CPG/src/Chess/board.nim

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# Copyright 2023 Mattia Giambirtone & All Contributors
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
import ../util/matrix
export matrix
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import std/strutils
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import std/strformat
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type
# Useful type aliases
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Location* = tuple[row, col: int]
Pieces = tuple[king: Location, queens: seq[Location], rooks: seq[Location],
bishops: seq[Location], knights: seq[Location],
pawns: seq[Location]]
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Castling* = tuple[white, black: tuple[queen, king: bool]]
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PieceColor* = enum
## A piece color enumeration
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None = 0,
White,
Black
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PieceKind* = enum
## A chess piece enumeration
Empty = '\0', # No piece
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Bishop = 'b',
King = 'k'
Knight = 'n',
Pawn = 'p',
Queen = 'q',
Rook = 'r',
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Piece* = object
## A chess piece
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color*: PieceColor
kind*: PieceKind
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MoveFlag* = enum
## An enumeration of move flags
Default, # Move is a regular move
XRay, # Move is an X-ray attack
# Move is a pawn promotion
PromoteToQueen,
PromoteToRook,
PromoteToBishop,
PromoteToKnight
Move* = object
## A chess move
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piece*: Piece
startSquare*: Location
targetSquare*: Location
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flag*: MoveFlag
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Position* = ref object
## A chess position
move: Move
# Stores castling metadata
castling: Castling
# Number of half-moves that were performed
# to reach this position starting from the
# root of the tree
plyFromRoot: int
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# Number of half moves since
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# last piece capture or pawn movement.
# Used for the 50-move rule
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halfMoveClock: int
# Full move counter. Increments
# every 2 ply
fullMoveCount: int
# En passant target square (see https://en.wikipedia.org/wiki/En_passant)
# If en passant is not possible, both the row and
# column of the position will be set to -1
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enPassantSquare*: Move
# Locations of all pieces
pieces: tuple[white: Pieces, black: Pieces]
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# Potential attacking moves for black and white
attacked: tuple[white: seq[Move], black: seq[Move]]
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# Has any piece been captured to reach this position?
captured: Piece
# Active color
turn: PieceColor
ChessBoard* = ref object
## A chess board object
grid: Matrix[Piece]
position: Position
# List of reached positions
positions: seq[Position]
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# Initialized only once, copied every time
var empty: seq[Piece] = @[]
for _ in countup(0, 63):
empty.add(Piece(kind: Empty, color: None))
func emptyPiece*: Piece {.inline.} = Piece(kind: Empty, color: None)
func emptyLocation*: Location {.inline.} = (-1 , -1)
func opposite*(c: PieceColor): PieceColor {.inline.} = (if c == White: Black else: White)
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proc algebraicToLocation*(s: string): Location {.inline.}
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proc getCapture*(self: ChessBoard, move: Move): Location
proc makeMove*(self: ChessBoard, startSquare, targetSquare: string): Move
proc makeMove*(self: ChessBoard, move: Move): Move
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func emptyMove*: Move {.inline.} = Move(startSquare: emptyLocation(), targetSquare: emptyLocation(), piece: emptyPiece())
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func `+`*(a, b: Location): Location = (a.row + b.row, a.col + b.col)
func isValid*(a: Location): bool = a.row in 0..7 and a.col in 0..7
proc generateMoves(self: ChessBoard, location: Location): seq[Move]
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# Due to our board layout, directions of movement are reversed for white/black so
# we need these helpers to avoid going mad with integer tuples and minus signs
# everywhere
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func topLeftDiagonal(piece: Piece): Location {.inline.} = (if piece.color == White: (-1, -1) else: (1, 1))
func topRightDiagonal(piece: Piece): Location {.inline.} = (if piece.color == White: (-1, 1) else: (1, -1))
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func bottomLeftDiagonal(piece: Piece): Location {.inline.} = (if piece.color == White: (1, -1) else: (-1, 1))
func bottomRightDiagonal(piece: Piece): Location {.inline.} = (if piece.color == White: (1, 1) else: (-1, -1))
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func leftSide(piece: Piece): Location {.inline.} = (if piece.color == White: (0, -1) else: (0, 1))
func rightSide(piece: Piece): Location {.inline.} = (if piece.color == White: (0, 1) else: (0, -1))
func topSide(piece: Piece): Location {.inline.} = (if piece.color == White: (-1, 0) else: (1, 0))
func bottomSide(piece: Piece): Location {.inline.} = (if piece.color == White: (1, 0) else: (-1, 0))
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func forward(piece: Piece): Location {.inline.} = (if piece.color == White: (-1, 0) else: (1, 0))
func doublePush(piece: Piece): Location {.inline.} = (if piece.color == White: (-2, 0) else: (2, 0))
func bottomLeftKnightMove(piece: Piece, long: bool = true): Location {.inline.} =
if piece.color == White:
if long:
return (-2, 1)
else:
return (1, -2)
elif piece.color == Black:
if long:
return (2, -1)
else:
return (1, -2)
func bottomRightKnightMove(piece: Piece, long: bool = true): Location {.inline.} =
if piece.color == White:
if long:
return (2, -1)
else:
return (1, 2)
elif piece.color == Black:
if long:
return (2, 1)
else:
return (1, 2)
func topLeftKnightMove(piece: Piece, long: bool = true): Location {.inline.} =
if piece.color == White:
if long:
return (-2, -1)
else:
return (-1, -2)
elif piece.color == Black:
if long:
return (2, 1)
else:
return (1, 2)
func topRightKnightMove(piece: Piece, long: bool = true): Location {.inline.} =
if piece.color == White:
if long:
return (-2, 1)
else:
return (-1, 2)
elif piece.color == Black:
if long:
return (2, -1)
else:
return (-1, 2)
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proc getActiveColor*(self: ChessBoard): PieceColor =
## Returns the currently active color
## (turn of who has to move)
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return self.position.turn
proc getCastlingInformation*(self: ChessBoard): tuple[queen, king: bool] =
## Returns whether castling is possible
## for the given color
case self.getActiveColor():
of White:
return self.position.castling.white
of Black:
return self.position.castling.black
else:
discard
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proc getEnPassantTarget*(self: ChessBoard): Location =
## Returns the current en passant target square
return self.position.enPassantSquare.targetSquare
proc getMoveCount*(self: ChessBoard): int =
## Returns the number of full moves that
## have been played
return self.position.fullMoveCount
proc getHalfMoveCount*(self: ChessBoard): int =
## Returns the current number of half-moves
## since the last irreversible move
return self.position.halfMoveClock
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func getStartRow(piece: Piece): int {.inline.} =
## Retrieves the starting row of
## the given piece inside our 8x8
## grid
case piece.color:
of None:
return -1
of White:
case piece.kind:
of Pawn:
return 6
else:
return 5
of Black:
case piece.kind:
of Pawn:
return 1
else:
return 0
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func getLastRow(color: PieceColor): int {.inline.} =
## Retrieves the location of the last
## row relative to the given color
case color:
of White:
return 0
of Black:
return 7
else:
return -1
proc newChessboard: ChessBoard =
## Returns a new, empty chessboard
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new(result)
# Turns our flat sequence into an 8x8 grid
result.grid = newMatrixFromSeq[Piece](empty, (8, 8))
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result.position = Position(attacked: (@[], @[]),
enPassantSquare: emptyMove(),
move: emptyMove(),
turn: White)
proc newChessboardFromFEN*(state: string): ChessBoard =
## Initializes a chessboard with the
## state encoded by the given FEN string
result = newChessboard()
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var
# Current location in the grid
row = 0
column = 0
# Current section in the FEN string
section = 0
# Current index into the FEN string
index = 0
# Temporary variable to store the piece
piece: Piece
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# See https://en.wikipedia.org/wiki/Forsyth%E2%80%93Edwards_Notation
while index <= state.high():
var c = state[index]
if c == ' ':
# Next section
inc(section)
inc(index)
continue
case section:
of 0:
# Piece placement data
case c.toLowerAscii():
# Piece
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of 'r', 'n', 'b', 'q', 'k', 'p':
# We know for a fact these values are in our
# enumeration, so all is good
{.push.}
{.warning[HoleEnumConv]:off.}
piece = Piece(kind: PieceKind(c.toLowerAscii()), color: if c.isUpperAscii(): White else: Black)
{.pop.}
case piece.color:
of Black:
case piece.kind:
of Pawn:
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result.position.pieces.black.pawns.add((row, column))
of Bishop:
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result.position.pieces.black.bishops.add((row, column))
of Knight:
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result.position.pieces.black.knights.add((row, column))
of Rook:
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result.position.pieces.black.rooks.add((row, column))
of Queen:
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result.position.pieces.black.queens.add((row, column))
of King:
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result.position.pieces.black.king = (row, column)
else:
discard
of White:
case piece.kind:
of Pawn:
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result.position.pieces.white.pawns.add((row, column))
of Bishop:
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result.position.pieces.white.bishops.add((row, column))
of Knight:
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result.position.pieces.white.knights.add((row, column))
of Rook:
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result.position.pieces.white.rooks.add((row, column))
of Queen:
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result.position.pieces.white.queens.add((row, column))
of King:
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result.position.pieces.white.king = (row, column)
else:
discard
else:
discard
result.grid[row, column] = piece
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inc(column)
of '/':
# Next row
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inc(row)
column = 0
of '0'..'9':
# Skip x columns
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let x = int(uint8(c) - uint8('0')) - 1
if x > 7:
raise newException(ValueError, "invalid skip value (> 8) in FEN string")
column += x
else:
raise newException(ValueError, "invalid piece identifier in FEN string")
of 1:
# Active color
case c:
of 'w':
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result.position.turn = White
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of 'b':
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result.position.turn = Black
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else:
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raise newException(ValueError, "invalid active color identifier in FEN string")
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of 2:
# Castling availability
case c:
of '-':
# Neither side can castle anywhere: do nothing,
# as the castling metadata is set to this state
# by default
discard
of 'K':
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result.position.castling.white.king = true
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of 'Q':
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result.position.castling.white.queen = true
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of 'k':
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result.position.castling.black.king = true
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of 'q':
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result.position.castling.black.queen = true
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else:
raise newException(ValueError, "invalid castling availability in FEN string")
of 3:
# En passant target square
case c:
of '-':
# Field is already uninitialized to the correct state
discard
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else:
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result.position.enPassantSquare.targetSquare = state[index..index+1].algebraicToLocation()
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# Just for cleanliness purposes, we fill in the other metadata as
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# well
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result.position.enPassantSquare.piece.color = result.getActiveColor()
result.position.enPassantSquare.piece.kind = Pawn
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# Square metadata is 2 bytes long
inc(index)
of 4:
# Halfmove clock
var s = ""
while not state[index].isSpaceAscii():
s.add(state[index])
inc(index)
# Backtrack so the space is seen by the
# next iteration of the loop
dec(index)
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result.position.halfMoveClock = parseInt(s)
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of 5:
# Fullmove number
var s = ""
while index <= state.high():
s.add(state[index])
inc(index)
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result.position.fullMoveCount = parseInt(s)
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else:
raise newException(ValueError, "too many fields in FEN string")
inc(index)
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proc newDefaultChessboard*: ChessBoard =
## Initializes a chessboard with the
## starting position
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return newChessboardFromFEN("rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1")
proc countPieces*(self: ChessBoard, kind: PieceKind, color: PieceColor): int =
## Counts the number of pieces with
## the given color and type
case color:
of White:
case kind:
of Pawn:
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return self.position.pieces.white.pawns.len()
of Bishop:
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return self.position.pieces.white.bishops.len()
of Knight:
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return self.position.pieces.white.knights.len()
of Rook:
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return self.position.pieces.white.rooks.len()
of Queen:
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return self.position.pieces.white.queens.len()
of King:
# There shall be only one, forever
return 1
else:
discard
of Black:
case kind:
of Pawn:
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return self.position.pieces.black.pawns.len()
of Bishop:
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return self.position.pieces.black.bishops.len()
of Knight:
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return self.position.pieces.black.knights.len()
of Rook:
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return self.position.pieces.black.rooks.len()
of Queen:
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return self.position.pieces.black.queens.len()
of King:
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# In perpetuity
return 1
else:
discard
of None:
raise newException(ValueError, "invalid piece type")
proc countPieces*(self: ChessBoard, piece: Piece): int =
## Returns the number of pieces on the board that
## are of the same type and color of the given piece
return self.countPieces(piece.kind, piece.color)
func rankToColumn(rank: int): int =
## Converts a chess rank (1-indexed)
## into a 0-indexed column value for our
## board. This converter is necessary because
## chess positions are indexed differently with
## respect to our internal representation
const indeces = [7, 6, 5, 4, 3, 2, 1, 0]
return indeces[rank - 1]
func rowToRank(row: int): int =
const indeces = [8, 7, 6, 5, 4, 3, 2, 1]
return indeces[row]
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proc algebraicToLocation*(s: string): Location =
## Converts a square location from algebraic
## notation to its corresponding row and column
## in the chess grid (0 indexed)
if len(s) != 2:
raise newException(ValueError, "algebraic position must be of length 2")
var s = s.toLowerAscii()
if s[0] notin 'a'..'h':
raise newException(ValueError, &"algebraic position has invalid first character ('{s[0]}')")
if s[1] notin '1'..'8':
raise newException(ValueError, &"algebraic position has invalid second character ('{s[1]}')")
let rank = int(uint8(s[0]) - uint8('a'))
# Convert the file character to a number
let file = rankToColumn(int(uint8(s[1]) - uint8('0')))
return (file, rank)
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proc locationToAlgebraic*(loc: Location): string =
## Converts a location from our internal row, column
## notation to a square in algebraic notation
return &"{char(uint8(loc.col) + uint8('a'))}{rowToRank(loc.row)}"
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proc getPiece*(self: ChessBoard, square: string): Piece =
## Gets the piece on the given square
## in algebraic notation
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let loc = square.algebraicToLocation()
return self.grid[loc.row, loc.col]
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proc getCapture*(self: ChessBoard, move: Move): Location =
## Returns the location that would be captured if this
## move were played on the board, taking en passant and
## other things into account (the move is assumed to be
## already valid). An empty location is returned if no
## piece is captured by the given move
result = emptyLocation()
let target = self.grid[move.targetSquare.row, move.targetSquare.col]
if target.color == None:
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if move.targetSquare != self.position.enPassantSquare.targetSquare:
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return
else:
return ((if move.piece.color == White: move.targetSquare.row + 1 else: move.targetSquare.row - 1), move.targetSquare.col)
if target.color == move.piece.color.opposite():
return move.targetSquare
proc isCapture*(self: ChessBoard, move: Move): bool {.inline.} =
## Returns whether the given move is a capture
## or not
return self.getCapture(move) != emptyLocation()
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proc generatePawnMoves(self: ChessBoard, location: Location): seq[Move] =
## Generates the possible moves for the pawn in the given
## location
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var
piece = self.grid[location.row, location.col]
locations: seq[Location] = @[]
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doAssert piece.kind == Pawn, &"generatePawnMoves called on a {piece.kind}"
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# Pawns can move forward one square
let forwardOffset = piece.forward()
let forward = (forwardOffset + location)
if forward.isValid() and self.grid[forward.row, forward.col].color == None:
locations.add(forwardOffset)
# If the pawn is on its first rank, it can push two squares
if location.row == piece.getStartRow():
locations.add(piece.doublePush())
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if self.position.enPassantSquare.piece.color == piece.color.opposite:
if abs(self.position.enPassantSquare.targetSquare.col - location.col) == 1 and abs(self.position.enPassantSquare.targetSquare.row - location.row) == 1:
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# Only viable if the piece is on the diagonal of the target
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locations.add(self.position.enPassantSquare.targetSquare)
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# They can also move on either diagonal one
# square, but only to capture
if location.col in 1..6:
# Top right diagonal
locations.add(piece.topRightDiagonal())
if location.row in 1..6:
# Top left diagonal
locations.add(piece.topLeftDiagonal())
# Pawn is at the right side, can only capture
# on the left one
if location.col == 7 and location.row < 7:
locations.add(piece.topLeftDiagonal())
# Pawn is at the left side, can only capture
# on the right one
if location.col == 0 and location.row < 7:
locations.add(piece.topRightDiagonal())
var
newLocation: Location
targetPiece: Piece
for target in locations:
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newLocation = location + target
if not newLocation.isValid():
continue
targetPiece = self.grid[newLocation.row, newLocation.col]
if targetPiece.color == piece.color:
# Can't move over a friendly piece
continue
if location.col != newLocation.col and not self.isCapture(Move(piece: piece, startSquare: location, targetSquare: newLocation)):
# Can only move diagonally when capturing
continue
if newLocation.row == piece.color.getLastRow():
# Generate all promotion moves
for promotionType in [PromoteToKnight, PromoteToBishop, PromoteToRook, PromoteToQueen]:
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result.add(Move(startSquare: location, targetSquare: newLocation, piece: piece, flag: promotionType))
continue
# Move is just a pawn push
result.add(Move(startSquare: location, targetSquare: newLocation, piece: piece))
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proc generateSlidingMoves(self: ChessBoard, location: Location): seq[Move] =
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## Generates moves for the sliding piece in the given location
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var
piece = self.grid[location.row, location.col]
doAssert piece.kind in [Bishop, Rook, Queen], &"generateSlidingMoves called on a {piece.kind}"
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var directions: seq[Location] = @[]
# Only check in the right directions for the chosen piece
if piece.kind in [Bishop, Queen]:
directions.add(piece.topLeftDiagonal())
directions.add(piece.topRightDiagonal())
directions.add(piece.bottomLeftDiagonal())
directions.add(piece.bottomRightDiagonal())
if piece.kind in [Queen, Rook]:
directions.add(piece.topSide())
directions.add(piece.bottomSide())
directions.add(piece.rightSide())
directions.add(piece.leftSide())
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for direction in directions:
# Slide in this direction as long as it's possible
var
square: Location = location
otherPiece: Piece
while true:
square = square + direction
# End of board reached
if not square.isValid():
break
otherPiece = self.grid[square.row, square.col]
# A friendly piece is in the way
if otherPiece.color == piece.color:
break
if otherPiece.color == piece.color.opposite:
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# Target square contains an enemy piece: capture
# it and stop going any further
result.add(Move(startSquare: location, targetSquare: square, piece: piece))
break
# Target square is empty
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result.add(Move(startSquare: location, targetSquare: square, piece: piece))
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proc generateKingMoves(self: ChessBoard, location: Location): seq[Move] =
## Generates moves for the king in the given location
var
piece = self.grid[location.row, location.col]
doAssert piece.kind == King, &"generateKingMoves called on a {piece.kind}"
var directions: seq[Location] = @[piece.topLeftDiagonal(),
piece.topRightDiagonal(),
piece.bottomRightDiagonal(),
piece.bottomLeftDiagonal(),
piece.topSide(),
piece.bottomSide(),
piece.leftSide(),
piece.rightSide()]
for direction in directions:
# Step in this direction once
let square: Location = location + direction
# End of board reached
if not square.isValid():
continue
let otherPiece = self.grid[square.row, square.col]
# A friendly piece is in the way
if otherPiece.color == piece.color:
continue
if otherPiece.color == piece.color.opposite:
# Target square contains an enemy piece: capture
# it
result.add(Move(startSquare: location, targetSquare: square, piece: piece))
continue
# Target square is empty
result.add(Move(startSquare: location, targetSquare: square, piece: piece))
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proc generateKnightMoves(self: ChessBoard, location: Location): seq[Move] =
## Generates moves for the knight in the given location
var
piece = self.grid[location.row, location.col]
doAssert piece.kind == Knight, &"generateKnightMoves called on a {piece.kind}"
var directions: seq[Location] = @[piece.bottomLeftKnightMove(),
piece.bottomRightKnightMove(),
piece.topLeftKnightMove(),
piece.topRightKnightMove(),
piece.bottomLeftKnightMove(long=false),
piece.bottomRightKnightMove(long=false),
piece.topLeftKnightMove(long=false),
piece.topRightKnightMove(long=false)]
for direction in directions:
# Jump to this square
let square: Location = location + direction
# End of board reached
if not square.isValid():
continue
let otherPiece = self.grid[square.row, square.col]
# A friendly piece is in the way
if otherPiece.color == piece.color:
continue
if otherPiece.color == piece.color.opposite:
# Target square contains an enemy piece: capture
# it
result.add(Move(startSquare: location, targetSquare: square, piece: piece))
continue
# Target square is empty
result.add(Move(startSquare: location, targetSquare: square, piece: piece))
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proc generateMoves(self: ChessBoard, location: Location): seq[Move] =
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## Returns the list of possible legal chess moves for the
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## piece in the given location
let piece = self.grid[location.row, location.col]
case piece.kind:
of Queen, Bishop, Rook:
return self.generateSlidingMoves(location)
of Pawn:
return self.generatePawnMoves(location)
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of King:
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return self.generateKingMoves(location)
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of Knight:
return self.generateKnightMoves(location)
else:
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return @[]
proc getAttackers*(self: ChessBoard, square: string): seq[Piece] =
## Returns all the attackers of the given square
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let loc = square.algebraicToLocation()
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for move in self.position.attacked.black:
if move.targetSquare == loc:
result.add(move.piece)
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for move in self.position.attacked.white:
if move.targetSquare == loc:
result.add(move.piece)
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proc getAttackersFor*(self: ChessBoard, square: string, color: PieceColor): seq[Piece] =
## Returns all the attackers of the given square
## for the given color
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let loc = square.algebraicToLocation()
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case color:
of White:
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for move in self.position.attacked.black:
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if move.targetSquare == loc:
result.add(move.piece)
of Black:
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for move in self.position.attacked.white:
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if move.targetSquare == loc:
result.add(move.piece)
else:
discard
# We don't use getAttackers because this one only cares about whether
# the square is attacked or not (and can therefore exit earlier than
# getAttackers)
proc isAttacked*(self: ChessBoard, loc: Location): bool =
## Returns whether the given location is attacked
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## by the opponent. If the location is empty, this
## function returns true regardless of which color
## the attackers are
let piece = self.grid[loc.row, loc.col]
case piece.color:
of White:
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for move in self.position.attacked.black:
if move.targetSquare == loc:
return true
of Black:
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for move in self.position.attacked.white:
if move.targetSquare == loc:
return true
of None:
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case self.getActiveColor():
of White:
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for move in self.position.attacked.black:
if move.targetSquare == loc:
return true
of Black:
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for move in self.position.attacked.white:
if move.targetSquare == loc:
return true
else:
discard
proc isAttacked*(self: ChessBoard, square: string): bool =
## Returns whether the given square is attacked
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## by its opponent
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return self.isAttacked(square.algebraicToLocation())
proc updateAttackedSquares(self: ChessBoard) =
## Updates internal metadata about which squares
## are attacked. Called internally by doMove
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# We refresh the attack metadata at every move. This is an
# O(1) operation, because we're only updating the length
# field without deallocating the memory, which will promptly
# be reused by us again. Neat!
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self.position.attacked.white.setLen(0)
self.position.attacked.black.setLen(0)
# Go over each piece one by one and see which squares
# it currently attacks
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# Pawns
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for loc in self.position.pieces.white.pawns:
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for move in self.generateMoves(loc):
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self.position.attacked.white.add(move)
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# Bishops
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for loc in self.position.pieces.white.bishops:
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for move in self.generateMoves(loc):
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self.position.attacked.white.add(move)
# Rooks
for loc in self.position.pieces.white.rooks:
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for move in self.generateMoves(loc):
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self.position.attacked.white.add(move)
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# Queens
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for loc in self.position.pieces.white.queens:
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for move in self.generateMoves(loc):
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self.position.attacked.white.add(move)
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# King
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for move in self.generateMoves(self.position.pieces.white.king):
self.position.attacked.white.add(move)
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# Same for black
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for loc in self.position.pieces.black.pawns:
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for move in self.generateMoves(loc):
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self.position.attacked.black.add(move)
for loc in self.position.pieces.black.bishops:
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for move in self.generateMoves(loc):
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self.position.attacked.black.add(move)
for loc in self.position.pieces.black.rooks:
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for move in self.generateMoves(loc):
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self.position.attacked.black.add(move)
for loc in self.position.pieces.black.queens:
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for move in self.generateMoves(loc):
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self.position.attacked.black.add(move)
for move in self.generateMoves(self.position.pieces.black.king):
self.position.attacked.black.add(move)
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proc removePiece(self: ChessBoard, location: Location) =
## Removes a piece from the board, updating necessary
## metadata
var piece = self.grid[location.row, location.col]
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self.grid[location.row, location.col] = emptyPiece()
case piece.color:
of White:
case piece.kind:
of Pawn:
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self.position.pieces.white.pawns.delete(self.position.pieces.white.pawns.find(location))
of Bishop:
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self.position.pieces.white.pawns.delete(self.position.pieces.white.bishops.find(location))
of Knight:
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self.position.pieces.white.pawns.delete(self.position.pieces.white.knights.find(location))
of Rook:
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self.position.pieces.white.rooks.delete(self.position.pieces.white.rooks.find(location))
of Queen:
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self.position.pieces.white.queens.delete(self.position.pieces.white.queens.find(location))
of King:
doAssert false, "removePiece: attempted to remove the white king"
else:
discard
of Black:
case piece.kind:
of Pawn:
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self.position.pieces.black.pawns.delete(self.position.pieces.white.pawns.find(location))
of Bishop:
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self.position.pieces.black.bishops.delete(self.position.pieces.black.bishops.find(location))
of Knight:
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self.position.pieces.black.knights.delete(self.position.pieces.black.knights.find(location))
of Rook:
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self.position.pieces.black.rooks.delete(self.position.pieces.black.rooks.find(location))
of Queen:
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self.position.pieces.black.queens.delete(self.position.pieces.black.queens.find(location))
of King:
doAssert false, "removePiece: attempted to remove the black king"
else:
discard
else:
discard
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proc movePiece(self: ChessBoard, move: Move) =
## Internal helper to move a piece. Does
## not update attacked squares, just position
## metadata and the grid itself
case move.piece.color:
of White:
case move.piece.kind:
of Pawn:
# The way things are structured, we don't care about the order
# of this list, so we can add and remove entries as we please
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self.position.pieces.white.pawns.delete(self.position.pieces.white.pawns.find(move.startSquare))
self.position.pieces.white.pawns.add(move.targetSquare)
of Bishop:
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self.position.pieces.white.bishops.delete(self.position.pieces.white.bishops.find(move.startSquare))
self.position.pieces.white.bishops.add(move.targetSquare)
of Knight:
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self.position.pieces.white.knights.delete(self.position.pieces.white.knights.find(move.startSquare))
self.position.pieces.white.knights.add(move.targetSquare)
of Rook:
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self.position.pieces.white.rooks.delete(self.position.pieces.white.rooks.find(move.startSquare))
self.position.pieces.white.rooks.add(move.targetSquare)
of Queen:
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try:
self.position.pieces.white.queens.delete(self.position.pieces.white.queens.find(move.startSquare))
except:
echo self.position.pieces.white.queens
echo move.startSquare
raise getCurrentException()
self.position.pieces.white.queens.add(move.targetSquare)
of King:
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self.position.pieces.white.king = move.targetSquare
else:
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discard
of Black:
case move.piece.kind:
of Pawn:
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self.position.pieces.black.pawns.delete(self.position.pieces.black.pawns.find(move.startSquare))
self.position.pieces.black.pawns.add(move.targetSquare)
of Bishop:
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self.position.pieces.black.bishops.delete(self.position.pieces.black.bishops.find(move.startSquare))
self.position.pieces.black.bishops.add(move.targetSquare)
of Knight:
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self.position.pieces.black.knights.delete(self.position.pieces.black.knights.find(move.startSquare))
self.position.pieces.black.knights.add(move.targetSquare)
of Rook:
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self.position.pieces.black.rooks.delete(self.position.pieces.black.rooks.find(move.startSquare))
self.position.pieces.black.rooks.add(move.targetSquare)
of Queen:
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self.position.pieces.black.queens.delete(self.position.pieces.black.queens.find(move.startSquare))
self.position.pieces.black.queens.add(move.targetSquare)
of King:
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self.position.pieces.black.king = move.targetSquare
else:
discard
else:
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discard
# Empty out the starting square
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self.grid[move.startSquare.row, move.startSquare.col] = emptyPiece()
# Actually move the piece
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self.grid[move.targetSquare.row, move.targetSquare.col] = move.piece
proc updatePositions(self: ChessBoard, move: Move) =
## Internal helper to update the position of
## the pieces on the board after a move
let capture = self.getCapture(move)
if capture != emptyLocation():
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self.position.captured = self.grid[capture.row, capture.col]
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# Update the positional metadata of the moving piece
self.movePiece(move)
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proc inCheck*(self: ChessBoard, color: PieceColor = None): bool =
## Returns whether the given color's
## king is in check. If the color is
## set to None, checks are checked
## for the active color's king
case color:
of White:
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return self.isAttacked(self.position.pieces.white.king)
of Black:
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return self.isAttacked(self.position.pieces.black.king)
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of None:
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case self.getActiveColor():
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of White:
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return self.isAttacked(self.position.pieces.white.king)
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of Black:
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return self.isAttacked(self.position.pieces.black.king)
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else:
# Unreachable
discard
proc doMove(self: ChessBoard, move: Move) =
## Internal function called by makeMove after
## performing legality checks on the given move. Can
## be used in performance-critical paths where
## a move is already known to be legal
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# Final checks
# Needed to detect draw by the 50 move rule
var
halfMoveClock = self.position.halfMoveClock
fullMoveCount = self.position.fullMoveCount
if move.piece.kind == Pawn or self.isCapture(move):
halfMoveClock = 0
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else:
inc(halfMoveClock)
if move.piece.color == Black:
inc(fullMoveCount)
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# TODO: Castling
# Record the move in the position
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self.position.move = move
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# Update position and attack metadata
self.updatePositions(move)
self.updateAttackedSquares()
# Record final position for future reference
self.positions.add(self.position)
# Create new position with
var newPos = Position(plyFromRoot: self.position.plyFromRoot + 1,
halfMoveClock: halfMoveClock,
fullMoveCount: fullMoveCount,
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captured: emptyPiece(),
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turn: self.getActiveColor().opposite,
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# Inherit values from current position
# (they are already up to date by this point)
castling: self.position.castling,
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attacked: self.position.attacked,
# Updated at the next call to doMove()
move: emptyMove(),
pieces: self.position.pieces,
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)
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# Check for double pawn push
if move.piece.kind == Pawn and abs(move.startSquare.row - move.targetSquare.row) == 2:
newPos.enPassantSquare = Move(piece: move.piece,
startSquare: (move.startSquare.row, move.startSquare.col),
targetSquare: move.targetSquare + move.piece.bottomSide())
else:
newPos.enPassantSquare = emptyMove()
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self.position = newPos
proc spawnPiece(self: ChessBoard, location: Location, piece: Piece) =
## Internal helper to "spawn" a given piece at the given
## location. Note that this will overwrite whatever piece
## was previously located there: use with caution. Does
## not automatically update the attacked square metadata
## or other positional information
doAssert piece.kind != King, "spawnPiece: cannot spawn a king"
case piece.color:
of White:
case piece.kind:
of Pawn:
self.position.pieces.white.pawns.add(location)
of Knight:
self.position.pieces.white.knights.add(location)
of Bishop:
self.position.pieces.white.bishops.add(location)
of Rook:
self.position.pieces.white.rooks.add(location)
of Queen:
self.position.pieces.white.queens.add(location)
else:
discard
of Black:
case piece.kind:
of Pawn:
self.position.pieces.black.pawns.add(location)
of Knight:
self.position.pieces.black.knights.add(location)
of Bishop:
self.position.pieces.black.bishops.add(location)
of Rook:
self.position.pieces.black.rooks.add(location)
of Queen:
self.position.pieces.black.queens.add(location)
else:
discard
else:
# Unreachable
discard
self.grid[location.row, location.col] = piece
proc undoLastMove*(self: ChessBoard): Move {.discardable.} =
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## Undoes the last move, restoring the previous position.
## If there are no positions to roll back to to, this is a
## no-op. Returns the move that was performed (may be empty)
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result = emptyMove()
if self.positions.len() == 0:
return
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var
previous = self.positions[^1]
oppositeMove = Move(piece: previous.move.piece, targetSquare: previous.move.startSquare, startSquare: previous.move.targetSquare)
self.removePiece(previous.move.startSquare)
self.position = previous
if previous.move != emptyMove():
self.spawnPiece(previous.move.startSquare, previous.move.piece)
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self.updateAttackedSquares()
self.updatePositions(oppositeMove)
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if previous.captured != emptyPiece():
self.spawnPiece(previous.move.targetSquare, previous.captured)
discard self.positions.pop()
return self.position.move
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proc isLegal(self: ChessBoard, move: Move): bool =
## Returns whether the given move is legal
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# Start square doesn't contain a piece (and it isn't the en passant square)
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# or it's not this player's turn to move
if (move.piece.kind == Empty and move.targetSquare != self.getEnPassantTarget()) or move.piece.color != self.getActiveColor():
return false
var destination = self.grid[move.targetSquare.row, move.targetSquare.col]
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# Destination square is occupied by a friendly piece
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if destination.kind != Empty and destination.color == self.getActiveColor():
return false
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if move notin self.generateMoves(move.startSquare):
# Piece cannot arrive to destination (blocked,
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# pinned or otherwise invalid move)
return false
self.doMove(move)
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defer: self.undoLastMove()
# Move would reveal an attack
# on our king: not allowed
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if self.inCheck(move.piece.color):
return false
# All checks have passed: move is legal
result = true
proc makeMove*(self: ChessBoard, move: Move): Move {.discardable.} =
## Like the other makeMove(), but with a Move object
result = move
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if not self.isLegal(move):
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return emptyMove()
self.doMove(result)
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proc makeMove*(self: ChessBoard, startSquare, targetSquare: string): Move {.discardable.} =
## Makes a move on the board from the chosen start square to
## the chosen target square, ensuring it is legal (turns are
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## taken into account!). This function returns a Move object: if the move
## is legal and has been performed, the fields will be populated properly.
## For efficiency purposes, no exceptions are raised if the move is
## illegal, but the move's piece kind will be Empty (its color will be None
## too) and the locations will both be set to the tuple (-1, -1)
var
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startLocation = startSquare.algebraicToLocation()
targetLocation = targetSquare.algebraicToLocation()
result = Move(startSquare: startLocation, targetSquare: targetLocation, piece: self.grid[startLocation.row, startLocation.col])
return self.makeMove(result)
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proc makeMove*(self: ChessBoard, startSquare, targetSquare: Location): Move {.discardable.} =
## Like the other makeMove(), but with two locations
result = Move(startSquare: startSquare, targetSquare: targetSquare, piece: self.grid[startSquare.row, startSquare.col])
return self.makeMove(result)
proc `$`*(self: ChessBoard): string =
result &= "- - - - - - - -"
for i, row in self.grid:
result &= "\n"
for piece in row:
if piece.kind == Empty:
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result &= "x "
continue
if piece.color == White:
result &= &"{char(piece.kind).toUpperAscii()} "
else:
result &= &"{char(piece.kind)} "
result &= &"{rankToColumn(i + 1) + 1}"
result &= "\n- - - - - - - -"
result &= "\na b c d e f g h"
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proc pretty*(self: ChessBoard): string =
## Returns a colorized version of the
## board for easier visualization
result &= "- - - - - - - -"
for i, row in self.grid:
result &= "\n"
for j, piece in row:
if piece.kind == Empty:
result &= "\x1b[36;1mx"
# Avoids the color overflowing
# onto the numbers
if j < 7:
result &= " \x1b[0m"
else:
result &= "\x1b[0m "
continue
if piece.color == White:
result &= &"\x1b[37;1m{char(piece.kind).toUpperAscii()}\x1b[0m "
else:
result &= &"\x1b[30;1m{char(piece.kind)} "
result &= &"\x1b[33;1m{rankToColumn(i + 1) + 1}\x1b[0m"
result &= "\n- - - - - - - -"
result &= "\n\x1b[31;1ma b c d e f g h"
result &= "\x1b[0m"
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when isMainModule:
proc testPiece(piece: Piece, kind: PieceKind, color: PieceColor) =
doAssert piece.kind == kind and piece.color == color, &"expected piece of kind {kind} and color {color}, got {piece.kind} / {piece.color} instead"
proc testPieceCount(board: ChessBoard, kind: PieceKind, color: PieceColor, count: int) =
let pieces = board.countPieces(kind, color)
doAssert pieces == count, &"expected {count} pieces of kind {kind} and color {color}, got {pieces} instead"
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echo "Running tests"
var b = newDefaultChessboard()
# Ensure correct number of pieces
testPieceCount(b, Pawn, White, 8)
testPieceCount(b, Pawn, Black, 8)
testPieceCount(b, Knight, White, 2)
testPieceCount(b, Knight, Black, 2)
testPieceCount(b, Bishop, White, 2)
testPieceCount(b, Bishop, Black, 2)
testPieceCount(b, Rook, White, 2)
testPieceCount(b, Rook, Black, 2)
testPieceCount(b, Queen, White, 1)
testPieceCount(b, Queen, Black, 1)
testPieceCount(b, King, White, 1)
testPieceCount(b, King, Black, 1)
# Ensure pieces are in the correct location
# Pawns
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for loc in ["a2", "b2", "c2", "d2", "e2", "f2", "g2", "h2"]:
testPiece(b.getPiece(loc), Pawn, White)
for loc in ["a7", "b7", "c7", "d7", "e7", "f7", "g7", "h7"]:
testPiece(b.getPiece(loc), Pawn, Black)
# Rooks
testPiece(b.getPiece("a1"), Rook, White)
testPiece(b.getPiece("h1"), Rook, White)
testPiece(b.getPiece("a8"), Rook, Black)
testPiece(b.getPiece("h8"), Rook, Black)
# Knights
testPiece(b.getPiece("b1"), Knight, White)
testPiece(b.getPiece("g1"), Knight, White)
testPiece(b.getPiece("b8"), Knight, Black)
testPiece(b.getPiece("g8"), Knight, Black)
# Bishops
testPiece(b.getPiece("c1"), Bishop, White)
testPiece(b.getPiece("f1"), Bishop, White)
testPiece(b.getPiece("c8"), Bishop, Black)
testPiece(b.getPiece("f8"), Bishop, Black)
# Kings
testPiece(b.getPiece("e1"), King, White)
testPiece(b.getPiece("e8"), King, Black)
# Queens
testPiece(b.getPiece("d1"), Queen, White)
testPiece(b.getPiece("d8"), Queen, Black)
echo "All tests were successful"