notation: rename module to fen
Move UCI movement stuff to the Move struct impl.
This commit is contained in:
parent
e114138a48
commit
e4d2b20e23
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@ -253,7 +253,7 @@ impl Board {
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}
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/// Debug only: count number of pieces on board.
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pub fn num_pieces(&self) -> u8 {
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pub(crate) fn num_pieces(&self) -> u8 {
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let cbb = self.combined();
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let mut count = 0;
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while cbb > 0 {
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@ -264,7 +264,7 @@ impl Board {
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}
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/// Debug only: write a text view of the board.
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pub fn draw(&self, f: &mut dyn std::io::Write) {
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pub(crate) fn draw(&self, f: &mut dyn std::io::Write) {
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let cbb = self.colors[WHITE] | self.colors[BLACK];
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for rank in (0..8).rev() {
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let mut rank_str = String::with_capacity(8);
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55
src/fen.rs
Normal file
55
src/fen.rs
Normal file
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@ -0,0 +1,55 @@
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//! Functions to parse FEN strings.
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use crate::board;
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pub const FEN_START: &str = "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1";
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/// FEN notation for positions, split into fields.
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#[derive(Debug, Clone)]
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pub struct Fen {
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pub placement: String,
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pub color: String,
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pub castling: String,
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pub en_passant: String,
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pub halfmove: String,
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pub fullmove: String,
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}
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pub fn parse_fen(i: &str) -> Option<Fen> {
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let fields: Vec<&str> = i.split_whitespace().collect();
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parse_fen_fields(&fields)
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}
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pub fn parse_fen_fields(fields: &[&str]) -> Option<Fen> {
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if fields.len() < 6 {
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return None
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}
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Some(Fen {
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placement: fields[0].to_string(),
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color: fields[1].to_string(),
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castling: fields[2].to_string(),
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en_passant: fields[3].to_string(),
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halfmove: fields[4].to_string(),
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fullmove: fields[5].to_string(),
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})
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}
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pub fn en_passant_to_string(ep: Option<board::Square>) -> String {
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ep.and_then(|p| Some(board::sq_to_string(p))).unwrap_or("-".to_string())
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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#[test]
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fn test_parse_fen() {
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let fen_start = parse_fen(FEN_START).unwrap();
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assert_eq!(&fen_start.placement, "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR");
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assert_eq!(&fen_start.color, "w");
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assert_eq!(&fen_start.castling, "KQkq");
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assert_eq!(&fen_start.en_passant, "-");
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assert_eq!(&fen_start.halfmove, "0");
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assert_eq!(&fen_start.fullmove, "1");
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}
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}
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@ -4,9 +4,9 @@ pub mod analysis;
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pub mod board;
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pub mod castling;
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pub mod engine;
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pub mod fen;
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pub mod movement;
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pub mod node;
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pub mod notation;
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pub mod rules;
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pub mod stats;
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pub mod uci;
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213
src/movement.rs
213
src/movement.rs
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@ -1,47 +1,47 @@
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//! Move functions along with some castling helpers.
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use std::fmt;
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use crate::board::*;
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use crate::castling::*;
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use crate::rules;
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use crate::rules::GameState;
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const START_WH_K_POS: Square = E1;
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const START_BL_K_POS: Square = E8;
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/// A movement, with before/after positions and optional promotion.
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pub type Move = (Square, Square, Option<Piece>);
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/// Apply a move `m` to copies to `board` and `game_state`.
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///
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/// Can be used for conveniance but it's better to write in existing
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/// instances as often as possible using `apply_move_to`.
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pub fn apply_move(
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board: &Board,
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game_state: &rules::GameState,
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m: &Move
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) -> (Board, rules::GameState) {
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let mut new_board = board.clone();
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let mut new_state = game_state.clone();
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apply_move_to(&mut new_board, &mut new_state, m);
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(new_board, new_state)
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#[derive(PartialEq)]
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pub struct Move {
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pub source: Square,
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pub dest: Square,
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pub promotion: Option<Piece>,
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}
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/// Update `board` and `game_state` to reflect the move `m`.
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///
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/// The board is updated with correct piece placement.
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///
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/// The game state is updated with the new player turn and the new
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/// castling options.
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pub fn apply_move_to(
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board: &mut Board,
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game_state: &mut rules::GameState,
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m: &Move
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) {
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let (source, dest) = (m.0, m.1);
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impl fmt::Debug for Move {
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fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
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write!(f, "{}", self.to_uci_string())
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}
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}
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// 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
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// either moved previously, or it has been taken.
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match source {
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pub const SAN_NULL_MOVE: &str = "0000";
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impl Move {
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/// Build a move from `source` to `dest`, no promotion.
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pub const fn new(source: Square, dest: Square) -> Move {
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Move { source, dest, promotion: None }
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}
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/// Build a move from `source` to `dest`, with a promotion.
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pub const fn new_promotion(source: Square, dest: Square, promotion: Piece) -> Move {
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Move { source, dest, promotion: Some(promotion) }
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}
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/// Apply this move to `board` and `game_state`.
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pub fn apply_to(&self, board: &mut Board, game_state: &mut GameState) {
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// If a rook is taken, remove its castling option. Needs to be checked before we update
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// board. Note that we only check for a piece going to rook's initial position: it means
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// the rook either moved previously, or it has been taken.
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match self.source {
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A1 => { game_state.castling &= !CASTLING_WH_Q; }
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H1 => { game_state.castling &= !CASTLING_WH_K; }
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A8 => { game_state.castling &= !CASTLING_BL_Q; }
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@ -49,11 +49,11 @@ pub fn apply_move_to(
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}
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// Update board and game state.
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apply_move_to_board(board, m);
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self.apply_to_board(board);
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game_state.color = opposite(game_state.color);
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// If the move is a castle, remove it from castling options.
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if let Some(castle) = get_castle(m) {
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if let Some(castle) = self.get_castle() {
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match castle {
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CASTLING_WH_K | CASTLING_WH_Q => game_state.castling &= !CASTLING_WH_MASK,
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CASTLING_BL_K | CASTLING_BL_Q => game_state.castling &= !CASTLING_BL_MASK,
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@ -62,34 +62,34 @@ pub fn apply_move_to(
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}
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// Else, check if the king or a rook moved to update castling options.
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else {
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let color = board.get_color(dest);
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let color = board.get_color(self.dest);
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if color == WHITE && game_state.castling & CASTLING_WH_MASK != 0 {
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match board.get_piece(dest) {
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match board.get_piece(self.dest) {
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KING => {
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if source == E1 {
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if self.source == E1 {
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game_state.castling &= !CASTLING_WH_MASK;
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}
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}
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ROOK => {
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if source == A1 {
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if self.source == A1 {
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game_state.castling &= !CASTLING_WH_Q;
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} else if source == H1 {
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} else if self.source == H1 {
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game_state.castling &= !CASTLING_WH_K;
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}
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}
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_ => {}
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}
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} else if color == BLACK && game_state.castling & CASTLING_BL_MASK != 0 {
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match board.get_piece(dest) {
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match board.get_piece(self.dest) {
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KING => {
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if source == E8 {
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if self.source == E8 {
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game_state.castling &= !CASTLING_BL_MASK;
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}
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}
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ROOK => {
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if source == A8 {
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if self.source == A8 {
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game_state.castling &= !CASTLING_BL_Q;
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} else if source == H8 {
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} else if self.source == H8 {
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game_state.castling &= !CASTLING_BL_K;
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}
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}
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@ -97,11 +97,11 @@ pub fn apply_move_to(
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}
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}
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}
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}
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}
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/// Apply a move `m` into `board`.
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pub fn apply_move_to_board(board: &mut Board, m: &Move) {
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if let Some(castle) = get_castle(m) {
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/// Apply the move into `board`.
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pub fn apply_to_board(&self, board: &mut Board) {
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if let Some(castle) = self.get_castle() {
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match castle {
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CASTLING_WH_K => {
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board.move_square(START_WH_K_POS, G1);
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@ -122,29 +122,28 @@ pub fn apply_move_to_board(board: &mut Board, m: &Move) {
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_ => {}
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}
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} else {
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board.move_square(m.0, m.1);
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if let Some(prom_type) = m.2 {
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let color = board.get_color(m.1);
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board.set_square(m.1, color, prom_type);
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board.move_square(self.source, self.dest);
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if let Some(piece) = self.promotion {
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let color = board.get_color(self.dest);
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board.set_square(self.dest, color, piece);
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}
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}
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}
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}
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/// Get the corresponding castling flag for this move.
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pub fn get_castle(m: &Move) -> Option<u8> {
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let (source, dest) = (m.0, m.1);
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if source == E1 {
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if dest == C1 {
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/// Get the corresponding castling flag for this move.
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pub fn get_castle(&self) -> Option<u8> {
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if self.source == E1 {
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if self.dest == C1 {
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Some(CASTLING_WH_Q)
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} else if dest == G1 {
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} else if self.dest == G1 {
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Some(CASTLING_WH_K)
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} else {
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None
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}
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} else if source == E8 {
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if dest == C8 {
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} else if self.source == E8 {
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if self.dest == C8 {
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Some(CASTLING_BL_Q)
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} else if dest == G8 {
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} else if self.dest == G8 {
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Some(CASTLING_BL_K)
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} else {
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None
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@ -152,23 +151,64 @@ pub fn get_castle(m: &Move) -> Option<u8> {
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} else {
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None
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}
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}
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}
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/// Get the move for this castle.
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pub fn get_castle_move(castle: u8) -> Move {
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/// Get the move for this castle.
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pub fn get_castle_move(castle: u8) -> Move {
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match castle {
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CASTLING_WH_Q => (E1, C1, None),
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CASTLING_WH_K => (E1, G1, None),
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CASTLING_BL_Q => (E8, C8, None),
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CASTLING_BL_K => (E8, G8, None),
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CASTLING_WH_Q => Move::new(E1, C1),
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CASTLING_WH_K => Move::new(E1, G1),
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CASTLING_BL_Q => Move::new(E8, C8),
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CASTLING_BL_K => Move::new(E8, G8),
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_ => panic!("Illegal castling requested: {:08b}", castle),
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}
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}
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/// Parse an UCI move algebraic notation string to a Move.
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pub fn from_uci_string(m_str: &str) -> Move {
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Move {
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source: sq_from_string(&m_str[0..2]),
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dest: sq_from_string(&m_str[2..4]),
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promotion: if m_str.len() == 5 {
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Some(match m_str.as_bytes()[4] {
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b'b' => BISHOP,
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b'n' => KNIGHT,
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b'r' => ROOK,
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b'q' => QUEEN,
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_ => panic!("What is the opponent doing? This is illegal, I'm out."),
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})
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} else {
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None
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}
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}
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}
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/// Create a string containing the UCI algebraic notation of this move.
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pub fn to_uci_string(&self) -> String {
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let mut move_string = String::new();
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move_string.push_str(&sq_to_string(self.source));
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move_string.push_str(&sq_to_string(self.dest));
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if let Some(piece) = self.promotion {
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move_string.push(match piece {
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QUEEN => 'q',
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BISHOP => 'b',
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KNIGHT => 'n',
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ROOK => 'r',
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_ => panic!("What are you doing? Promote to a legal piece.")
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});
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}
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move_string
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}
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/// Debug only: create a space-separated string of moves.
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pub(crate) fn list_to_uci_string(moves: &Vec<Move>) -> String {
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moves.iter().map(|m| m.to_uci_string()).collect::<Vec<_>>().join(" ")
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}
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}
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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::parse_move;
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#[test]
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fn test_apply_move_to_board() {
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@ -178,13 +218,13 @@ mod tests {
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b.set_square(D4, WHITE, KNIGHT);
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b.set_square(F4, BLACK, KNIGHT);
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// Move white knight in a position attacked by black knight.
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apply_move_to_board(&mut b, &(D4, E6, None));
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Move::new(D4, E6).apply_to_board(&mut b);
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assert!(b.is_empty(D4));
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assert_eq!(b.get_color(E6), WHITE);
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assert_eq!(b.get_piece(E6), KNIGHT);
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assert_eq!(b.num_pieces(), 2);
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// Sack it with black knight
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apply_move_to_board(&mut b, &(F4, E6, None));
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Move::new(F4, E6).apply_to_board(&mut b);
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assert_eq!(b.get_color(E6), BLACK);
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assert_eq!(b.get_piece(E6), KNIGHT);
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assert_eq!(b.num_pieces(), 1);
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@ -193,7 +233,7 @@ mod tests {
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#[test]
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fn test_apply_move_to_castling() {
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let mut b = Board::new();
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let mut gs = rules::GameState::new();
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let mut gs = GameState::new();
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assert_eq!(gs.castling, CASTLING_MASK);
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// On a starting board, start by making place for all castles.
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@ -208,7 +248,7 @@ mod tests {
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b.clear_square(F8);
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b.clear_square(G8);
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// White queen-side castling.
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apply_move_to(&mut b, &mut gs, &parse_move("e1c1"));
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Move::new(E1, C1).apply_to(&mut b, &mut gs);
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assert_eq!(b.get_color(C1), WHITE);
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assert_eq!(b.get_piece(C1), KING);
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assert_eq!(b.get_color(D1), WHITE);
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@ -217,7 +257,7 @@ mod tests {
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assert!(b.is_empty(E1));
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assert_eq!(gs.castling, CASTLING_BL_MASK);
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// Black king-side castling.
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apply_move_to(&mut b, &mut gs, &parse_move("e8g8"));
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Move::new(E8, G8).apply_to(&mut b, &mut gs);
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assert_eq!(b.get_color(G1), BLACK);
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assert_eq!(b.get_piece(G1), KING);
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assert_eq!(b.get_color(F1), BLACK);
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@ -230,10 +270,25 @@ mod tests {
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#[test]
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fn test_get_castle() {
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assert_eq!(get_castle(&parse_move("e1c1")), Some(CASTLING_WH_Q));
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assert_eq!(get_castle(&parse_move("e1g1")), Some(CASTLING_WH_K));
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assert_eq!(get_castle(&parse_move("e8c8")), Some(CASTLING_BL_Q));
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assert_eq!(get_castle(&parse_move("e8g8")), Some(CASTLING_BL_K));
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assert_eq!(get_castle(&parse_move("d2d4")), None);
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assert_eq!(Move::new(E1, C1).get_castle(), Some(CASTLING_WH_Q));
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assert_eq!(Move::new(E1, G1).get_castle(), Some(CASTLING_WH_K));
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assert_eq!(Move::new(E8, C8).get_castle(), Some(CASTLING_BL_Q));
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assert_eq!(Move::new(E8, G8).get_castle(), Some(CASTLING_BL_K));
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assert_eq!(Move::new(D2, D4).get_castle(), None);
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}
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#[test]
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fn test_to_uci_string() {
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assert_eq!(Move::new(A1, D4).to_uci_string(), "a1d4");
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assert_eq!(Move::new(H8, A8).to_uci_string(), "h8a8");
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assert_eq!(Move::new_promotion(H7, H8, QUEEN).to_uci_string(), "h7h8q");
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assert_eq!(Move::new_promotion(H7, H8, KNIGHT).to_uci_string(), "h7h8n");
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}
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#[test]
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fn test_from_uci_string() {
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assert_eq!(Move::from_uci_string("a1d4"), Move::new(A1, D4));
|
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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));
|
||||
}
|
||||
}
|
||||
|
|
111
src/notation.rs
111
src/notation.rs
|
@ -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");
|
||||
}
|
||||
}
|
Reference in a new issue