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Vatu/src/rules.rs

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Rust
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2020-05-31 02:41:02 +02:00
//! Functions to determine legal moves.
use crate::board::*;
/// Get a list of legal moves for all pieces of either white or black.
pub fn get_legal_player_moves(board: &Board, color: u8) -> Vec<Move> {
let mut moves = vec!();
for r in 0..8 {
for f in 0..8 {
if is_color(get_square(board, (f, r)), color) {
moves.append(&mut get_legal_piece_moves(board, (f, r)));
}
}
}
moves
}
/// Get a list of legal moves for the piece at position `at`.
pub fn get_legal_piece_moves(board: &Board, at: Pos) -> Vec<Move> {
match get_square(board, at) {
p if is_piece(p, SQ_P) => get_legal_pawn_moves(board, at, p),
p if is_piece(p, SQ_B) => get_legal_bishop_moves(board, at, p),
p if is_piece(p, SQ_N) => get_legal_knight_moves(board, at, p),
p if is_piece(p, SQ_R) => get_legal_rook_moves(board, at, p),
p if is_piece(p, SQ_Q) => get_legal_queen_moves(board, at, p),
p if is_piece(p, SQ_K) => get_legal_king_moves(board, at, p),
_ => vec!(),
}
}
fn get_legal_pawn_moves(board: &Board, at: Pos, piece: u8) -> Vec<Move> {
let (f, r) = at;
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 is_empty(board, forward) {
moves.push((at, forward))
}
// Check diagonals for pieces to attack.
if i == 1 {
let df = f - 1;
if df >= POS_MIN {
let diag: Pos = (df, forward_r);
if let Some(m) = move_on_enemy(piece, at, get_square(board, diag), diag) {
moves.push(m);
}
}
let df = f + 1;
if df <= POS_MAX {
let diag: Pos = (df, forward_r);
if let Some(m) = move_on_enemy(piece, at, get_square(board, diag), diag) {
moves.push(m);
}
}
}
// TODO en passant
}
moves
}
fn get_legal_bishop_moves(board: &Board, at: Pos, piece: u8) -> Vec<Move> {
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
}
if is_empty(board, p) {
moves.push((at, p));
} else {
if let Some(m) = move_on_enemy(piece, at, get_square(board, p), p) {
moves.push(m);
}
sight[dir] = false; // Stop looking in that direction.
}
}
}
moves
}
fn get_legal_knight_moves(board: &Board, at: Pos, piece: u8) -> Vec<Move> {
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
}
if is_empty(board, p) {
moves.push((at, p));
} else if let Some(m) = move_on_enemy(piece, at, get_square(board, p), p) {
moves.push(m);
}
}
moves
}
fn get_legal_rook_moves(board: &Board, at: Pos, piece: u8) -> Vec<Move> {
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
}
if is_empty(board, p) {
moves.push((at, p));
} else {
if let Some(m) = move_on_enemy(piece, at, get_square(board, p), p) {
moves.push(m);
}
sight[dir] = false; // Stop looking in that direction.
}
}
}
moves
}
fn get_legal_queen_moves(board: &Board, at: Pos, piece: u8) -> Vec<Move> {
let mut moves = vec!();
// Easy way to get queen moves, but may be a bit quicker if everything was rewritten here.
moves.append(&mut get_legal_bishop_moves(board, at, piece));
moves.append(&mut get_legal_rook_moves(board, at, piece));
moves
}
fn get_legal_king_moves(board: &Board, at: Pos, piece: u8) -> Vec<Move> {
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
}
if is_empty(board, p) {
moves.push((at, p));
} else if let Some(m) = move_on_enemy(piece, at, get_square(board, p), p) {
moves.push(m);
}
}
// TODO castling
moves
}
/// Return a move from pos1 to pos2 if piece1 & piece2 are enemies.
fn move_on_enemy(piece1: u8, pos1: Pos, piece2: u8, pos2: Pos) -> Option<Move> {
if (is_white(piece1) && is_black(piece2)) || (is_black(piece1) && is_white(piece2)) {
Some((pos1, pos2))
} else {
None
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_get_legal_player_moves() {
let b = new();
// At first move, white has 16 pawn moves and 4 knight moves.
let moves = get_legal_player_moves(&b, SQ_WH);
assert_eq!(moves.len(), 20);
}
#[test]
fn test_get_legal_pawn_moves() {
let mut b = new_empty();
// Check that a pawn (here white queen's pawn) can move forward if the road is free.
set_square(&mut b, pos("d3"), SQ_WH_P);
let moves = get_legal_piece_moves(&b, pos("d3"));
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.
set_square(&mut b, pos("e2"), SQ_WH_P);
let moves = get_legal_piece_moves(&b, pos("e2"));
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:
set_square(&mut b, pos("e4"), SQ_BL_P);
let moves = get_legal_piece_moves(&b, pos("e2"));
assert!(moves.len() == 1 && moves.contains( &(pos("e2"), pos("e3")) ));
// 2. black pawn 1 square forward:
set_square(&mut b, pos("e3"), SQ_BL_P);
let moves = get_legal_piece_moves(&b, pos("e2"));
assert_eq!(moves.len(), 0);
// Check that a pawn can take a piece diagonally.
set_square(&mut b, pos("f3"), SQ_BL_P);
let moves = get_legal_piece_moves(&b, pos("e2"));
assert!(moves.len() == 1 && moves.contains( &(pos("e2"), pos("f3")) ));
set_square(&mut b, pos("d3"), SQ_BL_P);
let moves = get_legal_piece_moves(&b, pos("e2"));
assert_eq!(moves.len(), 2);
assert!(moves.contains( &(pos("e2"), pos("f3")) ));
assert!(moves.contains( &(pos("e2"), pos("d3")) ));
}
#[test]
fn test_get_legal_bishop_moves() {
let mut b = new_empty();
// A bishop has maximum range when it's in a center square.
set_square(&mut b, pos("d4"), SQ_WH_B);
let moves = get_legal_piece_moves(&b, pos("d4"));
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.
set_square(&mut b, pos("b2"), SQ_WH_P);
assert_eq!(get_legal_piece_moves(&b, pos("d4")).len(), 11);
// When blocking sight to one square with enemy piece, lose only 1 move.
set_square(&mut b, pos("b2"), SQ_BL_P);
assert_eq!(get_legal_piece_moves(&b, pos("d4")).len(), 12);
}
#[test]
fn test_get_legal_knight_moves() {
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.
set_square(&mut b, pos("d4"), SQ_WH_N);
assert_eq!(get_legal_piece_moves(&b, pos("d4")).len(), 8);
// If on a side if has only 4 moves.
set_square(&mut b, pos("a4"), SQ_WH_N);
assert_eq!(get_legal_piece_moves(&b, pos("a4")).len(), 4);
// And in a corner, only 2 moves.
set_square(&mut b, pos("a1"), SQ_WH_N);
assert_eq!(get_legal_piece_moves(&b, pos("a1")).len(), 2);
// Add 2 friendly pieces and it is totally blocked.
set_square(&mut b, pos("b3"), SQ_WH_P);
set_square(&mut b, pos("c2"), SQ_WH_P);
assert_eq!(get_legal_piece_moves(&b, pos("a1")).len(), 0);
}
#[test]
fn test_get_legal_rook_moves() {
let mut b = new_empty();
set_square(&mut b, pos("d4"), SQ_WH_R);
assert_eq!(get_legal_piece_moves(&b, pos("d4")).len(), 14);
set_square(&mut b, pos("d6"), SQ_BL_P);
assert_eq!(get_legal_piece_moves(&b, pos("d4")).len(), 12);
set_square(&mut b, pos("d6"), SQ_WH_P);
assert_eq!(get_legal_piece_moves(&b, pos("d4")).len(), 11);
}
#[test]
fn test_get_legal_queen_moves() {
let mut b = new_empty();
set_square(&mut b, pos("d4"), SQ_WH_Q);
assert_eq!(get_legal_piece_moves(&b, pos("d4")).len(), 14 + 13); // Bishop + rook moves.
}
#[test]
fn test_get_legal_king_moves() {
let mut b = new_empty();
set_square(&mut b, pos("d4"), SQ_WH_K);
assert_eq!(get_legal_piece_moves(&b, pos("d4")).len(), 8);
set_square(&mut b, pos("e5"), SQ_WH_P);
assert_eq!(get_legal_piece_moves(&b, pos("d4")).len(), 7);
}
}