public void BishopBorderBlocked()
        {
            BitBoard border      = 0xff818181818181ff;
            BitBoard borderInner = 0x7e424242427e00;
            var      corners     = BitBoards.MakeBitboard(Squares.a1, Squares.a8, Squares.h1, Squares.h8);

            const int expectedCorner = 1; // just a single attack square no matter what
            const int expectedSide   = 2;

            /*
             * borderInner (X = set bit) :
             *
             * 0 0 0 0 0 0 0 0
             * 0 X X X X X X 0
             * 0 X 0 0 0 0 X 0
             * 0 X 0 0 0 0 X 0
             * 0 X 0 0 0 0 X 0
             * 0 X 0 0 0 0 X 0
             * 0 X X X X X X 0
             * 0 0 0 0 0 0 0 0
             *
             */
            foreach (var square in border)
            {
                var attacks = square.BishopAttacks(borderInner);
                attacks.IsEmpty.Should().BeFalse();
                var expected = corners & square ? expectedCorner : expectedSide;
                var actual   = attacks.Count;
                Assert.Equal(expected, actual);
            }
        }
Beispiel #2
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        public void MakeBitBoardTest()
        {
            // a few squares
            var b1 = BitBoards.MakeBitboard(Squares.a1, Squares.b1, Squares.a2, Squares.b2);
            var b2 = Squares.a1.BitBoardSquare() | Squares.b1.BitBoardSquare() | Squares.a2.BitBoardSquare() | Squares.b2.BitBoardSquare();

            Assert.Equal(b1, b2);

            // a single square (not needed, but still has to work in case of list of squares etc)
            var b3 = BitBoards.MakeBitboard(Squares.h3);
            var b4 = Squares.h3.BitBoardSquare();

            Assert.Equal(b3, b4);
        }