Add Pseudo Move Generator #12
@@ -25,6 +25,39 @@
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#define GET_BIT(bb, sq) ((bb) & (1ULL << (sq)))
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#define TOGGLE_BIT(bb, sq) ((bb) ^= (1ULL << (sq)))
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// King castling helpers.
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#define BB(sq) (1ULL << (sq))
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// a1 = 0, h8 = 63 (rank*8 + file)
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enum Square {
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A1,B1,C1,D1,E1,F1,G1,H1,
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A2,B2,C2,D2,E2,F2,G2,H2,
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A3,B3,C3,D3,E3,F3,G3,H3,
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A4,B4,C4,D4,E4,F4,G4,H4,
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A5,B5,C5,D5,E5,F5,G5,H5,
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A6,B6,C6,D6,E6,F6,G6,H6,
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A7,B7,C7,D7,E7,F7,G7,H7,
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A8,B8,C8,D8,E8,F8,G8,H8
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};
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#define WK_EMPTY_MASK (BB(F1) | BB(G1))
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#define WQ_EMPTY_MASK (BB(B1) | BB(C1) | BB(D1))
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#define BK_EMPTY_MASK (BB(F8) | BB(G8))
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#define BQ_EMPTY_MASK (BB(B8) | BB(C8) | BB(D8))
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// squares king is on / passes / lands (use for attacked-squares test later)
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#define WK_THRU_MASK (BB(E1) | BB(F1) | BB(G1))
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#define WQ_THRU_MASK (BB(E1) | BB(D1) | BB(C1))
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#define BK_THRU_MASK (BB(E8) | BB(F8) | BB(G8))
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#define BQ_THRU_MASK (BB(E8) | BB(D8) | BB(C8))
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// king target squares
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#define WK_TO G1
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#define WQ_TO C1
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#define BK_TO G8
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#define BQ_TO C8
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enum Color { WHITE = 0, BLACK = 1, BOTH = 2 };
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enum Piece {
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P, N, B, R, Q, K, // 0..5 white
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