#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;
struct StateInfo {
Key pawnKey, materialKey;
Value npMaterial[COLOR_NB];
- int castlingFlags, rule50, pliesFromNull;
+ int castlingRights, rule50, pliesFromNull;
Score psq;
Square epSquare;
/// 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(CastlingFlag f) const;
int can_castle(Color c) const;
- bool castling_impeded(Color c, CastlingSide s) const;
- Square castling_rook_square(Color c, CastlingSide s) const;
+ int can_castle(CastlingRight cr) const;
+ bool castling_impeded(CastlingRight cr) const;
+ Square castling_rook_square(CastlingRight cr) const;
// Checking
Bitboard checkers() 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:
// Initialization helpers (used while setting up a position)
void clear();
- void set_castling_flag(Color c, Square rfrom);
+ void set_castling_right(Color c, Square rfrom);
+ void set_state(StateInfo* si) const;
// Helper functions
- void do_castling(Square kfrom, Square kto, Square rfrom, Square rto);
Bitboard check_blockers(Color c, Color kingColor) const;
void put_piece(Square s, Color c, PieceType pt);
void remove_piece(Square s, Color c, PieceType pt);
void move_piece(Square from, Square to, Color c, PieceType pt);
-
- // Computing hash keys from scratch (for initialization and debugging)
- Key compute_key() const;
- Key compute_pawn_key() const;
- Key compute_material_key() const;
-
- // Computing incremental evaluation scores and material counts
- Score compute_psq_score() const;
- Value compute_non_pawn_material(Color c) const;
+ template<bool Do>
+ void do_castling(Square from, Square& to, Square& rfrom, Square& rto);
// Board and pieces
Piece board[SQUARE_NB];
int index[SQUARE_NB];
// Other info
- int castlingFlagsMask[SQUARE_NB];
- Square castlingRookSquare[COLOR_NB][CASTLING_SIDE_NB];
- Bitboard castlingPath[COLOR_NB][CASTLING_SIDE_NB];
+ int castlingRightsMask[SQUARE_NB];
+ Square castlingRookSquare[CASTLING_RIGHT_NB];
+ Bitboard castlingPath[CASTLING_RIGHT_NB];
StateInfo startState;
uint64_t nodes;
int gamePly;
return pieceList[c][KING][0];
}
-inline int Position::can_castle(CastlingFlag f) const {
- return st->castlingFlags & f;
+inline int Position::can_castle(CastlingRight cr) const {
+ return st->castlingRights & cr;
}
inline int Position::can_castle(Color c) const {
- return st->castlingFlags & ((WHITE_OO | WHITE_OOO) << (2 * c));
+ return st->castlingRights & ((WHITE_OO | WHITE_OOO) << (2 * c));
}
-inline bool Position::castling_impeded(Color c, CastlingSide s) const {
- return byTypeBB[ALL_PIECES] & castlingPath[c][s];
+inline bool Position::castling_impeded(CastlingRight cr) const {
+ return byTypeBB[ALL_PIECES] & castlingPath[cr];
}
-inline Square Position::castling_rook_square(Color c, CastlingSide s) const {
- return castlingRookSquare[c][s];
+inline Square Position::castling_rook_square(CastlingRight cr) const {
+ return castlingRookSquare[cr];
}
template<PieceType Pt>
inline Bitboard Position::attacks_from(Square s) const {
- return Pt == BISHOP || Pt == ROOK ? attacks_bb<Pt>(s, pieces())
+ 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];
}
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