Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
- Copyright (C) 2015-2017 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
+ Copyright (C) 2015-2018 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
int castlingRights;
int rule50;
int pliesFromNull;
- Score psq;
Square epSquare;
// Not copied when making a move (will be recomputed anyhow)
Piece capturedPiece;
StateInfo* previous;
Bitboard blockersForKing[COLOR_NB];
- Bitboard pinnersForKing[COLOR_NB];
+ Bitboard pinners[COLOR_NB];
Bitboard checkSquares[PIECE_TYPE_NB];
};
-// In a std::deque references to elements are unaffected upon resizing
+/// A list to keep track of the position states along the setup moves (from the
+/// start position to the position just before the search starts). Needed by
+/// 'draw by repetition' detection. Use a std::deque because pointers to
+/// elements are not invalidated upon list resizing.
typedef std::unique_ptr<std::deque<StateInfo>> StateListPtr;
// Checking
Bitboard checkers() const;
- Bitboard discovered_check_candidates() const;
- Bitboard pinned_pieces(Color c) const;
+ Bitboard blockers_for_king(Color c) const;
Bitboard check_squares(PieceType pt) const;
// Attacks to/from a given square
bool is_chess960() const;
Thread* this_thread() const;
bool is_draw(int ply) const;
+ bool has_game_cycle(int ply) const;
+ bool has_repeated() const;
int rule50_count() const;
Score psq_score() const;
Value non_pawn_material(Color c) const;
Bitboard castlingPath[CASTLING_RIGHT_NB];
int gamePly;
Color sideToMove;
+ Score psq;
Thread* thisThread;
StateInfo* st;
bool chess960;
};
+namespace PSQT {
+ extern Score psq[PIECE_NB][SQUARE_NB];
+}
+
extern std::ostream& operator<<(std::ostream& os, const Position& pos);
inline Color Position::side_to_move() const {
return st->checkersBB;
}
-inline Bitboard Position::discovered_check_candidates() const {
- return st->blockersForKing[~sideToMove] & pieces(sideToMove);
-}
-
-inline Bitboard Position::pinned_pieces(Color c) const {
- return st->blockersForKing[c] & pieces(c);
+inline Bitboard Position::blockers_for_king(Color c) const {
+ return st->blockersForKing[c];
}
inline Bitboard Position::check_squares(PieceType pt) const {
}
inline Score Position::psq_score() const {
- return st->psq;
+ return psq;
}
inline Value Position::non_pawn_material(Color c) const {
index[s] = pieceCount[pc]++;
pieceList[pc][index[s]] = s;
pieceCount[make_piece(color_of(pc), ALL_PIECES)]++;
+ psq += PSQT::psq[pc][s];
}
inline void Position::remove_piece(Piece pc, Square s) {
pieceList[pc][index[lastSquare]] = lastSquare;
pieceList[pc][pieceCount[pc]] = SQ_NONE;
pieceCount[make_piece(color_of(pc), ALL_PIECES)]--;
+ psq -= PSQT::psq[pc][s];
}
inline void Position::move_piece(Piece pc, Square from, Square to) {
// index[from] is not updated and becomes stale. This works as long as index[]
// is accessed just by known occupied squares.
- Bitboard from_to_bb = SquareBB[from] ^ SquareBB[to];
- byTypeBB[ALL_PIECES] ^= from_to_bb;
- byTypeBB[type_of(pc)] ^= from_to_bb;
- byColorBB[color_of(pc)] ^= from_to_bb;
+ Bitboard fromTo = SquareBB[from] ^ SquareBB[to];
+ byTypeBB[ALL_PIECES] ^= fromTo;
+ byTypeBB[type_of(pc)] ^= fromTo;
+ byColorBB[color_of(pc)] ^= fromTo;
board[from] = NO_PIECE;
board[to] = pc;
index[to] = index[from];
pieceList[pc][index[to]] = to;
+ psq += PSQT::psq[pc][to] - PSQT::psq[pc][from];
}
inline void Position::do_move(Move m, StateInfo& newSt) {