Fixes to move handling
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@ -47,19 +47,29 @@ type
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## A chess piece
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color*: PieceColor
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kind*: PieceKind
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Move* = ref object
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MoveFlag* = enum
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## An enumeration of move flags
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Default, # Move is a regular move
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XRay, # Move is an X-ray attack
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# Move is a pawn promotion
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PromoteToQueen,
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PromoteToRook,
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PromoteToBishop,
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PromoteToKnight
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Move* = object
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## A chess move
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piece*: Piece
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startSquare*: Location
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targetSquare*: Location
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flag*: MoveFlag
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ChessBoard* = ref object
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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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@ -72,12 +82,12 @@ type
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# En passant target square (see https://en.wikipedia.org/wiki/En_passant)
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# If en passant is not possible, both the row and
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# column of the position will be set to -1
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enPassantSquare: Move
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enPassantSquare*: Move
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# Locations of all pieces
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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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@ -90,12 +100,110 @@ func emptyPiece*: Piece {.inline.} = Piece(kind: Empty, color: None)
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func emptyLocation*: Location {.inline.} = (-1 , -1)
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func opposite*(c: PieceColor): PieceColor {.inline.} = (if c == White: Black else: White)
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proc algebraicToPosition*(s: string): Location {.inline.}
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func `==`(a, b: Location): bool {.inline.} = a.row == b.row and a.col == b.col
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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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var emptyMove = Move(startSquare: emptyLocation(), targetSquare: emptyLocation(), piece: emptyPiece())
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# Movement offsets for the various pieces. They are
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# different for each color because the board is an 8x8
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# grid indexed at 0, which means that white is at the
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# bottom of the grid going up (indexes are decreasing)
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# and black is at the top of the grid going down (indeces
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# are increasing). These offsets are needed to take that
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# into account when doing move generation or checking for
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# captures
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proc getMovementOffsets(self: ChessBoard, location: Location): seq[Location] =
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let piece = self.grid[location.row, location.col]
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case piece.color:
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of White:
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case piece.kind:
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of Pawn:
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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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result.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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result.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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result.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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result.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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result.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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result.add((location.row - 1, location.col - 1))
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of Bishop:
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return @[]
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else:
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discard
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of Black:
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case piece.kind:
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of Pawn:
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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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result.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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result.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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result.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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result.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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result.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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result.add((1, 1))
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of Bishop:
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return @[]
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else:
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discard
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else:
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discard
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func getStartRow(piece: Piece): int {.inline.} =
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## Retrieves the starting row of
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## the given piece inside our 8x8
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## grid
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case piece.color:
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of None:
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return -1
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of White:
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case piece.kind:
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of Pawn:
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return 6
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else:
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return 5
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of Black:
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case piece.kind:
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of Pawn:
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return 1
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else:
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return 0
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proc newChessboard: ChessBoard =
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## Returns a new, empty chessboard
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@ -103,7 +211,7 @@ proc newChessboard: ChessBoard =
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# Turns our flat sequence into an 8x8 grid
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result.grid = newMatrixFromSeq[Piece](empty, (8, 8))
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result.attacked = (@[], @[])
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result.enPassantSquare = emptyMove
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result.enPassantSquare = emptyMove()
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result.turn = White
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@ -293,6 +401,7 @@ proc countPieces*(self: ChessBoard, kind: PieceKind, color: PieceColor): int =
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of Queen:
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return self.pieces.black.queens.len()
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of King:
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# In perpetuity
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return 1
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else:
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discard
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@ -342,6 +451,70 @@ proc getPiece*(self: ChessBoard, square: string): Piece =
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return self.grid[loc.row, loc.col]
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proc generatePawnMoves(self: ChessBoard, location: Location): seq[Move] =
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## Generates pawn moves
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var
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piece = self.grid[location.row, location.col]
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doAssert piece.kind == Pawn, &"generatePawnMoves called on a {piece.kind}"
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for offset in self.getMovementOffsets(location):
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result.add(Move(startSquare: location, targetSquare: offset, piece: self.grid[location.row, location.col]))
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proc generateSlidingMoves(self: ChessBoard, location: Location): seq[Move] =
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## Generates sliding moves
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var
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square: Piece
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piece = self.grid[location.row, location.col]
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newLocation: Location
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doAssert piece.kind in [Bishop, Rook, Queen], &"generateSlidingMoves called on a {piece.kind}"
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for offset in self.getMovementOffsets(location):
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newLocation = (location.row + offset.row, location.col + offset.col)
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# Keep sliding until there is a friendly piece or a capture in the way
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while true:
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square = self.grid[newLocation.row, newLocation.col]
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# Friendly piece: cannot move any further
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if square.color == piece.color:
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break
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# Empty square or capture: can do!
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if square.color == None or square.color == piece.color.opposite():
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result.add(Move(startSquare: location, targetSquare: newLocation, piece: piece))
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# Continue in this direction
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newLocation.row += offset.row
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# Check if we reached the end of the board
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if newLocation.row < 0 or newLocation.row > 7:
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break
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newLocation.col += offset.col
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if newLocation.col < 0 or newLocation.col > 7:
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break
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proc generateMoves(self: ChessBoard, location: Location): seq[Move] =
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## Returns the list of possible moves for the
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## piece in the given location
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let piece = self.grid[location.row, location.col]
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case piece.color:
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of White:
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case piece.kind:
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of Pawn:
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return self.generatePawnMoves(location)
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of Bishop:
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return self.generateSlidingMoves(location)
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else:
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discard
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of Black:
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case piece.kind:
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of Pawn:
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return self.generatePawnMoves(location)
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of Bishop:
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return self.generateSlidingMoves(location)
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else:
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discard
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else:
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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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@ -353,9 +526,8 @@ proc getCapture*(self: ChessBoard, move: Move): Location =
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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 (self.enPassantSquare.targetSquare.row + 1,
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self.enPassantSquare.targetSquare.col)
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if target.color == move.piece.color.opposite():
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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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@ -379,7 +551,7 @@ proc testMoveOffsets(self: ChessBoard, move: Move): bool =
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of Pawn:
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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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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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@ -403,15 +575,18 @@ proc testMoveOffsets(self: ChessBoard, move: Move): bool =
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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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let startRow = if move.piece.color == White: 6 else: 1
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if move.startSquare.row != startRow:
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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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self.enPassantSquare = Move(piece: move.piece, startSquare: move.startSquare,
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targetSquare: (move.targetSquare.row - 1, move.targetSquare.col))
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return true
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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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of Bishop:
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discard
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else:
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return false
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@ -420,10 +595,70 @@ proc updateAttackedSquares(self: ChessBoard) =
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## Updates internal metadata about which squares
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## are attacked. Called internally by doMove
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# We refresh the attack metadata at every move. This is an
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# O(1) operation, because we're only updating the length
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# field without deallocating the memory, which will promptly
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# be reused by us again. Neat!
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self.attacked.white.setLen(0)
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self.attacked.black.setLen(0)
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# Go over each piece one by one and see which squares
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# it currently attacks
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for piece in self.pieces.white.pawns:
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discard
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# White pawns
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for loc in self.pieces.white.pawns:
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for move in self.generateMoves(loc):
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self.attacked.white.add((move.piece, move.targetSquare))
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# Black pawns
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for loc in self.pieces.black.pawns:
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for move in self.generateMoves(loc):
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self.attacked.black.add((move.piece, move.targetSquare))
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# White bishops
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for loc in self.pieces.white.bishops:
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for move in self.generateMoves(loc):
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self.attacked.white.add((move.piece, move.targetSquare))
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# Black bishops
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for loc in self.pieces.black.bishops:
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for move in self.generateMoves(loc):
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self.attacked.black.add((move.piece, move.targetSquare))
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proc getAttackers*(self: ChessBoard, square: string): seq[Piece] =
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## Returns the attackers of the given square.
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## If the square has no attackers, an empty
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## seq is returned
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let loc = square.algebraicToPosition()
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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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if location == loc:
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result.add(attacker)
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of Black:
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for (attacker, location) in self.attacked.white:
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if location == loc:
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result.add(attacker)
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else:
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return @[]
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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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case self.turn:
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of White:
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for (attacker, location) in self.attacked.black:
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if location == loc:
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return true
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return false
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of Black:
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for (attacker, location) in self.attacked.white:
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if location == loc:
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return true
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return false
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else:
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discard
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proc removePiece(self: ChessBoard, location: Location) =
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@ -472,8 +707,6 @@ 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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# Empty out the starting square
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self.grid[move.startSquare.row, move.startSquare.col] = emptyPiece()
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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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@ -505,7 +738,7 @@ proc updatePositions(self: ChessBoard, move: Move) =
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of King:
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self.pieces.white.king = move.targetSquare
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else:
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discard
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discard
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of Black:
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case move.piece.kind:
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of Pawn:
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@ -528,7 +761,9 @@ proc updatePositions(self: ChessBoard, move: Move) =
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else:
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discard
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else:
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discard
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discard
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# Empty out the starting square
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self.grid[move.startSquare.row, move.startSquare.col] = emptyPiece()
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# Actually move the piece
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self.grid[move.targetSquare.row, move.targetSquare.col] = move.piece
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@ -542,8 +777,8 @@ proc doMove(self: ChessBoard, move: Move) =
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self.updateAttackedSquares()
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# En passant is possible only immediately after the
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# pawn has moved
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if self.enPassantSquare != emptyMove and self.enPassantSquare.piece.color == self.turn.opposite():
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self.enPassantSquare = emptyMove
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if self.enPassantSquare != emptyMove() and self.enPassantSquare.piece.color == self.turn.opposite():
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self.enPassantSquare = emptyMove()
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self.turn = self.turn.opposite()
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@ -554,12 +789,12 @@ proc checkMove(self: ChessBoard, startSquare, targetSquare: string): Move =
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# Start square doesn't contain a piece (and it isn't the en passant square)
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# or it is of the wrong color for which turn it is to move
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if pieceToMove.kind == Empty or pieceToMove.color != self.turn:
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return emptyMove
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return emptyMove()
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var destination = self.getPiece(targetSquare)
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# Destination square is occupied by a piece of the same color as the piece
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# being moved: illegal!
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if destination.kind != Empty and destination.color == self.turn:
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return emptyMove
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return emptyMove()
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var
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startLocation = startSquare.algebraicToPosition()
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targetLocation = targetSquare.algebraicToPosition()
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@ -568,7 +803,7 @@ proc checkMove(self: ChessBoard, startSquare, targetSquare: string): Move =
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# Piece cannot arrive to destination (either
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# because it is blocked or because the moving
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# pattern is incorrect)
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return emptyMove
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return emptyMove()
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# TODO: Check for checks and pins (moves are currently pseudo-legal)
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@ -583,7 +818,7 @@ proc makeMove*(self: ChessBoard, startSquare, targetSquare: string): Move {.disc
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## too) and the locations will both be set to the tuple (-1, -1)
|
||||
|
||||
result = self.checkMove(startSquare, targetSquare)
|
||||
if result == emptyMove:
|
||||
if result == emptyMove():
|
||||
return
|
||||
self.doMove(result)
|
||||
|
||||
|
|
|
@ -1,14 +1,5 @@
|
|||
import board as chess
|
||||
|
||||
# En passant my beloved
|
||||
var board = newDefaultChessboard()
|
||||
board.makeMove("a2", "a4")
|
||||
echo board.pretty()
|
||||
board.makeMove("h7", "h5")
|
||||
echo board.pretty()
|
||||
board.makeMove("a4", "a5")
|
||||
echo board.pretty()
|
||||
board.makeMove("b7", "b5")
|
||||
echo board.pretty()
|
||||
board.makeMove("a5", "b6")
|
||||
|
||||
echo board.pretty()
|
||||
|
|
Loading…
Reference in New Issue