#include <cassert>
#include <cstring>
#include <fstream>
-#include <map>
#include <iostream>
#include <sstream>
#include "position.h"
#include "psqtab.h"
#include "rkiss.h"
+#include "thread.h"
#include "tt.h"
#include "ucioption.h"
// Bonus for having the side to move (modified by Joona Kiiski)
const Score TempoValue = make_score(48, 22);
- struct PieceLetters : public std::map<char, Piece> {
-
- PieceLetters() {
-
- operator[]('K') = WK; operator[]('k') = BK;
- operator[]('Q') = WQ; operator[]('q') = BQ;
- operator[]('R') = WR; operator[]('r') = BR;
- operator[]('B') = WB; operator[]('b') = BB;
- operator[]('N') = WN; operator[]('n') = BN;
- operator[]('P') = WP; operator[]('p') = BP;
- operator[](' ') = PIECE_NONE;
- operator[]('.') = PIECE_NONE_DARK_SQ;
- }
-
- char from_piece(Piece p) const {
-
- std::map<char, Piece>::const_iterator it;
- for (it = begin(); it != end(); ++it)
- if (it->second == p)
- return it->first;
-
- assert(false);
- return 0;
- }
- };
-
- PieceLetters pieceLetters;
+ // To convert a Piece to and from a FEN char
+ const string PieceToChar(".PNBRQK pnbrqk ");
}
/// 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::from_fen(const string& fen, bool c960) {
+void Position::from_fen(const string& fen, bool isChess960) {
/*
A FEN string defines a particular position using only the ASCII character set.
char token;
int hmc, fmn;
- std::istringstream ss(fen);
+ size_t p;
Square sq = SQ_A8;
+ std::istringstream ss(fen);
clear();
+ ss >> std::noskipws;
// 1. Piece placement field
- while (ss.get(token) && token != ' ')
+ while ((ss >> token) && !isspace(token))
{
- if (pieceLetters.find(token) != pieceLetters.end())
+ if ((p = PieceToChar.find(token)) != string::npos)
{
- put_piece(pieceLetters[token], sq);
+ put_piece(Piece(p), sq);
sq++;
}
else if (isdigit(token))
}
// 2. Active color
- if (!ss.get(token) || (token != 'w' && token != 'b'))
+ if (!(ss >> token) || (token != 'w' && token != 'b'))
goto incorrect_fen;
sideToMove = (token == 'w' ? WHITE : BLACK);
- if (!ss.get(token) || token != ' ')
+ if (!(ss >> token) || !isspace(token))
goto incorrect_fen;
// 3. Castling availability
- while (ss.get(token) && token != ' ')
+ while ((ss >> token) && !isspace(token))
if (!set_castling_rights(token))
goto incorrect_fen;
// 4. En passant square
char col, row;
- if ( (ss.get(col) && (col >= 'a' && col <= 'h'))
- && (ss.get(row) && (row == '3' || row == '6')))
+ if ( ((ss >> col) && (col >= 'a' && col <= 'h'))
+ && ((ss >> row) && (row == '3' || row == '6')))
{
- st->epSquare = make_square(file_from_char(col), rank_from_char(row));
+ st->epSquare = make_square(File(col - 'a') + FILE_A, Rank(row - '1') + RANK_1);
// Ignore if no capture is possible
Color them = opposite_color(sideToMove);
}
// 5. Halfmove clock
- if (ss >> hmc)
+ if (ss >> std::skipws >> hmc)
st->rule50 = hmc;
// 6. Fullmove number
castleRightsMask[make_square(initialQRFile, RANK_1)] ^= WHITE_OOO;
castleRightsMask[make_square(initialQRFile, RANK_8)] ^= BLACK_OOO;
- isChess960 = c960;
+ chess960 = isChess960;
find_checkers();
st->key = compute_key();
for (Square sq = sqH; sq >= sqA; sq--)
if (piece_on(sq) == rook)
{
- do_allow_oo(c);
+ set_castle_kingside(c);
initialKRFile = square_file(sq);
break;
}
for (Square sq = sqA; sq <= sqH; sq++)
if (piece_on(sq) == rook)
{
- do_allow_ooo(c);
+ set_castle_queenside(c);
initialQRFile = square_file(sq);
break;
}
File rookFile = File(token - 'A') + FILE_A;
if (rookFile < initialKFile)
{
- do_allow_ooo(c);
+ set_castle_queenside(c);
initialQRFile = rookFile;
}
else
{
- do_allow_oo(c);
+ set_castle_kingside(c);
initialKRFile = rookFile;
}
}
string fen;
Square sq;
- char emptyCnt = '0';
+ char emptyCnt;
for (Rank rank = RANK_8; rank >= RANK_1; rank--, fen += '/')
{
+ emptyCnt = '0';
+
for (File file = FILE_A; file <= FILE_H; file++)
{
sq = make_square(file, rank);
fen += emptyCnt;
emptyCnt = '0';
}
- fen += pieceLetters.from_piece(piece_on(sq));
+ fen += PieceToChar[piece_on(sq)];
} else
emptyCnt++;
}
if (emptyCnt != '0')
- {
fen += emptyCnt;
- emptyCnt = '0';
- }
}
fen += (sideToMove == WHITE ? " w " : " b ");
if (st->castleRights != CASTLES_NONE)
{
if (can_castle_kingside(WHITE))
- fen += isChess960 ? char(toupper(file_to_char(initialKRFile))) : 'K';
+ fen += chess960 ? char(toupper(file_to_char(initialKRFile))) : 'K';
if (can_castle_queenside(WHITE))
- fen += isChess960 ? char(toupper(file_to_char(initialQRFile))) : 'Q';
+ fen += chess960 ? char(toupper(file_to_char(initialQRFile))) : 'Q';
if (can_castle_kingside(BLACK))
- fen += isChess960 ? file_to_char(initialKRFile) : 'k';
+ fen += chess960 ? file_to_char(initialKRFile) : 'k';
if (can_castle_queenside(BLACK))
- fen += isChess960 ? file_to_char(initialQRFile) : 'q';
+ fen += chess960 ? file_to_char(initialQRFile) : 'q';
} else
fen += '-';
piece = PIECE_NONE_DARK_SQ;
char c = (color_of_piece_on(sq) == BLACK ? '=' : ' ');
- cout << c << pieceLetters.from_piece(piece) << c << '|';
+ cout << c << PieceToChar[piece] << c << '|';
}
}
cout << dottedLine << "Fen is: " << to_fen() << "\nKey is: " << st->key << endl;
| (attacks_from<KING>(s) & pieces(KING));
}
+Bitboard Position::attackers_to(Square s, Bitboard occ) const {
+
+ return (attacks_from<PAWN>(s, BLACK) & pieces(PAWN, WHITE))
+ | (attacks_from<PAWN>(s, WHITE) & pieces(PAWN, BLACK))
+ | (attacks_from<KNIGHT>(s) & pieces(KNIGHT))
+ | (rook_attacks_bb(s, occ) & pieces(ROOK, QUEEN))
+ | (bishop_attacks_bb(s, occ) & pieces(BISHOP, QUEEN))
+ | (attacks_from<KING>(s) & pieces(KING));
+}
+
/// Position::attacks_from() computes a bitboard of all attacks
/// of a given piece put in a given square.
case WB: case BB: return attacks_from<BISHOP>(s);
case WR: case BR: return attacks_from<ROOK>(s);
case WQ: case BQ: return attacks_from<QUEEN>(s);
- default: return NonSlidingAttacksBB[p][s];
+ default: return StepAttacksBB[p][s];
}
}
case WB: case BB: return bishop_attacks_bb(s, occ);
case WR: case BR: return rook_attacks_bb(s, occ);
case WQ: case BQ: return bishop_attacks_bb(s, occ) | rook_attacks_bb(s, occ);
- default: return NonSlidingAttacksBB[p][s];
+ default: return StepAttacksBB[p][s];
}
}
assert(move_is_ok(m));
assert(pinned == pinned_pieces(side_to_move()));
- // Castling moves are checked for legality during move generation.
- if (move_is_castle(m))
- return true;
+ Color us = side_to_move();
+ Square from = move_from(m);
+
+ assert(color_of_piece_on(from) == us);
+ assert(piece_on(king_square(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 (move_is_ep(m))
{
- Color us = side_to_move();
Color them = opposite_color(us);
- Square from = move_from(m);
Square to = move_to(m);
Square capsq = make_square(square_file(to), square_rank(from));
Square ksq = king_square(us);
&& !(bishop_attacks_bb(ksq, b) & pieces(BISHOP, QUEEN, them));
}
- Color us = side_to_move();
- Square from = move_from(m);
-
- assert(color_of_piece_on(from) == us);
- assert(piece_on(king_square(us)) == make_piece(us, KING));
-
// If the moving piece is a king, check whether the destination
- // square is attacked by the opponent.
+ // square is attacked by the opponent. Castling moves are checked
+ // for legality during move generation.
if (type_of_piece_on(from) == KING)
- return !(attackers_to(move_to(m)) & pieces_of_color(opposite_color(us)));
+ return move_is_castle(m) || !(attackers_to(move_to(m)) & pieces_of_color(opposite_color(us)));
// 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.
}
-/// Position::pl_move_is_evasion() tests whether a pseudo-legal move is a legal evasion
+/// Position::move_is_pl_slow() takes a position and a move and tests whether
+/// the move is pseudo legal. This version is not very fast and should be used
+/// only in non time-critical paths.
-bool Position::pl_move_is_evasion(Move m, Bitboard pinned) const
-{
- assert(is_check());
+bool Position::move_is_pl_slow(const Move m) const {
- Color us = side_to_move();
+ MoveStack mlist[MAX_MOVES];
+ MoveStack *cur, *last;
+
+ last = in_check() ? generate<MV_EVASION>(*this, mlist)
+ : generate<MV_NON_EVASION>(*this, mlist);
+
+ for (cur = mlist; cur != last; cur++)
+ if (cur->move == m)
+ return true;
+
+ return false;
+}
+
+
+/// Fast version of Position::move_is_pl() that takes a position a move and a
+/// bitboard of pinned pieces as input, and tests whether the move is pseudo legal.
+
+bool Position::move_is_pl(const Move m) const {
+
+ assert(is_ok());
+
+ Color us = sideToMove;
+ Color them = opposite_color(sideToMove);
Square from = move_from(m);
Square to = move_to(m);
+ Piece pc = piece_on(from);
+
+ // Use a slower but simpler function for uncommon cases
+ if (move_is_special(m))
+ return move_is_pl_slow(m);
+
+ // Is not a promotion, so promotion piece must be empty
+ if (promotion_piece_type(m) - 2 != PIECE_TYPE_NONE)
+ return false;
+
+ // If the from square is not occupied by a piece belonging to the side to
+ // move, the move is obviously not legal.
+ if (pc == PIECE_NONE || color_of_piece(pc) != us)
+ return false;
+
+ // The destination square cannot be occupied by a friendly piece
+ if (color_of_piece_on(to) == us)
+ return false;
- // King moves and en-passant captures are verified in pl_move_is_legal()
- if (type_of_piece_on(from) == KING || move_is_ep(m))
- return pl_move_is_legal(m, pinned);
+ // Handle the special case of a pawn move
+ if (type_of_piece(pc) == PAWN)
+ {
+ // Move direction must be compatible with pawn color
+ int direction = to - from;
+ if ((us == WHITE) != (direction > 0))
+ return false;
+
+ // We have already handled promotion moves, so destination
+ // cannot be on the 8/1th rank.
+ if (square_rank(to) == RANK_8 || square_rank(to) == RANK_1)
+ return false;
- Bitboard target = checkers();
- Square checksq = pop_1st_bit(&target);
+ // Proceed according to the square delta between the origin and
+ // destination squares.
+ switch (direction)
+ {
+ case DELTA_NW:
+ case DELTA_NE:
+ case DELTA_SW:
+ case DELTA_SE:
+ // Capture. The destination square must be occupied by an enemy
+ // piece (en passant captures was handled earlier).
+ if (color_of_piece_on(to) != them)
+ return false;
+
+ // From and to files must be one file apart, avoids a7h5
+ if (abs(square_file(from) - square_file(to)) != 1)
+ return false;
+ break;
+
+ case DELTA_N:
+ case DELTA_S:
+ // Pawn push. The destination square must be empty.
+ if (!square_is_empty(to))
+ return false;
+ break;
+
+ case DELTA_NN:
+ // Double white pawn push. The destination square must be on the fourth
+ // rank, and both the destination square and the square between the
+ // source and destination squares must be empty.
+ if ( square_rank(to) != RANK_4
+ || !square_is_empty(to)
+ || !square_is_empty(from + DELTA_N))
+ return false;
+ break;
+
+ case DELTA_SS:
+ // Double black pawn push. The destination square must be on the fifth
+ // rank, and both the destination square and the square between the
+ // source and destination squares must be empty.
+ if ( square_rank(to) != RANK_5
+ || !square_is_empty(to)
+ || !square_is_empty(from + DELTA_S))
+ return false;
+ break;
- if (target) // double check ?
+ default:
+ return false;
+ }
+ }
+ else if (!bit_is_set(attacks_from(pc, from), to))
return false;
- // Our move must be a blocking evasion or a capture of the checking piece
- target = squares_between(checksq, king_square(us)) | checkers();
- return bit_is_set(target, to) && pl_move_is_legal(m, pinned);
+ if (in_check())
+ {
+ // In case of king moves under check we have to remove king so to catch
+ // as invalid moves like b1a1 when opposite queen is on c1.
+ if (type_of_piece_on(from) == KING)
+ {
+ Bitboard b = occupied_squares();
+ clear_bit(&b, from);
+ if (attackers_to(move_to(m), b) & pieces_of_color(opposite_color(us)))
+ return false;
+ }
+ else
+ {
+ Bitboard target = checkers();
+ Square checksq = pop_1st_bit(&target);
+
+ if (target) // double check ? In this case a king move is required
+ return false;
+
+ // Our move must be a blocking evasion or a capture of the checking piece
+ target = squares_between(checksq, king_square(us)) | checkers();
+ if (!bit_is_set(target, move_to(m)))
+ return false;
+ }
+ }
+
+ return true;
}
-/// Position::move_is_check() tests whether a pseudo-legal move is a check
+/// Position::move_gives_check() tests whether a pseudo-legal move is a check
-bool Position::move_is_check(Move m) const {
+bool Position::move_gives_check(Move m) const {
- return move_is_check(m, CheckInfo(*this));
+ return move_gives_check(m, CheckInfo(*this));
}
-bool Position::move_is_check(Move m, const CheckInfo& ci) const {
+bool Position::move_gives_check(Move m, const CheckInfo& ci) const {
assert(is_ok());
assert(move_is_ok(m));
{
clear_bit(&b, from);
- switch (move_promotion_piece(m))
+ switch (promotion_piece_type(m))
{
case KNIGHT:
return bit_is_set(attacks_from<KNIGHT>(to), ci.ksq);
}
-/// Position::do_setup_move() makes a permanent move on the board.
-/// It should be used when setting up a position on board.
-/// You can't undo the move.
+/// Position::do_setup_move() makes a permanent move on the board. It should
+/// be used when setting up a position on board. You can't undo the move.
void Position::do_setup_move(Move m) {
startPosPlyCounter++;
// Our StateInfo newSt is about going out of scope so copy
- // its content inside pos before it disappears.
+ // its content before it disappears.
detach();
}
+
/// Position::do_move() makes a move, and saves all information necessary
-/// to a StateInfo object. The move is assumed to be legal.
-/// Pseudo-legal moves should be filtered out before this function is called.
+/// 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, move_is_check(m, ci));
+ do_move(m, newSt, ci, move_gives_check(m, ci));
}
void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveIsCheck) {
st->epSquare = SQ_NONE;
}
- // Update castle rights, try to shortcut a common case
- int cm = castleRightsMask[from] & castleRightsMask[to];
- if (cm != ALL_CASTLES && ((cm & st->castleRights) != st->castleRights))
+ // Update castle rights if needed
+ if ( st->castleRights != CASTLES_NONE
+ && (castleRightsMask[from] & castleRightsMask[to]) != ALL_CASTLES)
{
key ^= zobCastle[st->castleRights];
- st->castleRights &= castleRightsMask[from];
- st->castleRights &= castleRightsMask[to];
+ st->castleRights &= castleRightsMask[from] & castleRightsMask[to];
key ^= zobCastle[st->castleRights];
}
// Update pawn hash key and prefetch in L1/L2 cache
st->pawnKey ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to];
- prefetchPawn(st->pawnKey, threadID);
// Set en passant square, only if moved pawn can be captured
if ((to ^ from) == 16)
if (pm) // promotion ?
{
- PieceType promotion = move_promotion_piece(m);
+ PieceType promotion = promotion_piece_type(m);
assert(promotion >= KNIGHT && promotion <= QUEEN);
}
}
+ // Prefetch pawn and material hash tables
+ Threads[threadID].pawnTable.prefetch(st->pawnKey);
+ Threads[threadID].materialTable.prefetch(st->materialKey);
+
// Update incremental scores
st->value += pst_delta(piece, from, to);
if (pm) // promotion ?
{
- PieceType promotion = move_promotion_piece(m);
+ PieceType promotion = promotion_piece_type(m);
pt = PAWN;
assert(promotion >= KNIGHT && promotion <= QUEEN);
void Position::do_null_move(StateInfo& backupSt) {
assert(is_ok());
- assert(!is_check());
+ assert(!in_check());
// Back up the information necessary to undo the null move to the supplied
// StateInfo object.
void Position::undo_null_move() {
assert(is_ok());
- assert(!is_check());
+ assert(!in_check());
// Restore information from the our backup StateInfo object
StateInfo* backupSt = st->previous;
/// move, and one which takes a 'from' and a 'to' square. The function does
/// not yet understand promotions captures.
-int Position::see(Move m) const {
-
- assert(move_is_ok(m));
- return see(move_from(m), move_to(m));
-}
-
int Position::see_sign(Move m) const {
assert(move_is_ok(m));
if (midgame_value_of_piece_on(to) >= midgame_value_of_piece_on(from))
return 1;
- return see(from, to);
+ return see(m);
}
-int Position::see(Square from, Square to) const {
+int Position::see(Move m) const {
+ Square from, to;
Bitboard occupied, attackers, stmAttackers, b;
int swapList[32], slIndex = 1;
PieceType capturedType, pt;
Color stm;
- assert(square_is_ok(from));
- assert(square_is_ok(to));
-
- capturedType = type_of_piece_on(to);
+ assert(move_is_ok(m));
- // King cannot be recaptured
- if (capturedType == KING)
- return seeValues[capturedType];
+ // As castle moves are implemented as capturing the rook, they have
+ // SEE == RookValueMidgame most of the times (unless the rook is under
+ // attack).
+ if (move_is_castle(m))
+ return 0;
+ from = move_from(m);
+ to = move_to(m);
+ capturedType = type_of_piece_on(to);
occupied = occupied_squares();
// Handle en passant moves
// Find all attackers to the destination square, with the moving piece
// removed, but possibly an X-ray attacker added behind it.
clear_bit(&occupied, from);
- attackers = (rook_attacks_bb(to, occupied) & pieces(ROOK, QUEEN))
- | (bishop_attacks_bb(to, occupied)& pieces(BISHOP, QUEEN))
- | (attacks_from<KNIGHT>(to) & pieces(KNIGHT))
- | (attacks_from<KING>(to) & pieces(KING))
- | (attacks_from<PAWN>(to, WHITE) & pieces(PAWN, BLACK))
- | (attacks_from<PAWN>(to, BLACK) & pieces(PAWN, WHITE));
+ attackers = attackers_to(to, occupied);
// If the opponent has no attackers we are finished
stm = opposite_color(color_of_piece_on(from));
/// Position::is_draw() tests whether the position is drawn by material,
/// repetition, or the 50 moves rule. It does not detect stalemates, this
/// must be done by the search.
-
+template<bool SkipRepetition>
bool Position::is_draw() const {
// Draw by material?
return true;
// Draw by repetition?
- 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;
+ if (!SkipRepetition)
+ 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;
}
+// Explicit template instantiations
+template bool Position::is_draw<false>() const;
+template bool Position::is_draw<true>() const;
+
/// Position::is_mate() returns true or false depending on whether the
/// side to move is checkmated.
bool Position::is_mate() const {
- MoveStack moves[MOVES_MAX];
- return is_check() && generate<MV_LEGAL>(*this, moves) == moves;
-}
-
-
-/// Position::has_mate_threat() tests whether the side to move is under
-/// a threat of being mated in one from the current position.
-
-bool Position::has_mate_threat() {
-
- MoveStack mlist[MOVES_MAX], *last, *cur;
- StateInfo st1, st2;
- bool mateFound = false;
-
- // If we are under check it's up to evasions to do the job
- if (is_check())
- return false;
-
- // First pass the move to our opponent doing a null move
- do_null_move(st1);
-
- // Then generate pseudo-legal moves that could give check
- last = generate<MV_NON_CAPTURE_CHECK>(*this, mlist);
- last = generate<MV_CAPTURE>(*this, last);
-
- // Loop through the moves, and see if one of them gives mate
- Bitboard pinned = pinned_pieces(sideToMove);
- CheckInfo ci(*this);
- for (cur = mlist; cur != last && !mateFound; cur++)
- {
- Move move = cur->move;
- if ( !pl_move_is_legal(move, pinned)
- || !move_is_check(move, ci))
- continue;
-
- do_move(move, st2, ci, true);
-
- if (is_mate())
- mateFound = true;
-
- undo_move(move);
- }
-
- undo_null_move();
- return mateFound;
+ MoveStack moves[MAX_MOVES];
+ return in_check() && generate<MV_LEGAL>(*this, moves) == moves;
}
-/// Position::init_zobrist() is a static member function which initializes at
-/// startup the various arrays used to compute hash keys.
+/// Position::init() is a static member function which initializes at
+/// startup the various arrays used to compute hash keys and the piece
+/// square tables. The latter is a two-step operation: First, the white
+/// halves of the tables are copied from the MgPST[][] and EgPST[][] arrays.
+/// Second, the black halves of the tables are initialized by mirroring
+/// and changing the sign of the corresponding white scores.
-void Position::init_zobrist() {
+void Position::init() {
- int i,j, k;
RKISS rk;
- for (i = 0; i < 2; i++) for (j = 0; j < 8; j++) for (k = 0; k < 64; k++)
- zobrist[i][j][k] = rk.rand<Key>();
+ for (Color c = WHITE; c <= BLACK; c++)
+ for (PieceType pt = PAWN; pt <= KING; pt++)
+ for (Square s = SQ_A1; s <= SQ_H8; s++)
+ zobrist[c][pt][s] = rk.rand<Key>();
- for (i = 0; i < 64; i++)
- zobEp[i] = rk.rand<Key>();
+ for (Square s = SQ_A1; s <= SQ_H8; s++)
+ zobEp[s] = rk.rand<Key>();
- for (i = 0; i < 16; i++)
+ for (int i = 0; i < 16; i++)
zobCastle[i] = rk.rand<Key>();
zobSideToMove = rk.rand<Key>();
zobExclusion = rk.rand<Key>();
-}
-
-
-/// Position::init_piece_square_tables() initializes the piece square tables.
-/// This is a two-step operation: First, the white halves of the tables are
-/// copied from the MgPST[][] and EgPST[][] arrays. Second, the black halves
-/// of the tables are initialized by mirroring and changing the sign of the
-/// corresponding white scores.
-
-void Position::init_piece_square_tables() {
for (Square s = SQ_A1; s <= SQ_H8; s++)
for (Piece p = WP; p <= WK; p++)
}
-/// Position::flipped_copy() makes a copy of the input position, but with
-/// the white and black sides reversed. This is only useful for debugging,
-/// especially for finding evaluation symmetry bugs.
+/// Position::flip() flips position with the white and black sides reversed. This
+/// is only useful for debugging especially for finding evaluation symmetry bugs.
-void Position::flipped_copy(const Position& pos) {
+void Position::flip() {
- assert(pos.is_ok());
+ assert(is_ok());
+
+ // Make a copy of current position before to start changing
+ const Position pos(*this, threadID);
clear();
threadID = pos.thread();
sideToMove = opposite_color(pos.side_to_move());
// Castling rights
- if (pos.can_castle_kingside(WHITE)) do_allow_oo(BLACK);
- if (pos.can_castle_queenside(WHITE)) do_allow_ooo(BLACK);
- if (pos.can_castle_kingside(BLACK)) do_allow_oo(WHITE);
- if (pos.can_castle_queenside(BLACK)) do_allow_ooo(WHITE);
+ if (pos.can_castle_kingside(WHITE)) set_castle_kingside(BLACK);
+ if (pos.can_castle_queenside(WHITE)) set_castle_queenside(BLACK);
+ if (pos.can_castle_kingside(BLACK)) set_castle_kingside(WHITE);
+ if (pos.can_castle_queenside(BLACK)) set_castle_queenside(WHITE);
initialKFile = pos.initialKFile;
initialKRFile = pos.initialKRFile;
if (failedStep) *failedStep = 1;
// Side to move OK?
- if (!color_is_ok(side_to_move()))
+ if (side_to_move() != WHITE && side_to_move() != BLACK)
return false;
// Are the king squares in the position correct?
// Castle files OK?
if (failedStep) (*failedStep)++;
- if (!file_is_ok(initialKRFile))
+ if (!square_is_ok(make_square(initialKRFile, RANK_1)))
return false;
- if (!file_is_ok(initialQRFile))
+ if (!square_is_ok(make_square(initialQRFile, RANK_1)))
return false;
// Do both sides have exactly one king?
if (failedStep) (*failedStep)++;
if (debugPieceList)
- {
for (Color c = WHITE; c <= BLACK; c++)
for (PieceType pt = PAWN; pt <= KING; pt++)
for (int i = 0; i < pieceCount[c][pt]; i++)
if (index[piece_list(c, pt, i)] != i)
return false;
}
- }
if (failedStep) (*failedStep)++;
- if (debugCastleSquares) {
- for (Color c = WHITE; c <= BLACK; c++) {
+ if (debugCastleSquares)
+ {
+ for (Color c = WHITE; c <= BLACK; c++)
+ {
if (can_castle_kingside(c) && piece_on(initial_kr_square(c)) != make_piece(c, ROOK))
return false;
+
if (can_castle_queenside(c) && piece_on(initial_qr_square(c)) != make_piece(c, ROOK))
return false;
}