760 lines
27 KiB
Rust
760 lines
27 KiB
Rust
//! Functions to determine legal moves.
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use crate::board::*;
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/// Characteristics of the state of a game.
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///
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/// It does not include various parameters such as clocks that are
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/// more aimed for engine analysis than typical rules checking.
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///
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/// - `color`: current player's turn
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/// - `castling`: which castling options are available; updated throughout the game.
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#[derive(Debug, Clone)]
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pub struct GameState {
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pub color: u8,
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pub castling: u8,
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pub en_passant: Option<Pos>,
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pub halfmove: i32,
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pub fullmove: i32,
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}
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impl GameState {
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pub const fn new() -> GameState {
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GameState {
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color: SQ_WH,
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castling: CASTLING_MASK,
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en_passant: None,
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halfmove: 0,
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fullmove: 1,
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}
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}
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}
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pub const CASTLING_WH_K: u8 = 0b00000001;
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pub const CASTLING_WH_Q: u8 = 0b00000010;
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pub const CASTLING_WH_MASK: u8 = 0b00000011;
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pub const CASTLING_BL_K: u8 = 0b00000100;
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pub const CASTLING_BL_Q: u8 = 0b00001000;
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pub const CASTLING_BL_MASK: u8 = 0b00001100;
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pub const CASTLING_K_MASK: u8 = 0b00000101;
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pub const CASTLING_Q_MASK: u8 = 0b00001010;
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pub const CASTLING_MASK: u8 = 0b00001111;
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pub const CASTLING_SIDES: [(i8, u8); 2] = [(5i8, CASTLING_K_MASK), (3i8, CASTLING_Q_MASK)];
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pub const START_WH_K_POS: Pos = pos("e1");
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pub const START_BL_K_POS: Pos = pos("e8");
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/// A movement, with before/after positions and optional promotion.
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pub type Move = (Pos, Pos, Option<u8>);
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/// Apply a move `m` to copies to `board` and `game_state`.
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pub fn apply_move(board: &Board, game_state: &GameState, m: &Move) -> (Board, 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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}
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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(board: &mut Board, game_state: &mut GameState, m: &Move) {
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apply_move_to_board(board, m);
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apply_move_to_state(game_state, m);
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if let Some(castle) = get_castle(m) {
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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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_ => {}
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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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match castle {
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CASTLING_WH_K => {
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move_piece(board, &START_WH_K_POS, &pos("g1"));
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move_piece(board, &pos("h1"), &pos("f1"));
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}
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CASTLING_WH_Q => {
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move_piece(board, &START_WH_K_POS, &pos("c1"));
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move_piece(board, &pos("a1"), &pos("d1"));
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}
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CASTLING_BL_K => {
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move_piece(board, &START_BL_K_POS, &pos("g8"));
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move_piece(board, &pos("h8"), &pos("f8"));
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}
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CASTLING_BL_Q => {
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move_piece(board, &START_BL_K_POS, &pos("c8"));
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move_piece(board, &pos("a8"), &pos("d8"));
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}
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_ => {}
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}
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} else {
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move_piece(board, &m.0, &m.1);
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}
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}
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/// Update `game_state` with the move `m`.
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///
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/// This only updates the player turn. Castling should be updated in a
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/// context where the corresponding board is available.
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pub fn apply_move_to_state(game_state: &mut GameState, _m: &Move) {
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game_state.color = opposite(game_state.color);
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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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if m.0 == pos("e1") {
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if m.1 == pos("c1") {
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Some(CASTLING_WH_Q)
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} else if m.1 == pos("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 m.0 == pos("e8") {
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if m.1 == pos("c8") {
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Some(CASTLING_BL_Q)
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} else if m.1 == pos("g8") {
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Some(CASTLING_BL_K)
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} else {
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None
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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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/// 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 => (pos("e1"), pos("c1"), None),
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CASTLING_WH_K => (pos("e1"), pos("g1"), None),
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CASTLING_BL_Q => (pos("e8"), pos("c8"), None),
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CASTLING_BL_K => (pos("e8"), pos("g8"), None),
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_ => panic!("Illegal castling requested: {:08b}", castle),
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}
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}
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/// Get a list of moves for all pieces of the playing color.
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///
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/// If `commit` is false, do not check for illegal moves. This is used
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/// to avoid endless recursion when checking if a P move is illegal,
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/// as it needs to check all possible following enemy moves, e.g. to
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/// see if P's king can be taken. Consider a call with true `commit` as
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/// a collection of attacked squares instead of legal move collection.
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pub fn get_player_moves(board: &Board, game_state: &GameState, commit: bool) -> Vec<Move> {
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let mut moves = vec!();
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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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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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}
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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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pub fn get_piece_moves(board: &Board, at: &Pos, game_state: &GameState, commit: bool) -> 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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_ => 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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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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// 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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// 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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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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return moves
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}
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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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// 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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// 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 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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// Check diagonals for pieces to attack.
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if i == 1 {
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// First diagonal.
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let df = f - 1;
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if df >= POS_MIN {
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let diag: Pos = (df, forward_r);
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if let Some(m) = move_on_enemy(piece, at, get_square(board, &diag), &diag) {
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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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// Second diagonal.
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let df = f + 1;
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if df <= POS_MAX {
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let diag: Pos = (df, forward_r);
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if let Some(m) = move_on_enemy(piece, at, get_square(board, &diag), &diag) {
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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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// TODO en passant
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}
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moves
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}
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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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commit: bool,
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) -> Vec<Move> {
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let (f, r) = at;
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let mut views = [true; 4]; // Store diagonals where a piece blocks commit.
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let mut moves = vec!();
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for dist in 1..=7 {
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for (dir, offset) in [(1, -1), (1, 1), (-1, 1), (-1, -1)].iter().enumerate() {
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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 !is_valid_pos(p) {
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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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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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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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}
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}
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}
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moves
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}
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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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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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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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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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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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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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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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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 mut views = [true; 4]; // Store lines where a piece blocks commit.
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for dist in 1..=7 {
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for (dir, offset) in [(0, 1), (1, 0), (0, -1), (-1, 0)].iter().enumerate() {
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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 !is_valid_pos(p) {
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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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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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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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}
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}
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}
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moves
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}
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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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) -> Vec<Move> {
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let mut moves = vec!();
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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
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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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) -> Vec<Move> {
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let (f, r) = at;
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let mut moves = vec!();
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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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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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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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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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// Stop here for uncommitted moves.
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if !commit {
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return moves
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}
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// Castling. Here are the rules that should ALL be respected:
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// 1. The king and the chosen rook are on the player's first rank.
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// 2. Neither the king nor the chosen rook has previously moved.
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// 3. There are no pieces between the king and the chosen rook.
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// 4. The king is not currently in check.
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// 5. The king does not pass through a square that is attacked by an enemy piece.
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// 6. The king does not end up in check.
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// First get the required castling rank and color mask for the player.
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let (castling_rank, castling_color_mask) = if is_white(game_state.color) {
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(0, CASTLING_WH_MASK)
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} else {
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(7, CASTLING_BL_MASK)
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};
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// Check for castling if the king is on its castling rank (R1)
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// and is not in check (R4)
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if
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*r == castling_rank &&
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!is_attacked(board, game_state, at)
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{
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// Check for both castling sides.
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for (through_f, castling_side_mask) in CASTLING_SIDES.iter() {
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// Check for castling availability for this color and side.
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if (game_state.castling & castling_color_mask & castling_side_mask) != 0 {
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// R3, R5, R6: check that files on the way are empty and not attacked.
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let p = (*through_f, castling_rank);
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if is_empty(board, &p) && !is_illegal(board, game_state, &(*at, p, None)) {
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let castle = CASTLING_K_MASK & castling_color_mask;
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let m = get_castle_move(castle);
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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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moves
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}
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/// Return true if `commit` is false, or the move is not illegal,
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///
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/// Committing a move means that it can be safely played afterwards.
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/// Sometimes it is not what is needed to accept a move in a collection
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/// of moves, e.g. when simply checking if some moves would make a
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/// previous move illegal.
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#[inline]
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fn can_register(commit: bool, board: &Board, game_state: &GameState, m: &Move) -> bool {
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!commit || !is_illegal(board, game_state, m)
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}
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/// Return a move from pos1 to pos2 if piece1 & piece2 are enemies.
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fn move_on_enemy(piece1: u8, pos1: &Pos, piece2: u8, pos2: &Pos) -> Option<Move> {
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let color1 = get_color(piece1);
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if is_color(piece2, opposite(color1)) {
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// Automatic queen promotion for pawns moving to the opposite rank.
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let prom = if
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is_piece(piece1, SQ_P) &&
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((is_white(piece1) && pos2.1 == POS_MAX) || (is_black(piece1) && pos2.1 == POS_MIN))
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{
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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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Some((*pos1, *pos2, prom))
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} else {
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None
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}
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}
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/// Check if a move is illegal.
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fn is_illegal(board: &Board, game_state: &GameState, m: &Move) -> bool {
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if let Some(king_p) = find_king(board, game_state.color) {
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// Rule 1: a move is illegal if the king ends up in check.
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// If king moves, use its new position.
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let king_p = if m.0 == king_p { m.1 } else { king_p };
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let mut hypothetic_board = board.clone();
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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("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);
|
|
}
|
|
|
|
#[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("e1c1"));
|
|
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("e8g8"));
|
|
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();
|
|
|
|
// 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 mut 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);
|
|
// 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);
|
|
assert_eq!(all_wh_moves.len(), 2);
|
|
}
|
|
|
|
#[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")));
|
|
}
|
|
}
|