#include "move.h"
#include "types.h"
-/// Maximum number of plies per game (220 should be enough, because the
-/// maximum search depth is 100, and during position setup we reset the
-/// move counter for every non-reversible move).
-const int MaxGameLength = 220;
-class Position;
-
-/// struct checkInfo is initialized at c'tor time and keeps
-/// info used to detect if a move gives check.
+/// The checkInfo struct is initialized at c'tor time and keeps info used
+/// to detect if a move gives check.
struct CheckInfo {
Bitboard checkSq[8];
};
-/// Castle rights, encoded as bit fields
-
-enum CastleRight {
- CASTLES_NONE = 0,
- WHITE_OO = 1,
- BLACK_OO = 2,
- WHITE_OOO = 4,
- BLACK_OOO = 8,
- ALL_CASTLES = 15
-};
-
-/// Game phase
-enum Phase {
- PHASE_ENDGAME = 0,
- PHASE_MIDGAME = 128
-};
-
/// The StateInfo struct stores information we need to restore a Position
/// object to its previous state when we retract a move. Whenever a move
/// is made on the board (by calling Position::do_move), an StateInfo object
/// must be passed as a parameter.
+class Position;
struct StateInfo {
Key pawnKey, materialKey;
- int castleRights, rule50, gamePly, pliesFromNull;
- Square epSquare;
- Score value;
Value npMaterial[2];
+ int castleRights, rule50, pliesFromNull;
+ Score value;
+ Square epSquare;
- PieceType capturedType;
Key key;
Bitboard checkersBB;
+ PieceType capturedType;
StateInfo* previous;
};
class Position {
- Position(); // No default or copy c'tor allowed
- Position(const Position& pos);
+ // No defaul, copy c'tor or assignment allowed, default c'tor will not be
+ // generated anyhow because of user-defined c'tors.
+ Position(const Position&);
+ Position& operator=(const Position&);
public:
- enum GamePhase {
- MidGame,
- EndGame
- };
-
- // Constructors
Position(const Position& pos, int threadID);
Position(const std::string& fen, bool isChess960, int threadID);
const std::string to_fen() const;
void print(Move m = MOVE_NONE) const;
- // Copying
- void flip();
-
// The piece on a given square
Piece piece_on(Square s) const;
bool square_is_empty(Square s) const;
- bool square_is_occupied(Square s) const;
// Side to move
Color side_to_move() const;
// Bitboard representation of the position
Bitboard empty_squares() const;
Bitboard occupied_squares() const;
- Bitboard pieces_of_color(Color c) const;
+ Bitboard pieces(Color c) const;
Bitboard pieces(PieceType pt) const;
Bitboard pieces(PieceType pt, Color c) const;
Bitboard pieces(PieceType pt1, PieceType pt2) const;
Square castle_rook_square(CastleRight f) const;
// Bitboards for pinned pieces and discovered check candidates
- Bitboard discovered_check_candidates(Color c) const;
- Bitboard pinned_pieces(Color c) const;
+ Bitboard discovered_check_candidates() const;
+ Bitboard pinned_pieces() const;
// Checking pieces and under check information
Bitboard checkers() const;
bool in_check() const;
// Piece lists
- Square piece_list(Color c, PieceType pt, int index) const;
- const Square* piece_list_begin(Color c, PieceType pt) const;
+ const Square* piece_list(Color c, PieceType pt) const;
// Information about attacks to or from a given square
Bitboard attackers_to(Square s) const;
// Information about pawns
bool pawn_is_passed(Color c, Square s) const;
- // Weak squares
- bool square_is_weak(Square s, Color c) const;
-
// Doing and undoing moves
- void do_setup_move(Move m);
void do_move(Move m, StateInfo& st);
void do_move(Move m, StateInfo& st, const CheckInfo& ci, bool moveIsCheck);
void undo_move(Move m);
// Incremental evaluation
Score value() const;
Value non_pawn_material(Color c) const;
- static Score pst_delta(Piece piece, Square from, Square to);
+ Score pst_delta(Piece piece, Square from, Square to) const;
// Game termination checks
bool is_mate() const;
template<bool SkipRepetition> bool is_draw() const;
- // Number of plies from starting position
- int full_moves() const;
+ // Plies from start position to the beginning of search
+ int startpos_ply_counter() const;
// Other properties of the position
bool opposite_colored_bishops() const;
// Position consistency check, for debugging
bool is_ok(int* failedStep = NULL) const;
+ void flip();
// Global initialization
static void init();
// Initialization helper functions (used while setting up a position)
void clear();
- void detach();
void put_piece(Piece p, Square s);
void set_castle(int f, Square ksq, Square rsq);
void set_castling_rights(char token);
- bool move_is_pl_slow(const Move m) const;
+ bool move_is_legal(const Move m) const;
// Helper functions for doing and undoing moves
void do_capture_move(Key& key, PieceType capture, Color them, Square to, bool ep);
void do_castle_move(Move m);
void undo_castle_move(Move m);
- void find_checkers();
template<bool FindPinned>
- Bitboard hidden_checkers(Color c) const;
+ Bitboard hidden_checkers() const;
// Computing hash keys from scratch (for initialization and debugging)
Key compute_key() const;
Key compute_material_key() const;
// Computing incremental evaluation scores and material counts
- static Score pst(Piece p, Square s);
+ Score pst(Piece p, Square s) const;
Score compute_value() const;
Value compute_non_pawn_material(Color c) const;
// Board
- Piece board[64];
+ Piece board[64]; // [square]
// Bitboards
- Bitboard byTypeBB[8], byColorBB[2];
+ Bitboard byTypeBB[8]; // [pieceType]
+ Bitboard byColorBB[2]; // [color]
// Piece counts
- int pieceCount[2][8]; // [color][pieceType]
+ int pieceCount[2][8]; // [color][pieceType]
// Piece lists
- Square pieceList[2][8][16]; // [color][pieceType][index]
- int index[64]; // [square]
+ Square pieceList[2][8][16]; // [color][pieceType][index]
+ int index[64]; // [square]
// Other info
- Color sideToMove;
- Key history[MaxGameLength];
- int castleRightsMask[64];
- Square castleRookSquare[16]; // [CastleRights]
+ int castleRightsMask[64]; // [square]
+ Square castleRookSquare[16]; // [castleRight]
StateInfo startState;
- bool chess960;
- int fullMoves;
- int threadID;
int64_t nodes;
+ int startPosPly;
+ Color sideToMove;
+ int threadID;
StateInfo* st;
+ int chess960;
// Static variables
- static Key zobrist[2][8][64];
- static Key zobEp[64];
- static Key zobCastle[16];
+ static Score pieceSquareTable[16][64]; // [piece][square]
+ static Key zobrist[2][8][64]; // [color][pieceType][square]
+ static Key zobEp[64]; // [square]
+ static Key zobCastle[16]; // [castleRight]
static Key zobSideToMove;
- static Score PieceSquareTable[16][64];
static Key zobExclusion;
};
return piece_on(s) == PIECE_NONE;
}
-inline bool Position::square_is_occupied(Square s) const {
- return !square_is_empty(s);
-}
-
inline Color Position::side_to_move() const {
return sideToMove;
}
return ~occupied_squares();
}
-inline Bitboard Position::pieces_of_color(Color c) const {
+inline Bitboard Position::pieces(Color c) const {
return byColorBB[c];
}
return pieceCount[c][pt];
}
-inline Square Position::piece_list(Color c, PieceType pt, int idx) const {
- return pieceList[c][pt][idx];
-}
-
-inline const Square* Position::piece_list_begin(Color c, PieceType pt) const {
+inline const Square* Position::piece_list(Color c, PieceType pt) const {
return pieceList[c][pt];
}
return !(pieces(PAWN, opposite_color(c)) & passed_pawn_mask(c, s));
}
-inline bool Position::square_is_weak(Square s, Color c) const {
- return !(pieces(PAWN, opposite_color(c)) & attack_span_mask(c, s));
-}
-
inline Key Position::get_key() const {
return st->key;
}
return st->materialKey;
}
-inline Score Position::pst(Piece p, Square s) {
- return PieceSquareTable[p][s];
+inline Score Position::pst(Piece p, Square s) const {
+ return pieceSquareTable[p][s];
}
-inline Score Position::pst_delta(Piece piece, Square from, Square to) {
- return PieceSquareTable[piece][to] - PieceSquareTable[piece][from];
+inline Score Position::pst_delta(Piece piece, Square from, Square to) const {
+ return pieceSquareTable[piece][to] - pieceSquareTable[piece][from];
}
inline Score Position::value() const {
&& pawn_is_passed(c, move_to(m));
}
-inline int Position::full_moves() const {
- return fullMoves;
+inline int Position::startpos_ply_counter() const {
+ return startPosPly;
}
inline bool Position::opposite_colored_bishops() const {
- return piece_count(WHITE, BISHOP) == 1 && piece_count(BLACK, BISHOP) == 1
- && opposite_color_squares(piece_list(WHITE, BISHOP, 0), piece_list(BLACK, BISHOP, 0));
+ return piece_count(WHITE, BISHOP) == 1
+ && piece_count(BLACK, BISHOP) == 1
+ && opposite_color_squares(piece_list(WHITE, BISHOP)[0], piece_list(BLACK, BISHOP)[0]);
}
inline bool Position::has_pawn_on_7th(Color c) const {
inline bool Position::move_is_capture_or_promotion(Move m) const {
- assert(m != MOVE_NONE && m != MOVE_NULL);
+ assert(move_is_ok(m));
return move_is_special(m) ? !move_is_castle(m) : !square_is_empty(move_to(m));
}
inline bool Position::move_is_capture(Move m) const {
- assert(m != MOVE_NONE && m != MOVE_NULL);
-
// Note that castle is coded as "king captures the rook"
+ assert(move_is_ok(m));
return (!square_is_empty(move_to(m)) && !move_is_castle(m)) || move_is_ep(m);
}