More movegen bug fixes (close!)
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@ -76,7 +76,7 @@ type
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Position* = ref object
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## A chess position
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# Did the rooks on either side/the king move?
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# Did the rooks on either side or the king move?
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castlingAvailable: tuple[white, black: tuple[queen, king: bool]]
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# Number of half-moves that were performed
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# to reach this position starting from the
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@ -95,7 +95,7 @@ type
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pieces: tuple[white: Pieces, black: Pieces]
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# Squares attacked by both sides
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attacked: tuple[white: Attacked, black: Attacked]
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# Pieces pinned by both sides
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# Pieces pinned by both sides (only absolute pins)
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pinned: tuple[white: Attacked, black: Attacked]
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# Active color
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turn: PieceColor
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@ -105,14 +105,14 @@ type
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# The actual board where pieces live
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# (flattened 8x8 matrix)
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grid: seq[Piece]
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grid: array[64, Piece]
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# The current position
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position: Position
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# List of all previously reached positions
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positions: seq[Position]
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# A bunch of simple utility functions
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# A bunch of simple utility functions and forward declarations
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func emptyPiece*: Piece {.inline.} = Piece(kind: Empty, color: None)
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func emptyLocation*: Location {.inline.} = (-1 , -1)
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@ -145,7 +145,7 @@ proc extend[T](self: var seq[T], other: openarray[T]) {.inline.} =
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for x in other:
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self.add(x)
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proc resetBoard*(self: ChessBoard)
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proc updateBoard*(self: ChessBoard)
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# Due to our board layout, directions of movement are reversed for white and black, so
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# we need these helpers to avoid going mad with integer tuples and minus signs everywhere
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@ -290,10 +290,8 @@ func getLastRow(color: PieceColor): int {.inline.} =
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proc newChessboard: ChessBoard =
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## Returns a new, empty chessboard
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new(result)
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# Turns our flat sequence into an 8x8 grid
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result.grid = newSeqOfCap[Piece](64)
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for _ in 0..63:
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result.grid.add(emptyPiece())
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for i in 0..63:
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result.grid[i] = emptyPiece()
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result.position = Position(attacked: (@[], @[]),
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enPassantSquare: emptyLocation(),
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turn: White,
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@ -313,10 +311,10 @@ proc newChessboard: ChessBoard =
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func coordToIndex(row, col: int): int {.inline.} = (row * 8) + col
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func `[]`(self: seq[Piece], row, column: Natural): Piece {.inline.} = self[coordToIndex(row, column)]
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proc `[]=`(self: var seq[Piece], row, column: Natural, piece: Piece) {.inline.} = self[coordToIndex(row, column)] = piece
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func `[]`(self: seq[Piece], loc: Location): Piece {.inline.} = self[loc.row, loc.col]
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proc `[]=`(self: var seq[Piece], loc: Location, piece: Piece) {.inline.} = self[loc.row, loc.col] = piece
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func `[]`(self: array[64, Piece], row, column: Natural): Piece {.inline.} = self[coordToIndex(row, column)]
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proc `[]=`(self: var array[64, Piece], row, column: Natural, piece: Piece) {.inline.} = self[coordToIndex(row, column)] = piece
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func `[]`(self: array[64, Piece], loc: Location): Piece {.inline.} = self[loc.row, loc.col]
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proc `[]=`(self: var array[64, Piece], loc: Location, piece: Piece) {.inline.} = self[loc.row, loc.col] = piece
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proc newChessboardFromFEN*(fen: string): ChessBoard =
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@ -535,10 +533,10 @@ func rankToColumn(rank: int): int8 {.inline.} =
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return indeces[rank - 1]
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func rowToFile(row: int): int {.inline.} =
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func rowToFile(row: int): int8 {.inline.} =
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## Converts a row into our grid into
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## a chess file
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const indeces = [8, 7, 6, 5, 4, 3, 2, 1]
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const indeces: array[8, int8] = [8, 7, 6, 5, 4, 3, 2, 1]
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return indeces[row]
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@ -641,7 +639,9 @@ func getFlags*(move: Move): seq[MoveFlag] =
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result.add(Default)
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func getKing(self: ChessBoard, color: PieceColor): Location {.inline.} =
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func getKing(self: ChessBoard, color: PieceColor = None): Location {.inline.} =
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## Returns the location of the king for the given
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## color (if it is None, the active color is used)
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var color = color
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if color == None:
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color = self.getActiveColor()
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@ -803,7 +803,8 @@ proc getCheckResolutions(self: ChessBoard, color: PieceColor): seq[Location] =
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let
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attacker = attackers[0]
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attackerPiece = self.grid[attacker.row, attacker.col]
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attack = self.getAttackFor(attacker, king)
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var attack = self.getAttackFor(attacker, king)
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# Capturing the piece resolves the check
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result.add(attacker)
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# Blocking the attack is also a viable strategy
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@ -940,9 +941,15 @@ proc generateSlidingMoves(self: ChessBoard, location: Location): seq[Move] =
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if otherPiece.color == piece.color:
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break
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if checked and square notin resolutions:
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# We don't break out of the loop because
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# We don't always break out of the loop because
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# we might resolve the check later
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continue
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if otherPiece.color == None:
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# We can still move in this direction, so maybe
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# the check can be resolved later
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continue
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else:
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# Our movement is blocked, switch to next direction
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break
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if otherPiece.color == piece.color.opposite:
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# Target square contains an enemy piece: capture
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# it and stop going any further
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@ -950,7 +957,7 @@ proc generateSlidingMoves(self: ChessBoard, location: Location): seq[Move] =
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# Can't capture the king
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result.add(Move(startSquare: location, targetSquare: square, flags: Capture.uint16))
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break
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# Target square is empty
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# Target square is empty, keep going
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result.add(Move(startSquare: location, targetSquare: square))
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@ -1174,11 +1181,11 @@ proc updatePawnAttacks(self: ChessBoard) =
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# squares they can move to do not match the squares
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# they can capture on. Sneaky fucks)
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self.addAttack((loc, loc + White.topRightDiagonal(), White.topRightDiagonal()), White)
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self.addAttack((loc, loc + White.topLeftDiagonal(), White.topRightDiagonal()), White)
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self.addAttack((loc, loc + White.topLeftDiagonal(), White.topLeftDiagonal()), White)
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# We do the same thing for black
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for loc in self.position.pieces.black.pawns:
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self.addAttack((loc, loc + Black.topRightDiagonal(), Black.topRightDiagonal()), Black)
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self.addAttack((loc, loc + Black.topLeftDiagonal(), Black.topRightDiagonal()), Black)
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self.addAttack((loc, loc + Black.topLeftDiagonal(), Black.topLeftDiagonal()), Black)
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proc updateKingAttacks(self: ChessBoard) =
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@ -1258,7 +1265,7 @@ proc getSlidingAttacks(self: ChessBoard, loc: Location): tuple[attacks: Attacked
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# We found an enemy piece that is not
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# the enemy king. We don't break out
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# immediately because we first want
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# to check if we've pinned a piece
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# to check if we've pinned it to the king
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var
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otherSquare: Location = square
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behindPiece: Piece
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@ -1274,6 +1281,13 @@ proc getSlidingAttacks(self: ChessBoard, loc: Location): tuple[attacks: Attacked
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# this axis in both directions
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result.pins.add((loc, square, direction))
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result.pins.add((loc, square, -direction))
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if otherPiece.kind == Pawn and square.row == otherPiece.getStartRow():
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# The pinned piece is a pawn which hasn't moved yet:
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# we allow it to move two squares as well
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if square.col == loc.col:
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# The pawn can only push two squares if it's being pinned from the
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# top
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result.pins.add((loc, square, otherPiece.color.doublePush()))
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else:
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break
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else:
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@ -1332,12 +1346,11 @@ proc updateAttackedSquares(self: ChessBoard) =
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self.updateKingAttacks()
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proc removePiece(self: ChessBoard, location: Location, attack: bool = true, empty: bool = true) =
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proc removePiece(self: ChessBoard, location: Location, attack: bool = true) =
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## Removes a piece from the board, updating necessary
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## metadata
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var piece = self.grid[location.row, location.col]
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if empty:
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self.grid[location.row, location.col] = emptyPiece()
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self.grid[location.row, location.col] = emptyPiece()
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case piece.color:
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of White:
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case piece.kind:
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@ -1383,6 +1396,10 @@ proc movePiece(self: ChessBoard, move: Move, attack: bool = true) =
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## not update attacked squares metadata, just
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## positional info and the grid itself
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let piece = self.grid[move.startSquare.row, move.startSquare.col]
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let targetSquare = self.getPiece(move.targetSquare)
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if targetSquare.color != None:
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raise newException(AccessViolationDefect, &"attempted to overwrite a piece! {move}")
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# Update positional metadata
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case piece.color:
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of White:
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case piece.kind:
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@ -1432,7 +1449,7 @@ proc movePiece(self: ChessBoard, move: Move, attack: bool = true) =
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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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# Actually move the piece on the board
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self.grid[move.targetSquare.row, move.targetSquare.col] = piece
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if attack:
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self.updateAttackedSquares()
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@ -1459,7 +1476,7 @@ proc doMove(self: ChessBoard, move: Move) =
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halfMoveClock = self.position.halfMoveClock
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fullMoveCount = self.position.fullMoveCount
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castlingAvailable = self.position.castlingAvailable
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enPassantTarget = self.getEnPassantTarget()
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enPassantTarget = emptyLocation()
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# Needed to detect draw by the 50 move rule
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if piece.kind == Pawn or move.isCapture():
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halfMoveClock = 0
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@ -1467,12 +1484,6 @@ proc doMove(self: ChessBoard, move: Move) =
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inc(halfMoveClock)
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if piece.color == Black:
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inc(fullMoveCount)
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# En passant check
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if enPassantTarget != emptyLocation():
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let enPassantPawn = enPassantTarget + piece.color.topSide()
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if self.grid[enPassantPawn.row, enPassantPawn.col].color == piece.color.opposite():
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enPassantTarget = emptyLocation()
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if move.isDoublePush():
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enPassantTarget = move.targetSquare + piece.color.bottomSide()
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@ -1566,11 +1577,16 @@ proc doMove(self: ChessBoard, move: Move) =
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if move.isEnPassant():
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# Make the en passant pawn disappear
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self.removePiece(move.targetSquare + piece.color.bottomSide(), attack=false)
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if move.isCapture():
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# Get rid of captured pieces
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self.removePiece(move.targetSquare, attack=false)
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# Move the piece to its target square and update attack metadata
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self.movePiece(move, attack=false)
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if move.isPromotion():
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# Move is a pawn promotion: get rid of the pawn
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# and spawn a new piece
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self.removePiece(move.targetSquare, attack=false)
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case move.getPromotionType():
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of PromoteToBishop:
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self.spawnPiece(move.targetSquare, Piece(kind: Bishop, color: piece.color))
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@ -1582,16 +1598,10 @@ proc doMove(self: ChessBoard, move: Move) =
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self.spawnPiece(move.targetSquare, Piece(kind: Queen, color: piece.color))
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else:
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discard
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self.updateAttackedSquares()
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if move.isCapture():
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# Get rid of captured pieces
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self.removePiece(move.targetSquare, attack=false, empty=false)
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# Move the piece to its target square and update attack metadata
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self.movePiece(move)
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self.updateAttackedSquares()
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# TODO: Remove this, once I figure out what the heck is wrong
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# with updating the board representation
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self.resetBoard()
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self.updateBoard()
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proc spawnPiece(self: ChessBoard, location: Location, piece: Piece) =
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@ -1614,7 +1624,7 @@ proc spawnPiece(self: ChessBoard, location: Location, piece: Piece) =
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of Queen:
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self.position.pieces.white.queens.add(location)
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of King:
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self.position.pieces.white.king = location
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doAssert false, "attempted to spawn a white king"
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else:
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discard
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of Black:
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@ -1630,7 +1640,7 @@ proc spawnPiece(self: ChessBoard, location: Location, piece: Piece) =
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of Queen:
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self.position.pieces.black.queens.add(location)
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of King:
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self.position.pieces.black.king = location
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doAssert false, "attempted to spawn a black king"
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else:
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discard
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else:
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@ -1639,8 +1649,8 @@ proc spawnPiece(self: ChessBoard, location: Location, piece: Piece) =
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self.grid[location.row, location.col] = piece
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proc resetBoard*(self: ChessBoard) =
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## Resets the internal grid representation
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proc updateBoard*(self: ChessBoard) =
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## Updates the internal grid representation
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## according to the positional data stored
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## in the chessboard
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for i in 0..63:
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@ -1672,7 +1682,7 @@ proc resetBoard*(self: ChessBoard) =
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proc undoLastMove*(self: ChessBoard) =
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if self.positions.len() > 0:
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self.position = self.positions.pop()
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self.resetBoard()
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self.updateBoard()
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proc isLegal(self: ChessBoard, move: Move): bool {.inline.} =
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@ -2048,7 +2058,7 @@ proc handlePositionCommand(board: var ChessBoard, command: seq[string]) =
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return
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# Makes sure we don't leave the board in an invalid state if
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# some error occurs
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var tempBoard = newChessboard()
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var tempBoard: ChessBoard
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case command[1]:
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of "startpos":
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tempBoard = newDefaultChessboard()
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@ -2139,7 +2149,7 @@ const HELP_TEXT = """Nimfish help menu:
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- move <move>: Perform the given move in algebraic notation
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- castle: Print castling rights for each side
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- check: Print if the current side to move is in check
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- undo, u: Undoes the last move that was performed. Can be used in succession
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- undo, u: Undoes the last move. Can be used in succession
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- turn: Print which side is to move
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- ep: Print the current en passant target
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- pretty: Shorthand for "position pretty"
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