import tables from strutils import parseInt type Color* = enum ## `Color` describes the possible color of players. Black = -1, White = 1 Board* = array[0..119, int] ## \ ## `Board` saves the position of the chess pieces. CastleRights = tuple ## `CastleRights` contains the rights to castling for each player. wk: bool # `wk` describes White kingside castle wq: bool # `wq` describes White queenside castle bk: bool # `bk` describes Black kingside castle bq: bool # `bq` describes Black queenside castle Game* = object ## `Game` stores all important information of a chess game. board*: Board toMove*: Color previousBoard: seq[Board] previousCastleRights: seq[CastleRights] fiftyMoveCounter: int castleRights: CastleRights Move* = object ## `Move` stores all important information for a move. start: int dest: int color: Color prom: int PieceAmount = tuple ## `PieceAmount` describes the number of pieces of a certain type a/both ## player/s has/have. p: int # `p` describes the amount of pawns. n: int # `n` describes the amount of knights. b: int # `b` describes the amount of bishops. r: int # `r` describes the amount of rooks. q: int # `q` describes the amount of queens. const Block* = 999 ## \ ## `Block` is the value assigned to empty blocked fields in a board. WPawn* = 1 ## `WPawn` is the value assigned to a square in a board with a white pawn. WKnight* = 2 ## \ ## `WKnight` is the value assigned to a square in a board with a white ## knight. WBishop* = 3 ## \ ## `WBishop` is the value assigned to a square in a board with a white ## bishop. WRook* = 4 ## \ ## `WRook` is the value assigned to a square in a board with a white rook. WQueen* = 5 ## \ ## `WQueen` is the value assigned to a square in a board with a white ## queen. WKing* = 6 ## \ ## `WKing` is the value assigned to a square in a board with a white king. WEnPassant* = 7 ## \ ## `WEnPassant` is assigned to a square in a board with an invisible white ## en passant pawn. BPawn* = -WPawn ## \ ## `BPawn` is the value assigned to a square in a board with a black pawn. BKnight* = -WKnight ## \ ## `BKnight` is the value assigned to a square in a board with a black\ ## knight. BBishop* = -WBishop ## \ ## `BBishop` is the value assigned to a square in a board with a black\ ## bishop. BRook* = -WRook ## \ ## `BRook` is the value assigned to a square in a board with a black rook. BQueen* = -WQueen ## \ ## `BQueen` is the value assigned to a square in a board with a black queen. BKing* = -WKing ## \ ## `BKing` is the value assigned to a square in a board with a black king. BEnPassant* = -WEnPassant ## \ ## `BEnPassant` is assigned to a square in a board with an invisible black ## en passant pawn. N = 10 ## `N` describes a move a field up the board from whites perspective. S = -N ## `S` describes a move a field down the board from whites perspective. W = 1 ## `W` describes a move a field to the left from whites perspective. E = -W ## `E` describes a move a field to the right from whites perspective. # Directions for the pieces. Special moves are in separate arrays. Knight_Moves = [N+N+E, N+N+W, E+E+N, E+E+S, S+S+E, S+S+W, W+W+N, W+W+S] ## \ ## `Knight_Moves` describes the possible knight moves. Bishop_Moves = [N+E, N+W, S+E, S+W] ## \ ## `Bishop_Moves` describes the possible 1 field distance bishop moves. Rook_Moves = [N, E, S, W] ## \ ## `Rook_Moves` describes the possible 1 field distance rook moves. Queen_Moves = [N, E, S, W, N+E, N+W, S+E, S+W] ## \ ## `Queen_Moves` describes the possible 1 field distance queen moves. King_Moves = [N, E, S, W, N+E, N+W, S+E, S+W] ## \ ## `King_Moves` describes the possible 1 field distance king moves. King_Moves_White_Castle = [E+E, W+W] ## \ ## `King_Moves` describes the possible king moves for castling. Pawn_Moves_White = [N] ## \ ## `Pawn_Moves_White` describes the possible 1 field distance pawn moves ## from whites perspective that are not attacks. Pawn_Moves_White_Double = [N+N] ## \ ## `Pawn_Moves_White_Double` describes the possible pawn 2 field distance ## moves from whites perspective. Pawn_Moves_White_Attack = [N+E, N+W] ## \ ## `Pawn_Moves_White` describes the possible 1 field distance pawn moves ## from whites perspective that are ttacks. InsufficientMaterial: array[4, PieceAmount] = [ (0, 0, 0, 0, 0), # only kings (0, 0, 1, 0, 0), # knight only (0, 1, 0, 0, 0), # bishop only (0, 2, 0, 0, 0) # 2 knights ] ## `InsufficientMaterial` describes the pieces where no checkmate can be ## forced let PieceChar = { 0: " ", WPawn: "P", WKnight: "N", WBishop: "B", WRook: "R", WQueen: "Q", WKing: "K", WEnPassant: " ", BPawn: "p", BKnight: "n", BBishop: "b", BRook: "r", BQueen: "q", BKing: "k", BEnPassant: " ", }.newTable ## \ ## `PieceChar` describes the representation for the pieceIDs for the cli. FileChar = { "a": 7, "b": 6, "c": 5, "d": 4, "e": 3, "f": 2, "g": 1, "h": 0 }.newTable ## \ # `FileChar` maps the files of the chessboard to numbers for better # conversion. proc fieldToInd*(file: string, line: int): int = ## Calculate and return board index from `file` and `line` of a chess board. ## Returns -1 if the `field` was not input correct. try: return 1+(line+1)*10+FileChar[file] except IndexDefect, ValueError: return -1 proc fieldToInd*(field: string): int = ## Calculate and return board index from `field` of a chess board. ## Returns -1 if the `field` was not input correct. try: return fieldToInd($field[0], parseInt($field[1])) except IndexDefect, ValueError: return -1 proc indToField*(ind: int): string = ## Calculate and returns field name from board index `ind`. let line = (int)ind/10-1 let file_ind = (ind)%%10-1 for file, i in FileChar: if FileChar[file] == file_ind: return $file & $line proc getMove*(start: int, dest: int, prom: int, color: Color): Move = ## Get a move object of the `color` player from `start` to `dest` with an ## eventual promition to `prom`. var move = Move(start: start, dest: dest, prom: prom * ord(color), color: color) if (WKnight > prom or WQueen < prom): move.prom = WQueen return move proc getMove*(start: int, dest: int, color: Color): Move = ## Get a move object of the `color` player from `start` to `dest` with ## automatic promition to queen. var move = Move(start: start, dest: dest, prom: WQueen * ord(color), color: color) return move proc notationToMove*(notation: string, color: Color): Move = ## Convert and return simplified algebraic chess `notation` to a move object, ## color of player is `color`. var move: Move var start = fieldToInd(notation[0..1]) var dest = fieldToInd(notation[2..3]) move = getMove(start, dest, color) if (len(notation) > 4): var promStr = $notation[4] var prom: int case promStr: of "Q": prom = WQueen * ord(color) of "R": prom = WRook * ord(color) of "B": prom = WBishop * ord(color) of "N": prom = WKnight * ord(color) move = getMove(start, dest, prom, color) return move proc initBoard(): Board = ## Create and return a board with pieces in starting position. let board = [ Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, WRook, WKnight, WBishop, WKing, WQueen, WBishop, WKnight, WRook, Block, Block, WPawn, WPawn, WPawn, WPawn, WPawn, WPawn, WPawn, WPawn, Block, Block, 0, 0, 0, 0, 0, 0, 0, 0, Block, Block, 0, 0, 0, 0, 0, 0, 0, 0, Block, Block, 0, 0, 0, 0, 0, 0, 0, 0, Block, Block, 0, 0, 0, 0, 0, 0, 0, 0, Block, Block, BPawn, BPawn, BPawn, BPawn, BPawn, BPawn, BPawn, BPawn, Block, Block, BRook, BKnight, BBishop, BKing, BQueen, BBishop, BKnight, BRook, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block] return board proc initBoard(board: array[0..63, int]): Board = ## Create and return a board with pieces in position of choice, described in ## `board`. let board = [ Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, board[0], board[1], board[2], board[3], board[4], board[5], board[6], board[7], Block, Block, board[8], board[9], board[10], board[11], board[12], board[13], board[14], board[15], Block, Block, board[16], board[17], board[18], board[19], board[20], board[ 21], board[22], board[23], Block, Block, board[24], board[25], board[26], board[27], board[28], board[ 29], board[30], board[31], Block, Block, board[32], board[33], board[34], board[35], board[36], board[ 37], board[38], board[39], Block, Block, board[40], board[41], board[42], board[43], board[44], board[ 45], board[46], board[47], Block, Block, board[48], board[49], board[50], board[51], board[52], board[ 53], board[54], board[55], Block, Block, board[56], board[57], board[58], board[59], board[60], board[ 61], board[62], board[63], Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block] return board proc initGame*(): Game = ## Create and return a Game object. let game = Game(board: initBoard(), to_move: Color.White, previousBoard: @[], previousCastleRights: @[], fiftyMoveCounter: 0, castleRights: (true, true, true, true)) return game proc initGame*(board: array[0..63, int], color: Color): Game = ## Create and return a Game object based on a position of choice. ## `board` describes the pieces, `color` the color that is about to move. let board = initBoard(board) let compare = initBoard() var same_piece: bool var wk = false var wq = false var bk = false var bq = false if (board[fieldToInd("e1")] == compare[fieldToInd("e1")]): if (board[fieldToInd("a1")] == compare[fieldToInd("a1")]): wq = true if (board[fieldToInd("h1")] == compare[fieldToInd("h1")]): wk = true if (board[fieldToInd("e8")] == compare[fieldToInd("e8")]): if (board[fieldToInd("a8")] == compare[fieldToInd("a8")]): bq = true if (board[fieldToInd("h8")] == compare[fieldToInd("h8")]): bk = true for ind in board.low..board.high: same_piece = (board[ind] != compare[ind]) let game = Game(board: board, to_move: color, previousBoard: @[], previousCastleRights: @[], fiftyMoveCounter: 0, castleRights: (wk, wq, bk, bq)) return game proc echoBoard*(game: Game, color: Color) = ## Prints out the given `board` with its pieces as characters and line ## indices from perspecive of `color`. var line_str = "" if (color == Color.Black): for i in countup(0, len(game.board)-1): if (game.board[i] == 999): continue line_str &= PieceChar[game.board[i]] & " " if ((i+2) %% 10 == 0): line_str &= $((int)((i)/10)-1) & "\n" echo line_str echo "h g f e d c b a" else: for i in countdown(len(game.board)-1, 0): if (game.board[i] == 999): continue line_str &= PieceChar[game.board[i]] & " " if ((i-1) %% 10 == 0): line_str &= $((int)((i)/10)-1) & "\n" echo line_str echo "a b c d e f g h" proc genPawnAttackDests(game: Game, field: int, color: Color): seq[int] = ## Generate possible attack destinations for a pawn with specific `color` ## located at index `field` of `game`. ## Returns a sequence of possible indices to move to. if (not field in game.board.low..game.board.high): return @[] var res = newSeq[int]() var dest: int var target: int for attacks in Pawn_Moves_White_Attack: dest = field + (attacks * ord(color)) if (not dest in game.board.low..game.board.high): continue target = game.board[dest] if (target == 999 or ord(color) * target >= 0): continue res.add(dest) return res proc genPawnDoubleDests(game: Game, field: int, color: Color): seq[int] = ## Generate possible double destinations for a pawn with specific `color` ## located at index `field` of `game`. ## Returns a sequence of possible indices to move to. if (not field in game.board.low..game.board.high): return @[] var res = newSeq[int]() var dest: int var target: int for doubles in Pawn_Moves_White_Double: dest = field + doubles * ord(color) if (not dest in game.board.low..game.board.high): continue target = game.board[dest] if ((target != 0) or ( game.board[dest+(S*ord(color))] != 0)): continue if (color == Color.White and not (field in fieldToInd("h2")..fieldToInd("a2"))): continue if (color == Color.Black and not (field in fieldToInd("h7")..fieldToInd("a7"))): continue res.add(dest) return res proc genPawnDests(game: Game, field: int, color: Color): seq[int] = ## Generate possible destinations for a pawn with specific `color` located at ## index `field` of `game`. ## Returns a sequence of possible indices to move to. if (not field in game.board.low..game.board.high): return @[] var res = newSeq[int]() var dest: int var target: int for move in Pawn_Moves_White: dest = field + move * ord(color) if (not dest in game.board.low..game.board.high): continue target = game.board[dest] if (target != 0 and target != ord(color) * WEnPassant): continue res.add(dest) res.add(game.genPawnAttackDests(field, color)) res.add(game.genPawnDoubleDests(field, color)) return res proc genKnightDests(game: Game, field: int, color: Color): seq[int] = ## Generate possible destinations for a knight with specific `color` located ## at index `field` of `game`. ## Returns a sequence of possible indices to move to. if (not field in game.board.low..game.board.high): return @[] var res = newSeq[int]() var dest: int var target: int for move in Knight_Moves: dest = field + move if (not dest in game.board.low..game.board.high): continue target = game.board[dest] if (target == 999 or (ord(color) * target > 0 and ord(color) * target != WEnPassant)): continue res.add(dest) return res proc genBishopDests(game: Game, field: int, color: Color): seq[int] = ## Generate possible destinations for a bishop with specific `color` located ## at index `field` of `game`. ## Returns a sequence of possible indices to move to. if (not field in game.board.low..game.board.high): return @[] var res = newSeq[int]() var dest: int var target: int for move in Bishop_Moves: dest = field+move if (not dest in game.board.low..game.board.high): continue target = game.board[dest] while (target != 999 and (ord(color) * target <= 0) or target == WEnPassant or target == -WEnPassant): res.add(dest) if (ord(color) * target < 0 and ord(color) * target > -WEnPassant): break dest = dest+move target = game.board[dest] return res proc genRookDests(game: Game, field: int, color: Color): seq[int] = ## Generate possible destinations for a rook with specific `color` located at ## index `field` of `game`. ## Returns a sequence of possible indices to move to. if (not field in game.board.low..game.board.high): return @[] var res = newSeq[int]() var dest: int var target: int for move in Rook_Moves: dest = field+move if (not dest in game.board.low..game.board.high): continue target = game.board[dest] while (target != 999 and (ord(color) * target <= 0) or target == WEnPassant or target == -WEnPassant): res.add(dest) if (ord(color) * target < 0 and ord(color) * target > -WEnPassant): break dest = dest+move target = game.board[dest] return res proc genQueenDests(game: Game, field: int, color: Color): seq[int] = ## Generate possible destinations for a queen with specific `color` located ## at index `field` of `game`. ## Returns a sequence of possible indices to move to. if (not field in game.board.low..game.board.high): return @[] var res = newSeq[int]() var dest: int var target: int for move in Queen_Moves: dest = field+move if (not dest in game.board.low..game.board.high): continue target = game.board[dest] while (target != 999 and (ord(color) * target <= 0) or target == WEnPassant or target == -WEnPassant): res.add(dest) if (ord(color) * target < 0 and ord(color) * target > -WEnPassant): break dest = dest+move target = game.board[dest] return res proc genKingCastleDest(game: Game, field: int, color: Color): seq[int] = ## Generate possible castle destinations for a king with specific `color` ## located at index `field` of `game` ## Returns a sequence of possible indices to move to. if (not field in game.board.low..game.board.high): return @[] var res = newSeq[int]() var dest: int var target: int var half_dest: int var half_target: int for castle in King_Moves_White_Castle: dest = field + castle if (not dest in game.board.low..game.board.high): continue target = game.board[dest] half_dest = field + (int)castle/2 half_target = game.board[half_dest] if (target == 999 or (target != 0)): continue if (half_target == 999 or (half_target != 0)): continue res.add(dest) return res proc genKingDests(game: Game, field: int, color: Color): seq[int] = ## Generate possible destinations for a king with specific `color` ## located at index `field` of `game`. ## Returns a sequence of possible indices to move to. if (not field in game.board.low..game.board.high): return @[] var res = newSeq[int]() var dest: int var target: int for move in King_Moves: dest = field + move if (not dest in game.board.low..game.board.high): continue target = game.board[dest] if (target == 999 or (ord(color) * target > 0 and ord(color) * target != WEnPassant)): continue res.add(dest) res.add(game.genKingCastleDest(field, color)) return res proc pieceOn(game: Game, color: Color, sequence: seq[int], pieceID: int): bool = ## Returns true if the `PieceID` of a given `color` is in `sequence` else ## wrong. for check in sequence: if game.board[check] == ord(color) * -1 * pieceID: return true return false proc isAttacked(game: Game, position: int, color: Color): bool = ## Returns true if a `position` in a `game` is attacked by the opposite ## color of `color`. var attacked = false attacked = attacked or game.pieceOn(color, game.genPawnAttackDests( position, color), WPawn) attacked = attacked or game.pieceOn(color, game.genQueenDests(position, color), WQueen) attacked = attacked or game.pieceOn(color, game.genKingDests(position, color), WKing) attacked = attacked or game.pieceOn(color, game.genRookDests(position, color), WRook) attacked = attacked or game.pieceOn(color, game.genBishopDests(position, color), WBishop) attacked = attacked or game.pieceOn(color, game.genKnightDests(position, color), WKnight) return attacked proc isInCheck*(game: Game, color: Color): bool = ## Returns true if the king of a given `color` is in check in a `game`. var king_pos: int for i in countup(0, game.board.high): if game.board[i] == ord(color) * WKing: king_pos = i return game.isAttacked(king_pos, color) proc uncheckedMove(game: var Game, start: int, dest: int): bool {.discardable.} = ## Moves a piece if possible from `start` position to `dest` position in a ## `game`. let piece = game.board[start] game.board[start] = 0 game.board[dest] = piece if (start == fieldToInd("e1") or start == fieldToInd("a1")): game.castleRights.wq = false if (start == fieldToInd("e1") or start == fieldToInd("h1")): game.castleRights.wk = false if (start == fieldToInd("e8") or start == fieldToInd("a8")): game.castleRights.bq = false if (start == fieldToInd("e8") or start == fieldToInd("h8")): game.castleRights.bk = false if (dest == fieldToInd("e1") or dest == fieldToInd("a1")): game.castleRights.wq = false if (dest == fieldToInd("e1") or dest == fieldToInd("h1")): game.castleRights.wk = false if (dest == fieldToInd("e8") or dest == fieldToInd("a8")): game.castleRights.bq = false if (dest == fieldToInd("e8") or dest == fieldToInd("h8")): game.castleRights.bk = false return true proc moveLeadsToCheck(game: Game, start: int, dest: int, color: Color): bool = ## Returns true if a move from `start` to `dest` in a `game` puts the `color` ## king in check. var check = game check.uncheckedMove(start, dest) return check.isInCheck(color) proc genPawnPromotion(move: Move, color: Color): seq[Move] = ## Generate all possible promotions of a `move` by `color`. var promotions = newSeq[Move]() let start = move.start let dest = move.dest if (90 < dest and dest < 99) or (20 < dest and dest < 29): for piece in WKnight..WQueen: promotions.add(getMove(start, dest, piece, color)) return promotions proc genLegalPawnMoves(game: Game, field: int, color: Color): seq[Move] = ## Generates all legal pawn moves in a `game` starting from `field` for a ## `color`. if game.board[field] != WPawn * ord(color): return @[] var res = newSeq[Move]() var moves = game.genPawnDests(field, color) for dest in moves: if not game.moveLeadsToCheck(field, dest, color): var promotions = genPawnPromotion(getMove(field, dest, color), color) if promotions != @[]: res.add(promotions) else: res.add(getMove(field, dest, color)) return res proc genLegalKnightMoves(game: Game, field: int, color: Color): seq[Move] = ## Generates all legal knight moves in a `game` starting from `field` for a ## `color`. if game.board[field] != WKnight * ord(color): return @[] var res = newSeq[Move]() var moves = game.genKnightDests(field, color) for dest in moves: if not game.moveLeadsToCheck(field, dest, color): res.add(getMove(field, dest, color)) return res proc genLegalBishopMoves(game: Game, field: int, color: Color): seq[Move] = ## Generates all legal bishop moves in a `game` starting from `field` for a ## `color`. if game.board[field] != WBishop * ord(color): return @[] var res = newSeq[Move]() var moves = game.genBishopDests(field, color) for dest in moves: if not game.moveLeadsToCheck(field, dest, color): res.add(getMove(field, dest, color)) return res proc genLegalRookMoves(game: Game, field: int, color: Color): seq[Move] = ## Generates all legal rook moves in a `game` starting from `field` for a ## `color`. if game.board[field] != WRook * ord(color): return @[] var res = newSeq[Move]() var moves = game.genRookDests(field, color) for dest in moves: if not game.moveLeadsToCheck(field, dest, color): res.add(getMove(field, dest, color)) return res proc genLegalQueenMoves(game: Game, field: int, color: Color): seq[Move] = ## Generates all legal queen moves in a `game` starting from `field` for a ## `color`. if game.board[field] != WQueen * ord(color): return @[] var res = newSeq[Move]() var moves = game.genQueenDests(field, color) for dest in moves: if not game.moveLeadsToCheck(field, dest, color): res.add(getMove(field, dest, color)) return res proc genLegalKingMoves(game: Game, field: int, color: Color): seq[Move] = ## Generates all legal king moves in a `game` starting from `field` for a ## `color`. if game.board[field] != WKing * ord(color): return @[] var res = newSeq[Move]() var moves = game.genKingDests(field, color) for dest in moves: if field - dest == W+W and game.isAttacked(dest+W, color): continue if field - dest == E+E and game.isAttacked(dest+E, color): continue if not game.moveLeadsToCheck(field, dest, color): res.add(getMove(field, dest, color)) return res proc genLegalMoves*(game: Game, field: int, color: Color): seq[Move] = ## Generates all legal moves in a `game` starting from `field` for a `color`. var legal_moves = newSeq[Move]() var target = ord(color) * game.board[field] if 0 < target and target < WEnPassant: legal_moves = case target: of WPawn: game.genLegalPawnMoves(field, color) of WKnight: game.genLegalKnightMoves(field, color) of WBishop: game.genLegalBishopMoves(field, color) of WRook: game.genLegalRookMoves(field, color) of WQueen: game.genLegalQueenMoves(field, color) of WKing: game.genLegalKingMoves(field, color) else: @[] return legal_moves proc genLegalMoves*(game: Game, color: Color): seq[Move] = ## Generates all legal moves in a `game` for a `color`. var legal_moves = newSeq[Move]() for field in game.board.low..game.board.high: legal_moves.add(game.genLegalMoves(field, color)) return legal_moves proc castling(game: var Game, kstart: int, dest_kingside: bool, color: Color): bool {.discardable.} = ## Tries to castle in a given `game` with the king of a given `color` from ## `kstart`. ## `dest_kingside` for kingside castling, else castling is queenside. ## This process checks for the legality of the move and performs the switch ## of `game.to_move` if game.toMove != color: return false var kdest = kstart var rstart: int var rdest: int var rights = false if (dest_kingside): kdest = kstart + (E+E) rstart = kstart + (E+E+E) rdest = rstart + (W+W) if (color == Color.White): rights = game.castleRights.wk else: rights = game.castleRights.bk else: rstart = kstart + (W+W+W+W) rdest = rstart + (E+E+E) kdest = kstart + (W+W) if (color == Color.White): rights = game.castleRights.bq else: rights = game.castleRights.bq if (rights): var check = false if (dest_kingside): check = check or game.isAttacked(kstart, color) check = check or game.isAttacked(kstart+(E), color) check = check or game.isAttacked(kstart+(E+E), color) else: check = check or game.isAttacked(kstart, color) check = check or game.isAttacked(kstart+(W), color) check = check or game.isAttacked(kstart+(W+W), color) if check: return false game.uncheckedMove(kstart, kdest) game.uncheckedMove(rstart, rdest) game.toMove = Color(ord(game.toMove)*(-1)) return true return false proc removeEnPassant(board: var Board, color: Color): void = ## Removes every en passant of given `color` from the `board`. for field in board.low..board.high: if board[field] == ord(color) * WEnPassant: board[field] = 0 proc checkedMove*(game: var Game, move: Move): bool {.discardable.} = ## Tries to make a `move` in a given `game``. ## This process checks for the legality of the move and performs the switch ## of `game.to_move` with exception of castling (castling() switches). let start = move.start let dest = move.dest let color = move.color let prom = move.prom if (game.toMove != color or start == -1 or dest == -1): return false var sequence = newSeq[Move]() let piece = game.board[start] var createEnPassant = false var capturedEnPassant = false var fiftyMoveRuleReset = false var move: Move move = getMove(start, dest, color) if (piece == WPawn * ord(color)): createEnPassant = dest in game.genPawnDoubleDests(start, color) capturedEnPassant = (game.board[dest] == -1 * ord(color) * WEnPassant) fiftyMoveRuleReset = true if (game.board[move.dest] != 0): fiftyMoveRuleReset = true sequence.add(game.genLegalMoves(start, color)) if (move in sequence): game.board.removeEnPassant(color) if (piece == WKing * ord(color) and (start - dest == (W+W))): return game.castling(start, true, color) elif (piece == WKing * ord(color) and (start - dest == (E+E))): return game.castling(start, false, color) else: game.uncheckedMove(start, dest) game.toMove = Color(ord(game.toMove)*(-1)) if createEnPassant: game.board[dest-(N*ord(color))] = WEnPassant * ord(color) if capturedEnPassant: game.board[dest-(N*ord(color))] = 0 if ((90 < dest and dest < 99) or (20 < dest and dest < 29)) and game.board[dest] == WPawn * ord(color): game.board[dest] = prom var prevBoard = game.previousBoard var prevCastle = game.previousCastleRights game.previousBoard.add(game.board) game.previousCastleRights.add(game.castleRights) game.fiftyMoveCounter = game.fiftyMoveCounter + 1 if fiftyMoveRuleReset: game.fiftyMoveCounter = 0 return true proc hasNoMoves(game: Game, color: Color): bool = ## Returns true if the `color` player has no legal moves in a `game`. return (game.genLegalMoves(color) == @[]) proc isCheckmate*(game: Game, color: Color): bool = ## Returns true if the `color` player is checkmate in a `game`. return game.hasNoMoves(color) and game.isInCheck(color) proc threeMoveRep(game: Game): bool = ## Returns true if a 3-fold repitition happened on the last move of the ## `game`. var lastState = game.previousBoard[game.previousBoard.high] var lastCastleRights = game.previousCastleRights[game.previousBoard.high] var reps = 0 for stateInd in (game.previousBoard.low)..(game.previousBoard.high): if (game.previousBoard[stateInd] == lastState and game.previousCastleRights[ stateInd] == lastCastleRights): reps = reps + 1 return reps >= 3 proc fiftyMoveRule(game: Game): bool = ## Returns true if a draw can be claimed by the 50 move rule in a `game`. return game.fiftyMoveCounter >= 100 proc isDrawClaimable*(game: Game): bool = ## Returns true if a draw is claimable by either player. return game.threeMoveRep() or game.fiftyMoveRule() proc checkInsufficientMaterial(board: Board): bool = ## Checks for combinations of pieces on a `board`, where no checkmate can be ## forced. ## Returns true if no player can force a checkmate to the other. var wp = 0 var wn = 0 var wb = 0 var wr = 0 var wq = 0 var bp = 0 var bn = 0 var bb = 0 var br = 0 var bq = 0 for field in board.low..board.high: case board[field]: of WPawn: wp += 1 of BPawn: bp += 1 of WKnight: wn += 1 of BKnight: bn += 1 of WBishop: wb += 1 of BBishop: bb += 1 of WRook: wr += 1 of BRook: br += 1 of WQueen: wq += 1 of BQueen: bq += 1 else: continue let wpieces: PieceAmount = (wp, wn, wb, wr, wq) let bpieces: PieceAmount = (bp, bn, bb, br, bq) return (wpieces in InsufficientMaterial) and (bpieces in InsufficientMaterial) proc isStalemate*(game: Game, color: Color): bool = ## Returns true if the `color` player is stalemate in a `game`. return (game.hasNoMoves(color) and not game.isInCheck(color)) or game.board.checkInsufficientMaterial()