// 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() { let en_passant_bitboard: BitBoard = en_passant.into(); possible_squares |= en_passant_bitboard; } 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() } } #[cfg(test)] mod tests { macro_rules! sight_test { ($test_name:ident, $position:expr, $piece:expr, $bitboard:expr) => { #[test] fn $test_name() { let pos = $position; let pp = $piece; let sight = pp.sight_in_position(&pos); assert_eq!(sight, $bitboard); } }; ($test_name:ident, $piece:expr, $bitboard:expr) => { sight_test! {$test_name, $crate::Position::empty(), $piece, $bitboard} }; } mod pawn { use crate::{sight::Sight, BitBoard, Square}; sight_test!(e4_pawn, piece!(White Pawn on E4), bitboard!(D5, F5)); sight_test!( e4_pawn_one_blocker, test_position![ White Bishop on D5, White Pawn on E4, ], piece!(White Pawn on E4), bitboard!(F5) ); #[test] fn e4_pawn_two_blocker() { let pos = test_position!( White Bishop on D5, White Queen on F5, White Pawn on E4, ); let pp = piece!(White Pawn on E4); let sight = pp.sight_in_position(&pos); assert_eq!(sight, BitBoard::empty()); } #[test] fn e4_pawn_capturable() { let pos = test_position!( Black Bishop on D5, White Queen on F5, White Pawn on E4, ); let pp = piece!(White Pawn on E4); let sight = pp.sight_in_position(&pos); assert_eq!(sight, bitboard!(D5)); } #[test] fn e5_en_passant() { let mut pos = test_position!( White Pawn on E5, Black Pawn on D5, ); pos.test_set_en_passant_square(Square::D6); let pp = piece!(White Pawn on E5); let sight = pp.sight_in_position(&pos); assert_eq!(sight, bitboard!(D6, F6)); } } #[macro_use] mod knight { use crate::sight::Sight; sight_test!( f6_knight, piece!(Black Knight on F6), bitboard!(H7, G8, E8, D7, D5, E4, G4, H5) ); } mod bishop { use crate::sight::Sight; sight_test!( c2_bishop, piece!(Black Bishop on C2), bitboard!(D1, B3, A4, B1, D3, E4, F5, G6, H7) ); } mod rook { use crate::sight::Sight; sight_test!( g3_rook, piece!(White Rook on G3), bitboard!(G1, G2, G4, G5, G6, G7, G8, A3, B3, C3, D3, E3, F3, H3) ); } }