// Eryn Wells use crate::{ piece::{Color, PlacedPiece, Shape}, square::Direction, BitBoard, Position, }; pub(crate) trait Sight { fn sight_in_position(&self, position: &Position) -> BitBoard; } impl Sight for PlacedPiece { fn sight_in_position(&self, position: &Position) -> BitBoard { match self.shape() { Shape::Pawn => match self.color() { Color::White => self.white_pawn_sight_in_position(position), Color::Black => self.black_pawn_sight_in_position(position), }, Shape::Knight => self.knight_sight_in_position(position), Shape::Bishop => self.bishop_sight_in_position(position), Shape::Rook => self.rook_sight_in_position(position), Shape::Queen => self.queen_sight_in_position(position), Shape::King => self.king_sight_in_position(position), } } } impl PlacedPiece { fn white_pawn_sight_in_position(&self, position: &Position) -> BitBoard { let pawn: BitBoard = self.square().into(); let pawn = pawn.shift_north_west_one() | pawn.shift_north_east_one(); let mut possible_squares = position.empty_squares() | position.opposing_pieces(); if let Some(en_passant) = position.en_passant_square() { possible_squares |= en_passant.into(); } pawn & possible_squares } fn black_pawn_sight_in_position(&self, position: &Position) -> BitBoard { let pawn: BitBoard = self.square().into(); let pawn = pawn.shift_south_west_one() | pawn.shift_south_east_one(); let mut possible_squares = position.empty_squares() | position.opposing_pieces(); if let Some(en_passant) = position.en_passant_square() { possible_squares |= en_passant.into(); } pawn & possible_squares } fn knight_sight_in_position(&self, position: &Position) -> BitBoard { BitBoard::knight_moves(self.square()) & !position.friendly_pieces() } fn bishop_sight_in_position(&self, position: &Position) -> BitBoard { let square = self.square(); let mut sight = BitBoard::empty(); let blockers = position.occupied_squares(); macro_rules! update_moves_with_ray { ($direction:ident, $occupied_squares:tt) => { let ray = BitBoard::ray(square, Direction::$direction); if let Some(first_occupied_square) = BitBoard::$occupied_squares(&(ray & blockers)).next() { let remainder = BitBoard::ray(first_occupied_square, Direction::$direction); let attack_ray = ray & !remainder; sight |= attack_ray; } else { sight |= ray; } }; } update_moves_with_ray!(NorthEast, occupied_squares_trailing); update_moves_with_ray!(NorthWest, occupied_squares_trailing); update_moves_with_ray!(SouthEast, occupied_squares); update_moves_with_ray!(SouthWest, occupied_squares); sight } fn rook_sight_in_position(&self, position: &Position) -> BitBoard { let square = self.square(); let mut sight = BitBoard::empty(); let blockers = position.occupied_squares(); macro_rules! update_moves_with_ray { ($direction:ident, $occupied_squares:tt) => { let ray = BitBoard::ray(square, Direction::$direction); if let Some(first_occupied_square) = BitBoard::$occupied_squares(&(ray & blockers)).next() { let remainder = BitBoard::ray(first_occupied_square, Direction::$direction); let attack_ray = ray & !remainder; sight |= attack_ray; } else { sight |= ray; } }; } update_moves_with_ray!(North, occupied_squares_trailing); update_moves_with_ray!(East, occupied_squares_trailing); update_moves_with_ray!(South, occupied_squares); update_moves_with_ray!(West, occupied_squares); sight } fn queen_sight_in_position(&self, position: &Position) -> BitBoard { let square = self.square(); let mut sight = BitBoard::empty(); let blockers = position.occupied_squares(); macro_rules! update_moves_with_ray { ($direction:ident, $occupied_squares:tt) => { let ray = BitBoard::ray(square, Direction::$direction); if let Some(first_occupied_square) = BitBoard::$occupied_squares(&(ray & blockers)).next() { let remainder = BitBoard::ray(first_occupied_square, Direction::$direction); let attack_ray = ray & !remainder; sight |= attack_ray; } else { sight |= ray; } }; } update_moves_with_ray!(NorthWest, occupied_squares_trailing); update_moves_with_ray!(North, occupied_squares_trailing); update_moves_with_ray!(NorthEast, occupied_squares_trailing); update_moves_with_ray!(East, occupied_squares_trailing); update_moves_with_ray!(SouthEast, occupied_squares); update_moves_with_ray!(South, occupied_squares); update_moves_with_ray!(SouthWest, occupied_squares); update_moves_with_ray!(West, occupied_squares); sight } fn king_sight_in_position(&self, position: &Position) -> BitBoard { BitBoard::king_moves(self.square()) & !position.friendly_pieces() } }