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board.rs
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board.rs
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use crate::bitboard::{BitBoard, EMPTY};
use crate::board_builder::BoardBuilder;
use crate::castle_rights::CastleRights;
use crate::chess_move::ChessMove;
use crate::color::{Color, ALL_COLORS, NUM_COLORS};
use crate::error::Error;
use crate::file::File;
use crate::magic::{
between, get_adjacent_files, get_bishop_rays, get_castle_moves, get_file, get_king_moves,
get_knight_moves, get_pawn_attacks, get_pawn_dest_double_moves, get_pawn_source_double_moves,
get_rank, get_rook_rays,
};
use crate::movegen::*;
use crate::piece::{Piece, ALL_PIECES, NUM_PIECES};
use crate::square::{Square, ALL_SQUARES};
use crate::zobrist::Zobrist;
use std::convert::{TryFrom, TryInto};
use std::fmt;
use std::hash::{Hash, Hasher};
use std::mem;
use std::str::FromStr;
/// A representation of a chess board. That's why you're here, right?
#[derive(Copy, Clone, PartialEq, Eq, Debug)]
pub struct Board {
pieces: [BitBoard; NUM_PIECES],
color_combined: [BitBoard; NUM_COLORS],
combined: BitBoard,
side_to_move: Color,
castle_rights: [CastleRights; NUM_COLORS],
pinned: BitBoard,
checkers: BitBoard,
hash: u64,
en_passant: Option<Square>,
}
/// What is the status of this game?
#[derive(Copy, Clone, PartialEq, PartialOrd, Debug)]
pub enum BoardStatus {
Ongoing,
Stalemate,
Checkmate,
}
/// Construct the initial position.
impl Default for Board {
#[inline]
fn default() -> Board {
Board::from_str("rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1")
.expect("Valid Position")
}
}
impl Hash for Board {
fn hash<H: Hasher>(&self, state: &mut H) {
self.hash.hash(state);
}
}
impl Board {
/// Construct a new `Board` that is completely empty.
/// Note: This does NOT give you the initial position. Just a blank slate.
fn new() -> Board {
Board {
pieces: [EMPTY; NUM_PIECES],
color_combined: [EMPTY; NUM_COLORS],
combined: EMPTY,
side_to_move: Color::White,
castle_rights: [CastleRights::NoRights; NUM_COLORS],
pinned: EMPTY,
checkers: EMPTY,
hash: 0,
en_passant: None,
}
}
/// Construct a board from a FEN string.
///
/// ```
/// use chess::Board;
/// use std::str::FromStr;
/// # use chess::Error;
///
/// # fn main() -> Result<(), Error> {
///
/// // This is no longer supported
/// let init_position = Board::from_fen("rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1".to_owned()).expect("Valid FEN");
/// assert_eq!(init_position, Board::default());
///
/// // This is the new way
/// let init_position_2 = Board::from_str("rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1")?;
/// assert_eq!(init_position_2, Board::default());
/// # Ok(())
/// # }
/// ```
#[deprecated(since = "3.1.0", note = "please use `Board::from_str(fen)?` instead")]
#[inline]
pub fn from_fen(fen: String) -> Option<Board> {
Board::from_str(&fen).ok()
}
#[deprecated(
since = "3.0.0",
note = "please use the MoveGen structure instead. It is faster and more idiomatic."
)]
#[inline]
pub fn enumerate_moves(&self, moves: &mut [ChessMove; 256]) -> usize {
let movegen = MoveGen::new_legal(self);
let mut size = 0;
for m in movegen {
moves[size] = m;
size += 1;
}
size
}
/// Is this game Ongoing, is it Stalemate, or is it Checkmate?
///
/// ```
/// use chess::{Board, BoardStatus, Square, ChessMove};
///
/// let mut board = Board::default();
///
/// assert_eq!(board.status(), BoardStatus::Ongoing);
///
/// board = board.make_move_new(ChessMove::new(Square::E2,
/// Square::E4,
/// None));
///
/// assert_eq!(board.status(), BoardStatus::Ongoing);
///
/// board = board.make_move_new(ChessMove::new(Square::F7,
/// Square::F6,
/// None));
///
/// assert_eq!(board.status(), BoardStatus::Ongoing);
///
/// board = board.make_move_new(ChessMove::new(Square::D2,
/// Square::D4,
/// None));
///
/// assert_eq!(board.status(), BoardStatus::Ongoing);
///
/// board = board.make_move_new(ChessMove::new(Square::G7,
/// Square::G5,
/// None));
///
/// assert_eq!(board.status(), BoardStatus::Ongoing);
///
/// board = board.make_move_new(ChessMove::new(Square::D1,
/// Square::H5,
/// None));
///
/// assert_eq!(board.status(), BoardStatus::Checkmate);
/// ```
#[inline]
pub fn status(&self) -> BoardStatus {
let moves = MoveGen::new_legal(&self).len();
match moves {
0 => {
if self.checkers == EMPTY {
BoardStatus::Stalemate
} else {
BoardStatus::Checkmate
}
}
_ => BoardStatus::Ongoing,
}
}
/// Grab the "combined" `BitBoard`. This is a `BitBoard` with every piece.
///
/// ```
/// use chess::{Board, BitBoard, Rank, get_rank};
///
/// let board = Board::default();
///
/// let combined_should_be = get_rank(Rank::First) |
/// get_rank(Rank::Second) |
/// get_rank(Rank::Seventh) |
/// get_rank(Rank::Eighth);
///
/// assert_eq!(*board.combined(), combined_should_be);
/// ```
#[inline]
pub fn combined(&self) -> &BitBoard {
&self.combined
}
/// Grab the "color combined" `BitBoard`. This is a `BitBoard` with every piece of a particular
/// color.
///
/// ```
/// use chess::{Board, BitBoard, Rank, get_rank, Color};
///
/// let board = Board::default();
///
/// let white_pieces = get_rank(Rank::First) |
/// get_rank(Rank::Second);
///
/// let black_pieces = get_rank(Rank::Seventh) |
/// get_rank(Rank::Eighth);
///
/// assert_eq!(*board.color_combined(Color::White), white_pieces);
/// assert_eq!(*board.color_combined(Color::Black), black_pieces);
/// ```
#[inline]
pub fn color_combined(&self, color: Color) -> &BitBoard {
unsafe { self.color_combined.get_unchecked(color.to_index()) }
}
/// Give me the `Square` the `color` king is on.
///
/// ```
/// use chess::{Board, Square, Color};
///
/// let board = Board::default();
///
/// assert_eq!(board.king_square(Color::White), Square::E1);
/// assert_eq!(board.king_square(Color::Black), Square::E8);
/// ```
#[inline]
pub fn king_square(&self, color: Color) -> Square {
(self.pieces(Piece::King) & self.color_combined(color)).to_square()
}
/// Grab the "pieces" `BitBoard`. This is a `BitBoard` with every piece of a particular type.
///
/// ```
/// use chess::{Board, BitBoard, Piece, Square};
///
/// // The rooks should be in each corner of the board
/// let rooks = BitBoard::from_square(Square::A1) |
/// BitBoard::from_square(Square::H1) |
/// BitBoard::from_square(Square::A8) |
/// BitBoard::from_square(Square::H8);
///
/// let board = Board::default();
///
/// assert_eq!(*board.pieces(Piece::Rook), rooks);
/// ```
#[inline]
pub fn pieces(&self, piece: Piece) -> &BitBoard {
unsafe { self.pieces.get_unchecked(piece.to_index()) }
}
/// Grab the `CastleRights` for a particular side.
///
/// ```
/// use chess::{Board, Square, CastleRights, Color, ChessMove};
///
/// let move1 = ChessMove::new(Square::A2,
/// Square::A4,
/// None);
///
/// let move2 = ChessMove::new(Square::E7,
/// Square::E5,
/// None);
///
/// let move3 = ChessMove::new(Square::A1,
/// Square::A2,
/// None);
///
/// let move4 = ChessMove::new(Square::E8,
/// Square::E7,
/// None);
///
/// let mut board = Board::default();
///
/// assert_eq!(board.castle_rights(Color::White), CastleRights::Both);
/// assert_eq!(board.castle_rights(Color::Black), CastleRights::Both);
///
/// board = board.make_move_new(move1)
/// .make_move_new(move2)
/// .make_move_new(move3)
/// .make_move_new(move4);
///
/// assert_eq!(board.castle_rights(Color::White), CastleRights::KingSide);
/// assert_eq!(board.castle_rights(Color::Black), CastleRights::NoRights);
/// ```
#[inline]
pub fn castle_rights(&self, color: Color) -> CastleRights {
unsafe { *self.castle_rights.get_unchecked(color.to_index()) }
}
/// Add castle rights for a particular side. Note: this can create an invalid position.
#[deprecated(
since = "3.1.0",
note = "When doing board setup, use the BoardBuilder structure. It ensures you don't end up with an invalid position."
)]
#[inline]
pub fn add_castle_rights(&mut self, color: Color, add: CastleRights) {
unsafe {
*self.castle_rights.get_unchecked_mut(color.to_index()) =
self.castle_rights(color).add(add);
}
}
/// Remove castle rights for a particular side.
///
/// ```
/// use chess::{Board, CastleRights, Color};
///
/// let mut board = Board::default();
/// assert_eq!(board.castle_rights(Color::White), CastleRights::Both);
///
/// board.remove_castle_rights(Color::White, CastleRights::KingSide);
/// assert_eq!(board.castle_rights(Color::White), CastleRights::QueenSide);
/// ```
#[deprecated(
since = "3.1.0",
note = "When doing board setup, use the BoardBuilder structure. It ensures you don't end up with an invalid position."
)]
#[inline]
pub fn remove_castle_rights(&mut self, color: Color, remove: CastleRights) {
unsafe {
*self.castle_rights.get_unchecked_mut(color.to_index()) =
self.castle_rights(color).remove(remove);
}
}
/// Who's turn is it?
///
/// ```
/// use chess::{Board, Color};
///
/// let mut board = Board::default();
/// assert_eq!(board.side_to_move(), Color::White);
/// ```
#[inline]
pub fn side_to_move(&self) -> Color {
self.side_to_move
}
/// Grab my `CastleRights`.
///
/// ```
/// use chess::{Board, Color, CastleRights};
///
/// let mut board = Board::default();
/// board.remove_castle_rights(Color::White, CastleRights::KingSide);
/// board.remove_castle_rights(Color::Black, CastleRights::QueenSide);
///
/// assert_eq!(board.my_castle_rights(), board.castle_rights(Color::White));
/// ```
#[inline]
pub fn my_castle_rights(&self) -> CastleRights {
self.castle_rights(self.side_to_move())
}
/// Add to my `CastleRights`. Note: This can make the position invalid.
#[deprecated(
since = "3.1.0",
note = "When doing board setup, use the BoardBuilder structure. It ensures you don't end up with an invalid position."
)]
#[inline]
pub fn add_my_castle_rights(&mut self, add: CastleRights) {
let color = self.side_to_move();
#[allow(deprecated)]
self.add_castle_rights(color, add);
}
/// Remove some of my `CastleRights`.
///
/// ```
/// use chess::{Board, CastleRights};
///
/// let mut board = Board::default();
/// assert_eq!(board.my_castle_rights(), CastleRights::Both);
///
/// board.remove_my_castle_rights(CastleRights::KingSide);
/// assert_eq!(board.my_castle_rights(), CastleRights::QueenSide);
/// ```
#[deprecated(
since = "3.1.0",
note = "When doing board setup, use the BoardBuilder structure. It ensures you don't end up with an invalid position."
)]
#[inline]
pub fn remove_my_castle_rights(&mut self, remove: CastleRights) {
let color = self.side_to_move();
#[allow(deprecated)]
self.remove_castle_rights(color, remove);
}
/// My opponents `CastleRights`.
///
/// ```
/// use chess::{Board, Color, CastleRights};
///
/// let mut board = Board::default();
/// board.remove_castle_rights(Color::White, CastleRights::KingSide);
/// board.remove_castle_rights(Color::Black, CastleRights::QueenSide);
///
/// assert_eq!(board.their_castle_rights(), board.castle_rights(Color::Black));
/// ```
#[inline]
pub fn their_castle_rights(&self) -> CastleRights {
self.castle_rights(!self.side_to_move())
}
/// Add to my opponents `CastleRights`. Note: This can make the position invalid.
#[deprecated(
since = "3.1.0",
note = "When doing board setup, use the BoardBuilder structure. It ensures you don't end up with an invalid position."
)]
#[inline]
pub fn add_their_castle_rights(&mut self, add: CastleRights) {
let color = !self.side_to_move();
#[allow(deprecated)]
self.add_castle_rights(color, add)
}
/// Remove some of my opponents `CastleRights`.
///
/// ```
/// use chess::{Board, CastleRights};
///
/// let mut board = Board::default();
/// assert_eq!(board.their_castle_rights(), CastleRights::Both);
///
/// board.remove_their_castle_rights(CastleRights::KingSide);
/// assert_eq!(board.their_castle_rights(), CastleRights::QueenSide);
/// ```
#[deprecated(
since = "3.1.0",
note = "When doing board setup, use the BoardBuilder structure. It ensures you don't end up with an invalid position."
)]
#[inline]
pub fn remove_their_castle_rights(&mut self, remove: CastleRights) {
let color = !self.side_to_move();
#[allow(deprecated)]
self.remove_castle_rights(color, remove);
}
/// Add or remove a piece from the bitboards in this struct.
fn xor(&mut self, piece: Piece, bb: BitBoard, color: Color) {
unsafe {
*self.pieces.get_unchecked_mut(piece.to_index()) ^= bb;
*self.color_combined.get_unchecked_mut(color.to_index()) ^= bb;
self.combined ^= bb;
self.hash ^= Zobrist::piece(piece, bb.to_square(), color);
}
}
/// For a chess UI: set a piece on a particular square.
///
/// ```
/// use chess::{Board, Piece, Color, Square};
///
/// let board = Board::default();
///
/// let new_board = board.set_piece(Piece::Queen,
/// Color::White,
/// Square::E4)
/// .expect("Valid Position");
///
/// assert_eq!(new_board.pieces(Piece::Queen).count(), 3);
/// ```
#[deprecated(
since = "3.1.0",
note = "When doing board setup, use the BoardBuilder structure. It ensures you don't end up with an invalid position."
)]
#[inline]
pub fn set_piece(&self, piece: Piece, color: Color, square: Square) -> Option<Board> {
let mut result = *self;
let square_bb = BitBoard::from_square(square);
match self.piece_on(square) {
None => result.xor(piece, square_bb, color),
Some(x) => {
// remove x from the bitboard
if self.color_combined(Color::White) & square_bb == square_bb {
result.xor(x, square_bb, Color::White);
} else {
result.xor(x, square_bb, Color::Black);
}
// add piece to the bitboard
result.xor(piece, square_bb, color);
}
}
// If setting this piece down leaves my opponent in check, and it's my move, then the
// position is not a valid chess board
result.side_to_move = !result.side_to_move;
result.update_pin_info();
if result.checkers != EMPTY {
return None;
}
// undo our damage
result.side_to_move = !result.side_to_move;
result.update_pin_info();
Some(result)
}
/// For a chess UI: clear a particular square.
///
/// ```
/// use chess::{Board, Square, Piece};
///
/// let board = Board::default();
///
/// let new_board = board.clear_square(Square::A1)
/// .expect("Valid Position");
///
/// assert_eq!(new_board.pieces(Piece::Rook).count(), 3);
/// ```
#[deprecated(
since = "3.1.0",
note = "When doing board setup, use the BoardBuilder structure. It ensures you don't end up with an invalid position."
)]
#[inline]
pub fn clear_square(&self, square: Square) -> Option<Board> {
let mut result = *self;
let square_bb = BitBoard::from_square(square);
match self.piece_on(square) {
None => {}
Some(x) => {
// remove x from the bitboard
if self.color_combined(Color::White) & square_bb == square_bb {
result.xor(x, square_bb, Color::White);
} else {
result.xor(x, square_bb, Color::Black);
}
}
}
// If setting this piece down leaves my opponent in check, and it's my move, then the
// position is not a valid chess board
result.side_to_move = !result.side_to_move;
result.update_pin_info();
if result.checkers != EMPTY {
return None;
}
// undo our damage
result.side_to_move = !result.side_to_move;
result.update_pin_info();
Some(result)
}
/// Switch the color of the player without actually making a move. Returns None if the current
/// player is in check.
///
/// Note that this erases the en-passant information, so applying this function twice does not
/// always give the same result back.
///
/// ```
/// use chess::{Board, Color};
///
/// let board = Board::default();
///
/// assert_eq!(board.side_to_move(), Color::White);
///
/// let new_board = board.null_move().expect("Valid Position");
///
/// assert_eq!(new_board.side_to_move(), Color::Black);
/// ```
#[inline]
pub fn null_move(&self) -> Option<Board> {
if self.checkers != EMPTY {
None
} else {
let mut result = *self;
result.side_to_move = !result.side_to_move;
result.remove_ep();
result.update_pin_info();
Some(result)
}
}
/// Does this board "make sense"?
/// Do all the pieces make sense, do the bitboards combine correctly, etc?
/// This is for sanity checking.
///
/// ```
/// use chess::{Board, Color, Piece, Square};
///
/// let board = Board::default();
///
/// assert_eq!(board.is_sane(), true);
///
/// // Remove the king
/// let bad_board = board.clear_square(Square::E1).expect("Valid Position");
/// assert_eq!(bad_board.is_sane(), false);
/// ```
pub fn is_sane(&self) -> bool {
// make sure there is no square with multiple pieces on it
for x in ALL_PIECES.iter() {
for y in ALL_PIECES.iter() {
if *x != *y {
if self.pieces(*x) & self.pieces(*y) != EMPTY {
return false;
}
}
}
}
// make sure the colors don't overlap, either
if self.color_combined(Color::White) & self.color_combined(Color::Black) != EMPTY {
return false;
}
// grab all the pieces by OR'ing together each piece() BitBoard
let combined = ALL_PIECES
.iter()
.fold(EMPTY, |cur, next| cur | self.pieces(*next));
// make sure that's equal to the combined bitboard
if combined != *self.combined() {
return false;
}
// make sure there is exactly one white king
if (self.pieces(Piece::King) & self.color_combined(Color::White)).popcnt() != 1 {
return false;
}
// make sure there is exactly one black king
if (self.pieces(Piece::King) & self.color_combined(Color::Black)).popcnt() != 1 {
return false;
}
// make sure the en_passant square has a pawn on it of the right color
match self.en_passant {
None => {}
Some(x) => {
if self.pieces(Piece::Pawn)
& self.color_combined(!self.side_to_move)
& BitBoard::from_square(x)
== EMPTY
{
return false;
}
}
}
// make sure my opponent is not currently in check (because that would be illegal)
let mut board_copy = *self;
board_copy.side_to_move = !board_copy.side_to_move;
board_copy.update_pin_info();
if board_copy.checkers != EMPTY {
return false;
}
// for each color, verify that, if they have castle rights, that they haven't moved their
// rooks or king
for color in ALL_COLORS.iter() {
// get the castle rights
let castle_rights = self.castle_rights(*color);
// the castle rights object will tell us which rooks shouldn't have moved yet.
// verify there are rooks on all those squares
if castle_rights.unmoved_rooks(*color)
& self.pieces(Piece::Rook)
& self.color_combined(*color)
!= castle_rights.unmoved_rooks(*color)
{
return false;
}
// if we have castle rights, make sure we have a king on the (E, {1,8}) square,
// depending on the color
if castle_rights != CastleRights::NoRights {
if self.pieces(Piece::King) & self.color_combined(*color)
!= get_file(File::E) & get_rank(color.to_my_backrank())
{
return false;
}
}
}
// we must make sure the kings aren't touching
if get_king_moves(self.king_square(Color::White)) & self.pieces(Piece::King) != EMPTY {
return false;
}
// it checks out
return true;
}
/// Get a hash of the board.
#[inline]
pub fn get_hash(&self) -> u64 {
self.hash
^ if let Some(ep) = self.en_passant {
Zobrist::en_passant(ep.get_file(), !self.side_to_move)
} else {
0
}
^ Zobrist::castles(
self.castle_rights[self.side_to_move.to_index()],
self.side_to_move,
)
^ Zobrist::castles(
self.castle_rights[(!self.side_to_move).to_index()],
!self.side_to_move,
)
^ if self.side_to_move == Color::Black {
Zobrist::color()
} else {
0
}
}
/// Get a pawn hash of the board (a hash that only changes on color change and pawn moves).
///
/// Currently not implemented...
#[inline]
pub fn get_pawn_hash(&self) -> u64 {
0
}
/// What piece is on a particular `Square`? Is there even one?
///
/// ```
/// use chess::{Board, Piece, Square};
///
/// let board = Board::default();
///
/// assert_eq!(board.piece_on(Square::A1), Some(Piece::Rook));
/// assert_eq!(board.piece_on(Square::D4), None);
/// ```
#[inline]
pub fn piece_on(&self, square: Square) -> Option<Piece> {
let opp = BitBoard::from_square(square);
if self.combined() & opp == EMPTY {
None
} else {
//naiive algorithm
/*
for p in ALL_PIECES {
if self.pieces(*p) & opp {
return p;
}
} */
if (self.pieces(Piece::Pawn) ^ self.pieces(Piece::Knight) ^ self.pieces(Piece::Bishop))
& opp
!= EMPTY
{
if self.pieces(Piece::Pawn) & opp != EMPTY {
Some(Piece::Pawn)
} else if self.pieces(Piece::Knight) & opp != EMPTY {
Some(Piece::Knight)
} else {
Some(Piece::Bishop)
}
} else {
if self.pieces(Piece::Rook) & opp != EMPTY {
Some(Piece::Rook)
} else if self.pieces(Piece::Queen) & opp != EMPTY {
Some(Piece::Queen)
} else {
Some(Piece::King)
}
}
}
}
/// What color piece is on a particular square?
#[inline]
pub fn color_on(&self, square: Square) -> Option<Color> {
if (self.color_combined(Color::White) & BitBoard::from_square(square)) != EMPTY {
Some(Color::White)
} else if (self.color_combined(Color::Black) & BitBoard::from_square(square)) != EMPTY {
Some(Color::Black)
} else {
None
}
}
/// Unset the en_passant square.
fn remove_ep(&mut self) {
self.en_passant = None;
}
/// Give me the en_passant square, if it exists.
///
/// ```
/// use chess::{Board, ChessMove, Square};
///
/// let move1 = ChessMove::new(Square::D2,
/// Square::D4,
/// None);
///
/// let move2 = ChessMove::new(Square::H7,
/// Square::H5,
/// None);
///
/// let move3 = ChessMove::new(Square::D4,
/// Square::D5,
/// None);
///
/// let move4 = ChessMove::new(Square::E7,
/// Square::E5,
/// None);
///
/// let board = Board::default().make_move_new(move1)
/// .make_move_new(move2)
/// .make_move_new(move3)
/// .make_move_new(move4);
///
/// assert_eq!(board.en_passant(), Some(Square::E5));
/// ```
#[inline]
pub fn en_passant(self) -> Option<Square> {
self.en_passant
}
/// Set the en_passant square. Note: This must only be called when self.en_passant is already
/// None.
fn set_ep(&mut self, sq: Square) {
// Only set self.en_passant if the pawn can actually be captured next move.
if get_adjacent_files(sq.get_file())
& get_rank(sq.get_rank())
& self.pieces(Piece::Pawn)
& self.color_combined(!self.side_to_move)
!= EMPTY
{
self.en_passant = Some(sq);
}
}
/// Is a particular move legal? This function is very slow, but will work on unsanitized
/// input.
///
/// ```
/// use chess::{Board, ChessMove, Square, MoveGen};
///
/// let move1 = ChessMove::new(Square::E2,
/// Square::E4,
/// None);
///
/// let move2 = ChessMove::new(Square::E2,
/// Square::E5,
/// None);
///
/// let board = Board::default();
///
/// assert_eq!(board.legal(move1), true);
/// assert_eq!(board.legal(move2), false);
/// ```
#[inline]
pub fn legal(&self, m: ChessMove) -> bool {
MoveGen::new_legal(&self).find(|x| *x == m).is_some()
}
/// Make a chess move onto a new board.
///
/// panic!() if king is captured.
///
/// ```
/// use chess::{Board, ChessMove, Square, Color};
///
/// let m = ChessMove::new(Square::D2,
/// Square::D4,
/// None);
///
/// let board = Board::default();
/// assert_eq!(board.make_move_new(m).side_to_move(), Color::Black);
/// ```
#[inline]
pub fn make_move_new(&self, m: ChessMove) -> Board {
let mut result = mem::MaybeUninit::<Board>::uninit();
unsafe {
self.make_move(m, &mut *result.as_mut_ptr());
result.assume_init()
}
}
/// Make a chess move onto an already allocated `Board`.
///
/// panic!() if king is captured.
///
/// ```
/// use chess::{Board, ChessMove, Square, Color};
///
/// let m = ChessMove::new(Square::D2,
/// Square::D4,
/// None);
///
/// let board = Board::default();
/// let mut result = Board::default();
/// board.make_move(m, &mut result);
/// assert_eq!(result.side_to_move(), Color::Black);
/// ```
#[inline]
pub fn make_move(&self, m: ChessMove, result: &mut Board) {
*result = *self;
result.remove_ep();
result.checkers = EMPTY;
result.pinned = EMPTY;
let source = m.get_source();
let dest = m.get_dest();
let source_bb = BitBoard::from_square(source);
let dest_bb = BitBoard::from_square(dest);
let move_bb = source_bb ^ dest_bb;
let moved = self.piece_on(source).unwrap();
result.xor(moved, source_bb, self.side_to_move);
result.xor(moved, dest_bb, self.side_to_move);
if let Some(captured) = self.piece_on(dest) {
result.xor(captured, dest_bb, !self.side_to_move);
}
#[allow(deprecated)]
result.remove_their_castle_rights(CastleRights::square_to_castle_rights(
!self.side_to_move,
dest,
));
#[allow(deprecated)]
result.remove_my_castle_rights(CastleRights::square_to_castle_rights(
self.side_to_move,
source,
));
let opp_king = result.pieces(Piece::King) & result.color_combined(!result.side_to_move);
let castles = moved == Piece::King && (move_bb & get_castle_moves()) == move_bb;
let ksq = opp_king.to_square();
const CASTLE_ROOK_START: [File; 8] = [
File::A,
File::A,
File::A,
File::A,
File::H,
File::H,
File::H,
File::H,
];
const CASTLE_ROOK_END: [File; 8] = [
File::D,
File::D,
File::D,
File::D,
File::F,
File::F,
File::F,
File::F,
];
if moved == Piece::Knight {
result.checkers ^= get_knight_moves(ksq) & dest_bb;
} else if moved == Piece::Pawn {
if let Some(Piece::Knight) = m.get_promotion() {
result.xor(Piece::Pawn, dest_bb, self.side_to_move);
result.xor(Piece::Knight, dest_bb, self.side_to_move);
result.checkers ^= get_knight_moves(ksq) & dest_bb;
} else if let Some(promotion) = m.get_promotion() {
result.xor(Piece::Pawn, dest_bb, self.side_to_move);
result.xor(promotion, dest_bb, self.side_to_move);
} else if (source_bb & get_pawn_source_double_moves()) != EMPTY
&& (dest_bb & get_pawn_dest_double_moves()) != EMPTY
{
result.set_ep(dest);
result.checkers ^= get_pawn_attacks(ksq, !result.side_to_move, dest_bb);
} else if Some(dest.ubackward(self.side_to_move)) == self.en_passant {
result.xor(
Piece::Pawn,
BitBoard::from_square(dest.ubackward(self.side_to_move)),
!self.side_to_move,
);
result.checkers ^= get_pawn_attacks(ksq, !result.side_to_move, dest_bb);
} else {
result.checkers ^= get_pawn_attacks(ksq, !result.side_to_move, dest_bb);
}
} else if castles {
let my_backrank = self.side_to_move.to_my_backrank();
let index = dest.get_file().to_index();
let start = BitBoard::set(my_backrank, unsafe {
*CASTLE_ROOK_START.get_unchecked(index)
});
let end = BitBoard::set(my_backrank, unsafe {
*CASTLE_ROOK_END.get_unchecked(index)
});
result.xor(Piece::Rook, start, self.side_to_move);
result.xor(Piece::Rook, end, self.side_to_move);
}
// now, lets see if we're in check or pinned
let attackers = result.color_combined(result.side_to_move)
& ((get_bishop_rays(ksq)
& (result.pieces(Piece::Bishop) | result.pieces(Piece::Queen)))
| (get_rook_rays(ksq)
& (result.pieces(Piece::Rook) | result.pieces(Piece::Queen))));
for sq in attackers {
let between = between(sq, ksq) & result.combined();
if between == EMPTY {
result.checkers ^= BitBoard::from_square(sq);
} else if between.popcnt() == 1 {
result.pinned ^= between;
}
}
result.side_to_move = !result.side_to_move;
}