func getNextLocations(piece byte, allMoves *matrix.DenseMatrix, ellipse *matrix.DenseMatrix, baseNode *node.Node) []*node.Node { result := make([]*node.Node, 0, 20) x := baseNode.GetX() y := baseNode.GetY() next := baseNode.GetStep() + 1 // Start with the single move board var singleMove *matrix.DenseMatrix 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 } singleMove = shiftMatrix(singleMove, x-8, y-8) singleMove = singleMove.GetMatrix(7, 0, 8, 8) // fmt.Println("(", x, ", ", y, ")") // fmt.Println("Single Move: \n", singleMove) // fmt.Println("\nAll Moves: \n", allMoves) // fmt.Println("\nEllipse: ", ellipse) for i := 0; i < 8; i++ { for j := 0; j < 8; j++ { // fmt.Println("(", i+1, ", ", 8-j, ") : single: ", singleMove.Get(j, i), "ellipse: ", ellipse.Get(j, i), "all: ", allMoves.Get(j, i)) if singleMove.Get(j, i) != 0 && ellipse.Get(j, i) != 0 && allMoves.Get(j, i) == float64(next) { // fmt.Println("New Child Node: (", i+1, ", ", 8-j, ")") var newNode *node.Node newNode = new(node.Node) newNode.SetX(i + 1) newNode.SetY(8 - j) newNode.SetStep(next) baseNode.AddChild(newNode) result = append(result, newNode) } } } return result }