Board::color_has_castling_right takes an Option<Color> which it unwraps. With that
unwrapped Color, it can call…
Board::color_has_castling_right_unwrapped, which performs the evaluation with a
non-Option Color.
Clean up some imports.
This change builds on several previous changes to implement Zobrist hashing of the
board. This hash can be updated incrementally as changes are made to the board.
In order to do that, various properties of the Board struct had to made internal.
In the setters and various mutating members of Board, the hash is updated as
state changes.
The entire hashing mechanism is optional. If no ZobristState is provided when the
Board is created, the hash is never computed.
Plumb the Zobrist state through Position as well so that clients of Position (the
ultimate interface for interacting with the chess engine) can provide global
state to the whole engine.
The explorer crate gives an example of how this works. Some global state is
computed during initialization and then passed to the Position when it's created.
Make the struct fields private and export getters and various setters for
manipulating the data.
Update all the references to these fields to use the getters and setters instead.
Make the struct attribute private, and export two new methods. A getter, active_color(),
and a setter, set_active_color().
Update all references to the attribute to use the methods.
When place_piece() is called with PlacePieceStrategy::Replace, return the replaced
piece in the Ok() variant of the Result as an Option<Piece>.
Plumb this new return type through Board and Position.
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. 🙃
This generator produces moves for slider pieces: bishops, rooks, and queens. All
of these pieces behave identically, though with different sets of rays that
emanate from the origin square. Claude helped me significantly with the
implementation and unit testing. All the unit tests that took advantage of Claude
for implementation are marked as such with an _ai_claude suffix to the test name.
One unique aspect of this move generator that Claude suggested to me was to use
loop { } instead of a recursive call to next() when the internal iterators expire.
I may try to port this to the other move generators in the future.
To support this move generator, implement a Slider enum in core that represents
one of the three slider pieces.
Add Board::bishops(), Board::rooks() and Board::queens() to return BitBoards of
those pieces. These are analogous to the pawns() and knights() methods that return
their corresponding pieces.
Also in the board create, replace the separate sight method implementations with
a macro. These are all the same, but with a different sight method called under
the hood.
Finally, derive Clone and Debug for the bit_scanner types.
Board::find_pieces returns a BitBoard for all the pieces matching the given Piece.
Board::enemies returns a BitBoard of all the enemy pieces of a given Color.
Board::pawns returns a BitBoard of all the pawns of a given Color.
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.
Now that board has a Mailbox, the implementation of this routine can be greatly
simplified. Instead of needing to iterate through all BitBoards to find the
occupied square, just consult the mailbox.