Add bitboard-based move generation
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@ -3,3 +3,7 @@ pub mod naive;
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// Magic bitboard generation
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pub(crate) mod wizardry;
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// Magic bitboard definitions
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mod moves;
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pub use moves::*;
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135
src/movegen/moves.rs
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135
src/movegen/moves.rs
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@ -0,0 +1,135 @@
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use std::sync::OnceLock;
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use crate::{
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board::{Bitboard, Color, File, Square},
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movegen::{
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naive,
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wizardry::{generate_bishop_magics, generate_rook_magics, MagicMoves, RandGen},
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},
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};
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// A simple XOR-shift RNG implementation.
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struct SimpleRng(u64);
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impl SimpleRng {
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pub fn new() -> Self {
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Self(4) // https://xkcd.com/221/
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}
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}
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impl RandGen for SimpleRng {
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fn gen(&mut self) -> u64 {
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self.0 ^= self.0 >> 12;
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self.0 ^= self.0 << 25;
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self.0 ^= self.0 >> 27;
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self.0
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}
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}
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/// Compute the set of possible non-attack moves for a pawn on a [Square], given its [Color] and
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/// set of blockers.
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pub fn pawn_quiet_moves(color: Color, square: Square, blockers: Bitboard) -> Bitboard {
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static PAWN_MOVES: OnceLock<[[Bitboard; 64]; 2]> = OnceLock::new();
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// If there is a piece in front of the pawn, it can't advance
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if !(color.backward_direction().move_board(blockers) & square).is_empty() {
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return Bitboard::EMPTY;
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}
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PAWN_MOVES.get_or_init(|| {
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let mut res = [[Bitboard::EMPTY; 64]; 2];
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for color in Color::iter() {
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for square in Square::iter() {
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res[color.index()][square.index()] =
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naive::pawn_moves(color, square, Bitboard::EMPTY);
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}
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}
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res
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})[color.index()][square.index()]
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}
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/// Compute the set of possible attacks for a pawn on a [Square], given its [Color].
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pub fn pawn_attacks(color: Color, square: Square) -> Bitboard {
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static PAWN_ATTACKS: OnceLock<[[Bitboard; 64]; 2]> = OnceLock::new();
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PAWN_ATTACKS.get_or_init(|| {
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let mut res = [[Bitboard::EMPTY; 64]; 2];
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for color in Color::iter() {
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for square in Square::iter() {
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res[color.index()][square.index()] = naive::pawn_captures(color, square);
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}
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}
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res
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})[color.index()][square.index()]
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}
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/// Compute the set of possible moves for a pawn on a [Square], given its [Color] and set of
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/// blockers.
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pub fn pawn_moves(color: Color, square: Square, blockers: Bitboard) -> Bitboard {
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pawn_quiet_moves(color, square, blockers) | pawn_attacks(color, square)
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}
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/// Compute the set of possible moves for a knight on a [Square].
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pub fn knight_moves(square: Square) -> Bitboard {
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static KNIGHT_MOVES: OnceLock<[Bitboard; 64]> = OnceLock::new();
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KNIGHT_MOVES.get_or_init(|| {
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let mut res = [Bitboard::EMPTY; 64];
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for square in Square::iter() {
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res[square.index()] = naive::knight_moves(square)
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}
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res
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})[square.index()]
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}
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/// Compute the set of possible moves for a bishop on a [Square], given its set of blockers.
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pub fn bishop_moves(square: Square, blockers: Bitboard) -> Bitboard {
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static BISHOP_MAGICS: OnceLock<MagicMoves> = OnceLock::new();
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BISHOP_MAGICS
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.get_or_init(|| {
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let (magics, moves) = generate_bishop_magics(&mut SimpleRng::new());
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// SAFETY: we used the generator function to compute these values
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unsafe { MagicMoves::new(magics, moves) }
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})
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.query(square, blockers)
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}
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/// Compute the set of possible moves for a rook on a [Square], given its set of blockers.
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pub fn rook_moves(square: Square, blockers: Bitboard) -> Bitboard {
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static ROOK_MAGICS: OnceLock<MagicMoves> = OnceLock::new();
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ROOK_MAGICS
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.get_or_init(|| {
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let (magics, moves) = generate_rook_magics(&mut SimpleRng::new());
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// SAFETY: we used the generator function to compute these values
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unsafe { MagicMoves::new(magics, moves) }
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})
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.query(square, blockers)
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}
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/// Compute the set of possible moves for a queen on a [Square], given its set of blockers.
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pub fn queen_moves(square: Square, blockers: Bitboard) -> Bitboard {
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bishop_moves(square, blockers) | rook_moves(square, blockers)
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}
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/// Compute the set of possible moves for a king on a [Square].
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pub fn king_moves(square: Square) -> Bitboard {
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static KING_MOVES: OnceLock<[Bitboard; 64]> = OnceLock::new();
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KING_MOVES.get_or_init(|| {
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let mut res = [Bitboard::EMPTY; 64];
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for square in Square::iter() {
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res[square.index()] = naive::king_moves(square)
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}
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res
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})[square.index()]
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}
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/// Compute the squares which should be empty for a king-side castle of the given [Color].
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pub fn kind_side_castle_blockers(color: Color) -> Bitboard {
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let rank = color.first_rank();
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Square::new(File::F, rank) | Square::new(File::G, rank)
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}
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/// Compute the squares which should be empty for a queen-side castle of the given [Color].
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pub fn queen_side_castle_blockers(color: Color) -> Bitboard {
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let rank = color.first_rank();
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Square::new(File::B, rank) | Square::new(File::C, rank) | Square::new(File::D, rank)
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}
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