Move this file over to position/tests. That makes it an integration test, technically.
Update it to comply with the current API conventions. This is a pretty radical
change from when I first wrote these!
In the process of running these tests, I found a bug in my PawnMoveGenerator where
it was generating the origin squares for en passant captures incorrectly. Fix
those bugs and write two new tests to exercise those code paths.
One of the test_board! variants was setting .active_color instead of using the
setter. This is a build failure. Fix it.
Move the assert_move_list! macro to the moves crate. This is a more natural home
for it. Additionally, add assert_move_list_contains! and assert_move_list_does_not_contain!
to generate assertions that a collection of moves (anything that implements
.contains()) has or doesn't have a set of moves. Also remove formatted_move_list!,
which is no longer used.
All that done, make the tests pass!
Well… all the tests except the Peter Ellis Jones tests.
Pass around whole EnPassant types instead of pulling out just the e.p. square.
Make sure that Castling moves have their target and origin squares populated.
Add a color field to the Castle move style to make this possible.
The pawn move generator only generated pushes for white pawns.
The is_king_in_check returned an inverted flag.
MoveSet needed a couple more validation methods: can_move_to_square and can_castle.
The MakeMoveBuilder also needed a little more move validation using the above methods.
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 enables a bunch of clean up! Remove the MoveGenerationParameters and MoveList
types from move_generator::pawn.
Implement BitBoard::pawn_pushes to look up pawn pushes by square and color.