X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fposition.cpp;h=ebbf82992273cd44b60d8a6d600b0626d5bdf63f;hp=3b59b24a19171190c1d7d62acd93e6faeaf11968;hb=1e032ece92da0085000cfdde28cab05029dedce3;hpb=2408243cf41ad7dfbd678c4d08756b17c342defc diff --git a/src/position.cpp b/src/position.cpp index 3b59b24a..ebbf8299 100644 --- a/src/position.cpp +++ b/src/position.cpp @@ -1,7 +1,7 @@ /* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) - Copyright (C) 2008-2013 Marco Costalba, Joona Kiiski, Tord Romstad + Copyright (C) 2008-2014 Marco Costalba, Joona Kiiski, Tord Romstad Stockfish is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by @@ -38,16 +38,17 @@ static const string PieceToChar(" PNBRQK pnbrqk"); CACHE_LINE_ALIGNMENT -Score psq[COLOR_NB][PIECE_TYPE_NB][SQUARE_NB]; Value PieceValue[PHASE_NB][PIECE_NB] = { { VALUE_ZERO, PawnValueMg, KnightValueMg, BishopValueMg, RookValueMg, QueenValueMg }, { VALUE_ZERO, PawnValueEg, KnightValueEg, BishopValueEg, RookValueEg, QueenValueEg } }; +static Score psq[COLOR_NB][PIECE_TYPE_NB][SQUARE_NB]; + namespace Zobrist { Key psq[COLOR_NB][PIECE_TYPE_NB][SQUARE_NB]; Key enpassant[FILE_NB]; - Key castling[CASTLING_FLAG_NB]; + Key castling[CASTLING_RIGHT_NB]; Key side; Key exclusion; } @@ -263,7 +264,7 @@ void Position::set(const string& fenStr, bool isChess960, Thread* th) { else continue; - set_castling_flag(c, rsq); + set_castling_right(c, rsq); } // 4. En passant square. Ignore if no pawn capture is possible @@ -283,12 +284,9 @@ void Position::set(const string& fenStr, bool isChess960, Thread* th) { // handle also common incorrect FEN with fullmove = 0. gamePly = std::max(2 * (gamePly - 1), 0) + int(sideToMove == BLACK); - st->key = compute_key(); - st->pawnKey = compute_pawn_key(); - st->materialKey = compute_material_key(); + compute_keys(st); + compute_non_pawn_material(st); st->psq = compute_psq_score(); - st->npMaterial[WHITE] = compute_non_pawn_material(WHITE); - st->npMaterial[BLACK] = compute_non_pawn_material(BLACK); st->checkersBB = attackers_to(king_square(sideToMove)) & pieces(~sideToMove); chess960 = isChess960; thisThread = th; @@ -297,30 +295,30 @@ void Position::set(const string& fenStr, bool isChess960, Thread* th) { } -/// Position::set_castling_flag() is a helper function used to set castling -/// flags given the corresponding color and the rook starting square. +/// Position::set_castling_right() is a helper function used to set castling +/// rights given the corresponding color and the rook starting square. -void Position::set_castling_flag(Color c, Square rfrom) { +void Position::set_castling_right(Color c, Square rfrom) { Square kfrom = king_square(c); CastlingSide cs = kfrom < rfrom ? KING_SIDE : QUEEN_SIDE; - CastlingFlag cf = make_castling_flag(c, cs); + CastlingRight cr = (c | cs); - st->castlingFlags |= cf; - castlingFlagsMask[kfrom] |= cf; - castlingFlagsMask[rfrom] |= cf; - castlingRookSquare[c][cs] = rfrom; + st->castlingRights |= cr; + castlingRightsMask[kfrom] |= cr; + castlingRightsMask[rfrom] |= cr; + castlingRookSquare[cr] = rfrom; Square kto = relative_square(c, cs == KING_SIDE ? SQ_G1 : SQ_C1); Square rto = relative_square(c, cs == KING_SIDE ? SQ_F1 : SQ_D1); for (Square s = std::min(rfrom, rto); s <= std::max(rfrom, rto); ++s) if (s != kfrom && s != rfrom) - castlingPath[c][cs] |= s; + castlingPath[cr] |= s; for (Square s = std::min(kfrom, kto); s <= std::max(kfrom, kto); ++s) if (s != kfrom && s != rfrom) - castlingPath[c][cs] |= s; + castlingPath[cr] |= s; } @@ -353,21 +351,21 @@ const string Position::fen() const { ss << (sideToMove == WHITE ? " w " : " b "); if (can_castle(WHITE_OO)) - ss << (chess960 ? file_to_char(file_of(castling_rook_square(WHITE, KING_SIDE)), false) : 'K'); + ss << (chess960 ? to_char(file_of(castling_rook_square(WHITE | KING_SIDE)), false) : 'K'); if (can_castle(WHITE_OOO)) - ss << (chess960 ? file_to_char(file_of(castling_rook_square(WHITE, QUEEN_SIDE)), false) : 'Q'); + ss << (chess960 ? to_char(file_of(castling_rook_square(WHITE | QUEEN_SIDE)), false) : 'Q'); if (can_castle(BLACK_OO)) - ss << (chess960 ? file_to_char(file_of(castling_rook_square(BLACK, KING_SIDE)), true) : 'k'); + ss << (chess960 ? to_char(file_of(castling_rook_square(BLACK | KING_SIDE)), true) : 'k'); if (can_castle(BLACK_OOO)) - ss << (chess960 ? file_to_char(file_of(castling_rook_square(BLACK, QUEEN_SIDE)), true) : 'q'); + ss << (chess960 ? to_char(file_of(castling_rook_square(BLACK | QUEEN_SIDE)), true) : 'q'); if (!can_castle(WHITE) && !can_castle(BLACK)) ss << '-'; - ss << (ep_square() == SQ_NONE ? " - " : " " + square_to_string(ep_square()) + " ") + ss << (ep_square() == SQ_NONE ? " - " : " " + to_string(ep_square()) + " ") << st->rule50 << " " << 1 + (gamePly - int(sideToMove == BLACK)) / 2; return ss.str(); @@ -401,7 +399,7 @@ const string Position::pretty(Move move) const { << std::setfill('0') << std::setw(16) << st->key << "\nCheckers: "; for (Bitboard b = checkers(); b; ) - ss << square_to_string(pop_lsb(&b)) << " "; + ss << to_string(pop_lsb(&b)) << " "; ss << "\nLegal moves: "; for (MoveList it(*this); *it; ++it) @@ -411,11 +409,14 @@ const string Position::pretty(Move move) const { } -/// Position:hidden_checkers() returns a bitboard of all pinned / discovered check -/// pieces, according to the call parameters. Pinned pieces protect our king and -/// discovered check pieces attack the enemy king. +/// Position::check_blockers() returns a bitboard of all the pieces with color +/// 'c' that are blocking check on the king with color 'kingColor'. A piece +/// blocks a check if removing that piece from the board would result in a +/// position where the king is in check. A check blocking piece can be either a +/// pinned or a discovered check piece, according if its color 'c' is the same +/// or the opposite of 'kingColor'. -Bitboard Position::hidden_checkers(Color c, Color kingColor) const { +Bitboard Position::check_blockers(Color c, Color kingColor) const { Bitboard b, pinners, result = 0; Square ksq = king_square(kingColor); @@ -515,7 +516,7 @@ bool Position::pseudo_legal(const Move m) const { if (promotion_type(m) - 2 != NO_PIECE_TYPE) return false; - // If the from square is not occupied by a piece belonging to the side to + // If the 'from' square is not occupied by a piece belonging to the side to // move, the move is obviously not legal. if (pc == NO_PIECE || color_of(pc) != us) return false; @@ -527,71 +528,27 @@ bool Position::pseudo_legal(const Move m) const { // Handle the special case of a pawn move if (type_of(pc) == PAWN) { - // Move direction must be compatible with pawn color - int direction = to - from; - if ((us == WHITE) != (direction > 0)) - return false; - // We have already handled promotion moves, so destination // cannot be on the 8th/1st rank. - if (rank_of(to) == RANK_8 || rank_of(to) == RANK_1) - return false; - - // Proceed according to the square delta between the origin and - // destination squares. - switch (direction) - { - case DELTA_NW: - case DELTA_NE: - case DELTA_SW: - case DELTA_SE: - // Capture. The destination square must be occupied by an enemy - // piece (en passant captures was handled earlier). - if (piece_on(to) == NO_PIECE || color_of(piece_on(to)) != ~us) + if (rank_of(to) == relative_rank(us, RANK_8)) return false; - // From and to files must be one file apart, avoids a7h5 - if (abs(file_of(from) - file_of(to)) != 1) - return false; - break; + if ( !(attacks_from(from, us) & pieces(~us) & to) // Not a capture - case DELTA_N: - case DELTA_S: - // Pawn push. The destination square must be empty. - if (!empty(to)) - return false; - break; - - case DELTA_NN: - // Double white pawn push. The destination square must be on the fourth - // rank, and both the destination square and the square between the - // source and destination squares must be empty. - if ( rank_of(to) != RANK_4 - || !empty(to) - || !empty(from + DELTA_N)) - return false; - break; - - case DELTA_SS: - // Double black pawn push. The destination square must be on the fifth - // rank, and both the destination square and the square between the - // source and destination squares must be empty. - if ( rank_of(to) != RANK_5 - || !empty(to) - || !empty(from + DELTA_S)) - return false; - break; + && !((from + pawn_push(us) == to) && empty(to)) // Not a single push - default: + && !( (from + 2 * pawn_push(us) == to) // Not a double push + && (rank_of(from) == relative_rank(us, RANK_2)) + && empty(to) + && empty(to - pawn_push(us)))) return false; - } } else if (!(attacks_from(pc, from) & to)) return false; // Evasions generator already takes care to avoid some kind of illegal moves - // and pl_move_is_legal() relies on this. We therefore have to take care that - // the same kind of moves are filtered out here. + // and legal() relies on this. We therefore have to take care that the same + // kind of moves are filtered out here. if (checkers()) { if (type_of(pc) != KING) @@ -604,8 +561,8 @@ bool Position::pseudo_legal(const Move m) const { if (!((between_bb(lsb(checkers()), king_square(us)) | checkers()) & to)) return false; } - // In case of king moves under check we have to remove king so to catch - // as invalid moves like b1a1 when opposite queen is on c1. + // In case of king moves under check we have to remove king so as to catch + // invalid moves like b1a1 when opposite queen is on c1. else if (attackers_to(to, pieces() ^ from) & pieces(~us)) return false; } @@ -614,7 +571,7 @@ bool Position::pseudo_legal(const Move m) const { } -/// Position::move_gives_check() tests whether a pseudo-legal move gives a check +/// Position::gives_check() tests whether a pseudo-legal move gives a check bool Position::gives_check(Move m, const CheckInfo& ci) const { @@ -626,29 +583,25 @@ bool Position::gives_check(Move m, const CheckInfo& ci) const { Square to = to_sq(m); PieceType pt = type_of(piece_on(from)); - // Is there a direct check ? + // Is there a direct check? if (ci.checkSq[pt] & to) return true; - // Is there a discovered check ? + // Is there a discovered check? if ( unlikely(ci.dcCandidates) && (ci.dcCandidates & from) - && !aligned(from, to, king_square(~sideToMove))) + && !aligned(from, to, ci.ksq)) return true; - // Can we skip the ugly special cases ? - if (type_of(m) == NORMAL) - return false; - - Color us = sideToMove; - Square ksq = king_square(~us); - switch (type_of(m)) { + case NORMAL: + return false; + case PROMOTION: - return attacks_bb(Piece(promotion_type(m)), to, pieces() ^ from) & ksq; + return attacks_bb(Piece(promotion_type(m)), to, pieces() ^ from) & ci.ksq; - // En passant capture with check ? We have already handled the case + // En passant capture with check? We have already handled the case // of direct checks and ordinary discovered check, so the only case we // need to handle is the unusual case of a discovered check through // the captured pawn. @@ -657,18 +610,18 @@ bool Position::gives_check(Move m, const CheckInfo& ci) const { Square capsq = file_of(to) | rank_of(from); Bitboard b = (pieces() ^ from ^ capsq) | to; - return (attacks_bb< ROOK>(ksq, b) & pieces(us, QUEEN, ROOK)) - | (attacks_bb(ksq, b) & pieces(us, QUEEN, BISHOP)); + return (attacks_bb< ROOK>(ci.ksq, b) & pieces(sideToMove, QUEEN, ROOK)) + | (attacks_bb(ci.ksq, b) & pieces(sideToMove, QUEEN, BISHOP)); } case CASTLING: { Square kfrom = from; Square rfrom = to; // Castling is encoded as 'King captures the rook' - Square kto = relative_square(us, rfrom > kfrom ? SQ_G1 : SQ_C1); - Square rto = relative_square(us, rfrom > kfrom ? SQ_F1 : SQ_D1); + Square kto = relative_square(sideToMove, rfrom > kfrom ? SQ_G1 : SQ_C1); + Square rto = relative_square(sideToMove, rfrom > kfrom ? SQ_F1 : SQ_D1); - return (PseudoAttacks[ROOK][rto] & ksq) - && (attacks_bb(rto, (pieces() ^ kfrom ^ rfrom) | rto | kto) & ksq); + return (PseudoAttacks[ROOK][rto] & ci.ksq) + && (attacks_bb(rto, (pieces() ^ kfrom ^ rfrom) | rto | kto) & ci.ksq); } default: assert(false); @@ -695,9 +648,9 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI ++nodes; Key k = st->key; - // Copy some fields of old state to our new StateInfo object except the ones - // which are going to be recalculated from scratch anyway, then switch our state - // pointer to point to the new (ready to be updated) state. + // Copy some fields of the old state to our new StateInfo object except the + // ones which are going to be recalculated from scratch anyway and then switch + // our state pointer to point to the new (ready to be updated) state. std::memcpy(&newSt, st, StateCopySize64 * sizeof(uint64_t)); newSt.previous = st; @@ -706,7 +659,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI // Update side to move k ^= Zobrist::side; - // Increment ply counters.In particular rule50 will be reset to zero later on + // Increment ply counters. In particular, rule50 will be reset to zero later on // in case of a capture or a pawn move. ++gamePly; ++st->rule50; @@ -791,12 +744,12 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI st->epSquare = SQ_NONE; } - // Update castling flags if needed - if (st->castlingFlags && (castlingFlagsMask[from] | castlingFlagsMask[to])) + // Update castling rights if needed + if (st->castlingRights && (castlingRightsMask[from] | castlingRightsMask[to])) { - int cf = castlingFlagsMask[from] | castlingFlagsMask[to]; - k ^= Zobrist::castling[st->castlingFlags & cf]; - st->castlingFlags &= ~cf; + int cr = castlingRightsMask[from] | castlingRightsMask[to]; + k ^= Zobrist::castling[st->castlingRights & cr]; + st->castlingRights &= ~cr; } // Prefetch TT access as soon as we know the new hash key @@ -1011,12 +964,9 @@ void Position::undo_null_move() { /// Position::see() is a static exchange evaluator: It tries to estimate the -/// material gain or loss resulting from a move. Parameter 'asymmThreshold' takes -/// tempi into account. If the side who initiated the capturing sequence does the -/// last capture, he loses a tempo and if the result is below 'asymmThreshold' -/// the capturing sequence is considered bad. +/// material gain or loss resulting from a move. -int Position::see_sign(Move m) const { +Value Position::see_sign(Move m) const { assert(is_ok(m)); @@ -1024,16 +974,17 @@ int Position::see_sign(Move m) const { // is not less then capturing one. Note that king moves always return // here because king midgame value is set to 0. if (PieceValue[MG][moved_piece(m)] <= PieceValue[MG][piece_on(to_sq(m))]) - return 1; + return VALUE_KNOWN_WIN; return see(m); } -int Position::see(Move m, int asymmThreshold) const { +Value Position::see(Move m) const { Square from, to; Bitboard occupied, attackers, stmAttackers; - int swapList[32], slIndex = 1; + Value swapList[32]; + int slIndex = 1; PieceType captured; Color stm; @@ -1049,7 +1000,7 @@ int Position::see(Move m, int asymmThreshold) const { // handled correctly. Simply return 0 that is always the correct value // unless in the rare case the rook ends up under attack. if (type_of(m) == CASTLING) - return 0; + return VALUE_ZERO; if (type_of(m) == ENPASSANT) { @@ -1080,30 +1031,24 @@ int Position::see(Move m, int asymmThreshold) const { // Add the new entry to the swap list swapList[slIndex] = -swapList[slIndex - 1] + PieceValue[MG][captured]; - ++slIndex; // Locate and remove the next least valuable attacker captured = min_attacker(byTypeBB, to, stmAttackers, occupied, attackers); - stm = ~stm; - stmAttackers = attackers & pieces(stm); // Stop before processing a king capture - if (captured == KING && stmAttackers) + if (captured == KING) { - swapList[slIndex++] = QueenValueMg * 16; + if (stmAttackers == attackers) + ++slIndex; + break; } - } while (stmAttackers); + stm = ~stm; + stmAttackers = attackers & pieces(stm); + ++slIndex; - // If we are doing asymmetric SEE evaluation and the same side does the first - // and the last capture, he loses a tempo and gain must be at least worth - // 'asymmThreshold', otherwise we replace the score with a very low value, - // before negamaxing. - if (asymmThreshold) - for (int i = 0; i < slIndex; i += 2) - if (swapList[i] < asymmThreshold) - swapList[i] = - QueenValueMg * 16; + } while (stmAttackers); // 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. @@ -1129,73 +1074,59 @@ void Position::clear() { } -/// 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. +/// Position::compute_keys() computes the hash keys of the position, pawns and +/// material configuration. The hash keys are usually updated incrementally as +/// moves are made and unmade. The function is only used when a new position is +/// set up, and to verify the correctness of the keys when running in debug mode. -Key Position::compute_key() const { +void Position::compute_keys(StateInfo* si) const { - Key k = Zobrist::castling[st->castlingFlags]; + si->key = si->pawnKey = si->materialKey = 0; for (Bitboard b = pieces(); b; ) { Square s = pop_lsb(&b); - k ^= Zobrist::psq[color_of(piece_on(s))][type_of(piece_on(s))][s]; + si->key ^= Zobrist::psq[color_of(piece_on(s))][type_of(piece_on(s))][s]; } if (ep_square() != SQ_NONE) - k ^= Zobrist::enpassant[file_of(ep_square())]; + si->key ^= Zobrist::enpassant[file_of(ep_square())]; if (sideToMove == BLACK) - k ^= Zobrist::side; - - return k; -} - - -/// 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 { + si->key ^= Zobrist::side; - Key k = 0; + si->key ^= Zobrist::castling[st->castlingRights]; for (Bitboard b = pieces(PAWN); b; ) { Square s = pop_lsb(&b); - k ^= Zobrist::psq[color_of(piece_on(s))][PAWN][s]; + si->pawnKey ^= Zobrist::psq[color_of(piece_on(s))][PAWN][s]; } - return k; + for (Color c = WHITE; c <= BLACK; ++c) + for (PieceType pt = PAWN; pt <= KING; ++pt) + for (int cnt = 0; cnt < pieceCount[c][pt]; ++cnt) + si->materialKey ^= Zobrist::psq[c][pt][cnt]; } -/// Position::compute_material_key() computes the hash key of the position. -/// The hash key is usually updated incrementally as moves are made and unmade. -/// The compute_material_key() function is only used when a new position is set -/// up, and to verify the correctness of the material hash key when running in -/// debug mode. +/// Position::compute_non_pawn_material() computes the total non-pawn middlegame +/// material value for each side. Material values are updated incrementally during +/// the search. This function is only used when initializing a new Position object. -Key Position::compute_material_key() const { +void Position::compute_non_pawn_material(StateInfo* si) const { - Key k = 0; + si->npMaterial[WHITE] = si->npMaterial[BLACK] = VALUE_ZERO; for (Color c = WHITE; c <= BLACK; ++c) - for (PieceType pt = PAWN; pt <= QUEEN; ++pt) - for (int cnt = 0; cnt < pieceCount[c][pt]; ++cnt) - k ^= Zobrist::psq[c][pt][cnt]; - - return k; + for (PieceType pt = KNIGHT; pt <= QUEEN; ++pt) + si->npMaterial[c] += pieceCount[c][pt] * PieceValue[MG][pt]; } -/// Position::compute_psq_score() computes the 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 +/// Position::compute_psq_score() computes the incremental scores for the middlegame +/// 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. Score Position::compute_psq_score() const { @@ -1213,22 +1144,6 @@ Score Position::compute_psq_score() const { } -/// Position::compute_non_pawn_material() computes the total non-pawn middle -/// game material value for the given side. Material values are updated -/// incrementally during the search. This function is only used when -/// initializing a new Position object. - -Value Position::compute_non_pawn_material(Color c) const { - - Value value = VALUE_ZERO; - - for (PieceType pt = KNIGHT; pt <= QUEEN; ++pt) - value += pieceCount[c][pt] * PieceValue[MG][pt]; - - return value; -} - - /// Position::is_draw() tests whether the position is drawn by material, 50 moves /// rule or repetition. It does not detect stalemates. @@ -1302,22 +1217,18 @@ bool Position::pos_is_ok(int* failedStep) const { // What features of the position should be verified? const bool all = false; - const bool debugBitboards = all || false; - const bool debugKingCount = all || false; - const bool debugKingCapture = all || false; - const bool debugCheckerCount = all || false; - const bool debugKey = all || false; - const bool debugMaterialKey = all || false; - const bool debugPawnKey = all || false; - const bool debugIncrementalEval = all || false; - const bool debugNonPawnMaterial = all || false; - const bool debugPieceCounts = all || false; - const bool debugPieceList = all || false; - const bool debugCastlingSquares = all || false; - - *step = 1; - - if (sideToMove != WHITE && sideToMove != BLACK) + const bool testBitboards = all || false; + const bool testKingCount = all || false; + const bool testKingCapture = all || false; + const bool testCheckerCount = all || false; + const bool testKeys = all || false; + const bool testIncrementalEval = all || false; + const bool testNonPawnMaterial = all || false; + const bool testPieceCounts = all || false; + const bool testPieceList = all || false; + const bool testCastlingSquares = all || false; + + if (*step = 1, sideToMove != WHITE && sideToMove != BLACK) return false; if ((*step)++, piece_on(king_square(WHITE)) != W_KING) @@ -1326,26 +1237,19 @@ bool Position::pos_is_ok(int* failedStep) const { if ((*step)++, piece_on(king_square(BLACK)) != B_KING) return false; - if ((*step)++, debugKingCount) - { - int kingCount[COLOR_NB] = {}; - - 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) + if ((*step)++, testKingCount) + if ( std::count(board, board + SQUARE_NB, W_KING) != 1 + || std::count(board, board + SQUARE_NB, B_KING) != 1) return false; - } - if ((*step)++, debugKingCapture) + if ((*step)++, testKingCapture) if (attackers_to(king_square(~sideToMove)) & pieces(sideToMove)) return false; - if ((*step)++, debugCheckerCount && popcount(st->checkersBB) > 2) + if ((*step)++, testCheckerCount && popcount(st->checkersBB) > 2) return false; - if ((*step)++, debugBitboards) + if ((*step)++, testBitboards) { // The intersection of the white and black pieces must be empty if (pieces(WHITE) & pieces(BLACK)) @@ -1366,30 +1270,33 @@ bool Position::pos_is_ok(int* failedStep) const { if ((*step)++, ep_square() != SQ_NONE && relative_rank(sideToMove, ep_square()) != RANK_6) return false; - if ((*step)++, debugKey && st->key != compute_key()) - return false; - - if ((*step)++, debugPawnKey && st->pawnKey != compute_pawn_key()) - return false; + if ((*step)++, testKeys) + { + StateInfo si; + compute_keys(&si); + if (st->key != si.key || st->pawnKey != si.pawnKey || st->materialKey != si.materialKey) + return false; + } - if ((*step)++, debugMaterialKey && st->materialKey != compute_material_key()) - return false; + if ((*step)++, testNonPawnMaterial) + { + StateInfo si; + compute_non_pawn_material(&si); + if ( st->npMaterial[WHITE] != si.npMaterial[WHITE] + || st->npMaterial[BLACK] != si.npMaterial[BLACK]) + return false; + } - if ((*step)++, debugIncrementalEval && st->psq != compute_psq_score()) + if ((*step)++, testIncrementalEval && st->psq != compute_psq_score()) return false; - if ((*step)++, debugNonPawnMaterial) - if ( st->npMaterial[WHITE] != compute_non_pawn_material(WHITE) - || st->npMaterial[BLACK] != compute_non_pawn_material(BLACK)) - return false; - - if ((*step)++, debugPieceCounts) + if ((*step)++, testPieceCounts) for (Color c = WHITE; c <= BLACK; ++c) for (PieceType pt = PAWN; pt <= KING; ++pt) if (pieceCount[c][pt] != popcount(pieces(c, pt))) return false; - if ((*step)++, debugPieceList) + if ((*step)++, testPieceList) for (Color c = WHITE; c <= BLACK; ++c) for (PieceType pt = PAWN; pt <= KING; ++pt) for (int i = 0; i < pieceCount[c][pt]; ++i) @@ -1397,18 +1304,16 @@ bool Position::pos_is_ok(int* failedStep) const { || index[pieceList[c][pt][i]] != i) return false; - if ((*step)++, debugCastlingSquares) + if ((*step)++, testCastlingSquares) for (Color c = WHITE; c <= BLACK; ++c) for (CastlingSide s = KING_SIDE; s <= QUEEN_SIDE; s = CastlingSide(s + 1)) { - CastlingFlag cf = make_castling_flag(c, s); - - if (!can_castle(cf)) + if (!can_castle(c | s)) continue; - if ( (castlingFlagsMask[king_square(c)] & cf) != cf - || piece_on(castlingRookSquare[c][s]) != make_piece(c, ROOK) - || castlingFlagsMask[castlingRookSquare[c][s]] != cf) + if ( (castlingRightsMask[king_square(c)] & (c | s)) != (c | s) + || piece_on(castlingRookSquare[c | s]) != make_piece(c, ROOK) + || castlingRightsMask[castlingRookSquare[c | s]] != (c | s)) return false; }