Each piece type has its own generator macro. For sliding pieces (bishop, rook, queen), ray-casting is done via recursive macro expansion along each direction, stopping when hitting a piece or the edge of the board. For knights, all 8 L-shaped jumps are checked with boundary validation. Pawns have the most complex logic: single pushes, double pushes from the starting rank, diagonal captures, en passant, and promotion.
def _init_table(self) - None:
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