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mirror of https://github.com/tiyn/yeschess.git synced 2026-02-22 10:34:47 +01:00

refactoring: absolute path for db, general refactoring

Due to the path for the db being relative it came
to problems when importing the openingBook.nim file
in other modules (especially in ).
To change this i added a variable, that needs to point to the
root directory of the project.
Additionally i set some coding guidelines and enforced them
into the current codebase.
This commit is contained in:
TiynGER
2021-05-16 03:15:40 +02:00
parent 80772462da
commit e306de0573
5 changed files with 121 additions and 66 deletions

View File

@@ -153,7 +153,7 @@ proc fieldToInd(field: string): int =
proc indToField(ind: int): string =
## Calculate and returns field name from board index `ind`.
let line = int(ind / 10 - 1)
let file_ind = 7 - ((ind) %% 10 - 1)
let file_ind = 7 - (ind %% 10 - 1)
for file, i in FileChar:
if FileChar[file] == file_ind:
return $file & $line
@@ -162,7 +162,7 @@ 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 (prom < WKnight or prom > WQueen):
if prom < WKnight or prom > WQueen:
move.prom = WQueen
return move
@@ -181,7 +181,7 @@ proc notationToMove*(notation: string, color: Color): Move =
var start = fieldToInd(notation[0..1])
var dest = fieldToInd(notation[2..3])
move = getMove(start, dest, color)
if (len(notation) > 4):
if notation.len > 4:
var promStr = $notation[4]
let prom = case promStr:
of "R":
@@ -351,22 +351,22 @@ proc echoBoard*(chess: Chess, color: Color) =
## Prints out the given `board` with its pieces as characters and line
## indices from perspecive of `color`.
var line_str: string
if (color == Color.Black):
for i in 0..len(chess.board)-1:
if (chess.board[i] == Block):
if color == Color.Black:
for i in 0..chess.board.len-1:
if chess.board[i] == Block:
continue
line_str &= PieceChar[chess.board[i]] & " "
if ((i + 2) %% 10 == 0):
line_str &= $(int((i / 10) - 1)) & "\n"
if (i + 2) %% 10 == 0:
line_str &= $int((i / 10) - 1) & "\n"
echo line_str
echo "h g f e d c b a"
else:
for i in countdown(len(chess.board) - 1, 0):
if (chess.board[i] == Block):
if chess.board[i] == Block:
continue
line_str &= PieceChar[chess.board[i]] & " "
if ((i - 1) %% 10 == 0):
line_str &= $(int((i / 10) - 1)) & "\n"
if (i - 1) %% 10 == 0:
line_str &= $int((i / 10) - 1) & "\n"
echo line_str
echo "a b c d e f g h"
@@ -374,7 +374,7 @@ proc genPawnAttackDests(chess: Chess, field: int, color: Color): seq[int] =
## Generate possible attack destinations for a pawn with specific `color`
## located at index `field` of `chess`.
## Returns a sequence of possible indices to move to.
if (not field in chess.board.low..chess.board.high):
if field < chess.board.low or field > chess.board.high:
return @[]
var res = newSeq[int]()
var dest: int
@@ -395,7 +395,7 @@ proc genPawnDoubleDests(chess: Chess, field: int, color: Color): seq[int] =
## Generate possible double destinations for a pawn with specific `color`
## located at index `field` of `chess`.
## Returns a sequence of possible indices to move to.
if (not field in chess.board.low..chess.board.high):
if field < chess.board.low or field > chess.board.high:
return @[]
var res = newSeq[int]()
var dest: int
@@ -403,12 +403,12 @@ proc genPawnDoubleDests(chess: Chess, field: int, color: Color): seq[int] =
for doubles in Pawn_Moves_White_Double:
dest = field + doubles * ord(color)
target = chess.board[dest]
if ((target != 0) or (
chess.board[dest + (S * ord(color))] != 0)):
if target != 0 or
chess.board[dest + (S * ord(color))] != 0:
continue
if (color == Color.White and not (field in fieldToInd("h2")..fieldToInd("a2"))):
if color == Color.White and not (field in fieldToInd("h2")..fieldToInd("a2")):
continue
if (color == Color.Black and not (field in fieldToInd("h7")..fieldToInd("a7"))):
if color == Color.Black and not (field in fieldToInd("h7")..fieldToInd("a7")):
continue
res.add(dest)
return res
@@ -417,17 +417,17 @@ proc genPawnDests(chess: Chess, field: int, color: Color): seq[int] =
## Generate possible destinations for a pawn with specific `color` located at
## index `field` of `chess`.
## Returns a sequence of possible indices to move to.
if (not field in chess.board.low..chess.board.high):
if field < chess.board.low or field > chess.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 chess.board.low..chess.board.high):
if not dest in chess.board.low..chess.board.high:
continue
target = chess.board[dest]
if (target != 0 and dest != chess.enPassantSquare):
if target != 0 and dest != chess.enPassantSquare:
continue
res.add(dest)
res.add(chess.genPawnAttackDests(field, color))
@@ -438,17 +438,17 @@ proc genKnightDests(chess: Chess, field: int, color: Color): seq[int] =
## Generate possible destinations for a knight with specific `color` located
## at index `field` of `chess`.
## Returns a sequence of possible indices to move to.
if (not field in chess.board.low..chess.board.high):
if field < chess.board.low or field > chess.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 chess.board.low..chess.board.high):
if not dest in chess.board.low..chess.board.high:
continue
target = chess.board[dest]
if (target == Block or (ord(color) * target > 0)):
if target == Block or ord(color) * target > 0:
continue
res.add(dest)
return res
@@ -458,19 +458,19 @@ proc genSlidePieceDests(chess: Chess, field: int, color: Color, moves: seq[
## Generate possible destinations for a piece with `moves` and specific `color`
## located at index `field` of `chess`.
## Returns a sequence of possible indices to move to.
if (not field in chess.board.low..chess.board.high):
if field < chess.board.low or field > chess.board.high:
return @[]
var res = newSeq[int]()
var dest: int
var target: int
for move in moves:
dest = field + move
if (not dest in chess.board.low..chess.board.high):
if not dest in chess.board.low..chess.board.high:
continue
target = chess.board[dest]
while (target != Block and (ord(color) * target <= 0)):
while target != Block and ord(color) * target <= 0:
res.add(dest)
if (ord(color) * target < 0):
if ord(color) * target < 0:
break
dest = dest + move
target = chess.board[dest]
@@ -498,7 +498,7 @@ proc genKingCastleDest(chess: Chess, field: int, color: Color): seq[int] =
## Generate possible castle destinations for a king with specific `color`
## located at index `field` of `chess`
## Returns a sequence of possible indices to move to.
if (not field in chess.board.low..chess.board.high):
if field < chess.board.low or field > chess.board.high:
return @[]
var res = newSeq[int]()
var dest: int
@@ -507,14 +507,14 @@ proc genKingCastleDest(chess: Chess, field: int, color: Color): seq[int] =
var half_target: int
for castle in King_Moves_White_Castle:
dest = field + castle
if (not dest in chess.board.low..chess.board.high):
if not dest in chess.board.low..chess.board.high:
continue
target = chess.board[dest]
half_dest = field + int(castle / 2)
half_target = chess.board[half_dest]
if (target == Block or (target != 0)):
if target == Block or target != 0:
continue
if (half_target == Block or (half_target != 0)):
if half_target == Block or half_target != 0:
continue
res.add(dest)
return res
@@ -523,17 +523,17 @@ proc genKingDests(chess: Chess, field: int, color: Color): seq[int] =
## Generate possible destinations for a king with specific `color`
## located at index `field` of `chess`.
## Returns a sequence of possible indices to move to.
if (not field in chess.board.low..chess.board.high):
if field < chess.board.low or field > chess.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 chess.board.low..chess.board.high):
if not dest in chess.board.low..chess.board.high:
continue
target = chess.board[dest]
if (target == Block or (ord(color) * target > 0)):
if target == Block or ord(color) * target > 0:
continue
res.add(dest)
res.add(chess.genKingCastleDest(field, color))
@@ -717,11 +717,11 @@ proc castling(chess: var Chess, kstart: int, dest_kingside: bool,
var rstart: int
var rdest: int
var rights: bool
if (dest_kingside):
if dest_kingside:
kdest = kstart + E + E
rstart = kstart + E + E + E
rdest = rstart + W + W
if (color == Color.White):
if color == Color.White:
rights = chess.castleRights.wk
else:
rights = chess.castleRights.bk
@@ -729,12 +729,12 @@ proc castling(chess: var Chess, kstart: int, dest_kingside: bool,
kdest = kstart + W + W
rstart = kstart + W + W + W + W
rdest = rstart + E + E + E
if (color == Color.White):
if color == Color.White:
rights = chess.castleRights.wq
else:
rights = chess.castleRights.bq
if (rights):
if (dest_kingside):
if rights:
if dest_kingside:
if chess.isAttacked(kstart, color) or chess.isAttacked(kstart+E, color) or
chess.isAttacked(kstart+E+E, color) or chess.board[kstart+E] != 0 or
chess.board[kstart+E+E] != 0:
@@ -760,7 +760,7 @@ proc checkedMove*(chess: var Chess, move: Move): bool {.discardable.} =
let dest = move.dest
let color = move.color
let prom = move.prom
if (chess.toMove != color or start == -1 or dest == -1):
if chess.toMove != color or start == -1 or dest == -1:
return false
let piece = chess.board[start]
var createEnPassant: bool
@@ -768,17 +768,17 @@ proc checkedMove*(chess: var Chess, move: Move): bool {.discardable.} =
var fiftyMoveRuleReset: bool
var move: Move
move = getMove(start, dest, color)
if (piece == WKing * ord(color) and (start - dest == (W+W))):
if piece == WKing * ord(color) and start - dest == (W+W):
return chess.castling(start, true, color)
elif (piece == WKing * ord(color) and (start - dest == (E+E))):
elif piece == WKing * ord(color) and start - dest == (E+E):
return chess.castling(start, false, color)
if (piece == WPawn * ord(color)):
if piece == WPawn * ord(color):
createEnPassant = dest in chess.genPawnDoubleDests(start, color)
capturedEnPassant = (dest == chess.enPassantSquare)
fiftyMoveRuleReset = true
if (chess.board[move.dest] != 0):
if chess.board[move.dest] != 0:
fiftyMoveRuleReset = true
if (move in chess.genLegalMoves(start, color)):
if move in chess.genLegalMoves(start, color):
chess.enPassantSquare = -1
chess.uncheckedMove(start, dest)
chess.toMove = Color(ord(chess.toMove)*(-1))
@@ -812,8 +812,8 @@ proc threeMoveRep(chess: Chess): bool =
return false
var lastState = chess.previousBoard[chess.previousBoard.high]
var reps: int
for stateInd in (chess.previousBoard.low)..(chess.previousBoard.high):
if (chess.previousBoard[stateInd] == lastState):
for stateInd in chess.previousBoard.low..chess.previousBoard.high:
if chess.previousBoard[stateInd] == lastState:
reps = reps + 1
return reps >= 3
@@ -839,7 +839,7 @@ proc checkInsufficientMaterial(board: Board): bool =
pieces[4])
let bpieces: PieceAmount = (pieces[5], pieces[6], pieces[7], pieces[8],
pieces[9])
return (wpieces in InsufficientMaterial) and (bpieces in InsufficientMaterial)
return wpieces in InsufficientMaterial and bpieces in InsufficientMaterial
proc isStalemate*(chess: Chess, color: Color): bool =
## Returns true if the `color` player is stalemate in a `chess`.