2 Stockfish, a UCI chess playing engine derived from Glaurung 2.1
3 Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
4 Copyright (C) 2008-2010 Marco Costalba, Joona Kiiski, Tord Romstad
6 Stockfish is free software: you can redistribute it and/or modify
7 it under the terms of the GNU General Public License as published by
8 the Free Software Foundation, either version 3 of the License, or
9 (at your option) any later version.
11 Stockfish is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 GNU General Public License for more details.
16 You should have received a copy of the GNU General Public License
17 along with this program. If not, see <http://www.gnu.org/licenses/>.
20 #if !defined(POSITION_H_INCLUDED)
21 #define POSITION_H_INCLUDED
29 /// Maximum number of plies per game (220 should be enough, because the
30 /// maximum search depth is 100, and during position setup we reset the
31 /// move counter for every non-reversible move).
32 const int MaxGameLength = 220;
35 /// The checkInfo struct is initialized at c'tor time and keeps info used
36 /// to detect if a move gives check.
40 explicit CheckInfo(const Position&);
42 Bitboard dcCandidates;
48 /// The StateInfo struct stores information we need to restore a Position
49 /// object to its previous state when we retract a move. Whenever a move
50 /// is made on the board (by calling Position::do_move), an StateInfo object
51 /// must be passed as a parameter.
55 Key pawnKey, materialKey;
56 int castleRights, rule50, gamePly, pliesFromNull;
63 PieceType capturedType;
68 /// The position data structure. A position consists of the following data:
70 /// * For each piece type, a bitboard representing the squares occupied
71 /// by pieces of that type.
72 /// * For each color, a bitboard representing the squares occupied by
73 /// pieces of that color.
74 /// * A bitboard of all occupied squares.
75 /// * A bitboard of all checking pieces.
76 /// * A 64-entry array of pieces, indexed by the squares of the board.
77 /// * The current side to move.
78 /// * Information about the castling rights for both sides.
79 /// * The initial files of the kings and both pairs of rooks. This is
80 /// used to implement the Chess960 castling rules.
81 /// * The en passant square (which is SQ_NONE if no en passant capture is
83 /// * The squares of the kings for both sides.
84 /// * Hash keys for the position itself, the current pawn structure, and
85 /// the current material situation.
86 /// * Hash keys for all previous positions in the game for detecting
88 /// * A counter for detecting 50 move rule draws.
92 Position(); // No default or copy c'tor allowed
93 Position(const Position& pos);
96 Position(const Position& pos, int threadID);
97 Position(const std::string& fen, bool isChess960, int threadID);
100 void from_fen(const std::string& fen, bool isChess960);
101 const std::string to_fen() const;
102 void print(Move m = MOVE_NONE) const;
104 // The piece on a given square
105 Piece piece_on(Square s) const;
106 bool square_is_empty(Square s) const;
109 Color side_to_move() const;
111 // Bitboard representation of the position
112 Bitboard empty_squares() const;
113 Bitboard occupied_squares() const;
114 Bitboard pieces(Color c) const;
115 Bitboard pieces(PieceType pt) const;
116 Bitboard pieces(PieceType pt, Color c) const;
117 Bitboard pieces(PieceType pt1, PieceType pt2) const;
118 Bitboard pieces(PieceType pt1, PieceType pt2, Color c) const;
120 // Number of pieces of each color and type
121 int piece_count(Color c, PieceType pt) const;
123 // The en passant square
124 Square ep_square() const;
126 // Current king position for each color
127 Square king_square(Color c) const;
130 bool can_castle(CastleRight f) const;
131 bool can_castle(Color c) const;
132 Square castle_rook_square(CastleRight f) const;
134 // Bitboards for pinned pieces and discovered check candidates
135 Bitboard discovered_check_candidates(Color c) const;
136 Bitboard pinned_pieces(Color c) const;
138 // Checking pieces and under check information
139 Bitboard checkers() const;
140 bool in_check() const;
143 const Square* piece_list(Color c, PieceType pt) const;
145 // Information about attacks to or from a given square
146 Bitboard attackers_to(Square s) const;
147 Bitboard attackers_to(Square s, Bitboard occ) const;
148 Bitboard attacks_from(Piece p, Square s) const;
149 static Bitboard attacks_from(Piece p, Square s, Bitboard occ);
150 template<PieceType> Bitboard attacks_from(Square s) const;
151 template<PieceType> Bitboard attacks_from(Square s, Color c) const;
153 // Properties of moves
154 bool pl_move_is_legal(Move m, Bitboard pinned) const;
155 bool move_is_pl(const Move m) const;
156 bool move_gives_check(Move m, const CheckInfo& ci) const;
157 bool move_is_capture(Move m) const;
158 bool move_is_capture_or_promotion(Move m) const;
159 bool move_is_passed_pawn_push(Move m) const;
160 bool move_attacks_square(Move m, Square s) const;
162 // Piece captured with previous moves
163 PieceType captured_piece_type() const;
165 // Information about pawns
166 bool pawn_is_passed(Color c, Square s) const;
168 // Doing and undoing moves
169 void do_setup_move(Move m);
170 void do_move(Move m, StateInfo& st);
171 void do_move(Move m, StateInfo& st, const CheckInfo& ci, bool moveIsCheck);
172 void undo_move(Move m);
173 void do_null_move(StateInfo& st);
174 void undo_null_move();
176 // Static exchange evaluation
177 int see(Move m) const;
178 int see_sign(Move m) const;
180 // Accessing hash keys
182 Key get_exclusion_key() const;
183 Key get_pawn_key() const;
184 Key get_material_key() const;
186 // Incremental evaluation
188 Value non_pawn_material(Color c) const;
189 Score pst_delta(Piece piece, Square from, Square to) const;
191 // Game termination checks
192 bool is_mate() const;
193 template<bool SkipRepetition> bool is_draw() const;
195 // Number of plies from starting position
196 int full_moves() const;
198 // Other properties of the position
199 bool opposite_colored_bishops() const;
200 bool has_pawn_on_7th(Color c) const;
201 bool is_chess960() const;
203 // Current thread ID searching on the position
206 int64_t nodes_searched() const;
207 void set_nodes_searched(int64_t n);
209 // Position consistency check, for debugging
210 bool is_ok(int* failedStep = NULL) const;
213 // Global initialization
218 // Initialization helper functions (used while setting up a position)
221 void put_piece(Piece p, Square s);
222 void set_castle(int f, Square ksq, Square rsq);
223 void set_castling_rights(char token);
224 bool move_is_pl_slow(const Move m) const;
226 // Helper functions for doing and undoing moves
227 void do_capture_move(Key& key, PieceType capture, Color them, Square to, bool ep);
228 void do_castle_move(Move m);
229 void undo_castle_move(Move m);
231 template<bool FindPinned>
232 Bitboard hidden_checkers(Color c) const;
234 // Computing hash keys from scratch (for initialization and debugging)
235 Key compute_key() const;
236 Key compute_pawn_key() const;
237 Key compute_material_key() const;
239 // Computing incremental evaluation scores and material counts
240 Score pst(Piece p, Square s) const;
241 Score compute_value() const;
242 Value compute_non_pawn_material(Color c) const;
245 Piece board[64]; // [square]
248 Bitboard byTypeBB[8]; // [pieceType]
249 Bitboard byColorBB[2]; // [color]
252 int pieceCount[2][8]; // [color][pieceType]
255 Square pieceList[2][8][16]; // [color][pieceType][index]
256 int index[64]; // [square]
259 Key history[MaxGameLength];
260 int castleRightsMask[64]; // [square]
261 Square castleRookSquare[16]; // [castleRight]
262 StateInfo startState;
271 static Score pieceSquareTable[16][64]; // [piece][square]
272 static Key zobrist[2][8][64]; // [color][pieceType][square]
273 static Key zobEp[64]; // [square]
274 static Key zobCastle[16]; // [castleRight]
275 static Key zobSideToMove;
276 static Key zobExclusion;
279 inline int64_t Position::nodes_searched() const {
283 inline void Position::set_nodes_searched(int64_t n) {
287 inline Piece Position::piece_on(Square s) const {
291 inline bool Position::square_is_empty(Square s) const {
292 return piece_on(s) == PIECE_NONE;
295 inline Color Position::side_to_move() const {
299 inline Bitboard Position::occupied_squares() const {
303 inline Bitboard Position::empty_squares() const {
304 return ~occupied_squares();
307 inline Bitboard Position::pieces(Color c) const {
311 inline Bitboard Position::pieces(PieceType pt) const {
315 inline Bitboard Position::pieces(PieceType pt, Color c) const {
316 return byTypeBB[pt] & byColorBB[c];
319 inline Bitboard Position::pieces(PieceType pt1, PieceType pt2) const {
320 return byTypeBB[pt1] | byTypeBB[pt2];
323 inline Bitboard Position::pieces(PieceType pt1, PieceType pt2, Color c) const {
324 return (byTypeBB[pt1] | byTypeBB[pt2]) & byColorBB[c];
327 inline int Position::piece_count(Color c, PieceType pt) const {
328 return pieceCount[c][pt];
331 inline const Square* Position::piece_list(Color c, PieceType pt) const {
332 return pieceList[c][pt];
335 inline Square Position::ep_square() const {
339 inline Square Position::king_square(Color c) const {
340 return pieceList[c][KING][0];
343 inline bool Position::can_castle(CastleRight f) const {
344 return st->castleRights & f;
347 inline bool Position::can_castle(Color c) const {
348 return st->castleRights & ((WHITE_OO | WHITE_OOO) << c);
351 inline Square Position::castle_rook_square(CastleRight f) const {
352 return castleRookSquare[f];
356 inline Bitboard Position::attacks_from<PAWN>(Square s, Color c) const {
357 return StepAttacksBB[make_piece(c, PAWN)][s];
360 template<PieceType Piece> // Knight and King and white pawns
361 inline Bitboard Position::attacks_from(Square s) const {
362 return StepAttacksBB[Piece][s];
366 inline Bitboard Position::attacks_from<BISHOP>(Square s) const {
367 return bishop_attacks_bb(s, occupied_squares());
371 inline Bitboard Position::attacks_from<ROOK>(Square s) const {
372 return rook_attacks_bb(s, occupied_squares());
376 inline Bitboard Position::attacks_from<QUEEN>(Square s) const {
377 return attacks_from<ROOK>(s) | attacks_from<BISHOP>(s);
380 inline Bitboard Position::checkers() const {
381 return st->checkersBB;
384 inline bool Position::in_check() const {
385 return st->checkersBB != EmptyBoardBB;
388 inline bool Position::pawn_is_passed(Color c, Square s) const {
389 return !(pieces(PAWN, opposite_color(c)) & passed_pawn_mask(c, s));
392 inline Key Position::get_key() const {
396 inline Key Position::get_exclusion_key() const {
397 return st->key ^ zobExclusion;
400 inline Key Position::get_pawn_key() const {
404 inline Key Position::get_material_key() const {
405 return st->materialKey;
408 inline Score Position::pst(Piece p, Square s) const {
409 return pieceSquareTable[p][s];
412 inline Score Position::pst_delta(Piece piece, Square from, Square to) const {
413 return pieceSquareTable[piece][to] - pieceSquareTable[piece][from];
416 inline Score Position::value() const {
420 inline Value Position::non_pawn_material(Color c) const {
421 return st->npMaterial[c];
424 inline bool Position::move_is_passed_pawn_push(Move m) const {
426 Color c = side_to_move();
427 return piece_on(move_from(m)) == make_piece(c, PAWN)
428 && pawn_is_passed(c, move_to(m));
431 inline int Position::full_moves() const {
435 inline bool Position::opposite_colored_bishops() const {
437 return piece_count(WHITE, BISHOP) == 1
438 && piece_count(BLACK, BISHOP) == 1
439 && opposite_color_squares(piece_list(WHITE, BISHOP)[0], piece_list(BLACK, BISHOP)[0]);
442 inline bool Position::has_pawn_on_7th(Color c) const {
443 return pieces(PAWN, c) & rank_bb(relative_rank(c, RANK_7));
446 inline bool Position::is_chess960() const {
450 inline bool Position::move_is_capture_or_promotion(Move m) const {
452 assert(m != MOVE_NONE && m != MOVE_NULL);
453 return move_is_special(m) ? !move_is_castle(m) : !square_is_empty(move_to(m));
456 inline bool Position::move_is_capture(Move m) const {
458 assert(m != MOVE_NONE && m != MOVE_NULL);
460 // Note that castle is coded as "king captures the rook"
461 return (!square_is_empty(move_to(m)) && !move_is_castle(m)) || move_is_ep(m);
464 inline PieceType Position::captured_piece_type() const {
465 return st->capturedType;
468 inline int Position::thread() const {
472 #endif // !defined(POSITION_H_INCLUDED)