chessfriend/position/src/sight.rs

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// Eryn Wells <eryn@erynwells.me>
//! Defines routines for computing sight of a piece. Sight is the set of squares
//! that a piece can see. In other words, it's the set of squares attacked or
//! controled by a piece.
//!
//! These functions use some common terms to describe arguments.
//!
//! occupancy
//! : The set of occupied squares on the board.
//!
//! vacancy
//! : The set of empty squares on the board, `!occpuancy`.
//!
//! blockers
//! : The set of squares occupied by friendly pieces that block moves to that
//! square and beyond.
use chessfriend_bitboard::BitBoard;
use chessfriend_board::Board;
use chessfriend_core::{Color, Direction, Piece, Shape, Square};
pub trait Sight {
fn sight(&self, square: Square, board: &Board) -> BitBoard;
}
impl Sight for Piece {
fn sight(&self, square: Square, board: &Board) -> BitBoard {
let occupancy = board.occupancy();
let info = SightInfo {
square,
occupancy,
friendly_occupancy: board.friendly_occupancy(self.color),
};
match self.shape {
Shape::Pawn => {
let en_passant_square: BitBoard = board.en_passant_target.into();
match self.color {
Color::White => white_pawn_sight(&info, en_passant_square),
Color::Black => black_pawn_sight(&info, en_passant_square),
}
}
Shape::Knight => knight_sight(&info),
Shape::Bishop => bishop_sight(&info),
Shape::Rook => rook_sight(&info),
Shape::Queen => queen_sight(&info),
Shape::King => king_sight(&info),
}
}
}
struct SightInfo {
square: Square,
occupancy: BitBoard,
friendly_occupancy: BitBoard,
}
macro_rules! ray_in_direction {
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($square:expr, $blockers:expr, $direction:ident, $first_occupied_square:tt) => {{
let ray = BitBoard::ray($square, Direction::$direction);
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let ray_blockers = ray & $blockers;
if let Some(first_occupied_square) = ray_blockers.$first_occupied_square() {
let remainder = BitBoard::ray(first_occupied_square, Direction::$direction);
let attack_ray = ray & !remainder;
attack_ray
} else {
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ray
}
}};
}
/// Compute sight of a white pawn.
fn white_pawn_sight(info: &SightInfo, en_passant_square: BitBoard) -> BitBoard {
let possible_squares = !info.friendly_occupancy | en_passant_square;
let pawn: BitBoard = info.square.into();
let pawn = pawn.shift_north_west_one() | pawn.shift_north_east_one();
pawn & possible_squares
}
fn black_pawn_sight(info: &SightInfo, en_passant_square: BitBoard) -> BitBoard {
let possible_squares = !info.friendly_occupancy | en_passant_square;
let pawn: BitBoard = info.square.into();
let pawn = pawn.shift_south_west_one() | pawn.shift_south_east_one();
pawn & possible_squares
}
fn knight_sight(info: &SightInfo) -> BitBoard {
BitBoard::knight_moves(info.square)
}
fn bishop_sight(info: &SightInfo) -> BitBoard {
let bishop = info.square;
let occupancy = info.occupancy;
#[rustfmt::skip]
let sight = ray_in_direction!(bishop, occupancy, NorthEast, first_occupied_square_trailing)
| ray_in_direction!(bishop, occupancy, SouthEast, first_occupied_square_leading)
| ray_in_direction!(bishop, occupancy, SouthWest, first_occupied_square_leading)
| ray_in_direction!(bishop, occupancy, NorthWest, first_occupied_square_trailing);
sight
}
fn rook_sight(info: &SightInfo) -> BitBoard {
let rook = info.square;
let occupancy = info.occupancy;
#[rustfmt::skip]
let sight = ray_in_direction!(rook, occupancy, North, first_occupied_square_trailing)
| ray_in_direction!(rook, occupancy, East, first_occupied_square_trailing)
| ray_in_direction!(rook, occupancy, South, first_occupied_square_leading)
| ray_in_direction!(rook, occupancy, West, first_occupied_square_leading);
sight
}
fn queen_sight(info: &SightInfo) -> BitBoard {
let queen = info.square;
let occupancy = info.occupancy;
#[rustfmt::skip]
let sight = ray_in_direction!(queen, occupancy, NorthWest, first_occupied_square_trailing)
| ray_in_direction!(queen, occupancy, North, first_occupied_square_trailing)
| ray_in_direction!(queen, occupancy, NorthEast, first_occupied_square_trailing)
| ray_in_direction!(queen, occupancy, East, first_occupied_square_trailing)
| ray_in_direction!(queen, occupancy, SouthEast, first_occupied_square_leading)
| ray_in_direction!(queen, occupancy, South, first_occupied_square_leading)
| ray_in_direction!(queen, occupancy, SouthWest, first_occupied_square_leading)
| ray_in_direction!(queen, occupancy, West, first_occupied_square_leading);
sight
}
fn king_sight(info: &SightInfo) -> BitBoard {
BitBoard::king_moves(info.square)
}
#[cfg(test)]
mod tests {
use chessfriend_bitboard::bitboard;
use chessfriend_core::piece;
macro_rules! sight_test {
($test_name:ident, $position:expr, $piece:expr, $square:expr, $bitboard:expr) => {
#[test]
fn $test_name() {
use chessfriend_core::Square;
use $crate::sight::Sight;
let pos = $position;
let piece = $piece;
let sight = piece.sight($square, &pos.board);
assert_eq!(sight, $bitboard);
}
};
($test_name:ident, $piece:expr, $square:expr, $bitboard:expr) => {
sight_test! {$test_name, $crate::Position::empty(), $piece, $square, $bitboard}
};
}
// #[test]
// fn pawns_and_knights_cannot_make_rays() {
// assert_eq!(Shape::Pawn.ray_to_square(Square::F7, Square::E8), None);
// assert_eq!(Shape::Knight.ray_to_square(Square::F6, Square::E8), None);
// }
mod pawn {
use crate::{sight::Sight, test_position};
use chessfriend_bitboard::{bitboard, BitBoard};
use chessfriend_core::{piece, Square};
sight_test!(e4_pawn, piece!(White Pawn), Square::E4, bitboard![D5 F5]);
sight_test!(
e4_pawn_one_blocker,
test_position![
White Bishop on D5,
White Pawn on E4,
],
piece!(White Pawn),
Square::E4,
bitboard!(F5)
);
#[test]
fn e4_pawn_two_blocker() {
let pos = test_position!(
White Bishop on D5,
White Queen on F5,
White Pawn on E4,
);
let piece = piece!(White Pawn);
let sight = piece.sight(Square::E4, &pos.board);
assert_eq!(sight, BitBoard::empty());
}
#[test]
fn e4_pawn_capturable() {
let pos = test_position!(
Black Bishop on D5,
White Queen on F5,
White Pawn on E4,
);
let piece = piece!(White Pawn);
let sight = piece.sight(Square::E4, &pos.board);
assert_eq!(sight, bitboard![D5]);
}
#[test]
fn e5_en_passant() {
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let pos = test_position!(White, [
White Pawn on E5,
Black Pawn on D5,
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], D6);
let piece = piece!(White Pawn);
let sight = piece.sight(Square::E5, &pos.board);
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assert_eq!(sight, bitboard!(D6 F6));
}
}
#[macro_use]
mod knight {
use chessfriend_bitboard::bitboard;
use chessfriend_core::piece;
sight_test!(
f6_knight,
piece!(Black Knight),
Square::F6,
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bitboard![H7 G8 E8 D7 D5 E4 G4 H5]
);
}
mod bishop {
use super::*;
sight_test!(
c2_bishop,
piece!(Black Bishop),
Square::C2,
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bitboard![D1 B3 A4 B1 D3 E4 F5 G6 H7]
);
// #[test]
// fn ray_to_square() {
// let generated_ray = Shape::Bishop.ray_to_square(Square::C5, Square::E7);
// let expected_ray = bitboard![D6 E7];
// assert_eq!(generated_ray, Some(expected_ray));
// }
}
mod rook {
use super::*;
use crate::test_position;
sight_test!(
g3_rook,
piece!(White Rook),
Square::G3,
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bitboard![G1 G2 G4 G5 G6 G7 G8 A3 B3 C3 D3 E3 F3 H3]
);
sight_test!(
e4_rook_with_e1_white_king_e7_black_king,
test_position![
White Rook on E4,
White King on E2,
Black King on E7,
],
piece!(White Rook),
Square::E4,
bitboard![A4 B4 C4 D4 F4 G4 H4 E2 E3 E5 E6 E7]
);
// #[test]
// fn ray_to_square() {
// let generated_ray = Shape::Rook.ray_to_square(Square::C2, Square::C6);
// let expected_ray = bitboard![C3 C4 C5 C6];
// assert_eq!(generated_ray, Some(expected_ray));
// let generated_ray = Shape::Rook.ray_to_square(Square::D2, Square::H2);
// let expected_ray = bitboard![E2 F2 G2 H2];
// assert_eq!(generated_ray, Some(expected_ray));
// let generated_ray = Shape::Rook.ray_to_square(Square::G6, Square::B6);
// let expected_ray = bitboard![B6 C6 D6 E6 F6];
// assert_eq!(generated_ray, Some(expected_ray));
// let generated_ray = Shape::Rook.ray_to_square(Square::A6, Square::A3);
// let expected_ray = bitboard![A5 A4 A3];
// assert_eq!(generated_ray, Some(expected_ray));
// }
}
mod king {
use chessfriend_bitboard::bitboard;
use chessfriend_core::piece;
sight_test!(
e1_king,
piece!(White King),
Square::E1,
bitboard![D1 D2 E2 F2 F1]
);
}
}