X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fposition.cpp;h=5f1f843b2b075d683b7b1aa1d154335e6e4932b3;hp=e7a5732bb9d3f49b8dd201173a7029211d99518d;hb=fbec55e52ea35b5e47efa6c1f98816c7bb410568;hpb=36c0ab3a5056268e22b7215981bf085c01bf635d diff --git a/src/position.cpp b/src/position.cpp index e7a5732b..5f1f843b 100644 --- a/src/position.cpp +++ b/src/position.cpp @@ -34,6 +34,7 @@ #include "position.h" #include "psqtab.h" #include "san.h" +#include "tt.h" #include "ucioption.h" using std::string; @@ -695,6 +696,8 @@ void Position::do_move(Move m, StateInfo& newSt, Bitboard dcCandidates) { assert(is_ok()); assert(move_is_ok(m)); + Bitboard key = st->key; + // Copy some fields of old state to our new StateInfo object except the // ones which are recalculated from scratch anyway, then switch our state // pointer to point to the new, ready to be updated, state. @@ -713,147 +716,213 @@ void Position::do_move(Move m, StateInfo& newSt, Bitboard dcCandidates) { // Save the current key to the history[] array, in order to be able to // detect repetition draws. - history[gamePly] = st->key; + history[gamePly] = key; + gamePly++; + + // Update side to move + key ^= zobSideToMove; // Increment the 50 moves rule draw counter. Resetting it to zero in the // case of non-reversible moves is taken care of later. st->rule50++; if (move_is_castle(m)) + { + st->key = key; do_castle_move(m); - else if (move_is_promotion(m)) - do_promotion_move(m); - else if (move_is_ep(m)) - do_ep_move(m); - else + return; + } + + Color us = side_to_move(); + Color them = opposite_color(us); + Square from = move_from(m); + Square to = move_to(m); + bool ep = move_is_ep(m); + bool pm = move_is_promotion(m); + + Piece piece = piece_on(from); + PieceType pt = type_of_piece(piece); + + assert(color_of_piece_on(from) == us); + assert(color_of_piece_on(to) == them || square_is_empty(to)); + assert(!(ep || pm) || piece == piece_of_color_and_type(us, PAWN)); + assert(!pm || relative_rank(us, to) == RANK_8); + + st->capture = ep ? PAWN : type_of_piece_on(to); + + if (st->capture) + do_capture_move(key, st->capture, them, to, ep); + + // Update hash key + key ^= zobrist[us][pt][from] ^ zobrist[us][pt][to]; + + // Reset en passant square + if (st->epSquare != SQ_NONE) + { + key ^= zobEp[st->epSquare]; + st->epSquare = SQ_NONE; + } + + // Update castle rights, try to shortcut a common case + if ((castleRightsMask[from] & castleRightsMask[to]) != ALL_CASTLES) { - Color us = side_to_move(); - Color them = opposite_color(us); - Square from = move_from(m); - Square to = move_to(m); + key ^= zobCastle[st->castleRights]; + st->castleRights &= castleRightsMask[from]; + st->castleRights &= castleRightsMask[to]; + key ^= zobCastle[st->castleRights]; + } - assert(color_of_piece_on(from) == us); - assert(color_of_piece_on(to) == them || piece_on(to) == EMPTY); + // Prefetch TT access as soon as we know key is updated + TT.prefetch(key); - PieceType piece = type_of_piece_on(from); + // Move the piece + Bitboard move_bb = make_move_bb(from, to); + do_move_bb(&(byColorBB[us]), move_bb); + do_move_bb(&(byTypeBB[pt]), move_bb); + do_move_bb(&(byTypeBB[0]), move_bb); // HACK: byTypeBB[0] == occupied squares - st->capture = type_of_piece_on(to); + board[to] = board[from]; + board[from] = EMPTY; - if (st->capture) - do_capture_move(st->capture, them, to); + // If the moving piece was a king, update the king square + if (pt == KING) + kingSquare[us] = to; - // Move the piece - Bitboard move_bb = make_move_bb(from, to); - do_move_bb(&(byColorBB[us]), move_bb); - do_move_bb(&(byTypeBB[piece]), move_bb); - do_move_bb(&(byTypeBB[0]), move_bb); // HACK: byTypeBB[0] == occupied squares + // Update piece lists + pieceList[us][pt][index[from]] = to; + index[to] = index[from]; - board[to] = board[from]; - board[from] = EMPTY; + // If the moving piece was a pawn do some special extra work + if (pt == PAWN) + { + // Reset rule 50 draw counter + st->rule50 = 0; - // Update hash key - st->key ^= zobrist[us][piece][from] ^ zobrist[us][piece][to]; + // Update pawn hash key + st->pawnKey ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to]; - // Update incremental scores - st->mgValue -= pst(us, piece, from); - st->mgValue += pst(us, piece, to); - st->egValue -= pst(us, piece, from); - st->egValue += pst(us, piece, 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)))) + { + st->epSquare = Square((int(from) + int(to)) / 2); + key ^= zobEp[st->epSquare]; + } + } + } - // If the moving piece was a king, update the king square - if (piece == KING) - kingSquare[us] = to; + // Update incremental scores + st->mgValue += pst_delta(piece, from, to); + st->egValue += pst_delta(piece, from, to); - // Reset en passant square - if (st->epSquare != SQ_NONE) - { - st->key ^= zobEp[st->epSquare]; - st->epSquare = SQ_NONE; - } + if (pm) + { + PieceType promotion = move_promotion_piece(m); - // If the moving piece was a pawn do some special extra work - if (piece == PAWN) - { - // Reset rule 50 draw counter - st->rule50 = 0; - - // Update pawn hash key - st->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)))) - { - st->epSquare = Square((int(from) + int(to)) / 2); - st->key ^= zobEp[st->epSquare]; - } - } - } + assert(promotion >= KNIGHT && promotion <= QUEEN); - // Update piece lists - pieceList[us][piece][index[from]] = to; - index[to] = index[from]; + // Insert promoted piece instead of pawn + clear_bit(&(byTypeBB[PAWN]), to); + set_bit(&(byTypeBB[promotion]), to); + board[to] = piece_of_color_and_type(us, promotion); - // Update castle rights, try to shortcut a common case - if ((castleRightsMask[from] & castleRightsMask[to]) != ALL_CASTLES) - { - st->key ^= zobCastle[st->castleRights]; - st->castleRights &= castleRightsMask[from]; - st->castleRights &= castleRightsMask[to]; - st->key ^= zobCastle[st->castleRights]; - } + // Update piece counts + pieceCount[us][PAWN]--; + pieceCount[us][promotion]++; - // Update checkers bitboard, piece must be already moved - st->checkersBB = EmptyBoardBB; - Square ksq = king_square(them); - switch (piece) - { - case PAWN: update_checkers(&(st->checkersBB), ksq, from, to, dcCandidates); break; - case KNIGHT: update_checkers(&(st->checkersBB), ksq, from, to, dcCandidates); break; - case BISHOP: update_checkers(&(st->checkersBB), ksq, from, to, dcCandidates); break; - case ROOK: update_checkers(&(st->checkersBB), ksq, from, to, dcCandidates); break; - case QUEEN: update_checkers(&(st->checkersBB), ksq, from, to, dcCandidates); break; - case KING: update_checkers(&(st->checkersBB), ksq, from, to, dcCandidates); break; - default: assert(false); break; - } + // 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; + + // Partially revert hash keys update + key ^= zobrist[us][PAWN][to] ^ zobrist[us][promotion][to]; + st->pawnKey ^= zobrist[us][PAWN][to]; + + // Update material key + st->materialKey ^= zobMaterial[us][PAWN][pieceCount[us][PAWN]]; + st->materialKey ^= zobMaterial[us][promotion][pieceCount[us][promotion]+1]; + + // Partially revert and update incremental scores + st->mgValue -= pst(us, PAWN, to); + st->mgValue += pst(us, promotion, to); + st->egValue -= pst(us, PAWN, to); + st->egValue += pst(us, promotion, to); + + // Update material + st->npMaterial[us] += piece_value_midgame(promotion); + } + + // Update the key with the final value + st->key = key; + + // Update checkers bitboard, piece must be already moved + if (ep | pm) + st->checkersBB = attacks_to(king_square(them), us); + else + { + st->checkersBB = EmptyBoardBB; + Square ksq = king_square(them); + switch (pt) + { + case PAWN: update_checkers(&(st->checkersBB), ksq, from, to, dcCandidates); break; + case KNIGHT: update_checkers(&(st->checkersBB), ksq, from, to, dcCandidates); break; + case BISHOP: update_checkers(&(st->checkersBB), ksq, from, to, dcCandidates); break; + case ROOK: update_checkers(&(st->checkersBB), ksq, from, to, dcCandidates); break; + case QUEEN: update_checkers(&(st->checkersBB), ksq, from, to, dcCandidates); break; + case KING: update_checkers(&(st->checkersBB), ksq, from, to, dcCandidates); break; + default: assert(false); break; + } } // Finish - st->key ^= zobSideToMove; sideToMove = opposite_color(sideToMove); - gamePly++; st->mgValue += (sideToMove == WHITE)? TempoValueMidgame : -TempoValueMidgame; st->egValue += (sideToMove == WHITE)? TempoValueEndgame : -TempoValueEndgame; - - assert(is_ok()); } /// 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(PieceType capture, Color them, Square to) { +void Position::do_capture_move(Bitboard& key, PieceType capture, Color them, Square to, bool ep) { assert(capture != KING); + Square capsq = to; + + if (ep) + { + capsq = (them == BLACK)? (to - DELTA_N) : (to - DELTA_S); + + assert(to == st->epSquare); + assert(relative_rank(opposite_color(them), to) == RANK_6); + assert(piece_on(to) == EMPTY); + assert(piece_on(from) == piece_of_color_and_type(opposite_color(them), PAWN)); + assert(piece_on(capsq) == piece_of_color_and_type(them, PAWN)); + + board[capsq] = EMPTY; + } + // Remove captured piece - clear_bit(&(byColorBB[them]), to); - clear_bit(&(byTypeBB[capture]), to); - clear_bit(&(byTypeBB[0]), to); + clear_bit(&(byColorBB[them]), capsq); + clear_bit(&(byTypeBB[capture]), capsq); + clear_bit(&(byTypeBB[0]), capsq); // Update hash key - st->key ^= zobrist[them][capture][to]; + key ^= zobrist[them][capture][capsq]; // If the captured piece was a pawn, update pawn hash key if (capture == PAWN) - st->pawnKey ^= zobrist[them][PAWN][to]; + st->pawnKey ^= zobrist[them][PAWN][capsq]; // Update incremental scores - st->mgValue -= pst(them, capture, to); - st->egValue -= pst(them, capture, to); + st->mgValue -= pst(them, capture, capsq); + st->egValue -= pst(them, capture, capsq); // Update material if (capture != PAWN) @@ -866,8 +935,8 @@ void Position::do_capture_move(PieceType capture, Color them, Square to) { 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]; + pieceList[them][capture][index[capsq]] = pieceList[them][capture][pieceCount[them][capture]]; + index[pieceList[them][capture][index[capsq]]] = index[capsq]; // Reset rule 50 counter st->rule50 = 0; @@ -906,26 +975,23 @@ void Position::do_castle_move(Move m) { rto = relative_square(us, SQ_D1); } - // 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 - clear_bit(&(byColorBB[us]), rfrom); - clear_bit(&(byTypeBB[ROOK]), rfrom); - clear_bit(&(byTypeBB[0]), rfrom); // HACK: byTypeBB[0] == occupied 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 - set_bit(&(byColorBB[us]), rto); - set_bit(&(byTypeBB[ROOK]), rto); - set_bit(&(byTypeBB[0]), rto); // HACK: byTypeBB[0] == occupied squares + // Move the pieces + Bitboard kmove_bb = make_move_bb(kfrom, kto); + do_move_bb(&(byColorBB[us]), kmove_bb); + do_move_bb(&(byTypeBB[KING]), kmove_bb); + do_move_bb(&(byTypeBB[0]), kmove_bb); // HACK: byTypeBB[0] == occupied squares + + Bitboard rmove_bb = make_move_bb(rfrom, rto); + do_move_bb(&(byColorBB[us]), rmove_bb); + do_move_bb(&(byTypeBB[ROOK]), rmove_bb); + do_move_bb(&(byTypeBB[0]), rmove_bb); // HACK: byTypeBB[0] == occupied squares // Update board array + Piece king = piece_of_color_and_type(us, KING); + Piece rook = piece_of_color_and_type(us, ROOK); board[kfrom] = board[rfrom] = EMPTY; - board[kto] = piece_of_color_and_type(us, KING); - board[rto] = piece_of_color_and_type(us, ROOK); + board[kto] = king; + board[rto] = rook; // Update king square kingSquare[us] = kto; @@ -938,14 +1004,10 @@ void Position::do_castle_move(Move m) { index[rto] = tmp; // Update incremental scores - st->mgValue -= pst(us, KING, kfrom); - st->mgValue += pst(us, KING, kto); - st->egValue -= pst(us, KING, kfrom); - st->egValue += pst(us, KING, kto); - st->mgValue -= pst(us, ROOK, rfrom); - st->mgValue += pst(us, ROOK, rto); - st->egValue -= pst(us, ROOK, rfrom); - st->egValue += pst(us, ROOK, rto); + st->mgValue += pst_delta(king, kfrom, kto); + st->egValue += pst_delta(king, kfrom, kto); + st->mgValue += pst_delta(rook, rfrom, rto); + st->egValue += pst_delta(rook, rfrom, rto); // Update hash key st->key ^= zobrist[us][KING][kfrom] ^ zobrist[us][KING][kto]; @@ -968,248 +1030,115 @@ void Position::do_castle_move(Move m) { // Update checkers BB st->checkersBB = attacks_to(king_square(them), us); -} + // Finish + sideToMove = opposite_color(sideToMove); -/// Position::do_promotion_move() is a private method used to make a promotion -/// move. It is called from the main Position::do_move function. + st->mgValue += (sideToMove == WHITE)? TempoValueMidgame : -TempoValueMidgame; + st->egValue += (sideToMove == WHITE)? TempoValueEndgame : -TempoValueEndgame; +} -void Position::do_promotion_move(Move m) { - Color us, them; - Square from, to; - PieceType promotion; +/// 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. + +void Position::undo_move(Move m) { assert(is_ok()); assert(move_is_ok(m)); - assert(move_is_promotion(m)); - 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) == piece_of_color_and_type(us, PAWN)); - assert(color_of_piece_on(to) == them || square_is_empty(to)); - - st->capture = type_of_piece_on(to); - - if (st->capture) - do_capture_move(st->capture, them, to); - - // 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 - promotion = move_promotion_piece(m); - assert(promotion >= KNIGHT && promotion <= QUEEN); - set_bit(&(byColorBB[us]), to); - set_bit(&(byTypeBB[promotion]), to); - set_bit(&(byTypeBB[0]), to); // HACK: byTypeBB[0] == occupied squares - board[to] = piece_of_color_and_type(us, promotion); - - // Update hash key - st->key ^= zobrist[us][PAWN][from] ^ zobrist[us][promotion][to]; - - // Update pawn hash key - st->pawnKey ^= zobrist[us][PAWN][from]; - - // Update material key - st->materialKey ^= zobMaterial[us][PAWN][pieceCount[us][PAWN]]; - st->materialKey ^= zobMaterial[us][promotion][pieceCount[us][promotion]+1]; - - // Update piece counts - pieceCount[us][PAWN]--; - pieceCount[us][promotion]++; - - // 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 - st->mgValue -= pst(us, PAWN, from); - st->mgValue += pst(us, promotion, to); - st->egValue -= pst(us, PAWN, from); - st->egValue += pst(us, promotion, to); - - // Update material - st->npMaterial[us] += piece_value_midgame(promotion); + gamePly--; + sideToMove = opposite_color(sideToMove); - // Clear the en passant square - if (st->epSquare != SQ_NONE) + if (move_is_castle(m)) { - st->key ^= zobEp[st->epSquare]; - st->epSquare = SQ_NONE; + undo_castle_move(m); + return; } - // Update castle rights - st->key ^= zobCastle[st->castleRights]; - st->castleRights &= castleRightsMask[to]; - st->key ^= zobCastle[st->castleRights]; + Color us = side_to_move(); + Color them = opposite_color(us); + Square from = move_from(m); + Square to = move_to(m); + bool ep = move_is_ep(m); + bool pm = move_is_promotion(m); - // Reset rule 50 counter - st->rule50 = 0; + PieceType pt = type_of_piece_on(to); - // Update checkers BB - st->checkersBB = attacks_to(king_square(them), us); -} + assert(square_is_empty(from)); + assert(color_of_piece_on(to) == us); + assert(!pm || relative_rank(us, to) == RANK_8); + assert(!ep || to == st->previous->epSquare); + assert(!ep || relative_rank(us, to) == RANK_6); + assert(!ep || piece_on(to) == piece_of_color_and_type(us, PAWN)); + if (pm) + { + PieceType promotion = move_promotion_piece(m); + pt = PAWN; -/// 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. + assert(promotion >= KNIGHT && promotion <= QUEEN); + assert(piece_on(to) == piece_of_color_and_type(us, promotion)); -void Position::do_ep_move(Move m) { + // Replace promoted piece with a pawn + clear_bit(&(byTypeBB[promotion]), to); + set_bit(&(byTypeBB[PAWN]), to); - Color us, them; - Square from, to, capsq; + // Update piece counts + pieceCount[us][promotion]--; + pieceCount[us][PAWN]++; - assert(is_ok()); - assert(move_is_ok(m)); - assert(move_is_ep(m)); - - us = side_to_move(); - them = opposite_color(us); - from = move_from(m); - to = move_to(m); - capsq = (us == WHITE)? (to - DELTA_N) : (to - DELTA_S); - - assert(to == st->epSquare); - assert(relative_rank(us, to) == RANK_6); - assert(piece_on(to) == EMPTY); - assert(piece_on(from) == piece_of_color_and_type(us, PAWN)); - assert(piece_on(capsq) == piece_of_color_and_type(them, PAWN)); - - // Remove captured pawn - clear_bit(&(byColorBB[them]), capsq); - clear_bit(&(byTypeBB[PAWN]), capsq); - clear_bit(&(byTypeBB[0]), capsq); // HACK: byTypeBB[0] == occupied squares - board[capsq] = EMPTY; - - // Move capturing pawn - Bitboard move_bb = make_move_bb(from, to); + // Update piece list replacing promotion piece with a pawn + pieceList[us][promotion][index[to]] = pieceList[us][promotion][pieceCount[us][promotion]]; + index[pieceList[us][promotion][index[to]]] = index[to]; + pieceList[us][PAWN][pieceCount[us][PAWN] - 1] = to; + index[to] = pieceCount[us][PAWN] - 1; + } + + // Put the piece back at the source square + Bitboard move_bb = make_move_bb(to, from); do_move_bb(&(byColorBB[us]), move_bb); - do_move_bb(&(byTypeBB[PAWN]), move_bb); + do_move_bb(&(byTypeBB[pt]), move_bb); do_move_bb(&(byTypeBB[0]), move_bb); // HACK: byTypeBB[0] == occupied squares - board[to] = board[from]; - board[from] = EMPTY; - // Update material hash key - st->materialKey ^= zobMaterial[them][PAWN][pieceCount[them][PAWN]]; + board[from] = piece_of_color_and_type(us, pt); + board[to] = EMPTY; - // Update piece count - pieceCount[them][PAWN]--; + // If the moving piece was a king, update the king square + if (pt == KING) + kingSquare[us] = from; // Update piece list - pieceList[us][PAWN][index[from]] = to; - index[to] = index[from]; - pieceList[them][PAWN][index[capsq]] = pieceList[them][PAWN][pieceCount[them][PAWN]]; - index[pieceList[them][PAWN][index[capsq]]] = index[capsq]; - - // Update hash key - st->key ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to]; - st->key ^= zobrist[them][PAWN][capsq]; - st->key ^= zobEp[st->epSquare]; - - // Update pawn hash key - st->pawnKey ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to]; - st->pawnKey ^= zobrist[them][PAWN][capsq]; - - // Update incremental scores - st->mgValue -= pst(them, PAWN, capsq); - st->mgValue -= pst(us, PAWN, from); - st->mgValue += pst(us, PAWN, to); - st->egValue -= pst(them, PAWN, capsq); - st->egValue -= pst(us, PAWN, from); - st->egValue += pst(us, PAWN, to); - - // Reset en passant square - st->epSquare = SQ_NONE; - - // Reset rule 50 counter - st->rule50 = 0; - - // Update checkers BB - st->checkersBB = attacks_to(king_square(them), us); -} - + pieceList[us][pt][index[to]] = from; + index[from] = index[to]; -/// 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. + if (st->capture) + { + Square capsq = to; -void Position::undo_move(Move m) { + if (ep) + capsq = (us == WHITE)? (to - DELTA_N) : (to - DELTA_S); - assert(is_ok()); - assert(move_is_ok(m)); + assert(st->capture != KING); + assert(!ep || square_is_empty(capsq)); - gamePly--; - sideToMove = opposite_color(sideToMove); + // Restore the captured piece + set_bit(&(byColorBB[them]), capsq); + set_bit(&(byTypeBB[st->capture]), capsq); + set_bit(&(byTypeBB[0]), capsq); - if (move_is_castle(m)) - undo_castle_move(m); - else if (move_is_promotion(m)) - undo_promotion_move(m); - else if (move_is_ep(m)) - undo_ep_move(m); - else - { - Color us, them; - Square from, to; - PieceType piece; - - 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 - Bitboard move_bb = make_move_bb(to, from); - piece = type_of_piece_on(to); - do_move_bb(&(byColorBB[us]), move_bb); - do_move_bb(&(byTypeBB[piece]), move_bb); - do_move_bb(&(byTypeBB[0]), move_bb); // HACK: byTypeBB[0] == occupied squares - board[from] = piece_of_color_and_type(us, piece); - - // If the moving piece was a king, update the king square - if (piece == KING) - kingSquare[us] = from; + board[capsq] = piece_of_color_and_type(them, st->capture); // Update piece list - pieceList[us][piece][index[to]] = from; - index[from] = index[to]; + pieceList[them][st->capture][pieceCount[them][st->capture]] = capsq; + index[capsq] = pieceCount[them][st->capture]; - if (st->capture) - { - assert(st->capture != KING); - - // Restore the captured piece - set_bit(&(byColorBB[them]), to); - set_bit(&(byTypeBB[st->capture]), to); - set_bit(&(byTypeBB[0]), to); - board[to] = piece_of_color_and_type(them, st->capture); - - // Update piece list - pieceList[them][st->capture][pieceCount[them][st->capture]] = to; - index[to] = pieceCount[them][st->capture]; - - // Update piece count - pieceCount[them][st->capture]++; - } else - board[to] = EMPTY; + // Update piece count + pieceCount[them][st->capture]++; } // Finally point our state pointer back to the previous state st = st->previous; - - assert(is_ok()); } @@ -1246,21 +1175,16 @@ void Position::undo_castle_move(Move m) { assert(piece_on(kto) == piece_of_color_and_type(us, KING)); assert(piece_on(rto) == piece_of_color_and_type(us, ROOK)); - // 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 - clear_bit(&(byColorBB[us]), rto); - clear_bit(&(byTypeBB[ROOK]), rto); - clear_bit(&(byTypeBB[0]), rto); // HACK: byTypeBB[0] == occupied 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 - set_bit(&(byColorBB[us]), rfrom); - set_bit(&(byTypeBB[ROOK]), rfrom); - set_bit(&(byTypeBB[0]), rfrom); // HACK: byTypeBB[0] == occupied squares + // Put the pieces back at the source square + Bitboard kmove_bb = make_move_bb(kto, kfrom); + do_move_bb(&(byColorBB[us]), kmove_bb); + do_move_bb(&(byTypeBB[KING]), kmove_bb); + do_move_bb(&(byTypeBB[0]), kmove_bb); // HACK: byTypeBB[0] == occupied squares + + Bitboard rmove_bb = make_move_bb(rto, rfrom); + do_move_bb(&(byColorBB[us]), rmove_bb); + do_move_bb(&(byTypeBB[ROOK]), rmove_bb); + do_move_bb(&(byTypeBB[0]), rmove_bb); // HACK: byTypeBB[0] == occupied squares // Update board board[rto] = board[kto] = EMPTY; @@ -1276,124 +1200,9 @@ void Position::undo_castle_move(Move m) { int tmp = index[rto]; // Necessary because we may have rto == kfrom in FRC. index[kfrom] = index[kto]; index[rfrom] = tmp; -} - - -/// Position::undo_promotion_move() is a private method used to unmake a -/// promotion move. It is called from the main Position::do_move -/// function. -void Position::undo_promotion_move(Move m) { - - Color us, them; - Square from, to; - PieceType promotion; - - assert(move_is_ok(m)); - assert(move_is_promotion(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); - from = move_from(m); - to = move_to(m); - - assert(relative_rank(us, to) == RANK_8); - assert(piece_on(from) == EMPTY); - - // Remove promoted piece - promotion = move_promotion_piece(m); - assert(piece_on(to)==piece_of_color_and_type(us, promotion)); - assert(promotion >= KNIGHT && promotion <= QUEEN); - clear_bit(&(byColorBB[us]), to); - clear_bit(&(byTypeBB[promotion]), to); - clear_bit(&(byTypeBB[0]), to); // HACK: byTypeBB[0] == occupied squares - - // 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] = piece_of_color_and_type(us, PAWN); - - // 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 - pieceCount[us][promotion]--; - pieceCount[us][PAWN]++; - - if (st->capture) - { - assert(st->capture != KING); - - // Insert captured piece: - set_bit(&(byColorBB[them]), to); - set_bit(&(byTypeBB[st->capture]), to); - set_bit(&(byTypeBB[0]), to); // HACK: byTypeBB[0] == occupied squares - board[to] = piece_of_color_and_type(them, st->capture); - - // Update piece list - pieceList[them][st->capture][pieceCount[them][st->capture]] = to; - index[to] = pieceCount[them][st->capture]; - - // Update piece count - pieceCount[them][st->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. - -void Position::undo_ep_move(Move m) { - - 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, - // so the code below is correct. - 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 == st->previous->epSquare); - assert(relative_rank(us, to) == RANK_6); - assert(piece_on(to) == piece_of_color_and_type(us, PAWN)); - assert(piece_on(from) == EMPTY); - assert(piece_on(capsq) == EMPTY); - - // Restore captured pawn - set_bit(&(byColorBB[them]), capsq); - set_bit(&(byTypeBB[PAWN]), capsq); - set_bit(&(byTypeBB[0]), capsq); - board[capsq] = piece_of_color_and_type(them, PAWN); - - // Move capturing pawn back to source square - Bitboard move_bb = make_move_bb(to, from); - do_move_bb(&(byColorBB[us]), move_bb); - do_move_bb(&(byTypeBB[PAWN]), move_bb); - do_move_bb(&(byTypeBB[0]), move_bb); - board[to] = EMPTY; - board[from] = piece_of_color_and_type(us, PAWN); - - // Update piece list - pieceList[us][PAWN][index[to]] = from; - index[from] = index[to]; - pieceList[them][PAWN][pieceCount[them][PAWN]] = capsq; - index[capsq] = pieceCount[them][PAWN]; - - // Update piece count - pieceCount[them][PAWN]++; + // Finally point our state pointer back to the previous state + st = st->previous; } @@ -1421,14 +1230,15 @@ void Position::do_null_move(StateInfo& backupSt) { history[gamePly] = st->key; // Update the necessary information - sideToMove = opposite_color(sideToMove); if (st->epSquare != SQ_NONE) st->key ^= zobEp[st->epSquare]; + st->key ^= zobSideToMove; + TT.prefetch(st->key); + sideToMove = opposite_color(sideToMove); st->epSquare = SQ_NONE; st->rule50++; gamePly++; - st->key ^= zobSideToMove; st->mgValue += (sideToMove == WHITE)? TempoValueMidgame : -TempoValueMidgame; st->egValue += (sideToMove == WHITE)? TempoValueEndgame : -TempoValueEndgame; @@ -1478,6 +1288,22 @@ int Position::see(Move m) const { return see(move_from(m), move_to(m)); } +int Position::see_sign(Move m) const { + + assert(move_is_ok(m)); + + Square from = move_from(m); + Square to = move_to(m); + + // Early return if SEE cannot be negative because capturing piece value + // is not bigger then captured one. + if ( midgame_value_of_piece_on(from) <= midgame_value_of_piece_on(to) + && type_of_piece_on(from) != KING) + return 1; + + return see(from, to); +} + int Position::see(Square from, Square to) const { // Material values