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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:
|
|
|
|
|
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 gen_legal_knight_moves(game: Game, field: int, color: Color): seq[Move] =
|
|
|
|
|
## Generates all legal knight moves starting from `field` in a `game` for a `color`.
|
|
|
|
|
if game.pieces.get_field(field) != KnightID * ord(color):
|
|
|
|
|
return @[]
|
|
|
|
|
var res = newSeq[Move]()
|
|
|
|
|
var moves = game.gen_knight_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_bishop_moves(game: Game, field: int, color: Color): seq[Move] =
|
|
|
|
|
## Generates all legal bishop moves starting from `field` in a `game` for a `color`.
|
|
|
|
|
if game.pieces.get_field(field) != BishopID * ord(color):
|
|
|
|
|
return @[]
|
|
|
|
|
var res = newSeq[Move]()
|
|
|
|
|
var moves = game.gen_bishop_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_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 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.
|
|
|
|
|