# Copyright 2023 Mattia Giambirtone & All Contributors # # Licensed under the Apache License, Version 2.0 (the "License"); # you may not use this file except in compliance with the License. # You may obtain a copy of the License at # # http://www.apache.org/licenses/LICENSE-2.0 # # Unless required by applicable law or agreed to in writing, software # distributed under the License is distributed on an "AS IS" BASIS, # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. # See the License for the specific language governing permissions and # limitations under the License. import ../util/matrix export matrix import std/strutils import std/strformat type # Useful type aliases Location* = tuple[row, col: int] Pieces = tuple[king: Location, queens: seq[Location], rooks: seq[Location], bishops: seq[Location], knights: seq[Location], pawns: seq[Location]] Castling* = tuple[white, black: tuple[queen, king: bool]] PieceColor* = enum ## A piece color enumeration None = 0, White, Black PieceKind* = enum ## A chess piece enumeration Empty = '\0', # No piece Bishop = 'b', King = 'k' Knight = 'n', Pawn = 'p', Queen = 'q', Rook = 'r', Piece* = object ## A chess piece color*: PieceColor kind*: PieceKind MoveFlag* = enum ## An enumeration of move flags Default, # Move is a regular move XRay, # Move is an X-ray attack # Move is a pawn promotion PromoteToQueen, PromoteToRook, PromoteToBishop, PromoteToKnight Move* = object ## A chess move piece*: Piece startSquare*: Location targetSquare*: Location flag*: MoveFlag Position* = ref object ## A chess position move: Move # Stores castling metadata castling: Castling # Number of half-moves that were performed # to reach this position starting from the # root of the tree plyFromRoot: int # Number of half moves since # last piece capture or pawn movement. # Used for the 50-move rule halfMoveClock: int # Full move counter. Increments # every 2 ply fullMoveCount: int # En passant target square (see https://en.wikipedia.org/wiki/En_passant) # If en passant is not possible, both the row and # column of the position will be set to -1 enPassantSquare*: Move # Locations of all pieces pieces: tuple[white: Pieces, black: Pieces] # Potential attacking moves for black and white attacked: tuple[white: seq[Move], black: seq[Move]] # Has any piece been captured to reach this position? captured: Piece # Active color turn: PieceColor ChessBoard* = ref object ## A chess board object grid: Matrix[Piece] position: Position positionIndex: int # List of reached positions positions: seq[Position] # Initialized only once, copied every time var empty: seq[Piece] = @[] for _ in countup(0, 63): empty.add(Piece(kind: Empty, color: None)) func emptyPiece*: Piece {.inline.} = Piece(kind: Empty, color: None) func emptyLocation*: Location {.inline.} = (-1 , -1) func opposite*(c: PieceColor): PieceColor {.inline.} = (if c == White: Black else: White) proc algebraicToPosition*(s: string): Location {.inline.} proc getCapture*(self: ChessBoard, move: Move): Location proc makeMove*(self: ChessBoard, startSquare, targetSquare: string): Move proc makeMove*(self: ChessBoard, move: Move): Move func emptyMove*: Move {.inline.} = Move(startSquare: emptyLocation(), targetSquare: emptyLocation(), piece: emptyPiece()) func `+`*(a, b: Location): Location = (a.row + b.row, a.col + b.col) func isValid*(a: Location): bool = a.row in 0..7 and a.col in 0..7 proc generateMoves(self: ChessBoard, location: Location): seq[Move] # Due to our board layout, directions of movement are reversed for white/black so # we need these helpers to avoid going mad with integer tuples and minus signs # everywhere func topLeftDiagonal(piece: Piece): Location {.inline.} = (if piece.color == White: (-1, -1) else: (1, 1)) func topRightDiagonal(piece: Piece): Location {.inline.} = (if piece.color == White: (-1, 1) else: (1, -1)) func bottomLeftDiagonal(piece: Piece): Location {.inline.} = (if piece.color == White: (1, -1) else: (-1, 1)) func bottomRightDiagonal(piece: Piece): Location {.inline.} = (if piece.color == White: (1, 1) else: (-1, -1)) func leftSide(piece: Piece): Location {.inline.} = (if piece.color == White: (0, -1) else: (0, 1)) func rightSide(piece: Piece): Location {.inline.} = (if piece.color == White: (0, 1) else: (0, -1)) func topSide(piece: Piece): Location {.inline.} = (if piece.color == White: (-1, 0) else: (1, 0)) func bottomSide(piece: Piece): Location {.inline.} = (if piece.color == White: (1, 0) else: (-1, 0)) func forward(piece: Piece): Location {.inline.} = (if piece.color == White: (-1, 0) else: (1, 0)) func doublePush(piece: Piece): Location {.inline.} = (if piece.color == White: (-2, 0) else: (2, 0)) func bottomLeftKnightMove(piece: Piece, long: bool = true): Location {.inline.} = if piece.color == White: if long: return (-2, 1) else: return (1, -2) elif piece.color == Black: if long: return (2, -1) else: return (1, -2) func bottomRightKnightMove(piece: Piece, long: bool = true): Location {.inline.} = if piece.color == White: if long: return (2, -1) else: return (1, 2) elif piece.color == Black: if long: return (2, 1) else: return (1, 2) func topLeftKnightMove(piece: Piece, long: bool = true): Location {.inline.} = if piece.color == White: if long: return (-2, -1) else: return (-1, -2) elif piece.color == Black: if long: return (2, 1) else: return (1, 2) func topRightKnightMove(piece: Piece, long: bool = true): Location {.inline.} = if piece.color == White: if long: return (-2, 1) else: return (-1, 2) elif piece.color == Black: if long: return (2, -1) else: return (-1, 2) proc getActiveColor*(self: ChessBoard): PieceColor = ## Returns the currently active color ## (turn of who has to move) return self.position.turn proc getCastlingInformation*(self: ChessBoard): tuple[queen, king: bool] = ## Returns whether castling is possible ## for the given color case self.getActiveColor(): of White: return self.position.castling.white of Black: return self.position.castling.black else: discard func getStartRow(piece: Piece): int {.inline.} = ## Retrieves the starting row of ## the given piece inside our 8x8 ## grid case piece.color: of None: return -1 of White: case piece.kind: of Pawn: return 6 else: return 5 of Black: case piece.kind: of Pawn: return 1 else: return 0 func getLastRow(color: PieceColor): int {.inline.} = ## Retrieves the location of the last ## row relative to the given color case color: of White: return 0 of Black: return 7 else: return -1 proc newChessboard: ChessBoard = ## Returns a new, empty chessboard new(result) # Turns our flat sequence into an 8x8 grid result.grid = newMatrixFromSeq[Piece](empty, (8, 8)) result.position = Position(attacked: (@[], @[]), enPassantSquare: emptyMove(), move: emptyMove(), turn: White) result.positionIndex = 0 proc newChessboardFromFEN*(state: string): ChessBoard = ## Initializes a chessboard with the ## state encoded by the given FEN string result = newChessboard() var # Current location in the grid row = 0 column = 0 # Current section in the FEN string section = 0 # Current index into the FEN string index = 0 # Temporary variable to store the piece piece: Piece # See https://en.wikipedia.org/wiki/Forsyth%E2%80%93Edwards_Notation while index <= state.high(): var c = state[index] if c == ' ': # Next section inc(section) inc(index) continue case section: of 0: # Piece placement data case c.toLowerAscii(): # Piece of 'r', 'n', 'b', 'q', 'k', 'p': # We know for a fact these values are in our # enumeration, so all is good {.push.} {.warning[HoleEnumConv]:off.} piece = Piece(kind: PieceKind(c.toLowerAscii()), color: if c.isUpperAscii(): White else: Black) {.pop.} case piece.color: of Black: case piece.kind: of Pawn: result.position.pieces.black.pawns.add((row, column)) of Bishop: result.position.pieces.black.bishops.add((row, column)) of Knight: result.position.pieces.black.knights.add((row, column)) of Rook: result.position.pieces.black.rooks.add((row, column)) of Queen: result.position.pieces.black.queens.add((row, column)) of King: result.position.pieces.black.king = (row, column) else: discard of White: case piece.kind: of Pawn: result.position.pieces.white.pawns.add((row, column)) of Bishop: result.position.pieces.white.bishops.add((row, column)) of Knight: result.position.pieces.white.knights.add((row, column)) of Rook: result.position.pieces.white.rooks.add((row, column)) of Queen: result.position.pieces.white.queens.add((row, column)) of King: result.position.pieces.white.king = (row, column) else: discard else: discard result.grid[row, column] = piece inc(column) of '/': # Next row inc(row) column = 0 of '0'..'9': # Skip x columns let x = int(uint8(c) - uint8('0')) - 1 if x > 7: raise newException(ValueError, "invalid skip value (> 8) in FEN string") column += x else: raise newException(ValueError, "invalid piece identifier in FEN string") of 1: # Active color case c: of 'w': result.position.turn = White of 'b': result.position.turn = Black else: raise newException(ValueError, "invalid active color identifier in FEN string") of 2: # Castling availability case c: of '-': # Neither side can castle anywhere: do nothing, # as the castling metadata is set to this state # by default discard of 'K': result.position.castling.white.king = true of 'Q': result.position.castling.white.queen = true of 'k': result.position.castling.black.king = true of 'q': result.position.castling.black.queen = true else: raise newException(ValueError, "invalid castling availability in FEN string") of 3: # En passant target square case c: of '-': # Field is already uninitialized to the correct state discard else: result.position.enPassantSquare.targetSquare = state[index..index+1].algebraicToPosition() # Just for cleanliness purposes, we fill in the other metadata as # well result.position.enPassantSquare.piece.color = result.getActiveColor() result.position.enPassantSquare.piece.kind = Pawn # Square metadata is 2 bytes long inc(index) of 4: # Halfmove clock var s = "" while not state[index].isSpaceAscii(): s.add(state[index]) inc(index) # Backtrack so the space is seen by the # next iteration of the loop dec(index) result.position.halfMoveClock = parseInt(s) of 5: # Fullmove number var s = "" while index <= state.high(): s.add(state[index]) inc(index) result.position.fullMoveCount = parseInt(s) else: raise newException(ValueError, "too many fields in FEN string") inc(index) proc newDefaultChessboard*: ChessBoard = ## Initializes a chessboard with the ## starting position return newChessboardFromFEN("rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1") proc countPieces*(self: ChessBoard, kind: PieceKind, color: PieceColor): int = ## Counts the number of pieces with ## the given color and type case color: of White: case kind: of Pawn: return self.position.pieces.white.pawns.len() of Bishop: return self.position.pieces.white.bishops.len() of Knight: return self.position.pieces.white.knights.len() of Rook: return self.position.pieces.white.rooks.len() of Queen: return self.position.pieces.white.queens.len() of King: # There shall be only one, forever return 1 else: discard of Black: case kind: of Pawn: return self.position.pieces.black.pawns.len() of Bishop: return self.position.pieces.black.bishops.len() of Knight: return self.position.pieces.black.knights.len() of Rook: return self.position.pieces.black.rooks.len() of Queen: return self.position.pieces.black.queens.len() of King: # In perpetuity return 1 else: discard of None: raise newException(ValueError, "invalid piece type") proc countPieces*(self: ChessBoard, piece: Piece): int = ## Returns the number of pieces on the board that ## are of the same type and color of the given piece return self.countPieces(piece.kind, piece.color) func rankToColumn(rank: int): int = ## Converts a chess rank (1-indexed) ## into a 0-indexed column value for our ## board. This converter is necessary because ## chess positions are indexed differently with ## respect to our internal representation const indeces = [7, 6, 5, 4, 3, 2, 1, 0] return indeces[rank - 1] proc algebraicToPosition*(s: string): Location {.inline.} = ## Converts a square location from algebraic ## notation to its corresponding row and column ## in the chess grid (0 indexed) if len(s) != 2: raise newException(ValueError, "algebraic position must be of length 2") var s = s.toLowerAscii() if s[0] notin 'a'..'h': raise newException(ValueError, &"algebraic position has invalid first character ('{s[0]}')") if s[1] notin '1'..'8': raise newException(ValueError, &"algebraic position has invalid second character ('{s[1]}')") let file = int(uint8(s[0]) - uint8('a')) # Convert the rank character to a number let rank = rankToColumn(int(uint8(s[1]) - uint8('0'))) return (rank, file) proc getPiece*(self: ChessBoard, square: string): Piece = ## Gets the piece on the given square ## in algebraic notation let loc = square.algebraicToPosition() return self.grid[loc.row, loc.col] proc getCapture*(self: ChessBoard, move: Move): Location = ## Returns the location that would be captured if this ## move were played on the board, taking en passant and ## other things into account (the move is assumed to be ## already valid). An empty location is returned if no ## piece is captured by the given move result = emptyLocation() let target = self.grid[move.targetSquare.row, move.targetSquare.col] if target.color == None: if move.targetSquare != self.position.enPassantSquare.targetSquare: return else: return ((if move.piece.color == White: move.targetSquare.row + 1 else: move.targetSquare.row - 1), move.targetSquare.col) if target.color == move.piece.color.opposite(): return move.targetSquare proc isCapture*(self: ChessBoard, move: Move): bool {.inline.} = ## Returns whether the given move is a capture ## or not return self.getCapture(move) != emptyLocation() proc generatePawnMoves(self: ChessBoard, location: Location): seq[Move] = ## Generates the possible moves for the pawn in the given ## location var piece = self.grid[location.row, location.col] locations: seq[Location] = @[] doAssert piece.kind == Pawn, &"generatePawnMoves called on a {piece.kind}" # Pawns can move forward one square let forwardOffset = piece.forward() let forward = (forwardOffset + location) if forward.isValid() and self.grid[forward.row, forward.col].color == None: locations.add(forwardOffset) # If the pawn is on its first rank, it can push two squares if location.row == piece.getStartRow(): locations.add(piece.doublePush()) if self.position.enPassantSquare.piece.color == piece.color.opposite: if abs(self.position.enPassantSquare.targetSquare.col - location.col) == 1 and abs(self.position.enPassantSquare.targetSquare.row - location.row) == 1: # Only viable if the piece is on the diagonal of the target locations.add(self.position.enPassantSquare.targetSquare) # They can also move on either diagonal one # square, but only to capture if location.col in 1..6: # Top right diagonal locations.add(piece.topRightDiagonal()) if location.row in 1..6: # Top left diagonal locations.add(piece.topLeftDiagonal()) # Pawn is at the right side, can only capture # on the left one if location.col == 7 and location.row < 7: locations.add(piece.topLeftDiagonal()) # Pawn is at the left side, can only capture # on the right one if location.col == 0 and location.row < 7: locations.add(piece.topRightDiagonal()) var newLocation: Location targetPiece: Piece for target in locations: newLocation = location + target if not newLocation.isValid(): continue targetPiece = self.grid[newLocation.row, newLocation.col] if targetPiece.color == piece.color: # Can't move over a friendly piece continue if location.col != newLocation.col and not self.isCapture(Move(piece: piece, startSquare: location, targetSquare: newLocation)): # Can only move diagonally when capturing continue if newLocation.row == piece.color.getLastRow(): # Generate all promotion moves for promotionType in [PromoteToKnight, PromoteToBishop, PromoteToRook, PromoteToQueen]: result.add(Move(startSquare: location, targetSquare: newLocation, piece: piece, flag: promotionType)) continue # Move is just a pawn push result.add(Move(startSquare: location, targetSquare: newLocation, piece: piece)) proc generateSlidingMoves(self: ChessBoard, location: Location): seq[Move] = ## Generates moves for the sliding piece in the given location var piece = self.grid[location.row, location.col] doAssert piece.kind in [Bishop, Rook, Queen], &"generateSlidingMoves called on a {piece.kind}" var directions: seq[Location] = @[] # Only check in the right directions for the chosen piece if piece.kind in [Bishop, Queen]: directions.add(piece.topLeftDiagonal()) directions.add(piece.topRightDiagonal()) directions.add(piece.bottomLeftDiagonal()) directions.add(piece.bottomRightDiagonal()) if piece.kind in [Queen, Rook]: directions.add(piece.topSide()) directions.add(piece.bottomSide()) directions.add(piece.rightSide()) directions.add(piece.leftSide()) for direction in directions: # Slide in this direction as long as it's possible var square: Location = location otherPiece: Piece while true: square = square + direction # End of board reached if not square.isValid(): break otherPiece = self.grid[square.row, square.col] # A friendly piece is in the way if otherPiece.color == piece.color: break if otherPiece.color == piece.color.opposite: # Target square contains an enemy piece: capture # it and stop going any further result.add(Move(startSquare: location, targetSquare: square, piece: piece)) break # Target square is empty result.add(Move(startSquare: location, targetSquare: square, piece: piece)) proc generateKingMoves(self: ChessBoard, location: Location): seq[Move] = ## Generates moves for the king in the given location var piece = self.grid[location.row, location.col] doAssert piece.kind == King, &"generateKingMoves called on a {piece.kind}" var directions: seq[Location] = @[piece.topLeftDiagonal(), piece.topRightDiagonal(), piece.bottomRightDiagonal(), piece.bottomLeftDiagonal(), piece.topSide(), piece.bottomSide(), piece.leftSide(), piece.rightSide()] for direction in directions: # Step in this direction once let square: Location = location + direction # End of board reached if not square.isValid(): continue let otherPiece = self.grid[square.row, square.col] # A friendly piece is in the way if otherPiece.color == piece.color: continue if otherPiece.color == piece.color.opposite: # Target square contains an enemy piece: capture # it result.add(Move(startSquare: location, targetSquare: square, piece: piece)) continue # Target square is empty result.add(Move(startSquare: location, targetSquare: square, piece: piece)) proc generateKnightMoves(self: ChessBoard, location: Location): seq[Move] = ## Generates moves for the knight in the given location var piece = self.grid[location.row, location.col] doAssert piece.kind == Knight, &"generateKnightMoves called on a {piece.kind}" var directions: seq[Location] = @[piece.bottomLeftKnightMove(), piece.bottomRightKnightMove(), piece.topLeftKnightMove(), piece.topRightKnightMove(), piece.bottomLeftKnightMove(long=false), piece.bottomRightKnightMove(long=false), piece.topLeftKnightMove(long=false), piece.topRightKnightMove(long=false)] for direction in directions: # Jump to this square let square: Location = location + direction # End of board reached if not square.isValid(): continue let otherPiece = self.grid[square.row, square.col] # A friendly piece is in the way if otherPiece.color == piece.color: continue if otherPiece.color == piece.color.opposite: # Target square contains an enemy piece: capture # it result.add(Move(startSquare: location, targetSquare: square, piece: piece)) continue # Target square is empty result.add(Move(startSquare: location, targetSquare: square, piece: piece)) proc generateMoves(self: ChessBoard, location: Location): seq[Move] = ## Returns the list of possible legal chess moves for the ## piece in the given location let piece = self.grid[location.row, location.col] case piece.kind: of Queen, Bishop, Rook: return self.generateSlidingMoves(location) of Pawn: return self.generatePawnMoves(location) of King: return self.generateKingMoves(location) of Knight: return self.generateKnightMoves(location) else: return @[] proc getAttackers*(self: ChessBoard, square: string): seq[Piece] = ## Returns all the attackers of the given square let loc = square.algebraicToPosition() for move in self.position.attacked.black: if move.targetSquare == loc: result.add(move.piece) for move in self.position.attacked.white: if move.targetSquare == loc: result.add(move.piece) proc getAttackersFor*(self: ChessBoard, square: string, color: PieceColor): seq[Piece] = ## Returns all the attackers of the given square ## for the given color let loc = square.algebraicToPosition() case color: of White: for move in self.position.attacked.black: if move.targetSquare == loc: result.add(move.piece) of Black: for move in self.position.attacked.white: if move.targetSquare == loc: result.add(move.piece) else: discard # We don't use getAttackers because this one only cares about whether # the square is attacked or not (and can therefore exit earlier than # getAttackers) proc isAttacked*(self: ChessBoard, loc: Location): bool = ## Returns whether the given location is attacked ## by the opponent. If the location is empty, this ## function returns true regardless of which color ## the attackers are let piece = self.grid[loc.row, loc.col] case piece.color: of White: for move in self.position.attacked.black: if move.targetSquare == loc: return true of Black: for move in self.position.attacked.white: if move.targetSquare == loc: return true of None: case self.getActiveColor(): of White: for move in self.position.attacked.black: if move.targetSquare == loc: return true of Black: for move in self.position.attacked.white: if move.targetSquare == loc: return true else: discard proc isAttacked*(self: ChessBoard, square: string): bool = ## Returns whether the given square is attacked ## by its opponent return self.isAttacked(square.algebraicToPosition()) proc updateAttackedSquares(self: ChessBoard) = ## Updates internal metadata about which squares ## are attacked. Called internally by doMove # We refresh the attack metadata at every move. This is an # O(1) operation, because we're only updating the length # field without deallocating the memory, which will promptly # be reused by us again. Neat! self.position.attacked.white.setLen(0) self.position.attacked.black.setLen(0) # Go over each piece one by one and see which squares # it currently attacks # Pawns for loc in self.position.pieces.white.pawns: for move in self.generateMoves(loc): self.position.attacked.white.add(move) # Bishops for loc in self.position.pieces.white.bishops: for move in self.generateMoves(loc): self.position.attacked.white.add(move) # Rooks for loc in self.position.pieces.white.rooks: for move in self.generateMoves(loc): self.position.attacked.white.add(move) # Queens for loc in self.position.pieces.white.queens: for move in self.generateMoves(loc): self.position.attacked.white.add(move) # King for move in self.generateMoves(self.position.pieces.white.king): self.position.attacked.white.add(move) # Same for black for loc in self.position.pieces.black.pawns: for move in self.generateMoves(loc): self.position.attacked.black.add(move) for loc in self.position.pieces.black.bishops: for move in self.generateMoves(loc): self.position.attacked.black.add(move) for loc in self.position.pieces.black.rooks: for move in self.generateMoves(loc): self.position.attacked.black.add(move) for loc in self.position.pieces.black.queens: for move in self.generateMoves(loc): self.position.attacked.black.add(move) for move in self.generateMoves(self.position.pieces.black.king): self.position.attacked.black.add(move) proc removePiece(self: ChessBoard, location: Location) = ## Removes a piece from the board, updating necessary ## metadata var piece = self.grid[location.row, location.col] self.grid[location.row, location.col] = emptyPiece() case piece.color: of White: case piece.kind: of Pawn: self.position.pieces.white.pawns.delete(self.position.pieces.white.pawns.find(location)) of Bishop: self.position.pieces.white.pawns.delete(self.position.pieces.white.bishops.find(location)) of Knight: self.position.pieces.white.pawns.delete(self.position.pieces.white.knights.find(location)) of Rook: self.position.pieces.white.rooks.delete(self.position.pieces.white.rooks.find(location)) of Queen: self.position.pieces.white.queens.delete(self.position.pieces.white.queens.find(location)) of King: doAssert false, "removePiece: attempted to remove the white king" else: discard of Black: case piece.kind: of Pawn: self.position.pieces.black.pawns.delete(self.position.pieces.white.pawns.find(location)) of Bishop: self.position.pieces.black.bishops.delete(self.position.pieces.black.bishops.find(location)) of Knight: self.position.pieces.black.knights.delete(self.position.pieces.black.knights.find(location)) of Rook: self.position.pieces.black.rooks.delete(self.position.pieces.black.rooks.find(location)) of Queen: self.position.pieces.black.queens.delete(self.position.pieces.black.queens.find(location)) of King: doAssert false, "removePiece: attempted to remove the black king" else: discard else: discard proc handleCapture(self: ChessBoard, move: Move) = ## Handles capturing (assumes the move is valid) let targetPiece = self.grid[move.targetSquare.row, move.targetSquare.col] assert self.position.captured == emptyPiece(), "capture: last capture is non-empty" self.position.captured = move.piece self.removePiece(move.targetSquare) proc movePiece(self: ChessBoard, move: Move) = ## Internal helper to move a piece. Does ## not update attacked squares, just position ## metadata and the grid itself case move.piece.color: of White: case move.piece.kind: of Pawn: # The way things are structured, we don't care about the order # of this list, so we can add and remove entries as we please self.position.pieces.white.pawns.delete(self.position.pieces.white.pawns.find(move.startSquare)) self.position.pieces.white.pawns.add(move.targetSquare) of Bishop: self.position.pieces.white.bishops.delete(self.position.pieces.white.bishops.find(move.startSquare)) self.position.pieces.white.bishops.add(move.targetSquare) of Knight: self.position.pieces.white.knights.delete(self.position.pieces.white.knights.find(move.startSquare)) self.position.pieces.white.knights.add(move.targetSquare) of Rook: self.position.pieces.white.rooks.delete(self.position.pieces.white.rooks.find(move.startSquare)) self.position.pieces.white.rooks.add(move.targetSquare) of Queen: try: self.position.pieces.white.queens.delete(self.position.pieces.white.queens.find(move.startSquare)) except: echo self.position.pieces.white.queens echo move.startSquare raise getCurrentException() self.position.pieces.white.queens.add(move.targetSquare) of King: self.position.pieces.white.king = move.targetSquare else: discard of Black: case move.piece.kind: of Pawn: self.position.pieces.black.pawns.delete(self.position.pieces.black.pawns.find(move.startSquare)) self.position.pieces.black.pawns.add(move.targetSquare) of Bishop: self.position.pieces.black.bishops.delete(self.position.pieces.black.bishops.find(move.startSquare)) self.position.pieces.black.bishops.add(move.targetSquare) of Knight: self.position.pieces.black.knights.delete(self.position.pieces.black.knights.find(move.startSquare)) self.position.pieces.black.knights.add(move.targetSquare) of Rook: self.position.pieces.black.rooks.delete(self.position.pieces.black.rooks.find(move.startSquare)) self.position.pieces.black.rooks.add(move.targetSquare) of Queen: self.position.pieces.black.queens.delete(self.position.pieces.black.queens.find(move.startSquare)) self.position.pieces.black.queens.add(move.targetSquare) of King: self.position.pieces.black.king = move.targetSquare else: discard else: discard # Empty out the starting square self.grid[move.startSquare.row, move.startSquare.col] = emptyPiece() # Actually move the piece self.grid[move.targetSquare.row, move.targetSquare.col] = move.piece proc updatePositions(self: ChessBoard, move: Move) = ## Internal helper to update the position of ## the pieces on the board after a move let capture = self.getCapture(move) if capture != emptyLocation(): # Move has captured a piece: remove it as well. We call a helper instead # of doing it ourselves because there's a bunch of metadata that needs # to be updated to do this properly and I thought it'd fit into its neat # little function self.handleCapture(move) # Update the positional metadata of the moving piece self.movePiece(move) proc inCheck*(self: ChessBoard, color: PieceColor = None): bool = ## Returns whether the given color's ## king is in check. If the color is ## set to None, checks are checked ## for the active color's king case color: of White: return self.isAttacked(self.position.pieces.white.king) of Black: return self.isAttacked(self.position.pieces.black.king) of None: case self.getActiveColor(): of White: return self.isAttacked(self.position.pieces.white.king) of Black: return self.isAttacked(self.position.pieces.black.king) else: # Unreachable discard proc doMove(self: ChessBoard, move: Move) = ## Internal function called by makeMove after ## performing legality checks on the given move. Can ## be used in performance-critical paths where ## a move is already known to be legal # Final checks # Needed to detect draw by the 50 move rule if move.piece.kind != Pawn and not self.isCapture(move): inc(self.position.halfMoveClock) else: self.position.halfMoveClock = 0 if (self.position.halfMoveClock and 1) == 0: # Equivalent to (x mod 2) == 0, just much faster inc(self.position.fullMoveCount) # En passant is possible only immediately after the # pawn has moved if self.position.enPassantSquare != emptyMove() and self.position.enPassantSquare.piece.color == self.getActiveColor().opposite(): self.position.enPassantSquare = emptyMove() # TODO: Castling self.position.move = move # Update position and attack metadata self.updatePositions(move) self.updateAttackedSquares() # Record final position for future reference self.positions.add(self.position) # Create new position with var newPos = Position(plyFromRoot: self.position.plyFromRoot + 1, captured: emptyPiece(), turn: self.position.turn.opposite(), # Inherit values from current position # (they are already up to date by this point) castling: self.position.castling, enPassantSquare: self.position.enPassantSquare, attacked: (@[], @[]) ) self.position = newPos inc(self.positionIndex) proc spawnPiece(self: ChessBoard, location: Location, piece: Piece) = ## Internal helper to "spawn" a given piece at the given ## location. Note that this will overwrite whatever piece ## was previously located there: use with caution. Does ## not automatically update the attacked square metadata ## or other positional information doAssert piece.kind != King, "spawnPiece: cannot spawn a king" case piece.color: of White: case piece.kind: of Pawn: self.position.pieces.white.pawns.add(location) of Knight: self.position.pieces.white.knights.add(location) of Bishop: self.position.pieces.white.bishops.add(location) of Rook: self.position.pieces.white.rooks.add(location) of Queen: self.position.pieces.white.queens.add(location) else: discard of Black: case piece.kind: of Pawn: self.position.pieces.black.pawns.add(location) of Knight: self.position.pieces.black.knights.add(location) of Bishop: self.position.pieces.black.bishops.add(location) of Rook: self.position.pieces.black.rooks.add(location) of Queen: self.position.pieces.black.queens.add(location) else: discard else: # Unreachable discard self.grid[location.row, location.col] = piece proc undoLastMove*(self: ChessBoard): Move {.discardable.} = ## Undoes the last move, restoring any captured pieces, ## as well castling and en passant status. If there are ## no moves to undo, this is a no-op. Returns the move ## that was performed (which may be an empty move) result = emptyMove() if self.positions.len() == 0: return let positionIndex = max(0, self.positionIndex - 1) if positionIndex in 0..self.positions.high(): self.positionIndex = positionIndex self.position = self.positions[positionIndex] let currentMove = self.position.move oppositeMove = Move(piece: currentMove.piece, targetSquare: currentMove.startSquare, startSquare: currentMove.targetSquare) self.spawnPiece(currentMove.startSquare, currentMove.piece) if self.position.captured != emptyPiece(): self.spawnPiece(self.position.move.targetSquare, self.position.captured) self.updateAttackedSquares() self.updatePositions(oppositeMove) return self.position.move proc checkMove(self: ChessBoard, move: Move): bool = ## Internal function called by makeMove to check a move for legality # Start square doesn't contain a piece (and it isn't the en passant square) # or it is of the wrong color for which turn it is to move if move.piece.kind == Empty or move.piece.color != self.getActiveColor(): return false var destination = self.grid[move.targetSquare.row, move.targetSquare.col] # Destination square is occupied by a piece of the same color as the piece # being moved: illegal! if destination.kind != Empty and destination.color == self.getActiveColor(): return false if move notin self.generateMoves(move.startSquare): # Piece cannot arrive to destination (blocked, # pinned, or otherwise invalid move) return false self.doMove(move) defer: self.undoLastMove() # Move would reveal an attack # on our king: not allowed if self.inCheck(move.piece.color): return false # All checks have passed: move is legal result = true proc makeMove*(self: ChessBoard, move: Move): Move {.discardable.} = ## Like the other makeMove(), but with a Move object result = move if not self.checkMove(move): return emptyMove() self.doMove(result) proc makeMove*(self: ChessBoard, startSquare, targetSquare: string): Move {.discardable.} = ## Makes a move on the board from the chosen start square to ## the chosen target square, ensuring it is legal (turns are ## taken into account!). This function returns a Move object: if the move ## is legal and has been performed, the fields will be populated properly. ## For efficiency purposes, no exceptions are raised if the move is ## illegal, but the move's piece kind will be Empty (its color will be None ## too) and the locations will both be set to the tuple (-1, -1) var startLocation = startSquare.algebraicToPosition() targetLocation = targetSquare.algebraicToPosition() result = Move(startSquare: startLocation, targetSquare: targetLocation, piece: self.grid[startLocation.row, startLocation.col]) return self.makeMove(result) proc makeMove*(self: ChessBoard, startSquare, targetSquare: Location): Move {.discardable.} = ## Like the other makeMove(), but with two locations result = Move(startSquare: startSquare, targetSquare: targetSquare, piece: self.grid[startSquare.row, startSquare.col]) return self.makeMove(result) proc `$`*(self: ChessBoard): string = result &= "- - - - - - - -" for i, row in self.grid: result &= "\n" for piece in row: if piece.kind == Empty: result &= "x " continue if piece.color == White: result &= &"{char(piece.kind).toUpperAscii()} " else: result &= &"{char(piece.kind)} " result &= &"{rankToColumn(i + 1) + 1}" result &= "\n- - - - - - - -" result &= "\na b c d e f g h" proc pretty*(self: ChessBoard): string = ## Returns a colorized version of the ## board for easier visualization result &= "- - - - - - - -" for i, row in self.grid: result &= "\n" for j, piece in row: if piece.kind == Empty: result &= "\x1b[36;1mx" # Avoids the color overflowing # onto the numbers if j < 7: result &= " \x1b[0m" else: result &= "\x1b[0m " continue if piece.color == White: result &= &"\x1b[37;1m{char(piece.kind).toUpperAscii()}\x1b[0m " else: result &= &"\x1b[30;1m{char(piece.kind)} " result &= &"\x1b[33;1m{rankToColumn(i + 1) + 1}\x1b[0m" result &= "\n- - - - - - - -" result &= "\n\x1b[31;1ma b c d e f g h" result &= "\x1b[0m" when isMainModule: 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) = let pieces = board.countPieces(kind, color) doAssert pieces == count, &"expected {count} pieces of kind {kind} and color {color}, got {pieces} instead" echo "Running tests" var b = newDefaultChessboard() # Ensure correct number of pieces testPieceCount(b, Pawn, White, 8) testPieceCount(b, Pawn, Black, 8) testPieceCount(b, Knight, White, 2) testPieceCount(b, Knight, Black, 2) testPieceCount(b, Bishop, White, 2) testPieceCount(b, Bishop, Black, 2) testPieceCount(b, Rook, White, 2) testPieceCount(b, Rook, Black, 2) testPieceCount(b, Queen, White, 1) testPieceCount(b, Queen, Black, 1) testPieceCount(b, King, White, 1) testPieceCount(b, King, Black, 1) # Ensure pieces are in the correct location # Pawns for loc in ["a2", "b2", "c2", "d2", "e2", "f2", "g2", "h2"]: testPiece(b.getPiece(loc), Pawn, White) for loc in ["a7", "b7", "c7", "d7", "e7", "f7", "g7", "h7"]: testPiece(b.getPiece(loc), Pawn, Black) # Rooks testPiece(b.getPiece("a1"), Rook, White) testPiece(b.getPiece("h1"), Rook, White) testPiece(b.getPiece("a8"), Rook, Black) testPiece(b.getPiece("h8"), Rook, Black) # Knights testPiece(b.getPiece("b1"), Knight, White) testPiece(b.getPiece("g1"), Knight, White) testPiece(b.getPiece("b8"), Knight, Black) testPiece(b.getPiece("g8"), Knight, Black) # Bishops testPiece(b.getPiece("c1"), Bishop, White) testPiece(b.getPiece("f1"), Bishop, White) testPiece(b.getPiece("c8"), Bishop, Black) testPiece(b.getPiece("f8"), Bishop, Black) # Kings testPiece(b.getPiece("e1"), King, White) testPiece(b.getPiece("e8"), King, Black) # Queens testPiece(b.getPiece("d1"), Queen, White) testPiece(b.getPiece("d8"), Queen, Black) echo "All tests were successful"