}
-/// Position c'tors. Here we always create a slower but safer copy of
-/// the original position or the FEN string, we want the new born Position
-/// object do not depend on any external data. Instead if we know what we
-/// are doing and we need speed we can create a position with default
-/// c'tor Position() and then use just fast_copy().
+/// Position c'tors. Here we always create a copy of the original position
+/// or the FEN string, we want the new born Position object do not depend
+/// on any external data so we detach state pointer from the source one.
-Position::Position() {}
+Position::Position(int th) : threadID(th) {}
-Position::Position(const Position& pos) {
+Position::Position(const Position& pos, int th) {
memcpy(this, &pos, sizeof(Position));
detach(); // Always detach() in copy c'tor to avoid surprises
+ threadID = th;
}
-Position::Position(const string& fen) {
+Position::Position(const string& fen, int th) {
from_fen(fen);
+ threadID = th;
}
std::cout << std::endl;
if (m != MOVE_NONE)
{
- Position p(*this);
+ Position p(*this, thread());
string col = (color_of_piece_on(move_from(m)) == BLACK ? ".." : "");
std::cout << "Move is: " << col << move_to_san(p, m) << std::endl;
}
}
}
- // En passant capture with check? We have already handled the case
+ // En passant capture with check ? We have already handled the case
// of direct checks and ordinary discovered check, the only case we
- // need to handle is the unusual case of a discovered check through the
- // captured pawn.
+ // need to handle is the unusual case of a discovered check through
+ // the captured pawn.
if (move_is_ep(m))
{
Square capsq = make_square(square_file(to), square_rank(from));
// pointer to point to the new, ready to be updated, state.
struct ReducedStateInfo {
Key pawnKey, materialKey;
- int castleRights, rule50, pliesFromNull;
+ int castleRights, rule50, gamePly, pliesFromNull;
Square epSquare;
Score value;
Value npMaterial[2];
// Save the current key to the history[] array, in order to be able to
// detect repetition draws.
- history[gamePly] = key;
- gamePly++;
+ history[st->gamePly++] = key;
// Update side to move
key ^= zobSideToMove;
}
// Prefetch TT access as soon as we know key is updated
- TT.prefetch(key);
+ prefetch((char*)TT.first_entry(key));
// Move the piece
Bitboard move_bb = make_move_bb(from, to);
key ^= zobEp[st->epSquare];
}
}
+
+ if (pm) // promotion ?
+ {
+ PieceType promotion = move_promotion_piece(m);
+
+ assert(promotion >= KNIGHT && promotion <= QUEEN);
+
+ // Insert promoted piece instead of pawn
+ clear_bit(&(byTypeBB[PAWN]), to);
+ set_bit(&(byTypeBB[promotion]), to);
+ board[to] = piece_of_color_and_type(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;
+ pieceList[us][PAWN][pieceCount[us][PAWN]] = SQ_NONE;
+ index[to] = pieceCount[us][promotion] - 1;
+ pieceList[us][promotion][index[to]] = to;
+
+ // Partially revert hash keys update
+ key ^= zobrist[us][PAWN][to] ^ zobrist[us][promotion][to];
+ st->pawnKey ^= zobrist[us][PAWN][to];
+
+ // Partially revert and update incremental scores
+ st->value -= pst(us, PAWN, to);
+ st->value += pst(us, promotion, to);
+
+ // Update material
+ st->npMaterial[us] += piece_value_midgame(promotion);
+ }
}
// Update incremental scores
// Set capture piece
st->capture = capture;
- if (pm) // promotion ?
- {
- PieceType promotion = move_promotion_piece(m);
-
- assert(promotion >= KNIGHT && promotion <= QUEEN);
-
- // Insert promoted piece instead of pawn
- clear_bit(&(byTypeBB[PAWN]), to);
- set_bit(&(byTypeBB[promotion]), to);
- board[to] = piece_of_color_and_type(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;
- pieceList[us][PAWN][pieceCount[us][PAWN]] = SQ_NONE;
- index[to] = pieceCount[us][promotion] - 1;
- pieceList[us][promotion][index[to]] = to;
-
- // Partially revert hash keys update
- key ^= zobrist[us][PAWN][to] ^ zobrist[us][promotion][to];
- st->pawnKey ^= zobrist[us][PAWN][to];
-
- // Partially revert and update incremental scores
- st->value -= pst(us, PAWN, to);
- st->value += pst(us, promotion, to);
-
- // Update material
- st->npMaterial[us] += piece_value_midgame(promotion);
- }
-
// Update the key with the final value
st->key = key;
Square capsq = to;
- if (ep) // en passant ?
+ // If the captured piece was a pawn, update pawn hash key,
+ // otherwise update non-pawn material.
+ if (capture == PAWN)
{
- capsq = (them == BLACK)? (to - DELTA_N) : (to - DELTA_S);
+ if (ep) // en passant ?
+ {
+ capsq = (them == BLACK)? (to - DELTA_N) : (to - DELTA_S);
- assert(to == st->epSquare);
- assert(relative_rank(opposite_color(them), to) == RANK_6);
- assert(piece_on(to) == EMPTY);
- assert(piece_on(capsq) == piece_of_color_and_type(them, PAWN));
+ assert(to == st->epSquare);
+ assert(relative_rank(opposite_color(them), to) == RANK_6);
+ assert(piece_on(to) == EMPTY);
+ assert(piece_on(capsq) == piece_of_color_and_type(them, PAWN));
- board[capsq] = EMPTY;
+ board[capsq] = EMPTY;
+ }
+ st->pawnKey ^= zobrist[them][PAWN][capsq];
}
+ else
+ st->npMaterial[them] -= piece_value_midgame(capture);
// Remove captured piece
clear_bit(&(byColorBB[them]), capsq);
// Update incremental scores
st->value -= pst(them, capture, capsq);
- // If the captured piece was a pawn, update pawn hash key,
- // otherwise update non-pawn material.
- if (capture == PAWN)
- st->pawnKey ^= zobrist[them][PAWN][capsq];
- else
- st->npMaterial[them] -= piece_value_midgame(capture);
-
// Update piece count
pieceCount[them][capture]--;
assert(is_ok());
assert(move_is_ok(m));
- gamePly--;
sideToMove = opposite_color(sideToMove);
if (move_is_castle(m))
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);
// Save the current key to the history[] array, in order to be able to
// detect repetition draws.
- history[gamePly] = st->key;
+ history[st->gamePly++] = st->key;
// Update the necessary information
if (st->epSquare != SQ_NONE)
st->key ^= zobEp[st->epSquare];
st->key ^= zobSideToMove;
- TT.prefetch(st->key);
+ prefetch((char*)TT.first_entry(st->key));
sideToMove = opposite_color(sideToMove);
st->epSquare = SQ_NONE;
st->rule50++;
st->pliesFromNull = 0;
st->value += (sideToMove == WHITE) ? TempoValue : -TempoValue;
- gamePly++;
}
// Update the necessary information
sideToMove = opposite_color(sideToMove);
st->rule50--;
- gamePly--;
+ st->gamePly--;
}
Square from = move_from(m);
Square to = move_to(m);
- // Early return if SEE cannot be negative because capturing piece value
- // is not bigger then captured one.
- if ( midgame_value_of_piece_on(from) <= midgame_value_of_piece_on(to)
- && type_of_piece_on(from) != KING)
- return 1;
+ // 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 (midgame_value_of_piece_on(to) >= midgame_value_of_piece_on(from))
+ return 1;
return see(from, to);
}
pieceList[0][i][j] = pieceList[1][i][j] = SQ_NONE;
sideToMove = WHITE;
- gamePly = 0;
initialKFile = FILE_E;
initialKRFile = FILE_H;
initialQRFile = FILE_A;
void Position::reset_game_ply() {
- gamePly = 0;
+ st->gamePly = 0;
}
return true;
// Draw by repetition?
- for (int i = 4; i <= Min(Min(gamePly, st->rule50), st->pliesFromNull); i += 2)
- if (history[gamePly - i] == st->key)
+ for (int i = 4, e = Min(Min(st->gamePly, st->rule50), st->pliesFromNull); i <= e; i += 2)
+ if (history[st->gamePly - i] == st->key)
return true;
return false;
assert(pos.is_ok());
clear();
+ threadID = pos.thread();
// Board
for (Square s = SQ_A1; s <= SQ_H8; s++)