rules: use new structures
This commit is contained in:
parent
91e1fbbe21
commit
4cea0e34e9
15
src/board.rs
15
src/board.rs
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@ -103,6 +103,18 @@ pub const H6: Square = 61;
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pub const H7: Square = 62;
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pub const H8: Square = 63;
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/// Get square from file and rank, both starting from 0.
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#[inline]
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pub const fn sq(file: i8, rank: i8) -> Square { file * 8 + rank }
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/// Get file from square.
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#[inline]
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pub const fn sq_file(square: Square) -> i8 { square / 8 }
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/// Get rank from square.
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#[inline]
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pub const fn sq_rank(square: Square) -> i8 { square % 8 }
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/// Get bit mask of `p` in a bitboard.
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#[inline]
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pub const fn bit_pos(square: Square) -> u64 { 1 << square }
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@ -299,7 +311,6 @@ impl Board {
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#[cfg(test)]
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mod tests {
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use super::*;
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use crate::notation;
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#[test]
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fn test_opposite() {
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@ -327,7 +338,7 @@ mod tests {
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#[test]
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fn test_new_from_fen() {
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let b1 = Board::new();
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let b2 = Board::new_from_fen(notation::FEN_START);
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let b2 = Board::new_from_fen(crate::fen::FEN_START);
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assert!(b1 == b2);
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}
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@ -1,7 +1,7 @@
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use std::fmt;
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use crate::board;
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use crate::movement::{self, Move};
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use crate::movement::Move;
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use crate::rules;
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use crate::stats;
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@ -25,7 +25,7 @@ impl Node {
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/// Apply a move to this node.
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pub fn apply_move(&mut self, m: &Move) {
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movement::apply_move_to(&mut self.board, &mut self.game_state, m);
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m.apply_to(&mut self.board, &mut self.game_state);
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}
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/// Return player moves from this node.
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449
src/rules.rs
449
src/rules.rs
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@ -2,8 +2,11 @@
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use crate::board::*;
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use crate::castling::*;
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use crate::movement::{self, Move};
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use crate::notation;
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use crate::fen;
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use crate::movement::Move;
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const POS_MIN: i8 = 0;
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const POS_MAX: i8 = 7;
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/// Characteristics of the state of a game.
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///
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@ -46,7 +49,7 @@ impl std::fmt::Display for GameState {
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- halfmove: {}\n\
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- fullmove: {}",
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color_to_string(self.color), self.castling,
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notation::en_passant_to_string(self.en_passant),
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fen::en_passant_to_string(self.en_passant),
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self.halfmove, self.fullmove
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)
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}
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@ -67,49 +70,57 @@ pub fn get_player_moves(
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let mut moves = Vec::with_capacity(256);
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for r in 0..8 {
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for f in 0..8 {
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let p = (f, r);
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if is_empty(board, &p) {
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let square = sq(f, r);
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if board.is_empty(square) {
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continue
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}
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if is_color(get_square(board, &p), game_state.color) {
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moves.append(&mut get_piece_moves(board, &p, game_state, commit));
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if board.get_color(square) == game_state.color {
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moves.append(
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&mut get_piece_moves(board, game_state, square, game_state.color, commit)
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);
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}
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}
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}
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moves
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}
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/// Get a list of moves for the piece at position `at`.
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/// Get a list of moves for the piece of `color` on `square`.
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///
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/// Use `board` and `game_state` to get the moves. `color` is the color
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/// of the piece on `square`; it could technically be found from the
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/// board but that would require an additional lookup and this function
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/// is always called in a context where the piece color is known.
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pub fn get_piece_moves(
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board: &Board,
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at: &Pos,
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game_state: &GameState,
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square: Square,
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color: Color,
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commit: bool,
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) -> 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, game_state, commit),
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p if is_piece(p, SQ_B) => get_bishop_moves(board, at, p, game_state, commit),
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p if is_piece(p, SQ_N) => get_knight_moves(board, at, p, game_state, commit),
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p if is_piece(p, SQ_R) => get_rook_moves(board, at, p, game_state, commit),
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p if is_piece(p, SQ_Q) => get_queen_moves(board, at, p, game_state, commit),
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p if is_piece(p, SQ_K) => get_king_moves(board, at, p, game_state, commit),
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match board.get_piece(square) {
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PAWN => get_pawn_moves(board, game_state, square, color, commit),
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BISHOP => get_bishop_moves(board, game_state, square, color, commit),
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KNIGHT => get_knight_moves(board, game_state, square, color, commit),
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ROOK => get_rook_moves(board, game_state, square, color, commit),
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QUEEN => get_queen_moves(board, game_state, square, color, commit),
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KING => get_king_moves(board, game_state, square, color, commit),
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_ => vec!(),
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}
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}
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fn get_pawn_moves(
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board: &Board,
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at: &Pos,
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piece: u8,
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game_state: &GameState,
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square: Square,
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color: Color,
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commit: bool,
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) -> Vec<Move> {
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let (f, r) = *at;
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let (f, r) = (sq_file(square), sq_rank(square));
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let mut moves = vec!();
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// Direction: positive for white, negative for black.
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let dir: i8 = if is_white(piece) { 1 } else { -1 };
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let dir = if color == WHITE { 1 } else { -1 };
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// Check 1 or 2 square forward.
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let move_len = if (is_white(piece) && r == 1) || (is_black(piece) && r == 6) { 2 } else { 1 };
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let move_len = if (color == WHITE && r == 1) || (color == BLACK && r == 6) { 2 } else { 1 };
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for i in 1..=move_len {
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let forward_r = r + dir * i;
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if dir > 0 && forward_r > POS_MAX {
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@ -118,16 +129,14 @@ fn get_pawn_moves(
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if dir < 0 && forward_r < POS_MIN {
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return moves
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}
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let forward: Pos = (f, forward_r);
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let forward: Square = sq(f, forward_r);
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// If forward square is empty (and we are not jumping over an occupied square), add it.
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if is_empty(board, &forward) && (i == 1 || is_empty(board, &(f, forward_r - dir))) {
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if board.is_empty(forward) && (i == 1 || board.is_empty(sq(f, forward_r - dir))) {
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let mut m = Move::new(square, forward);
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// Pawns that get to the opposite rank automatically promote as queens.
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let prom = if (dir > 0 && forward_r == POS_MAX) || (dir < 0 && forward_r == POS_MIN) {
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Some(SQ_Q)
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} else {
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None
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};
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let m = (*at, forward, prom);
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if (dir > 0 && forward_r == POS_MAX) || (dir < 0 && forward_r == POS_MIN) {
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m.promotion = Some(QUEEN)
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}
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if can_register(commit, board, game_state, &m) {
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moves.push(m);
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}
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@ -136,23 +145,30 @@ fn get_pawn_moves(
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if i == 1 {
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// First diagonal.
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if f - 1 >= POS_MIN {
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let diag: Pos = (f - 1, forward_r);
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if let Some(m) = move_on_enemy(piece, at, get_square(board, &diag), &diag) {
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let diag = sq(f - 1, forward_r);
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if !board.is_empty(diag) {
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let diag_color = board.get_color(diag);
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if let Some(m) = move_if_enemy(color, square, diag_color, diag, true) {
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if can_register(commit, board, game_state, &m) {
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moves.push(m);
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}
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}
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}
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}
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// Second diagonal.
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if f + 1 <= POS_MAX {
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let diag: Pos = (f + 1, forward_r);
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if let Some(m) = move_on_enemy(piece, at, get_square(board, &diag), &diag) {
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let diag = sq(f + 1, forward_r);
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if !board.is_empty(diag) {
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let diag_color = board.get_color(diag);
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if let Some(m) = move_if_enemy(color, square, diag_color, diag, true) {
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if can_register(commit, board, game_state, &m) {
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moves.push(m);
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}
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}
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}
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}
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}
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// TODO en passant
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}
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moves
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@ -160,12 +176,12 @@ fn get_pawn_moves(
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fn get_bishop_moves(
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board: &Board,
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at: &Pos,
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piece: u8,
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game_state: &GameState,
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square: Square,
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color: Color,
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commit: bool,
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) -> Vec<Move> {
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let (f, r) = at;
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let (f, r) = (sq_file(square), sq_rank(square));
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let mut views = [true; 4]; // Store diagonals where a piece blocks commit.
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let mut moves = Vec::with_capacity(8);
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for dist in 1..=7 {
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@ -173,24 +189,33 @@ fn get_bishop_moves(
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if !views[dir] {
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continue
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}
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let p = (f + offset.0 * dist, r + offset.1 * dist);
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// If this position is out of the board, stop looking in that direction.
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if !is_valid_pos(p) {
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let ray_f = f + offset.0 * dist;
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if ray_f <= POS_MIN || ray_f >= POS_MAX {
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views[dir] = false;
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continue
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}
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if is_empty(board, &p) {
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let m = (*at, p, None);
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let ray_r = r + offset.1 * dist;
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if ray_r <= POS_MIN || ray_r >= POS_MAX {
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views[dir] = false;
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continue
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}
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let ray_square = sq(ray_f, ray_r);
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if board.is_empty(ray_square) {
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let m = Move::new(square, ray_square);
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if can_register(commit, board, game_state, &m) {
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moves.push(m);
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}
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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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let ray_color = board.get_color(ray_square);
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if let Some(m) = move_if_enemy(color, square, ray_color, ray_square, false) {
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if can_register(commit, board, game_state, &m) {
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moves.push(m);
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}
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}
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views[dir] = false; // Stop looking in that direction.
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views[dir] = false;
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}
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}
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}
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@ -199,40 +224,49 @@ fn get_bishop_moves(
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fn get_knight_moves(
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board: &Board,
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at: &Pos,
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piece: u8,
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game_state: &GameState,
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square: Square,
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color: Color,
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commit: bool,
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) -> Vec<Move> {
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let (f, r) = at;
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let (f, r) = (sq_file(square), sq_rank(square));
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let mut moves = Vec::with_capacity(8);
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for offset in [(1, 2), (2, 1), (2, -1), (1, -2), (-1, -2), (-2, -1), (-2, 1), (-1, 2)].iter() {
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let p = (f + offset.0, r + offset.1);
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if !is_valid_pos(p) {
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let ray_f = f + offset.0;
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if ray_f <= POS_MIN || ray_f >= POS_MAX {
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continue
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}
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if is_empty(board, &p) {
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let m = (*at, p, None);
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let ray_r = r + offset.1;
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if ray_r <= POS_MIN || ray_r >= POS_MAX {
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continue
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}
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let ray_square = sq(ray_f, ray_r);
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if board.is_empty(ray_square) {
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let m = Move::new(square, ray_square);
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if can_register(commit, board, game_state, &m) {
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moves.push(m);
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}
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} else if let Some(m) = move_on_enemy(piece, at, get_square(board, &p), &p) {
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} else {
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let ray_color = board.get_color(ray_square);
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if let Some(m) = move_if_enemy(color, square, ray_color, ray_square, false) {
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if can_register(commit, board, game_state, &m) {
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moves.push(m);
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}
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}
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}
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}
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moves
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}
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fn get_rook_moves(
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board: &Board,
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at: &Pos,
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piece: u8,
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game_state: &GameState,
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square: Square,
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color: Color,
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commit: bool,
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) -> Vec<Move> {
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let (f, r) = at;
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let (f, r) = (sq_file(square), sq_rank(square));
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let mut moves = Vec::with_capacity(8);
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let mut views = [true; 4]; // Store lines where a piece blocks commit.
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for dist in 1..=7 {
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@ -240,19 +274,27 @@ fn get_rook_moves(
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if !views[dir] {
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continue
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}
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let p = (f + offset.0 * dist, r + offset.1 * dist);
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// If this position is out of the board, stop looking in that direction.
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if !is_valid_pos(p) {
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let ray_f = f + offset.0 * dist;
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if ray_f <= POS_MIN || ray_f >= POS_MAX {
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views[dir] = false;
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continue
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}
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if is_empty(board, &p) {
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let m = (*at, p, None);
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let ray_r = r + offset.1 * dist;
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if ray_r <= POS_MIN || ray_r >= POS_MAX {
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views[dir] = false;
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continue
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}
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let ray_square = sq(ray_f, ray_r);
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if board.is_empty(ray_square) {
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let m = Move::new(square, ray_square);
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if can_register(commit, board, game_state, &m) {
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moves.push(m);
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}
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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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let ray_color = board.get_color(ray_square);
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if let Some(m) = move_if_enemy(color, square, ray_color, ray_square, false) {
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if can_register(commit, board, game_state, &m) {
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moves.push(m);
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}
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@ -266,43 +308,52 @@ fn get_rook_moves(
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fn get_queen_moves(
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board: &Board,
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at: &Pos,
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piece: u8,
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game_state: &GameState,
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commit: bool
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square: Square,
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color: Color,
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commit: bool,
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) -> Vec<Move> {
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let mut moves = vec!();
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let mut moves = Vec::with_capacity(16);
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// 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, game_state, commit));
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moves.append(&mut get_rook_moves(board, at, piece, game_state, commit));
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moves.append(&mut get_bishop_moves(board, game_state, square, color, commit));
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moves.append(&mut get_rook_moves(board, game_state, square, color, commit));
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moves
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}
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fn get_king_moves(
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board: &Board,
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at: &Pos,
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piece: u8,
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game_state: &GameState,
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commit: bool
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square: Square,
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color: Color,
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commit: bool,
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) -> Vec<Move> {
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let (f, r) = at;
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let mut moves = vec!();
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let (f, r) = (sq_file(square), sq_rank(square));
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let mut moves = Vec::with_capacity(8);
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for offset in [(-1, 1), (0, 1), (1, 1), (-1, 0), (1, 0), (-1, -1), (0, -1), (1, -1)].iter() {
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let p = (f + offset.0, r + offset.1);
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if !is_valid_pos(p) {
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let ray_f = f + offset.0;
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if ray_f <= POS_MIN || ray_f >= POS_MAX {
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continue
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}
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if is_empty(board, &p) {
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let m = (*at, p, None);
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let ray_r = r + offset.1;
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if ray_r <= POS_MIN || ray_r >= POS_MAX {
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continue
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}
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let ray_square = sq(ray_f, ray_r);
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if board.is_empty(ray_square) {
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let m = Move::new(square, ray_square);
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if can_register(commit, board, game_state, &m) {
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moves.push(m);
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}
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} else if let Some(m) = move_on_enemy(piece, at, get_square(board, &p), &p) {
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} else {
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let ray_color = board.get_color(ray_square);
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if let Some(m) = move_if_enemy(color, square, ray_color, ray_square, false) {
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if can_register(commit, board, game_state, &m) {
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moves.push(m);
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}
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}
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}
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}
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||||
// Stop here for uncommitted moves.
|
||||
if !commit {
|
||||
|
@ -318,7 +369,7 @@ fn get_king_moves(
|
|||
// 6. The king does not end up in check.
|
||||
|
||||
// First get the required castling rank and color mask for the player.
|
||||
let (castling_rank, castling_color_mask) = if is_white(game_state.color) {
|
||||
let (castling_rank, castling_color_mask) = if game_state.color == WHITE {
|
||||
(0, CASTLING_WH_MASK)
|
||||
} else {
|
||||
(7, CASTLING_BL_MASK)
|
||||
|
@ -327,8 +378,8 @@ fn get_king_moves(
|
|||
// Check for castling if the king is on its castling rank (R1)
|
||||
// and is not in check (R4).
|
||||
if
|
||||
*r == castling_rank &&
|
||||
!is_attacked(board, game_state, at)
|
||||
r == castling_rank &&
|
||||
!is_attacked(board, game_state, square)
|
||||
{
|
||||
// Check for both castling sides.
|
||||
for (path_files, opt_empty_file, castling_side_mask) in CASTLING_SIDES.iter() {
|
||||
|
@ -337,8 +388,10 @@ fn get_king_moves(
|
|||
// Check that squares in the king's path are empty and not attacked (R3.1, R5, R6).
|
||||
let mut path_is_clear = true;
|
||||
for path_f in path_files {
|
||||
let p = (*path_f, castling_rank);
|
||||
if !is_empty(board, &p) || is_illegal(board, game_state, &(*at, p, None)) {
|
||||
let path_square = sq(*path_f, castling_rank);
|
||||
if
|
||||
!board.is_empty(path_square)
|
||||
|| is_illegal(board, game_state, &Move::new(square, path_square)) {
|
||||
path_is_clear = false;
|
||||
break;
|
||||
}
|
||||
|
@ -348,13 +401,13 @@ fn get_king_moves(
|
|||
}
|
||||
// Check that rook jumps over an empty square on queen-side (R3.2).
|
||||
if let Some(rook_path_f) = opt_empty_file {
|
||||
let p = (*rook_path_f, castling_rank);
|
||||
if !is_empty(board, &p) {
|
||||
let rook_path_square = sq(*rook_path_f, castling_rank);
|
||||
if !board.is_empty(rook_path_square) {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
let castle = castling_side_mask & castling_color_mask;
|
||||
let m = movement::get_castle_move(castle);
|
||||
let m = Move::get_castle_move(castle);
|
||||
if can_register(commit, board, game_state, &m) {
|
||||
moves.push(m);
|
||||
}
|
||||
|
@ -375,20 +428,25 @@ fn can_register(commit: bool, board: &Board, game_state: &GameState, m: &Move) -
|
|||
!commit || !is_illegal(board, game_state, m)
|
||||
}
|
||||
|
||||
/// 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> {
|
||||
let color1 = get_color(piece1);
|
||||
if is_color(piece2, opposite(color1)) {
|
||||
/// Return a move from `square1` to `square2` if colors are opposite.
|
||||
fn move_if_enemy(
|
||||
color1: Color,
|
||||
square1: Square,
|
||||
color2: Color,
|
||||
square2: Square,
|
||||
is_pawn: bool,
|
||||
) -> Option<Move> {
|
||||
if color2 == opposite(color1) {
|
||||
// Automatic queen promotion for pawns moving to the opposite rank.
|
||||
let prom = if
|
||||
is_piece(piece1, SQ_P) &&
|
||||
((is_white(piece1) && pos2.1 == POS_MAX) || (is_black(piece1) && pos2.1 == POS_MIN))
|
||||
Some(if
|
||||
is_pawn
|
||||
&& (color1 == WHITE && sq_rank(square2) == POS_MAX)
|
||||
|| (color1 == BLACK && sq_rank(square2) == POS_MIN)
|
||||
{
|
||||
Some(SQ_Q)
|
||||
Move::new_promotion(square1, square2, QUEEN)
|
||||
} else {
|
||||
None
|
||||
};
|
||||
Some((*pos1, *pos2, prom))
|
||||
Move::new(square1, square2)
|
||||
})
|
||||
} else {
|
||||
None
|
||||
}
|
||||
|
@ -396,36 +454,38 @@ fn move_on_enemy(piece1: u8, pos1: &Pos, piece2: u8, pos2: &Pos) -> Option<Move>
|
|||
|
||||
/// Check if a move is illegal.
|
||||
fn is_illegal(board: &Board, game_state: &GameState, m: &Move) -> bool {
|
||||
if let Some(king_p) = find_king(board, game_state.color) {
|
||||
if let Some(mut king_square) = board.find_king(game_state.color) {
|
||||
// Rule 1: a move is illegal if the king ends up in check.
|
||||
// If king moves, use its new position.
|
||||
let king_p = if m.0 == king_p { m.1 } else { king_p };
|
||||
if m.source == king_square {
|
||||
king_square = m.dest
|
||||
}
|
||||
let mut hypothetic_board = board.clone();
|
||||
movement::apply_move_to_board(&mut hypothetic_board, m);
|
||||
m.apply_to_board(&mut hypothetic_board);
|
||||
// Check if the move makes the player king in check.
|
||||
if is_attacked(&hypothetic_board, &game_state, &king_p) {
|
||||
if is_attacked(&hypothetic_board, &game_state, king_square) {
|
||||
return true
|
||||
}
|
||||
}
|
||||
false
|
||||
}
|
||||
|
||||
/// Return true if the piece at position `at` is attacked.
|
||||
/// Return true if the piece on `square` is attacked.
|
||||
///
|
||||
/// Check all possible enemy moves and return true when one of them
|
||||
/// ends up attacking the position.
|
||||
///
|
||||
/// Beware that the game state must be coherent with the analysed
|
||||
/// square, i.e. if the piece at `at` is white, the game state should
|
||||
/// tell that it is white turn. If the square at `at` is empty, simply
|
||||
/// square, i.e. if the piece on `square` is white, the game state
|
||||
/// should tell that it is white turn. If `square` is empty, simply
|
||||
/// check if it is getting attacked by the opposite player.
|
||||
fn is_attacked(board: &Board, game_state: &GameState, at: &Pos) -> bool {
|
||||
fn is_attacked(board: &Board, game_state: &GameState, square: Square) -> bool {
|
||||
let mut enemy_game_state = game_state.clone();
|
||||
enemy_game_state.color = opposite(game_state.color);
|
||||
// Do not attempt to commit moves, just check for attacked squares.
|
||||
let enemy_moves = get_player_moves(board, &enemy_game_state, false);
|
||||
for m in enemy_moves.iter() {
|
||||
if *at == m.1 {
|
||||
if square == m.dest {
|
||||
return true
|
||||
}
|
||||
}
|
||||
|
@ -435,11 +495,10 @@ fn is_attacked(board: &Board, game_state: &GameState, at: &Pos) -> bool {
|
|||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
use crate::notation::parse_move;
|
||||
|
||||
#[test]
|
||||
fn test_get_player_moves() {
|
||||
let b = new();
|
||||
let b = Board::new();
|
||||
let gs = GameState::new();
|
||||
|
||||
// At first move, white has 16 pawn moves and 4 knight moves.
|
||||
|
@ -449,132 +508,132 @@ mod tests {
|
|||
|
||||
#[test]
|
||||
fn test_get_pawn_moves() {
|
||||
let mut b = new_empty();
|
||||
let mut b = Board::new_empty();
|
||||
let gs = GameState::new();
|
||||
|
||||
// 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_piece_moves(&b, &pos("d3"), &gs, true);
|
||||
assert!(moves.len() == 1 && moves.contains( &parse_move("d3d4") ));
|
||||
b.set_square(D3, WHITE, PAWN);
|
||||
let moves = get_piece_moves(&b, &gs, D3, WHITE, true);
|
||||
assert!(moves.len() == 1 && moves.contains(&Move::new(D3, 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_piece_moves(&b, &pos("e2"), &gs, true);
|
||||
b.set_square(E2, WHITE, PAWN);
|
||||
let moves = get_piece_moves(&b, &gs, E2, WHITE, true);
|
||||
assert_eq!(moves.len(), 2);
|
||||
assert!(moves.contains( &parse_move("e2e3") ));
|
||||
assert!(moves.contains( &parse_move("e2e4") ));
|
||||
assert!(moves.contains(&Move::new(E2, E3)));
|
||||
assert!(moves.contains(&Move::new(E2, 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.
|
||||
set_square(&mut b, &pos("e4"), SQ_BL_P);
|
||||
let moves = get_piece_moves(&b, &pos("e2"), &gs, true);
|
||||
assert!(moves.len() == 1 && moves.contains( &parse_move("e2e3") ));
|
||||
b.set_square(E4, BLACK, PAWN);
|
||||
let moves = get_piece_moves(&b, &gs, E2, WHITE, true);
|
||||
assert!(moves.len() == 1 && moves.contains(&Move::new(E2, E3)));
|
||||
// 2. black pawn 1 square forward; no square available.
|
||||
set_square(&mut b, &pos("e3"), SQ_BL_P);
|
||||
let moves = get_piece_moves(&b, &pos("e2"), &gs, true);
|
||||
b.set_square(E3, BLACK, PAWN);
|
||||
let moves = get_piece_moves(&b, &gs, E2, WHITE, true);
|
||||
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"), &gs, true);
|
||||
b.clear_square(E4);
|
||||
let moves = get_piece_moves(&b, &gs, E2, WHITE, true);
|
||||
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_piece_moves(&b, &pos("e2"), &gs, true);
|
||||
assert!(moves.len() == 1 && moves.contains( &parse_move("e2f3") ));
|
||||
set_square(&mut b, &pos("d3"), SQ_BL_P);
|
||||
let moves = get_piece_moves(&b, &pos("e2"), &gs, true);
|
||||
b.set_square(F3, BLACK, PAWN);
|
||||
let moves = get_piece_moves(&b, &gs, E2, WHITE, true);
|
||||
assert!(moves.len() == 1 && moves.contains(&Move::new(E2, F3)));
|
||||
b.set_square(D3, BLACK, PAWN);
|
||||
let moves = get_piece_moves(&b, &gs, E2, WHITE, true);
|
||||
assert_eq!(moves.len(), 2);
|
||||
assert!(moves.contains( &parse_move("e2f3") ));
|
||||
assert!(moves.contains( &parse_move("e2d3") ));
|
||||
assert!(moves.contains( &Move::new(E2, F3) ));
|
||||
assert!(moves.contains( &Move::new(E2, D3) ));
|
||||
|
||||
// Check that a pawn moving to the last rank leads to queen promotion.
|
||||
// 1. by simply moving forward.
|
||||
set_square(&mut b, &pos("a7"), SQ_WH_P);
|
||||
let moves = get_piece_moves(&b, &pos("a7"), &gs, true);
|
||||
assert!(moves.len() == 1 && moves.contains( &parse_move("a7a8q") ));
|
||||
b.set_square(A7, WHITE, PAWN);
|
||||
let moves = get_piece_moves(&b, &gs, A7, WHITE, true);
|
||||
assert!(moves.len() == 1 && moves.contains(&Move::new_promotion(A7, A8, QUEEN)));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_get_bishop_moves() {
|
||||
let mut b = new_empty();
|
||||
let mut b = Board::new_empty();
|
||||
let gs = GameState::new();
|
||||
|
||||
// A bishop has maximum range when it's in a center square.
|
||||
set_square(&mut b, &pos("d4"), SQ_WH_B);
|
||||
let moves = get_piece_moves(&b, &pos("d4"), &gs, true);
|
||||
b.set_square(D4, WHITE, BISHOP);
|
||||
let moves = get_piece_moves(&b, &gs, D4, WHITE, true);
|
||||
assert_eq!(moves.len(), 13);
|
||||
// Going top-right.
|
||||
assert!(moves.contains( &parse_move("d4e5") ));
|
||||
assert!(moves.contains( &parse_move("d4f6") ));
|
||||
assert!(moves.contains( &parse_move("d4g7") ));
|
||||
assert!(moves.contains( &parse_move("d4h8") ));
|
||||
assert!(moves.contains(&Move::new(D4, E5)));
|
||||
assert!(moves.contains(&Move::new(D4, F6)));
|
||||
assert!(moves.contains(&Move::new(D4, G7)));
|
||||
assert!(moves.contains(&Move::new(D4, H8)));
|
||||
// Going bottom-right.
|
||||
assert!(moves.contains( &parse_move("d4e3") ));
|
||||
assert!(moves.contains( &parse_move("d4f2") ));
|
||||
assert!(moves.contains( &parse_move("d4g1") ));
|
||||
assert!(moves.contains(&Move::new(D4, E3)));
|
||||
assert!(moves.contains(&Move::new(D4, F2)));
|
||||
assert!(moves.contains(&Move::new(D4, G1)));
|
||||
// Going bottom-left.
|
||||
assert!(moves.contains( &parse_move("d4c3") ));
|
||||
assert!(moves.contains( &parse_move("d4b2") ));
|
||||
assert!(moves.contains( &parse_move("d4a1") ));
|
||||
assert!(moves.contains(&Move::new(D4, C3)));
|
||||
assert!(moves.contains(&Move::new(D4, B2)));
|
||||
assert!(moves.contains(&Move::new(D4, A1)));
|
||||
// Going top-left.
|
||||
assert!(moves.contains( &parse_move("d4c5") ));
|
||||
assert!(moves.contains( &parse_move("d4b6") ));
|
||||
assert!(moves.contains( &parse_move("d4a7") ));
|
||||
assert!(moves.contains(&Move::new(D4, C5)));
|
||||
assert!(moves.contains(&Move::new(D4, B6)));
|
||||
assert!(moves.contains(&Move::new(D4, A7)));
|
||||
|
||||
// When blocking commit to one square with friendly piece, lose 2 moves.
|
||||
set_square(&mut b, &pos("b2"), SQ_WH_P);
|
||||
assert_eq!(get_piece_moves(&b, &pos("d4"), &gs, true).len(), 11);
|
||||
b.set_square(B2, WHITE, PAWN);
|
||||
assert_eq!(get_piece_moves(&b, &gs, D4, WHITE, true).len(), 11);
|
||||
|
||||
// When blocking commit to one square with enemy piece, lose only 1 move.
|
||||
set_square(&mut b, &pos("b2"), SQ_BL_P);
|
||||
assert_eq!(get_piece_moves(&b, &pos("d4"), &gs, true).len(), 12);
|
||||
b.set_square(B2, BLACK, PAWN);
|
||||
assert_eq!(get_piece_moves(&b, &gs, D4, WHITE, true).len(), 12);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_get_knight_moves() {
|
||||
let mut b = new_empty();
|
||||
let mut b = Board::new_empty();
|
||||
let gs = GameState::new();
|
||||
|
||||
// A knight never has blocked commit; 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_piece_moves(&b, &pos("d4"), &gs, true).len(), 8);
|
||||
b.set_square(D4, WHITE, KNIGHT);
|
||||
assert_eq!(get_piece_moves(&b, &gs, D4, WHITE, true).len(), 8);
|
||||
|
||||
// If on a side if has only 4 moves.
|
||||
set_square(&mut b, &pos("a4"), SQ_WH_N);
|
||||
assert_eq!(get_piece_moves(&b, &pos("a4"), &gs, true).len(), 4);
|
||||
b.set_square(A4, WHITE, KNIGHT);
|
||||
assert_eq!(get_piece_moves(&b, &gs, A4, WHITE, true).len(), 4);
|
||||
|
||||
// And in a corner, only 2 moves.
|
||||
set_square(&mut b, &pos("a1"), SQ_WH_N);
|
||||
assert_eq!(get_piece_moves(&b, &pos("a1"), &gs, true).len(), 2);
|
||||
b.set_square(A1, WHITE, KNIGHT);
|
||||
assert_eq!(get_piece_moves(&b, &gs, A1, WHITE, true).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_piece_moves(&b, &pos("a1"), &gs, true).len(), 0);
|
||||
b.set_square(B3, WHITE, PAWN);
|
||||
b.set_square(C2, WHITE, PAWN);
|
||||
assert_eq!(get_piece_moves(&b, &gs, A1, WHITE, true).len(), 0);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_get_rook_moves() {
|
||||
let mut b = new_empty();
|
||||
let mut b = Board::new_empty();
|
||||
let gs = GameState::new();
|
||||
|
||||
set_square(&mut b, &pos("d4"), SQ_WH_R);
|
||||
assert_eq!(get_piece_moves(&b, &pos("d4"), &gs, true).len(), 14);
|
||||
set_square(&mut b, &pos("d6"), SQ_BL_P);
|
||||
assert_eq!(get_piece_moves(&b, &pos("d4"), &gs, true).len(), 12);
|
||||
set_square(&mut b, &pos("d6"), SQ_WH_P);
|
||||
assert_eq!(get_piece_moves(&b, &pos("d4"), &gs, true).len(), 11);
|
||||
b.set_square(D4, WHITE, ROOK);
|
||||
assert_eq!(get_piece_moves(&b, &gs, D4, WHITE, true).len(), 14);
|
||||
b.set_square(D6, BLACK, PAWN);
|
||||
assert_eq!(get_piece_moves(&b, &gs, D4, WHITE, true).len(), 12);
|
||||
b.set_square(D6, WHITE, PAWN);
|
||||
assert_eq!(get_piece_moves(&b, &gs, D4, WHITE, true).len(), 11);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_get_queen_moves() {
|
||||
let mut b = new_empty();
|
||||
let mut b = Board::new_empty();
|
||||
let gs = GameState::new();
|
||||
|
||||
set_square(&mut b, &pos("d4"), SQ_WH_Q);
|
||||
assert_eq!(get_piece_moves(&b, &pos("d4"), &gs, true).len(), 14 + 13);
|
||||
b.set_square(D4, WHITE, QUEEN);
|
||||
assert_eq!(get_piece_moves(&b, &gs, D4, WHITE, true).len(), 14 + 13);
|
||||
}
|
||||
|
||||
#[test]
|
||||
|
@ -582,54 +641,54 @@ mod tests {
|
|||
let mut gs = GameState::new();
|
||||
|
||||
// King can move 1 square in any direction.
|
||||
let mut b = new_empty();
|
||||
set_square(&mut b, &pos("d4"), SQ_WH_K);
|
||||
assert_eq!(get_piece_moves(&b, &pos("d4"), &gs, true).len(), 8);
|
||||
set_square(&mut b, &pos("e5"), SQ_WH_P);
|
||||
assert_eq!(get_piece_moves(&b, &pos("d4"), &gs, true).len(), 7);
|
||||
let mut b = Board::new_empty();
|
||||
b.set_square(D4, WHITE, KING);
|
||||
assert_eq!(get_piece_moves(&b, &gs, D4, WHITE, true).len(), 8);
|
||||
b.set_square(E5, WHITE, PAWN);
|
||||
assert_eq!(get_piece_moves(&b, &gs, D4, WHITE, true).len(), 7);
|
||||
|
||||
// If castling is available, other moves are possible: 5 moves + 2 castles.
|
||||
let mut b = new_empty();
|
||||
set_square(&mut b, &pos("e1"), SQ_WH_K);
|
||||
set_square(&mut b, &pos("a1"), SQ_WH_R);
|
||||
set_square(&mut b, &pos("h1"), SQ_WH_R);
|
||||
assert_eq!(get_piece_moves(&b, &pos("e1"), &gs, true).len(), 5 + 2);
|
||||
let mut b = Board::new_empty();
|
||||
b.set_square(E1, WHITE, KING);
|
||||
b.set_square(A1, WHITE, ROOK);
|
||||
b.set_square(H1, WHITE, ROOK);
|
||||
assert_eq!(get_piece_moves(&b, &gs, E1, WHITE, true).len(), 5 + 2);
|
||||
|
||||
// Castling works as well for black.
|
||||
gs.color = SQ_BL;
|
||||
set_square(&mut b, &pos("e8"), SQ_BL_K);
|
||||
set_square(&mut b, &pos("a8"), SQ_BL_R);
|
||||
set_square(&mut b, &pos("h8"), SQ_BL_R);
|
||||
assert_eq!(get_piece_moves(&b, &pos("e8"), &gs, true).len(), 5 + 2);
|
||||
gs.color = BLACK;
|
||||
b.set_square(E8, BLACK, KING);
|
||||
b.set_square(A8, BLACK, ROOK);
|
||||
b.set_square(H8, BLACK, ROOK);
|
||||
assert_eq!(get_piece_moves(&b, &gs, E8, BLACK, true).len(), 5 + 2);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_filter_illegal_moves() {
|
||||
let mut b = new_empty();
|
||||
let mut b = Board::new_empty();
|
||||
let mut gs = GameState::new();
|
||||
|
||||
// Place white's king on first rank.
|
||||
set_square(&mut b, &pos("e1"), SQ_WH_K);
|
||||
b.set_square(E1, WHITE, KING);
|
||||
// Place black rook in second rank: king can only move left or right.
|
||||
set_square(&mut b, &pos("h2"), SQ_BL_R);
|
||||
b.set_square(H2, BLACK, ROOK);
|
||||
// No castling available.
|
||||
gs.castling = 0;
|
||||
// 5 moves in absolute but only 2 are legal.
|
||||
let all_wh_moves = get_piece_moves(&b, &pos("e1"), &gs, true);
|
||||
let all_wh_moves = get_piece_moves(&b, &gs, E1, WHITE, true);
|
||||
assert_eq!(all_wh_moves.len(), 2);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_is_attacked() {
|
||||
let mut b = new_empty();
|
||||
let mut b = Board::new_empty();
|
||||
let gs = GameState::new();
|
||||
|
||||
// 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, &gs, &pos("d4")));
|
||||
b.set_square(D4, WHITE, PAWN);
|
||||
b.set_square(D6, BLACK, ROOK);
|
||||
assert!(is_attacked(&b, &gs, D4));
|
||||
// Move the rook on another file, no more attack.
|
||||
movement::apply_move_to_board(&mut b, &parse_move("d6e6"));
|
||||
assert!(!is_attacked(&b, &gs, &pos("d4")));
|
||||
Move::new(D6, E6).apply_to_board(&mut b);
|
||||
assert!(!is_attacked(&b, &gs, D4));
|
||||
}
|
||||
}
|
||||
|
|
97
src/stats.rs
97
src/stats.rs
|
@ -1,7 +1,7 @@
|
|||
//! Board statistics used for heuristics.
|
||||
|
||||
use crate::board::*;
|
||||
use crate::rules;
|
||||
use crate::rules::GameState;
|
||||
|
||||
/// Storage for board pieces stats.
|
||||
#[derive(Debug, Clone, PartialEq)]
|
||||
|
@ -39,58 +39,16 @@ impl BoardStats {
|
|||
self.num_isolated_pawns = 0;
|
||||
self.mobility = 0;
|
||||
}
|
||||
}
|
||||
|
||||
impl std::fmt::Display for BoardStats {
|
||||
fn fmt(&self, f: &mut std::fmt::Formatter) -> std::fmt::Result {
|
||||
write!(
|
||||
f,
|
||||
"{}P {}B {}N {}R {}Q {}K {}dp {}bp {}ip {}m",
|
||||
self.num_pawns, self.num_bishops, self.num_knights, self.num_rooks,
|
||||
self.num_queens, self.num_kings,
|
||||
self.num_doubled_pawns, self.num_backward_pawns, self.num_isolated_pawns,
|
||||
self.mobility
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
/// Create two new BoardStats objects from the board, for both sides.
|
||||
///
|
||||
/// See `compute_stats_into` for details.
|
||||
pub fn compute_stats(board: &Board, game_state: &rules::GameState) -> (BoardStats, BoardStats) {
|
||||
let mut stats = (BoardStats::new(), BoardStats::new());
|
||||
compute_stats_into(board, game_state, &mut stats);
|
||||
stats
|
||||
}
|
||||
|
||||
/// Compute stats for both the current player and its opponent.
|
||||
///
|
||||
/// The playing color will have its stats filled in the first
|
||||
/// BoardStats object, its opponent in the second.
|
||||
pub fn compute_stats_into(
|
||||
board: &Board,
|
||||
game_state: &rules::GameState,
|
||||
stats: &mut (BoardStats, BoardStats)
|
||||
) {
|
||||
let mut gs = game_state.clone();
|
||||
compute_color_stats_into(board, &gs, &mut stats.0);
|
||||
gs.color = opposite(gs.color);
|
||||
compute_color_stats_into(board, &gs, &mut stats.1);
|
||||
}
|
||||
|
||||
/// Fill `stats` from given `board` and `game_state`.
|
||||
///
|
||||
/// Only the current playing side stats are created,
|
||||
/// prepare the game_state accordingly.
|
||||
pub fn compute_color_stats_into(
|
||||
board: &Board,
|
||||
game_state: &rules::GameState,
|
||||
stats: &mut BoardStats,
|
||||
) {
|
||||
stats.reset();
|
||||
/// Fill `stats` from given `board` and `game_state`.
|
||||
///
|
||||
/// Only the current playing side stats are created,
|
||||
/// prepare the game_state accordingly.
|
||||
pub fn compute(&mut self, board: &Board, game_state: &GameState) {
|
||||
self.reset();
|
||||
let color = game_state.color;
|
||||
// Compute mobility for all pieces.
|
||||
stats.mobility = rules::get_player_moves(board, game_state, true).len() as i32;
|
||||
self.mobility = rules::get_player_moves(board, game_state, true).len() as i32;
|
||||
// Compute amount of each piece.
|
||||
for (piece, p) in get_piece_iterator(board) {
|
||||
let (pos_f, pos_r) = p;
|
||||
|
@ -172,8 +130,47 @@ pub fn compute_color_stats_into(
|
|||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl std::fmt::Display for BoardStats {
|
||||
fn fmt(&self, f: &mut std::fmt::Formatter) -> std::fmt::Result {
|
||||
write!(
|
||||
f,
|
||||
"{}P {}B {}N {}R {}Q {}K {}dp {}bp {}ip {}m",
|
||||
self.num_pawns, self.num_bishops, self.num_knights, self.num_rooks,
|
||||
self.num_queens, self.num_kings,
|
||||
self.num_doubled_pawns, self.num_backward_pawns, self.num_isolated_pawns,
|
||||
self.mobility
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
/// Create two new BoardStats objects from the board, for both sides.
|
||||
///
|
||||
/// See `compute_stats_into` for details.
|
||||
pub fn compute_stats(board: &Board, game_state: &GameState) -> (BoardStats, BoardStats) {
|
||||
let mut stats = (BoardStats::new(), BoardStats::new());
|
||||
compute_stats_into(board, game_state, &mut stats);
|
||||
stats
|
||||
}
|
||||
|
||||
/// Compute stats for both the current player and its opponent.
|
||||
///
|
||||
/// The playing color will have its stats filled in the first
|
||||
/// BoardStats object, its opponent in the second.
|
||||
pub fn compute_stats_into(
|
||||
board: &Board,
|
||||
game_state: &rules::GameState,
|
||||
stats: &mut (BoardStats, BoardStats)
|
||||
) {
|
||||
let mut gs = game_state.clone();
|
||||
compute_color_stats_into(board, &gs, &mut stats.0);
|
||||
gs.color = opposite(gs.color);
|
||||
compute_color_stats_into(board, &gs, &mut stats.1);
|
||||
}
|
||||
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
|
|
Reference in a new issue