#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[COLOR_NB][PIECE_TYPE_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;
- PieceType capturedType;
+ Piece capturedPiece;
StateInfo* previous;
Bitboard blockersForKing[COLOR_NB];
+ Bitboard pinnersForKing[COLOR_NB];
Bitboard checkSquares[PIECE_TYPE_NB];
};
/// 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
Bitboard attacks_from(Piece pc, 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) const;
+ Bitboard slider_blockers(Bitboard sliders, Square s, Bitboard& pinners) const;
// Properties of moves
bool legal(Move m) const;
bool gives_check(Move m) const;
bool advanced_pawn_push(Move m) const;
Piece moved_piece(Move m) const;
- PieceType captured_piece_type() const;
+ Piece captured_piece() const;
// Piece specific
bool pawn_passed(Color c, Square s) 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
- 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;
Key key_after(Move m) const;
- Key exclusion_key() const;
Key material_key() const;
Key pawn_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;
void set_check_info(StateInfo* si) const;
// Other helpers
- void put_piece(Color c, PieceType pt, Square s);
- void remove_piece(Color c, PieceType pt, Square s);
- void move_piece(Color c, PieceType pt, Square from, Square to);
+ void put_piece(Piece pc, Square s);
+ void remove_piece(Piece pc, Square s);
+ void move_piece(Piece pc, Square from, Square to);
template<bool Do>
void do_castling(Color us, Square from, Square& to, Square& rfrom, Square& rto);
Piece board[SQUARE_NB];
Bitboard byTypeBB[PIECE_TYPE_NB];
Bitboard byColorBB[COLOR_NB];
- int pieceCount[COLOR_NB][PIECE_TYPE_NB];
- Square pieceList[COLOR_NB][PIECE_TYPE_NB][16];
+ int pieceCount[PIECE_NB];
+ Square pieceList[PIECE_NB][16];
int index[SQUARE_NB];
int castlingRightsMask[SQUARE_NB];
Square castlingRookSquare[CASTLING_RIGHT_NB];
}
template<PieceType Pt> inline int Position::count(Color c) const {
- return pieceCount[c][Pt];
+ return pieceCount[make_piece(c, Pt)];
}
template<PieceType Pt> inline const Square* Position::squares(Color c) const {
- return pieceList[c][Pt];
+ return pieceList[make_piece(c, Pt)];
}
template<PieceType Pt> inline Square Position::square(Color c) const {
- assert(pieceCount[c][Pt] == 1);
- return pieceList[c][Pt][0];
+ assert(pieceCount[make_piece(c, Pt)] == 1);
+ return pieceList[make_piece(c, Pt)][0];
}
inline Square Position::ep_square() const {
return nodes;
}
-inline void Position::set_nodes_searched(uint64_t n) {
- nodes = n;
-}
-
inline bool Position::opposite_bishops() const {
- return pieceCount[WHITE][BISHOP] == 1
- && pieceCount[BLACK][BISHOP] == 1
+ return pieceCount[W_BISHOP] == 1
+ && pieceCount[B_BISHOP] == 1
&& opposite_colors(square<BISHOP>(WHITE), square<BISHOP>(BLACK));
}
}
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;
}
-inline PieceType Position::captured_piece_type() const {
- return st->capturedType;
+inline Piece Position::captured_piece() const {
+ return st->capturedPiece;
}
inline Thread* Position::this_thread() const {
return thisThread;
}
-inline void Position::put_piece(Color c, PieceType pt, Square s) {
+inline void Position::put_piece(Piece pc, Square s) {
- board[s] = make_piece(c, pt);
+ board[s] = pc;
byTypeBB[ALL_PIECES] |= s;
- byTypeBB[pt] |= s;
- byColorBB[c] |= s;
- index[s] = pieceCount[c][pt]++;
- pieceList[c][pt][index[s]] = s;
- pieceCount[c][ALL_PIECES]++;
+ byTypeBB[type_of(pc)] |= s;
+ byColorBB[color_of(pc)] |= s;
+ index[s] = pieceCount[pc]++;
+ pieceList[pc][index[s]] = s;
+ pieceCount[make_piece(color_of(pc), ALL_PIECES)]++;
}
-inline void Position::remove_piece(Color c, PieceType pt, Square s) {
+inline void Position::remove_piece(Piece pc, Square s) {
// 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[pt] ^= s;
- byColorBB[c] ^= s;
+ byTypeBB[type_of(pc)] ^= s;
+ byColorBB[color_of(pc)] ^= s;
/* board[s] = NO_PIECE; Not needed, overwritten by the capturing one */
- Square lastSquare = pieceList[c][pt][--pieceCount[c][pt]];
+ Square lastSquare = pieceList[pc][--pieceCount[pc]];
index[lastSquare] = index[s];
- pieceList[c][pt][index[lastSquare]] = lastSquare;
- pieceList[c][pt][pieceCount[c][pt]] = SQ_NONE;
- pieceCount[c][ALL_PIECES]--;
+ pieceList[pc][index[lastSquare]] = lastSquare;
+ pieceList[pc][pieceCount[pc]] = SQ_NONE;
+ pieceCount[make_piece(color_of(pc), ALL_PIECES)]--;
}
-inline void Position::move_piece(Color c, PieceType pt, Square from, Square to) {
+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[pt] ^= from_to_bb;
- byColorBB[c] ^= from_to_bb;
+ byTypeBB[type_of(pc)] ^= from_to_bb;
+ byColorBB[color_of(pc)] ^= from_to_bb;
board[from] = NO_PIECE;
- board[to] = make_piece(c, pt);
+ board[to] = pc;
index[to] = index[from];
- pieceList[c][pt][index[to]] = to;
+ 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