internal Piece(Piece piece)
        {
            PieceColor = piece.PieceColor;
            PieceType = piece.PieceType;
            Moved = piece.Moved;
            PieceValue = piece.PieceValue;
            PieceActionValue = piece.PieceActionValue;

            if (piece.ValidMoves != null)
                LastValidMoveCount = piece.ValidMoves.Count;
        }
        private static void GenerateValidMovesKing(Piece piece, Board board, byte srcPosition)
        {
            if (piece == null)
            {
                return;
            }

            for (byte i = 0; i < MoveArrays.KingTotalMoves[srcPosition]; i++)
            {
                byte dstPos = MoveArrays.KingMoves[srcPosition].Moves[i];

                if (piece.PieceColor == ChessPieceColor.White)
                {
                    //I can't move where I am being attacked
                    if (BlackAttackBoard[dstPos])
                    {
                        WhiteAttackBoard[dstPos] = true;
                        continue;
                    }
                }
                else
                {
                    if (WhiteAttackBoard[dstPos])
                    {
                        BlackAttackBoard[dstPos] = true;
                        continue;
                    }
                }

                AnalyzeMove(board, dstPos, piece);
            }
        }
        private static void GenerateValidMovesKingCastle(Board board, Piece king)
        {
            if (king == null)
            {
                return;
            }

            if (king.Moved)
            {
                return;
            }
            if (king.PieceColor == ChessPieceColor.White &&
                board.WhiteCastled)
            {
                return;
            }
            if (king.PieceColor == ChessPieceColor.Black &&
                board.BlackCastled)
            {
                return;
            }
            if (king.PieceColor == ChessPieceColor.Black &&
                board.BlackCheck)
            {
                return;
            }
            if (king.PieceColor == ChessPieceColor.White &&
                board.WhiteCheck)
            {
                return;
            }

            //This code will add the castleling move to the pieces available moves
            if (king.PieceColor == ChessPieceColor.White)
            {
                if (board.WhiteCheck)
                {
                    return;
                }

                if (board.Squares[63].Piece != null)
                {
                    //Check if the Right Rook is still in the correct position
                    if (board.Squares[63].Piece.PieceType == ChessPieceType.Rook)
                    {
                        if (board.Squares[63].Piece.PieceColor == king.PieceColor)
                        {
                            //Move one column to right see if its empty
                            if (board.Squares[62].Piece == null)
                            {
                                if (board.Squares[61].Piece == null)
                                {
                                    if (BlackAttackBoard[61] == false &&
                                        BlackAttackBoard[62] == false)
                                    {
                                        //Ok looks like move is valid lets add it
                                        king.ValidMoves.Push(62);
                                        WhiteAttackBoard[62] = true;
                                    }
                                }
                            }
                        }
                    }
                }

                if (board.Squares[56].Piece != null)
                {
                    //Check if the Left Rook is still in the correct position
                    if (board.Squares[56].Piece.PieceType == ChessPieceType.Rook)
                    {
                        if (board.Squares[56].Piece.PieceColor == king.PieceColor)
                        {
                            //Move one column to right see if its empty
                            if (board.Squares[57].Piece == null)
                            {
                                if (board.Squares[58].Piece == null)
                                {
                                    if (board.Squares[59].Piece == null)
                                    {
                                        if (BlackAttackBoard[58] == false &&
                                            BlackAttackBoard[59] == false)
                                        {
                                            //Ok looks like move is valid lets add it
                                            king.ValidMoves.Push(58);
                                            WhiteAttackBoard[58] = true;
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }
            else if (king.PieceColor == ChessPieceColor.Black)
            {
                if (board.BlackCheck)
                {
                    return;
                }

                //There are two ways to castle, scenario 1:
                if (board.Squares[7].Piece != null)
                {
                    //Check if the Right Rook is still in the correct position
                    if (board.Squares[7].Piece.PieceType == ChessPieceType.Rook
                        && !board.Squares[7].Piece.Moved)
                    {
                        if (board.Squares[7].Piece.PieceColor == king.PieceColor)
                        {
                            //Move one column to right see if its empty

                            if (board.Squares[6].Piece == null)
                            {
                                if (board.Squares[5].Piece == null)
                                {
                                    if (WhiteAttackBoard[5] == false && WhiteAttackBoard[6] == false)
                                    {
                                        //Ok looks like move is valid lets add it
                                        king.ValidMoves.Push(6);
                                        BlackAttackBoard[6] = true;
                                    }
                                }
                            }
                        }
                    }
                }
                //There are two ways to castle, scenario 2:
                if (board.Squares[0].Piece != null)
                {
                    //Check if the Left Rook is still in the correct position
                    if (board.Squares[0].Piece.PieceType == ChessPieceType.Rook &&
                        !board.Squares[0].Piece.Moved)
                    {
                        if (board.Squares[0].Piece.PieceColor ==
                            king.PieceColor)
                        {
                            //Move one column to right see if its empty
                            if (board.Squares[1].Piece == null)
                            {
                                if (board.Squares[2].Piece == null)
                                {
                                    if (board.Squares[3].Piece == null)
                                    {
                                        if (WhiteAttackBoard[2] == false &&
                                            WhiteAttackBoard[3] == false)
                                        {
                                            //Ok looks like move is valid lets add it
                                            king.ValidMoves.Push(2);
                                            BlackAttackBoard[2] = true;
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }
        private static void CheckValidMovesPawn(List<byte> moves, Piece pcMoving, byte srcPosition,
                                                Board board, byte count)
        {
            for (byte i = 0; i < count; i++)
            {
                byte dstPos = moves[i];

                if (dstPos%8 != srcPosition%8)
                {
                    //If there is a piece there I can potentialy kill
                    AnalyzeMovePawn(board, dstPos, pcMoving);

                    if (pcMoving.PieceColor == ChessPieceColor.White)
                    {
                        WhiteAttackBoard[dstPos] = true;
                    }
                    else
                    {
                        BlackAttackBoard[dstPos] = true;
                    }
                }
                    // if there is something if front pawns can't move there
                else if (board.Squares[dstPos].Piece != null)
                {
                    return;
                }
                    //if there is nothing in front of me (blocked == false)
                else
                {
                    pcMoving.ValidMoves.Push(dstPos);
                }
            }
        }
        private static void AnalyzeMovePawn(Board board, byte dstPos, Piece pcMoving)
        {
            //Because Pawns only kill diagonaly we handle the En Passant scenario specialy
            if (board.EnPassantPosition > 0)
            {
                if (pcMoving.PieceColor != board.EnPassantColor)
                {
                    if (board.EnPassantPosition == dstPos)
                    {
                        //We have an En Passant Possible
                        pcMoving.ValidMoves.Push(dstPos);

                        if (pcMoving.PieceColor == ChessPieceColor.White)
                        {
                            WhiteAttackBoard[dstPos] = true;
                        }
                        else
                        {
                            BlackAttackBoard[dstPos] = true;
                        }
                    }
                }
            }

            Piece pcAttacked = board.Squares[dstPos].Piece;

            //If there no piece there I can potentialy kill
            if (pcAttacked == null)
                return;

            //Regardless of what is there I am attacking this square
            if (pcMoving.PieceColor == ChessPieceColor.White)
            {
                WhiteAttackBoard[dstPos] = true;

                //if that piece is the same color
                if (pcAttacked.PieceColor == pcMoving.PieceColor)
                {
                    pcAttacked.DefendedValue += pcMoving.PieceActionValue;
                    return;
                }

                pcAttacked.AttackedValue += pcMoving.PieceActionValue;

                //If this is a king set it in check
                if (pcAttacked.PieceType == ChessPieceType.King)
                {
                    board.BlackCheck = true;
                }
                else
                {
                    //Add this as a valid move
                    pcMoving.ValidMoves.Push(dstPos);
                }
            }
            else
            {
                BlackAttackBoard[dstPos] = true;

                //if that piece is the same color
                if (pcAttacked.PieceColor == pcMoving.PieceColor)
                {
                    pcAttacked.DefendedValue += pcMoving.PieceActionValue;
                    return;
                }

                pcAttacked.AttackedValue += pcMoving.PieceActionValue;

                //If this is a king set it in check
                if (pcAttacked.PieceType == ChessPieceType.King)
                {
                    board.WhiteCheck = true;
                }
                else
                {
                    //Add this as a valid move
                    pcMoving.ValidMoves.Push(dstPos);
                }
            }

            return;
        }
        private static bool AnalyzeMove(Board board, byte dstPos, Piece pcMoving)
        {
            //If I am not a pawn everywhere I move I can attack
            if (pcMoving.PieceColor == ChessPieceColor.White)
            {
                WhiteAttackBoard[dstPos] = true;
            }
            else
            {
                BlackAttackBoard[dstPos] = true;
            }

            //If there no piece there I can potentialy kill just add the move and exit
            if (board.Squares[dstPos].Piece == null)
            {
                pcMoving.ValidMoves.Push(dstPos);

                return true;
            }

            Piece pcAttacked = board.Squares[dstPos].Piece;

            //if that piece is a different color
            if (pcAttacked.PieceColor != pcMoving.PieceColor)
            {
                pcAttacked.AttackedValue += pcMoving.PieceActionValue;

                //If this is a king set it in check
                if (pcAttacked.PieceType == ChessPieceType.King)
                {
                    if (pcAttacked.PieceColor == ChessPieceColor.Black)
                    {
                        board.BlackCheck = true;
                    }
                    else
                    {
                        board.WhiteCheck = true;
                    }
                }
                else
                {
                    //Add this as a valid move
                    pcMoving.ValidMoves.Push(dstPos);
                }

                //We don't continue movement past this piece
                return false;
            }
            //Same Color I am defending
            pcAttacked.DefendedValue += pcMoving.PieceActionValue;

            //Since this piece is of my kind I can't move there
            return false;
        }
        private static bool PromotePawns(Board board, Piece piece, byte dstPosition, ChessPieceType promoteToPiece)
        {
            if (piece.PieceType == ChessPieceType.Pawn)
            {
                if (dstPosition < 8)
                {
                    board.Squares[dstPosition].Piece.PieceType = promoteToPiece;
                    return true;
                }
                if (dstPosition > 55)
                {
                    board.Squares[dstPosition].Piece.PieceType = promoteToPiece;
                    return true;
                }
            }

            return false;
        }
        private static void KingCastle(Board board, Piece piece, byte srcPosition, byte dstPosition)
        {
            if (piece.PieceType != ChessPieceType.King)
            {
                return;
            }

            //Lets see if this is a casteling move.
            if (piece.PieceColor == ChessPieceColor.White && srcPosition == 60)
            {
                //Castle Right
                if (dstPosition == 62)
                {
                    //Ok we are casteling we need to move the Rook
                    if (board.Squares[63].Piece != null)
                    {
                        board.Squares[61].Piece = board.Squares[63].Piece;
                        board.Squares[63].Piece = null;
                        board.WhiteCastled = true;
                        board.LastMove.MovingPieceSecondary = new PieceMoving(board.Squares[61].Piece.PieceColor, board.Squares[61].Piece.PieceType, board.Squares[61].Piece.Moved, 63, 61);
                        board.Squares[61].Piece.Moved = true;
                        return;
                    }
                }
                //Castle Left
                else if (dstPosition == 58)
                {
                    //Ok we are casteling we need to move the Rook
                    if (board.Squares[56].Piece != null)
                    {
                        board.Squares[59].Piece = board.Squares[56].Piece;
                        board.Squares[56].Piece = null;
                        board.WhiteCastled = true;
                        board.LastMove.MovingPieceSecondary = new PieceMoving(board.Squares[59].Piece.PieceColor, board.Squares[59].Piece.PieceType, board.Squares[59].Piece.Moved, 56, 59);
                        board.Squares[59].Piece.Moved = true;
                        return;
                    }
                }
            }
            else if (piece.PieceColor == ChessPieceColor.Black && srcPosition == 4)
            {
                if (dstPosition == 6)
                {
                    //Ok we are casteling we need to move the Rook
                    if (board.Squares[7].Piece != null)
                    {
                        board.Squares[5].Piece = board.Squares[7].Piece;
                        board.Squares[7].Piece = null;
                        board.BlackCastled = true;
                        board.LastMove.MovingPieceSecondary = new PieceMoving(board.Squares[5].Piece.PieceColor, board.Squares[5].Piece.PieceType, board.Squares[5].Piece.Moved, 7, 5);
                        board.Squares[5].Piece.Moved = true;
                        return;
                    }
                }
                    //Castle Left
                else if (dstPosition == 2)
                {
                    //Ok we are casteling we need to move the Rook
                    if (board.Squares[0].Piece != null)
                    {
                        board.Squares[3].Piece = board.Squares[0].Piece;
                        board.Squares[0].Piece = null;
                        board.BlackCastled = true;
                        board.LastMove.MovingPieceSecondary = new PieceMoving(board.Squares[3].Piece.PieceColor, board.Squares[3].Piece.PieceType, board.Squares[3].Piece.Moved, 0, 3);
                        board.Squares[3].Piece.Moved = true;
                        return;
                    }
                }
            }

            return;
        }