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 Chess* = object ## `Chess` stores all important information of a chess chess. 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. Pieces = array[10,int] 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. E = 1 ## `E` describes a move a field to the right from whites perspective. W = -E ## `W` describes a move a field to the left 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", 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": 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 (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 moveToNotation*(move: Move): string = ## Convert and return a `move` object to simplified algebraic chess notation. var res = "" 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 (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[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 initChess*(): Chess = ## Create and return a Chess object. let chess = Chess(board: initBoard(), to_move: Color.White, previousBoard: @[], previousCastleRights: @[], fiftyMoveCounter: 0, castleRights: (true, true, true, true)) return chess proc initChess*(board: array[0..63, int], color: Color): Chess = ## Create and return a Chess 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 chess = Chess(board: board, to_move: color, previousBoard: @[], previousCastleRights: @[], fiftyMoveCounter: 0, castleRights: (wk, wq, bk, bq)) return chess 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 = "" if (color == Color.Black): for i in countup(0, len(chess.board)-1): if (chess.board[i] == 999): 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] == 999): 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 (not field in chess.board.low..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 (not dest in chess.board.low..chess.board.high): continue target = chess.board[dest] if (target == 999 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 (not field in chess.board.low..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) if (not dest in chess.board.low..chess.board.high): continue 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 (not field in chess.board.low..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 target != ord(color) * WEnPassant): 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 (not field in chess.board.low..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 == 999 or (ord(color) * target > 0 and ord(color) * target != WEnPassant)): continue res.add(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. if (not field in chess.board.low..chess.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 chess.board.low..chess.board.high): continue target = chess.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 = chess.board[dest] return res 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. if (not field in chess.board.low..chess.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 chess.board.low..chess.board.high): continue target = chess.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 = chess.board[dest] return res 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. if (not field in chess.board.low..chess.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 chess.board.low..chess.board.high): continue target = chess.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 = chess.board[dest] return res 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 (not field in chess.board.low..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 == 999 or (target != 0)): continue if (half_target == 999 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 (not field in chess.board.low..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 == 999 or (ord(color) * target > 0 and ord(color) * target != WEnPassant)): 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) * -1 * 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 countup(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") or start == fieldToInd("a1")): chess.castleRights.wq = false if (start == fieldToInd("e1") or start == fieldToInd("h1")): chess.castleRights.wk = false if (start == fieldToInd("e8") or start == fieldToInd("a8")): chess.castleRights.bq = false if (start == fieldToInd("e8") or start == fieldToInd("h8")): chess.castleRights.bk = false if (dest == fieldToInd("e1") or dest == fieldToInd("a1")): chess.castleRights.wq = false if (dest == fieldToInd("e1") or dest == fieldToInd("h1")): chess.castleRights.wk = false if (dest == fieldToInd("e8") or dest == fieldToInd("a8")): chess.castleRights.bq = false if (dest == fieldToInd("e8") or dest == fieldToInd("h8")): chess.castleRights.bk = 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(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(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 = 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`. if chess.board[field] != WKnight * ord(color): return @[] var res = newSeq[Move]() var moves = chess.genKnightDests(field, color) for dest in moves: if not chess.moveLeadsToCheck(field, dest, color): res.add(getMove(field, dest, color)) return res proc genLegalBishopMoves(chess: Chess, field: int, color: Color): seq[Move] = ## Generates all legal bishop moves in a `chess` starting from `field` for a ## `color`. if chess.board[field] != WBishop * ord(color): return @[] var res = newSeq[Move]() var moves = chess.genBishopDests(field, color) for dest in moves: if not chess.moveLeadsToCheck(field, dest, color): res.add(getMove(field, dest, color)) return res proc genLegalRookMoves(chess: Chess, field: int, color: Color): seq[Move] = ## Generates all legal rook moves in a `chess` starting from `field` for a ## `color`. if chess.board[field] != WRook * ord(color): return @[] var res = newSeq[Move]() var moves = chess.genRookDests(field, color) for dest in moves: if not chess.moveLeadsToCheck(field, dest, color): res.add(getMove(field, dest, color)) return res proc genLegalQueenMoves(chess: Chess, field: int, color: Color): seq[Move] = ## Generates all legal queen moves in a `chess` starting from `field` for a ## `color`. if chess.board[field] != WQueen * ord(color): return @[] var res = newSeq[Move]() var moves = chess.genQueenDests(field, color) for dest in moves: if not chess.moveLeadsToCheck(field, dest, color): res.add(getMove(field, dest, color)) return res proc genLegalKingMoves(chess: Chess, field: int, color: Color): seq[Move] = ## Generates all legal king moves in a `chess` starting from `field` for a ## `color`. if chess.board[field] != WKing * ord(color): return @[] var res = newSeq[Move]() var moves = chess.genKingDests(field, color) for dest in moves: if field - dest == W+W and chess.isAttacked(dest+W, color): continue if field - dest == E+E and chess.isAttacked(dest+E, color): continue if not chess.moveLeadsToCheck(field, dest, color): res.add(getMove(field, dest, color)) return res 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 = ord(color) * chess.board[field] if 0 < target and target < WEnPassant: 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 = 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 = chess.castleRights.wk else: rights = chess.castleRights.bk else: rstart = kstart + (W+W+W+W) rdest = rstart + (E+E+E) kdest = kstart + (W+W) if (color == Color.White): rights = chess.castleRights.bq else: rights = chess.castleRights.bq if (rights): var check = false if (dest_kingside): check = check or chess.isAttacked(kstart, color) check = check or chess.isAttacked(kstart+(E), color) check = check or chess.isAttacked(kstart+(E+E), color) else: check = check or chess.isAttacked(kstart, color) check = check or chess.isAttacked(kstart+(W), color) check = check or chess.isAttacked(kstart+(W+W), color) if check: return false chess.uncheckedMove(kstart, kdest) chess.uncheckedMove(rstart, rdest) chess.toMove = Color(ord(chess.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*(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 var sequence = newSeq[Move]() let piece = chess.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 chess.genPawnDoubleDests(start, color) capturedEnPassant = (chess.board[dest] == -1 * ord(color) * WEnPassant) fiftyMoveRuleReset = true if (chess.board[move.dest] != 0): fiftyMoveRuleReset = true sequence.add(chess.genLegalMoves(start, color)) # TODO: don't generate all legal moves, just check if result is legal and reachable if (move in sequence): chess.board.removeEnPassant(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) else: chess.uncheckedMove(start, dest) chess.toMove = Color(ord(chess.toMove)*(-1)) if createEnPassant: chess.board[dest-(N*ord(color))] = WEnPassant * ord(color) if capturedEnPassant: chess.board[dest-(N*ord(color))] = 0 if ((90 < dest and dest < 99) or (20 < dest and dest < 29)) and chess.board[dest] == WPawn * ord(color): chess.board[dest] = prom var prevBoard = chess.previousBoard var prevCastle = chess.previousCastleRights chess.previousBoard.add(chess.board) chess.previousCastleRights.add(chess.castleRights) chess.fiftyMoveCounter = chess.fiftyMoveCounter + 1 if fiftyMoveRuleReset: chess.fiftyMoveCounter = 0 return true proc hasNoMoves(chess: Chess, color: Color): bool = ## Returns true if the `color` player has no legal moves in a `chess`. return (chess.genLegalMoves(color) == @[]) proc isCheckmate*(chess: Chess, color: Color): bool = ## Returns true if the `color` player is checkmate in a `chess`. return chess.hasNoMoves(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 lastCastleRights = chess.previousCastleRights[chess.previousBoard.high] var reps = 0 for stateInd in (chess.previousBoard.low)..(chess.previousBoard.high): if (chess.previousBoard[stateInd] == lastState and chess.previousCastleRights[ stateInd] == lastCastleRights): reps = reps + 1 return reps >= 3 proc fiftyMoveRule(chess: Chess): bool = ## Returns true if a draw can be claimed by the 50 move rule in a `chess`. return chess.fiftyMoveCounter >= 100 proc isDrawClaimable*(chess: Chess): bool = ## Returns true if a draw is claimable by either player. return chess.threeMoveRep() or chess.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 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.hasNoMoves(color) and not chess.isInCheck(color)) or chess.board.checkInsufficientMaterial()