|
|
|
@ -81,25 +81,25 @@ const
|
|
|
|
|
E = 1 ## `E` describes a move a field to the right from whites perspective.
|
|
|
|
|
W = -E ## `W` describes a move a field to the left from whites perspective.
|
|
|
|
|
# Directions for the pieces. Special moves are in separate arrays.
|
|
|
|
|
Knight_Moves = [N+N+E, N+N+W, E+E+N, E+E+S, S+S+E, S+S+W, W+W+N, W+W+S] ## \
|
|
|
|
|
Knight_Moves = @[N+N+E, N+N+W, E+E+N, E+E+S, S+S+E, S+S+W, W+W+N, W+W+S] ## \
|
|
|
|
|
## `Knight_Moves` describes the possible knight moves.
|
|
|
|
|
Bishop_Moves = [N+E, N+W, S+E, S+W] ## \
|
|
|
|
|
Bishop_Moves = @[N+E, N+W, S+E, S+W] ## \
|
|
|
|
|
## `Bishop_Moves` describes the possible 1 field distance bishop moves.
|
|
|
|
|
Rook_Moves = [N, E, S, W] ## \
|
|
|
|
|
Rook_Moves = @[N, E, S, W] ## \
|
|
|
|
|
## `Rook_Moves` describes the possible 1 field distance rook moves.
|
|
|
|
|
Queen_Moves = [N, E, S, W, N+E, N+W, S+E, S+W] ## \
|
|
|
|
|
Queen_Moves = @[N, E, S, W, N+E, N+W, S+E, S+W] ## \
|
|
|
|
|
## `Queen_Moves` describes the possible 1 field distance queen moves.
|
|
|
|
|
King_Moves = [N, E, S, W, N+E, N+W, S+E, S+W] ## \
|
|
|
|
|
King_Moves = @[N, E, S, W, N+E, N+W, S+E, S+W] ## \
|
|
|
|
|
## `King_Moves` describes the possible 1 field distance king moves.
|
|
|
|
|
King_Moves_White_Castle = [E+E, W+W] ## \
|
|
|
|
|
King_Moves_White_Castle = @[E+E, W+W] ## \
|
|
|
|
|
## `King_Moves` describes the possible king moves for castling.
|
|
|
|
|
Pawn_Moves_White = [N] ## \
|
|
|
|
|
Pawn_Moves_White = @[N] ## \
|
|
|
|
|
## `Pawn_Moves_White` describes the possible 1 field distance pawn moves
|
|
|
|
|
## from whites perspective that are not attacks.
|
|
|
|
|
Pawn_Moves_White_Double = [N+N] ## \
|
|
|
|
|
Pawn_Moves_White_Double = @[N+N] ## \
|
|
|
|
|
## `Pawn_Moves_White_Double` describes the possible pawn 2 field distance
|
|
|
|
|
## moves from whites perspective.
|
|
|
|
|
Pawn_Moves_White_Attack = [N+E, N+W] ## \
|
|
|
|
|
Pawn_Moves_White_Attack = @[N+E, N+W] ## \
|
|
|
|
|
## `Pawn_Moves_White` describes the possible 1 field distance pawn moves
|
|
|
|
|
## from whites perspective that are ttacks.
|
|
|
|
|
InsufficientMaterial: array[4, PieceAmount] = [
|
|
|
|
@ -264,7 +264,6 @@ proc initChess(board: array[0..63, int], color: Color): Chess =
|
|
|
|
|
## `board` describes the pieces, `color` the color that is about to move.
|
|
|
|
|
let board = initBoard(board)
|
|
|
|
|
let compare = initBoard()
|
|
|
|
|
var same_piece: bool
|
|
|
|
|
var wk: bool
|
|
|
|
|
var wq: bool
|
|
|
|
|
var bk: bool
|
|
|
|
@ -279,8 +278,6 @@ proc initChess(board: array[0..63, int], color: Color): Chess =
|
|
|
|
|
bq = true
|
|
|
|
|
if (board[fieldToInd("h8")] == compare[fieldToInd("h8")]):
|
|
|
|
|
bk = true
|
|
|
|
|
for ind in board.low..board.high:
|
|
|
|
|
same_piece = (board[ind] != compare[ind])
|
|
|
|
|
let chess = Chess(board: board,
|
|
|
|
|
to_move: color, castleRights: (wk, wq, bk, bq))
|
|
|
|
|
return chess
|
|
|
|
@ -288,7 +285,7 @@ proc initChess(board: array[0..63, int], color: Color): Chess =
|
|
|
|
|
proc echoBoard*(chess: Chess, color: Color) =
|
|
|
|
|
## Prints out the given `board` with its pieces as characters and line
|
|
|
|
|
## indices from perspecive of `color`.
|
|
|
|
|
var line_str = ""
|
|
|
|
|
var line_str: string
|
|
|
|
|
if (color == Color.Black):
|
|
|
|
|
for i in 0..len(chess.board)-1:
|
|
|
|
|
if (chess.board[i] == Block):
|
|
|
|
@ -299,7 +296,7 @@ proc echoBoard*(chess: Chess, color: Color) =
|
|
|
|
|
echo line_str
|
|
|
|
|
echo "h g f e d c b a"
|
|
|
|
|
else:
|
|
|
|
|
for i in len(chess.board)-1..0:
|
|
|
|
|
for i in countdown(len(chess.board)-1, 0):
|
|
|
|
|
if (chess.board[i] == Block):
|
|
|
|
|
continue
|
|
|
|
|
line_str &= PieceChar[chess.board[i]] & " "
|
|
|
|
@ -338,8 +335,6 @@ proc genPawnDoubleDests(chess: Chess, field: int, color: Color): seq[int] =
|
|
|
|
|
var target: int
|
|
|
|
|
for doubles in Pawn_Moves_White_Double:
|
|
|
|
|
dest = field + doubles * ord(color)
|
|
|
|
|
if (not dest in chess.board.low..chess.board.high):
|
|
|
|
|
continue
|
|
|
|
|
target = chess.board[dest]
|
|
|
|
|
if ((target != 0) or (
|
|
|
|
|
chess.board[dest + (S * ord(color))] != 0)):
|
|
|
|
@ -391,16 +386,16 @@ proc genKnightDests(chess: Chess, field: int, color: Color): seq[int] =
|
|
|
|
|
res.add(dest)
|
|
|
|
|
return res
|
|
|
|
|
|
|
|
|
|
proc genBishopDests(chess: Chess, field: int, color: Color): seq[int] =
|
|
|
|
|
## Generate possible destinations for a bishop with specific `color` located
|
|
|
|
|
## at index `field` of `chess`.
|
|
|
|
|
proc genSlidePieceDests(chess: Chess, field: int, color: Color, moves: seq[int]): seq[int] =
|
|
|
|
|
## Generate possible destinations for a piece with `moves` and specific `color`
|
|
|
|
|
## located at index `field` of `chess`.
|
|
|
|
|
## Returns a sequence of possible indices to move to.
|
|
|
|
|
if (not field in chess.board.low..chess.board.high):
|
|
|
|
|
return @[]
|
|
|
|
|
var res = newSeq[int]()
|
|
|
|
|
var dest: int
|
|
|
|
|
var target: int
|
|
|
|
|
for move in Bishop_Moves:
|
|
|
|
|
for move in moves:
|
|
|
|
|
dest = field + move
|
|
|
|
|
if (not dest in chess.board.low..chess.board.high):
|
|
|
|
|
continue
|
|
|
|
@ -414,51 +409,23 @@ proc genBishopDests(chess: Chess, field: int, color: Color): seq[int] =
|
|
|
|
|
target = chess.board[dest]
|
|
|
|
|
return res
|
|
|
|
|
|
|
|
|
|
proc genBishopDests(chess: Chess, field: int, color: Color): seq[int] =
|
|
|
|
|
## Generate possible destinations for a bishop with specific `color` located
|
|
|
|
|
## at index `field` of `chess`.
|
|
|
|
|
## Returns a sequence of possible indices to move to.
|
|
|
|
|
return genSlidePieceDests(chess, field, color, Bishop_Moves)
|
|
|
|
|
|
|
|
|
|
proc genRookDests(chess: Chess, field: int, color: Color): seq[int] =
|
|
|
|
|
## Generate possible destinations for a rook with specific `color` located at
|
|
|
|
|
## index `field` of `chess`.
|
|
|
|
|
## Returns a sequence of possible indices to move to.
|
|
|
|
|
if (not field in chess.board.low..chess.board.high):
|
|
|
|
|
return @[]
|
|
|
|
|
var res = newSeq[int]()
|
|
|
|
|
var dest: int
|
|
|
|
|
var target: int
|
|
|
|
|
for move in Rook_Moves:
|
|
|
|
|
dest = field + move
|
|
|
|
|
if (not dest in chess.board.low..chess.board.high):
|
|
|
|
|
continue
|
|
|
|
|
target = chess.board[dest]
|
|
|
|
|
while (target != Block and (ord(color) * target <= 0) or abs(target) ==
|
|
|
|
|
WEnPassant):
|
|
|
|
|
res.add(dest)
|
|
|
|
|
if (ord(color) * target < 0 and ord(color) * target > BEnPassant):
|
|
|
|
|
break
|
|
|
|
|
dest = dest + move
|
|
|
|
|
target = chess.board[dest]
|
|
|
|
|
return res
|
|
|
|
|
return genSlidePieceDests(chess, field, color, Rook_Moves)
|
|
|
|
|
|
|
|
|
|
proc genQueenDests(chess: Chess, field: int, color: Color): seq[int] =
|
|
|
|
|
## Generate possible destinations for a queen with specific `color` located
|
|
|
|
|
## at index `field` of `chess`.
|
|
|
|
|
## Returns a sequence of possible indices to move to.
|
|
|
|
|
if (not field in chess.board.low..chess.board.high):
|
|
|
|
|
return @[]
|
|
|
|
|
var res = newSeq[int]()
|
|
|
|
|
var dest: int
|
|
|
|
|
var target: int
|
|
|
|
|
for move in Queen_Moves:
|
|
|
|
|
dest = field + move
|
|
|
|
|
if (not dest in chess.board.low..chess.board.high):
|
|
|
|
|
continue
|
|
|
|
|
target = chess.board[dest]
|
|
|
|
|
while (target != Block and (ord(color) * target <= 0) or abs(target) ==
|
|
|
|
|
WEnPassant):
|
|
|
|
|
res.add(dest)
|
|
|
|
|
if (ord(color) * target < 0 and ord(color) * target > BEnPassant):
|
|
|
|
|
break
|
|
|
|
|
dest = dest + move
|
|
|
|
|
target = chess.board[dest]
|
|
|
|
|
return res
|
|
|
|
|
return genSlidePieceDests(chess, field, color, Queen_Moves)
|
|
|
|
|
|
|
|
|
|
proc genKingCastleDest(chess: Chess, field: int, color: Color): seq[int] =
|
|
|
|
|
## Generate possible castle destinations for a king with specific `color`
|
|
|
|
@ -791,13 +758,9 @@ proc checkedMove*(chess: var Chess, move: Move): bool {.discardable.} =
|
|
|
|
|
chess.fiftyMoveCounter = 0
|
|
|
|
|
return true
|
|
|
|
|
|
|
|
|
|
proc hasNoMoves(chess: Chess, color: Color): bool =
|
|
|
|
|
## Returns true if the `color` player has no legal moves in a `chess`.
|
|
|
|
|
return (chess.genLegalMoves(color) == @[])
|
|
|
|
|
|
|
|
|
|
proc isCheckmate*(chess: Chess, color: Color): bool =
|
|
|
|
|
## Returns true if the `color` player is checkmate in a `chess`.
|
|
|
|
|
return chess.hasNoMoves(color) and chess.isInCheck(color)
|
|
|
|
|
return chess.genLegalMoves(color) == @[] and chess.isInCheck(color)
|
|
|
|
|
|
|
|
|
|
proc threeMoveRep(chess: Chess): bool =
|
|
|
|
|
## Returns true if a 3-fold repitition happened on the last move of the
|
|
|
|
@ -813,13 +776,9 @@ proc threeMoveRep(chess: Chess): bool =
|
|
|
|
|
reps = reps + 1
|
|
|
|
|
return reps >= 3
|
|
|
|
|
|
|
|
|
|
proc fiftyMoveRule(chess: Chess): bool =
|
|
|
|
|
## Returns true if a draw can be claimed by the 50 move rule in a `chess`.
|
|
|
|
|
return chess.fiftyMoveCounter >= 100
|
|
|
|
|
|
|
|
|
|
proc isDrawClaimable*(chess: Chess): bool =
|
|
|
|
|
## Returns true if a draw is claimable by either player.
|
|
|
|
|
return chess.threeMoveRep() or chess.fiftyMoveRule()
|
|
|
|
|
return chess.threeMoveRep() or chess.fiftyMoveCounter >= 100
|
|
|
|
|
|
|
|
|
|
proc checkInsufficientMaterial(board: Board): bool =
|
|
|
|
|
## Checks for combinations of pieces on a `board`, where no checkmate can be
|
|
|
|
@ -843,5 +802,5 @@ proc checkInsufficientMaterial(board: Board): bool =
|
|
|
|
|
|
|
|
|
|
proc isStalemate*(chess: Chess, color: Color): bool =
|
|
|
|
|
## Returns true if the `color` player is stalemate in a `chess`.
|
|
|
|
|
return (chess.hasNoMoves(color) and not chess.isInCheck(color)) or
|
|
|
|
|
return (chess.genLegalMoves(color) == @[] and not chess.isInCheck(color)) or
|
|
|
|
|
chess.board.checkInsufficientMaterial()
|
|
|
|
|