X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fposition.cpp;h=31176c9d42ead1a504a57c426b1b40c748a7f6c1;hp=701a1c0f9b08615b051893f2e5d2c3ab91e199f5;hb=088ecc242f6ef35e7785577482535ebfad56b975;hpb=d155cd88d1ca914c8a9d398c0164b5a92a5b9629 diff --git a/src/position.cpp b/src/position.cpp index 701a1c0f..31176c9d 100644 --- a/src/position.cpp +++ b/src/position.cpp @@ -31,6 +31,7 @@ #include "movepick.h" #include "position.h" #include "psqtab.h" +#include "san.h" #include "ucioption.h" @@ -38,6 +39,8 @@ //// Variables //// +extern SearchStack EmptySearchStack; + int Position::castleRightsMask[64]; Key Position::zobrist[2][8][64]; @@ -49,6 +52,7 @@ Key Position::zobSideToMove; Value Position::MgPieceSquareTable[16][64]; Value Position::EgPieceSquareTable[16][64]; +static bool RequestPending = false; //// //// Functions @@ -56,11 +60,11 @@ Value Position::EgPieceSquareTable[16][64]; /// Constructors -Position::Position(const Position &pos) { +Position::Position(const Position& pos) { copy(pos); } -Position::Position(const std::string &fen) { +Position::Position(const std::string& fen) { from_fen(fen); } @@ -69,7 +73,7 @@ Position::Position(const std::string &fen) { /// string. This function is not very robust - make sure that input FENs are /// correct (this is assumed to be the responsibility of the GUI). -void Position::from_fen(const std::string &fen) { +void Position::from_fen(const std::string& fen) { static const std::string pieceLetters = "KQRBNPkqrbnp"; static const Piece pieces[] = { WK, WQ, WR, WB, WN, WP, BK, BQ, BR, BB, BN, BP }; @@ -124,8 +128,10 @@ void Position::from_fen(const std::string &fen) { i++; while(strchr("KQkqabcdefghABCDEFGH-", fen[i])) { - if(fen[i] == '-') { - i++; break; + if (fen[i] == '-') + { + i++; + break; } else if(fen[i] == 'K') allow_oo(WHITE); else if(fen[i] == 'Q') allow_ooo(WHITE); @@ -235,14 +241,14 @@ const std::string Position::to_fen() const { fen += (char)skip + '0'; skip = 0; } - fen += pieceLetters[piece_on(sq)]; + fen += pieceLetters[piece_on(sq)]; } if (skip > 0) fen += (char)skip + '0'; fen += (rank > RANK_1 ? '/' : ' '); } - fen += (sideToMove == WHITE ? 'w' : 'b') + ' '; + fen += (sideToMove == WHITE ? "w " : "b "); if (castleRights != NO_CASTLES) { if (can_castle_kingside(WHITE)) fen += 'K'; @@ -263,29 +269,45 @@ const std::string Position::to_fen() const { /// Position::print() prints an ASCII representation of the position to -/// the standard output. - -void Position::print() const { - char pieceStrings[][8] = - {"| ? ", "| P ", "| N ", "| B ", "| R ", "| Q ", "| K ", "| ? ", - "| ? ", "|=P=", "|=N=", "|=B=", "|=R=", "|=Q=", "|=K=" - }; - - for(Rank rank = RANK_8; rank >= RANK_1; rank--) { - std::cout << "+---+---+---+---+---+---+---+---+\n"; - for(File file = FILE_A; file <= FILE_H; file++) { - Square sq = make_square(file, rank); - Piece piece = piece_on(sq); - if(piece == EMPTY) - std::cout << ((square_color(sq) == WHITE)? "| " : "| . "); - else - std::cout << pieceStrings[piece]; - } - std::cout << "|\n"; +/// the standard output. If a move is given then also the san is print. + +void Position::print(Move m) const { + + static const std::string pieceLetters = " PNBRQK PNBRQK ."; + + // Check for reentrancy, as example when called from inside + // MovePicker that is used also here in move_to_san() + if (RequestPending) + return; + + RequestPending = true; + + std::cout << std::endl; + if (m != MOVE_NONE) + { + std::string col = (color_of_piece_on(move_from(m)) == BLACK ? ".." : ""); + std::cout << "Move is: " << col << move_to_san(*this, m) << std::endl; } - std::cout << "+---+---+---+---+---+---+---+---+\n"; - std::cout << to_fen() << std::endl; - std::cout << key << std::endl; + for (Rank rank = RANK_8; rank >= RANK_1; rank--) + { + std::cout << "+---+---+---+---+---+---+---+---+" << std::endl; + for (File file = FILE_A; file <= FILE_H; file++) + { + Square sq = make_square(file, rank); + Piece piece = piece_on(sq); + if (piece == EMPTY && square_color(sq) == WHITE) + piece = NO_PIECE; + + char col = (color_of_piece_on(sq) == BLACK ? '=' : ' '); + std::cout << '|' << col << pieceLetters[piece] << col; + } + std::cout << '|' << std::endl; + } + std::cout << "+---+---+---+---+---+---+---+---+" << std::endl + << "Fen is: " << to_fen() << std::endl + << "Key is: " << key << std::endl; + + RequestPending = false; } @@ -327,7 +349,7 @@ Bitboard Position::hidden_checks(Color c, Square ksq) const { Square s; Bitboard sliders, result = EmptyBoardBB; - + if (Piece == ROOK) // Resolved at compile time sliders = rooks_and_queens(FindPinned ? opposite_color(c) : c) & RookPseudoAttacks[ksq]; else @@ -338,7 +360,7 @@ Bitboard Position::hidden_checks(Color c, Square ksq) const { // King blockers are candidate pinned pieces Bitboard candidate_pinned = piece_attacks(ksq) & pieces_of_color(c); - // Pinners are sliders, not checkers, that give check when + // Pinners are sliders, not checkers, that give check when // candidate pinned are removed. Bitboard pinners = (FindPinned ? sliders & ~checkersBB : sliders); @@ -359,19 +381,6 @@ Bitboard Position::hidden_checks(Color c, Square ksq) const { } -/// Position::square_is_attacked() checks whether the given side attacks the -/// given square. - -bool Position::square_is_attacked(Square s, Color c) const { - - return (pawn_attacks(opposite_color(c), s) & pawns(c)) - || (piece_attacks(s) & knights(c)) - || (piece_attacks(s) & kings(c)) - || (piece_attacks(s) & rooks_and_queens(c)) - || (piece_attacks(s) & bishops_and_queens(c)); -} - - /// Position::attacks_to() computes a bitboard containing all pieces which /// attacks a given square. There are two versions of this function: One /// which finds attackers of both colors, and one which only finds the @@ -387,12 +396,6 @@ Bitboard Position::attacks_to(Square s) const { | (piece_attacks(s) & pieces_of_type(KING)); } -Bitboard Position::attacks_to(Square s, Color c) const { - - return attacks_to(s) & pieces_of_color(c); -} - - /// Position::piece_attacks_square() tests whether the piece on square f /// attacks square t. @@ -410,7 +413,7 @@ bool Position::piece_attacks_square(Square f, Square t) const { case WR: case BR: return piece_attacks_square(f, t); case WQ: case BQ: return piece_attacks_square(f, t); case WK: case BK: return piece_attacks_square(f, t); - default: return false; + default: break; } return false; } @@ -438,7 +441,7 @@ bool Position::move_attacks_square(Move m, Square s) const { case WR: case BR: return piece_attacks_square(t, s); case WQ: case BQ: return piece_attacks_square(t, s); case WK: case BK: return piece_attacks_square(t, s); - default: assert(false); + default: break; } return false; } @@ -447,30 +450,28 @@ bool Position::move_attacks_square(Move m, Square s) const { /// Position::find_checkers() computes the checkersBB bitboard, which /// contains a nonzero bit for each checking piece (0, 1 or 2). It /// currently works by calling Position::attacks_to, which is probably -/// inefficient. Consider rewriting this function to use the last move +/// inefficient. Consider rewriting this function to use the last move /// played, like in non-bitboard versions of Glaurung. void Position::find_checkers() { - checkersBB = attacks_to(king_square(side_to_move()),opposite_color(side_to_move())); + Color us = side_to_move(); + checkersBB = attacks_to(king_square(us), opposite_color(us)); } -/// Position::move_is_legal() tests whether a pseudo-legal move is legal. +/// Position::pl_move_is_legal() tests whether a pseudo-legal move is legal. /// There are two versions of this function: One which takes only a /// move as input, and one which takes a move and a bitboard of pinned /// pieces. The latter function is faster, and should always be preferred /// when a pinned piece bitboard has already been computed. -bool Position::move_is_legal(Move m) const { +bool Position::pl_move_is_legal(Move m) const { - return move_is_legal(m, pinned_pieces(side_to_move())); + return pl_move_is_legal(m, pinned_pieces(side_to_move())); } -bool Position::move_is_legal(Move m, Bitboard pinned) const { - - Color us, them; - Square ksq, from; +bool Position::pl_move_is_legal(Move m, Bitboard pinned) const { assert(is_ok()); assert(move_is_ok(m)); @@ -485,10 +486,10 @@ bool Position::move_is_legal(Move m, Bitboard pinned) const { if (move_is_castle(m)) return true; - us = side_to_move(); - them = opposite_color(us); - from = move_from(m); - ksq = king_square(us); + Color us = side_to_move(); + Color them = opposite_color(us); + Square from = move_from(m); + Square ksq = king_square(us); assert(color_of_piece_on(from) == us); assert(piece_on(ksq) == king_of_color(us)); @@ -522,11 +523,8 @@ bool Position::move_is_legal(Move m, Bitboard pinned) const { // A non-king move is legal if and only if it is not pinned or it // is moving along the ray towards or away from the king. - if ( !bit_is_set(pinned, from) - || (direction_between_squares(from, ksq) == direction_between_squares(move_to(m), ksq))) - return true; - - return false; + return ( !bit_is_set(pinned, from) + || (direction_between_squares(from, ksq) == direction_between_squares(move_to(m), ksq))); } @@ -544,18 +542,15 @@ bool Position::move_is_check(Move m) const { bool Position::move_is_check(Move m, Bitboard dcCandidates) const { - Color us, them; - Square ksq, from, to; - assert(is_ok()); assert(move_is_ok(m)); assert(dcCandidates == discovered_check_candidates(side_to_move())); - us = side_to_move(); - them = opposite_color(us); - from = move_from(m); - to = move_to(m); - ksq = king_square(them); + Color us = side_to_move(); + Color them = opposite_color(us); + Square from = move_from(m); + Square to = move_to(m); + Square ksq = king_square(them); assert(color_of_piece_on(from) == us); assert(piece_on(ksq) == king_of_color(them)); @@ -564,14 +559,14 @@ bool Position::move_is_check(Move m, Bitboard dcCandidates) const { switch (type_of_piece_on(from)) { case PAWN: - + if (bit_is_set(pawn_attacks(them, ksq), to)) // Normal check? return true; - + if ( bit_is_set(dcCandidates, from) // Discovered check? && (direction_between_squares(from, ksq) != direction_between_squares(to, ksq))) return true; - + if (move_promotion(m)) // Promotion with check? { Bitboard b = occupied_squares(); @@ -607,7 +602,7 @@ bool Position::move_is_check(Move m, Bitboard dcCandidates) const { } return false; - case KNIGHT: + case KNIGHT: return bit_is_set(dcCandidates, from) // Discovered check? || bit_is_set(piece_attacks(ksq), to); // Normal check? @@ -621,7 +616,7 @@ bool Position::move_is_check(Move m, Bitboard dcCandidates) const { case QUEEN: // Discovered checks are impossible! - assert(!bit_is_set(dcCandidates, from)); + assert(!bit_is_set(dcCandidates, from)); return bit_is_set(piece_attacks(ksq), to); // Normal check? case KING: @@ -654,8 +649,8 @@ bool Position::move_is_check(Move m, Bitboard dcCandidates) const { } return false; - default: - assert(false); + default: // NO_PIECE_TYPE + break; } assert(false); return false; @@ -663,148 +658,138 @@ bool Position::move_is_check(Move m, Bitboard dcCandidates) const { /// Position::move_is_capture() tests whether a move from the current -/// position is a capture. +/// position is a capture. Move must not be MOVE_NONE. bool Position::move_is_capture(Move m) const { - return color_of_piece_on(move_to(m)) == opposite_color(side_to_move()) - || move_is_ep(m); + assert(m != MOVE_NONE); + + return ( !square_is_empty(move_to(m)) + && (color_of_piece_on(move_to(m)) == opposite_color(side_to_move())) + ) + || move_is_ep(m); } -/// Position::backup() is called when making a move. All information +/// Position::backup() is called when making a move. All information /// necessary to restore the position when the move is later unmade -/// is saved to an UndoInfo object. The function Position::restore +/// is saved to an UndoInfo object. The function Position::restore /// does the reverse operation: When one does a backup followed by /// a restore with the same UndoInfo object, the position is restored /// to the state before backup was called. -void Position::backup(UndoInfo &u) const { +void Position::backup(UndoInfo& u) const { + u.castleRights = castleRights; - u.epSquare = epSquare; - u.checkersBB = checkersBB; - u.key = key; - u.pawnKey = pawnKey; - u.materialKey = materialKey; - u.rule50 = rule50; - u.lastMove = lastMove; - u.capture = NO_PIECE_TYPE; - u.mgValue = mgValue; - u.egValue = egValue; + u.epSquare = epSquare; + u.checkersBB = checkersBB; + u.key = key; + u.pawnKey = pawnKey; + u.materialKey = materialKey; + u.rule50 = rule50; + u.lastMove = lastMove; + u.mgValue = mgValue; + u.egValue = egValue; + u.capture = NO_PIECE_TYPE; } /// Position::restore() is called when unmaking a move. It copies back /// the information backed up during a previous call to Position::backup. -void Position::restore(const UndoInfo &u) { +void Position::restore(const UndoInfo& u) { + castleRights = u.castleRights; - epSquare = u.epSquare; - checkersBB = u.checkersBB; - key = u.key; - pawnKey = u.pawnKey; - materialKey = u.materialKey; - rule50 = u.rule50; - lastMove = u.lastMove; - mgValue = u.mgValue; - egValue = u.egValue; + epSquare = u.epSquare; + checkersBB = u.checkersBB; + key = u.key; + pawnKey = u.pawnKey; + materialKey = u.materialKey; + rule50 = u.rule50; + lastMove = u.lastMove; + mgValue = u.mgValue; + egValue = u.egValue; + // u.capture is restored in undo_move() +} + + +/// Position::update_checkers() is a private method to udpate chekers info + +template +inline void Position::update_checkers(Bitboard* pCheckersBB, Square ksq, Square from, + Square to, Bitboard dcCandidates) { + + if (Piece != KING && bit_is_set(piece_attacks(ksq), to)) + set_bit(pCheckersBB, to); + + if (Piece != QUEEN && bit_is_set(dcCandidates, from)) + { + if (Piece != ROOK) + (*pCheckersBB) |= (piece_attacks(ksq) & rooks_and_queens(side_to_move())); + + if (Piece != BISHOP) + (*pCheckersBB) |= (piece_attacks(ksq) & bishops_and_queens(side_to_move())); + } } /// Position::do_move() makes a move, and backs up all information necessary -/// to undo the move to an UndoInfo object. The move is assumed to be legal. +/// to undo the move to an UndoInfo object. The move is assumed to be legal. /// Pseudo-legal moves should be filtered out before this function is called. /// There are two versions of this function, one which takes only the move and /// the UndoInfo as input, and one which takes a third parameter, a bitboard of -/// discovered check candidates. The second version is faster, because knowing +/// discovered check candidates. The second version is faster, because knowing /// the discovered check candidates makes it easier to update the checkersBB /// member variable in the position object. -void Position::do_move(Move m, UndoInfo &u) { +void Position::do_move(Move m, UndoInfo& u) { + do_move(m, u, discovered_check_candidates(side_to_move())); } -void Position::do_move(Move m, UndoInfo &u, Bitboard dcCandidates) { +void Position::do_move(Move m, UndoInfo& u, Bitboard dcCandidates) { + assert(is_ok()); assert(move_is_ok(m)); // Back up the necessary information to our UndoInfo object (except the - // captured piece, which is taken care of later: + // captured piece, which is taken care of later. backup(u); // Save the current key to the history[] array, in order to be able to - // detect repetition draws: + // detect repetition draws. history[gamePly] = key; - // Increment the 50 moves rule draw counter. Resetting it to zero in the + // Increment the 50 moves rule draw counter. Resetting it to zero in the // case of non-reversible moves is taken care of later. rule50++; - if(move_is_castle(m)) - do_castle_move(m); - else if(move_promotion(m)) - do_promotion_move(m, u); - else if(move_is_ep(m)) - do_ep_move(m); - else { - Color us, them; - Square from, to; - PieceType piece, capture; - - us = side_to_move(); - them = opposite_color(us); - - from = move_from(m); - to = move_to(m); + if (move_is_castle(m)) + do_castle_move(m); + else if (move_promotion(m)) + do_promotion_move(m, u); + else if (move_is_ep(m)) + do_ep_move(m); + else + { + Color us = side_to_move(); + Color them = opposite_color(us); + Square from = move_from(m); + Square to = move_to(m); assert(color_of_piece_on(from) == us); assert(color_of_piece_on(to) == them || piece_on(to) == EMPTY); - piece = type_of_piece_on(from); - capture = type_of_piece_on(to); - - if(capture) { - assert(capture != KING); - - // Remove captured piece: - clear_bit(&(byColorBB[them]), to); - clear_bit(&(byTypeBB[capture]), to); - - // Update hash key: - key ^= zobrist[them][capture][to]; - - // If the captured piece was a pawn, update pawn hash key: - if(capture == PAWN) - pawnKey ^= zobrist[them][PAWN][to]; - - // Update incremental scores: - mgValue -= mg_pst(them, capture, to); - egValue -= eg_pst(them, capture, to); + PieceType piece = type_of_piece_on(from); + PieceType capture = type_of_piece_on(to); - // Update material: - if(capture != PAWN) - npMaterial[them] -= piece_value_midgame(capture); - - // Update material hash key: - materialKey ^= zobMaterial[them][capture][pieceCount[them][capture]]; - - // Update piece count: - pieceCount[them][capture]--; - - // Update piece list: - pieceList[them][capture][index[to]] = - pieceList[them][capture][pieceCount[them][capture]]; - index[pieceList[them][capture][index[to]]] = index[to]; - - // Remember the captured piece, in order to be able to undo the move - // correctly: + if (capture) + { u.capture = capture; - - // Reset rule 50 counter: - rule50 = 0; + do_capture_move(m, capture, them, to); } - // Move the piece: + // Move the piece clear_bit(&(byColorBB[us]), from); clear_bit(&(byTypeBB[piece]), from); clear_bit(&(byTypeBB[0]), from); // HACK: byTypeBB[0] == occupied squares @@ -814,107 +799,69 @@ void Position::do_move(Move m, UndoInfo &u, Bitboard dcCandidates) { board[to] = board[from]; board[from] = EMPTY; - // Update hash key: + // Update hash key key ^= zobrist[us][piece][from] ^ zobrist[us][piece][to]; - // Update incremental scores: + // Update incremental scores mgValue -= mg_pst(us, piece, from); mgValue += mg_pst(us, piece, to); egValue -= eg_pst(us, piece, from); egValue += eg_pst(us, piece, to); - // If the moving piece was a king, update the king square: - if(piece == KING) - kingSquare[us] = to; + // If the moving piece was a king, update the king square + if (piece == KING) + kingSquare[us] = to; - // If the move was a double pawn push, set the en passant square. - // This code is a bit ugly right now, and should be cleaned up later. - // FIXME - if(epSquare != SQ_NONE) { - key ^= zobEp[epSquare]; - epSquare = SQ_NONE; + // Reset en passant square + if (epSquare != SQ_NONE) + { + key ^= zobEp[epSquare]; + epSquare = SQ_NONE; } - if(piece == PAWN) { - if(abs(int(to) - int(from)) == 16) { - if((us == WHITE && (pawn_attacks(WHITE, from + DELTA_N) & - pawns(BLACK))) || - (us == BLACK && (pawn_attacks(BLACK, from + DELTA_S) & - pawns(WHITE)))) { - epSquare = Square((int(from) + int(to)) / 2); - key ^= zobEp[epSquare]; + + // If the moving piece was a pawn do some special extra work + if (piece == PAWN) + { + // Reset rule 50 draw counter + rule50 = 0; + + // Update pawn hash key + pawnKey ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to]; + + // Set en passant square, only if moved pawn can be captured + if (abs(int(to) - int(from)) == 16) + { + if ( (us == WHITE && (pawn_attacks(WHITE, from + DELTA_N) & pawns(BLACK))) + || (us == BLACK && (pawn_attacks(BLACK, from + DELTA_S) & pawns(WHITE)))) + { + epSquare = Square((int(from) + int(to)) / 2); + key ^= zobEp[epSquare]; + } } - } - // Reset rule 50 draw counter. - rule50 = 0; - // Update pawn hash key: - pawnKey ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to]; } - // Update piece lists: + // Update piece lists pieceList[us][piece][index[from]] = to; index[to] = index[from]; - // Update castle rights: + // Update castle rights key ^= zobCastle[castleRights]; castleRights &= castleRightsMask[from]; castleRights &= castleRightsMask[to]; key ^= zobCastle[castleRights]; - // Update checkers bitboard: + // Update checkers bitboard, piece must be already moved checkersBB = EmptyBoardBB; Square ksq = king_square(them); - - switch(piece) { - - case PAWN: - if(bit_is_set(pawn_attacks(them, ksq), to)) - set_bit(&checkersBB, to); - if(bit_is_set(dcCandidates, from)) - checkersBB |= - ((piece_attacks(ksq) & rooks_and_queens(us)) | - (piece_attacks(ksq) & bishops_and_queens(us))); - break; - - case KNIGHT: - if(bit_is_set(piece_attacks(ksq), to)) - set_bit(&checkersBB, to); - if(bit_is_set(dcCandidates, from)) - checkersBB |= - ((piece_attacks(ksq) & rooks_and_queens(us)) | - (piece_attacks(ksq) & bishops_and_queens(us))); - break; - - case BISHOP: - if(bit_is_set(piece_attacks(ksq), to)) - set_bit(&checkersBB, to); - if(bit_is_set(dcCandidates, from)) - checkersBB |= - (piece_attacks(ksq) & rooks_and_queens(us)); - break; - - case ROOK: - if(bit_is_set(piece_attacks(ksq), to)) - set_bit(&checkersBB, to); - if(bit_is_set(dcCandidates, from)) - checkersBB |= - (piece_attacks(ksq) & bishops_and_queens(us)); - break; - - case QUEEN: - if(bit_is_set(piece_attacks(ksq), to)) - set_bit(&checkersBB, to); - break; - - case KING: - if(bit_is_set(dcCandidates, from)) - checkersBB |= - ((piece_attacks(ksq) & rooks_and_queens(us)) | - (piece_attacks(ksq) & bishops_and_queens(us))); - break; - - default: - assert(false); - break; + switch (piece) + { + case PAWN: update_checkers(&checkersBB, ksq, from, to, dcCandidates); break; + case KNIGHT: update_checkers(&checkersBB, ksq, from, to, dcCandidates); break; + case BISHOP: update_checkers(&checkersBB, ksq, from, to, dcCandidates); break; + case ROOK: update_checkers(&checkersBB, ksq, from, to, dcCandidates); break; + case QUEEN: update_checkers(&checkersBB, ksq, from, to, dcCandidates); break; + case KING: update_checkers(&checkersBB, ksq, from, to, dcCandidates); break; + default: assert(false); break; } } @@ -930,40 +877,82 @@ void Position::do_move(Move m, UndoInfo &u, Bitboard dcCandidates) { } +/// Position::do_capture_move() is a private method used to update captured +/// piece info. It is called from the main Position::do_move function. + +void Position::do_capture_move(Move m, PieceType capture, Color them, Square to) { + + assert(capture != KING); + + // Remove captured piece + clear_bit(&(byColorBB[them]), to); + clear_bit(&(byTypeBB[capture]), to); + + // Update hash key + key ^= zobrist[them][capture][to]; + + // If the captured piece was a pawn, update pawn hash key + if (capture == PAWN) + pawnKey ^= zobrist[them][PAWN][to]; + + // Update incremental scores + mgValue -= mg_pst(them, capture, to); + egValue -= eg_pst(them, capture, to); + + assert(!move_promotion(m) || capture != PAWN); + + // Update material + if (capture != PAWN) + npMaterial[them] -= piece_value_midgame(capture); + + // Update material hash key + materialKey ^= zobMaterial[them][capture][pieceCount[them][capture]]; + + // Update piece count + pieceCount[them][capture]--; + + // Update piece list + pieceList[them][capture][index[to]] = pieceList[them][capture][pieceCount[them][capture]]; + index[pieceList[them][capture][index[to]]] = index[to]; + + // Reset rule 50 counter + rule50 = 0; +} + + /// Position::do_castle_move() is a private method used to make a castling -/// move. It is called from the main Position::do_move function. Note that +/// move. It is called from the main Position::do_move function. Note that /// castling moves are encoded as "king captures friendly rook" moves, for /// instance white short castling in a non-Chess960 game is encoded as e1h1. void Position::do_castle_move(Move m) { - Color us, them; - Square kfrom, kto, rfrom, rto; assert(is_ok()); assert(move_is_ok(m)); assert(move_is_castle(m)); - us = side_to_move(); - them = opposite_color(us); + Color us = side_to_move(); + Color them = opposite_color(us); - // Find source squares for king and rook: - kfrom = move_from(m); - rfrom = move_to(m); // HACK: See comment at beginning of function. + // Find source squares for king and rook + Square kfrom = move_from(m); + Square rfrom = move_to(m); // HACK: See comment at beginning of function + Square kto, rto; assert(piece_on(kfrom) == king_of_color(us)); assert(piece_on(rfrom) == rook_of_color(us)); - // Find destination squares for king and rook: - if(rfrom > kfrom) { // O-O - kto = relative_square(us, SQ_G1); - rto = relative_square(us, SQ_F1); - } - else { // O-O-O - kto = relative_square(us, SQ_C1); - rto = relative_square(us, SQ_D1); + // Find destination squares for king and rook + if (rfrom > kfrom) // O-O + { + kto = relative_square(us, SQ_G1); + rto = relative_square(us, SQ_F1); + } else { // O-O-O + kto = relative_square(us, SQ_C1); + rto = relative_square(us, SQ_D1); } - // Remove pieces from source squares: + // Remove pieces from source squares clear_bit(&(byColorBB[us]), kfrom); clear_bit(&(byTypeBB[KING]), kfrom); clear_bit(&(byTypeBB[0]), kfrom); // HACK: byTypeBB[0] == occupied squares @@ -971,7 +960,7 @@ void Position::do_castle_move(Move m) { clear_bit(&(byTypeBB[ROOK]), rfrom); clear_bit(&(byTypeBB[0]), rfrom); // HACK: byTypeBB[0] == occupied squares - // Put pieces on destination squares: + // Put pieces on destination squares set_bit(&(byColorBB[us]), kto); set_bit(&(byTypeBB[KING]), kto); set_bit(&(byTypeBB[0]), kto); // HACK: byTypeBB[0] == occupied squares @@ -979,22 +968,22 @@ void Position::do_castle_move(Move m) { set_bit(&(byTypeBB[ROOK]), rto); set_bit(&(byTypeBB[0]), rto); // HACK: byTypeBB[0] == occupied squares - // Update board array: + // Update board array board[kfrom] = board[rfrom] = EMPTY; board[kto] = king_of_color(us); board[rto] = rook_of_color(us); - // Update king square: + // Update king square kingSquare[us] = kto; - // Update piece lists: + // Update piece lists pieceList[us][KING][index[kfrom]] = kto; pieceList[us][ROOK][index[rfrom]] = rto; int tmp = index[rfrom]; index[kto] = index[kfrom]; index[rto] = tmp; - // Update incremental scores: + // Update incremental scores mgValue -= mg_pst(us, KING, kfrom); mgValue += mg_pst(us, KING, kto); egValue -= eg_pst(us, KING, kfrom); @@ -1004,35 +993,37 @@ void Position::do_castle_move(Move m) { egValue -= eg_pst(us, ROOK, rfrom); egValue += eg_pst(us, ROOK, rto); - // Update hash key: + // Update hash key key ^= zobrist[us][KING][kfrom] ^ zobrist[us][KING][kto]; key ^= zobrist[us][ROOK][rfrom] ^ zobrist[us][ROOK][rto]; - // Clear en passant square: - if(epSquare != SQ_NONE) { - key ^= zobEp[epSquare]; - epSquare = SQ_NONE; + // Clear en passant square + if (epSquare != SQ_NONE) + { + key ^= zobEp[epSquare]; + epSquare = SQ_NONE; } - // Update castling rights: + // Update castling rights key ^= zobCastle[castleRights]; castleRights &= castleRightsMask[kfrom]; key ^= zobCastle[castleRights]; - // Reset rule 50 counter: + // Reset rule 50 counter rule50 = 0; - // Update checkers BB: + // Update checkers BB checkersBB = attacks_to(king_square(them), us); } /// Position::do_promotion_move() is a private method used to make a promotion -/// move. It is called from the main Position::do_move function. The +/// move. It is called from the main Position::do_move function. The /// UndoInfo object, which has been initialized in Position::do_move, is /// used to store the captured piece (if any). void Position::do_promotion_move(Move m, UndoInfo &u) { + Color us, them; Square from, to; PieceType capture, promotion; @@ -1043,7 +1034,6 @@ void Position::do_promotion_move(Move m, UndoInfo &u) { us = side_to_move(); them = opposite_color(us); - from = move_from(m); to = move_to(m); @@ -1053,48 +1043,19 @@ void Position::do_promotion_move(Move m, UndoInfo &u) { capture = type_of_piece_on(to); - if(capture) { - assert(capture != KING); - - // Remove captured piece: - clear_bit(&(byColorBB[them]), to); - clear_bit(&(byTypeBB[capture]), to); - - // Update hash key: - key ^= zobrist[them][capture][to]; - - // Update incremental scores: - mgValue -= mg_pst(them, capture, to); - egValue -= eg_pst(them, capture, to); - - // Update material. Because our move is a promotion, we know that the - // captured piece is not a pawn. - assert(capture != PAWN); - npMaterial[them] -= piece_value_midgame(capture); - - // Update material hash key: - materialKey ^= zobMaterial[them][capture][pieceCount[them][capture]]; - - // Update piece count: - pieceCount[them][capture]--; - - // Update piece list: - pieceList[them][capture][index[to]] = - pieceList[them][capture][pieceCount[them][capture]]; - index[pieceList[them][capture][index[to]]] = index[to]; - - // Remember the captured piece, in order to be able to undo the move - // correctly: + if (capture) + { u.capture = capture; + do_capture_move(m, capture, them, to); } - // Remove pawn: + // Remove pawn clear_bit(&(byColorBB[us]), from); clear_bit(&(byTypeBB[PAWN]), from); clear_bit(&(byTypeBB[0]), from); // HACK: byTypeBB[0] == occupied squares board[from] = EMPTY; - // Insert promoted piece: + // Insert promoted piece promotion = move_promotion(m); assert(promotion >= KNIGHT && promotion <= QUEEN); set_bit(&(byColorBB[us]), to); @@ -1102,61 +1063,62 @@ void Position::do_promotion_move(Move m, UndoInfo &u) { set_bit(&(byTypeBB[0]), to); // HACK: byTypeBB[0] == occupied squares board[to] = piece_of_color_and_type(us, promotion); - // Update hash key: + // Update hash key key ^= zobrist[us][PAWN][from] ^ zobrist[us][promotion][to]; - // Update pawn hash key: + // Update pawn hash key pawnKey ^= zobrist[us][PAWN][from]; - // Update material key: + // Update material key materialKey ^= zobMaterial[us][PAWN][pieceCount[us][PAWN]]; materialKey ^= zobMaterial[us][promotion][pieceCount[us][promotion]+1]; - // Update piece counts: + // Update piece counts pieceCount[us][PAWN]--; pieceCount[us][promotion]++; - // Update piece lists: - pieceList[us][PAWN][index[from]] = - pieceList[us][PAWN][pieceCount[us][PAWN]]; + // Update piece lists + pieceList[us][PAWN][index[from]] = pieceList[us][PAWN][pieceCount[us][PAWN]]; index[pieceList[us][PAWN][index[from]]] = index[from]; pieceList[us][promotion][pieceCount[us][promotion] - 1] = to; index[to] = pieceCount[us][promotion] - 1; - // Update incremental scores: + // Update incremental scores mgValue -= mg_pst(us, PAWN, from); mgValue += mg_pst(us, promotion, to); egValue -= eg_pst(us, PAWN, from); egValue += eg_pst(us, promotion, to); - // Update material: + // Update material npMaterial[us] += piece_value_midgame(promotion); - // Clear the en passant square: - if(epSquare != SQ_NONE) { - key ^= zobEp[epSquare]; - epSquare = SQ_NONE; + // Clear the en passant square + if (epSquare != SQ_NONE) + { + key ^= zobEp[epSquare]; + epSquare = SQ_NONE; } - // Update castle rights: + // Update castle rights key ^= zobCastle[castleRights]; castleRights &= castleRightsMask[to]; key ^= zobCastle[castleRights]; - // Reset rule 50 counter: + // Reset rule 50 counter rule50 = 0; - // Update checkers BB: + // Update checkers BB checkersBB = attacks_to(king_square(them), us); } /// Position::do_ep_move() is a private method used to make an en passant -/// capture. It is called from the main Position::do_move function. Because +/// capture. It is called from the main Position::do_move function. Because /// the captured piece is always a pawn, we don't need to pass an UndoInfo /// object in which to store the captured piece. void Position::do_ep_move(Move m) { + Color us, them; Square from, to, capsq; @@ -1166,8 +1128,6 @@ void Position::do_ep_move(Move m) { us = side_to_move(); them = opposite_color(us); - - // Find from, to and capture squares: from = move_from(m); to = move_to(m); capsq = (us == WHITE)? (to - DELTA_N) : (to - DELTA_S); @@ -1178,47 +1138,46 @@ void Position::do_ep_move(Move m) { assert(piece_on(from) == pawn_of_color(us)); assert(piece_on(capsq) == pawn_of_color(them)); - // Remove captured piece: + // Remove captured piece clear_bit(&(byColorBB[them]), capsq); clear_bit(&(byTypeBB[PAWN]), capsq); clear_bit(&(byTypeBB[0]), capsq); // HACK: byTypeBB[0] == occupied squares board[capsq] = EMPTY; - // Remove moving piece from source square: + // Remove moving piece from source square clear_bit(&(byColorBB[us]), from); clear_bit(&(byTypeBB[PAWN]), from); clear_bit(&(byTypeBB[0]), from); // HACK: byTypeBB[0] == occupied squares - // Put moving piece on destination square: + // Put moving piece on destination square set_bit(&(byColorBB[us]), to); set_bit(&(byTypeBB[PAWN]), to); set_bit(&(byTypeBB[0]), to); // HACK: byTypeBB[0] == occupied squares board[to] = board[from]; board[from] = EMPTY; - // Update material hash key: + // Update material hash key materialKey ^= zobMaterial[them][PAWN][pieceCount[them][PAWN]]; - // Update piece count: + // Update piece count pieceCount[them][PAWN]--; - // Update piece list: + // Update piece list pieceList[us][PAWN][index[from]] = to; index[to] = index[from]; - pieceList[them][PAWN][index[capsq]] = - pieceList[them][PAWN][pieceCount[them][PAWN]]; + pieceList[them][PAWN][index[capsq]] = pieceList[them][PAWN][pieceCount[them][PAWN]]; index[pieceList[them][PAWN][index[capsq]]] = index[capsq]; - // Update hash key: + // Update hash key key ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to]; key ^= zobrist[them][PAWN][capsq]; key ^= zobEp[epSquare]; - // Update pawn hash key: + // Update pawn hash key pawnKey ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to]; pawnKey ^= zobrist[them][PAWN][capsq]; - // Update incremental scores: + // Update incremental scores mgValue -= mg_pst(them, PAWN, capsq); mgValue -= mg_pst(us, PAWN, from); mgValue += mg_pst(us, PAWN, to); @@ -1226,23 +1185,24 @@ void Position::do_ep_move(Move m) { egValue -= eg_pst(us, PAWN, from); egValue += eg_pst(us, PAWN, to); - // Reset en passant square: + // Reset en passant square epSquare = SQ_NONE; - // Reset rule 50 counter: + // Reset rule 50 counter rule50 = 0; - // Update checkers BB: + // Update checkers BB checkersBB = attacks_to(king_square(them), us); } -/// Position::undo_move() unmakes a move. When it returns, the position should -/// be restored to exactly the same state as before the move was made. It is +/// Position::undo_move() unmakes a move. When it returns, the position should +/// be restored to exactly the same state as before the move was made. It is /// important that Position::undo_move is called with the same move and UndoInfo /// object as the earlier call to Position::do_move. void Position::undo_move(Move m, const UndoInfo &u) { + assert(is_ok()); assert(move_is_ok(m)); @@ -1250,72 +1210,73 @@ void Position::undo_move(Move m, const UndoInfo &u) { sideToMove = opposite_color(sideToMove); // Restore information from our UndoInfo object (except the captured piece, - // which is taken care of later): + // which is taken care of later) restore(u); - if(move_is_castle(m)) - undo_castle_move(m); - else if(move_promotion(m)) - undo_promotion_move(m, u); - else if(move_is_ep(m)) - undo_ep_move(m); - else { - Color us, them; - Square from, to; - PieceType piece, capture; - - us = side_to_move(); - them = opposite_color(us); - - from = move_from(m); - to = move_to(m); - - assert(piece_on(from) == EMPTY); - assert(color_of_piece_on(to) == us); - - // Put the piece back at the source square: - piece = type_of_piece_on(to); - set_bit(&(byColorBB[us]), from); - set_bit(&(byTypeBB[piece]), from); - set_bit(&(byTypeBB[0]), from); // HACK: byTypeBB[0] == occupied squares - board[from] = piece_of_color_and_type(us, piece); - - // Clear the destination square - clear_bit(&(byColorBB[us]), to); - clear_bit(&(byTypeBB[piece]), to); - clear_bit(&(byTypeBB[0]), to); // HACK: byTypeBB[0] == occupied squares - - // If the moving piece was a king, update the king square: - if(piece == KING) - kingSquare[us] = from; - - // Update piece list: - pieceList[us][piece][index[to]] = from; - index[from] = index[to]; - - capture = u.capture; - - if(capture) { - assert(capture != KING); - // Replace the captured piece: - set_bit(&(byColorBB[them]), to); - set_bit(&(byTypeBB[capture]), to); - set_bit(&(byTypeBB[0]), to); - board[to] = piece_of_color_and_type(them, capture); + if (move_is_castle(m)) + undo_castle_move(m); + else if (move_promotion(m)) + undo_promotion_move(m, u); + else if (move_is_ep(m)) + undo_ep_move(m); + else + { + Color us, them; + Square from, to; + PieceType piece, capture; - // Update material: - if(capture != PAWN) - npMaterial[them] += piece_value_midgame(capture); + us = side_to_move(); + them = opposite_color(us); + from = move_from(m); + to = move_to(m); - // Update piece list: - pieceList[them][capture][pieceCount[them][capture]] = to; - index[to] = pieceCount[them][capture]; + assert(piece_on(from) == EMPTY); + assert(color_of_piece_on(to) == us); - // Update piece count: - pieceCount[them][capture]++; - } - else - board[to] = EMPTY; + // Put the piece back at the source square + piece = type_of_piece_on(to); + set_bit(&(byColorBB[us]), from); + set_bit(&(byTypeBB[piece]), from); + set_bit(&(byTypeBB[0]), from); // HACK: byTypeBB[0] == occupied squares + board[from] = piece_of_color_and_type(us, piece); + + // Clear the destination square + clear_bit(&(byColorBB[us]), to); + clear_bit(&(byTypeBB[piece]), to); + clear_bit(&(byTypeBB[0]), to); // HACK: byTypeBB[0] == occupied squares + + // If the moving piece was a king, update the king square + if (piece == KING) + kingSquare[us] = from; + + // Update piece list + pieceList[us][piece][index[to]] = from; + index[from] = index[to]; + + capture = u.capture; + + if (capture) + { + assert(capture != KING); + + // Replace the captured piece + set_bit(&(byColorBB[them]), to); + set_bit(&(byTypeBB[capture]), to); + set_bit(&(byTypeBB[0]), to); + board[to] = piece_of_color_and_type(them, capture); + + // Update material + if (capture != PAWN) + npMaterial[them] += piece_value_midgame(capture); + + // Update piece list + pieceList[them][capture][pieceCount[them][capture]] = to; + index[to] = pieceCount[them][capture]; + + // Update piece count + pieceCount[them][capture]++; + } else + board[to] = EMPTY; } assert(is_ok()); @@ -1323,13 +1284,11 @@ void Position::undo_move(Move m, const UndoInfo &u) { /// Position::undo_castle_move() is a private method used to unmake a castling -/// move. It is called from the main Position::undo_move function. Note that +/// move. It is called from the main Position::undo_move function. Note that /// castling moves are encoded as "king captures friendly rook" moves, for /// instance white short castling in a non-Chess960 game is encoded as e1h1. void Position::undo_castle_move(Move m) { - Color us, them; - Square kfrom, kto, rfrom, rto; assert(move_is_ok(m)); assert(move_is_castle(m)); @@ -1337,27 +1296,27 @@ void Position::undo_castle_move(Move m) { // When we have arrived here, some work has already been done by // Position::undo_move. In particular, the side to move has been switched, // so the code below is correct. - us = side_to_move(); - them = opposite_color(us); + Color us = side_to_move(); - // Find source squares for king and rook: - kfrom = move_from(m); - rfrom = move_to(m); // HACK: See comment at beginning of function. + // Find source squares for king and rook + Square kfrom = move_from(m); + Square rfrom = move_to(m); // HACK: See comment at beginning of function + Square kto, rto; - // Find destination squares for king and rook: - if(rfrom > kfrom) { // O-O - kto = relative_square(us, SQ_G1); - rto = relative_square(us, SQ_F1); - } - else { // O-O-O - kto = relative_square(us, SQ_C1); - rto = relative_square(us, SQ_D1); + // Find destination squares for king and rook + if (rfrom > kfrom) // O-O + { + kto = relative_square(us, SQ_G1); + rto = relative_square(us, SQ_F1); + } else { // O-O-O + kto = relative_square(us, SQ_C1); + rto = relative_square(us, SQ_D1); } assert(piece_on(kto) == king_of_color(us)); assert(piece_on(rto) == rook_of_color(us)); - // Remove pieces from destination squares: + // Remove pieces from destination squares clear_bit(&(byColorBB[us]), kto); clear_bit(&(byTypeBB[KING]), kto); clear_bit(&(byTypeBB[0]), kto); // HACK: byTypeBB[0] == occupied squares @@ -1365,7 +1324,7 @@ void Position::undo_castle_move(Move m) { clear_bit(&(byTypeBB[ROOK]), rto); clear_bit(&(byTypeBB[0]), rto); // HACK: byTypeBB[0] == occupied squares - // Put pieces on source squares: + // Put pieces on source squares set_bit(&(byColorBB[us]), kfrom); set_bit(&(byTypeBB[KING]), kfrom); set_bit(&(byTypeBB[0]), kfrom); // HACK: byTypeBB[0] == occupied squares @@ -1373,15 +1332,15 @@ void Position::undo_castle_move(Move m) { set_bit(&(byTypeBB[ROOK]), rfrom); set_bit(&(byTypeBB[0]), rfrom); // HACK: byTypeBB[0] == occupied squares - // Update board: + // Update board board[rto] = board[kto] = EMPTY; board[rfrom] = rook_of_color(us); board[kfrom] = king_of_color(us); - // Update king square: + // Update king square kingSquare[us] = kfrom; - // Update piece lists: + // Update piece lists pieceList[us][KING][index[kto]] = kfrom; pieceList[us][ROOK][index[rto]] = rfrom; int tmp = index[rto]; // Necessary because we may have rto == kfrom in FRC. @@ -1391,11 +1350,12 @@ void Position::undo_castle_move(Move m) { /// Position::undo_promotion_move() is a private method used to unmake a -/// promotion move. It is called from the main Position::do_move -/// function. The UndoInfo object, which has been initialized in +/// promotion move. It is called from the main Position::do_move +/// function. The UndoInfo object, which has been initialized in /// Position::do_move, is used to put back the captured piece (if any). void Position::undo_promotion_move(Move m, const UndoInfo &u) { + Color us, them; Square from, to; PieceType capture, promotion; @@ -1408,14 +1368,13 @@ void Position::undo_promotion_move(Move m, const UndoInfo &u) { // so the code below is correct. us = side_to_move(); them = opposite_color(us); - from = move_from(m); to = move_to(m); assert(relative_rank(us, to) == RANK_8); assert(piece_on(from) == EMPTY); - // Remove promoted piece: + // Remove promoted piece promotion = move_promotion(m); assert(piece_on(to)==piece_of_color_and_type(us, promotion)); assert(promotion >= KNIGHT && promotion <= QUEEN); @@ -1423,75 +1382,72 @@ void Position::undo_promotion_move(Move m, const UndoInfo &u) { clear_bit(&(byTypeBB[promotion]), to); clear_bit(&(byTypeBB[0]), to); // HACK: byTypeBB[0] == occupied squares - // Insert pawn at source square: + // Insert pawn at source square set_bit(&(byColorBB[us]), from); set_bit(&(byTypeBB[PAWN]), from); set_bit(&(byTypeBB[0]), from); // HACK: byTypeBB[0] == occupied squares board[from] = pawn_of_color(us); - // Update material: + // Update material npMaterial[us] -= piece_value_midgame(promotion); - // Update piece list: + // Update piece list pieceList[us][PAWN][pieceCount[us][PAWN]] = from; index[from] = pieceCount[us][PAWN]; pieceList[us][promotion][index[to]] = pieceList[us][promotion][pieceCount[us][promotion] - 1]; index[pieceList[us][promotion][index[to]]] = index[to]; - // Update piece counts: + // Update piece counts pieceCount[us][promotion]--; pieceCount[us][PAWN]++; capture = u.capture; - if(capture) { - assert(capture != KING); - // Insert captured piece: - set_bit(&(byColorBB[them]), to); - set_bit(&(byTypeBB[capture]), to); - set_bit(&(byTypeBB[0]), to); // HACK: byTypeBB[0] == occupied squares - board[to] = piece_of_color_and_type(them, capture); + if (capture) + { + assert(capture != KING); - // Update material. Because the move is a promotion move, we know - // that the captured piece cannot be a pawn. - assert(capture != PAWN); - npMaterial[them] += piece_value_midgame(capture); + // Insert captured piece: + set_bit(&(byColorBB[them]), to); + set_bit(&(byTypeBB[capture]), to); + set_bit(&(byTypeBB[0]), to); // HACK: byTypeBB[0] == occupied squares + board[to] = piece_of_color_and_type(them, capture); - // Update piece list: - pieceList[them][capture][pieceCount[them][capture]] = to; - index[to] = pieceCount[them][capture]; + // Update material. Because the move is a promotion move, we know + // that the captured piece cannot be a pawn. + assert(capture != PAWN); + npMaterial[them] += piece_value_midgame(capture); - // Update piece count: - pieceCount[them][capture]++; - } - else - board[to] = EMPTY; + // Update piece list + pieceList[them][capture][pieceCount[them][capture]] = to; + index[to] = pieceCount[them][capture]; + + // Update piece count + pieceCount[them][capture]++; + } else + board[to] = EMPTY; } /// Position::undo_ep_move() is a private method used to unmake an en passant -/// capture. It is called from the main Position::undo_move function. Because +/// capture. It is called from the main Position::undo_move function. Because /// the captured piece is always a pawn, we don't need to pass an UndoInfo /// object from which to retrieve the captured piece. void Position::undo_ep_move(Move m) { - Color us, them; - Square from, to, capsq; assert(move_is_ok(m)); assert(move_is_ep(m)); // When we have arrived here, some work has already been done by - // Position::undo_move. In particular, the side to move has been switched, + // Position::undo_move. In particular, the side to move has been switched, // so the code below is correct. - us = side_to_move(); - them = opposite_color(us); - - // Find from, to and captures squares: - from = move_from(m); - to = move_to(m); - capsq = (us == WHITE)? (to - DELTA_N) : (to - DELTA_S); + Color us = side_to_move(); + Color them = opposite_color(us); + Square from = move_from(m); + Square to = move_to(m); + Square capsq = (us == WHITE)? (to - DELTA_N) : (to - DELTA_S); assert(to == ep_square()); assert(relative_rank(us, to) == RANK_6); @@ -1499,19 +1455,19 @@ void Position::undo_ep_move(Move m) { assert(piece_on(from) == EMPTY); assert(piece_on(capsq) == EMPTY); - // Replace captured piece: + // Replace captured piece set_bit(&(byColorBB[them]), capsq); set_bit(&(byTypeBB[PAWN]), capsq); set_bit(&(byTypeBB[0]), capsq); board[capsq] = pawn_of_color(them); - // Remove moving piece from destination square: + // Remove moving piece from destination square clear_bit(&(byColorBB[us]), to); clear_bit(&(byTypeBB[PAWN]), to); clear_bit(&(byTypeBB[0]), to); board[to] = EMPTY; - // Replace moving piece at source square: + // Replace moving piece at source square set_bit(&(byColorBB[us]), from); set_bit(&(byTypeBB[PAWN]), from); set_bit(&(byTypeBB[0]), from); @@ -1531,7 +1487,8 @@ void Position::undo_ep_move(Move m) { /// Position::do_null_move makes() a "null move": It switches the side to move /// and updates the hash key without executing any move on the board. -void Position::do_null_move(UndoInfo &u) { +void Position::do_null_move(UndoInfo& u) { + assert(is_ok()); assert(!is_check()); @@ -1542,13 +1499,14 @@ void Position::do_null_move(UndoInfo &u) { u.epSquare = epSquare; // Save the current key to the history[] array, in order to be able to - // detect repetition draws: + // detect repetition draws. history[gamePly] = key; - // Update the necessary information. + // Update the necessary information sideToMove = opposite_color(sideToMove); - if(epSquare != SQ_NONE) - key ^= zobEp[epSquare]; + if (epSquare != SQ_NONE) + key ^= zobEp[epSquare]; + epSquare = SQ_NONE; rule50++; gamePly++; @@ -1564,14 +1522,15 @@ void Position::do_null_move(UndoInfo &u) { /// Position::undo_null_move() unmakes a "null move". void Position::undo_null_move(const UndoInfo &u) { + assert(is_ok()); assert(!is_check()); // Restore information from the supplied UndoInfo object: lastMove = u.lastMove; epSquare = u.epSquare; - if(epSquare != SQ_NONE) - key ^= zobEp[epSquare]; + if (epSquare != SQ_NONE) + key ^= zobEp[epSquare]; // Update the necessary information. sideToMove = opposite_color(sideToMove); @@ -1586,54 +1545,104 @@ void Position::undo_null_move(const UndoInfo &u) { } -/// Position::see() is a static exchange evaluator: It tries to estimate the -/// material gain or loss resulting from a move. There are two versions of -/// this function: One which takes a move as input, and one which takes a -/// 'from' and a 'to' square. The function does not yet understand promotions -/// or en passant captures. +/// Position::see() is a static exchange evaluator: It tries to estimate the +/// material gain or loss resulting from a move. There are three versions of +/// this function: One which takes a destination square as input, one takes a +/// move, and one which takes a 'from' and a 'to' square. The function does +/// not yet understand promotions captures. + +int Position::see(Square to) const { + + assert(square_is_ok(to)); + return see(SQ_NONE, to); +} + +int Position::see(Move m) const { + + assert(move_is_ok(m)); + return see(move_from(m), move_to(m)); +} int Position::see(Square from, Square to) const { - // Approximate material values, with pawn = 1: + + // Material values static const int seeValues[18] = { - 0, 1, 3, 3, 5, 10, 100, 0, 0, 1, 3, 3, 5, 10, 100, 0, 0, 0 + 0, PawnValueMidgame, KnightValueMidgame, BishopValueMidgame, + RookValueMidgame, QueenValueMidgame, QueenValueMidgame*10, 0, + 0, PawnValueMidgame, KnightValueMidgame, BishopValueMidgame, + RookValueMidgame, QueenValueMidgame, QueenValueMidgame*10, 0, + 0, 0 }; - Color us, them; - Piece piece, capture; + Bitboard attackers, occ, b; - assert(square_is_ok(from)); + assert(square_is_ok(from) || from == SQ_NONE); assert(square_is_ok(to)); - // Initialize colors: - us = color_of_piece_on(from); - them = opposite_color(us); + // Initialize colors + Color us = (from != SQ_NONE ? color_of_piece_on(from) : opposite_color(color_of_piece_on(to))); + Color them = opposite_color(us); - // Initialize pieces: - piece = piece_on(from); - capture = piece_on(to); + // Initialize pieces + Piece piece = piece_on(from); + Piece capture = piece_on(to); // Find all attackers to the destination square, with the moving piece - // removed, but possibly an X-ray attacker added behind it: + // removed, but possibly an X-ray attacker added behind it. occ = occupied_squares(); - clear_bit(&occ, from); - attackers = - (rook_attacks_bb(to, occ) & rooks_and_queens()) | - (bishop_attacks_bb(to, occ) & bishops_and_queens()) | - (piece_attacks(to) & knights()) | - (piece_attacks(to) & kings()) | - (pawn_attacks(WHITE, to) & pawns(BLACK)) | - (pawn_attacks(BLACK, to) & pawns(WHITE)); - attackers &= occ; - - // If the opponent has no attackers, we are finished: - if((attackers & pieces_of_color(them)) == EmptyBoardBB) - return seeValues[capture]; + + // Handle en passant moves + if (epSquare == to && type_of_piece_on(from) == PAWN) + { + assert(capture == EMPTY); + + Square capQq = (side_to_move() == WHITE)? (to - DELTA_N) : (to - DELTA_S); + capture = piece_on(capQq); + + assert(type_of_piece_on(capQq) == PAWN); + + // Remove the captured pawn + clear_bit(&occ, capQq); + } + + while (true) + { + clear_bit(&occ, from); + attackers = (rook_attacks_bb(to, occ) & rooks_and_queens()) + | (bishop_attacks_bb(to, occ) & bishops_and_queens()) + | (piece_attacks(to) & knights()) + | (piece_attacks(to) & kings()) + | (pawn_attacks(WHITE, to) & pawns(BLACK)) + | (pawn_attacks(BLACK, to) & pawns(WHITE)); + + if (from != SQ_NONE) + break; + + // If we don't have any attacker we are finished + if ((attackers & pieces_of_color(us)) == EmptyBoardBB) + return 0; + + // Locate the least valuable attacker to the destination square + // and use it to initialize from square. + PieceType pt; + for (pt = PAWN; !(attackers & pieces_of_color_and_type(us, pt)); pt++) + assert(pt < KING); + + from = first_1(attackers & pieces_of_color_and_type(us, pt)); + piece = piece_on(from); + } + + // If the opponent has no attackers we are finished + if ((attackers & pieces_of_color(them)) == EmptyBoardBB) + return seeValues[capture]; + + attackers &= occ; // Remove the moving piece // The destination square is defended, which makes things rather more - // difficult to compute. We proceed by building up a "swap list" containing + // difficult to compute. We proceed by building up a "swap list" containing // the material gain or loss at each stop in a sequence of captures to the - // destianation square, where the sides alternately capture, and always - // capture with the least valuable piece. After each capture, we look for + // destination square, where the sides alternately capture, and always + // capture with the least valuable piece. After each capture, we look for // new X-ray attacks from behind the capturing piece. int lastCapturingPieceValue = seeValues[piece]; int swapList[32], n = 1; @@ -1643,50 +1652,46 @@ int Position::see(Square from, Square to) const { swapList[0] = seeValues[capture]; do { - // Locate the least valuable attacker for the side to move. The loop - // below looks like it is potentially infinite, but it isn't. We know - // that the side to move still has at least one attacker left. - for(pt = PAWN; !(attackers&pieces_of_color_and_type(c, pt)); pt++) - assert(pt < KING); - - // Remove the attacker we just found from the 'attackers' bitboard, - // and scan for new X-ray attacks behind the attacker: - b = attackers & pieces_of_color_and_type(c, pt); - occ ^= (b & -b); - attackers |= - (rook_attacks_bb(to, occ) & rooks_and_queens()) | - (bishop_attacks_bb(to, occ) & bishops_and_queens()); - attackers &= occ; - - // Add the new entry to the swap list: - assert(n < 32); - swapList[n] = -swapList[n - 1] + lastCapturingPieceValue; - n++; - - // Remember the value of the capturing piece, and change the side to move - // before beginning the next iteration: - lastCapturingPieceValue = seeValues[pt]; - c = opposite_color(c); - - // Stop after a king capture: - if(pt == KING && (attackers & pieces_of_color(c))) { + // Locate the least valuable attacker for the side to move. The loop + // below looks like it is potentially infinite, but it isn't. We know + // that the side to move still has at least one attacker left. + for (pt = PAWN; !(attackers & pieces_of_color_and_type(c, pt)); pt++) + assert(pt < KING); + + // Remove the attacker we just found from the 'attackers' bitboard, + // and scan for new X-ray attacks behind the attacker. + b = attackers & pieces_of_color_and_type(c, pt); + occ ^= (b & -b); + attackers |= (rook_attacks_bb(to, occ) & rooks_and_queens()) + | (bishop_attacks_bb(to, occ) & bishops_and_queens()); + + attackers &= occ; + + // Add the new entry to the swap list assert(n < 32); - swapList[n++] = 100; - break; - } - } while(attackers & pieces_of_color(c)); + swapList[n] = -swapList[n - 1] + lastCapturingPieceValue; + n++; - // Having built the swap list, we negamax through it to find the best - // achievable score from the point of view of the side to move: - while(--n) swapList[n-1] = Min(-swapList[n], swapList[n-1]); + // Remember the value of the capturing piece, and change the side to move + // before beginning the next iteration + lastCapturingPieceValue = seeValues[pt]; + c = opposite_color(c); - return swapList[0]; -} + // Stop after a king capture + if (pt == KING && (attackers & pieces_of_color(c))) + { + assert(n < 32); + swapList[n++] = 100; + break; + } + } while (attackers & pieces_of_color(c)); + // Having built the swap list, we negamax through it to find the best + // achievable score from the point of view of the side to move + while (--n) + swapList[n-1] = Min(-swapList[n], swapList[n-1]); -int Position::see(Move m) const { - assert(move_is_ok(m)); - return see(move_from(m), move_to(m)); + return swapList[0]; } @@ -1694,21 +1699,22 @@ int Position::see(Move m) const { /// empty board, white to move, and no castling rights. void Position::clear() { - int i, j; - for(i = 0; i < 64; i++) { - board[i] = EMPTY; - index[i] = 0; + for (int i = 0; i < 64; i++) + { + board[i] = EMPTY; + index[i] = 0; } - for(i = 0; i < 2; i++) - byColorBB[i] = EmptyBoardBB; + for (int i = 0; i < 2; i++) + byColorBB[i] = EmptyBoardBB; - for(i = 0; i < 7; i++) { - byTypeBB[i] = EmptyBoardBB; - pieceCount[0][i] = pieceCount[1][i] = 0; - for(j = 0; j < 8; j++) - pieceList[0][i][j] = pieceList[1][i][j] = SQ_NONE; + for (int i = 0; i < 7; i++) + { + byTypeBB[i] = EmptyBoardBB; + pieceCount[0][i] = pieceCount[1][i] = 0; + for (int j = 0; j < 8; j++) + pieceList[0][i][j] = pieceList[1][i][j] = SQ_NONE; } checkersBB = EmptyBoardBB; @@ -1726,13 +1732,14 @@ void Position::clear() { } -/// Position::reset_game_ply() simply sets gamePly to 0. It is used from the +/// Position::reset_game_ply() simply sets gamePly to 0. It is used from the /// UCI interface code, whenever a non-reversible move is made in a /// 'position fen moves m1 m2 ...' command. This makes it possible /// for the program to handle games of arbitrary length, as long as the GUI /// handles draws by the 50 move rule correctly. void Position::reset_game_ply() { + gamePly = 0; } @@ -1741,6 +1748,7 @@ void Position::reset_game_ply() { /// updating the board array, bitboards, and piece counts. void Position::put_piece(Piece p, Square s) { + Color c = color_of_piece(p); PieceType pt = type_of_piece(p); @@ -1754,8 +1762,8 @@ void Position::put_piece(Piece p, Square s) { pieceCount[c][pt]++; - if(pt == KING) - kingSquare[c] = s; + if (pt == KING) + kingSquare[c] = s; } @@ -1763,6 +1771,7 @@ void Position::put_piece(Piece p, Square s) { /// Used when setting castling rights during parsing of FEN strings. void Position::allow_oo(Color c) { + castleRights |= (1 + int(c)); } @@ -1771,49 +1780,55 @@ void Position::allow_oo(Color c) { /// Used when setting castling rights during parsing of FEN strings. void Position::allow_ooo(Color c) { + castleRights |= (4 + 4*int(c)); } -/// Position::compute_key() computes the hash key of the position. The hash +/// Position::compute_key() computes the hash key of the position. The hash /// key is usually updated incrementally as moves are made and unmade, the /// compute_key() function is only used when a new position is set up, and /// to verify the correctness of the hash key when running in debug mode. Key Position::compute_key() const { + Key result = Key(0ULL); - for(Square s = SQ_A1; s <= SQ_H8; s++) - if(square_is_occupied(s)) - result ^= - zobrist[color_of_piece_on(s)][type_of_piece_on(s)][s]; + for (Square s = SQ_A1; s <= SQ_H8; s++) + if (square_is_occupied(s)) + result ^= zobrist[color_of_piece_on(s)][type_of_piece_on(s)][s]; + + if (ep_square() != SQ_NONE) + result ^= zobEp[ep_square()]; - if(ep_square() != SQ_NONE) - result ^= zobEp[ep_square()]; result ^= zobCastle[castleRights]; - if(side_to_move() == BLACK) result ^= zobSideToMove; + if (side_to_move() == BLACK) + result ^= zobSideToMove; return result; } -/// Position::compute_pawn_key() computes the hash key of the position. The +/// Position::compute_pawn_key() computes the hash key of the position. The /// hash key is usually updated incrementally as moves are made and unmade, /// the compute_pawn_key() function is only used when a new position is set /// up, and to verify the correctness of the pawn hash key when running in /// debug mode. Key Position::compute_pawn_key() const { + Key result = Key(0ULL); Bitboard b; Square s; - for(Color c = WHITE; c <= BLACK; c++) { - b = pawns(c); - while(b) { - s = pop_1st_bit(&b); - result ^= zobrist[c][PAWN][s]; - } + for (Color c = WHITE; c <= BLACK; c++) + { + b = pawns(c); + while(b) + { + s = pop_1st_bit(&b); + result ^= zobrist[c][PAWN][s]; + } } return result; } @@ -1826,127 +1841,137 @@ Key Position::compute_pawn_key() const { /// debug mode. Key Position::compute_material_key() const { + Key result = Key(0ULL); - for(Color c = WHITE; c <= BLACK; c++) - for(PieceType pt = PAWN; pt <= QUEEN; pt++) { - int count = piece_count(c, pt); - for(int i = 0; i <= count; i++) - result ^= zobMaterial[c][pt][i]; - } + for (Color c = WHITE; c <= BLACK; c++) + for (PieceType pt = PAWN; pt <= QUEEN; pt++) + { + int count = piece_count(c, pt); + for (int i = 0; i <= count; i++) + result ^= zobMaterial[c][pt][i]; + } return result; } /// Position::compute_mg_value() and Position::compute_eg_value() compute the -/// incremental scores for the middle game and the endgame. These functions +/// incremental scores for the middle game and the endgame. These functions /// are used to initialize the incremental scores when a new position is set /// up, and to verify that the scores are correctly updated by do_move /// and undo_move when the program is running in debug mode. Value Position::compute_mg_value() const { + Value result = Value(0); Bitboard b; Square s; - for(Color c = WHITE; c <= BLACK; c++) - for(PieceType pt = PAWN; pt <= KING; pt++) { - b = pieces_of_color_and_type(c, pt); - while(b) { - s = pop_1st_bit(&b); - assert(piece_on(s) == piece_of_color_and_type(c, pt)); - result += mg_pst(c, pt, s); + for (Color c = WHITE; c <= BLACK; c++) + for (PieceType pt = PAWN; pt <= KING; pt++) + { + b = pieces_of_color_and_type(c, pt); + while(b) + { + s = pop_1st_bit(&b); + assert(piece_on(s) == piece_of_color_and_type(c, pt)); + result += mg_pst(c, pt, s); + } } - } - result += (side_to_move() == WHITE)? - (TempoValueMidgame / 2) : -(TempoValueMidgame / 2); + result += (side_to_move() == WHITE)? TempoValueMidgame / 2 : -TempoValueMidgame / 2; return result; } Value Position::compute_eg_value() const { + Value result = Value(0); Bitboard b; Square s; - for(Color c = WHITE; c <= BLACK; c++) - for(PieceType pt = PAWN; pt <= KING; pt++) { - b = pieces_of_color_and_type(c, pt); - while(b) { - s = pop_1st_bit(&b); - assert(piece_on(s) == piece_of_color_and_type(c, pt)); - result += eg_pst(c, pt, s); - } + for (Color c = WHITE; c <= BLACK; c++) + for (PieceType pt = PAWN; pt <= KING; pt++) + { + b = pieces_of_color_and_type(c, pt); + while(b) + { + s = pop_1st_bit(&b); + assert(piece_on(s) == piece_of_color_and_type(c, pt)); + result += eg_pst(c, pt, s); + } } - result += (side_to_move() == WHITE)? - (TempoValueEndgame / 2) : -(TempoValueEndgame / 2); + result += (side_to_move() == WHITE)? TempoValueEndgame / 2 : -TempoValueEndgame / 2; return result; } /// Position::compute_non_pawn_material() computes the total non-pawn middle -/// game material score for the given side. Material scores are updated +/// game material score for the given side. Material scores are updated /// incrementally during the search, this function is only used while /// initializing a new Position object. Value Position::compute_non_pawn_material(Color c) const { + Value result = Value(0); Square s; - for(PieceType pt = KNIGHT; pt <= QUEEN; pt++) { - Bitboard b = pieces_of_color_and_type(c, pt); - while(b) { - s = pop_1st_bit(&b); - assert(piece_on(s) == piece_of_color_and_type(c, pt)); - result += piece_value_midgame(pt); - } + for (PieceType pt = KNIGHT; pt <= QUEEN; pt++) + { + Bitboard b = pieces_of_color_and_type(c, pt); + while(b) + { + s = pop_1st_bit(&b); + assert(piece_on(s) == piece_of_color_and_type(c, pt)); + result += piece_value_midgame(pt); + } } return result; } /// Position::is_mate() returns true or false depending on whether the -/// side to move is checkmated. Note that this function is currently very +/// side to move is checkmated. Note that this function is currently very /// slow, and shouldn't be used frequently inside the search. -bool Position::is_mate() { - if(is_check()) { - MovePicker mp = MovePicker(*this, false, MOVE_NONE, MOVE_NONE, MOVE_NONE, - MOVE_NONE, Depth(0)); - return mp.get_next_move() == MOVE_NONE; +bool Position::is_mate() const { + + if (is_check()) + { + MovePicker mp = MovePicker(*this, false, MOVE_NONE, EmptySearchStack, Depth(0)); + return mp.get_next_move() == MOVE_NONE; } - else - return false; + return false; } /// Position::is_draw() tests whether the position is drawn by material, -/// repetition, or the 50 moves rule. It does not detect stalemates, this +/// repetition, or the 50 moves rule. It does not detect stalemates, this /// must be done by the search. bool Position::is_draw() const { + // Draw by material? - if(!pawns() && - non_pawn_material(WHITE) + non_pawn_material(BLACK) - <= BishopValueMidgame) - return true; + if ( !pawns() + && (non_pawn_material(WHITE) + non_pawn_material(BLACK) <= BishopValueMidgame)) + return true; // Draw by the 50 moves rule? - if(rule50 > 100 || (rule50 == 100 && !is_check())) - return true; + if (rule50 > 100 || (rule50 == 100 && !is_check())) + return true; // Draw by repetition? - for(int i = 2; i < Min(gamePly, rule50); i += 2) - if(history[gamePly - i] == key) - return true; + for (int i = 2; i < Min(gamePly, rule50); i += 2) + if (history[gamePly - i] == key) + return true; return false; } /// Position::has_mate_threat() tests whether a given color has a mate in one -/// from the current position. This function is quite slow, but it doesn't +/// from the current position. This function is quite slow, but it doesn't /// matter, because it is currently only called from PV nodes, which are rare. bool Position::has_mate_threat(Color c) { + UndoInfo u1, u2; Color stm = side_to_move(); @@ -1956,11 +1981,12 @@ bool Position::has_mate_threat(Color c) { u1.lastMove = lastMove; u1.epSquare = epSquare; - if(is_check()) - return false; + if (is_check()) + return false; // If the input color is not equal to the side to move, do a null move - if(c != stm) do_null_move(u1); + if (c != stm) + do_null_move(u1); MoveStack mlist[120]; int count; @@ -1969,15 +1995,19 @@ bool Position::has_mate_threat(Color c) { // Generate legal moves count = generate_legal_moves(*this, mlist); - // Loop through the moves, and see if one of them is mate. - for(int i = 0; i < count; i++) { - do_move(mlist[i].move, u2); - if(is_mate()) result = true; - undo_move(mlist[i].move, u2); + // Loop through the moves, and see if one of them is mate + for (int i = 0; i < count; i++) + { + do_move(mlist[i].move, u2); + if (is_mate()) + result = true; + + undo_move(mlist[i].move, u2); } // Undo null move, if necessary - if(c != stm) undo_null_move(u1); + if (c != stm) + undo_null_move(u1); return result; } @@ -1988,26 +2018,26 @@ bool Position::has_mate_threat(Color c) { void Position::init_zobrist() { - for(int i = 0; i < 2; i++) - for(int j = 0; j < 8; j++) - for(int k = 0; k < 64; k++) - zobrist[i][j][k] = Key(genrand_int64()); + for (int i = 0; i < 2; i++) + for (int j = 0; j < 8; j++) + for (int k = 0; k < 64; k++) + zobrist[i][j][k] = Key(genrand_int64()); - for(int i = 0; i < 64; i++) - zobEp[i] = Key(genrand_int64()); + for (int i = 0; i < 64; i++) + zobEp[i] = Key(genrand_int64()); - for(int i = 0; i < 16; i++) - zobCastle[i] = genrand_int64(); + for (int i = 0; i < 16; i++) + zobCastle[i] = genrand_int64(); zobSideToMove = genrand_int64(); - for(int i = 0; i < 2; i++) - for(int j = 0; j < 8; j++) - for(int k = 0; k < 16; k++) - zobMaterial[i][j][k] = (k > 0)? Key(genrand_int64()) : Key(0LL); + for (int i = 0; i < 2; i++) + for (int j = 0; j < 8; j++) + for (int k = 0; k < 16; k++) + zobMaterial[i][j][k] = (k > 0)? Key(genrand_int64()) : Key(0LL); - for(int i = 0; i < 16; i++) - zobMaterial[0][KING][i] = zobMaterial[1][KING][i] = Key(0ULL); + for (int i = 0; i < 16; i++) + zobMaterial[0][KING][i] = zobMaterial[1][KING][i] = Key(0ULL); } @@ -2019,61 +2049,66 @@ void Position::init_zobrist() { /// and changing the sign of the corresponding white scores. void Position::init_piece_square_tables() { + int r = get_option_value_int("Randomness"), i; - for(Square s = SQ_A1; s <= SQ_H8; s++) { - for(Piece p = WP; p <= WK; p++) { - i = (r == 0)? 0 : (genrand_int32() % (r*2) - r); - MgPieceSquareTable[p][s] = Value(MgPST[p][s] + i); - EgPieceSquareTable[p][s] = Value(EgPST[p][s] + i); - } - } - for(Square s = SQ_A1; s <= SQ_H8; s++) - for(Piece p = BP; p <= BK; p++) { - MgPieceSquareTable[p][s] = -MgPieceSquareTable[p-8][flip_square(s)]; - EgPieceSquareTable[p][s] = -EgPieceSquareTable[p-8][flip_square(s)]; - } + for (Square s = SQ_A1; s <= SQ_H8; s++) + for (Piece p = WP; p <= WK; p++) + { + i = (r == 0)? 0 : (genrand_int32() % (r*2) - r); + MgPieceSquareTable[p][s] = Value(MgPST[p][s] + i); + EgPieceSquareTable[p][s] = Value(EgPST[p][s] + i); + } + + for (Square s = SQ_A1; s <= SQ_H8; s++) + for (Piece p = BP; p <= BK; p++) + { + MgPieceSquareTable[p][s] = -MgPieceSquareTable[p-8][flip_square(s)]; + EgPieceSquareTable[p][s] = -EgPieceSquareTable[p-8][flip_square(s)]; + } } /// Position::flipped_copy() makes a copy of the input position, but with -/// the white and black sides reversed. This is only useful for debugging, +/// the white and black sides reversed. This is only useful for debugging, /// especially for finding evaluation symmetry bugs. void Position::flipped_copy(const Position &pos) { + assert(pos.is_ok()); clear(); // Board - for(Square s = SQ_A1; s <= SQ_H8; s++) - if(!pos.square_is_empty(s)) - put_piece(Piece(int(pos.piece_on(s)) ^ 8), flip_square(s)); + for (Square s = SQ_A1; s <= SQ_H8; s++) + if (!pos.square_is_empty(s)) + put_piece(Piece(int(pos.piece_on(s)) ^ 8), flip_square(s)); // Side to move sideToMove = opposite_color(pos.side_to_move()); // Castling rights - if(pos.can_castle_kingside(WHITE)) allow_oo(BLACK); - if(pos.can_castle_queenside(WHITE)) allow_ooo(BLACK); - if(pos.can_castle_kingside(BLACK)) allow_oo(WHITE); - if(pos.can_castle_queenside(BLACK)) allow_ooo(WHITE); + if (pos.can_castle_kingside(WHITE)) allow_oo(BLACK); + if (pos.can_castle_queenside(WHITE)) allow_ooo(BLACK); + if (pos.can_castle_kingside(BLACK)) allow_oo(WHITE); + if (pos.can_castle_queenside(BLACK)) allow_ooo(WHITE); - initialKFile = pos.initialKFile; + initialKFile = pos.initialKFile; initialKRFile = pos.initialKRFile; initialQRFile = pos.initialQRFile; - for(Square sq = SQ_A1; sq <= SQ_H8; sq++) - castleRightsMask[sq] = ALL_CASTLES; - castleRightsMask[make_square(initialKFile, RANK_1)] ^= (WHITE_OO|WHITE_OOO); - castleRightsMask[make_square(initialKFile, RANK_8)] ^= (BLACK_OO|BLACK_OOO); - castleRightsMask[make_square(initialKRFile, RANK_1)] ^= WHITE_OO; - castleRightsMask[make_square(initialKRFile, RANK_8)] ^= BLACK_OO; - castleRightsMask[make_square(initialQRFile, RANK_1)] ^= WHITE_OOO; - castleRightsMask[make_square(initialQRFile, RANK_8)] ^= BLACK_OOO; + for (Square sq = SQ_A1; sq <= SQ_H8; sq++) + castleRightsMask[sq] = ALL_CASTLES; + + castleRightsMask[make_square(initialKFile, RANK_1)] ^= (WHITE_OO | WHITE_OOO); + castleRightsMask[make_square(initialKFile, RANK_8)] ^= (BLACK_OO | BLACK_OOO); + castleRightsMask[make_square(initialKRFile, RANK_1)] ^= WHITE_OO; + castleRightsMask[make_square(initialKRFile, RANK_8)] ^= BLACK_OO; + castleRightsMask[make_square(initialQRFile, RANK_1)] ^= WHITE_OOO; + castleRightsMask[make_square(initialQRFile, RANK_8)] ^= BLACK_OOO; // En passant square - if(pos.epSquare != SQ_NONE) - epSquare = flip_square(pos.epSquare); + if (pos.epSquare != SQ_NONE) + epSquare = flip_square(pos.epSquare); // Checkers find_checkers(); @@ -2116,133 +2151,143 @@ bool Position::is_ok(int* failedStep) const { if (failedStep) *failedStep = 1; // Side to move OK? - if(!color_is_ok(side_to_move())) - return false; + if (!color_is_ok(side_to_move())) + return false; // Are the king squares in the position correct? if (failedStep) (*failedStep)++; - if(piece_on(king_square(WHITE)) != WK) - return false; + if (piece_on(king_square(WHITE)) != WK) + return false; if (failedStep) (*failedStep)++; - if(piece_on(king_square(BLACK)) != BK) - return false; + if (piece_on(king_square(BLACK)) != BK) + return false; // Castle files OK? if (failedStep) (*failedStep)++; - if(!file_is_ok(initialKRFile)) - return false; - if(!file_is_ok(initialQRFile)) - return false; + if (!file_is_ok(initialKRFile)) + return false; + + if (!file_is_ok(initialQRFile)) + return false; // Do both sides have exactly one king? if (failedStep) (*failedStep)++; - if(debugKingCount) { - int kingCount[2] = {0, 0}; - for(Square s = SQ_A1; s <= SQ_H8; s++) - if(type_of_piece_on(s) == KING) - kingCount[color_of_piece_on(s)]++; - if(kingCount[0] != 1 || kingCount[1] != 1) - return false; + if (debugKingCount) + { + int kingCount[2] = {0, 0}; + for (Square s = SQ_A1; s <= SQ_H8; s++) + if (type_of_piece_on(s) == KING) + kingCount[color_of_piece_on(s)]++; + + if (kingCount[0] != 1 || kingCount[1] != 1) + return false; } // Can the side to move capture the opponent's king? if (failedStep) (*failedStep)++; - if(debugKingCapture) { - Color us = side_to_move(); - Color them = opposite_color(us); - Square ksq = king_square(them); - if(square_is_attacked(ksq, us)) - return false; + if (debugKingCapture) + { + Color us = side_to_move(); + Color them = opposite_color(us); + Square ksq = king_square(them); + if (square_is_attacked(ksq, us)) + return false; } // Is there more than 2 checkers? if (failedStep) (*failedStep)++; - if(debugCheckerCount && count_1s(checkersBB) > 2) - return false; + if (debugCheckerCount && count_1s(checkersBB) > 2) + return false; // Bitboards OK? if (failedStep) (*failedStep)++; - if(debugBitboards) { - // The intersection of the white and black pieces must be empty: - if((pieces_of_color(WHITE) & pieces_of_color(BLACK)) - != EmptyBoardBB) - return false; - - // The union of the white and black pieces must be equal to all - // occupied squares: - if((pieces_of_color(WHITE) | pieces_of_color(BLACK)) - != occupied_squares()) - return false; + if (debugBitboards) + { + // The intersection of the white and black pieces must be empty + if ((pieces_of_color(WHITE) & pieces_of_color(BLACK)) != EmptyBoardBB) + 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_of_type(p1) & pieces_of_type(p2))) + // The union of the white and black pieces must be equal to all + // occupied squares + if ((pieces_of_color(WHITE) | pieces_of_color(BLACK)) != occupied_squares()) 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_of_type(p1) & pieces_of_type(p2))) + return false; } // En passant square OK? if (failedStep) (*failedStep)++; - if(ep_square() != SQ_NONE) { - // The en passant square must be on rank 6, from the point of view of the - // side to move. - if(relative_rank(side_to_move(), ep_square()) != RANK_6) - return false; + if (ep_square() != SQ_NONE) + { + // The en passant square must be on rank 6, from the point of view of the + // side to move. + if (relative_rank(side_to_move(), ep_square()) != RANK_6) + return false; } // Hash key OK? if (failedStep) (*failedStep)++; - if(debugKey && key != compute_key()) - return false; + if (debugKey && key != compute_key()) + return false; // Pawn hash key OK? if (failedStep) (*failedStep)++; - if(debugPawnKey && pawnKey != compute_pawn_key()) - return false; + if (debugPawnKey && pawnKey != compute_pawn_key()) + return false; // Material hash key OK? if (failedStep) (*failedStep)++; - if(debugMaterialKey && materialKey != compute_material_key()) - return false; + if (debugMaterialKey && materialKey != compute_material_key()) + return false; // Incremental eval OK? if (failedStep) (*failedStep)++; - if(debugIncrementalEval) { - if(mgValue != compute_mg_value()) - return false; - if(egValue != compute_eg_value()) - return false; + if (debugIncrementalEval) + { + if (mgValue != compute_mg_value()) + return false; + + if (egValue != compute_eg_value()) + return false; } // Non-pawn material OK? if (failedStep) (*failedStep)++; - if(debugNonPawnMaterial) { - if(npMaterial[WHITE] != compute_non_pawn_material(WHITE)) - return false; - if(npMaterial[BLACK] != compute_non_pawn_material(BLACK)) - return false; + if (debugNonPawnMaterial) + { + if (npMaterial[WHITE] != compute_non_pawn_material(WHITE)) + return false; + + if (npMaterial[BLACK] != compute_non_pawn_material(BLACK)) + return false; } // Piece counts OK? if (failedStep) (*failedStep)++; - if(debugPieceCounts) - for(Color c = WHITE; c <= BLACK; c++) - for(PieceType pt = PAWN; pt <= KING; pt++) - if(pieceCount[c][pt] != count_1s(pieces_of_color_and_type(c, pt))) - return false; + if (debugPieceCounts) + for (Color c = WHITE; c <= BLACK; c++) + for (PieceType pt = PAWN; pt <= KING; pt++) + if (pieceCount[c][pt] != count_1s(pieces_of_color_and_type(c, pt))) + return false; if (failedStep) (*failedStep)++; - if(debugPieceList) { - for(Color c = WHITE; c <= BLACK; c++) - for(PieceType pt = PAWN; pt <= KING; pt++) - for(int i = 0; i < pieceCount[c][pt]; i++) { - if(piece_on(piece_list(c, pt, i)) != - piece_of_color_and_type(c, pt)) - return false; - if(index[piece_list(c, pt, i)] != i) - return false; - } + if (debugPieceList) + { + for(Color c = WHITE; c <= BLACK; c++) + for(PieceType pt = PAWN; pt <= KING; pt++) + for(int i = 0; i < pieceCount[c][pt]; i++) + { + if (piece_on(piece_list(c, pt, i)) != piece_of_color_and_type(c, pt)) + return false; + + if (index[piece_list(c, pt, i)] != i) + return false; + } } if (failedStep) *failedStep = 0; return true;