[bitboard, core, position] Implement proper castle move generation

Add a field to MoveSet called special that flags special moves that should be
generated in the iter() method. This field is a u8. It only tracks castles in
the first and second bits (kingside and queenside, respectively). The move iterator
chains two maps over Option<()> that produce the kingside and queenside castle
moves.

With that done, finish the implementation of Position::player_can_castle by
adding checks for whether the squares between the rook and king are clear, and
that the king would not pass through a check. This is done with BitBoards!

Finally, implement some logic in PositionBuilder that updates the position's
castling flags based on the positions of king and rooks.

Supporting changes:
- Add Color:ALL and iterate on that slice
- Add Castle::ALL and iterator on that slice
- Add a CastlingParameters struct that contains BitBoard properties that describe
  squares that should be clear of pieces and squares that should not be attacked.
This commit is contained in:
Eryn Wells 2024-01-29 14:44:48 -08:00
parent 83a4e47e56
commit 1d7dada987
6 changed files with 234 additions and 60 deletions

View file

@ -12,28 +12,6 @@ move_generator_declaration!(KingMoveGenerator, struct);
move_generator_declaration!(KingMoveGenerator, new);
move_generator_declaration!(KingMoveGenerator, getters);
impl KingMoveGenerator {
#[allow(unused_variables)]
fn king_side_castle(position: &Position, color: Color) -> Option<Move> {
if !position.player_has_right_to_castle(color, Castle::KingSide) {
return None;
}
// TODO: Implement king side castle.
None
}
#[allow(unused_variables)]
fn queen_side_castle(position: &Position, color: Color) -> Option<Move> {
if !position.player_has_right_to_castle(color, Castle::QueenSide) {
return None;
}
// TODO: Implement queen side castle.
None
}
}
impl MoveGeneratorInternal for KingMoveGenerator {
fn piece(color: Color) -> Piece {
Piece::king(color)
@ -44,7 +22,7 @@ impl MoveGeneratorInternal for KingMoveGenerator {
let color = piece.color();
let square = placed_piece.square();
let safe_squares = !position.king_danger();
let safe_squares = !position.king_danger(color);
let all_king_moves = BitBoard::king_moves(square);
let empty_squares = position.empty_squares();
@ -56,30 +34,25 @@ impl MoveGeneratorInternal for KingMoveGenerator {
let quiet_moves = all_king_moves & safe_empty_squares;
let capture_moves = all_king_moves & opposing_pieces_on_safe_squares;
// TODO: Handle checks. Prevent moving a king to a square attacked by a
// piece of the opposite color.
let map_to_move = |sq| MoveBuilder::new(*piece, square, sq).build();
let king_side_castle = Self::king_side_castle(position, color);
let queen_side_castle = Self::queen_side_castle(position, color);
let quiet_moves = quiet_moves_bb
.occupied_squares()
.map(map_to_move)
.chain(king_side_castle.iter().cloned())
.chain(queen_side_castle.iter().cloned());
let capture_moves = capture_moves_bb.occupied_squares().map(map_to_move);
MoveSet::new(placed_piece)
let mut move_set = MoveSet::new(placed_piece)
.quiet_moves(quiet_moves)
.capture_moves(capture_moves)
.capture_moves(capture_moves);
if position.player_can_castle(color, Castle::KingSide) {
move_set.kingside_castle();
}
if position.player_can_castle(color, Castle::QueenSide) {
move_set.queenside_castle();
}
move_set
}
}
#[cfg(test)]
mod tests {
use super::*;
use crate::{assert_move_list, position, r#move::AlgebraicMoveFormatter, PositionBuilder};
use crate::{assert_move_list, position, test_position, PositionBuilder};
use chessfriend_bitboard::bitboard;
use chessfriend_core::{piece, Square};
use std::collections::HashSet;
@ -166,4 +139,87 @@ mod tests {
assert_eq!(generated_moves, expected_moves);
}
#[test]
fn white_king_unobstructed_castles() {
let pos = test_position!(
White King on E1,
White Rook on A1,
White Rook on H1,
);
assert!(pos.player_can_castle(Color::White, Castle::KingSide));
assert!(pos.player_can_castle(Color::White, Castle::QueenSide));
let generator = KingMoveGenerator::new(&pos, Color::White);
let generated_moves: HashSet<Move> = generator.iter().collect();
let king = piece!(White King);
assert!(generated_moves.contains(
&MoveBuilder::new(king, Square::E1, Square::G1)
.castle(Castle::KingSide)
.build()
));
assert!(generated_moves.contains(
&MoveBuilder::new(king, Square::E1, Square::C1)
.castle(Castle::QueenSide)
.build()
));
}
#[test]
fn white_king_obstructed_queenside_castle() {
let pos = test_position!(
White King on E1,
White Knight on B1,
White Rook on A1,
White Rook on H1,
);
assert!(pos.player_can_castle(Color::White, Castle::KingSide));
assert!(!pos.player_can_castle(Color::White, Castle::QueenSide));
let generator = KingMoveGenerator::new(&pos, Color::White);
let generated_moves: HashSet<Move> = generator.iter().collect();
let king = piece!(White King);
assert!(generated_moves.contains(
&MoveBuilder::new(king, Square::E1, Square::G1)
.castle(Castle::KingSide)
.build()
));
assert!(!generated_moves.contains(
&MoveBuilder::new(king, Square::E1, Square::C1)
.castle(Castle::QueenSide)
.build()
));
}
#[test]
fn white_king_obstructed_kingside_castle() {
let pos = test_position!(
White King on E1,
White Rook on A1,
White Knight on G1,
White Rook on H1,
);
assert!(!pos.player_can_castle(Color::White, Castle::KingSide));
assert!(pos.player_can_castle(Color::White, Castle::QueenSide));
let generator = KingMoveGenerator::new(&pos, Color::White);
let generated_moves: HashSet<Move> = generator.iter().collect();
let king = piece!(White King);
assert!(!generated_moves.contains(
&MoveBuilder::new(king, Square::E1, Square::G1)
.castle(Castle::KingSide)
.build()
));
assert!(generated_moves.contains(
&MoveBuilder::new(king, Square::E1, Square::C1)
.castle(Castle::QueenSide)
.build()
));
}
}