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68d61b8)
Use Position::square and Position::squares instead.
This allow us to remove king_square(), simplify
endgames and to have more naming uniformity.
Moreover, this is a prerequisite step in case
in the future we decide to retire piece lists
altoghter and use pop_lsb() to loop across
pieces and serialize the moves. In this way
we just need to change definition of Position::square
to something like:
template<PieceType Pt> inline
Square Position::square(Color c) const {
return lsb(byColorBB[c]);
}
No functional change.
assert(pos.count<PAWN>(strongSide) == 1);
assert(pos.count<PAWN>(strongSide) == 1);
- if (file_of(pos.list<PAWN>(strongSide)[0]) >= FILE_E)
+ if (file_of(pos.square<PAWN>(strongSide)) >= FILE_E)
sq = Square(sq ^ 7); // Mirror SQ_H1 -> SQ_A1
if (strongSide == BLACK)
sq = Square(sq ^ 7); // Mirror SQ_H1 -> SQ_A1
if (strongSide == BLACK)
if (pos.side_to_move() == weakSide && !MoveList<LEGAL>(pos).size())
return VALUE_DRAW;
if (pos.side_to_move() == weakSide && !MoveList<LEGAL>(pos).size())
return VALUE_DRAW;
- Square winnerKSq = pos.king_square(strongSide);
- Square loserKSq = pos.king_square(weakSide);
+ Square winnerKSq = pos.square<KING>(strongSide);
+ Square loserKSq = pos.square<KING>(weakSide);
Value result = pos.non_pawn_material(strongSide)
+ pos.count<PAWN>(strongSide) * PawnValueEg
Value result = pos.non_pawn_material(strongSide)
+ pos.count<PAWN>(strongSide) * PawnValueEg
if ( pos.count<QUEEN>(strongSide)
|| pos.count<ROOK>(strongSide)
||(pos.count<BISHOP>(strongSide) && pos.count<KNIGHT>(strongSide))
if ( pos.count<QUEEN>(strongSide)
|| pos.count<ROOK>(strongSide)
||(pos.count<BISHOP>(strongSide) && pos.count<KNIGHT>(strongSide))
- ||(pos.count<BISHOP>(strongSide) > 1 && opposite_colors(pos.list<BISHOP>(strongSide)[0],
- pos.list<BISHOP>(strongSide)[1])))
+ ||(pos.count<BISHOP>(strongSide) > 1 && opposite_colors(pos.squares<BISHOP>(strongSide)[0],
+ pos.squares<BISHOP>(strongSide)[1])))
result += VALUE_KNOWN_WIN;
return strongSide == pos.side_to_move() ? result : -result;
result += VALUE_KNOWN_WIN;
return strongSide == pos.side_to_move() ? result : -result;
assert(verify_material(pos, strongSide, KnightValueMg + BishopValueMg, 0));
assert(verify_material(pos, weakSide, VALUE_ZERO, 0));
assert(verify_material(pos, strongSide, KnightValueMg + BishopValueMg, 0));
assert(verify_material(pos, weakSide, VALUE_ZERO, 0));
- Square winnerKSq = pos.king_square(strongSide);
- Square loserKSq = pos.king_square(weakSide);
- Square bishopSq = pos.list<BISHOP>(strongSide)[0];
+ Square winnerKSq = pos.square<KING>(strongSide);
+ Square loserKSq = pos.square<KING>(weakSide);
+ Square bishopSq = pos.square<BISHOP>(strongSide);
// kbnk_mate_table() tries to drive toward corners A1 or H8. If we have a
// bishop that cannot reach the above squares, we flip the kings in order
// kbnk_mate_table() tries to drive toward corners A1 or H8. If we have a
// bishop that cannot reach the above squares, we flip the kings in order
assert(verify_material(pos, weakSide, VALUE_ZERO, 0));
// Assume strongSide is white and the pawn is on files A-D
assert(verify_material(pos, weakSide, VALUE_ZERO, 0));
// Assume strongSide is white and the pawn is on files A-D
- Square wksq = normalize(pos, strongSide, pos.king_square(strongSide));
- Square bksq = normalize(pos, strongSide, pos.king_square(weakSide));
- Square psq = normalize(pos, strongSide, pos.list<PAWN>(strongSide)[0]);
+ Square wksq = normalize(pos, strongSide, pos.square<KING>(strongSide));
+ Square bksq = normalize(pos, strongSide, pos.square<KING>(weakSide));
+ Square psq = normalize(pos, strongSide, pos.square<PAWN>(strongSide));
Color us = strongSide == pos.side_to_move() ? WHITE : BLACK;
Color us = strongSide == pos.side_to_move() ? WHITE : BLACK;
assert(verify_material(pos, strongSide, RookValueMg, 0));
assert(verify_material(pos, weakSide, VALUE_ZERO, 1));
assert(verify_material(pos, strongSide, RookValueMg, 0));
assert(verify_material(pos, weakSide, VALUE_ZERO, 1));
- Square wksq = relative_square(strongSide, pos.king_square(strongSide));
- Square bksq = relative_square(strongSide, pos.king_square(weakSide));
- Square rsq = relative_square(strongSide, pos.list<ROOK>(strongSide)[0]);
- Square psq = relative_square(strongSide, pos.list<PAWN>(weakSide)[0]);
+ Square wksq = relative_square(strongSide, pos.square<KING>(strongSide));
+ Square bksq = relative_square(strongSide, pos.square<KING>(weakSide));
+ Square rsq = relative_square(strongSide, pos.square<ROOK>(strongSide));
+ Square psq = relative_square(strongSide, pos.square<PAWN>(weakSide));
Square queeningSq = make_square(file_of(psq), RANK_1);
Value result;
Square queeningSq = make_square(file_of(psq), RANK_1);
Value result;
assert(verify_material(pos, strongSide, RookValueMg, 0));
assert(verify_material(pos, weakSide, BishopValueMg, 0));
assert(verify_material(pos, strongSide, RookValueMg, 0));
assert(verify_material(pos, weakSide, BishopValueMg, 0));
- Value result = Value(PushToEdges[pos.king_square(weakSide)]);
+ Value result = Value(PushToEdges[pos.square<KING>(weakSide)]);
return strongSide == pos.side_to_move() ? result : -result;
}
return strongSide == pos.side_to_move() ? result : -result;
}
assert(verify_material(pos, strongSide, RookValueMg, 0));
assert(verify_material(pos, weakSide, KnightValueMg, 0));
assert(verify_material(pos, strongSide, RookValueMg, 0));
assert(verify_material(pos, weakSide, KnightValueMg, 0));
- Square bksq = pos.king_square(weakSide);
- Square bnsq = pos.list<KNIGHT>(weakSide)[0];
+ Square bksq = pos.square<KING>(weakSide);
+ Square bnsq = pos.square<KNIGHT>(weakSide);
Value result = Value(PushToEdges[bksq] + PushAway[distance(bksq, bnsq)]);
return strongSide == pos.side_to_move() ? result : -result;
}
Value result = Value(PushToEdges[bksq] + PushAway[distance(bksq, bnsq)]);
return strongSide == pos.side_to_move() ? result : -result;
}
assert(verify_material(pos, strongSide, QueenValueMg, 0));
assert(verify_material(pos, weakSide, VALUE_ZERO, 1));
assert(verify_material(pos, strongSide, QueenValueMg, 0));
assert(verify_material(pos, weakSide, VALUE_ZERO, 1));
- Square winnerKSq = pos.king_square(strongSide);
- Square loserKSq = pos.king_square(weakSide);
- Square pawnSq = pos.list<PAWN>(weakSide)[0];
+ Square winnerKSq = pos.square<KING>(strongSide);
+ Square loserKSq = pos.square<KING>(weakSide);
+ Square pawnSq = pos.square<PAWN>(weakSide);
Value result = Value(PushClose[distance(winnerKSq, loserKSq)]);
Value result = Value(PushClose[distance(winnerKSq, loserKSq)]);
assert(verify_material(pos, strongSide, QueenValueMg, 0));
assert(verify_material(pos, weakSide, RookValueMg, 0));
assert(verify_material(pos, strongSide, QueenValueMg, 0));
assert(verify_material(pos, weakSide, RookValueMg, 0));
- Square winnerKSq = pos.king_square(strongSide);
- Square loserKSq = pos.king_square(weakSide);
+ Square winnerKSq = pos.square<KING>(strongSide);
+ Square loserKSq = pos.square<KING>(weakSide);
Value result = QueenValueEg
- RookValueEg
Value result = QueenValueEg
- RookValueEg
// be detected even when the weaker side has some pawns.
Bitboard pawns = pos.pieces(strongSide, PAWN);
// be detected even when the weaker side has some pawns.
Bitboard pawns = pos.pieces(strongSide, PAWN);
- File pawnFile = file_of(pos.list<PAWN>(strongSide)[0]);
+ File pawnsFile = file_of(lsb(pawns));
- // All pawns are on a single rook file ?
- if ( (pawnFile == FILE_A || pawnFile == FILE_H)
- && !(pawns & ~file_bb(pawnFile)))
+ // All pawns are on a single rook file?
+ if ( (pawnsFile == FILE_A || pawnsFile == FILE_H)
+ && !(pawns & ~file_bb(pawnsFile)))
- Square bishopSq = pos.list<BISHOP>(strongSide)[0];
- Square queeningSq = relative_square(strongSide, make_square(pawnFile, RANK_8));
- Square kingSq = pos.king_square(weakSide);
+ Square bishopSq = pos.square<BISHOP>(strongSide);
+ Square queeningSq = relative_square(strongSide, make_square(pawnsFile, RANK_8));
+ Square kingSq = pos.square<KING>(weakSide);
if ( opposite_colors(queeningSq, bishopSq)
&& distance(queeningSq, kingSq) <= 1)
if ( opposite_colors(queeningSq, bishopSq)
&& distance(queeningSq, kingSq) <= 1)
}
// If all the pawns are on the same B or G file, then it's potentially a draw
}
// If all the pawns are on the same B or G file, then it's potentially a draw
- if ( (pawnFile == FILE_B || pawnFile == FILE_G)
- && !(pos.pieces(PAWN) & ~file_bb(pawnFile))
+ if ( (pawnsFile == FILE_B || pawnsFile == FILE_G)
+ && !(pos.pieces(PAWN) & ~file_bb(pawnsFile))
&& pos.non_pawn_material(weakSide) == 0
&& pos.count<PAWN>(weakSide) >= 1)
{
// Get weakSide pawn that is closest to the home rank
Square weakPawnSq = backmost_sq(weakSide, pos.pieces(weakSide, PAWN));
&& pos.non_pawn_material(weakSide) == 0
&& pos.count<PAWN>(weakSide) >= 1)
{
// Get weakSide pawn that is closest to the home rank
Square weakPawnSq = backmost_sq(weakSide, pos.pieces(weakSide, PAWN));
- Square strongKingSq = pos.king_square(strongSide);
- Square weakKingSq = pos.king_square(weakSide);
- Square bishopSq = pos.list<BISHOP>(strongSide)[0];
+ Square strongKingSq = pos.square<KING>(strongSide);
+ Square weakKingSq = pos.square<KING>(weakSide);
+ Square bishopSq = pos.square<BISHOP>(strongSide);
// There's potential for a draw if our pawn is blocked on the 7th rank,
// the bishop cannot attack it or they only have one pawn left
// There's potential for a draw if our pawn is blocked on the 7th rank,
// the bishop cannot attack it or they only have one pawn left
assert(pos.count<ROOK>(weakSide) == 1);
assert(pos.count<PAWN>(weakSide) >= 1);
assert(pos.count<ROOK>(weakSide) == 1);
assert(pos.count<PAWN>(weakSide) >= 1);
- Square kingSq = pos.king_square(weakSide);
- Square rsq = pos.list<ROOK>(weakSide)[0];
+ Square kingSq = pos.square<KING>(weakSide);
+ Square rsq = pos.square<ROOK>(weakSide);
if ( relative_rank(weakSide, kingSq) <= RANK_2
if ( relative_rank(weakSide, kingSq) <= RANK_2
- && relative_rank(weakSide, pos.king_square(strongSide)) >= RANK_4
+ && relative_rank(weakSide, pos.square<KING>(strongSide)) >= RANK_4
&& relative_rank(weakSide, rsq) == RANK_3
&& ( pos.pieces(weakSide, PAWN)
& pos.attacks_from<KING>(kingSq)
&& relative_rank(weakSide, rsq) == RANK_3
&& ( pos.pieces(weakSide, PAWN)
& pos.attacks_from<KING>(kingSq)
assert(verify_material(pos, weakSide, RookValueMg, 0));
// Assume strongSide is white and the pawn is on files A-D
assert(verify_material(pos, weakSide, RookValueMg, 0));
// Assume strongSide is white and the pawn is on files A-D
- Square wksq = normalize(pos, strongSide, pos.king_square(strongSide));
- Square bksq = normalize(pos, strongSide, pos.king_square(weakSide));
- Square wrsq = normalize(pos, strongSide, pos.list<ROOK>(strongSide)[0]);
- Square wpsq = normalize(pos, strongSide, pos.list<PAWN>(strongSide)[0]);
- Square brsq = normalize(pos, strongSide, pos.list<ROOK>(weakSide)[0]);
+ Square wksq = normalize(pos, strongSide, pos.square<KING>(strongSide));
+ Square bksq = normalize(pos, strongSide, pos.square<KING>(weakSide));
+ Square wrsq = normalize(pos, strongSide, pos.square<ROOK>(strongSide));
+ Square wpsq = normalize(pos, strongSide, pos.square<PAWN>(strongSide));
+ Square brsq = normalize(pos, strongSide, pos.square<ROOK>(weakSide));
File f = file_of(wpsq);
Rank r = rank_of(wpsq);
File f = file_of(wpsq);
Rank r = rank_of(wpsq);
// Test for a rook pawn
if (pos.pieces(PAWN) & (FileABB | FileHBB))
{
// Test for a rook pawn
if (pos.pieces(PAWN) & (FileABB | FileHBB))
{
- Square ksq = pos.king_square(weakSide);
- Square bsq = pos.list<BISHOP>(weakSide)[0];
- Square psq = pos.list<PAWN>(strongSide)[0];
+ Square ksq = pos.square<KING>(weakSide);
+ Square bsq = pos.square<BISHOP>(weakSide);
+ Square psq = pos.square<PAWN>(strongSide);
Rank rk = relative_rank(strongSide, psq);
Square push = pawn_push(strongSide);
Rank rk = relative_rank(strongSide, psq);
Square push = pawn_push(strongSide);
{
int d = distance(psq + 3 * push, ksq);
{
int d = distance(psq + 3 * push, ksq);
- if (d <= 2 && !(d == 0 && ksq == pos.king_square(strongSide) + 2 * push))
+ if (d <= 2 && !(d == 0 && ksq == pos.square<KING>(strongSide) + 2 * push))
return ScaleFactor(24);
else
return ScaleFactor(48);
return ScaleFactor(24);
else
return ScaleFactor(48);
assert(verify_material(pos, strongSide, RookValueMg, 2));
assert(verify_material(pos, weakSide, RookValueMg, 1));
assert(verify_material(pos, strongSide, RookValueMg, 2));
assert(verify_material(pos, weakSide, RookValueMg, 1));
- Square wpsq1 = pos.list<PAWN>(strongSide)[0];
- Square wpsq2 = pos.list<PAWN>(strongSide)[1];
- Square bksq = pos.king_square(weakSide);
+ Square wpsq1 = pos.squares<PAWN>(strongSide)[0];
+ Square wpsq2 = pos.squares<PAWN>(strongSide)[1];
+ Square bksq = pos.square<KING>(weakSide);
// Does the stronger side have a passed pawn?
if (pos.pawn_passed(strongSide, wpsq1) || pos.pawn_passed(strongSide, wpsq2))
// Does the stronger side have a passed pawn?
if (pos.pawn_passed(strongSide, wpsq1) || pos.pawn_passed(strongSide, wpsq2))
assert(pos.count<PAWN>(strongSide) >= 2);
assert(verify_material(pos, weakSide, VALUE_ZERO, 0));
assert(pos.count<PAWN>(strongSide) >= 2);
assert(verify_material(pos, weakSide, VALUE_ZERO, 0));
- Square ksq = pos.king_square(weakSide);
+ Square ksq = pos.square<KING>(weakSide);
Bitboard pawns = pos.pieces(strongSide, PAWN);
Bitboard pawns = pos.pieces(strongSide, PAWN);
- Square psq = pos.list<PAWN>(strongSide)[0];
// If all pawns are ahead of the king, on a single rook file and
// the king is within one file of the pawns, it's a draw.
if ( !(pawns & ~in_front_bb(weakSide, rank_of(ksq)))
&& !((pawns & ~FileABB) && (pawns & ~FileHBB))
// If all pawns are ahead of the king, on a single rook file and
// the king is within one file of the pawns, it's a draw.
if ( !(pawns & ~in_front_bb(weakSide, rank_of(ksq)))
&& !((pawns & ~FileABB) && (pawns & ~FileHBB))
- && distance<File>(ksq, psq) <= 1)
+ && distance<File>(ksq, lsb(pawns)) <= 1)
return SCALE_FACTOR_DRAW;
return SCALE_FACTOR_NONE;
return SCALE_FACTOR_DRAW;
return SCALE_FACTOR_NONE;
assert(verify_material(pos, strongSide, BishopValueMg, 1));
assert(verify_material(pos, weakSide, BishopValueMg, 0));
assert(verify_material(pos, strongSide, BishopValueMg, 1));
assert(verify_material(pos, weakSide, BishopValueMg, 0));
- Square pawnSq = pos.list<PAWN>(strongSide)[0];
- Square strongBishopSq = pos.list<BISHOP>(strongSide)[0];
- Square weakBishopSq = pos.list<BISHOP>(weakSide)[0];
- Square weakKingSq = pos.king_square(weakSide);
+ Square pawnSq = pos.square<PAWN>(strongSide);
+ Square strongBishopSq = pos.square<BISHOP>(strongSide);
+ Square weakBishopSq = pos.square<BISHOP>(weakSide);
+ Square weakKingSq = pos.square<KING>(weakSide);
// Case 1: Defending king blocks the pawn, and cannot be driven away
if ( file_of(weakKingSq) == file_of(pawnSq)
// Case 1: Defending king blocks the pawn, and cannot be driven away
if ( file_of(weakKingSq) == file_of(pawnSq)
assert(verify_material(pos, strongSide, BishopValueMg, 2));
assert(verify_material(pos, weakSide, BishopValueMg, 0));
assert(verify_material(pos, strongSide, BishopValueMg, 2));
assert(verify_material(pos, weakSide, BishopValueMg, 0));
- Square wbsq = pos.list<BISHOP>(strongSide)[0];
- Square bbsq = pos.list<BISHOP>(weakSide)[0];
+ Square wbsq = pos.square<BISHOP>(strongSide);
+ Square bbsq = pos.square<BISHOP>(weakSide);
if (!opposite_colors(wbsq, bbsq))
return SCALE_FACTOR_NONE;
if (!opposite_colors(wbsq, bbsq))
return SCALE_FACTOR_NONE;
- Square ksq = pos.king_square(weakSide);
- Square psq1 = pos.list<PAWN>(strongSide)[0];
- Square psq2 = pos.list<PAWN>(strongSide)[1];
+ Square ksq = pos.square<KING>(weakSide);
+ Square psq1 = pos.squares<PAWN>(strongSide)[0];
+ Square psq2 = pos.squares<PAWN>(strongSide)[1];
Rank r1 = rank_of(psq1);
Rank r2 = rank_of(psq2);
Square blockSq1, blockSq2;
Rank r1 = rank_of(psq1);
Rank r2 = rank_of(psq2);
Square blockSq1, blockSq2;
assert(verify_material(pos, strongSide, BishopValueMg, 1));
assert(verify_material(pos, weakSide, KnightValueMg, 0));
assert(verify_material(pos, strongSide, BishopValueMg, 1));
assert(verify_material(pos, weakSide, KnightValueMg, 0));
- Square pawnSq = pos.list<PAWN>(strongSide)[0];
- Square strongBishopSq = pos.list<BISHOP>(strongSide)[0];
- Square weakKingSq = pos.king_square(weakSide);
+ Square pawnSq = pos.square<PAWN>(strongSide);
+ Square strongBishopSq = pos.square<BISHOP>(strongSide);
+ Square weakKingSq = pos.square<KING>(weakSide);
if ( file_of(weakKingSq) == file_of(pawnSq)
&& relative_rank(strongSide, pawnSq) < relative_rank(strongSide, weakKingSq)
if ( file_of(weakKingSq) == file_of(pawnSq)
&& relative_rank(strongSide, pawnSq) < relative_rank(strongSide, weakKingSq)
assert(verify_material(pos, weakSide, VALUE_ZERO, 0));
// Assume strongSide is white and the pawn is on files A-D
assert(verify_material(pos, weakSide, VALUE_ZERO, 0));
// Assume strongSide is white and the pawn is on files A-D
- Square pawnSq = normalize(pos, strongSide, pos.list<PAWN>(strongSide)[0]);
- Square weakKingSq = normalize(pos, strongSide, pos.king_square(weakSide));
+ Square pawnSq = normalize(pos, strongSide, pos.square<PAWN>(strongSide));
+ Square weakKingSq = normalize(pos, strongSide, pos.square<KING>(weakSide));
if (pawnSq == SQ_A7 && distance(SQ_A8, weakKingSq) <= 1)
return SCALE_FACTOR_DRAW;
if (pawnSq == SQ_A7 && distance(SQ_A8, weakKingSq) <= 1)
return SCALE_FACTOR_DRAW;
template<>
ScaleFactor Endgame<KNPKB>::operator()(const Position& pos) const {
template<>
ScaleFactor Endgame<KNPKB>::operator()(const Position& pos) const {
- Square pawnSq = pos.list<PAWN>(strongSide)[0];
- Square bishopSq = pos.list<BISHOP>(weakSide)[0];
- Square weakKingSq = pos.king_square(weakSide);
+ Square pawnSq = pos.square<PAWN>(strongSide);
+ Square bishopSq = pos.square<BISHOP>(weakSide);
+ Square weakKingSq = pos.square<KING>(weakSide);
// King needs to get close to promoting pawn to prevent knight from blocking.
// Rules for this are very tricky, so just approximate.
// King needs to get close to promoting pawn to prevent knight from blocking.
// Rules for this are very tricky, so just approximate.
assert(verify_material(pos, weakSide, VALUE_ZERO, 1));
// Assume strongSide is white and the pawn is on files A-D
assert(verify_material(pos, weakSide, VALUE_ZERO, 1));
// Assume strongSide is white and the pawn is on files A-D
- Square wksq = normalize(pos, strongSide, pos.king_square(strongSide));
- Square bksq = normalize(pos, strongSide, pos.king_square(weakSide));
- Square psq = normalize(pos, strongSide, pos.list<PAWN>(strongSide)[0]);
+ Square wksq = normalize(pos, strongSide, pos.square<KING>(strongSide));
+ Square bksq = normalize(pos, strongSide, pos.square<KING>(weakSide));
+ Square psq = normalize(pos, strongSide, pos.square<PAWN>(strongSide));
Color us = strongSide == pos.side_to_move() ? WHITE : BLACK;
Color us = strongSide == pos.side_to_move() ? WHITE : BLACK;
ei.pinnedPieces[Us] = pos.pinned_pieces(Us);
ei.attackedBy[Us][ALL_PIECES] = ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us);
ei.pinnedPieces[Us] = pos.pinned_pieces(Us);
ei.attackedBy[Us][ALL_PIECES] = ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us);
- Bitboard b = ei.attackedBy[Them][KING] = pos.attacks_from<KING>(pos.king_square(Them));
+ Bitboard b = ei.attackedBy[Them][KING] = pos.attacks_from<KING>(pos.square<KING>(Them));
// Init king safety tables only if we are going to use them
if (pos.non_pawn_material(Us) >= QueenValueMg)
// Init king safety tables only if we are going to use them
if (pos.non_pawn_material(Us) >= QueenValueMg)
const PieceType NextPt = (Us == WHITE ? Pt : PieceType(Pt + 1));
const Color Them = (Us == WHITE ? BLACK : WHITE);
const PieceType NextPt = (Us == WHITE ? Pt : PieceType(Pt + 1));
const Color Them = (Us == WHITE ? BLACK : WHITE);
- const Square* pl = pos.list<Pt>(Us);
+ const Square* pl = pos.squares<Pt>(Us);
ei.attackedBy[Us][Pt] = 0;
ei.attackedBy[Us][Pt] = 0;
: pos.attacks_from<Pt>(s);
if (ei.pinnedPieces[Us] & s)
: pos.attacks_from<Pt>(s);
if (ei.pinnedPieces[Us] & s)
- b &= LineBB[pos.king_square(Us)][s];
+ b &= LineBB[pos.square<KING>(Us)][s];
ei.attackedBy[Us][ALL_PIECES] |= ei.attackedBy[Us][Pt] |= b;
ei.attackedBy[Us][ALL_PIECES] |= ei.attackedBy[Us][Pt] |= b;
// Penalize when trapped by the king, even more if king cannot castle
if (mob <= 3 && !ei.pi->semiopen_file(Us, file_of(s)))
{
// Penalize when trapped by the king, even more if king cannot castle
if (mob <= 3 && !ei.pi->semiopen_file(Us, file_of(s)))
{
- Square ksq = pos.king_square(Us);
+ Square ksq = pos.square<KING>(Us);
if ( ((file_of(ksq) < FILE_E) == (file_of(s) < file_of(ksq)))
&& (rank_of(ksq) == rank_of(s) || relative_rank(Us, ksq) == RANK_1)
if ( ((file_of(ksq) < FILE_E) == (file_of(s) < file_of(ksq)))
&& (rank_of(ksq) == rank_of(s) || relative_rank(Us, ksq) == RANK_1)
Bitboard undefended, b, b1, b2, safe;
int attackUnits;
Bitboard undefended, b, b1, b2, safe;
int attackUnits;
- const Square ksq = pos.king_square(Us);
+ const Square ksq = pos.square<KING>(Us);
// King shelter and enemy pawns storm
Score score = ei.pi->king_safety<Us>(pos, ksq);
// King shelter and enemy pawns storm
Score score = ei.pi->king_safety<Us>(pos, ksq);
Square blockSq = s + pawn_push(Us);
// Adjust bonus based on the king's proximity
Square blockSq = s + pawn_push(Us);
// Adjust bonus based on the king's proximity
- ebonus += distance(pos.king_square(Them), blockSq) * 5 * rr
- - distance(pos.king_square(Us ), blockSq) * 2 * rr;
+ ebonus += distance(pos.square<KING>(Them), blockSq) * 5 * rr
+ - distance(pos.square<KING>(Us ), blockSq) * 2 * rr;
// If blockSq is not the queening square then consider also a second push
if (relative_rank(Us, blockSq) != RANK_8)
// If blockSq is not the queening square then consider also a second push
if (relative_rank(Us, blockSq) != RANK_8)
- ebonus -= distance(pos.king_square(Us), blockSq + pawn_push(Us)) * rr;
+ ebonus -= distance(pos.square<KING>(Us), blockSq + pawn_push(Us)) * rr;
// If the pawn is free to advance, then increase the bonus
if (pos.empty(blockSq))
// If the pawn is free to advance, then increase the bonus
if (pos.empty(blockSq))
// Do not include in mobility squares protected by enemy pawns, or occupied
// by our blocked pawns or king.
Bitboard mobilityArea[] = {
// Do not include in mobility squares protected by enemy pawns, or occupied
// by our blocked pawns or king.
Bitboard mobilityArea[] = {
- ~(ei.attackedBy[BLACK][PAWN] | blockedPawns[WHITE] | pos.king_square(WHITE)),
- ~(ei.attackedBy[WHITE][PAWN] | blockedPawns[BLACK] | pos.king_square(BLACK))
+ ~(ei.attackedBy[BLACK][PAWN] | blockedPawns[WHITE] | pos.square<KING>(WHITE)),
+ ~(ei.attackedBy[WHITE][PAWN] | blockedPawns[BLACK] | pos.square<KING>(BLACK))
};
// Evaluate pieces and mobility
};
// Evaluate pieces and mobility
// pawns are drawish.
else if ( abs(eg_value(score)) <= BishopValueEg
&& ei.pi->pawn_span(strongSide) <= 1
// pawns are drawish.
else if ( abs(eg_value(score)) <= BishopValueEg
&& ei.pi->pawn_span(strongSide) <= 1
- && !pos.pawn_passed(~strongSide, pos.king_square(~strongSide)))
+ && !pos.pawn_passed(~strongSide, pos.square<KING>(~strongSide)))
sf = ei.pi->pawn_span(strongSide) ? ScaleFactor(56) : ScaleFactor(38);
}
sf = ei.pi->pawn_span(strongSide) ? ScaleFactor(56) : ScaleFactor(38);
}
// After castling, the rook and king final positions are the same in Chess960
// as they would be in standard chess.
// After castling, the rook and king final positions are the same in Chess960
// as they would be in standard chess.
- Square kfrom = pos.king_square(us);
+ Square kfrom = pos.square<KING>(us);
Square rfrom = pos.castling_rook_square(Cr);
Square kto = relative_square(us, KingSide ? SQ_G1 : SQ_C1);
Bitboard enemies = pos.pieces(~us);
Square rfrom = pos.castling_rook_square(Cr);
Square kto = relative_square(us, KingSide ? SQ_G1 : SQ_C1);
Bitboard enemies = pos.pieces(~us);
assert(Pt != KING && Pt != PAWN);
assert(Pt != KING && Pt != PAWN);
- const Square* pl = pos.list<Pt>(us);
+ const Square* pl = pos.squares<Pt>(us);
for (Square from = *pl; from != SQ_NONE; from = *++pl)
{
for (Square from = *pl; from != SQ_NONE; from = *++pl)
{
if (Type != QUIET_CHECKS && Type != EVASIONS)
{
if (Type != QUIET_CHECKS && Type != EVASIONS)
{
- Square ksq = pos.king_square(Us);
+ Square ksq = pos.square<KING>(Us);
Bitboard b = pos.attacks_from<KING>(ksq) & target;
while (b)
*moveList++ = make_move(ksq, pop_lsb(&b));
Bitboard b = pos.attacks_from<KING>(ksq) & target;
while (b)
*moveList++ = make_move(ksq, pop_lsb(&b));
assert(pos.checkers());
Color us = pos.side_to_move();
assert(pos.checkers());
Color us = pos.side_to_move();
- Square ksq = pos.king_square(us);
+ Square ksq = pos.square<KING>(us);
Bitboard sliderAttacks = 0;
Bitboard sliders = pos.checkers() & ~pos.pieces(KNIGHT, PAWN);
Bitboard sliderAttacks = 0;
Bitboard sliders = pos.checkers() & ~pos.pieces(KNIGHT, PAWN);
ExtMove* generate<LEGAL>(const Position& pos, ExtMove* moveList) {
Bitboard pinned = pos.pinned_pieces(pos.side_to_move());
ExtMove* generate<LEGAL>(const Position& pos, ExtMove* moveList) {
Bitboard pinned = pos.pinned_pieces(pos.side_to_move());
- Square ksq = pos.king_square(pos.side_to_move());
+ Square ksq = pos.square<KING>(pos.side_to_move());
ExtMove* cur = moveList;
moveList = pos.checkers() ? generate<EVASIONS >(pos, moveList)
ExtMove* cur = moveList;
moveList = pos.checkers() ? generate<EVASIONS >(pos, moveList)
Square s;
bool passed, isolated, opposed, backward, lever, connected;
Score score = SCORE_ZERO;
Square s;
bool passed, isolated, opposed, backward, lever, connected;
Score score = SCORE_ZERO;
- const Square* pl = pos.list<PAWN>(Us);
+ const Square* pl = pos.squares<PAWN>(Us);
const Bitboard* pawnAttacksBB = StepAttacksBB[make_piece(Us, PAWN)];
Bitboard ourPawns = pos.pieces(Us , PAWN);
const Bitboard* pawnAttacksBB = StepAttacksBB[make_piece(Us, PAWN)];
Bitboard ourPawns = pos.pieces(Us , PAWN);
CheckInfo::CheckInfo(const Position& pos) {
Color them = ~pos.side_to_move();
CheckInfo::CheckInfo(const Position& pos) {
Color them = ~pos.side_to_move();
- ksq = pos.king_square(them);
+ ksq = pos.square<KING>(them);
pinned = pos.pinned_pieces(pos.side_to_move());
dcCandidates = pos.discovered_check_candidates();
pinned = pos.pinned_pieces(pos.side_to_move());
dcCandidates = pos.discovered_check_candidates();
void Position::set_castling_right(Color c, Square rfrom) {
void Position::set_castling_right(Color c, Square rfrom) {
- Square kfrom = king_square(c);
+ Square kfrom = square<KING>(c);
CastlingSide cs = kfrom < rfrom ? KING_SIDE : QUEEN_SIDE;
CastlingRight cr = (c | cs);
CastlingSide cs = kfrom < rfrom ? KING_SIDE : QUEEN_SIDE;
CastlingRight cr = (c | cs);
si->nonPawnMaterial[WHITE] = si->nonPawnMaterial[BLACK] = VALUE_ZERO;
si->psq = SCORE_ZERO;
si->nonPawnMaterial[WHITE] = si->nonPawnMaterial[BLACK] = VALUE_ZERO;
si->psq = SCORE_ZERO;
- si->checkersBB = attackers_to(king_square(sideToMove)) & pieces(~sideToMove);
+ si->checkersBB = attackers_to(square<KING>(sideToMove)) & pieces(~sideToMove);
for (Bitboard b = pieces(); b; )
{
for (Bitboard b = pieces(); b; )
{
Bitboard Position::check_blockers(Color c, Color kingColor) const {
Bitboard b, pinners, result = 0;
Bitboard Position::check_blockers(Color c, Color kingColor) const {
Bitboard b, pinners, result = 0;
- Square ksq = king_square(kingColor);
+ Square ksq = square<KING>(kingColor);
// Pinners are sliders that give check when a pinned piece is removed
pinners = ( (pieces( ROOK, QUEEN) & PseudoAttacks[ROOK ][ksq])
// Pinners are sliders that give check when a pinned piece is removed
pinners = ( (pieces( ROOK, QUEEN) & PseudoAttacks[ROOK ][ksq])
Square from = from_sq(m);
assert(color_of(moved_piece(m)) == us);
Square from = from_sq(m);
assert(color_of(moved_piece(m)) == us);
- assert(piece_on(king_square(us)) == make_piece(us, KING));
+ assert(piece_on(square<KING>(us)) == make_piece(us, KING));
// En passant captures are a tricky special case. Because they are rather
// uncommon, we do it simply by testing whether the king is attacked after
// the move is made.
if (type_of(m) == ENPASSANT)
{
// En passant captures are a tricky special case. Because they are rather
// uncommon, we do it simply by testing whether the king is attacked after
// the move is made.
if (type_of(m) == ENPASSANT)
{
- Square ksq = king_square(us);
+ Square ksq = square<KING>(us);
Square to = to_sq(m);
Square capsq = to - pawn_push(us);
Bitboard occupied = (pieces() ^ from ^ capsq) | to;
Square to = to_sq(m);
Square capsq = to - pawn_push(us);
Bitboard occupied = (pieces() ^ from ^ capsq) | to;
// is moving along the ray towards or away from the king.
return !pinned
|| !(pinned & from)
// is moving along the ray towards or away from the king.
return !pinned
|| !(pinned & from)
- || aligned(from, to_sq(m), king_square(us));
+ || aligned(from, to_sq(m), square<KING>(us));
return false;
// Our move must be a blocking evasion or a capture of the checking piece
return false;
// Our move must be a blocking evasion or a capture of the checking piece
- if (!((between_bb(lsb(checkers()), king_square(us)) | checkers()) & to))
+ if (!((between_bb(lsb(checkers()), square<KING>(us)) | checkers()) & to))
return false;
}
// In case of king moves under check we have to remove king so as to catch
return false;
}
// In case of king moves under check we have to remove king so as to catch
st->key = k;
// Calculate checkers bitboard (if move gives check)
st->key = k;
// Calculate checkers bitboard (if move gives check)
- st->checkersBB = givesCheck ? attackers_to(king_square(them)) & pieces(us) : 0;
+ st->checkersBB = givesCheck ? attackers_to(square<KING>(them)) & pieces(us) : 0;
sideToMove = ~sideToMove;
sideToMove = ~sideToMove;
if (step == Default)
if ( (sideToMove != WHITE && sideToMove != BLACK)
if (step == Default)
if ( (sideToMove != WHITE && sideToMove != BLACK)
- || piece_on(king_square(WHITE)) != W_KING
- || piece_on(king_square(BLACK)) != B_KING
+ || piece_on(square<KING>(WHITE)) != W_KING
+ || piece_on(square<KING>(BLACK)) != B_KING
|| ( ep_square() != SQ_NONE
&& relative_rank(sideToMove, ep_square()) != RANK_6))
return false;
|| ( ep_square() != SQ_NONE
&& relative_rank(sideToMove, ep_square()) != RANK_6))
return false;
if (step == King)
if ( std::count(board, board + SQUARE_NB, W_KING) != 1
|| std::count(board, board + SQUARE_NB, B_KING) != 1
if (step == King)
if ( std::count(board, board + SQUARE_NB, W_KING) != 1
|| std::count(board, board + SQUARE_NB, B_KING) != 1
- || attackers_to(king_square(~sideToMove)) & pieces(sideToMove))
+ || attackers_to(square<KING>(~sideToMove)) & pieces(sideToMove))
return false;
if (step == Bitboards)
return false;
if (step == Bitboards)
if ( piece_on(castlingRookSquare[c | s]) != make_piece(c, ROOK)
|| castlingRightsMask[castlingRookSquare[c | s]] != (c | s)
if ( piece_on(castlingRookSquare[c | s]) != make_piece(c, ROOK)
|| castlingRightsMask[castlingRookSquare[c | s]] != (c | s)
- ||(castlingRightsMask[king_square(c)] & (c | s)) != (c | s))
+ ||(castlingRightsMask[square<KING>(c)] & (c | s)) != (c | s))
Bitboard pieces(Color c, PieceType pt) const;
Bitboard pieces(Color c, PieceType pt1, PieceType pt2) const;
Piece piece_on(Square s) const;
Bitboard pieces(Color c, PieceType pt) const;
Bitboard pieces(Color c, PieceType pt1, PieceType pt2) const;
Piece piece_on(Square s) const;
- Square king_square(Color c) const;
Square ep_square() const;
bool empty(Square s) const;
template<PieceType Pt> int count(Color c) const;
Square ep_square() const;
bool empty(Square s) const;
template<PieceType Pt> int count(Color c) const;
- template<PieceType Pt> const Square* list(Color c) const;
+ template<PieceType Pt> const Square* squares(Color c) const;
+ template<PieceType Pt> Square square(Color c) const;
// Castling
int can_castle(Color c) const;
// Castling
int can_castle(Color c) const;
return pieceCount[c][Pt];
}
return pieceCount[c][Pt];
}
-template<PieceType Pt> inline const Square* Position::list(Color c) const {
+template<PieceType Pt> inline const Square* Position::squares(Color c) const {
return pieceList[c][Pt];
}
return pieceList[c][Pt];
}
-inline Square Position::king_square(Color c) const {
- return pieceList[c][KING][0];
+template<PieceType Pt> inline Square Position::square(Color c) const {
+ assert(pieceCount[c][Pt] == 1);
+ return pieceList[c][Pt][0];
}
inline Square Position::ep_square() const {
}
inline Square Position::ep_square() const {
inline bool Position::opposite_bishops() const {
return pieceCount[WHITE][BISHOP] == 1
&& pieceCount[BLACK][BISHOP] == 1
inline bool Position::opposite_bishops() const {
return pieceCount[WHITE][BISHOP] == 1
&& pieceCount[BLACK][BISHOP] == 1
- && opposite_colors(pieceList[WHITE][BISHOP][0], pieceList[BLACK][BISHOP][0]);
+ && opposite_colors(square<BISHOP>(WHITE), square<BISHOP>(BLACK));
}
inline bool Position::is_chess960() const {
}
inline bool Position::is_chess960() const {