along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
-
-////
-//// Includes
-////
-
-#include <algorithm>
#include <cassert>
#include <cstring>
#include <fstream>
#include "bitcount.h"
#include "movegen.h"
-#include "movepick.h"
#include "position.h"
#include "psqtab.h"
#include "rkiss.h"
-#include "san.h"
#include "tt.h"
#include "ucioption.h"
using std::cout;
using std::endl;
-
-////
-//// Position's static data definitions
-////
-
Key Position::zobrist[2][8][64];
Key Position::zobEp[64];
Key Position::zobCastle[16];
// Bonus for having the side to move (modified by Joona Kiiski)
const Score TempoValue = make_score(48, 22);
- bool isZero(char c) { return c == '0'; }
-
struct PieceLetters : public std::map<char, Piece> {
PieceLetters() {
A FEN string contains six fields. The separator between fields is a space. The fields are:
1) Piece placement (from white's perspective). Each rank is described, starting with rank 8 and ending
- with rank 1; within each rank, the contents of each square are described from file a through file h.
+ with rank 1; within each rank, the contents of each square are described from file A through file H.
Following the Standard Algebraic Notation (SAN), each piece is identified by a single letter taken
from the standard English names. White pieces are designated using upper-case letters ("PNBRQK")
while Black take lowercase ("pnbrqk"). Blank squares are noted using digits 1 through 8 (the number
*/
char token;
+ int hmc, fmn;
std::istringstream ss(fen);
- Rank rank = RANK_8;
- File file = FILE_A;
+ Square sq = SQ_A8;
clear();
// 1. Piece placement field
while (ss.get(token) && token != ' ')
{
- if (isdigit(token))
+ if (pieceLetters.find(token) != pieceLetters.end())
{
- file += File(token - '0'); // Skip the given number of files
- continue;
+ put_piece(pieceLetters[token], sq);
+ sq++;
}
+ else if (isdigit(token))
+ sq += Square(token - '0'); // Skip the given number of files
else if (token == '/')
- {
- file = FILE_A;
- rank--;
- continue;
- }
-
- if (pieceLetters.find(token) == pieceLetters.end())
+ sq -= SQ_A3; // Jump back of 2 rows
+ else
goto incorrect_fen;
-
- put_piece(pieceLetters[token], make_square(file, rank));
- file++;
}
// 2. Active color
// 3. Castling availability
while (ss.get(token) && token != ' ')
- {
- if (token == '-')
- continue;
-
if (!set_castling_rights(token))
goto incorrect_fen;
- }
- // 4. En passant square -- ignore if no capture is possible
+ // 4. En passant square
char col, row;
if ( (ss.get(col) && (col >= 'a' && col <= 'h'))
&& (ss.get(row) && (row == '3' || row == '6')))
{
- Square fenEpSquare = make_square(file_from_char(col), rank_from_char(row));
- Color them = opposite_color(sideToMove);
+ st->epSquare = make_square(file_from_char(col), rank_from_char(row));
- if (attacks_from<PAWN>(fenEpSquare, them) & pieces(PAWN, sideToMove))
- st->epSquare = fenEpSquare;
+ // Ignore if no capture is possible
+ Color them = opposite_color(sideToMove);
+ if (!(attacks_from<PAWN>(st->epSquare, them) & pieces(PAWN, sideToMove)))
+ st->epSquare = SQ_NONE;
}
// 5. Halfmove clock
- int hmc;
if (ss >> hmc)
st->rule50 = hmc;
// 6. Fullmove number
- int fmn;
if (ss >> fmn)
startPosPlyCounter = (fmn - 1) * 2 + int(sideToMove == BLACK);
initialKRFile = rookFile;
}
}
- else return false;
+ else
+ return token == '-';
return true;
}
Square sq;
char emptyCnt = '0';
- for (Rank rank = RANK_8; rank >= RANK_1; rank--)
+ for (Rank rank = RANK_8; rank >= RANK_1; rank--, fen += '/')
{
for (File file = FILE_A; file <= FILE_H; file++)
{
if (square_is_occupied(sq))
{
- fen += emptyCnt;
+ if (emptyCnt != '0')
+ {
+ fen += emptyCnt;
+ emptyCnt = '0';
+ }
fen += pieceLetters.from_piece(piece_on(sq));
- emptyCnt = '0';
} else
emptyCnt++;
}
- fen += emptyCnt;
- fen += '/';
- emptyCnt = '0';
+
+ if (emptyCnt != '0')
+ {
+ fen += emptyCnt;
+ emptyCnt = '0';
+ }
}
- fen.erase(std::remove_if(fen.begin(), fen.end(), isZero), fen.end());
- fen.erase(--fen.end());
fen += (sideToMove == WHITE ? " w " : " b ");
if (st->castleRights != CASTLES_NONE)
void Position::print(Move move) const {
const char* dottedLine = "\n+---+---+---+---+---+---+---+---+\n";
- static bool requestPending = false;
-
- // Check for reentrancy, as example when called from inside
- // MovePicker that is used also here in move_to_san()
- if (requestPending)
- return;
-
- requestPending = true;
if (move)
{
for (File file = FILE_A; file <= FILE_H; file++)
{
Square sq = make_square(file, rank);
- char c = (color_of_piece_on(sq) == BLACK ? '=' : ' ');
Piece piece = piece_on(sq);
if (piece == PIECE_NONE && square_color(sq) == DARK)
piece = PIECE_NONE_DARK_SQ;
+ char c = (color_of_piece_on(sq) == BLACK ? '=' : ' ');
cout << c << pieceLetters.from_piece(piece) << c << '|';
}
}
cout << dottedLine << "Fen is: " << to_fen() << "\nKey is: " << st->key << endl;
- requestPending = false;
}
}
+/// 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) {
+
+ StateInfo newSt;
+
+ do_move(m, newSt);
+
+ // Reset "game ply" in case we made a non-reversible move.
+ // "game ply" is used for repetition detection.
+ if (st->rule50 == 0)
+ st->gamePly = 0;
+
+ // Update the number of plies played from the starting position
+ startPosPlyCounter++;
+
+ // Our StateInfo newSt is about going out of scope so copy
+ // its content inside pos 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.
assert(is_ok());
assert(move_is_ok(m));
+ assert(&newSt != st);
nodes++;
Key key = st->key;
Value npMaterial[2];
};
- if (&newSt != st)
- memcpy(&newSt, st, sizeof(ReducedStateInfo));
+ memcpy(&newSt, st, sizeof(ReducedStateInfo));
newSt.previous = st;
st = &newSt;
}
-/// Position::reset_game_ply() simply sets gamePly to 0. It is used from the
-/// UCI interface code, whenever a non-reversible move is made in a
-/// 'position fen <fen> moves m1 m2 ...' command. This makes it possible
-/// for the program to handle games of arbitrary length, as long as the GUI
-/// handles draws by the 50 move rule correctly.
-
-void Position::reset_game_ply() {
-
- st->gamePly = 0;
-}
-
-void Position::inc_startpos_ply_counter() {
-
- startPosPlyCounter++;
-}
-
/// Position::put_piece() puts a piece on the given square of the board,
/// updating the board array, pieces list, bitboards, and piece counts.
return true;
// Draw by the 50 moves rule?
- if (st->rule50 > 99 && (st->rule50 > 100 || !is_mate()))
+ if (st->rule50 > 99 && !is_mate())
return true;
// Draw by repetition?
bool Position::is_mate() const {
MoveStack moves[MOVES_MAX];
- return is_check() && generate_moves(*this, moves) == moves;
+ return is_check() && generate<MV_LEGAL>(*this, moves) == moves;
}
do_null_move(st1);
// Then generate pseudo-legal moves that could give check
- last = generate_non_capture_checks(*this, mlist);
- last = generate_captures(*this, last);
+ 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);