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	chess/game: base game completely implemented
All moves including en-passant and castling are implemented. Game now features a proof of concept game. Some cleanup still needs to be done.
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							@@ -10,9 +10,15 @@ type
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  Moved* = array[0..119, bool]
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					  Moved* = array[0..119, bool]
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  ## Game as object of different values
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					  ## Game as object of different values
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  Game* = object
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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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					    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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					const
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  # IDs for piece
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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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					  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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					  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 = [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 = [N]
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  Pawn_Moves_White_Double = [N+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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					  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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					    Block, Block, Block, Block, Block, Block, Block, Block, Block, Block]
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  return board
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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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					proc init_moved(): Moved =
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  ## Create and return a board of pieces moved.
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					  ## Create and return a board of pieces moved.
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  var moved: 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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					      to_move: Color.White)
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  return game
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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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					  return pieces[field]
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proc set_field(pieces: var Pieces, field: int, val: int): bool {.discardable.} =
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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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					    except Exception:
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      return false
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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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					  return moved[field]
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proc set_field(moved: var Moved, field: int, val: bool): bool {.discardable.} =
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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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					    if FileChar[file] == file_ind:
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      return $file & $line
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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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					proc gen_bishop_dests(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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					  ## 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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					  ## Returns a sequence of possible indices to move to.
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  try:
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					  try:
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    var res = newSeq[int]()
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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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					  except IndexDefect:
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    return @[]
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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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					proc gen_rook_dests(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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					  ## 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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					  ## Returns a sequence of possible indices to move to.
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  try:
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					  try:
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    var res = newSeq[int]()
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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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					  except IndexDefect:
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    return @[]
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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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					proc gen_queen_dests(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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					  ## 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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					  ## Returns a sequence of possible indices to move to.
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  try:
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					  try:
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    var res = newSeq[int]()
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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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					  except IndexDefect:
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    return @[]
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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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					proc gen_king_castle_dest(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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					  ## 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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					  ## Returns a sequence of possible indices to move to.
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  try:
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					  try:
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    var res = newSeq[int]()
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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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					      if (target == 999 or (ord(color) * target > 0 and ord(color) * target != EnPassantID)):
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        continue
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					        continue
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      res.add(dest)
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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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					    return res
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  except IndexDefect:
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					  except IndexDefect:
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    return @[]
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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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					proc gen_knight_dests(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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					  ## 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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					  ## Returns a sequence of possible indices to move to.
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  try:
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					  try:
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    var res = newSeq[int]()
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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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					  except IndexDefect:
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    return @[]
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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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					proc gen_pawn_attack_dests(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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					  ## 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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					  ## Returns a sequence of possible indices to move to.
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  try:
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					  try:
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    var res = newSeq[int]()
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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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					  except IndexDefect:
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    return @[]
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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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					proc gen_pawn_double_dests(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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					  ## 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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					  ## Returns a sequence of possible indices to move to.
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  try:
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					  try:
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    var res = newSeq[int]()
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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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					  except IndexDefect:
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    return @[]
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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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					proc gen_pawn_dests(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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					  ## 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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					  ## Returns a sequence of possible indices to move to.
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  try:
 | 
					  try:
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    var res = newSeq[int]()
 | 
					    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):
 | 
					      if (target != 0 and target != ord(color) * EnPassantID):
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        continue
 | 
					        continue
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      res.add(dest)
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					      res.add(dest)
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    res.add(game.gen_pawn_attacks(field, color))
 | 
					    res.add(game.gen_pawn_attack_dests(field, color))
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    res.add(game.gen_pawn_doubles(field, color))
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					    res.add(game.gen_pawn_double_dests(field, color))
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    return res
 | 
					    return res
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  except IndexDefect:
 | 
					  except IndexDefect:
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    return @[]
 | 
					    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 =
 | 
					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`.
 | 
					  ## Check if a field is attacked by the opposite of `color` in a `game`.
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  var attacked = false
 | 
					  var attacked = false
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  attacked = attacked or game.piece_on(color, game.gen_pawn_attacks(position,
 | 
					  attacked = attacked or game.piece_on(color, game.gen_pawn_attack_dests(position,
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      color), PawnID)
 | 
					      color), PawnID)
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  attacked = attacked or game.piece_on(color, game.gen_queen_moves(position,
 | 
					  attacked = attacked or game.piece_on(color, game.gen_queen_dests(position,
 | 
				
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      color), QueenID)
 | 
					      color), QueenID)
 | 
				
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  attacked = attacked or game.piece_on(color, game.gen_king_moves(position,
 | 
					  attacked = attacked or game.piece_on(color, game.gen_king_dests(position,
 | 
				
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      color), KingID)
 | 
					      color), KingID)
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  attacked = attacked or game.piece_on(color, game.gen_rook_moves(position,
 | 
					  attacked = attacked or game.piece_on(color, game.gen_rook_dests(position,
 | 
				
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      color), RookID)
 | 
					      color), RookID)
 | 
				
			||||||
  attacked = attacked or game.piece_on(color, game.gen_bishop_moves(position,
 | 
					  attacked = attacked or game.piece_on(color, game.gen_bishop_dests(position,
 | 
				
			||||||
      color), BishopID)
 | 
					      color), BishopID)
 | 
				
			||||||
  attacked = attacked or game.piece_on(color, game.gen_knight_moves(position,
 | 
					  attacked = attacked or game.piece_on(color, game.gen_knight_dests(position,
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      color), KnightID)
 | 
					      color), KnightID)
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  return attacked
 | 
					  return attacked
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 | 
					
 | 
				
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proc is_in_check(game: Game, color: Color): bool =
 | 
					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`.
 | 
					  ## Check if the King of a given `color` is in check in a `game`.
 | 
				
			||||||
  var king_pos: int
 | 
					  var king_pos: int
 | 
				
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  for i in countup(0, game.pieces.high):
 | 
					  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
 | 
					      king_pos = i
 | 
				
			||||||
  return game.is_attacked(king_pos, color)
 | 
					  return game.is_attacked(king_pos, color)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
proc simple_move(game: var Game, start: int, dest: int): bool {.discardable.} =
 | 
					proc unchecked_move(game: var Game, start: int, dest: int): bool {.discardable.} =
 | 
				
			||||||
  ## Moves a piece if possible from `start` position to `dest` position.
 | 
					  ## Moves a piece if possible from `start` position to `dest` position.
 | 
				
			||||||
  ## Doesnt check boundaries, checks, movement.
 | 
					  ## Doesnt check boundaries, checks, movement.
 | 
				
			||||||
  ## returns true if the piece moved, else false
 | 
					  ## returns true if the piece moved, else false
 | 
				
			||||||
@@ -376,9 +420,9 @@ proc simple_move(game: var Game, start: int, dest: int): bool {.discardable.} =
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
proc move_leads_to_check(game: Game, start: int, dest: int,
 | 
					proc move_leads_to_check(game: Game, start: int, dest: int,
 | 
				
			||||||
    color: Color): bool =
 | 
					    color: Color): bool =
 | 
				
			||||||
  ## Checks in a game if a move from `start` to `dest` puts the `color` king in check.
 | 
					  ## Checks in a `game` if a move from `start` to `dest` puts the `color` king in check.
 | 
				
			||||||
  var check = game
 | 
					  var check = game
 | 
				
			||||||
  check.simple_move(start, dest)
 | 
					  check.unchecked_move(start, dest)
 | 
				
			||||||
  return check.is_in_check(color)
 | 
					  return check.is_in_check(color)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
proc remove_en_passant(pieces: var Pieces, color: Color): void =
 | 
					proc remove_en_passant(pieces: var Pieces, color: Color): void =
 | 
				
			||||||
@@ -387,58 +431,120 @@ proc remove_en_passant(pieces: var Pieces, color: Color): void =
 | 
				
			|||||||
    if pieces.get_field(field) == ord(color) * EnPassantID:
 | 
					    if pieces.get_field(field) == ord(color) * EnPassantID:
 | 
				
			||||||
      pieces.set_field(field,0)
 | 
					      pieces.set_field(field,0)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
proc checked_move*(game: var Game, start: int, dest: int, color: Color): bool {.discardable.} =
 | 
					proc gen_legal_knight_moves(game: Game, field: int, color: Color): seq[Move] =
 | 
				
			||||||
  ## Tries to make a move in a given `game` with the piece of a given `color` from `start` to `dest`.
 | 
					  ## Generates all legal knight moves starting from `field` in a `game` for a `color`.
 | 
				
			||||||
  ## This process checks for the legality of the move and performs the switch of `game.to_move`
 | 
					  if game.pieces.get_field(field) != KnightID * ord(color):
 | 
				
			||||||
  try:
 | 
					    return @[]
 | 
				
			||||||
    if game.to_move != color:
 | 
					  var res = newSeq[Move]()
 | 
				
			||||||
      return false
 | 
					  var moves = game.gen_knight_dests(field, color)
 | 
				
			||||||
    var sequence = newSeq[int]()
 | 
					  for dest in moves:
 | 
				
			||||||
    let piece = game.pieces.get_field(start)
 | 
					    if not game.move_leads_to_check(field, dest, color):
 | 
				
			||||||
    var create_en_passant = false
 | 
					      res.add(get_move(field, dest, color))
 | 
				
			||||||
    var captured_en_passant = false
 | 
					  return res
 | 
				
			||||||
    if (piece == PawnID * ord(color)):
 | 
					 | 
				
			||||||
      sequence.add(game.gen_pawn_moves(start, color))
 | 
					 | 
				
			||||||
      create_en_passant = dest in game.gen_pawn_doubles(start,color)
 | 
					 | 
				
			||||||
      captured_en_passant = (game.pieces.get_field(dest) == -1 * ord(color) * EnPassantID)
 | 
					 | 
				
			||||||
    if (piece == KnightID * ord(color)):
 | 
					 | 
				
			||||||
      sequence.add(game.gen_knight_moves(start, color))
 | 
					 | 
				
			||||||
    if (piece == BishopID * ord(color)):
 | 
					 | 
				
			||||||
      sequence.add(game.gen_bishop_moves(start, color))
 | 
					 | 
				
			||||||
    if (piece == RookID * ord(color)):
 | 
					 | 
				
			||||||
      sequence.add(game.gen_rook_moves(start, color))
 | 
					 | 
				
			||||||
    if (piece == QueenID * ord(color)):
 | 
					 | 
				
			||||||
      sequence.add(game.gen_queen_moves(start, color))
 | 
					 | 
				
			||||||
    if (piece == KingID * ord(color)):
 | 
					 | 
				
			||||||
      sequence.add(game.gen_king_moves(start, color))
 | 
					 | 
				
			||||||
    if (dest in sequence) and not game.move_leads_to_check(start, dest, color):
 | 
					 | 
				
			||||||
      game.pieces.remove_en_passant(color)
 | 
					 | 
				
			||||||
      game.simple_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)
 | 
					 | 
				
			||||||
      return true
 | 
					 | 
				
			||||||
  except IndexDefect, ValueError:
 | 
					 | 
				
			||||||
    return false
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
proc checked_promotion*(game: var Game, start: int, dest: int, color: Color,
 | 
					proc gen_legal_bishop_moves(game: Game, field: int, color: Color): seq[Move] =
 | 
				
			||||||
    prom: int): bool {.discardable.} =
 | 
					  ## Generates all legal bishop moves starting from `field` in a `game` for a `color`.
 | 
				
			||||||
  ## Tries to make a promotion to `prom` in a given `game` with the piece of a given `color` from `start` to `dest`.
 | 
					  if game.pieces.get_field(field) != BishopID * ord(color):
 | 
				
			||||||
  ## This process checks for the legality of the move and performs the switch of `game.to_move`
 | 
					    return @[]
 | 
				
			||||||
  try:
 | 
					  var res = newSeq[Move]()
 | 
				
			||||||
    if game.pieces.get_field(start) != PawnID * ord(color) or (1 > prom or
 | 
					  var moves = game.gen_bishop_dests(field, color)
 | 
				
			||||||
        prom > 5):
 | 
					  for dest in moves:
 | 
				
			||||||
      return false
 | 
					    if not game.move_leads_to_check(field, dest, color):
 | 
				
			||||||
    if (90 < dest and dest < 99) or (20 < dest and dest < 29):
 | 
					      res.add(get_move(field, dest, color))
 | 
				
			||||||
      if (game.checked_move(start, dest, color)):
 | 
					  return res
 | 
				
			||||||
        game.pieces.set_field(dest, prom)
 | 
					 | 
				
			||||||
      return false
 | 
					 | 
				
			||||||
  except IndexDefect, ValueError:
 | 
					 | 
				
			||||||
    return false
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
proc castling*(game: var Game, kstart: int, dest_kingside: bool,
 | 
					proc gen_legal_rook_moves(game: Game, field: int, color: Color): seq[Move] =
 | 
				
			||||||
 | 
					  ## Generates all legal rook moves starting from `field` in a `game` for a `color`.
 | 
				
			||||||
 | 
					  if game.pieces.get_field(field) != RookID * ord(color):
 | 
				
			||||||
 | 
					    return @[]
 | 
				
			||||||
 | 
					  var res = newSeq[Move]()
 | 
				
			||||||
 | 
					  var moves = game.gen_rook_dests(field, color)
 | 
				
			||||||
 | 
					  for dest in moves:
 | 
				
			||||||
 | 
					    if not game.move_leads_to_check(field, dest, color):
 | 
				
			||||||
 | 
					      res.add(get_move(field, dest, color))
 | 
				
			||||||
 | 
					  return res
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					proc gen_legal_queen_moves(game: Game, field: int, color: Color): seq[Move] =
 | 
				
			||||||
 | 
					  ## Generates all legal queen moves starting from `field` in a `game` for a `color`.
 | 
				
			||||||
 | 
					  if game.pieces.get_field(field) != QueenID * ord(color):
 | 
				
			||||||
 | 
					    return @[]
 | 
				
			||||||
 | 
					  var res = newSeq[Move]()
 | 
				
			||||||
 | 
					  var moves = game.gen_queen_dests(field, color)
 | 
				
			||||||
 | 
					  for dest in moves:
 | 
				
			||||||
 | 
					    if not game.move_leads_to_check(field, dest, color):
 | 
				
			||||||
 | 
					      res.add(get_move(field, dest, color))
 | 
				
			||||||
 | 
					  return res
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					proc gen_legal_king_moves(game: Game, field: int, color: Color): seq[Move] =
 | 
				
			||||||
 | 
					  ## 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 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,
 | 
				
			||||||
    color: Color): bool {.discardable.} =
 | 
					    color: Color): bool {.discardable.} =
 | 
				
			||||||
  ## Tries to castle in a given `game` with the king of a given `color` from `start`.
 | 
					  ## 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.
 | 
					  ## `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 rstart: int
 | 
				
			||||||
    var rdest: int
 | 
					    var rdest: int
 | 
				
			||||||
    if (dest_kingside):
 | 
					    if (dest_kingside):
 | 
				
			||||||
      kdest = kstart + (E+E) * ord(color)
 | 
					      kdest = kstart + (E+E)
 | 
				
			||||||
      rstart = kstart + (E+E+E) * ord(color)
 | 
					      rstart = kstart + (E+E+E)
 | 
				
			||||||
      rdest = rstart + (W+W) * ord(color)
 | 
					      rdest = rstart + (W+W)
 | 
				
			||||||
    else:
 | 
					    else:
 | 
				
			||||||
      rstart = kstart + (W+W+W+W) * ord(color)
 | 
					      rstart = kstart + (W+W+W+W)
 | 
				
			||||||
      rdest = rstart + (E+E+E) * ord(color)
 | 
					      rdest = rstart + (E+E+E)
 | 
				
			||||||
      kdest = kstart + (W+W) * ord(color)
 | 
					      kdest = kstart + (W+W)
 | 
				
			||||||
    if not game.moved.get_field(kstart) and not game.moved.get_field(rstart):
 | 
					    if not game.moved.get_field(kstart) and not game.moved.get_field(rstart):
 | 
				
			||||||
      var check = false
 | 
					      var check = false
 | 
				
			||||||
      if (dest_kingside):
 | 
					      if (dest_kingside):
 | 
				
			||||||
        check = check or game.is_attacked(kstart, color)
 | 
					        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), color)
 | 
				
			||||||
        check = check or game.is_attacked(kstart+(E+E)*ord(color), color)
 | 
					        check = check or game.is_attacked(kstart+(E+E), color)
 | 
				
			||||||
      else:
 | 
					      else:
 | 
				
			||||||
        check = check or game.is_attacked(kstart, color)
 | 
					        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), color)
 | 
				
			||||||
        check = check or game.is_attacked(kstart+(W+W)*ord(color), color)
 | 
					        check = check or game.is_attacked(kstart+(W+W), color)
 | 
				
			||||||
      if check:
 | 
					      if check:
 | 
				
			||||||
        return false
 | 
					        return false
 | 
				
			||||||
      game.simple_move(kstart, kdest)
 | 
					      game.unchecked_move(kstart, kdest)
 | 
				
			||||||
      game.simple_move(rstart, rdest)
 | 
					      game.unchecked_move(rstart, rdest)
 | 
				
			||||||
 | 
					      return true
 | 
				
			||||||
    return false
 | 
					    return false
 | 
				
			||||||
  except IndexDefect, ValueError:
 | 
					  except IndexDefect, ValueError:
 | 
				
			||||||
    return false
 | 
					    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 =
 | 
					proc has_no_moves(game: Game, color: Color): bool =
 | 
				
			||||||
  ## Checks if a player of a given `color` has no legal moves in a `game`.
 | 
					  ## Checks if a player of a given `color` has no legal moves in a `game`.
 | 
				
			||||||
  var sequence = newSeq[(int,int)]()
 | 
					  return (game.gen_legal_moves(color) == @[])
 | 
				
			||||||
  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
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
proc is_checkmate*(game: Game, color: Color): bool =
 | 
					proc is_checkmate*(game: Game, color: Color): bool =
 | 
				
			||||||
  ## Checks if a player of a given `color` in a `game` is checkmate.
 | 
					  ## Checks if a player of a given `color` in a `game` is checkmate.
 | 
				
			||||||
 
 | 
				
			|||||||
							
								
								
									
										52
									
								
								game.nim
									
									
									
									
									
								
							
							
						
						
									
										52
									
								
								game.nim
									
									
									
									
									
								
							@@ -1,12 +1,46 @@
 | 
				
			|||||||
 | 
					from strutils import parseInt
 | 
				
			||||||
 | 
					import rdstdin
 | 
				
			||||||
 | 
					
 | 
				
			||||||
import ./chess
 | 
					import ./chess
 | 
				
			||||||
 | 
					
 | 
				
			||||||
# Testing
 | 
					proc notation_to_move(notation: string, color: Color): Move =
 | 
				
			||||||
 | 
					  ## Convert simplified algebraic chess `notation` to a move object, color of player is `color`.
 | 
				
			||||||
 | 
					  try:
 | 
				
			||||||
 | 
					    var move: Move
 | 
				
			||||||
 | 
					    var start = field_to_ind(notation[0..1])
 | 
				
			||||||
 | 
					    var dest = field_to_ind(notation[2..3])
 | 
				
			||||||
 | 
					    move = get_move(start, dest, color)
 | 
				
			||||||
 | 
					    if (len(notation) > 4):
 | 
				
			||||||
 | 
					      var prom_str = $notation[4]
 | 
				
			||||||
 | 
					      var prom: int
 | 
				
			||||||
 | 
					      case prom_str:
 | 
				
			||||||
 | 
					        of "Q":
 | 
				
			||||||
 | 
					          prom = QueenID * ord(color)
 | 
				
			||||||
 | 
					        of "R":
 | 
				
			||||||
 | 
					          prom = RookID * ord(color)
 | 
				
			||||||
 | 
					        of "B":
 | 
				
			||||||
 | 
					          prom = BishopID * ord(color)
 | 
				
			||||||
 | 
					        of "N":
 | 
				
			||||||
 | 
					          prom = KnightID * ord(color)
 | 
				
			||||||
 | 
					      move = get_move(start, dest, prom, color)
 | 
				
			||||||
 | 
					    return move
 | 
				
			||||||
 | 
					  except IndexError:
 | 
				
			||||||
 | 
					    var move: Move
 | 
				
			||||||
 | 
					    return move
 | 
				
			||||||
 | 
					
 | 
				
			||||||
var game = chess.init_game()
 | 
					proc run_game(): void =
 | 
				
			||||||
game.checked_move(field_to_ind("e2"),field_to_ind("e4"),Color.White)
 | 
					  var game = init_game()
 | 
				
			||||||
game.checked_move(field_to_ind("e7"),field_to_ind("e6"),Color.Black)
 | 
					  game.echo_board(game.to_move)
 | 
				
			||||||
game.checked_move(field_to_ind("g2"),field_to_ind("g4"),Color.White)
 | 
					  while not game.is_checkmate(game.to_move):
 | 
				
			||||||
game.checked_move(field_to_ind("d8"),field_to_ind("h4"),Color.Black)
 | 
					    echo "Make a move"
 | 
				
			||||||
game.echo_board(Color.White)
 | 
					    echo game.to_move
 | 
				
			||||||
echo game.is_checkmate(Color.White)
 | 
					    var move = readLine(stdin)
 | 
				
			||||||
echo game.is_stalemate(Color.White)
 | 
					    while not game.checked_move(notation_to_move(move, game.to_move)):
 | 
				
			||||||
 | 
					      move = readLine(stdin)
 | 
				
			||||||
 | 
					    game.echo_board(game.to_move)
 | 
				
			||||||
 | 
					  if game.is_checkmate(game.to_move):
 | 
				
			||||||
 | 
					    echo $game.to_move & " was checkmated"
 | 
				
			||||||
 | 
					  if game.is_stalemate(game.to_move):
 | 
				
			||||||
 | 
					    echo "Stalemate"
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					run_game()
 | 
				
			||||||
 
 | 
				
			|||||||
		Reference in New Issue
	
	Block a user