Switch to a legal move generator

This commit is contained in:
Mattia Giambirtone 2023-10-23 18:02:31 +02:00
parent b9dcde1563
commit 29a554d5da
1 changed files with 341 additions and 235 deletions

View File

@ -122,7 +122,6 @@ 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)
proc algebraicToLocation*(s: string): Location {.inline.}
func getCapture*(self: ChessBoard, move: Move): Location
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.}
@ -130,11 +129,10 @@ func emptyMove*: Move {.inline.} = Move(startSquare: emptyLocation(), targetSqua
func `+`*(a, b: Location): Location = (a.row + b.row, a.col + b.col)
func isValid*(a: Location): bool {.inline.} = a.row in 0..7 and a.col in 0..7
proc generateMoves(self: ChessBoard, location: Location): seq[Move]
proc isAttacked*(self: ChessBoard, loc: Location): bool
proc isAttacked*(self: ChessBoard, loc: Location, color: PieceColor = None): bool
proc undoMove*(self: ChessBoard, move: Move)
proc isLegal(self: ChessBoard, move: Move, keep: bool = false): bool
proc isLegal(self: ChessBoard, move: Move): bool {.inline.}
proc doMove(self: ChessBoard, move: Move)
proc isLegalFast(self: ChessBoard, move: Move, keep: bool = false): bool
proc pretty*(self: ChessBoard): string
proc spawnPiece(self: ChessBoard, location: Location, piece: Piece)
proc updateAttackedSquares(self: ChessBoard)
@ -535,18 +533,16 @@ func getPiece*(self: ChessBoard, square: string): Piece =
func isCapture*(self: ChessBoard, move: Move): bool {.inline.} =
func isCapture*(move: Move): bool {.inline.} =
## Returns whether the given move is a capture
## or not
return move.flag in [Capture, EnPassant]
func getCapture*(self: ChessBoard, move: Move): Location =
## Returns the location that would be captured if this
## move were played on the board
if not self.isCapture(move):
return emptyLocation()
return move.targetSquare
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]
proc inCheck*(self: ChessBoard, color: PieceColor = None): bool =
@ -559,9 +555,9 @@ proc inCheck*(self: ChessBoard, color: PieceColor = None): bool =
color = self.getActiveColor()
case color:
of White:
return self.isAttacked(self.position.pieces.white.king)
return self.isAttacked(self.position.pieces.white.king, color)
of Black:
return self.isAttacked(self.position.pieces.black.king)
return self.isAttacked(self.position.pieces.black.king, color)
else:
# Unreachable
discard
@ -586,65 +582,67 @@ proc canCastle*(self: ChessBoard, color: PieceColor = None): tuple[queen, king:
of None:
# Unreachable
discard
var
loc: Location
queenSide: Location
kingSide: Location
# If the path between the king and a rook is blocked, then castling
# is 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
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
if result.king:
# Short castle
var location = loc
while true:
location = location + kingSide
if not location.isValid():
break
if self.grid[location.row, location.col].kind == Empty:
continue
if location == color.kingSideRook() and self.grid[location.row, location.col].kind == Rook:
break
# Blocked by a piece
result.king = false
break
if result.queen:
# Long castle
var location = loc
while true:
location = location + queenSide
if not location.isValid():
break
if self.grid[location.row, location.col].kind == Empty:
continue
if location == color.queenSideRook() and self.grid[location.row, location.col].kind == Rook:
break
# Blocked by a piece
result.queen = false
break
# If the castling king would walk into, through or out of check
# while castling on a given side, then it is not possible to castle
# on that side until the threat exists
if result.king:
# Short castle
var location = loc
while true:
location = location + kingSide
if not location.isValid():
break
if self.grid[location.row, location.col].color == color:
# Blocked by own piece
result.king = false
break
# Square is attacked or blocked by enemy piece
if self.isAttacked(location, color) or self.grid[location.row, location.col].color != None:
result.king = false
break
# Square is occupied by our rook: we're done. No need to check the color or type of it (because
# if it weren't the right color, castling rights would've already been lost and we wouldn't
# have got this far)
if location == color.kingSideRook():
break
# Square is empty and not attacked. Keep going
if (result.king or result.queen) and self.inCheck(color):
# Only check for checks if castling is still available
# by this point (if we can avoid calls to generateMoves,
# we should)
return
# TODO: Check for attacks in the various other squares
if result.queen:
# Long castle
var location = loc
while true:
location = location + queenSide
if not location.isValid():
break
if self.grid[location.row, location.col].color == color:
result.queen = false
break
if self.isAttacked(location, color) or self.grid[location.row, location.col].color != None:
result.queen = false
break
if location == color.queenSideRook():
break
proc generatePawnMoves(self: ChessBoard, location: Location): seq[Move] =
@ -656,48 +654,46 @@ proc generatePawnMoves(self: ChessBoard, location: Location): seq[Move] =
flags: seq[MoveFlag] = @[]
doAssert piece.kind == Pawn, &"generatePawnMoves called on a {piece.kind}"
# Pawns can move forward one square
let forwardOffset = piece.color.forward()
let forward = (forwardOffset + location)
let forward = (piece.color.forward() + location)
# Only if the square is empty though
if forward.isValid() and self.grid[forward.row, forward.col].color == None:
locations.add(forwardOffset)
locations.add(forward)
flags.add(Default)
# If the pawn is on its first rank, it can push two squares
if location.row == piece.getStartRow():
let doubleOffset = piece.color.doublePush()
let double = location + doubleOffset
# Check if both squares are available
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:
locations.add(piece.color.doublePush())
locations.add(double)
flags.add(DoublePush)
# 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
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:
# Only viable if the piece is on the diagonal of the target
# Only viable if the piece is on the front diagonal of the target
locations.add(self.position.enPassantSquare.targetSquare)
flags.add(EnPassant)
# They can also move on either diagonal one
# square, but only to capture
var diagonal = piece.color.topRightDiagonal()
if (diagonal + location).isValid() and self.isCapture(Move(piece: piece, startSquare: location, targetSquare: location + diagonal)):
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)
diagonal = piece.color.topLeftDiagonal()
if (diagonal + location).isValid() and self.isCapture(Move(piece: piece, startSquare: location, targetSquare: location + diagonal)):
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
targetPiece: Piece
var targetPiece: Piece
for (target, flag) in zip(locations, flags):
newLocation = location + target
targetPiece = self.grid[newLocation.row, newLocation.col]
if newLocation.row == piece.color.getLastRow():
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]:
result.add(Move(startSquare: location, targetSquare: newLocation, piece: piece, flag: promotionType))
result.add(Move(startSquare: location, targetSquare: target, piece: piece, flag: promotionType))
continue
result.add(Move(startSquare: location, targetSquare: newLocation, piece: piece, flag: flag))
result.add(Move(startSquare: location, targetSquare: target, piece: piece, flag: flag))
proc generateSlidingMoves(self: ChessBoard, location: Location): seq[Move] =
@ -734,7 +730,9 @@ proc generateSlidingMoves(self: ChessBoard, location: Location): seq[Move] =
if otherPiece.color == piece.color.opposite:
# Target square contains an enemy piece: capture
# it and stop going any further
result.add(Move(startSquare: location, targetSquare: square, piece: piece, flag: Capture))
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
result.add(Move(startSquare: location, targetSquare: square, piece: piece))
@ -754,30 +752,30 @@ proc generateKingMoves(self: ChessBoard, location: Location): seq[Move] =
piece.color.leftSide(),
piece.color.rightSide()]
# Castling
let canCastle = self.canCastle()
let canCastle = self.canCastle(piece.color)
if canCastle.queen:
directions.add(longCastleKing())
if canCastle.king:
directions.add(shortCastleKing())
var flag = Default
for direction in directions:
# Step in this direction once
let square: Location = location + direction
# End of board reached
if not square.isValid():
continue
if direction == longCastleKing():
flag = CastleLong
elif direction == shortCastleKing():
flag = CastleShort
else:
flag = Default
# Step in this direction once
let square: Location = location + direction
# End of board reached
if not square.isValid():
continue
let otherPiece = self.grid[square.row, square.col]
if otherPiece.color == self.getActiveColor.opposite():
flag = Capture
# A friendly piece is in the way, move onto the next
# direction
if otherPiece.color == piece.color:
# 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:
continue
# Target square is empty or contains an enemy piece:
# All good for us!
@ -804,20 +802,20 @@ proc generateKnightMoves(self: ChessBoard, location: Location): seq[Move] =
if not square.isValid():
continue
let otherPiece = self.grid[square.row, square.col]
# A friendly piece is in the way
if otherPiece.color == piece.color:
# A friendly piece or the opponent king is is in the way
if otherPiece.color == piece.color or otherPiece.kind == King:
continue
if otherPiece.color == piece.color.opposite:
if otherPiece.color != None:
# Target square contains an enemy piece: capture
# it
result.add(Move(startSquare: location, targetSquare: square, piece: piece, flag: Capture))
continue
# Target square is empty
result.add(Move(startSquare: location, targetSquare: square, piece: piece))
else:
# Target square is empty
result.add(Move(startSquare: location, targetSquare: square, piece: piece))
proc generateMoves(self: ChessBoard, location: Location): seq[Move] =
## Returns the list of possible pseudo-legal chess moves for the
## Returns the list of possible legal chess moves for the
## piece in the given location
let piece = self.grid[location.row, location.col]
case piece.kind:
@ -834,7 +832,7 @@ proc generateMoves(self: ChessBoard, location: Location): seq[Move] =
proc generateAllMoves*(self: ChessBoard): seq[Move] =
## Returns the list of all possible pseudo-legal moves
## Returns the list of all possible legal moves
## in the current position
for i, row in self.grid:
for j, piece in row:
@ -843,23 +841,36 @@ proc generateAllMoves*(self: ChessBoard): seq[Move] =
result.add(move)
proc getAttackers*(self: ChessBoard, square: Location): seq[Location] =
proc getAttackers*(self: ChessBoard, square: Location, color = None): seq[Location] =
## Returns all the attackers of the given square
for attack in self.position.attacked.black:
if attack.dest == square:
result.add(attack.source)
for attack in self.position.attacked.white:
if attack.dest == square:
result.add(attack.source)
## 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.dest == square:
result.add(attack.source)
of Black:
for attack in self.position.attacked.white:
if attack.dest == square:
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)
proc isAttacked*(self: ChessBoard, loc: Location): bool =
proc isAttacked*(self: ChessBoard, loc: Location, color: PieceColor = None): bool =
## Returns whether the given location is attacked
## by the current opponent
let piece = self.grid[loc.row, loc.col]
case piece.color:
## by the given opponent
var color = color
if color == None:
color = self.getActiveColor()
case color:
of White:
for attack in self.position.attacked.black:
if attack.dest == loc:
@ -869,17 +880,7 @@ proc isAttacked*(self: ChessBoard, loc: Location): bool =
if attack.dest == loc:
return true
of None:
case self.getActiveColor():
of White:
for attack in self.position.attacked.black:
if attack.dest == loc:
return true
of Black:
for attack in self.position.attacked.black:
if attack.dest == loc:
return true
else:
discard
discard
proc isAttacked*(self: ChessBoard, square: string): bool =
@ -888,20 +889,66 @@ proc isAttacked*(self: ChessBoard, square: string): bool =
return self.isAttacked(square.algebraicToLocation())
func addAttack(self: ChessBoard, attack: tuple[source, dest: Location], color: PieceColor) {.inline.} =
if attack.source.isValid() and attack.dest.isValid():
case color:
of White:
self.position.attacked.white.add(attack)
of Black:
self.position.attacked.black.add(attack)
else:
discard
proc updatePawnAttacks(self: ChessBoard) =
## 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)
let piece = self.grid[loc.row, loc.col]
self.position.attacked.white.add((loc, loc + piece.color.topRightDiagonal()))
self.position.attacked.white.add((loc, loc + piece.color.topLeftDiagonal()))
self.addAttack((loc, loc + White.topRightDiagonal()), White)
self.addAttack((loc, loc + White.topRightDiagonal()), White)
# We do the same thing for black
for loc in self.position.pieces.black.pawns:
let piece = self.grid[loc.row, loc.col]
self.position.attacked.black.add((loc, loc + piece.color.topRightDiagonal()))
self.position.attacked.black.add((loc, loc + piece.color.topLeftDiagonal()))
self.addAttack((loc, loc + Black.topRightDiagonal()), Black)
self.addAttack((loc, loc + Black.topRightDiagonal()), Black)
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)
proc getSlidingAttacks(self: ChessBoard, loc: Location): Attacked =
@ -947,24 +994,24 @@ proc updateSlidingAttacks(self: ChessBoard) =
# Bishops
for loc in self.position.pieces.white.bishops:
for attack in self.getSlidingAttacks(loc):
self.position.attacked.white.add(attack)
self.addAttack(attack, White)
for loc in self.position.pieces.black.bishops:
for attack in self.getSlidingAttacks(loc):
self.position.attacked.black.add(attack)
self.addAttack(attack, Black)
# Rooks
for loc in self.position.pieces.white.rooks:
for attack in self.getSlidingAttacks(loc):
self.position.attacked.white.add(attack)
self.addAttack(attack, White)
for loc in self.position.pieces.black.rooks:
for attack in self.getSlidingAttacks(loc):
self.position.attacked.black.add(attack)
self.addAttack(attack, Black)
# Queens
for loc in self.position.pieces.white.queens:
for attack in self.getSlidingAttacks(loc):
self.position.attacked.white.add(attack)
self.addAttack(attack, White)
for loc in self.position.pieces.black.queens:
for attack in self.getSlidingAttacks(loc):
self.position.attacked.black.add(attack)
self.addAttack(attack, Black)
proc updateAttackedSquares(self: ChessBoard) =
@ -977,28 +1024,16 @@ proc updateAttackedSquares(self: ChessBoard) =
self.updatePawnAttacks()
# Sliding pieces
self.updateSlidingAttacks()
# Knights
for loc in self.position.pieces.white.knights:
for move in self.generateMoves(loc):
self.position.attacked.white.add((move.startSquare, move.targetSquare))
# King
for move in self.generateMoves(self.position.pieces.white.king):
self.position.attacked.white.add((move.startSquare, move.targetSquare))
# Knights
for loc in self.position.pieces.black.knights:
for move in self.generateMoves(loc):
self.position.attacked.black.add((move.startSquare, move.targetSquare))
# King
for move in self.generateMoves(self.position.pieces.black.king):
self.position.attacked.black.add((move.startSquare, move.targetSquare))
self.updateKnightAttacks()
# Kings
self.updateKingAttacks()
proc removePiece(self: ChessBoard, location: Location, emptyGrid: bool = true) =
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]
if emptyGrid:
self.grid[location.row, location.col] = emptyPiece()
self.grid[location.row, location.col] = emptyPiece()
case piece.color:
of White:
case piece.kind:
@ -1034,6 +1069,8 @@ proc removePiece(self: ChessBoard, location: Location, emptyGrid: bool = true) =
discard
else:
discard
if attack:
self.updateAttackedSquares()
proc movePiece(self: ChessBoard, move: Move, attack: bool = true) =
@ -1108,10 +1145,14 @@ proc movePiece(self: ChessBoard, startSquare, targetSquare: Location, attack: bo
proc updateLocations(self: ChessBoard, move: Move) =
## Internal helper to update the position of
## the pieces on the board after a move
let capture = self.getCapture(move)
if capture != emptyLocation():
self.position.captured = self.grid[capture.row, capture.col]
self.removePiece(capture)
if move.isCapture():
self.position.captured = self.grid[move.targetSquare.row, move.targetSquare.col]
try:
self.removePiece(move.targetSquare, attack=false)
except AssertionDefect:
echo move
raise
# Update the positional metadata of the moving piece
self.movePiece(move)
@ -1132,8 +1173,7 @@ proc doMove(self: ChessBoard, move: Move) =
halfMoveClock = self.position.halfMoveClock
fullMoveCount = self.position.fullMoveCount
castlingAvailable = self.position.castlingAvailable
let capture = self.getCapture(move)
if move.piece.kind == Pawn or self.isCapture(move):
if move.piece.kind == Pawn or move.isCapture():
halfMoveClock = 0
else:
inc(halfMoveClock)
@ -1161,22 +1201,22 @@ proc doMove(self: ChessBoard, move: Move) =
else:
discard
# Has a rook been captured?
if capture != emptyLocation():
let piece = self.grid[capture.row, capture.col]
if move.isCapture():
let piece = self.grid[move.targetSquare.row, move.targetSquare.col]
if piece.kind == Rook:
case piece.color:
of White:
if capture == piece.color.queenSideRook():
if move.targetSquare == piece.color.queenSideRook():
# Queen side
castlingAvailable.white.queen = false
elif capture == piece.color.kingSideRook():
elif move.targetSquare == piece.color.kingSideRook():
# King side
castlingAvailable.white.king = false
of Black:
if capture == piece.color.queenSideRook():
if move.targetSquare == piece.color.queenSideRook():
# Queen side
castlingAvailable.black.queen = false
elif capture == piece.color.kingSideRook():
elif move.targetSquare == piece.color.kingSideRook():
# King side
castlingAvailable.black.king = false
else:
@ -1193,7 +1233,22 @@ proc doMove(self: ChessBoard, move: Move) =
castlingAvailable.black.queen = false
else:
discard
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)
@ -1211,6 +1266,16 @@ proc doMove(self: ChessBoard, move: Move) =
var location: Location
if move.flag in [CastleShort, CastleLong]:
# 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
@ -1283,63 +1348,82 @@ proc spawnPiece(self: ChessBoard, location: Location, piece: Piece) =
self.grid[location.row, location.col] = piece
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
if self.positions.len() == 0:
return
let previous = self.position
var position = self.positions[^1]
while true:
if position.move == move:
break
while position.move != move:
discard self.positions.pop()
position = self.positions[^1]
self.position = position
self.grid[move.startSquare.row, move.startSquare.col] = move.piece
if self.isCapture(move):
self.grid[move.targetSquare.row, move.targetSquare.col] = self.position.captured
if move.isCapture():
self.grid[move.targetSquare.row, move.targetSquare.col] = previous.captured
else:
self.grid[move.targetSquare.row, move.targetSquare.col] = emptyPiece()
self.position = position
# 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, keep: bool = false): bool =
proc isLegal(self: ChessBoard, move: Move): bool {.inline.} =
## Returns whether the given move is legal
self.doMove(move)
if move notin self.generateMoves(move.startSquare):
# Piece cannot arrive to destination (blocked
# or otherwise invalid move)
return false
if not keep:
defer: self.undoMove(move)
# Move would reveal an attack
# on our king: not allowed
return self.inCheck(move.piece.color)
proc isLegalFast(self: ChessBoard, move: Move, keep: bool = false): bool =
## Returns whether the given move is legal
## assuming that the input move is pseudo legal
self.position.move = move
self.doMove(move)
if not keep:
defer: self.undoMove(move)
# Move would reveal an attack
# on our king: not allowed
if self.inCheck(move.piece.color):
return false
# All checks have passed: move is legal
result = true
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
let legal = self.isLegal(move, keep=true)
if not legal:
if not self.isLegal(move):
return emptyMove()
self.doMove(move)
result = self.position.move
@ -1409,37 +1493,59 @@ proc pretty*(self: ChessBoard): string =
result &= "\x1b[0m"
proc countLegalMoves*(self: ChessBoard, ply: int, verbose: bool = false, current: int = 0): int =
proc countLegalMoves*(self: ChessBoard, ply: int, verbose: bool = false, current: int = 0): tuple[nodes: int, captures: int, castles: int, checks: int, promotions: int] =
## Counts (and debugs) the number of legal positions reached after
## the given number of half moves
## the given number of ply
if ply == 0:
result = 1
result = (1, 0, 0, 0, 0)
else:
var before: string
var
before: string
for move in self.generateAllMoves():
before = self.pretty()
self.doMove(move)
if not self.inCheck(move.piece.color):
if verbose:
let canCastle = self.canCastle()
echo "\x1Bc"
echo &"Ply: {self.position.plyFromRoot} (move {current + result + 1})"
echo &"Move: {move.startSquare.locationToAlgebraic()}{move.targetSquare.locationToAlgebraic()} (({move.startSquare.row}, {move.startSquare.col}) -> ({move.targetSquare.row}, {move.targetSquare.col}))"
echo &"Turn: {move.piece.color}"
echo &"Piece: {move.piece.kind}"
echo &"Flag: {move.flag}"
echo &"Can castle:\n - King side: {(if canCastle.king: \"yes\" else: \"no\")}\n - Queen side: {(if canCastle.queen: \"yes\" else: \"no\")}"
echo "\nBefore:"
echo before
echo "\nNow: "
echo self.pretty()
try:
discard readLine(stdin)
except IOError:
discard
except EOFError:
discard
result += self.countLegalMoves(ply - 1, verbose, result + 1)
case move.flag:
of Capture:
inc(result.captures)
of CastleShort, CastleLong:
inc(result.castles)
of PromoteToBishop, PromoteToKnight, PromoteToQueen, PromoteToRook:
inc(result.promotions)
else:
discard
if self.inCheck():
# Opponent king is in check
inc(result.checks)
if verbose:
let canCastle = self.canCastle(move.piece.color)
echo "\x1Bc"
echo &"Ply: {self.position.plyFromRoot} (move {current + result.nodes + 1})"
echo &"Move: {move.startSquare.locationToAlgebraic()}{move.targetSquare.locationToAlgebraic()} (({move.startSquare.row}, {move.startSquare.col}) -> ({move.targetSquare.row}, {move.targetSquare.col}))"
echo &"Turn: {move.piece.color}"
echo &"Piece: {move.piece.kind}"
echo &"Flag: {move.flag}"
echo &"Can castle:\n - King side: {(if canCastle.king: \"yes\" else: \"no\")}\n - Queen side: {(if canCastle.queen: \"yes\" else: \"no\")}"
echo "\nBefore:"
echo before
echo "\nNow: "
echo self.pretty()
echo &"\n\nTotal captures: {result.captures}"
echo &"Total castles: {result.castles}"
echo &"Total checks: {result.checks}"
echo &"Total promotions: {result.promotions}"
try:
discard readLine(stdin)
except IOError:
discard
except EOFError:
discard
let next = self.countLegalMoves(ply - 1, verbose, result.nodes + 1)
result.nodes += next.nodes
result.captures += next.captures
result.checks += next.checks
result.promotions += next.promotions
result.castles += next.castles
self.undoMove(move)
@ -1501,6 +1607,6 @@ when isMainModule:
when compileOption("profiler"):
import nimprof
echo b.countLegalMoves(4, verbose=false)
#b = newChessboardFromFEN("r3k2r/p1ppqpb1/bn2pnp1/3PN3/1p2P3/2N2Q1p/PPPBBPPP/R3K2R w KQkq - ")
echo b.countLegalMoves(3, verbose=false)
echo "All tests were successful"