[board] Implement a pawn move generator
Holy heck I went on a *journey* here. Ultimately, I needed to implement my own index-based iterator instead of using the Vec's Iterator. This type establishes some patterns I want to carry forward to other move generators. 1. The use of a Parameters struct to fully parameterize the move generation per-color. That lets these types only need a single color-based branch 2. A list of move lists, one list for each of captures, promotions, and quiet moves. 3. An index-based move iterator. 4. Separate impl for generating bitboard representations of these moves Additional changes: - Implement BitBoard::from_square() - Implement a Square::e5() for tests This class doesn't implement en passant yet. It also doesn't yet have tests for the bitboard stuff.
This commit is contained in:
parent
750b16970f
commit
af36b75df7
3 changed files with 300 additions and 70 deletions
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@ -28,6 +28,10 @@ impl BitBoard {
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FILES[file]
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}
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pub fn from_square(sq: Square) -> BitBoard {
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BitBoard(1 << sq.index())
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}
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pub fn is_empty(&self) -> bool {
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self.0 == 0
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}
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@ -1,83 +1,251 @@
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// Eryn Wells <eryn@erynwells.me>
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use crate::bitboard::BitBoard;
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use crate::piece::{Color, Piece};
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use crate::Position;
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use crate::{
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bitboard::BitBoard,
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piece::{Color, Piece, Shape},
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Move, Position,
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};
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pub(super) struct PawnMoveGenerator<'a> {
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position: &'a Position,
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enum MoveList {
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Quiet = 0,
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Promotions = 1,
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Captures = 2,
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}
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impl<'a> PawnMoveGenerator<'a> {
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pub(super) fn new(position: &Position) -> PawnMoveGenerator {
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PawnMoveGenerator { position }
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}
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#[derive(Debug)]
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struct MoveIterator(usize, usize);
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pub(super) fn pawn_moves(&self, color: Color) -> BitBoard {
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match color {
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Color::White => self.white_pawn_pushes() & self.white_pawn_attacks(),
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Color::Black => self.black_pawn_pushes() & self.black_pawn_attacks(),
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struct MoveGenerationParameters {
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starting_rank: BitBoard,
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promotion_rank: BitBoard,
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push_shift: fn(&BitBoard) -> BitBoard,
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left_capture_shift: fn(&BitBoard) -> BitBoard,
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right_capture_shift: fn(&BitBoard) -> BitBoard,
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}
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pub(super) struct PawnMoveGenerator<'pos> {
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color: Color,
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position: &'pos Position,
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did_populate_move_lists: bool,
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pushes: BitBoard,
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attacks: BitBoard,
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move_lists: [Vec<Move>; 3],
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move_iterator: MoveIterator,
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}
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impl<'pos> PawnMoveGenerator<'pos> {
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pub(super) fn new(position: &Position, color: Color) -> PawnMoveGenerator {
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PawnMoveGenerator {
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position,
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color,
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did_populate_move_lists: false,
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pushes: BitBoard::empty(),
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attacks: BitBoard::empty(),
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move_lists: [Vec::new(), Vec::new(), Vec::new()],
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move_iterator: MoveIterator(0, 0),
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}
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}
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pub(super) fn pawn_attacks(&self, color: Color) -> BitBoard {
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match color {
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Color::White => self.white_pawn_attacks(),
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Color::Black => self.black_pawn_attacks(),
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pub(super) fn generate_moves(&mut self) {
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self.generate_move_bitboards();
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self.populate_move_lists();
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}
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fn move_generation_parameters(&self) -> MoveGenerationParameters {
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match self.color {
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Color::White => MoveGenerationParameters {
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starting_rank: BitBoard::rank(1),
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promotion_rank: BitBoard::rank(7),
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push_shift: BitBoard::shift_north_one,
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left_capture_shift: BitBoard::shift_north_west_one,
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right_capture_shift: BitBoard::shift_north_east_one,
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},
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Color::Black => MoveGenerationParameters {
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starting_rank: BitBoard::rank(6),
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promotion_rank: BitBoard::rank(0),
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push_shift: BitBoard::shift_south_one,
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left_capture_shift: BitBoard::shift_south_east_one,
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right_capture_shift: BitBoard::shift_south_west_one,
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},
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}
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}
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pub(super) fn pawn_pushes(&self, color: Color) -> BitBoard {
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match color {
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Color::White => self.white_pawn_pushes(),
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Color::Black => self.black_pawn_pushes(),
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}
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#[inline]
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fn quiet_move_list(&mut self) -> &mut Vec<Move> {
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&mut self.move_lists[MoveList::Quiet as usize]
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}
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fn white_pawn_pushes(&self) -> BitBoard {
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#[inline]
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fn promotion_move_list(&mut self) -> &mut Vec<Move> {
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&mut self.move_lists[MoveList::Promotions as usize]
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}
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#[inline]
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fn capture_move_list(&mut self) -> &mut Vec<Move> {
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&mut self.move_lists[MoveList::Captures as usize]
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}
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}
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impl<'pos> PawnMoveGenerator<'pos> {
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fn generate_move_bitboards(&mut self) {
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let parameters = self.move_generation_parameters();
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self.generate_pushes_bitboard(¶meters);
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self.generate_attacks_bitboard(¶meters);
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}
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fn generate_pushes_bitboard(&mut self, parameters: &MoveGenerationParameters) {
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let empty_squares = self.position.empty_squares();
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let bb = self.position.bitboard_for_piece(Piece::pawn(self.color));
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let legal_1square_pushes = (parameters.push_shift)(bb) & empty_squares;
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let legal_2square_pushes =
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(parameters.push_shift)(&(legal_1square_pushes & BitBoard::rank(2))) & empty_squares;
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self.pushes = legal_1square_pushes | legal_2square_pushes;
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}
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fn generate_attacks_bitboard(&mut self, parameters: &MoveGenerationParameters) {
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let opponent_pieces = self.position.bitboard_for_color(self.color.other());
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let bb = self.position.bitboard_for_piece(Piece::pawn(Color::White));
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let legal_1square_pushes = bb.shift_north_one() & empty_squares;
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let legal_2square_pushes =
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(legal_1square_pushes & BitBoard::rank(2)).shift_north_one() & empty_squares;
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self.attacks = ((parameters.left_capture_shift)(bb) | (parameters.right_capture_shift)(bb))
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& opponent_pieces;
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legal_1square_pushes | legal_2square_pushes
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#[allow(unused_variables)]
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if let Some(en_passant) = self.en_passant() {
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// TODO: Add en passant move to the attacks bitboard.
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}
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}
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}
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impl<'pos> PawnMoveGenerator<'pos> {
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fn populate_move_lists(&mut self) {
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let parameters = self.move_generation_parameters();
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self._populate_move_lists(¶meters);
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self.did_populate_move_lists = true;
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}
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fn white_pawn_attacks(&self) -> BitBoard {
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let black_pieces = self.position.bitboard_for_color(Color::Black);
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let bb = self.position.bitboard_for_piece(Piece::pawn(Color::White));
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fn _populate_move_lists(&mut self, parameters: &MoveGenerationParameters) {
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let piece = Piece::pawn(self.color);
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(bb.shift_north_east_one() | bb.shift_north_west_one()) & black_pieces
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}
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let bb = self.position.bitboard_for_piece(piece);
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if bb.is_empty() {
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return;
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}
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fn black_pawn_pushes(&self) -> BitBoard {
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let empty_squares = self.position.empty_squares();
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let bb = self.position.bitboard_for_piece(Piece::pawn(Color::Black));
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let black_pieces = self.position.bitboard_for_color(self.color.other());
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let legal_1square_pushes = bb.shift_south_one() & empty_squares;
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let legal_2square_pushes =
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(legal_1square_pushes & BitBoard::rank(5)).shift_south_one() & empty_squares;
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for from_sq in bb.occupied_squares() {
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let pawn = BitBoard::from_square(from_sq);
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legal_1square_pushes | legal_2square_pushes
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let push = (parameters.push_shift)(&pawn);
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if !(push & empty_squares).is_empty() {
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let to_sq = push.occupied_squares().next().unwrap();
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let r#move = Move::new(piece, from_sq, to_sq);
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if !(push & parameters.promotion_rank).is_empty() {
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for shape in Shape::promotable() {
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self.promotion_move_list()
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.push(r#move.clone().promoting_to(*shape));
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}
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} else {
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self.quiet_move_list().push(r#move);
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}
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if !(pawn & parameters.starting_rank).is_empty() {
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let push = (parameters.push_shift)(&push);
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if !(push & empty_squares).is_empty() {
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let to_sq = push.occupied_squares().next().unwrap();
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self.quiet_move_list()
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.push(Move::new(piece, from_sq, to_sq));
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}
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}
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}
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for attack in [
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(parameters.left_capture_shift)(&pawn),
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(parameters.right_capture_shift)(&pawn),
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] {
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if !(attack & black_pieces).is_empty() {
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let to_sq = attack.occupied_squares().next().unwrap();
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let captured_piece = self.position.piece_on_square(to_sq).unwrap();
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let r#move = Move::new(piece, from_sq, to_sq).capturing(captured_piece);
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if !(attack & parameters.promotion_rank).is_empty() {
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for shape in Shape::promotable() {
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self.capture_move_list()
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.push(r#move.clone().promoting_to(*shape));
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}
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} else {
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self.capture_move_list().push(r#move);
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}
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}
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}
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if let Some(en_passant) = self.en_passant() {
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self.capture_move_list().push(en_passant);
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}
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}
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}
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fn black_pawn_attacks(&self) -> BitBoard {
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let white_pieces = self.position.bitboard_for_color(Color::White);
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let bb = self.position.bitboard_for_piece(Piece::pawn(Color::Black));
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fn en_passant(&self) -> Option<Move> {
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// TODO: En passant. I think the way to do this is to have the position mark
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// an en passant square when the conditions are correct, i.e. when the
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// opposing player has pushed a pawn two squares off the initial rank, and
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// then check in these routines if a pawn of this color attacks that square.
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(bb.shift_south_east_one() | bb.shift_south_west_one()) & white_pieces
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None
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}
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}
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// TODO: En passant
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impl<'pos> Iterator for PawnMoveGenerator<'pos> {
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type Item = Move;
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fn next(&mut self) -> Option<Self::Item> {
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if !self.did_populate_move_lists {
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self.generate_moves();
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}
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let iter = &mut self.move_iterator;
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// Find the next non-empty list.
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loop {
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if iter.0 >= self.move_lists.len() || !self.move_lists[iter.0].is_empty() {
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break;
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}
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iter.0 += 1;
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}
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if let Some(move_list) = self.move_lists.get(iter.0) {
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let next_move = move_list[iter.1].clone();
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iter.1 += 1;
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if iter.1 >= move_list.len() {
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// Increment the list index here. On the next iteration, find the next non-empty list.
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iter.0 += 1;
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iter.1 = 0;
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}
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Some(next_move)
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} else {
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None
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}
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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use crate::piece::PlacedPiece;
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use crate::position::DiagramFormatter;
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use crate::{Position, Square};
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use std::collections::HashSet;
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#[test]
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fn one_2square_push() {
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@ -85,14 +253,19 @@ mod tests {
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pos.place_piece(&Piece::pawn(Color::White), &Square::e2())
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.expect("Failed to place pawn on e2");
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let generator = PawnMoveGenerator::new(&pos);
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let pawn_pushes = generator.pawn_pushes(Color::White);
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let generator = PawnMoveGenerator::new(&pos, Color::White);
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let mut expected = BitBoard::empty();
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expected.place_piece_at(&Square::e3());
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expected.place_piece_at(&Square::e4());
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let expected_moves = HashSet::from_iter(
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[
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Move::new(Piece::pawn(Color::White), Square::e2(), Square::e3()),
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Move::new(Piece::pawn(Color::White), Square::e2(), Square::e4()),
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]
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.into_iter(),
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);
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assert_eq!(pawn_pushes, expected);
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let generated_moves: HashSet<Move> = generator.collect();
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assert_eq!(generated_moves, expected_moves);
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}
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#[test]
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pos.place_piece(&Piece::pawn(Color::White), &Square::e3())
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.expect("Failed to place pawn on e3");
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let generator = PawnMoveGenerator::new(&pos);
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let pawn_pushes = generator.pawn_pushes(Color::White);
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let generator = PawnMoveGenerator::new(&pos, Color::White);
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let mut expected = BitBoard::empty();
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expected.place_piece_at(&Square::e4());
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let expected_moves = HashSet::from_iter(
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[Move::new(
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Piece::pawn(Color::White),
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Square::e3(),
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Square::e4(),
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)]
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.into_iter(),
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);
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assert_eq!(pawn_pushes, expected);
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let generated_moves: HashSet<Move> = generator.collect();
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assert_eq!(generated_moves, expected_moves);
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}
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#[test]
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println!("{}", DiagramFormatter::new(&pos));
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let generator = PawnMoveGenerator::new(&pos);
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let pawn_pushes = generator.white_pawn_pushes();
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let generator = PawnMoveGenerator::new(&pos, Color::White);
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let mut expected = BitBoard::empty();
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expected.place_piece_at(&Square::e3());
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let expected_moves = HashSet::from_iter(
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[Move::new(
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Piece::pawn(Color::White),
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Square::e2(),
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Square::e3(),
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)]
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.into_iter(),
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);
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assert_eq!(pawn_pushes, expected);
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let generated_moves: HashSet<Move> = generator.collect();
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assert_eq!(generated_moves, expected_moves);
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}
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#[test]
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fn one_obstructed_1square_push() {
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let mut pos = Position::empty();
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pos.place_piece(&Piece::pawn(Color::White), &Square::e2())
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.expect("Failed to place pawn on e2");
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pos.place_piece(&Piece::knight(Color::White), &Square::e3())
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.expect("Failed to place knight on e4");
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println!("{}", DiagramFormatter::new(&pos));
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let generator = PawnMoveGenerator::new(&pos, Color::White);
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let generated_moves: HashSet<Move> = generator.collect();
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assert_eq!(generated_moves, HashSet::new());
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}
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#[test]
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let mut pos = Position::empty();
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pos.place_piece(&Piece::pawn(Color::White), &Square::e4())
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.expect("Failed to place pawn on e4");
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pos.place_piece(&Piece::bishop(Color::White), &Square::e5())
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.expect("Failed to place pawn on e4");
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pos.place_piece(&Piece::knight(Color::Black), &Square::d5())
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.expect("Failed to place knight on d5");
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println!("{}", DiagramFormatter::new(&pos));
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let generator = PawnMoveGenerator::new(&pos);
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let pawn_attacks = generator.white_pawn_attacks();
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let generator = PawnMoveGenerator::new(&pos, Color::White);
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let mut expected = BitBoard::empty();
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expected.place_piece_at(&Square::d5());
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let expected_moves = HashSet::from_iter(
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[
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Move::new(Piece::pawn(Color::White), Square::e4(), Square::d5())
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.capturing(PlacedPiece::new(Piece::knight(Color::Black), Square::d5())),
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]
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.into_iter(),
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);
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assert_eq!(pawn_attacks, expected);
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let generated_moves: HashSet<Move> = generator.collect();
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assert_eq!(generated_moves, expected_moves);
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}
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#[test]
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@ -153,6 +365,8 @@ mod tests {
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let mut pos = Position::empty();
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pos.place_piece(&Piece::pawn(Color::White), &Square::e4())
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.expect("Failed to place pawn on e4");
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pos.place_piece(&Piece::bishop(Color::White), &Square::e5())
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.expect("Failed to place pawn on e4");
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pos.place_piece(&Piece::knight(Color::Black), &Square::d5())
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.expect("Failed to place knight on d5");
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pos.place_piece(&Piece::queen(Color::Black), &Square::f5())
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@ -160,13 +374,24 @@ mod tests {
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println!("{}", DiagramFormatter::new(&pos));
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let generator = PawnMoveGenerator::new(&pos);
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let pawn_attacks = generator.white_pawn_attacks();
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let generator = PawnMoveGenerator::new(&pos, Color::White);
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||||
|
||||
let mut expected = BitBoard::empty();
|
||||
expected.place_piece_at(&Square::d5());
|
||||
expected.place_piece_at(&Square::f5());
|
||||
let expected_moves = HashSet::from_iter(
|
||||
[
|
||||
Move::new(Piece::pawn(Color::White), Square::e4(), Square::d5())
|
||||
.capturing(PlacedPiece::new(Piece::knight(Color::Black), Square::d5())),
|
||||
Move::new(Piece::pawn(Color::White), Square::e4(), Square::f5())
|
||||
.capturing(PlacedPiece::new(Piece::queen(Color::Black), Square::f5())),
|
||||
]
|
||||
.into_iter(),
|
||||
);
|
||||
|
||||
assert_eq!(pawn_attacks, expected);
|
||||
let generated_moves: HashSet<Move> = generator.collect();
|
||||
|
||||
assert_eq!(
|
||||
generated_moves, expected_moves,
|
||||
"generated: {:#?}\nexpected: {:#?}",
|
||||
generated_moves, expected_moves
|
||||
);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -18,5 +18,6 @@ impl Square {
|
|||
sq_constructor!(e2);
|
||||
sq_constructor!(e3);
|
||||
sq_constructor!(e4);
|
||||
sq_constructor!(e5);
|
||||
sq_constructor!(f5);
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue