/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008-2014 Marco Costalba, Joona Kiiski, Tord Romstad
+ Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
+ Copyright (C) 2015-2016 Marco Costalba, Joona Kiiski, Gary Linscott, 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
#include <algorithm>
#include <cassert>
-#include <cstring>
+#include <cstddef> // For offsetof()
+#include <cstring> // For std::memset, std::memcmp
#include <iomanip>
#include <sstream>
-#include "bitcount.h"
+#include "bitboard.h"
+#include "misc.h"
#include "movegen.h"
#include "position.h"
-#include "psqtab.h"
-#include "rkiss.h"
#include "thread.h"
#include "tt.h"
#include "uci.h"
using std::string;
-static const string PieceToChar(" PNBRQK pnbrqk");
-
-CACHE_LINE_ALIGNMENT
-
-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 PSQT {
+ extern Score psq[PIECE_NB][SQUARE_NB];
+}
namespace Zobrist {
- Key psq[COLOR_NB][PIECE_TYPE_NB][SQUARE_NB];
+ Key psq[PIECE_NB][SQUARE_NB];
Key enpassant[FILE_NB];
Key castling[CASTLING_RIGHT_NB];
Key side;
- Key exclusion;
}
-Key Position::exclusion_key() const { return st->key ^ Zobrist::exclusion;}
-
namespace {
+const string PieceToChar(" PNBRQK pnbrqk");
+
// min_attacker() is a helper function used by see() to locate the least
// valuable attacker for the side to move, remove the attacker we just found
// from the bitboards and scan for new X-ray attacks behind it.
-template<int Pt> FORCE_INLINE
-PieceType min_attacker(const Bitboard* bb, const Square& to, const Bitboard& stmAttackers,
+template<int Pt>
+PieceType min_attacker(const Bitboard* bb, Square to, Bitboard stmAttackers,
Bitboard& occupied, Bitboard& attackers) {
Bitboard b = stmAttackers & bb[Pt];
return (PieceType)Pt;
}
-template<> FORCE_INLINE
-PieceType min_attacker<KING>(const Bitboard*, const Square&, const Bitboard&, Bitboard&, Bitboard&) {
+template<>
+PieceType min_attacker<KING>(const Bitboard*, Square, Bitboard, Bitboard&, Bitboard&) {
return KING; // No need to update bitboards: it is the last cycle
}
} // namespace
-/// CheckInfo c'tor
+/// operator<<(Position) returns an ASCII representation of the position
+
+std::ostream& operator<<(std::ostream& os, const Position& pos) {
+
+ os << "\n +---+---+---+---+---+---+---+---+\n";
+
+ for (Rank r = RANK_8; r >= RANK_1; --r)
+ {
+ for (File f = FILE_A; f <= FILE_H; ++f)
+ os << " | " << PieceToChar[pos.piece_on(make_square(f, r))];
-CheckInfo::CheckInfo(const Position& pos) {
+ os << " |\n +---+---+---+---+---+---+---+---+\n";
+ }
- Color them = ~pos.side_to_move();
- ksq = pos.king_square(them);
+ os << "\nFen: " << pos.fen() << "\nKey: " << std::hex << std::uppercase
+ << std::setfill('0') << std::setw(16) << pos.key() << std::dec << "\nCheckers: ";
- pinned = pos.pinned_pieces(pos.side_to_move());
- dcCandidates = pos.discovered_check_candidates();
+ for (Bitboard b = pos.checkers(); b; )
+ os << UCI::square(pop_lsb(&b)) << " ";
- checkSq[PAWN] = pos.attacks_from<PAWN>(ksq, them);
- checkSq[KNIGHT] = pos.attacks_from<KNIGHT>(ksq);
- checkSq[BISHOP] = pos.attacks_from<BISHOP>(ksq);
- checkSq[ROOK] = pos.attacks_from<ROOK>(ksq);
- checkSq[QUEEN] = checkSq[BISHOP] | checkSq[ROOK];
- checkSq[KING] = 0;
+ return os;
}
/// Position::init() initializes at startup the various arrays used to compute
-/// hash keys and the piece square tables. The latter is a two-step operation:
-/// Firstly, the white halves of the tables are copied from PSQT[] tables.
-/// Secondly, the black halves of the tables are initialized by flipping and
-/// changing the sign of the white scores.
+/// hash keys.
void Position::init() {
- RKISS rk;
+ PRNG rng(1070372);
- for (Color c = WHITE; c <= BLACK; ++c)
- for (PieceType pt = PAWN; pt <= KING; ++pt)
- for (Square s = SQ_A1; s <= SQ_H8; ++s)
- Zobrist::psq[c][pt][s] = rk.rand<Key>();
+ for (Piece pc : Pieces)
+ for (Square s = SQ_A1; s <= SQ_H8; ++s)
+ Zobrist::psq[pc][s] = rng.rand<Key>();
for (File f = FILE_A; f <= FILE_H; ++f)
- Zobrist::enpassant[f] = rk.rand<Key>();
+ Zobrist::enpassant[f] = rng.rand<Key>();
- for (int cf = NO_CASTLING; cf <= ANY_CASTLING; ++cf)
+ for (int cr = NO_CASTLING; cr <= ANY_CASTLING; ++cr)
{
- Bitboard b = cf;
+ Zobrist::castling[cr] = 0;
+ Bitboard b = cr;
while (b)
{
Key k = Zobrist::castling[1ULL << pop_lsb(&b)];
- Zobrist::castling[cf] ^= k ? k : rk.rand<Key>();
+ Zobrist::castling[cr] ^= k ? k : rng.rand<Key>();
}
}
- Zobrist::side = rk.rand<Key>();
- Zobrist::exclusion = rk.rand<Key>();
-
- for (PieceType pt = PAWN; pt <= KING; ++pt)
- {
- PieceValue[MG][make_piece(BLACK, pt)] = PieceValue[MG][pt];
- PieceValue[EG][make_piece(BLACK, pt)] = PieceValue[EG][pt];
-
- Score v = make_score(PieceValue[MG][pt], PieceValue[EG][pt]);
-
- for (Square s = SQ_A1; s <= SQ_H8; ++s)
- {
- psq[WHITE][pt][ s] = (v + PSQT[pt][s]);
- psq[BLACK][pt][~s] = -(v + PSQT[pt][s]);
- }
- }
-}
-
-
-/// Position::operator=() creates a copy of 'pos'. We want the new born Position
-/// object to not depend on any external data so we detach state pointer from
-/// the source one.
-
-Position& Position::operator=(const Position& pos) {
-
- std::memcpy(this, &pos, sizeof(Position));
- startState = *st;
- st = &startState;
- nodes = 0;
-
- assert(pos_is_ok());
-
- return *this;
-}
-
-
-/// Position::clear() erases the position object to a pristine state, with an
-/// empty board, white to move, and no castling rights.
-
-void Position::clear() {
-
- std::memset(this, 0, sizeof(Position));
- startState.epSquare = SQ_NONE;
- st = &startState;
-
- for (int i = 0; i < PIECE_TYPE_NB; ++i)
- for (int j = 0; j < 16; ++j)
- pieceList[WHITE][i][j] = pieceList[BLACK][i][j] = SQ_NONE;
+ Zobrist::side = rng.rand<Key>();
}
/// This function is not very robust - make sure that input FENs are correct,
/// this is assumed to be the responsibility of the GUI.
-void Position::set(const string& fenStr, bool isChess960, Thread* th) {
+Position& Position::set(const string& fenStr, bool isChess960, StateInfo* si, Thread* th) {
/*
A FEN string defines a particular position using only the ASCII character set.
Square sq = SQ_A8;
std::istringstream ss(fenStr);
- clear();
+ std::memset(this, 0, sizeof(Position));
+ std::memset(si, 0, sizeof(StateInfo));
+ std::fill_n(&pieceList[0][0], sizeof(pieceList) / sizeof(Square), SQ_NONE);
+ st = si;
+
ss >> std::noskipws;
// 1. Piece placement
else if ((idx = PieceToChar.find(token)) != string::npos)
{
- put_piece(sq, color_of(Piece(idx)), type_of(Piece(idx)));
+ put_piece(Piece(idx), sq);
++sq;
}
}
{
Square rsq;
Color c = islower(token) ? BLACK : WHITE;
+ Piece rook = make_piece(c, ROOK);
token = char(toupper(token));
if (token == 'K')
- for (rsq = relative_square(c, SQ_H1); type_of(piece_on(rsq)) != ROOK; --rsq) {}
+ for (rsq = relative_square(c, SQ_H1); piece_on(rsq) != rook; --rsq) {}
else if (token == 'Q')
- for (rsq = relative_square(c, SQ_A1); type_of(piece_on(rsq)) != ROOK; ++rsq) {}
+ for (rsq = relative_square(c, SQ_A1); piece_on(rsq) != rook; ++rsq) {}
else if (token >= 'A' && token <= 'H')
rsq = make_square(File(token - 'A'), relative_rank(c, RANK_1));
if (!(attackers_to(st->epSquare) & pieces(sideToMove, PAWN)))
st->epSquare = SQ_NONE;
}
+ else
+ st->epSquare = SQ_NONE;
// 5-6. Halfmove clock and fullmove number
ss >> std::skipws >> st->rule50 >> gamePly;
set_state(st);
assert(pos_is_ok());
+
+ return *this;
}
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);
}
+/// Position::set_check_info() sets king attacks to detect if a move gives check
+
+void Position::set_check_info(StateInfo* si) const {
+
+ si->blockersForKing[WHITE] = slider_blockers(pieces(BLACK), square<KING>(WHITE), si->pinnersForKing[WHITE]);
+ si->blockersForKing[BLACK] = slider_blockers(pieces(WHITE), square<KING>(BLACK), si->pinnersForKing[BLACK]);
+
+ Square ksq = square<KING>(~sideToMove);
+
+ si->checkSquares[PAWN] = attacks_from<PAWN>(ksq, ~sideToMove);
+ si->checkSquares[KNIGHT] = attacks_from<KNIGHT>(ksq);
+ si->checkSquares[BISHOP] = attacks_from<BISHOP>(ksq);
+ si->checkSquares[ROOK] = attacks_from<ROOK>(ksq);
+ si->checkSquares[QUEEN] = si->checkSquares[BISHOP] | si->checkSquares[ROOK];
+ si->checkSquares[KING] = 0;
+}
+
+
/// Position::set_state() computes the hash keys of the position, and other
/// data that once computed is updated incrementally as moves are made.
/// The function is only used when a new position is set up, and to verify
void Position::set_state(StateInfo* si) const {
si->key = si->pawnKey = si->materialKey = 0;
- si->npMaterial[WHITE] = si->npMaterial[BLACK] = VALUE_ZERO;
+ si->nonPawnMaterial[WHITE] = si->nonPawnMaterial[BLACK] = VALUE_ZERO;
si->psq = SCORE_ZERO;
+ si->checkersBB = attackers_to(square<KING>(sideToMove)) & pieces(~sideToMove);
- si->checkersBB = attackers_to(king_square(sideToMove)) & pieces(~sideToMove);
+ set_check_info(si);
for (Bitboard b = pieces(); b; )
{
Square s = pop_lsb(&b);
Piece pc = piece_on(s);
- si->key ^= Zobrist::psq[color_of(pc)][type_of(pc)][s];
- si->psq += psq[color_of(pc)][type_of(pc)][s];
+ si->key ^= Zobrist::psq[pc][s];
+ si->psq += PSQT::psq[pc][s];
}
- if (ep_square() != SQ_NONE)
- si->key ^= Zobrist::enpassant[file_of(ep_square())];
+ if (si->epSquare != SQ_NONE)
+ si->key ^= Zobrist::enpassant[file_of(si->epSquare)];
if (sideToMove == BLACK)
si->key ^= Zobrist::side;
- si->key ^= Zobrist::castling[st->castlingRights];
+ si->key ^= Zobrist::castling[si->castlingRights];
for (Bitboard b = pieces(PAWN); b; )
{
Square s = pop_lsb(&b);
- si->pawnKey ^= Zobrist::psq[color_of(piece_on(s))][PAWN][s];
+ si->pawnKey ^= Zobrist::psq[piece_on(s)][s];
}
- 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];
+ for (Piece pc : Pieces)
+ {
+ if (type_of(pc) != PAWN && type_of(pc) != KING)
+ si->nonPawnMaterial[color_of(pc)] += pieceCount[pc] * PieceValue[MG][pc];
- for (Color c = WHITE; c <= BLACK; ++c)
- for (PieceType pt = KNIGHT; pt <= QUEEN; ++pt)
- si->npMaterial[c] += pieceCount[c][pt] * PieceValue[MG][pt];
+ for (int cnt = 0; cnt < pieceCount[pc]; ++cnt)
+ si->materialKey ^= Zobrist::psq[pc][cnt];
+ }
}
ss << (sideToMove == WHITE ? " w " : " b ");
if (can_castle(WHITE_OO))
- ss << (chess960 ? 'A' + file_of(castling_rook_square(WHITE | KING_SIDE)) : 'K');
+ ss << (chess960 ? char('A' + file_of(castling_rook_square(WHITE | KING_SIDE))) : 'K');
if (can_castle(WHITE_OOO))
- ss << (chess960 ? 'A' + file_of(castling_rook_square(WHITE | QUEEN_SIDE)) : 'Q');
+ ss << (chess960 ? char('A' + file_of(castling_rook_square(WHITE | QUEEN_SIDE))) : 'Q');
if (can_castle(BLACK_OO))
- ss << (chess960 ? 'a' + file_of(castling_rook_square(BLACK | KING_SIDE)) : 'k');
+ ss << (chess960 ? char('a' + file_of(castling_rook_square(BLACK | KING_SIDE))) : 'k');
if (can_castle(BLACK_OOO))
- ss << (chess960 ? 'a' + file_of(castling_rook_square(BLACK | QUEEN_SIDE)) : 'q');
+ ss << (chess960 ? char('a' + file_of(castling_rook_square(BLACK | QUEEN_SIDE))) : 'q');
if (!can_castle(WHITE) && !can_castle(BLACK))
ss << '-';
- ss << (ep_square() == SQ_NONE ? " - " : " " + UCI::format_square(ep_square()) + " ")
+ ss << (ep_square() == SQ_NONE ? " - " : " " + UCI::square(ep_square()) + " ")
<< st->rule50 << " " << 1 + (gamePly - (sideToMove == BLACK)) / 2;
return ss.str();
}
-/// Position::pretty() returns an ASCII representation of the position
-
-const string Position::pretty() const {
-
- std::ostringstream ss;
-
- ss << "\n +---+---+---+---+---+---+---+---+\n";
-
- for (Rank r = RANK_8; r >= RANK_1; --r)
- {
- for (File f = FILE_A; f <= FILE_H; ++f)
- ss << " | " << PieceToChar[piece_on(make_square(f, r))];
-
- ss << " |\n +---+---+---+---+---+---+---+---+\n";
- }
-
- ss << "\nFen: " << fen() << "\nKey: " << std::hex << std::uppercase
- << std::setfill('0') << std::setw(16) << st->key << "\nCheckers: ";
-
- for (Bitboard b = checkers(); b; )
- ss << UCI::format_square(pop_lsb(&b)) << " ";
-
- return ss.str();
-}
-
-
/// Position::game_phase() calculates the game phase interpolating total non-pawn
/// material between endgame and midgame limits.
Phase Position::game_phase() const {
- Value npm = st->npMaterial[WHITE] + st->npMaterial[BLACK];
+ Value npm = st->nonPawnMaterial[WHITE] + st->nonPawnMaterial[BLACK];
npm = std::max(EndgameLimit, std::min(npm, MidgameLimit));
- return Phase(((npm - EndgameLimit) * 128) / (MidgameLimit - EndgameLimit));
+ return Phase(((npm - EndgameLimit) * PHASE_MIDGAME) / (MidgameLimit - EndgameLimit));
}
-/// 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'.
+/// Position::slider_blockers() returns a bitboard of all the pieces (both colors)
+/// that are blocking attacks on the square 's' from 'sliders'. A piece blocks a
+/// slider if removing that piece from the board would result in a position where
+/// square 's' is attacked. For example, a king-attack blocking piece can be either
+/// a pinned or a discovered check piece, according if its color is the opposite
+/// or the same of the color of the slider.
-Bitboard Position::check_blockers(Color c, Color kingColor) const {
+Bitboard Position::slider_blockers(Bitboard sliders, Square s, Bitboard& pinners) const {
- Bitboard b, pinners, result = 0;
- Square ksq = king_square(kingColor);
+ Bitboard result = 0;
+ pinners = 0;
- // Pinners are sliders that give check when a pinned piece is removed
- pinners = ( (pieces( ROOK, QUEEN) & PseudoAttacks[ROOK ][ksq])
- | (pieces(BISHOP, QUEEN) & PseudoAttacks[BISHOP][ksq])) & pieces(~kingColor);
+ // Snipers are sliders that attack 's' when a piece is removed
+ Bitboard snipers = ( (PseudoAttacks[ROOK ][s] & pieces(QUEEN, ROOK))
+ | (PseudoAttacks[BISHOP][s] & pieces(QUEEN, BISHOP))) & sliders;
- while (pinners)
+ while (snipers)
{
- b = between_bb(ksq, pop_lsb(&pinners)) & pieces();
-
- if (!more_than_one(b))
- result |= b & pieces(c);
+ Square sniperSq = pop_lsb(&snipers);
+ Bitboard b = between_bb(s, sniperSq) & pieces();
+
+ if (!more_than_one(b))
+ {
+ result |= b;
+ if (b & pieces(color_of(piece_on(s))))
+ pinners |= sniperSq;
+ }
}
return result;
}
/// Position::attackers_to() computes a bitboard of all pieces which attack a
-/// given square. Slider attacks use the occ bitboard to indicate occupancy.
+/// given square. Slider attacks use the occupied bitboard to indicate occupancy.
-Bitboard Position::attackers_to(Square s, Bitboard occ) const {
+Bitboard Position::attackers_to(Square s, Bitboard occupied) const {
- return (attacks_from<PAWN>(s, BLACK) & pieces(WHITE, PAWN))
- | (attacks_from<PAWN>(s, WHITE) & pieces(BLACK, PAWN))
- | (attacks_from<KNIGHT>(s) & pieces(KNIGHT))
- | (attacks_bb<ROOK>(s, occ) & pieces(ROOK, QUEEN))
- | (attacks_bb<BISHOP>(s, occ) & pieces(BISHOP, QUEEN))
- | (attacks_from<KING>(s) & pieces(KING));
+ return (attacks_from<PAWN>(s, BLACK) & pieces(WHITE, PAWN))
+ | (attacks_from<PAWN>(s, WHITE) & pieces(BLACK, PAWN))
+ | (attacks_from<KNIGHT>(s) & pieces(KNIGHT))
+ | (attacks_bb<ROOK >(s, occupied) & pieces(ROOK, QUEEN))
+ | (attacks_bb<BISHOP>(s, occupied) & pieces(BISHOP, QUEEN))
+ | (attacks_from<KING>(s) & pieces(KING));
}
/// Position::legal() tests whether a pseudo-legal move is legal
-bool Position::legal(Move m, Bitboard pinned) const {
+bool Position::legal(Move m) const {
assert(is_ok(m));
- assert(pinned == pinned_pieces(sideToMove));
Color us = sideToMove;
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)
{
- Square ksq = king_square(us);
+ Square ksq = square<KING>(us);
Square to = to_sq(m);
Square capsq = to - pawn_push(us);
- Bitboard occ = (pieces() ^ from ^ capsq) | to;
+ Bitboard occupied = (pieces() ^ from ^ capsq) | to;
assert(to == ep_square());
assert(moved_piece(m) == make_piece(us, PAWN));
assert(piece_on(capsq) == make_piece(~us, PAWN));
assert(piece_on(to) == NO_PIECE);
- return !(attacks_bb< ROOK>(ksq, occ) & pieces(~us, QUEEN, ROOK))
- && !(attacks_bb<BISHOP>(ksq, occ) & pieces(~us, QUEEN, BISHOP));
+ return !(attacks_bb< ROOK>(ksq, occupied) & pieces(~us, QUEEN, ROOK))
+ && !(attacks_bb<BISHOP>(ksq, occupied) & pieces(~us, QUEEN, BISHOP));
}
// If the moving piece is a king, check whether the destination
// A non-king move is legal if and only if it is not pinned or it
// is moving along the ray towards or away from the king.
- return !pinned
- || !(pinned & from)
- || aligned(from, to_sq(m), king_square(us));
+ return !(pinned_pieces(us) & from)
+ || aligned(from, to_sq(m), square<KING>(us));
}
return MoveList<LEGAL>(*this).contains(m);
// Is not a promotion, so promotion piece must be empty
- if (promotion_type(m) - 2 != NO_PIECE_TYPE)
+ if (promotion_type(m) - KNIGHT != NO_PIECE_TYPE)
return false;
// If the 'from' square is not occupied by a piece belonging to the side to
return false;
if ( !(attacks_from<PAWN>(from, us) & pieces(~us) & to) // Not a capture
-
&& !((from + pawn_push(us) == to) && empty(to)) // Not a single push
-
&& !( (from + 2 * pawn_push(us) == to) // Not a double push
&& (rank_of(from) == relative_rank(us, RANK_2))
&& empty(to)
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
/// Position::gives_check() tests whether a pseudo-legal move gives a check
-bool Position::gives_check(Move m, const CheckInfo& ci) const {
+bool Position::gives_check(Move m) const {
assert(is_ok(m));
- assert(ci.dcCandidates == discovered_check_candidates());
assert(color_of(moved_piece(m)) == sideToMove);
Square from = from_sq(m);
Square to = to_sq(m);
- PieceType pt = type_of(piece_on(from));
// Is there a direct check?
- if (ci.checkSq[pt] & to)
+ if (st->checkSquares[type_of(piece_on(from))] & to)
return true;
// Is there a discovered check?
- if ( unlikely(ci.dcCandidates)
- && (ci.dcCandidates & from)
- && !aligned(from, to, ci.ksq))
+ if ( (discovered_check_candidates() & from)
+ && !aligned(from, to, square<KING>(~sideToMove)))
return true;
switch (type_of(m))
return false;
case PROMOTION:
- return attacks_bb(Piece(promotion_type(m)), to, pieces() ^ from) & ci.ksq;
+ return attacks_bb(Piece(promotion_type(m)), to, pieces() ^ from) & square<KING>(~sideToMove);
// En passant capture with check? We have already handled the case
// of direct checks and ordinary discovered check, so the only case we
Square capsq = make_square(file_of(to), rank_of(from));
Bitboard b = (pieces() ^ from ^ capsq) | to;
- return (attacks_bb< ROOK>(ci.ksq, b) & pieces(sideToMove, QUEEN, ROOK))
- | (attacks_bb<BISHOP>(ci.ksq, b) & pieces(sideToMove, QUEEN, BISHOP));
+ return (attacks_bb< ROOK>(square<KING>(~sideToMove), b) & pieces(sideToMove, QUEEN, ROOK))
+ | (attacks_bb<BISHOP>(square<KING>(~sideToMove), b) & pieces(sideToMove, QUEEN, BISHOP));
}
case CASTLING:
{
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] & ci.ksq)
- && (attacks_bb<ROOK>(rto, (pieces() ^ kfrom ^ rfrom) | rto | kto) & ci.ksq);
+ return (PseudoAttacks[ROOK][rto] & square<KING>(~sideToMove))
+ && (attacks_bb<ROOK>(rto, (pieces() ^ kfrom ^ rfrom) | rto | kto) & square<KING>(~sideToMove));
}
default:
assert(false);
/// to a StateInfo object. The move is assumed to be legal. Pseudo-legal
/// moves should be filtered out before this function is called.
-void Position::do_move(Move m, StateInfo& newSt) {
-
- CheckInfo ci(*this);
- do_move(m, newSt, ci, gives_check(m, ci));
-}
-
-void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveIsCheck) {
+void Position::do_move(Move m, StateInfo& newSt, bool givesCheck) {
assert(is_ok(m));
assert(&newSt != st);
++nodes;
- Key k = st->key;
+ Key k = st->key ^ Zobrist::side;
// 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));
-
+ std::memcpy(&newSt, st, offsetof(StateInfo, key));
newSt.previous = st;
st = &newSt;
- // Update side to move
- k ^= Zobrist::side;
-
// Increment ply counters. In particular, rule50 will be reset to zero later on
// in case of a capture or a pawn move.
++gamePly;
Square from = from_sq(m);
Square to = to_sq(m);
Piece pc = piece_on(from);
- PieceType pt = type_of(pc);
- PieceType captured = type_of(m) == ENPASSANT ? PAWN : type_of(piece_on(to));
+ Piece captured = type_of(m) == ENPASSANT ? make_piece(them, PAWN) : piece_on(to);
assert(color_of(pc) == us);
- assert(piece_on(to) == NO_PIECE || color_of(piece_on(to)) == them || type_of(m) == CASTLING);
- assert(captured != KING);
+ assert(captured == NO_PIECE || color_of(captured) == (type_of(m) != CASTLING ? them : us));
+ assert(type_of(captured) != KING);
if (type_of(m) == CASTLING)
{
assert(pc == make_piece(us, KING));
+ assert(captured == make_piece(us, ROOK));
Square rfrom, rto;
- do_castling<true>(from, to, rfrom, rto);
+ do_castling<true>(us, from, to, rfrom, rto);
- captured = NO_PIECE_TYPE;
- st->psq += psq[us][ROOK][rto] - psq[us][ROOK][rfrom];
- k ^= Zobrist::psq[us][ROOK][rfrom] ^ Zobrist::psq[us][ROOK][rto];
+ st->psq += PSQT::psq[captured][rto] - PSQT::psq[captured][rfrom];
+ k ^= Zobrist::psq[captured][rfrom] ^ Zobrist::psq[captured][rto];
+ captured = NO_PIECE;
}
if (captured)
// If the captured piece is a pawn, update pawn hash key, otherwise
// update non-pawn material.
- if (captured == PAWN)
+ if (type_of(captured) == PAWN)
{
if (type_of(m) == ENPASSANT)
{
- capsq += pawn_push(them);
+ capsq -= pawn_push(us);
- assert(pt == PAWN);
+ assert(pc == make_piece(us, PAWN));
assert(to == st->epSquare);
assert(relative_rank(us, to) == RANK_6);
assert(piece_on(to) == NO_PIECE);
assert(piece_on(capsq) == make_piece(them, PAWN));
- board[capsq] = NO_PIECE;
+ board[capsq] = NO_PIECE; // Not done by remove_piece()
}
- st->pawnKey ^= Zobrist::psq[them][PAWN][capsq];
+ st->pawnKey ^= Zobrist::psq[captured][capsq];
}
else
- st->npMaterial[them] -= PieceValue[MG][captured];
+ st->nonPawnMaterial[them] -= PieceValue[MG][captured];
// Update board and piece lists
- remove_piece(capsq, them, captured);
+ remove_piece(captured, capsq);
// Update material hash key and prefetch access to materialTable
- k ^= Zobrist::psq[them][captured][capsq];
- st->materialKey ^= Zobrist::psq[them][captured][pieceCount[them][captured]];
- prefetch((char*)thisThread->materialTable[st->materialKey]);
+ k ^= Zobrist::psq[captured][capsq];
+ st->materialKey ^= Zobrist::psq[captured][pieceCount[captured]];
+ prefetch(thisThread->materialTable[st->materialKey]);
// Update incremental scores
- st->psq -= psq[them][captured][capsq];
+ st->psq -= PSQT::psq[captured][capsq];
// Reset rule 50 counter
st->rule50 = 0;
}
// Update hash key
- k ^= Zobrist::psq[us][pt][from] ^ Zobrist::psq[us][pt][to];
+ k ^= Zobrist::psq[pc][from] ^ Zobrist::psq[pc][to];
// Reset en passant square
if (st->epSquare != SQ_NONE)
// Move the piece. The tricky Chess960 castling is handled earlier
if (type_of(m) != CASTLING)
- move_piece(from, to, us, pt);
+ move_piece(pc, from, to);
// If the moving piece is a pawn do some special extra work
- if (pt == PAWN)
+ if (type_of(pc) == PAWN)
{
// Set en-passant square if the moved pawn can be captured
if ( (int(to) ^ int(from)) == 16
- && (attacks_from<PAWN>(from + pawn_push(us), us) & pieces(them, PAWN)))
+ && (attacks_from<PAWN>(to - pawn_push(us), us) & pieces(them, PAWN)))
{
- st->epSquare = Square((from + to) / 2);
+ st->epSquare = (from + to) / 2;
k ^= Zobrist::enpassant[file_of(st->epSquare)];
}
else if (type_of(m) == PROMOTION)
{
- PieceType promotion = promotion_type(m);
+ Piece promotion = make_piece(us, promotion_type(m));
assert(relative_rank(us, to) == RANK_8);
- assert(promotion >= KNIGHT && promotion <= QUEEN);
+ assert(type_of(promotion) >= KNIGHT && type_of(promotion) <= QUEEN);
- remove_piece(to, us, PAWN);
- put_piece(to, us, promotion);
+ remove_piece(pc, to);
+ put_piece(promotion, to);
// Update hash keys
- k ^= Zobrist::psq[us][PAWN][to] ^ Zobrist::psq[us][promotion][to];
- st->pawnKey ^= Zobrist::psq[us][PAWN][to];
- st->materialKey ^= Zobrist::psq[us][promotion][pieceCount[us][promotion]-1]
- ^ Zobrist::psq[us][PAWN][pieceCount[us][PAWN]];
+ k ^= Zobrist::psq[pc][to] ^ Zobrist::psq[promotion][to];
+ st->pawnKey ^= Zobrist::psq[pc][to];
+ st->materialKey ^= Zobrist::psq[promotion][pieceCount[promotion]-1]
+ ^ Zobrist::psq[pc][pieceCount[pc]];
// Update incremental score
- st->psq += psq[us][promotion][to] - psq[us][PAWN][to];
+ st->psq += PSQT::psq[promotion][to] - PSQT::psq[pc][to];
// Update material
- st->npMaterial[us] += PieceValue[MG][promotion];
+ st->nonPawnMaterial[us] += PieceValue[MG][promotion];
}
// Update pawn hash key and prefetch access to pawnsTable
- st->pawnKey ^= Zobrist::psq[us][PAWN][from] ^ Zobrist::psq[us][PAWN][to];
- prefetch((char*)thisThread->pawnsTable[st->pawnKey]);
+ st->pawnKey ^= Zobrist::psq[pc][from] ^ Zobrist::psq[pc][to];
+ prefetch(thisThread->pawnsTable[st->pawnKey]);
// Reset rule 50 draw counter
st->rule50 = 0;
}
// Update incremental scores
- st->psq += psq[us][pt][to] - psq[us][pt][from];
+ st->psq += PSQT::psq[pc][to] - PSQT::psq[pc][from];
// Set capture piece
- st->capturedType = captured;
+ st->capturedPiece = captured;
// Update the key with the final value
st->key = k;
- // Update checkers bitboard: piece must be already moved due to attacks_from()
- st->checkersBB = 0;
-
- if (moveIsCheck)
- {
- if (type_of(m) != NORMAL)
- st->checkersBB = attackers_to(king_square(them)) & pieces(us);
- else
- {
- // Direct checks
- if (ci.checkSq[pt] & to)
- st->checkersBB |= to;
-
- // Discovered checks
- if (unlikely(ci.dcCandidates) && (ci.dcCandidates & from))
- {
- if (pt != ROOK)
- st->checkersBB |= attacks_from<ROOK>(king_square(them)) & pieces(us, QUEEN, ROOK);
-
- if (pt != BISHOP)
- st->checkersBB |= attacks_from<BISHOP>(king_square(them)) & pieces(us, QUEEN, BISHOP);
- }
- }
- }
+ // Calculate checkers bitboard (if move gives check)
+ st->checkersBB = givesCheck ? attackers_to(square<KING>(them)) & pieces(us) : 0;
sideToMove = ~sideToMove;
+ // Update king attacks used for fast check detection
+ set_check_info(st);
+
assert(pos_is_ok());
}
Color us = sideToMove;
Square from = from_sq(m);
Square to = to_sq(m);
- PieceType pt = type_of(piece_on(to));
+ Piece pc = piece_on(to);
assert(empty(from) || type_of(m) == CASTLING);
- assert(st->capturedType != KING);
+ assert(type_of(st->capturedPiece) != KING);
if (type_of(m) == PROMOTION)
{
- assert(pt == promotion_type(m));
assert(relative_rank(us, to) == RANK_8);
- assert(promotion_type(m) >= KNIGHT && promotion_type(m) <= QUEEN);
+ assert(type_of(pc) == promotion_type(m));
+ assert(type_of(pc) >= KNIGHT && type_of(pc) <= QUEEN);
- remove_piece(to, us, promotion_type(m));
- put_piece(to, us, PAWN);
- pt = PAWN;
+ remove_piece(pc, to);
+ pc = make_piece(us, PAWN);
+ put_piece(pc, to);
}
if (type_of(m) == CASTLING)
{
Square rfrom, rto;
- do_castling<false>(from, to, rfrom, rto);
+ do_castling<false>(us, from, to, rfrom, rto);
}
else
{
- move_piece(to, from, us, pt); // Put the piece back at the source square
+ move_piece(pc, to, from); // Put the piece back at the source square
- if (st->capturedType)
+ if (st->capturedPiece)
{
Square capsq = to;
{
capsq -= pawn_push(us);
- assert(pt == PAWN);
+ assert(type_of(pc) == PAWN);
assert(to == st->previous->epSquare);
assert(relative_rank(us, to) == RANK_6);
assert(piece_on(capsq) == NO_PIECE);
+ assert(st->capturedPiece == make_piece(~us, PAWN));
}
- put_piece(capsq, ~us, st->capturedType); // Restore the captured piece
+ put_piece(st->capturedPiece, capsq); // Restore the captured piece
}
}
/// Position::do_castling() is a helper used to do/undo a castling move. This
-/// is a bit tricky, especially in Chess960.
+/// is a bit tricky in Chess960 where from/to squares can overlap.
template<bool Do>
-void Position::do_castling(Square from, Square& to, Square& rfrom, Square& rto) {
+void Position::do_castling(Color us, Square from, Square& to, Square& rfrom, Square& rto) {
bool kingSide = to > from;
rfrom = to; // Castling is encoded as "king captures friendly rook"
- rto = relative_square(sideToMove, kingSide ? SQ_F1 : SQ_D1);
- to = relative_square(sideToMove, kingSide ? SQ_G1 : SQ_C1);
+ rto = relative_square(us, kingSide ? SQ_F1 : SQ_D1);
+ to = relative_square(us, kingSide ? SQ_G1 : SQ_C1);
// Remove both pieces first since squares could overlap in Chess960
- remove_piece(Do ? from : to, sideToMove, KING);
- remove_piece(Do ? rfrom : rto, sideToMove, ROOK);
+ remove_piece(make_piece(us, KING), Do ? from : to);
+ remove_piece(make_piece(us, ROOK), Do ? rfrom : rto);
board[Do ? from : to] = board[Do ? rfrom : rto] = NO_PIECE; // Since remove_piece doesn't do it for us
- put_piece(Do ? to : from, sideToMove, KING);
- put_piece(Do ? rto : rfrom, sideToMove, ROOK);
+ put_piece(make_piece(us, KING), Do ? to : from);
+ put_piece(make_piece(us, ROOK), Do ? rto : rfrom);
}
void Position::do_null_move(StateInfo& newSt) {
assert(!checkers());
+ assert(&newSt != st);
- std::memcpy(&newSt, st, sizeof(StateInfo)); // Fully copy here
-
+ std::memcpy(&newSt, st, sizeof(StateInfo));
newSt.previous = st;
st = &newSt;
}
st->key ^= Zobrist::side;
- prefetch((char*)TT.first_entry(st->key));
+ prefetch(TT.first_entry(st->key));
++st->rule50;
st->pliesFromNull = 0;
sideToMove = ~sideToMove;
+ set_check_info(st);
+
assert(pos_is_ok());
}
}
-/// Position::key_after() computes the new hash key after the given moven. Needed
+/// Position::key_after() computes the new hash key after the given move. Needed
/// for speculative prefetch. It doesn't recognize special moves like castling,
/// en-passant and promotions.
Key Position::key_after(Move m) const {
- Color us = sideToMove;
Square from = from_sq(m);
Square to = to_sq(m);
- PieceType pt = type_of(piece_on(from));
- PieceType captured = type_of(piece_on(to));
+ Piece pc = piece_on(from);
+ Piece captured = piece_on(to);
Key k = st->key ^ Zobrist::side;
if (captured)
- k ^= Zobrist::psq[~us][captured][to];
+ k ^= Zobrist::psq[captured][to];
- return k ^ Zobrist::psq[us][pt][to] ^ Zobrist::psq[us][pt][from];
+ return k ^ Zobrist::psq[pc][to] ^ Zobrist::psq[pc][from];
}
-/// Position::see() is a static exchange evaluator: It tries to estimate the
-/// material gain or loss resulting from a move.
+/// Position::see_ge (Static Exchange Evaluation Greater or Equal) tests if the
+/// SEE value of move is greater or equal to the given value. We'll use an
+/// algorithm similar to alpha-beta pruning with a null window.
-Value Position::see_sign(Move m) const {
+bool Position::see_ge(Move m, Value v) const {
assert(is_ok(m));
- // Early return if SEE cannot be negative because captured piece value
- // 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 VALUE_KNOWN_WIN;
-
- return see(m);
-}
-
-Value Position::see(Move m) const {
-
- Square from, to;
- Bitboard occupied, attackers, stmAttackers;
- Value swapList[32];
- int slIndex = 1;
- PieceType captured;
- Color stm;
-
- assert(is_ok(m));
-
- from = from_sq(m);
- to = to_sq(m);
- swapList[0] = PieceValue[MG][piece_on(to)];
- stm = color_of(piece_on(from));
- occupied = pieces() ^ from;
-
// Castling moves are implemented as king capturing the rook so cannot be
- // handled correctly. Simply return 0 that is always the correct value
- // unless in the rare case the rook ends up under attack.
+ // handled correctly. Simply assume the SEE value is VALUE_ZERO that is always
+ // correct unless in the rare case the rook ends up under attack.
if (type_of(m) == CASTLING)
- return VALUE_ZERO;
+ return VALUE_ZERO >= v;
+
+ Square from = from_sq(m), to = to_sq(m);
+ PieceType nextVictim = type_of(piece_on(from));
+ Color stm = ~color_of(piece_on(from)); // First consider opponent's move
+ Value balance; // Values of the pieces taken by us minus opponent's ones
+ Bitboard occupied, stmAttackers;
if (type_of(m) == ENPASSANT)
{
- occupied ^= to - pawn_push(stm); // Remove the captured pawn
- swapList[0] = PieceValue[MG][PAWN];
+ occupied = SquareBB[to - pawn_push(~stm)]; // Remove the captured pawn
+ balance = PieceValue[MG][PAWN];
+ }
+ else
+ {
+ balance = PieceValue[MG][piece_on(to)];
+ occupied = 0;
}
- // Find all attackers to the destination square, with the moving piece
- // removed, but possibly an X-ray attacker added behind it.
- attackers = attackers_to(to, occupied) & occupied;
+ if (balance < v)
+ return false;
- // If the opponent has no attackers we are finished
- stm = ~stm;
- stmAttackers = attackers & pieces(stm);
- if (!stmAttackers)
- return swapList[0];
+ if (nextVictim == KING)
+ return true;
- // The destination square is defended, which makes things rather more
- // difficult to compute. We proceed by building up a "swap list" containing
- // the material gain or loss at each stop in a sequence of captures to the
- // destination square, where the sides alternately capture, and always
- // capture with the least valuable piece. After each capture, we look for
- // new X-ray attacks from behind the capturing piece.
- captured = type_of(piece_on(from));
+ balance -= PieceValue[MG][nextVictim];
- do {
- assert(slIndex < 32);
+ if (balance >= v)
+ return true;
- // Add the new entry to the swap list
- swapList[slIndex] = -swapList[slIndex - 1] + PieceValue[MG][captured];
+ bool relativeStm = true; // True if the opponent is to move
+ occupied ^= pieces() ^ from ^ to;
- // Locate and remove the next least valuable attacker
- captured = min_attacker<PAWN>(byTypeBB, to, stmAttackers, occupied, attackers);
+ // Find all attackers to the destination square, with the moving piece removed,
+ // but possibly an X-ray attacker added behind it.
+ Bitboard attackers = attackers_to(to, occupied) & occupied;
- // Stop before processing a king capture
- if (captured == KING)
- {
- if (stmAttackers == attackers)
- ++slIndex;
+ while (true)
+ {
+ stmAttackers = attackers & pieces(stm);
- break;
- }
+ // Don't allow pinned pieces to attack pieces except the king as long all
+ // pinners are on their original square.
+ if (!(st->pinnersForKing[stm] & ~occupied))
+ stmAttackers &= ~st->blockersForKing[stm];
- stm = ~stm;
- stmAttackers = attackers & pieces(stm);
- ++slIndex;
+ if (!stmAttackers)
+ return relativeStm;
+
+ // Locate and remove the next least valuable attacker
+ nextVictim = min_attacker<PAWN>(byTypeBB, to, stmAttackers, occupied, attackers);
+
+ if (nextVictim == KING)
+ return relativeStm == bool(attackers & pieces(~stm));
- } while (stmAttackers);
+ balance += relativeStm ? PieceValue[MG][nextVictim]
+ : -PieceValue[MG][nextVictim];
- // 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.
- while (--slIndex)
- swapList[slIndex - 1] = std::min(-swapList[slIndex], swapList[slIndex - 1]);
+ relativeStm = !relativeStm;
- return swapList[0];
+ if (relativeStm == (balance >= v))
+ return relativeStm;
+
+ stm = ~stm;
+ }
}
-/// Position::is_draw() tests whether the position is drawn by material, 50 moves
-/// rule or repetition. It does not detect stalemates.
+/// Position::is_draw() tests whether the position is drawn by 50-move rule
+/// or by repetition. It does not detect stalemates.
bool Position::is_draw() const {
/// Position::flip() flips position with the white and black sides reversed. This
/// is only useful for debugging e.g. for finding evaluation symmetry bugs.
-static char toggle_case(char c) {
- return char(islower(c) ? toupper(c) : tolower(c));
-}
-
void Position::flip() {
string f, token;
ss >> token; // Castling availability
f += token + " ";
- std::transform(f.begin(), f.end(), f.begin(), toggle_case);
+ std::transform(f.begin(), f.end(), f.begin(),
+ [](char c) { return char(islower(c) ? toupper(c) : tolower(c)); });
ss >> token; // En passant square
f += (token == "-" ? token : token.replace(1, 1, token[1] == '3' ? "6" : "3"));
std::getline(ss, token); // Half and full moves
f += token;
- set(f, is_chess960(), this_thread());
+ set(f, is_chess960(), st, this_thread());
assert(pos_is_ok());
}
/// Position::pos_is_ok() performs some consistency checks for the position object.
/// This is meant to be helpful when debugging.
-bool Position::pos_is_ok(int* step) const {
+bool Position::pos_is_ok(int* failedStep) const {
- // Which parts of the position should be verified?
- const bool all = false;
+ const bool Fast = true; // Quick (default) or full check?
- const bool testBitboards = all || false;
- const bool testState = all || false;
- const bool testKingCount = all || false;
- const bool testKingCapture = all || false;
- const bool testPieceCounts = all || false;
- const bool testPieceList = all || false;
- const bool testCastlingSquares = all || false;
+ enum { Default, King, Bitboards, State, Lists, Castling };
- if (step)
- *step = 1;
-
- if ( (sideToMove != WHITE && sideToMove != BLACK)
- || piece_on(king_square(WHITE)) != W_KING
- || piece_on(king_square(BLACK)) != B_KING
- || ( ep_square() != SQ_NONE
- && relative_rank(sideToMove, ep_square()) != RANK_6))
- return false;
-
- if (step && ++*step, testBitboards)
+ for (int step = Default; step <= (Fast ? Default : Castling); step++)
{
- // The intersection of the white and black pieces must be empty
- if (pieces(WHITE) & pieces(BLACK))
- return false;
-
- // The union of the white and black pieces must be equal to all
- // occupied squares
- if ((pieces(WHITE) | pieces(BLACK)) != pieces())
- return false;
+ if (failedStep)
+ *failedStep = step;
+
+ if (step == Default)
+ if ( (sideToMove != WHITE && sideToMove != BLACK)
+ || 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;
- // Separate piece type bitboards must have empty intersections
- for (PieceType p1 = PAWN; p1 <= KING; ++p1)
- for (PieceType p2 = PAWN; p2 <= KING; ++p2)
- if (p1 != p2 && (pieces(p1) & pieces(p2)))
- return false;
- }
+ if (step == King)
+ if ( std::count(board, board + SQUARE_NB, W_KING) != 1
+ || std::count(board, board + SQUARE_NB, B_KING) != 1
+ || attackers_to(square<KING>(~sideToMove)) & pieces(sideToMove))
+ return false;
- if (step && ++*step, testState)
- {
- StateInfo si;
- set_state(&si);
- if ( st->key != si.key
- || st->pawnKey != si.pawnKey
- || st->materialKey != si.materialKey
- || st->npMaterial[WHITE] != si.npMaterial[WHITE]
- || st->npMaterial[BLACK] != si.npMaterial[BLACK]
- || st->psq != si.psq
- || st->checkersBB != si.checkersBB)
- return false;
- }
+ if (step == Bitboards)
+ {
+ if ( (pieces(WHITE) & pieces(BLACK))
+ ||(pieces(WHITE) | pieces(BLACK)) != pieces())
+ return false;
- if (step && ++*step, testKingCount)
- if ( std::count(board, board + SQUARE_NB, W_KING) != 1
- || std::count(board, board + SQUARE_NB, B_KING) != 1)
- return false;
+ for (PieceType p1 = PAWN; p1 <= KING; ++p1)
+ for (PieceType p2 = PAWN; p2 <= KING; ++p2)
+ if (p1 != p2 && (pieces(p1) & pieces(p2)))
+ return false;
+ }
- if (step && ++*step, testKingCapture)
- if (attackers_to(king_square(~sideToMove)) & pieces(sideToMove))
- return false;
+ if (step == State)
+ {
+ StateInfo si = *st;
+ set_state(&si);
+ if (std::memcmp(&si, st, sizeof(StateInfo)))
+ return false;
+ }
- if (step && ++*step, testPieceCounts)
- for (Color c = WHITE; c <= BLACK; ++c)
- for (PieceType pt = PAWN; pt <= KING; ++pt)
- if (pieceCount[c][pt] != popcount<Full>(pieces(c, pt)))
+ if (step == Lists)
+ for (Piece pc : Pieces)
+ {
+ if (pieceCount[pc] != popcount(pieces(color_of(pc), type_of(pc))))
return false;
- if (step && ++*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)
- if ( board[pieceList[c][pt][i]] != make_piece(c, pt)
- || index[pieceList[c][pt][i]] != i)
+ for (int i = 0; i < pieceCount[pc]; ++i)
+ if (board[pieceList[pc][i]] != pc || index[pieceList[pc][i]] != i)
return false;
+ }
- if (step && ++*step, testCastlingSquares)
- for (Color c = WHITE; c <= BLACK; ++c)
- for (CastlingSide s = KING_SIDE; s <= QUEEN_SIDE; s = CastlingSide(s + 1))
- {
- if (!can_castle(c | s))
- continue;
+ if (step == Castling)
+ for (Color c = WHITE; c <= BLACK; ++c)
+ for (CastlingSide s = KING_SIDE; s <= QUEEN_SIDE; s = CastlingSide(s + 1))
+ {
+ if (!can_castle(c | s))
+ continue;
- 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;
- }
+ if ( piece_on(castlingRookSquare[c | s]) != make_piece(c, ROOK)
+ || castlingRightsMask[castlingRookSquare[c | s]] != (c | s)
+ ||(castlingRightsMask[square<KING>(c)] & (c | s)) != (c | s))
+ return false;
+ }
+ }
return true;
}