nodes++;
Key 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.
+ // 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.
struct ReducedStateInfo {
Key pawnKey, materialKey;
Value npMaterial[2];
Color them = flip(us);
Square from = move_from(m);
Square to = move_to(m);
- bool ep = is_enpassant(m);
- bool pm = is_promotion(m);
-
Piece piece = piece_on(from);
PieceType pt = type_of(piece);
- PieceType capture = ep ? PAWN : type_of(piece_on(to));
+ PieceType capture = is_enpassant(m) ? PAWN : type_of(piece_on(to));
- assert(color_of(piece_on(from)) == us);
- assert(color_of(piece_on(to)) == them || square_is_empty(to));
+ assert(color_of(piece) == us);
+ assert(color_of(piece_on(to)) != us);
assert(capture != KING);
if (capture)
{
Square capsq = to;
- // If the captured piece was a pawn, update pawn hash key, otherwise
+ // If the captured piece is a pawn, update pawn hash key, otherwise
// update non-pawn material.
if (capture == PAWN)
{
- if (ep) // En passant?
+ if (is_enpassant(m))
{
capsq += pawn_push(them);
else
st->npMaterial[them] -= PieceValueMidgame[capture];
- // Remove captured piece
+ // Remove the captured piece
clear_bit(&byColorBB[them], capsq);
clear_bit(&byTypeBB[capture], capsq);
clear_bit(&occupied, capsq);
- // Update hash key
+ // Update piece list, move the last piece at index[capsq] position and
+ // shrink the list.
+ //
+ // WARNING: This is a not revresible operation. When we will reinsert the
+ // captured piece in undo_move() we will put it at the end of the list and
+ // not in its original place, it means index[] and pieceList[] are not
+ // guaranteed to be invariant to a do_move() + undo_move() sequence.
+ Square lastSquare = pieceList[them][capture][--pieceCount[them][capture]];
+ index[lastSquare] = index[capsq];
+ pieceList[them][capture][index[lastSquare]] = lastSquare;
+ pieceList[them][capture][pieceCount[them][capture]] = SQ_NONE;
+
+ // Update hash keys
key ^= zobrist[them][capture][capsq];
+ st->materialKey ^= zobrist[them][capture][pieceCount[them][capture]];
// Update incremental scores
st->value -= pst(make_piece(them, capture), capsq);
- // Update piece count
- pieceCount[them][capture]--;
-
- // Update material hash key
- st->materialKey ^= zobrist[them][capture][pieceCount[them][capture]];
-
- // Update piece list, move the last piece at index[capsq] position
- //
- // WARNING: This is a not perfectly revresible operation. When we
- // will reinsert the captured piece in undo_move() we will put it
- // at the end of the list and not in its original place, it means
- // index[] and pieceList[] are not guaranteed to be invariant to a
- // do_move() + undo_move() sequence.
- Square lastPieceSquare = pieceList[them][capture][pieceCount[them][capture]];
- index[lastPieceSquare] = index[capsq];
- pieceList[them][capture][index[lastPieceSquare]] = lastPieceSquare;
- pieceList[them][capture][pieceCount[them][capture]] = SQ_NONE;
-
// Reset rule 50 counter
st->rule50 = 0;
}
board[to] = board[from];
board[from] = PIECE_NONE;
- // Update piece lists, note that index[from] is not updated and
- // becomes stale. This works as long as index[] is accessed just
- // by known occupied squares.
+ // Update piece lists, index[from] is not updated and becomes stale. This
+ // works as long as index[] is accessed just by known occupied squares.
index[to] = index[from];
pieceList[us][pt][index[to]] = to;
- // If the moving piece was a pawn do some special extra work
+ // If the moving piece is a pawn do some special extra work
if (pt == PAWN)
{
- // Reset rule 50 draw counter
- st->rule50 = 0;
-
- // Update pawn hash key and prefetch in L1/L2 cache
- st->pawnKey ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to];
-
- // Set en passant square, only if moved pawn can be captured
- if ((to ^ from) == 16)
+ // Set en-passant square, only if moved pawn can be captured
+ if ( (to ^ from) == 16
+ && (attacks_from<PAWN>(from + pawn_push(us), us) & pieces(PAWN, them)))
{
- if (attacks_from<PAWN>(from + pawn_push(us), us) & pieces(PAWN, them))
- {
- st->epSquare = Square((int(from) + int(to)) / 2);
- key ^= zobEp[st->epSquare];
- }
+ st->epSquare = Square((from + to) / 2);
+ key ^= zobEp[st->epSquare];
}
- if (pm) // promotion ?
+ if (is_promotion(m))
{
PieceType promotion = promotion_piece_type(m);
+ assert(relative_rank(us, to) == RANK_8);
assert(promotion >= KNIGHT && promotion <= QUEEN);
- // Insert promoted piece instead of pawn
+ // Replace the pawn with the promoted piece
clear_bit(&byTypeBB[PAWN], to);
set_bit(&byTypeBB[promotion], to);
board[to] = make_piece(us, promotion);
- // Update piece counts
- pieceCount[us][promotion]++;
- pieceCount[us][PAWN]--;
-
- // Update material key
- st->materialKey ^= zobrist[us][PAWN][pieceCount[us][PAWN]];
- st->materialKey ^= zobrist[us][promotion][pieceCount[us][promotion]-1];
-
// Update piece lists, move the last pawn at index[to] position
// and shrink the list. Add a new promotion piece to the list.
- Square lastPawnSquare = pieceList[us][PAWN][pieceCount[us][PAWN]];
- index[lastPawnSquare] = index[to];
- pieceList[us][PAWN][index[lastPawnSquare]] = lastPawnSquare;
+ Square lastSquare = pieceList[us][PAWN][--pieceCount[us][PAWN]];
+ index[lastSquare] = index[to];
+ pieceList[us][PAWN][index[lastSquare]] = lastSquare;
pieceList[us][PAWN][pieceCount[us][PAWN]] = SQ_NONE;
- index[to] = pieceCount[us][promotion] - 1;
+ index[to] = pieceCount[us][promotion];
pieceList[us][promotion][index[to]] = to;
- // Partially revert hash keys update
+ // Update hash keys
key ^= zobrist[us][PAWN][to] ^ zobrist[us][promotion][to];
st->pawnKey ^= zobrist[us][PAWN][to];
+ st->materialKey ^= zobrist[us][promotion][pieceCount[us][promotion]++]
+ ^ zobrist[us][PAWN][pieceCount[us][PAWN]];
- // Partially revert and update incremental scores
- st->value -= pst(make_piece(us, PAWN), to);
- st->value += pst(make_piece(us, promotion), to);
+ // Update incremental score
+ st->value += pst(make_piece(us, promotion), to)
+ - pst(make_piece(us, PAWN), to);
// Update material
st->npMaterial[us] += PieceValueMidgame[promotion];
}
+
+ // Update pawn hash key
+ st->pawnKey ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to];
+
+ // Reset rule 50 draw counter
+ st->rule50 = 0;
}
// Prefetch pawn and material hash tables
if (moveIsCheck)
{
- if (ep | pm)
+ if (is_special(m))
st->checkersBB = attackers_to(king_square(them)) & pieces(us);
else
{
if (ci.dcCandidates && bit_is_set(ci.dcCandidates, from))
{
if (pt != ROOK)
- st->checkersBB |= (attacks_from<ROOK>(king_square(them)) & pieces(ROOK, QUEEN, us));
+ st->checkersBB |= attacks_from<ROOK>(king_square(them)) & pieces(ROOK, QUEEN, us);
if (pt != BISHOP)
- st->checkersBB |= (attacks_from<BISHOP>(king_square(them)) & pieces(BISHOP, QUEEN, us));
+ st->checkersBB |= attacks_from<BISHOP>(king_square(them)) & pieces(BISHOP, QUEEN, 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.
+
+void Position::undo_move(Move m) {
+
+ assert(is_ok(m));
+
+ sideToMove = flip(sideToMove);
+
+ if (is_castle(m))
+ {
+ do_castle_move<false>(m);
+ return;
+ }
+
+ Color us = side_to_move();
+ Color them = flip(us);
+ Square from = move_from(m);
+ Square to = move_to(m);
+ Piece piece = piece_on(to);
+ PieceType pt = type_of(piece);
+ PieceType capture = st->capturedType;
+
+ assert(square_is_empty(from));
+ assert(color_of(piece) == us);
+ assert(capture != KING);
+
+ if (is_promotion(m))
+ {
+ PieceType promotion = promotion_piece_type(m);
+
+ assert(promotion == pt);
+ assert(relative_rank(us, to) == RANK_8);
+ assert(promotion >= KNIGHT && promotion <= QUEEN);
+
+ // Replace the promoted piece with the pawn
+ clear_bit(&byTypeBB[promotion], to);
+ set_bit(&byTypeBB[PAWN], to);
+ board[to] = make_piece(us, PAWN);
+
+ // Update piece lists, move the last promoted piece at index[to] position
+ // and shrink the list. Add a new pawn to the list.
+ Square lastSquare = pieceList[us][promotion][--pieceCount[us][promotion]];
+ index[lastSquare] = index[to];
+ pieceList[us][promotion][index[lastSquare]] = lastSquare;
+ pieceList[us][promotion][pieceCount[us][promotion]] = SQ_NONE;
+ index[to] = pieceCount[us][PAWN]++;
+ pieceList[us][PAWN][index[to]] = to;
+
+ pt = PAWN;
+ }
+
+ // 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[pt], move_bb);
+ do_move_bb(&occupied, move_bb);
+
+ board[from] = board[to];
+ board[to] = PIECE_NONE;
+
+ // Update piece lists, index[to] is not updated and becomes stale. This
+ // works as long as index[] is accessed just by known occupied squares.
+ index[from] = index[to];
+ pieceList[us][pt][index[from]] = from;
+
+ if (capture)
+ {
+ Square capsq = to;
+
+ if (is_enpassant(m))
+ {
+ capsq -= pawn_push(us);
+
+ assert(pt == PAWN);
+ assert(to == st->previous->epSquare);
+ assert(relative_rank(us, to) == RANK_6);
+ assert(piece_on(capsq) == PIECE_NONE);
+ }
+
+ // Restore the captured piece
+ set_bit(&byColorBB[them], capsq);
+ set_bit(&byTypeBB[capture], capsq);
+ set_bit(&occupied, capsq);
+
+ board[capsq] = make_piece(them, capture);
+
+ // Update piece list, add a new captured piece in capsq square
+ index[capsq] = pieceCount[them][capture]++;
+ pieceList[them][capture][index[capsq]] = capsq;
+ }
+
+ // Finally point our state pointer back to the previous state
+ st = st->previous;
+
+ assert(pos_is_ok());
+}
+
+
/// Position::do_castle_move() is a private method used to do/undo a castling
/// move. Note that castling moves are encoded as "king captures friendly rook"
/// moves, for instance white short castling in a non-Chess960 game is encoded
}
-/// 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(m));
-
- sideToMove = flip(sideToMove);
-
- if (is_castle(m))
- {
- do_castle_move<false>(m);
- return;
- }
-
- Color us = side_to_move();
- Color them = flip(us);
- Square from = move_from(m);
- Square to = move_to(m);
- bool ep = is_enpassant(m);
- bool pm = is_promotion(m);
-
- PieceType pt = type_of(piece_on(to));
-
- 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) == make_piece(us, PAWN));
-
- if (pm) // promotion ?
- {
- PieceType promotion = promotion_piece_type(m);
- pt = PAWN;
-
- assert(promotion >= KNIGHT && promotion <= QUEEN);
- assert(piece_on(to) == make_piece(us, promotion));
-
- // Replace promoted piece with a pawn
- clear_bit(&byTypeBB[promotion], to);
- set_bit(&byTypeBB[PAWN], to);
-
- // Update piece counts
- pieceCount[us][promotion]--;
- pieceCount[us][PAWN]++;
-
- // Update piece list replacing promotion piece with a pawn
- Square lastPromotionSquare = pieceList[us][promotion][pieceCount[us][promotion]];
- index[lastPromotionSquare] = index[to];
- pieceList[us][promotion][index[lastPromotionSquare]] = lastPromotionSquare;
- pieceList[us][promotion][pieceCount[us][promotion]] = SQ_NONE;
- index[to] = pieceCount[us][PAWN] - 1;
- pieceList[us][PAWN][index[to]] = to;
- }
-
- // 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[pt], move_bb);
- do_move_bb(&occupied, move_bb);
-
- board[from] = make_piece(us, pt);
- board[to] = PIECE_NONE;
-
- // Update piece list
- index[from] = index[to];
- pieceList[us][pt][index[from]] = from;
-
- if (st->capturedType)
- {
- Square capsq = to;
-
- if (ep)
- capsq = to - pawn_push(us);
-
- assert(st->capturedType != KING);
- assert(!ep || square_is_empty(capsq));
-
- // Restore the captured piece
- set_bit(&byColorBB[them], capsq);
- set_bit(&byTypeBB[st->capturedType], capsq);
- set_bit(&occupied, capsq);
-
- board[capsq] = make_piece(them, st->capturedType);
-
- // Update piece count
- pieceCount[them][st->capturedType]++;
-
- // Update piece list, add a new captured piece in capsq square
- index[capsq] = pieceCount[them][st->capturedType] - 1;
- pieceList[them][st->capturedType][index[capsq]] = capsq;
- }
-
- // Finally point our state pointer back to the previous state
- st = st->previous;
-
- assert(pos_is_ok());
-}
-
-
/// Position::do_null_move() is used to do/undo a "null move": It flips the side
/// to move and updates the hash key without executing any move on the board.
template<bool Do>
occ = occupied_squares();
// Handle en passant moves
- if (st->epSquare == to && type_of(piece_on(from)) == PAWN)
+ if (is_enpassant(m))
{
Square capQq = to - pawn_push(side_to_move());