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Vatu/src/movement.rs

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//! Move functions along with some castling helpers.
use crate::board::*;
use crate::castling::*;
use crate::rules;
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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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pub type Move = (Square, Square, Option<Piece>);
/// Apply a move `m` to copies to `board` and `game_state`.
///
/// Can be used for conveniance but it's better to write in existing
/// instances as often as possible using `apply_move_to`.
pub fn apply_move(
board: &Board,
game_state: &rules::GameState,
m: &Move
) -> (Board, rules::GameState) {
let mut new_board = board.clone();
let mut new_state = game_state.clone();
apply_move_to(&mut new_board, &mut new_state, m);
(new_board, new_state)
}
/// Update `board` and `game_state` to reflect the move `m`.
///
/// The board is updated with correct piece placement.
///
/// The game state is updated with the new player turn and the new
/// castling options.
pub fn apply_move_to(
board: &mut Board,
game_state: &mut rules::GameState,
m: &Move
) {
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let (source, dest) = (m.0, m.1);
// If a rook is taken, remove its castling option. Needs to be checked before we update board.
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// 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 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.
apply_move_to_board(board, m);
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game_state.color = opposite(game_state.color);
// If the move is a castle, remove it from castling options.
if let Some(castle) = get_castle(m) {
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 {
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let color = board.get_color(dest);
if color == WHITE && game_state.castling & CASTLING_WH_MASK != 0 {
match board.get_piece(dest) {
KING => {
if source == E1 {
game_state.castling &= !CASTLING_WH_MASK;
}
}
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ROOK => {
if source == A1 {
game_state.castling &= !CASTLING_WH_Q;
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} else if source == H1 {
game_state.castling &= !CASTLING_WH_K;
}
}
_ => {}
}
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} else if color == BLACK && game_state.castling & CASTLING_BL_MASK != 0 {
match board.get_piece(dest) {
KING => {
if source == E8 {
game_state.castling &= !CASTLING_BL_MASK;
}
}
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ROOK => {
if source == A8 {
game_state.castling &= !CASTLING_BL_Q;
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} else if source == H8 {
game_state.castling &= !CASTLING_BL_K;
}
}
_ => {}
}
}
}
}
/// Apply a move `m` into `board`.
pub fn apply_move_to_board(board: &mut Board, m: &Move) {
if let Some(castle) = get_castle(m) {
match castle {
CASTLING_WH_K => {
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board.move_square(START_WH_K_POS, G1);
board.move_square(H1, F1);
}
CASTLING_WH_Q => {
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board.move_square(START_WH_K_POS, C1);
board.move_square(A1, D1);
}
CASTLING_BL_K => {
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board.move_square(START_BL_K_POS, G8);
board.move_square(H8, F8);
}
CASTLING_BL_Q => {
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board.move_square(START_BL_K_POS, C8);
board.move_square(A8, D8);
}
_ => {}
}
} else {
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board.move_square(m.0, m.1);
if let Some(prom_type) = m.2 {
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let color = board.get_color(m.1);
board.set_square(m.1, color, prom_type);
}
}
}
/// Get the corresponding castling flag for this move.
pub fn get_castle(m: &Move) -> Option<u8> {
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let (source, dest) = (m.0, m.1);
if source == E1 {
if dest == C1 {
Some(CASTLING_WH_Q)
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} else if dest == G1 {
Some(CASTLING_WH_K)
} else {
None
}
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} else if source == E8 {
if dest == C8 {
Some(CASTLING_BL_Q)
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} else if 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 {
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CASTLING_WH_Q => (E1, C1, None),
CASTLING_WH_K => (E1, G1, None),
CASTLING_BL_Q => (E8, C8, None),
CASTLING_BL_K => (E8, G8, None),
_ => panic!("Illegal castling requested: {:08b}", castle),
}
}
#[cfg(test)]
mod tests {
use super::*;
use crate::notation::parse_move;
#[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.
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apply_move_to_board(&mut b, &(D4, E6, None));
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
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apply_move_to_board(&mut b, &(F4, E6, None));
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 = rules::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.
apply_move_to(&mut b, &mut gs, &parse_move("e1c1"));
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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.
apply_move_to(&mut b, &mut gs, &parse_move("e8g8"));
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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!(get_castle(&parse_move("e1c1")), Some(CASTLING_WH_Q));
assert_eq!(get_castle(&parse_move("e1g1")), Some(CASTLING_WH_K));
assert_eq!(get_castle(&parse_move("e8c8")), Some(CASTLING_BL_Q));
assert_eq!(get_castle(&parse_move("e8g8")), Some(CASTLING_BL_K));
assert_eq!(get_castle(&parse_move("d2d4")), None);
}
}