Validate en-passant square's rank in 'ChessBoard'
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@ -9,7 +9,7 @@ pub enum InvalidError {
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InvalidPawnPosition,
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InvalidPawnPosition,
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/// Castling rights do not match up with the state of the board.
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/// Castling rights do not match up with the state of the board.
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InvalidCastlingRights,
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InvalidCastlingRights,
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/// En-passant target square is not empty and behind an opponent's pawn.
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/// En-passant target square is not empty, behind an opponent's pawn, on the correct rank.
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InvalidEnPassant,
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InvalidEnPassant,
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/// The two kings are next to each other.
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/// The two kings are next to each other.
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NeighbouringKings,
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NeighbouringKings,
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@ -33,7 +33,7 @@ impl std::fmt::Display for InvalidError {
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"Castling rights do not match up with the state of the board."
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"Castling rights do not match up with the state of the board."
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}
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}
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Self::InvalidEnPassant => {
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Self::InvalidEnPassant => {
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"En-passant target square is not empty and behind an opponent's pawn."
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"En-passant target square is not empty, behind an opponent's pawn, on the correct rank."
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}
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}
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Self::NeighbouringKings => "The two kings are next to each other.",
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Self::NeighbouringKings => "The two kings are next to each other.",
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Self::OpponentInCheck => "The opponent is currently in check.",
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Self::OpponentInCheck => "The opponent is currently in check.",
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@ -297,12 +297,22 @@ impl ChessBoard {
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}
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}
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}
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}
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// The current en-passant target square must be empty, right behind an opponent's pawn.
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// En-passant validation
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if let Some(square) = self.en_passant() {
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if let Some(square) = self.en_passant() {
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// Must be empty
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if !(self.combined_occupancy() & square).is_empty() {
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if !(self.combined_occupancy() & square).is_empty() {
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return Err(InvalidError::InvalidEnPassant);
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return Err(InvalidError::InvalidEnPassant);
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}
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}
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let opponent_pawns = self.occupancy(Piece::Pawn, !self.current_player());
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let opponent = !self.current_player();
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// Must be on the opponent's third rank
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if (square & opponent.third_rank().into_bitboard()).is_empty() {
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return Err(InvalidError::InvalidEnPassant);
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}
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// Must be behind a pawn
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let opponent_pawns = self.occupancy(Piece::Pawn, opponent);
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let double_pushed_pawn = self
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let double_pushed_pawn = self
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.current_player()
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.current_player()
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.backward_direction()
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.backward_direction()
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