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Init project
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commit
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418
tests/board.cpp
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418
tests/board.cpp
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#include "Board.hpp"
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#include <catch_amalgamated.hpp>
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using namespace chessarbiter;
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TEST_CASE("IsEmpty/AddPiece", "[board/IsEmpty/AddPiece]") {
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Board b;
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b.AddPiece('K', "a1");
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b.AddPiece('K', "a8");
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b.AddPiece('K', "c8");
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CHECK_FALSE(b.IsEmpty("a1"));
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CHECK_FALSE(b.IsEmpty("a8"));
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CHECK_FALSE(b.IsEmpty("c8"));
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CHECK(b.IsEmpty("a2"));
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CHECK(b.IsEmpty("a3"));
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CHECK(b.IsEmpty("a4"));
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}
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TEST_CASE("Clear", "[board/Clear]") {
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Board b;
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b.AddPiece('K', "a1");
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b.AddPiece('A', "a8");
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b.AddPiece('Q', "c8");
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b.Clear();
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CHECK(b.IsEmpty("a1"));
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CHECK(b.IsEmpty("a8"));
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CHECK(b.IsEmpty("c8"));
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}
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TEST_CASE("GetPieceAt", "[board/GetPieceAt]") {
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Board b;
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b.AddPiece('K', "a1");
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b.AddPiece('A', "a8");
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b.AddPiece('Q', "c8");
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CHECK((b.GetPieceAt("a1")).piece == 'K');
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CHECK((b.GetPieceAt("a8")).piece == 'A');
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CHECK((b.GetPieceAt("c8")).piece == 'Q');
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CHECK_THROWS_AS(b.GetPieceAt("a5"), chessarbiter::NoPieceFound);
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}
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TEST_CASE("CountPiece", "[board/CountPiece]") {
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Board b;
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b.AddPiece('K', "a1");
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b.AddPiece('K', "a3");
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CHECK(b.CountPiece('K') == 2);
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b.AddPiece('k', "b1");
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b.AddPiece('k', "b5");
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CHECK(b.CountPiece('k') == 2);
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b.AddPiece('b', "h8");
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b.AddPiece('b', "h7");
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CHECK(b.CountPiece('b') == 2);
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CHECK(b.CountPiece('p') == 0);
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}
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TEST_CASE("GetKingLocation", "[board/GetKingLocation]") {
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Board b;
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b.AddPiece('k', "a1");
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CHECK(b.GetKingLocation(true) == "a1");
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b.AddPiece('K', "h1");
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CHECK(b.GetKingLocation(false) == "h1");
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b.Clear();
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CHECK_THROWS_AS(b.GetKingLocation(true), NoPieceFound);
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}
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TEST_CASE("RemovePiece", "[board/RemovePiece]") {
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Board b;
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b.AddPiece('k', "a1");
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b.AddPiece('p', "a2");
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REQUIRE(!b.IsEmpty("a1"));
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REQUIRE(!b.IsEmpty("a2"));
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b.RemovePiece("a1");
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REQUIRE(b.IsEmpty("a1"));
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REQUIRE(!b.IsEmpty("a2"));
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}
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TEST_CASE("Move", "[board/Move]") {
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Board b;
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b.AddPiece('k', "a1");
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b.AddPiece('p', "a2");
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REQUIRE(!b.IsEmpty("a1"));
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REQUIRE(!b.IsEmpty("a2"));
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// Nothing should happend since no piece on a3 (not even a throw)
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CHECK_NOTHROW(b.Move("a3c4"));
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REQUIRE(!b.IsEmpty("a1"));
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REQUIRE(!b.IsEmpty("a2"));
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b.Move("a1a2");
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REQUIRE(b.IsEmpty("a1"));
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REQUIRE(!b.IsEmpty("a2"));
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b.Move("a2h8");
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REQUIRE(b.IsEmpty("a2"));
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REQUIRE(!b.IsEmpty("h8"));
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}
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TEST_CASE("GetPlayerPieces", "[board/GetPlayerPieces]") {
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Board b;
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b.AddPiece('P', "a2");
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b.AddPiece('B', "b2");
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b.AddPiece('k', "c2");
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std::vector<Piece> pieces = b.GetPlayerPieces(false);
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REQUIRE(pieces.size() == 2);
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REQUIRE(b.GetPlayerPieces(true).size() == 1);
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bool found = false;
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for (Piece &p : pieces) {
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if (p.coord == "a2" && p.piece == 'P') {
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found = true;
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}
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}
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CHECK(found);
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found = false;
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for (Piece &p : pieces) {
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if (p.coord == "b2" && p.piece == 'B') {
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found = true;
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}
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}
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CHECK(found);
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found = false;
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}
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TEST_CASE("IsMovePossible", "[board/IsMovePossible]") {
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Board b;
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b.AddPiece('P', "a2");
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// Pawn white
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CHECK(b.IsMovePossible("a2a3"));
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CHECK_FALSE(b.IsMovePossible("a2a1")); // Can't go backward
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CHECK(b.IsMovePossible(
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"a2b3")); // Not that Board is not in charge of pawn singularities
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CHECK(b.IsMovePossible("a2a4"));
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b.AddPiece('p', "a3");
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CHECK_FALSE(b.IsMovePossible("a2a4")); // Now we can't
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b.AddPiece('P', "b3");
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CHECK_FALSE(b.IsMovePossible("a2b3")); // Now we can't
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b.Clear();
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b.AddPiece('P', "a2");
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b.AddPiece('p', "b3"); // Opposite color!
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CHECK(b.IsMovePossible("a2b3")); // Now we can
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// Pawn black
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b.Clear();
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b.AddPiece('p', "a7");
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CHECK(b.IsMovePossible("a7a6"));
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CHECK_FALSE(b.IsMovePossible("a7a8")); // Can't go backward
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CHECK(b.IsMovePossible(
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"a7b6")); // Not that Board is not in charge of pawn singularities
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CHECK(b.IsMovePossible("a7a5"));
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b.AddPiece('p', "a6");
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CHECK_FALSE(b.IsMovePossible("a7a5")); // Now we can't
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b.AddPiece('p', "b6");
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CHECK_FALSE(b.IsMovePossible("a7b6")); // Now we can't
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b.Clear();
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b.AddPiece('p', "a7");
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b.AddPiece('P', "b6"); // Opposite color!
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CHECK(b.IsMovePossible("a7b6")); // Now we can
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// Bishop
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b.Clear();
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b.AddPiece('b', "d5");
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CHECK(b.IsMovePossible("d5h1"));
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CHECK(b.IsMovePossible("d5a8"));
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CHECK(b.IsMovePossible("d5a2"));
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CHECK(b.IsMovePossible("d5g8"));
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b.AddPiece('q', "b7"); // We block the piece in every directions
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b.AddPiece('q', "g2");
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b.AddPiece('q', "b3");
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b.AddPiece('q', "f7");
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CHECK_FALSE(b.IsMovePossible("d5h1"));
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CHECK_FALSE(b.IsMovePossible("d5a8"));
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CHECK_FALSE(b.IsMovePossible("d5a2"));
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CHECK_FALSE(b.IsMovePossible("d5g8"));
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// No rook moves
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CHECK_FALSE(b.IsMovePossible("d5a5"));
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CHECK_FALSE(b.IsMovePossible("d5h5"));
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CHECK_FALSE(b.IsMovePossible("d5d8"));
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CHECK_FALSE(b.IsMovePossible("d5d1"));
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// Rook
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b.Clear();
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b.AddPiece('r', "d5");
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CHECK(b.IsMovePossible("d5a5"));
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CHECK(b.IsMovePossible("d5h5"));
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CHECK(b.IsMovePossible("d5d8"));
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CHECK(b.IsMovePossible("d5d1"));
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b.AddPiece('q', "b5"); // We block the piece in every directions
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b.AddPiece('q', "g5");
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b.AddPiece('q', "d7");
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b.AddPiece('q', "d2");
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CHECK_FALSE(b.IsMovePossible("d5a5"));
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CHECK_FALSE(b.IsMovePossible("d5h5"));
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CHECK_FALSE(b.IsMovePossible("d5d8"));
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CHECK_FALSE(b.IsMovePossible("d5d1"));
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// No bishop moves
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CHECK_FALSE(b.IsMovePossible("d5h1"));
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CHECK_FALSE(b.IsMovePossible("d5a8"));
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CHECK_FALSE(b.IsMovePossible("d5a2"));
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CHECK_FALSE(b.IsMovePossible("d5g8"));
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// Queen like bishop
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b.Clear();
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b.AddPiece('q', "d5");
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CHECK(b.IsMovePossible("d5h1"));
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CHECK(b.IsMovePossible("d5a8"));
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CHECK(b.IsMovePossible("d5a2"));
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CHECK(b.IsMovePossible("d5g8"));
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b.AddPiece('q', "b7"); // We block the piece in every directions
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b.AddPiece('q', "g2");
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b.AddPiece('q', "b3");
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b.AddPiece('q', "f7");
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CHECK_FALSE(b.IsMovePossible("d5h1"));
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CHECK_FALSE(b.IsMovePossible("d5a8"));
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CHECK_FALSE(b.IsMovePossible("d5a2"));
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CHECK_FALSE(b.IsMovePossible("d5g8"));
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// Queen like rook
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b.Clear();
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b.AddPiece('q', "d5");
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CHECK(b.IsMovePossible("d5a5"));
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CHECK(b.IsMovePossible("d5h5"));
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CHECK(b.IsMovePossible("d5d8"));
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CHECK(b.IsMovePossible("d5d1"));
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b.AddPiece('q', "b5"); // We block the piece in every directions
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b.AddPiece('q', "g5");
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b.AddPiece('q', "d7");
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b.AddPiece('q', "d2");
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CHECK_FALSE(b.IsMovePossible("d5a5"));
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CHECK_FALSE(b.IsMovePossible("d5h5"));
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CHECK_FALSE(b.IsMovePossible("d5d8"));
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CHECK_FALSE(b.IsMovePossible("d5d1"));
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// Knight
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b.Clear();
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b.AddPiece('n', "d5");
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CHECK(b.IsMovePossible("d5e7"));
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CHECK(b.IsMovePossible("d5c7"));
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CHECK(b.IsMovePossible("d5b6"));
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CHECK(b.IsMovePossible("d5b4"));
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CHECK(b.IsMovePossible("d5c3"));
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CHECK(b.IsMovePossible("d5e3"));
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CHECK(b.IsMovePossible("d5f4"));
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CHECK(b.IsMovePossible("d5f6"));
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// Not possible
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CHECK_FALSE(b.IsMovePossible("d5d7"));
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CHECK_FALSE(b.IsMovePossible("d5d3"));
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CHECK_FALSE(b.IsMovePossible("d5b5"));
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CHECK_FALSE(b.IsMovePossible("d5f5"));
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// King
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b.Clear();
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b.AddPiece('k', "d5");
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CHECK(b.IsMovePossible("d5d6"));
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CHECK(b.IsMovePossible("d5c6"));
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CHECK(b.IsMovePossible("d5e6"));
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CHECK(b.IsMovePossible("d5c5"));
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CHECK(b.IsMovePossible("d5e5"));
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CHECK(b.IsMovePossible("d5d4"));
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CHECK(b.IsMovePossible("d5c4"));
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CHECK(b.IsMovePossible("d5e4"));
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// Moving a piece at the same place is not possible
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CHECK_FALSE(b.IsMovePossible("d5d5"));
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}
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TEST_CASE("ListPossibleMoves", "[board/ListPossibleMoves]") {
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Board b;
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b.AddPiece('K', "a1");
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b.AddPiece('K', "a8");
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b.AddPiece('K', "h1");
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b.AddPiece('K', "h8");
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b.AddPiece('k', "d5"); // Black piece
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std::vector<std::string> moves = b.ListPossibleMoves(false);
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REQUIRE(moves.size() == 12);
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CHECK(std::find(moves.begin(), moves.end(), "a1a2") != moves.end());
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CHECK(std::find(moves.begin(), moves.end(), "a1b2") != moves.end());
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CHECK(std::find(moves.begin(), moves.end(), "a1b1") != moves.end());
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CHECK(std::find(moves.begin(), moves.end(), "a8a7") != moves.end());
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CHECK(std::find(moves.begin(), moves.end(), "a8b8") != moves.end());
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CHECK(std::find(moves.begin(), moves.end(), "a8b7") != moves.end());
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CHECK(std::find(moves.begin(), moves.end(), "h8g7") != moves.end());
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CHECK(std::find(moves.begin(), moves.end(), "h8g8") != moves.end());
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CHECK(std::find(moves.begin(), moves.end(), "h8h7") != moves.end());
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CHECK(std::find(moves.begin(), moves.end(), "h1h2") != moves.end());
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CHECK(std::find(moves.begin(), moves.end(), "h1g1") != moves.end());
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CHECK(std::find(moves.begin(), moves.end(), "h1g2") != moves.end());
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b.Clear();
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b.AddPiece('k', "a1");
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b.AddPiece('k', "a8");
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b.AddPiece('k', "h1");
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b.AddPiece('k', "h8");
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b.AddPiece('K', "d5"); // White piece
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moves = b.ListPossibleMoves(true);
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REQUIRE(moves.size() == 12);
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CHECK(std::find(moves.begin(), moves.end(), "a1a2") != moves.end());
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CHECK(std::find(moves.begin(), moves.end(), "a1b2") != moves.end());
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CHECK(std::find(moves.begin(), moves.end(), "a1b1") != moves.end());
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CHECK(std::find(moves.begin(), moves.end(), "a8a7") != moves.end());
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CHECK(std::find(moves.begin(), moves.end(), "a8b8") != moves.end());
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CHECK(std::find(moves.begin(), moves.end(), "a8b7") != moves.end());
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CHECK(std::find(moves.begin(), moves.end(), "h8g7") != moves.end());
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CHECK(std::find(moves.begin(), moves.end(), "h8g8") != moves.end());
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CHECK(std::find(moves.begin(), moves.end(), "h8h7") != moves.end());
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CHECK(std::find(moves.begin(), moves.end(), "h1h2") != moves.end());
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CHECK(std::find(moves.begin(), moves.end(), "h1g1") != moves.end());
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CHECK(std::find(moves.begin(), moves.end(), "h1g2") != moves.end());
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}
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TEST_CASE("Serialize", "[board/Serialize]") {
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Board b;
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b.AddPiece('p', "a8");
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CHECK(b.Serialize() == "p "
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" "
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" "
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" "
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" "
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" "
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" "
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" ");
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b.AddPiece('P', "a1");
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CHECK(b.Serialize() == "p "
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" "
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" "
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" "
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" "
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" "
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" "
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"P ");
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b.AddPiece('k', "d5");
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CHECK(b.Serialize() == "p "
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" "
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" "
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" k "
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" "
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" "
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" "
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"P ");
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b.AddPiece('Q', "d7");
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CHECK(b.Serialize() == "p "
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" Q "
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" "
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" k "
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" "
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" "
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" "
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"P ");
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b.AddPiece('p', "h2");
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CHECK(b.Serialize() == "p "
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" Q "
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" "
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" k "
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" "
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" "
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" p"
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"P ");
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b.AddPiece('k', "h8");
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CHECK(b.Serialize() == "p k"
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" Q "
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" "
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" k "
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" "
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" "
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" p"
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"P ");
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b.AddPiece('N', "b2");
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CHECK(b.Serialize() == "p k"
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" Q "
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" "
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" k "
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" "
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" "
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" N p"
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"P ");
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b.AddPiece('n', "c2");
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CHECK(b.Serialize() == "p k"
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" Q "
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" "
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" k "
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" "
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" "
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" Nn p"
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"P ");
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b.AddPiece('b', "c3");
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CHECK(b.Serialize() == "p k"
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" Q "
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" "
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" k "
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" "
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" b "
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" Nn p"
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"P ");
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}
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