2 Commits

Author SHA1 Message Date
  TiynGER 0a0accb3d0 chess: Moved replaced with CastleRights 1 week ago
  TiynGER c91bf64047 chess restructuring: changed order of functions 1 week ago
3 changed files with 258 additions and 238 deletions
Split View
  1. +258
    -235
      src/chess.nim
  2. +0
    -3
      src/game.nim
  3. +0
    -0
      src/gameTest.nim

+ 258
- 235
src/chess.nim

@ -8,8 +8,6 @@ type
White = 1
Board* = array[0..119, int] ## \
## `Board` saves the position of the chess pieces.
Moved* = array[0..119, bool] ## \
## `Moved` saves the position of squares a piece moved on or from.
CastleRights = tuple
## `CastleRights` contains the rights to castling for each player.
wk: bool # `wk` describes White kingside castle
@ -19,11 +17,11 @@ type
Game* = object
## `Game` stores all important information of a chess game.
board*: Board
moved: Moved
toMove*: Color
previousBoard: seq[Board]
previousCastleRights: seq[CastleRights]
fiftyMoveCounter: int
castleRights: CastleRights
Move* = object
## `Move` stores all important information for a move.
start: int
@ -109,8 +107,7 @@ const
(0, 1, 0, 0, 0), # bishop only
(0, 2, 0, 0, 0) # 2 knights
] ## `InsufficientMaterial` describes the pieces where no checkmate can be
## forced.
## forced
let
PieceChar = {
@ -144,47 +141,65 @@ let
# `FileChar` maps the files of the chessboard to numbers for better
# conversion.
proc checkInsufficientMaterial(board: Board): bool =
## Checks for combinations of pieces on a `board`, where no checkmate can be
## forced.
## Returns true if no player can force a checkmate to the other.
var wp = 0
var wn = 0
var wb = 0
var wr = 0
var wq = 0
var bp = 0
var bn = 0
var bb = 0
var br = 0
var bq = 0
for field in board.low..board.high:
case board[field]:
of WPawn:
wp = wp + 1
of BPawn:
bp = bp + 1
of WKnight:
wn = wn + 1
of BKnight:
bn = bn + 1
of WBishop:
wb = wb + 1
of BBishop:
bb = bb + 1
of WRook:
wr = wr + 1
of BRook:
br = br + 1
of WQueen:
wq = wq + 1
of BQueen:
bq = bq + 1
else:
continue
let wpieces: PieceAmount = (wp, wn, wb, wr, wq)
let bpieces: PieceAmount = (bp, bn, bb, br, bq)
return (wpieces in InsufficientMaterial) and (bpieces in InsufficientMaterial)
proc fieldToInd*(file: string, line: int): int =
## Calculate and return board index from `file` and `line` of a chess board.
## Returns -1 if the `field` was not input correct.
try:
return 1+(line+1)*10+FileChar[file]
except IndexDefect, ValueError:
return -1
proc fieldToInd*(field: string): int =
## Calculate and return board index from `field` of a chess board.
## Returns -1 if the `field` was not input correct.
try:
return fieldToInd($field[0], parseInt($field[1]))
except IndexDefect, ValueError:
return -1
proc indToField*(ind: int): string =
## Calculate and returns field name from board index `ind`.
let line = (int)ind/10-1
let file_ind = (ind)%%10-1
for file, i in FileChar:
if FileChar[file] == file_ind:
return $file & $line
proc getMove*(start: int, dest: int, prom: int, color: Color): Move =
## Get a move object of the `color` player from `start` to `dest` with an
## eventual promition to `prom`.
var move = Move(start: start, dest: dest, prom: prom * ord(color), color: color)
if (WKnight > prom or WQueen < prom):
move.prom = WQueen
return move
proc getMove*(start: int, dest: int, color: Color): Move =
## Get a move object of the `color` player from `start` to `dest` with
## automatic promition to queen.
var move = Move(start: start, dest: dest, prom: WQueen * ord(color), color: color)
return move
proc notationToMove*(notation: string, color: Color): Move =
## Convert and return simplified algebraic chess `notation` to a move object,
## color of player is `color`.
var move: Move
var start = fieldToInd(notation[0..1])
var dest = fieldToInd(notation[2..3])
move = getMove(start, dest, color)
if (len(notation) > 4):
var promStr = $notation[4]
var prom: int
case promStr:
of "Q":
prom = WQueen * ord(color)
of "R":
prom = WRook * ord(color)
of "B":
prom = WBishop * ord(color)
of "N":
prom = WKnight * ord(color)
move = getMove(start, dest, prom, color)
return move
proc initBoard(): Board =
## Create and return a board with pieces in starting position.
@ -229,16 +244,11 @@ proc initBoard(board: array[0..63, int]): Board =
Block, Block, Block, Block, Block, Block, Block, Block, Block, Block]
return board
proc initMoved(): Moved =
## Create and return a board of pieces moved.
var moved: Moved
return moved
proc initGame*(): Game =
## Create and return a Game object.
let game = Game(board: initBoard(), moved: initMoved(),
let game = Game(board: initBoard(),
to_move: Color.White, previousBoard: @[], previousCastleRights: @[],
fiftyMoveCounter: 0)
fiftyMoveCounter: 0, castleRights: (true, true, true, true))
return game
proc initGame*(board: array[0..63, int], color: Color): Game =
@ -246,30 +256,28 @@ proc initGame*(board: array[0..63, int], color: Color): Game =
## `board` describes the pieces, `color` the color that is about to move.
let board = initBoard(board)
let compare = initBoard()
var moved = initMoved()
var same_piece: bool
var wk = false
var wq = false
var bk = false
var bq = false
if (board[fieldToInd("e1")] == compare[fieldToInd("e1")]):
if (board[fieldToInd("a1")] == compare[fieldToInd("a1")]):
wq = true
if (board[fieldToInd("h1")] == compare[fieldToInd("h1")]):
wk = true
if (board[fieldToInd("e8")] == compare[fieldToInd("e8")]):
if (board[fieldToInd("a8")] == compare[fieldToInd("a8")]):
bq = true
if (board[fieldToInd("h8")] == compare[fieldToInd("h8")]):
bk = true
for ind in board.low..board.high:
same_piece = (board[ind] != compare[ind])
moved[ind] = same_piece
let game = Game(board: board, moved: moved,
let game = Game(board: board,
to_move: color, previousBoard: @[], previousCastleRights: @[],
fiftyMoveCounter: 0)
fiftyMoveCounter: 0, castleRights: (wk, wq, bk, bq))
return game
proc getMove*(start: int, dest: int, prom: int, color: Color): Move =
## Get a move object of the `color` player from `start` to `dest` with an
## eventual promition to `prom`.
var move = Move(start: start, dest: dest, prom: prom * ord(color), color: color)
if (WKnight > prom or WQueen < prom):
move.prom = WQueen
return move
proc getMove*(start: int, dest: int, color: Color): Move =
## Get a move object of the `color` player from `start` to `dest` with
## automatic promition to queen.
var move = Move(start: start, dest: dest, prom: WQueen * ord(color), color: color)
return move
proc echoBoard*(game: Game, color: Color) =
## Prints out the given `board` with its pieces as characters and line
## indices from perspecive of `color`.
@ -293,59 +301,88 @@ proc echoBoard*(game: Game, color: Color) =
echo line_str
echo "a b c d e f g h"
proc fieldToInd*(file: string, line: int): int =
## Calculate and return board index from `file` and `line` of a chess board.
## Returns -1 if the `field` was not input correct.
try:
return 1+(line+1)*10+FileChar[file]
except IndexDefect, ValueError:
return -1
proc fieldToInd*(field: string): int =
## Calculate and return board index from `field` of a chess board.
## Returns -1 if the `field` was not input correct.
try:
return fieldToInd($field[0], parseInt($field[1]))
except IndexDefect, ValueError:
return -1
proc genPawnAttackDests(game: Game, field: int, color: Color): seq[int] =
## Generate possible attack destinations for a pawn with specific `color`
## located at index `field` of `game`.
## Returns a sequence of possible indices to move to.
if (not field in game.board.low..game.board.high):
return @[]
var res = newSeq[int]()
var dest: int
var target: int
for attacks in Pawn_Moves_White_Attack:
dest = field + (attacks * ord(color))
if (not dest in game.board.low..game.board.high):
continue
target = game.board[dest]
if (target == 999 or ord(color) * target >= 0):
continue
res.add(dest)
return res
proc indToField*(ind: int): string =
## Calculate and returns field name from board index `ind`.
let line = (int)ind/10-1
let file_ind = (ind)%%10-1
for file, i in FileChar:
if FileChar[file] == file_ind:
return $file & $line
proc genPawnDoubleDests(game: Game, field: int, color: Color): seq[int] =
## Generate possible double destinations for a pawn with specific `color`
## located at index `field` of `game`.
## Returns a sequence of possible indices to move to.
if (not field in game.board.low..game.board.high):
return @[]
var res = newSeq[int]()
var dest: int
var target: int
for doubles in Pawn_Moves_White_Double:
dest = field + doubles * ord(color)
if (not dest in game.board.low..game.board.high):
continue
target = game.board[dest]
if ((target != 0) or (
game.board[dest+(S*ord(color))] != 0)):
continue
if (color == Color.White and not (field in fieldToInd("h2")..fieldToInd("a2"))):
continue
if (color == Color.Black and not (field in fieldToInd("h7")..fieldToInd("a7"))):
continue
res.add(dest)
return res
proc genCastleRights(moved: Moved): CastleRights =
## Generate and return rights to castle from given `moved`
let wk = not moved[fieldToInd("e1")] and not moved[fieldToInd("h1")]
let wq = not moved[fieldToInd("e1")] and not moved[fieldToInd("a1")]
let bk = not moved[fieldToInd("e8")] and not moved[fieldToInd("h8")]
let bq = not moved[fieldToInd("e8")] and not moved[fieldToInd("a8")]
return (wk, wq, bk, bq)
proc genPawnDests(game: Game, field: int, color: Color): seq[int] =
## Generate possible destinations for a pawn with specific `color` located at
## index `field` of `game`.
## Returns a sequence of possible indices to move to.
if (not field in game.board.low..game.board.high):
return @[]
var res = newSeq[int]()
var dest: int
var target: int
for move in Pawn_Moves_White:
dest = field + move * ord(color)
if (not dest in game.board.low..game.board.high):
continue
target = game.board[dest]
if (target != 0 and target != ord(color) * WEnPassant):
continue
res.add(dest)
res.add(game.genPawnAttackDests(field, color))
res.add(game.genPawnDoubleDests(field, color))
return res
proc notationToMove*(notation: string, color: Color): Move =
## Convert and return simplified algebraic chess `notation` to a move object,
## color of player is `color`.
var move: Move
var start = fieldToInd(notation[0..1])
var dest = fieldToInd(notation[2..3])
move = getMove(start, dest, color)
if (len(notation) > 4):
var promStr = $notation[4]
var prom: int
case promStr:
of "Q":
prom = WQueen * ord(color)
of "R":
prom = WRook * ord(color)
of "B":
prom = WBishop * ord(color)
of "N":
prom = WKnight * ord(color)
move = getMove(start, dest, prom, color)
return move
proc genKnightDests(game: Game, field: int, color: Color): seq[int] =
## Generate possible destinations for a knight with specific `color` located
## at index `field` of `game`.
## Returns a sequence of possible indices to move to.
if (not field in game.board.low..game.board.high):
return @[]
var res = newSeq[int]()
var dest: int
var target: int
for move in Knight_Moves:
dest = field + move
if (not dest in game.board.low..game.board.high):
continue
target = game.board[dest]
if (target == 999 or (ord(color) * target > 0 and ord(color) * target != WEnPassant)):
continue
res.add(dest)
return res
proc genBishopDests(game: Game, field: int, color: Color): seq[int] =
## Generate possible destinations for a bishop with specific `color` located
@ -461,85 +498,6 @@ proc genKingDests(game: Game, field: int, color: Color): seq[int] =
res.add(game.genKingCastleDest(field, color))
return res
proc genKnightDests(game: Game, field: int, color: Color): seq[int] =
## Generate possible destinations for a knight with specific `color` located
## at index `field` of `game`.
## Returns a sequence of possible indices to move to.
if (not field in game.board.low..game.board.high):
return @[]
var res = newSeq[int]()
var dest: int
var target: int
for move in Knight_Moves:
dest = field + move
if (not dest in game.board.low..game.board.high):
continue
target = game.board[dest]
if (target == 999 or (ord(color) * target > 0 and ord(color) * target != WEnPassant)):
continue
res.add(dest)
return res
proc genPawnAttackDests(game: Game, field: int, color: Color): seq[int] =
## Generate possible attack destinations for a pawn with specific `color`
## located at index `field` of `game`.
## Returns a sequence of possible indices to move to.
if (not field in game.board.low..game.board.high):
return @[]
var res = newSeq[int]()
var dest: int
var target: int
for attacks in Pawn_Moves_White_Attack:
dest = field + (attacks * ord(color))
if (not dest in game.board.low..game.board.high):
continue
target = game.board[dest]
if (target == 999 or ord(color) * target >= 0):
continue
res.add(dest)
return res
proc genPawnDoubleDests(game: Game, field: int, color: Color): seq[int] =
## Generate possible double destinations for a pawn with specific `color`
## located at index `field` of `game`.
## Returns a sequence of possible indices to move to.
if (not field in game.board.low..game.board.high):
return @[]
var res = newSeq[int]()
var dest: int
var target: int
for doubles in Pawn_Moves_White_Double:
dest = field + doubles * ord(color)
if (not dest in game.board.low..game.board.high):
continue
target = game.board[dest]
if (game.moved[field] or (target != 0) or (
game.board[dest+(S*ord(color))] != 0)):
continue
res.add(dest)
return res
proc genPawnDests(game: Game, field: int, color: Color): seq[int] =
## Generate possible destinations for a pawn with specific `color` located at
## index `field` of `game`.
## Returns a sequence of possible indices to move to.
if (not field in game.board.low..game.board.high):
return @[]
var res = newSeq[int]()
var dest: int
var target: int
for move in Pawn_Moves_White:
dest = field + move * ord(color)
if (not dest in game.board.low..game.board.high):
continue
target = game.board[dest]
if (target != 0 and target != ord(color) * WEnPassant):
continue
res.add(dest)
res.add(game.genPawnAttackDests(field, color))
res.add(game.genPawnDoubleDests(field, color))
return res
proc pieceOn(game: Game, color: Color, sequence: seq[int],
pieceID: int): bool =
## Returns true if the `PieceID` of a given `color` is in `sequence` else
@ -581,8 +539,22 @@ proc uncheckedMove(game: var Game, start: int, dest: int): bool {.discardable.}
let piece = game.board[start]
game.board[start] = 0
game.board[dest] = piece
game.moved[start] = true
game.moved[dest] = true
if (start == fieldToInd("e1") or start == fieldToInd("a1")):
game.castleRights.wq = false
if (start == fieldToInd("e1") or start == fieldToInd("h1")):
game.castleRights.wk = false
if (start == fieldToInd("e8") or start == fieldToInd("a8")):
game.castleRights.bq = false
if (start == fieldToInd("e8") or start == fieldToInd("h8")):
game.castleRights.bk = false
if (dest == fieldToInd("e1") or dest == fieldToInd("a1")):
game.castleRights.wq = false
if (dest == fieldToInd("e1") or dest == fieldToInd("h1")):
game.castleRights.wk = false
if (dest == fieldToInd("e8") or dest == fieldToInd("a8")):
game.castleRights.bq = false
if (dest == fieldToInd("e8") or dest == fieldToInd("h8")):
game.castleRights.bk = false
return true
proc moveLeadsToCheck(game: Game, start: int, dest: int,
@ -593,11 +565,31 @@ proc moveLeadsToCheck(game: Game, start: int, dest: int,
check.uncheckedMove(start, dest)
return check.isInCheck(color)
proc removeEnPassant(board: var Board, color: Color): void =
## Removes every en passant of given `color` from the `board`.
for field in board.low..board.high:
if board[field] == ord(color) * WEnPassant:
board[field] = 0
proc genPawnPromotion(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 WKnight..WQueen:
promotions.add(getMove(start, dest, piece, color))
return promotions
proc genLegalPawnMoves(game: Game, field: int, color: Color): seq[Move] =
## Generates all legal pawn moves in a `game` starting from `field` for a
## `color`.
if game.board[field] != WPawn * ord(color):
return @[]
var res = newSeq[Move]()
var moves = game.genPawnDests(field, color)
for dest in moves:
if not game.moveLeadsToCheck(field, dest, color):
var promotions = genPawnPromotion(getMove(field, dest, color), color)
if promotions != @[]:
res.add(promotions)
else:
res.add(getMove(field, dest, color))
return res
proc genLegalKnightMoves(game: Game, field: int, color: Color): seq[Move] =
## Generates all legal knight moves in a `game` starting from `field` for a
@ -663,32 +655,6 @@ proc genLegalKingMoves(game: Game, field: int, color: Color): seq[Move] =
res.add(getMove(field, dest, color))
return res
proc genPawnPromotion(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 WKnight..WQueen:
promotions.add(getMove(start, dest, piece, color))
return promotions
proc genLegalPawnMoves(game: Game, field: int, color: Color): seq[Move] =
## Generates all legal pawn moves in a `game` starting from `field` for a
## `color`.
if game.board[field] != WPawn * ord(color):
return @[]
var res = newSeq[Move]()
var moves = game.genPawnDests(field, color)
for dest in moves:
if not game.moveLeadsToCheck(field, dest, color):
var promotions = genPawnPromotion(getMove(field, dest, color), color)
if promotions != @[]:
res.add(promotions)
else:
res.add(getMove(field, dest, color))
return res
proc genLegalMoves*(game: Game, field: int, color: Color): seq[Move] =
## Generates all legal moves in a `game` starting from `field` for a `color`.
var legal_moves = newSeq[Move]()
@ -730,15 +696,24 @@ proc castling(game: var Game, kstart: int, dest_kingside: bool,
var kdest = kstart
var rstart: int
var rdest: int
var rights = false
if (dest_kingside):
kdest = kstart + (E+E)
rstart = kstart + (E+E+E)
rdest = rstart + (W+W)
if (color == Color.White):
rights = game.castleRights.wk
else:
rights = game.castleRights.bk
else:
rstart = kstart + (W+W+W+W)
rdest = rstart + (E+E+E)
kdest = kstart + (W+W)
if not game.moved[kstart] and not game.moved[rstart]:
if (color == Color.White):
rights = game.castleRights.bq
else:
rights = game.castleRights.bq
if (rights):
var check = false
if (dest_kingside):
check = check or game.isAttacked(kstart, color)
@ -756,6 +731,12 @@ proc castling(game: var Game, kstart: int, dest_kingside: bool,
return true
return false
proc removeEnPassant(board: var Board, color: Color): void =
## Removes every en passant of given `color` from the `board`.
for field in board.low..board.high:
if board[field] == ord(color) * WEnPassant:
board[field] = 0
proc checkedMove*(game: var Game, move: Move): bool {.discardable.} =
## Tries to make a `move` in a given `game``.
## This process checks for the legality of the move and performs the switch
@ -799,7 +780,7 @@ proc checkedMove*(game: var Game, move: Move): bool {.discardable.} =
var prevBoard = game.previousBoard
var prevCastle = game.previousCastleRights
game.previousBoard.add(game.board)
game.previousCastleRights.add(game.moved.genCastleRights())
game.previousCastleRights.add(game.castleRights)
game.fiftyMoveCounter = game.fiftyMoveCounter + 1
if fiftyMoveRuleReset:
game.fiftyMoveCounter = 0
@ -833,6 +814,48 @@ proc isDrawClaimable*(game: Game): bool =
## Returns true if a draw is claimable by either player.
return game.threeMoveRep() or game.fiftyMoveRule()
proc checkInsufficientMaterial(board: Board): bool =
## Checks for combinations of pieces on a `board`, where no checkmate can be
## forced.
## Returns true if no player can force a checkmate to the other.
var wp = 0
var wn = 0
var wb = 0
var wr = 0
var wq = 0
var bp = 0
var bn = 0
var bb = 0
var br = 0
var bq = 0
for field in board.low..board.high:
case board[field]:
of WPawn:
wp = wp + 1
of BPawn:
bp = bp + 1
of WKnight:
wn = wn + 1
of BKnight:
bn = bn + 1
of WBishop:
wb = wb + 1
of BBishop:
bb = bb + 1
of WRook:
wr = wr + 1
of BRook:
br = br + 1
of WQueen:
wq = wq + 1
of BQueen:
bq = bq + 1
else:
continue
let wpieces: PieceAmount = (wp, wn, wb, wr, wq)
let bpieces: PieceAmount = (bp, bn, bb, br, bq)
return (wpieces in InsufficientMaterial) and (bpieces in InsufficientMaterial)
proc isStalemate*(game: Game, color: Color): bool =
## Returns true if the `color` player is stalemate in a `game`.
return (game.hasNoMoves(color) and not game.isInCheck(color)) or

+ 0
- 3
src/game.nim

@ -1,6 +1,3 @@
from strutils import parseInt
import rdstdin
import ./chess
proc runGame*(): void =

src/test.nim → src/gameTest.nim


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