#define POSITION_H_INCLUDED
#include <cassert>
-#include <cstddef> // For offsetof()
#include <deque>
-#include <memory> // For std::unique_ptr
+#include <memory> // For std::unique_ptr
#include <string>
-#include <vector>
#include "bitboard.h"
#include "types.h"
-class Position;
-class Thread;
-
-namespace PSQT {
-
- extern Score psq[PIECE_NB][SQUARE_NB];
-
- void init();
-}
-
/// StateInfo struct stores information needed to restore a Position object to
/// its previous state when we retract a move. Whenever a move is made on the
Score psq;
Square epSquare;
- // Not copied when making a move
+ // Not copied when making a move (will be recomputed anyhow)
Key key;
Bitboard checkersBB;
Piece capturedPiece;
/// pieces, side to move, hash keys, castling info, etc. Important methods are
/// do_move() and undo_move(), used by the search to update node info when
/// traversing the search tree.
+class Thread;
class Position {
-
public:
static void init();
// 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
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
- Value see(Move m) const;
- Value see_sign(Move m) const;
+ // Static Exchange Evaluation
+ bool see_ge(Move m, Value value) const;
// Accessing hash keys
Key key() 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;
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
}
inline bool Position::capture_or_promotion(Move m) const {
-
assert(is_ok(m));
return type_of(m) != NORMAL ? type_of(m) != CASTLING : !empty(to_sq(m));
}
inline bool Position::capture(Move m) const {
-
- // Castling is encoded as "king captures the rook"
assert(is_ok(m));
+ // Castling is encoded as "king captures rook"
return (!empty(to_sq(m)) && type_of(m) != CASTLING) || type_of(m) == ENPASSANT;
}
// WARNING: This is not a reversible operation. If we remove a piece in
// do_move() and then replace it in undo_move() we will put it at the end of
// the list and not in its original place, it means index[] and pieceList[]
- // are not guaranteed to be invariant to a do_move() + undo_move() sequence.
+ // are not invariant to a do_move() + undo_move() sequence.
byTypeBB[ALL_PIECES] ^= s;
byTypeBB[type_of(pc)] ^= s;
byColorBB[color_of(pc)] ^= s;
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