Generate all pseudolegal moves

This commit is contained in:
Alex Clink 2021-09-11 00:07:22 -04:00
parent af020fb3c6
commit e496f6c51a
5 changed files with 198 additions and 41 deletions

View file

@ -3,66 +3,204 @@ require "../../src/lx_chess/board"
require "../../src/lx_chess/piece" require "../../src/lx_chess/piece"
require "../../src/lx_chess/move_set" require "../../src/lx_chess/move_set"
require "../../src/lx_chess/game" require "../../src/lx_chess/game"
require "../../src/lx_chess/term_board"
def debug_board(game : LxChess::Game, moves : Array(Int16))
puts
gb = LxChess::TermBoard.new(game.board)
gb.highlight(moves)
gb.draw
puts
end
describe LxChess::Game do describe LxChess::Game do
describe "#moves" do describe "#moves" do
it "correctly generates white pawn moves from the initial rank" do it "correctly generates white pawn moves from the initial rank" do
game = LxChess::Game.new game = LxChess::Game.new
game.board["e2"] = LxChess::Piece.from_fen('P') game.board["e2"] = LxChess::Piece.from_fen('P')
moves = game.moves("e2") if move_set = game.moves("e2")
moves.map { |m| game.board.cord(m) }.should eq(["e3", "e4"]) debug_board(game, move_set.moves)
move_set.moves.map { |m| game.board.cord(m) }.should eq(%w[e3 e4])
else
raise "no moves"
end
end end
it "correctly generates black pawn moves from the initial rank" do it "correctly generates black pawn moves from the initial rank" do
game = LxChess::Game.new game = LxChess::Game.new
game.board["e7"] = LxChess::Piece.from_fen('p') game.board["e7"] = LxChess::Piece.from_fen('p')
moves = game.moves("e7") if move_set = game.moves("e7")
moves.map { |m| game.board.cord(m) }.should eq(["e6", "e5"]) debug_board(game, move_set.moves)
move_set.moves.map { |m| game.board.cord(m) }.should eq(%w[e6 e5])
else
raise "no moves"
end
end end
it "correctly generates single white pawn moves" do it "correctly generates single white pawn moves" do
game = LxChess::Game.new game = LxChess::Game.new
game.board["e3"] = LxChess::Piece.from_fen('P') game.board["e3"] = LxChess::Piece.from_fen('P')
moves = game.moves("e3") if move_set = game.moves("e3")
moves.map { |m| game.board.cord(m) }.should eq(["e4"]) debug_board(game, move_set.moves)
move_set.moves.map { |m| game.board.cord(m) }.should eq(%w[e4])
else
raise "no moves"
end
end end
it "correctly generates black white pawn moves" do it "correctly generates black white pawn moves" do
game = LxChess::Game.new game = LxChess::Game.new
game.board["e6"] = LxChess::Piece.from_fen('p') game.board["e6"] = LxChess::Piece.from_fen('p')
moves = game.moves("e6") if move_set = game.moves("e6")
moves.map { |m| game.board.cord(m) }.should eq(["e5"]) debug_board(game, move_set.moves)
move_set.moves.map { |m| game.board.cord(m) }.should eq(%w[e5])
else
raise "no moves"
end
end end
it "correctly generates knight moves" do it "correctly generates knight moves" do
game = LxChess::Game.new game = LxChess::Game.new
game.board["c3"] = LxChess::Piece.from_fen('N') game.board["c3"] = LxChess::Piece.from_fen('N')
moves = game.moves("c3") if move_set = game.moves("c3")
moves.map { |m| game.board.cord(m) }.should eq(["a4", "b5", "d5", "e4", "e2", "d1", "b1", "a2"]) debug_board(game, move_set.moves)
move_set.moves.map { |m| game.board.cord(m) }.should eq(%w[a4 b5 d5 e4 e2 d1 b1 a2])
else
raise "no moves"
end
end
it "does not generate knight moves that cross the left border edge" do
game = LxChess::Game.new
game.board["a1"] = LxChess::Piece.from_fen('N')
if move_set = game.moves("a1")
debug_board(game, move_set.moves)
move_set.moves.map { |m| game.board.cord(m) }.should eq(%w[b3 c2])
else
raise "no moves"
end
end
it "does not generate knight moves that cross the right border edge" do
game = LxChess::Game.new
game.board["h1"] = LxChess::Piece.from_fen('N')
if move_set = game.moves("h1")
debug_board(game, move_set.moves)
move_set.moves.map { |m| game.board.cord(m) }.should eq(%w[f2 g3])
else
raise "no moves"
end
end end
it "correctly generates rook moves" do it "correctly generates rook moves" do
game = LxChess::Game.new game = LxChess::Game.new
game.board["e4"] = LxChess::Piece.from_fen('R') game.board["e4"] = LxChess::Piece.from_fen('R')
moves = game.moves("e4") if move_set = game.moves("e4")
moves.map { |m| game.board.cord(m) }.should eq([ debug_board(game, move_set.moves)
"d4", "c4", "b4", "a4", move_set.moves.map { |m| game.board.cord(m) }.should eq(%w[
"e5", "e6", "e7", "e8", d4 c4 b4 a4
"f4", "g4", "h4", e5 e6 e7 e8
"e3", "e2", "e1", f4 g4 h4
]) e3 e2 e1
])
else
raise "no moves"
end
end end
it "correctly generates bishop moves" do it "correctly generates bishop moves" do
game = LxChess::Game.new game = LxChess::Game.new
game.board["e4"] = LxChess::Piece.from_fen('B') game.board["e4"] = LxChess::Piece.from_fen('B')
moves = game.moves("e4") if move_set = game.moves("e4")
moves.map { |m| game.board.cord(m) }.should eq([ debug_board(game, move_set.moves)
"d5", "c6", "b7", "a8", move_set.moves.map { |m| game.board.cord(m) }.should eq(%w[
"f5", "g6", "h7", d5 c6 b7 a8
"f3", "g2", "h1", f5 g6 h7
"d3", "c2", "b1", f3 g2 h1
]) d3 c2 b1
])
else
raise "no moves"
end
end
it "correctly generates king moves" do
game = LxChess::Game.new
game.board["e4"] = LxChess::Piece.from_fen('K')
if move_set = game.moves("e4")
debug_board(game, move_set.moves)
move_set.moves.map { |m| game.board.cord(m) }.should eq(%w[
d4 d5 e5 f5 f4 f3 e3 d3
])
else
raise "no moves"
end
end
it "does not generate king moves crossing the right border" do
game = LxChess::Game.new
game.board["h4"] = LxChess::Piece.from_fen('K')
if move_set = game.moves("h4")
debug_board(game, move_set.moves)
move_set.moves.map { |m| game.board.cord(m) }.should eq(%w[
g4 g5 h5 h3 g3
])
else
raise "no moves"
end
end
it "correctly generates queen moves" do
game = LxChess::Game.new
game.board["e4"] = LxChess::Piece.from_fen('Q')
if move_set = game.moves("e4")
debug_board(game, move_set.moves)
move_set.moves.map { |m| game.board.cord(m) }.should eq(%w[
d5 c6 b7 a8
f5 g6 h7
f3 g2 h1
d3 c2 b1
d4 c4 b4 a4
e5 e6 e7 e8
f4 g4 h4
e3 e2 e1
])
else
raise "no moves"
end
end
it "blocks moves when a piece is in the way" do
game = LxChess::Game.new
game.board["e4"] = LxChess::Piece.from_fen('B')
game.board["f5"] = LxChess::Piece.from_fen('P')
if move_set = game.moves("e4")
debug_board(game, move_set.moves)
move_set.moves.map { |m| game.board.cord(m) }.should eq(%w[
d5 c6 b7 a8
f3 g2 h1
d3 c2 b1
])
else
raise "no moves"
end
end
it "adds captures before blocking further moves" do
game = LxChess::Game.new
game.board["e4"] = LxChess::Piece.from_fen('B')
game.board["f5"] = LxChess::Piece.from_fen('p')
if move_set = game.moves("e4")
debug_board(game, move_set.moves)
move_set.moves.map { |m| game.board.cord(m) }.should eq(%w[
d5 c6 b7 a8
f5
f3 g2 h1
d3 c2 b1
])
else
raise "no moves"
end
end end
end end
end end

View file

@ -44,7 +44,9 @@ loop do
if input if input
notation = LxChess::Notation.new(input) notation = LxChess::Notation.new(input)
input = input.to_i16 if input =~ /^\d+$/ input = input.to_i16 if input =~ /^\d+$/
puts game.moves(input).map { |m| game.board.cord(m) } if move_set = game.moves(input)
puts move_set.moves.map { |m| game.board.cord(m) }
end
# from, to = game.parse_san(notation) # from, to = game.parse_san(notation)
# if from && to # if from && to
# puts "#{notation.to_s}: #{game.board.cord(from)} => #{game.board.cord(to)}" # puts "#{notation.to_s}: #{game.board.cord(from)} => #{game.board.cord(to)}"

View file

@ -76,9 +76,7 @@ module LxChess
{x: -1, y: -1}, # down left {x: -1, y: -1}, # down left
]) ])
end end
set.moves set
else
[] of Int16
end end
end end
end end

View file

@ -11,13 +11,17 @@ module LxChess
@moves = [] of Int16 @moves = [] of Int16
end end
def add_vector(x : Int16, y : Int16, limit : Int16) def origin
add_vector(y * @board.width + x, limit) @piece.index.as(Int16)
end end
def add_vector(offset : Int16, limit : Int16) def add_vector(x : Int16, y : Int16, limit : Int16)
dist_edge = @board.dist_left(origin) if x.negative?
dist_edge = @board.dist_right(origin) if x.positive?
limit = dist_edge if dist_edge && dist_edge < limit
offset = y * @board.width + x
step = offset step = offset
location = @piece.index.as(Int16)
limit.times do limit.times do
info = add_offset(offset) info = add_offset(offset)
offset += step offset += step
@ -27,25 +31,22 @@ module LxChess
def add_offsets(offsets : Array(NamedTuple(x: Int32, y: Int32))) def add_offsets(offsets : Array(NamedTuple(x: Int32, y: Int32)))
offsets.each do |cord| offsets.each do |cord|
# Check if the offset crosses the border
next if cord[:x].negative? && origin + cord[:x] < @board.border_left(origin)
next if cord[:x].positive? && origin + cord[:x] > @board.border_right(origin)
offset = cord[:y] * @board.width + cord[:x] offset = cord[:y] * @board.width + cord[:x]
add_offset(offset.to_i16) add_offset(offset.to_i16)
end end
end end
def add_offsets(offsets : Array(Int16))
offsets.each do |offset|
add_offset(offset)
end
end
def add_offset(x : Int16, y : Int16) def add_offset(x : Int16, y : Int16)
add_offset(y * @board.width + x) add_offset(y * @board.width + x)
end end
# TODO: Stop at the board edges # Does not check for crossing border edges
def add_offset(offset : Int16) def add_offset(offset : Int16)
added = false; stop = false added = false; stop = false
location = @piece.index.as(Int16) + offset location = origin + offset
if location < 0 || location >= @board.squares.size if location < 0 || location >= @board.squares.size
# Beyond top or bottom # Beyond top or bottom
stop = true stop = true

View file

@ -8,6 +8,7 @@ module LxChess
def initialize(@board : Board) def initialize(@board : Board)
@flipped = false @flipped = false
@highlights = {} of Int16 => Tuple(Symbol, Symbol)
@bg_dark = :green @bg_dark = :green
@bg_light = :light_green @bg_light = :light_green
@ -42,6 +43,16 @@ module LxChess
@flipped ? (width - 1).downto(0) : 0.upto(width - 1) @flipped ? (width - 1).downto(0) : 0.upto(width - 1)
end end
def highlight(indicies : Array(Int16), color = {:light_yellow, :yellow})
indicies.each do |index|
@highlights[index] = color
end
end
def clear
@highlights = {} of Int16 => Tuple(Symbol, Symbol)
end
def draw(io = STDOUT) def draw(io = STDOUT)
ranks.each do |y| ranks.each do |y|
io << (y + 1) << ": " io << (y + 1) << ": "
@ -50,7 +61,14 @@ module LxChess
index = @board.index(x, y) index = @board.index(x, y)
piece = @board[index] piece = @board[index]
background = (index + y) % 2 == 0 ? @bg_dark : @bg_light tint = (index + y) % 2 == 0 ? :light : :dark
background =
if @highlights[index]?
@highlights[index][tint == :light ? 0 : 1]
else
tint == :light ? @bg_light : @bg_dark
end
if piece if piece
foreground = piece.white? ? @fg_light : @fg_dark foreground = piece.white? ? @fg_light : @fg_dark