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Vatu/src/rules.rs

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//! Functions to determine legal moves.
use crate::board::*;
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/// Get a list of legal moves for all pieces of this color.
pub fn get_player_legal_moves(board: &Board, color: u8) -> Vec<Move> {
filter_illegal_moves(board, color, get_player_moves(board, color))
}
/// Get a list of moves for all pieces of this color.
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pub fn get_player_moves(board: &Board, color: u8) -> Vec<Move> {
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let mut moves = vec!();
for r in 0..8 {
for f in 0..8 {
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let p = (f, r);
if is_empty(board, &p) {
continue
}
if is_color(get_square(board, &p), color) {
moves.append(&mut get_piece_moves(board, &p));
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}
}
}
moves
}
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/// Get a list of moves for the piece at position `at`.
pub fn get_piece_moves(board: &Board, at: &Pos) -> Vec<Move> {
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match get_square(board, at) {
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p if is_piece(p, SQ_P) => get_pawn_moves(board, at, p),
p if is_piece(p, SQ_B) => get_bishop_moves(board, at, p),
p if is_piece(p, SQ_N) => get_knight_moves(board, at, p),
p if is_piece(p, SQ_R) => get_rook_moves(board, at, p),
p if is_piece(p, SQ_Q) => get_queen_moves(board, at, p),
p if is_piece(p, SQ_K) => get_king_moves(board, at, p),
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_ => vec!(),
}
}
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fn get_pawn_moves(board: &Board, at: &Pos, piece: u8) -> Vec<Move> {
let (f, r) = *at;
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let mut moves = vec!();
let movement: i8 = if is_white(piece) { 1 } else { -1 };
// Check 1 or 2 square forward.
let move_len = if (is_white(piece) && r == 1) || (is_black(piece) && r == 6) { 2 } else { 1 };
for i in 1..=move_len {
let forward_r = r + movement * i;
if movement > 0 && forward_r > POS_MAX {
return moves
}
if movement < 0 && forward_r < POS_MIN {
return moves
}
let forward: Pos = (f, forward_r);
// If forward square is empty (and we are not jumping over an occupied square), add it.
if is_empty(board, &forward) && (i == 1 || is_empty(board, &(f, forward_r - 1))) {
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moves.push((*at, forward))
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}
// Check diagonals for pieces to attack.
if i == 1 {
let df = f - 1;
if df >= POS_MIN {
let diag: Pos = (df, forward_r);
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if let Some(m) = move_on_enemy(piece, at, get_square(board, &diag), &diag) {
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moves.push(m);
}
}
let df = f + 1;
if df <= POS_MAX {
let diag: Pos = (df, forward_r);
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if let Some(m) = move_on_enemy(piece, at, get_square(board, &diag), &diag) {
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moves.push(m);
}
}
}
// TODO en passant
}
moves
}
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fn get_bishop_moves(board: &Board, at: &Pos, piece: u8) -> Vec<Move> {
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let (f, r) = at;
let mut sight = [true; 4]; // Store diagonals where a piece blocks sight.
let mut moves = vec!();
for dist in 1..=7 {
for (dir, offset) in [(1, -1), (1, 1), (-1, 1), (-1, -1)].iter().enumerate() {
if !sight[dir] {
continue
}
let p = (f + offset.0 * dist, r + offset.1 * dist);
if !is_valid_pos(p) {
continue
}
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if is_empty(board, &p) {
moves.push((*at, p));
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} else {
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if let Some(m) = move_on_enemy(piece, at, get_square(board, &p), &p) {
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moves.push(m);
}
sight[dir] = false; // Stop looking in that direction.
}
}
}
moves
}
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fn get_knight_moves(board: &Board, at: &Pos, piece: u8) -> Vec<Move> {
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let (f, r) = at;
let mut moves = vec!();
for offset in [(1, 2), (2, 1), (2, -1), (1, -2), (-1, -2), (-2, -1), (-2, 1), (-1, 2)].iter() {
let p = (f + offset.0, r + offset.1);
if !is_valid_pos(p) {
continue
}
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if is_empty(board, &p) {
moves.push((*at, p));
} else if let Some(m) = move_on_enemy(piece, at, get_square(board, &p), &p) {
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moves.push(m);
}
}
moves
}
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fn get_rook_moves(board: &Board, at: &Pos, piece: u8) -> Vec<Move> {
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let (f, r) = at;
let mut moves = vec!();
let mut sight = [true; 4]; // Store lines where a piece blocks sight.
for dist in 1..=7 {
for (dir, offset) in [(0, 1), (1, 0), (0, -1), (-1, 0)].iter().enumerate() {
if !sight[dir] {
continue
}
let p = (f + offset.0 * dist, r + offset.1 * dist);
if !is_valid_pos(p) {
continue
}
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if is_empty(board, &p) {
moves.push((*at, p));
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} else {
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if let Some(m) = move_on_enemy(piece, at, get_square(board, &p), &p) {
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moves.push(m);
}
sight[dir] = false; // Stop looking in that direction.
}
}
}
moves
}
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fn get_queen_moves(board: &Board, at: &Pos, piece: u8) -> Vec<Move> {
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let mut moves = vec!();
// Easy way to get queen moves, but may be a bit quicker if everything was rewritten here.
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moves.append(&mut get_bishop_moves(board, at, piece));
moves.append(&mut get_rook_moves(board, at, piece));
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moves
}
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fn get_king_moves(board: &Board, at: &Pos, piece: u8) -> Vec<Move> {
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let (f, r) = at;
let mut moves = vec!();
for offset in [(-1, 1), (0, 1), (1, 1), (-1, 0), (1, 0), (-1, -1), (0, -1), (1, -1)].iter() {
let p = (f + offset.0, r + offset.1);
if !is_valid_pos(p) {
continue
}
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if is_empty(board, &p) {
moves.push((*at, p));
} else if let Some(m) = move_on_enemy(piece, at, get_square(board, &p), &p) {
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moves.push(m);
}
}
// TODO castling
moves
}
/// Return a move from pos1 to pos2 if piece1 & piece2 are enemies.
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fn move_on_enemy(piece1: u8, pos1: &Pos, piece2: u8, pos2: &Pos) -> Option<Move> {
let color1 = get_color(piece1);
if is_color(piece2, opposite(color1)) {
Some((*pos1, *pos2))
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} else {
None
}
}
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/// Return an iterator filtering out illegal moves from given list.
///
/// Pass color of moving player to avoid checking it for every move.
fn filter_illegal_moves(board: &Board, color: u8, moves: Vec<Move>) -> Vec<Move> {
let king_p = find_king(board, color);
moves.into_iter().filter(|m| {
// If king moved, use its new position.
let king_p = if m.0 == king_p { m.1 } else { king_p };
let new_board = apply(board, m);
// Check if the move makes the player king in check.
if is_attacked(&new_board, &king_p) {
return false
}
true
}).collect()
}
/// Return true if the piece at position `at` is attacked.
fn is_attacked(board: &Board, at: &Pos) -> bool {
let color = get_color(get_square(board, at));
let enemy_moves = get_player_moves(board, opposite(color));
for m in enemy_moves.iter() {
if *at == m.1 {
return true
}
}
false
}
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#[cfg(test)]
mod tests {
use super::*;
#[test]
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fn test_get_player_moves() {
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let b = new();
// At first move, white has 16 pawn moves and 4 knight moves.
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let moves = get_player_moves(&b, SQ_WH);
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assert_eq!(moves.len(), 20);
}
#[test]
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fn test_get_pawn_moves() {
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let mut b = new_empty();
// Check that a pawn (here white queen's pawn) can move forward if the road is free.
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set_square(&mut b, &pos("d3"), SQ_WH_P);
let moves = get_piece_moves(&b, &pos("d3"));
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assert!(moves.len() == 1 && moves.contains( &(pos("d3"), pos("d4")) ));
// Check that a pawn (here white king's pawn) can move 2 square forward on first move.
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set_square(&mut b, &pos("e2"), SQ_WH_P);
let moves = get_piece_moves(&b, &pos("e2"));
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assert_eq!(moves.len(), 2);
assert!(moves.contains( &(pos("e2"), pos("e3")) ));
assert!(moves.contains( &(pos("e2"), pos("e4")) ));
// Check that a pawn cannot move forward if a piece is blocking its path.
// 1. black pawn 2 square forward; only 1 square forward available from start pos.
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set_square(&mut b, &pos("e4"), SQ_BL_P);
let moves = get_piece_moves(&b, &pos("e2"));
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assert!(moves.len() == 1 && moves.contains( &(pos("e2"), pos("e3")) ));
// 2. black pawn 1 square forward; no square available.
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set_square(&mut b, &pos("e3"), SQ_BL_P);
let moves = get_piece_moves(&b, &pos("e2"));
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assert_eq!(moves.len(), 0);
// 3. remove the e4 black pawn; the white pawn should not be able to jump above e3 pawn.
clear_square(&mut b, &pos("e4"));
let moves = get_piece_moves(&b, &pos("e2"));
assert_eq!(moves.len(), 0);
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// Check that a pawn can take a piece diagonally.
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set_square(&mut b, &pos("f3"), SQ_BL_P);
let moves = get_piece_moves(&b, &pos("e2"));
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assert!(moves.len() == 1 && moves.contains( &(pos("e2"), pos("f3")) ));
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set_square(&mut b, &pos("d3"), SQ_BL_P);
let moves = get_piece_moves(&b, &pos("e2"));
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assert_eq!(moves.len(), 2);
assert!(moves.contains( &(pos("e2"), pos("f3")) ));
assert!(moves.contains( &(pos("e2"), pos("d3")) ));
}
#[test]
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fn test_get_bishop_moves() {
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let mut b = new_empty();
// A bishop has maximum range when it's in a center square.
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set_square(&mut b, &pos("d4"), SQ_WH_B);
let moves = get_piece_moves(&b, &pos("d4"));
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assert_eq!(moves.len(), 13);
// Going top-right.
assert!(moves.contains( &(pos("d4"), pos("e5")) ));
assert!(moves.contains( &(pos("d4"), pos("f6")) ));
assert!(moves.contains( &(pos("d4"), pos("g7")) ));
assert!(moves.contains( &(pos("d4"), pos("h8")) ));
// Going bottom-right.
assert!(moves.contains( &(pos("d4"), pos("e3")) ));
assert!(moves.contains( &(pos("d4"), pos("f2")) ));
assert!(moves.contains( &(pos("d4"), pos("g1")) ));
// Going bottom-left.
assert!(moves.contains( &(pos("d4"), pos("c3")) ));
assert!(moves.contains( &(pos("d4"), pos("b2")) ));
assert!(moves.contains( &(pos("d4"), pos("a1")) ));
// Going top-left.
assert!(moves.contains( &(pos("d4"), pos("c5")) ));
assert!(moves.contains( &(pos("d4"), pos("b6")) ));
assert!(moves.contains( &(pos("d4"), pos("a7")) ));
// When blocking sight to one square with friendly piece, lose 2 moves.
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set_square(&mut b, &pos("b2"), SQ_WH_P);
assert_eq!(get_piece_moves(&b, &pos("d4")).len(), 11);
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// When blocking sight to one square with enemy piece, lose only 1 move.
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set_square(&mut b, &pos("b2"), SQ_BL_P);
assert_eq!(get_piece_moves(&b, &pos("d4")).len(), 12);
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}
#[test]
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fn test_get_knight_moves() {
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let mut b = new_empty();
// A knight never has blocked sight; if it's in the center of the board, it can have up to
// 8 moves.
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set_square(&mut b, &pos("d4"), SQ_WH_N);
assert_eq!(get_piece_moves(&b, &pos("d4")).len(), 8);
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// If on a side if has only 4 moves.
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set_square(&mut b, &pos("a4"), SQ_WH_N);
assert_eq!(get_piece_moves(&b, &pos("a4")).len(), 4);
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// And in a corner, only 2 moves.
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set_square(&mut b, &pos("a1"), SQ_WH_N);
assert_eq!(get_piece_moves(&b, &pos("a1")).len(), 2);
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// Add 2 friendly pieces and it is totally blocked.
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set_square(&mut b, &pos("b3"), SQ_WH_P);
set_square(&mut b, &pos("c2"), SQ_WH_P);
assert_eq!(get_piece_moves(&b, &pos("a1")).len(), 0);
}
#[test]
fn test_get_rook_moves() {
let mut b = new_empty();
set_square(&mut b, &pos("d4"), SQ_WH_R);
assert_eq!(get_piece_moves(&b, &pos("d4")).len(), 14);
set_square(&mut b, &pos("d6"), SQ_BL_P);
assert_eq!(get_piece_moves(&b, &pos("d4")).len(), 12);
set_square(&mut b, &pos("d6"), SQ_WH_P);
assert_eq!(get_piece_moves(&b, &pos("d4")).len(), 11);
}
#[test]
fn test_get_queen_moves() {
let mut b = new_empty();
set_square(&mut b, &pos("d4"), SQ_WH_Q);
assert_eq!(get_piece_moves(&b, &pos("d4")).len(), 14 + 13); // Bishop + rook moves.
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}
#[test]
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fn test_get_king_moves() {
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let mut b = new_empty();
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set_square(&mut b, &pos("d4"), SQ_WH_K);
assert_eq!(get_piece_moves(&b, &pos("d4")).len(), 8);
set_square(&mut b, &pos("e5"), SQ_WH_P);
assert_eq!(get_piece_moves(&b, &pos("d4")).len(), 7);
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}
#[test]
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fn test_filter_illegal_moves() {
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let mut b = new_empty();
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// Place white's king on first rank.
set_square(&mut b, &pos("e1"), SQ_WH_K);
// Place black rook in second rank: king can only move left or right.
set_square(&mut b, &pos("h2"), SQ_BL_R);
let all_wh_moves = get_piece_moves(&b, &pos("e1"));
assert_eq!(all_wh_moves.len(), 5);
assert_eq!(filter_illegal_moves(&b, SQ_WH, all_wh_moves).len(), 2);
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}
#[test]
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fn test_is_attacked() {
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let mut b = new_empty();
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// Place a black rook in white pawn's file.
set_square(&mut b, &pos("d4"), SQ_WH_P);
set_square(&mut b, &pos("d6"), SQ_BL_R);
assert!(is_attacked(&b, &pos("d4")));
// Move the rook on another file, no more attack.
apply_into(&mut b, &(pos("d6"), pos("e6")));
assert!(!is_attacked(&b, &pos("d4")));
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}
}