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#![doc = include_str!("../documentation/board/README.md")]
use super::*;
/// This code defines an enum `BoardError` that represents different types of errors that can occur in a board-related context. The enum has two variants.
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
#[derive(Clone, Debug)]
pub enum BoardError {
InvalidSanMove { move_: Move, fen: String },
CustomError { err_msg: String },
}
impl fmt::Display for BoardError {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
match self {
Self::InvalidSanMove { move_, fen } => write!(
f,
"san() and lan() expect move to be legal or null, but got {} in {}",
move_, fen
),
Self::CustomError { err_msg } => write!(f, "{err_msg}"),
}
}
}
impl Error for BoardError {}
/// Ths code defines an enum `GameResult` that represents the result of a game. It has three
/// variants: `Win(Color)`, `Draw`, and `InProgress`.
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
pub enum GameResult {
Win(Color),
Draw,
InProgress,
}
impl GameResult {
/// Check if the game result is a win
pub fn is_win(&self) -> bool {
matches!(self, GameResult::Win(_))
}
/// Check if the game result is a draw
pub fn is_draw(&self) -> bool {
matches!(self, GameResult::Draw)
}
/// Checks if the game result is in progress
pub fn is_in_progress(&self) -> bool {
matches!(self, GameResult::InProgress)
}
/// Returns the color of the winner, if there is one
pub fn winner(&self) -> Option<Color> {
match self {
GameResult::Win(color) => Some(*color),
_ => None,
}
}
}
/// The `Board` struct represents a chess board with various methods for game logic and move generation.
///
/// Properties:
///
/// * `sub_board`: The `sub_board` property represents the sub-board within the main board. It contains
/// the current state of the game board, including the positions of all pieces and other relevant game
/// information.
/// * `stack`: The `stack` property in the `Board` struct is a vector that stores the history of moves
/// made on the board. Each element in the vector represents a tuple containing the previous `SubBoard`
/// state and the optional move that was made from that state. This history allows for tracking and
/// undoing moves.
/// * `starting_fen`: The `starting_fen` property in the `Board` struct represents the FEN
/// (Forsyth-Edwards Notation) string of the starting position of the chess board. This property stores
/// the initial configuration of the chess pieces on the board.
/// * `repetition_table`: The `repetition_table` property in the `Board` struct is used to keep track of
/// the positions that have occurred in the game to detect threefold repetition.
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
#[derive(Clone, Debug)]
pub struct Board {
sub_board: SubBoard,
stack: Vec<(SubBoard, Option<Move>)>,
starting_fen: String,
repetition_table: RepetitionTable,
}
impl Board {
/// The function `new` creates a new instance of `Board` from a starting position FEN string.
///
/// Returns:
///
/// A new instance of `Board` is being returned, initialized with the starting position FEN
/// (Forsyth-Edwards Notation) string.
pub fn new() -> Self {
SubBoard::from_str(STARTING_POSITION_FEN).unwrap().into()
}
/// The function `set_fen` sets the board state based on a given FEN string.
///
/// Arguments:
///
/// * `fen`: FEN stands for Forsyth-Edwards Notation, which is a standard notation for describing a
/// particular board position of a chess game. It includes information about the placement of pieces
/// on the board, the player to move, castling rights, en passant square, halfmove clock, and full
///
/// Returns:
///
/// The `set_fen` function returns a `Result<(), EngineError>`.
pub fn set_fen(&mut self, fen: &str) -> Result<(), EngineError> {
let fen = simplify_fen(fen);
if !Self::is_good_fen(&fen) {
return Err(EngineError::BadFen { fen });
}
if fen == self.get_fen() {
self.starting_fen = self.get_fen();
return Ok(());
}
self.sub_board = SubBoard::from_str(&fen)?;
self.repetition_table.clear();
self.repetition_table.insert(self.get_hash());
self.starting_fen = self.get_fen();
self.stack.clear();
Ok(())
}
/// The function `from_fen` parses a FEN string to create a new board state.
///
/// Arguments:
///
/// * `fen`: Forsyth-Edwards Notation (FEN) is a standard notation for describing a particular board
/// position of a chess game. It includes information about the placement of pieces on the board,
/// the current player's turn, castling rights, en passant square, halfmove clock, and full
///
/// Returns:
///
/// The `from_fen` function is returning a `Result` containing either a `ChessBoard` instance if the
/// FEN string was successfully parsed and set on the board, or an `EngineError` if there was an
/// error during the parsing or setting of the FEN string.
pub fn from_fen(fen: &str) -> Result<Self, EngineError> {
let mut board = Self::new();
board.set_fen(fen)?;
Ok(board)
}
/// This function returns a reference to the SubBoard struct owned by the current struct.
///
/// Returns:
///
/// A reference to the `SubBoard` struct is being returned.
pub fn get_sub_board(&self) -> &SubBoard {
&self.sub_board
}
/// The function `is_good_fen` checks if a given FEN string is valid based on certain
/// criteria.
///
/// Arguments:
///
/// * `fen`: The function `is_good_fen` takes a FEN (Forsyth-Edwards Notation) string as input and
/// checks if it is a valid FEN representation of a chess position. The function performs the
/// following checks:
///
/// Returns:
///
/// The function `is_good_fen` returns a boolean value - `true` if the FEN string passed as input is
/// considered good based on certain conditions, and `false` otherwise.
pub fn is_good_fen(fen: &str) -> bool {
let fen = simplify_fen(fen);
if SubBoard::from_str(&fen).is_err() {
return false;
}
let mut splitted_fen = fen.split(' ');
if splitted_fen.nth(4).unwrap_or("0").parse().unwrap_or(-1) < 0
|| splitted_fen.next().unwrap_or("1").parse().unwrap_or(-1) < 0
|| splitted_fen.next().is_some()
{
return false;
};
true
}
/// The function `empty` returns a chess board with no pieces on it.
///
/// Returns:
///
/// The `empty` function is returning a chess board that is initialized with an empty position. It
/// is using the `from_fen` method to create the board from a FEN (Forsyth-Edwards Notation) string
/// representation of an empty board.
pub fn empty() -> Self {
Self::from_fen(EMPTY_FEN).unwrap()
}
/// The `reset` function sets the position to the starting position.
pub fn reset(&mut self) {
self.set_fen(STARTING_POSITION_FEN).unwrap();
}
/// The `clear` function sets the internal state to an empty state represented by a specific
/// FEN string.
pub fn clear(&mut self) {
self.set_fen(EMPTY_FEN).unwrap();
}
/// The `flip_vertical` function flips the game board vertically and resets certain game
/// state variables.
pub fn flip_vertical(&mut self) {
self.sub_board.flip_vertical();
self.stack.clear();
self.repetition_table.clear();
self.starting_fen = self.get_fen();
}
/// The function `piece_symbol_at` returns the symbol of the piece at a given square or an empty
/// space symbol if there is no piece.
///
/// Arguments:
///
/// * `square`: Square is a parameter representing a specific square on a chessboard. It could be a
/// coordinate like "A1" or a numerical representation like 0-63, depending on how the chessboard is
/// implemented in your code.
///
/// Returns:
///
/// The `piece_symbol_at` function returns a `String` representing the symbol of the piece at the
/// given square. If there is a piece at the square, it returns the string representation of that
/// piece. If there is no piece at the square, it returns the string representation of an empty
/// space symbol.
pub fn piece_symbol_at(&self, square: Square) -> String {
match self.piece_at(square) {
Some(piece) => piece.to_string(),
None => EMPTY_SPACE_SYMBOL.to_string(),
}
}
/// This function returns the Unicode symbol representing a chess piece at a given square, with an
/// option to flip the color.
///
/// Arguments:
///
/// * `square`: The `square` parameter represents a specific square on a chessboard where a piece is
/// located. It is typically represented by a combination of a file (a-h) and a rank (1-8), such as
/// "e4" or "h7".
/// * `flip_color`: The `flip_color` parameter is a boolean flag that determines whether to flip the
/// colors of the pieces. If `flip_color` is `true`, the colors of the pieces will be flipped (e.g.,
/// white pieces will be displayed as black and vice versa). If `flip_color` is `
///
/// Returns:
///
/// The function `piece_unicode_symbol_at` returns a `String` value representing the Unicode symbol
/// for the piece at the specified square. If there is a piece at the square, it returns the Unicode
/// symbol for that piece based on its color and type. If there is no piece at the square, it
/// returns the Unicode symbol for an empty space.
pub fn piece_unicode_symbol_at(&self, square: Square, flip_color: bool) -> String {
if let Some(piece) = self.piece_at(square) {
let piece_index = piece.get_piece_type().to_index();
let (white_pieces, black_pieces) = match flip_color {
true => (BLACK_PIECE_UNICODE_SYMBOLS, WHITE_PIECE_UNICODE_SYMBOLS),
false => (WHITE_PIECE_UNICODE_SYMBOLS, BLACK_PIECE_UNICODE_SYMBOLS),
};
return match piece.get_color() {
White => get_item_unchecked!(white_pieces, piece_index),
Black => get_item_unchecked!(black_pieces, piece_index),
}
.to_string();
}
EMPTY_SPACE_UNICODE_SYMBOL.to_string()
}
/// The function `to_board_string` generates a string representation of a board with various
/// styles and information displayed, such as pieces, last move highlights, FEN, transposition key,
/// checkers, and evaluation.
///
/// Arguments:
///
/// * `use_unicode`: The `use_unicode` parameter in the `to_board_string` function is a boolean flag
/// that determines whether to use Unicode symbols for pieces on the board. If `use_unicode` is
/// `true`, the function will use Unicode symbols for pieces, otherwise it will use non-Unicode
/// symbols.
///
/// Returns:
///
/// The function `to_board_string` is returning a formatted string representation of the board
/// state, including the pieces, styles, last move highlight, and additional information such as
/// FEN, Transposition Key, Checkers, and Current Evaluation (if the "nnue" feature is enabled).
fn to_board_string(&self, use_unicode: bool) -> String {
let mut skeleton = get_board_skeleton();
let checkers = self.get_checkers();
let king_square = self.get_king_square(self.sub_board.turn());
let last_move = self.stack.last().and_then(|(_, m)| *m);
for square in SQUARES_HORIZONTAL_MIRROR {
let symbol = if use_unicode {
self.piece_unicode_symbol_at(square, false)
} else {
self.piece_symbol_at(square)
};
let mut styles = vec![];
if symbol != " " {
styles.extend_from_slice(match self.color_at(square).unwrap() {
White => WHITE_PIECES_STYLE,
Black => BLACK_PIECES_STYLE,
});
if square == king_square && !checkers.is_empty() {
styles.extend_from_slice(CHECK_STYLE);
}
}
if last_move.is_some()
&& [
last_move.unwrap().get_source(),
last_move.unwrap().get_dest(),
]
.contains(&square)
{
styles.extend_from_slice(LAST_MOVE_HIGHLIGHT_STYLE);
}
styles.dedup();
skeleton = skeleton.replacen('O', &symbol.colorize(&styles), 1);
}
skeleton.push('\n');
skeleton.push_str(
&[
String::new(),
format_info("Fen", self.get_fen(), true),
format_info("Transposition Key", self.get_hash().stringify(), true),
format_info(
"Checkers",
checkers.stringify().colorize(CHECKERS_STYLE),
true,
),
]
.join("\n"),
);
#[cfg(feature = "nnue")]
skeleton.push_str(&format!(
"\n{}",
format_info("Current Evaluation", self.evaluate().stringify(), true)
));
skeleton
}
/// The `to_unicode_string` function returns a string representation of a board with Unicode
/// characters.
///
/// Returns:
///
/// The `to_unicode_string` method is being called on `self`, which is likely a struct or object
/// that has a method called `to_board_string`. The `to_board_string` method is being called with
/// the argument `true`, and its return value is being returned by the `to_unicode_string` method.
/// Therefore, the return value of the `to_unicode_string` method is a `String
#[inline(always)]
pub fn to_unicode_string(&self) -> String {
self.to_board_string(true)
}
/// The function `result` determines the outcome of a game based on the current board status in a
/// Rust program.
///
/// Returns:
///
/// The `result` function returns a `GameResult` enum based on the current state of the game. If the
/// game is a draw due to some other reason, it returns `GameResult::Draw`. If the game is in a
/// checkmate state, it returns `GameResult::Win` for the player who did not make the last move. If
/// the game is in a stalemate state,
pub fn result(&self) -> GameResult {
if self.is_other_draw() {
return GameResult::Draw;
}
match self.status() {
BoardStatus::Checkmate => GameResult::Win(!self.turn()),
BoardStatus::Stalemate => GameResult::Draw,
BoardStatus::Ongoing => GameResult::InProgress,
}
}
/// The function `get_num_moves` returns the number of moves in a stack as a `NumMoves` type.
///
/// Returns:
///
/// The `get_num_moves` function is returning the number of elements in the `stack` as a `NumMoves`
/// type.
#[inline(always)]
pub fn get_num_moves(&self) -> NumMoves {
self.stack.len() as NumMoves
}
/// The function `get_num_repetitions` returns the number of repetitions for a given hash value.
///
/// Returns:
///
/// The `get_num_repetitions` function is returning a `u8` value, which represents the number of
/// repetitions for a given hash in the repetition table.
#[inline(always)]
pub fn get_num_repetitions(&self) -> u8 {
self.repetition_table.get_repetition(self.get_hash())
}
/// The function `is_repetition` checks if the number of repetitions is greater than or equal to a
/// specified value.
///
/// Arguments:
///
/// * `n_times`: The `n_times` parameter in the `is_repetition` function represents the number of
/// times a certain action or event should be repeated. The function checks if the number of
/// repetitions recorded is greater than or equal to the specified `n_times` value.
///
/// Returns:
///
/// A boolean value is being returned.
#[inline(always)]
pub fn is_repetition(&self, n_times: usize) -> bool {
self.get_num_repetitions() as usize >= n_times
}
/// The function `gives_repetition` checks if a move results in a repetition based on the repetition
/// table.
///
/// Arguments:
///
/// * `move_`: The `move_` parameter is of type `Move`. It is used as an argument for the
/// `make_move_new` method of the `sub_board` field, and also as an argument for the
/// `get_repetition` method of the `repetition_table` field.
///
/// Returns:
///
/// The function `gives_repetition` is returning a boolean value, which indicates whether the result
/// of the expression
/// `self.repetition_table.get_repetition(self.sub_board.make_move_new(move_).get_hash())` is not equal
/// to 0.
#[inline(always)]
pub fn gives_repetition(&self, move_: Move) -> bool {
self.repetition_table
.get_repetition(self.sub_board.make_move_new(move_).get_hash())
!= 0
}
/// The function checks if a move results in a threefold repetition in a Rust program.
///
/// Arguments:
///
/// * `move_`: The `move_` parameter in the `gives_threefold_repetition` function represents the
/// move that is being made on the board. This move is used to calculate the hash of the resulting
/// board state after the move is made.
///
/// Returns:
///
/// The function `gives_threefold_repetition` is returning a boolean value, indicating whether the
/// given move results in a threefold repetition in the game. It checks if the move leads to a
/// position that has been repeated twice before in the game.
#[inline(always)]
pub fn gives_threefold_repetition(&self, move_: Move) -> bool {
self.repetition_table
.get_repetition(self.sub_board.make_move_new(move_).get_hash())
== 2
}
/// The function `gives_claimable_threefold_repetition` checks if a move leads to a position with a
/// claimable threefold repetition.
///
/// Arguments:
///
/// * `move_`: The `move_` parameter in the `gives_claimable_threefold_repetition` function
/// represents the move that is being made on the board. This move is used to generate a new board
/// state, and then the function checks if making any legal move from that new board state would
/// result in a
///
/// Returns:
///
/// The function `gives_claimable_threefold_repetition` returns a boolean value indicating whether
/// the given move results in a position where a threefold repetition can be claimed.
pub fn gives_claimable_threefold_repetition(&self, move_: Move) -> bool {
//TODO: check if this is correct
let new_board = self.sub_board.make_move_new(move_);
MoveGenerator::new_legal(&new_board).any(|m| {
let hash = new_board.make_move_new(m).get_hash();
self.repetition_table.get_repetition(hash) == 2
})
}
// pub fn gives_claimable_threefold_repetition(&mut self, move_: Move) -> bool {
// self.push(Some(move_));
// if self.is_threefold_repetition() {
// self.pop();
// return true;
// }
// if self
// .generate_legal_moves()
// .any(|m| self.gives_threefold_repetition(m))
// {
// self.pop();
// return true;
// }
// self.pop();
// false
// }
/// The function `is_threefold_repetition` checks if a certain position has occurred three times in
/// a game.
///
/// Returns:
///
/// The `is_threefold_repetition` function is being called, which in turn calls the `is_repetition`
/// function with the argument 3. The `is_repetition` function checks if the current board position
/// has been repeated a certain number of times (in this case, 3 times). The
/// `is_threefold_repetition` function then returns the result of this check as a boolean value
#[inline(always)]
pub fn is_threefold_repetition(&self) -> bool {
self.is_repetition(3)
}
/// The function `is_halfmoves` checks if the halfmove clock is greater than or equal to a given
/// number `n`.
///
/// Arguments:
///
/// * `n`: The parameter `n` represents the number of halfmoves to check against the halfmove clock.
/// The function `is_halfmoves` will return `true` if the halfmove clock value is greater than or
/// equal to `n`, indicating that `n` or more halfmoves have been made since the
///
/// Returns:
///
/// A boolean value is being returned.
#[inline(always)]
fn is_halfmoves(&self, n: u8) -> bool {
self.get_halfmove_clock() >= n
}
/// The function `is_fifty_moves` checks if the game has reached the fifty-move rule
/// condition.
///
/// Returns:
///
/// The `is_fifty_moves` function is returning a boolean value indicating whether the number of
/// halfmoves is equal to 100.
#[inline(always)]
pub fn is_fifty_moves(&self) -> bool {
self.is_halfmoves(100)
}
/// The function `is_stalemate` checks if the current board status is a stalemate.
///
/// Returns:
///
/// A boolean value indicating whether the current board status is a stalemate.
#[inline(always)]
pub fn is_stalemate(&self) -> bool {
self.status() == BoardStatus::Stalemate
}
/// The function `is_other_draw` checks if the game is a draw based on fifty-move rule,
/// threefold repetition, or insufficient material.
///
/// Returns:
///
/// The `is_other_draw` function is returning a boolean value. It returns `true` if any of the
/// conditions `self.is_fifty_moves()`, `self.is_threefold_repetition()`, or
/// `self.is_insufficient_material()` are true. Otherwise, it returns `false`.
#[inline(always)]
pub fn is_other_draw(&self) -> bool {
self.is_fifty_moves() || self.is_threefold_repetition() || self.is_insufficient_material()
}
/// The function `is_draw` checks if a game is a draw by calling two other functions.
///
/// Returns:
///
/// The `is_draw` function is returning a boolean value. It returns `true` if either
/// `is_other_draw()` or `is_stalemate()` methods return `true`, otherwise it returns `false`.
#[inline(always)]
pub fn is_draw(&self) -> bool {
self.is_other_draw() || self.is_stalemate()
}
/// The function `is_game_over` checks if the game is over based on whether it is a draw or
/// the board status is not ongoing.
///
/// Returns:
///
/// A boolean value is being returned. The method `is_game_over` returns `true` if either
/// `is_other_draw()` method returns `true` or the `status()` method does not return
/// `BoardStatus::Ongoing`. Otherwise, it returns `false`.
#[inline(always)]
pub fn is_game_over(&self) -> bool {
self.is_other_draw() || self.status() != BoardStatus::Ongoing
}
/// Check if the move is a double pawn push
pub fn is_double_pawn_push(&self, move_: Move) -> bool {
let source = move_.get_source();
let dest = move_.get_dest();
source.get_rank() == self.turn().to_second_rank()
&& source
.get_rank()
.to_int()
.abs_diff(dest.get_rank().to_int())
== 2
&& !self.get_piece_mask(Pawn).contains(source)
}
/// The function `is_quiet` determines if a move is not a capture and does not give check.
///
/// Arguments:
///
/// * `move_`: The `move_` parameter in the `is_quiet` function represents a move in a chess game.
/// It is used to check whether the move is a quiet move, meaning it is not a capture move and does
/// not give check to the opponent's king.
///
/// Returns:
///
/// The function `is_quiet` is returning a boolean value, which is determined by the logical NOT
/// operation applied to the result of the expression `(self.is_capture(move_) ||
/// self.gives_check(move_))`.
#[inline(always)]
pub fn is_quiet(&self, move_: Move) -> bool {
!(self.is_capture(move_) || self.gives_check(move_))
}
/// The function `has_legal_en_passant` checks if there is a legal en passant move available in a
/// game of chess.
///
/// Returns:
///
/// The `has_legal_en_passant` function is returning a boolean value. It returns `true` if the
/// `ep_square` is not `None`, indicating that there is a legal en passant move available.
/// Otherwise, it returns `false`.
#[inline(always)]
pub fn has_legal_en_passant(&self) -> bool {
self.ep_square().is_some()
}
/// The function `clean_castling_rights` cleans up castling rights for both white and black
/// players.
///
/// Returns:
///
/// The `clean_castling_rights` function returns a `BitBoard` representing the castling rights for
/// both white and black players after cleaning up any invalid or unnecessary rights.
pub fn clean_castling_rights(&self) -> BitBoard {
let white_castling_rights = match self.sub_board.castle_rights(White) {
CastleRights::Both => BB_A1 ^ BB_H1,
CastleRights::KingSide => BB_H1,
CastleRights::QueenSide => BB_A1,
CastleRights::None => BB_EMPTY,
};
let black_castling_rights = match self.sub_board.castle_rights(Black) {
CastleRights::Both => BB_A8 ^ BB_H8,
CastleRights::KingSide => BB_H8,
CastleRights::QueenSide => BB_A8,
CastleRights::None => BB_EMPTY,
};
white_castling_rights ^ black_castling_rights
}
// fn reduces_castling_rights(&self, move_: Move) -> bool {
// let cr = self.clean_castling_rights();
// let touched = move_.get_source().to_bitboard() ^ move_.get_dest().to_bitboard();
// let touched_cr = touched & cr;
// let kings = self.get_piece_mask(King);
// let touched_kings_cr = touched_cr & kings;
// !touched_cr.is_empty()
// || !(BB_RANK_1 & touched_kings_cr & self.occupied_co(White)).is_empty()
// || !(BB_RANK_8 & touched_kings_cr & self.occupied_co(Black)).is_empty()
// }
/// The function reduces_castling_rights checks if certain conditions are met to reduce
/// castling rights after a move.
///
/// Arguments:
///
/// * `move_`: The `move_` parameter in the `reduces_castling_rights` function represents the move
/// that is being made on the chessboard. It contains information about the source square and the
/// destination square of the move. The function is checking the logic to determine if the castling
/// rights should be reduced
///
/// Returns:
///
/// The function `reduces_castling_rights` returns a boolean value.
fn reduces_castling_rights(&self, move_: Move) -> bool {
// TODO: Check Logic
let cr = self.clean_castling_rights();
let touched = move_.get_source().to_bitboard() ^ move_.get_dest().to_bitboard();
let touched_cr = touched & cr;
let touched_kings_cr_is_empty = (touched_cr & self.get_piece_mask(King)).is_empty();
!(touched_cr.is_empty()
&& touched_kings_cr_is_empty
&& BB_RANK_1.is_empty()
&& self.occupied_co(White).is_empty()
&& BB_RANK_8.is_empty()
&& self.occupied_co(Black).is_empty())
}
/// The function `is_irreversible` checks if a move is irreversible based on certain
/// conditions.
///
/// Arguments:
///
/// * `move_`: The `move_` parameter in the `is_irreversible` function represents a move in a chess
/// game. It is used to check if the move is irreversible based on certain conditions like having a
/// legal en passant move, being a zeroing move, or reducing castling rights.
///
/// Returns:
///
/// A boolean value is being returned.
#[inline(always)]
pub fn is_irreversible(&self, move_: Move) -> bool {
self.has_legal_en_passant() || self.is_zeroing(move_) || self.reduces_castling_rights(move_)
}
/// The function `is_endgame` determines if the current game state is in the endgame phase
/// based on the number and types of pieces remaining on the board.
///
/// Returns:
///
/// The `is_endgame` function returns a boolean value based on certain conditions. If the number of
/// pieces on the board is less than or equal to a threshold defined by `ENDGAME_PIECE_THRESHOLD`,
/// it returns `true`. Otherwise, it checks the number of Queens on the board and applies different
/// conditions based on the count of Queens to determine if the game is in the endgame phase.
#[inline(always)]
pub fn is_endgame(&self) -> bool {
if self.get_num_pieces() <= ENDGAME_PIECE_THRESHOLD {
return true;
}
match self.get_piece_mask(Queen).popcnt() {
0 => {
(self.get_piece_mask(Rook)
^ self.get_piece_mask(Bishop)
^ self.get_piece_mask(Knight))
.popcnt()
<= 4
}
1 => {
self.get_piece_mask(Rook).popcnt() <= 2
&& (self.get_piece_mask(Bishop) ^ self.get_piece_mask(Knight)).is_empty()
}
2 => (self.get_piece_mask(Rook)
^ self.get_piece_mask(Bishop)
^ self.get_piece_mask(Knight))
.is_empty(),
_ => false,
}
}
/// The `push` function takes an optional move, updates the sub-board accordingly, and adds
/// the previous sub-board state and move to a stack.
///
/// Arguments:
///
/// * `optional_move`: The `optional_move` parameter in the `push` function is of type `impl
/// Into<Option<Move>>`. This means it can accept any type that can be converted into an
/// `Option<Move>`. Inside the function, the `optional_move` is converted into an `Option<Move>`
pub fn push(&mut self, optional_move: impl Into<Option<Move>>) {
let optional_move = optional_move.into();
let sub_board_copy = self.sub_board.clone();
self.sub_board = if let Some(move_) = optional_move {
self.sub_board.make_move_new(move_)
} else {
self.sub_board
.null_move()
.expect("Trying to push null move while in check!")
};
self.repetition_table.insert(self.get_hash());
self.stack.push((sub_board_copy, optional_move));
}
/// The `pop` function removes and returns the top element from a stack, updating internal
/// state accordingly.
///
/// Returns:
///
/// The `pop` function returns an `Option<Move>`.
pub fn pop(&mut self) -> Option<Move> {
let (sub_board, optional_move) = self.stack.pop().unwrap();
self.repetition_table.remove(self.get_hash());
self.sub_board = sub_board;
optional_move
}
/// The function `get_all_moves` returns a vector of references to all moves stored in a stack.
///
/// Returns:
///
/// A vector of references to `Option<Move>` values is being returned.
#[inline(always)]
pub fn get_all_moves(&self) -> Vec<&Option<Move>> {
self.stack.iter().map(|(_, m)| m).collect_vec()
}
/// The function `get_last_move` returns the last move made, if any, from a stack of moves.
///
/// Returns:
///
/// The `get_last_move` function returns an `Option` that contains either `Some(Move)` if there is a
/// last move available in the stack, or `None` if the stack is empty.
#[inline(always)]
pub fn get_last_move(&self) -> Option<Option<Move>> {
self.stack.last().map(|(_, m)| *m)
}
/// The function checks if any element in the stack contains a null move.
///
/// Returns:
///
/// The `contains_null_move` function is returning a boolean value (`true` or `false`). It checks if
/// there is any `None` value present in the `m` field of the tuples in the `stack` vector. If any
/// `None` value is found, it returns `true`, indicating that a null move is present in the stack;
/// otherwise, it returns `false`.
#[inline(always)]
pub fn contains_null_move(&self) -> bool {
self.stack.iter().any(|(_, m)| m.is_none())
}
/// The function `get_ply` returns the length of the stack.
///
/// Returns:
///
/// The `get_ply` function is returning the length of the `stack` vector, which represents the
/// number of elements currently stored in the stack.
#[inline(always)]
pub fn get_ply(&self) -> usize {
self.stack.len()
}
/// The function `has_empty_stack` checks if the stack is empty.
///
/// Returns:
///
/// A boolean value indicating whether the stack is empty or not.
#[inline(always)]
pub fn has_empty_stack(&self) -> bool {
self.stack.is_empty()
}
/// The function `parse_san` parses a given SAN (Standard Algebraic Notation) string to
/// return a corresponding chess move or an error if the move is invalid.
///
/// Arguments:
///
/// * `san`: The `san` parameter in the `parse_san` function represents the Standard Algebraic
/// Notation (SAN) string of a chess move that needs to be parsed and converted into a `Move`
/// object. The function first trims any leading or trailing whitespace from the input `san` string
/// and then
///
/// Returns:
///
/// The `parse_san` function returns a `Result` containing either an `Option<Move>` or an
/// `EngineError`. If the parsing is successful, it returns `Ok(Some(move))` with the parsed move.
/// If the parsing fails due to an invalid SAN move string, it returns an `EngineError` with the
/// specific error message.
pub fn parse_san(&self, mut san: &str) -> Result<Option<Move>, EngineError> {
// TODO: Make the logic better
san = san.trim();
if san == "--" {
return Ok(None);
}
let san = san.replace('0', "O");
for move_ in self.generate_legal_moves() {
if move_.san(self.get_sub_board()).unwrap() == san {
return Ok(Some(move_));
}
}
Err(EngineError::InvalidSanMoveString { s: san.to_string() })
// Move::from_san(&self.sub_board, &san.replace('0', "O"))
}
/// The function `parse_uci` parses a UCI string into a Move object or returns None if the
/// input is "0000".
///
/// Arguments:
///
/// * `uci`: The `uci` parameter is a string that represents a move in UCI (Universal Chess
/// Interface) format. It is used to specify chess moves in a standardized way for communication
/// between chess engines and graphical user interfaces.
///
/// Returns:
///
/// The `parse_uci` function returns a `Result` containing either `None` if the input `uci` is
/// "0000", or `Some(Move)` if the input `uci` can be successfully parsed into a `Move` object.
#[inline(always)]
pub fn parse_uci(&self, uci: &str) -> Result<Option<Move>, EngineError> {
if uci == "0000" {
return Ok(None);
}
Ok(Some(Move::from_str(uci)?))
}
/// The function `parse_move` parses a move text input and returns a `Move` or an
/// `EngineError`.
///
/// Arguments:
///
/// * `move_text`: The `move_text` parameter is a reference to a string slice (`&str`) that
/// represents the text input containing a chess move in either UCI (Universal Chess Interface) or
/// SAN (Standard Algebraic Notation) format.
///
/// Returns:
///
/// The `parse_move` function returns a `Result` containing either `Some(Move)` if the move text can
/// be parsed successfully, or `None` if the move text cannot be parsed. If an error occurs during
/// parsing, an `EngineError` is returned.
#[inline(always)]
pub fn parse_move(&self, move_text: &str) -> Result<Option<Move>, EngineError> {
self.parse_uci(move_text).or(self.parse_san(move_text))
}
/// The function `push_san` takes a SAN (Standard Algebraic Notation) string, parses it into a move,
/// pushes the move onto the board, and returns the move.
///
/// Arguments:
///
/// * `san`: The `san` parameter in the `push_san` function is a reference to a string that
/// represents a move in Standard Algebraic Notation (SAN).
///
/// Returns:
///
/// The `push_san` function returns a `Result` containing an `Option` of `Move` or an `EngineError`.
pub fn push_san(&mut self, san: &str) -> Result<Option<Move>, EngineError> {
let move_ = self.parse_san(san)?;
self.push(move_);
Ok(move_)
}
/// The `push_sans` function removes double spaces and trims a string, splits it into
/// individual words, and then pushes each word as a move into a vector.
///
/// Arguments:
///
/// * `sans`: The `sans` parameter in the `push_sans` function is a reference to a string (`&str`)
/// that represents a sequence of chess moves in Standard Algebraic Notation (SAN). The function
/// processes this input by removing double spaces and trimming the string, then splitting it into
/// individual move tokens
///
/// Returns:
///
/// The `push_sans` function is returning a `Result` containing a `Vec` of `Option<Move>` or an
/// `EngineError`.
#[inline(always)]
pub fn push_sans(&mut self, sans: &str) -> Result<Vec<Option<Move>>, EngineError> {
remove_double_spaces_and_trim(sans)
.split(' ')
.map(|san| self.push_san(san))
.collect()
}
/// The function `push_uci` takes a UCI string, parses it into a move, pushes the move onto a stack,
/// and returns the move.
///
/// Arguments:
///
/// * `uci`: The `uci` parameter in the `push_uci` function is a reference to a string that
/// represents a move in UCI (Universal Chess Interface) notation.
///
/// Returns:
///
/// The function `push_uci` returns a `Result` containing an `Option` of `Move` or an `EngineError`.
pub fn push_uci(&mut self, uci: &str) -> Result<Option<Move>, EngineError> {
let move_ = self.parse_uci(uci)?;
self.push(move_);
Ok(move_)
}
/// The `push_str` function pushes a string to a data structure using the UCI protocol.
///
/// Arguments:
///
/// * `s`: The parameter `s` in the `push_str` function is a reference to a string slice (`&str`).
#[inline(always)]
pub fn push_str(&mut self, s: &str) {
self.push_uci(s).unwrap();
}
/// The function `push_uci_moves` takes a string of UCI moves, processes them, and pushes them onto
/// a vector of optional Moves.
///
/// Arguments:
///
/// * `uci_moves`: The `uci_moves` parameter is a string containing a series of UCI (Universal Chess
/// Interface) formatted moves separated by spaces.
///
/// Returns:
///
/// The `push_uci_moves` function returns a `Result` containing a `Vec` of `Option<Move>` or an
/// `EngineError`.
#[inline(always)]
pub fn push_uci_moves(&mut self, uci_moves: &str) -> Result<Vec<Option<Move>>, EngineError> {
remove_double_spaces_and_trim(uci_moves)
.split(' ')
.map(|san| self.push_uci(san))
.collect()
}
/// The function `algebraic_and_push` takes an optional move, determines if it is a check or
/// checkmate, and returns the algebraic notation of the move with appropriate suffixes.
///
/// Arguments:
///
/// * `optional_move`: The `optional_move` parameter is of type `impl Into<Option<Move>>`, which
/// means it can accept any type that can be converted into an `Option<Move>`. This parameter is
/// used to provide an optional move that the function will process.
/// * `long`: The `long` parameter in the `algebraic_and_push` function is a boolean flag that
/// indicates whether the algebraic notation should include long notation or not. When `long` is
/// true, the algebraic notation will include additional information, typically the starting and
/// ending squares of the move. When
///
/// Returns:
///
/// The function `algebraic_and_push` returns a `Result<String, BoardError>`. The result can either
/// be an `Ok` containing a `String` value representing the algebraic notation of a move with
/// optional suffixes like "#" for checkmate or "+" for check, or an `Err` containing a `BoardError`
/// if an error occurs during the execution of the function.
pub fn algebraic_and_push(
&mut self,
optional_move: impl Into<Option<Move>>,
long: bool,
) -> Result<String, BoardError> {
let optional_move = optional_move.into();
if optional_move.is_none() {
return Ok("--".to_string());
}
let move_ = optional_move.unwrap();
let san = move_.algebraic_without_suffix(self.get_sub_board(), long)?;
// Look ahead for check or checkmate.
self.push(move_);
let is_checkmate = self.is_checkmate();
// Add check or checkmate suffix.
if is_checkmate {
Ok(san + "#")
} else if self.is_check() {
Ok(san + "+")
} else {
Ok(san)
}
}
/// The function `san_and_push` takes an optional move and converts it into algebraic notation
/// before pushing it onto the board.
///
/// Arguments:
///
/// * `optional_move`: The `optional_move` parameter is a move that is optional and can be either
/// `Some(Move)` or `None`. It is passed as an argument to the `san_and_push` method.
///
/// Returns:
///
/// The `san_and_push` function is returning a `Result<String, BoardError>`.
#[inline(always)]
pub fn san_and_push(
&mut self,
optional_move: impl Into<Option<Move>>,
) -> Result<String, BoardError> {
self.algebraic_and_push(optional_move.into(), false)
}
/// The function `lan_and_push` takes an optional move and converts it into algebraic notation
/// before pushing it onto the board.
///
/// Arguments:
///
/// * `optional_move`: The `optional_move` parameter is of type `impl Into<Option<Move>>`, which
/// means it can accept any type that can be converted into an `Option<Move>`. This parameter is
/// used as an input to the `lan_and_push` method.
///
/// Returns:
///
/// The `lan_and_push` function returns a `Result<String, BoardError>`.
#[inline(always)]
pub fn lan_and_push(
&mut self,
optional_move: impl Into<Option<Move>>,
) -> Result<String, BoardError> {
self.algebraic_and_push(optional_move.into(), true)
}
/// The `variation_san` function processes a sequence of moves in a chess game, converting
/// them to Standard Algebraic Notation (SAN) format.
///
/// Arguments:
///
/// * `board`: The `board` parameter in the `variation_san` function represents the current state of
/// the chess board. It is of type `Board`, which likely contains information about the positions of
/// the pieces on the board, the current player's turn, and other relevant data for playing a game
/// of chess. The
/// * `variation`: The `variation_san` function you provided takes in a reference to a `Board` and a
/// vector of optional `Move`s called `variation`. The function iterates over the optional moves in
/// the variation, checks if each move is legal on the board, and constructs the Standard Algebraic
/// Notation (
///
/// Returns:
///
/// The function `variation_san` returns a `String` containing the Standard Algebraic Notation (SAN)
/// representation of the moves in the provided variation on the chess board.
fn variation_san(&self, board: &Board, variation: Vec<Option<Move>>) -> String {
let mut board = board.clone();
let mut san = Vec::new();
for optional_move in variation {
if let Some(move_) = optional_move {
if !board.is_legal(move_) {
panic!("illegal move {move_} in position {}", board.get_fen());
}
}
if board.turn() == White {
let san_str = board.san_and_push(optional_move);
san.push(format!(
"{}. {}",
board.get_fullmove_number(),
san_str.unwrap()
));
} else if san.is_empty() {
let san_str = board.san_and_push(optional_move);
san.push(format!(
"{}...{}",
board.get_fullmove_number(),
san_str.unwrap()
));
} else {
san.push(board.san_and_push(optional_move).unwrap().to_string());
}
}
let mut san_string = String::new();
for s in san {
san_string += &(s + " ");
}
san_string.trim().to_string()
}
/// The function `get_pgn` constructs a PGN (Portable Game Notation) string representation
/// of a chess game, including FEN (Forsyth-Edwards Notation) and move information.
///
/// Returns:
///
/// The `get_pgn` function returns a `String` containing the PGN (Portable Game Notation)
/// representation of a chess game. The PGN includes information such as the FEN (Forsyth-Edwards
/// Notation) of the starting position and the sequence of moves in standard algebraic notation.
pub fn get_pgn(&self) -> String {
let mut pgn = String::new();
if self.starting_fen != STARTING_POSITION_FEN {
pgn += &format!("[FEN \"{}\"]\n", self.starting_fen);
}
pgn += &self.variation_san(
&Self::from_fen(&self.starting_fen).unwrap(),
Vec::from_iter(
self.stack
.clone()
.into_iter()
.map(|(_, optional_m)| optional_m),
),
);
pgn
}
/// The function `perft_helper` recursively calculates the number of possible moves at a given depth
/// in a chess game, optionally printing the moves.
///
/// Arguments:
///
/// * `depth`: The `depth` parameter in the `perft_helper` function represents the depth to which the
/// function should calculate the number of possible moves. It determines how many moves ahead the
/// function should look to calculate the perft value.
/// * `print_move`: The `print_move` parameter in the `perft_helper` function is a boolean flag that
/// determines whether the function should print out the moves and their corresponding counts during
/// the perft calculation. If `print_move` is set to `true`, the function will display the move and
/// its count for each
///
/// Returns:
///
/// The `perft_helper` function is returning the total number of positions reached after exploring the
/// specified depth of the game tree.
fn perft_helper(&mut self, depth: Depth, print_move: bool) -> usize {
let moves = self.generate_legal_moves();
if depth == 1 {
return moves.len();
}
let mut count: usize = 0;
for move_ in moves {
self.push(move_);
let c_count = self.perft_helper(depth - 1, false);
self.pop();
if print_move {
println!(
"{}: {}",
move_.colorize(PERFT_MOVE_STYLE),
c_count.colorize(PERFT_COUNT_STYLE),
);
}
count += c_count;
}
count
}
/// The function `perft` calculates the number of possible moves at a given depth in a game.
///
/// Arguments:
///
/// * `depth`: The `depth` parameter represents the depth of the search tree to which the Perft
/// algorithm will be applied. It determines how many moves ahead the algorithm will explore to
/// calculate the number of possible positions.
///
/// Returns:
///
/// The `perft` function is returning the result of calling the `perft_helper` function with the
/// specified depth and a boolean value of `true`.
#[inline(always)]
pub fn perft(&mut self, depth: Depth) -> usize {
self.perft_helper(depth, true)
}
}
impl fmt::Display for Board {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(f, "{}", self.to_board_string(false))
}
}
impl Default for Board {
fn default() -> Self {
STARTING_POSITION_FEN.into()
}
}
impl FromStr for Board {
type Err = EngineError;
fn from_str(fen: &str) -> Result<Self, Self::Err> {
Self::from_fen(fen)
}
}
impl From<&str> for Board {
fn from(fen: &str) -> Self {
Self::from_fen(fen).unwrap()
}
}
impl From<SubBoard> for Board {
fn from(sub_board: SubBoard) -> Self {
let mut board = Self {
sub_board,
stack: Vec::new(),
starting_fen: STARTING_POSITION_FEN.to_string(),
repetition_table: RepetitionTable::new(),
};
board.repetition_table.insert(board.get_hash());
board
}
}
impl From<&SubBoard> for Board {
fn from(sub_board: &SubBoard) -> Self {
sub_board.to_owned().into()
}
}
macro_rules! copy_from_sub_board {
($($visibility:vis fn $function:ident(&self $(, $argument:ident: $argument_type:ty)* $(,)?) -> $return_type:ty),* $(,)?) => {
/// All the functions are copied from `SubBoard` struct.
impl Board {
$(
#[inline(always)]
$visibility fn $function(&self, $($argument: $argument_type),*) -> $return_type {
self.sub_board.$function($($argument),*)
}
)*
}
};
}
copy_from_sub_board!(
pub fn generate_legal_moves(&self) -> MoveGenerator,
pub fn generate_masked_legal_moves(&self, to_bitboard: BitBoard) -> MoveGenerator,
pub fn generate_legal_captures(&self) -> MoveGenerator,
pub fn get_hash(&self) -> u64,
pub fn get_pawn_hash(&self) -> u64,
pub fn get_material_score(&self) -> Score,
pub fn get_non_pawn_material_score_abs(&self) -> Score,
pub fn get_winning_side(&self) -> Option<Color>,
pub fn get_material_score_flipped(&self) -> Score,
pub fn get_material_score_abs(&self) -> Score,
pub fn is_legal(&self, move_: Move) -> bool,
pub fn score_flipped(&self, score: Score) -> Score,
pub fn get_masked_material_score_abs(&self, mask: BitBoard) -> Score,
pub fn get_fen(&self) -> String,
pub fn color_at(&self, square: Square) -> Option<Color>,
pub fn piece_type_at(&self, square: Square) -> Option<PieceType>,
pub fn piece_at(&self, square: Square) -> Option<Piece>,
pub fn get_checkers(&self) -> BitBoard,
pub fn get_king_square(&self, color: Color) -> Square,
pub fn turn(&self) -> Color,
pub fn occupied(&self) -> BitBoard,
pub fn occupied_co(&self, color: Color) -> BitBoard,
pub fn get_black_occupied(&self) -> BitBoard,
pub fn get_white_occupied(&self) -> BitBoard,
pub fn is_check(&self) -> bool,
pub fn is_checkmate(&self) -> bool,
pub fn status(&self) -> BoardStatus,
pub fn get_halfmove_clock(&self) -> u8,
pub fn get_fullmove_number(&self) -> NumMoves,
pub fn has_non_pawn_material(&self) -> bool,
pub fn get_non_king_pieces_mask(&self) -> BitBoard,
pub fn has_only_same_colored_bishop(&self) -> bool,
pub fn is_insufficient_material(&self) -> bool,
pub fn is_en_passant(&self, move_: Move) -> bool,
pub fn is_passed_pawn(&self, square: Square) -> bool,
pub fn is_capture(&self, move_: Move) -> bool,
pub fn is_zeroing(&self, move_: Move) -> bool,
pub fn get_piece_mask(&self, piece: PieceType) -> BitBoard,
pub fn ep_square(&self) -> Option<Square>,
pub fn is_castling(&self, move_: Move) -> bool,
pub fn get_num_pieces(&self) -> u32,
pub fn has_insufficient_material(&self, color: Color) -> bool,
pub fn gives_check(&self, move_: Move) -> bool,
pub fn gives_checkmate(&self, move_: Move) -> bool,
);
#[cfg(feature = "nnue")]
copy_from_sub_board!(
pub fn evaluate(&self) -> Score,
pub fn evaluate_flipped(&self) -> Score,
);