func GenerateMoveBoard(piece byte, x int, y int) *matrix.DenseMatrix { var singleMove *matrix.DenseMatrix var result *matrix.DenseMatrix // Start with the single move board switch piece { case Pawn: singleMove = singlePawnMove case Rook: singleMove = singleRookMove case Knight: singleMove = singleKnightMove case Bishop: singleMove = singleBishopMove case Queen: singleMove = singleQueenMove case King: singleMove = singleKingMove case Puppy: singleMove = singlePuppyMove } result = shiftMatrix(singleMove, x-8, y-8) for i := 0; i < 15; i++ { for j := 0; j < 15; j++ { if HoleBoard.Get(j, i) > float64(0) { result.Set(j, i, 500) } } } // fmt.Println(HoleBoard.String()) // Get the secondary moves for n := 1; n < 20; n++ { // fmt.Println("Current State: \n", result.String()) for i := 0; i < 15; i++ { for j := 0; j < 15; j++ { // Check if the current position needs to generate it's child moves if result.Get(i, j) == float64(n) { // Shift the single move matrix // fmt.Println("Generating moves from position (", j, ", ", i, ") as ", n) result = addMovesToBoard(result, shiftMatrix(singleMove, j-7, 15-(i+8)), n+1) } } } } // Remove the -1 for i := 0; i < 15; i++ { for j := 0; j < 15; j++ { // Check if the current position needs to generate it's child moves if result.Get(i, j) == float64(-1) { result.Set(i, j, 0) } } } // fmt.Println(result.String()) result = result.GetMatrix(7, 0, 8, 8) // for i := 0; i < 8; i++ { // for j := 0; j < 8; j++ { // if HoleBoard.Get(i, j) == 1 { // result.Set(j, i, 500) // } // } // } return result }