[board] Implement piece sight algorithms
Add a new Sight trait, implemented by PlacedPiece. The implementation of this trait produces a BitBoard representing the squares visible to the placed piece.
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155
board/src/sight.rs
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155
board/src/sight.rs
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// Eryn Wells <eryn@erynwells.me>
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use crate::{
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piece::{Color, PlacedPiece, Shape},
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square::Direction,
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BitBoard, Position,
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};
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pub(crate) trait Sight {
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fn sight_in_position(&self, position: &Position) -> BitBoard;
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}
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impl Sight for PlacedPiece {
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fn sight_in_position(&self, position: &Position) -> BitBoard {
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match self.shape() {
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Shape::Pawn => match self.color() {
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Color::White => self.white_pawn_sight_in_position(position),
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Color::Black => self.black_pawn_sight_in_position(position),
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},
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Shape::Knight => self.knight_sight_in_position(position),
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Shape::Bishop => self.bishop_sight_in_position(position),
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Shape::Rook => self.rook_sight_in_position(position),
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Shape::Queen => self.queen_sight_in_position(position),
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Shape::King => self.king_sight_in_position(position),
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}
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}
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}
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impl PlacedPiece {
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fn white_pawn_sight_in_position(&self, position: &Position) -> BitBoard {
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let pawn: BitBoard = self.square().into();
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let pawn = pawn.shift_north_west_one() | pawn.shift_north_east_one();
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let mut possible_squares = position.empty_squares() | position.opposing_pieces();
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if let Some(en_passant) = position.en_passant_square() {
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possible_squares |= en_passant.into();
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}
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pawn & possible_squares
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}
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fn black_pawn_sight_in_position(&self, position: &Position) -> BitBoard {
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let pawn: BitBoard = self.square().into();
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let pawn = pawn.shift_south_west_one() | pawn.shift_south_east_one();
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let mut possible_squares = position.empty_squares() | position.opposing_pieces();
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if let Some(en_passant) = position.en_passant_square() {
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possible_squares |= en_passant.into();
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}
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pawn & possible_squares
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}
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fn knight_sight_in_position(&self, position: &Position) -> BitBoard {
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BitBoard::knight_moves(self.square()) & !position.friendly_pieces()
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}
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fn bishop_sight_in_position(&self, position: &Position) -> BitBoard {
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let square = self.square();
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let mut sight = BitBoard::empty();
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let blockers = position.occupied_squares();
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macro_rules! update_moves_with_ray {
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($direction:ident, $occupied_squares:tt) => {
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let ray = BitBoard::ray(square, Direction::$direction);
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if let Some(first_occupied_square) =
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BitBoard::$occupied_squares(&(ray & blockers)).next()
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{
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let remainder = BitBoard::ray(first_occupied_square, Direction::$direction);
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let attack_ray = ray & !remainder;
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sight |= attack_ray;
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} else {
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sight |= ray;
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}
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};
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}
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update_moves_with_ray!(NorthEast, occupied_squares_trailing);
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update_moves_with_ray!(NorthWest, occupied_squares_trailing);
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update_moves_with_ray!(SouthEast, occupied_squares);
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update_moves_with_ray!(SouthWest, occupied_squares);
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sight
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}
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fn rook_sight_in_position(&self, position: &Position) -> BitBoard {
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let square = self.square();
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let mut sight = BitBoard::empty();
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let blockers = position.occupied_squares();
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macro_rules! update_moves_with_ray {
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($direction:ident, $occupied_squares:tt) => {
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let ray = BitBoard::ray(square, Direction::$direction);
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if let Some(first_occupied_square) =
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BitBoard::$occupied_squares(&(ray & blockers)).next()
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{
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let remainder = BitBoard::ray(first_occupied_square, Direction::$direction);
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let attack_ray = ray & !remainder;
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sight |= attack_ray;
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} else {
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sight |= ray;
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}
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};
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}
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update_moves_with_ray!(North, occupied_squares_trailing);
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update_moves_with_ray!(East, occupied_squares_trailing);
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update_moves_with_ray!(South, occupied_squares);
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update_moves_with_ray!(West, occupied_squares);
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sight
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}
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fn queen_sight_in_position(&self, position: &Position) -> BitBoard {
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let square = self.square();
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let mut sight = BitBoard::empty();
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let blockers = position.occupied_squares();
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macro_rules! update_moves_with_ray {
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($direction:ident, $occupied_squares:tt) => {
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let ray = BitBoard::ray(square, Direction::$direction);
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if let Some(first_occupied_square) =
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BitBoard::$occupied_squares(&(ray & blockers)).next()
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{
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let remainder = BitBoard::ray(first_occupied_square, Direction::$direction);
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let attack_ray = ray & !remainder;
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sight |= attack_ray;
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} else {
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sight |= ray;
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}
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};
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}
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update_moves_with_ray!(NorthWest, occupied_squares_trailing);
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update_moves_with_ray!(North, occupied_squares_trailing);
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update_moves_with_ray!(NorthEast, occupied_squares_trailing);
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update_moves_with_ray!(East, occupied_squares_trailing);
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update_moves_with_ray!(SouthEast, occupied_squares);
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update_moves_with_ray!(South, occupied_squares);
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update_moves_with_ray!(SouthWest, occupied_squares);
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update_moves_with_ray!(West, occupied_squares);
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sight
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}
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fn king_sight_in_position(&self, position: &Position) -> BitBoard {
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BitBoard::king_moves(self.square()) & !position.friendly_pieces()
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}
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}
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