Refactoring, cleanup, improve modularity
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@ -20,111 +20,41 @@ import nimfishpkg/bitboards
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import nimfishpkg/magics
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import nimfishpkg/pieces
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import nimfishpkg/moves
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import nimfishpkg/position
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export bitboards, magics, pieces, moves
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export bitboards, magics, pieces, moves, position
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type
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Position* = object
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## A chess position
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# Castling metadata. Updated on every move
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castlingRights: array[64, uint8]
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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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# root of the tree
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plyFromRoot: int8
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# Number of half moves since
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# last piece capture or pawn movement.
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# Used for the 50-move rule
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halfMoveClock: int8
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# Full move counter. Increments
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# every 2 ply (half-moves)
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fullMoveCount: int8
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# En passant target square (see https://en.wikipedia.org/wiki/En_passant)
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enPassantSquare*: Square
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# The side to move
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sideToMove: PieceColor
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# Positional bitboards for all pieces
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pieces: array[2, array[6, Bitboard]]
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# Pinned pieces for the current side to move
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pins: Bitboard
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# Pieces checking the current side to move
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checkers: Bitboard
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ChessBoard* = ref object
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## A chess board object
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Chessboard* = ref object
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## A chessboard
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# The actual board where pieces live
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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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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 and forward declarations
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proc makeMove*(self: ChessBoard, move: Move): Move {.discardable.}
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proc isLegal(self: ChessBoard, move: Move): bool {.inline.}
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proc doMove*(self: ChessBoard, move: Move)
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proc pretty*(self: ChessBoard): string
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proc spawnPiece(self: ChessBoard, square: Square, piece: Piece)
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proc toFEN*(self: ChessBoard): string
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proc unmakeMove*(self: ChessBoard)
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proc movePiece(self: ChessBoard, move: Move)
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proc removePiece(self: ChessBoard, square: Square)
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proc makeMove*(self: Chessboard, move: Move): Move {.discardable.}
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proc isLegal(self: Chessboard, move: Move): bool {.inline.}
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proc doMove*(self: Chessboard, move: Move)
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proc pretty*(self: Chessboard): string
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proc spawnPiece(self: Chessboard, square: Square, piece: Piece)
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proc toFEN*(self: Chessboard): string
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proc unmakeMove*(self: Chessboard)
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proc movePiece(self: Chessboard, move: Move)
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proc removePiece(self: Chessboard, square: Square)
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proc update*(self: Chessboard)
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func inCheck*(self: Chessboard): bool {.inline.}
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proc fromChar*(c: char): Piece
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proc update*(self: ChessBoard)
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func setSideToMove*(self: ChessBoard, side: PieceColor) {.inline.} =
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self.position.sideToMove = side
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# A bunch of getters
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func getSideToMove*(self: ChessBoard): PieceColor {.inline.} =
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## Returns the currently side to move
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return self.position.sideToMove
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func getEnPassantTarget*(self: ChessBoard): Square {.inline.} =
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## Returns the current en passant target square
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return self.position.enPassantSquare
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func getPlyFromRoot*(self: ChessBoard): int8 {.inline.} =
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## Returns the current distance from the root in plys
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return self.position.plyFromRoot
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func getMoveCount*(self: ChessBoard): int {.inline.} =
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## Returns the number of full moves that
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## have been played
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return self.position.fullMoveCount
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func getHalfMoveCount*(self: ChessBoard): int {.inline.} =
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## Returns the current number of half-moves
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## since the last irreversible move
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return self.position.halfMoveClock
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func getKingStartingSquare*(color: PieceColor): Square {.inline.} =
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## Retrieves the starting square of the king
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## for the given color
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case color:
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of White:
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return "e1".toSquare()
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of Black:
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return "e8".toSquare()
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else:
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discard
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# FIXME: Check this shit.
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func kingSideRook*(color: PieceColor): Square {.inline.} = (if color == White: "h1".toSquare() else: "h8".toSquare())
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func queenSideRook*(color: PieceColor): Square {.inline.} = (if color == White: "a8".toSquare() else: "a1".toSquare())
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func longCastleKing*(color: PieceColor): Square {.inline.} = (if color == White: "c1".toSquare() else: "c8".toSquare())
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@ -133,18 +63,12 @@ func longCastleRook*(color: PieceColor): Square {.inline.} = (if color == White:
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func shortCastleRook*(color: PieceColor): Square {.inline.} = (if color == White: "f1".toSquare() else: "f8".toSquare())
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proc inCheck*(self: ChessBoard): bool
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proc fromChar*(c: char): Piece
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proc newChessboard: ChessBoard =
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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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for i in 0..63:
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result.grid[i] = nullPiece()
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result.position = Position(enPassantSquare: nullSquare(), sideToMove: White, pieces: [
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[Bitboard(0), Bitboard(0), Bitboard(0), Bitboard(0), Bitboard(0), Bitboard(0)],
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[Bitboard(0), Bitboard(0), Bitboard(0), Bitboard(0), Bitboard(0), Bitboard(0)]])
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result.position = Position(enPassantSquare: nullSquare(), sideToMove: White)
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# Indexing operations
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@ -152,23 +76,17 @@ func `[]`(self: array[64, Piece], square: Square): Piece {.inline.} = self[squar
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func `[]=`(self: var array[64, Piece], square: Square, piece: Piece) {.inline.} = self[square.int8] = piece
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func `[]`(self: array[2, array[6, Bitboard]], color: PieceColor): ptr array[6, Bitboard] {.inline.} = addr self[color.int]
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func `[]`(self: array[6, Bitboard], kind: PieceKind): Bitboard {.inline.} = self[kind.int]
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func `[]=`(self: var array[6, Bitboard], kind: PieceKind, bitboard: Bitboard) {.inline.} = self[kind.int] = bitboard
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func getBitboard*(self: ChessBoard, kind: PieceKind, color: PieceColor): Bitboard =
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func getBitboard*(self: Chessboard, kind: PieceKind, color: PieceColor): Bitboard {.inline.} =
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## Returns the positional bitboard for the given piece kind and color
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return self.position.pieces[color.int][kind.int]
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return self.position.getBitboard(kind, color)
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func getBitboard*(self: ChessBoard, piece: Piece): Bitboard =
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func getBitboard*(self: Chessboard, piece: Piece): Bitboard {.inline.} =
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## Returns the positional bitboard for the given piece type
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return self.getBitboard(piece.kind, piece.color)
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proc newChessboardFromFEN*(fen: string): ChessBoard =
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proc newChessboardFromFEN*(fen: string): Chessboard =
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## Initializes a chessboard with the
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## position encoded by the given FEN string
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result = newChessboard()
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@ -196,11 +114,9 @@ proc newChessboardFromFEN*(fen: string): ChessBoard =
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case c.toLowerAscii():
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# Piece
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of 'r', 'n', 'b', 'q', 'k', 'p':
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let square: Square = makeSquare(row, column)
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let square = makeSquare(row, column)
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piece = c.fromChar()
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var b = result.position.pieces[piece.color][piece.kind]
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b.setBit(square)
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result.position.pieces[piece.color][piece.kind] = b
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result.position.pieces[piece.color][piece.kind][].setBit(square)
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result.grid[square] = piece
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inc(column)
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of '/':
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@ -232,16 +148,12 @@ proc newChessboardFromFEN*(fen: string): ChessBoard =
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discard
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of 'K':
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discard
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# result.position.castlingRightsAvailable.white.king = true
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of 'Q':
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discard
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# result.position.castlingRightsAvailable.white.queen = true
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of 'k':
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discard
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# result.position.castlingRightsAvailable.black.king = true
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of 'q':
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discard
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# result.position.castlingRightsAvailable.black.queen = true
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else:
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raise newException(ValueError, &"invalid FEN: unknown symbol '{c}' found in castlingRights availability section")
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of 3:
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@ -276,114 +188,50 @@ proc newChessboardFromFEN*(fen: string): ChessBoard =
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inc(index)
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proc newDefaultChessboard*: ChessBoard {.inline.} =
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proc newDefaultChessboard*: Chessboard {.inline.} =
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## Initializes a chessboard with the
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## starting position
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return newChessboardFromFEN("rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1")
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proc countPieces*(self: ChessBoard, kind: PieceKind, color: PieceColor): int =
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func countPieces*(self: Chessboard, kind: PieceKind, color: PieceColor): int {.inline.} =
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## Returns the number of pieces with
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## the given color and type in the
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## current position
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return self.position.pieces[color][kind].countSetBits()
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return self.position.pieces[color][kind][].countSquares()
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func countPieces*(self: ChessBoard, piece: Piece): int {.inline.} =
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func countPieces*(self: Chessboard, piece: Piece): int {.inline.} =
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## Returns the number of pieces on the board that
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## are of the same type and color as the given piece
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return self.countPieces(piece.kind, piece.color)
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proc getPiece*(self: ChessBoard, square: Square): Piece {.inline.} =
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func getPiece*(self: Chessboard, square: Square): Piece {.inline.} =
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## Gets the piece at the given square
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return self.grid[square]
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proc getPiece*(self: ChessBoard, square: string): Piece {.inline.} =
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func getPiece*(self: Chessboard, square: string): Piece {.inline.} =
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## Gets the piece on the given square
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## in algebraic notation
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return self.getPiece(square.toSquare())
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func isPromotion*(move: Move): bool {.inline.} =
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## Returns whether the given move is a
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## pawn promotion
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for promotion in [PromoteToBishop, PromoteToKnight, PromoteToRook, PromoteToQueen]:
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if (move.flags and promotion.uint16) != 0:
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return true
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func getPromotionType*(move: Move): MoveFlag {.inline.} =
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## Returns the promotion type of the given move.
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## The return value of this function is only valid
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## if isPromotion() returns true
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for promotion in [PromoteToBishop, PromoteToKnight, PromoteToRook, PromoteToQueen]:
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if (move.flags and promotion.uint16) != 0:
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return promotion
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func isCapture*(move: Move): bool {.inline.} =
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## Returns whether the given move is a
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## cature
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result = (move.flags and Capture.uint16) == Capture.uint16
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func isCastling*(move: Move): bool {.inline.} =
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## Returns whether the given move is a
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## castle
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for flag in [CastleLong, CastleShort]:
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if (move.flags and flag.uint16) != 0:
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return true
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func getCastlingType*(move: Move): MoveFlag {.inline.} =
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## Returns the castlingRights type of the given move.
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## The return value of this function is only valid
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## if isCastling() returns true
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for flag in [CastleLong, CastleShort]:
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if (move.flags and flag.uint16) != 0:
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return flag
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func isEnPassant*(move: Move): bool {.inline.} =
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## Returns whether the given move is an
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## en passant capture
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result = (move.flags and EnPassant.uint16) != 0
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func isDoublePush*(move: Move): bool {.inline.} =
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## Returns whether the given move is a
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## double pawn push
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result = (move.flags and DoublePush.uint16) != 0
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func getFlags*(move: Move): seq[MoveFlag] =
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## Gets all the flags of this move
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for flag in [EnPassant, Capture, DoublePush, CastleLong, CastleShort,
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PromoteToBishop, PromoteToKnight, PromoteToQueen,
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PromoteToRook]:
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if (move.flags and flag.uint16) == flag.uint16:
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result.add(flag)
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if result.len() == 0:
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result.add(Default)
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proc getOccupancyFor(self: ChessBoard, color: PieceColor): Bitboard =
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func getOccupancyFor(self: Chessboard, color: PieceColor): Bitboard =
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## Get the occupancy bitboard for every piece of the given color
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result = Bitboard(0)
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for b in self.position.pieces[color][]:
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result = result or b
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proc getOccupancy(self: ChessBoard): Bitboard =
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func getOccupancy(self: Chessboard): Bitboard {.inline.} =
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## Get the occupancy bitboard for every piece on
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## the chessboard
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result = self.getOccupancyFor(Black) or self.getOccupancyFor(White)
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proc getPawnAttacks(self: ChessBoard, square: Square, attacker: PieceColor): Bitboard =
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func getPawnAttacks(self: Chessboard, square: Square, attacker: PieceColor): Bitboard {.inline.} =
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## Returns the attack bitboard for the given square from
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## the pawns of the given side
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let
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@ -394,17 +242,17 @@ proc getPawnAttacks(self: ChessBoard, square: Square, attacker: PieceColor): Bit
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return pawns and (bottomLeft or bottomRight)
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proc getKingAttacks(self: ChessBoard, square: Square, attacker: PieceColor): Bitboard =
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func getKingAttacks(self: Chessboard, square: Square, attacker: PieceColor): Bitboard {.inline.} =
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## Returns the attack bitboard for the given square from
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## the king of the given side
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result = Bitboard(0)
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let
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king = self.getBitboard(King, attacker)
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if (KING_BITBOARDS[square.uint] and king) != 0:
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if (getKingBitboard(square) and king) != 0:
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result = result or king
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proc getKnightAttacks(self: ChessBoard, square: Square, attacker: PieceColor): Bitboard =
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func getKnightAttacks(self: Chessboard, square: Square, attacker: PieceColor): Bitboard =
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## Returns the attack bitboard for the given square from
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## the knights of the given side
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let
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result = Bitboard(0)
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for knight in knights:
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let knightBB = knight.toBitboard()
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if (KNIGHT_BITBOARDS[square.uint] and knightBB) != 0:
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if (getKnightBitboard(knight) and knightBB) != 0:
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result = result or knightBB
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proc getSlidingAttacks(self: ChessBoard, square: Square, attacker: PieceColor): Bitboard =
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proc getSlidingAttacks(self: Chessboard, square: Square, attacker: PieceColor): Bitboard =
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## Returns the attack bitboard for the given square from
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## the sliding pieces of the given side
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let
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result = result or bishopBB
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proc getAttacksTo*(self: ChessBoard, square: Square, attacker: PieceColor): Bitboard =
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proc getAttacksTo*(self: Chessboard, square: Square, attacker: PieceColor): Bitboard =
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## Computes the attack bitboard for the given square from
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## the given side
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result = Bitboard(0)
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result = result or self.getSlidingAttacks(square, attacker)
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proc updateChecksAndPins(self: ChessBoard) =
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proc updateChecksAndPins(self: Chessboard) =
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## Updates internal metadata about checks and
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## pinned pieces
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let
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side = self.getSideToMove()
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king = self.getBitboard(King, side).toSquare()
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self.position.checkers = self.getAttacksTo(king, side.opposite())
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sideToMove = self.position.sideToMove
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nonSideToMove = sideToMove.opposite()
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friendlyKing = self.getBitboard(King, sideToMove).toSquare()
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friendlyPieces = self.getOccupancyFor(sideToMove)
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enemyPieces = self.getOccupancyFor(nonSideToMove)
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# Update checks
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self.position.checkers = self.getAttacksTo(friendlyKing, nonSideToMove)
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# Update pins
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self.position.diagonalPins = Bitboard(0)
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self.position.orthogonalPins = Bitboard(0)
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proc inCheck(self: ChessBoard): bool =
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func inCheck(self: Chessboard): bool {.inline.} =
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## Returns if the current side to move is in check
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return self.position.checkers != 0
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proc canCastle*(self: ChessBoard, side: PieceColor): tuple[king, queen: bool] =
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proc canCastle*(self: Chessboard, side: PieceColor): tuple[king, queen: bool] =
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## Returns if the current side to move can castle
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return (false, false) # TODO
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proc generatePawnMovements(self: ChessBoard, moves: var MoveList) =
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proc removePieceFromBitboard(self: Chessboard, square: Square) =
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## Removes a piece at the given square in the chessboard from
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## its respective bitboard
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let piece = self.grid[square]
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self.position.pieces[piece.color][piece.kind][].clearBit(square)
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proc addPieceToBitboard(self: Chessboard, square: Square, piece: Piece) =
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## Adds the given piece at the given square in the chessboard to
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## its respective bitboard
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self.position.pieces[piece.color][piece.kind][].setBit(square)
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proc spawnPiece(self: Chessboard, square: Square, piece: Piece) =
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## Internal helper to "spawn" a given piece at the given
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## square
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when not defined(danger):
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doAssert self.grid[square].kind == Empty
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self.addPieceToBitboard(square, piece)
|
||||
self.grid[square] = piece
|
||||
|
||||
|
||||
proc removePiece(self: Chessboard, square: Square) =
|
||||
## Removes a piece from the board, updating necessary
|
||||
## metadata
|
||||
var piece = self.grid[square]
|
||||
when not defined(danger):
|
||||
doAssert piece.kind != Empty and piece.color != None, self.toFEN()
|
||||
self.removePieceFromBitboard(square)
|
||||
self.grid[square] = nullPiece()
|
||||
|
||||
|
||||
proc movePiece(self: Chessboard, move: Move) =
|
||||
## Internal helper to move a piece from
|
||||
## its current square to a target square
|
||||
let piece = self.grid[move.startSquare]
|
||||
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)
|
||||
|
||||
|
||||
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
|
||||
## already known to be legal (i.e. during search)
|
||||
|
||||
# Record final position for future reference
|
||||
self.positions.add(self.position)
|
||||
|
||||
# Final checks
|
||||
let piece = self.grid[move.startSquare]
|
||||
when not defined(danger):
|
||||
doAssert piece.kind != Empty and piece.color != None, &"{move} {self.toFEN()}"
|
||||
|
||||
var
|
||||
halfMoveClock = self.position.halfMoveClock
|
||||
fullMoveCount = self.position.fullMoveCount
|
||||
castlingRights = self.position.castlingRights
|
||||
enPassantTarget = nullSquare()
|
||||
# Needed to detect draw by the 50 move rule
|
||||
if piece.kind == Pawn or move.isCapture() or move.isEnPassant():
|
||||
# Number of half-moves since the last reversible half-move
|
||||
halfMoveClock = 0
|
||||
else:
|
||||
inc(halfMoveClock)
|
||||
if piece.color == Black:
|
||||
inc(fullMoveCount)
|
||||
|
||||
if move.isDoublePush():
|
||||
enPassantTarget = move.targetSquare.toBitboard().backwardRelativeTo(piece.color).toSquare()
|
||||
|
||||
# Create new position
|
||||
self.position = Position(plyFromRoot: self.position.plyFromRoot + 1,
|
||||
halfMoveClock: halfMoveClock,
|
||||
fullMoveCount: fullMoveCount,
|
||||
sideToMove: self.position.sideToMove.opposite(),
|
||||
castlingRights: castlingRights,
|
||||
enPassantSquare: enPassantTarget,
|
||||
pieces: self.position.pieces
|
||||
)
|
||||
# Update position metadata
|
||||
|
||||
if move.isEnPassant():
|
||||
# Make the en passant pawn disappear
|
||||
self.removePiece(move.targetSquare.toBitboard().backwardRelativeTo(piece.color).toSquare())
|
||||
|
||||
if move.isCapture():
|
||||
# Get rid of captured pieces
|
||||
self.removePiece(move.targetSquare)
|
||||
|
||||
# Move the piece to its target square
|
||||
self.movePiece(move)
|
||||
# TODO: Castling!
|
||||
if move.isPromotion():
|
||||
# Move is a pawn promotion: get rid of the pawn
|
||||
# and spawn a new piece
|
||||
self.removePiece(move.targetSquare)
|
||||
case move.getPromotionType():
|
||||
of PromoteToBishop:
|
||||
self.spawnPiece(move.targetSquare, Piece(kind: Bishop, color: piece.color))
|
||||
of PromoteToKnight:
|
||||
self.spawnPiece(move.targetSquare, Piece(kind: Knight, color: piece.color))
|
||||
of PromoteToRook:
|
||||
self.spawnPiece(move.targetSquare, Piece(kind: Rook, color: piece.color))
|
||||
of PromoteToQueen:
|
||||
self.spawnPiece(move.targetSquare, Piece(kind: Queen, color: piece.color))
|
||||
else:
|
||||
# Unreachable
|
||||
discard
|
||||
# Updates checks and pins for the side to move
|
||||
self.updateChecksAndPins()
|
||||
|
||||
|
||||
proc update*(self: Chessboard) =
|
||||
## Updates the internal grid representation
|
||||
## according to the positional data stored
|
||||
## in the chessboard
|
||||
for i in 0..63:
|
||||
self.grid[i] = nullPiece()
|
||||
for sq in self.position.pieces[White][Pawn][]:
|
||||
self.grid[sq] = Piece(color: White, kind: Pawn)
|
||||
for sq in self.position.pieces[Black][Pawn][]:
|
||||
self.grid[sq] = Piece(color: Black, kind: Pawn)
|
||||
for sq in self.position.pieces[White][Bishop][]:
|
||||
self.grid[sq] = Piece(color: White, kind: Bishop)
|
||||
for sq in self.position.pieces[Black][Bishop][]:
|
||||
self.grid[sq] = Piece(color: Black, kind: Bishop)
|
||||
for sq in self.position.pieces[White][Knight][]:
|
||||
self.grid[sq] = Piece(color: White, kind: Knight)
|
||||
for sq in self.position.pieces[Black][Knight][]:
|
||||
self.grid[sq] = Piece(color: Black, kind: Knight)
|
||||
for sq in self.position.pieces[White][Rook][]:
|
||||
self.grid[sq] = Piece(color: White, kind: Rook)
|
||||
for sq in self.position.pieces[Black][Rook][]:
|
||||
self.grid[sq] = Piece(color: Black, kind: Rook)
|
||||
for sq in self.position.pieces[White][Queen][]:
|
||||
self.grid[sq] = Piece(color: White, kind: Queen)
|
||||
for sq in self.position.pieces[Black][Queen][]:
|
||||
self.grid[sq] = Piece(color: Black, kind: Queen)
|
||||
for sq in self.position.pieces[White][King][]:
|
||||
self.grid[sq] = Piece(color: White, kind: King)
|
||||
for sq in self.position.pieces[Black][King][]:
|
||||
self.grid[sq] = Piece(color: Black, kind: King)
|
||||
|
||||
|
||||
proc unmakeMove*(self: Chessboard) =
|
||||
## Reverts to the previous board position,
|
||||
## if one exists
|
||||
self.position = self.positions.pop()
|
||||
self.update()
|
||||
|
||||
|
||||
proc generatePawnMovements(self: Chessboard, moves: var MoveList) =
|
||||
## Helper of generatePawnMoves for generating all non-capture
|
||||
## and non-promotion pawn moves
|
||||
let
|
||||
sideToMove = self.getSideToMove()
|
||||
sideToMove = self.position.sideToMove
|
||||
pawns = self.getBitboard(Pawn, sideToMove)
|
||||
# We can only move to squares that are *not* occupied by another piece.
|
||||
# We also cannot move to the last rank, as that will result in a promotion
|
||||
|
@ -483,11 +498,11 @@ proc generatePawnMovements(self: ChessBoard, moves: var MoveList) =
|
|||
moves.add(createMove(square.toBitboard().doubleBackwardRelativeTo(sideToMove), square, DoublePush))
|
||||
|
||||
|
||||
proc generatePawnCaptures(self: ChessBoard, moves: var MoveList) =
|
||||
proc generatePawnCaptures(self: Chessboard, moves: var MoveList) =
|
||||
## Helper of generatePawnMoves for generating all capture
|
||||
## pawn moves
|
||||
let
|
||||
sideToMove = self.getSideToMove()
|
||||
sideToMove = self.position.sideToMove
|
||||
nonSideToMove = sideToMove.opposite()
|
||||
pawns = self.getBitboard(Pawn, sideToMove)
|
||||
# We can only capture enemy pieces (except the king)
|
||||
|
@ -495,7 +510,7 @@ proc generatePawnCaptures(self: ChessBoard, moves: var MoveList) =
|
|||
enemyPawns = self.getBitboard(Pawn, nonSideToMove)
|
||||
rightMovement = pawns.forwardRightRelativeTo(sideToMove)
|
||||
leftMovement = pawns.forwardLeftRelativeTo(sideToMove)
|
||||
epTarget = self.getEnPassantTarget()
|
||||
epTarget = self.position.enPassantSquare
|
||||
var epBitboard = if (epTarget != nullSquare()): epTarget.toBitboard() else: Bitboard(0)
|
||||
epBitboard = epBitboard and enemyPawns
|
||||
# Top right attacks
|
||||
|
@ -514,11 +529,11 @@ proc generatePawnCaptures(self: ChessBoard, moves: var MoveList) =
|
|||
moves.add(createMove(epBitboard.forwardRightRelativeTo(nonSideToMove), epBitboard, EnPassant))
|
||||
|
||||
|
||||
proc generatePawnPromotions(self: ChessBoard, moves: var MoveList) =
|
||||
proc generatePawnPromotions(self: Chessboard, moves: var MoveList) =
|
||||
## Helper of generatePawnMoves for generating all pawn promotion
|
||||
## moves
|
||||
let
|
||||
sideToMove = self.getSideToMove()
|
||||
sideToMove = self.position.sideToMove
|
||||
pawns = self.getBitboard(Pawn, sideToMove)
|
||||
occupancy = self.getOccupancy()
|
||||
for square in pawns.forwardRelativeTo(sideToMove) and not occupancy and sideToMove.getLastRank():
|
||||
|
@ -526,17 +541,17 @@ proc generatePawnPromotions(self: ChessBoard, moves: var MoveList) =
|
|||
moves.add(createMove(square.toBitboard().backwardRelativeTo(sideToMove), square, promotion))
|
||||
|
||||
|
||||
proc generatePawnMoves(self: ChessBoard, moves: var MoveList) =
|
||||
proc generatePawnMoves(self: Chessboard, moves: var MoveList) =
|
||||
## Generates all the legal pawn moves for the side to move
|
||||
self.generatePawnMovements(moves)
|
||||
self.generatePawnCaptures(moves)
|
||||
self.generatePawnPromotions(moves)
|
||||
|
||||
|
||||
proc generateRookMoves(self: ChessBoard, moves: var MoveList) =
|
||||
proc generateRookMoves(self: Chessboard, moves: var MoveList) =
|
||||
## Helper of generateSlidingMoves to generate rook moves
|
||||
let
|
||||
sideToMove = self.getSideToMove()
|
||||
sideToMove = self.position.sideToMove
|
||||
occupancy = self.getOccupancy()
|
||||
nonSideToMove = sideToMove.opposite()
|
||||
enemyPieces = self.getOccupancyFor(sideToMove.opposite()) and not self.getBitboard(King, nonSideToMove)
|
||||
|
@ -552,10 +567,10 @@ proc generateRookMoves(self: ChessBoard, moves: var MoveList) =
|
|||
moves.add(createMove(square, target, Capture))
|
||||
|
||||
|
||||
proc generateBishopMoves(self: ChessBoard, moves: var MoveList) =
|
||||
proc generateBishopMoves(self: Chessboard, moves: var MoveList) =
|
||||
## Helper of generateSlidingMoves to generate bishop moves
|
||||
let
|
||||
sideToMove = self.getSideToMove()
|
||||
sideToMove = self.position.sideToMove
|
||||
nonSideToMove = sideToMove.opposite()
|
||||
enemyPieces = self.getOccupancyFor(sideToMove.opposite()) and not self.getBitboard(King, nonSideToMove)
|
||||
occupancy = self.getOccupancy()
|
||||
|
@ -570,18 +585,17 @@ proc generateBishopMoves(self: ChessBoard, moves: var MoveList) =
|
|||
moves.add(createMove(square, target, Capture))
|
||||
|
||||
|
||||
|
||||
proc generateSlidingMoves(self: ChessBoard, moves: var MoveList) =
|
||||
proc generateSlidingMoves(self: Chessboard, moves: var MoveList) =
|
||||
## Generates all legal sliding moves for the side to move
|
||||
self.generateRookMoves(moves)
|
||||
self.generateBishopMoves(moves)
|
||||
# Queens are just handled rooks + bishops
|
||||
|
||||
|
||||
proc generateKingMoves(self: ChessBoard, moves: var MoveList) =
|
||||
proc generateKingMoves(self: Chessboard, moves: var MoveList) =
|
||||
## Generates all legal king moves for the side to move
|
||||
let
|
||||
sideToMove = self.getSideToMove()
|
||||
sideToMove = self.position.sideToMove
|
||||
king = self.getBitboard(King, sideToMove)
|
||||
moveIdx = king.toSquare().uint64
|
||||
occupancy = self.getOccupancy()
|
||||
|
@ -595,10 +609,10 @@ proc generateKingMoves(self: ChessBoard, moves: var MoveList) =
|
|||
moves.add(createMove(king, square, Capture))
|
||||
|
||||
|
||||
proc generateKnightMoves(self: ChessBoard, moves: var MoveList)=
|
||||
proc generateKnightMoves(self: Chessboard, moves: var MoveList)=
|
||||
## Generates all the legal knight moves for the side to move
|
||||
let
|
||||
sideToMove = self.getSideToMove()
|
||||
sideToMove = self.position.sideToMove
|
||||
knights = self.getBitboard(Knight, sideToMove)
|
||||
occupancy = self.getOccupancy()
|
||||
nonSideToMove = sideToMove.opposite()
|
||||
|
@ -612,7 +626,7 @@ proc generateKnightMoves(self: ChessBoard, moves: var MoveList)=
|
|||
moves.add(createMove(square, target, Capture))
|
||||
|
||||
|
||||
proc generateMoves*(self: ChessBoard, moves: var MoveList) =
|
||||
proc generateMoves*(self: Chessboard, moves: var MoveList) =
|
||||
## Generates the list of all possible legal moves
|
||||
## in the current position
|
||||
if self.position.halfMoveClock >= 100:
|
||||
|
@ -626,174 +640,14 @@ proc generateMoves*(self: ChessBoard, moves: var MoveList) =
|
|||
self.generateSlidingMoves(moves)
|
||||
|
||||
|
||||
proc removePieceFromBitboard(self: ChessBoard, square: Square) =
|
||||
## Removes a piece at the given square in the chessboard from
|
||||
## its respective bitboard
|
||||
let piece = self.grid[square]
|
||||
var b = self.position.pieces[piece.color][piece.kind]
|
||||
b.clearBit(square)
|
||||
self.position.pieces[piece.color][piece.kind] = b
|
||||
|
||||
|
||||
proc addPieceToBitboard(self: ChessBoard, square: Square, piece: Piece) =
|
||||
## Adds the given piece at the given square in the chessboard to
|
||||
## its respective bitboard
|
||||
var b = self.position.pieces[piece.color][piece.kind]
|
||||
b.setBit(square)
|
||||
self.position.pieces[piece.color][piece.kind] = b
|
||||
|
||||
|
||||
proc removePiece(self: ChessBoard, square: Square) =
|
||||
## Removes a piece from the board, updating necessary
|
||||
## metadata
|
||||
var piece = self.grid[square]
|
||||
when not defined(danger):
|
||||
doAssert piece.kind != Empty and piece.color != None, self.toFEN()
|
||||
self.removePieceFromBitboard(square)
|
||||
self.grid[square] = nullPiece()
|
||||
|
||||
|
||||
proc movePiece(self: ChessBoard, move: Move) =
|
||||
## Internal helper to move a piece. If attack
|
||||
## is set to false, then this function does
|
||||
## not update attacked squares metadata, just
|
||||
## positional info and the grid itself
|
||||
let piece = self.grid[move.startSquare]
|
||||
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)
|
||||
|
||||
|
||||
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
|
||||
## already known to be legal
|
||||
|
||||
# Record final position for future reference
|
||||
self.positions.add(self.position)
|
||||
|
||||
# Final checks
|
||||
let piece = self.grid[move.startSquare]
|
||||
when not defined(danger):
|
||||
doAssert piece.kind != Empty and piece.color != None, &"{move} {self.toFEN()}"
|
||||
|
||||
var
|
||||
halfMoveClock = self.position.halfMoveClock
|
||||
fullMoveCount = self.position.fullMoveCount
|
||||
castlingRights = self.position.castlingRights
|
||||
enPassantTarget = nullSquare()
|
||||
# Needed to detect draw by the 50 move rule
|
||||
if piece.kind == Pawn or move.isCapture() or move.isEnPassant():
|
||||
halfMoveClock = 0
|
||||
else:
|
||||
inc(halfMoveClock)
|
||||
if piece.color == Black:
|
||||
inc(fullMoveCount)
|
||||
|
||||
if move.isDoublePush():
|
||||
enPassantTarget = move.targetSquare.toBitboard().backwardRelativeTo(piece.color).toSquare()
|
||||
|
||||
# Create new position
|
||||
self.position = Position(plyFromRoot: self.position.plyFromRoot + 1,
|
||||
halfMoveClock: halfMoveClock,
|
||||
fullMoveCount: fullMoveCount,
|
||||
sideToMove: self.getSideToMove().opposite,
|
||||
castlingRights: castlingRights,
|
||||
enPassantSquare: enPassantTarget,
|
||||
pieces: self.position.pieces
|
||||
)
|
||||
# Update position metadata
|
||||
|
||||
if move.isEnPassant():
|
||||
# Make the en passant pawn disappear
|
||||
self.removePiece(move.targetSquare.toBitboard().backwardRelativeTo(piece.color).toSquare())
|
||||
|
||||
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():
|
||||
# Move is a pawn promotion: get rid of the pawn
|
||||
# and spawn a new piece
|
||||
self.removePiece(move.targetSquare)
|
||||
case move.getPromotionType():
|
||||
of PromoteToBishop:
|
||||
self.spawnPiece(move.targetSquare, Piece(kind: Bishop, color: piece.color))
|
||||
of PromoteToKnight:
|
||||
self.spawnPiece(move.targetSquare, Piece(kind: Knight, color: piece.color))
|
||||
of PromoteToRook:
|
||||
self.spawnPiece(move.targetSquare, Piece(kind: Rook, color: piece.color))
|
||||
of PromoteToQueen:
|
||||
self.spawnPiece(move.targetSquare, Piece(kind: Queen, color: piece.color))
|
||||
else:
|
||||
# Unreachable
|
||||
discard
|
||||
self.updateChecksAndPins()
|
||||
|
||||
|
||||
proc spawnPiece(self: ChessBoard, square: Square, piece: Piece) =
|
||||
## Internal helper to "spawn" a given piece at the given
|
||||
## square
|
||||
when not defined(danger):
|
||||
doAssert self.grid[square].kind == Empty
|
||||
self.addPieceToBitboard(square, piece)
|
||||
self.grid[square] = piece
|
||||
|
||||
|
||||
proc update*(self: ChessBoard) =
|
||||
## Updates the internal grid representation
|
||||
## according to the positional data stored
|
||||
## in the chessboard
|
||||
for i in 0..63:
|
||||
self.grid[i] = nullPiece()
|
||||
for sq in self.position.pieces[White][Pawn]:
|
||||
self.grid[sq] = Piece(color: White, kind: Pawn)
|
||||
for sq in self.position.pieces[Black][Pawn]:
|
||||
self.grid[sq] = Piece(color: Black, kind: Pawn)
|
||||
for sq in self.position.pieces[White][Bishop]:
|
||||
self.grid[sq] = Piece(color: White, kind: Bishop)
|
||||
for sq in self.position.pieces[Black][Bishop]:
|
||||
self.grid[sq] = Piece(color: Black, kind: Bishop)
|
||||
for sq in self.position.pieces[White][Knight]:
|
||||
self.grid[sq] = Piece(color: White, kind: Knight)
|
||||
for sq in self.position.pieces[Black][Knight]:
|
||||
self.grid[sq] = Piece(color: Black, kind: Knight)
|
||||
for sq in self.position.pieces[White][Rook]:
|
||||
self.grid[sq] = Piece(color: White, kind: Rook)
|
||||
for sq in self.position.pieces[Black][Rook]:
|
||||
self.grid[sq] = Piece(color: Black, kind: Rook)
|
||||
for sq in self.position.pieces[White][Queen]:
|
||||
self.grid[sq] = Piece(color: White, kind: Queen)
|
||||
for sq in self.position.pieces[Black][Queen]:
|
||||
self.grid[sq] = Piece(color: Black, kind: Queen)
|
||||
for sq in self.position.pieces[White][King]:
|
||||
self.grid[sq] = Piece(color: White, kind: King)
|
||||
for sq in self.position.pieces[Black][King]:
|
||||
self.grid[sq] = Piece(color: Black, kind: King)
|
||||
|
||||
|
||||
proc unmakeMove*(self: ChessBoard) =
|
||||
## Reverts to the previous board position,
|
||||
## if one exists
|
||||
self.position = self.positions.pop()
|
||||
self.update()
|
||||
|
||||
|
||||
proc isLegal(self: ChessBoard, move: Move): bool {.inline.} =
|
||||
proc isLegal(self: Chessboard, move: Move): bool {.inline.} =
|
||||
## Returns whether the given move is legal
|
||||
var moves = MoveList()
|
||||
self.generateMoves(moves)
|
||||
return move in moves
|
||||
|
||||
|
||||
proc makeMove*(self: ChessBoard, move: Move): Move {.discardable.} =
|
||||
proc makeMove*(self: Chessboard, move: Move): Move {.discardable.} =
|
||||
## Makes a move on the board
|
||||
result = move
|
||||
if not self.isLegal(move):
|
||||
|
@ -845,7 +699,7 @@ proc fromChar*(c: char): Piece =
|
|||
result = Piece(kind: kind, color: color)
|
||||
|
||||
|
||||
proc `$`*(self: ChessBoard): string =
|
||||
proc `$`*(self: Chessboard): string =
|
||||
result &= "- - - - - - - -"
|
||||
var file = 8
|
||||
for i in 0..7:
|
||||
|
@ -900,7 +754,7 @@ proc toPretty*(piece: Piece): string =
|
|||
discard
|
||||
|
||||
|
||||
proc pretty*(self: ChessBoard): string =
|
||||
proc pretty*(self: Chessboard): string =
|
||||
## Returns a colored version of the
|
||||
## board for easier visualization
|
||||
var file = 8
|
||||
|
@ -926,7 +780,7 @@ proc pretty*(self: ChessBoard): string =
|
|||
result &= "\x1b[0m"
|
||||
|
||||
|
||||
proc toFEN*(self: ChessBoard): string =
|
||||
proc toFEN*(self: Chessboard): string =
|
||||
## Returns a FEN string of the current
|
||||
## position in the chessboard
|
||||
var skip: int
|
||||
|
@ -948,7 +802,7 @@ proc toFEN*(self: ChessBoard): string =
|
|||
result &= "/"
|
||||
result &= " "
|
||||
# Active color
|
||||
result &= (if self.getSideToMove() == White: "w" else: "b")
|
||||
result &= (if self.position.sideToMove == White: "w" else: "b")
|
||||
result &= " "
|
||||
# Castling availability
|
||||
result &= "-"
|
||||
|
@ -967,16 +821,16 @@ proc toFEN*(self: ChessBoard): string =
|
|||
# result &= "q"
|
||||
result &= " "
|
||||
# En passant target
|
||||
if self.getEnPassantTarget() == nullSquare():
|
||||
if self.position.enPassantSquare == nullSquare():
|
||||
result &= "-"
|
||||
else:
|
||||
result &= self.getEnPassantTarget().toAlgebraic()
|
||||
result &= self.position.enPassantSquare.toAlgebraic()
|
||||
result &= " "
|
||||
# Halfmove clock
|
||||
result &= $self.getHalfMoveCount()
|
||||
result &= $self.position.halfMoveClock
|
||||
result &= " "
|
||||
# Fullmove number
|
||||
result &= $self.getMoveCount()
|
||||
result &= $self.position.fullMoveCount
|
||||
|
||||
|
||||
when isMainModule:
|
||||
|
|
|
@ -54,12 +54,19 @@ func clearBit*(a: var Bitboard, bit: Square) = a.uint64.clearBit(bit.int)
|
|||
func setBit*(a: var Bitboard, bit: Square) = a.uint64.setBit(bit.int)
|
||||
|
||||
|
||||
func countSquares*(self: Bitboard): int {.inline.} =
|
||||
## Returns the number of active squares
|
||||
## in the bitboard
|
||||
result = self.countSetBits()
|
||||
|
||||
|
||||
func getFileMask*(file: int): Bitboard = Bitboard(0x101010101010101'u64) shl file.uint64
|
||||
func getRankMask*(rank: int): Bitboard = Bitboard(0xff) shl uint64(8 * rank)
|
||||
func toBitboard*(square: SomeInteger): Bitboard = Bitboard(1'u64) shl square.uint64
|
||||
func toBitboard*(square: Square): Bitboard = toBitboard(square.int8)
|
||||
|
||||
proc toSquare*(b: Bitboard): Square = Square(b.uint64.countTrailingZeroBits())
|
||||
|
||||
func createMove*(startSquare: Bitboard, targetSquare: Square, flags: varargs[MoveFlag]): Move =
|
||||
result = createMove(startSquare.toSquare(), targetSquare, flags)
|
||||
|
||||
|
@ -236,7 +243,7 @@ func shortKnightDownRightRelativeTo*(self: Bitboard, side: PieceColor): Bitboard
|
|||
# We precompute as much stuff as possible: lookup tables are fast!
|
||||
|
||||
|
||||
func computeKingBitboards: array[64, Bitboard] =
|
||||
func computeKingBitboards: array[64, Bitboard] {.compileTime.} =
|
||||
## Precomputes all the movement bitboards for the king
|
||||
for i in 0'u64..63:
|
||||
let king = i.toBitboard()
|
||||
|
@ -258,7 +265,7 @@ func computeKingBitboards: array[64, Bitboard] =
|
|||
result[i] = movements
|
||||
|
||||
|
||||
func computeKnightBitboards: array[64, Bitboard] =
|
||||
func computeKnightBitboards: array[64, Bitboard] {.compileTime.} =
|
||||
## Precomputes all the movement bitboards for knights
|
||||
for i in 0'u64..63:
|
||||
let knight = i.toBitboard()
|
||||
|
@ -276,8 +283,10 @@ func computeKnightBitboards: array[64, Bitboard] =
|
|||
result[i] = movements
|
||||
|
||||
|
||||
# For some reason nim freaks out if I try to call computeKingBitboards()
|
||||
# at compile-time. ¯\_(ツ)_/¯
|
||||
let
|
||||
const
|
||||
KING_BITBOARDS* = computeKingBitboards()
|
||||
KNIGHT_BITBOARDS* = computeKnightBitboards()
|
||||
|
||||
|
||||
func getKingBitboard*(square: Square): Bitboard {.inline.} = KING_BITBOARDS[square.int]
|
||||
func getKnightBitboard*(square: Square): Bitboard {.inline.} = KNIGHT_BITBOARDS[square.int]
|
|
@ -1,12 +1,13 @@
|
|||
import ../nimfish
|
||||
|
||||
|
||||
import std/strformat
|
||||
|
||||
|
||||
proc testPiece(piece: Piece, kind: PieceKind, color: PieceColor) =
|
||||
doAssert piece.kind == kind and piece.color == color, &"expected piece of kind {kind} and color {color}, got {piece.kind} / {piece.color} instead"
|
||||
|
||||
proc testPieceCount(board: ChessBoard, kind: PieceKind, color: PieceColor, count: int) =
|
||||
proc testPieceCount(board: Chessboard, kind: PieceKind, color: PieceColor, count: int) =
|
||||
let pieces = board.countPieces(kind, color)
|
||||
doAssert pieces == count, &"expected {count} pieces of kind {kind} and color {color}, got {pieces} instead"
|
||||
|
||||
|
|
|
@ -86,4 +86,66 @@ func createMove*(startSquare: Square, targetSquare: SomeInteger, flags: varargs[
|
|||
result = createMove(startSquare, Square(targetSquare.int8), flags)
|
||||
|
||||
|
||||
func nullMove*: Move {.inline.} = createMove(nullSquare(), nullSquare())
|
||||
func nullMove*: Move {.inline.} = createMove(nullSquare(), nullSquare())
|
||||
|
||||
func isPromotion*(move: Move): bool {.inline.} =
|
||||
## Returns whether the given move is a
|
||||
## pawn promotion
|
||||
for promotion in [PromoteToBishop, PromoteToKnight, PromoteToRook, PromoteToQueen]:
|
||||
if (move.flags and promotion.uint16) != 0:
|
||||
return true
|
||||
|
||||
|
||||
func getPromotionType*(move: Move): MoveFlag {.inline.} =
|
||||
## Returns the promotion type of the given move.
|
||||
## The return value of this function is only valid
|
||||
## if isPromotion() returns true
|
||||
for promotion in [PromoteToBishop, PromoteToKnight, PromoteToRook, PromoteToQueen]:
|
||||
if (move.flags and promotion.uint16) != 0:
|
||||
return promotion
|
||||
|
||||
|
||||
func isCapture*(move: Move): bool {.inline.} =
|
||||
## Returns whether the given move is a
|
||||
## cature
|
||||
result = (move.flags and Capture.uint16) == Capture.uint16
|
||||
|
||||
|
||||
func isCastling*(move: Move): bool {.inline.} =
|
||||
## Returns whether the given move is a
|
||||
## castle
|
||||
for flag in [CastleLong, CastleShort]:
|
||||
if (move.flags and flag.uint16) != 0:
|
||||
return true
|
||||
|
||||
|
||||
func getCastlingType*(move: Move): MoveFlag {.inline.} =
|
||||
## Returns the castlingRights type of the given move.
|
||||
## The return value of this function is only valid
|
||||
## if isCastling() returns true
|
||||
for flag in [CastleLong, CastleShort]:
|
||||
if (move.flags and flag.uint16) != 0:
|
||||
return flag
|
||||
|
||||
|
||||
func isEnPassant*(move: Move): bool {.inline.} =
|
||||
## Returns whether the given move is an
|
||||
## en passant capture
|
||||
result = (move.flags and EnPassant.uint16) != 0
|
||||
|
||||
|
||||
func isDoublePush*(move: Move): bool {.inline.} =
|
||||
## Returns whether the given move is a
|
||||
## double pawn push
|
||||
result = (move.flags and DoublePush.uint16) != 0
|
||||
|
||||
|
||||
func getFlags*(move: Move): seq[MoveFlag] =
|
||||
## Gets all the flags of this move
|
||||
for flag in [EnPassant, Capture, DoublePush, CastleLong, CastleShort,
|
||||
PromoteToBishop, PromoteToKnight, PromoteToQueen,
|
||||
PromoteToRook]:
|
||||
if (move.flags and flag.uint16) == flag.uint16:
|
||||
result.add(flag)
|
||||
if result.len() == 0:
|
||||
result.add(Default)
|
|
@ -13,14 +13,14 @@ 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 =
|
||||
proc perft*(board: 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)
|
||||
board.generateMoves(moves)
|
||||
if not bulk:
|
||||
if len(moves) == 0 and self.inCheck():
|
||||
if len(moves) == 0 and board.inCheck():
|
||||
result.checkmates = 1
|
||||
# TODO: Should we count stalemates/draws?
|
||||
if ply == 0:
|
||||
|
@ -48,22 +48,22 @@ proc perft*(self: ChessBoard, ply: int, verbose: bool = false, divide: bool = fa
|
|||
|
||||
for move in moves:
|
||||
if verbose:
|
||||
let canCastle = self.canCastle(self.getSideToMove())
|
||||
echo &"Ply (from root): {self.getPlyFromRoot()}"
|
||||
let canCastle = board.canCastle(board.position.sideToMove)
|
||||
echo &"Ply (from root): {board.position.plyFromRoot}"
|
||||
echo &"Move: {move.startSquare.toAlgebraic()}{move.targetSquare.toAlgebraic()}"
|
||||
echo &"Turn: {self.getSideToMove()}"
|
||||
echo &"Piece: {self.getPiece(move.startSquare).kind}"
|
||||
echo &"Turn: {board.position.sideToMove}"
|
||||
echo &"Piece: {board.getPiece(move.startSquare).kind}"
|
||||
echo &"Flags: {move.getFlags()}"
|
||||
echo &"In check: {(if self.inCheck(): \"yes\" else: \"no\")}"
|
||||
echo &"In check: {(if board.inCheck(): \"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()}"
|
||||
echo &"Position before move: {board.toFEN()}"
|
||||
stdout.write("En Passant target: ")
|
||||
if self.getEnPassantTarget() != nullSquare():
|
||||
echo self.getEnPassantTarget().toAlgebraic()
|
||||
if board.position.enPassantSquare != nullSquare():
|
||||
echo board.position.enPassantSquare.toAlgebraic()
|
||||
else:
|
||||
echo "None"
|
||||
echo "\n", self.pretty()
|
||||
self.doMove(move)
|
||||
echo "\n", board.pretty()
|
||||
board.doMove(move)
|
||||
if ply == 1:
|
||||
if move.isCapture():
|
||||
inc(result.captures)
|
||||
|
@ -73,16 +73,16 @@ proc perft*(self: ChessBoard, ply: int, verbose: bool = false, divide: bool = fa
|
|||
inc(result.promotions)
|
||||
if move.isEnPassant():
|
||||
inc(result.enPassant)
|
||||
if self.inCheck():
|
||||
if board.inCheck():
|
||||
# Opponent king is in check
|
||||
inc(result.checks)
|
||||
if verbose:
|
||||
let canCastle = self.canCastle(self.getSideToMove())
|
||||
let canCastle = board.canCastle(board.position.sideToMove)
|
||||
echo "\n"
|
||||
echo &"Opponent in check: {(if self.inCheck(): \"yes\" else: \"no\")}"
|
||||
echo &"Opponent in check: {(if board.inCheck(): \"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()
|
||||
echo &"Position after move: {board.toFEN()}"
|
||||
echo "\n", board.pretty()
|
||||
stdout.write("nextpos>> ")
|
||||
try:
|
||||
discard readLine(stdin)
|
||||
|
@ -90,8 +90,8 @@ proc perft*(self: ChessBoard, ply: int, verbose: bool = false, divide: bool = fa
|
|||
discard
|
||||
except EOFError:
|
||||
discard
|
||||
let next = self.perft(ply - 1, verbose, bulk=bulk)
|
||||
self.unmakeMove()
|
||||
let next = board.perft(ply - 1, verbose, bulk=bulk)
|
||||
board.unmakeMove()
|
||||
if divide and (not bulk or ply > 1):
|
||||
var postfix = ""
|
||||
if move.isPromotion():
|
||||
|
@ -118,7 +118,7 @@ proc perft*(self: ChessBoard, ply: int, verbose: bool = false, divide: bool = fa
|
|||
result.checkmates += next.checkmates
|
||||
|
||||
|
||||
proc handleGoCommand(board: ChessBoard, command: seq[string]) =
|
||||
proc handleGoCommand(board: Chessboard, command: seq[string]) =
|
||||
if len(command) < 2:
|
||||
echo &"Error: go: invalid number of arguments"
|
||||
return
|
||||
|
@ -172,7 +172,7 @@ proc handleGoCommand(board: ChessBoard, command: seq[string]) =
|
|||
echo &"Error: go: unknown subcommand '{command[1]}'"
|
||||
|
||||
|
||||
proc handleMoveCommand(board: ChessBoard, command: seq[string]): Move {.discardable.} =
|
||||
proc handleMoveCommand(board: Chessboard, command: seq[string]): Move {.discardable.} =
|
||||
if len(command) != 2:
|
||||
echo &"Error: move: invalid number of arguments"
|
||||
return
|
||||
|
@ -224,25 +224,25 @@ proc handleMoveCommand(board: ChessBoard, command: seq[string]): Move {.discarda
|
|||
|
||||
var move = createMove(startSquare, targetSquare, flags)
|
||||
let piece = board.getPiece(move.startSquare)
|
||||
if piece.kind == King and move.startSquare == board.getSideToMove().getKingStartingSquare():
|
||||
if piece.kind == King and move.startSquare == board.position.sideToMove.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():
|
||||
if move.targetSquare == board.position.enPassantSquare:
|
||||
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]) =
|
||||
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
|
||||
var tempBoard: Chessboard
|
||||
case command[1]:
|
||||
of "startpos":
|
||||
tempBoard = newDefaultChessboard()
|
||||
|
@ -302,7 +302,7 @@ proc handlePositionCommand(board: var ChessBoard, command: seq[string]) =
|
|||
return
|
||||
|
||||
|
||||
proc handleUCICommand(board: var ChessBoard, command: seq[string]) =
|
||||
proc handleUCICommand(board: var Chessboard, command: seq[string]) =
|
||||
echo "id name Nimfish 0.1"
|
||||
echo "id author Nocturn9x & Contributors (see LICENSE)"
|
||||
# TODO
|
||||
|
@ -379,7 +379,7 @@ proc commandLoop*: int =
|
|||
of "help":
|
||||
echo HELP_TEXT
|
||||
of "skip":
|
||||
board.setSideToMove(board.getSideToMove().opposite())
|
||||
board.position.sideToMove = board.position.sideToMove.opposite()
|
||||
of "go":
|
||||
handleGoCommand(board, cmd)
|
||||
of "position", "pos":
|
||||
|
@ -391,18 +391,18 @@ proc commandLoop*: int =
|
|||
of "unmove", "u":
|
||||
board.unmakeMove()
|
||||
of "stm":
|
||||
echo &"Side to move: {board.getSideToMove()}"
|
||||
echo &"Side to move: {board.position.sideToMove}"
|
||||
of "atk":
|
||||
if len(cmd) != 2:
|
||||
echo "error: atk: invalid number of arguments"
|
||||
continue
|
||||
try:
|
||||
echo board.getAttacksTo(cmd[1].toSquare(), board.getSideToMove())
|
||||
echo board.getAttacksTo(cmd[1].toSquare(), board.position.sideToMove)
|
||||
except ValueError:
|
||||
echo "error: atk: invalid square"
|
||||
continue
|
||||
of "ep":
|
||||
let target = board.getEnPassantTarget()
|
||||
let target = board.position.enPassantSquare
|
||||
if target != nullSquare():
|
||||
echo &"En passant target: {target.toAlgebraic()}"
|
||||
else:
|
||||
|
@ -417,10 +417,10 @@ proc commandLoop*: int =
|
|||
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\")}"
|
||||
let canCastle = board.canCastle(board.position.sideToMove)
|
||||
echo &"Castling rights for {($board.position.sideToMove).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(): \"yes\" else: \"no\")}"
|
||||
echo &"{board.position.sideToMove} king in check: {(if board.inCheck(): \"yes\" else: \"no\")}"
|
||||
of "quit":
|
||||
return 0
|
||||
else:
|
||||
|
|
Loading…
Reference in New Issue