////
#include <cassert>
+#include <cctype>
#include <iostream>
#include <sstream>
#include <string>
void set_position(Position& pos, UCIParser& up);
bool go(Position& pos, UCIParser& up);
void perft(Position& pos, UCIParser& up);
+ Move parse_uci_move(const Position& pos, const std::string &str);
}
namespace {
+ // parse_uci_move() takes a position and a string as input, and attempts to
+ // convert the string to a move, using simple coordinate notation (g1f3,
+ // a7a8q, etc.). In order to correctly parse en passant captures and castling
+ // moves, we need the position. This function is not robust, and expects that
+ // the input move is legal and correctly formatted.
+
+ Move parse_uci_move(const Position& pos, const std::string& str) {
+
+ Square from, to;
+ Piece piece;
+ Color us = pos.side_to_move();
+
+ if (str.length() < 4)
+ return MOVE_NONE;
+
+ // Read the from and to squares
+ from = make_square(file_from_char(str[0]), rank_from_char(str[1]));
+ to = make_square(file_from_char(str[2]), rank_from_char(str[3]));
+
+ // Find the moving piece
+ piece = pos.piece_on(from);
+
+ // If the string has more than 4 characters, try to interpret the 5th
+ // character as a promotion.
+ if (str.length() > 4 && piece == piece_of_color_and_type(us, PAWN))
+ {
+ switch (tolower(str[4])) {
+ case 'n':
+ return make_promotion_move(from, to, KNIGHT);
+ case 'b':
+ return make_promotion_move(from, to, BISHOP);
+ case 'r':
+ return make_promotion_move(from, to, ROOK);
+ case 'q':
+ return make_promotion_move(from, to, QUEEN);
+ }
+ }
+
+ // En passant move? We assume that a pawn move is an en passant move
+ // if the destination square is epSquare.
+ if (to == pos.ep_square() && piece == piece_of_color_and_type(us, PAWN))
+ return make_ep_move(from, to);
+
+ // Is this a castling move? A king move is assumed to be a castling move
+ // if the destination square is occupied by a friendly rook, or if the
+ // distance between the source and destination squares is more than 1.
+ if (piece == piece_of_color_and_type(us, KING))
+ {
+ if (pos.piece_on(to) == piece_of_color_and_type(us, ROOK))
+ return make_castle_move(from, to);
+
+ if (square_distance(from, to) > 1)
+ {
+ // This is a castling move, but we have to translate it to the
+ // internal "king captures rook" representation.
+ SquareDelta delta = (to > from ? DELTA_E : DELTA_W);
+ Square s = from;
+
+ do s += delta;
+ while ( pos.piece_on(s) != piece_of_color_and_type(us, ROOK)
+ && relative_rank(us, s) == RANK_1);
+
+ return relative_rank(us, s) == RANK_1 ? make_castle_move(from, s) : MOVE_NONE;
+ }
+ }
+
+ return make_move(from, to);
+ }
+
// set_position() is called when Stockfish receives the "position" UCI
// command. The input parameter is a UCIParser. It is assumed
// that this parser has consumed the first token of the UCI command
StateInfo st;
while (up >> token)
{
- move = move_from_uci(pos, token);
- pos.do_move(move, st);
- if (pos.rule_50_counter() == 0)
- pos.reset_game_ply();
-
- pos.inc_startpos_ply_counter(); //FIXME: make from_fen to support this and rule50
+ move = parse_uci_move(pos, token);
+ pos.do_setup_move(move, st);
}
// Our StateInfo st is about going out of scope so copy
// its content inside pos before it disappears.
{
int numOfMoves = 0;
while (up >> token)
- searchMoves[numOfMoves++] = move_from_uci(pos, token);
+ searchMoves[numOfMoves++] = parse_uci_move(pos, token);
searchMoves[numOfMoves] = MOVE_NONE;
}