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) 2015-2016 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
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;
// FEN string input/output
Position& set(const std::string& fenStr, bool isChess960, StateInfo* si, Thread* th);
+ Position& set(const std::string& code, Color c, StateInfo* si);
const std::string fen() const;
// Position representation
Square ep_square() const;
bool empty(Square s) const;
template<PieceType Pt> int count(Color c) const;
+ template<PieceType Pt> int count() const;
template<PieceType Pt> const Square* squares(Color c) const;
template<PieceType Pt> Square square(Color c) const;
// 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
Bitboard attackers_to(Square s) const;
Bitboard attackers_to(Square s, Bitboard occupied) const;
- Bitboard attacks_from(Piece pc, Square s) const;
+ Bitboard attacks_from(PieceType pt, Square s) const;
template<PieceType> Bitboard attacks_from(Square s) const;
template<PieceType> Bitboard attacks_from(Square s, Color c) const;
Bitboard slider_blockers(Bitboard sliders, Square s, Bitboard& pinners) const;
bool opposite_bishops() const;
// Doing and undoing moves
- void do_move(Move m, StateInfo& st, bool givesCheck);
+ void do_move(Move m, StateInfo& newSt);
+ void do_move(Move m, StateInfo& newSt, bool givesCheck);
void undo_move(Move m);
- void do_null_move(StateInfo& st);
+ void do_null_move(StateInfo& newSt);
void undo_null_move();
// Static Exchange Evaluation
- bool see_ge(Move m, Value value) const;
+ bool see_ge(Move m, Value threshold = VALUE_ZERO) const;
// Accessing hash keys
Key key() const;
// Other properties of the position
Color side_to_move() const;
- Phase game_phase() const;
int game_ply() const;
bool is_chess960() const;
Thread* this_thread() const;
- uint64_t nodes_searched() const;
- void set_nodes_searched(uint64_t n);
- bool is_draw() const;
+ bool is_draw(int ply) const;
int rule50_count() const;
Score psq_score() const;
Value non_pawn_material(Color c) const;
+ Value non_pawn_material() const;
// Position consistency check, for debugging
- bool pos_is_ok(int* failedStep = nullptr) const;
+ bool pos_is_ok() const;
void flip();
private:
int castlingRightsMask[SQUARE_NB];
Square castlingRookSquare[CASTLING_RIGHT_NB];
Bitboard castlingPath[CASTLING_RIGHT_NB];
- uint64_t nodes;
int gamePly;
Color sideToMove;
Thread* thisThread;
return pieceCount[make_piece(c, Pt)];
}
+template<PieceType Pt> inline int Position::count() const {
+ return pieceCount[make_piece(WHITE, Pt)] + pieceCount[make_piece(BLACK, Pt)];
+}
+
template<PieceType Pt> inline const Square* Position::squares(Color c) const {
return pieceList[make_piece(c, Pt)];
}
template<PieceType Pt>
inline Bitboard Position::attacks_from(Square s) const {
+ assert(Pt != PAWN);
return Pt == BISHOP || Pt == ROOK ? attacks_bb<Pt>(s, byTypeBB[ALL_PIECES])
: Pt == QUEEN ? attacks_from<ROOK>(s) | attacks_from<BISHOP>(s)
- : StepAttacksBB[Pt][s];
+ : PseudoAttacks[Pt][s];
}
template<>
inline Bitboard Position::attacks_from<PAWN>(Square s, Color c) const {
- return StepAttacksBB[make_piece(c, PAWN)][s];
+ return PawnAttacks[c][s];
}
-inline Bitboard Position::attacks_from(Piece pc, Square s) const {
- return attacks_bb(pc, s, byTypeBB[ALL_PIECES]);
+inline Bitboard Position::attacks_from(PieceType pt, Square s) const {
+ return attacks_bb(pt, s, byTypeBB[ALL_PIECES]);
}
inline Bitboard Position::attackers_to(Square s) 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 {
return st->nonPawnMaterial[c];
}
+inline Value Position::non_pawn_material() const {
+ return st->nonPawnMaterial[WHITE] + st->nonPawnMaterial[BLACK];
+}
+
inline int Position::game_ply() const {
return gamePly;
}
return st->rule50;
}
-inline uint64_t Position::nodes_searched() const {
- return nodes;
-}
-
-inline void Position::set_nodes_searched(uint64_t n) {
- nodes = n;
-}
-
inline bool Position::opposite_bishops() const {
return pieceCount[W_BISHOP] == 1
&& pieceCount[B_BISHOP] == 1
pieceList[pc][index[to]] = to;
}
+inline void Position::do_move(Move m, StateInfo& newSt) {
+ do_move(m, newSt, gives_check(m));
+}
+
#endif // #ifndef POSITION_H_INCLUDED