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6
.gitignore
vendored
Normal file
6
.gitignore
vendored
Normal file
@@ -0,0 +1,6 @@
|
||||
secret.nim
|
||||
nim.cfg
|
||||
|
||||
bin
|
||||
htmldocs
|
||||
ressources
|
||||
128
README.md
128
README.md
@@ -1,24 +1,122 @@
|
||||
# ychess
|
||||
|
||||

|
||||

|
||||
|
||||
ychess is a chess implementation written in nim.
|
||||
A chess engine is planned.
|
||||
ychess is a chess implementation and engine written in nim.
|
||||
|
||||
## Todo
|
||||
## Usage and contribution
|
||||
|
||||
- draw by
|
||||
- 3-fold repitition
|
||||
- 50-move rule
|
||||
For the following subsections to work properly you need to have `nim.cfg` files
|
||||
so you don't need to pass all compiler arguments manually.
|
||||
To automatically create the config files run `nim c -r createCfg.nim` from the
|
||||
root directory of the project.
|
||||
|
||||
## Usage
|
||||
### Todos
|
||||
|
||||
Simply download the code and run `nim c -r game.nim`.
|
||||
You can now play a 1v1 hotseat game of chess in the commandline.
|
||||
[TODO.md](./TODO.md) contains a list of features that are planned.
|
||||
|
||||
## Testing
|
||||
### Command line
|
||||
|
||||
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`.
|
||||
To play chess in the commandline simply download the code (or clone the
|
||||
repository) and run `nim c -r game.nim`.
|
||||
You can either play the 1v1 hotseat mode or a single player mode vs the engine.
|
||||
|
||||
### Lichess
|
||||
|
||||
ychess uses the lichess api to make playing more convenient.
|
||||
An instance of the engine occasionally plays on
|
||||
[lichess](https://lichess.org/@/tiyn-ychess).
|
||||
To get into the whitelist just write a ingame message to the account.
|
||||
|
||||
If you want to create an instance on lichess yourself you need to set a api
|
||||
token.
|
||||
This is done in `src/engine/secret.nim`.
|
||||
It should have the following structure:
|
||||
|
||||
```nim
|
||||
let api_token* = "<lichess api token for bot>"
|
||||
```
|
||||
|
||||
Following that you will want to set your username into the whitelist in
|
||||
`src/engine/lichessBridge.nim`.
|
||||
After that you can start the lichess bot by running
|
||||
`nim c -r src/engine/lichessBridge.nim`.
|
||||
|
||||
## Project Structure
|
||||
|
||||
- `art` - contains pictures and arts not used in the code.
|
||||
- `bin` - is not pushed to the git repository but contains all binaries and will
|
||||
be created if you compile a program.
|
||||
- `htmldocs` - is not pushed to the git repository but contains all
|
||||
automatically generated documentation.
|
||||
- `ressources` - is not pushed to the git repository but contains all
|
||||
the data used in source code but not being source code itself (e.g. databases).
|
||||
- `src` - is the root folder for all programs except tests.
|
||||
- `tests` - contains all tests.
|
||||
|
||||
### Documentation
|
||||
|
||||
Documentation is written into the code via DocGen.
|
||||
For this reason it is not saved in this repository.
|
||||
To extract it into html (assuming you want the documentation for `game.nim`)
|
||||
run `nim doc --project --index:on --outdir:htmldocs game.nim`.
|
||||
|
||||
## Additional Documentation
|
||||
|
||||
### Moves
|
||||
|
||||
Moves are read from the commandline as
|
||||
[pure coordinate notation](https://www.chessprogramming.org/Algebraic_Chess_Notation#Pure_coordinate_notation).
|
||||
The inner program will convert this notation to a move-tuple.
|
||||
|
||||
### Board Representation
|
||||
|
||||
Due to easier off the board checking a
|
||||
[10x12](https://www.chessprogramming.org/10x12_Board) board is used.
|
||||
|
||||
### Engine
|
||||
|
||||
The engine uses a simple implementation of the
|
||||
[NegaMax](https://www.chessprogramming.org/NegaMax)-algorithm with
|
||||
[Alpha-Beta-Pruning](https://www.chessprogramming.org/Alpha-Beta#Negamax_Framework).
|
||||
For the evaluation function each piece has a corresponding value.
|
||||
Additionally [piece-square tables](https://www.chessprogramming.org/Piece-Square_Tables)
|
||||
are used.
|
||||
|
||||
### Code Style Guide
|
||||
|
||||
Make sure to take a look at the
|
||||
[official nim style guide](https://nim-lang.org/docs/nep1.html).
|
||||
All conventions should be applied to this code.
|
||||
|
||||
Additionally there are a bunch of steps to make the code more consistent.
|
||||
|
||||
#### Constants
|
||||
|
||||
Constants should start with an uppercase letter but shouldn't be written in all
|
||||
caps (`const FooBar = 2`).
|
||||
|
||||
#### Whitespaces
|
||||
|
||||
Basic arithmetic operations should be surrounded by spaces for example: `1 + 3`.
|
||||
This however is not true for negation of a single value (`-1`) or if the
|
||||
arithmetic operation is done inside array brackets or in iterators (`a+1..3`,
|
||||
`a[c+3]`).
|
||||
|
||||
#### Function calls
|
||||
|
||||
Determining the length of a string, array, etc should not be done via a function
|
||||
(`len(array)`) but by appending it like `array.len`.
|
||||
In the same style function calls should be done (`chess.convertToFen()` instead
|
||||
of `convertToFen(chess)`).
|
||||
This however is not true if the function takes a first argument that is not an
|
||||
abstract datatype like the joinPath function (all the parameters are strings).
|
||||
|
||||
#### booleans and logic
|
||||
|
||||
If statements should not contain outer brackets.
|
||||
In some cases (especially concatenations of `and` and `or`) inner brackets are
|
||||
useful to increase readability in complexer logic formulas.
|
||||
|
||||
When assigning booleans with logical formulas outer brackets are expected
|
||||
(`var boolVar = (1 == 1)`).
|
||||
|
||||
7
TODO.md
Normal file
7
TODO.md
Normal file
@@ -0,0 +1,7 @@
|
||||
# TODO
|
||||
|
||||
This is a list of features that are to be implemented.
|
||||
|
||||
- Opening Book
|
||||
- Endgame Table
|
||||
- Docker integration
|
||||
|
Before Width: | Height: | Size: 12 KiB After Width: | Height: | Size: 12 KiB |
763
chess.nim
763
chess.nim
@@ -1,763 +0,0 @@
|
||||
import tables
|
||||
from strutils import parseInt
|
||||
|
||||
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]
|
||||
## Game as object of different values
|
||||
Game* = object
|
||||
board*: Board
|
||||
moved: Moved
|
||||
toMove*: Color
|
||||
## Move as object
|
||||
Move* = object
|
||||
start: int
|
||||
dest: int
|
||||
color: Color
|
||||
prom: int
|
||||
## Amount of pieces
|
||||
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)
|
||||
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)
|
||||
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 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 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 create_en_passant = false
|
||||
var captured_en_passant = false
|
||||
var move: Move
|
||||
move = getMove(start, dest, color)
|
||||
if (piece == PawnID * ord(color)):
|
||||
create_en_passant = dest in game.genPawnDoubleDests(start, color)
|
||||
captured_en_passant = (game.board.getField(dest) == -1 * ord(color) * EnPassantID)
|
||||
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 create_en_passant:
|
||||
game.board.setField(dest-(N*ord(color)), EnPassantID * ord(color))
|
||||
if captured_en_passant:
|
||||
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)
|
||||
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 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()
|
||||
13
createCfg.nim
Normal file
13
createCfg.nim
Normal file
@@ -0,0 +1,13 @@
|
||||
import os
|
||||
|
||||
import src/project
|
||||
|
||||
let projDir = getProjRootDir()
|
||||
var tmpPath: string
|
||||
|
||||
for dir in ["src", "tests"]:
|
||||
tmpPath = joinPath(projDir, dir)
|
||||
var f = open(joinPath(tmpPath, "nim.cfg"), fmWrite)
|
||||
f.writeLine("--outdir:\"" & joinPath(projDir, "bin", dir) & "\"")
|
||||
f.writeLine("--path:\"" & joinPath(projDir, "src") & "\"")
|
||||
f.close()
|
||||
21
game.nim
21
game.nim
@@ -1,21 +0,0 @@
|
||||
from strutils import parseInt
|
||||
import rdstdin
|
||||
|
||||
import ./chess
|
||||
|
||||
proc runGame(): void =
|
||||
var game = initGame()
|
||||
game.echoBoard(game.toMove)
|
||||
while not game.isCheckmate(game.toMove):
|
||||
echo "Make a move"
|
||||
echo game.toMove
|
||||
var move = readLine(stdin)
|
||||
while not game.checkedMove(notationToMove(move, game.toMove)):
|
||||
move = readLine(stdin)
|
||||
game.echoBoard(game.toMove)
|
||||
if game.isCheckmate(game.toMove):
|
||||
echo $game.toMove & " was checkmated"
|
||||
if game.isStalemate(game.toMove):
|
||||
echo "Stalemate"
|
||||
|
||||
runGame()
|
||||
847
src/chess.nim
Normal file
847
src/chess.nim
Normal file
@@ -0,0 +1,847 @@
|
||||
import algorithm
|
||||
import sequtils
|
||||
import strutils
|
||||
import sugar
|
||||
import tables
|
||||
|
||||
type
|
||||
Color* = enum
|
||||
## `Color` describes the possible color of players.
|
||||
Black = -1,
|
||||
White = 1
|
||||
Board = array[120, int] ## \
|
||||
## `Board` saves the position of the chess pieces.
|
||||
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
|
||||
Chess* = object
|
||||
## `Chess` stores all important information of a chess chess.
|
||||
board*: Board
|
||||
toMove*: Color
|
||||
previousBoard: seq[Board]
|
||||
halfMoveClock: int
|
||||
fullMoveCounter*: int
|
||||
castleRights: CastleRights
|
||||
enPassantSquare: 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.
|
||||
Pieces = array[10, int]
|
||||
|
||||
const
|
||||
Block = 999 ## \
|
||||
## `Block` is the value assigned to empty blocked fields in a board.
|
||||
Empty = 0 ## \
|
||||
## `Empty` is the value assigned to empty fields on 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.
|
||||
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.
|
||||
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), # bishop only
|
||||
(0, 1, 0, 0, 0), # knight 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",
|
||||
BPawn: "p",
|
||||
BKnight: "n",
|
||||
BBishop: "b",
|
||||
BRook: "r",
|
||||
BQueen: "q",
|
||||
BKing: "k",
|
||||
}.newTable ## \
|
||||
## `PieceChar` describes the representation for the pieceIDs for the cli.
|
||||
FileChar = {
|
||||
"a": 0,
|
||||
"b": 1,
|
||||
"c": 2,
|
||||
"d": 3,
|
||||
"e": 4,
|
||||
"f": 5,
|
||||
"g": 6,
|
||||
"h": 7,
|
||||
}.newTable ## \
|
||||
# `FileChar` maps the files of the chessboard to numbers for better
|
||||
# conversion.
|
||||
|
||||
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:
|
||||
var file = $field[0]
|
||||
var line = parseInt($field[1])
|
||||
return 1 + (line + 1) * 10 + (7 - FileChar[file])
|
||||
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 = 7 - (ind %% 10 - 1)
|
||||
for file, i in FileChar:
|
||||
if FileChar[file] == file_ind:
|
||||
return $file & $line
|
||||
|
||||
proc getMove(start: int, dest: int, prom: int, color: Color): Move =
|
||||
## Get a move object of the `color` player from `start` to `dest` with an
|
||||
## eventual promition to `prom`.
|
||||
var move = Move(start: start, dest: dest, prom: prom * ord(color), color: color)
|
||||
if prom < WKnight or prom > WQueen:
|
||||
move.prom = WQueen
|
||||
return move
|
||||
|
||||
proc getMove(start: int, dest: int, color: Color): Move =
|
||||
## Get a move object of the `color` player from `start` to `dest` with
|
||||
## automatic promition to queen.
|
||||
var move = Move(start: start, dest: dest, prom: WQueen * ord(color), color: color)
|
||||
return move
|
||||
|
||||
proc notationToMove*(notation: string, color: Color): Move =
|
||||
## Convert and return simplified algebraic chess `notation` to a move object,
|
||||
## color of player is `color`.
|
||||
var move: Move
|
||||
if notation.len < 4:
|
||||
return getMove(-1, -1, -1, color)
|
||||
var start = fieldToInd(notation[0..1])
|
||||
var dest = fieldToInd(notation[2..3])
|
||||
move = getMove(start, dest, color)
|
||||
if notation.len > 4:
|
||||
var promStr = $notation[4]
|
||||
let prom = case promStr:
|
||||
of "R":
|
||||
WRook
|
||||
of "B":
|
||||
WBishop
|
||||
of "N":
|
||||
WKnight
|
||||
else:
|
||||
WQueen
|
||||
move = getMove(start, dest, prom, color)
|
||||
return move
|
||||
|
||||
proc moveToNotation*(move: Move, board: Board): string =
|
||||
## Convert and return a `move` object to simplified algebraic chess notation.
|
||||
var res: string
|
||||
var start = indToField(move.start)
|
||||
res.add(start)
|
||||
var dest = indToField(move.dest)
|
||||
res.add(dest)
|
||||
var color = move.color
|
||||
var prom = PieceChar[move.prom]
|
||||
if abs(board[move.start]) == WPawn and ((color == Color.White and dest[1] ==
|
||||
'8') or (color == Color.Black and dest[1] == '1')):
|
||||
res.add(prom)
|
||||
return res
|
||||
|
||||
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[64, 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 initChess*(): Chess =
|
||||
## Create and return a Chess object.
|
||||
let chess = Chess(board: initBoard(),
|
||||
to_move: Color.White, castleRights: (true, true, true, true), fullMoveCounter: 1, enPassantSquare: -1)
|
||||
return chess
|
||||
|
||||
proc initChess*(fen: string): Chess =
|
||||
## Create and return a Chess object from `fen`.
|
||||
var revPieceChar = toSeq(PieceChar.pairs).map(y => (y[1], y[0])).toTable
|
||||
var fenArr = fen.split(" ")
|
||||
var squares: array[64, int]
|
||||
var squaresInd: int
|
||||
for i, subc in fenArr[0].reversed():
|
||||
if subc == '/':
|
||||
continue
|
||||
if subc.isDigit():
|
||||
for j in 1..parseInt($subc):
|
||||
squares[squaresInd] = revPieceChar[" "]
|
||||
squaresInd += 1
|
||||
continue
|
||||
else:
|
||||
squares[squaresInd] = revPieceChar[$subc]
|
||||
squaresInd += 1
|
||||
var board = initBoard(squares)
|
||||
var toMove: Color
|
||||
if fenArr[1] == "w":
|
||||
toMove = Color.White
|
||||
else:
|
||||
toMove = Color.Black
|
||||
var castleRights: CastleRights
|
||||
if fenArr[2].contains("K"):
|
||||
castleRights.wk = true
|
||||
if fenArr[2].contains("Q"):
|
||||
castleRights.wq = true
|
||||
if fenArr[2].contains("k"):
|
||||
castleRights.bk = true
|
||||
if fenArr[2].contains("q"):
|
||||
castleRights.bq = true
|
||||
var enPassantSquare = -1
|
||||
if fenArr[3] != "-":
|
||||
enPassantSquare = fieldToInd(fenArr[3])
|
||||
let halfMoveClock = parseInt(fenArr[4])
|
||||
let fullMoveCounter = parseInt(fenArr[5])
|
||||
return Chess(board: board, toMove: toMove, castleRights: castleRights,
|
||||
halfMoveClock: halfMoveClock, fullMoveCounter: fullMoveCounter, enPassantSquare: enPassantSquare)
|
||||
|
||||
proc convertToFen*(chess: Chess): string =
|
||||
## Build and return a fen string from a given `chess` object.
|
||||
var pieces: string
|
||||
var fen: string
|
||||
var spaceOcc: int
|
||||
var fileCounter = 0
|
||||
for i, piece in chess.board.reversed:
|
||||
if not (piece == Block):
|
||||
if fileCounter == 8:
|
||||
if spaceOcc != 0:
|
||||
pieces &= $spaceOcc
|
||||
spaceOcc = 0
|
||||
pieces &= "/"
|
||||
fileCounter = 0
|
||||
if PieceChar[piece] == " ":
|
||||
spaceOcc += 1
|
||||
else:
|
||||
if spaceOcc != 0:
|
||||
pieces &= $spaceOcc
|
||||
spaceOcc = 0
|
||||
pieces &= PieceChar[piece]
|
||||
fileCounter += 1
|
||||
if i == chess.board.reversed.high and spaceOcc > 0:
|
||||
pieces &= $spaceOcc
|
||||
fen &= pieces & " "
|
||||
if chess.toMove == Color.White:
|
||||
fen &= "w "
|
||||
else:
|
||||
fen &= "b "
|
||||
var castleR: string
|
||||
if chess.castleRights.wk:
|
||||
castleR &= "K"
|
||||
if chess.castleRights.wq:
|
||||
castleR &= "Q"
|
||||
if chess.castleRights.bk:
|
||||
castleR &= "k"
|
||||
if chess.castleRights.bq:
|
||||
castleR &= "q"
|
||||
if castleR.isEmptyOrWhitespace:
|
||||
castleR = "-"
|
||||
fen &= castleR & " "
|
||||
if chess.enPassantSquare != -1:
|
||||
fen &= indToField(chess.enPassantSquare) & " "
|
||||
else:
|
||||
fen &= "- "
|
||||
fen &= $chess.halfMoveClock & " " & $chess.fullMoveCounter
|
||||
return fen
|
||||
|
||||
|
||||
proc echoBoard*(chess: Chess, color: Color) =
|
||||
## Prints out the given `board` with its pieces as characters and line
|
||||
## indices from perspecive of `color`.
|
||||
var line_str: string
|
||||
if color == Color.Black:
|
||||
for i in 0..chess.board.len-1:
|
||||
if chess.board[i] == Block:
|
||||
continue
|
||||
line_str &= PieceChar[chess.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(chess.board) - 1, 0):
|
||||
if chess.board[i] == Block:
|
||||
continue
|
||||
line_str &= PieceChar[chess.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 genPawnAttackDests(chess: Chess, field: int, color: Color): seq[int] =
|
||||
## Generate possible attack destinations for a pawn with specific `color`
|
||||
## located at index `field` of `chess`.
|
||||
## Returns a sequence of possible indices to move to.
|
||||
if field < chess.board.low or field > chess.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 dest == chess.enPassantSquare:
|
||||
res.add(dest)
|
||||
if not dest in chess.board.low..chess.board.high:
|
||||
continue
|
||||
target = chess.board[dest]
|
||||
if target == Block or ord(color) * target >= 0:
|
||||
continue
|
||||
res.add(dest)
|
||||
return res
|
||||
|
||||
proc genPawnDoubleDests(chess: Chess, field: int, color: Color): seq[int] =
|
||||
## Generate possible double destinations for a pawn with specific `color`
|
||||
## located at index `field` of `chess`.
|
||||
## Returns a sequence of possible indices to move to.
|
||||
if field < chess.board.low or field > chess.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)
|
||||
target = chess.board[dest]
|
||||
if target != 0 or
|
||||
chess.board[dest + (S * ord(color))] != 0:
|
||||
continue
|
||||
if color == Color.White and not (field in fieldToInd("h2")..fieldToInd("a2")):
|
||||
continue
|
||||
if color == Color.Black and not (field in fieldToInd("h7")..fieldToInd("a7")):
|
||||
continue
|
||||
res.add(dest)
|
||||
return res
|
||||
|
||||
proc genPawnDests(chess: Chess, field: int, color: Color): seq[int] =
|
||||
## Generate possible destinations for a pawn with specific `color` located at
|
||||
## index `field` of `chess`.
|
||||
## Returns a sequence of possible indices to move to.
|
||||
if field < chess.board.low or field > chess.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 chess.board.low..chess.board.high:
|
||||
continue
|
||||
target = chess.board[dest]
|
||||
if target != 0 and dest != chess.enPassantSquare:
|
||||
continue
|
||||
res.add(dest)
|
||||
res.add(chess.genPawnAttackDests(field, color))
|
||||
res.add(chess.genPawnDoubleDests(field, color))
|
||||
return res
|
||||
|
||||
proc genKnightDests(chess: Chess, field: int, color: Color): seq[int] =
|
||||
## Generate possible destinations for a knight with specific `color` located
|
||||
## at index `field` of `chess`.
|
||||
## Returns a sequence of possible indices to move to.
|
||||
if field < chess.board.low or field > chess.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 chess.board.low..chess.board.high:
|
||||
continue
|
||||
target = chess.board[dest]
|
||||
if target == Block or ord(color) * target > 0:
|
||||
continue
|
||||
res.add(dest)
|
||||
return res
|
||||
|
||||
proc genSlidePieceDests(chess: Chess, field: int, color: Color, moves: seq[
|
||||
int]): seq[int] =
|
||||
## Generate possible destinations for a piece with `moves` and specific `color`
|
||||
## located at index `field` of `chess`.
|
||||
## Returns a sequence of possible indices to move to.
|
||||
if field < chess.board.low or field > chess.board.high:
|
||||
return @[]
|
||||
var res = newSeq[int]()
|
||||
var dest: int
|
||||
var target: int
|
||||
for move in moves:
|
||||
dest = field + move
|
||||
if not dest in chess.board.low..chess.board.high:
|
||||
continue
|
||||
target = chess.board[dest]
|
||||
while target != Block and ord(color) * target <= 0:
|
||||
res.add(dest)
|
||||
if ord(color) * target < 0:
|
||||
break
|
||||
dest = dest + move
|
||||
target = chess.board[dest]
|
||||
return res
|
||||
|
||||
proc genBishopDests(chess: Chess, field: int, color: Color): seq[int] =
|
||||
## Generate possible destinations for a bishop with specific `color` located
|
||||
## at index `field` of `chess`.
|
||||
## Returns a sequence of possible indices to move to.
|
||||
return genSlidePieceDests(chess, field, color, Bishop_Moves)
|
||||
|
||||
proc genRookDests(chess: Chess, field: int, color: Color): seq[int] =
|
||||
## Generate possible destinations for a rook with specific `color` located at
|
||||
## index `field` of `chess`.
|
||||
## Returns a sequence of possible indices to move to.
|
||||
return genSlidePieceDests(chess, field, color, Rook_Moves)
|
||||
|
||||
proc genQueenDests(chess: Chess, field: int, color: Color): seq[int] =
|
||||
## Generate possible destinations for a queen with specific `color` located
|
||||
## at index `field` of `chess`.
|
||||
## Returns a sequence of possible indices to move to.
|
||||
return genSlidePieceDests(chess, field, color, Queen_Moves)
|
||||
|
||||
proc genKingCastleDest(chess: Chess, field: int, color: Color): seq[int] =
|
||||
## Generate possible castle destinations for a king with specific `color`
|
||||
## located at index `field` of `chess`
|
||||
## Returns a sequence of possible indices to move to.
|
||||
if field < chess.board.low or field > chess.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 chess.board.low..chess.board.high:
|
||||
continue
|
||||
target = chess.board[dest]
|
||||
half_dest = field + int(castle / 2)
|
||||
half_target = chess.board[half_dest]
|
||||
if target == Block or target != 0:
|
||||
continue
|
||||
if half_target == Block or half_target != 0:
|
||||
continue
|
||||
res.add(dest)
|
||||
return res
|
||||
|
||||
proc genKingDests(chess: Chess, field: int, color: Color): seq[int] =
|
||||
## Generate possible destinations for a king with specific `color`
|
||||
## located at index `field` of `chess`.
|
||||
## Returns a sequence of possible indices to move to.
|
||||
if field < chess.board.low or field > chess.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 chess.board.low..chess.board.high:
|
||||
continue
|
||||
target = chess.board[dest]
|
||||
if target == Block or ord(color) * target > 0:
|
||||
continue
|
||||
res.add(dest)
|
||||
res.add(chess.genKingCastleDest(field, color))
|
||||
return res
|
||||
|
||||
proc pieceOn(chess: Chess, 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 chess.board[check] == ord(color) * -pieceID:
|
||||
return true
|
||||
return false
|
||||
|
||||
proc isAttacked(chess: Chess, position: int, color: Color): bool =
|
||||
## Returns true if a `position` in a `chess` is attacked by the opposite
|
||||
## color of `color`.
|
||||
var attacked = false
|
||||
attacked = attacked or chess.pieceOn(color, chess.genPawnAttackDests(
|
||||
position, color), WPawn)
|
||||
attacked = attacked or chess.pieceOn(color, chess.genQueenDests(position,
|
||||
color), WQueen)
|
||||
attacked = attacked or chess.pieceOn(color, chess.genKingDests(position,
|
||||
color), WKing)
|
||||
attacked = attacked or chess.pieceOn(color, chess.genRookDests(position,
|
||||
color), WRook)
|
||||
attacked = attacked or chess.pieceOn(color, chess.genBishopDests(position,
|
||||
color), WBishop)
|
||||
attacked = attacked or chess.pieceOn(color, chess.genKnightDests(position,
|
||||
color), WKnight)
|
||||
return attacked
|
||||
|
||||
proc isInCheck(chess: Chess, color: Color): bool =
|
||||
## Returns true if the king of a given `color` is in check in a `chess`.
|
||||
var king_pos: int
|
||||
for i in 0..chess.board.high:
|
||||
if chess.board[i] == ord(color) * WKing:
|
||||
king_pos = i
|
||||
return chess.isAttacked(king_pos, color)
|
||||
|
||||
proc uncheckedMove(chess: var Chess, start: int, dest: int): bool {.discardable.} =
|
||||
## Moves a piece if possible from `start` position to `dest` position in a
|
||||
## `chess`.
|
||||
let piece = chess.board[start]
|
||||
chess.board[start] = 0
|
||||
chess.board[dest] = piece
|
||||
if start == fieldToInd("e1"):
|
||||
chess.castleRights.wk = false
|
||||
chess.castleRights.wq = false
|
||||
elif start == fieldToInd("h1"):
|
||||
chess.castleRights.wk = false
|
||||
elif start == fieldToInd("a1"):
|
||||
chess.castleRights.wq = false
|
||||
elif start == fieldToInd("e8"):
|
||||
chess.castleRights.bk = false
|
||||
chess.castleRights.bq = false
|
||||
elif start == fieldToInd("h8"):
|
||||
chess.castleRights.bk = false
|
||||
elif start == fieldToInd("a8"):
|
||||
chess.castleRights.bq = false
|
||||
return true
|
||||
|
||||
proc moveLeadsToCheck(chess: Chess, start: int, dest: int,
|
||||
color: Color): bool =
|
||||
## Returns true if a move from `start` to `dest` in a `chess` puts the `color`
|
||||
## king in check.
|
||||
var check = chess
|
||||
check.uncheckedMove(start, dest)
|
||||
return check.isInCheck(color)
|
||||
|
||||
proc genPawnPromotion(board: Board, move: Move, color: Color): seq[Move] =
|
||||
## Generate all possible promotions on a `board` of a `move` by `color`.
|
||||
var promotions = newSeq[Move]()
|
||||
let start = move.start
|
||||
let dest = move.dest
|
||||
if board[start] != WPawn * ord(color):
|
||||
return @[]
|
||||
if (fieldToInd("h8") <= dest and fieldToInd("a8") >= dest and color == Color.White) or
|
||||
(fieldToInd("h1") <= dest and fieldToInd("a1") >= dest and color == Color.Black):
|
||||
for piece in WKnight..WQueen:
|
||||
promotions.add(getMove(start, dest, piece, color))
|
||||
return promotions
|
||||
|
||||
proc genLegalMovesStd(chess: Chess, field: int, color: Color, piece: int,
|
||||
moves: seq[int]): seq[Move] =
|
||||
## Generates all legal knight moves in a `chess` starting from `field` for a
|
||||
## `color`.
|
||||
if chess.board[field] != piece * ord(color):
|
||||
return @[]
|
||||
var res = newSeq[Move]()
|
||||
for dest in moves:
|
||||
if not chess.moveLeadsToCheck(field, dest, color):
|
||||
res.add(getMove(field, dest, color))
|
||||
return res
|
||||
|
||||
proc genLegalPawnMoves(chess: Chess, field: int, color: Color): seq[Move] =
|
||||
## Generates all legal pawn moves in a `chess` starting from `field` for a
|
||||
## `color`.
|
||||
if chess.board[field] != WPawn * ord(color):
|
||||
return @[]
|
||||
var res = newSeq[Move]()
|
||||
var moves = chess.genPawnDests(field, color)
|
||||
for dest in moves:
|
||||
if not chess.moveLeadsToCheck(field, dest, color):
|
||||
var promotions = chess.board.genPawnPromotion(getMove(field, dest, color), color)
|
||||
if promotions != @[]:
|
||||
res.add(promotions)
|
||||
else:
|
||||
res.add(getMove(field, dest, color))
|
||||
return res
|
||||
|
||||
proc genLegalKnightMoves(chess: Chess, field: int, color: Color): seq[Move] =
|
||||
## Generates all legal knight moves in a `chess` starting from `field` for a
|
||||
## `color`.
|
||||
return genLegalMovesStd(chess, field, color, WKnight, chess.genKnightDests(
|
||||
field, color))
|
||||
|
||||
proc genLegalBishopMoves(chess: Chess, field: int, color: Color): seq[Move] =
|
||||
## Generates all legal bishop moves in a `chess` starting from `field` for a
|
||||
## `color`.
|
||||
return genLegalMovesStd(chess, field, color, WBishop, chess.genBishopDests(
|
||||
field, color))
|
||||
|
||||
proc genLegalRookMoves(chess: Chess, field: int, color: Color): seq[Move] =
|
||||
## Generates all legal rook moves in a `chess` starting from `field` for a
|
||||
## `color`.
|
||||
return genLegalMovesStd(chess, field, color, WRook, chess.genRookDests(
|
||||
field, color))
|
||||
|
||||
proc genLegalQueenMoves(chess: Chess, field: int, color: Color): seq[Move] =
|
||||
## Generates all legal queen moves in a `chess` starting from `field` for a
|
||||
## `color`.
|
||||
return genLegalMovesStd(chess, field, color, WQueen, chess.genQueenDests(
|
||||
field, color))
|
||||
|
||||
proc genLegalKingMoves(chess: Chess, field: int, color: Color): seq[Move] =
|
||||
## Generates all legal king moves in a `chess` starting from `field` for a
|
||||
## `color`.
|
||||
return genLegalMovesStd(chess, field, color, WKing, chess.genKingDests(
|
||||
field, color))
|
||||
|
||||
proc genLegalMoves(chess: Chess, field: int, color: Color): seq[Move] =
|
||||
## Generates all legal moves in a `chess` starting from `field` for a `color`.
|
||||
var legal_moves = newSeq[Move]()
|
||||
var target = abs(chess.board[field])
|
||||
if WPawn <= target and target <= WKing:
|
||||
legal_moves = case target:
|
||||
of WPawn:
|
||||
chess.genLegalPawnMoves(field, color)
|
||||
of WKnight:
|
||||
chess.genLegalKnightMoves(field, color)
|
||||
of WBishop:
|
||||
chess.genLegalBishopMoves(field, color)
|
||||
of WRook:
|
||||
chess.genLegalRookMoves(field, color)
|
||||
of WQueen:
|
||||
chess.genLegalQueenMoves(field, color)
|
||||
of WKing:
|
||||
chess.genLegalKingMoves(field, color)
|
||||
else:
|
||||
@[]
|
||||
return legal_moves
|
||||
|
||||
proc genLegalMoves*(chess: Chess, color: Color): seq[Move] =
|
||||
## Generates all legal moves in a `chess` for a `color`.
|
||||
var legal_moves = newSeq[Move]()
|
||||
for field in chess.board.low..chess.board.high:
|
||||
legal_moves.add(chess.genLegalMoves(field, color))
|
||||
return legal_moves
|
||||
|
||||
proc castling(chess: var Chess, kstart: int, dest_kingside: bool,
|
||||
color: Color): bool {.discardable.} =
|
||||
## Tries to castle in a given `chess` 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 `chess.to_move`
|
||||
if chess.toMove != color:
|
||||
return false
|
||||
var kdest: int
|
||||
var rstart: int
|
||||
var rdest: int
|
||||
var rights: bool
|
||||
if dest_kingside:
|
||||
kdest = kstart + E + E
|
||||
rstart = kstart + E + E + E
|
||||
rdest = rstart + W + W
|
||||
if color == Color.White:
|
||||
rights = chess.castleRights.wk
|
||||
else:
|
||||
rights = chess.castleRights.bk
|
||||
else:
|
||||
kdest = kstart + W + W
|
||||
rstart = kstart + W + W + W + W
|
||||
rdest = rstart + E + E + E
|
||||
if color == Color.White:
|
||||
rights = chess.castleRights.wq
|
||||
else:
|
||||
rights = chess.castleRights.bq
|
||||
if rights:
|
||||
if dest_kingside:
|
||||
if chess.isAttacked(kstart, color) or chess.isAttacked(kstart+E, color) or
|
||||
chess.isAttacked(kstart+E+E, color) or chess.board[kstart+E] != 0 or
|
||||
chess.board[kstart+E+E] != 0:
|
||||
return false
|
||||
else:
|
||||
if chess.isAttacked(kstart, color) or chess.isAttacked(kstart+W, color) or
|
||||
chess.isAttacked(kstart+W+W, color) or chess.board[kstart+W] != 0 or
|
||||
chess.board[kstart+W+W] != 0 or chess.board[kstart+W+W+W] != 0:
|
||||
return false
|
||||
chess.uncheckedMove(kstart, kdest)
|
||||
chess.uncheckedMove(rstart, rdest)
|
||||
chess.previousBoard = @[chess.board]
|
||||
chess.toMove = Color(ord(chess.toMove) * (-1))
|
||||
chess.enPassantSquare = -1
|
||||
return true
|
||||
return false
|
||||
|
||||
proc checkedMove*(chess: var Chess, move: Move): bool {.discardable.} =
|
||||
## Tries to make a `move` in a given `chess``.
|
||||
## This process checks for the legality of the move and performs the switch
|
||||
## of `chess.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 chess.toMove != color or start == -1 or dest == -1:
|
||||
return false
|
||||
let piece = chess.board[start]
|
||||
var createEnPassant: bool
|
||||
var capturedEnPassant: bool
|
||||
var fiftyMoveRuleReset: bool
|
||||
var move: Move
|
||||
move = getMove(start, dest, color)
|
||||
if piece == WKing * ord(color) and start - dest == (W+W):
|
||||
return chess.castling(start, true, color)
|
||||
elif piece == WKing * ord(color) and start - dest == (E+E):
|
||||
return chess.castling(start, false, color)
|
||||
if piece == WPawn * ord(color):
|
||||
createEnPassant = dest in chess.genPawnDoubleDests(start, color)
|
||||
capturedEnPassant = (dest == chess.enPassantSquare)
|
||||
fiftyMoveRuleReset = true
|
||||
if chess.board[move.dest] != 0:
|
||||
fiftyMoveRuleReset = true
|
||||
if move in chess.genLegalMoves(start, color):
|
||||
chess.enPassantSquare = -1
|
||||
chess.uncheckedMove(start, dest)
|
||||
chess.toMove = Color(ord(chess.toMove)*(-1))
|
||||
if capturedEnPassant:
|
||||
chess.board[dest - (N * ord(color))] = 0
|
||||
if ((fieldToInd("h8") <= dest and dest <= fieldToInd("a8")) or
|
||||
(fieldToInd("h1") <= dest and dest <= fieldToInd("a1"))) and
|
||||
piece == WPawn * ord(color):
|
||||
chess.board[dest] = prom
|
||||
chess.previousBoard.add(chess.board)
|
||||
chess.halfMoveClock = chess.halfMoveClock + 1
|
||||
if color == Color.Black:
|
||||
chess.fullMoveCounter += 1
|
||||
if fiftyMoveRuleReset:
|
||||
chess.halfMoveClock = 0
|
||||
chess.previousBoard = @[chess.board]
|
||||
if createEnPassant and (chess.board[dest + E] == BPawn * ord(color) or
|
||||
chess.board[dest + W] == BPawn * ord(color)):
|
||||
chess.enPassantSquare = dest - (N * ord(color))
|
||||
chess.previousBoard = @[]
|
||||
return true
|
||||
|
||||
proc isCheckmate*(chess: Chess, color: Color): bool =
|
||||
## Returns true if the `color` player is checkmate in a `chess`.
|
||||
return chess.genLegalMoves(color) == @[] and chess.isInCheck(color)
|
||||
|
||||
proc threeMoveRep(chess: Chess): bool =
|
||||
## Returns true if a 3-fold repitition happened on the last move of the
|
||||
## `chess`.
|
||||
if chess.previousBoard == @[]:
|
||||
return false
|
||||
var lastState = chess.previousBoard[chess.previousBoard.high]
|
||||
var reps: int
|
||||
for stateInd in chess.previousBoard.low..chess.previousBoard.high:
|
||||
if chess.previousBoard[stateInd] == lastState:
|
||||
reps = reps + 1
|
||||
return reps >= 3
|
||||
|
||||
proc isDrawClaimable*(chess: Chess): bool =
|
||||
## Returns true if a draw is claimable by the current player.
|
||||
return chess.threeMoveRep() or chess.halfMoveClock >= 100
|
||||
|
||||
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 pieces: Pieces
|
||||
for field in board.low..board.high:
|
||||
var piece = board[field]
|
||||
var index: int
|
||||
if piece >= WPawn and piece <= WRook:
|
||||
index = piece - WPawn # map lowest value to 0
|
||||
pieces[index] += 1
|
||||
elif piece <= BPawn and piece >= BRook:
|
||||
index = WRook - piece # map black pieces after whites
|
||||
pieces[index] += 1
|
||||
let wpieces: PieceAmount = (pieces[0], pieces[1], pieces[2], pieces[3],
|
||||
pieces[4])
|
||||
let bpieces: PieceAmount = (pieces[5], pieces[6], pieces[7], pieces[8],
|
||||
pieces[9])
|
||||
return wpieces in InsufficientMaterial and bpieces in InsufficientMaterial
|
||||
|
||||
proc isStalemate*(chess: Chess, color: Color): bool =
|
||||
## Returns true if the `color` player is stalemate in a `chess`.
|
||||
return (chess.genLegalMoves(color) == @[] and not chess.isInCheck(color)) or
|
||||
chess.board.checkInsufficientMaterial()
|
||||
191
src/engine/engine.nim
Normal file
191
src/engine/engine.nim
Normal file
@@ -0,0 +1,191 @@
|
||||
import algorithm
|
||||
|
||||
import chess
|
||||
|
||||
type
|
||||
MoveTree = object
|
||||
## `Movetree` is a visualization for possible moves.
|
||||
chess: Chess
|
||||
evaluation: float
|
||||
children: seq[Movetree]
|
||||
|
||||
const
|
||||
PawnVal = 100 ## `PawnVal` is the engines value for a pawn.
|
||||
KnightVal = 310 ## `KnightVal` is the engines value for a knight.
|
||||
BishopVal = 330 ## `BishopVal` is the engines value for a bishop.
|
||||
RookVal = 500 ## `RookVal` is the engines value for a rook.
|
||||
QueenVal = 900 ## `QueenVal` is the engines value for a queen.
|
||||
CheckmateVal = -100000 ## `CheckmateVal` is the engines value for a checkmate.
|
||||
DrawVal = 0 ## `DrawVal` is the engines value for a draw.
|
||||
HiVal = 10000 ## `LoVal` is a value always lower than any evaluation.
|
||||
LoVal = -HiVal ## `LoVal` is a value always lower than any evaluation.
|
||||
pawnTable = [
|
||||
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
|
||||
0, 5, 10, 10, -20, -20, 10, 10, 5, 0,
|
||||
0, 5, -5, -10, 0, 0, -10, -5, 5, 0,
|
||||
0, 0, 0, 0, 20, 20, 0, 0, 0, 0,
|
||||
0, 5, 5, 10, 25, 25, 10, 5, 5, 0,
|
||||
0, 10, 10, 20, 30, 30, 20, 10, 10, 0,
|
||||
0, 50, 50, 50, 50, 50, 50, 50, 50, 0,
|
||||
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0, 0, 0, 0
|
||||
] ## `pawnTable` is the piece-square table for pawns.
|
||||
knightTable = [
|
||||
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
|
||||
0, -50, -40, -30, -30, -30, -30, -40, -50, 0,
|
||||
0, -40, -20, 0, 5, 5, 0, -20, -40, 0,
|
||||
0, -30, 0, 10, 15, 15, 10, 0, -30, 0,
|
||||
0, -30, 5, 15, 20, 20, 15, 5, -30, 0,
|
||||
0, -30, 0, 15, 20, 20, 15, 0, -30, 0,
|
||||
0, -30, 5, 10, 15, 15, 10, 5, -30, 0,
|
||||
0, -40, -20, 0, 0, 0, 0, -20, -40, 0,
|
||||
0, -50, -40, -30, -30, -30, -30, -40, -50, 0,
|
||||
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0, 0, 0, 0
|
||||
] ## `knightTable` is the piece-square table for pawns.
|
||||
bishopTable = [
|
||||
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
|
||||
0, -20, -10, -10, -10, -10, -10, -10, -20, 0,
|
||||
0, -10, 5, 0, 0, 0, 0, 5, -10, 0,
|
||||
0, -10, 10, 10, 10, 10, 10, 10, -10, 0,
|
||||
0, -10, 0, 10, 10, 10, 10, 0, -10, 0,
|
||||
0, -10, 5, 5, 10, 10, 5, 5, -10, 0,
|
||||
0, -10, 0, 5, 10, 10, 5, 0, -10, 0,
|
||||
0, -10, 0, 0, 0, 0, 0, 0, -10, 0,
|
||||
0, -20, -10, -10, -10, -10, -10, -10, -20, 0,
|
||||
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0, 0, 0, 0
|
||||
] ## `bishopTable` is the piece-square table for pawns.
|
||||
rookTable = [
|
||||
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 5, 5, 0, 0, 0, 0,
|
||||
0, -5, 0, 0, 0, 0, 0, 0, -5, 0,
|
||||
0, -5, 0, 0, 0, 0, 0, 0, -5, 0,
|
||||
0, -5, 0, 0, 0, 0, 0, 0, -5, 0,
|
||||
0, -5, 0, 0, 0, 0, 0, 0, -5, 0,
|
||||
0, -5, 0, 0, 0, 0, 0, 0, -5, 0,
|
||||
0, 5, 10, 10, 10, 10, 10, 10, 5, 0,
|
||||
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0, 0, 0, 0
|
||||
] ## `rookTable` is the piece-square table for pawns.
|
||||
queenTable = [
|
||||
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
|
||||
0, -20, -10, -10, -5, -5, -10, -10, -20, 0,
|
||||
0, -10, 0, 0, 0, 0, 5, 0, -10, 0,
|
||||
0, -10, 0, 5, 5, 5, 5, 0, -10, 0,
|
||||
0, -10, 0, 5, 5, 5, 5, 0, -10, 0,
|
||||
0, -10, 0, 5, 5, 5, 5, 0, -10, 0,
|
||||
0, -10, 0, 5, 5, 5, 5, 0, -10, 0,
|
||||
0, -10, 0, 0, 0, 0, 0, 0, -10, 0,
|
||||
0, -20, -10, -10, -5, -5, -10, -10, -20, 0,
|
||||
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0, 0, 0, 0
|
||||
] ## `queenTable` is the piece-square table for pawns.
|
||||
kingTable = [
|
||||
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
|
||||
0, 20, 30, 10, 0, 0, 10, 30, 20, 0,
|
||||
0, 20, 20, 0, 0, 0, 0, 20, 20, 0,
|
||||
0, -10, -20, -20, -20, -20, -20, -20, -10, 0,
|
||||
0, -20, -30, -30, -40, -40, -30, -30, -20, 0,
|
||||
0, -30, -40, -40, -50, -50, -40, -40, -30, 0,
|
||||
0, -30, -40, -40, -50, -50, -40, -40, -30, 0,
|
||||
0, -30, -40, -40, -50, -50, -40, -40, -30, 0,
|
||||
0, -30, -40, -40, -50, -50, -40, -40, -30, 0,
|
||||
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0, 0, 0, 0
|
||||
] ## `kingTable` is the piece-square table for pawns.
|
||||
|
||||
proc pieceEval(chess: Chess): int =
|
||||
## Returns the evaluation of existing pieces on the `board`
|
||||
var evaluation: int
|
||||
for ind, piece in chess.board:
|
||||
let tmpEval = case piece:
|
||||
of WPawn:
|
||||
ord(Color.White) * PawnVal + ord(Color.White) * pawnTable[ind]
|
||||
of WKnight:
|
||||
ord(Color.White) * KnightVal + ord(Color.White) * knightTable[ind]
|
||||
of WBishop:
|
||||
ord(Color.White) * BishopVal + ord(Color.White) * bishopTable[ind]
|
||||
of WRook:
|
||||
ord(Color.White) * RookVal + ord(Color.White) * rookTable[ind]
|
||||
of WQueen:
|
||||
ord(Color.White) * QueenVal + ord(Color.White) * queenTable[ind]
|
||||
of WKing:
|
||||
ord(Color.White) * kingTable[ind]
|
||||
of BPawn:
|
||||
ord(Color.Black) * PawnVal + ord(Color.Black) * pawnTable.reversed[ind]
|
||||
of BKnight:
|
||||
ord(Color.Black) * KnightVal + ord(Color.Black) * knightTable.reversed[ind]
|
||||
of BBishop:
|
||||
ord(Color.Black) * BishopVal + ord(Color.Black) * bishopTable.reversed[ind]
|
||||
of BRook:
|
||||
ord(Color.Black) * RookVal + ord(Color.Black) * rookTable.reversed[ind]
|
||||
of BQueen:
|
||||
ord(Color.Black) * QueenVal + ord(Color.Black) * queenTable.reversed[ind]
|
||||
of BKing:
|
||||
ord(Color.White) * kingTable.reversed[ind]
|
||||
else:
|
||||
DrawVal
|
||||
evaluation += tmpEval
|
||||
return evaluation
|
||||
|
||||
proc evaluate(chess: Chess): int =
|
||||
## Returns a complete evaluation of a `chess` with player `toMove` about to make
|
||||
## a move.
|
||||
var evaluation: int
|
||||
if chess.isCheckmate(chess.toMove):
|
||||
evaluation = ord(chess.toMove) * CheckmateVal
|
||||
if chess.isStalemate(chess.toMove):
|
||||
evaluation = DrawVal
|
||||
else:
|
||||
evaluation = chess.pieceEval()
|
||||
if chess.isDrawClaimable():
|
||||
if chess.toMove == Color.White:
|
||||
evaluation = max(DrawVal, evaluation)
|
||||
else:
|
||||
evaluation = min(DrawVal, evaluation)
|
||||
return evaluation
|
||||
|
||||
proc negaMax(chess: Chess, depth: int, a: int, b: int): int =
|
||||
## Return the value of a given `chess` with `depth` and `a` and `b` for alpha-beta
|
||||
## pruning.
|
||||
var alpha = a
|
||||
var beta = b
|
||||
if depth <= 0 or chess.isCheckmate(chess.toMove) or chess.isStalemate(chess.toMove):
|
||||
return chess.evaluate()
|
||||
let possibleMoves = chess.genLegalMoves(chess.toMove)
|
||||
for move in possibleMoves:
|
||||
var tmpChess = chess
|
||||
tmpChess.checkedMove(move)
|
||||
var tmpVal = -negaMax(tmpChess, depth - 1, -beta, -alpha)
|
||||
if tmpVal >= beta:
|
||||
return beta
|
||||
if tmpVal > alpha:
|
||||
alpha = tmpVal
|
||||
return alpha
|
||||
|
||||
proc bestMove*(chess: Chess, depth: int): Move =
|
||||
## Generate a MoveTree of a `chess` with a given `depth`, run negaMax and return
|
||||
## the best evaluated move.
|
||||
var moves = chess.genLegalMoves(chess.toMove)
|
||||
var bestMove: Move
|
||||
var bestEval: int
|
||||
bestEval = LoVal
|
||||
for move in moves:
|
||||
var tmpChess = chess
|
||||
tmpChess.checkedMove(move)
|
||||
var tmpEval = -tmpChess.negaMax(depth, LoVal, HiVal)
|
||||
echo("move:", moveToNotation(move, tmpChess.board), "; eval:", tmpEval)
|
||||
if tmpEval > bestEval:
|
||||
bestEval = tmpEval
|
||||
bestMove = move
|
||||
return bestMove
|
||||
66
src/engine/lichessBridge.nim
Normal file
66
src/engine/lichessBridge.nim
Normal file
@@ -0,0 +1,66 @@
|
||||
import nimpy
|
||||
import asyncnet, asyncdispatch
|
||||
|
||||
import chess
|
||||
import engine/secret
|
||||
import engine/engine
|
||||
|
||||
let berserk = pyImport("berserk")
|
||||
|
||||
var session = berserk.TokenSession(secret.api_token)
|
||||
var client = berserk.Client(session = session)
|
||||
|
||||
let engineID = "tiyn-ychess"
|
||||
let engineDifficulty = 2
|
||||
let toAccept = ["tiynger"]
|
||||
|
||||
|
||||
proc playLichessGame(id: string) {.async.} =
|
||||
## Plays a lichess game with `id` asynchronously.
|
||||
var color: Color
|
||||
var chess = initChess()
|
||||
for event in client.bots.stream_game_state(id):
|
||||
echo(event)
|
||||
if $event["type"] in ["gameState", "gameFull"]:
|
||||
var movesString: PyObject
|
||||
if $event["type"] == "gameFull":
|
||||
echo("gameFull received")
|
||||
movesString = event["state"]["moves"]
|
||||
if $event["white"]["id"] == engineID:
|
||||
color = Color.White
|
||||
if $event["black"]["id"] == engineID:
|
||||
color = Color.Black
|
||||
else:
|
||||
echo("gameState received")
|
||||
movesString = event["moves"]
|
||||
if $movesString != "":
|
||||
var moves = movesString.split(" ")
|
||||
chess.checkedMove(notationToMove($moves[-1], chess.toMove))
|
||||
chess.echoBoard(chess.toMove)
|
||||
if chess.toMove == color:
|
||||
echo("engine has to make a move")
|
||||
var bestMove = moveToNotation(chess.bestMove(engineDifficulty), chess.board)
|
||||
echo(bestMove)
|
||||
discard client.bots.make_move(id, bestMove)
|
||||
|
||||
proc acceptChallenge(whiteList: openArray[string]): void =
|
||||
## Accepts a challenge of users in a `whiteList` and starts the
|
||||
## game process for each.
|
||||
var events = client.bots.stream_incoming_events()
|
||||
for event in events:
|
||||
echo(event)
|
||||
if $event["type"] == "challenge":
|
||||
var challenger = $event["challenge"]["challenger"]["id"]
|
||||
var id = $event["challenge"]["id"]
|
||||
var speed = $event["challenge"]["speed"]
|
||||
if challenger in whiteList and speed == "correspondence":
|
||||
echo("challenge of ", challenger, " whiteList: ", id)
|
||||
discard client.bots.accept_challenge(id)
|
||||
discard playLichessGame($event["challenge"]["id"])
|
||||
else:
|
||||
discard client.bots.decline_challenge(id)
|
||||
echo("challenge of ", challenger, " whiteList: ", id)
|
||||
|
||||
|
||||
when isMainModule:
|
||||
acceptChallenge(toAccept)
|
||||
256
src/engine/openingBook.nim
Normal file
256
src/engine/openingBook.nim
Normal file
@@ -0,0 +1,256 @@
|
||||
import db_sqlite
|
||||
import sequtils
|
||||
import strutils
|
||||
import sugar
|
||||
import tables
|
||||
import os
|
||||
|
||||
include chess
|
||||
|
||||
import secret
|
||||
import project
|
||||
|
||||
type
|
||||
BookMove* = object
|
||||
## `PossibleMove` capsulates a possible moves in a position with additional
|
||||
## statistics.
|
||||
fen*: string # `fen` is the fen string of a position.
|
||||
move*: string # `move` describes a move in pure coordinate notation.
|
||||
white*: int # `white` is the number of game white won from this position.
|
||||
black*: int # `black` is the number of game black won from this position.
|
||||
draw*: int # `draw` is the number of game drawn from this position.
|
||||
rating*: int # `rating` is the average rating of the player to move.
|
||||
|
||||
|
||||
let dbConn = joinPath(getProjRootDir(), "ressources/openings.db")
|
||||
let dbUser = ""
|
||||
let dbPasswd = ""
|
||||
let dbName = ""
|
||||
|
||||
let tableName = "posmoves"
|
||||
|
||||
proc initDB(): void =
|
||||
## Initialize the database with a table if it doesnt currently exist.
|
||||
let db = open(dbConn, dbUser, dbPasswd, dbName)
|
||||
db.exec(sql"""CREATE TABLE IF NOT EXISTS ? (
|
||||
fen VARCHAR(100) NOT NULL,
|
||||
move VARCHAR(6) NOT NULL,
|
||||
white INTEGER NOT NULL,
|
||||
black INTEGER NOT NULL,
|
||||
draw INTEGER NOT NULL,
|
||||
rating INTEGER NOT NULL,
|
||||
PRIMARY KEY (fen, move)
|
||||
)""", tableName)
|
||||
db.close()
|
||||
echo("Database initialization done.")
|
||||
|
||||
proc storeMove(fen: string, move: string, white: bool, black: bool, draw: bool,
|
||||
rating: int): void =
|
||||
## Store a possible `move` done by a player with `rating` (0 for unknown)
|
||||
## in a position described by `fen`.
|
||||
## The result of the game is described by `white`, `black` and `draw`.
|
||||
let db = open(dbConn, dbUser, dbPasswd, dbName)
|
||||
var query = """
|
||||
INSERT INTO ? (fen, move, white, black, draw, rating)
|
||||
VALUES (?, ?, ?, ?, ?, ?)
|
||||
ON CONFLICT(fen, move) DO UPDATE SET
|
||||
"""
|
||||
if not rating == 0:
|
||||
query &= "rating = ((rating * (black + white + draw)) + ?) / (black + white + draw + 1),"
|
||||
if white:
|
||||
query &= "white = white + 1"
|
||||
elif black:
|
||||
query &= "black = black + 1"
|
||||
else:
|
||||
query &= "draw = draw + 1"
|
||||
db.exec(sql(query), tableName, fen, move, int(white), int(black), int(draw),
|
||||
rating, rating)
|
||||
db.close()
|
||||
echo("inserted (", join([fen, move, $white, $black, $draw, $rating], ", "),
|
||||
") into ", tableName)
|
||||
|
||||
proc loadMove*(fen: string): seq[BookMove] =
|
||||
## Load all possible moves possible in a given position described by `fen`
|
||||
## from the database. Format moves as a BookMove object.
|
||||
let db = open(dbConn, dbUser, dbPasswd, dbName)
|
||||
let res = db.getAllRows(sql """SELECT move, white, black, draw, rating
|
||||
FROM ?
|
||||
WHERE fen == ?
|
||||
ORDER BY rating DESC
|
||||
""", tableName, fen)
|
||||
db.close()
|
||||
var fRes: seq[BookMove]
|
||||
for entry in res:
|
||||
var bookMv: BookMove
|
||||
bookMv.fen = fen
|
||||
bookMv.move = entry[0]
|
||||
bookMv.white = parseInt(entry[1])
|
||||
bookMv.black = parseInt(entry[2])
|
||||
bookMv.draw = parseInt(entry[3])
|
||||
bookMv.rating = parseInt(entry[4])
|
||||
fRes.add(bookMv)
|
||||
return fRes
|
||||
|
||||
proc sanToPcn(sanMoves: string): string =
|
||||
## Convert a list of `sanMoves` to pure coordinate notation (assuming the game
|
||||
## starts in the standard initial position)
|
||||
var sanMoveArr = sanMoves.replace("+").replace("x").replace("#").replace(
|
||||
"!").replace("?").split(" ")
|
||||
sanMoveArr.del(sanMoveArr.high)
|
||||
var fSanMoves: string
|
||||
var inComment: bool
|
||||
for word in sanMoveArr:
|
||||
if inComment:
|
||||
if word.endsWith("}"):
|
||||
inComment = false
|
||||
else:
|
||||
if word.startsWith("{"):
|
||||
inComment = true
|
||||
continue
|
||||
if not word.endsWith("."):
|
||||
fSanMoves &= word & " "
|
||||
var revPieceChar = toSeq(PieceChar.pairs).map(y => (y[1], y[0])).toTable
|
||||
var chess = initChess()
|
||||
var lastChess = chess
|
||||
let sanArr = fsanMoves.split(" ")
|
||||
var pcnMoves: string
|
||||
for sanMove in sanArr:
|
||||
var start: string
|
||||
var dest: string
|
||||
if sanMove.isEmptyOrWhitespace:
|
||||
continue
|
||||
dest = sanMove[sanMove.high-1..sanMove.high]
|
||||
if sanMove.contains("="):
|
||||
let promotion = sanMove[sanMove.high]
|
||||
if sanMove.len == 5:
|
||||
let file = sanMove[0]
|
||||
dest = sanMove[1..2] & promotion
|
||||
if chess.toMove == Color.White:
|
||||
start = file & "7"
|
||||
else:
|
||||
start = file & "2"
|
||||
elif sanMove.len == 4:
|
||||
dest = sanMove[0..1] & promotion
|
||||
start = indToField(fieldToInd(dest) + ord(chess.toMove) * S)
|
||||
chess.checkedMove(notationToMove(start & dest, chess.toMove))
|
||||
elif "abcdefgh".contains(sanMove[0]):
|
||||
let file = sanMove[0]
|
||||
for rank in 1..8:
|
||||
start = file & $rank
|
||||
if fieldToInd(dest) in chess.genPawnDests(fieldToInd(start), chess.toMove):
|
||||
if chess.checkedMove(notationToMove(start & dest, chess.toMove)):
|
||||
break
|
||||
elif sanMove.startsWith("O-O"):
|
||||
if chess.toMove == Color.White:
|
||||
start = "e1"
|
||||
if sanMove.len == 3:
|
||||
dest = "g1"
|
||||
else:
|
||||
dest = "c1"
|
||||
else:
|
||||
start = "e8"
|
||||
if sanMove.len == 3:
|
||||
dest = "g8"
|
||||
else:
|
||||
dest = "c8"
|
||||
chess.checkedMove(notationToMove(start & dest, chess.toMove))
|
||||
else:
|
||||
var piece = revPieceChar[$sanMove[0]] * ord(chess.toMove)
|
||||
if sanMove.len == 3:
|
||||
var possibleStarts: seq[string]
|
||||
for i, field in chess.board:
|
||||
if field == piece:
|
||||
possibleStarts.add(indToField(i))
|
||||
for possibleStart in possibleStarts:
|
||||
if chess.checkedMove(notationToMove(possibleStart & dest,
|
||||
chess.toMove)):
|
||||
start = possibleStart
|
||||
break
|
||||
elif sanMove.len == 4:
|
||||
if sanMove[1].isDigit():
|
||||
let rank = $sanMove[1]
|
||||
for file in "abcdefg":
|
||||
if chess.board[fieldToInd($file & rank)] == piece:
|
||||
start = $file & rank
|
||||
chess.checkedMove(notationToMove(start & dest, chess.toMove))
|
||||
break
|
||||
continue
|
||||
else:
|
||||
let file = sanMove[1]
|
||||
for rank in 1..8:
|
||||
if chess.board[fieldToInd(file & $rank)] == piece:
|
||||
start = file & $rank
|
||||
chess.checkedMove(notationToMove(start & dest, chess.toMove))
|
||||
break
|
||||
elif sanMove.len == 5:
|
||||
start = sanMove[1..2]
|
||||
dest = sanMove[3..4]
|
||||
chess.checkedMove(notationToMove(start & dest, chess.toMove))
|
||||
if lastChess == chess:
|
||||
chess.echoBoard(Color.White)
|
||||
echo("ERROR OCCURED")
|
||||
return ""
|
||||
pcnMoves.add(start & dest & " ")
|
||||
lastChess = chess
|
||||
return pcnMoves
|
||||
|
||||
proc iterMultiPGN(fileP: string): void =
|
||||
## Iterate through a (multi) PGN file at `fileP` and store the games in the
|
||||
## opening database. This function is designed to work with multi PGN files
|
||||
## from lichess, but should also work for other formats (elo may be not working)
|
||||
var sanMoves: string
|
||||
var secondSpace: bool
|
||||
var white: bool
|
||||
var black: bool
|
||||
var wElo: int
|
||||
var bElo: int
|
||||
var i: int
|
||||
var chess: Chess
|
||||
for line in lines(fileP):
|
||||
if line.isEmptyOrWhitespace:
|
||||
if not secondSpace:
|
||||
secondSpace = true
|
||||
else:
|
||||
secondSpace = false
|
||||
chess = initChess()
|
||||
for move in sanToPcn(sanMoves).split(" "):
|
||||
var rating = 0
|
||||
if chess.toMove == Color.White:
|
||||
rating = wElo
|
||||
else:
|
||||
rating = bElo
|
||||
storeMove(chess.convertToFen(), move, white, black, not white and
|
||||
not black, rating)
|
||||
chess.checkedMove(notationToMove(move, chess.toMove))
|
||||
i += 1
|
||||
sanMoves = ""
|
||||
white = false
|
||||
black = false
|
||||
wElo = 0
|
||||
bElo = 0
|
||||
if i == 1000:
|
||||
return
|
||||
if line.startsWith("["):
|
||||
if line.contains("Result "):
|
||||
if line.contains("1-0"):
|
||||
white = true
|
||||
elif line.contains("0-1"):
|
||||
black = true
|
||||
elif line.contains("WhiteElo"):
|
||||
var eloStr = line.replace("[WhiteElo \"").replace("\"]")
|
||||
if eloStr != "?":
|
||||
wElo = parseInt(eloStr)
|
||||
else:
|
||||
wElo = 0
|
||||
elif line.contains("BlackElo"):
|
||||
var eloStr = line.replace("[BlackElo \"").replace("\"]")
|
||||
if eloStr != "?":
|
||||
bElo = parseInt(eloStr)
|
||||
else:
|
||||
bElo = 0
|
||||
else:
|
||||
sanMoves &= line
|
||||
|
||||
when isMainModule:
|
||||
initDB()
|
||||
#iterMultiPGN("file.pgn")
|
||||
93
src/game.nim
Normal file
93
src/game.nim
Normal file
@@ -0,0 +1,93 @@
|
||||
import parseutils
|
||||
|
||||
import chess
|
||||
import engine/engine
|
||||
|
||||
proc runGameHotseat*(): void =
|
||||
## Initializes and runs a game of chess as hotseat.
|
||||
var chess = initChess()
|
||||
var draw: string
|
||||
chess.echoBoard(chess.toMove)
|
||||
while not chess.isCheckmate(chess.toMove) and not chess.isStalemate(chess.toMove):
|
||||
echo "Make a move"
|
||||
echo chess.toMove
|
||||
var move = readLine(stdin)
|
||||
while not chess.checkedMove(notationToMove(move, chess.toMove)):
|
||||
move = readLine(stdin)
|
||||
chess.echoBoard(chess.toMove)
|
||||
if chess.isDrawClaimable():
|
||||
echo "Do you want to claim a draw? (y/N)"
|
||||
draw = readLine(stdin)
|
||||
if draw == "y":
|
||||
echo "Draw claimed"
|
||||
break
|
||||
if chess.isCheckmate(chess.toMove):
|
||||
echo $chess.toMove & " was checkmated"
|
||||
if chess.isStalemate(chess.toMove):
|
||||
echo "Stalemate"
|
||||
|
||||
proc runGameSolo*(color: Color, difficulty: int): void =
|
||||
## Initializes and runs a solo game of chess.
|
||||
## The player plays as `color`.
|
||||
echo("run game")
|
||||
var chess = initChess()
|
||||
var draw: string
|
||||
while not chess.isCheckmate(chess.toMove) and not chess.isStalemate(chess.toMove):
|
||||
if chess.toMove == color:
|
||||
chess.echoBoard(color)
|
||||
echo "Make a move"
|
||||
var hMove = readLine(stdin)
|
||||
while not chess.checkedMove(notationToMove(hMove, chess.toMove)):
|
||||
hMove = readLine(stdin)
|
||||
chess.echoBoard(color)
|
||||
if chess.isDrawClaimable():
|
||||
echo "Do you want to claim a draw? (y/N)"
|
||||
draw = readLine(stdin)
|
||||
if draw == "y":
|
||||
echo "Draw claimed"
|
||||
break
|
||||
else:
|
||||
var cMove = bestMove(chess, difficulty)
|
||||
chess.checkedMove(cMove)
|
||||
if chess.isCheckmate(chess.toMove):
|
||||
echo $chess.toMove & " was checkmated"
|
||||
if chess.isStalemate(chess.toMove):
|
||||
echo "Stalemate"
|
||||
|
||||
proc menu(): void =
|
||||
## Presents choices on what to play.
|
||||
echo("\nWelcome to YchESs!\n\n\n")
|
||||
var input: string
|
||||
var playerCount: int
|
||||
while true:
|
||||
echo("How many players? (1/2)")
|
||||
input = readLine(stdin)
|
||||
discard parseInt(input, playerCount, 0)
|
||||
if playerCount == 1 or playerCount == 2:
|
||||
break
|
||||
if playerCount == 1:
|
||||
var color: string
|
||||
var difficulty: int
|
||||
while true:
|
||||
echo("Choose the difficulty for the engine (1-10)")
|
||||
input = readLine(stdin)
|
||||
discard parseInt(input, difficulty, 0)
|
||||
if difficulty >= 1 and difficulty <= 10:
|
||||
break
|
||||
while true:
|
||||
echo("Do you want to play Black or White? (B/W)")
|
||||
color = readLine(stdin)
|
||||
if color == "B":
|
||||
echo("\n\n\n")
|
||||
runGameSolo(Color.Black, difficulty)
|
||||
break
|
||||
elif color == "W":
|
||||
echo("\n\n\n")
|
||||
runGameSolo(Color.White, difficulty)
|
||||
break
|
||||
else:
|
||||
echo("\n\n\n")
|
||||
runGameHotseat()
|
||||
|
||||
when isMainModule:
|
||||
menu()
|
||||
15
src/project.nim
Normal file
15
src/project.nim
Normal file
@@ -0,0 +1,15 @@
|
||||
import os
|
||||
|
||||
proc getProjRootDir*(): string =
|
||||
## Returns the root directory for the ychess project.
|
||||
var maxDepth = 4
|
||||
var path = os.getCurrentDir()
|
||||
var projectDir: string
|
||||
while maxDepth > 0:
|
||||
if dirExists(joinPath(path, "src")):
|
||||
projectDir = path
|
||||
break
|
||||
else:
|
||||
path = parentDir(path)
|
||||
maxDepth -= 1
|
||||
return projectDir
|
||||
1140
tests/chessTest.nim
Normal file
1140
tests/chessTest.nim
Normal file
File diff suppressed because it is too large
Load Diff
48
tests/engineTest.nim
Normal file
48
tests/engineTest.nim
Normal file
@@ -0,0 +1,48 @@
|
||||
import einheit
|
||||
|
||||
include chess
|
||||
include engine/engine
|
||||
|
||||
testSuite ChessTest of TestSuite:
|
||||
|
||||
var
|
||||
chess: Chess
|
||||
|
||||
method setup() =
|
||||
self.chess = initChess()
|
||||
|
||||
method testPieceEvalStalemate() =
|
||||
self.chess = initChess("8/8/2k5/8/8/5K2/8/8 b - - 0 1")
|
||||
var pieceEvaluation = self.chess.evaluate()
|
||||
self.check(pieceEvaluation == 0)
|
||||
|
||||
method testBestMoveProm() =
|
||||
self.chess = initChess("8/2k1P3/8/8/8/5K2/8/8 w - - 0 1")
|
||||
var testBestMove = self.chess.bestMove(2)
|
||||
self.check(testBestMove.start != 0)
|
||||
self.check(indToField(testBestMove.start) == "e7")
|
||||
self.check(indToField(testBestMove.dest) == "e8")
|
||||
|
||||
method testBestMoveStopProm() =
|
||||
self.chess = initChess("8/2k1P3/8/8/8/5K2/8/8 b - - 0 1")
|
||||
var testBestMove = self.chess.bestMove(2)
|
||||
self.check(testBestMove.start != 0)
|
||||
self.check(indToField(testBestMove.start) == "c7")
|
||||
self.check(indToField(testBestMove.dest) == "d7")
|
||||
|
||||
method testBestMoveTacticBlack() =
|
||||
self.chess = initChess("8/2k3r1/8/6p1/5P2/8/4K1R1/8 b - - 0 1")
|
||||
var testBestMove = self.chess.bestMove(2)
|
||||
self.check(testBestMove.start != 0)
|
||||
self.check(indToField(testBestMove.start) != "g5" or indToField(
|
||||
testBestMove.dest) != "f4")
|
||||
|
||||
method testBestMoveTacticWhite() =
|
||||
self.chess = initChess("8/2k3r1/8/5p2/6P1/8/4K1R1/8 w - - 0 1")
|
||||
var testBestMove = self.chess.bestMove(2)
|
||||
self.check(testBestMove.start != 0)
|
||||
self.check(indToField(testBestMove.start) != "g4" or indToField(
|
||||
testBestMove.dest) != "f5")
|
||||
|
||||
when isMainModule:
|
||||
einheit.runTests()
|
||||
Reference in New Issue
Block a user