More bug fixes. Still borked. Improve modularity

This commit is contained in:
Mattia Giambirtone 2024-04-19 21:00:40 +02:00
parent 0496047164
commit 64c30b8a90
2 changed files with 510 additions and 530 deletions

View File

@ -50,8 +50,8 @@ type
# En passant target square (see https://en.wikipedia.org/wiki/En_passant)
enPassantSquare*: Square
# Active color
turn: PieceColor
# The side to move
sideToMove: PieceColor
# Positional bitboards for all pieces
pieces: tuple[white, black: tuple[king, queens, rooks, bishops, knights, pawns: Bitboard]]
# Pinned pieces for each side
@ -69,14 +69,12 @@ type
position: Position
# List of all previously reached positions
positions: seq[Position]
# Index of the current position
currPos: int
# A bunch of simple utility functions and forward declarations
proc makeMove*(self: ChessBoard, move: Move): Move {.discardable.}
proc isLegal(self: ChessBoard, move: Move): bool {.inline.}
proc doMove(self: ChessBoard, move: Move)
proc doMove*(self: ChessBoard, move: Move)
proc pretty*(self: ChessBoard): string
proc spawnPiece(self: ChessBoard, square: Square, piece: Piece)
proc toFEN*(self: ChessBoard): string
@ -89,13 +87,16 @@ proc extend[T](self: var seq[T], other: openarray[T]) {.inline.} =
for x in other:
self.add(x)
proc updateBoard*(self: ChessBoard)
proc update*(self: ChessBoard)
func setSideToMove*(self: ChessBoard, side: PieceColor) {.inline.} =
self.position.sideToMove = side
# A bunch of getters
func getSideToMove*(self: ChessBoard): PieceColor {.inline.} =
## Returns the currently side to move
return self.position.turn
return self.position.sideToMove
func getEnPassantTarget*(self: ChessBoard): Square {.inline.} =
@ -103,6 +104,11 @@ func getEnPassantTarget*(self: ChessBoard): Square {.inline.} =
return self.position.enPassantSquare
func getPlyFromRoot*(self: ChessBoard): int8 {.inline.} =
## Returns the current distance from the root in plys
return self.position.plyFromRoot
func getMoveCount*(self: ChessBoard): int {.inline.} =
## Returns the number of full moves that
## have been played
@ -136,7 +142,7 @@ func getStartRank(piece: Piece): int {.inline.} =
return 0
func getKingStartingSquare(color: PieceColor): Square {.inline.} =
func getKingStartingSquare*(color: PieceColor): Square {.inline.} =
## Retrieves the starting square of the king
## for the given color
case color:
@ -148,14 +154,16 @@ func getKingStartingSquare(color: PieceColor): Square {.inline.} =
discard
func kingSideRook(color: PieceColor): Square {.inline.} = (if color == White: "h1".toSquare() else: "h8".toSquare())
func queenSideRook(color: PieceColor): Square {.inline.} = (if color == White: "a8".toSquare() else: "a1".toSquare())
func longCastleKing(color: PieceColor): Square {.inline.} = (if color == White: "c1".toSquare() else: "c8".toSquare())
func shortCastleKing(color: PieceColor): Square {.inline.} = (if color == White: "g1".toSquare() else: "g8".toSquare())
func longCastleRook(color: PieceColor): Square {.inline.} = (if color == White: makeSquare(7, 3) else: makeSquare(7, 5))
func shortCastleRook(color: PieceColor): Square {.inline.} = (if color == White: makeSquare(0, 0) else: makeSquare(0, 2))
# FIXME: Check this shit.
func kingSideRook*(color: PieceColor): Square {.inline.} = (if color == White: "h1".toSquare() else: "h8".toSquare())
func queenSideRook*(color: PieceColor): Square {.inline.} = (if color == White: "a8".toSquare() else: "a1".toSquare())
func longCastleKing*(color: PieceColor): Square {.inline.} = (if color == White: "c1".toSquare() else: "c8".toSquare())
func shortCastleKing*(color: PieceColor): Square {.inline.} = (if color == White: "g1".toSquare() else: "g8".toSquare())
func longCastleRook*(color: PieceColor): Square {.inline.} = (if color == White: "d1".toSquare() else: "d8".toSquare())
func shortCastleRook*(color: PieceColor): Square {.inline.} = (if color == White: "f1".toSquare() else: "f8".toSquare())
proc inCheck(self: ChessBoard, side: PieceColor): bool
proc inCheck*(self: ChessBoard, side: PieceColor): bool
proc newChessboard: ChessBoard =
@ -163,8 +171,7 @@ proc newChessboard: ChessBoard =
new(result)
for i in 0..63:
result.grid[i] = nullPiece()
result.currPos = -1
result.position = Position(enPassantSquare: nullSquare(), turn: White)
result.position = Position(enPassantSquare: nullSquare(), sideToMove: White)
# Indexing operations
func `[]`(self: array[64, Piece], square: Square): Piece {.inline.} = self[square.int8]
@ -314,9 +321,9 @@ proc newChessboardFromFEN*(fen: string): ChessBoard =
# Active color
case c:
of 'w':
result.position.turn = White
result.position.sideToMove = White
of 'b':
result.position.turn = Black
result.position.sideToMove = Black
else:
raise newException(ValueError, &"invalid FEN: invalid active color identifier '{c}'")
of 2:
@ -504,12 +511,9 @@ func getFlags*(move: Move): seq[MoveFlag] =
result.add(Default)
func getKingSquare(self: ChessBoard, color: PieceColor = None): Square {.inline.} =
func getKingSquare*(self: ChessBoard, color: PieceColor): Square {.inline.} =
## Returns the square of the king for the given
## side (if it is None, the side to move is used)
var color = color
if color == None:
color = self.getSideToMove()
## side
case color:
of White:
return self.position.pieces.white.king.toSquare()
@ -539,7 +543,6 @@ proc getOccupancy(self: ChessBoard): Bitboard =
result = self.getOccupancyFor(Black) or self.getOccupancyFor(White)
proc getPawnAttacks(self: ChessBoard, square: Square, attacker: PieceColor): Bitboard =
## Returns the attack bitboard for the given square from
## the pawns of the given side
@ -601,7 +604,7 @@ proc getSlidingAttacks(self: ChessBoard, square: Square, attacker: PieceColor):
result = result or queen.toBitboard()
proc getAttacksTo(self: ChessBoard, square: Square, attacker: PieceColor): Bitboard =
proc getAttacksTo*(self: ChessBoard, square: Square, attacker: PieceColor): Bitboard =
## Computes the attack bitboard for the given square from
## the given side
result = Bitboard(0)
@ -613,12 +616,30 @@ proc getAttacksTo(self: ChessBoard, square: Square, attacker: PieceColor): Bitbo
result = result or self.getSlidingAttacks(square, attacker)
proc updateCheckers(self: ChessBoard) =
let side = self.getSideToMove()
let checkers = self.getAttacksTo(self.getKingSquare(side), side.opposite())
case side:
of White:
self.position.checkers.white = checkers
of Black:
self.position.checkers.black = checkers
else:
discard
proc inCheck(self: ChessBoard, side: PieceColor): bool =
## Returns if the current side to move is in check
return self.getAttacksTo(self.getKingSquare(side), side.opposite()) != 0
case self.getSideToMove():
of White:
return self.position.checkers.white != 0
of Black:
return self.position.checkers.black != 0
else:
discard
proc canCastle(self: ChessBoard, side: PieceColor): tuple[king, queen: bool] =
proc canCastle*(self: ChessBoard, side: PieceColor): tuple[king, queen: bool] =
## Returns if the current side to move can castle
return (false, false) # TODO
@ -659,10 +680,12 @@ proc generatePawnCaptures(self: ChessBoard, moves: var MoveList) =
pawns = self.getBitboard(Pawn, sideToMove)
# We can only capture enemy pieces (except the king)
enemyPieces = self.getCapturablePieces(nonSideToMove)
enemyPawns = self.getBitboard(Pawn, nonSideToMove)
rightMovement = pawns.forwardRightRelativeTo(sideToMove)
leftMovement = pawns.forwardLeftRelativeTo(sideToMove)
epTarget = self.getEnPassantTarget()
let epBitboard = if (epTarget != nullSquare()): epTarget.toBitboard() else: Bitboard(0)
var epBitboard = if (epTarget != nullSquare()): epTarget.toBitboard() else: Bitboard(0)
epBitboard = epBitboard and enemyPawns
# Top right attacks
for square in rightMovement and enemyPieces:
moves.add(createMove(square.toBitboard().backwardLeftRelativeTo(sideToMove), square, Capture))
@ -704,13 +727,11 @@ proc generateRookMovements(self: ChessBoard, moves: var MoveList) =
let
sideToMove = self.getSideToMove()
occupancy = self.getOccupancy()
friendlyPieces = self.getOccupancyFor(sideToMove)
rooks = self.getBitboard(Rook, sideToMove)
for square in rooks:
let blockers = occupancy and Rook.getRelevantBlockers(square)
var moveset = getRookMoves(square, blockers)
# Can't move over our own pieces
moveset = moveset and not friendlyPieces
# Can't move over other pieces (captures are handled elsewhere)
let moveset = getRookMoves(square, blockers) and not occupancy
for target in moveset:
moves.add(createMove(square, target))
@ -744,13 +765,12 @@ proc generateBishopMovements(self: ChessBoard, moves: var MoveList) =
let
sideToMove = self.getSideToMove()
occupancy = self.getOccupancy()
friendlyPieces = self.getOccupancyFor(sideToMove)
bishops = self.getBitboard(Bishop, sideToMove)
for square in bishops:
let blockers = occupancy and Bishop.getRelevantBlockers(square)
var moveset = getBishopMoves(square, blockers)
# Can't move over our own pieces
moveset = moveset and not friendlyPieces
# Can't move over other pieces (captures are handled elsewhere)
moveset = moveset and not occupancy
for target in moveset:
moves.add(createMove(square, target))
@ -795,8 +815,8 @@ proc generateQueenMovements(self: ChessBoard, moves: var MoveList) =
rookMoves = getRookMoves(square, rookBlockers)
bishopMoves = getBishopMoves(square, bishopBlockers)
var moveset = rookMoves or bishopMoves
# Can't move over our own pieces
moveset = moveset and not friendlyPieces
# Can't move over other pieces (captures are handled elsewhere)
moveset = moveset and not occupancy
for target in moveset:
moves.add(createMove(square, target))
@ -871,77 +891,17 @@ proc generateKnightMoves(self: ChessBoard, moves: var MoveList)=
moves.add(createMove(square, target, Capture))
proc checkInsufficientMaterialPieceCount(self: ChessBoard, color: PieceColor): bool =
## Helper function for checkInsufficientMaterial
let
friendlyPawns = self.countPieces(Piece(kind: Pawn, color: color))
friendlyRooks = self.countPieces(Piece(kind: Rook, color: color))
friendlyQueens = self.countPieces(Piece(kind: Queen, color: color))
friendlyKnights = self.countPieces(Piece(kind: Knight, color: color))
friendlyBishops = self.countPieces(Piece(kind: Bishop, color: color))
enemyPawns = self.countPieces(Piece(kind: Pawn, color: color.opposite()))
enemyRooks = self.countPieces(Piece(kind: Rook, color: color.opposite()))
enemyQueens = self.countPieces(Piece(kind: Queen, color: color.opposite()))
enemyKnights = self.countPieces(Piece(kind: Knight, color: color.opposite()))
enemyBishops = self.countPieces(Piece(kind: Bishop, color: color.opposite()))
if friendlyPawns > 0 or friendlyRooks > 0 or friendlyQueens > 0:
return false
if friendlyKnights >= 2:
return false
if friendlyKnights + friendlyBishops >= 2:
return false
if friendlyKnights >= 1 and (enemyPawns > 0 or enemyRooks > 0 or enemyBishops > 0 or enemyKnights > 0 or enemyQueens > 0):
return false
if friendlyBishops >= 1 and (enemyKnights > 0 or enemyPawns > 0):
return false
return true
proc checkInsufficientMaterial(self: ChessBoard): bool =
## Checks if the given position has not enough material for either side to
## checkmate the enemy king. Note that the criteria as implemented here are
## not fully compliant with FIDE rules (they just define a draw by insufficient
## material as "[...] the position is such that the opponent cannot checkmate
## the players king by any possible series of legal moves.", which is really
## tricky to implement efficiently). For more info see https://www.reddit.com/r/chess/comments/se89db/a_writeup_on_definitions_of_insufficient_material/
if not (self.checkInsufficientMaterialPieceCount(White) and self.checkInsufficientMaterialPieceCount(Black)):
return false
let
whiteBishops = self.countPieces(Piece(kind: Bishop, color: White))
blackBishops = self.countPieces(Piece(kind: Bishop, color: Black))
if blackBishops + whiteBishops >= 2:
var
darkSquare = 0
lightSquare = 0
for bishop in self.position.pieces.black.bishops:
if bishop.isLightSquare():
lightSquare += 1
else:
darkSquare += 1
for bishop in self.position.pieces.white.bishops:
if bishop.isLightSquare():
lightSquare += 1
else:
darkSquare += 1
if darkSquare >= 1 and lightSquare >= 1:
return false
return true
proc generateMoves*(self: ChessBoard, moves: var MoveList) =
## Generates the list of all possible legal moves
## in the current position
moves.clear()
if self.position.halfMoveClock >= 100:
# Draw by 50-move rule
return
# TODO: Check for draw by insufficient material
#[
if self.checkInsufficientMaterial():
return @[]
]#
# TODO: Check for repetitions (requires zobrist hashing + table)
self.generatePawnMoves(moves)
self.generateKingMoves(moves)
self.generatePawnMoves(moves)
self.generateKnightMoves(moves)
self.generateSlidingMoves(moves)
@ -1031,7 +991,8 @@ proc removePiece(self: ChessBoard, square: Square) =
## Removes a piece from the board, updating necessary
## metadata
var piece = self.grid[square]
doAssert piece.kind != Empty and piece.color != None
when not defined(danger):
doAssert piece.kind != Empty and piece.color != None, self.toFEN()
self.removePieceFromBitboard(square)
self.grid[square] = nullPiece()
@ -1042,9 +1003,10 @@ proc movePiece(self: ChessBoard, move: Move) =
## not update attacked squares metadata, just
## positional info and the grid itself
let piece = self.grid[move.startSquare]
let targetSquare = self.getPiece(move.targetSquare)
if targetSquare.color != None:
raise newException(AccessViolationDefect, &"{piece} at {move.startSquare} attempted to overwrite {targetSquare} at {move.targetSquare}")
when not defined(danger):
let targetSquare = self.getPiece(move.targetSquare)
if targetSquare.color != None:
raise newException(AccessViolationDefect, &"{piece} at {move.startSquare} attempted to overwrite {targetSquare} at {move.targetSquare}: {move}")
# Update positional metadata
self.removePiece(move.startSquare)
self.spawnPiece(move.targetSquare, piece)
@ -1055,7 +1017,7 @@ proc movePiece(self: ChessBoard, startSquare, targetSquare: Square) =
self.movePiece(Move(startSquare: startSquare, targetSquare: targetSquare))
proc doMove(self: ChessBoard, move: Move) =
proc doMove*(self: ChessBoard, move: Move) =
## Internal function called by makeMove after
## performing legality checks. Can be used in
## performance-critical paths where a move is
@ -1063,11 +1025,11 @@ proc doMove(self: ChessBoard, move: Move) =
# Record final position for future reference
self.positions.add(self.position)
inc(self.currPos)
# Final checks
let piece = self.grid[move.startSquare]
doAssert piece.kind != Empty and piece.color != None
when not defined(danger):
doAssert piece.kind != Empty and piece.color != None, &"{move} {self.toFEN()}"
var
halfMoveClock = self.position.halfMoveClock
@ -1089,7 +1051,7 @@ proc doMove(self: ChessBoard, move: Move) =
self.position = Position(plyFromRoot: self.position.plyFromRoot + 1,
halfMoveClock: halfMoveClock,
fullMoveCount: fullMoveCount,
turn: self.getSideToMove().opposite,
sideToMove: self.getSideToMove().opposite,
castlingRights: castlingRights,
enPassantSquare: enPassantTarget,
pieces: self.position.pieces
@ -1103,6 +1065,7 @@ proc doMove(self: ChessBoard, move: Move) =
if move.isCapture():
# Get rid of captured pieces
self.removePiece(move.targetSquare)
# Move the piece to its target square
self.movePiece(move)
if move.isPromotion():
@ -1121,19 +1084,19 @@ proc doMove(self: ChessBoard, move: Move) =
else:
# Unreachable
discard
self.updateBoard()
self.updateCheckers()
proc spawnPiece(self: ChessBoard, square: Square, piece: Piece) =
## Internal helper to "spawn" a given piece at the given
## square. Note that this will overwrite whatever piece
## was previously located there: use with caution. Does
## not automatically update the attacked square metadata
## square
when not defined(danger):
doAssert self.grid[square].kind == Empty
self.addPieceToBitboard(square, piece)
self.grid[square] = piece
proc updateBoard*(self: ChessBoard) =
proc update*(self: ChessBoard) =
## Updates the internal grid representation
## according to the positional data stored
## in the chessboard
@ -1168,10 +1131,8 @@ proc updateBoard*(self: ChessBoard) =
proc unmakeMove*(self: ChessBoard) =
## Reverts to the previous board position,
## if one exists
if self.currPos >= 0:
self.position = self.positions[self.currPos]
dec(self.currPos)
self.updateBoard()
self.position = self.positions.pop()
self.update()
proc isLegal(self: ChessBoard, move: Move): bool {.inline.} =
@ -1329,418 +1290,6 @@ proc toFEN*(self: ChessBoard): string =
result &= $self.getMoveCount()
proc perft*(self: ChessBoard, ply: int, verbose: bool = false, divide: bool = false, bulk: bool = false): CountData =
## Counts (and debugs) the number of legal positions reached after
## the given number of ply
var moves = MoveList()
self.generateMoves(moves)
if not bulk:
if len(moves) == 0 and self.inCheck(self.getSideToMove()):
result.checkmates = 1
# TODO: Should we count stalemates/draws?
if ply == 0:
result.nodes = 1
return
elif ply == 1 and bulk:
if divide:
var postfix = ""
for move in moves:
case move.getPromotionType():
of PromoteToBishop:
postfix = "b"
of PromoteToKnight:
postfix = "n"
of PromoteToRook:
postfix = "r"
of PromoteToQueen:
postfix = "q"
else:
postfix = ""
echo &"{move.startSquare.toAlgebraic()}{move.targetSquare.toAlgebraic()}{postfix}: 1"
if verbose:
echo ""
return (uint64(len(moves)), 0, 0, 0, 0, 0, 0)
for move in moves:
if verbose:
let canCastle = self.canCastle(self.getSideToMove())
echo &"Ply (from root): {self.position.plyFromRoot}"
echo &"Move: {move.startSquare.toAlgebraic()}{move.targetSquare.toAlgebraic()}"
echo &"Turn: {self.getSideToMove()}"
echo &"Piece: {self.grid[move.startSquare].kind}"
echo &"Flags: {move.getFlags()}"
echo &"In check: {(if self.inCheck(self.getSideToMove()): \"yes\" else: \"no\")}"
echo &"Can castle:\n - King side: {(if canCastle.king: \"yes\" else: \"no\")}\n - Queen side: {(if canCastle.queen: \"yes\" else: \"no\")}"
echo &"Position before move: {self.toFEN()}"
stdout.write("En Passant target: ")
if self.getEnPassantTarget() != nullSquare():
echo self.getEnPassantTarget().toAlgebraic()
else:
echo "None"
echo "\n", self.pretty()
self.doMove(move)
if ply == 1:
if move.isCapture():
inc(result.captures)
if move.isCastling():
inc(result.castles)
if move.isPromotion():
inc(result.promotions)
if move.isEnPassant():
inc(result.enPassant)
if self.inCheck(self.getSideToMove()):
# Opponent king is in check
inc(result.checks)
if verbose:
let canCastle = self.canCastle(self.getSideToMove())
echo "\n"
echo &"Opponent in check: {(if self.inCheck(self.getSideToMove()): \"yes\" else: \"no\")}"
echo &"Opponent can castle:\n - King side: {(if canCastle.king: \"yes\" else: \"no\")}\n - Queen side: {(if canCastle.queen: \"yes\" else: \"no\")}"
echo &"Position after move: {self.toFEN()}"
echo "\n", self.pretty()
stdout.write("nextpos>> ")
try:
discard readLine(stdin)
except IOError:
discard
except EOFError:
discard
let next = self.perft(ply - 1, verbose, bulk=bulk)
self.unmakeMove()
if divide and (not bulk or ply > 1):
var postfix = ""
if move.isPromotion():
case move.getPromotionType():
of PromoteToBishop:
postfix = "b"
of PromoteToKnight:
postfix = "n"
of PromoteToRook:
postfix = "r"
of PromoteToQueen:
postfix = "q"
else:
discard
echo &"{move.startSquare.toAlgebraic()}{move.targetSquare.toAlgebraic()}{postfix}: {next.nodes}"
if verbose:
echo ""
result.nodes += next.nodes
result.captures += next.captures
result.checks += next.checks
result.promotions += next.promotions
result.castles += next.castles
result.enPassant += next.enPassant
result.checkmates += next.checkmates
proc handleGoCommand(board: ChessBoard, command: seq[string]) =
if len(command) < 2:
echo &"Error: go: invalid number of arguments"
return
case command[1]:
of "perft":
if len(command) == 2:
echo &"Error: go: perft: invalid number of arguments"
return
var
args = command[2].splitWhitespace()
bulk = false
verbose = false
if args.len() > 1:
var ok = true
for arg in args[1..^1]:
case arg:
of "bulk":
bulk = true
of "verbose":
verbose = true
else:
echo &"Error: go: perft: invalid argument '{args[1]}'"
ok = false
break
if not ok:
return
try:
let ply = parseInt(args[0])
if bulk:
let t = cpuTime()
let nodes = board.perft(ply, divide=true, bulk=true, verbose=verbose).nodes
echo &"\nNodes searched (bulk-counting: on): {nodes}"
echo &"Time taken: {round(cpuTime() - t, 3)} seconds\n"
else:
let t = cpuTime()
let data = board.perft(ply, divide=true, verbose=verbose)
echo &"\nNodes searched (bulk-counting: off): {data.nodes}"
echo &" - Captures: {data.captures}"
echo &" - Checks: {data.checks}"
echo &" - E.P: {data.enPassant}"
echo &" - Checkmates: {data.checkmates}"
echo &" - Castles: {data.castles}"
echo &" - Promotions: {data.promotions}"
echo ""
echo &"Time taken: {round(cpuTime() - t, 3)} seconds"
except ValueError:
echo "Error: go: perft: invalid depth"
else:
echo &"Error: go: unknown subcommand '{command[1]}'"
proc handleMoveCommand(board: ChessBoard, command: seq[string]): Move {.discardable.} =
if len(command) != 2:
echo &"Error: move: invalid number of arguments"
return
let moveString = command[1]
if len(moveString) notin 4..5:
echo &"Error: move: invalid move syntax"
return
var
startSquare: Square
targetSquare: Square
flags: seq[MoveFlag]
try:
startSquare = moveString[0..1].toSquare()
except ValueError:
echo &"Error: move: invalid start square ({moveString[0..1]})"
return
try:
targetSquare = moveString[2..3].toSquare()
except ValueError:
echo &"Error: move: invalid target square ({moveString[2..3]})"
return
# Since the user tells us just the source and target square of the move,
# we have to figure out all the flags by ourselves (whether it's a double
# push, a capture, a promotion, etc.)
if board.grid[targetSquare].kind != Empty:
flags.add(Capture)
elif board.grid[startSquare].kind == Pawn and abs(rankFromSquare(startSquare) - rankFromSquare(targetSquare)) == 2:
flags.add(DoublePush)
if len(moveString) == 5:
# Promotion
case moveString[4]:
of 'b':
flags.add(PromoteToBishop)
of 'n':
flags.add(PromoteToKnight)
of 'q':
flags.add(PromoteToQueen)
of 'r':
flags.add(PromoteToRook)
else:
echo &"Error: move: invalid promotion type"
return
var move = createMove(startSquare, targetSquare, flags)
let piece = board.getPiece(move.startSquare)
if piece.kind == King and move.startSquare == board.getSideToMove().getKingStartingSquare():
if move.targetSquare == longCastleKing(piece.color):
move.flags = move.flags or CastleLong.uint16
elif move.targetSquare == shortCastleKing(piece.color):
move.flags = move.flags or CastleShort.uint16
if move.targetSquare == board.getEnPassantTarget():
move.flags = move.flags or EnPassant.uint16
result = board.makeMove(move)
if result == nullMove():
echo &"Error: move: {moveString} is illegal"
proc handlePositionCommand(board: var ChessBoard, command: seq[string]) =
if len(command) < 2:
echo "Error: position: invalid number of arguments"
return
# Makes sure we don't leave the board in an invalid state if
# some error occurs
var tempBoard: ChessBoard
case command[1]:
of "startpos":
tempBoard = newDefaultChessboard()
if command.len() > 2:
let args = command[2].splitWhitespace()
if args.len() > 0:
var i = 0
while i < args.len():
case args[i]:
of "moves":
var j = i + 1
while j < args.len():
if handleMoveCommand(tempBoard, @["move", args[j]]) == nullMove():
return
inc(j)
inc(i)
board = tempBoard
of "fen":
if len(command) == 2:
echo &"Current position: {board.toFEN()}"
return
var
args = command[2].splitWhitespace()
fenString = ""
stop = 0
for i, arg in args:
if arg in ["moves", ]:
break
if i > 0:
fenString &= " "
fenString &= arg
inc(stop)
args = args[stop..^1]
try:
tempBoard = newChessboardFromFEN(fenString)
except ValueError:
echo &"error: position: {getCurrentExceptionMsg()}"
return
if args.len() > 0:
var i = 0
while i < args.len():
case args[i]:
of "moves":
var j = i + 1
while j < args.len():
if handleMoveCommand(tempBoard, @["move", args[j]]) == nullMove():
return
inc(j)
inc(i)
board = tempBoard
of "print":
echo board
of "pretty":
echo board.pretty()
else:
echo &"error: position: unknown subcommand '{command[1]}'"
return
proc handleUCICommand(board: var ChessBoard, command: seq[string]) =
echo "id name Nimfish 0.1"
echo "id author Nocturn9x & Contributors (see LICENSE)"
# TODO
echo "uciok"
const HELP_TEXT = """Nimfish help menu:
- go: Begin a search
Subcommands:
- perft <depth> [options]: Run the performance test at the given depth (in ply) and
print the results
Options:
- bulk: Enable bulk-counting (significantly faster, gives less statistics)
- verbose: Enable move debugging (for each and every move, not recommended on large searches)
Example: go perft 5 bulk
- position: Get/set board position
Subcommands:
- fen [string]: Set the board to the given fen string if one is provided, or print
the current position as a FEN string if no arguments are given
- startpos: Set the board to the starting position
- pretty: Pretty-print the current position
- print: Print the current position using ASCII characters only
Options:
- moves {moveList}: Perform the given moves (space-separated, all-lowercase)
in algebraic notation after the position is loaded. This option only applies
to the "startpos" and "fen" subcommands: it is ignored otherwise
Examples:
- position startpos
- position fen "..." moves a2a3 a7a6
- clear: Clear the screen
- move <move>: Perform the given move in algebraic notation
- castle: Print castlingRights rights for each side
- check: Print if the current side to move is in check
- undo, u: Undoes the last move. Can be used in succession
- turn: Print which side is to move
- ep: Print the current en passant target
- pretty: Shorthand for "position pretty"
- print: Shorthand for "position print"
- fen: Shorthand for "position fen"
- pos <args>: Shorthand for "position <args>"
- get <square>: Get the piece on the given square
- atk: Print the attack bitboard of the given square for the side to move
- uci: enter UCI mode (WIP)
"""
proc main: int =
## Nimfish's control interface
echo "Nimfish by nocturn9x (see LICENSE)"
var
board = newDefaultChessboard()
uciMode = false
while true:
var
cmd: seq[string]
cmdStr: string
try:
if not uciMode:
stdout.write(">>> ")
stdout.flushFile()
cmdStr = readLine(stdin).strip(leading=true, trailing=true, chars={'\t', ' '})
if cmdStr.len() == 0:
continue
cmd = cmdStr.splitWhitespace(maxsplit=2)
case cmd[0]:
of "uci":
handleUCICommand(board, cmd)
uciMode = true
of "clear":
echo "\x1Bc"
of "help":
echo HELP_TEXT
of "go":
handleGoCommand(board, cmd)
of "position", "pos":
handlePositionCommand(board, cmd)
of "move":
handleMoveCommand(board, cmd)
of "pretty", "print", "fen":
handlePositionCommand(board, @["position", cmd[0]])
of "undo", "u":
board.unmakeMove()
of "turn":
echo &"Active color: {board.getSideToMove()}"
of "atk":
if len(cmd) != 2:
echo "error: atk: invalid number of arguments"
continue
try:
echo board.getAttacksTo(cmd[1].toSquare(), board.getSideToMove())
except ValueError:
echo "error: atk: invalid square"
continue
of "ep":
let target = board.getEnPassantTarget()
if target != nullSquare():
echo &"En passant target: {target.toAlgebraic()}"
else:
echo "En passant target: None"
of "get":
if len(cmd) != 2:
echo "error: get: invalid number of arguments"
continue
try:
echo board.getPiece(cmd[1])
except ValueError:
echo "error: get: invalid square"
continue
of "castle":
let canCastle = board.canCastle(board.getSideToMove())
echo &"Castling rights for {($board.getSideToMove()).toLowerAscii()}:\n - King side: {(if canCastle.king: \"yes\" else: \"no\")}\n - Queen side: {(if canCastle.queen: \"yes\" else: \"no\")}"
of "check":
echo &"{board.getSideToMove()} king in check: {(if board.inCheck(board.getSideToMove()): \"yes\" else: \"no\")}"
else:
echo &"Unknown command '{cmd[0]}'. Type 'help' for more information."
except IOError:
echo ""
return 0
except EOFError:
echo ""
return 0
when isMainModule:
@ -1846,5 +1395,9 @@ when isMainModule:
testPieceBitboard(blackQueens, blackQueenSquares)
testPieceBitboard(blackKing, blackKingSquares)
setControlCHook(proc () {.noconv.} = quit(0))
quit(main())
import tui
quit(tui.commandLoop())

427
Chess/nimfish/tui.nim Normal file
View File

@ -0,0 +1,427 @@
import nimfish
import std/strformat
import std/strutils
import std/times
import std/math
type
CountData = tuple[nodes: uint64, captures: uint64, castles: uint64, checks: uint64, promotions: uint64, enPassant: uint64, checkmates: uint64]
proc perft*(self: ChessBoard, ply: int, verbose: bool = false, divide: bool = false, bulk: bool = false): CountData =
## Counts (and debugs) the number of legal positions reached after
## the given number of ply
var moves = MoveList()
self.generateMoves(moves)
if not bulk:
if len(moves) == 0 and self.inCheck(self.getSideToMove()):
result.checkmates = 1
# TODO: Should we count stalemates/draws?
if ply == 0:
result.nodes = 1
return
elif ply == 1 and bulk:
if divide:
var postfix = ""
for move in moves:
case move.getPromotionType():
of PromoteToBishop:
postfix = "b"
of PromoteToKnight:
postfix = "n"
of PromoteToRook:
postfix = "r"
of PromoteToQueen:
postfix = "q"
else:
postfix = ""
echo &"{move.startSquare.toAlgebraic()}{move.targetSquare.toAlgebraic()}{postfix}: 1"
if verbose:
echo ""
return (uint64(len(moves)), 0, 0, 0, 0, 0, 0)
for move in moves:
if verbose:
let canCastle = self.canCastle(self.getSideToMove())
echo &"Ply (from root): {self.getPlyFromRoot()}"
echo &"Move: {move.startSquare.toAlgebraic()}{move.targetSquare.toAlgebraic()}"
echo &"Turn: {self.getSideToMove()}"
echo &"Piece: {self.getPiece(move.startSquare).kind}"
echo &"Flags: {move.getFlags()}"
echo &"In check: {(if self.inCheck(self.getSideToMove()): \"yes\" else: \"no\")}"
echo &"Can castle:\n - King side: {(if canCastle.king: \"yes\" else: \"no\")}\n - Queen side: {(if canCastle.queen: \"yes\" else: \"no\")}"
echo &"Position before move: {self.toFEN()}"
stdout.write("En Passant target: ")
if self.getEnPassantTarget() != nullSquare():
echo self.getEnPassantTarget().toAlgebraic()
else:
echo "None"
echo "\n", self.pretty()
self.doMove(move)
if ply == 1:
if move.isCapture():
inc(result.captures)
if move.isCastling():
inc(result.castles)
if move.isPromotion():
inc(result.promotions)
if move.isEnPassant():
inc(result.enPassant)
if self.inCheck(self.getSideToMove()):
# Opponent king is in check
inc(result.checks)
if verbose:
let canCastle = self.canCastle(self.getSideToMove())
echo "\n"
echo &"Opponent in check: {(if self.inCheck(self.getSideToMove()): \"yes\" else: \"no\")}"
echo &"Opponent can castle:\n - King side: {(if canCastle.king: \"yes\" else: \"no\")}\n - Queen side: {(if canCastle.queen: \"yes\" else: \"no\")}"
echo &"Position after move: {self.toFEN()}"
echo "\n", self.pretty()
stdout.write("nextpos>> ")
try:
discard readLine(stdin)
except IOError:
discard
except EOFError:
discard
let next = self.perft(ply - 1, verbose, bulk=bulk)
self.unmakeMove()
if divide and (not bulk or ply > 1):
var postfix = ""
if move.isPromotion():
case move.getPromotionType():
of PromoteToBishop:
postfix = "b"
of PromoteToKnight:
postfix = "n"
of PromoteToRook:
postfix = "r"
of PromoteToQueen:
postfix = "q"
else:
discard
echo &"{move.startSquare.toAlgebraic()}{move.targetSquare.toAlgebraic()}{postfix}: {next.nodes}"
if verbose:
echo ""
result.nodes += next.nodes
result.captures += next.captures
result.checks += next.checks
result.promotions += next.promotions
result.castles += next.castles
result.enPassant += next.enPassant
result.checkmates += next.checkmates
proc handleGoCommand(board: ChessBoard, command: seq[string]) =
if len(command) < 2:
echo &"Error: go: invalid number of arguments"
return
case command[1]:
of "perft":
if len(command) == 2:
echo &"Error: go: perft: invalid number of arguments"
return
var
args = command[2].splitWhitespace()
bulk = false
verbose = false
if args.len() > 1:
var ok = true
for arg in args[1..^1]:
case arg:
of "bulk":
bulk = true
of "verbose":
verbose = true
else:
echo &"Error: go: perft: invalid argument '{args[1]}'"
ok = false
break
if not ok:
return
try:
let ply = parseInt(args[0])
if bulk:
let t = cpuTime()
let nodes = board.perft(ply, divide=true, bulk=true, verbose=verbose).nodes
echo &"\nNodes searched (bulk-counting: on): {nodes}"
echo &"Time taken: {round(cpuTime() - t, 3)} seconds\n"
else:
let t = cpuTime()
let data = board.perft(ply, divide=true, verbose=verbose)
echo &"\nNodes searched (bulk-counting: off): {data.nodes}"
echo &" - Captures: {data.captures}"
echo &" - Checks: {data.checks}"
echo &" - E.P: {data.enPassant}"
echo &" - Checkmates: {data.checkmates}"
echo &" - Castles: {data.castles}"
echo &" - Promotions: {data.promotions}"
echo ""
echo &"Time taken: {round(cpuTime() - t, 3)} seconds"
except ValueError:
echo "Error: go: perft: invalid depth"
else:
echo &"Error: go: unknown subcommand '{command[1]}'"
proc handleMoveCommand(board: ChessBoard, command: seq[string]): Move {.discardable.} =
if len(command) != 2:
echo &"Error: move: invalid number of arguments"
return
let moveString = command[1]
if len(moveString) notin 4..5:
echo &"Error: move: invalid move syntax"
return
var
startSquare: Square
targetSquare: Square
flags: seq[MoveFlag]
try:
startSquare = moveString[0..1].toSquare()
except ValueError:
echo &"Error: move: invalid start square ({moveString[0..1]})"
return
try:
targetSquare = moveString[2..3].toSquare()
except ValueError:
echo &"Error: move: invalid target square ({moveString[2..3]})"
return
# Since the user tells us just the source and target square of the move,
# we have to figure out all the flags by ourselves (whether it's a double
# push, a capture, a promotion, etc.)
if board.getPiece(targetSquare).kind != Empty:
flags.add(Capture)
elif board.getPiece(targetSquare).kind == Pawn and abs(rankFromSquare(startSquare) - rankFromSquare(targetSquare)) == 2:
flags.add(DoublePush)
if len(moveString) == 5:
# Promotion
case moveString[4]:
of 'b':
flags.add(PromoteToBishop)
of 'n':
flags.add(PromoteToKnight)
of 'q':
flags.add(PromoteToQueen)
of 'r':
flags.add(PromoteToRook)
else:
echo &"Error: move: invalid promotion type"
return
var move = createMove(startSquare, targetSquare, flags)
let piece = board.getPiece(move.startSquare)
if piece.kind == King and move.startSquare == board.getSideToMove().getKingStartingSquare():
if move.targetSquare == longCastleKing(piece.color):
move.flags = move.flags or CastleLong.uint16
elif move.targetSquare == shortCastleKing(piece.color):
move.flags = move.flags or CastleShort.uint16
if move.targetSquare == board.getEnPassantTarget():
move.flags = move.flags or EnPassant.uint16
result = board.makeMove(move)
if result == nullMove():
echo &"Error: move: {moveString} is illegal"
proc handlePositionCommand(board: var ChessBoard, command: seq[string]) =
if len(command) < 2:
echo "Error: position: invalid number of arguments"
return
# Makes sure we don't leave the board in an invalid state if
# some error occurs
var tempBoard: ChessBoard
case command[1]:
of "startpos":
tempBoard = newDefaultChessboard()
if command.len() > 2:
let args = command[2].splitWhitespace()
if args.len() > 0:
var i = 0
while i < args.len():
case args[i]:
of "moves":
var j = i + 1
while j < args.len():
if handleMoveCommand(tempBoard, @["move", args[j]]) == nullMove():
return
inc(j)
inc(i)
board = tempBoard
of "fen":
if len(command) == 2:
echo &"Current position: {board.toFEN()}"
return
var
args = command[2].splitWhitespace()
fenString = ""
stop = 0
for i, arg in args:
if arg in ["moves", ]:
break
if i > 0:
fenString &= " "
fenString &= arg
inc(stop)
args = args[stop..^1]
try:
tempBoard = newChessboardFromFEN(fenString)
except ValueError:
echo &"error: position: {getCurrentExceptionMsg()}"
return
if args.len() > 0:
var i = 0
while i < args.len():
case args[i]:
of "moves":
var j = i + 1
while j < args.len():
if handleMoveCommand(tempBoard, @["move", args[j]]) == nullMove():
return
inc(j)
inc(i)
board = tempBoard
of "print":
echo board
of "pretty":
echo board.pretty()
else:
echo &"error: position: unknown subcommand '{command[1]}'"
return
proc handleUCICommand(board: var ChessBoard, command: seq[string]) =
echo "id name Nimfish 0.1"
echo "id author Nocturn9x & Contributors (see LICENSE)"
# TODO
echo "uciok"
const HELP_TEXT = """Nimfish help menu:
- go: Begin a search
Subcommands:
- perft <depth> [options]: Run the performance test at the given depth (in ply) and
print the results
Options:
- bulk: Enable bulk-counting (significantly faster, gives less statistics)
- verbose: Enable move debugging (for each and every move, not recommended on large searches)
Example: go perft 5 bulk
- position: Get/set board position
Subcommands:
- fen [string]: Set the board to the given fen string if one is provided, or print
the current position as a FEN string if no arguments are given
- startpos: Set the board to the starting position
- pretty: Pretty-print the current position
- print: Print the current position using ASCII characters only
Options:
- moves {moveList}: Perform the given moves (space-separated, all-lowercase)
in algebraic notation after the position is loaded. This option only applies
to the "startpos" and "fen" subcommands: it is ignored otherwise
Examples:
- position startpos
- position fen "..." moves a2a3 a7a6
- clear: Clear the screen
- move <move>: Perform the given move in algebraic notation
- castle: Print castlingRights rights for each side
- check: Print if the current side to move is in check
- unmove, u: Unmakes the last move. Can be used in succession
- stm: Print which side is to move
- ep: Print the current en passant target
- pretty: Shorthand for "position pretty"
- print: Shorthand for "position print"
- fen: Shorthand for "position fen"
- pos <args>: Shorthand for "position <args>"
- get <square>: Get the piece on the given square
- atk <square>: Print the attack bitboard of the given square for the side to move
- skip: Swap the side to move
- uci: enter UCI mode (WIP)
- quit: exit
"""
proc commandLoop*: int =
## Nimfish's control interface
echo "Nimfish by nocturn9x (see LICENSE)"
var
board = newDefaultChessboard()
uciMode = false
while true:
var
cmd: seq[string]
cmdStr: string
try:
if not uciMode:
stdout.write(">>> ")
stdout.flushFile()
cmdStr = readLine(stdin).strip(leading=true, trailing=true, chars={'\t', ' '})
if cmdStr.len() == 0:
continue
cmd = cmdStr.splitWhitespace(maxsplit=2)
case cmd[0]:
of "uci":
handleUCICommand(board, cmd)
uciMode = true
of "clear":
echo "\x1Bc"
of "help":
echo HELP_TEXT
of "skip":
board.setSideToMove(board.getSideToMove().opposite())
of "go":
handleGoCommand(board, cmd)
of "position", "pos":
handlePositionCommand(board, cmd)
of "move":
handleMoveCommand(board, cmd)
of "pretty", "print", "fen":
handlePositionCommand(board, @["position", cmd[0]])
of "unmove", "u":
board.unmakeMove()
of "stm":
echo &"Side to move: {board.getSideToMove()}"
of "atk":
if len(cmd) != 2:
echo "error: atk: invalid number of arguments"
continue
try:
echo board.getAttacksTo(cmd[1].toSquare(), board.getSideToMove())
except ValueError:
echo "error: atk: invalid square"
continue
of "ep":
let target = board.getEnPassantTarget()
if target != nullSquare():
echo &"En passant target: {target.toAlgebraic()}"
else:
echo "En passant target: None"
of "get":
if len(cmd) != 2:
echo "error: get: invalid number of arguments"
continue
try:
echo board.getPiece(cmd[1])
except ValueError:
echo "error: get: invalid square"
continue
of "castle":
let canCastle = board.canCastle(board.getSideToMove())
echo &"Castling rights for {($board.getSideToMove()).toLowerAscii()}:\n - King side: {(if canCastle.king: \"yes\" else: \"no\")}\n - Queen side: {(if canCastle.queen: \"yes\" else: \"no\")}"
of "check":
echo &"{board.getSideToMove()} king in check: {(if board.inCheck(board.getSideToMove()): \"yes\" else: \"no\")}"
else:
echo &"Unknown command '{cmd[0]}'. Type 'help' for more information."
except IOError:
echo ""
return 0
except EOFError:
echo ""
return 0