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//! Statically initialized lookup tables. //! //! Whenever a `Board` is created, these are also created as well. Calling `Hepler::new()` will //! initialize the tables the first time it's called, and successive calls won't waste time //! initializing the table. //! //! It is highly recommended to go through a `Helper` to access these tables, as the access will //! guarantee that the tables are initialized in the first place. //! //! If you want the same functions, but can ensure the Tables are initalized, see [`helper::prelude`] //! for those raw functions. //! //! [`helper::prelude`]: prelude/index.html mod magic; mod boards; mod zobrist; mod psqt; pub mod prelude; use {SQ,BitBoard,Player,File,Rank,Piece}; use core::score::{Score,Value}; /// Helper structure for accessing statically-initialized tables and other constants. /// /// Guarantees that the tables will be initialized upon access through a `Helper`. #[derive(Copy, Clone)] pub struct Helper {} unsafe impl Send for Helper {} unsafe impl Sync for Helper {} impl Default for Helper { fn default() -> Self { Helper::new() } } impl Helper { /// Creates a new `Helper` Object, automatically initializing all the needed tables. /// /// Calling this method multiple times does not waste time computing the static variables if /// already initialized. [`init_statics`] also does the same thing as well. /// /// [`init_statics`]: prelude/fn.init_statics.html pub fn new() -> Self { prelude::init_statics(); Helper {} } /// Generate Bishop Moves `BitBoard` from a bishop square and all occupied squares on the board. /// This function will return captures to pieces on both sides. The resulting `BitBoard` must be /// AND'd with the inverse of the intending moving player's pieces. #[inline(always)] pub fn bishop_moves(&self, occupied: BitBoard, sq: SQ) -> BitBoard { prelude::bishop_moves(occupied,sq) } /// Generate Rook Moves `BitBoard` from a bishop square and all occupied squares on the board. /// This function will return captures to pieces on both sides. The resulting `BitBoard` must be /// AND'd with the inverse of the intending moving player's pieces. #[inline(always)] pub fn rook_moves(&self, occupied: BitBoard, sq: SQ) -> BitBoard { prelude::rook_moves(occupied,sq) } /// Generate Queen Moves `BitBoard` from a bishop square and all occupied squares on the board. /// This function will return captures to pieces on both sides. The resulting `BitBoard` must be /// AND'd with the inverse of the intending moving player's pieces. #[inline(always)] pub fn queen_moves(&self, occupied: BitBoard, sq: SQ) -> BitBoard { prelude::queen_moves(occupied,sq) } /// Generate Knight Moves `BitBoard` from a source square. #[inline(always)] pub fn knight_moves(&self, sq: SQ) -> BitBoard { prelude::knight_moves(sq) } /// Generate King moves `BitBoard` from a source square. #[inline(always)] pub fn king_moves(&self, sq: SQ) -> BitBoard { prelude::king_moves(sq) } /// Get the distance of two squares. #[inline(always)] pub fn distance_of_sqs(&self, sq_one: SQ, sq_two: SQ) -> u8 { prelude::distance_of_sqs(sq_one, sq_two) } /// Get the line (diagonal / file / rank) `BitBoard` that two squares both exist on, if it exists. #[inline(always)] pub fn line_bb(&self, sq_one: SQ, sq_two: SQ) -> BitBoard { prelude::line_bb(sq_one, sq_two) } /// Get the line (diagonal / file / rank) `BitBoard` between two squares, not including the squares, if it exists. #[inline(always)] pub fn between_bb(&self, sq_one: SQ, sq_two: SQ) -> BitBoard { prelude::between_bb(sq_one, sq_two) } /// Gets the adjacent files `BitBoard` of the square #[inline(always)] pub fn adjacent_sq_file(&self, sq: SQ) -> BitBoard { prelude::adjacent_sq_file(sq) } /// Gets the adjacent files `BitBoard` of the file #[inline(always)] pub fn adjacent_file(&self, f: File) -> BitBoard { prelude::adjacent_file(f) } /// Pawn attacks `BitBoard` from a given square, per player. /// Basically, given square x, returns the BitBoard of squares a pawn on x attacks. #[inline(always)] pub fn pawn_attacks_from(&self, sq: SQ, player: Player) -> BitBoard { prelude::pawn_attacks_from(sq,player) } /// Returns if three Squares are in the same diagonal, file, or rank. #[inline(always)] pub fn aligned(&self, s1: SQ, s2: SQ, s3: SQ) -> bool { prelude::aligned(s1,s2,s3) } /// Returns the ring of bits surrounding the square sq at a specified distance. /// /// # Safety /// /// distance must be less than 8, or else a panic will occur. #[inline(always)] pub fn ring_distance(&self, sq: SQ, distance: u8) -> BitBoard { prelude::ring_distance(sq,distance) } /// Returns the BitBoard of all squares in the rank in front of the given one. #[inline(always)] pub fn forward_rank_bb(&self, player: Player, rank: Rank) -> BitBoard { prelude::forward_rank_bb(player,rank) } /// Returns the `BitBoard` of all squares that can be attacked by a pawn /// of the same color when it moves along its file, starting from the /// given square. Basically, if the pawn progresses along the same file /// for the entire game, this bitboard would contain all possible forward squares /// it could attack /// /// # Safety /// /// The Square must be within normal bounds, or else a panic or undefined behvaior may occur. #[inline(always)] pub fn pawn_attacks_span(&self, player: Player, sq: SQ) -> BitBoard { prelude::pawn_attacks_span(player,sq) } /// Returns the BitBoard of all squares in the file in front of the given one. /// /// # Safety /// /// The Square must be within normal bounds, or else a panic or undefined behvaior may occur. #[inline(always)] pub fn forward_file_bb(&self, player: Player, sq: SQ) -> BitBoard { prelude::forward_file_bb(player,sq) } /// Returns a `BitBoard` allowing for testing of the a pawn being a /// "passed pawn". /// /// # Safety /// /// The Square must be within normal bounds, or else a panic or undefined behvaior may occur. #[inline(always)] pub fn passed_pawn_mask(&self, player: Player, sq: SQ) -> BitBoard { prelude::passed_pawn_mask(player, sq) } /// Returns the zobrist hash of a specific player's piece being at a particular square. #[inline(always)] pub fn z_square(&self, sq: SQ, piece: Piece) -> u64 { prelude::z_square(sq, piece) } /// Returns the zobrist hash of a given file having an en-passant square. #[inline(always)] pub fn z_ep(&self, sq: SQ) -> u64 { prelude::z_ep(sq) } /// Returns a zobrast hash of the castling rights, as defined by the Board. #[inline(always)] pub fn z_castle(&self, castle: u8) -> u64 { prelude::z_castle(castle) } /// Returns Zobrist Hash of flipping sides. #[inline(always)] pub fn z_side(&self) -> u64 { prelude::z_side() } /// Returns the score for a player's piece being at a particular square. #[inline(always)] pub fn psq(&self, piece: Piece, sq: SQ) -> Score { prelude::psq(piece, sq) } /// Returns the value of a piece for a player. If `eg` is true, it returns the end game value. Otherwise, /// it'll return the midgame value. #[inline(always)] pub fn piece_value(&self, piece: Piece, eg: bool) -> Value { prelude::piece_value(piece, eg) } } #[cfg(test)] mod tests { use super::*; #[test] fn init_helper() { Helper::new(); } }