/// Position::do_promotion_move() is a private method used to make a promotion
-/// move. It is called from the main Position::do_move function. The
+/// move. It is called from the main Position::do_move function. The
/// UndoInfo object, which has been initialized in Position::do_move, is
/// used to store the captured piece (if any).
void Position::do_promotion_move(Move m, UndoInfo &u) {
+
Color us, them;
Square from, to;
PieceType capture, promotion;
us = side_to_move();
them = opposite_color(us);
-
from = move_from(m);
to = move_to(m);
capture = type_of_piece_on(to);
- if(capture) {
+ if (capture)
+ {
assert(capture != KING);
- // Remove captured piece:
+ // Remove captured piece
clear_bit(&(byColorBB[them]), to);
clear_bit(&(byTypeBB[capture]), to);
- // Update hash key:
+ // Update hash key
key ^= zobrist[them][capture][to];
- // Update incremental scores:
+ // Update incremental scores
mgValue -= mg_pst(them, capture, to);
egValue -= eg_pst(them, capture, to);
- // Update material. Because our move is a promotion, we know that the
+ // Update material. Because our move is a promotion, we know that the
// captured piece is not a pawn.
assert(capture != PAWN);
npMaterial[them] -= piece_value_midgame(capture);
- // Update material hash key:
+ // Update material hash key
materialKey ^= zobMaterial[them][capture][pieceCount[them][capture]];
- // Update piece count:
+ // Update piece count
pieceCount[them][capture]--;
- // Update piece list:
- pieceList[them][capture][index[to]] =
- pieceList[them][capture][pieceCount[them][capture]];
+ // Update piece list
+ pieceList[them][capture][index[to]] = pieceList[them][capture][pieceCount[them][capture]];
index[pieceList[them][capture][index[to]]] = index[to];
- // Remember the captured piece, in order to be able to undo the move
- // correctly:
+ // Remember the captured piece, in order to be able to undo the move correctly
u.capture = capture;
}
- // Remove pawn:
+ // Remove pawn
clear_bit(&(byColorBB[us]), from);
clear_bit(&(byTypeBB[PAWN]), from);
clear_bit(&(byTypeBB[0]), from); // HACK: byTypeBB[0] == occupied squares
board[from] = EMPTY;
- // Insert promoted piece:
+ // Insert promoted piece
promotion = move_promotion(m);
assert(promotion >= KNIGHT && promotion <= QUEEN);
set_bit(&(byColorBB[us]), to);
set_bit(&(byTypeBB[0]), to); // HACK: byTypeBB[0] == occupied squares
board[to] = piece_of_color_and_type(us, promotion);
- // Update hash key:
+ // Update hash key
key ^= zobrist[us][PAWN][from] ^ zobrist[us][promotion][to];
- // Update pawn hash key:
+ // Update pawn hash key
pawnKey ^= zobrist[us][PAWN][from];
- // Update material key:
+ // Update material key
materialKey ^= zobMaterial[us][PAWN][pieceCount[us][PAWN]];
materialKey ^= zobMaterial[us][promotion][pieceCount[us][promotion]+1];
- // Update piece counts:
+ // Update piece counts
pieceCount[us][PAWN]--;
pieceCount[us][promotion]++;
- // Update piece lists:
- pieceList[us][PAWN][index[from]] =
- pieceList[us][PAWN][pieceCount[us][PAWN]];
+ // Update piece lists
+ pieceList[us][PAWN][index[from]] = pieceList[us][PAWN][pieceCount[us][PAWN]];
index[pieceList[us][PAWN][index[from]]] = index[from];
pieceList[us][promotion][pieceCount[us][promotion] - 1] = to;
index[to] = pieceCount[us][promotion] - 1;
- // Update incremental scores:
+ // Update incremental scores
mgValue -= mg_pst(us, PAWN, from);
mgValue += mg_pst(us, promotion, to);
egValue -= eg_pst(us, PAWN, from);
egValue += eg_pst(us, promotion, to);
- // Update material:
+ // Update material
npMaterial[us] += piece_value_midgame(promotion);
- // Clear the en passant square:
- if(epSquare != SQ_NONE) {
- key ^= zobEp[epSquare];
- epSquare = SQ_NONE;
+ // Clear the en passant square
+ if (epSquare != SQ_NONE)
+ {
+ key ^= zobEp[epSquare];
+ epSquare = SQ_NONE;
}
- // Update castle rights:
+ // Update castle rights
key ^= zobCastle[castleRights];
castleRights &= castleRightsMask[to];
key ^= zobCastle[castleRights];
- // Reset rule 50 counter:
+ // Reset rule 50 counter
rule50 = 0;
- // Update checkers BB:
+ // Update checkers BB
checkersBB = attacks_to(king_square(them), us);
}
/// Position::do_ep_move() is a private method used to make an en passant
-/// capture. It is called from the main Position::do_move function. Because
+/// capture. It is called from the main Position::do_move function. Because
/// the captured piece is always a pawn, we don't need to pass an UndoInfo
/// object in which to store the captured piece.
void Position::do_ep_move(Move m) {
+
Color us, them;
Square from, to, capsq;
us = side_to_move();
them = opposite_color(us);
-
- // Find from, to and capture squares:
from = move_from(m);
to = move_to(m);
capsq = (us == WHITE)? (to - DELTA_N) : (to - DELTA_S);
assert(piece_on(from) == pawn_of_color(us));
assert(piece_on(capsq) == pawn_of_color(them));
- // Remove captured piece:
+ // Remove captured piece
clear_bit(&(byColorBB[them]), capsq);
clear_bit(&(byTypeBB[PAWN]), capsq);
clear_bit(&(byTypeBB[0]), capsq); // HACK: byTypeBB[0] == occupied squares
board[capsq] = EMPTY;
- // Remove moving piece from source square:
+ // Remove moving piece from source square
clear_bit(&(byColorBB[us]), from);
clear_bit(&(byTypeBB[PAWN]), from);
clear_bit(&(byTypeBB[0]), from); // HACK: byTypeBB[0] == occupied squares
- // Put moving piece on destination square:
+ // Put moving piece on destination square
set_bit(&(byColorBB[us]), to);
set_bit(&(byTypeBB[PAWN]), to);
set_bit(&(byTypeBB[0]), to); // HACK: byTypeBB[0] == occupied squares
board[to] = board[from];
board[from] = EMPTY;
- // Update material hash key:
+ // Update material hash key
materialKey ^= zobMaterial[them][PAWN][pieceCount[them][PAWN]];
- // Update piece count:
+ // Update piece count
pieceCount[them][PAWN]--;
- // Update piece list:
+ // Update piece list
pieceList[us][PAWN][index[from]] = to;
index[to] = index[from];
- pieceList[them][PAWN][index[capsq]] =
- pieceList[them][PAWN][pieceCount[them][PAWN]];
+ pieceList[them][PAWN][index[capsq]] = pieceList[them][PAWN][pieceCount[them][PAWN]];
index[pieceList[them][PAWN][index[capsq]]] = index[capsq];
- // Update hash key:
+ // Update hash key
key ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to];
key ^= zobrist[them][PAWN][capsq];
key ^= zobEp[epSquare];
- // Update pawn hash key:
+ // Update pawn hash key
pawnKey ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to];
pawnKey ^= zobrist[them][PAWN][capsq];
- // Update incremental scores:
+ // Update incremental scores
mgValue -= mg_pst(them, PAWN, capsq);
mgValue -= mg_pst(us, PAWN, from);
mgValue += mg_pst(us, PAWN, to);
egValue -= eg_pst(us, PAWN, from);
egValue += eg_pst(us, PAWN, to);
- // Reset en passant square:
+ // Reset en passant square
epSquare = SQ_NONE;
- // Reset rule 50 counter:
+ // Reset rule 50 counter
rule50 = 0;
- // Update checkers BB:
+ // Update checkers BB
checkersBB = attacks_to(king_square(them), us);
}
/// object as the earlier call to Position::do_move.
void Position::undo_move(Move m, const UndoInfo &u) {
+
assert(is_ok());
assert(move_is_ok(m));
sideToMove = opposite_color(sideToMove);
// Restore information from our UndoInfo object (except the captured piece,
- // which is taken care of later):
+ // which is taken care of later)
restore(u);
- if(move_is_castle(m))
- undo_castle_move(m);
- else if(move_promotion(m))
- undo_promotion_move(m, u);
- else if(move_is_ep(m))
- undo_ep_move(m);
- else {
- Color us, them;
- Square from, to;
- PieceType piece, capture;
-
- us = side_to_move();
- them = opposite_color(us);
-
- from = move_from(m);
- to = move_to(m);
-
- assert(piece_on(from) == EMPTY);
- assert(color_of_piece_on(to) == us);
-
- // Put the piece back at the source square:
- piece = type_of_piece_on(to);
- set_bit(&(byColorBB[us]), from);
- set_bit(&(byTypeBB[piece]), from);
- set_bit(&(byTypeBB[0]), from); // HACK: byTypeBB[0] == occupied squares
- board[from] = piece_of_color_and_type(us, piece);
-
- // Clear the destination square
- clear_bit(&(byColorBB[us]), to);
- clear_bit(&(byTypeBB[piece]), to);
- clear_bit(&(byTypeBB[0]), to); // HACK: byTypeBB[0] == occupied squares
-
- // If the moving piece was a king, update the king square:
- if(piece == KING)
- kingSquare[us] = from;
-
- // Update piece list:
- pieceList[us][piece][index[to]] = from;
- index[from] = index[to];
-
- capture = u.capture;
-
- if(capture) {
- assert(capture != KING);
- // Replace the captured piece:
- set_bit(&(byColorBB[them]), to);
- set_bit(&(byTypeBB[capture]), to);
- set_bit(&(byTypeBB[0]), to);
- board[to] = piece_of_color_and_type(them, capture);
+ if (move_is_castle(m))
+ undo_castle_move(m);
+ else if (move_promotion(m))
+ undo_promotion_move(m, u);
+ else if (move_is_ep(m))
+ undo_ep_move(m);
+ else
+ {
+ Color us, them;
+ Square from, to;
+ PieceType piece, capture;
- // Update material:
- if(capture != PAWN)
- npMaterial[them] += piece_value_midgame(capture);
+ us = side_to_move();
+ them = opposite_color(us);
+ from = move_from(m);
+ to = move_to(m);
- // Update piece list:
- pieceList[them][capture][pieceCount[them][capture]] = to;
- index[to] = pieceCount[them][capture];
+ assert(piece_on(from) == EMPTY);
+ assert(color_of_piece_on(to) == us);
- // Update piece count:
- pieceCount[them][capture]++;
- }
- else
- board[to] = EMPTY;
+ // Put the piece back at the source square
+ piece = type_of_piece_on(to);
+ set_bit(&(byColorBB[us]), from);
+ set_bit(&(byTypeBB[piece]), from);
+ set_bit(&(byTypeBB[0]), from); // HACK: byTypeBB[0] == occupied squares
+ board[from] = piece_of_color_and_type(us, piece);
+
+ // Clear the destination square
+ clear_bit(&(byColorBB[us]), to);
+ clear_bit(&(byTypeBB[piece]), to);
+ clear_bit(&(byTypeBB[0]), to); // HACK: byTypeBB[0] == occupied squares
+
+ // If the moving piece was a king, update the king square
+ if (piece == KING)
+ kingSquare[us] = from;
+
+ // Update piece list
+ pieceList[us][piece][index[to]] = from;
+ index[from] = index[to];
+
+ capture = u.capture;
+
+ if (capture)
+ {
+ assert(capture != KING);
+
+ // Replace the captured piece
+ set_bit(&(byColorBB[them]), to);
+ set_bit(&(byTypeBB[capture]), to);
+ set_bit(&(byTypeBB[0]), to);
+ board[to] = piece_of_color_and_type(them, capture);
+
+ // Update material
+ if (capture != PAWN)
+ npMaterial[them] += piece_value_midgame(capture);
+
+ // Update piece list
+ pieceList[them][capture][pieceCount[them][capture]] = to;
+ index[to] = pieceCount[them][capture];
+
+ // Update piece count
+ pieceCount[them][capture]++;
+ } else
+ board[to] = EMPTY;
}
assert(is_ok());
/// Position::undo_castle_move() is a private method used to unmake a castling
-/// move. It is called from the main Position::undo_move function. Note that
+/// move. It is called from the main Position::undo_move function. Note that
/// castling moves are encoded as "king captures friendly rook" moves, for
/// instance white short castling in a non-Chess960 game is encoded as e1h1.
void Position::undo_castle_move(Move m) {
- Color us, them;
- Square kfrom, kto, rfrom, rto;
assert(move_is_ok(m));
assert(move_is_castle(m));
// When we have arrived here, some work has already been done by
// Position::undo_move. In particular, the side to move has been switched,
// so the code below is correct.
- us = side_to_move();
- them = opposite_color(us);
+ Color us = side_to_move();
+ Color them = opposite_color(us);
- // Find source squares for king and rook:
- kfrom = move_from(m);
- rfrom = move_to(m); // HACK: See comment at beginning of function.
+ // Find source squares for king and rook
+ Square kfrom = move_from(m);
+ Square rfrom = move_to(m); // HACK: See comment at beginning of function
+ Square kto, rto;
- // Find destination squares for king and rook:
- if(rfrom > kfrom) { // O-O
- kto = relative_square(us, SQ_G1);
- rto = relative_square(us, SQ_F1);
- }
- else { // O-O-O
- kto = relative_square(us, SQ_C1);
- rto = relative_square(us, SQ_D1);
+ // Find destination squares for king and rook
+ if (rfrom > kfrom) // O-O
+ {
+ kto = relative_square(us, SQ_G1);
+ rto = relative_square(us, SQ_F1);
+ } else { // O-O-O
+ kto = relative_square(us, SQ_C1);
+ rto = relative_square(us, SQ_D1);
}
assert(piece_on(kto) == king_of_color(us));
assert(piece_on(rto) == rook_of_color(us));
- // Remove pieces from destination squares:
+ // Remove pieces from destination squares
clear_bit(&(byColorBB[us]), kto);
clear_bit(&(byTypeBB[KING]), kto);
clear_bit(&(byTypeBB[0]), kto); // HACK: byTypeBB[0] == occupied squares
clear_bit(&(byTypeBB[ROOK]), rto);
clear_bit(&(byTypeBB[0]), rto); // HACK: byTypeBB[0] == occupied squares
- // Put pieces on source squares:
+ // Put pieces on source squares
set_bit(&(byColorBB[us]), kfrom);
set_bit(&(byTypeBB[KING]), kfrom);
set_bit(&(byTypeBB[0]), kfrom); // HACK: byTypeBB[0] == occupied squares
set_bit(&(byTypeBB[ROOK]), rfrom);
set_bit(&(byTypeBB[0]), rfrom); // HACK: byTypeBB[0] == occupied squares
- // Update board:
+ // Update board
board[rto] = board[kto] = EMPTY;
board[rfrom] = rook_of_color(us);
board[kfrom] = king_of_color(us);
- // Update king square:
+ // Update king square
kingSquare[us] = kfrom;
- // Update piece lists:
+ // Update piece lists
pieceList[us][KING][index[kto]] = kfrom;
pieceList[us][ROOK][index[rto]] = rfrom;
int tmp = index[rto]; // Necessary because we may have rto == kfrom in FRC.
/// Position::undo_promotion_move() is a private method used to unmake a
-/// promotion move. It is called from the main Position::do_move
-/// function. The UndoInfo object, which has been initialized in
+/// promotion move. It is called from the main Position::do_move
+/// function. The UndoInfo object, which has been initialized in
/// Position::do_move, is used to put back the captured piece (if any).
void Position::undo_promotion_move(Move m, const UndoInfo &u) {
+
Color us, them;
Square from, to;
PieceType capture, promotion;
// so the code below is correct.
us = side_to_move();
them = opposite_color(us);
-
from = move_from(m);
to = move_to(m);
assert(relative_rank(us, to) == RANK_8);
assert(piece_on(from) == EMPTY);
- // Remove promoted piece:
+ // Remove promoted piece
promotion = move_promotion(m);
assert(piece_on(to)==piece_of_color_and_type(us, promotion));
assert(promotion >= KNIGHT && promotion <= QUEEN);
clear_bit(&(byTypeBB[promotion]), to);
clear_bit(&(byTypeBB[0]), to); // HACK: byTypeBB[0] == occupied squares
- // Insert pawn at source square:
+ // Insert pawn at source square
set_bit(&(byColorBB[us]), from);
set_bit(&(byTypeBB[PAWN]), from);
set_bit(&(byTypeBB[0]), from); // HACK: byTypeBB[0] == occupied squares
board[from] = pawn_of_color(us);
- // Update material:
+ // Update material
npMaterial[us] -= piece_value_midgame(promotion);
- // Update piece list:
+ // Update piece list
pieceList[us][PAWN][pieceCount[us][PAWN]] = from;
index[from] = pieceCount[us][PAWN];
pieceList[us][promotion][index[to]] =
pieceList[us][promotion][pieceCount[us][promotion] - 1];
index[pieceList[us][promotion][index[to]]] = index[to];
- // Update piece counts:
+ // Update piece counts
pieceCount[us][promotion]--;
pieceCount[us][PAWN]++;
capture = u.capture;
- if(capture) {
- assert(capture != KING);
- // Insert captured piece:
- set_bit(&(byColorBB[them]), to);
- set_bit(&(byTypeBB[capture]), to);
- set_bit(&(byTypeBB[0]), to); // HACK: byTypeBB[0] == occupied squares
- board[to] = piece_of_color_and_type(them, capture);
+ if (capture)
+ {
+ assert(capture != KING);
- // Update material. Because the move is a promotion move, we know
- // that the captured piece cannot be a pawn.
- assert(capture != PAWN);
- npMaterial[them] += piece_value_midgame(capture);
+ // Insert captured piece:
+ set_bit(&(byColorBB[them]), to);
+ set_bit(&(byTypeBB[capture]), to);
+ set_bit(&(byTypeBB[0]), to); // HACK: byTypeBB[0] == occupied squares
+ board[to] = piece_of_color_and_type(them, capture);
- // Update piece list:
- pieceList[them][capture][pieceCount[them][capture]] = to;
- index[to] = pieceCount[them][capture];
+ // Update material. Because the move is a promotion move, we know
+ // that the captured piece cannot be a pawn.
+ assert(capture != PAWN);
+ npMaterial[them] += piece_value_midgame(capture);
- // Update piece count:
- pieceCount[them][capture]++;
- }
- else
- board[to] = EMPTY;
+ // Update piece list
+ pieceList[them][capture][pieceCount[them][capture]] = to;
+ index[to] = pieceCount[them][capture];
+
+ // Update piece count
+ pieceCount[them][capture]++;
+ } else
+ board[to] = EMPTY;
}
/// Position::undo_ep_move() is a private method used to unmake an en passant
-/// capture. It is called from the main Position::undo_move function. Because
+/// capture. It is called from the main Position::undo_move function. Because
/// the captured piece is always a pawn, we don't need to pass an UndoInfo
/// object from which to retrieve the captured piece.
void Position::undo_ep_move(Move m) {
- Color us, them;
- Square from, to, capsq;
assert(move_is_ok(m));
assert(move_is_ep(m));
// When we have arrived here, some work has already been done by
- // Position::undo_move. In particular, the side to move has been switched,
+ // Position::undo_move. In particular, the side to move has been switched,
// so the code below is correct.
- us = side_to_move();
- them = opposite_color(us);
-
- // Find from, to and captures squares:
- from = move_from(m);
- to = move_to(m);
- capsq = (us == WHITE)? (to - DELTA_N) : (to - DELTA_S);
+ Color us = side_to_move();
+ Color them = opposite_color(us);
+ Square from = move_from(m);
+ Square to = move_to(m);
+ Square capsq = (us == WHITE)? (to - DELTA_N) : (to - DELTA_S);
assert(to == ep_square());
assert(relative_rank(us, to) == RANK_6);
assert(piece_on(from) == EMPTY);
assert(piece_on(capsq) == EMPTY);
- // Replace captured piece:
+ // Replace captured piece
set_bit(&(byColorBB[them]), capsq);
set_bit(&(byTypeBB[PAWN]), capsq);
set_bit(&(byTypeBB[0]), capsq);
board[capsq] = pawn_of_color(them);
- // Remove moving piece from destination square:
+ // Remove moving piece from destination square
clear_bit(&(byColorBB[us]), to);
clear_bit(&(byTypeBB[PAWN]), to);
clear_bit(&(byTypeBB[0]), to);
board[to] = EMPTY;
- // Replace moving piece at source square:
+ // Replace moving piece at source square
set_bit(&(byColorBB[us]), from);
set_bit(&(byTypeBB[PAWN]), from);
set_bit(&(byTypeBB[0]), from);
/// and updates the hash key without executing any move on the board.
void Position::do_null_move(UndoInfo &u) {
+
assert(is_ok());
assert(!is_check());
u.epSquare = epSquare;
// Save the current key to the history[] array, in order to be able to
- // detect repetition draws:
+ // detect repetition draws.
history[gamePly] = key;
- // Update the necessary information.
+ // Update the necessary information
sideToMove = opposite_color(sideToMove);
- if(epSquare != SQ_NONE)
- key ^= zobEp[epSquare];
+ if (epSquare != SQ_NONE)
+ key ^= zobEp[epSquare];
+
epSquare = SQ_NONE;
rule50++;
gamePly++;
/// Position::undo_null_move() unmakes a "null move".
void Position::undo_null_move(const UndoInfo &u) {
+
assert(is_ok());
assert(!is_check());
// Restore information from the supplied UndoInfo object:
lastMove = u.lastMove;
epSquare = u.epSquare;
- if(epSquare != SQ_NONE)
- key ^= zobEp[epSquare];
+ if (epSquare != SQ_NONE)
+ key ^= zobEp[epSquare];
// Update the necessary information.
sideToMove = opposite_color(sideToMove);
/// 'from' and a 'to' square. The function does not yet understand promotions
/// or en passant captures.
+int Position::see(Move m) const {
+
+ assert(move_is_ok(m));
+ return see(move_from(m), move_to(m));
+}
+
int Position::see(Square from, Square to) const {
- // Approximate material values, with pawn = 1:
+
+ // Approximate material values, with pawn = 1
static const int seeValues[18] = {
0, 1, 3, 3, 5, 10, 100, 0, 0, 1, 3, 3, 5, 10, 100, 0, 0, 0
};
- Color us, them;
- Piece piece, capture;
+
Bitboard attackers, occ, b;
assert(square_is_ok(from));
assert(square_is_ok(to));
- // Initialize colors:
- us = color_of_piece_on(from);
- them = opposite_color(us);
+ // Initialize colors
+ Color us = color_of_piece_on(from);
+ Color them = opposite_color(us);
- // Initialize pieces:
- piece = piece_on(from);
- capture = piece_on(to);
+ // Initialize pieces
+ Piece piece = piece_on(from);
+ Piece capture = piece_on(to);
// Find all attackers to the destination square, with the moving piece
- // removed, but possibly an X-ray attacker added behind it:
+ // removed, but possibly an X-ray attacker added behind it.
occ = occupied_squares();
clear_bit(&occ, from);
- attackers =
- (rook_attacks_bb(to, occ) & rooks_and_queens()) |
- (bishop_attacks_bb(to, occ) & bishops_and_queens()) |
- (piece_attacks<KNIGHT>(to) & knights()) |
- (piece_attacks<KING>(to) & kings()) |
- (pawn_attacks(WHITE, to) & pawns(BLACK)) |
- (pawn_attacks(BLACK, to) & pawns(WHITE));
- attackers &= occ;
-
- // If the opponent has no attackers, we are finished:
- if((attackers & pieces_of_color(them)) == EmptyBoardBB)
- return seeValues[capture];
+ attackers = (rook_attacks_bb(to, occ) & rooks_and_queens())
+ | (bishop_attacks_bb(to, occ) & bishops_and_queens())
+ | (piece_attacks<KNIGHT>(to) & knights())
+ | (piece_attacks<KING>(to) & kings())
+ | (pawn_attacks(WHITE, to) & pawns(BLACK))
+ | (pawn_attacks(BLACK, to) & pawns(WHITE));
+
+ attackers &= occ; // Re-add removed piece
+
+ // If the opponent has no attackers, we are finished
+ if ((attackers & pieces_of_color(them)) == EmptyBoardBB)
+ return seeValues[capture];
// The destination square is defended, which makes things rather more
- // difficult to compute. We proceed by building up a "swap list" containing
+ // 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
// destianation square, where the sides alternately capture, and always
- // capture with the least valuable piece. After each capture, we look for
+ // capture with the least valuable piece. After each capture, we look for
// new X-ray attacks from behind the capturing piece.
int lastCapturingPieceValue = seeValues[piece];
int swapList[32], n = 1;
swapList[0] = seeValues[capture];
do {
- // Locate the least valuable attacker for the side to move. The loop
- // below looks like it is potentially infinite, but it isn't. We know
- // that the side to move still has at least one attacker left.
- for(pt = PAWN; !(attackers&pieces_of_color_and_type(c, pt)); pt++)
- assert(pt < KING);
-
- // Remove the attacker we just found from the 'attackers' bitboard,
- // and scan for new X-ray attacks behind the attacker:
- b = attackers & pieces_of_color_and_type(c, pt);
- occ ^= (b & -b);
- attackers |=
- (rook_attacks_bb(to, occ) & rooks_and_queens()) |
- (bishop_attacks_bb(to, occ) & bishops_and_queens());
- attackers &= occ;
-
- // Add the new entry to the swap list:
- assert(n < 32);
- swapList[n] = -swapList[n - 1] + lastCapturingPieceValue;
- n++;
-
- // Remember the value of the capturing piece, and change the side to move
- // before beginning the next iteration:
- lastCapturingPieceValue = seeValues[pt];
- c = opposite_color(c);
-
- // Stop after a king capture:
- if(pt == KING && (attackers & pieces_of_color(c))) {
+ // Locate the least valuable attacker for the side to move. The loop
+ // below looks like it is potentially infinite, but it isn't. We know
+ // that the side to move still has at least one attacker left.
+ for (pt = PAWN; !(attackers & pieces_of_color_and_type(c, pt)); pt++)
+ assert(pt < KING);
+
+ // Remove the attacker we just found from the 'attackers' bitboard,
+ // and scan for new X-ray attacks behind the attacker.
+ b = attackers & pieces_of_color_and_type(c, pt);
+ occ ^= (b & -b);
+ attackers |= (rook_attacks_bb(to, occ) & rooks_and_queens())
+ | (bishop_attacks_bb(to, occ) & bishops_and_queens());
+
+ attackers &= occ;
+
+ // Add the new entry to the swap list
assert(n < 32);
- swapList[n++] = 100;
- break;
- }
- } while(attackers & pieces_of_color(c));
+ swapList[n] = -swapList[n - 1] + lastCapturingPieceValue;
+ n++;
- // 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(--n) swapList[n-1] = Min(-swapList[n], swapList[n-1]);
+ // Remember the value of the capturing piece, and change the side to move
+ // before beginning the next iteration
+ lastCapturingPieceValue = seeValues[pt];
+ c = opposite_color(c);
- return swapList[0];
-}
+ // Stop after a king capture
+ if (pt == KING && (attackers & pieces_of_color(c)))
+ {
+ assert(n < 32);
+ swapList[n++] = 100;
+ break;
+ }
+ } while (attackers & pieces_of_color(c));
+ // 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 (--n)
+ swapList[n-1] = Min(-swapList[n], swapList[n-1]);
-int Position::see(Move m) const {
- assert(move_is_ok(m));
- return see(move_from(m), move_to(m));
+ return swapList[0];
}
/// empty board, white to move, and no castling rights.
void Position::clear() {
- int i, j;
- for(i = 0; i < 64; i++) {
- board[i] = EMPTY;
- index[i] = 0;
+ for (int i = 0; i < 64; i++)
+ {
+ board[i] = EMPTY;
+ index[i] = 0;
}
- for(i = 0; i < 2; i++)
- byColorBB[i] = EmptyBoardBB;
+ for (int i = 0; i < 2; i++)
+ byColorBB[i] = EmptyBoardBB;
- for(i = 0; i < 7; i++) {
- byTypeBB[i] = EmptyBoardBB;
- pieceCount[0][i] = pieceCount[1][i] = 0;
- for(j = 0; j < 8; j++)
- pieceList[0][i][j] = pieceList[1][i][j] = SQ_NONE;
+ for (int i = 0; i < 7; i++)
+ {
+ byTypeBB[i] = EmptyBoardBB;
+ pieceCount[0][i] = pieceCount[1][i] = 0;
+ for (int j = 0; j < 8; j++)
+ pieceList[0][i][j] = pieceList[1][i][j] = SQ_NONE;
}
checkersBB = EmptyBoardBB;
/// handles draws by the 50 move rule correctly.
void Position::reset_game_ply() {
+
gamePly = 0;
}
/// updating the board array, bitboards, and piece counts.
void Position::put_piece(Piece p, Square s) {
+
Color c = color_of_piece(p);
PieceType pt = type_of_piece(p);
pieceCount[c][pt]++;
- if(pt == KING)
- kingSquare[c] = s;
+ if (pt == KING)
+ kingSquare[c] = s;
}
/// Used when setting castling rights during parsing of FEN strings.
void Position::allow_oo(Color c) {
+
castleRights |= (1 + int(c));
}
/// Used when setting castling rights during parsing of FEN strings.
void Position::allow_ooo(Color c) {
+
castleRights |= (4 + 4*int(c));
}
-/// Position::compute_key() computes the hash key of the position. The hash
+/// Position::compute_key() computes the hash key of the position. The hash
/// key is usually updated incrementally as moves are made and unmade, the
/// compute_key() function is only used when a new position is set up, and
/// to verify the correctness of the hash key when running in debug mode.
Key Position::compute_key() const {
+
Key result = Key(0ULL);
- for(Square s = SQ_A1; s <= SQ_H8; s++)
- if(square_is_occupied(s))
- result ^=
- zobrist[color_of_piece_on(s)][type_of_piece_on(s)][s];
+ for (Square s = SQ_A1; s <= SQ_H8; s++)
+ if (square_is_occupied(s))
+ result ^= zobrist[color_of_piece_on(s)][type_of_piece_on(s)][s];
+
+ if (ep_square() != SQ_NONE)
+ result ^= zobEp[ep_square()];
- if(ep_square() != SQ_NONE)
- result ^= zobEp[ep_square()];
result ^= zobCastle[castleRights];
- if(side_to_move() == BLACK) result ^= zobSideToMove;
+ if (side_to_move() == BLACK)
+ result ^= zobSideToMove;
return result;
}
/// debug mode.
Key Position::compute_pawn_key() const {
+
Key result = Key(0ULL);
Bitboard b;
Square s;
- for(Color c = WHITE; c <= BLACK; c++) {
- b = pawns(c);
- while(b) {
- s = pop_1st_bit(&b);
- result ^= zobrist[c][PAWN][s];
- }
+ for (Color c = WHITE; c <= BLACK; c++)
+ {
+ b = pawns(c);
+ while(b)
+ {
+ s = pop_1st_bit(&b);
+ result ^= zobrist[c][PAWN][s];
+ }
}
return result;
}
/// debug mode.
Key Position::compute_material_key() const {
+
Key result = Key(0ULL);
- for(Color c = WHITE; c <= BLACK; c++)
- for(PieceType pt = PAWN; pt <= QUEEN; pt++) {
- int count = piece_count(c, pt);
- for(int i = 0; i <= count; i++)
- result ^= zobMaterial[c][pt][i];
- }
+ for (Color c = WHITE; c <= BLACK; c++)
+ for (PieceType pt = PAWN; pt <= QUEEN; pt++)
+ {
+ int count = piece_count(c, pt);
+ for (int i = 0; i <= count; i++)
+ result ^= zobMaterial[c][pt][i];
+ }
return result;
}
/// and undo_move when the program is running in debug mode.
Value Position::compute_mg_value() const {
+
Value result = Value(0);
Bitboard b;
Square s;
- for(Color c = WHITE; c <= BLACK; c++)
- for(PieceType pt = PAWN; pt <= KING; pt++) {
- b = pieces_of_color_and_type(c, pt);
- while(b) {
- s = pop_1st_bit(&b);
- assert(piece_on(s) == piece_of_color_and_type(c, pt));
- result += mg_pst(c, pt, s);
+ for (Color c = WHITE; c <= BLACK; c++)
+ for (PieceType pt = PAWN; pt <= KING; pt++)
+ {
+ b = pieces_of_color_and_type(c, pt);
+ while(b)
+ {
+ s = pop_1st_bit(&b);
+ assert(piece_on(s) == piece_of_color_and_type(c, pt));
+ result += mg_pst(c, pt, s);
+ }
}
- }
- result += (side_to_move() == WHITE)?
- (TempoValueMidgame / 2) : -(TempoValueMidgame / 2);
+ result += (side_to_move() == WHITE)? TempoValueMidgame / 2 : -TempoValueMidgame / 2;
return result;
}
Value Position::compute_eg_value() const {
+
Value result = Value(0);
Bitboard b;
Square s;
- for(Color c = WHITE; c <= BLACK; c++)
- for(PieceType pt = PAWN; pt <= KING; pt++) {
- b = pieces_of_color_and_type(c, pt);
- while(b) {
- s = pop_1st_bit(&b);
- assert(piece_on(s) == piece_of_color_and_type(c, pt));
- result += eg_pst(c, pt, s);
- }
+ for (Color c = WHITE; c <= BLACK; c++)
+ for (PieceType pt = PAWN; pt <= KING; pt++)
+ {
+ b = pieces_of_color_and_type(c, pt);
+ while(b)
+ {
+ s = pop_1st_bit(&b);
+ assert(piece_on(s) == piece_of_color_and_type(c, pt));
+ result += eg_pst(c, pt, s);
+ }
}
- result += (side_to_move() == WHITE)?
- (TempoValueEndgame / 2) : -(TempoValueEndgame / 2);
+ result += (side_to_move() == WHITE)? TempoValueEndgame / 2 : -TempoValueEndgame / 2;
return result;
}
/// initializing a new Position object.
Value Position::compute_non_pawn_material(Color c) const {
+
Value result = Value(0);
Square s;
- for(PieceType pt = KNIGHT; pt <= QUEEN; pt++) {
- Bitboard b = pieces_of_color_and_type(c, pt);
- while(b) {
- s = pop_1st_bit(&b);
- assert(piece_on(s) == piece_of_color_and_type(c, pt));
- result += piece_value_midgame(pt);
- }
+ for (PieceType pt = KNIGHT; pt <= QUEEN; pt++)
+ {
+ Bitboard b = pieces_of_color_and_type(c, pt);
+ while(b)
+ {
+ s = pop_1st_bit(&b);
+ assert(piece_on(s) == piece_of_color_and_type(c, pt));
+ result += piece_value_midgame(pt);
+ }
}
return result;
}
/// Position::is_mate() returns true or false depending on whether the
-/// side to move is checkmated. Note that this function is currently very
+/// side to move is checkmated. Note that this function is currently very
/// slow, and shouldn't be used frequently inside the search.
bool Position::is_mate() {
- if(is_check()) {
- MovePicker mp = MovePicker(*this, false, MOVE_NONE, MOVE_NONE, MOVE_NONE,
- MOVE_NONE, Depth(0));
- return mp.get_next_move() == MOVE_NONE;
+
+ if (is_check())
+ {
+ MovePicker mp = MovePicker(*this, false, MOVE_NONE, MOVE_NONE,
+ MOVE_NONE, MOVE_NONE, Depth(0));
+ return mp.get_next_move() == MOVE_NONE;
}
- else
- return false;
+ return false;
}
/// must be done by the search.
bool Position::is_draw() const {
+
// Draw by material?
- if(!pawns() &&
- non_pawn_material(WHITE) + non_pawn_material(BLACK)
- <= BishopValueMidgame)
- return true;
+ if ( !pawns()
+ && (non_pawn_material(WHITE) + non_pawn_material(BLACK) <= BishopValueMidgame))
+ return true;
// Draw by the 50 moves rule?
- if(rule50 > 100 || (rule50 == 100 && !is_check()))
- return true;
+ if (rule50 > 100 || (rule50 == 100 && !is_check()))
+ return true;
// Draw by repetition?
- for(int i = 2; i < Min(gamePly, rule50); i += 2)
- if(history[gamePly - i] == key)
- return true;
+ for (int i = 2; i < Min(gamePly, rule50); i += 2)
+ if (history[gamePly - i] == key)
+ return true;
return false;
}
/// Position::has_mate_threat() tests whether a given color has a mate in one
-/// from the current position. This function is quite slow, but it doesn't
+/// from the current position. This function is quite slow, but it doesn't
/// matter, because it is currently only called from PV nodes, which are rare.
bool Position::has_mate_threat(Color c) {
+
UndoInfo u1, u2;
Color stm = side_to_move();
u1.lastMove = lastMove;
u1.epSquare = epSquare;
- if(is_check())
- return false;
+ if (is_check())
+ return false;
// If the input color is not equal to the side to move, do a null move
- if(c != stm) do_null_move(u1);
+ if (c != stm)
+ do_null_move(u1);
MoveStack mlist[120];
int count;
// Generate legal moves
count = generate_legal_moves(*this, mlist);
- // Loop through the moves, and see if one of them is mate.
- for(int i = 0; i < count; i++) {
- do_move(mlist[i].move, u2);
- if(is_mate()) result = true;
- undo_move(mlist[i].move, u2);
+ // Loop through the moves, and see if one of them is mate
+ for (int i = 0; i < count; i++)
+ {
+ do_move(mlist[i].move, u2);
+ if (is_mate())
+ result = true;
+
+ undo_move(mlist[i].move, u2);
}
// Undo null move, if necessary
- if(c != stm) undo_null_move(u1);
+ if (c != stm)
+ undo_null_move(u1);
return result;
}
void Position::init_zobrist() {
- for(int i = 0; i < 2; i++)
- for(int j = 0; j < 8; j++)
- for(int k = 0; k < 64; k++)
- zobrist[i][j][k] = Key(genrand_int64());
+ for (int i = 0; i < 2; i++)
+ for (int j = 0; j < 8; j++)
+ for (int k = 0; k < 64; k++)
+ zobrist[i][j][k] = Key(genrand_int64());
- for(int i = 0; i < 64; i++)
- zobEp[i] = Key(genrand_int64());
+ for (int i = 0; i < 64; i++)
+ zobEp[i] = Key(genrand_int64());
- for(int i = 0; i < 16; i++)
- zobCastle[i] = genrand_int64();
+ for (int i = 0; i < 16; i++)
+ zobCastle[i] = genrand_int64();
zobSideToMove = genrand_int64();
- for(int i = 0; i < 2; i++)
- for(int j = 0; j < 8; j++)
- for(int k = 0; k < 16; k++)
- zobMaterial[i][j][k] = (k > 0)? Key(genrand_int64()) : Key(0LL);
+ for (int i = 0; i < 2; i++)
+ for (int j = 0; j < 8; j++)
+ for (int k = 0; k < 16; k++)
+ zobMaterial[i][j][k] = (k > 0)? Key(genrand_int64()) : Key(0LL);
- for(int i = 0; i < 16; i++)
- zobMaterial[0][KING][i] = zobMaterial[1][KING][i] = Key(0ULL);
+ for (int i = 0; i < 16; i++)
+ zobMaterial[0][KING][i] = zobMaterial[1][KING][i] = Key(0ULL);
}
/// and changing the sign of the corresponding white scores.
void Position::init_piece_square_tables() {
+
int r = get_option_value_int("Randomness"), i;
- for(Square s = SQ_A1; s <= SQ_H8; s++) {
- for(Piece p = WP; p <= WK; p++) {
- i = (r == 0)? 0 : (genrand_int32() % (r*2) - r);
- MgPieceSquareTable[p][s] = Value(MgPST[p][s] + i);
- EgPieceSquareTable[p][s] = Value(EgPST[p][s] + i);
- }
- }
- for(Square s = SQ_A1; s <= SQ_H8; s++)
- for(Piece p = BP; p <= BK; p++) {
- MgPieceSquareTable[p][s] = -MgPieceSquareTable[p-8][flip_square(s)];
- EgPieceSquareTable[p][s] = -EgPieceSquareTable[p-8][flip_square(s)];
- }
+ for (Square s = SQ_A1; s <= SQ_H8; s++)
+ for (Piece p = WP; p <= WK; p++)
+ {
+ i = (r == 0)? 0 : (genrand_int32() % (r*2) - r);
+ MgPieceSquareTable[p][s] = Value(MgPST[p][s] + i);
+ EgPieceSquareTable[p][s] = Value(EgPST[p][s] + i);
+ }
+
+ for (Square s = SQ_A1; s <= SQ_H8; s++)
+ for (Piece p = BP; p <= BK; p++)
+ {
+ MgPieceSquareTable[p][s] = -MgPieceSquareTable[p-8][flip_square(s)];
+ EgPieceSquareTable[p][s] = -EgPieceSquareTable[p-8][flip_square(s)];
+ }
}
/// especially for finding evaluation symmetry bugs.
void Position::flipped_copy(const Position &pos) {
+
assert(pos.is_ok());
clear();
// Board
- for(Square s = SQ_A1; s <= SQ_H8; s++)
- if(!pos.square_is_empty(s))
- put_piece(Piece(int(pos.piece_on(s)) ^ 8), flip_square(s));
+ for (Square s = SQ_A1; s <= SQ_H8; s++)
+ if (!pos.square_is_empty(s))
+ put_piece(Piece(int(pos.piece_on(s)) ^ 8), flip_square(s));
// Side to move
sideToMove = opposite_color(pos.side_to_move());
// Castling rights
- if(pos.can_castle_kingside(WHITE)) allow_oo(BLACK);
- if(pos.can_castle_queenside(WHITE)) allow_ooo(BLACK);
- if(pos.can_castle_kingside(BLACK)) allow_oo(WHITE);
- if(pos.can_castle_queenside(BLACK)) allow_ooo(WHITE);
+ if (pos.can_castle_kingside(WHITE)) allow_oo(BLACK);
+ if (pos.can_castle_queenside(WHITE)) allow_ooo(BLACK);
+ if (pos.can_castle_kingside(BLACK)) allow_oo(WHITE);
+ if (pos.can_castle_queenside(BLACK)) allow_ooo(WHITE);
- initialKFile = pos.initialKFile;
+ initialKFile = pos.initialKFile;
initialKRFile = pos.initialKRFile;
initialQRFile = pos.initialQRFile;
- for(Square sq = SQ_A1; sq <= SQ_H8; sq++)
- castleRightsMask[sq] = ALL_CASTLES;
- castleRightsMask[make_square(initialKFile, RANK_1)] ^= (WHITE_OO|WHITE_OOO);
- castleRightsMask[make_square(initialKFile, RANK_8)] ^= (BLACK_OO|BLACK_OOO);
- castleRightsMask[make_square(initialKRFile, RANK_1)] ^= WHITE_OO;
- castleRightsMask[make_square(initialKRFile, RANK_8)] ^= BLACK_OO;
- castleRightsMask[make_square(initialQRFile, RANK_1)] ^= WHITE_OOO;
- castleRightsMask[make_square(initialQRFile, RANK_8)] ^= BLACK_OOO;
+ for (Square sq = SQ_A1; sq <= SQ_H8; sq++)
+ castleRightsMask[sq] = ALL_CASTLES;
+
+ castleRightsMask[make_square(initialKFile, RANK_1)] ^= (WHITE_OO | WHITE_OOO);
+ castleRightsMask[make_square(initialKFile, RANK_8)] ^= (BLACK_OO | BLACK_OOO);
+ castleRightsMask[make_square(initialKRFile, RANK_1)] ^= WHITE_OO;
+ castleRightsMask[make_square(initialKRFile, RANK_8)] ^= BLACK_OO;
+ castleRightsMask[make_square(initialQRFile, RANK_1)] ^= WHITE_OOO;
+ castleRightsMask[make_square(initialQRFile, RANK_8)] ^= BLACK_OOO;
// En passant square
- if(pos.epSquare != SQ_NONE)
- epSquare = flip_square(pos.epSquare);
+ if (pos.epSquare != SQ_NONE)
+ epSquare = flip_square(pos.epSquare);
// Checkers
find_checkers();
if (failedStep) *failedStep = 1;
// Side to move OK?
- if(!color_is_ok(side_to_move()))
- return false;
+ if (!color_is_ok(side_to_move()))
+ return false;
// Are the king squares in the position correct?
if (failedStep) (*failedStep)++;
- if(piece_on(king_square(WHITE)) != WK)
- return false;
+ if (piece_on(king_square(WHITE)) != WK)
+ return false;
if (failedStep) (*failedStep)++;
- if(piece_on(king_square(BLACK)) != BK)
- return false;
+ if (piece_on(king_square(BLACK)) != BK)
+ return false;
// Castle files OK?
if (failedStep) (*failedStep)++;
- if(!file_is_ok(initialKRFile))
- return false;
- if(!file_is_ok(initialQRFile))
- return false;
+ if (!file_is_ok(initialKRFile))
+ return false;
+
+ if (!file_is_ok(initialQRFile))
+ return false;
// Do both sides have exactly one king?
if (failedStep) (*failedStep)++;
- if(debugKingCount) {
- int kingCount[2] = {0, 0};
- for(Square s = SQ_A1; s <= SQ_H8; s++)
- if(type_of_piece_on(s) == KING)
- kingCount[color_of_piece_on(s)]++;
- if(kingCount[0] != 1 || kingCount[1] != 1)
- return false;
+ if (debugKingCount)
+ {
+ int kingCount[2] = {0, 0};
+ for (Square s = SQ_A1; s <= SQ_H8; s++)
+ if (type_of_piece_on(s) == KING)
+ kingCount[color_of_piece_on(s)]++;
+
+ if(kingCount[0] != 1 || kingCount[1] != 1)
+ return false;
}
// Can the side to move capture the opponent's king?
if (failedStep) (*failedStep)++;
- if(debugKingCapture) {
- Color us = side_to_move();
- Color them = opposite_color(us);
- Square ksq = king_square(them);
- if(square_is_attacked(ksq, us))
- return false;
+ if (debugKingCapture)
+ {
+ Color us = side_to_move();
+ Color them = opposite_color(us);
+ Square ksq = king_square(them);
+ if (square_is_attacked(ksq, us))
+ return false;
}
// Is there more than 2 checkers?
if (failedStep) (*failedStep)++;
- if(debugCheckerCount && count_1s(checkersBB) > 2)
- return false;
+ if (debugCheckerCount && count_1s(checkersBB) > 2)
+ return false;
// Bitboards OK?
if (failedStep) (*failedStep)++;
- if(debugBitboards) {
- // The intersection of the white and black pieces must be empty:
- if((pieces_of_color(WHITE) & pieces_of_color(BLACK))
- != EmptyBoardBB)
- return false;
-
- // The union of the white and black pieces must be equal to all
- // occupied squares:
- if((pieces_of_color(WHITE) | pieces_of_color(BLACK))
- != occupied_squares())
- return false;
+ if (debugBitboards)
+ {
+ // The intersection of the white and black pieces must be empty
+ if ((pieces_of_color(WHITE) & pieces_of_color(BLACK)) != EmptyBoardBB)
+ 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_of_type(p1) & pieces_of_type(p2)))
+ // The union of the white and black pieces must be equal to all
+ // occupied squares
+ if ((pieces_of_color(WHITE) | pieces_of_color(BLACK)) != occupied_squares())
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_of_type(p1) & pieces_of_type(p2)))
+ return false;
}
// En passant square OK?
if (failedStep) (*failedStep)++;
- if(ep_square() != SQ_NONE) {
- // The en passant square must be on rank 6, from the point of view of the
- // side to move.
- if(relative_rank(side_to_move(), ep_square()) != RANK_6)
- return false;
+ if (ep_square() != SQ_NONE)
+ {
+ // The en passant square must be on rank 6, from the point of view of the
+ // side to move.
+ if (relative_rank(side_to_move(), ep_square()) != RANK_6)
+ return false;
}
// Hash key OK?
if (failedStep) (*failedStep)++;
- if(debugKey && key != compute_key())
- return false;
+ if (debugKey && key != compute_key())
+ return false;
// Pawn hash key OK?
if (failedStep) (*failedStep)++;
- if(debugPawnKey && pawnKey != compute_pawn_key())
- return false;
+ if (debugPawnKey && pawnKey != compute_pawn_key())
+ return false;
// Material hash key OK?
if (failedStep) (*failedStep)++;
- if(debugMaterialKey && materialKey != compute_material_key())
- return false;
+ if (debugMaterialKey && materialKey != compute_material_key())
+ return false;
// Incremental eval OK?
if (failedStep) (*failedStep)++;
- if(debugIncrementalEval) {
- if(mgValue != compute_mg_value())
- return false;
- if(egValue != compute_eg_value())
- return false;
+ if (debugIncrementalEval)
+ {
+ if (mgValue != compute_mg_value())
+ return false;
+
+ if (egValue != compute_eg_value())
+ return false;
}
// Non-pawn material OK?
if (failedStep) (*failedStep)++;
- if(debugNonPawnMaterial) {
- if(npMaterial[WHITE] != compute_non_pawn_material(WHITE))
- return false;
- if(npMaterial[BLACK] != compute_non_pawn_material(BLACK))
- return false;
+ if (debugNonPawnMaterial)
+ {
+ if(npMaterial[WHITE] != compute_non_pawn_material(WHITE))
+ return false;
+
+ if(npMaterial[BLACK] != compute_non_pawn_material(BLACK))
+ return false;
}
// Piece counts OK?
if (failedStep) (*failedStep)++;
- if(debugPieceCounts)
- for(Color c = WHITE; c <= BLACK; c++)
- for(PieceType pt = PAWN; pt <= KING; pt++)
- if(pieceCount[c][pt] != count_1s(pieces_of_color_and_type(c, pt)))
- return false;
+ if (debugPieceCounts)
+ for (Color c = WHITE; c <= BLACK; c++)
+ for (PieceType pt = PAWN; pt <= KING; pt++)
+ if (pieceCount[c][pt] != count_1s(pieces_of_color_and_type(c, pt)))
+ return false;
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(piece_on(piece_list(c, pt, i)) !=
- piece_of_color_and_type(c, pt))
- return false;
- if(index[piece_list(c, pt, i)] != i)
- return false;
- }
+ 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 (piece_on(piece_list(c, pt, i)) != piece_of_color_and_type(c, pt))
+ return false;
+
+ if (index[piece_list(c, pt, i)] != i)
+ return false;
+ }
}
if (failedStep) *failedStep = 0;
return true;