# include "constants.h"
# include <vector>
# include <array>
# include <iostream>
const std : : array < int , 4 > ROOK_PIECE_OFFSETS = { - 1 , - 10 , 1 , 10 } ;
const std : : array < int , 4 > BISHOP_PIECE_OFFSETS = { - 11 , - 9 , 9 , 11 } ;
const std : : array < int , 8 > KNIGHT_PIECE_OFFSETS = { - 12 , - 21 , - 19 , - 8 , 8 , 12 , 19 , 21 } ;
const std : : array < int , 8 > KING_PIECE_OFFSETS = { - 11 , - 10 , - 9 , 9 , 10 , 11 } ;
inline Position _pair_to_pos_unsafe ( int x , int y ) {
return static_cast < Position > ( std : : abs ( y - 7 ) * 8 + x ) ;
}
// This function returns true if the color of the piece on tile (x,y) is the Color c
bool _xy_is_color ( int pos , std : : array < PieceType , 120 > * board , Color c ) {
return c = = Color : : WHITE ? is_white ( ( * board ) [ pos ] ) : is_black ( ( * board ) [ pos ] ) ;
}
Color _rev_color ( Color c ) {
return c = = Color : : WHITE ? Color : : BLACK : Color : : WHITE ;
}
// This function will set the boolean guarding it to false if it is blocked, thus stopping it from running.
void _add_if_not_blocked ( int pos , int from , std : : vector < int > * pns , std : : array < PieceType , 120 > * board , Color color_of_piece , Color color_of_opposite , bool * is_not_blocked ) {
if ( * is_not_blocked ) {
if ( ! is_valid_position ( pos ) ) {
* is_not_blocked = false ;
} else {
if ( _xy_is_color ( pos , board , color_of_piece ) ) {
* is_not_blocked = false ;
} else if ( _xy_is_color ( pos , board , color_of_opposite ) ) {
pns - > push_back ( make_move ( from , pos , ( * board ) [ pos ] ) ) ;
* is_not_blocked = false ;
} else {
pns - > push_back ( make_move ( from , pos , ( * board ) [ pos ] ) ) ;
}
}
}
}
// Only for the king, using rays for left and right, and adding the castle flag if needed.
void _king_add_if_not_blocked ( int pos , int from , std : : vector < int > * pns , std : : array < PieceType , 120 > * board , Color color_of_piece , Color color_of_opposite , bool * is_not_blocked , int castle_flag ) {
if ( * is_not_blocked ) {
if ( ! is_valid_position ( pos ) ) {
* is_not_blocked = false ;
} else {
if ( _xy_is_color ( pos , board , color_of_piece ) ) {
* is_not_blocked = false ;
} else if ( _xy_is_color ( pos , board , color_of_opposite ) ) {
pns - > push_back ( make_move ( from , pos , ( * board ) [ pos ] , PieceType : : NONE , 0 , 0 , castle_flag ) ) ;
* is_not_blocked = false ;
} else {
pns - > push_back ( make_move ( from , pos , ( * board ) [ pos ] , PieceType : : NONE , 0 , 0 , castle_flag ) ) ;
}
}
}
}
// This function is for non-ray types only, as it ignores the 'ray rules', and just jumps over stuff (e.g. knight), or only moves one space generally (e.g. king)
void _add_if_not_blocked ( int pos , int from , std : : vector < int > * pns , std : : array < PieceType , 120 > * board , Color color_of_piece , Color color_of_opposite ) {
if ( ! is_valid_position ( pos ) | |
_xy_is_color ( pos , board , color_of_piece ) ) {
return ;
} else {
pns - > push_back ( make_move ( from , pos , ( * board ) [ pos ] ) ) ;
}
}
// This is a specialized function for the pawn's diagonal takes.
// It will only to pns if there is a piece of opposite color on it.
void _pawn_diag_add_if_not_blocked ( int pos , int from , std : : vector < int > * pns , std : : array < PieceType , 120 > * board , Color color_of_piece , Color color_of_opposite , int en_passant , int promoting ) {
if ( is_valid_position ( pos ) ) {
if ( _xy_is_color ( pos , board , color_of_opposite ) ) {
if ( promoting ) {
if ( color_of_piece = = Color : : WHITE ) {
pns - > push_back ( make_move ( from , pos , ( * board ) [ pos ] , PieceType : : W_KNIGHT ) ) ;
pns - > push_back ( make_move ( from , pos , ( * board ) [ pos ] , PieceType : : W_BISHOP ) ) ;
pns - > push_back ( make_move ( from , pos , ( * board ) [ pos ] , PieceType : : W_ROOK ) ) ;
pns - > push_back ( make_move ( from , pos , ( * board ) [ pos ] , PieceType : : W_QUEEN ) ) ;
} else {
pns - > push_back ( make_move ( from , pos , ( * board ) [ pos ] , PieceType : : B_KNIGHT ) ) ;
pns - > push_back ( make_move ( from , pos , ( * board ) [ pos ] , PieceType : : B_BISHOP ) ) ;
pns - > push_back ( make_move ( from , pos , ( * board ) [ pos ] , PieceType : : B_ROOK ) ) ;
pns - > push_back ( make_move ( from , pos , ( * board ) [ pos ] , PieceType : : B_QUEEN ) ) ;
}
} else {
pns - > push_back ( make_move ( from , pos , ( * board ) [ pos ] ) ) ;
}
} else if ( pos = = en_passant ) {
// If capturing from the left to the right, set the captured piece to directly right of current from pos (+1)
// ...otherwise get to the right (-1)
int captured_pos = from - pos > 0 ? from + 1 : from - 1 ;
pns - > push_back ( make_move ( from , pos , ( * board ) [ captured_pos ] , PieceType : : NONE , 1 ) ) ;
}
}
}
// This is a specialized functions for the pawn's inability to take going forward.
// Notice the lack of push_backion where there usually is when (x,y) is a different color.
void _pawn_add_if_not_blocked ( int pos , int from , std : : vector < int > * pns , std : : array < PieceType , 120 > * board , Color color_of_piece , Color color_of_opposite , bool * is_not_blocked , bool double_move ) {
if ( * is_not_blocked ) {
if ( ( * board ) [ pos ] ! = PieceType : : NONE | |
( * board ) [ pos ] = = PieceType : : INV ) {
* is_not_blocked = false ;
} else {
double_move ? pns - > push_back ( make_move ( from , pos , ( * board ) [ pos ] , PieceType : : NONE , 0 , 1 ) ) : pns - > push_back ( make_move ( from , pos , ( * board ) [ pos ] ) ) ;
}
}
}
void _get_all_moves_rook ( int pos , std : : vector < int > * pns , std : : array < PieceType , 120 > * board , Color pc , Color rc ) {
for ( int rk_off : ROOK_PIECE_OFFSETS ) {
bool * not_blocked = new bool ( true ) ;
for ( int offset = 1 ; offset < 8 ; offset + + ) {
_add_if_not_blocked ( pos + ( rk_off * offset ) , pos , pns , board , pc , rc , not_blocked ) ;
}
}
/*
bool * not_blocked_addx = new bool ( true ) ;
bool * not_blocked_minx = new bool ( true ) ;
bool * not_blocked_addy = new bool ( true ) ;
bool * not_blocked_miny = new bool ( true ) ;
for ( int offset = 1 ; offset < 8 ; offset + + ) {
_add_if_not_blocked ( x + offset , y , pns , board , pc , rc , not_blocked_addx ) ;
_add_if_not_blocked ( x , y + offset , pns , board , pc , rc , not_blocked_addy ) ;
_add_if_not_blocked ( x - offset , y , pns , board , pc , rc , not_blocked_minx ) ;
_add_if_not_blocked ( x , y - offset , pns , board , pc , rc , not_blocked_miny ) ;
}
*/
}
void _get_all_moves_bishop ( int pos , std : : vector < int > * pns , std : : array < PieceType , 120 > * board , Color pc , Color rc ) {
for ( int bs_off : BISHOP_PIECE_OFFSETS ) {
bool * not_blocked = new bool ( true ) ;
for ( int offset = 1 ; offset < 8 ; offset + + ) {
_add_if_not_blocked ( pos + ( bs_off * offset ) , pos , pns , board , pc , rc , not_blocked ) ;
}
}
/*
bool * not_blocked_addx_addy = new bool ( true ) ;
bool * not_blocked_addx_miny = new bool ( true ) ;
bool * not_blocked_minx_addy = new bool ( true ) ;
bool * not_blocked_minx_miny = new bool ( true ) ;
for ( int offset = 1 ; offset < 8 ; offset + + ) {
int xpoff = x + offset ;
int ypoff = y + offset ;
int xnoff = x - offset ;
int ynoff = y - offset ;
_add_if_not_blocked ( xpoff , ypoff , pns , board , pc , rc , not_blocked_addx_addy ) ;
_add_if_not_blocked ( xpoff , ynoff , pns , board , pc , rc , not_blocked_addx_miny ) ;
_add_if_not_blocked ( xnoff , ypoff , pns , board , pc , rc , not_blocked_minx_addy ) ;
_add_if_not_blocked ( xnoff , ynoff , pns , board , pc , rc , not_blocked_minx_miny ) ;
}
*/
}
void _get_all_moves_knight ( int pos , std : : vector < int > * pns , std : : array < PieceType , 120 > * board , Color pc , Color rc ) {
for ( int kn_off : KNIGHT_PIECE_OFFSETS ) {
_add_if_not_blocked ( pos + kn_off , pos , pns , board , pc , rc ) ;
}
/*
for ( int xo = 1 ; xo < = 2 ; xo + + ) {
int yo = ( xo = = 1 ) ? 2 : 1 ;
_add_if_not_blocked ( x + xo , y + yo , pns , board , pc , rc ) ;
_add_if_not_blocked ( x - xo , y + yo , pns , board , pc , rc ) ;
_add_if_not_blocked ( x + xo , y - yo , pns , board , pc , rc ) ;
_add_if_not_blocked ( x - xo , y - yo , pns , board , pc , rc ) ;
}
*/
}
void _get_all_moves_king ( int pos , std : : vector < int > * pns , std : : array < PieceType , 120 > * board , Color pc , Color rc , int castle_perms ) {
for ( int kn_off : KING_PIECE_OFFSETS ) {
_add_if_not_blocked ( pos + kn_off , pos , pns , board , pc , rc ) ;
}
bool * left_castle = new bool ( true ) ;
bool * right_castle = new bool ( true ) ;
if ( pc = = Color : : WHITE ) {
_king_add_if_not_blocked ( pos + 1 , pos , pns , board , pc , rc , right_castle , 0 ) ;
_king_add_if_not_blocked ( pos - 1 , pos , pns , board , pc , rc , left_castle , 0 ) ;
if ( castle_perms & CastlePerms : : WKS ) {
_king_add_if_not_blocked ( pos + 2 , pos , pns , board , pc , rc , right_castle , 1 ) ;
}
if ( castle_perms & CastlePerms : : WQS & & ( * board ) [ pos - 3 ] = = PieceType : : NONE ) {
_king_add_if_not_blocked ( pos - 2 , pos , pns , board , pc , rc , left_castle , 1 ) ;
}
} else {
_king_add_if_not_blocked ( pos + 1 , pos , pns , board , pc , rc , right_castle , 0 ) ;
_king_add_if_not_blocked ( pos - 1 , pos , pns , board , pc , rc , left_castle , 0 ) ;
if ( castle_perms & CastlePerms : : BKS ) {
_king_add_if_not_blocked ( pos + 2 , pos , pns , board , pc , rc , right_castle , 1 ) ;
}
if ( castle_perms & CastlePerms : : BQS & & ( * board ) [ pos - 3 ] = = PieceType : : NONE ) {
_king_add_if_not_blocked ( pos - 2 , pos , pns , board , pc , rc , left_castle , 1 ) ;
}
}
/*
_add_if_not_blocked ( x + 1 , y + 1 , pns , board , pc , rc ) ;
_add_if_not_blocked ( x + 1 , y - 1 , pns , board , pc , rc ) ;
_add_if_not_blocked ( x - 1 , y + 1 , pns , board , pc , rc ) ;
_add_if_not_blocked ( x - 1 , y - 1 , pns , board , pc , rc ) ;
_add_if_not_blocked ( x , y + 1 , pns , board , pc , rc ) ;
_add_if_not_blocked ( x , y - 1 , pns , board , pc , rc ) ;
_add_if_not_blocked ( x + 1 , y , pns , board , pc , rc ) ;
_add_if_not_blocked ( x - 1 , y , pns , board , pc , rc ) ;
*/
}
void _get_all_moves_pawn ( int pos , std : : vector < int > * pns , std : : array < PieceType , 120 > * board , Color pc , Color rc , int en_passant ) {
// if it's white use different offsets, and pawn starting rank
int offset2 = pc = = Color : : WHITE ? - 20 : 20 ;
int offset1 = pc = = Color : : WHITE ? - 10 : 10 ;
int default_pawn_rank = pc = = Color : : WHITE ? Rank : : RANK2 : Rank : : RANK7 ;
int promotion_rank = pc = = Color : : WHITE ? Rank : : RANK7 : Rank : : RANK2 ;
int is_promoting_if_forward = get_rank ( pos ) = = promotion_rank ? 1 : 0 ;
bool * free_to_double_move = new bool ( true ) ;
_pawn_add_if_not_blocked ( pos + offset1 , pos , pns , board , pc , rc , free_to_double_move , false ) ;
if ( get_rank ( pos ) = = default_pawn_rank ) { // If on second/seventh rank
_pawn_add_if_not_blocked ( pos + offset2 , pos , pns , board , pc , rc , free_to_double_move , true ) ;
}
// pos+offset1 is 1 rank up (or down) depending on color.
// Adding, or removing one will shift it over by one square, hence diagnoals.
_pawn_diag_add_if_not_blocked ( pos + offset1 + 1 , pos , pns , board , pc , rc , en_passant , is_promoting_if_forward ) ;
_pawn_diag_add_if_not_blocked ( pos + offset1 - 1 , pos , pns , board , pc , rc , en_passant , is_promoting_if_forward ) ;
}