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position.go
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position.go
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package chess
// Position represents a position in chess game
type Position struct {
board Board // pieces on the board
activeColor Color // White or Black
epSquare Square // en-passant square (behind capturable pawn)
halfMoveClock uint8 // a number of half moves since the last capture or pawn advance
movesCount uint8 // The number of the full move. It starts at 1, and is incremented after Black's move
castleRight CastleRights // rights of a castle
}
func (p *Position) equal(position *Position) bool {
if p == nil || position == nil {
return false
}
return p.board.equal(position.board) &&
p.activeColor == position.activeColor &&
p.epSquare == position.epSquare &&
p.castleRight == position.castleRight &&
p.movesCount == position.movesCount &&
p.halfMoveClock == position.halfMoveClock
}
// Copy creates a new copy of the position
func (p *Position) copy() *Position {
return &Position{board: p.board.copy(), activeColor: p.activeColor, epSquare: p.epSquare,
castleRight: p.castleRight, movesCount: p.movesCount, halfMoveClock: p.halfMoveClock}
}
// NewStartPosition - initiates new start position
func NewStartPosition() *Position {
board := map[Square]Piece{
getSquare(FileA, Rank1): WhiteRook,
getSquare(FileB, Rank1): WhiteKnight,
getSquare(FileC, Rank1): WhiteBishop,
getSquare(FileD, Rank1): WhiteQueen,
getSquare(FileE, Rank1): WhiteKing,
getSquare(FileF, Rank1): WhiteBishop,
getSquare(FileG, Rank1): WhiteKnight,
getSquare(FileH, Rank1): WhiteRook,
getSquare(FileA, Rank2): WhitePawn,
getSquare(FileB, Rank2): WhitePawn,
getSquare(FileC, Rank2): WhitePawn,
getSquare(FileD, Rank2): WhitePawn,
getSquare(FileE, Rank2): WhitePawn,
getSquare(FileF, Rank2): WhitePawn,
getSquare(FileG, Rank2): WhitePawn,
getSquare(FileH, Rank2): WhitePawn,
getSquare(FileA, Rank8): BlackRook,
getSquare(FileB, Rank8): BlackKnight,
getSquare(FileC, Rank8): BlackBishop,
getSquare(FileD, Rank8): BlackQueen,
getSquare(FileE, Rank8): BlackKing,
getSquare(FileF, Rank8): BlackBishop,
getSquare(FileG, Rank8): BlackKnight,
getSquare(FileH, Rank8): BlackRook,
getSquare(FileA, Rank7): BlackPawn,
getSquare(FileB, Rank7): BlackPawn,
getSquare(FileC, Rank7): BlackPawn,
getSquare(FileD, Rank7): BlackPawn,
getSquare(FileE, Rank7): BlackPawn,
getSquare(FileF, Rank7): BlackPawn,
getSquare(FileG, Rank7): BlackPawn,
getSquare(FileH, Rank7): BlackPawn,
}
return &Position{board: board, activeColor: White, epSquare: NoSquare, castleRight: parseCastleRights("KQkq"), movesCount: 1, halfMoveClock: 0}
}
// MakeMove - apply move to the position and returns new position, no validation
func (p *Position) MakeMove(m *Move) *Position {
board := p.board.copy()
piece := board[m.From]
isCapture := false
if targetPiece, ok := board[m.To]; ok && targetPiece.Type() != NoPieceType {
isCapture = true
}
board[m.To] = board[m.From]
delete(board, m.From)
if m.Promotion != NoPieceType {
board[m.To] = getPiece(piece.Color(), m.Promotion)
}
// if castle, move rook (classic chess only, doesn't work for chess960)
if piece.Type() == King && (int(m.From.File())+int(m.To.File()))%2 == 0 {
var from, to Square
if m.From.File() < m.To.File() { // king side
from = getSquare(FileH, m.To.Rank())
to = getSquare(FileF, m.To.Rank())
} else { // queen side
from = getSquare(FileA, m.To.Rank())
to = getSquare(FileD, m.To.Rank())
}
// move rook
board[to] = board[from]
delete(board, from)
}
// remove en-passant pawn
if piece.Type() == Pawn && m.To == p.epSquare {
delete(board, getSquare(p.epSquare.File(), m.From.Rank()))
}
epSquare := NoSquare
if piece.Type() == Pawn && (int(m.From.Rank())+int(m.To.Rank()))%2 == 0 {
rank := Rank((int(m.From.Rank()) + int(m.To.Rank())) / 2)
epSquare = getSquare(m.From.File(), rank)
}
movesCount := p.movesCount
if p.activeColor == Black {
movesCount++
}
halfMove := p.halfMoveClock + 1
if piece.Type() == Pawn || isCapture {
halfMove = 0
}
return &Position{
board: board,
activeColor: p.activeColor.Other(),
epSquare: epSquare,
halfMoveClock: halfMove,
movesCount: movesCount,
castleRight: p.castleRight.update(m, p.board),
}
}
func (p *Position) IsValidMove(m *Move) bool {
// todo: implement move validation
// one implementation option would be generating all possible moves and check if the move is one of them
return true
}