notation: rename module to fen

Move UCI movement stuff to the Move struct impl.
This commit is contained in:
dece 2020-06-19 17:36:26 +02:00
parent e114138a48
commit e4d2b20e23
5 changed files with 256 additions and 257 deletions

View file

@ -253,7 +253,7 @@ impl Board {
}
/// Debug only: count number of pieces on board.
pub fn num_pieces(&self) -> u8 {
pub(crate) fn num_pieces(&self) -> u8 {
let cbb = self.combined();
let mut count = 0;
while cbb > 0 {
@ -264,7 +264,7 @@ impl Board {
}
/// Debug only: write a text view of the board.
pub fn draw(&self, f: &mut dyn std::io::Write) {
pub(crate) fn draw(&self, f: &mut dyn std::io::Write) {
let cbb = self.colors[WHITE] | self.colors[BLACK];
for rank in (0..8).rev() {
let mut rank_str = String::with_capacity(8);

55
src/fen.rs Normal file
View file

@ -0,0 +1,55 @@
//! Functions to parse FEN strings.
use crate::board;
pub const FEN_START: &str = "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1";
/// FEN notation for positions, split into fields.
#[derive(Debug, Clone)]
pub struct Fen {
pub placement: String,
pub color: String,
pub castling: String,
pub en_passant: String,
pub halfmove: String,
pub fullmove: String,
}
pub fn parse_fen(i: &str) -> Option<Fen> {
let fields: Vec<&str> = i.split_whitespace().collect();
parse_fen_fields(&fields)
}
pub fn parse_fen_fields(fields: &[&str]) -> Option<Fen> {
if fields.len() < 6 {
return None
}
Some(Fen {
placement: fields[0].to_string(),
color: fields[1].to_string(),
castling: fields[2].to_string(),
en_passant: fields[3].to_string(),
halfmove: fields[4].to_string(),
fullmove: fields[5].to_string(),
})
}
pub fn en_passant_to_string(ep: Option<board::Square>) -> String {
ep.and_then(|p| Some(board::sq_to_string(p))).unwrap_or("-".to_string())
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_parse_fen() {
let fen_start = parse_fen(FEN_START).unwrap();
assert_eq!(&fen_start.placement, "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR");
assert_eq!(&fen_start.color, "w");
assert_eq!(&fen_start.castling, "KQkq");
assert_eq!(&fen_start.en_passant, "-");
assert_eq!(&fen_start.halfmove, "0");
assert_eq!(&fen_start.fullmove, "1");
}
}

View file

@ -4,9 +4,9 @@ pub mod analysis;
pub mod board;
pub mod castling;
pub mod engine;
pub mod fen;
pub mod movement;
pub mod node;
pub mod notation;
pub mod rules;
pub mod stats;
pub mod uci;

View file

@ -1,174 +1,214 @@
//! Move functions along with some castling helpers.
use std::fmt;
use crate::board::*;
use crate::castling::*;
use crate::rules;
use crate::rules::GameState;
const START_WH_K_POS: Square = E1;
const START_BL_K_POS: Square = E8;
/// A movement, with before/after positions and optional promotion.
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)
#[derive(PartialEq)]
pub struct Move {
pub source: Square,
pub dest: Square,
pub promotion: Option<Piece>,
}
/// 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
) {
let (source, dest) = (m.0, m.1);
impl fmt::Debug for Move {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(f, "{}", self.to_uci_string())
}
}
// 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 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; }
pub const SAN_NULL_MOVE: &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 }
}
// Update board and game state.
apply_move_to_board(board, m);
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,
_ => {}
};
/// 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) }
}
// Else, check if the king or a rook moved to update castling options.
else {
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;
/// 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;
}
}
_ => {}
}
ROOK => {
if source == A1 {
game_state.castling &= !CASTLING_WH_Q;
} else if 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 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;
}
}
ROOK => {
if source == A8 {
game_state.castling &= !CASTLING_BL_Q;
} else if source == H8 {
game_state.castling &= !CASTLING_BL_K;
}
}
_ => {}
} 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);
}
}
}
}
/// Apply a move `m` into `board`.
pub fn apply_move_to_board(board: &mut Board, m: &Move) {
if let Some(castle) = get_castle(m) {
/// 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_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(m.0, m.1);
if let Some(prom_type) = m.2 {
let color = board.get_color(m.1);
board.set_square(m.1, color, prom_type);
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),
}
}
}
/// Get the corresponding castling flag for this move.
pub fn get_castle(m: &Move) -> Option<u8> {
let (source, dest) = (m.0, m.1);
if source == E1 {
if dest == C1 {
Some(CASTLING_WH_Q)
} else if dest == G1 {
Some(CASTLING_WH_K)
} else {
None
/// 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
}
}
} else if source == E8 {
if dest == C8 {
Some(CASTLING_BL_Q)
} 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 {
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),
/// 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::*;
use crate::notation::parse_move;
#[test]
fn test_apply_move_to_board() {
@ -178,13 +218,13 @@ mod tests {
b.set_square(D4, WHITE, KNIGHT);
b.set_square(F4, BLACK, KNIGHT);
// Move white knight in a position attacked by black knight.
apply_move_to_board(&mut b, &(D4, E6, None));
Move::new(D4, E6).apply_to_board(&mut b);
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
apply_move_to_board(&mut b, &(F4, E6, None));
Move::new(F4, E6).apply_to_board(&mut b);
assert_eq!(b.get_color(E6), BLACK);
assert_eq!(b.get_piece(E6), KNIGHT);
assert_eq!(b.num_pieces(), 1);
@ -193,7 +233,7 @@ mod tests {
#[test]
fn test_apply_move_to_castling() {
let mut b = Board::new();
let mut gs = rules::GameState::new();
let mut gs = GameState::new();
assert_eq!(gs.castling, CASTLING_MASK);
// On a starting board, start by making place for all castles.
@ -208,7 +248,7 @@ mod tests {
b.clear_square(F8);
b.clear_square(G8);
// White queen-side castling.
apply_move_to(&mut b, &mut gs, &parse_move("e1c1"));
Move::new(E1, C1).apply_to(&mut b, &mut gs);
assert_eq!(b.get_color(C1), WHITE);
assert_eq!(b.get_piece(C1), KING);
assert_eq!(b.get_color(D1), WHITE);
@ -217,7 +257,7 @@ mod tests {
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"));
Move::new(E8, G8).apply_to(&mut b, &mut gs);
assert_eq!(b.get_color(G1), BLACK);
assert_eq!(b.get_piece(G1), KING);
assert_eq!(b.get_color(F1), BLACK);
@ -230,10 +270,25 @@ mod tests {
#[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);
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));
}
}

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@ -1,111 +0,0 @@
//! Functions using various notations.
use crate::board::*;
use crate::movement::Move;
pub const NULL_MOVE: &str = "0000";
/// Create a string containing the UCI algebraic notation of this move.
pub fn move_to_string(m: &Move) -> String {
let mut move_string = String::new();
move_string.push_str(&pos_string(&m.0));
move_string.push_str(&pos_string(&m.1));
if let Some(prom) = m.2 {
move_string.push(match prom {
SQ_Q => 'q',
SQ_B => 'b',
SQ_N => 'n',
SQ_R => 'r',
_ => panic!("What are you doing? Promote to a legal piece.")
});
}
move_string
}
/// Parse an UCI move algebraic notation string to a Move.
pub fn parse_move(m_str: &str) -> Move {
let prom = if m_str.len() == 5 {
Some(match m_str.as_bytes()[4] {
b'b' => SQ_B,
b'n' => SQ_N,
b'r' => SQ_R,
b'q' => SQ_Q,
_ => panic!("What is the opponent doing? This is illegal, I'm out."),
})
} else {
None
};
(pos(&m_str[0..2]), pos(&m_str[2..4]), prom)
}
/// Create a space-separated string of moves. Used for debugging.
pub fn move_list_to_string(moves: &Vec<Move>) -> String {
moves.iter().map(|m| move_to_string(m)).collect::<Vec<_>>().join(" ")
}
pub const FEN_START: &str = "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1";
/// FEN notation for positions, split into fields.
#[derive(Debug, Clone)]
pub struct Fen {
pub placement: String,
pub color: String,
pub castling: String,
pub en_passant: String,
pub halfmove: String,
pub fullmove: String,
}
pub fn parse_fen(i: &str) -> Option<Fen> {
let fields: Vec<&str> = i.split_whitespace().collect();
parse_fen_fields(&fields)
}
pub fn parse_fen_fields(fields: &[&str]) -> Option<Fen> {
if fields.len() < 6 {
return None
}
Some(Fen {
placement: fields[0].to_string(),
color: fields[1].to_string(),
castling: fields[2].to_string(),
en_passant: fields[3].to_string(),
halfmove: fields[4].to_string(),
fullmove: fields[5].to_string(),
})
}
pub fn en_passant_to_string(ep: Option<Pos>) -> String {
ep.and_then(|p| Some(pos_string(&p))).unwrap_or("-".to_string())
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_move_to_string() {
assert_eq!(move_to_string(&((0, 0), (3, 3), None)), "a1d4");
assert_eq!(move_to_string(&((7, 7), (0, 7), None)), "h8a8");
assert_eq!(move_to_string(&((7, 6), (7, 7), Some(SQ_Q))), "h7h8q");
assert_eq!(move_to_string(&((7, 6), (7, 7), Some(SQ_N))), "h7h8n");
}
#[test]
fn test_parse_move() {
assert_eq!(parse_move("a1d4"), ((0, 0), (3, 3), None));
assert_eq!(parse_move("a7a8q"), ((0, 6), (0, 7), Some(SQ_Q)));
assert_eq!(parse_move("a7a8r"), ((0, 6), (0, 7), Some(SQ_R)));
}
#[test]
fn test_parse_fen() {
let fen_start = parse_fen(FEN_START).unwrap();
assert_eq!(&fen_start.placement, "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR");
assert_eq!(&fen_start.color, "w");
assert_eq!(&fen_start.castling, "KQkq");
assert_eq!(&fen_start.en_passant, "-");
assert_eq!(&fen_start.halfmove, "0");
assert_eq!(&fen_start.fullmove, "1");
}
}