| Author | SHA1 | Message | Date |
|---|---|---|---|
|
|
0ceb567048 | structure: made a src folder and moved all source file into it | 1 week ago |
|
|
6ad11fde2a |
chess: updating documentation
Documentation is now set for every method with complete parameters. Also all global variables and constants as well as types are documented. |
1 week ago |
|
|
9b68538b12 | readme: specified plan for engine | 1 week ago |
|
|
c5cf2fd737 |
chess: refactoring setters and try
Setters are not needed as all the assigning gets handled inside the file. All Setters were removed. The try-statements were used to excessively and were changed for manual checking |
1 week ago |
|
|
c4f7e3b98d | chess: improved documentation and deleted unused stuff | 1 week ago |
|
|
81d5d57e75 |
chess: refactoring getters
Getters are not needed according to the official nim documentation. https://nim-lang.org/docs/manual.html#procedures-properties Getters were replaced accordingly |
1 week ago |
@ -1,818 +0,0 @@ |
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import tables |
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from strutils import parseInt |
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import algorithm |
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|
|||
type |
|||
Color* = enum |
|||
Black = -1, White = 1 |
|||
## Board that saves the board |
|||
Board* = array[0..119, int] |
|||
## Board that checks if pieces moved |
|||
Moved* = array[0..119, bool] |
|||
## Castle rights for each player |
|||
CastleRights = tuple |
|||
wk: bool |
|||
wq: bool |
|||
bk: bool |
|||
bq: bool |
|||
## Game as object of different values |
|||
Game* = object |
|||
board*: Board |
|||
moved: Moved |
|||
toMove*: Color |
|||
previousBoard*: seq[Board] |
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previousCastleRights*: seq[CastleRights] |
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fiftyMoveCounter: int |
|||
## Move as object |
|||
Move* = object |
|||
start: int |
|||
dest: int |
|||
color: Color |
|||
prom: int |
|||
## Amount of pieces of a player |
|||
Pieces = tuple |
|||
p: int |
|||
k: int |
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b: int |
|||
r: int |
|||
q: int |
|||
|
|||
const |
|||
# IDs for piece |
|||
BlockID* = 999 |
|||
PawnID* = 1 |
|||
KnightID* = 2 |
|||
BishopID* = 3 |
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RookID* = 4 |
|||
QueenID* = 5 |
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KingID* = 6 |
|||
EnPassantID* = 7 |
|||
# IDs that are saved in the array |
|||
Block* = BlockID |
|||
WPawn* = PawnID |
|||
WKnight* = KnightID |
|||
WBishop* = BishopID |
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WRook* = RookID |
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WQueen* = QueenID |
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WKing* = KingID |
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WEnPassant* = EnPassantID |
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BPawn* = -PawnID |
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BKnight* = -KnightID |
|||
BBishop* = -BishopID |
|||
BRook* = -RookID |
|||
BQueen* = -QueenID |
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BKing* = -KingID |
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BEnPassant* = EnPassantID |
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# Directions of movement |
|||
N = 10 |
|||
S = -N |
|||
W = 1 |
|||
E = -W |
|||
# Movement options for pieces (Bishop/Rook/Queen can repeat in the same direction) |
|||
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] |
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Bishop_Moves = [N+E, N+W, S+E, S+W] |
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Rook_Moves = [N, E, S, W] |
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Queen_Moves = [N, E, S, W, N+E, N+W, S+E, S+W] |
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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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|
|||
let PieceChar = { |
|||
0: " ", |
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1: "P", |
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2: "N", |
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3: "B", |
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4: "R", |
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5: "Q", |
|||
6: "K", |
|||
7: " ", |
|||
-1: "p", |
|||
-2: "n", |
|||
-3: "b", |
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-4: "r", |
|||
-5: "q", |
|||
-6: "k", |
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-7: " ", |
|||
999: "-" |
|||
}.newTable |
|||
|
|||
let FileChar = { |
|||
"a": 7, |
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"b": 6, |
|||
"c": 5, |
|||
"d": 4, |
|||
"e": 3, |
|||
"f": 2, |
|||
"g": 1, |
|||
"h": 0 |
|||
}.newTable |
|||
|
|||
const InsufficientMaterial = @[ |
|||
#p, n, b, r, q |
|||
# lone kings |
|||
(0, 0, 0, 0, 0), |
|||
# knight only |
|||
(0, 0, 1, 0, 0), |
|||
# bishop only |
|||
(0, 1, 0, 0, 0), |
|||
# 2 knights |
|||
(0, 2, 0, 0, 0) |
|||
] |
|||
|
|||
proc getField*(board: Board, field: int): int = |
|||
return board[field] |
|||
|
|||
proc setField(board: var Board, field: int, val: int): bool {.discardable.} = |
|||
if (val in PieceChar): |
|||
try: |
|||
board[field] = val |
|||
return true |
|||
except Exception: |
|||
return false |
|||
|
|||
proc getField*(moved: Moved, field: int): bool = |
|||
return moved[field] |
|||
|
|||
proc setField(moved: var Moved, field: int, val: bool): bool {.discardable.} = |
|||
try: |
|||
moved[field] = val |
|||
return true |
|||
except Exception: |
|||
return false |
|||
|
|||
proc checkInsufficientMaterial(board: Board): bool = |
|||
## Checks for combinations of pieces on a `board`, where no checkmate can be forced |
|||
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.getField(field): |
|||
of WPawn: |
|||
wp = wp + 1 |
|||
of BPawn: |
|||
bp = bp + 1 |
|||
of WKnight: |
|||
wn = wn + 1 |
|||
of BKnight: |
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bn = bn + 1 |
|||
of WBishop: |
|||
wb = wb + 1 |
|||
of BBishop: |
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bb = bb + 1 |
|||
of WRook: |
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wr = wr + 1 |
|||
of BRook: |
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br = br + 1 |
|||
of WQueen: |
|||
wq = wq + 1 |
|||
of BQueen: |
|||
bq = bq + 1 |
|||
else: |
|||
continue |
|||
let wpieces = (wp, wn, wb, wr, wq) |
|||
let bpieces = (bp, bn, bb, br, bq) |
|||
return (wpieces in InsufficientMaterial) and (bpieces in InsufficientMaterial) |
|||
|
|||
proc initBoard(): Board = |
|||
## Create and return a board with pieces in starting position. |
|||
let board = [ |
|||
Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, |
|||
Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, |
|||
Block, WRook, WKnight, WBishop, WKing, WQueen, WBishop, WKnight, WRook, Block, |
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Block, WPawn, WPawn, WPawn, WPawn, WPawn, WPawn, WPawn, WPawn, Block, |
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Block, 0, 0, 0, 0, 0, 0, 0, 0, Block, |
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Block, 0, 0, 0, 0, 0, 0, 0, 0, Block, |
|||
Block, 0, 0, 0, 0, 0, 0, 0, 0, Block, |
|||
Block, 0, 0, 0, 0, 0, 0, 0, 0, Block, |
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Block, BPawn, BPawn, BPawn, BPawn, BPawn, BPawn, BPawn, BPawn, Block, |
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Block, BRook, BKnight, BBishop, BKing, BQueen, BBishop, BKnight, BRook, Block, |
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Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, |
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Block, Block, Block, Block, Block, Block, Block, Block, Block, Block] |
|||
return board |
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|
|||
proc initBoard(board: array[0..63, int]): Board = |
|||
## Create and return a board with pieces in position of choice |
|||
let board = [ |
|||
Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, |
|||
Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, |
|||
Block, board[0], board[1], board[2], board[3], board[4], board[5], |
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board[6], board[7], Block, |
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Block, board[8], board[9], board[10], board[11], board[12], board[13], |
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board[14], board[15], Block, |
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Block, board[16], board[17], board[18], board[19], board[20], board[ |
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21], board[22], board[23], Block, |
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Block, board[24], board[25], board[26], board[27], board[28], board[ |
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29], board[30], board[31], Block, |
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Block, board[32], board[33], board[34], board[35], board[36], board[ |
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37], board[38], board[39], Block, |
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Block, board[40], board[41], board[42], board[43], board[44], board[ |
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45], board[46], board[47], Block, |
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Block, board[48], board[49], board[50], board[51], board[52], board[ |
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53], board[54], board[55], Block, |
|||
Block, board[56], board[57], board[58], board[59], board[60], board[ |
|||
61], board[62], board[63], Block, |
|||
Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, |
|||
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(), |
|||
to_move: Color.White, previousBoard: @[], previousCastleRights: @[], fiftyMoveCounter: 0) |
|||
return game |
|||
|
|||
proc initGame*(board: array[0..63, int], color: Color): Game = |
|||
## Create ad return a Game object based on a position of choice. |
|||
let board = initBoard(board) |
|||
let compare = initBoard() |
|||
var moved = initMoved() |
|||
var same_piece: bool |
|||
for ind in board.low..board.high: |
|||
same_piece = (board[ind] != compare[ind]) |
|||
moved.setField(ind, same_piece) |
|||
let game = Game(board: board, moved: moved, |
|||
to_move: color, previousBoard: @[], previousCastleRights: @[], fiftyMoveCounter: 0) |
|||
return game |
|||
|
|||
proc getMove*(start: int, dest: int, prom: int, color: Color): Move = |
|||
## Get a move object from `start` to `dest` with an eventual promition to `prom` |
|||
var move = Move(start: start, dest: dest, prom: prom * ord(color), color: color) |
|||
if (KnightID > prom or QueenID < prom): |
|||
move.prom = QueenID |
|||
return move |
|||
|
|||
proc getMove*(start: int, dest: int, color: Color): Move = |
|||
## Get a move object from `start` to `dest` with automatic promition to `queen` |
|||
var move = Move(start: start, dest: dest, prom: QueenID * 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`. |
|||
var line_str = "" |
|||
if (color == Color.Black): |
|||
for i in countup(0, len(game.board)-1): |
|||
if (game.board.getField(i) == 999): |
|||
continue |
|||
line_str &= PieceChar[game.board[i]] & " " |
|||
if ((i+2) %% 10 == 0): |
|||
line_str &= $((int)((i)/10)-1) & "\n" |
|||
echo line_str |
|||
echo "h g f e d c b a" |
|||
else: |
|||
for i in countdown(len(game.board)-1, 0): |
|||
if (game.board.getField(i) == 999): |
|||
continue |
|||
line_str &= PieceChar[game.board[i]] & " " |
|||
if ((i-1) %% 10 == 0): |
|||
line_str &= $((int)((i)/10)-1) & "\n" |
|||
echo line_str |
|||
echo "a b c d e f g h" |
|||
|
|||
proc fieldToInd*(file: string, line: int): int = |
|||
## Calculate board index from `file` and `line` of a chess board. |
|||
try: |
|||
return 1+(line+1)*10+FileChar[file] |
|||
except IndexDefect, ValueError: |
|||
return -1 |
|||
|
|||
proc fieldToInd*(field: string): int = |
|||
## Calculate board index from `field` of a chess board. |
|||
try: |
|||
return fieldToInd($field[0], parseInt($field[1])) |
|||
except IndexDefect, ValueError: |
|||
return -1 |
|||
|
|||
proc indToField*(ind: int): string = |
|||
## Calculate 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 genCastleRights(moved: Moved): CastleRights = |
|||
## Generate rights to castle from given `moved` |
|||
let wk = not moved.getField(fieldToInd("e1")) and not moved.getField( |
|||
fieldToInd("h1")) |
|||
let wq = not moved.getField(fieldToInd("e1")) and not moved.getField( |
|||
fieldToInd("a1")) |
|||
let bk = not moved.getField(fieldToInd("e8")) and not moved.getField( |
|||
fieldToInd("h8")) |
|||
let bq = not moved.getField(fieldToInd("e8")) and not moved.getField( |
|||
fieldToInd("a8")) |
|||
return (wk, wq, bk, bq) |
|||
|
|||
proc notationToMove*(notation: string, color: Color): Move = |
|||
## Convert simplified algebraic chess `notation` to a move object, color of player is `color`. |
|||
try: |
|||
var move: Move |
|||
var start = 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 = QueenID * ord(color) |
|||
of "R": |
|||
prom = RookID * ord(color) |
|||
of "B": |
|||
prom = BishopID * ord(color) |
|||
of "N": |
|||
prom = KnightID * ord(color) |
|||
move = getMove(start, dest, prom, color) |
|||
return move |
|||
except IndexError: |
|||
var move: Move |
|||
return move |
|||
|
|||
proc genBishopDests(game: Game, field: int, color: Color): seq[int] = |
|||
## Generate possible destinations for a bishop with specific `color` located at index `field` of `game`. |
|||
## Returns a sequence of possible indices to move to. |
|||
try: |
|||
var res = newSeq[int]() |
|||
var dest: int |
|||
var target: int |
|||
for move in Bishop_Moves: |
|||
dest = field+move |
|||
target = game.board.getField(dest) |
|||
while (target != 999 and (ord(color) * target <= 0) or target == |
|||
EnPassantID or target == -EnPassantID): |
|||
res.add(dest) |
|||
if (ord(color) * target < 0 and ord(color) * target > -EnPassantID): |
|||
break |
|||
dest = dest+move |
|||
target = game.board.getField(dest) |
|||
return res |
|||
except IndexDefect: |
|||
return @[] |
|||
|
|||
proc genRookDests(game: Game, field: int, color: Color): seq[int] = |
|||
## Generate possible destinations for a rook with specific `color` located at index `field` of `game`. |
|||
## Returns a sequence of possible indices to move to. |
|||
try: |
|||
var res = newSeq[int]() |
|||
var dest: int |
|||
var target: int |
|||
for move in Rook_Moves: |
|||
dest = field+move |
|||
target = game.board.getField(dest) |
|||
while (target != 999 and (ord(color) * target <= 0) or target == |
|||
EnPassantID or target == -EnPassantID): |
|||
res.add(dest) |
|||
if (ord(color) * target < 0 and ord(color) * target > -EnPassantID): |
|||
break |
|||
dest = dest+move |
|||
target = game.board.getField(dest) |
|||
return res |
|||
except IndexDefect: |
|||
return @[] |
|||
|
|||
proc genQueenDests(game: Game, field: int, color: Color): seq[int] = |
|||
## Generate possible destinations for a queen with specific `color` located at index `field` of `game`. |
|||
## Returns a sequence of possible indices to move to. |
|||
try: |
|||
var res = newSeq[int]() |
|||
var dest: int |
|||
var target: int |
|||
for move in Queen_Moves: |
|||
dest = field+move |
|||
target = game.board.getField(dest) |
|||
while (target != 999 and (ord(color) * target <= 0) or target == |
|||
EnPassantID or target == -EnPassantID): |
|||
res.add(dest) |
|||
if (ord(color) * target < 0 and ord(color) * target > -EnPassantID): |
|||
break |
|||
dest = dest+move |
|||
target = game.board.getField(dest) |
|||
return res |
|||
except IndexDefect: |
|||
return @[] |
|||
|
|||
proc genKingCastleDest(game: Game, field: int, color: Color): seq[int] = |
|||
## Generate possible castle destinations for a king with specific `color` located at index `field` of `game` |
|||
## Returns a sequence of possible indices to move to. |
|||
try: |
|||
var res = newSeq[int]() |
|||
var dest: int |
|||
var target: int |
|||
var half_dest: int |
|||
var half_target: int |
|||
for castle in King_Moves_White_Castle: |
|||
dest = field + castle |
|||
target = game.board.getField(dest) |
|||
half_dest = field + (int)castle/2 |
|||
half_target = game.board.getField(half_dest) |
|||
if (target == 999 or (target != 0)): |
|||
continue |
|||
if (half_target == 999 or (half_target != 0)): |
|||
continue |
|||
res.add(dest) |
|||
return res |
|||
except IndexDefect: |
|||
return @[] |
|||
|
|||
|
|||
proc genKingDests(game: Game, field: int, color: Color): seq[int] = |
|||
## Generate possible destinations for a king with specific `color` located at index `field` of `game`. |
|||
## Returns a sequence of possible indices to move to. |
|||
try: |
|||
var res = newSeq[int]() |
|||
var dest: int |
|||
var target: int |
|||
for move in King_Moves: |
|||
dest = field + move |
|||
target = game.board.getField(dest) |
|||
if (target == 999 or (ord(color) * target > 0 and ord(color) * target != EnPassantID)): |
|||
continue |
|||
res.add(dest) |
|||
res.add(game.genKingCastleDest(field, color)) |
|||
return res |
|||
except IndexDefect: |
|||
return @[] |
|||
|
|||
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. |
|||
try: |
|||
var res = newSeq[int]() |
|||
var dest: int |
|||
var target: int |
|||
for move in Knight_Moves: |
|||
dest = field + move |
|||
target = game.board.getField(dest) |
|||
if (target == 999 or (ord(color) * target > 0 and ord(color) * target != EnPassantID)): |
|||
continue |
|||
res.add(dest) |
|||
return res |
|||
except IndexDefect: |
|||
return @[] |
|||
|
|||
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. |
|||
try: |
|||
var res = newSeq[int]() |
|||
var dest: int |
|||
var target: int |
|||
for attacks in Pawn_Moves_White_Attack: |
|||
dest = field + (attacks * ord(color)) |
|||
target = game.board.getField(dest) |
|||
if (target == 999 or ord(color) * target >= 0): |
|||
continue |
|||
res.add(dest) |
|||
return res |
|||
except IndexDefect: |
|||
return @[] |
|||
|
|||
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. |
|||
try: |
|||
var res = newSeq[int]() |
|||
var dest: int |
|||
var target: int |
|||
for doubles in Pawn_Moves_White_Double: |
|||
dest = field + doubles * ord(color) |
|||
target = game.board.getField(dest) |
|||
if (game.moved.getField(field) or (target != 0) or ( |
|||
game.board.getField(dest+(S*ord(color))) != 0)): |
|||
continue |
|||
res.add(dest) |
|||
return res |
|||
except IndexDefect: |
|||
return @[] |
|||
|
|||
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. |
|||
try: |
|||
var res = newSeq[int]() |
|||
var dest: int |
|||
var target: int |
|||
for move in Pawn_Moves_White: |
|||
dest = field + move * ord(color) |
|||
target = game.board.getField(dest) |
|||
if (target != 0 and target != ord(color) * EnPassantID): |
|||
continue |
|||
res.add(dest) |
|||
res.add(game.genPawnAttackDests(field, color)) |
|||
res.add(game.genPawnDoubleDests(field, color)) |
|||
return res |
|||
except IndexDefect: |
|||
return @[] |
|||
|
|||
proc pieceOn(game: Game, color: Color, sequence: seq[int], |
|||
pieceID: int): bool = |
|||
## Check if a piece with `pieceID` of a given `color` is in a field described in a `sequence` in a `game`. |
|||
for check in sequence: |
|||
if game.board.getField(check) == ord(color) * -1 * pieceID: |
|||
return true |
|||
return false |
|||
|
|||
proc isAttacked(game: Game, position: int, color: Color): bool = |
|||
## Check if a field is attacked by the opposite of `color` in a `game`. |
|||
var attacked = false |
|||
attacked = attacked or game.pieceOn(color, game.genPawnAttackDests( |
|||
position, color), PawnID) |
|||
attacked = attacked or game.pieceOn(color, game.genQueenDests(position, |
|||
color), QueenID) |
|||
attacked = attacked or game.pieceOn(color, game.genKingDests(position, |
|||
color), KingID) |
|||
attacked = attacked or game.pieceOn(color, game.genRookDests(position, |
|||
color), RookID) |
|||
attacked = attacked or game.pieceOn(color, game.genBishopDests(position, |
|||
color), BishopID) |
|||
attacked = attacked or game.pieceOn(color, game.genKnightDests(position, |
|||
color), KnightID) |
|||
return attacked |
|||
|
|||
proc isInCheck*(game: Game, color: Color): bool = |
|||
## Check if the King of a given `color` is in check in a `game`. |
|||
var king_pos: int |
|||
for i in countup(0, game.board.high): |
|||
if game.board.getField(i) == ord(color) * KingID: |
|||
king_pos = i |
|||
return game.isAttacked(king_pos, color) |
|||
|
|||
proc uncheckedMove(game: var Game, start: int, dest: int): bool {.discardable.} = |
|||
## Moves a piece if possible from `start` position to `dest` position. |
|||
## Doesnt check boundaries, checks, movement. |
|||
## returns true if the piece moved, else false |
|||
try: |
|||
let piece = game.board.getField(start) |
|||
if game.board.setField(start, 0): |
|||
if game.board.setField(dest, piece): |
|||
game.moved.setField(start, true) |
|||
game.moved.setField(dest, true) |
|||
return true |
|||
else: |
|||
game.board.setField(start, piece) |
|||
except IndexDefect, ValueError: |
|||
return false |
|||
|
|||
proc moveLeadsToCheck(game: Game, start: int, dest: int, |
|||
color: Color): bool = |
|||
## Checks in a `game` if a move from `start` to `dest` puts the `color` king in check. |
|||
var check = game |
|||
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 `game`. |
|||
for field in board.low..board.high: |
|||
if board.getField(field) == ord(color) * EnPassantID: |
|||
board.setField(field, 0) |
|||
|
|||
proc genLegalKnightMoves(game: Game, field: int, color: Color): seq[Move] = |
|||
## Generates all legal knight moves starting from `field` in a `game` for a `color`. |
|||
if game.board.getField(field) != KnightID * ord(color): |
|||
return @[] |
|||
var res = newSeq[Move]() |
|||
var moves = game.genKnightDests(field, color) |
|||
for dest in moves: |
|||
if not game.moveLeadsToCheck(field, dest, color): |
|||
res.add(getMove(field, dest, color)) |
|||
return res |
|||
|
|||
proc genLegalBishopMoves(game: Game, field: int, color: Color): seq[Move] = |
|||
## Generates all legal bishop moves starting from `field` in a `game` for a `color`. |
|||
if game.board.getField(field) != BishopID * ord(color): |
|||
return @[] |
|||
var res = newSeq[Move]() |
|||
var moves = game.genBishopDests(field, color) |
|||
for dest in moves: |
|||
if not game.moveLeadsToCheck(field, dest, color): |
|||
res.add(getMove(field, dest, color)) |
|||
return res |
|||
|
|||
proc genLegalRookMoves(game: Game, field: int, color: Color): seq[Move] = |
|||
## Generates all legal rook moves starting from `field` in a `game` for a `color`. |
|||
if game.board.getField(field) != RookID * ord(color): |
|||
return @[] |
|||
var res = newSeq[Move]() |
|||
var moves = game.genRookDests(field, color) |
|||
for dest in moves: |
|||
if not game.moveLeadsToCheck(field, dest, color): |
|||
res.add(getMove(field, dest, color)) |
|||
return res |
|||
|
|||
proc genLegalQueenMoves(game: Game, field: int, color: Color): seq[Move] = |
|||
## Generates all legal queen moves starting from `field` in a `game` for a `color`. |
|||
if game.board.getField(field) != QueenID * ord(color): |
|||
return @[] |
|||
var res = newSeq[Move]() |
|||
var moves = game.genQueenDests(field, color) |
|||
for dest in moves: |
|||
if not game.moveLeadsToCheck(field, dest, color): |
|||
res.add(getMove(field, dest, color)) |
|||
return res |
|||
|
|||
proc genLegalKingMoves(game: Game, field: int, color: Color): seq[Move] = |
|||
## Generates all legal king moves starting from `field` in a `game` for a `color`. |
|||
if game.board.getField(field) != KingID * ord(color): |
|||
return @[] |
|||
var res = newSeq[Move]() |
|||
var moves = game.genKingDests(field, color) |
|||
for dest in moves: |
|||
if field - dest == W+W and game.isAttacked(dest+W, color): |
|||
continue |
|||
if field - dest == E+E and game.isAttacked(dest+E, color): |
|||
continue |
|||
if not game.moveLeadsToCheck(field, dest, color): |
|||
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 KnightID..QueenID: |
|||
promotions.add(getMove(start, dest, piece, color)) |
|||
return promotions |
|||
|
|||
proc genLegalPawnMoves(game: Game, field: int, color: Color): seq[Move] = |
|||
## Generates all legal pawn moves starting from `field` in a `game` for a `color`. |
|||
if game.board.getField(field) != PawnID * 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 starting from `field` in a `game` for a `color`. |
|||
var legal_moves = newSeq[Move]() |
|||
var target = ord(color) * game.board.getField(field) |
|||
if 0 < target and target < EnPassantID: |
|||
legal_moves = case target: |
|||
of PawnID: |
|||
game.genLegalPawnMoves(field, color) |
|||
of KnightID: |
|||
game.genLegalKnightMoves(field, color) |
|||
of BishopID: |
|||
game.genLegalBishopMoves(field, color) |
|||
of RookID: |
|||
game.genLegalRookMoves(field, color) |
|||
of QueenID: |
|||
game.genLegalQueenMoves(field, color) |
|||
of KingID: |
|||
game.genLegalKingMoves(field, color) |
|||
else: |
|||
@[] |
|||
return legal_moves |
|||
|
|||
proc genLegalMoves*(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.board.low..game.board.high: |
|||
legal_moves.add(game.genLegalMoves(field, color)) |
|||
return legal_moves |
|||
|
|||
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. |
|||
## This process checks for the legality of the move and performs the switch of `game.to_move` |
|||
try: |
|||
if game.toMove != color: |
|||
return false |
|||
var kdest = kstart |
|||
var rstart: int |
|||
var rdest: int |
|||
if (dest_kingside): |
|||
kdest = kstart + (E+E) |
|||
rstart = kstart + (E+E+E) |
|||
rdest = rstart + (W+W) |
|||
else: |
|||
rstart = kstart + (W+W+W+W) |
|||
rdest = rstart + (E+E+E) |
|||
kdest = kstart + (W+W) |
|||
if not game.moved.getField(kstart) and not game.moved.getField(rstart): |
|||
var check = false |
|||
if (dest_kingside): |
|||
check = check or game.isAttacked(kstart, color) |
|||
check = check or game.isAttacked(kstart+(E), color) |
|||
check = check or game.isAttacked(kstart+(E+E), color) |
|||
else: |
|||
check = check or game.isAttacked(kstart, color) |
|||
check = check or game.isAttacked(kstart+(W), color) |
|||
check = check or game.isAttacked(kstart+(W+W), color) |
|||
if check: |
|||
return false |
|||
game.uncheckedMove(kstart, kdest) |
|||
game.uncheckedMove(rstart, rdest) |
|||
game.toMove = Color(ord(game.toMove)*(-1)) |
|||
return true |
|||
return false |
|||
except IndexDefect, ValueError: |
|||
return false |
|||
|
|||
proc getPrevBoard*(game: Game): seq[Board] = |
|||
return game.previousBoard |
|||
|
|||
proc checkedMove*(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.toMove != color: |
|||
return false |
|||
var sequence = newSeq[Move]() |
|||
let piece = game.board.getField(start) |
|||
var createEnPassant = false |
|||
var capturedEnPassant = false |
|||
var fiftyMoveRuleReset = false |
|||
var move: Move |
|||
move = getMove(start, dest, color) |
|||
if (piece == PawnID * ord(color)): |
|||
createEnPassant = dest in game.genPawnDoubleDests(start, color) |
|||
capturedEnPassant = (game.board.getField(dest) == -1 * ord(color) * EnPassantID) |
|||
fiftyMoveRuleReset = true |
|||
if (game.board.getField(move.dest) != 0): |
|||
fiftyMoveRuleReset = true |
|||
sequence.add(game.genLegalMoves(start, color)) |
|||
if (move in sequence): |
|||
game.board.removeEnPassant(color) |
|||
if (piece == KingID * ord(color) and (start - dest == (W+W))): |
|||
return game.castling(start, true, color) |
|||
elif (piece == KingID * ord(color) and (start - dest == (E+E))): |
|||
return game.castling(start, false, color) |
|||
else: |
|||
game.uncheckedMove(start, dest) |
|||
game.toMove = Color(ord(game.toMove)*(-1)) |
|||
if createEnPassant: |
|||
game.board.setField(dest-(N*ord(color)), EnPassantID * ord(color)) |
|||
if capturedEnPassant: |
|||
game.board.setField(dest-(N*ord(color)), 0) |
|||
if ((90 < dest and dest < 99) or (20 < dest and dest < 29)) and |
|||
game.board.getField(dest) == PawnID * ord(color): |
|||
game.board.setField(dest, prom) |
|||
var prevBoard = game.previousBoard |
|||
var prevCastle = game.previousCastleRights |
|||
game.previousBoard.add(game.board) |
|||
game.previousCastleRights.add(game.moved.genCastleRights()) |
|||
game.fiftyMoveCounter = game.fiftyMoveCounter + 1 |
|||
if fiftyMoveRuleReset: |
|||
game.fiftyMoveCounter = 0 |
|||
return true |
|||
except IndexDefect, ValueError: |
|||
return false |
|||
|
|||
proc hasNoMoves(game: Game, color: Color): bool = |
|||
## Checks if a player of a given `color` has no legal moves in a `game`. |
|||
return (game.genLegalMoves(color) == @[]) |
|||
|
|||
proc isCheckmate*(game: Game, color: Color): bool = |
|||
## Checks if a player of a given `color` in a `game` is checkmate. |
|||
return game.hasNoMoves(color) and game.isInCheck(color) |
|||
|
|||
proc threeMoveRep(game: Game): bool = |
|||
## Checks if a `rep`-times repitition happened on the last move of the `game`. |
|||
var lastState = game.previousBoard[game.previousBoard.high] |
|||
var lastCastleRights = game.previousCastleRights[game.previousBoard.high] |
|||
var reps = 0 |
|||
for stateInd in (game.previousBoard.low)..(game.previousBoard.high): |
|||
if (game.previousBoard[stateInd] == lastState and game.previousCastleRights[ |
|||
stateInd] == lastCastleRights): |
|||
reps = reps + 1 |
|||
return reps >= 3 |
|||
|
|||
proc fiftyMoveRule(game: Game): bool = |
|||
## Checks if a draw with the fifty move rule is available in a `game`. |
|||
return game.fiftyMoveCounter >= 100 |
|||
|
|||
proc isDrawClaimable*(game: Game): bool = |
|||
## Checks if a draw is claimable by either player. |
|||
return game.threeMoveRep() or game.fiftyMoveRule() |
|||
|
|||
proc isStalemate*(game: Game, color: Color): bool = |
|||
## Checks if a player of a given `color` in a `game` is stalemate. |
|||
return (game.hasNoMoves(color) and not game.isInCheck(color)) or |
|||
game.board.checkInsufficientMaterial() |
|||
@ -0,0 +1,839 @@ |
|||
import tables |
|||
from strutils import parseInt |
|||
|
|||
type |
|||
Color* = enum |
|||
## `Color` describes the possible color of players. |
|||
Black = -1, |
|||
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 |
|||
wq: bool # `wq` describes White queenside castle |
|||
bk: bool # `bk` describes Black kingside castle |
|||
bq: bool # `bq` describes Black queenside castle |
|||
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 |
|||
Move* = object |
|||
## `Move` stores all important information for a move. |
|||
start: int |
|||
dest: int |
|||
color: Color |
|||
prom: int |
|||
PieceAmount = tuple |
|||
## `PieceAmount` describes the number of pieces of a certain type a/both |
|||
## player/s has/have. |
|||
p: int # `p` describes the amount of pawns. |
|||
n: int # `n` describes the amount of knights. |
|||
b: int # `b` describes the amount of bishops. |
|||
r: int # `r` describes the amount of rooks. |
|||
q: int # `q` describes the amount of queens. |
|||
|
|||
const |
|||
Block* = 999 ## \ |
|||
## `Block` is the value assigned to empty blocked fields in a board. |
|||
WPawn* = 1 |
|||
## `WPawn` is the value assigned to a square in a board with a white pawn. |
|||
WKnight* = 2 ## \ |
|||
## `WKnight` is the value assigned to a square in a board with a white |
|||
## knight. |
|||
WBishop* = 3 ## \ |
|||
## `WBishop` is the value assigned to a square in a board with a white |
|||
## bishop. |
|||
WRook* = 4 ## \ |
|||
## `WRook` is the value assigned to a square in a board with a white rook. |
|||
WQueen* = 5 ## \ |
|||
## `WQueen` is the value assigned to a square in a board with a white |
|||
## queen. |
|||
WKing* = 6 ## \ |
|||
## `WKing` is the value assigned to a square in a board with a white king. |
|||
WEnPassant* = 7 ## \ |
|||
## `WEnPassant` is assigned to a square in a board with an invisible white |
|||
## en passant pawn. |
|||
BPawn* = -WPawn ## \ |
|||
## `BPawn` is the value assigned to a square in a board with a black pawn. |
|||
BKnight* = -WKnight ## \ |
|||
## `BKnight` is the value assigned to a square in a board with a black\ |
|||
## knight. |
|||
BBishop* = -WBishop ## \ |
|||
## `BBishop` is the value assigned to a square in a board with a black\ |
|||
## bishop. |
|||
BRook* = -WRook ## \ |
|||
## `BRook` is the value assigned to a square in a board with a black rook. |
|||
BQueen* = -WQueen ## \ |
|||
## `BQueen` is the value assigned to a square in a board with a black queen. |
|||
BKing* = -WKing ## \ |
|||
## `BKing` is the value assigned to a square in a board with a black king. |
|||
BEnPassant* = -WEnPassant ## \ |
|||
## `BEnPassant` is assigned to a square in a board with an invisible black |
|||
## en passant pawn. |
|||
N = 10 ## `N` describes a move a field up the board from whites perspective. |
|||
S = -N ## `S` describes a move a field down the board from whites perspective. |
|||
W = 1 ## `W` describes a move a field to the left from whites perspective. |
|||
E = -W ## `E` describes a move a field to the right 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` describes the possible knight moves. |
|||
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` describes the possible 1 field distance rook moves. |
|||
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` describes the possible 1 field distance king moves. |
|||
King_Moves_White_Castle = [E+E, W+W] ## \ |
|||
## `King_Moves` describes the possible king moves for castling. |
|||
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` describes the possible pawn 2 field distance |
|||
## moves from whites perspective. |
|||
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] = [ |
|||
(0, 0, 0, 0, 0), # only kings |
|||
(0, 0, 1, 0, 0), # knight only |
|||
(0, 1, 0, 0, 0), # bishop only |
|||
(0, 2, 0, 0, 0) # 2 knights |
|||
] ## `InsufficientMaterial` describes the pieces where no checkmate can be |
|||
## forced. |
|||
|
|||
|
|||
let |
|||
PieceChar = { |
|||
0: " ", |
|||
WPawn: "P", |
|||
WKnight: "N", |
|||
WBishop: "B", |
|||
WRook: "R", |
|||
WQueen: "Q", |
|||
WKing: "K", |
|||
WEnPassant: " ", |
|||
BPawn: "p", |
|||
BKnight: "n", |
|||
BBishop: "b", |
|||
BRook: "r", |
|||
BQueen: "q", |
|||
BKing: "k", |
|||
BEnPassant: " ", |
|||
}.newTable ## \ |
|||
## `PieceChar` describes the representation for the pieceIDs for the cli. |
|||
FileChar = { |
|||
"a": 7, |
|||
"b": 6, |
|||
"c": 5, |
|||
"d": 4, |
|||
"e": 3, |
|||
"f": 2, |
|||
"g": 1, |
|||
"h": 0 |
|||
}.newTable ## \ |
|||
# `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 initBoard(): Board = |
|||
## Create and return a board with pieces in starting position. |
|||
let board = [ |
|||
Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, |
|||
Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, |
|||
Block, WRook, WKnight, WBishop, WKing, WQueen, WBishop, WKnight, WRook, Block, |
|||
Block, WPawn, WPawn, WPawn, WPawn, WPawn, WPawn, WPawn, WPawn, Block, |
|||
Block, 0, 0, 0, 0, 0, 0, 0, 0, Block, |
|||
Block, 0, 0, 0, 0, 0, 0, 0, 0, Block, |
|||
Block, 0, 0, 0, 0, 0, 0, 0, 0, Block, |
|||
Block, 0, 0, 0, 0, 0, 0, 0, 0, Block, |
|||
Block, BPawn, BPawn, BPawn, BPawn, BPawn, BPawn, BPawn, BPawn, Block, |
|||
Block, BRook, BKnight, BBishop, BKing, BQueen, BBishop, BKnight, BRook, Block, |
|||
Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, |
|||
Block, Block, Block, Block, Block, Block, Block, Block, Block, Block] |
|||
return board |
|||
|
|||
proc initBoard(board: array[0..63, int]): Board = |
|||
## Create and return a board with pieces in position of choice, described in |
|||
## `board`. |
|||
let board = [ |
|||
Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, |
|||
Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, |
|||
Block, board[0], board[1], board[2], board[3], board[4], board[5], |
|||
board[6], board[7], Block, |
|||
Block, board[8], board[9], board[10], board[11], board[12], board[13], |
|||
board[14], board[15], Block, |
|||
Block, board[16], board[17], board[18], board[19], board[20], board[ |
|||
21], board[22], board[23], Block, |
|||
Block, board[24], board[25], board[26], board[27], board[28], board[ |
|||
29], board[30], board[31], Block, |
|||
Block, board[32], board[33], board[34], board[35], board[36], board[ |
|||
37], board[38], board[39], Block, |
|||
Block, board[40], board[41], board[42], board[43], board[44], board[ |
|||
45], board[46], board[47], Block, |
|||
Block, board[48], board[49], board[50], board[51], board[52], board[ |
|||
53], board[54], board[55], Block, |
|||
Block, board[56], board[57], board[58], board[59], board[60], board[ |
|||
61], board[62], board[63], Block, |
|||
Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, |
|||
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(), |
|||
to_move: Color.White, previousBoard: @[], previousCastleRights: @[], |
|||
fiftyMoveCounter: 0) |
|||
return game |
|||
|
|||
proc initGame*(board: array[0..63, int], color: Color): Game = |
|||
## Create ad return a Game object based on a position of choice. |
|||
## `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 |
|||
for ind in board.low..board.high: |
|||
same_piece = (board[ind] != compare[ind]) |
|||
moved[ind] = same_piece |
|||
let game = Game(board: board, moved: moved, |
|||
to_move: color, previousBoard: @[], previousCastleRights: @[], |
|||
fiftyMoveCounter: 0) |
|||
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`. |
|||
var line_str = "" |
|||
if (color == Color.Black): |
|||
for i in countup(0, len(game.board)-1): |
|||
if (game.board[i] == 999): |
|||
continue |
|||
line_str &= PieceChar[game.board[i]] & " " |
|||
if ((i+2) %% 10 == 0): |
|||
line_str &= $((int)((i)/10)-1) & "\n" |
|||
echo line_str |
|||
echo "h g f e d c b a" |
|||
else: |
|||
for i in countdown(len(game.board)-1, 0): |
|||
if (game.board[i] == 999): |
|||
continue |
|||
line_str &= PieceChar[game.board[i]] & " " |
|||
if ((i-1) %% 10 == 0): |
|||
line_str &= $((int)((i)/10)-1) & "\n" |
|||
echo line_str |
|||
echo "a b c d e f g h" |
|||
|
|||
proc fieldToInd*(file: string, line: int): int = |
|||
## Calculate and return board index from `file` and `line` of a chess board. |
|||
## Returns -1 if the `field` was not input correct. |
|||
try: |
|||
return 1+(line+1)*10+FileChar[file] |
|||
except IndexDefect, ValueError: |
|||
return -1 |
|||
|
|||
proc fieldToInd*(field: string): int = |
|||
## Calculate and return board index from `field` of a chess board. |
|||
## Returns -1 if the `field` was not input correct. |
|||
try: |
|||
return fieldToInd($field[0], parseInt($field[1])) |
|||
except IndexDefect, ValueError: |
|||
return -1 |
|||
|
|||
proc 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 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 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 genBishopDests(game: Game, field: int, color: Color): seq[int] = |
|||
## Generate possible destinations for a bishop 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 Bishop_Moves: |
|||
dest = field+move |
|||
if (not dest in game.board.low..game.board.high): |
|||
continue |
|||
target = game.board[dest] |
|||
while (target != 999 and (ord(color) * target <= 0) or target == |
|||
WEnPassant or target == -WEnPassant): |
|||
res.add(dest) |
|||
if (ord(color) * target < 0 and ord(color) * target > -WEnPassant): |
|||
break |
|||
dest = dest+move |
|||
target = game.board[dest] |
|||
return res |
|||
|
|||
proc genRookDests(game: Game, field: int, color: Color): seq[int] = |
|||
## Generate possible destinations for a rook 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 Rook_Moves: |
|||
dest = field+move |
|||
if (not dest in game.board.low..game.board.high): |
|||
continue |
|||
target = game.board[dest] |
|||
while (target != 999 and (ord(color) * target <= 0) or target == |
|||
WEnPassant or target == -WEnPassant): |
|||
res.add(dest) |
|||
if (ord(color) * target < 0 and ord(color) * target > -WEnPassant): |
|||
break |
|||
dest = dest+move |
|||
target = game.board[dest] |
|||
return res |
|||
|
|||
proc genQueenDests(game: Game, field: int, color: Color): seq[int] = |
|||
## Generate possible destinations for a queen 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 Queen_Moves: |
|||
dest = field+move |
|||
if (not dest in game.board.low..game.board.high): |
|||
continue |
|||
target = game.board[dest] |
|||
while (target != 999 and (ord(color) * target <= 0) or target == |
|||
WEnPassant or target == -WEnPassant): |
|||
res.add(dest) |
|||
if (ord(color) * target < 0 and ord(color) * target > -WEnPassant): |
|||
break |
|||
dest = dest+move |
|||
target = game.board[dest] |
|||
return res |
|||
|
|||
proc genKingCastleDest(game: Game, field: int, color: Color): seq[int] = |
|||
## Generate possible castle destinations for a king 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 |
|||
var half_dest: int |
|||
var half_target: int |
|||
for castle in King_Moves_White_Castle: |
|||
dest = field + castle |
|||
if (not dest in game.board.low..game.board.high): |
|||
continue |
|||
target = game.board[dest] |
|||
half_dest = field + (int)castle/2 |
|||
half_target = game.board[half_dest] |
|||
if (target == 999 or (target != 0)): |
|||
continue |
|||
if (half_target == 999 or (half_target != 0)): |
|||
continue |
|||
res.add(dest) |
|||
return res |
|||
|
|||
proc genKingDests(game: Game, field: int, color: Color): seq[int] = |
|||
## Generate possible destinations for a king 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 King_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) |
|||
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 |
|||
## wrong. |
|||
for check in sequence: |
|||
if game.board[check] == ord(color) * -1 * pieceID: |
|||
return true |
|||
return false |
|||
|
|||
proc isAttacked(game: Game, position: int, color: Color): bool = |
|||
## Returns true if a `position` in a `game` is attacked by the opposite |
|||
## color of `color`. |
|||
var attacked = false |
|||
attacked = attacked or game.pieceOn(color, game.genPawnAttackDests( |
|||
position, color), WPawn) |
|||
attacked = attacked or game.pieceOn(color, game.genQueenDests(position, |
|||
color), WQueen) |
|||
attacked = attacked or game.pieceOn(color, game.genKingDests(position, |
|||
color), WKing) |
|||
attacked = attacked or game.pieceOn(color, game.genRookDests(position, |
|||
color), WRook) |
|||
attacked = attacked or game.pieceOn(color, game.genBishopDests(position, |
|||
color), WBishop) |
|||
attacked = attacked or game.pieceOn(color, game.genKnightDests(position, |
|||
color), WKnight) |
|||
return attacked |
|||
|
|||
proc isInCheck*(game: Game, color: Color): bool = |
|||
## Returns true if the king of a given `color` is in check in a `game`. |
|||
var king_pos: int |
|||
for i in countup(0, game.board.high): |
|||
if game.board[i] == ord(color) * WKing: |
|||
king_pos = i |
|||
return game.isAttacked(king_pos, color) |
|||
|
|||
proc uncheckedMove(game: var Game, start: int, dest: int): bool {.discardable.} = |
|||
## Moves a piece if possible from `start` position to `dest` position in a |
|||
## `game`. |
|||
let piece = game.board[start] |
|||
game.board[start] = 0 |
|||
game.board[dest] = piece |
|||
game.moved[start] = true |
|||
game.moved[dest] = true |
|||
return true |
|||
|
|||
proc moveLeadsToCheck(game: Game, start: int, dest: int, |
|||
color: Color): bool = |
|||
## Returns true if a move from `start` to `dest` in a `game` puts the `color` |
|||
## king in check. |
|||
var check = game |
|||
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 genLegalKnightMoves(game: Game, field: int, color: Color): seq[Move] = |
|||
## Generates all legal knight moves in a `game` starting from `field` for a |
|||
## `color`. |
|||
if game.board[field] != WKnight * ord(color): |
|||
return @[] |
|||
var res = newSeq[Move]() |
|||
var moves = game.genKnightDests(field, color) |
|||
for dest in moves: |
|||
if not game.moveLeadsToCheck(field, dest, color): |
|||
res.add(getMove(field, dest, color)) |
|||
return res |
|||
|
|||
proc genLegalBishopMoves(game: Game, field: int, color: Color): seq[Move] = |
|||
## Generates all legal bishop moves in a `game` starting from `field` for a |
|||
## `color`. |
|||
if game.board[field] != WBishop * ord(color): |
|||
return @[] |
|||
var res = newSeq[Move]() |
|||
var moves = game.genBishopDests(field, color) |
|||
for dest in moves: |
|||
if not game.moveLeadsToCheck(field, dest, color): |
|||
res.add(getMove(field, dest, color)) |
|||
return res |
|||
|
|||
proc genLegalRookMoves(game: Game, field: int, color: Color): seq[Move] = |
|||
## Generates all legal rook moves in a `game` starting from `field` for a |
|||
## `color`. |
|||
if game.board[field] != WRook * ord(color): |
|||
return @[] |
|||
var res = newSeq[Move]() |
|||
var moves = game.genRookDests(field, color) |
|||
for dest in moves: |
|||
if not game.moveLeadsToCheck(field, dest, color): |
|||
res.add(getMove(field, dest, color)) |
|||
return res |
|||
|
|||
proc genLegalQueenMoves(game: Game, field: int, color: Color): seq[Move] = |
|||
## Generates all legal queen moves in a `game` starting from `field` for a |
|||
## `color`. |
|||
if game.board[field] != WQueen * ord(color): |
|||
return @[] |
|||
var res = newSeq[Move]() |
|||
var moves = game.genQueenDests(field, color) |
|||
for dest in moves: |
|||
if not game.moveLeadsToCheck(field, dest, color): |
|||
res.add(getMove(field, dest, color)) |
|||
return res |
|||
|
|||
proc genLegalKingMoves(game: Game, field: int, color: Color): seq[Move] = |
|||
## Generates all legal king moves in a `game` starting from `field` for a |
|||
## `color`. |
|||
if game.board[field] != WKing * ord(color): |
|||
return @[] |
|||
var res = newSeq[Move]() |
|||
var moves = game.genKingDests(field, color) |
|||
for dest in moves: |
|||
if field - dest == W+W and game.isAttacked(dest+W, color): |
|||
continue |
|||
if field - dest == E+E and game.isAttacked(dest+E, color): |
|||
continue |
|||
if not game.moveLeadsToCheck(field, dest, color): |
|||
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]() |
|||
var target = ord(color) * game.board[field] |
|||
if 0 < target and target < WEnPassant: |
|||
legal_moves = case target: |
|||
of WPawn: |
|||
game.genLegalPawnMoves(field, color) |
|||
of WKnight: |
|||
game.genLegalKnightMoves(field, color) |
|||
of WBishop: |
|||
game.genLegalBishopMoves(field, color) |
|||
of WRook: |
|||
game.genLegalRookMoves(field, color) |
|||
of WQueen: |
|||
game.genLegalQueenMoves(field, color) |
|||
of WKing: |
|||
game.genLegalKingMoves(field, color) |
|||
else: |
|||
@[] |
|||
return legal_moves |
|||
|
|||
proc genLegalMoves*(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.board.low..game.board.high: |
|||
legal_moves.add(game.genLegalMoves(field, color)) |
|||
return legal_moves |
|||
|
|||
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 |
|||
## `kstart`. |
|||
## `dest_kingside` for kingside castling, else castling is queenside. |
|||
## This process checks for the legality of the move and performs the switch |
|||
## of `game.to_move` |
|||
if game.toMove != color: |
|||
return false |
|||
var kdest = kstart |
|||
var rstart: int |
|||
var rdest: int |
|||
if (dest_kingside): |
|||
kdest = kstart + (E+E) |
|||
rstart = kstart + (E+E+E) |
|||
rdest = rstart + (W+W) |
|||
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]: |
|||
var check = false |
|||
if (dest_kingside): |
|||
check = check or game.isAttacked(kstart, color) |
|||
check = check or game.isAttacked(kstart+(E), color) |
|||
check = check or game.isAttacked(kstart+(E+E), color) |
|||
else: |
|||
check = check or game.isAttacked(kstart, color) |
|||
check = check or game.isAttacked(kstart+(W), color) |
|||
check = check or game.isAttacked(kstart+(W+W), color) |
|||
if check: |
|||
return false |
|||
game.uncheckedMove(kstart, kdest) |
|||
game.uncheckedMove(rstart, rdest) |
|||
game.toMove = Color(ord(game.toMove)*(-1)) |
|||
return true |
|||
return false |
|||
|
|||
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 |
|||
## of `game.to_move` with exception of castling (castling() switches). |
|||
let start = move.start |
|||
let dest = move.dest |
|||
let color = move.color |
|||
let prom = move.prom |
|||
if (game.toMove != color or start == -1 or dest == -1): |
|||
return false |
|||
var sequence = newSeq[Move]() |
|||
let piece = game.board[start] |
|||
var createEnPassant = false |
|||
var capturedEnPassant = false |
|||
var fiftyMoveRuleReset = false |
|||
var move: Move |
|||
move = getMove(start, dest, color) |
|||
if (piece == WPawn * ord(color)): |
|||
createEnPassant = dest in game.genPawnDoubleDests(start, color) |
|||
capturedEnPassant = (game.board[dest] == -1 * ord(color) * WEnPassant) |
|||
fiftyMoveRuleReset = true |
|||
if (game.board[move.dest] != 0): |
|||
fiftyMoveRuleReset = true |
|||
sequence.add(game.genLegalMoves(start, color)) |
|||
if (move in sequence): |
|||
game.board.removeEnPassant(color) |
|||
if (piece == WKing * ord(color) and (start - dest == (W+W))): |
|||
return game.castling(start, true, color) |
|||
elif (piece == WKing * ord(color) and (start - dest == (E+E))): |
|||
return game.castling(start, false, color) |
|||
else: |
|||
game.uncheckedMove(start, dest) |
|||
game.toMove = Color(ord(game.toMove)*(-1)) |
|||
if createEnPassant: |
|||
game.board[dest-(N*ord(color))] = WEnPassant * ord(color) |
|||
if capturedEnPassant: |
|||
game.board[dest-(N*ord(color))] = 0 |
|||
if ((90 < dest and dest < 99) or (20 < dest and dest < 29)) and |
|||
game.board[dest] == WPawn * ord(color): |
|||
game.board[dest] = prom |
|||
var prevBoard = game.previousBoard |
|||
var prevCastle = game.previousCastleRights |
|||
game.previousBoard.add(game.board) |
|||
game.previousCastleRights.add(game.moved.genCastleRights()) |
|||
game.fiftyMoveCounter = game.fiftyMoveCounter + 1 |
|||
if fiftyMoveRuleReset: |
|||
game.fiftyMoveCounter = 0 |
|||
return true |
|||
|
|||
proc hasNoMoves(game: Game, color: Color): bool = |
|||
## Returns true if the `color` player has no legal moves in a `game`. |
|||
return (game.genLegalMoves(color) == @[]) |
|||
|
|||
proc isCheckmate*(game: Game, color: Color): bool = |
|||
## Returns true if the `color` player is checkmate in a `game`. |
|||
return game.hasNoMoves(color) and game.isInCheck(color) |
|||
|
|||
proc threeMoveRep(game: Game): bool = |
|||
## Returns true if a 3-fold repitition happened on the last move of the |
|||
## `game`. |
|||
var lastState = game.previousBoard[game.previousBoard.high] |
|||
var lastCastleRights = game.previousCastleRights[game.previousBoard.high] |
|||
var reps = 0 |
|||
for stateInd in (game.previousBoard.low)..(game.previousBoard.high): |
|||
if (game.previousBoard[stateInd] == lastState and game.previousCastleRights[ |
|||
stateInd] == lastCastleRights): |
|||
reps = reps + 1 |
|||
return reps >= 3 |
|||
|
|||
proc fiftyMoveRule(game: Game): bool = |
|||
## Returns true if a draw can be claimed by the 50 move rule in a `game`. |
|||
return game.fiftyMoveCounter >= 100 |
|||
|
|||
proc isDrawClaimable*(game: Game): bool = |
|||
## Returns true if a draw is claimable by either player. |
|||
return game.threeMoveRep() or game.fiftyMoveRule() |
|||
|
|||
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 |
|||
game.board.checkInsufficientMaterial() |
|||