chess restructuring: changed order of functions

master
TiynGER 4 years ago
parent 0ceb567048
commit c91bf64047

@ -109,8 +109,7 @@ const
(0, 1, 0, 0, 0), # bishop only (0, 1, 0, 0, 0), # bishop only
(0, 2, 0, 0, 0) # 2 knights (0, 2, 0, 0, 0) # 2 knights
] ## `InsufficientMaterial` describes the pieces where no checkmate can be ] ## `InsufficientMaterial` describes the pieces where no checkmate can be
## forced. ## forced
let let
PieceChar = { PieceChar = {
@ -144,47 +143,65 @@ let
# `FileChar` maps the files of the chessboard to numbers for better # `FileChar` maps the files of the chessboard to numbers for better
# conversion. # conversion.
proc checkInsufficientMaterial(board: Board): bool = proc fieldToInd*(file: string, line: int): int =
## Checks for combinations of pieces on a `board`, where no checkmate can be ## Calculate and return board index from `file` and `line` of a chess board.
## forced. ## Returns -1 if the `field` was not input correct.
## Returns true if no player can force a checkmate to the other. try:
var wp = 0 return 1+(line+1)*10+FileChar[file]
var wn = 0 except IndexDefect, ValueError:
var wb = 0 return -1
var wr = 0
var wq = 0 proc fieldToInd*(field: string): int =
var bp = 0 ## Calculate and return board index from `field` of a chess board.
var bn = 0 ## Returns -1 if the `field` was not input correct.
var bb = 0 try:
var br = 0 return fieldToInd($field[0], parseInt($field[1]))
var bq = 0 except IndexDefect, ValueError:
for field in board.low..board.high: return -1
case board[field]:
of WPawn: proc indToField*(ind: int): string =
wp = wp + 1 ## Calculate and returns field name from board index `ind`.
of BPawn: let line = (int)ind/10-1
bp = bp + 1 let file_ind = (ind)%%10-1
of WKnight: for file, i in FileChar:
wn = wn + 1 if FileChar[file] == file_ind:
of BKnight: return $file & $line
bn = bn + 1
of WBishop: proc getMove*(start: int, dest: int, prom: int, color: Color): Move =
wb = wb + 1 ## Get a move object of the `color` player from `start` to `dest` with an
of BBishop: ## eventual promition to `prom`.
bb = bb + 1 var move = Move(start: start, dest: dest, prom: prom * ord(color), color: color)
of WRook: if (WKnight > prom or WQueen < prom):
wr = wr + 1 move.prom = WQueen
of BRook: return move
br = br + 1
of WQueen: proc getMove*(start: int, dest: int, color: Color): Move =
wq = wq + 1 ## Get a move object of the `color` player from `start` to `dest` with
of BQueen: ## automatic promition to queen.
bq = bq + 1 var move = Move(start: start, dest: dest, prom: WQueen * ord(color), color: color)
else: return move
continue
let wpieces: PieceAmount = (wp, wn, wb, wr, wq) proc notationToMove*(notation: string, color: Color): Move =
let bpieces: PieceAmount = (bp, bn, bb, br, bq) ## Convert and return simplified algebraic chess `notation` to a move object,
return (wpieces in InsufficientMaterial) and (bpieces in InsufficientMaterial) ## color of player is `color`.
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 initBoard(): Board = proc initBoard(): Board =
## Create and return a board with pieces in starting position. ## Create and return a board with pieces in starting position.
@ -256,20 +273,6 @@ proc initGame*(board: array[0..63, int], color: Color): Game =
fiftyMoveCounter: 0) fiftyMoveCounter: 0)
return game return game
proc getMove*(start: int, dest: int, prom: int, color: Color): Move =
## Get a move object of the `color` player from `start` to `dest` with an
## eventual promition to `prom`.
var move = Move(start: start, dest: dest, prom: prom * ord(color), color: color)
if (WKnight > prom or WQueen < prom):
move.prom = WQueen
return move
proc getMove*(start: int, dest: int, color: Color): Move =
## Get a move object of the `color` player from `start` to `dest` with
## automatic promition to queen.
var move = Move(start: start, dest: dest, prom: WQueen * ord(color), color: color)
return move
proc echoBoard*(game: Game, color: Color) = proc echoBoard*(game: Game, color: Color) =
## Prints out the given `board` with its pieces as characters and line ## Prints out the given `board` with its pieces as characters and line
## indices from perspecive of `color`. ## indices from perspecive of `color`.
@ -293,30 +296,6 @@ proc echoBoard*(game: Game, color: Color) =
echo line_str echo line_str
echo "a b c d e f g h" echo "a b c d e f g h"
proc fieldToInd*(file: string, line: int): int =
## Calculate and return board index from `file` and `line` of a chess board.
## Returns -1 if the `field` was not input correct.
try:
return 1+(line+1)*10+FileChar[file]
except IndexDefect, ValueError:
return -1
proc fieldToInd*(field: string): int =
## Calculate and return board index from `field` of a chess board.
## Returns -1 if the `field` was not input correct.
try:
return fieldToInd($field[0], parseInt($field[1]))
except IndexDefect, ValueError:
return -1
proc indToField*(ind: int): string =
## Calculate and returns field name from board index `ind`.
let line = (int)ind/10-1
let file_ind = (ind)%%10-1
for file, i in FileChar:
if FileChar[file] == file_ind:
return $file & $line
proc genCastleRights(moved: Moved): CastleRights = proc genCastleRights(moved: Moved): CastleRights =
## Generate and return rights to castle from given `moved` ## Generate and return rights to castle from given `moved`
let wk = not moved[fieldToInd("e1")] and not moved[fieldToInd("h1")] let wk = not moved[fieldToInd("e1")] and not moved[fieldToInd("h1")]
@ -325,27 +304,84 @@ proc genCastleRights(moved: Moved): CastleRights =
let bq = not moved[fieldToInd("e8")] and not moved[fieldToInd("a8")] let bq = not moved[fieldToInd("e8")] and not moved[fieldToInd("a8")]
return (wk, wq, bk, bq) return (wk, wq, bk, bq)
proc notationToMove*(notation: string, color: Color): Move = proc genPawnAttackDests(game: Game, field: int, color: Color): seq[int] =
## Convert and return simplified algebraic chess `notation` to a move object, ## Generate possible attack destinations for a pawn with specific `color`
## color of player is `color`. ## located at index `field` of `game`.
var move: Move ## Returns a sequence of possible indices to move to.
var start = fieldToInd(notation[0..1]) if (not field in game.board.low..game.board.high):
var dest = fieldToInd(notation[2..3]) return @[]
move = getMove(start, dest, color) var res = newSeq[int]()
if (len(notation) > 4): var dest: int
var promStr = $notation[4] var target: int
var prom: int for attacks in Pawn_Moves_White_Attack:
case promStr: dest = field + (attacks * ord(color))
of "Q": if (not dest in game.board.low..game.board.high):
prom = WQueen * ord(color) continue
of "R": target = game.board[dest]
prom = WRook * ord(color) if (target == 999 or ord(color) * target >= 0):
of "B": continue
prom = WBishop * ord(color) res.add(dest)
of "N": return res
prom = WKnight * ord(color)
move = getMove(start, dest, prom, color) proc genPawnDoubleDests(game: Game, field: int, color: Color): seq[int] =
return move ## 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.
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.
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 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.
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 genBishopDests(game: Game, field: int, color: Color): seq[int] = proc genBishopDests(game: Game, field: int, color: Color): seq[int] =
## Generate possible destinations for a bishop with specific `color` located ## Generate possible destinations for a bishop with specific `color` located
@ -461,85 +497,6 @@ proc genKingDests(game: Game, field: int, color: Color): seq[int] =
res.add(game.genKingCastleDest(field, color)) res.add(game.genKingCastleDest(field, color))
return res 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.
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.
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.
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.
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], proc pieceOn(game: Game, color: Color, sequence: seq[int],
pieceID: int): bool = pieceID: int): bool =
## Returns true if the `PieceID` of a given `color` is in `sequence` else ## Returns true if the `PieceID` of a given `color` is in `sequence` else
@ -593,11 +550,31 @@ proc moveLeadsToCheck(game: Game, start: int, dest: int,
check.uncheckedMove(start, dest) check.uncheckedMove(start, dest)
return check.isInCheck(color) return check.isInCheck(color)
proc removeEnPassant(board: var Board, color: Color): void = proc genPawnPromotion(move: Move, color: Color): seq[Move] =
## Removes every en passant of given `color` from the `board`. ## Generate all possible promotions of a `move` by `color`.
for field in board.low..board.high: var promotions = newSeq[Move]()
if board[field] == ord(color) * WEnPassant: let start = move.start
board[field] = 0 let dest = move.dest
if (90 < dest and dest < 99) or (20 < dest and dest < 29):
for piece in WKnight..WQueen:
promotions.add(getMove(start, dest, piece, color))
return promotions
proc genLegalPawnMoves(game: Game, field: int, color: Color): seq[Move] =
## Generates all legal pawn moves in a `game` starting from `field` for a
## `color`.
if game.board[field] != WPawn * ord(color):
return @[]
var res = newSeq[Move]()
var moves = game.genPawnDests(field, color)
for dest in moves:
if not game.moveLeadsToCheck(field, dest, color):
var promotions = genPawnPromotion(getMove(field, dest, color), color)
if promotions != @[]:
res.add(promotions)
else:
res.add(getMove(field, dest, color))
return res
proc genLegalKnightMoves(game: Game, field: int, color: Color): seq[Move] = proc genLegalKnightMoves(game: Game, field: int, color: Color): seq[Move] =
## Generates all legal knight moves in a `game` starting from `field` for a ## Generates all legal knight moves in a `game` starting from `field` for a
@ -663,32 +640,6 @@ proc genLegalKingMoves(game: Game, field: int, color: Color): seq[Move] =
res.add(getMove(field, dest, color)) res.add(getMove(field, dest, color))
return res return res
proc genPawnPromotion(move: Move, color: Color): seq[Move] =
## Generate all possible promotions of a `move` by `color`.
var promotions = newSeq[Move]()
let start = move.start
let dest = move.dest
if (90 < dest and dest < 99) or (20 < dest and dest < 29):
for piece in WKnight..WQueen:
promotions.add(getMove(start, dest, piece, color))
return promotions
proc genLegalPawnMoves(game: Game, field: int, color: Color): seq[Move] =
## Generates all legal pawn moves in a `game` starting from `field` for a
## `color`.
if game.board[field] != WPawn * ord(color):
return @[]
var res = newSeq[Move]()
var moves = game.genPawnDests(field, color)
for dest in moves:
if not game.moveLeadsToCheck(field, dest, color):
var promotions = genPawnPromotion(getMove(field, dest, color), color)
if promotions != @[]:
res.add(promotions)
else:
res.add(getMove(field, dest, color))
return res
proc genLegalMoves*(game: Game, field: int, color: Color): seq[Move] = proc genLegalMoves*(game: Game, field: int, color: Color): seq[Move] =
## Generates all legal moves in a `game` starting from `field` for a `color`. ## Generates all legal moves in a `game` starting from `field` for a `color`.
var legal_moves = newSeq[Move]() var legal_moves = newSeq[Move]()
@ -756,6 +707,12 @@ proc castling(game: var Game, kstart: int, dest_kingside: bool,
return true return true
return false return false
proc removeEnPassant(board: var Board, color: Color): void =
## Removes every en passant of given `color` from the `board`.
for field in board.low..board.high:
if board[field] == ord(color) * WEnPassant:
board[field] = 0
proc checkedMove*(game: var Game, move: Move): bool {.discardable.} = proc checkedMove*(game: var Game, move: Move): bool {.discardable.} =
## Tries to make a `move` in a given `game``. ## Tries to make a `move` in a given `game``.
## This process checks for the legality of the move and performs the switch ## This process checks for the legality of the move and performs the switch
@ -833,6 +790,48 @@ proc isDrawClaimable*(game: Game): bool =
## Returns true if a draw is claimable by either player. ## Returns true if a draw is claimable by either player.
return game.threeMoveRep() or game.fiftyMoveRule() return game.threeMoveRep() or game.fiftyMoveRule()
proc checkInsufficientMaterial(board: Board): bool =
## Checks for combinations of pieces on a `board`, where no checkmate can be
## forced.
## Returns true if no player can force a checkmate to the other.
var wp = 0
var wn = 0
var wb = 0
var wr = 0
var wq = 0
var bp = 0
var bn = 0
var bb = 0
var br = 0
var bq = 0
for field in board.low..board.high:
case board[field]:
of WPawn:
wp = wp + 1
of BPawn:
bp = bp + 1
of WKnight:
wn = wn + 1
of BKnight:
bn = bn + 1
of WBishop:
wb = wb + 1
of BBishop:
bb = bb + 1
of WRook:
wr = wr + 1
of BRook:
br = br + 1
of WQueen:
wq = wq + 1
of BQueen:
bq = bq + 1
else:
continue
let wpieces: PieceAmount = (wp, wn, wb, wr, wq)
let bpieces: PieceAmount = (bp, bn, bb, br, bq)
return (wpieces in InsufficientMaterial) and (bpieces in InsufficientMaterial)
proc isStalemate*(game: Game, color: Color): bool = proc isStalemate*(game: Game, color: Color): bool =
## Returns true if the `color` player is stalemate in a `game`. ## Returns true if the `color` player is stalemate in a `game`.
return (game.hasNoMoves(color) and not game.isInCheck(color)) or return (game.hasNoMoves(color) and not game.isInCheck(color)) or

@ -1,6 +1,3 @@
from strutils import parseInt
import rdstdin
import ./chess import ./chess
proc runGame*(): void = proc runGame*(): void =

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