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@ -10,9 +10,15 @@ type |
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Moved* = array[0..119, bool] |
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## Game as object of different values |
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Game* = object |
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pieces: Pieces |
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pieces*: Pieces |
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moved: Moved |
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to_move: Color |
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to_move*: Color |
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## Move as object |
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Move* = object |
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start: int |
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dest: int |
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color: Color |
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prom: int |
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const |
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# IDs for piece |
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@ -51,6 +57,7 @@ const |
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Rook_Moves = [N, E, S, W] |
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Queen_Moves = [N, E, S, W, N+E, N+W, S+E, S+W] |
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King_Moves = [N, E, S, W, N+E, N+W, S+E, S+W] |
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King_Moves_White_Castle = [E+E, W+W] |
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Pawn_Moves_White = [N] |
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Pawn_Moves_White_Double = [N+N] |
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Pawn_Moves_White_Attack = [N+E, N+W] |
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@ -102,6 +109,18 @@ proc init_board(): Pieces = |
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Block, Block, Block, Block, Block, Block, Block, Block, Block, Block] |
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return board |
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proc get_move*(start: int, dest: int, prom: int, color: Color): Move = |
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## Get a move object from `start` to `dest` with an 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 (KnightID > prom or QueenID < prom): |
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move.prom = QueenID |
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return move |
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proc get_move*(start: int, dest: int, color: Color): Move = |
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## Get a move object from `start` to `dest` with automatic promition to `queen` |
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var move = Move(start: start, dest: dest, prom: QueenID * ord(color), color: color) |
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return move |
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proc init_moved(): Moved = |
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## Create and return a board of pieces moved. |
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var moved: Moved |
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@ -113,7 +132,7 @@ proc init_game*(): Game = |
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to_move: Color.White) |
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return game |
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proc get_field*(pieces: Pieces, field: int): int = |
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proc get_field(pieces: Pieces, field: int): int = |
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return pieces[field] |
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proc set_field(pieces: var Pieces, field: int, val: int): bool {.discardable.} = |
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@ -124,7 +143,7 @@ proc set_field(pieces: var Pieces, field: int, val: int): bool {.discardable.} = |
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except Exception: |
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return false |
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proc get_field*(moved: Moved, field: int): bool = |
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proc get_field(moved: Moved, field: int): bool = |
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return moved[field] |
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proc set_field(moved: var Moved, field: int, val: bool): bool {.discardable.} = |
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@ -178,8 +197,8 @@ proc ind_to_field*(ind: int): string = |
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if FileChar[file] == file_ind: |
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return $file & $line |
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proc gen_bishop_moves(game: Game, field: int, color: Color): seq[int] = |
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## Generate possible moves for a bishop with specific `color` located at index `field` of `board`. |
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proc gen_bishop_dests(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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@ -198,8 +217,8 @@ proc gen_bishop_moves(game: Game, field: int, color: Color): seq[int] = |
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except IndexDefect: |
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return @[] |
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proc gen_rook_moves(game: Game, field: int, color: Color): seq[int] = |
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## Generate possible moves for a rook with specific `color` located at index `field` of `board`. |
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proc gen_rook_dests(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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@ -218,8 +237,8 @@ proc gen_rook_moves(game: Game, field: int, color: Color): seq[int] = |
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except IndexDefect: |
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return @[] |
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proc gen_queen_moves(game: Game, field: int, color: Color): seq[int] = |
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## Generate possible moves for a queen with specific `color` located at index `field` of `board`. |
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proc gen_queen_dests(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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@ -238,8 +257,32 @@ proc gen_queen_moves(game: Game, field: int, color: Color): seq[int] = |
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except IndexDefect: |
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return @[] |
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proc gen_king_moves(game: Game, field: int, color: Color): seq[int] = |
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## Generate possible moves for a king with specific `color` located at index `field` of `board`. |
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proc gen_king_castle_dest(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.pieces.get_field(dest) |
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half_dest = field + (int) castle/2 |
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half_target = game.pieces.get_field(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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return @[] |
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proc gen_king_dests(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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@ -251,12 +294,13 @@ proc gen_king_moves(game: Game, field: int, color: Color): seq[int] = |
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if (target == 999 or (ord(color) * target > 0 and ord(color) * target != EnPassantID)): |
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continue |
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res.add(dest) |
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res.add(game.gen_king_castle_dest(field, color)) |
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return res |
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except IndexDefect: |
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return @[] |
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proc gen_knight_moves(game: Game, field: int, color: Color): seq[int] = |
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## Generate possible moves for a knight with specific `color` located at index `field` of `board`. |
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proc gen_knight_dests(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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@ -272,8 +316,8 @@ proc gen_knight_moves(game: Game, field: int, color: Color): seq[int] = |
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except IndexDefect: |
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return @[] |
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proc gen_pawn_attacks(game: Game, field: int, color: Color): seq[int] = |
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## Generate possible attacks for a pawn with specific `color` located at index `field` of `board`. |
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proc gen_pawn_attack_dests(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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@ -289,8 +333,8 @@ proc gen_pawn_attacks(game: Game, field: int, color: Color): seq[int] = |
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except IndexDefect: |
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return @[] |
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proc gen_pawn_doubles(game: Game, field: int, color: Color): seq[int] = |
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## Generate possible double moves for a pawn with specific `color` located at index `field` of `board`. |
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proc gen_pawn_double_dests(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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@ -306,8 +350,8 @@ proc gen_pawn_doubles(game: Game, field: int, color: Color): seq[int] = |
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except IndexDefect: |
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return @[] |
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proc gen_pawn_moves(game: Game, field: int, color: Color): seq[int] = |
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## Generate possible moves for a pawn with specific `color` located at index `field` of `board`. |
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proc gen_pawn_dests(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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@ -319,8 +363,8 @@ proc gen_pawn_moves(game: Game, field: int, color: Color): seq[int] = |
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if (target != 0 and target != ord(color) * EnPassantID): |
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continue |
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res.add(dest) |
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res.add(game.gen_pawn_attacks(field, color)) |
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res.add(game.gen_pawn_doubles(field, color)) |
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res.add(game.gen_pawn_attack_dests(field, color)) |
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res.add(game.gen_pawn_double_dests(field, color)) |
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return res |
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except IndexDefect: |
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return @[] |
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@ -336,21 +380,21 @@ proc piece_on(game: Game, color: Color, sequence: seq[int], |
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proc is_attacked(game: Game, position: int, color: Color): bool = |
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## Check if a field is attacked by the opposite of `color` in a `game`. |
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var attacked = false |
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attacked = attacked or game.piece_on(color, game.gen_pawn_attacks(position, |
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attacked = attacked or game.piece_on(color, game.gen_pawn_attack_dests(position, |
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color), PawnID) |
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attacked = attacked or game.piece_on(color, game.gen_queen_moves(position, |
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attacked = attacked or game.piece_on(color, game.gen_queen_dests(position, |
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color), QueenID) |
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attacked = attacked or game.piece_on(color, game.gen_king_moves(position, |
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attacked = attacked or game.piece_on(color, game.gen_king_dests(position, |
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color), KingID) |
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attacked = attacked or game.piece_on(color, game.gen_rook_moves(position, |
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attacked = attacked or game.piece_on(color, game.gen_rook_dests(position, |
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color), RookID) |
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attacked = attacked or game.piece_on(color, game.gen_bishop_moves(position, |
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attacked = attacked or game.piece_on(color, game.gen_bishop_dests(position, |
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color), BishopID) |
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attacked = attacked or game.piece_on(color, game.gen_knight_moves(position, |
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attacked = attacked or game.piece_on(color, game.gen_knight_dests(position, |
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color), KnightID) |
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return attacked |
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proc is_in_check(game: Game, color: Color): bool = |
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proc is_in_check*(game: Game, color: Color): bool = |
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## Check if the King of a given `color` is in check in a `game`. |
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var king_pos: int |
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for i in countup(0, game.pieces.high): |
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@ -358,7 +402,7 @@ proc is_in_check(game: Game, color: Color): bool = |
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king_pos = i |
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return game.is_attacked(king_pos, color) |
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proc simple_move(game: var Game, start: int, dest: int): bool {.discardable.} = |
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proc unchecked_move(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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@ -376,9 +420,9 @@ proc simple_move(game: var Game, start: int, dest: int): bool {.discardable.} = |
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proc move_leads_to_check(game: Game, start: int, dest: int, |
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color: Color): bool = |
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## Checks in a game if a move from `start` to `dest` puts the `color` king in check. |
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## Checks in a `game` if a move from `start` to `dest` puts the `color` king in check. |
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var check = game |
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check.simple_move(start, dest) |
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check.unchecked_move(start, dest) |
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return check.is_in_check(color) |
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proc remove_en_passant(pieces: var Pieces, color: Color): void = |
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@ -387,58 +431,120 @@ proc remove_en_passant(pieces: var Pieces, color: Color): void = |
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if pieces.get_field(field) == ord(color) * EnPassantID: |
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pieces.set_field(field,0) |
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proc checked_move*(game: var Game, start: int, dest: int, color: Color): bool {.discardable.} = |
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## Tries to make a move in a given `game` with the piece of a given `color` from `start` to `dest`. |
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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.to_move != color: |
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return false |
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var sequence = newSeq[int]() |
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let piece = game.pieces.get_field(start) |
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var create_en_passant = false |
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var captured_en_passant = false |
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if (piece == PawnID * ord(color)): |
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sequence.add(game.gen_pawn_moves(start, color)) |
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create_en_passant = dest in game.gen_pawn_doubles(start,color) |
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captured_en_passant = (game.pieces.get_field(dest) == -1 * ord(color) * EnPassantID) |
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if (piece == KnightID * ord(color)): |
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sequence.add(game.gen_knight_moves(start, color)) |
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if (piece == BishopID * ord(color)): |
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sequence.add(game.gen_bishop_moves(start, color)) |
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if (piece == RookID * ord(color)): |
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sequence.add(game.gen_rook_moves(start, color)) |
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if (piece == QueenID * ord(color)): |
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sequence.add(game.gen_queen_moves(start, color)) |
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if (piece == KingID * ord(color)): |
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sequence.add(game.gen_king_moves(start, color)) |
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if (dest in sequence) and not game.move_leads_to_check(start, dest, color): |
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game.pieces.remove_en_passant(color) |
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game.simple_move(start, dest) |
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game.to_move = Color(ord(game.to_move)*(-1)) |
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if create_en_passant: |
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game.pieces.set_field(dest-(N*ord(color)),EnPassantID * ord(color)) |
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if captured_en_passant: |
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game.pieces.set_field(dest-(N*ord(color)),0) |
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return true |
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except IndexDefect, ValueError: |
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return false |
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proc gen_legal_knight_moves(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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if game.pieces.get_field(field) != KnightID * ord(color): |
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return @[] |
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var res = newSeq[Move]() |
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var moves = game.gen_knight_dests(field, color) |
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for dest in moves: |
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if not game.move_leads_to_check(field, dest, color): |
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res.add(get_move(field, dest, color)) |
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return res |
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proc gen_legal_bishop_moves(game: Game, field: int, color: Color): seq[Move] = |
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## Generates all legal bishop moves starting from `field` in a `game` for a `color`. |
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if game.pieces.get_field(field) != BishopID * ord(color): |
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return @[] |
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var res = newSeq[Move]() |
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var moves = game.gen_bishop_dests(field, color) |
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for dest in moves: |
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if not game.move_leads_to_check(field, dest, color): |
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res.add(get_move(field, dest, color)) |
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return res |
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proc gen_legal_rook_moves(game: Game, field: int, color: Color): seq[Move] = |
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## Generates all legal rook moves starting from `field` in a `game` for a `color`. |
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if game.pieces.get_field(field) != RookID * ord(color): |
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return @[] |
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var res = newSeq[Move]() |
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var moves = game.gen_rook_dests(field, color) |
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for dest in moves: |
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if not game.move_leads_to_check(field, dest, color): |
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res.add(get_move(field, dest, color)) |
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return res |
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proc gen_legal_queen_moves(game: Game, field: int, color: Color): seq[Move] = |
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## Generates all legal queen moves starting from `field` in a `game` for a `color`. |
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if game.pieces.get_field(field) != QueenID * ord(color): |
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return @[] |
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var res = newSeq[Move]() |
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var moves = game.gen_queen_dests(field, color) |
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for dest in moves: |
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if not game.move_leads_to_check(field, dest, color): |
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res.add(get_move(field, dest, color)) |
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return res |
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proc gen_legal_king_moves(game: Game, field: int, color: Color): seq[Move] = |
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## Generates all legal king moves starting from `field` in a `game` for a `color`. |
|
|
|
if game.pieces.get_field(field) != KingID * ord(color): |
|
|
|
return @[] |
|
|
|
var res = newSeq[Move]() |
|
|
|
var moves = game.gen_king_dests(field, color) |
|
|
|
for dest in moves: |
|
|
|
if field - dest == W+W and game.is_attacked(dest+W, color): |
|
|
|
continue |
|
|
|
if field - dest == E+E and game.is_attacked(dest+E, color): |
|
|
|
continue |
|
|
|
if not game.move_leads_to_check(field, dest, color): |
|
|
|
res.add(get_move(field, dest, color)) |
|
|
|
return res |
|
|
|
|
|
|
|
proc gen_pawn_promotion(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 KnightID..QueenID: |
|
|
|
promotions.add(get_move(start, dest, piece, color)) |
|
|
|
return promotions |
|
|
|
|
|
|
|
proc gen_legal_pawn_moves(game: Game, field: int, color: Color): seq[Move] = |
|
|
|
## Generates all legal pawn moves starting from `field` in a `game` for a `color`. |
|
|
|
if game.pieces.get_field(field) != PawnID * ord(color): |
|
|
|
return @[] |
|
|
|
var res = newSeq[Move]() |
|
|
|
var moves = game.gen_pawn_dests(field, color) |
|
|
|
for dest in moves: |
|
|
|
if not game.move_leads_to_check(field, dest, color): |
|
|
|
var promotions = gen_pawn_promotion(get_move(field, dest, color), color) |
|
|
|
if promotions != @[]: |
|
|
|
res.add(promotions) |
|
|
|
else: |
|
|
|
res.add(get_move(field, dest, color)) |
|
|
|
return res |
|
|
|
|
|
|
|
proc gen_legal_moves*(game: Game, field: int, color: Color): seq[Move] = |
|
|
|
## Generates all legal moves starting from `field` in a `game` for a `color`. |
|
|
|
var legal_moves = newSeq[Move]() |
|
|
|
var target = ord(color) * game.pieces.get_field(field) |
|
|
|
if 0 < target and target < EnPassantID: |
|
|
|
legal_moves = case target: |
|
|
|
of PawnID: |
|
|
|
game.gen_legal_pawn_moves(field, color) |
|
|
|
of KnightID: |
|
|
|
game.gen_legal_knight_moves(field, color) |
|
|
|
of BishopID: |
|
|
|
game.gen_legal_bishop_moves(field, color) |
|
|
|
of RookID: |
|
|
|
game.gen_legal_rook_moves(field, color) |
|
|
|
of QueenID: |
|
|
|
game.gen_legal_queen_moves(field, color) |
|
|
|
of KingID: |
|
|
|
game.gen_legal_king_moves(field, color) |
|
|
|
else: |
|
|
|
@[] |
|
|
|
return legal_moves |
|
|
|
|
|
|
|
proc checked_promotion*(game: var Game, start: int, dest: int, color: Color, |
|
|
|
prom: int): bool {.discardable.} = |
|
|
|
## Tries to make a promotion to `prom` 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: |
|
|
|
if game.pieces.get_field(start) != PawnID * ord(color) or (1 > prom or |
|
|
|
prom > 5): |
|
|
|
return false |
|
|
|
if (90 < dest and dest < 99) or (20 < dest and dest < 29): |
|
|
|
if (game.checked_move(start, dest, color)): |
|
|
|
game.pieces.set_field(dest, prom) |
|
|
|
return false |
|
|
|
except IndexDefect, ValueError: |
|
|
|
return false |
|
|
|
proc gen_legal_moves*(game: Game, color: Color): seq[Move] = |
|
|
|
## Generates all legal moves in a `game` for a `color`. |
|
|
|
var legal_moves = newSeq[Move]() |
|
|
|
for field in game.pieces.low..game.pieces.high: |
|
|
|
legal_moves.add(game.gen_legal_moves(field, color)) |
|
|
|
return legal_moves |
|
|
|
|
|
|
|
proc castling*(game: var Game, kstart: int, dest_kingside: bool, |
|
|
|
proc castling(game: var Game, kstart: int, dest_kingside: bool, |
|
|
|
color: Color): bool {.discardable.} = |
|
|
|
## 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. |
|
|
|
@ -450,57 +556,74 @@ proc castling*(game: var Game, kstart: int, dest_kingside: bool, |
|
|
|
var rstart: int |
|
|
|
var rdest: int |
|
|
|
if (dest_kingside): |
|
|
|
kdest = kstart + (E+E) * ord(color) |
|
|
|
rstart = kstart + (E+E+E) * ord(color) |
|
|
|
rdest = rstart + (W+W) * ord(color) |
|
|
|
kdest = kstart + (E+E) |
|
|
|
rstart = kstart + (E+E+E) |
|
|
|
rdest = rstart + (W+W) |
|
|
|
else: |
|
|
|
rstart = kstart + (W+W+W+W) * ord(color) |
|
|
|
rdest = rstart + (E+E+E) * ord(color) |
|
|
|
kdest = kstart + (W+W) * ord(color) |
|
|
|
rstart = kstart + (W+W+W+W) |
|
|
|
rdest = rstart + (E+E+E) |
|
|
|
kdest = kstart + (W+W) |
|
|
|
if not game.moved.get_field(kstart) and not game.moved.get_field(rstart): |
|
|
|
var check = false |
|
|
|
if (dest_kingside): |
|
|
|
check = check or game.is_attacked(kstart, color) |
|
|
|
check = check or game.is_attacked(kstart+(E)*ord(color), color) |
|
|
|
check = check or game.is_attacked(kstart+(E+E)*ord(color), color) |
|
|
|
check = check or game.is_attacked(kstart+(E), color) |
|
|
|
check = check or game.is_attacked(kstart+(E+E), color) |
|
|
|
else: |
|
|
|
check = check or game.is_attacked(kstart, color) |
|
|
|
check = check or game.is_attacked(kstart+(W)*ord(color), color) |
|
|
|
check = check or game.is_attacked(kstart+(W+W)*ord(color), color) |
|
|
|
check = check or game.is_attacked(kstart+(W), color) |
|
|
|
check = check or game.is_attacked(kstart+(W+W), color) |
|
|
|
if check: |
|
|
|
return false |
|
|
|
game.simple_move(kstart, kdest) |
|
|
|
game.simple_move(rstart, rdest) |
|
|
|
game.unchecked_move(kstart, kdest) |
|
|
|
game.unchecked_move(rstart, rdest) |
|
|
|
return true |
|
|
|
return false |
|
|
|
except IndexDefect, ValueError: |
|
|
|
return false |
|
|
|
|
|
|
|
proc checked_move*(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.to_move != color: |
|
|
|
return false |
|
|
|
var sequence = newSeq[Move]() |
|
|
|
let piece = game.pieces.get_field(start) |
|
|
|
var create_en_passant = false |
|
|
|
var captured_en_passant = false |
|
|
|
var move: Move |
|
|
|
move = get_move(start, dest, color) |
|
|
|
if (piece == PawnID * ord(color)): |
|
|
|
create_en_passant = dest in game.gen_pawn_double_dests(start,color) |
|
|
|
captured_en_passant = (game.pieces.get_field(dest) == -1 * ord(color) * EnPassantID) |
|
|
|
sequence.add(game.gen_legal_moves(start, color)) |
|
|
|
if (move in sequence): |
|
|
|
game.pieces.remove_en_passant(color) |
|
|
|
if (piece == KingID * ord(color) and (start - dest == (W+W))): |
|
|
|
game.castling(start, true, color) |
|
|
|
elif (piece == KingID * ord(color) and (start - dest == (E+E))): |
|
|
|
game.castling(start, false, color) |
|
|
|
else: |
|
|
|
game.unchecked_move(start, dest) |
|
|
|
game.to_move = Color(ord(game.to_move)*(-1)) |
|
|
|
if create_en_passant: |
|
|
|
game.pieces.set_field(dest-(N*ord(color)),EnPassantID * ord(color)) |
|
|
|
if captured_en_passant: |
|
|
|
game.pieces.set_field(dest-(N*ord(color)),0) |
|
|
|
if ((90 < dest and dest < 99) or (20 < dest and dest < 29)) and game.pieces.get_field(dest) == PawnID * ord(color): |
|
|
|
game.pieces.set_field(dest, prom) |
|
|
|
return true |
|
|
|
except IndexDefect, ValueError: |
|
|
|
return false |
|
|
|
|
|
|
|
proc has_no_moves(game: Game, color: Color): bool = |
|
|
|
## Checks if a player of a given `color` has no legal moves in a `game`. |
|
|
|
var sequence = newSeq[(int,int)]() |
|
|
|
for field_ind in game.pieces.low..game.pieces.high: |
|
|
|
var target = ord(color) * game.pieces.get_field(field_ind) |
|
|
|
if 0 < target and target < EnPassantID: |
|
|
|
var possibilities = newSeq[int]() |
|
|
|
case target: |
|
|
|
of PawnID: |
|
|
|
possibilities = game.gen_pawn_moves(field_ind, color) |
|
|
|
of KnightID: |
|
|
|
possibilities = game.gen_knight_moves(field_ind, color) |
|
|
|
of BishopID: |
|
|
|
possibilities = game.gen_bishop_moves(field_ind, color) |
|
|
|
of RookID: |
|
|
|
possibilities = game.gen_rook_moves(field_ind, color) |
|
|
|
of QueenID: |
|
|
|
possibilities = game.gen_queen_moves(field_ind, color) |
|
|
|
of KingID: |
|
|
|
possibilities = game.gen_king_moves(field_ind, color) |
|
|
|
else: |
|
|
|
continue |
|
|
|
for dest in possibilities: |
|
|
|
if (not game.move_leads_to_check(field_ind,dest,color)): |
|
|
|
return false |
|
|
|
return true |
|
|
|
return (game.gen_legal_moves(color) == @[]) |
|
|
|
|
|
|
|
proc is_checkmate*(game: Game, color: Color): bool = |
|
|
|
## Checks if a player of a given `color` in a `game` is checkmate. |
|
|
|
|