Square epSquare;
// Not copied when making a move (will be recomputed anyhow)
+ int repetition;
Key key;
Bitboard checkersBB;
Piece capturedPiece;
template<PieceType Pt> int count() const;
template<PieceType Pt> const Square* squares(Color c) const;
template<PieceType Pt> Square square(Color c) const;
+ bool is_on_semiopen_file(Color c, Square s) const;
// Castling
int castling_rights(Color c) const;
- bool can_castle(CastlingRight cr) const;
- bool castling_impeded(CastlingRight cr) const;
- Square castling_rook_square(CastlingRight cr) const;
+ bool can_castle(CastlingRights cr) const;
+ bool castling_impeded(CastlingRights cr) const;
+ Square castling_rook_square(CastlingRights cr) const;
// Checking
Bitboard checkers() const;
Bitboard blockers_for_king(Color c) const;
Bitboard check_squares(PieceType pt) const;
+ bool is_discovery_check_on_king(Color c, Move m) const;
// Attacks to/from a given square
Bitboard attackers_to(Square s) const;
// Piece specific
bool pawn_passed(Color c, Square s) const;
bool opposite_bishops() const;
+ int pawns_on_same_color_squares(Color c, Square s) const;
// Doing and undoing moves
void do_move(Move m, StateInfo& newSt);
return st->epSquare;
}
-inline bool Position::can_castle(CastlingRight cr) const {
+inline bool Position::is_on_semiopen_file(Color c, Square s) const {
+ return !(pieces(c, PAWN) & file_bb(s));
+}
+
+inline bool Position::can_castle(CastlingRights cr) const {
return st->castlingRights & cr;
}
return st->castlingRights & (c == WHITE ? WHITE_CASTLING : BLACK_CASTLING);
}
-inline bool Position::castling_impeded(CastlingRight cr) const {
+inline bool Position::castling_impeded(CastlingRights cr) const {
return byTypeBB[ALL_PIECES] & castlingPath[cr];
}
-inline Square Position::castling_rook_square(CastlingRight cr) const {
+inline Square Position::castling_rook_square(CastlingRights cr) const {
return castlingRookSquare[cr];
}
template<PieceType Pt>
inline Bitboard Position::attacks_from(Square s) const {
- assert(Pt != PAWN);
+ static_assert(Pt != PAWN, "Pawn attacks need color");
+
return Pt == BISHOP || Pt == ROOK ? attacks_bb<Pt>(s, byTypeBB[ALL_PIECES])
: Pt == QUEEN ? attacks_from<ROOK>(s) | attacks_from<BISHOP>(s)
: PseudoAttacks[Pt][s];
return st->checkSquares[pt];
}
+inline bool Position::is_discovery_check_on_king(Color c, Move m) const {
+ return st->blockersForKing[c] & from_sq(m);
+}
+
inline bool Position::pawn_passed(Color c, Square s) const {
return !(pieces(~c, PAWN) & passed_pawn_span(c, s));
}
inline bool Position::advanced_pawn_push(Move m) const {
return type_of(moved_piece(m)) == PAWN
- && relative_rank(sideToMove, from_sq(m)) > RANK_4;
+ && relative_rank(sideToMove, to_sq(m)) > RANK_5;
+}
+
+inline int Position::pawns_on_same_color_squares(Color c, Square s) const {
+ return popcount(pieces(c, PAWN) & ((DarkSquares & s) ? DarkSquares : ~DarkSquares));
}
inline Key Position::key() const {
// index[from] is not updated and becomes stale. This works as long as index[]
// is accessed just by known occupied squares.
- Bitboard fromTo = square_bb(from) ^ square_bb(to);
+ Bitboard fromTo = from | to;
byTypeBB[ALL_PIECES] ^= fromTo;
byTypeBB[type_of(pc)] ^= fromTo;
byColorBB[color_of(pc)] ^= fromTo;