#include <algorithm>
#include <cassert>
-#include <cstring> // For std::memset
+#include <cstring> // For std::memset, std::memcmp
#include <iomanip>
#include <sstream>
if (sideToMove == BLACK)
si->key ^= Zobrist::side;
- si->key ^= Zobrist::castling[st->castlingRights];
+ si->key ^= Zobrist::castling[si->castlingRights];
for (Bitboard b = pieces(PAWN); b; )
{
do_move(m, newSt, ci, gives_check(m, ci));
}
-void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveIsCheck) {
+void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool givesCheck) {
assert(is_ok(m));
assert(&newSt != st);
++nodes;
- Key k = st->key;
+ Key k = st->key ^ Zobrist::side;
// Copy some fields of the old state to our new StateInfo object except the
// ones which are going to be recalculated from scratch anyway and then switch
// our state pointer to point to the new (ready to be updated) state.
- std::memcpy(&newSt, st, StateCopySize64 * sizeof(uint64_t));
-
+ std::memcpy(&newSt, st, offsetof(StateInfo, key));
newSt.previous = st;
st = &newSt;
- // Update side to move
- k ^= Zobrist::side;
-
// Increment ply counters. In particular, rule50 will be reset to zero later on
// in case of a capture or a pawn move.
++gamePly;
Color them = ~us;
Square from = from_sq(m);
Square to = to_sq(m);
- Piece pc = piece_on(from);
- PieceType pt = type_of(pc);
+ PieceType pt = type_of(piece_on(from));
PieceType captured = type_of(m) == ENPASSANT ? PAWN : type_of(piece_on(to));
- assert(color_of(pc) == us);
- assert(piece_on(to) == NO_PIECE || color_of(piece_on(to)) == them || type_of(m) == CASTLING);
+ assert(color_of(piece_on(from)) == us);
+ assert(piece_on(to) == NO_PIECE || color_of(piece_on(to)) == (type_of(m) != CASTLING ? them : us));
assert(captured != KING);
if (type_of(m) == CASTLING)
{
- assert(pc == make_piece(us, KING));
+ assert(pt == KING);
Square rfrom, rto;
do_castling<true>(from, to, rfrom, rto);
{
if (type_of(m) == ENPASSANT)
{
- capsq += pawn_push(them);
+ capsq -= pawn_push(us);
assert(pt == PAWN);
assert(to == st->epSquare);
assert(piece_on(to) == NO_PIECE);
assert(piece_on(capsq) == make_piece(them, PAWN));
- board[capsq] = NO_PIECE;
+ board[capsq] = NO_PIECE; // Not done by remove_piece()
}
st->pawnKey ^= Zobrist::psq[them][PAWN][capsq];
// Update material hash key and prefetch access to materialTable
k ^= Zobrist::psq[them][captured][capsq];
st->materialKey ^= Zobrist::psq[them][captured][pieceCount[them][captured]];
- prefetch((char*)thisThread->materialTable[st->materialKey]);
+ prefetch(thisThread->materialTable[st->materialKey]);
// Update incremental scores
st->psq -= psq[them][captured][capsq];
{
// Set en-passant square if the moved pawn can be captured
if ( (int(to) ^ int(from)) == 16
- && (attacks_from<PAWN>(from + pawn_push(us), us) & pieces(them, PAWN)))
+ && (attacks_from<PAWN>(to - pawn_push(us), us) & pieces(them, PAWN)))
{
- st->epSquare = Square((from + to) / 2);
+ st->epSquare = (from + to) / 2;
k ^= Zobrist::enpassant[file_of(st->epSquare)];
}
// Update pawn hash key and prefetch access to pawnsTable
st->pawnKey ^= Zobrist::psq[us][PAWN][from] ^ Zobrist::psq[us][PAWN][to];
- prefetch((char*)thisThread->pawnsTable[st->pawnKey]);
+ prefetch(thisThread->pawnsTable[st->pawnKey]);
// Reset rule 50 draw counter
st->rule50 = 0;
// Update checkers bitboard: piece must be already moved due to attacks_from()
st->checkersBB = 0;
- if (moveIsCheck)
+ if (givesCheck)
{
if (type_of(m) != NORMAL)
st->checkersBB = attackers_to(king_square(them)) & pieces(us);
// Discovered checks
if (ci.dcCandidates && (ci.dcCandidates & from))
{
+ assert(pt != QUEEN);
+
if (pt != ROOK)
st->checkersBB |= attacks_from<ROOK>(king_square(them)) & pieces(us, QUEEN, ROOK);
if (type_of(m) == PROMOTION)
{
- assert(pt == promotion_type(m));
assert(relative_rank(us, to) == RANK_8);
- assert(promotion_type(m) >= KNIGHT && promotion_type(m) <= QUEEN);
+ assert(pt == promotion_type(m));
+ assert(pt >= KNIGHT && pt <= QUEEN);
- remove_piece(to, us, promotion_type(m));
+ remove_piece(to, us, pt);
put_piece(to, us, PAWN);
pt = PAWN;
}
assert(to == st->previous->epSquare);
assert(relative_rank(us, to) == RANK_6);
assert(piece_on(capsq) == NO_PIECE);
+ assert(st->capturedType == PAWN);
}
put_piece(capsq, ~us, st->capturedType); // Restore the captured piece
void Position::do_null_move(StateInfo& newSt) {
assert(!checkers());
+ assert(&newSt != st);
- std::memcpy(&newSt, st, sizeof(StateInfo)); // Fully copy here
-
+ std::memcpy(&newSt, st, sizeof(StateInfo));
newSt.previous = st;
st = &newSt;
}
st->key ^= Zobrist::side;
- prefetch((char*)TT.first_entry(st->key));
+ prefetch(TT.first_entry(st->key));
++st->rule50;
st->pliesFromNull = 0;
/// Position::pos_is_ok() performs some consistency checks for the position object.
/// This is meant to be helpful when debugging.
-bool Position::pos_is_ok(int* step) const {
-
- // Which parts of the position should be verified?
- const bool all = false;
+bool Position::pos_is_ok(int* failedStep) const {
- const bool testBitboards = all || false;
- const bool testState = all || false;
- const bool testKingCount = all || false;
- const bool testKingCapture = all || false;
- const bool testPieceCounts = all || false;
- const bool testPieceList = all || false;
- const bool testCastlingSquares = all || false;
+ const bool Fast = true; // Quick (default) or full check?
- if (step)
- *step = 1;
+ enum { Default, King, Bitboards, State, Lists, Castling };
- if ( (sideToMove != WHITE && sideToMove != BLACK)
- || piece_on(king_square(WHITE)) != W_KING
- || piece_on(king_square(BLACK)) != B_KING
- || ( ep_square() != SQ_NONE
- && relative_rank(sideToMove, ep_square()) != RANK_6))
- return false;
-
- if (step && ++*step, testBitboards)
+ for (int step = Default; step <= (Fast ? Default : Castling); step++)
{
- // The intersection of the white and black pieces must be empty
- if (pieces(WHITE) & pieces(BLACK))
- return false;
-
- // The union of the white and black pieces must be equal to all
- // occupied squares
- if ((pieces(WHITE) | pieces(BLACK)) != pieces())
- return false;
+ if (failedStep)
+ *failedStep = step;
+
+ if (step == Default)
+ if ( (sideToMove != WHITE && sideToMove != BLACK)
+ || piece_on(king_square(WHITE)) != W_KING
+ || piece_on(king_square(BLACK)) != B_KING
+ || ( ep_square() != SQ_NONE
+ && relative_rank(sideToMove, ep_square()) != RANK_6))
+ return false;
- // Separate piece type bitboards must have empty intersections
- for (PieceType p1 = PAWN; p1 <= KING; ++p1)
- for (PieceType p2 = PAWN; p2 <= KING; ++p2)
- if (p1 != p2 && (pieces(p1) & pieces(p2)))
- return false;
- }
+ if (step == King)
+ if ( std::count(board, board + SQUARE_NB, W_KING) != 1
+ || std::count(board, board + SQUARE_NB, B_KING) != 1
+ || attackers_to(king_square(~sideToMove)) & pieces(sideToMove))
+ return false;
- if (step && ++*step, testState)
- {
- StateInfo si;
- set_state(&si);
- if ( st->key != si.key
- || st->pawnKey != si.pawnKey
- || st->materialKey != si.materialKey
- || st->nonPawnMaterial[WHITE] != si.nonPawnMaterial[WHITE]
- || st->nonPawnMaterial[BLACK] != si.nonPawnMaterial[BLACK]
- || st->psq != si.psq
- || st->checkersBB != si.checkersBB)
- return false;
- }
+ if (step == Bitboards)
+ {
+ if ( (pieces(WHITE) & pieces(BLACK))
+ ||(pieces(WHITE) | pieces(BLACK)) != pieces())
+ return false;
- if (step && ++*step, testKingCount)
- if ( std::count(board, board + SQUARE_NB, W_KING) != 1
- || std::count(board, board + SQUARE_NB, B_KING) != 1)
- return false;
+ for (PieceType p1 = PAWN; p1 <= KING; ++p1)
+ for (PieceType p2 = PAWN; p2 <= KING; ++p2)
+ if (p1 != p2 && (pieces(p1) & pieces(p2)))
+ return false;
+ }
- if (step && ++*step, testKingCapture)
- if (attackers_to(king_square(~sideToMove)) & pieces(sideToMove))
- return false;
+ if (step == State)
+ {
+ StateInfo si = *st;
+ set_state(&si);
+ if (std::memcmp(&si, st, sizeof(StateInfo)))
+ return false;
+ }
- if (step && ++*step, testPieceCounts)
- for (Color c = WHITE; c <= BLACK; ++c)
- for (PieceType pt = PAWN; pt <= KING; ++pt)
- if (pieceCount[c][pt] != popcount<Full>(pieces(c, pt)))
- return false;
-
- if (step && ++*step, testPieceList)
- for (Color c = WHITE; c <= BLACK; ++c)
- for (PieceType pt = PAWN; pt <= KING; ++pt)
- for (int i = 0; i < pieceCount[c][pt]; ++i)
- if ( board[pieceList[c][pt][i]] != make_piece(c, pt)
- || index[pieceList[c][pt][i]] != i)
+ if (step == Lists)
+ for (Color c = WHITE; c <= BLACK; ++c)
+ for (PieceType pt = PAWN; pt <= KING; ++pt)
+ {
+ if (pieceCount[c][pt] != popcount<Full>(pieces(c, pt)))
return false;
- if (step && ++*step, testCastlingSquares)
- for (Color c = WHITE; c <= BLACK; ++c)
- for (CastlingSide s = KING_SIDE; s <= QUEEN_SIDE; s = CastlingSide(s + 1))
- {
- if (!can_castle(c | s))
- continue;
-
- if ( (castlingRightsMask[king_square(c)] & (c | s)) != (c | s)
- || piece_on(castlingRookSquare[c | s]) != make_piece(c, ROOK)
- || castlingRightsMask[castlingRookSquare[c | s]] != (c | s))
- return false;
- }
+ for (int i = 0; i < pieceCount[c][pt]; ++i)
+ if ( board[pieceList[c][pt][i]] != make_piece(c, pt)
+ || index[pieceList[c][pt][i]] != i)
+ return false;
+ }
+
+ if (step == Castling)
+ for (Color c = WHITE; c <= BLACK; ++c)
+ for (CastlingSide s = KING_SIDE; s <= QUEEN_SIDE; s = CastlingSide(s + 1))
+ {
+ if (!can_castle(c | s))
+ continue;
+
+ if ( piece_on(castlingRookSquare[c | s]) != make_piece(c, ROOK)
+ || castlingRightsMask[castlingRookSquare[c | s]] != (c | s)
+ ||(castlingRightsMask[king_square(c)] & (c | s)) != (c | s))
+ return false;
+ }
+ }
return true;
}