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hchesslib (empty) → 0.1.0.0

raw patch · 14 files changed

+1345/−0 lines, 14 filesdep +QuickCheckdep +arraydep +attoparsecsetup-changed

Dependencies added: QuickCheck, array, attoparsec, base, containers, hchesslib, hlint, hspec, text

Files

+ LICENSE view
@@ -0,0 +1,339 @@+             GNU GENERAL PUBLIC LICENSE+                Version 2, June 1991++ Copyright (C) 1989, 1991 Free Software Foundation, Inc.,+ 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA+ Everyone is permitted to copy and distribute verbatim copies+ of this license document, but changing it is not allowed.++                     Preamble++  The licenses for most software are designed to take away your+freedom to share and change it.  By contrast, the GNU General Public+License is intended to guarantee your freedom to share and change free+software--to make sure the software is free for all its users.  This+General Public License applies to most of the Free Software+Foundation's software and to any other program whose authors commit to+using it.  (Some other Free Software Foundation software is covered by+the GNU Lesser General Public License instead.)  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+ README.md view
@@ -0,0 +1,5 @@+# hchesslib++[![Build Status](https://travis-ci.org/nablaa/hchesslib.png?branch=master)](https://travis-ci.org/nablaa/hchesslib)++hchesslib is a simple chess library for Haskell.
+ Setup.hs view
@@ -0,0 +1,2 @@+import Distribution.Simple+main = defaultMain
+ hchesslib.cabal view
@@ -0,0 +1,66 @@+-- Initial hirchess.cabal generated by cabal init.  For further+-- documentation, see http://haskell.org/cabal/users-guide/++name:                hchesslib+version:             0.1.0.0+synopsis:            Chess library+description:         Library implementing chess rules.+license:             GPL-2+license-file:        LICENSE+author:              Miika-Petteri Matikainen+maintainer:          miikapetteri@gmail.com+homepage:            https://github.com/nablaa/hchesslib+-- copyright:+category:            Game+build-type:          Simple+extra-source-files:  README.md+cabal-version:       >=1.10++source-repository head+  type:                 git+  location:             https://github.com/nablaa/hchesslib++Library+  Default-Language:     Haskell2010+  Hs-Source-Dirs:       src++  exposed-modules:      Chess, Chess.FEN++  other-modules:        Chess.Internal.Piece,+                        Chess.Internal.Board,+                        Chess.Internal.Move,+                        Chess.Internal.FEN,+                        Chess.Internal.Notation+                        Chess.Internal.Game++  Build-depends:        base >= 4 && < 5+                        , array >= 0.4+                        , containers >= 0.4+                        , attoparsec+                        , text++Test-Suite spec+  Type:                 exitcode-stdio-1.0+  Default-Language:     Haskell2010+  Hs-Source-Dirs:       src, test, test/Chess+  Ghc-Options:          -Wall -Werror+  Main-Is:              Spec.hs++  Build-Depends:        base >= 4 && < 5+                        , hspec >= 1.5+                        , QuickCheck+                        , array >= 0.4+                        , containers >= 0.4+                        , attoparsec+                        , text+                        , hchesslib++Test-suite hlint+  type:                 exitcode-stdio-1.0+  Default-language:     Haskell2010+  Hs-source-dirs:       src, test, test/Chess+  Main-is:              HLint.hs++  Build-depends:        base >= 4 && < 5+                        , hlint >= 1.8+                        , hchesslib
+ src/Chess.hs view
@@ -0,0 +1,91 @@+-- |+-- Module      :  Chess+-- Copyright   :  Miika-Petteri Matikainen 2014+-- License     :  GPL-2+--+-- Maintainer  :  miikapetteri@gmail.com+-- Stability   :  experimental+-- Portability :  unknown+--+-- Simple chess library for implementing chess games.+module Chess (+              Chess.Internal.Board.Board,+              Chess.Internal.Board.Coordinates,+              Chess.Internal.Board.Square(..),+              Chess.Internal.Move.GameState,+              Chess.Internal.Move.currentPlayer,+              Chess.Internal.Piece.Color(..),+              Chess.Internal.Piece.Piece(..),+              Chess.Internal.Piece.PieceType(..),+              board,+              fullMoveNumber,+              isCheckmate,+              isDraw,+              isLegalMove,+              isStalemate,+              move,+              newGame,+              pieceAt,+              winner,+              ) where++import Chess.Internal.Board+import Chess.Internal.Move+import Chess.Internal.Piece+import qualified Chess.Internal.Game as G+import qualified Chess.Internal.Notation as N++-- | Has the game ended in checkmate+isCheckmate :: GameState -> Bool+isCheckmate = G.isCheckmate++-- | Has the game ended in stalemate+isStalemate :: GameState -> Bool+isStalemate = G.isStalemate++-- | Is the game draw? I.e. is the game stalemate or is the game draw by+-- insufficient material.+isDraw :: GameState -> Bool+isDraw = G.isDraw++-- | Returns the winner of the game if any+winner :: GameState -> Maybe Color+winner = G.getWinner++-- | Is the given move legal. The only supported move format at the moment+-- is coordinate notation.+isLegalMove :: GameState+            -> String    -- ^ Move in coordinate notation. E.g. "e2-e4" or "b1-c3"+            -> Bool+isLegalMove game moveStr = case N.parseMove game moveStr of+                                   Just m -> m `elem` generateAllMoves game+                                   Nothing -> False++-- | Make a move. The only supported move format at the moment is coordinate+-- notation.+move :: GameState+     -> String          -- ^ Move in coordinate notation. E.g. "e2-e4" or "b1-c3"+     -> Maybe GameState+move game moveStr = do m <- N.parseMove game moveStr+                       case G.applyMove game m of+                               Left _ -> Nothing+                               Right game' -> Just game'++-- | Current board state in the game+board :: GameState -> Board+board = stateBoard++-- | Get initial game state+newGame :: GameState+newGame = initialState++-- | Get the piece at the given coordinate+pieceAt :: Board+        -> String      -- ^ Square coordinate. E.g. "e4"+        -> Maybe Piece+pieceAt b coordinateStr = do coords <- parseCoordinate coordinateStr+                             getPiece b coords++-- | Full move number. Incremented after black's move.+fullMoveNumber :: GameState -> Integer+fullMoveNumber = moveNumber
+ src/Chess/FEN.hs view
@@ -0,0 +1,36 @@+-- |+-- Module      :  Chess.FEN+-- Copyright   :  Miika-Petteri Matikainen 2014+-- License     :  GPL-2+--+-- Maintainer  :  miikapetteri@gmail.com+-- Stability   :  experimental+-- Portability :  unknown+--+-- Parsing chess games from FEN notation+-- (https://en.wikipedia.org/wiki/Forsyth%E2%80%93Edwards_Notation).+module Chess.FEN (writeFEN, readFEN) where++import Chess.Internal.Move+import Chess.Internal.FEN++-- | Write the current game state as FEN notation+writeFEN :: GameState -> String+writeFEN state = unwords [writeBoard (stateBoard state),+                          writePlayer (currentPlayer state),+                          writeCastlings (whiteCastlingsPossible state) (blackCastlingsPossible state),+                          writeEnPassant (enPassantSquare state),+                          show (halfmoveClock state),+                          show (moveNumber state)]++-- | Parse game state from FEN notation+readFEN :: String -> Maybe GameState+readFEN str | length parts /= 6 = Nothing+            | otherwise = do board' <- readBoard $ head parts+                             player <- readPlayer $ parts !! 1+                             castlings <- readCastlings $ parts !! 2+                             enPassant <- readEnPassant $ parts !! 3+                             halfmoves <- readNumberWithLimit 0 $ parts !! 4+                             moves <- readNumberWithLimit 1 $ parts !! 5+                             return $ uncurry (State board' player) castlings enPassant halfmoves moves+        where parts = words str
+ src/Chess/Internal/Board.hs view
@@ -0,0 +1,214 @@+module Chess.Internal.Board (Board, Coordinates, initialBoard, emptyBoard, printBoardCompact,+                    parseCoordinate, isInsideBoard, getPiece, movePiece,+                    parseBoardCompact, printCoordinate, isEmpty, isOpponentSquare,+                    firstPieceInSquareList, iterateDirectionInsideBoard,+                    getKingSquare, rookPattern, bishopPattern, knightPattern,+                    queenPattern, isSquareThreatened, sumSquares,+                    isCheck, getSquaresWithOwner, addPiece, removePiece,+                    getPlayerPieces, getSquareColor, getSquaresWithPieces, Square(..)) where++import Data.Array+import Data.Char+import Data.List+import Data.Maybe+import Chess.Internal.Piece++data Square = Square Piece | Empty+              deriving (Eq, Show)+++-- | Coordinate format:+--+-- @+-- (rank, file)+-- (0,0)          (0,7)+--    +---> file+--    |+--    |+--    v+--   rank+--  (7,0)         (7,7)+-- -+--   +-------+-------+-------+-------+-------+-------+-------+-------++-- 8 | (0,0) | (0,1) | (0,2) | (0,3) | (0,4) | (0,5) | (0,6) | (0,7) |+--   +-------+-------+-------+-------+-------+-------+-------+-------++-- 7 | (1,0) | (1,1) | (1,2) | (1,3) | (1,4) | (1,5) | (1,6) | (1,7) |+--   +-------+-------+-------+-------+-------+-------+-------+-------++-- 6 | (2,0) | (2,1) | (2,2) | (2,3) | (2,4) | (2,5) | (2,6) | (2,7) |+--   +-------+-------+-------+-------+-------+-------+-------+-------++-- 5 | (3,0) | (3,1) | (3,2) | (3,3) | (3,4) | (3,5) | (3,6) | (3,7) |+--   +-------+-------+-------+-------+-------+-------+-------+-------++-- 4 | (4,0) | (4,1) | (4,2) | (4,3) | (4,4) | (4,5) | (4,6) | (4,7) |+--   +-------+-------+-------+-------+-------+-------+-------+-------++-- 3 | (5,0) | (5,1) | (5,2) | (5,3) | (5,4) | (5,5) | (5,6) | (5,7) |+--   +-------+-------+-------+-------+-------+-------+-------+-------++-- 2 | (6,0) | (6,1) | (6,2) | (6,3) | (6,4) | (6,5) | (6,6) | (6,7) |+--   +-------+-------+-------+-------+-------+-------+-------+-------++-- 1 | (7,0) | (7,1) | (7,2) | (7,3) | (7,4) | (7,5) | (7,6) | (7,7) |+--   +-------+-------+-------+-------+-------+-------+-------+-------++--       a       b       c       d       e       f       g       h+--  @+--+type Coordinates = (Int, Int)+type Board = Array Coordinates Square++initialBoard :: Board+initialBoard = listArray ((0, 0), (7, 7)) rows+    where officerRow color = map (Square . Piece color) [Rook, Knight, Bishop, Queen, King, Bishop, Knight, Rook]+          pawnRow color = replicate 8 $ (Square . Piece color) Pawn+          rows = officerRow Black ++ pawnRow Black ++ replicate 32 Empty ++ pawnRow White ++ officerRow White++emptyBoard :: Board+emptyBoard = listArray ((0, 0), (7, 7)) (repeat Empty)++squareToChar :: Square -> Char+squareToChar Empty = ' '+squareToChar (Square p) = head $ printPiece p++printBoardCompact :: Board -> String+printBoardCompact board = toLines $ foldr f "" (elems board)+    where f = (:) . squareToChar+          toLines [] = []+          toLines str = take 8 str ++ "\n" ++ toLines (drop 8 str)++isInsideBoard :: Coordinates -> Bool+isInsideBoard (i, j) = i >= 0 && i <= 7 && j >= 0 && j <= 7++parseCoordinate :: String -> Maybe Coordinates+parseCoordinate (column:row:[]) | isInsideBoard coordinates = Just coordinates+                                    | otherwise = Nothing+    where coordinates = (ord '8' - ord row, ord column - ord 'a')+parseCoordinate _ = Nothing++printCoordinate :: Coordinates -> String+printCoordinate (r, c) = [chr (ord 'a' + c), intToDigit (8 - r)]++movePiece :: Coordinates -> Coordinates -> Board -> Maybe Board+movePiece start end _ | not (isInsideBoard start) || not (isInsideBoard end) = Nothing+movePiece start end board = case startPiece of+                                    Nothing -> Nothing+                                    Just piece -> Just $ addPiece board' end piece+        where startPiece = getPiece board start+              board' = removePiece board start++addPiece :: Board -> Coordinates -> Piece -> Board+addPiece board coordinates = updateBoard board coordinates . Square++removePiece :: Board -> Coordinates -> Board+removePiece board coordinates = updateBoard board coordinates Empty++updateBoard :: Board -> Coordinates -> Square -> Board+updateBoard board coordinates square = board // [(coordinates, square)]++getPiece :: Board -> Coordinates -> Maybe Piece+getPiece board coordinates | inRange (bounds board) coordinates = f $ board ! coordinates+                           where f Empty = Nothing+                                 f (Square piece) = Just piece+getPiece _ _ = Nothing++isEmpty :: Board -> Coordinates -> Bool+isEmpty board coordinates = isNothing $ getPiece board coordinates++isPlayerSquare :: Board -> Color -> Coordinates -> Bool+isPlayerSquare board player coordinates = case getPiece board coordinates of+                                                  Nothing -> False+                                                  Just (Piece color _) -> color == player++isOpponentSquare :: Board -> Coordinates -> Color -> Bool+isOpponentSquare board coordinates player = isPlayerSquare board (opponent player) coordinates++parseBoardCompact :: String -> Maybe Board+parseBoardCompact str | length str /= 72 = Nothing+                      | length rows /= 8 || nub (map length rows) /= [8] = Nothing+                      | otherwise = squares >>= boardFromSquares+        where rows = lines str+              squares = mapM parseSquare (concat rows)++parseSquare :: Char -> Maybe Square+parseSquare ' ' = Just Empty+parseSquare c = case parsePiece c of+                        Nothing -> Nothing+                        Just piece -> Just $ Square piece++boardFromSquares :: [Square] -> Maybe Board+boardFromSquares squares | length squares /= 64 = Nothing+                         | otherwise = Just $ listArray ((0, 0), (7, 7)) squares++firstPieceInSquareList :: Board -> [Coordinates] -> Maybe Piece+firstPieceInSquareList board coordinates = case firstNonEmpty of+                                                   [] -> Nothing+                                                   (coordinate:_) -> getPiece board coordinate+        where firstNonEmpty = dropWhile (isEmpty board) coordinates++iterateDirectionInsideBoard :: Coordinates -> (Int, Int) -> [Coordinates]+iterateDirectionInsideBoard start direction = tail $ takeWhile isInsideBoard $ iterate (sumSquares direction) start++sumSquares :: (Int, Int) -> (Int, Int) -> (Int, Int)+sumSquares (x1, y1) (x2, y2) = (x1 + x2, y1 + y2)++getKingSquare :: Board -> Color -> Coordinates+getKingSquare board player = fromJust $ rlookup (Square (Piece player King)) $ assocs board+        where rlookup x = lookup x . map swap+              swap (x, y) = (y, x)++rookPattern :: [(Int, Int)]+rookPattern = [(-1, 0), (1, 0), (0, -1), (0, 1)]++bishopPattern :: [(Int, Int)]+bishopPattern = [(-1, -1), (-1, 1), (1, -1), (1, 1)]++queenPattern :: [(Int, Int)]+queenPattern = rookPattern ++ bishopPattern++knightPattern :: [(Int, Int)]+knightPattern = [(-2, -1), (-1, -2), (1, -2), (2, -1), (-2, 1), (-1, 2), (1, 2), (2, 1)]++isSquareThreatened :: Board -> Color -> Coordinates -> Bool+isSquareThreatened board opponentPlayer coords = knightsThreaten || pawnsThreaten || otherPiecesThreaten || kingsThreaten || rookOrQueenThreatens || bishopOrQueenThreatens+        where knightSquares = map (sumSquares coords) knightPattern+              knightsThreaten = any isOpponentKnight knightSquares+              isOpponentKnight square = case getPiece board square of+                                                Just (Piece player Knight) -> player == opponentPlayer+                                                _ -> False+              pawnsThreaten = any isOpponentPawn $ map (sumSquares coords) pawnSquares+              pawnSquares = case opponentPlayer of+                                    White -> [(1, -1), (1, 1)]+                                    Black -> [(-1, -1), (-1, 1)]+              isOpponentPawn square = case getPiece board square of+                                              Just (Piece player Pawn) -> player == opponentPlayer+                                              _ -> False+              otherPiecesThreaten = False+              kingSquares = map (sumSquares coords) queenPattern+              kingsThreaten = any isOpponentKing kingSquares+              isOpponentKing square  = case getPiece board square of+                                                Just (Piece player King) -> player == opponentPlayer+                                                _ -> False+              potentialOpponentRookQueenPieces = mapMaybe (firstPieceInSquareList board . iterateDirectionInsideBoard coords) rookPattern+              rookOrQueenThreatens = any isOpponentRookOrQueen potentialOpponentRookQueenPieces+              isOpponentRookOrQueen (Piece color piecetype) = color == opponentPlayer && piecetype `elem` [Rook, Queen]+              potentialOpponentBishopQueenPieces = mapMaybe (firstPieceInSquareList board . iterateDirectionInsideBoard coords) bishopPattern+              bishopOrQueenThreatens = any isOpponentBishopOrQueen potentialOpponentBishopQueenPieces+              isOpponentBishopOrQueen (Piece color piecetype) = color == opponentPlayer && piecetype `elem` [Bishop, Queen]++isCheck :: Board -> Color -> Bool+isCheck board player = isSquareThreatened board (opponent player) kingSquare+        where kingSquare = getKingSquare board player++getSquaresWithOwner :: Board -> Color -> [Coordinates]+getSquaresWithOwner board player = filter (isPlayerSquare board player) (indices board)++getSquaresWithPieces :: Board -> PieceType -> [Coordinates]+getSquaresWithPieces board piecetype = filter (isPieceSquare board piecetype) (indices board)++isPieceSquare :: Board -> PieceType -> Coordinates -> Bool+isPieceSquare board piecetype square = case getPiece board square of+                                               Just (Piece _ t) -> t == piecetype+                                               Nothing -> False++getPlayerPieces :: Board -> Color -> [PieceType]+getPlayerPieces board player = map (typeFromPiece . fromJust . getPiece board) (getSquaresWithOwner board player)+        where typeFromPiece (Piece _ pieceType) = pieceType++getSquareColor :: Coordinates -> Color+getSquareColor (row, column) | (row + column) `mod` 2 == 0 = White+                             | otherwise = Black
+ src/Chess/Internal/FEN.hs view
@@ -0,0 +1,83 @@+module Chess.Internal.FEN where++import Chess.Internal.Move+import Chess.Internal.Board+import Chess.Internal.Piece+import Data.List+import Data.Char+import Data.Maybe++writeBoard :: Board -> String+writeBoard = intercalate "/" . lines . concatMap emptyToNum . group . printBoardCompact+    where emptyToNum str@(' ':_) = show $ length str+          emptyToNum str = str++writePlayer :: Color -> String+writePlayer White = "w"+writePlayer Black = "b"++writeCastlings :: [CastlingType] -> [CastlingType] -> String+writeCastlings [] [] = "-"+writeCastlings white black = sort (map (castlingToChar White) white ++ map (castlingToChar Black) black)+        where castlingToChar White Long = 'Q'+              castlingToChar White Short = 'K'+              castlingToChar Black Long = 'q'+              castlingToChar Black Short = 'k'++writeEnPassant :: Maybe Coordinates -> String+writeEnPassant Nothing = "-"+writeEnPassant (Just coordinate) = printCoordinate coordinate++readBoard :: String -> Maybe Board+readBoard str | length parts /= 8 = Nothing+              | otherwise = parseBoardCompact $ unlines parts+    where numToEmpty x | isNumber x = replicate (digitToInt x) ' '+                       | otherwise = [x]+          parts = split (== '/') $ concatMap numToEmpty str++readPlayer :: String -> Maybe Color+readPlayer "w" = Just White+readPlayer "b" = Just Black+readPlayer _ = Nothing++readCastlings :: String -> Maybe ([CastlingType], [CastlingType])+readCastlings "-" = Just ([], [])+readCastlings str = case readCastlings' str of+                            Nothing -> Nothing+                            Just (whites, blacks) -> if castlingCountValid whites && castlingCountValid blacks then Just (whites, blacks)+                                                                                                               else Nothing+        where castlingCountValid castlings = sort (nub castlings) == sort castlings++readCastlings' :: String -> Maybe ([CastlingType], [CastlingType])+readCastlings' str = do whiteCastlings <- mapM toCastling whites+                        blackCastlings <- mapM toCastling blacks+                        return (whiteCastlings, blackCastlings)+        where whites = filter isUpper str+              blacks = filter isLower str+              toCastling 'q' = Just Long+              toCastling 'k' = Just Short+              toCastling 'Q' = Just Long+              toCastling 'K' = Just Short+              toCastling _ = Nothing++readEnPassant :: String -> Maybe (Maybe Coordinates)+readEnPassant "-" = Just Nothing+readEnPassant str = case parseCoordinate str of+                      Nothing -> Nothing+                      coordinate -> Just coordinate++readNumberWithLimit :: (Ord a, Read a) => a -> String -> Maybe a+readNumberWithLimit limit str = case readMaybe str of+                                        Nothing -> Nothing+                                        Just number -> if number >= limit+                                                         then Just number+                                                         else Nothing++readMaybe :: Read a => String -> Maybe a+readMaybe = fmap fst . listToMaybe . filter (null . snd) . reads++split :: (Char -> Bool) -> String -> [String]+split p str = case dropWhile p str of+                "" -> []+                str' -> w : split p str''+                    where (w, str'') = break p str'
+ src/Chess/Internal/Game.hs view
@@ -0,0 +1,107 @@+module Chess.Internal.Game (applyMove, isCheckmate, isStalemate, isInsufficientMaterial,+                   isDraw, getWinner) where++import Data.List+import Chess.Internal.Piece+import Chess.Internal.Move+import Chess.Internal.Board+import Data.Maybe++applyMove :: GameState -> Move -> Either MoveError GameState+applyMove game move = case moveError of+                              Just mError -> Left mError+                              Nothing -> Right newGame+        where moveError = isMoveError game move+              newGame = State (updateBoard game move)+                              (updatePlayer game)+                              (updateWhiteCastlings game move)+                              (updateBlackCastlings game move)+                              (updateEnPassantSquare move)+                              (updateHalfMoveClock game move)+                              (updateMoveNumber game)++updateBoard :: GameState -> Move -> Board+updateBoard game move = fromJust $ boardAfterMove (stateBoard game) move++updatePlayer :: GameState -> Color+updatePlayer game = opponent (currentPlayer game)++updateWhiteCastlings :: GameState -> Move -> [CastlingType]+updateWhiteCastlings (State _ _ castlings _ _ _ _) (Movement (Piece White Rook) (7, 0) _) = delete Long castlings+updateWhiteCastlings (State _ _ castlings _ _ _ _) (Movement (Piece White Rook) (7, 7) _) = delete Short castlings+updateWhiteCastlings (State _ _ castlings _ _ _ _) (Capture (Piece White Rook) (7, 0) _) = delete Long castlings+updateWhiteCastlings (State _ _ castlings _ _ _ _) (Capture (Piece White Rook) (7, 7) _) = delete Short castlings+updateWhiteCastlings (State _ _ castlings _ _ _ _) (Capture (Piece Black _) _ (7, 0)) = delete Long castlings+updateWhiteCastlings (State _ _ castlings _ _ _ _) (Capture (Piece Black _) _ (7, 7)) = delete Short castlings+updateWhiteCastlings (State _ _ castlings _ _ _ _) (Promotion (Piece Black _) _ (7, 0) _) = delete Long castlings+updateWhiteCastlings (State _ _ castlings _ _ _ _) (Promotion (Piece Black _) _ (7, 7) _) = delete Short castlings+updateWhiteCastlings (State _ _ castlings _ _ _ _) move = updateCastlings White castlings move++updateBlackCastlings :: GameState -> Move -> [CastlingType]+updateBlackCastlings (State _ _ _ castlings _ _ _) (Movement (Piece Black Rook) (0, 0) _) = delete Long castlings+updateBlackCastlings (State _ _ _ castlings _ _ _) (Movement (Piece Black Rook) (0, 7) _) = delete Short castlings+updateBlackCastlings (State _ _ _ castlings _ _ _) (Capture (Piece Black Rook) (0, 0) _) = delete Long castlings+updateBlackCastlings (State _ _ _ castlings _ _ _) (Capture (Piece Black Rook) (0, 7) _) = delete Short castlings+updateBlackCastlings (State _ _ _ castlings _ _ _) (Capture (Piece White _) _ (0, 0)) = delete Long castlings+updateBlackCastlings (State _ _ _ castlings _ _ _) (Capture (Piece White _) _ (0, 7)) = delete Short castlings+updateBlackCastlings (State _ _ _ castlings _ _ _) (Promotion (Piece White _) _ (0, 0) _) = delete Long castlings+updateBlackCastlings (State _ _ _ castlings _ _ _) (Promotion (Piece White _) _ (0, 7) _) = delete Short castlings+updateBlackCastlings (State _ _ _ castlings _ _ _) move = updateCastlings Black castlings move++updateCastlings :: Color -> [CastlingType] -> Move -> [CastlingType]+updateCastlings player _ (Castling movePlayer _) | player == movePlayer = []+updateCastlings player _ (Movement (Piece movePlayer King) _ _) | player == movePlayer = []+updateCastlings player _ (Capture (Piece movePlayer King) _ _) | player == movePlayer = []+updateCastlings _ castlings _ = castlings++updateEnPassantSquare :: Move -> Maybe Coordinates+updateEnPassantSquare (PawnDoubleMove (Piece White Pawn) _ (row, col)) = Just (row + 1, col)+updateEnPassantSquare (PawnDoubleMove (Piece Black Pawn) _ (row, col)) = Just (row - 1, col)+updateEnPassantSquare _ = Nothing++updateHalfMoveClock :: GameState -> Move -> Integer+updateHalfMoveClock _ Capture{} = 0+updateHalfMoveClock _ (Movement (Piece _ Pawn) _ _) = 0+updateHalfMoveClock _ (PawnDoubleMove (Piece _ Pawn) _ _) = 0+updateHalfMoveClock _ (Promotion (Piece _ Pawn) _ _ _) = 0+updateHalfMoveClock (State _ _ _ _ _ number _) _ = number + 1++updateMoveNumber :: GameState -> Integer+updateMoveNumber (State _ White _ _ _ _ number) = number+updateMoveNumber (State _ Black _ _ _ _ number) = number + 1++isCheckmate :: GameState -> Bool+isCheckmate game@(State board player _ _ _ _ _) = null (generateAllMoves game) && isCheck board player++isStalemate :: GameState -> Bool+isStalemate game@(State board player _ _ _ _ _) = null (generateAllMoves game) && not (isCheck board player)++isInsufficientMaterial :: GameState -> Bool+isInsufficientMaterial game = isInsufficientMaterialByPieces whitePieces blackPieces || isInsufficientMaterialWithBishops board whitePieces blackPieces+        where board = stateBoard game+              whitePieces = delete King $ getPlayerPieces board White+              blackPieces = delete King $ getPlayerPieces board Black++isInsufficientMaterialByPieces :: [PieceType] -> [PieceType] -> Bool+isInsufficientMaterialByPieces [] [] = True+isInsufficientMaterialByPieces [Bishop] [] = True+isInsufficientMaterialByPieces [Knight] [] = True+isInsufficientMaterialByPieces [] [Bishop] = True+isInsufficientMaterialByPieces [] [Knight] = True+isInsufficientMaterialByPieces _ _ = False++isInsufficientMaterialWithBishops :: Board -> [PieceType] -> [PieceType] -> Bool+isInsufficientMaterialWithBishops _ white black | not (onlyBishops white && onlyBishops black) = False+        where onlyBishops pieces = not (any (/= Bishop) pieces)+isInsufficientMaterialWithBishops board _ _ = bishopsOnWhite /= bishopsOnBlack+        where whiteSquaresWithBishops = filter (\x -> getSquareColor x == White) $ getSquaresWithPieces board Bishop+              blackSquaresWithBishops = filter (\x -> getSquareColor x == Black) $ getSquaresWithPieces board Bishop+              bishopsOnWhite = not (null whiteSquaresWithBishops)+              bishopsOnBlack = not (null blackSquaresWithBishops)++isDraw :: GameState -> Bool+isDraw game = isStalemate game || isInsufficientMaterial game++getWinner :: GameState -> Maybe Color+getWinner game | isCheckmate game = Just $ opponent $ currentPlayer game+               | otherwise = Nothing
+ src/Chess/Internal/Move.hs view
@@ -0,0 +1,254 @@+module Chess.Internal.Move (GameState(..), Move(..), CastlingType(..),+                   MoveError(..), isRightPlayerMove,+                   isMoveError, initialState,+                   isCorrectStartPiece, areCoordinatesValid,+                   generateAllRookMoves, iterateMovementSquares,+                   iterateDirection, generateAllBishopMoves,+                   generateAllQueenMoves, generateAllKnightMoves,+                   generateAllKingMoves, generateAllPawnMoves,+                   generateAllPotentialMoves, boardAfterMove,+                   generateAllMoves)  where++import Chess.Internal.Piece+import Chess.Internal.Board+import Data.Maybe++data GameState = State {+      stateBoard :: Board+    , currentPlayer :: Color+    , whiteCastlingsPossible :: [CastlingType]+    , blackCastlingsPossible :: [CastlingType]+    , enPassantSquare :: Maybe Coordinates+    , halfmoveClock :: Integer+    , moveNumber :: Integer+    } deriving (Eq, Show)++data Move = Movement Piece Coordinates Coordinates+          | Capture Piece Coordinates Coordinates+          | Castling Color CastlingType+          | EnPassant Piece Coordinates Coordinates+          | Promotion Piece Coordinates Coordinates PieceType+          | PawnDoubleMove Piece Coordinates Coordinates+          deriving (Show, Eq)++data CastlingType = Short | Long+                  deriving (Show, Eq, Ord)++data MoveError = WrongPlayer | WrongPiece | InvalidMove | InCheck | InvalidCoordinates+               deriving (Show, Eq)++initialState :: GameState+initialState = State initialBoard White [Short, Long] [Short, Long] Nothing 0 1++generateAllMoves :: GameState -> [Move]+generateAllMoves game = filter isLegalMove $ generateAllPotentialMoves game+        where isLegalMove move = isNothing (isMoveError game move)++isInCheckAfterMove :: GameState -> Move -> Bool+isInCheckAfterMove game move = case newBoard of+                                       Nothing -> False+                                       Just b -> isCheck b (currentPlayer game)+        where board = stateBoard game+              newBoard = boardAfterMove board move++isCorrectPiece :: GameState -> Move -> Bool+isCorrectPiece (State board _ _ _ _ _ _) (Movement piece start _) = isCorrectStartPiece board piece start+isCorrectPiece (State board _ _ _ _ _ _) (Capture piece start _) = isCorrectStartPiece board piece start+isCorrectPiece (State board _ _ _ _ _ _) (EnPassant piece start _) = isCorrectStartPiece board piece start+isCorrectPiece (State board _ _ _ _ _ _) (Promotion piece start _ _) = isCorrectStartPiece board piece start+isCorrectPiece (State board _ _ _ _ _ _) (PawnDoubleMove piece start _) = isCorrectStartPiece board piece start+isCorrectPiece _ (Castling _ _) = True++isMoveError :: GameState -> Move -> Maybe MoveError+isMoveError game move | not (isCorrectPlayer game move) = Just WrongPlayer+                      | not (isCorrectPiece game move) = Just WrongPiece+                      | not (isCorrectBoardMove game move) = Just InvalidCoordinates+                      | isInCheckAfterMove game move = Just InCheck+                      | move `notElem` generateAllPotentialMoves game = Just InvalidMove+                      | otherwise = Nothing++isCorrectBoardMove :: GameState -> Move -> Bool+isCorrectBoardMove game move = isJust (boardAfterMove (stateBoard game) move)++isCorrectStartPiece :: Board -> Piece -> Coordinates -> Bool+isCorrectStartPiece board (Piece color pieceType) coordinates+        = case boardPiece of+                  Nothing -> False+                  Just (Piece color' pieceType') -> color == color' && pieceType == pieceType'+        where boardPiece = getPiece board coordinates++isCorrectPlayer :: GameState -> Move -> Bool+isCorrectPlayer game = isRightPlayerMove (currentPlayer game)++isRightPlayerMove :: Color -> Move -> Bool+isRightPlayerMove player (Movement (Piece color _) _ _) = player == color+isRightPlayerMove player (Capture (Piece color _) _ _) = player == color+isRightPlayerMove player (Castling color _) = player == color+isRightPlayerMove player (EnPassant (Piece color _) _ _) = player == color+isRightPlayerMove player (Promotion (Piece color _) _ _ _) = player == color+isRightPlayerMove player (PawnDoubleMove (Piece color _) _ _) = player == color++areCoordinatesValid :: Coordinates -> Coordinates -> Maybe MoveError+areCoordinatesValid start end | start == end = Just InvalidCoordinates+                              | not (isInsideBoard start) || not (isInsideBoard end) = Just InvalidCoordinates+                              | otherwise = Nothing++generateAllRookMoves :: GameState -> Coordinates -> [Move]+generateAllRookMoves game coords = patternMoves game coords rookPattern++generateAllBishopMoves :: GameState -> Coordinates -> [Move]+generateAllBishopMoves game coords = patternMoves game coords bishopPattern++generateAllQueenMoves :: GameState -> Coordinates -> [Move]+generateAllQueenMoves game coords = patternMoves game coords queenPattern++generateAllKnightMoves :: GameState -> Coordinates -> [Move]+generateAllKnightMoves game coords = map (Movement piece coords) emptySquares+                                     ++ map (Capture piece coords) opponentSquares+        where squares = filter isInsideBoard [sumSquares coords jump | jump <- knightPattern]+              board = stateBoard game+              emptySquares = filter (isEmpty board) squares+              piece@(Piece player _) = fromJust $ getPiece board coords+              opponentSquares = filter (\square -> isOpponentSquare board square player) squares++generateAllKingMoves :: GameState -> Coordinates -> [Move]+generateAllKingMoves game coords = map (Movement piece coords) moveSquares+                                   ++ map (Capture piece coords) captureSquares+                                   ++ kingCastlingMoves game coords+        where board = stateBoard game+              piece = fromJust $ getPiece board coords+              moveSquares = kingMoveSquares game coords+              captureSquares = kingCaptureSquares game coords++generateAllPawnMoves :: GameState -> Coordinates -> [Move]+generateAllPawnMoves game coords@(row, _) = move ++ doubleMove ++ captures ++ promotions ++ enpassant+        where board = stateBoard game+              (Piece player _) = fromJust $ getPiece board coords+              isOnStartRow = case player of+                                     White -> row == 6+                                     Black -> row == 1+              isNextToPromotionRow = case player of+                                             White -> row == 1+                                             Black -> row == 6+              moveDirection = case player of+                              White -> -1+                              Black -> 1+              moveSquare = sumSquares coords (moveDirection, 0)+              doubleMoveSquare = sumSquares coords (moveDirection * 2, 0)+              captureSquares = map (sumSquares coords) [(moveDirection, -1), (moveDirection, 1)]+              move = [Movement (Piece player Pawn) coords moveSquare | isEmpty board moveSquare && not isNextToPromotionRow]+              doubleMove = [PawnDoubleMove (Piece player Pawn) coords doubleMoveSquare | isEmpty board moveSquare && isEmpty board doubleMoveSquare && isOnStartRow]+              capture square = [Capture (Piece player Pawn) coords square | isOpponentSquare board square player && not isNextToPromotionRow]+              captures = concatMap capture captureSquares+              promotionCapture square = if isOpponentSquare board square player+                                        then map (Promotion (Piece player Pawn) coords square) [Rook, Bishop, Knight, Queen]+                                        else []+              promotionMove square = if isEmpty board square+                                     then map (Promotion (Piece player Pawn) coords square) [Rook, Bishop, Knight, Queen]+                                     else []+              promotions = if isNextToPromotionRow+                           then concatMap promotionCapture captureSquares ++ promotionMove moveSquare+                           else []+              epSquare = enPassantSquare game+              enpassant = case epSquare of+                                  Just square -> [EnPassant (Piece player Pawn) coords square | square `elem` captureSquares]+                                  Nothing -> []++kingMoveSquares :: GameState -> Coordinates -> [Coordinates]+kingMoveSquares game start = emptySquares+        where allSquares = map (sumSquares start) queenPattern+              board = stateBoard game+              emptySquares = filter (isEmpty board) $ filter isInsideBoard allSquares++kingCaptureSquares :: GameState -> Coordinates -> [Coordinates]+kingCaptureSquares game start = opponentSquares+        where allSquares = map (sumSquares start) queenPattern+              board = stateBoard game+              (Piece player _) = fromJust $ getPiece board start+              opponentSquares = filter (\square -> isOpponentSquare board square player) $ filter isInsideBoard allSquares++kingCastlingMoves :: GameState -> Coordinates -> [Move]+kingCastlingMoves game coords = map (Castling player) $ filter (isCastlingPossible game player) [Long, Short]+        where board = stateBoard game+              (Piece player _) = fromJust $ getPiece board coords++isCastlingPossible :: GameState -> Color -> CastlingType -> Bool+isCastlingPossible game player castling = castling `elem` possibleCastlings player && all (isEmpty board) squares && traverseSquaresNotThreatened+        where squares = castlingSquares player castling+              board = stateBoard game+              possibleCastlings White = whiteCastlingsPossible game+              possibleCastlings Black = blackCastlingsPossible game+              kingSquare = if player == White then (7, 4) else (0, 4)+              traverseSquaresNotThreatened = not $ any (isSquareThreatened board (opponent player)) (kingSquare : squares)++castlingSquares :: Color -> CastlingType -> [Coordinates]+castlingSquares White Long = [(7, 1), (7, 2), (7, 3)]+castlingSquares White Short = [(7, 5), (7, 6)]+castlingSquares Black Long = [(0, 1), (0, 2), (0, 3)]+castlingSquares Black Short = [(0, 5), (0, 6)]++patternMoves :: GameState -> Coordinates -> [(Int, Int)] -> [Move]+patternMoves game start pattern+        = concat [movementsInDirection game start dir | dir <- pattern]+        ++ concat [capturesInDirection game start dir | dir <- pattern]++movementsInDirection :: GameState -> Coordinates -> (Int, Int) -> [Move]+movementsInDirection game start direction = map (Movement piece start) squares+        where piece = fromJust $ getPiece (stateBoard game) start+              squares = iterateMovementSquares game start direction++capturesInDirection :: GameState -> Coordinates -> (Int, Int) -> [Move]+capturesInDirection game start direction = map (Capture piece start) squares+        where piece = fromJust $ getPiece (stateBoard game) start+              squares = iterateCaptureSquares game start direction++iterateMovementSquares :: GameState -> Coordinates -> (Int, Int) -> [Coordinates]+iterateMovementSquares = iterateDirection isEmptySquare+        where isEmptySquare game' = isEmpty (stateBoard game')++iterateCaptureSquares :: GameState -> Coordinates -> (Int, Int) -> [Coordinates]+iterateCaptureSquares game start direction = case squaresNotEmpty of+                                                     [] -> []+                                                     (first:_) -> [first | isOpponentSquare board first player]+        where squares = iterateDirectionInsideBoard start direction+              board = stateBoard game+              (Piece player _) = fromJust $ getPiece board start+              squaresNotEmpty = dropWhile (isEmpty board) squares++iterateDirection :: (GameState -> Coordinates -> Bool) -> GameState -> Coordinates -> (Int, Int) -> [Coordinates]+iterateDirection condition game start direction = takeWhile (condition game) squares+        where squares = iterateDirectionInsideBoard start direction++generateAllPotentialMoves :: GameState -> [Move]+generateAllPotentialMoves game = concatMap (generateSquareMoves game) squares+        where player = currentPlayer game+              board = stateBoard game+              squares = getSquaresWithOwner board player++generateSquareMoves :: GameState -> Coordinates -> [Move]+generateSquareMoves game coordinates = case getPiece board coordinates of+                                               Nothing -> []+                                               Just (Piece _ Pawn) -> generateAllPawnMoves game coordinates+                                               Just (Piece _ Rook) -> generateAllRookMoves game coordinates+                                               Just (Piece _ Bishop) -> generateAllBishopMoves game coordinates+                                               Just (Piece _ Queen) -> generateAllQueenMoves game coordinates+                                               Just (Piece _ King) -> generateAllKingMoves game coordinates+                                               Just (Piece _ Knight) -> generateAllKnightMoves game coordinates+        where board = stateBoard game++boardAfterMove :: Board -> Move -> Maybe Board+boardAfterMove board (Movement _ from to) = movePiece from to board+boardAfterMove board (Capture _ from to) = movePiece from to board+boardAfterMove board (PawnDoubleMove _ from to) = movePiece from to board+boardAfterMove board (Castling White Long) = movePiece (7, 0) (7, 3) board >>= movePiece (7, 4) (7, 2)+boardAfterMove board (Castling White Short) = movePiece (7, 7) (7, 5) board >>= movePiece (7, 4) (7, 6)+boardAfterMove board (Castling Black Long) = movePiece (0, 0) (0, 3) board >>= movePiece (0, 4) (0, 2)+boardAfterMove board (Castling Black Short) = movePiece (0, 7) (0, 5) board >>= movePiece (0, 4) (0, 6)+boardAfterMove board (EnPassant (Piece player _) from to@(row, col)) = movePiece from to (removePiece board (epSquare player))+        where epSquare White = (row + 1, col)+              epSquare Black = (row - 1, col)++boardAfterMove board (Promotion (Piece player _) from to promotiontype) =+                case movePiece from to board of+                        Just newboard -> Just $ addPiece newboard to (Piece player promotiontype)+                        Nothing -> Nothing
+ src/Chess/Internal/Notation.hs view
@@ -0,0 +1,82 @@+module Chess.Internal.Notation (parseMove, parseCoordinateNotation, parseCoordinateStringWithPromotion) where++import Chess.Internal.Move+import Chess.Internal.Board+import Chess.Internal.Piece+import Data.List+import Data.Char+import Data.Attoparsec.Text+import qualified Data.Text as T+import Control.Applicative++parseMove :: GameState -> String -> Maybe Move+parseMove = parseCoordinateNotation++parseCoordinateNotation :: GameState -> String -> Maybe Move+parseCoordinateNotation game moveString = case parseOnly parseCoordinateStringWithPromotion (T.pack moveString) of+                                              Left _ -> Nothing+                                              Right (start, end, promotion) -> findMoveForCoordinates game start end promotion++findMoveForCoordinates :: GameState -> Coordinates -> Coordinates -> Maybe PieceType -> Maybe Move+findMoveForCoordinates game start end Nothing | length moves == 1 = Just $ head moves+        where moves = findMovesMatchingCoordinates game start end+findMoveForCoordinates game start end (Just promotion) = findPromotionMove start end promotion moves+        where moves = findMovesMatchingCoordinates game start end+findMoveForCoordinates _ _ _ _ = Nothing++findPromotionMove :: Coordinates -> Coordinates -> PieceType -> [Move] -> Maybe Move+findPromotionMove start end promotion = find matchPromotionMove+        where matchPromotionMove (Promotion _ s e p) = s == start && e == end && p == promotion+              matchPromotionMove _ = False++findMovesMatchingCoordinates :: GameState -> Coordinates -> Coordinates -> [Move]+findMovesMatchingCoordinates game start end = filter (coordinatesMatch start end) allMoves+        where allMoves = generateAllMoves game++coordinatesMatch :: Coordinates -> Coordinates -> Move -> Bool+coordinatesMatch start end (Movement _ from to) = from == start && to == end+coordinatesMatch start end (Capture _ from to) = from == start && to == end+coordinatesMatch start end (EnPassant _ from to) = from == start && to == end+coordinatesMatch start end (PawnDoubleMove _ from to) = from == start && to == end+coordinatesMatch start end (Promotion _ from to _) = from == start && to == end+coordinatesMatch start end (Castling White Short) = start == (7, 4) && end == (7, 6)+coordinatesMatch start end (Castling White Long) = start == (7, 4) && end == (7, 2)+coordinatesMatch start end (Castling Black Short) = start == (0, 4) && end == (0, 6)+coordinatesMatch start end (Castling Black Long) = start == (0, 4) && end == (0, 2)++parseCoordinateStringWithPromotion :: Parser (Coordinates, Coordinates, Maybe PieceType)+parseCoordinateStringWithPromotion = do (coord1, coord2) <- parseCoordinateString+                                        promotion <- parsePromotion+                                        endOfInput+                                        return (coord1, coord2, promotion)++parseCoordinateString :: Parser (Coordinates, Coordinates)+parseCoordinateString = do coord1 <- parseCoordinates+                           _ <- char '-'+                           coord2 <- parseCoordinates+                           return (coord1, coord2)++parseCoordinates :: Parser Coordinates+parseCoordinates = do column <- letter+                      row <- digit+                      case parseCoordinate [toLower column, row] of+                              Just coordinates -> return coordinates+                              Nothing -> fail "Could not parse coordinate"++parsePromotion :: Parser (Maybe PieceType)+parsePromotion = (Just <$> parsePromotionEqualSign) <|> (Just <$> parsePromotionParenthesis) <|> return Nothing++parsePromotionEqualSign :: Parser PieceType+parsePromotionEqualSign = do _ <- char '='+                             promotionChar <- satisfy (`elem` "NBRQ")+                             case parsePieceType promotionChar of+                                     Just piece -> return piece+                                     Nothing -> fail "Invalid promotion piecetype"++parsePromotionParenthesis :: Parser PieceType+parsePromotionParenthesis = do _ <- char '('+                               promotionChar <- satisfy (`elem` "NBRQ")+                               _ <- char ')'+                               case parsePieceType promotionChar of+                                       Just piece -> return piece+                                       Nothing -> fail "Invalid promotion piecetype"
+ src/Chess/Internal/Piece.hs view
@@ -0,0 +1,36 @@+module Chess.Internal.Piece (Piece(..), Color(..), PieceType(..), opponent, printPiece,+                    parsePiece, parsePieceType) where++import Data.Char++data Piece = Piece Color PieceType+           deriving (Show, Eq)++data Color = White | Black+           deriving (Show, Eq)++data PieceType = Pawn | Knight | Bishop | Rook | Queen | King+           deriving (Show, Eq)++opponent :: Color -> Color+opponent White = Black+opponent Black = White++pieceChars :: [(PieceType, Char)]+pieceChars = [(Pawn, 'P'), (Knight, 'N'), (Bishop, 'B'), (Rook, 'R'), (Queen, 'Q'), (King, 'K')]++printPiece :: Piece -> String+printPiece (Piece color pieceType) = case color of+                               White -> [toUpper c]+                               Black -> [toLower c]+    where (Just c) = lookup pieceType pieceChars++parsePiece :: Char -> Maybe Piece+parsePiece c = do+  pieceType <- parsePieceType c+  return (if isUpper c then Piece White pieceType else Piece Black pieceType)++parsePieceType :: Char -> Maybe PieceType+parsePieceType c = rlookup (toUpper c) pieceChars+    where rlookup x = lookup x . map swap+          swap (x, y) = (y, x)
+ test/HLint.hs view
@@ -0,0 +1,15 @@+module Main (main) where++import Language.Haskell.HLint (hlint)+import System.Exit (exitFailure, exitSuccess)++arguments :: [String]+arguments =+    [ "src"+    , "test"+    ]++main :: IO ()+main = do+    hints <- hlint arguments+    if null hints then exitSuccess else exitFailure
+ test/Spec.hs view
@@ -0,0 +1,15 @@+import Test.Hspec+import GameTests+import NotationTests+import BoardTests+import FENTests+import MoveTests+import PieceTests++main :: IO ()+main = do gameSpec+          notationSpec+          boardSpec+          fenSpec+          moveSpec+          pieceSpec