import tables from strutils import parseInt import algorithm type Color* = enum Black = -1, White = 1 ## Board that saves the board Board* = array[0..119, int] ## Board that checks if pieces moved Moved* = array[0..119, bool] ## Castle rights for each player CastleRights = tuple wk: bool wq: bool bk: bool bq: bool ## Game as object of different values Game* = object board*: Board moved: Moved toMove*: Color previousBoard*: seq[Board] previousCastleRights*: seq[CastleRights] fiftyMoveCounter: int ## Move as object Move* = object start: int dest: int color: Color prom: int ## Amount of pieces of a player Pieces = tuple p: int k: int b: int r: int q: int const # IDs for piece BlockID* = 999 PawnID* = 1 KnightID* = 2 BishopID* = 3 RookID* = 4 QueenID* = 5 KingID* = 6 EnPassantID* = 7 # IDs that are saved in the array Block* = BlockID WPawn* = PawnID WKnight* = KnightID WBishop* = BishopID WRook* = RookID WQueen* = QueenID WKing* = KingID WEnPassant* = EnPassantID BPawn* = -PawnID BKnight* = -KnightID BBishop* = -BishopID BRook* = -RookID BQueen* = -QueenID BKing* = -KingID BEnPassant* = EnPassantID # Directions of movement N = 10 S = -N W = 1 E = -W # Movement options for pieces (Bishop/Rook/Queen can repeat in the same direction) Knight_Moves = [N+N+E, N+N+W, E+E+N, E+E+S, S+S+E, S+S+W, W+W+N, W+W+S] Bishop_Moves = [N+E, N+W, S+E, S+W] Rook_Moves = [N, E, S, W] Queen_Moves = [N, E, S, W, N+E, N+W, S+E, S+W] King_Moves = [N, E, S, W, N+E, N+W, S+E, S+W] King_Moves_White_Castle = [E+E, W+W] Pawn_Moves_White = [N] Pawn_Moves_White_Double = [N+N] Pawn_Moves_White_Attack = [N+E, N+W] let PieceChar = { 0: " ", 1: "P", 2: "N", 3: "B", 4: "R", 5: "Q", 6: "K", 7: " ", -1: "p", -2: "n", -3: "b", -4: "r", -5: "q", -6: "k", -7: " ", 999: "-" }.newTable let FileChar = { "a": 7, "b": 6, "c": 5, "d": 4, "e": 3, "f": 2, "g": 1, "h": 0 }.newTable const InsufficientMaterial = @[ #p, n, b, r, q # lone kings (0, 0, 0, 0, 0), # knight only (0, 0, 1, 0, 0), # bishop only (0, 1, 0, 0, 0), # 2 knights (0, 2, 0, 0, 0) ] proc getField*(board: Board, field: int): int = return board[field] proc setField(board: var Board, field: int, val: int): bool {.discardable.} = if (val in PieceChar): try: board[field] = val return true except Exception: return false proc getField*(moved: Moved, field: int): bool = return moved[field] proc setField(moved: var Moved, field: int, val: bool): bool {.discardable.} = try: moved[field] = val return true except Exception: return false proc checkInsufficientMaterial(board: Board): bool = ## Checks for combinations of pieces on a `board`, where no checkmate can be forced var wp = 0 var wn = 0 var wb = 0 var wr = 0 var wq = 0 var bp = 0 var bn = 0 var bb = 0 var br = 0 var bq = 0 for field in board.low..board.high: case board.getField(field): of WPawn: wp = wp + 1 of BPawn: bp = bp + 1 of WKnight: wn = wn + 1 of BKnight: bn = bn + 1 of WBishop: wb = wb + 1 of BBishop: bb = bb + 1 of WRook: wr = wr + 1 of BRook: br = br + 1 of WQueen: wq = wq + 1 of BQueen: bq = bq + 1 else: continue let wpieces = (wp, wn, wb, wr, wq) let bpieces = (bp, bn, bb, br, bq) return (wpieces in InsufficientMaterial) and (bpieces in InsufficientMaterial) proc initBoard(): Board = ## Create and return a board with pieces in starting position. let board = [ Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, WRook, WKnight, WBishop, WKing, WQueen, WBishop, WKnight, WRook, Block, Block, WPawn, WPawn, WPawn, WPawn, WPawn, WPawn, WPawn, WPawn, Block, Block, 0, 0, 0, 0, 0, 0, 0, 0, Block, Block, 0, 0, 0, 0, 0, 0, 0, 0, Block, Block, 0, 0, 0, 0, 0, 0, 0, 0, Block, Block, 0, 0, 0, 0, 0, 0, 0, 0, Block, Block, BPawn, BPawn, BPawn, BPawn, BPawn, BPawn, BPawn, BPawn, Block, Block, BRook, BKnight, BBishop, BKing, BQueen, BBishop, BKnight, BRook, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block] return board proc initBoard(board: array[0..63, int]): Board = ## Create and return a board with pieces in position of choice let board = [ Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, board[0], board[1], board[2], board[3], board[4], board[5], board[6], board[7], Block, Block, board[8], board[9], board[10], board[11], board[12], board[13], board[14], board[15], Block, Block, board[16], board[17], board[18], board[19], board[20], board[ 21], board[22], board[23], Block, Block, board[24], board[25], board[26], board[27], board[28], board[ 29], board[30], board[31], Block, Block, board[32], board[33], board[34], board[35], board[36], board[ 37], board[38], board[39], Block, Block, board[40], board[41], board[42], board[43], board[44], board[ 45], board[46], board[47], Block, Block, board[48], board[49], board[50], board[51], board[52], board[ 53], board[54], board[55], Block, Block, board[56], board[57], board[58], board[59], board[60], board[ 61], board[62], board[63], Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block, Block] return board proc initMoved(): Moved = ## Create and return a board of pieces moved. var moved: Moved return moved proc initGame*(): Game = ## Create and return a Game object. let game = Game(board: initBoard(), moved: initMoved(), to_move: Color.White, previousBoard: @[], previousCastleRights: @[], fiftyMoveCounter: 0) return game proc initGame*(board: array[0..63, int], color: Color): Game = ## Create ad return a Game object based on a position of choice. let board = initBoard(board) let compare = initBoard() var moved = initMoved() var same_piece: bool for ind in board.low..board.high: same_piece = (board[ind] != compare[ind]) moved.setField(ind, same_piece) let game = Game(board: board, moved: moved, to_move: color, previousBoard: @[], previousCastleRights: @[], fiftyMoveCounter: 0) return game proc getMove*(start: int, dest: int, prom: int, color: Color): Move = ## Get a move object from `start` to `dest` with an eventual promition to `prom` var move = Move(start: start, dest: dest, prom: prom * ord(color), color: color) if (KnightID > prom or QueenID < prom): move.prom = QueenID return move proc getMove*(start: int, dest: int, color: Color): Move = ## Get a move object from `start` to `dest` with automatic promition to `queen` var move = Move(start: start, dest: dest, prom: QueenID * ord(color), color: color) return move proc echoBoard*(game: Game, color: Color) = ## Prints out the given `board` with its pieces as characters and line indices from perspecive of `color`. var line_str = "" if (color == Color.Black): for i in countup(0, len(game.board)-1): if (game.board.getField(i) == 999): continue line_str &= PieceChar[game.board[i]] & " " if ((i+2) %% 10 == 0): line_str &= $((int)((i)/10)-1) & "\n" echo line_str echo "h g f e d c b a" else: for i in countdown(len(game.board)-1, 0): if (game.board.getField(i) == 999): continue line_str &= PieceChar[game.board[i]] & " " if ((i-1) %% 10 == 0): line_str &= $((int)((i)/10)-1) & "\n" echo line_str echo "a b c d e f g h" proc fieldToInd*(file: string, line: int): int = ## Calculate board index from `file` and `line` of a chess board. try: return 1+(line+1)*10+FileChar[file] except IndexDefect, ValueError: return -1 proc fieldToInd*(field: string): int = ## Calculate board index from `field` of a chess board. try: return fieldToInd($field[0], parseInt($field[1])) except IndexDefect, ValueError: return -1 proc indToField*(ind: int): string = ## Calculate field name from board index `ind`. let line = (int)ind/10-1 let file_ind = (ind)%%10-1 for file, i in FileChar: if FileChar[file] == file_ind: return $file & $line proc genCastleRights(moved: Moved): CastleRights = ## Generate rights to castle from given `moved` let wk = not moved.getField(fieldToInd("e1")) and not moved.getField( fieldToInd("h1")) let wq = not moved.getField(fieldToInd("e1")) and not moved.getField( fieldToInd("a1")) let bk = not moved.getField(fieldToInd("e8")) and not moved.getField( fieldToInd("h8")) let bq = not moved.getField(fieldToInd("e8")) and not moved.getField( fieldToInd("a8")) return (wk, wq, bk, bq) proc notationToMove*(notation: string, color: Color): Move = ## Convert simplified algebraic chess `notation` to a move object, color of player is `color`. try: var move: Move var start = fieldToInd(notation[0..1]) var dest = fieldToInd(notation[2..3]) move = getMove(start, dest, color) if (len(notation) > 4): var promStr = $notation[4] var prom: int case promStr: of "Q": prom = QueenID * ord(color) of "R": prom = RookID * ord(color) of "B": prom = BishopID * ord(color) of "N": prom = KnightID * ord(color) move = getMove(start, dest, prom, color) return move except IndexError: var move: Move return move proc genBishopDests(game: Game, field: int, color: Color): seq[int] = ## Generate possible destinations for a bishop with specific `color` located at index `field` of `game`. ## Returns a sequence of possible indices to move to. try: var res = newSeq[int]() var dest: int var target: int for move in Bishop_Moves: dest = field+move target = game.board.getField(dest) while (target != 999 and (ord(color) * target <= 0) or target == EnPassantID or target == -EnPassantID): res.add(dest) if (ord(color) * target < 0 and ord(color) * target > -EnPassantID): break dest = dest+move target = game.board.getField(dest) return res except IndexDefect: return @[] proc genRookDests(game: Game, field: int, color: Color): seq[int] = ## Generate possible destinations for a rook with specific `color` located at index `field` of `game`. ## Returns a sequence of possible indices to move to. try: var res = newSeq[int]() var dest: int var target: int for move in Rook_Moves: dest = field+move target = game.board.getField(dest) while (target != 999 and (ord(color) * target <= 0) or target == EnPassantID or target == -EnPassantID): res.add(dest) if (ord(color) * target < 0 and ord(color) * target > -EnPassantID): break dest = dest+move target = game.board.getField(dest) return res except IndexDefect: return @[] proc genQueenDests(game: Game, field: int, color: Color): seq[int] = ## Generate possible destinations for a queen with specific `color` located at index `field` of `game`. ## Returns a sequence of possible indices to move to. try: var res = newSeq[int]() var dest: int var target: int for move in Queen_Moves: dest = field+move target = game.board.getField(dest) while (target != 999 and (ord(color) * target <= 0) or target == EnPassantID or target == -EnPassantID): res.add(dest) if (ord(color) * target < 0 and ord(color) * target > -EnPassantID): break dest = dest+move target = game.board.getField(dest) return res except IndexDefect: return @[] proc genKingCastleDest(game: Game, field: int, color: Color): seq[int] = ## Generate possible castle destinations for a king with specific `color` located at index `field` of `game` ## Returns a sequence of possible indices to move to. try: var res = newSeq[int]() var dest: int var target: int var half_dest: int var half_target: int for castle in King_Moves_White_Castle: dest = field + castle target = game.board.getField(dest) half_dest = field + (int)castle/2 half_target = game.board.getField(half_dest) if (target == 999 or (target != 0)): continue if (half_target == 999 or (half_target != 0)): continue res.add(dest) return res except IndexDefect: return @[] proc genKingDests(game: Game, field: int, color: Color): seq[int] = ## Generate possible destinations for a king with specific `color` located at index `field` of `game`. ## Returns a sequence of possible indices to move to. try: var res = newSeq[int]() var dest: int var target: int for move in King_Moves: dest = field + move target = game.board.getField(dest) if (target == 999 or (ord(color) * target > 0 and ord(color) * target != EnPassantID)): continue res.add(dest) res.add(game.genKingCastleDest(field, color)) return res except IndexDefect: return @[] proc genKnightDests(game: Game, field: int, color: Color): seq[int] = ## Generate possible destinations for a knight with specific `color` located at index `field` of `game`. ## Returns a sequence of possible indices to move to. try: var res = newSeq[int]() var dest: int var target: int for move in Knight_Moves: dest = field + move target = game.board.getField(dest) if (target == 999 or (ord(color) * target > 0 and ord(color) * target != EnPassantID)): continue res.add(dest) return res except IndexDefect: return @[] proc genPawnAttackDests(game: Game, field: int, color: Color): seq[int] = ## Generate possible attack destinations for a pawn with specific `color` located at index `field` of `game`. ## Returns a sequence of possible indices to move to. try: var res = newSeq[int]() var dest: int var target: int for attacks in Pawn_Moves_White_Attack: dest = field + (attacks * ord(color)) target = game.board.getField(dest) if (target == 999 or ord(color) * target >= 0): continue res.add(dest) return res except IndexDefect: return @[] proc genPawnDoubleDests(game: Game, field: int, color: Color): seq[int] = ## Generate possible double destinations for a pawn with specific `color` located at index `field` of `game`. ## Returns a sequence of possible indices to move to. try: var res = newSeq[int]() var dest: int var target: int for doubles in Pawn_Moves_White_Double: dest = field + doubles * ord(color) target = game.board.getField(dest) if (game.moved.getField(field) or (target != 0) or ( game.board.getField(dest+(S*ord(color))) != 0)): continue res.add(dest) return res except IndexDefect: return @[] proc genPawnDests(game: Game, field: int, color: Color): seq[int] = ## Generate possible destinations for a pawn with specific `color` located at index `field` of `game`. ## Returns a sequence of possible indices to move to. try: var res = newSeq[int]() var dest: int var target: int for move in Pawn_Moves_White: dest = field + move * ord(color) target = game.board.getField(dest) if (target != 0 and target != ord(color) * EnPassantID): continue res.add(dest) res.add(game.genPawnAttackDests(field, color)) res.add(game.genPawnDoubleDests(field, color)) return res except IndexDefect: return @[] proc pieceOn(game: Game, color: Color, sequence: seq[int], pieceID: int): bool = ## Check if a piece with `pieceID` of a given `color` is in a field described in a `sequence` in a `game`. for check in sequence: if game.board.getField(check) == ord(color) * -1 * pieceID: return true return false proc isAttacked(game: Game, position: int, color: Color): bool = ## Check if a field is attacked by the opposite of `color` in a `game`. var attacked = false attacked = attacked or game.pieceOn(color, game.genPawnAttackDests( position, color), PawnID) attacked = attacked or game.pieceOn(color, game.genQueenDests(position, color), QueenID) attacked = attacked or game.pieceOn(color, game.genKingDests(position, color), KingID) attacked = attacked or game.pieceOn(color, game.genRookDests(position, color), RookID) attacked = attacked or game.pieceOn(color, game.genBishopDests(position, color), BishopID) attacked = attacked or game.pieceOn(color, game.genKnightDests(position, color), KnightID) return attacked proc isInCheck*(game: Game, color: Color): bool = ## Check if the King of a given `color` is in check in a `game`. var king_pos: int for i in countup(0, game.board.high): if game.board.getField(i) == ord(color) * KingID: king_pos = i return game.isAttacked(king_pos, color) proc uncheckedMove(game: var Game, start: int, dest: int): bool {.discardable.} = ## Moves a piece if possible from `start` position to `dest` position. ## Doesnt check boundaries, checks, movement. ## returns true if the piece moved, else false try: let piece = game.board.getField(start) if game.board.setField(start, 0): if game.board.setField(dest, piece): game.moved.setField(start, true) game.moved.setField(dest, true) return true else: game.board.setField(start, piece) except IndexDefect, ValueError: return false proc moveLeadsToCheck(game: Game, start: int, dest: int, color: Color): bool = ## Checks in a `game` if a move from `start` to `dest` puts the `color` king in check. var check = game check.uncheckedMove(start, dest) return check.isInCheck(color) proc removeEnPassant(board: var Board, color: Color): void = ## Removes every en passant of given `color` from the `game`. for field in board.low..board.high: if board.getField(field) == ord(color) * EnPassantID: board.setField(field, 0) proc genLegalKnightMoves(game: Game, field: int, color: Color): seq[Move] = ## Generates all legal knight moves starting from `field` in a `game` for a `color`. if game.board.getField(field) != KnightID * ord(color): return @[] var res = newSeq[Move]() var moves = game.genKnightDests(field, color) for dest in moves: if not game.moveLeadsToCheck(field, dest, color): res.add(getMove(field, dest, color)) return res proc genLegalBishopMoves(game: Game, field: int, color: Color): seq[Move] = ## Generates all legal bishop moves starting from `field` in a `game` for a `color`. if game.board.getField(field) != BishopID * ord(color): return @[] var res = newSeq[Move]() var moves = game.genBishopDests(field, color) for dest in moves: if not game.moveLeadsToCheck(field, dest, color): res.add(getMove(field, dest, color)) return res proc genLegalRookMoves(game: Game, field: int, color: Color): seq[Move] = ## Generates all legal rook moves starting from `field` in a `game` for a `color`. if game.board.getField(field) != RookID * ord(color): return @[] var res = newSeq[Move]() var moves = game.genRookDests(field, color) for dest in moves: if not game.moveLeadsToCheck(field, dest, color): res.add(getMove(field, dest, color)) return res proc genLegalQueenMoves(game: Game, field: int, color: Color): seq[Move] = ## Generates all legal queen moves starting from `field` in a `game` for a `color`. if game.board.getField(field) != QueenID * ord(color): return @[] var res = newSeq[Move]() var moves = game.genQueenDests(field, color) for dest in moves: if not game.moveLeadsToCheck(field, dest, color): res.add(getMove(field, dest, color)) return res proc genLegalKingMoves(game: Game, field: int, color: Color): seq[Move] = ## Generates all legal king moves starting from `field` in a `game` for a `color`. if game.board.getField(field) != KingID * ord(color): return @[] var res = newSeq[Move]() var moves = game.genKingDests(field, color) for dest in moves: if field - dest == W+W and game.isAttacked(dest+W, color): continue if field - dest == E+E and game.isAttacked(dest+E, color): continue if not game.moveLeadsToCheck(field, dest, color): res.add(getMove(field, dest, color)) return res proc genPawnPromotion(move: Move, color: Color): seq[Move] = ## Generate all possible promotions of a `move` by `color`. var promotions = newSeq[Move]() let start = move.start let dest = move.dest if (90 < dest and dest < 99) or (20 < dest and dest < 29): for piece in KnightID..QueenID: promotions.add(getMove(start, dest, piece, color)) return promotions proc genLegalPawnMoves(game: Game, field: int, color: Color): seq[Move] = ## Generates all legal pawn moves starting from `field` in a `game` for a `color`. if game.board.getField(field) != PawnID * ord(color): return @[] var res = newSeq[Move]() var moves = game.genPawnDests(field, color) for dest in moves: if not game.moveLeadsToCheck(field, dest, color): var promotions = genPawnPromotion(getMove(field, dest, color), color) if promotions != @[]: res.add(promotions) else: res.add(getMove(field, dest, color)) return res proc genLegalMoves*(game: Game, field: int, color: Color): seq[Move] = ## Generates all legal moves starting from `field` in a `game` for a `color`. var legal_moves = newSeq[Move]() var target = ord(color) * game.board.getField(field) if 0 < target and target < EnPassantID: legal_moves = case target: of PawnID: game.genLegalPawnMoves(field, color) of KnightID: game.genLegalKnightMoves(field, color) of BishopID: game.genLegalBishopMoves(field, color) of RookID: game.genLegalRookMoves(field, color) of QueenID: game.genLegalQueenMoves(field, color) of KingID: game.genLegalKingMoves(field, color) else: @[] return legal_moves proc genLegalMoves*(game: Game, color: Color): seq[Move] = ## Generates all legal moves in a `game` for a `color`. var legal_moves = newSeq[Move]() for field in game.board.low..game.board.high: legal_moves.add(game.genLegalMoves(field, color)) return legal_moves proc castling(game: var Game, kstart: int, dest_kingside: bool, color: Color): bool {.discardable.} = ## Tries to castle in a given `game` with the king of a given `color` from `start`. ## `dest_kingside` for kingside castling, else castling is queenside. ## This process checks for the legality of the move and performs the switch of `game.to_move` try: if game.toMove != color: return false var kdest = kstart var rstart: int var rdest: int if (dest_kingside): kdest = kstart + (E+E) rstart = kstart + (E+E+E) rdest = rstart + (W+W) else: rstart = kstart + (W+W+W+W) rdest = rstart + (E+E+E) kdest = kstart + (W+W) if not game.moved.getField(kstart) and not game.moved.getField(rstart): var check = false if (dest_kingside): check = check or game.isAttacked(kstart, color) check = check or game.isAttacked(kstart+(E), color) check = check or game.isAttacked(kstart+(E+E), color) else: check = check or game.isAttacked(kstart, color) check = check or game.isAttacked(kstart+(W), color) check = check or game.isAttacked(kstart+(W+W), color) if check: return false game.uncheckedMove(kstart, kdest) game.uncheckedMove(rstart, rdest) game.toMove = Color(ord(game.toMove)*(-1)) return true return false except IndexDefect, ValueError: return false proc getPrevBoard*(game: Game): seq[Board] = return game.previousBoard proc checkedMove*(game: var Game, move: Move): bool {.discardable.} = ## Tries to make a move in a given `game` with the piece of a given `color` from `start` to `dest`. ## This process checks for the legality of the move and performs the switch of `game.to_move` try: let start = move.start let dest = move.dest let color = move.color let prom = move.prom if game.toMove != color: return false var sequence = newSeq[Move]() let piece = game.board.getField(start) var createEnPassant = false var capturedEnPassant = false var fiftyMoveRuleReset = false var move: Move move = getMove(start, dest, color) if (piece == PawnID * ord(color)): createEnPassant = dest in game.genPawnDoubleDests(start, color) capturedEnPassant = (game.board.getField(dest) == -1 * ord(color) * EnPassantID) fiftyMoveRuleReset = true if (game.board.getField(move.dest) != 0): fiftyMoveRuleReset = true sequence.add(game.genLegalMoves(start, color)) if (move in sequence): game.board.removeEnPassant(color) if (piece == KingID * ord(color) and (start - dest == (W+W))): return game.castling(start, true, color) elif (piece == KingID * ord(color) and (start - dest == (E+E))): return game.castling(start, false, color) else: game.uncheckedMove(start, dest) game.toMove = Color(ord(game.toMove)*(-1)) if createEnPassant: game.board.setField(dest-(N*ord(color)), EnPassantID * ord(color)) if capturedEnPassant: game.board.setField(dest-(N*ord(color)), 0) if ((90 < dest and dest < 99) or (20 < dest and dest < 29)) and game.board.getField(dest) == PawnID * ord(color): game.board.setField(dest, prom) var prevBoard = game.previousBoard var prevCastle = game.previousCastleRights game.previousBoard.add(game.board) game.previousCastleRights.add(game.moved.genCastleRights()) game.fiftyMoveCounter = game.fiftyMoveCounter + 1 if fiftyMoveRuleReset: game.fiftyMoveCounter = 0 return true except IndexDefect, ValueError: return false proc hasNoMoves(game: Game, color: Color): bool = ## Checks if a player of a given `color` has no legal moves in a `game`. return (game.genLegalMoves(color) == @[]) proc isCheckmate*(game: Game, color: Color): bool = ## Checks if a player of a given `color` in a `game` is checkmate. return game.hasNoMoves(color) and game.isInCheck(color) proc threeMoveRep(game: Game): bool = ## Checks if a `rep`-times repitition happened on the last move of the `game`. var lastState = game.previousBoard[game.previousBoard.high] var lastCastleRights = game.previousCastleRights[game.previousBoard.high] var reps = 0 for stateInd in (game.previousBoard.low)..(game.previousBoard.high): if (game.previousBoard[stateInd] == lastState and game.previousCastleRights[ stateInd] == lastCastleRights): reps = reps + 1 return reps >= 3 proc fiftyMoveRule(game: Game): bool = ## Checks if a draw with the fifty move rule is available in a `game`. return game.fiftyMoveCounter >= 100 proc isDrawClaimable*(game: Game): bool = ## Checks if a draw is claimable by either player. return game.threeMoveRep() or game.fiftyMoveRule() proc isStalemate*(game: Game, color: Color): bool = ## Checks if a player of a given `color` in a `game` is stalemate. return (game.hasNoMoves(color) and not game.isInCheck(color)) or game.board.checkInsufficientMaterial()