Implement a new Evaluator struct that evaluates a Board and returns a score. This
evaluation mechanism uses only a material balance function. It doesn't account
for anything else.
Supporting this, add a Counts struct to the internal piece set structure of a
Board. This struct is responsible for keeping counts of how many pieces of each
shape are on the board for each color. Export a count_piece() method on Board
that returns a count of the number of pieces of a particular color and shape.
Implement a newtype wrapper around i32 called Score that represents the score of
a position in centipawns, i.e. hundredths of a pawn. Add piece values to the
Shape enum.
Move the Perft trait into the position crate, and let the perft binary call into
that.
Amend Position::make_move to return a bool in the Ok case that indicates whether
the position has been seen before. Use this to decide whether to continue
recursing during the Perft run. I haven't seen that this makes a difference in
the counts returned by Perft yet.
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!
Declare a MakeMove trait and export it from chessfriend_moves. Declare a
BoardProvider trait that both Board and Position implement.
Implement the MakeMove trait for all types that implement BoardProvider, and move
all the move making code to the moves crate.
This change makes it possible to make moves directly on a Board, rather than
requiring a Position. The indirection of declaring and implementing the trait
in the moves crate is required because chessfriend_board is a dependency of
chessfriend_moves. So, it would be a layering violation for Board to implement
make_move() directly. The board crate cannot link the moves crate because that
would introduce a circular dependency.
The moves command writes all possible moves to the terminal.
Move the previous implementation of the moves command, which marked squares that
a piece could move to, to a 'movement' command.
Create a new MoveRecord struct that tracks the move (aka ply) and irreversible
board properties. This should make it easier to unmake moves in the future.
Implement a new method on Position that evaluates whether the active color can castle
on a given wing of the board. Then, implement making a castling move in the position.
Make a new Wing enum in the core crate to specify kingside or queenside. Replace the
Castle enum from the board crate with this one. This caused a lot of churn...
Along the way fix a bunch of tests.
Note: there's still no way to actually make a castling move in explorer.
Rework sight.rs and add a new module, movement.rs, to calculate piece sight and
movement. I discovered during this process that "sight" and "movement" are different
because pawns (in particular) can move in ways that don't follow their sight lines.
The routines in the movement module account for this, but also pass through to the
sight routines for other pieces.