CPG/Chess/nimfish/nimfishpkg/board.nim

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Nim

# Copyright 2024 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.
## Implementation of a simple chessboard
import std/strformat
import std/strutils
import pieces
import magics
import moves
import rays
import bitboards
import position
export pieces, position, bitboards, moves, magics, rays
type
Chessboard* = ref object
## A chessboard
# The actual board where pieces live
grid*: array[64, Piece]
# The current position
position*: Position
# List of all previously reached positions
positions*: seq[Position]
# A bunch of simple utility functions and forward declarations
proc toFEN*(self: Chessboard): string
proc updateChecksAndPins*(self: Chessboard)
proc newChessboard: Chessboard =
## Returns a new, empty chessboard
new(result)
for i in 0..63:
result.grid[i] = nullPiece()
result.position = Position(enPassantSquare: nullSquare(), sideToMove: White)
# Indexing operations
func `[]`*(self: array[64, Piece], square: Square): Piece {.inline.} = self[square.int8]
func `[]=`*(self: var array[64, Piece], square: Square, piece: Piece) {.inline.} = self[square.int8] = piece
func getBitboard*(self: Chessboard, kind: PieceKind, color: PieceColor): Bitboard {.inline.} =
## Returns the positional bitboard for the given piece kind and color
return self.position.getBitboard(kind, color)
func getBitboard*(self: Chessboard, piece: Piece): Bitboard {.inline.} =
## Returns the positional bitboard for the given piece type
return self.getBitboard(piece.kind, piece.color)
proc newChessboardFromFEN*(fen: string): Chessboard =
## Initializes a chessboard with the
## position encoded by the given FEN string
result = newChessboard()
var
# Current square in the grid
row: int8 = 0
column: int8 = 0
# Current section in the FEN string
section = 0
# Current index into the FEN string
index = 0
# Temporary variable to store a piece
piece: Piece
# See https://en.wikipedia.org/wiki/Forsyth%E2%80%93Edwards_Notation
while index <= fen.high():
var c = fen[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':
let square = makeSquare(row, column)
piece = c.fromChar()
result.position.pieces[piece.color][piece.kind][].setBit(square)
result.grid[square] = piece
inc(column)
of '/':
# Next row
inc(row)
column = 0
of '0'..'9':
# Skip x columns
let x = int(uint8(c) - uint8('0'))
if x > 8:
raise newException(ValueError, &"invalid FEN: invalid column skip size ({x} > 8)")
column += int8(x)
else:
raise newException(ValueError, &"invalid FEN: unknown piece identifier '{c}'")
of 1:
# Active color
case c:
of 'w':
result.position.sideToMove = White
of 'b':
result.position.sideToMove = Black
else:
raise newException(ValueError, &"invalid FEN: invalid active color identifier '{c}'")
of 2:
# Castling availability
case c:
# TODO
of '-':
discard
of 'K':
result.position.castlingAvailability.white.king = true
of 'Q':
result.position.castlingAvailability.white.queen = true
of 'k':
result.position.castlingAvailability.black.king = true
of 'q':
result.position.castlingAvailability.black.queen = true
else:
raise newException(ValueError, &"invalid FEN: unknown symbol '{c}' found in castlingRights availability section")
of 3:
# En passant target square
case c:
of '-':
# Field is already uninitialized to the correct state
discard
else:
result.position.enPassantSquare = fen[index..index+1].toSquare()
# Square metadata is 2 bytes long
inc(index)
of 4:
# Halfmove clock
var s = ""
while not fen[index].isSpaceAscii():
s.add(fen[index])
inc(index)
# Backtrack so the space is seen by the
# next iteration of the loop
dec(index)
result.position.halfMoveClock = parseInt(s).int8
of 5:
# Fullmove number
var s = ""
while index <= fen.high():
s.add(fen[index])
inc(index)
result.position.fullMoveCount = parseInt(s).int8
else:
raise newException(ValueError, "invalid FEN: too many fields in FEN string")
inc(index)
result.updateChecksAndPins()
proc newDefaultChessboard*: Chessboard {.inline.} =
## Initializes a chessboard with the
## starting position
return newChessboardFromFEN("rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1")
func countPieces*(self: Chessboard, kind: PieceKind, color: PieceColor): int {.inline.} =
## Returns the number of pieces with
## the given color and type in the
## current position
return self.position.pieces[color][kind][].countSquares()
func countPieces*(self: Chessboard, piece: Piece): int {.inline.} =
## Returns the number of pieces on the board that
## are of the same type and color as the given piece
return self.countPieces(piece.kind, piece.color)
func getPiece*(self: Chessboard, square: Square): Piece {.inline.} =
## Gets the piece at the given square
return self.grid[square]
func getPiece*(self: Chessboard, square: string): Piece {.inline.} =
## Gets the piece on the given square
## in algebraic notation
return self.getPiece(square.toSquare())
func getOccupancyFor*(self: Chessboard, color: PieceColor): Bitboard =
## Get the occupancy bitboard for every piece of the given color
result = Bitboard(0)
for b in self.position.pieces[color][]:
result = result or b
func getOccupancy*(self: Chessboard): Bitboard {.inline.} =
## Get the occupancy bitboard for every piece on
## the chessboard
result = self.getOccupancyFor(Black) or self.getOccupancyFor(White)
func getPawnAttacks*(self: Chessboard, square: Square, attacker: PieceColor): Bitboard {.inline.} =
## Returns the locations of the pawns attacking the given square
let
sq = square.toBitboard()
pawns = self.getBitboard(Pawn, attacker)
bottomLeft = sq.backwardLeftRelativeTo(attacker)
bottomRight = sq.backwardRightRelativeTo(attacker)
return pawns and (bottomLeft or bottomRight)
func getKingAttacks*(self: Chessboard, square: Square, attacker: PieceColor): Bitboard {.inline.} =
## Returns the location of the king if it is attacking the given square
result = Bitboard(0)
let
king = self.getBitboard(King, attacker)
if (getKingAttacks(square) and king) != 0:
result = result or king
func getKnightAttacks*(self: Chessboard, square: Square, attacker: PieceColor): Bitboard =
## Returns the locations of the knights attacking the given square
let
knights = self.getBitboard(Knight, attacker)
result = Bitboard(0)
for knight in knights:
let knightBB = knight.toBitboard()
if (getKnightAttacks(knight) and knightBB) != 0:
result = result or knightBB
proc getSlidingAttacks*(self: Chessboard, square: Square, attacker: PieceColor): Bitboard =
## Returns the locations of the sliding pieces attacking the given square
let
queens = self.getBitboard(Queen, attacker)
rooks = self.getBitboard(Rook, attacker) or queens
bishops = self.getBitboard(Bishop, attacker) or queens
occupancy = self.getOccupancy()
squareBB = square.toBitboard()
result = Bitboard(0)
for rook in rooks:
let
blockers = occupancy and Rook.getRelevantBlockers(rook)
moves = getRookMoves(rook, blockers)
# Attack set intersects our chosen square
if (moves and squareBB) != 0:
result = result or rook.toBitboard()
for bishop in bishops:
let
blockers = occupancy and Bishop.getRelevantBlockers(bishop)
moves = getBishopMoves(bishop, blockers)
if (moves and squareBB) != 0:
result = result or bishop.toBitboard()
proc getAttacksTo*(self: Chessboard, square: Square, attacker: PieceColor): Bitboard =
## Computes the attack bitboard for the given square from
## the given side
result = Bitboard(0)
result = result or self.getPawnAttacks(square, attacker)
result = result or self.getKingAttacks(square, attacker)
result = result or self.getKnightAttacks(square, attacker)
result = result or self.getSlidingAttacks(square, attacker)
proc isOccupancyAttacked*(self: Chessboard, square: Square, occupancy: Bitboard): bool =
## Returns whether the given square would be attacked by the
## enemy side if the board had the given occupancy. This function
## is necessary mostly to make sure sliding attacks can check the
## king properly: due to how we generate our attack bitboards, if
## the king moved backwards along a ray from a slider we would not
## consider it to be in check (because the ray stops at the first
## blocker). In order to fix that, in generateKingMoves() we use this
## function and pass in the board's occupancy without the moving king so
## that we can pick the correct magic bitboard and ray. Also, since this
## function doesn't need to generate all the attacks to know whether a
## given square is unsafe, it can short circuit at the first attack and
## exit early, unlike getAttacksTo
let
sideToMove = self.position.sideToMove
nonSideToMove = sideToMove.opposite()
knights = self.getBitboard(Knight, nonSideToMove)
# Let's do the cheap ones first (the ones which are precomputed)
if (getKnightAttacks(square) and knights) != 0:
return true
let king = self.getBitboard(King, nonSideToMove)
if (getKingAttacks(square) and king) != 0:
return true
let
queens = self.getBitboard(Queen, nonSideToMove)
bishops = self.getBitboard(Bishop, nonSideToMove) or queens
if (getBishopMoves(square, occupancy) and bishops) != 0:
return true
let rooks = self.getBitboard(Rook, nonSideToMove) or queens
if (getRookMoves(square, occupancy) and rooks) != 0:
return true
# TODO: Precompute pawn moves as well?
let pawns = self.getBitboard(Pawn, nonSideToMove)
if (self.getPawnAttacks(square, nonSideToMove) and pawns) != 0:
return true
proc updateChecksAndPins*(self: Chessboard) =
## Updates internal metadata about checks and
## pinned pieces
# *Ahem*, stolen from https://github.com/Ciekce/voidstar/blob/424ac4624011271c4d1dbd743602c23f6dbda1de/src/position.rs
# Can you tell I'm a *great* coder?
let
sideToMove = self.position.sideToMove
nonSideToMove = sideToMove.opposite()
friendlyKing = self.getBitboard(King, sideToMove).toSquare()
friendlyPieces = self.getOccupancyFor(sideToMove)
enemyPieces = self.getOccupancyFor(nonSideToMove)
# Update checks
self.position.checkers = self.getAttacksTo(friendlyKing, nonSideToMove)
# Update pins
self.position.diagonalPins = Bitboard(0)
self.position.orthogonalPins = Bitboard(0)
let
diagonalAttackers = self.getBitboard(Queen, nonSideToMove) or self.getBitboard(Bishop, nonSideToMove)
orthogonalAttackers = self.getBitboard(Queen, nonSideToMove) or self.getBitboard(Rook, nonSideToMove)
canPinDiagonally = diagonalAttackers and getBishopMoves(friendlyKing, enemyPieces)
canPinOrthogonally = orthogonalAttackers and getRookMoves(friendlyKing, enemyPieces)
for piece in canPinDiagonally:
let pinningRay = getRayBetween(friendlyKing, piece) or piece.toBitboard()
# Is the pinning ray obstructed by any of our friendly pieces? If so, the
# piece is pinned
if (pinningRay and friendlyPieces).countSquares() == 1:
self.position.diagonalPins = self.position.diagonalPins or pinningRay
for piece in canPinOrthogonally:
let pinningRay = getRayBetween(friendlyKing, piece) or piece.toBitboard()
if (pinningRay and friendlyPieces).countSquares() == 1:
self.position.orthogonalPins = self.position.orthogonalPins or pinningRay
func inCheck*(self: Chessboard): bool {.inline.} =
## Returns if the current side to move is in check
return self.position.checkers != 0
proc canCastle*(self: Chessboard, side: PieceColor): tuple[king, queen: bool] =
## Returns if the current side to move can castle
return (false, false) # TODO
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 `$`*(self: Chessboard): string =
result &= "- - - - - - - -"
var file = 8
for i in 0..7:
result &= "\n"
for j in 0..7:
let piece = self.grid[makeSquare(i, j)]
if piece.kind == Empty:
result &= "x "
continue
result &= &"{piece.toChar()} "
result &= &"{file}"
dec(file)
result &= "\n- - - - - - - -"
result &= "\na b c d e f g h"
proc pretty*(self: Chessboard): string =
## Returns a colored version of the
## board for easier visualization
var file = 8
for i in 0..7:
if i > 0:
result &= "\n"
for j in 0..7:
# Equivalent to (i + j) mod 2
# (I'm just evil)
if ((i + j) and 1) == 0:
result &= "\x1b[39;44;1m"
else:
result &= "\x1b[39;40;1m"
let piece = self.grid[makeSquare(i, j)]
if piece.kind == Empty:
result &= " \x1b[0m"
else:
result &= &"{piece.toPretty()} \x1b[0m"
result &= &" \x1b[33;1m{file}\x1b[0m"
dec(file)
result &= "\n\x1b[31;1ma b c d e f g h"
result &= "\x1b[0m"
proc toFEN*(self: Chessboard): string =
## Returns a FEN string of the current
## position in the chessboard
var skip: int
# Piece placement data
for i in 0..7:
skip = 0
for j in 0..7:
let piece = self.grid[makeSquare(i, j)]
if piece.kind == Empty:
inc(skip)
elif skip > 0:
result &= &"{skip}{piece.toChar()}"
skip = 0
else:
result &= piece.toChar()
if skip > 0:
result &= $skip
if i < 7:
result &= "/"
result &= " "
# Active color
result &= (if self.position.sideToMove == White: "w" else: "b")
result &= " "
# Castling availability
let castleWhite = self.position.castlingAvailability.white
let castleBlack = self.position.castlingAvailability.black
if not (castleBlack.king or castleBlack.queen or castleWhite.king or castleWhite.queen):
result &= "-"
else:
if castleWhite.king:
result &= "K"
if castleWhite.queen:
result &= "Q"
if castleBlack.king:
result &= "k"
if castleBlack.queen:
result &= "q"
result &= " "
# En passant target
if self.position.enPassantSquare == nullSquare():
result &= "-"
else:
result &= self.position.enPassantSquare.toAlgebraic()
result &= " "
# Halfmove clock
result &= $self.position.halfMoveClock
result &= " "
# Fullmove number
result &= $self.position.fullMoveCount