Bishops are now behaving
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@ -69,7 +69,7 @@ type
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## A chess board object
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grid: Matrix[Piece]
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# Currently active color
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turn*: PieceColor
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turn: PieceColor
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# Number of half moves since
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# last piece capture or pawn movement.
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# Used for the 50-move rule
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@ -87,7 +87,7 @@ type
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pieces: tuple[white: Pieces, black: Pieces]
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# Locations of all attacked squares and their
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# respective attackers
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attacked*: tuple[white: seq[tuple[attacker: Piece, loc: Location]], black: seq[tuple[attacker: Piece, loc: Location]]]
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attacked: tuple[white: seq[tuple[attacker: Piece, loc: Location]], black: seq[tuple[attacker: Piece, loc: Location]]]
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# Initialized only once, copied every time
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@ -102,6 +102,21 @@ func opposite*(c: PieceColor): PieceColor {.inline.} = (if c == White: Black els
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proc algebraicToPosition*(s: string): Location {.inline.}
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proc getCapture*(self: ChessBoard, move: Move): Location
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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)
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func isValid*(a: Location): bool = 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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func topLeftDiagonal(piece: Piece): Location {.inline.} = (if piece.color == White: (-1, -1) else: (1, 1))
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func topRightDiagonal(piece: Piece): Location {.inline.} = (if piece.color == White: (-1, 1) else: (1, -1))
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func forward(piece: Piece): Location {.inline.} = (if piece.color == Black: (1, 0) else: (-1, 0))
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func doublePush(piece: Piece): Location {.inline.} = (if piece.color == Black: (2, 0) else: (-2, 0))
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proc testMoveOffsets(self: ChessBoard, move: Move): bool
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proc getActiveColor*(self: ChessBoard): PieceColor =
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## Returns the currently active color
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## (turn of who has to move)
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return self.turn
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func getStartRow(piece: Piece): int {.inline.} =
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@ -376,6 +391,29 @@ proc getPiece*(self: ChessBoard, square: string): Piece =
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return self.grid[loc.row, loc.col]
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proc getCapture*(self: ChessBoard, move: Move): Location =
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## Returns the location that would be captured if this
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## move were played on the board, taking en passant and
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## other things into account (the move is assumed to be
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## already valid). An empty location is returned if no
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## piece is captured by the given move
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result = emptyLocation()
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let target = self.grid[move.targetSquare.row, move.targetSquare.col]
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if target.color == None:
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if move.targetSquare != self.enPassantSquare.targetSquare:
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return
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else:
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return ((if move.piece.color == White: move.targetSquare.row + 1 else: move.targetSquare.row - 1), move.targetSquare.col)
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if target.color == move.piece.color.opposite():
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return move.targetSquare
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proc isCapture*(self: ChessBoard, move: Move): bool {.inline.} =
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## Returns whether the given move is a capture
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## or not
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return self.getCapture(move) != emptyLocation()
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proc generatePawnMoves(self: ChessBoard, location: Location): seq[Move] =
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## Generates the possible moves for the pawn in the given
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## location
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@ -383,78 +421,83 @@ proc generatePawnMoves(self: ChessBoard, location: Location): seq[Move] =
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piece = self.grid[location.row, location.col]
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locations: seq[Location] = @[]
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doAssert piece.kind == Pawn, &"generatePawnMoves called on a {piece.kind}"
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case piece.color:
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of White:
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# Pawns can move forward one square. In our flipped
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# board configuration, that means moving up one row
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# while keeping the column the same
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if location.row in 1..6 and self.grid[location.row - 1, location.col].color == None:
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locations.add((location.row - 1, location.col))
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if self.enPassantSquare.piece.color == piece.color.opposite:
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if abs(self.enPassantSquare.targetSquare.col - location.col) == 1 and abs(self.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.enPassantSquare.targetSquare)
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# They can also move on either diagonal one
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# square, but only to capture
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if location.col in 1..6 and location.row in 1..6:
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if self.grid[location.row + 1, location.col + 1].color == Black:
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# Top right diagonal (white side)
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locations.add((location.row + 1, location.col + 1))
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if self.grid[location.row - 1, location.col - 1].color == Black:
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# Top left diagonal
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locations.add((location.row + 1, location.col + 1))
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# Pawn is at the right side, can only capture
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# on the left one
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elif location.col == 0 and location.row < 7 and self.grid[location.row + 1, location.col + 1].color == Black:
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locations.add((location.row + 1, location.col + 1))
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# Pawn is at the left side, can only capture
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# on the right one
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elif location.col == 7 and location.row < 7 and self.grid[location.row + 1, location.col - 1].color == Black:
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locations.add((location.row - 1, location.col - 1))
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of Black:
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# Pawns can move forward one square. In our flipped
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# board configuration, that means moving down one row
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# while keeping the column the same
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if location.row in 1..6 and self.grid[location.row - 1, location.col].color == None:
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locations.add((1, 0))
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if self.enPassantSquare.piece.color == piece.color.opposite:
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if abs(self.enPassantSquare.targetSquare.col - location.col) == 1 and abs(self.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.enPassantSquare.targetSquare)
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# They can also move on either diagonal one
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# square, but only to capture
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if location.col in 1..6 and location.row in 1..6:
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if self.grid[location.row - 1, location.col - 1].color == White:
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# Top right diagonal (black side)
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locations.add((1, 1))
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if self.grid[location.row + 1, location.col + 1].color == White:
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# Top left diagonal
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locations.add((-1, -1))
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# Pawn is at the right side, can only capture
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# on the left one
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elif location.col > 0 and location.row > 0 and self.grid[location.row - 1, location.col + 1].color == White:
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locations.add((-1, -1))
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# Pawn is at the left side, can only capture
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# on the right one
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elif location.col == 7 and location.row > 0 and self.grid[location.row + 1, location.col + 1].color == White:
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locations.add((1, 1))
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else:
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discard
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# Pawns can move forward one square
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let forwardOffset = piece.forward()
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let forward = (forwardOffset + location)
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if forward.isValid() and self.grid[forward.row, forward.col].color == None:
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locations.add(forwardOffset)
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# If the pawn is on its first rank, it can push two squares
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if location.row == piece.getStartRow():
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locations.add(piece.doublePush())
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if self.enPassantSquare.piece.color == piece.color.opposite:
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if abs(self.enPassantSquare.targetSquare.col - location.col) == 1 and abs(self.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.enPassantSquare.targetSquare)
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# They can also move on either diagonal one
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# square, but only to capture
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if location.col in 1..6:
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# Top right diagonal
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locations.add(piece.topRightDiagonal())
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if location.row in 1..6:
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# Top left diagonal
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locations.add(piece.topLeftDiagonal())
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# Pawn is at the right side, can only capture
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# on the left one
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if location.col == 7 and location.row < 7:
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locations.add(piece.topLeftDiagonal())
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# Pawn is at the left side, can only capture
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# on the right one
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if location.col == 0 and location.row < 7:
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locations.add(piece.topRightDiagonal())
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var
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newLocation: Location
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targetPiece: Piece
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for target in locations:
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if target.row == piece.color.getLastRow():
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newLocation = location + target
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if not newLocation.isValid():
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continue
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targetPiece = self.grid[newLocation.row, newLocation.col]
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if targetPiece.color == piece.color:
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# Can't move over a friendly piece
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continue
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if location.col != newLocation.col and not self.isCapture(Move(piece: piece, startSquare: location, targetSquare: newLocation)):
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# Can only move diagonally when capturing
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continue
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if newLocation.row == piece.color.getLastRow():
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# Generate all promotion moves
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for promotionType in [PromoteToKnight, PromoteToBishop, PromoteToRook, PromoteToQueen]:
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result.add(Move(startSquare: location, targetSquare: target, piece: self.grid[location.row, location.col], flag: promotionType))
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else:
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result.add(Move(startSquare: location, targetSquare: target, piece: self.grid[location.row, location.col]))
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result.add(Move(startSquare: location, targetSquare: newLocation, piece: piece, flag: promotionType))
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continue
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# Move is just a pawn push
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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 sliding moves for the sliding piece in the given location
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## Generates moves for the sliding piece in the given location
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var
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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] = @[piece.topRightDiagonal(), piece.topLeftDiagonal()]
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echo piece, " ", location
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for direction in directions:
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echo "dir ", direction
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# Slide in this direction as long as it's possible
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var
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square: Location = location
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otherPiece: Piece
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while true:
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square = square + direction
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# End of board reached
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if not square.isValid():
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break
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echo square
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otherPiece = self.grid[square.row, square.col]
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# A friendly piece is in the way
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if otherPiece.color == piece.color:
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break
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# Target square is empty or occupied by the enemy
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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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@ -470,76 +513,6 @@ proc generateMoves(self: ChessBoard, location: Location): seq[Move] =
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return @[]
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proc getCapture*(self: ChessBoard, move: Move): Location =
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## Returns the location that would be captured if this
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## move were played on the board, taking en passant and
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## other things into account. An empty location is returned
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## if no piece is captured by the given move
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result = emptyLocation()
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let target = self.grid[move.targetSquare.row, move.targetSquare.col]
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if target.color == None:
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if move.targetSquare != self.enPassantSquare.targetSquare:
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return
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else:
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return ((if move.piece.color == White: move.targetSquare.row + 1 else: move.targetSquare.row - 1), move.targetSquare.col)
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if target.color == move.piece.color.opposite() and move in self.generateMoves(move.startSquare):
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return move.targetSquare
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proc isCapture*(self: ChessBoard, move: Move): bool {.inline.} =
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## Returns whether the given move is a capture
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## or not
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return self.getCapture(move) != emptyLocation()
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proc validatePawnMove(self: ChessBoard, move: Move): bool =
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## Returns true if the given pawn move is allowed
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## (internal helper to testMoveOffsets)
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if move.targetSquare.col != move.startSquare.col:
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# Pawn can only change column in case of capture or en passant
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if self.enPassantSquare == emptyMove():
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# No en passant possible, only possibility
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# is a capture
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return self.isCapture(move)
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# En passant is possible, check if the destination is
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# its target square
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if self.enPassantSquare.targetSquare != move.targetSquare:
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# We still need to check for captures even if en passant
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# is possible
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return self.isCapture(move)
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# Number of rows traveled
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var rows: int
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# Due to our unique board layout, we need to do this nonsense
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if move.piece.color == White:
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rows = move.startSquare.row - move.targetSquare.row
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else:
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rows = move.targetSquare.row - move.startSquare.row
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if rows < 0 or rows > 2:
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# Pawns don't go backwards, I'm afraid. They also can't
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# go any further than 2 squares
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return false
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if rows == 2:
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# Check if double pawn pushing is possible (only the first
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# move for each pawn)
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if move.startSquare.row != move.piece.getStartRow():
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# Pawn has already moved more than once, double push
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# is not allowed
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return false
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# En passant is now possible
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let targetSquare: Location = ((if move.piece.color == White: move.targetSquare.row + 1 else: move.targetSquare.row - 1), move.targetSquare.col)
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self.enPassantSquare = Move(piece: move.piece, startSquare: move.startSquare, targetSquare: targetSquare)
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# Captures are checked earlier, so we only need to make sure we aren't blocked by
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# a piece
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return self.grid[move.targetSquare.row, move.targetSquare.col].kind == Empty
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proc validateSlidingMove(self: ChessBoard, move: Move): bool =
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## Returns true if the given pawn move is allowed
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## (internal helper to testMoveOffsets)
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var directions: seq[Location]
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proc testMoveOffsets(self: ChessBoard, move: Move): bool =
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## Returns true if the piece in the given
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## move is pseudo-legal: this does not take pins
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@ -552,9 +525,15 @@ proc testMoveOffsets(self: ChessBoard, move: Move): bool =
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## does)
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case move.piece.kind:
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of Pawn:
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return self.validatePawnMove(move)
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of Bishop:
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return self.validateSlidingMove(move)
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return move in self.generatePawnMoves(move.startSquare)
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of Bishop, Queen, Rook:
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return move in self.generateSlidingMoves(move.startSquare)
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of Knight:
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# TODO
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discard
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of King:
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# TODO
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discard
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else:
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return false
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@ -610,10 +589,9 @@ proc getAttackers*(self: ChessBoard, square: string): seq[Piece] =
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# We don't use getAttackers because this one only cares about whether
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# the square is attacked or not (and can therefore exit earlier than
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# getAttackers)
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proc isAttacked*(self: ChessBoard, square: string): bool =
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## Returns whether the given square is attacked
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## by one of the enemy pieces
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let loc = square.algebraicToPosition()
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proc isAttacked*(self: ChessBoard, loc: Location): bool =
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## Returns whether the given location is attacked
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## by the current inactive color
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case self.turn:
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of White:
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for (attacker, location) in self.attacked.black:
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@ -629,6 +607,12 @@ proc isAttacked*(self: ChessBoard, square: string): bool =
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discard
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proc isAttacked*(self: ChessBoard, square: string): bool =
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## Returns whether the given square is attacked
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## by the current inactive color
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return self.isAttacked(square.algebraicToPosition())
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proc removePiece(self: ChessBoard, location: Location) =
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## Removes a piece from the board, updating necessary
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## metadata
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@ -646,7 +630,7 @@ proc removePiece(self: ChessBoard, location: Location) =
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of Rook:
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self.pieces.white.rooks.delete(self.pieces.white.rooks.find(location))
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of Queen:
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self.pieces.white.queens.delete(self.pieces.white.rooks.find(location))
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self.pieces.white.queens.delete(self.pieces.white.queens.find(location))
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of King:
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doAssert false, "removePiece: attempted to remove the white king"
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else:
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of Black:
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case piece.kind:
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of Pawn:
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self.pieces.black.pawns.delete(self.pieces.black.pawns.find(location))
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self.pieces.black.pawns.delete(self.pieces.white.pawns.find(location))
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of Bishop:
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self.pieces.black.pawns.delete(self.pieces.black.bishops.find(location))
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self.pieces.black.bishops.delete(self.pieces.black.bishops.find(location))
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of Knight:
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self.pieces.black.pawns.delete(self.pieces.black.knights.find(location))
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self.pieces.black.knights.delete(self.pieces.black.knights.find(location))
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of Rook:
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self.pieces.black.rooks.delete(self.pieces.black.rooks.find(location))
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of Queen:
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self.pieces.black.queens.delete(self.pieces.black.rooks.find(location))
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self.pieces.black.queens.delete(self.pieces.black.queens.find(location))
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of King:
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doAssert false, "removePiece: attempted to remove the black king"
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else:
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@ -674,13 +658,12 @@ proc removePiece(self: ChessBoard, location: Location) =
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proc updatePositions(self: ChessBoard, move: Move) =
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## Internal helper to update the position of
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## the pieces on the board after a move
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let capture = self.getCapture(move)
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if capture != emptyLocation():
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# Move has captured a piece: remove the destination square's piece as well.
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# We call a helper instead of doing it ourselves because there's a bunch
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# of metadata that needs to be updated to do this properly and I thought
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# it'd fit into its neat little function
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# Move has captured a piece: remove it as well. We call a helper instead
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# of doing it ourselves because there's a bunch of metadata that needs
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# to be updated to do this properly and I thought it'd fit into its neat
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# little function
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self.removePiece(capture)
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# Update the positional metadata of the moving piece
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case move.piece.color:
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@ -1,5 +1,22 @@
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import board as chess
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import std/strformat
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import std/strutils
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var board = newDefaultChessboard()
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echo board.pretty()
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var
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board = newChessboardFromFEN("rnbqkbnr/8/8/8/8/8/8/RNBQKBNR w KQkq - 0 1")
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startSquare: string
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targetSquare: string
|
||||
move: Move
|
||||
|
||||
while true:
|
||||
echo board.pretty()
|
||||
echo &"Turn: {board.getActiveColor()}"
|
||||
stdout.write("From -> ")
|
||||
startSquare = readLine(stdin).strip(chars={'\0', ' '})
|
||||
stdout.write("To -> ")
|
||||
targetSquare = readLine(stdin)
|
||||
try:
|
||||
move = board.makeMove(startSquare, targetSquare)
|
||||
except ValueError:
|
||||
echo &"Error: {getCurrentExceptionMsg()}"
|
Loading…
Reference in New Issue