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.
The make_move tests were trying to access the last capture piece directly from a
slice of captures pieces (implementation prior to CapturesList). Implement
CapturesList::last() to return an Option<&Piece> and use it in the tests.
Implement a move generator that emits moves for the king(s) of a particular color.
There will, of course, only ever be one king per side in any valid board, but
this iterator can (in theory) handle multiple kings on the board. This iterator
is almost entirely copypasta of the SliderMoveGenerator. The major difference is
castling.
Castle moves are emitted by a helper CastleIterator type. This struct collects
information about whether the given color can castle on each side of the board
and then emits moves for each side, if indicated.
Do some light refactoring of the castle-related methods on Board to accommodate
this move generator. Remove the dependency on internal state and rename the
"can_castle" method to color_can_castle.
In order to facilitate creating castling moves without relying on Board, remove
the origin and target squares from the encoded castling move. Code that makes
a castling move already looks up castling parameters to move the king and rook to
the right squares, so encoding those squares was redundant. This change
necessitated some updates to position.
Lastly, bring in a handful of unit tests courtesy of Claude. Apparently, it's my
new best coding friend. 🙃
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.
New convention: active_color_ methods operate on the active color of the Board.
Methods without that prefix take a color parameter and operate on that.
Refactor opposing_sight to do this.
- Ensure you cannot move a pawn to the last rank without a promotion move.
- Ensure a pawn cannot make an illegal move, and that the board state remains
as it was before the move was attempted.
Add white castling for both wings. Found some bugs in how king sight is computed
while writing these.
In order for the king to perform the castle, the Movement bitboard needs to return
the two squares the king can castle to. That means anytime movement is calculated
for the king, the (relatively expensive) castling evaluation needs to happen.
Write two new helper static functions to create a Move for castling and promotion
moves. Since structs cannot have any functions with the same name, the two methods
that return properties related to those moves (Move::castle and Move::promotion)
need to be renamed. They're now called Move::castle_wing and Move::promotion_shape.
Implement making double push and promotion moves. Then write several tests to
exercise these. Add convenient static functions to the Move struct to build moves
quickly, without using the Builder.
Add a is_promotable_rank() method to Rank to check that a rank can be used for
promotion moves.
The tests found and fixed a bug in pawn movement where the en passant square was
being discarded when deciding whether an e.p. move can be made.
- Add a captures list to the Position struct
- Implement ToFenStr
- Update the imports list, which has been sorely out-of-date in the tree for many commits now.
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.
- Break out the actual routines into file-private helper functions
- Declare traits for each piece type that call the corresponding helper function
- Implement these traits on PlacedPiece
The sight routines changed slightly such that they include the player's own pieces
in the resulting BitBoard. The tests neeeded to be updated to account for this.
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.