//! Functions to determine legal moves. use crate::board::*; /// Characteristics of the state of a game. /// /// It does not include various parameters such as clocks that are /// more aimed for engine analysis than typical rules checking. /// /// - `color`: current player's turn /// - `castling`: which castling options are available; updated throughout the game. #[derive(Debug, Clone)] pub struct GameState { pub color: u8, pub castling: u8, pub en_passant: Option, pub halfmove: i32, pub fullmove: i32, } impl GameState { pub const fn new() -> GameState { GameState { color: SQ_WH, castling: CASTLING_MASK, en_passant: None, halfmove: 0, fullmove: 1, } } } pub const CASTLING_WH_K: u8 = 0b00000001; pub const CASTLING_WH_Q: u8 = 0b00000010; pub const CASTLING_WH_MASK: u8 = 0b00000011; pub const CASTLING_BL_K: u8 = 0b00000100; pub const CASTLING_BL_Q: u8 = 0b00001000; pub const CASTLING_BL_MASK: u8 = 0b00001100; pub const CASTLING_K_MASK: u8 = 0b00000101; pub const CASTLING_Q_MASK: u8 = 0b00001010; pub const CASTLING_MASK: u8 = 0b00001111; pub const CASTLING_SIDES: [(std::ops::RangeInclusive, u8); 2] = [(5..=6, CASTLING_K_MASK), (2..=3, CASTLING_Q_MASK)]; pub const START_WH_K_POS: Pos = pos("e1"); pub const START_BL_K_POS: Pos = pos("e8"); /// A movement, with before/after positions and optional promotion. pub type Move = (Pos, Pos, Option); /// Apply a move `m` to copies to `board` and `game_state`. pub fn apply_move(board: &Board, game_state: &GameState, m: &Move) -> (Board, GameState) { let mut new_board = board.clone(); let mut new_state = game_state.clone(); apply_move_to(&mut new_board, &mut new_state, m); (new_board, new_state) } /// Update `board` and `game_state` to reflect the move `m`. /// /// The board is updated with correct piece placement. /// /// The game state is updated with the new player turn and the new /// castling options. pub fn apply_move_to(board: &mut Board, game_state: &mut GameState, m: &Move) { apply_move_to_board(board, m); apply_move_to_state(game_state, m); 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, _ => {} }; } } /// Apply a move `m` into `board`. pub fn apply_move_to_board(board: &mut Board, m: &Move) { if let Some(castle) = get_castle(m) { match castle { CASTLING_WH_K => { move_piece(board, &START_WH_K_POS, &pos("g1")); move_piece(board, &pos("h1"), &pos("f1")); } CASTLING_WH_Q => { move_piece(board, &START_WH_K_POS, &pos("c1")); move_piece(board, &pos("a1"), &pos("d1")); } CASTLING_BL_K => { move_piece(board, &START_BL_K_POS, &pos("g8")); move_piece(board, &pos("h8"), &pos("f8")); } CASTLING_BL_Q => { move_piece(board, &START_BL_K_POS, &pos("c8")); move_piece(board, &pos("a8"), &pos("d8")); } _ => {} } } else { move_piece(board, &m.0, &m.1); } } /// Update `game_state` with the move `m`. /// /// This only updates the player turn. Castling should be updated in a /// context where the corresponding board is available. pub fn apply_move_to_state(game_state: &mut GameState, _m: &Move) { game_state.color = opposite(game_state.color); } /// Get the corresponding castling flag for this move. pub fn get_castle(m: &Move) -> Option { if m.0 == pos("e1") { if m.1 == pos("c1") { Some(CASTLING_WH_Q) } else if m.1 == pos("g1") { Some(CASTLING_WH_K) } else { None } } else if m.0 == pos("e8") { if m.1 == pos("c8") { Some(CASTLING_BL_Q) } else if m.1 == pos("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 => (pos("e1"), pos("c1"), None), CASTLING_WH_K => (pos("e1"), pos("g1"), None), CASTLING_BL_Q => (pos("e8"), pos("c8"), None), CASTLING_BL_K => (pos("e8"), pos("g8"), None), _ => panic!("Illegal castling requested: {:08b}", castle), } } /// Get a list of moves for all pieces of the playing color. /// /// If `commit` is false, do not check for illegal moves. This is used /// to avoid endless recursion when checking if a P move is illegal, /// as it needs to check all possible following enemy moves, e.g. to /// see if P's king can be taken. Consider a call with true `commit` as /// a collection of attacked squares instead of legal move collection. pub fn get_player_moves(board: &Board, game_state: &GameState, commit: bool) -> Vec { let mut moves = vec!(); for r in 0..8 { for f in 0..8 { let p = (f, r); if is_empty(board, &p) { continue } if is_color(get_square(board, &p), game_state.color) { moves.append(&mut get_piece_moves(board, &p, game_state, commit)); } } } moves } /// Get a list of moves for the piece at position `at`. pub fn get_piece_moves(board: &Board, at: &Pos, game_state: &GameState, commit: bool) -> Vec { match get_square(board, at) { p if is_piece(p, SQ_P) => get_pawn_moves(board, at, p, game_state, commit), p if is_piece(p, SQ_B) => get_bishop_moves(board, at, p, game_state, commit), p if is_piece(p, SQ_N) => get_knight_moves(board, at, p, game_state, commit), p if is_piece(p, SQ_R) => get_rook_moves(board, at, p, game_state, commit), p if is_piece(p, SQ_Q) => get_queen_moves(board, at, p, game_state, commit), p if is_piece(p, SQ_K) => get_king_moves(board, at, p, game_state, commit), _ => vec!(), } } fn get_pawn_moves( board: &Board, at: &Pos, piece: u8, game_state: &GameState, commit: bool, ) -> Vec { let (f, r) = *at; let mut moves = vec!(); // Direction: positive for white, negative for black. let dir: i8 = if is_white(piece) { 1 } else { -1 }; // Check 1 or 2 square forward. let move_len = if (is_white(piece) && r == 1) || (is_black(piece) && r == 6) { 2 } else { 1 }; for i in 1..=move_len { let forward_r = r + dir * i; if dir > 0 && forward_r > POS_MAX { return moves } if dir < 0 && forward_r < POS_MIN { return moves } let forward: Pos = (f, forward_r); // If forward square is empty (and we are not jumping over an occupied square), add it. if is_empty(board, &forward) && (i == 1 || is_empty(board, &(f, forward_r - dir))) { // Pawns that get to the opposite rank automatically promote as queens. let prom = if (dir > 0 && forward_r == POS_MAX) || (dir < 0 && forward_r == POS_MIN) { Some(SQ_Q) } else { None }; let m = (*at, forward, prom); if can_register(commit, board, game_state, &m) { moves.push(m); } } // Check diagonals for pieces to attack. if i == 1 { // First diagonal. let df = f - 1; if df >= POS_MIN { let diag: Pos = (df, forward_r); if let Some(m) = move_on_enemy(piece, at, get_square(board, &diag), &diag) { if can_register(commit, board, game_state, &m) { moves.push(m); } } } // Second diagonal. let df = f + 1; if df <= POS_MAX { let diag: Pos = (df, forward_r); if let Some(m) = move_on_enemy(piece, at, get_square(board, &diag), &diag) { if can_register(commit, board, game_state, &m) { moves.push(m); } } } } // TODO en passant } moves } fn get_bishop_moves( board: &Board, at: &Pos, piece: u8, game_state: &GameState, commit: bool, ) -> Vec { let (f, r) = at; let mut views = [true; 4]; // Store diagonals where a piece blocks commit. let mut moves = vec!(); for dist in 1..=7 { for (dir, offset) in [(1, -1), (1, 1), (-1, 1), (-1, -1)].iter().enumerate() { if !views[dir] { continue } let p = (f + offset.0 * dist, r + offset.1 * dist); if !is_valid_pos(p) { continue } if is_empty(board, &p) { let m = (*at, p, None); if can_register(commit, board, game_state, &m) { moves.push(m); } } else { if let Some(m) = move_on_enemy(piece, at, get_square(board, &p), &p) { if can_register(commit, board, game_state, &m) { moves.push(m); } } views[dir] = false; // Stop looking in that direction. } } } moves } fn get_knight_moves( board: &Board, at: &Pos, piece: u8, game_state: &GameState, commit: bool, ) -> Vec { let (f, r) = at; let mut moves = vec!(); for offset in [(1, 2), (2, 1), (2, -1), (1, -2), (-1, -2), (-2, -1), (-2, 1), (-1, 2)].iter() { let p = (f + offset.0, r + offset.1); if !is_valid_pos(p) { continue } if is_empty(board, &p) { let m = (*at, p, None); if can_register(commit, board, game_state, &m) { moves.push(m); } } else if let Some(m) = move_on_enemy(piece, at, get_square(board, &p), &p) { if can_register(commit, board, game_state, &m) { moves.push(m); } } } moves } fn get_rook_moves( board: &Board, at: &Pos, piece: u8, game_state: &GameState, commit: bool, ) -> Vec { let (f, r) = at; let mut moves = vec!(); let mut views = [true; 4]; // Store lines where a piece blocks commit. for dist in 1..=7 { for (dir, offset) in [(0, 1), (1, 0), (0, -1), (-1, 0)].iter().enumerate() { if !views[dir] { continue } let p = (f + offset.0 * dist, r + offset.1 * dist); if !is_valid_pos(p) { continue } if is_empty(board, &p) { let m = (*at, p, None); if can_register(commit, board, game_state, &m) { moves.push(m); } } else { if let Some(m) = move_on_enemy(piece, at, get_square(board, &p), &p) { if can_register(commit, board, game_state, &m) { moves.push(m); } } views[dir] = false; // Stop looking in that direction. } } } moves } fn get_queen_moves( board: &Board, at: &Pos, piece: u8, game_state: &GameState, commit: bool ) -> Vec { let mut moves = vec!(); // Easy way to get queen moves, but may be a bit quicker if everything was rewritten here. moves.append(&mut get_bishop_moves(board, at, piece, game_state, commit)); moves.append(&mut get_rook_moves(board, at, piece, game_state, commit)); moves } fn get_king_moves( board: &Board, at: &Pos, piece: u8, game_state: &GameState, commit: bool ) -> Vec { let (f, r) = at; let mut moves = vec!(); for offset in [(-1, 1), (0, 1), (1, 1), (-1, 0), (1, 0), (-1, -1), (0, -1), (1, -1)].iter() { let p = (f + offset.0, r + offset.1); if !is_valid_pos(p) { continue } if is_empty(board, &p) { let m = (*at, p, None); if can_register(commit, board, game_state, &m) { moves.push(m); } } else if let Some(m) = move_on_enemy(piece, at, get_square(board, &p), &p) { if can_register(commit, board, game_state, &m) { moves.push(m); } } } // Stop here for uncommitted moves. if !commit { return moves } // Castling. Here are the rules that should ALL be respected: // 1. The king and the chosen rook are on the player's first rank. // 2. Neither the king nor the chosen rook has previously moved. // 3. There are no pieces between the king and the chosen rook. // 4. The king is not currently in check. // 5. The king does not pass through a square that is attacked by an enemy piece. // 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) { (0, CASTLING_WH_MASK) } else { (7, CASTLING_BL_MASK) }; // Check for castling if the king is on its castling rank (R1) and is not in check (R4). if *r == castling_rank && // Part of R1 for the king. !is_attacked(board, game_state, at) // R4 { // Check for both castling sides. for (path, castling_side_mask) in CASTLING_SIDES.iter() { // Check for castling availability for this color and side. if ((game_state.castling & castling_color_mask) | castling_side_mask) != 0 { // R3, R5, R6: check that files on the way are empty and not attacked. let mut clear_path = true; for through_f in path.to_owned() { let p = (through_f, castling_rank); if !is_empty(board, &p) || is_illegal(board, game_state, &(*at, p, None)) { clear_path = false; break; } } // If the path is clear, the castling can be done. if clear_path { let castle = CASTLING_K_MASK & castling_color_mask; let m = get_castle_move(castle); if can_register(commit, board, game_state, &m) { moves.push(m); } } } } } moves } /// Return true if `commit` is false, or the move is not illegal, /// /// Committing a move means that it can be safely played afterwards. /// Sometimes it is not what is needed to accept a move in a collection /// of moves, e.g. when simply checking if some moves would make a /// previous move illegal. #[inline] fn can_register(commit: bool, board: &Board, game_state: &GameState, m: &Move) -> bool { !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 { let color1 = get_color(piece1); if is_color(piece2, 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(SQ_Q) } else { None }; Some((*pos1, *pos2, prom)) } else { None } } /// 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) { // 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 }; let mut hypothetic_board = board.clone(); apply_move_to_board(&mut hypothetic_board, m); // Check if the move makes the player king in check. if is_attacked(&hypothetic_board, &game_state, &king_p) { return true } } false } /// Return true if the piece at position `at` 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 /// check if it is getting attacked by the opposite player. fn is_attacked(board: &Board, game_state: &GameState, at: &Pos) -> 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 { return true } } false } #[cfg(test)] mod tests { use super::*; use crate::notation::parse_move; #[test] fn test_get_castle() { assert_eq!(get_castle(&parse_move("e1a1")), Some(CASTLING_WH_Q)); assert_eq!(get_castle(&parse_move("e1h1")), Some(CASTLING_WH_K)); assert_eq!(get_castle(&parse_move("e8a8")), Some(CASTLING_BL_Q)); assert_eq!(get_castle(&parse_move("e8h8")), Some(CASTLING_BL_K)); assert_eq!(get_castle(&parse_move("d2d4")), None); } #[test] fn test_apply_move_to_board() { let mut b = new_empty(); // Put 2 enemy knights on board. set_square(&mut b, &pos("d4"), SQ_WH_N); set_square(&mut b, &pos("f4"), SQ_BL_N); // Move white knight in a position attacked by black knight. apply_move_to_board(&mut b, &(pos("d4"), pos("e6"), None)); assert_eq!(get_square(&b, &pos("d4")), SQ_E); assert_eq!(get_square(&b, &pos("e6")), SQ_WH_N); assert_eq!(num_pieces(&b), 2); // Sack it with black knight apply_move_to_board(&mut b, &(pos("f4"), pos("e6"), None)); assert_eq!(get_square(&b, &pos("e6")), SQ_BL_N); assert_eq!(num_pieces(&b), 1); } #[test] fn test_apply_move_to_castling() { let mut b = new(); let mut gs = GameState::new(); assert_eq!(gs.castling, CASTLING_MASK); // On a starting board, start by making place for all castles. clear_square(&mut b, &pos("b1")); clear_square(&mut b, &pos("c1")); clear_square(&mut b, &pos("d1")); clear_square(&mut b, &pos("f1")); clear_square(&mut b, &pos("g1")); clear_square(&mut b, &pos("b8")); clear_square(&mut b, &pos("c8")); clear_square(&mut b, &pos("d8")); clear_square(&mut b, &pos("f8")); clear_square(&mut b, &pos("g8")); // White queen-side castling. apply_move_to(&mut b, &mut gs, &parse_move("e1a1")); assert!(is_piece(get_square(&b, &pos("c1")), SQ_WH_K)); assert!(is_piece(get_square(&b, &pos("d1")), SQ_WH_R)); assert!(is_empty(&b, &pos("a1"))); assert!(is_empty(&b, &pos("e1"))); assert_eq!(gs.castling, CASTLING_BL_MASK); // Black king-side castling. apply_move_to(&mut b, &mut gs, &parse_move("e8h8")); assert!(is_piece(get_square(&b, &pos("g8")), SQ_BL_K)); assert!(is_piece(get_square(&b, &pos("f8")), SQ_BL_R)); assert!(is_empty(&b, &pos("h8"))); assert!(is_empty(&b, &pos("e8"))); assert_eq!(gs.castling, 0); } #[test] fn test_get_player_moves() { let b = new(); let gs = GameState::new(); // At first move, white has 16 pawn moves and 4 knight moves. let moves = get_player_moves(&b, &gs, true); assert_eq!(moves.len(), 20); } #[test] fn test_get_pawn_moves() { let mut b = 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") )); // 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); assert_eq!(moves.len(), 2); assert!(moves.contains( &parse_move("e2e3") )); assert!(moves.contains( &parse_move("e2e4") )); // 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") )); // 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); 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); 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); assert_eq!(moves.len(), 2); assert!(moves.contains( &parse_move("e2f3") )); assert!(moves.contains( &parse_move("e2d3") )); // 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") )); } #[test] fn test_get_bishop_moves() { let mut b = 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); 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") )); // Going bottom-right. assert!(moves.contains( &parse_move("d4e3") )); assert!(moves.contains( &parse_move("d4f2") )); assert!(moves.contains( &parse_move("d4g1") )); // Going bottom-left. assert!(moves.contains( &parse_move("d4c3") )); assert!(moves.contains( &parse_move("d4b2") )); assert!(moves.contains( &parse_move("d4a1") )); // Going top-left. assert!(moves.contains( &parse_move("d4c5") )); assert!(moves.contains( &parse_move("d4b6") )); assert!(moves.contains( &parse_move("d4a7") )); // 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); // 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); } #[test] fn test_get_knight_moves() { let mut b = 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); // 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); // 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); // 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); } #[test] fn test_get_rook_moves() { let mut b = 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); } #[test] fn test_get_queen_moves() { let mut b = 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); } #[test] fn test_get_king_moves() { let mut gs = GameState::new(); return; // FIXME // 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); // 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); // 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); } #[test] fn test_filter_illegal_moves() { let mut b = new_empty(); let gs = GameState::new(); // Place white's king on first rank. set_square(&mut b, &pos("e1"), SQ_WH_K); // Place black rook in second rank: king can only move left or right. set_square(&mut b, &pos("h2"), SQ_BL_R); let all_wh_moves = get_piece_moves(&b, &pos("e1"), &gs, true); assert_eq!(all_wh_moves.len(), 2); // 5 moves in absolute but only 2 are legal. } #[test] fn test_is_attacked() { let mut b = 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"))); // Move the rook on another file, no more attack. apply_move_to_board(&mut b, &parse_move("d6e6")); assert!(!is_attacked(&b, &gs, &pos("d4"))); } }