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16
README.md
16
README.md
@@ -1,9 +1,10 @@
|
||||
# ychess
|
||||
|
||||
Attention: **The Chess engine is not finished yet.**
|
||||
|
||||

|
||||
|
||||
ychess is a chess implementation written in nim.
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||||
A chess engine is planned.
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ychess is a chess implementation and engine written in nim.
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||||
|
||||
## Usage
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||||
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||||
@@ -16,3 +17,14 @@ Testing is done by `einheit` by [jyapayne](https://github.com/jyapayne/einheit).
|
||||
All legal chess moves are implemented in `chess.nim` and tested by the TestSuite
|
||||
in `test.nim`.
|
||||
You can simply run the tests with `nim c -r test.nim`.
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||||
|
||||
## Documentation
|
||||
|
||||
Documentation is written into the code via DocGen.
|
||||
For this reason it is not saved in this repository.
|
||||
To extract it into html run `nim doc --project --index:on --outdir:htmldocs game.nim`
|
||||
|
||||
### Board Representation
|
||||
|
||||
Due to easier off the board checking a
|
||||
[10x12](https://www.chessprogramming.org/10x12_Board) board is used.
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||||
|
||||
818
chess.nim
818
chess.nim
@@ -1,818 +0,0 @@
|
||||
import tables
|
||||
from strutils import parseInt
|
||||
import algorithm
|
||||
|
||||
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]
|
||||
previousCastleRights*: seq[CastleRights]
|
||||
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
|
||||
b: int
|
||||
r: int
|
||||
q: int
|
||||
|
||||
const
|
||||
# IDs for piece
|
||||
BlockID* = 999
|
||||
PawnID* = 1
|
||||
KnightID* = 2
|
||||
BishopID* = 3
|
||||
RookID* = 4
|
||||
QueenID* = 5
|
||||
KingID* = 6
|
||||
EnPassantID* = 7
|
||||
# IDs that are saved in the array
|
||||
Block* = BlockID
|
||||
WPawn* = PawnID
|
||||
WKnight* = KnightID
|
||||
WBishop* = BishopID
|
||||
WRook* = RookID
|
||||
WQueen* = QueenID
|
||||
WKing* = KingID
|
||||
WEnPassant* = EnPassantID
|
||||
BPawn* = -PawnID
|
||||
BKnight* = -KnightID
|
||||
BBishop* = -BishopID
|
||||
BRook* = -RookID
|
||||
BQueen* = -QueenID
|
||||
BKing* = -KingID
|
||||
BEnPassant* = EnPassantID
|
||||
# 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]
|
||||
Bishop_Moves = [N+E, N+W, S+E, S+W]
|
||||
Rook_Moves = [N, E, S, W]
|
||||
Queen_Moves = [N, E, S, W, N+E, N+W, S+E, S+W]
|
||||
King_Moves = [N, E, S, W, N+E, N+W, S+E, S+W]
|
||||
King_Moves_White_Castle = [E+E, W+W]
|
||||
Pawn_Moves_White = [N]
|
||||
Pawn_Moves_White_Double = [N+N]
|
||||
Pawn_Moves_White_Attack = [N+E, N+W]
|
||||
|
||||
let PieceChar = {
|
||||
0: " ",
|
||||
1: "P",
|
||||
2: "N",
|
||||
3: "B",
|
||||
4: "R",
|
||||
5: "Q",
|
||||
6: "K",
|
||||
7: " ",
|
||||
-1: "p",
|
||||
-2: "n",
|
||||
-3: "b",
|
||||
-4: "r",
|
||||
-5: "q",
|
||||
-6: "k",
|
||||
-7: " ",
|
||||
999: "-"
|
||||
}.newTable
|
||||
|
||||
let FileChar = {
|
||||
"a": 7,
|
||||
"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:
|
||||
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 = (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,
|
||||
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
|
||||
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.
|
||||
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()
|
||||
839
src/chess.nim
Normal file
839
src/chess.nim
Normal file
@@ -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()
|
||||
@@ -3,7 +3,8 @@ import rdstdin
|
||||
|
||||
import ./chess
|
||||
|
||||
proc runGame(): void =
|
||||
proc runGame*(): void =
|
||||
## Initializes and runs a game of chess.
|
||||
var game = initGame()
|
||||
var draw: string
|
||||
game.echoBoard(game.toMove)
|
||||
@@ -930,7 +930,7 @@ testSuite GameTest of TestSuite:
|
||||
test = self.game.checkedMove(notationToMove($file & "5" & $str[ind+1] &
|
||||
"6", Color.White))
|
||||
self.check(test)
|
||||
test = (0 == self.game.board.getField(fieldToInd($str[ind+1] & "5")))
|
||||
test = (0 == self.game.board[fieldToInd($str[ind+1] & "5")])
|
||||
self.check(test)
|
||||
str.reverse()
|
||||
for ind, file in str:
|
||||
@@ -948,7 +948,7 @@ testSuite GameTest of TestSuite:
|
||||
test = self.game.checkedMove(notationToMove($file & "5" & $str[ind+1] &
|
||||
"6", Color.White))
|
||||
self.check(test)
|
||||
test = (0 == self.game.board.getField(fieldToInd($str[ind+1] & "5")))
|
||||
test = (0 == self.game.board[fieldToInd($str[ind+1] & "5")])
|
||||
self.check(test)
|
||||
|
||||
method testCheckedMovePawnEnPassantTrueBlack() =
|
||||
@@ -980,7 +980,7 @@ testSuite GameTest of TestSuite:
|
||||
test = self.game.checkedMove(notationToMove($file & "4" & $str[ind+1] &
|
||||
"3", Color.Black))
|
||||
self.check(test)
|
||||
test = (0 == self.game.board.getField(fieldToInd($str[ind+1] & "4")))
|
||||
test = (0 == self.game.board[fieldToInd($str[ind+1] & "4")])
|
||||
self.check(test)
|
||||
str.reverse()
|
||||
for ind, file in str:
|
||||
@@ -998,7 +998,7 @@ testSuite GameTest of TestSuite:
|
||||
test = self.game.checkedMove(notationToMove($file & "4" & $str[ind+1] &
|
||||
"3", Color.Black))
|
||||
self.check(test)
|
||||
test = (0 == self.game.board.getField(fieldToInd($str[ind+1] & "4")))
|
||||
test = (0 == self.game.board[fieldToInd($str[ind+1] & "4")])
|
||||
self.check(test)
|
||||
|
||||
method testCheckedMovePawnEnPassantFalseWhite() =
|
||||
@@ -1030,7 +1030,7 @@ testSuite GameTest of TestSuite:
|
||||
test = self.game.checkedMove(notationToMove($file & "5" & $str[ind+1] &
|
||||
"6", Color.White))
|
||||
self.check(not test)
|
||||
test = (0 == self.game.board.getField(fieldToInd($str[ind+1] & "5")))
|
||||
test = (0 == self.game.board[fieldToInd($str[ind+1] & "5")])
|
||||
self.check(not test)
|
||||
str.reverse()
|
||||
for ind, file in str:
|
||||
@@ -1048,7 +1048,7 @@ testSuite GameTest of TestSuite:
|
||||
test = self.game.checkedMove(notationToMove($file & "5" & $str[ind+1] &
|
||||
"6", Color.White))
|
||||
self.check(not test)
|
||||
test = (0 == self.game.board.getField(fieldToInd($str[ind+1] & "5")))
|
||||
test = (0 == self.game.board[fieldToInd($str[ind+1] & "5")])
|
||||
self.check(not test)
|
||||
|
||||
method testCheckedMovePawnEnPassantFalseBlack() =
|
||||
@@ -1080,7 +1080,7 @@ testSuite GameTest of TestSuite:
|
||||
test = self.game.checkedMove(notationToMove($file & "4" & $str[ind+1] &
|
||||
"3", Color.Black))
|
||||
self.check(not test)
|
||||
test = (0 == self.game.board.getField(fieldToInd($str[ind+1] & "4")))
|
||||
test = (0 == self.game.board[fieldToInd($str[ind+1] & "4")])
|
||||
self.check(not test)
|
||||
str.reverse()
|
||||
for ind, file in str:
|
||||
@@ -1098,7 +1098,7 @@ testSuite GameTest of TestSuite:
|
||||
test = self.game.checkedMove(notationToMove($file & "4" & $str[ind+1] &
|
||||
"3", Color.Black))
|
||||
self.check(not test)
|
||||
test = (0 == self.game.board.getField(fieldToInd($str[ind+1] & "4")))
|
||||
test = (0 == self.game.board[fieldToInd($str[ind+1] & "4")])
|
||||
self.check(not test)
|
||||
|
||||
## Tests for King moves
|
||||
@@ -1588,5 +1588,22 @@ testSuite GameTest of TestSuite:
|
||||
else:
|
||||
self.check(not test)
|
||||
|
||||
method testcheckedMoveFaultyInput() =
|
||||
var test: bool
|
||||
self.setup()
|
||||
let startPos = self.game
|
||||
test = self.game.checkedMove(notationToMove("aaaa", Color.White))
|
||||
self.check(not test)
|
||||
test = (self.game == startPos)
|
||||
self.check(test)
|
||||
test = self.game.checkedMove(notationToMove("1bb6&111", Color.White))
|
||||
self.check(not test)
|
||||
test = (self.game == startPos)
|
||||
self.check(test)
|
||||
test = self.game.checkedMove(notationToMove("e1g1sdfa", Color.White))
|
||||
self.check(not test)
|
||||
test = (self.game == startPos)
|
||||
self.check(test)
|
||||
|
||||
when isMainModule:
|
||||
einheit.runTests()
|
||||
Reference in New Issue
Block a user