#include <cstddef>
#include "bitboard.h"
+#include "bitcount.h"
#include "types.h"
-
/// The checkInfo struct is initialized at c'tor time and keeps info used
/// to detect if a move gives check.
class Position;
/// when traversing the search tree.
class Position {
+
+ friend std::ostream& operator<<(std::ostream&, const Position&);
+
public:
Position() {}
- Position(const Position& p, Thread* t) { *this = p; thisThread = t; }
+ Position(const Position& pos, Thread* t) { *this = pos; thisThread = t; }
Position(const std::string& f, bool c960, Thread* t) { set(f, c960, t); }
Position& operator=(const Position&);
static void init();
- // Text input/output
+ // FEN string input/output
void set(const std::string& fenStr, bool isChess960, Thread* th);
const std::string fen() const;
- const std::string pretty(Move m = MOVE_NONE) const;
// Position representation
Bitboard pieces() const;
bool empty(Square s) const;
template<PieceType Pt> int count(Color c) const;
template<PieceType Pt> const Square* list(Color c) const;
+ int total_piece_count() const;
// Castling
int can_castle(Color c) const;
// Attacks to/from a given square
Bitboard attackers_to(Square s) const;
Bitboard attackers_to(Square s, Bitboard occ) const;
- Bitboard attacks_from(Piece p, Square s) const;
+ 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;
// Accessing hash keys
Key key() const;
+ Key key_after(Move m) const;
Key exclusion_key() const;
Key pawn_key() const;
Key material_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;
+ int rule50_count() const;
// Position consistency check, for debugging
- bool pos_is_ok(int* failedStep = NULL) const;
+ bool pos_is_ok(int* step = NULL) const;
void flip();
private:
return StepAttacksBB[make_piece(c, PAWN)][s];
}
-inline Bitboard Position::attacks_from(Piece p, Square s) const {
- return attacks_bb(p, s, byTypeBB[ALL_PIECES]);
+inline Bitboard Position::attacks_from(Piece pc, Square s) const {
+ return attacks_bb(pc, s, byTypeBB[ALL_PIECES]);
}
inline Bitboard Position::attackers_to(Square s) const {
return gamePly;
}
+inline int Position::rule50_count() const {
+ return st->rule50;
+}
+
+inline int Position::total_piece_count() const {
+ return HasPopCnt ? popcount<Full>(pieces()) : pieceCount[WHITE][ALL_PIECES];
+}
+
inline bool Position::opposite_bishops() const {
return pieceCount[WHITE][BISHOP] == 1
byColorBB[c] |= s;
index[s] = pieceCount[c][pt]++;
pieceList[c][pt][index[s]] = s;
+ if (!HasPopCnt)
+ pieceCount[WHITE][ALL_PIECES]++;
}
inline void Position::move_piece(Square from, Square to, Color c, PieceType pt) {
index[lastSquare] = index[s];
pieceList[c][pt][index[lastSquare]] = lastSquare;
pieceList[c][pt][pieceCount[c][pt]] = SQ_NONE;
+ if (!HasPopCnt)
+ pieceCount[WHITE][ALL_PIECES]--;
}
#endif // #ifndef POSITION_H_INCLUDED