CPG/Chess/nimfish/nimfish.nim

989 lines
35 KiB
Nim

# 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 std/strutils
import std/strformat
import nimfishpkg/bitboards
import nimfishpkg/magics
import nimfishpkg/pieces
import nimfishpkg/moves
export bitboards, magics, pieces, moves
type
Position* = object
## A chess position
# Castling metadata. Updated on every move
castlingRights: array[64, uint8]
# Number of half-moves that were performed
# to reach this position starting from the
# root of the tree
plyFromRoot: int8
# Number of half moves since
# last piece capture or pawn movement.
# Used for the 50-move rule
halfMoveClock: int8
# Full move counter. Increments
# every 2 ply (half-moves)
fullMoveCount: int8
# En passant target square (see https://en.wikipedia.org/wiki/En_passant)
enPassantSquare*: Square
# The side to move
sideToMove: PieceColor
# Positional bitboards for all pieces
pieces: array[2, array[6, Bitboard]]
# Pinned pieces for the current side to move
pins: Bitboard
# Pieces checking the current side to move
checkers: Bitboard
ChessBoard* = ref object
## A chess board object
# 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 makeMove*(self: ChessBoard, move: Move): Move {.discardable.}
proc isLegal(self: ChessBoard, move: Move): bool {.inline.}
proc doMove*(self: ChessBoard, move: Move)
proc pretty*(self: ChessBoard): string
proc spawnPiece(self: ChessBoard, square: Square, piece: Piece)
proc toFEN*(self: ChessBoard): string
proc unmakeMove*(self: ChessBoard)
proc movePiece(self: ChessBoard, move: Move)
proc removePiece(self: ChessBoard, square: Square)
proc update*(self: ChessBoard)
func setSideToMove*(self: ChessBoard, side: PieceColor) {.inline.} =
self.position.sideToMove = side
# A bunch of getters
func getSideToMove*(self: ChessBoard): PieceColor {.inline.} =
## Returns the currently side to move
return self.position.sideToMove
func getEnPassantTarget*(self: ChessBoard): Square {.inline.} =
## Returns the current en passant target square
return self.position.enPassantSquare
func getPlyFromRoot*(self: ChessBoard): int8 {.inline.} =
## Returns the current distance from the root in plys
return self.position.plyFromRoot
func getMoveCount*(self: ChessBoard): int {.inline.} =
## Returns the number of full moves that
## have been played
return self.position.fullMoveCount
func getHalfMoveCount*(self: ChessBoard): int {.inline.} =
## Returns the current number of half-moves
## since the last irreversible move
return self.position.halfMoveClock
func getKingStartingSquare*(color: PieceColor): Square {.inline.} =
## Retrieves the starting square of the king
## for the given color
case color:
of White:
return "e1".toSquare()
of Black:
return "e8".toSquare()
else:
discard
# FIXME: Check this shit.
func kingSideRook*(color: PieceColor): Square {.inline.} = (if color == White: "h1".toSquare() else: "h8".toSquare())
func queenSideRook*(color: PieceColor): Square {.inline.} = (if color == White: "a8".toSquare() else: "a1".toSquare())
func longCastleKing*(color: PieceColor): Square {.inline.} = (if color == White: "c1".toSquare() else: "c8".toSquare())
func shortCastleKing*(color: PieceColor): Square {.inline.} = (if color == White: "g1".toSquare() else: "g8".toSquare())
func longCastleRook*(color: PieceColor): Square {.inline.} = (if color == White: "d1".toSquare() else: "d8".toSquare())
func shortCastleRook*(color: PieceColor): Square {.inline.} = (if color == White: "f1".toSquare() else: "f8".toSquare())
proc inCheck*(self: ChessBoard): bool
proc fromChar*(c: char): Piece
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, pieces: [
[Bitboard(0), Bitboard(0), Bitboard(0), Bitboard(0), Bitboard(0), Bitboard(0)],
[Bitboard(0), Bitboard(0), Bitboard(0), Bitboard(0), Bitboard(0), Bitboard(0)]])
# 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 `[]`(self: array[2, array[6, Bitboard]], color: PieceColor): ptr array[6, Bitboard] {.inline.} = addr self[color.int]
func `[]`(self: array[6, Bitboard], kind: PieceKind): Bitboard {.inline.} = self[kind.int]
func `[]=`(self: var array[6, Bitboard], kind: PieceKind, bitboard: Bitboard) {.inline.} = self[kind.int] = bitboard
func getBitboard*(self: ChessBoard, kind: PieceKind, color: PieceColor): Bitboard =
## Returns the positional bitboard for the given piece kind and color
return self.position.pieces[color.int][kind.int]
func getBitboard*(self: ChessBoard, piece: Piece): Bitboard =
## 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: Square = makeSquare(row, column)
piece = c.fromChar()
var b = result.position.pieces[piece.color][piece.kind]
b.setBit(square)
result.position.pieces[piece.color][piece.kind] = b
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':
discard
# result.position.castlingRightsAvailable.white.king = true
of 'Q':
discard
# result.position.castlingRightsAvailable.white.queen = true
of 'k':
discard
# result.position.castlingRightsAvailable.black.king = true
of 'q':
discard
# result.position.castlingRightsAvailable.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)
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")
proc countPieces*(self: ChessBoard, kind: PieceKind, color: PieceColor): int =
## Returns the number of pieces with
## the given color and type in the
## current position
return self.position.pieces[color][kind].countSetBits()
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)
proc getPiece*(self: ChessBoard, square: Square): Piece {.inline.} =
## Gets the piece at the given square
return self.grid[square]
proc getPiece*(self: ChessBoard, square: string): Piece {.inline.} =
## Gets the piece on the given square
## in algebraic notation
return self.getPiece(square.toSquare())
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)
proc 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
proc getOccupancy(self: ChessBoard): Bitboard =
## Get the occupancy bitboard for every piece on
## the chessboard
result = self.getOccupancyFor(Black) or self.getOccupancyFor(White)
proc getPawnAttacks(self: ChessBoard, square: Square, attacker: PieceColor): Bitboard =
## Returns the attack bitboard for the given square from
## the pawns of the given side
let
sq = square.toBitboard()
pawns = self.getBitboard(Pawn, attacker)
bottomLeft = sq.backwardLeftRelativeTo(attacker)
bottomRight = sq.backwardRightRelativeTo(attacker)
return pawns and (bottomLeft or bottomRight)
proc getKingAttacks(self: ChessBoard, square: Square, attacker: PieceColor): Bitboard =
## Returns the attack bitboard for the given square from
## the king of the given side
result = Bitboard(0)
let
king = self.getBitboard(King, attacker)
if (KING_BITBOARDS[square.uint] and king) != 0:
result = result or king
proc getKnightAttacks(self: ChessBoard, square: Square, attacker: PieceColor): Bitboard =
## Returns the attack bitboard for the given square from
## the knights of the given side
let
knights = self.getBitboard(Knight, attacker)
result = Bitboard(0)
for knight in knights:
let knightBB = knight.toBitboard()
if (KNIGHT_BITBOARDS[square.uint] and knightBB) != 0:
result = result or knightBB
proc getSlidingAttacks(self: ChessBoard, square: Square, attacker: PieceColor): Bitboard =
## Returns the attack bitboard for the given square from
## the sliding pieces of the given side
let
queens = self.getBitboard(Queen, attacker)
rooks = self.getBitboard(Rook, attacker) or queens
bishops = self.getBitboard(Bishop, attacker) or queens
result = Bitboard(0)
for rook in rooks:
let blockers = Rook.getRelevantBlockers(square)
let rookBB = rook.toBitboard()
if (getRookMoves(square, blockers) and rookBB) != 0:
result = result or rookBB
for bishop in bishops:
let
blockers = Bishop.getRelevantBlockers(square)
bishopBB = bishop.toBitboard()
if (getBishopMoves(square, blockers) and bishopBB) != 0:
result = result or bishopBB
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 updateCheckers(self: ChessBoard) =
let
side = self.getSideToMove()
king = self.getBitboard(King, side).toSquare()
self.position.checkers = self.getAttacksTo(king, side.opposite())
proc inCheck(self: ChessBoard): bool =
## 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 generatePawnMovements(self: ChessBoard, moves: var MoveList) =
## Helper of generatePawnMoves for generating all non-capture
## and non-promotion pawn moves
let
sideToMove = self.getSideToMove()
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
# and is handled elsewhere
allowedSquares = not (self.getOccupancy() or sideToMove.getLastRank())
# Single push
for square in pawns.forwardRelativeTo(sideToMove) and allowedSquares:
moves.add(createMove(square.toBitboard().backwardRelativeTo(sideToMove), square))
# Double push
let rank = if sideToMove == White: getRankMask(6) else: getRankMask(1) # Only pawns on their starting rank can double push
for square in (pawns and rank).doubleForwardRelativeTo(sideToMove) and allowedSquares:
moves.add(createMove(square.toBitboard().doubleBackwardRelativeTo(sideToMove), square, DoublePush))
proc generatePawnCaptures(self: ChessBoard, moves: var MoveList) =
## Helper of generatePawnMoves for generating all capture
## pawn moves
let
sideToMove = self.getSideToMove()
nonSideToMove = sideToMove.opposite()
pawns = self.getBitboard(Pawn, sideToMove)
# We can only capture enemy pieces (except the king)
enemyPieces = self.getOccupancyFor(nonSideToMove)
enemyPawns = self.getBitboard(Pawn, nonSideToMove)
rightMovement = pawns.forwardRightRelativeTo(sideToMove)
leftMovement = pawns.forwardLeftRelativeTo(sideToMove)
epTarget = self.getEnPassantTarget()
var epBitboard = if (epTarget != nullSquare()): epTarget.toBitboard() else: Bitboard(0)
epBitboard = epBitboard and enemyPawns
# Top right attacks
for square in rightMovement and enemyPieces:
moves.add(createMove(square.toBitboard().backwardLeftRelativeTo(sideToMove), square, Capture))
# Top left attacks
for square in leftMovement and enemyPieces:
moves.add(createMove(square.toBitboard().backwardRightRelativeTo(sideToMove), square, Capture))
# Special case for en passant
let
epLeft = epBitboard and leftMovement
epRight = epBitboard and rightMovement
if epLeft != 0:
moves.add(createMove(epBitboard.forwardLeftRelativeTo(nonSideToMove), epBitboard, EnPassant))
elif epRight != 0:
moves.add(createMove(epBitboard.forwardRightRelativeTo(nonSideToMove), epBitboard, EnPassant))
proc generatePawnPromotions(self: ChessBoard, moves: var MoveList) =
## Helper of generatePawnMoves for generating all pawn promotion
## moves
let
sideToMove = self.getSideToMove()
pawns = self.getBitboard(Pawn, sideToMove)
occupancy = self.getOccupancy()
for square in pawns.forwardRelativeTo(sideToMove) and not occupancy and sideToMove.getLastRank():
for promotion in [PromoteToBishop, PromoteToKnight, PromoteToQueen, PromoteToRook]:
moves.add(createMove(square.toBitboard().backwardRelativeTo(sideToMove), square, promotion))
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) =
## Helper of generateSlidingMoves to generate rook moves
let
sideToMove = self.getSideToMove()
occupancy = self.getOccupancy()
enemyPieces = self.getOccupancyFor(sideToMove.opposite())
rooks = self.getBitboard(Rook, sideToMove) or self.getBitboard(Queen, sideToMove)
for square in rooks:
let
blockers = occupancy and Rook.getRelevantBlockers(square)
moveset = getRookMoves(square, blockers)
for target in moveset and not occupancy:
moves.add(createMove(square, target))
# Captures
for target in moveset and enemyPieces:
moves.add(createMove(square, target, Capture))
proc generateBishopMoves(self: ChessBoard, moves: var MoveList) =
## Helper of generateSlidingMoves to generate bishop moves
let
sideToMove = self.getSideToMove()
enemyPieces = self.getOccupancyFor(sideToMove.opposite())
occupancy = self.getOccupancy()
bishops = self.getBitboard(Bishop, sideToMove) or self.getBitboard(Queen, sideToMove)
for square in bishops:
let
blockers = occupancy and Bishop.getRelevantBlockers(square)
moveset = getBishopMoves(square, blockers)
for target in moveset and not occupancy:
moves.add(createMove(square, target))
for target in moveset and enemyPieces:
moves.add(createMove(square, target, Capture))
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) =
## Generates all legal king moves for the side to move
let
sideToMove = self.getSideToMove()
king = self.getBitboard(King, sideToMove)
moveIdx = king.toSquare().uint64
occupancy = self.getOccupancy()
nonSideToMove = sideToMove.opposite()
enemyPieces = self.getOccupancyFor(nonSideToMove)
# Regular moves
for square in KING_BITBOARDS[moveIdx] and not occupancy:
moves.add(createMove(king, square))
# Captures
for square in KING_BITBOARDS[moveIdx] and enemyPieces:
moves.add(createMove(king, square, Capture))
proc generateKnightMoves(self: ChessBoard, moves: var MoveList)=
## Generates all the legal knight moves for the side to move
let
sideToMove = self.getSideToMove()
knights = self.getBitboard(Knight, sideToMove)
occupancy = self.getOccupancy()
nonSideToMove = sideToMove.opposite()
enemyPieces = self.getOccupancyFor(nonSideToMove)
for square in knights:
# Regular moves
for target in KNIGHT_BITBOARDS[square.uint64] and not occupancy:
moves.add(createMove(square, target))
# Captures
for target in KNIGHT_BITBOARDS[square.uint64] and enemyPieces:
moves.add(createMove(square, target, Capture))
proc generateMoves*(self: ChessBoard, moves: var MoveList) =
## Generates the list of all possible legal moves
## in the current position
if self.position.halfMoveClock >= 100:
# Draw by 50-move rule
return
# TODO: Check for draw by insufficient material
# TODO: Check for repetitions (requires zobrist hashing + table)
self.generateKingMoves(moves)
self.generatePawnMoves(moves)
self.generateKnightMoves(moves)
self.generateSlidingMoves(moves)
# self.updateCheckers()
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
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.} =
## 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.} =
## Makes a move on the board
result = move
if not self.isLegal(move):
return nullMove()
self.doMove(move)
proc toChar*(piece: Piece): char =
case piece.kind:
of Bishop:
result = 'b'
of King:
result = 'k'
of Knight:
result = 'n'
of Pawn:
result = 'p'
of Queen:
result = 'q'
of Rook:
result = 'r'
else:
discard
if piece.color == White:
result = result.toUpperAscii()
proc fromChar*(c: char): Piece =
var
kind: PieceKind
color = Black
case c.toLowerAscii():
of 'b':
kind = Bishop
of 'k':
kind = King
of 'n':
kind = Knight
of 'p':
kind = Pawn
of 'q':
kind = Queen
of 'r':
kind = Rook
else:
discard
if c.isUpperAscii():
color = White
result = Piece(kind: kind, color: color)
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 toPretty*(piece: Piece): string =
case piece.color:
of White:
case piece.kind:
of King:
return "\U2654"
of Queen:
return "\U2655"
of Rook:
return "\U2656"
of Bishop:
return "\U2657"
of Knight:
return "\U2658"
of Pawn:
return "\U2659"
else:
discard
of Black:
case piece.kind:
of King:
return "\U265A"
of Queen:
return "\U265B"
of Rook:
return "\U265C"
of Bishop:
return "\U265D"
of Knight:
return "\U265E"
of Pawn:
return "\240\159\168\133"
else:
discard
else:
discard
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.getSideToMove() == White: "w" else: "b")
result &= " "
# Castling availability
result &= "-"
# let castleWhite = self.position.castlingRightsAvailable.white
# let castleBlack = self.position.castlingRightsAvailable.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.getEnPassantTarget() == nullSquare():
result &= "-"
else:
result &= self.getEnPassantTarget().toAlgebraic()
result &= " "
# Halfmove clock
result &= $self.getHalfMoveCount()
result &= " "
# Fullmove number
result &= $self.getMoveCount()
when isMainModule:
import nimfishpkg/tui
import nimfishpkg/misc
basicTests()
setControlCHook(proc () {.noconv.} = quit(0))
quit(commandLoop())