |
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proc genPawnPromotion(move: Move, color: Color): seq[Move] = |
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## Generate all possible promotions of a `move` by `color`. |
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var promotions = newSeq[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 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 in a `game` starting from `field` for a |
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## `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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for dest in moves: |
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if not game.moveLeadsToCheck(field, dest, color): |
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var promotions = genPawnPromotion(getMove(field, dest, color), color) |
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if promotions != @[]: |
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res.add(promotions) |
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else: |
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res.add(getMove(field, dest, color)) |
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return res |
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proc genLegalMoves*(game: Game, field: int, color: Color): seq[Move] = |
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## Generates all legal moves in a `game` starting from `field` for a `color`. |
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var legal_moves = newSeq[Move]() |
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@ -756,6 +707,12 @@ proc castling(game: var Game, kstart: int, dest_kingside: bool, |
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return true |
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return false |
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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 `board`. |
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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[field] = 0 |
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proc checkedMove*(game: var Game, move: Move): bool {.discardable.} = |
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## Tries to make a `move` in a given `game``. |
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## This process checks for the legality of the move and performs the switch |
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@ -833,6 +790,48 @@ proc isDrawClaimable*(game: Game): bool = |
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## Returns true if a draw is claimable by either player. |
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return game.threeMoveRep() or game.fiftyMoveRule() |
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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 |
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## forced. |
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## Returns true if no player can force a checkmate to the other. |
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var wp = 0 |
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var wn = 0 |
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var wb = 0 |
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var wr = 0 |
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var wq = 0 |
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var bp = 0 |
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var bn = 0 |
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var bb = 0 |
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var br = 0 |
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var bq = 0 |
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for field in board.low..board.high: |
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case board[field]: |
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of WPawn: |
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wp = wp + 1 |
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of BPawn: |
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bp = bp + 1 |
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of WKnight: |
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wn = wn + 1 |
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of BKnight: |
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bn = bn + 1 |
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of WBishop: |
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wb = wb + 1 |
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of BBishop: |
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bb = bb + 1 |
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of WRook: |
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wr = wr + 1 |
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of BRook: |
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br = br + 1 |
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of WQueen: |
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wq = wq + 1 |
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of BQueen: |
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bq = bq + 1 |
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else: |
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continue |
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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 isStalemate*(game: Game, color: Color): bool = |
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## Returns true if the `color` player is stalemate in a `game`. |
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return (game.hasNoMoves(color) and not game.isInCheck(color)) or |
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