mirror of
https://github.com/tiyn/yeschess.git
synced 2026-02-22 10:34:47 +01:00
Compare commits
2 Commits
0ceb567048
...
0a0accb3d0
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
0a0accb3d0 | ||
|
|
c91bf64047 |
493
src/chess.nim
493
src/chess.nim
@@ -8,8 +8,6 @@ type
|
|||||||
White = 1
|
White = 1
|
||||||
Board* = array[0..119, int] ## \
|
Board* = array[0..119, int] ## \
|
||||||
## `Board` saves the position of the chess pieces.
|
## `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 = tuple
|
||||||
## `CastleRights` contains the rights to castling for each player.
|
## `CastleRights` contains the rights to castling for each player.
|
||||||
wk: bool # `wk` describes White kingside castle
|
wk: bool # `wk` describes White kingside castle
|
||||||
@@ -19,11 +17,11 @@ type
|
|||||||
Game* = object
|
Game* = object
|
||||||
## `Game` stores all important information of a chess game.
|
## `Game` stores all important information of a chess game.
|
||||||
board*: Board
|
board*: Board
|
||||||
moved: Moved
|
|
||||||
toMove*: Color
|
toMove*: Color
|
||||||
previousBoard: seq[Board]
|
previousBoard: seq[Board]
|
||||||
previousCastleRights: seq[CastleRights]
|
previousCastleRights: seq[CastleRights]
|
||||||
fiftyMoveCounter: int
|
fiftyMoveCounter: int
|
||||||
|
castleRights: CastleRights
|
||||||
Move* = object
|
Move* = object
|
||||||
## `Move` stores all important information for a move.
|
## `Move` stores all important information for a move.
|
||||||
start: int
|
start: int
|
||||||
@@ -109,8 +107,7 @@ const
|
|||||||
(0, 1, 0, 0, 0), # bishop only
|
(0, 1, 0, 0, 0), # bishop only
|
||||||
(0, 2, 0, 0, 0) # 2 knights
|
(0, 2, 0, 0, 0) # 2 knights
|
||||||
] ## `InsufficientMaterial` describes the pieces where no checkmate can be
|
] ## `InsufficientMaterial` describes the pieces where no checkmate can be
|
||||||
## forced.
|
## forced
|
||||||
|
|
||||||
|
|
||||||
let
|
let
|
||||||
PieceChar = {
|
PieceChar = {
|
||||||
@@ -144,47 +141,65 @@ let
|
|||||||
# `FileChar` maps the files of the chessboard to numbers for better
|
# `FileChar` maps the files of the chessboard to numbers for better
|
||||||
# conversion.
|
# conversion.
|
||||||
|
|
||||||
proc checkInsufficientMaterial(board: Board): bool =
|
proc fieldToInd*(file: string, line: int): int =
|
||||||
## Checks for combinations of pieces on a `board`, where no checkmate can be
|
## Calculate and return board index from `file` and `line` of a chess board.
|
||||||
## forced.
|
## Returns -1 if the `field` was not input correct.
|
||||||
## Returns true if no player can force a checkmate to the other.
|
try:
|
||||||
var wp = 0
|
return 1+(line+1)*10+FileChar[file]
|
||||||
var wn = 0
|
except IndexDefect, ValueError:
|
||||||
var wb = 0
|
return -1
|
||||||
var wr = 0
|
|
||||||
var wq = 0
|
proc fieldToInd*(field: string): int =
|
||||||
var bp = 0
|
## Calculate and return board index from `field` of a chess board.
|
||||||
var bn = 0
|
## Returns -1 if the `field` was not input correct.
|
||||||
var bb = 0
|
try:
|
||||||
var br = 0
|
return fieldToInd($field[0], parseInt($field[1]))
|
||||||
var bq = 0
|
except IndexDefect, ValueError:
|
||||||
for field in board.low..board.high:
|
return -1
|
||||||
case board[field]:
|
|
||||||
of WPawn:
|
proc indToField*(ind: int): string =
|
||||||
wp = wp + 1
|
## Calculate and returns field name from board index `ind`.
|
||||||
of BPawn:
|
let line = (int)ind/10-1
|
||||||
bp = bp + 1
|
let file_ind = (ind)%%10-1
|
||||||
of WKnight:
|
for file, i in FileChar:
|
||||||
wn = wn + 1
|
if FileChar[file] == file_ind:
|
||||||
of BKnight:
|
return $file & $line
|
||||||
bn = bn + 1
|
|
||||||
of WBishop:
|
proc getMove*(start: int, dest: int, prom: int, color: Color): Move =
|
||||||
wb = wb + 1
|
## Get a move object of the `color` player from `start` to `dest` with an
|
||||||
of BBishop:
|
## eventual promition to `prom`.
|
||||||
bb = bb + 1
|
var move = Move(start: start, dest: dest, prom: prom * ord(color), color: color)
|
||||||
of WRook:
|
if (WKnight > prom or WQueen < prom):
|
||||||
wr = wr + 1
|
move.prom = WQueen
|
||||||
of BRook:
|
return move
|
||||||
br = br + 1
|
|
||||||
of WQueen:
|
proc getMove*(start: int, dest: int, color: Color): Move =
|
||||||
wq = wq + 1
|
## Get a move object of the `color` player from `start` to `dest` with
|
||||||
of BQueen:
|
## automatic promition to queen.
|
||||||
bq = bq + 1
|
var move = Move(start: start, dest: dest, prom: WQueen * ord(color), color: color)
|
||||||
else:
|
return move
|
||||||
continue
|
|
||||||
let wpieces: PieceAmount = (wp, wn, wb, wr, wq)
|
proc notationToMove*(notation: string, color: Color): Move =
|
||||||
let bpieces: PieceAmount = (bp, bn, bb, br, bq)
|
## Convert and return simplified algebraic chess `notation` to a move object,
|
||||||
return (wpieces in InsufficientMaterial) and (bpieces in InsufficientMaterial)
|
## 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 =
|
proc initBoard(): Board =
|
||||||
## Create and return a board with pieces in starting position.
|
## 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]
|
Block, Block, Block, Block, Block, Block, Block, Block, Block, Block]
|
||||||
return board
|
return board
|
||||||
|
|
||||||
proc initMoved(): Moved =
|
|
||||||
## Create and return a board of pieces moved.
|
|
||||||
var moved: Moved
|
|
||||||
return moved
|
|
||||||
|
|
||||||
proc initGame*(): Game =
|
proc initGame*(): Game =
|
||||||
## Create and return a Game object.
|
## Create and return a Game object.
|
||||||
let game = Game(board: initBoard(), moved: initMoved(),
|
let game = Game(board: initBoard(),
|
||||||
to_move: Color.White, previousBoard: @[], previousCastleRights: @[],
|
to_move: Color.White, previousBoard: @[], previousCastleRights: @[],
|
||||||
fiftyMoveCounter: 0)
|
fiftyMoveCounter: 0, castleRights: (true, true, true, true))
|
||||||
return game
|
return game
|
||||||
|
|
||||||
proc initGame*(board: array[0..63, int], color: Color): 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.
|
## `board` describes the pieces, `color` the color that is about to move.
|
||||||
let board = initBoard(board)
|
let board = initBoard(board)
|
||||||
let compare = initBoard()
|
let compare = initBoard()
|
||||||
var moved = initMoved()
|
|
||||||
var same_piece: bool
|
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:
|
for ind in board.low..board.high:
|
||||||
same_piece = (board[ind] != compare[ind])
|
same_piece = (board[ind] != compare[ind])
|
||||||
moved[ind] = same_piece
|
let game = Game(board: board,
|
||||||
let game = Game(board: board, moved: moved,
|
|
||||||
to_move: color, previousBoard: @[], previousCastleRights: @[],
|
to_move: color, previousBoard: @[], previousCastleRights: @[],
|
||||||
fiftyMoveCounter: 0)
|
fiftyMoveCounter: 0, castleRights: (wk, wq, bk, bq))
|
||||||
return game
|
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) =
|
proc echoBoard*(game: Game, color: Color) =
|
||||||
## Prints out the given `board` with its pieces as characters and line
|
## Prints out the given `board` with its pieces as characters and line
|
||||||
## indices from perspecive of `color`.
|
## indices from perspecive of `color`.
|
||||||
@@ -293,59 +301,88 @@ proc echoBoard*(game: Game, color: Color) =
|
|||||||
echo line_str
|
echo line_str
|
||||||
echo "a b c d e f g h"
|
echo "a b c d e f g h"
|
||||||
|
|
||||||
proc fieldToInd*(file: string, line: int): int =
|
proc genPawnAttackDests(game: Game, field: int, color: Color): seq[int] =
|
||||||
## Calculate and return board index from `file` and `line` of a chess board.
|
## Generate possible attack destinations for a pawn with specific `color`
|
||||||
## Returns -1 if the `field` was not input correct.
|
## located at index `field` of `game`.
|
||||||
try:
|
## Returns a sequence of possible indices to move to.
|
||||||
return 1+(line+1)*10+FileChar[file]
|
if (not field in game.board.low..game.board.high):
|
||||||
except IndexDefect, ValueError:
|
return @[]
|
||||||
return -1
|
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 fieldToInd*(field: string): int =
|
proc genPawnDoubleDests(game: Game, field: int, color: Color): seq[int] =
|
||||||
## Calculate and return board index from `field` of a chess board.
|
## Generate possible double destinations for a pawn with specific `color`
|
||||||
## Returns -1 if the `field` was not input correct.
|
## located at index `field` of `game`.
|
||||||
try:
|
## Returns a sequence of possible indices to move to.
|
||||||
return fieldToInd($field[0], parseInt($field[1]))
|
if (not field in game.board.low..game.board.high):
|
||||||
except IndexDefect, ValueError:
|
return @[]
|
||||||
return -1
|
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 indToField*(ind: int): string =
|
proc genPawnDests(game: Game, field: int, color: Color): seq[int] =
|
||||||
## Calculate and returns field name from board index `ind`.
|
## Generate possible destinations for a pawn with specific `color` located at
|
||||||
let line = (int)ind/10-1
|
## index `field` of `game`.
|
||||||
let file_ind = (ind)%%10-1
|
## Returns a sequence of possible indices to move to.
|
||||||
for file, i in FileChar:
|
if (not field in game.board.low..game.board.high):
|
||||||
if FileChar[file] == file_ind:
|
return @[]
|
||||||
return $file & $line
|
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 genCastleRights(moved: Moved): CastleRights =
|
proc genKnightDests(game: Game, field: int, color: Color): seq[int] =
|
||||||
## Generate and return rights to castle from given `moved`
|
## Generate possible destinations for a knight with specific `color` located
|
||||||
let wk = not moved[fieldToInd("e1")] and not moved[fieldToInd("h1")]
|
## at index `field` of `game`.
|
||||||
let wq = not moved[fieldToInd("e1")] and not moved[fieldToInd("a1")]
|
## Returns a sequence of possible indices to move to.
|
||||||
let bk = not moved[fieldToInd("e8")] and not moved[fieldToInd("h8")]
|
if (not field in game.board.low..game.board.high):
|
||||||
let bq = not moved[fieldToInd("e8")] and not moved[fieldToInd("a8")]
|
return @[]
|
||||||
return (wk, wq, bk, bq)
|
var res = newSeq[int]()
|
||||||
|
var dest: int
|
||||||
proc notationToMove*(notation: string, color: Color): Move =
|
var target: int
|
||||||
## Convert and return simplified algebraic chess `notation` to a move object,
|
for move in Knight_Moves:
|
||||||
## color of player is `color`.
|
dest = field + move
|
||||||
var move: Move
|
if (not dest in game.board.low..game.board.high):
|
||||||
var start = fieldToInd(notation[0..1])
|
continue
|
||||||
var dest = fieldToInd(notation[2..3])
|
target = game.board[dest]
|
||||||
move = getMove(start, dest, color)
|
if (target == 999 or (ord(color) * target > 0 and ord(color) * target != WEnPassant)):
|
||||||
if (len(notation) > 4):
|
continue
|
||||||
var promStr = $notation[4]
|
res.add(dest)
|
||||||
var prom: int
|
return res
|
||||||
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 genBishopDests(game: Game, field: int, color: Color): seq[int] =
|
proc genBishopDests(game: Game, field: int, color: Color): seq[int] =
|
||||||
## Generate possible destinations for a bishop with specific `color` located
|
## 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))
|
res.add(game.genKingCastleDest(field, color))
|
||||||
return res
|
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],
|
proc pieceOn(game: Game, color: Color, sequence: seq[int],
|
||||||
pieceID: int): bool =
|
pieceID: int): bool =
|
||||||
## Returns true if the `PieceID` of a given `color` is in `sequence` else
|
## 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]
|
let piece = game.board[start]
|
||||||
game.board[start] = 0
|
game.board[start] = 0
|
||||||
game.board[dest] = piece
|
game.board[dest] = piece
|
||||||
game.moved[start] = true
|
if (start == fieldToInd("e1") or start == fieldToInd("a1")):
|
||||||
game.moved[dest] = true
|
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
|
return true
|
||||||
|
|
||||||
proc moveLeadsToCheck(game: Game, start: int, dest: int,
|
proc moveLeadsToCheck(game: Game, start: int, dest: int,
|
||||||
@@ -593,11 +565,31 @@ proc moveLeadsToCheck(game: Game, start: int, dest: int,
|
|||||||
check.uncheckedMove(start, dest)
|
check.uncheckedMove(start, dest)
|
||||||
return check.isInCheck(color)
|
return check.isInCheck(color)
|
||||||
|
|
||||||
proc removeEnPassant(board: var Board, color: Color): void =
|
proc genPawnPromotion(move: Move, color: Color): seq[Move] =
|
||||||
## Removes every en passant of given `color` from the `board`.
|
## Generate all possible promotions of a `move` by `color`.
|
||||||
for field in board.low..board.high:
|
var promotions = newSeq[Move]()
|
||||||
if board[field] == ord(color) * WEnPassant:
|
let start = move.start
|
||||||
board[field] = 0
|
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] =
|
proc genLegalKnightMoves(game: Game, field: int, color: Color): seq[Move] =
|
||||||
## Generates all legal knight moves in a `game` starting from `field` for a
|
## 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))
|
res.add(getMove(field, dest, color))
|
||||||
return res
|
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] =
|
proc genLegalMoves*(game: Game, field: int, color: Color): seq[Move] =
|
||||||
## Generates all legal moves in a `game` starting from `field` for a `color`.
|
## Generates all legal moves in a `game` starting from `field` for a `color`.
|
||||||
var legal_moves = newSeq[Move]()
|
var legal_moves = newSeq[Move]()
|
||||||
@@ -730,15 +696,24 @@ proc castling(game: var Game, kstart: int, dest_kingside: bool,
|
|||||||
var kdest = kstart
|
var kdest = kstart
|
||||||
var rstart: int
|
var rstart: int
|
||||||
var rdest: int
|
var rdest: int
|
||||||
|
var rights = false
|
||||||
if (dest_kingside):
|
if (dest_kingside):
|
||||||
kdest = kstart + (E+E)
|
kdest = kstart + (E+E)
|
||||||
rstart = kstart + (E+E+E)
|
rstart = kstart + (E+E+E)
|
||||||
rdest = rstart + (W+W)
|
rdest = rstart + (W+W)
|
||||||
|
if (color == Color.White):
|
||||||
|
rights = game.castleRights.wk
|
||||||
|
else:
|
||||||
|
rights = game.castleRights.bk
|
||||||
else:
|
else:
|
||||||
rstart = kstart + (W+W+W+W)
|
rstart = kstart + (W+W+W+W)
|
||||||
rdest = rstart + (E+E+E)
|
rdest = rstart + (E+E+E)
|
||||||
kdest = kstart + (W+W)
|
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
|
var check = false
|
||||||
if (dest_kingside):
|
if (dest_kingside):
|
||||||
check = check or game.isAttacked(kstart, color)
|
check = check or game.isAttacked(kstart, color)
|
||||||
@@ -756,6 +731,12 @@ proc castling(game: var Game, kstart: int, dest_kingside: bool,
|
|||||||
return true
|
return true
|
||||||
return false
|
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.} =
|
proc checkedMove*(game: var Game, move: Move): bool {.discardable.} =
|
||||||
## Tries to make a `move` in a given `game``.
|
## Tries to make a `move` in a given `game``.
|
||||||
## This process checks for the legality of the move and performs the switch
|
## 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 prevBoard = game.previousBoard
|
||||||
var prevCastle = game.previousCastleRights
|
var prevCastle = game.previousCastleRights
|
||||||
game.previousBoard.add(game.board)
|
game.previousBoard.add(game.board)
|
||||||
game.previousCastleRights.add(game.moved.genCastleRights())
|
game.previousCastleRights.add(game.castleRights)
|
||||||
game.fiftyMoveCounter = game.fiftyMoveCounter + 1
|
game.fiftyMoveCounter = game.fiftyMoveCounter + 1
|
||||||
if fiftyMoveRuleReset:
|
if fiftyMoveRuleReset:
|
||||||
game.fiftyMoveCounter = 0
|
game.fiftyMoveCounter = 0
|
||||||
@@ -833,6 +814,48 @@ proc isDrawClaimable*(game: Game): bool =
|
|||||||
## Returns true if a draw is claimable by either player.
|
## Returns true if a draw is claimable by either player.
|
||||||
return game.threeMoveRep() or game.fiftyMoveRule()
|
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 =
|
proc isStalemate*(game: Game, color: Color): bool =
|
||||||
## Returns true if the `color` player is stalemate in a `game`.
|
## Returns true if the `color` player is stalemate in a `game`.
|
||||||
return (game.hasNoMoves(color) and not game.isInCheck(color)) or
|
return (game.hasNoMoves(color) and not game.isInCheck(color)) or
|
||||||
|
|||||||
@@ -1,6 +1,3 @@
|
|||||||
from strutils import parseInt
|
|
||||||
import rdstdin
|
|
||||||
|
|
||||||
import ./chess
|
import ./chess
|
||||||
|
|
||||||
proc runGame*(): void =
|
proc runGame*(): void =
|
||||||
|
|||||||
Reference in New Issue
Block a user