using std::string;
-Value PieceValue[PHASE_NB][PIECE_NB] = {
-{ VALUE_ZERO, PawnValueMg, KnightValueMg, BishopValueMg, RookValueMg, QueenValueMg },
-{ VALUE_ZERO, PawnValueEg, KnightValueEg, BishopValueEg, RookValueEg, QueenValueEg } };
-
namespace Zobrist {
Key psq[COLOR_NB][PIECE_TYPE_NB][SQUARE_NB];
}
-/// Position::operator=() creates a copy of 'pos' but detaching the state pointer
-/// from the source to be self-consistent and not depending on any external data.
-
-Position& Position::operator=(const Position& pos) {
-
- std::memcpy(this, &pos, sizeof(Position));
- std::memcpy(&startState, st, sizeof(StateInfo));
- 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;
-}
-
-
/// Position::set() initializes the position object with the given FEN string.
/// 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][0], sizeof(pieceList) / sizeof(Square), SQ_NONE);
+ st = si;
+
ss >> std::noskipws;
// 1. Piece placement
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;
}
}
-/// 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 in 'target' 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 target, Bitboard sliders, Square s) const {
Bitboard b, pinners, result = 0;
- Square ksq = square<KING>(kingColor);
- // 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);
+ // Pinners are sliders that attack 's' when a pinned piece is removed
+ pinners = ( (PseudoAttacks[ROOK ][s] & pieces(QUEEN, ROOK))
+ | (PseudoAttacks[BISHOP][s] & pieces(QUEEN, BISHOP))) & sliders;
while (pinners)
{
- b = between_bb(ksq, pop_lsb(&pinners)) & pieces();
+ b = between_bb(s, pop_lsb(&pinners)) & pieces();
if (!more_than_one(b))
- result |= b & pieces(c);
+ result |= b & target;
}
return result;
}
// 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)
+ return !(pinned & from)
|| aligned(from, to_sq(m), square<KING>(us));
}
return true;
// Is there a discovered check?
- if ( ci.dcCandidates
- && (ci.dcCandidates & from)
+ if ( (ci.dcCandidates & from)
&& !aligned(from, to, ci.ksq))
return true;
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());
}