use crate::board::{Bitboard, Square}; use crate::movegen::bishop::bishop_moves; use crate::movegen::rook::rook_moves; use crate::movegen::Magic; use super::mask::{generate_bishop_mask, generate_rook_mask}; type MagicGenerationType = (Vec, Vec); #[allow(unused)] // FIXME: remove when used pub fn generate_bishop_magics(rng: &mut dyn random::Source) -> MagicGenerationType { generate_magics(rng, generate_bishop_mask, bishop_moves) } #[allow(unused)] // FIXME: remove when used pub fn generate_rook_magics(rng: &mut dyn random::Source) -> MagicGenerationType { generate_magics(rng, generate_rook_mask, rook_moves) } fn generate_magics( rng: &mut dyn random::Source, mask_fn: impl Fn(Square) -> Bitboard, moves_fn: impl Fn(Square, Bitboard) -> Bitboard, ) -> MagicGenerationType { let mut magics = Vec::new(); let mut boards = Vec::new(); for square in Square::iter() { let mask = mask_fn(square); let mut candidate: Magic; let occupancy_to_moves: Vec<_> = mask .iter_power_set() .map(|occupancy| (occupancy, moves_fn(square, occupancy))) .collect(); 'candidate_search: loop { candidate = Magic { magic: magic_candidate(rng), offset: 0, mask, shift: (64 - mask.count()) as u8, }; let mut candidate_moves = vec![Bitboard::EMPTY; occupancy_to_moves.len()]; for (occupancy, moves) in occupancy_to_moves.iter().cloned() { let index = candidate.get_index(occupancy); // Non-constructive collision, try with another candidate if candidate_moves[index] != Bitboard::EMPTY && candidate_moves[index] != moves { continue 'candidate_search; } candidate_moves[index] = moves; } // We have filled all candidate boards, record the correct offset and add the moves candidate.offset = boards.len(); boards.append(&mut candidate_moves); magics.push(candidate); break; } } (magics, boards) } fn magic_candidate(rng: &mut dyn random::Source) -> u64 { rng.read_u64() & rng.read_u64() & rng.read_u64() }