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
import std/sequtils
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type
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PieceColor* = enum
## A piece color enumeration
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None = 0'i8,
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White,
Black
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PieceKind* = enum
## A chess piece enumeration
Empty = 0'i8, # 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 = 0'i8, # No flag
EnPassant, # Move is a capture with en passant
Capture, # Move is a capture
DoublePush, # Move is a double pawn push
# Castling metadata
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CastleLong,
CastleShort,
# Pawn promotion metadata
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PromoteToQueen,
PromoteToRook,
PromoteToBishop,
PromoteToKnight
# Useful type aliases
Location* = tuple[row, col: int8]
Attacked = seq[tuple[source, target: Location]]
Pinned = seq[tuple[source, target, direction: Location]]
Pieces = tuple[king: Location, queens: seq[Location], rooks: seq[Location],
bishops: seq[Location], knights: seq[Location],
pawns: seq[Location]]
CountData = tuple[nodes: uint64, captures: uint64, castles: uint64, checks: uint64, promotions: uint64, enPassant: uint64, checkmates: uint64]
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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
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# Did the rooks on either side/the king move?
castlingAvailable: tuple[white, black: tuple[queen, king: bool]]
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# Number of half-moves that were performed
# to reach this position starting from the
# root of the tree
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plyFromRoot: int16
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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: int8
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# Full move counter. Increments
# every 2 ply
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fullMoveCount: int16
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# En passant target square (see https://en.wikipedia.org/wiki/En_passant)
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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: Attacked, black: Attacked]
pinned: tuple[white: Pinned, black: Pinned]
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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.}
proc makeMove*(self: ChessBoard, startSquare, targetSquare: string): Move {.discardable.}
proc makeMove*(self: ChessBoard, move: Move): Move {.discardable.}
proc makeMove*(self: ChessBoard, startSquare, targetSquare: Location): Move {.discardable.}
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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 `-`*(a: Location): Location = (-a.row, -a.col)
func `-`*(a, b: Location): Location = (a.row - b.row, a.col - b.col)
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func isValid*(a: Location): bool {.inline.} = a.row in 0..7 and a.col in 0..7
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proc generateMoves(self: ChessBoard, location: Location): seq[Move]
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proc isAttacked*(self: ChessBoard, loc: Location, color: PieceColor = None): bool
proc undoMove*(self: ChessBoard, move: Move)
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proc isLegal(self: ChessBoard, move: Move): bool {.inline.}
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proc doMove(self: ChessBoard, move: Move)
proc pretty*(self: ChessBoard): string
proc spawnPiece(self: ChessBoard, location: Location, piece: Piece)
proc updateAttackedSquares(self: ChessBoard)
proc getPinnedDirections(self: ChessBoard, loc: Location): seq[Location]
proc extend[T](self: var seq[T], other: openarray[T]) {.inline.} =
for x in other:
self.add(x)
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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(color: PieceColor): Location {.inline.} = (if color == White: (-1, -1) else: (1, 1))
func topRightDiagonal(color: PieceColor): Location {.inline.} = (if color == White: (-1, 1) else: (1, -1))
func bottomLeftDiagonal(color: PieceColor): Location {.inline.} = (if color == White: (1, -1) else: (-1, 1))
func bottomRightDiagonal(color: PieceColor): Location {.inline.} = (if color == White: (1, 1) else: (-1, -1))
func leftSide(color: PieceColor): Location {.inline.} = (if color == White: (0, -1) else: (0, 1))
func rightSide(color: PieceColor): Location {.inline.} = (if color == White: (0, 1) else: (0, -1))
func topSide(color: PieceColor): Location {.inline.} = (if color == White: (-1, 0) else: (1, 0))
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func bottomSide(color: PieceColor): Location {.inline.} = (if color == White: (1, 0) else: (-1, 0))
func forward(color: PieceColor): Location {.inline.} = (if color == White: (-1, 0) else: (1, 0))
func doublePush(color: PieceColor): Location {.inline.} = (if color == White: (-2, 0) else: (2, 0))
func longCastleKing: Location {.inline.} = (0, -2)
func shortCastleKing: Location {.inline.} = (0, 2)
func longCastleRook: Location {.inline.} = (0, 3)
func shortCastleRook: Location {.inline.} = (0, -2)
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func kingSideRook(color: PieceColor): Location {.inline.} = (if color == White: (7, 7) else: (0, 7))
func queenSideRook(color: PieceColor): Location {.inline.} = (if color == White: (7, 0) else: (0, 0))
func bottomLeftKnightMove(color: PieceColor, long: bool = true): Location {.inline.} =
if color == White:
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if long:
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return (2, -1)
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else:
return (1, -2)
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elif color == Black:
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if long:
return (-2, 1)
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else:
return (1, -2)
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func bottomRightKnightMove(color: PieceColor, long: bool = true): Location {.inline.} =
if color == White:
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if long:
return (2, 1)
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else:
return (1, 2)
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elif color == Black:
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if long:
return (-2, -1)
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else:
return (-1, -2)
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func topLeftKnightMove(color: PieceColor, long: bool = true): Location {.inline.} =
if color == White:
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if long:
return (-2, -1)
else:
return (-1, -2)
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elif color == Black:
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if long:
return (2, 1)
else:
return (1, 2)
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func topRightKnightMove(color: PieceColor, long: bool = true): Location {.inline.} =
if color == White:
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if long:
return (-2, 1)
else:
return (-1, 2)
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elif color == Black:
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if long:
return (2, -1)
else:
return (-1, 2)
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func getActiveColor*(self: ChessBoard): PieceColor {.inline.} =
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## Returns the currently active color
## (turn of who has to move)
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return self.position.turn
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func getEnPassantTarget*(self: ChessBoard): Location =
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## Returns the current en passant target square
return self.position.enPassantSquare.targetSquare
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func getMoveCount*(self: ChessBoard): int =
## Returns the number of full moves that
## have been played
return self.position.fullMoveCount
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func getHalfMoveCount*(self: ChessBoard): int {.inline.} =
## 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:
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return 7
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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,
fullMoveCount: 1,
pieces: (white: (king: emptyLocation(),
queens: @[],
rooks: @[],
bishops: @[],
knights: @[],
pawns: @[]),
black: (king: emptyLocation(),
queens: @[],
rooks: @[],
bishops: @[],
knights: @[],
pawns: @[])))
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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
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row: int8 = 0
column: int8 = 0
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# 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
let x = int(uint8(c) - uint8('0'))
if x > 8:
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raise newException(ValueError, "invalid skip value (> 8) in FEN string")
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column += int8(x)
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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.castlingAvailable.white.king = true
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of 'Q':
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result.position.castlingAvailable.white.queen = true
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of 'k':
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result.position.castlingAvailable.black.king = true
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of 'q':
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result.position.castlingAvailable.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).int8
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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).int8
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else:
raise newException(ValueError, "too many fields in FEN string")
inc(index)
result.updateAttackedSquares()
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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)
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func rankToColumn(rank: int): int8 =
## 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
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const indeces: array[8, int8] = [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]}')")
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let rank = int8(uint8(s[0]) - uint8('a'))
# Convert the file character to a number
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let file = rankToColumn(int8(uint8(s[1]) - uint8('0')))
return (file, rank)
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func locationToAlgebraic*(loc: Location): string {.inline.} =
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## 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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func getPiece*(self: ChessBoard, loc: Location): Piece =
## Gets the piece at the given location
return self.grid[loc.row, loc.col]
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func getPiece*(self: ChessBoard, square: string): Piece =
## Gets the piece on the given square
## in algebraic notation
return self.getPiece(square.algebraicToLocation())
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func isCapture*(move: Move): bool {.inline.} =
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## Returns whether the given move is a capture
## or not
return move.flag in [Capture, EnPassant]
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func isPromotion*(move: Move): bool {.inline.} =
## Returns whrther the given move is a
## pawn promotion or not
return move.flag in [PromoteToBishop, PromoteToKnight, PromoteToRook, PromoteToQueen]
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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
var color = color
if color == None:
color = self.getActiveColor()
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case color:
of White:
return self.isAttacked(self.position.pieces.white.king, Black)
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of Black:
return self.isAttacked(self.position.pieces.black.king, White)
else:
# Unreachable
discard
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proc canCastle*(self: ChessBoard, color: PieceColor = None): tuple[queen, king: bool] {.inline.} =
## Returns the sides on which castling is allowed
## for the given color. If the color is Empty, the
## currently active color is used
var color = color
if color == None:
color = self.getActiveColor()
# If the rooks or king have been moved, castling
# rights have been lost
case color:
of White:
result.king = self.position.castlingAvailable.white.king
result.queen = self.position.castlingAvailable.white.queen
of Black:
result.king = self.position.castlingAvailable.black.king
result.queen = self.position.castlingAvailable.black.queen
of None:
# Unreachable
discard
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if result.king or result.queen:
var
loc: Location
queenSide: Location
kingSide: Location
if self.inCheck(color):
# King can not castle out of check
return (false, false)
# If the path between the king and rook on a given side is blocked or any of the
# squares where the king would travel to are attacked by the opponent,
# then castling is (temporarily) prohibited on that side
case color:
of White:
loc = self.position.pieces.white.king
queenSide = color.leftSide()
kingSide = color.rightSide()
of Black:
loc = self.position.pieces.black.king
queenSide = color.rightSide()
kingSide = color.leftSide()
of None:
# Unreachable
discard
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if result.king:
# Short castle
var
location = loc
otherPiece: Piece
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while true:
location = location + kingSide
if not location.isValid():
break
otherPiece = self.grid[location.row, location.col]
if otherPiece.color == None:
continue
if otherPiece.color == color.opposite() or otherPiece.kind != Rook or self.isAttacked(location, color.opposite()):
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result.king = false
break
if location == color.kingSideRook():
break
if result.queen:
# Long castle
var
location = loc
otherPiece: Piece
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while true:
location = location + queenSide
if not location.isValid():
break
otherPiece = self.grid[location.row, location.col]
if otherPiece.color == None:
continue
if otherPiece.color == color.opposite() or otherPiece.kind != Rook or self.isAttacked(location, color.opposite()):
result.king = false
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break
if location == color.queenSideRook():
break
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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] = @[]
flags: seq[MoveFlag] = @[]
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doAssert piece.kind == Pawn, &"generatePawnMoves called on a {piece.kind}"
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# Pawns can move forward one square
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let forward = (piece.color.forward() + location)
# Only if the square is empty though
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if forward.isValid() and self.grid[forward.row, forward.col].color == None:
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locations.add(forward)
flags.add(Default)
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# If the pawn is on its first rank, it can push two squares
if location.row == piece.getStartRow():
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let double = location + piece.color.doublePush()
# Check that both squares are empty
if double.isValid() and self.grid[forward.row, forward.col].color == None and self.grid[double.row, double.col].color == None:
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locations.add(double)
flags.add(DoublePush)
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# If the target is the en passant square and the piece under en passant
# is of the opposite color of the pawn being moved, then we check if we
# can do an en passant capture
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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 front diagonal of the target
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locations.add(self.position.enPassantSquare.targetSquare)
flags.add(EnPassant)
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# They can also move on either diagonal one
# square, but only to capture
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var diagonal = location + piece.color.topRightDiagonal()
if diagonal.isValid() and self.grid[diagonal.row, diagonal.col].color == piece.color.opposite() and self.grid[diagonal.row, diagonal.col].kind != King:
locations.add(diagonal)
flags.add(Capture)
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diagonal = location + piece.color.topLeftDiagonal()
if diagonal.isValid() and self.grid[diagonal.row, diagonal.col].color == piece.color.opposite() and self.grid[diagonal.row, diagonal.col].kind != King:
locations.add(diagonal)
flags.add(Capture)
var
newLocation: Location
newLocations: seq[Location]
let pins = self.getPinnedDirections(location)
for pin in pins:
newLocation = location + pin
# Pin direction is legal
if newLocation in locations:
newLocations.add(newLocation)
if pins.len() > 0:
locations = newLocations
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var targetPiece: Piece
for (target, flag) in zip(locations, flags):
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targetPiece = self.grid[target.row, target.col]
if target.row == piece.color.getLastRow():
# Pawn reached the other side of the board: generate all potential piece promotions
for promotionType in [PromoteToKnight, PromoteToBishop, PromoteToRook, PromoteToQueen]:
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result.add(Move(startSquare: location, targetSquare: target, piece: piece, flag: promotionType))
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continue
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result.add(Move(startSquare: location, targetSquare: target, piece: piece, flag: flag))
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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
let piece = self.grid[location.row, location.col]
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doAssert piece.kind in [Bishop, Rook, Queen], &"generateSlidingMoves called on a {piece.kind}"
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var directions: seq[Location] = @[]
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# Only check in the right directions for the chosen piece
if piece.kind in [Bishop, Queen]:
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directions.add(piece.color.topLeftDiagonal())
directions.add(piece.color.topRightDiagonal())
directions.add(piece.color.bottomLeftDiagonal())
directions.add(piece.color.bottomRightDiagonal())
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if piece.kind in [Queen, Rook]:
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directions.add(piece.color.topSide())
directions.add(piece.color.bottomSide())
directions.add(piece.color.rightSide())
directions.add(piece.color.leftSide())
let pinned = self.getPinnedDirections(location)
if pinned.len() > 0:
# If a sliding piece is pinned then it can only
# move along the pinning direction(s)
directions = pinned
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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
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if otherPiece.kind != King:
# Can't capture the king
result.add(Move(startSquare: location, targetSquare: square, piece: piece, flag: Capture))
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}"
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var directions: seq[Location] = @[piece.color.topLeftDiagonal(),
piece.color.topRightDiagonal(),
piece.color.bottomRightDiagonal(),
piece.color.bottomLeftDiagonal(),
piece.color.topSide(),
piece.color.bottomSide(),
piece.color.leftSide(),
piece.color.rightSide()]
# Castling
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let canCastle = self.canCastle(piece.color)
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if canCastle.queen:
directions.add(longCastleKing())
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if canCastle.king:
directions.add(shortCastleKing())
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var flag = Default
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for direction in directions:
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# Step in this direction once
let square: Location = location + direction
# End of board reached
if not square.isValid():
continue
if direction == longCastleKing():
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flag = CastleLong
elif direction == shortCastleKing():
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flag = CastleShort
else:
flag = Default
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let otherPiece = self.grid[square.row, square.col]
if otherPiece.color == self.getActiveColor.opposite():
flag = Capture
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# A friendly piece or the opponent king is in the way,
# move onto the next direction
if otherPiece.color == piece.color or otherPiece.kind == King:
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continue
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# Target square is empty or contains an enemy piece:
# All good for us!
result.add(Move(startSquare: location, targetSquare: square, piece: piece, flag: flag))
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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}"
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var directions: seq[Location] = @[piece.color.bottomLeftKnightMove(),
piece.color.bottomRightKnightMove(),
piece.color.topLeftKnightMove(),
piece.color.topRightKnightMove(),
piece.color.bottomLeftKnightMove(long=false),
piece.color.bottomRightKnightMove(long=false),
piece.color.topLeftKnightMove(long=false),
piece.color.topRightKnightMove(long=false)]
let pinned = self.getPinnedDirections(location)
if pinned.len() > 0:
# Knight is pinned: can't move!
return @[]
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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]
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# A friendly piece or the opponent king is is in the way
if otherPiece.color == piece.color or otherPiece.kind == King:
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continue
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if otherPiece.color != None:
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# Target square contains an enemy piece: capture
# it
result.add(Move(startSquare: location, targetSquare: square, piece: piece, flag: Capture))
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else:
# 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 @[]
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proc generateAllMoves*(self: ChessBoard): seq[Move] =
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## Returns the list of all possible legal moves
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## in the current position
for i, row in self.grid:
for j, piece in row:
if self.grid[i, j].color == self.getActiveColor():
for move in self.generateMoves((int8(i), int8(j))):
result.add(move)
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proc getAttackers*(self: ChessBoard, square: Location, color = None): seq[Location] =
## Returns all the attackers of the given square
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## for the given color (a color of None means use
## the currently active color)
var color = color
if color == None:
color = self.getActiveColor()
case color:
of White:
for attack in self.position.attacked.black:
if attack.target == square:
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result.add(attack.source)
of Black:
for attack in self.position.attacked.white:
if attack.target == square:
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result.add(attack.source)
else:
# Unreachable
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)
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proc isAttacked*(self: ChessBoard, loc: Location, color: PieceColor = None): bool =
## Returns whether the given location is attacked
## by the given color
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var color = color
if color == None:
color = self.getActiveColor().opposite()
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case color:
of Black:
for attack in self.position.attacked.black:
if attack.target == loc:
return true
of White:
for attack in self.position.attacked.white:
if attack.target == loc:
return true
of None:
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discard
proc isAttacked*(self: ChessBoard, square: string): bool =
## Returns whether the given square is attacked
## by the current
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return self.isAttacked(square.algebraicToLocation())
func addAttack(self: ChessBoard, attack: tuple[source, target: Location], color: PieceColor) {.inline.} =
if attack.source.isValid() and attack.target.isValid():
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case color:
of White:
self.position.attacked.white.add(attack)
of Black:
self.position.attacked.black.add(attack)
else:
discard
proc getPinnedDirections(self: ChessBoard, loc: Location): seq[Location] =
let piece = self.grid[loc.row, loc.col]
case piece.color:
of None:
discard
of White:
for pin in self.position.pinned.black:
if pin.target == loc:
result.add(pin.direction)
of Black:
for pin in self.position.pinned.white:
if pin.target == loc:
result.add(pin.direction)
proc updatePawnAttacks(self: ChessBoard) {.thread.} =
## Internal helper of updateAttackedSquares
for loc in self.position.pieces.white.pawns:
# Pawns are special in how they capture (i.e. the
# squares they can move to do not match the squares
# they can capture on. Sneaky fucks)
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self.addAttack((loc, loc + White.topRightDiagonal()), White)
self.addAttack((loc, loc + White.topLeftDiagonal()), White)
# We do the same thing for black
for loc in self.position.pieces.black.pawns:
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self.addAttack((loc, loc + Black.topRightDiagonal()), Black)
self.addAttack((loc, loc + Black.topLeftDiagonal()), Black)
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proc updateKingAttacks(self: ChessBoard) =
## Internal helper of updateAttackedSquares
var king = self.position.pieces.white.king
self.addAttack((king, king + White.topRightDiagonal()), White)
self.addAttack((king, king + White.topLeftDiagonal()), White)
self.addAttack((king, king + White.bottomLeftDiagonal()), White)
self.addAttack((king, king + White.bottomRightDiagonal()), White)
king = self.position.pieces.black.king
self.addAttack((king, king + Black.topRightDiagonal()), Black)
self.addAttack((king, king + Black.topLeftDiagonal()), Black)
self.addAttack((king, king + Black.bottomLeftDiagonal()), Black)
self.addAttack((king, king + Black.bottomRightDiagonal()), Black)
proc updateKnightAttacks(self: ChessBoard) =
## Internal helper of updateAttackedSquares
for loc in self.position.pieces.white.knights:
self.addAttack((loc, loc + White.topLeftKnightMove()), White)
self.addAttack((loc, loc + White.topRightKnightMove()), White)
self.addAttack((loc, loc + White.bottomLeftKnightMove()), White)
self.addAttack((loc, loc + White.bottomRightKnightMove()), White)
self.addAttack((loc, loc + White.topLeftKnightMove(long=false)), White)
self.addAttack((loc, loc + White.topRightKnightMove(long=false)), White)
self.addAttack((loc, loc + White.bottomLeftKnightMove(long=false)), White)
self.addAttack((loc, loc + White.bottomRightKnightMove(long=false)), White)
for loc in self.position.pieces.black.knights:
self.addAttack((loc, loc + Black.topLeftKnightMove()), Black)
self.addAttack((loc, loc + Black.topRightKnightMove()), Black)
self.addAttack((loc, loc + Black.bottomLeftKnightMove()), Black)
self.addAttack((loc, loc + Black.bottomRightKnightMove()), Black)
self.addAttack((loc, loc + Black.topLeftKnightMove(long=false)), Black)
self.addAttack((loc, loc + Black.topRightKnightMove(long=false)), Black)
self.addAttack((loc, loc + Black.bottomLeftKnightMove(long=false)), Black)
self.addAttack((loc, loc + Black.bottomRightKnightMove(long=false)), Black)
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proc getSlidingAttacks(self: ChessBoard, loc: Location): tuple[attacks: Attacked, pins: Pinned] =
## Internal helper of updateSlidingAttacks
var
directions: seq[Location] = @[]
let piece = self.grid[loc.row, loc.col]
if piece.kind in [Bishop, Queen]:
directions.add(piece.color.topLeftDiagonal())
directions.add(piece.color.topRightDiagonal())
directions.add(piece.color.bottomLeftDiagonal())
directions.add(piece.color.bottomRightDiagonal())
if piece.kind in [Queen, Rook]:
directions.add(piece.color.topSide())
directions.add(piece.color.bottomSide())
directions.add(piece.color.rightSide())
directions.add(piece.color.leftSide())
for direction in directions:
var
square = loc
otherPiece: Piece
# Slide in this direction as long as it's possible
while true:
square = square + direction
# End of board reached
if not square.isValid():
break
otherPiece = self.grid[square.row, square.col]
# Target square is attacked (even if a friendly piece
# is present, because in this case we're defending
# it)
result.attacks.add((loc, square))
# Empty square, keep going
if otherPiece.color == None:
continue
if otherPiece.color == piece.color.opposite and otherPiece.kind != King:
# We found an enemy piece that is not
# the enemy king. We don't break out
# immediately because we first want
# to check if we've pinned a piece
var
otherSquare: Location = square
behindPiece: Piece
while true:
otherSquare = otherSquare + direction
if not otherSquare.isValid():
break
behindPiece = self.grid[otherSquare.row, otherSquare.col]
if behindPiece.color == None:
continue
if behindPiece.color == piece.color.opposite and behindPiece.kind == King:
# The enemy king is behind this enemy piece: pin it in
# this direction relative to them (that's why we have the
# minus sign: up for us is down for them and vice versa)
result.pins.add((loc, square, -direction))
else:
break
break
proc updateSlidingAttacks(self: ChessBoard) =
## Internal helper of updateAttackedSquares
var data: tuple[attacks: Attacked, pins: Pinned]
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for loc in self.position.pieces.white.bishops:
data = self.getSlidingAttacks(loc)
self.position.attacked.white.extend(data.attacks)
self.position.pinned.white.extend(data.pins)
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for loc in self.position.pieces.white.rooks:
data = self.getSlidingAttacks(loc)
self.position.attacked.white.extend(data.attacks)
self.position.pinned.white.extend(data.pins)
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for loc in self.position.pieces.white.queens:
data = self.getSlidingAttacks(loc)
self.position.attacked.white.extend(data.attacks)
self.position.pinned.white.extend(data.pins)
for loc in self.position.pieces.black.bishops:
data = self.getSlidingAttacks(loc)
self.position.attacked.black.extend(data.attacks)
self.position.pinned.black.extend(data.pins)
for loc in self.position.pieces.black.rooks:
data = self.getSlidingAttacks(loc)
self.position.attacked.black.extend(data.attacks)
self.position.pinned.black.extend(data.pins)
for loc in self.position.pieces.black.queens:
data = self.getSlidingAttacks(loc)
self.position.attacked.black.extend(data.attacks)
self.position.pinned.black.extend(data.pins)
proc updateAttackedSquares(self: ChessBoard) =
## Updates internal metadata about which squares
## are attacked
self.position.attacked.white.setLen(0)
self.position.attacked.black.setLen(0)
# Pawns
self.updatePawnAttacks()
# Sliding pieces
self.updateSlidingAttacks()
# Knights
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self.updateKnightAttacks()
# Kings
self.updateKingAttacks()
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proc removePiece(self: ChessBoard, location: Location, attack: bool = true) =
## 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:
self.position.pieces.black.pawns.delete(self.position.pieces.black.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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if attack:
self.updateAttackedSquares()
proc movePiece(self: ChessBoard, move: Move, attack: bool = true) =
## Internal helper to move a piece. If attack
## is set to false, then this function does
## not update attacked squares metadata, just
## positional info 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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self.position.pieces.white.queens.delete(self.position.pieces.white.queens.find(move.startSquare))
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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
self.grid[move.targetSquare.row, move.targetSquare.col] = move.piece
if attack:
self.updateAttackedSquares()
proc movePiece(self: ChessBoard, startSquare, targetSquare: Location, attack: bool = true) =
## Like the other movePiece(), but with two locations
self.movePiece(Move(startSquare: startSquare, targetSquare: targetSquare,
piece: self.grid[startSquare.row, startSquare.col],
),
attack
)
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proc updateLocations(self: ChessBoard, move: Move) =
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## Internal helper to update the position of
## the pieces on the board after a move
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if move.isCapture():
self.position.captured = self.grid[move.targetSquare.row, move.targetSquare.col]
self.removePiece(move.targetSquare, attack=false)
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# Update the positional metadata of the moving piece
self.movePiece(move)
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
# Record the final move in the position
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self.position.move = move
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# Needed to detect draw by the 50 move rule
var
halfMoveClock = self.position.halfMoveClock
fullMoveCount = self.position.fullMoveCount
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castlingAvailable = self.position.castlingAvailable
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if move.piece.kind == Pawn or move.isCapture():
halfMoveClock = 0
else:
inc(halfMoveClock)
if move.piece.color == Black:
inc(fullMoveCount)
# Castling check: have the rooks moved?
if move.piece.kind == Rook:
case move.piece.color:
of White:
if move.startSquare.row == move.piece.getStartRow():
if move.startSquare.col == 0:
# Queen side
castlingAvailable.white.queen = false
elif move.startSquare.col == 7:
# King side
castlingAvailable.white.king = false
of Black:
if move.startSquare.row == move.piece.getStartRow():
if move.startSquare.col == 0:
# Queen side
castlingAvailable.black.queen = false
elif move.startSquare.col == 7:
# King side
castlingAvailable.black.king = false
else:
discard
# Has a rook been captured?
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if move.isCapture():
let piece = self.grid[move.targetSquare.row, move.targetSquare.col]
if piece.kind == Rook:
case piece.color:
of White:
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if move.targetSquare == piece.color.queenSideRook():
# Queen side
castlingAvailable.white.queen = false
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elif move.targetSquare == piece.color.kingSideRook():
# King side
castlingAvailable.white.king = false
of Black:
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if move.targetSquare == piece.color.queenSideRook():
# Queen side
castlingAvailable.black.queen = false
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elif move.targetSquare == piece.color.kingSideRook():
# King side
castlingAvailable.black.king = false
else:
# Unreachable
discard
# Has the king moved?
if move.piece.kind == King:
case move.piece.color:
of White:
castlingAvailable.white.king = false
castlingAvailable.white.queen = false
of Black:
castlingAvailable.black.king = false
castlingAvailable.black.queen = false
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else:
discard
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if move.isPromotion():
# Move is a pawn promotion: get rid of then pawn
# and spawn a new piece
self.removePiece(move.startSquare)
case move.flag:
of PromoteToBishop:
self.spawnPiece(move.targetSquare, Piece(kind: Bishop, color: move.piece.color))
of PromoteToKnight:
self.spawnPiece(move.targetSquare, Piece(kind: Knight, color: move.piece.color))
of PromoteToRook:
self.spawnPiece(move.targetSquare, Piece(kind: Rook, color: move.piece.color))
of PromoteToQueen:
self.spawnPiece(move.targetSquare, Piece(kind: Queen, color: move.piece.color))
else:
discard
let previous = self.position
# Record final position for future reference
self.positions.add(previous)
# Create new position
self.position = Position(plyFromRoot: self.position.plyFromRoot + 1,
halfMoveClock: halfMoveClock,
fullMoveCount: fullMoveCount,
captured: emptyPiece(),
turn: self.getActiveColor().opposite,
castlingAvailable: castlingAvailable,
# Updated at the next call to doMove()
move: emptyMove(),
pieces: previous.pieces,
)
var location: Location
if move.flag in [CastleShort, CastleLong]:
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# Revoke all castling rights for the moving king
case move.piece.color:
of White:
self.position.castlingAvailable.white.king = false
self.position.castlingAvailable.white.queen = false
of Black:
self.position.castlingAvailable.black.king = false
self.position.castlingAvailable.black.queen = false
else:
discard
# Move the rook onto the
# correct file
var
location: Location
target: Location
if move.flag == CastleShort:
location = move.piece.color.kingSideRook()
target = shortCastleRook()
else:
location = move.piece.color.queenSideRook()
target = longCastleRook()
let rook = self.grid[location.row, location.col]
let move = Move(startSquare: location, targetSquare: location + target, piece: rook, flag: move.flag)
self.movePiece(move, attack=false)
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# Update position and attack metadata
self.updateLocations(move)
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# Check for double pawn push
if move.flag == DoublePush:
self.position.enPassantSquare = Move(piece: move.piece,
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startSquare: (move.startSquare.row, move.startSquare.col),
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targetSquare: move.targetSquare + move.piece.color.bottomSide())
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else:
self.position.enPassantSquare = emptyMove()
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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
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)
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of King:
self.position.pieces.white.king = location
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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)
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of King:
self.position.pieces.black.king = location
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else:
discard
else:
# Unreachable
discard
self.grid[location.row, location.col] = piece
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proc resetBoard*(self: ChessBoard) =
## Resets the internal grid representation
## according to the positional data stored
## in the chessboard. Warning: this can be
## expensive, especially in critical paths
## or tight loops
self.grid = newMatrixFromSeq[Piece](empty, (8, 8))
for loc in self.position.pieces.white.pawns:
self.grid[loc.row, loc.col] = Piece(color: White, kind: Pawn)
for loc in self.position.pieces.black.pawns:
self.grid[loc.row, loc.col] = Piece(color: Black, kind: Pawn)
for loc in self.position.pieces.white.bishops:
self.grid[loc.row, loc.col] = Piece(color: White, kind: Bishop)
for loc in self.position.pieces.black.bishops:
self.grid[loc.row, loc.col] = Piece(color: Black, kind: Bishop)
for loc in self.position.pieces.white.knights:
self.grid[loc.row, loc.col] = Piece(color: White, kind: Knight)
for loc in self.position.pieces.black.knights:
self.grid[loc.row, loc.col] = Piece(color: Black, kind: Knight)
for loc in self.position.pieces.white.rooks:
self.grid[loc.row, loc.col] = Piece(color: White, kind: Rook)
for loc in self.position.pieces.black.rooks:
self.grid[loc.row, loc.col] = Piece(color: Black, kind: Rook)
for loc in self.position.pieces.white.queens:
self.grid[loc.row, loc.col] = Piece(color: White, kind: Queen)
for loc in self.position.pieces.black.queens:
self.grid[loc.row, loc.col] = Piece(color: Black, kind: Queen)
self.grid[self.position.pieces.white.king.row, self.position.pieces.white.king.col] = Piece(color: White, kind: King)
self.grid[self.position.pieces.black.king.row, self.position.pieces.black.king.col] = Piece(color: Black, kind: King)
proc undoMove*(self: ChessBoard, move: Move) =
## Undoes the given move
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if self.positions.len() == 0:
return
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let previous = self.position
var position = self.positions[^1]
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while position.move != move:
discard self.positions.pop()
position = self.positions[^1]
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self.position = position
self.grid[move.startSquare.row, move.startSquare.col] = move.piece
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if move.isCapture():
self.grid[move.targetSquare.row, move.targetSquare.col] = previous.captured
else:
self.grid[move.targetSquare.row, move.targetSquare.col] = emptyPiece()
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# Reset the location of the rook in the
# grid (it's already correct in the piece
# list)
if move.flag == CastleLong:
let
rookOld = move.targetSquare + move.piece.color.rightSide()
rookNew = move.piece.color.queenSideRook()
self.grid[rookNew.row, rookNew.col] = self.grid[rookOld.row, rookOld.col]
self.grid[rookOld.row, rookOld.col] = emptyPiece()
if move.flag == CastleShort:
let
rookOld = move.targetSquare + move.piece.color.leftSide()
rookNew = move.piece.color.kingSideRook()
self.grid[rookNew.row, rookNew.col] = self.grid[rookOld.row, rookOld.col]
self.grid[rookOld.row, rookOld.col] = emptyPiece()
proc isLegal(self: ChessBoard, move: Move): bool {.inline.} =
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## Returns whether the given move is legal
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return move in self.generateMoves(move.startSquare)
proc makeMove*(self: ChessBoard, move: Move): Move {.discardable.} =
## Like the other makeMove(), but with a Move object
result = move
self.position.move = move
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if not self.isLegal(move):
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return emptyMove()
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self.doMove(move)
result = self.position.move
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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"
proc perft*(self: ChessBoard, ply: int, verbose: bool = false): CountData =
## Counts (and debugs) the number of legal positions reached after
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## the given number of ply
var verbose = verbose
if ply == 0:
result = (1, 0, 0, 0, 0, 0, 0)
else:
let moves = self.generateAllMoves()
if len(moves) == 0:
inc(result.checkmates)
for move in moves:
if verbose:
let canCastle = self.canCastle(move.piece.color)
#echo "\x1Bc"
echo &"Ply: {self.position.plyFromRoot}"
echo &"Move: {move.startSquare.locationToAlgebraic()}{move.targetSquare.locationToAlgebraic()}, from ({move.startSquare.row}, {move.startSquare.col}) to ({move.targetSquare.row}, {move.targetSquare.col})"
echo &"Turn: {move.piece.color}"
echo &"Piece: {move.piece.kind}"
echo &"Flag: {move.flag}"
echo &"In check: {(if self.inCheck(): \"yes\" else: \"no\")}"
echo &"Can castle:\n - King side: {(if canCastle.king: \"yes\" else: \"no\")}\n - Queen side: {(if canCastle.queen: \"yes\" else: \"no\")}"
echo "Before:\n"
echo self.pretty()
try:
discard readLine(stdin)
except IOError:
discard
except EOFError:
discard
self.doMove(move)
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case move.flag:
of Capture:
inc(result.captures)
of CastleShort, CastleLong:
inc(result.castles)
of PromoteToBishop, PromoteToKnight, PromoteToQueen, PromoteToRook:
inc(result.promotions)
of EnPassant:
inc(result.enPassant)
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else:
discard
if self.inCheck():
# Opponent king is in check
inc(result.checks)
if verbose:
echo "Now:\n"
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echo self.pretty()
try:
discard readLine(stdin)
except IOError:
discard
except EOFError:
discard
let next = self.perft(ply - 1, verbose)
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result.nodes += next.nodes
result.captures += next.captures
result.checks += next.checks
result.promotions += next.promotions
result.castles += next.castles
result.enPassant += next.enPassant
result.checkmates += next.checkmates
self.undoMove(move)
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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)
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when compileOption("profiler"):
import nimprof
# b = newChessboardFromFEN("fen")
echo b.perft(4, verbose=true)
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echo "All tests were successful"