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Vatu/src/movement.rs

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//! Move functions along with some castling helpers.
use std::fmt;
use crate::board::*;
use crate::castling::*;
use crate::rules::GameState;
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const START_WH_K_POS: Square = E1;
const START_BL_K_POS: Square = E8;
/// A movement, with before/after positions and optional promotion.
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#[derive(Clone, PartialEq)]
pub struct Move {
pub source: Square,
pub dest: Square,
pub promotion: Option<Piece>,
}
impl fmt::Debug for Move {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(f, "{}", self.to_uci_string())
}
}
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/// Null move string in UCI exchanges.
pub const UCI_NULL_MOVE_STR: &str = "0000";
impl Move {
/// Build a move from `source` to `dest`, no promotion.
pub const fn new(source: Square, dest: Square) -> Move {
Move { source, dest, promotion: None }
}
/// Build a move from `source` to `dest`, with a promotion.
pub const fn new_promotion(source: Square, dest: Square, promotion: Piece) -> Move {
Move { source, dest, promotion: Some(promotion) }
}
/// Apply this move to `board` and `game_state`.
pub fn apply_to(&self, board: &mut Board, game_state: &mut GameState) {
// If a rook is taken, remove its castling option. Needs to be checked before we update
// board. Note that we only check for a piece going to rook's initial position: it means
// the rook either moved previously, or it has been taken.
match self.source {
A1 => { game_state.castling &= !CASTLING_WH_Q; }
H1 => { game_state.castling &= !CASTLING_WH_K; }
A8 => { game_state.castling &= !CASTLING_BL_Q; }
H8 => { game_state.castling &= !CASTLING_BL_K; }
}
// Update board and game state.
self.apply_to_board(board);
game_state.color = opposite(game_state.color);
// If the move is a castle, remove it from castling options.
if let Some(castle) = self.get_castle() {
match castle {
CASTLING_WH_K | CASTLING_WH_Q => game_state.castling &= !CASTLING_WH_MASK,
CASTLING_BL_K | CASTLING_BL_Q => game_state.castling &= !CASTLING_BL_MASK,
_ => {}
};
}
// Else, check if the king or a rook moved to update castling options.
else {
let color = board.get_color(self.dest);
if color == WHITE && game_state.castling & CASTLING_WH_MASK != 0 {
match board.get_piece(self.dest) {
KING => {
if self.source == E1 {
game_state.castling &= !CASTLING_WH_MASK;
}
}
ROOK => {
if self.source == A1 {
game_state.castling &= !CASTLING_WH_Q;
} else if self.source == H1 {
game_state.castling &= !CASTLING_WH_K;
}
}
_ => {}
}
} else if color == BLACK && game_state.castling & CASTLING_BL_MASK != 0 {
match board.get_piece(self.dest) {
KING => {
if self.source == E8 {
game_state.castling &= !CASTLING_BL_MASK;
}
}
ROOK => {
if self.source == A8 {
game_state.castling &= !CASTLING_BL_Q;
} else if self.source == H8 {
game_state.castling &= !CASTLING_BL_K;
}
}
_ => {}
}
}
}
}
/// Apply the move into `board`.
pub fn apply_to_board(&self, board: &mut Board) {
if let Some(castle) = self.get_castle() {
match castle {
CASTLING_WH_K => {
board.move_square(START_WH_K_POS, G1);
board.move_square(H1, F1);
}
CASTLING_WH_Q => {
board.move_square(START_WH_K_POS, C1);
board.move_square(A1, D1);
}
CASTLING_BL_K => {
board.move_square(START_BL_K_POS, G8);
board.move_square(H8, F8);
}
CASTLING_BL_Q => {
board.move_square(START_BL_K_POS, C8);
board.move_square(A8, D8);
}
_ => {}
}
} else {
board.move_square(self.source, self.dest);
if let Some(piece) = self.promotion {
let color = board.get_color(self.dest);
board.set_square(self.dest, color, piece);
}
}
}
/// Get the corresponding castling flag for this move.
pub fn get_castle(&self) -> Option<u8> {
if self.source == E1 {
if self.dest == C1 {
Some(CASTLING_WH_Q)
} else if self.dest == G1 {
Some(CASTLING_WH_K)
} else {
None
}
} else if self.source == E8 {
if self.dest == C8 {
Some(CASTLING_BL_Q)
} else if self.dest == G8 {
Some(CASTLING_BL_K)
} else {
None
}
} else {
None
}
}
/// Get the move for this castle.
pub fn get_castle_move(castle: u8) -> Move {
match castle {
CASTLING_WH_Q => Move::new(E1, C1),
CASTLING_WH_K => Move::new(E1, G1),
CASTLING_BL_Q => Move::new(E8, C8),
CASTLING_BL_K => Move::new(E8, G8),
_ => panic!("Illegal castling requested: {:08b}", castle),
}
}
/// Parse an UCI move algebraic notation string to a Move.
pub fn from_uci_string(m_str: &str) -> Move {
Move {
source: sq_from_string(&m_str[0..2]),
dest: sq_from_string(&m_str[2..4]),
promotion: if m_str.len() == 5 {
Some(match m_str.as_bytes()[4] {
b'b' => BISHOP,
b'n' => KNIGHT,
b'r' => ROOK,
b'q' => QUEEN,
_ => panic!("What is the opponent doing? This is illegal, I'm out."),
})
} else {
None
}
}
}
/// Create a string containing the UCI algebraic notation of this move.
pub fn to_uci_string(&self) -> String {
let mut move_string = String::new();
move_string.push_str(&sq_to_string(self.source));
move_string.push_str(&sq_to_string(self.dest));
if let Some(piece) = self.promotion {
move_string.push(match piece {
QUEEN => 'q',
BISHOP => 'b',
KNIGHT => 'n',
ROOK => 'r',
_ => panic!("What are you doing? Promote to a legal piece.")
});
}
move_string
}
/// Debug only: create a space-separated string of moves.
pub(crate) fn list_to_uci_string(moves: &Vec<Move>) -> String {
moves.iter().map(|m| m.to_uci_string()).collect::<Vec<_>>().join(" ")
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_apply_move_to_board() {
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let mut b = Board::new_empty();
// Put 2 enemy knights on board.
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b.set_square(D4, WHITE, KNIGHT);
b.set_square(F4, BLACK, KNIGHT);
// Move white knight in a position attacked by black knight.
Move::new(D4, E6).apply_to_board(&mut b);
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assert!(b.is_empty(D4));
assert_eq!(b.get_color(E6), WHITE);
assert_eq!(b.get_piece(E6), KNIGHT);
assert_eq!(b.num_pieces(), 2);
// Sack it with black knight
Move::new(F4, E6).apply_to_board(&mut b);
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assert_eq!(b.get_color(E6), BLACK);
assert_eq!(b.get_piece(E6), KNIGHT);
assert_eq!(b.num_pieces(), 1);
}
#[test]
fn test_apply_move_to_castling() {
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let mut b = Board::new();
let mut gs = GameState::new();
assert_eq!(gs.castling, CASTLING_MASK);
// On a starting board, start by making place for all castles.
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b.clear_square(B1);
b.clear_square(C1);
b.clear_square(D1);
b.clear_square(F1);
b.clear_square(G1);
b.clear_square(B8);
b.clear_square(C8);
b.clear_square(D8);
b.clear_square(F8);
b.clear_square(G8);
// White queen-side castling.
Move::new(E1, C1).apply_to(&mut b, &mut gs);
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assert_eq!(b.get_color(C1), WHITE);
assert_eq!(b.get_piece(C1), KING);
assert_eq!(b.get_color(D1), WHITE);
assert_eq!(b.get_piece(D1), ROOK);
assert!(b.is_empty(A1));
assert!(b.is_empty(E1));
assert_eq!(gs.castling, CASTLING_BL_MASK);
// Black king-side castling.
Move::new(E8, G8).apply_to(&mut b, &mut gs);
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assert_eq!(b.get_color(G1), BLACK);
assert_eq!(b.get_piece(G1), KING);
assert_eq!(b.get_color(F1), BLACK);
assert_eq!(b.get_piece(F1), ROOK);
assert!(b.is_empty(H8));
assert!(b.is_empty(E8));
// At the end, no more castling options for both sides.
assert_eq!(gs.castling, 0);
}
#[test]
fn test_get_castle() {
assert_eq!(Move::new(E1, C1).get_castle(), Some(CASTLING_WH_Q));
assert_eq!(Move::new(E1, G1).get_castle(), Some(CASTLING_WH_K));
assert_eq!(Move::new(E8, C8).get_castle(), Some(CASTLING_BL_Q));
assert_eq!(Move::new(E8, G8).get_castle(), Some(CASTLING_BL_K));
assert_eq!(Move::new(D2, D4).get_castle(), None);
}
#[test]
fn test_to_uci_string() {
assert_eq!(Move::new(A1, D4).to_uci_string(), "a1d4");
assert_eq!(Move::new(H8, A8).to_uci_string(), "h8a8");
assert_eq!(Move::new_promotion(H7, H8, QUEEN).to_uci_string(), "h7h8q");
assert_eq!(Move::new_promotion(H7, H8, KNIGHT).to_uci_string(), "h7h8n");
}
#[test]
fn test_from_uci_string() {
assert_eq!(Move::from_uci_string("a1d4"), Move::new(A1, D4));
assert_eq!(Move::from_uci_string("a7a8q"), Move::new_promotion(A7, A8, QUEEN));
assert_eq!(Move::from_uci_string("a7a8r"), Move::new_promotion(A7, A8, ROOK));
}
}