ladybird/Libraries/LibChess/Chess.h
AnicJov f631e73519 Chess: Added abilty to import PGN files
This patch allows the user to load games using PGN files. The parsing
is not complete and has a bunch of work left to be done, but it's
okay for our use case here. It can load all of the games our PGN
exporter can save. As the Chess program impoves so can the PGN parser.
2020-12-10 20:40:51 +01:00

324 lines
11 KiB
C++

/*
* Copyright (c) 2020, the SerenityOS developers.
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
*
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
* OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#pragma once
#include <AK/HashMap.h>
#include <AK/IterationDecision.h>
#include <AK/Optional.h>
#include <AK/StringView.h>
#include <AK/Traits.h>
#include <AK/Vector.h>
namespace Chess {
enum class Type {
Pawn,
Knight,
Bishop,
Rook,
Queen,
King,
None,
};
String char_for_piece(Type type);
Chess::Type piece_for_char_promotion(const StringView& str);
enum class Colour {
White,
Black,
None,
};
Colour opposing_colour(Colour colour);
struct Piece {
constexpr Piece()
: colour(Colour::None)
, type(Type::None)
{
}
constexpr Piece(Colour c, Type t)
: colour(c)
, type(t)
{
}
Colour colour : 4;
Type type : 4;
bool operator==(const Piece& other) const { return colour == other.colour && type == other.type; }
};
constexpr Piece EmptyPiece = { Colour::None, Type::None };
struct Square {
unsigned rank; // zero indexed;
unsigned file;
Square(const StringView& name);
Square(const unsigned& rank, const unsigned& file)
: rank(rank)
, file(file)
{
}
bool operator==(const Square& other) const { return rank == other.rank && file == other.file; }
template<typename Callback>
static void for_each(Callback callback)
{
for (int rank = 0; rank < 8; ++rank) {
for (int file = 0; file < 8; ++file) {
if (callback(Square(rank, file)) == IterationDecision::Break)
return;
}
}
}
bool in_bounds() const { return rank < 8 && file < 8; }
bool is_light() const { return (rank % 2) != (file % 2); }
String to_algebraic() const;
};
class Board;
struct Move {
Square from;
Square to;
Type promote_to;
Piece piece;
bool is_check = false;
bool is_mate = false;
bool is_capture = false;
bool is_ambiguous = false;
Square ambiguous { 50, 50 };
Move(const StringView& long_algebraic);
Move(const Square& from, const Square& to, const Type& promote_to = Type::None)
: from(from)
, to(to)
, promote_to(promote_to)
{
}
bool operator==(const Move& other) const { return from == other.from && to == other.to && promote_to == other.promote_to; }
static Move from_algebraic(const StringView& algebraic, const Colour turn, const Board& board);
String to_long_algebraic() const;
String to_algebraic() const;
};
class Board {
public:
Board();
Piece get_piece(const Square&) const;
Piece set_piece(const Square&, const Piece&);
bool is_legal(const Move&, Colour colour = Colour::None) const;
bool in_check(Colour colour) const;
bool is_promotion_move(const Move&, Colour colour = Colour::None) const;
bool apply_move(const Move&, Colour colour = Colour::None);
const Optional<Move>& last_move() const { return m_last_move; }
String to_fen() const;
enum class Result {
CheckMate,
StaleMate,
WhiteResign,
BlackResign,
FiftyMoveRule,
SeventyFiveMoveRule,
ThreeFoldRepetition,
FiveFoldRepetition,
InsufficientMaterial,
NotFinished,
};
static String result_to_string(Result, Colour turn);
static String result_to_points(Result, Colour turn);
template<typename Callback>
void generate_moves(Callback callback, Colour colour = Colour::None) const;
Move random_move(Colour colour = Colour::None) const;
Result game_result() const;
Colour game_winner() const;
int game_score() const;
bool game_finished() const;
void set_resigned(Colour);
int material_imbalance() const;
Colour turn() const { return m_turn; }
const Vector<Move>& moves() const { return m_moves; }
bool operator==(const Board& other) const;
private:
bool is_legal_no_check(const Move&, Colour colour) const;
bool is_legal_promotion(const Move&, Colour colour) const;
bool apply_illegal_move(const Move&, Colour colour);
Piece m_board[8][8];
Colour m_turn { Colour::White };
Colour m_resigned { Colour::None };
Optional<Move> m_last_move;
int m_moves_since_capture { 0 };
int m_moves_since_pawn_advance { 0 };
bool m_white_can_castle_kingside { true };
bool m_white_can_castle_queenside { true };
bool m_black_can_castle_kingside { true };
bool m_black_can_castle_queenside { true };
HashMap<Board, int> m_previous_states;
Vector<Move> m_moves;
friend struct AK::Traits<Board>;
};
template<typename Callback>
void Board::generate_moves(Callback callback, Colour colour) const
{
if (colour == Colour::None)
colour = turn();
auto try_move = [&](Move m) {
if (is_legal(m, colour)) {
if (callback(m) == IterationDecision::Break)
return false;
}
return true;
};
Square::for_each([&](Square sq) {
auto piece = get_piece(sq);
if (piece.colour != colour)
return IterationDecision::Continue;
bool keep_going = true;
if (piece.type == Type::Pawn) {
for (auto& piece : Vector({ Type::None, Type::Knight, Type::Bishop, Type::Rook, Type::Queen })) {
keep_going = try_move({ sq, { sq.rank + 1, sq.file }, piece })
&& try_move({ sq, { sq.rank + 2, sq.file }, piece })
&& try_move({ sq, { sq.rank - 1, sq.file }, piece })
&& try_move({ sq, { sq.rank - 2, sq.file }, piece })
&& try_move({ sq, { sq.rank + 1, sq.file + 1 }, piece })
&& try_move({ sq, { sq.rank + 1, sq.file - 1 }, piece })
&& try_move({ sq, { sq.rank - 1, sq.file + 1 }, piece })
&& try_move({ sq, { sq.rank - 1, sq.file - 1 }, piece });
}
} else if (piece.type == Type::Knight) {
keep_going = try_move({ sq, { sq.rank + 2, sq.file + 1 } })
&& try_move({ sq, { sq.rank + 2, sq.file - 1 } })
&& try_move({ sq, { sq.rank + 1, sq.file + 2 } })
&& try_move({ sq, { sq.rank + 1, sq.file - 2 } })
&& try_move({ sq, { sq.rank - 2, sq.file + 1 } })
&& try_move({ sq, { sq.rank - 2, sq.file - 1 } })
&& try_move({ sq, { sq.rank - 1, sq.file + 2 } })
&& try_move({ sq, { sq.rank - 1, sq.file - 2 } });
} else if (piece.type == Type::Bishop) {
for (int dr = -1; dr <= 1; dr += 2) {
for (int df = -1; df <= 1; df += 2) {
for (Square to = sq; to.in_bounds(); to = { to.rank + dr, to.file + df }) {
if (!try_move({ sq, to }))
return IterationDecision::Break;
}
}
}
} else if (piece.type == Type::Rook) {
for (int dr = -1; dr <= 1; dr++) {
for (int df = -1; df <= 1; df++) {
if ((dr == 0) != (df == 0)) {
for (Square to = sq; to.in_bounds(); to = { to.rank + dr, to.file + df }) {
if (!try_move({ sq, to }))
return IterationDecision::Break;
}
}
}
}
} else if (piece.type == Type::Queen) {
for (int dr = -1; dr <= 1; dr++) {
for (int df = -1; df <= 1; df++) {
if (dr != 0 || df != 0) {
for (Square to = sq; to.in_bounds(); to = { to.rank + dr, to.file + df }) {
if (!try_move({ sq, to }))
return IterationDecision::Break;
}
}
}
}
} else if (piece.type == Type::King) {
for (int dr = -1; dr <= 1; dr++) {
for (int df = -1; df <= 1; df++) {
if (!try_move({ sq, { sq.rank + dr, sq.file + df } }))
return IterationDecision::Break;
}
}
// Castling moves.
if (sq == Square("e1")) {
keep_going = try_move({ sq, Square("c1") }) && try_move({ sq, Square("g1") });
} else if (sq == Square("e8")) {
keep_going = try_move({ sq, Square("c8") }) && try_move({ sq, Square("g8") });
}
}
if (keep_going) {
return IterationDecision::Continue;
} else {
return IterationDecision::Break;
}
});
}
}
template<>
struct AK::Traits<Chess::Piece> : public GenericTraits<Chess::Piece> {
static unsigned hash(Chess::Piece piece)
{
return pair_int_hash(static_cast<u32>(piece.colour), static_cast<u32>(piece.type));
}
};
template<>
struct AK::Traits<Chess::Board> : public GenericTraits<Chess::Board> {
static unsigned hash(Chess::Board chess)
{
unsigned hash = 0;
hash = pair_int_hash(hash, static_cast<u32>(chess.m_white_can_castle_queenside));
hash = pair_int_hash(hash, static_cast<u32>(chess.m_white_can_castle_kingside));
hash = pair_int_hash(hash, static_cast<u32>(chess.m_black_can_castle_queenside));
hash = pair_int_hash(hash, static_cast<u32>(chess.m_black_can_castle_kingside));
hash = pair_int_hash(hash, static_cast<u32>(chess.m_black_can_castle_kingside));
Chess::Square::for_each([&](Chess::Square sq) {
hash = pair_int_hash(hash, Traits<Chess::Piece>::hash(chess.get_piece(sq)));
return IterationDecision::Continue;
});
return hash;
}
};