X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;ds=inline;f=src%2Fposition.h;h=9dd9e79e97f8a7d99f4088e469833ccc766b6366;hb=cca34e234cc98ed4b61e75a25f8cd0d917c2a3fa;hp=d2343d10cb8507adc2d1732dbb980826edb8efb0;hpb=cd782c11ec8e765e3a323e422cea19d7d053a07c;p=stockfish
diff --git a/src/position.h b/src/position.h
index d2343d10..9dd9e79e 100644
--- a/src/position.h
+++ b/src/position.h
@@ -17,7 +17,7 @@
along with this program. If not, see .
*/
-#if !defined(POSITION_H_INCLUDED)
+#ifndef POSITION_H_INCLUDED
#define POSITION_H_INCLUDED
#include
@@ -43,10 +43,10 @@ struct CheckInfo {
};
-/// The StateInfo struct stores information we need to restore a Position
+/// The StateInfo struct stores information needed 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), a StateInfo object
-/// must be passed as a parameter.
+/// is made on the board (by calling Position::do_move), a StateInfo
+/// object must be passed as a parameter.
struct StateInfo {
Key pawnKey, materialKey;
@@ -67,27 +67,10 @@ struct StateInfo {
const size_t StateCopySize64 = offsetof(StateInfo, key) / sizeof(uint64_t) + 1;
-/// The position data structure. A position consists of the following data:
-///
-/// * For each piece type, a bitboard representing the squares occupied
-/// by pieces of that type.
-/// * For each color, a bitboard representing the squares occupied by
-/// pieces of that color.
-/// * A bitboard of all occupied squares.
-/// * A bitboard of all checking pieces.
-/// * A 64-entry array of pieces, indexed by the squares of the board.
-/// * The current side to move.
-/// * Information about the castling rights for both sides.
-/// * The initial files of the kings and both pairs of rooks. This is
-/// used to implement the Chess960 castling rules.
-/// * The en passant square (which is SQ_NONE if no en passant capture is
-/// possible).
-/// * The squares of the kings for both sides.
-/// * Hash keys for the position itself, the current pawn structure, and
-/// the current material situation.
-/// * Hash keys for all previous positions in the game for detecting
-/// repetition draws.
-/// * A counter for detecting 50 move rule draws.
+/// The Position class stores the information regarding the board representation
+/// like pieces, side to move, hash keys, castling info, etc. The most important
+/// methods are do_move() and undo_move(), used by the search to update node info
+/// when traversing the search tree.
class Position {
public:
@@ -112,7 +95,7 @@ public:
Piece piece_on(Square s) const;
Square king_square(Color c) const;
Square ep_square() const;
- bool is_empty(Square s) const;
+ bool empty(Square s) const;
template int count(Color c) const;
template const Square* list(Color c) const;
@@ -136,20 +119,20 @@ public:
template Bitboard attacks_from(Square s, Color c) const;
// Properties of moves
- bool move_gives_check(Move m, const CheckInfo& ci) const;
- bool pl_move_is_legal(Move m, Bitboard pinned) const;
- bool is_pseudo_legal(const Move m) const;
- bool is_capture(Move m) const;
- bool is_capture_or_promotion(Move m) const;
- bool is_passed_pawn_push(Move m) const;
- Piece piece_moved(Move m) const;
+ bool legal(Move m, Bitboard pinned) const;
+ bool pseudo_legal(const Move m) const;
+ bool capture(Move m) const;
+ bool capture_or_promotion(Move m) const;
+ bool gives_check(Move m, const CheckInfo& ci) const;
+ bool passed_pawn_push(Move m) const;
+ Piece moved_piece(Move m) const;
PieceType captured_piece_type() const;
// Piece specific
- bool pawn_is_passed(Color c, Square s) const;
+ bool pawn_passed(Color c, Square s) const;
bool pawn_on_7th(Color c) const;
- bool opposite_bishops() const;
bool bishop_pair(Color c) const;
+ bool opposite_bishops() const;
// Doing and undoing moves
void do_move(Move m, StateInfo& st);
@@ -188,12 +171,14 @@ public:
private:
// Initialization helpers (used while setting up a position)
void clear();
- void put_piece(Piece p, Square s);
void set_castle_right(Color c, Square rfrom);
// Helper functions
void do_castle(Square kfrom, Square kto, Square rfrom, Square rto);
- template Bitboard hidden_checkers() const;
+ Bitboard hidden_checkers(Square ksq, Color c) 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;
@@ -237,11 +222,11 @@ inline Piece Position::piece_on(Square s) const {
return board[s];
}
-inline Piece Position::piece_moved(Move m) const {
+inline Piece Position::moved_piece(Move m) const {
return board[from_sq(m)];
}
-inline bool Position::is_empty(Square s) const {
+inline bool Position::empty(Square s) const {
return board[s] == NO_PIECE;
}
@@ -331,17 +316,23 @@ inline Bitboard Position::checkers() const {
}
inline Bitboard Position::discovered_check_candidates() const {
- return hidden_checkers();
+ return hidden_checkers(king_square(~sideToMove), sideToMove);
}
inline Bitboard Position::pinned_pieces() const {
- return hidden_checkers();
+ return hidden_checkers(king_square(sideToMove), ~sideToMove);
}
-inline bool Position::pawn_is_passed(Color c, Square s) const {
+inline bool Position::pawn_passed(Color c, Square s) const {
return !(pieces(~c, PAWN) & passed_pawn_mask(c, s));
}
+inline bool Position::passed_pawn_push(Move m) const {
+
+ return type_of(moved_piece(m)) == PAWN
+ && pawn_passed(sideToMove, to_sq(m));
+}
+
inline Key Position::key() const {
return st->key;
}
@@ -362,12 +353,6 @@ inline Value Position::non_pawn_material(Color c) const {
return st->npMaterial[c];
}
-inline bool Position::is_passed_pawn_push(Move m) const {
-
- return type_of(piece_moved(m)) == PAWN
- && pawn_is_passed(sideToMove, to_sq(m));
-}
-
inline int Position::game_ply() const {
return gamePly;
}
@@ -393,17 +378,17 @@ inline bool Position::is_chess960() const {
return chess960;
}
-inline bool Position::is_capture_or_promotion(Move m) const {
+inline bool Position::capture_or_promotion(Move m) const {
assert(is_ok(m));
- return type_of(m) ? type_of(m) != CASTLE : !is_empty(to_sq(m));
+ return type_of(m) ? type_of(m) != CASTLE : !empty(to_sq(m));
}
-inline bool Position::is_capture(Move m) const {
+inline bool Position::capture(Move m) const {
// Note that castle is coded as "king captures the rook"
assert(is_ok(m));
- return (!is_empty(to_sq(m)) && type_of(m) != CASTLE) || type_of(m) == ENPASSANT;
+ return (!empty(to_sq(m)) && type_of(m) != CASTLE) || type_of(m) == ENPASSANT;
}
inline PieceType Position::captured_piece_type() const {
@@ -414,4 +399,44 @@ inline Thread* Position::this_thread() const {
return thisThread;
}
-#endif // !defined(POSITION_H_INCLUDED)
+inline void Position::put_piece(Square s, Color c, PieceType pt) {
+
+ board[s] = make_piece(c, pt);
+ byTypeBB[ALL_PIECES] |= s;
+ byTypeBB[pt] |= s;
+ byColorBB[c] |= s;
+ index[s] = pieceCount[c][pt]++;
+ pieceList[c][pt][index[s]] = s;
+}
+
+inline void Position::move_piece(Square from, Square to, Color c, PieceType pt) {
+
+ // index[from] is not updated and becomes stale. This works as long
+ // as index[] is accessed just by known occupied squares.
+ Bitboard from_to_bb = SquareBB[from] ^ SquareBB[to];
+ byTypeBB[ALL_PIECES] ^= from_to_bb;
+ byTypeBB[pt] ^= from_to_bb;
+ byColorBB[c] ^= from_to_bb;
+ board[from] = NO_PIECE;
+ board[to] = make_piece(c, pt);
+ index[to] = index[from];
+ pieceList[c][pt][index[to]] = to;
+}
+
+inline void Position::remove_piece(Square s, Color c, PieceType pt) {
+
+ // WARNING: This is not a reversible operation. If we remove a piece in
+ // do_move() and then replace it in undo_move() we will put it at the end of
+ // the list and not in its original place, it means index[] and pieceList[]
+ // are not guaranteed to be invariant to a do_move() + undo_move() sequence.
+ byTypeBB[ALL_PIECES] ^= s;
+ byTypeBB[pt] ^= s;
+ byColorBB[c] ^= s;
+ /* board[s] = NO_PIECE; */ // Not needed, will be overwritten by capturing
+ Square lastSquare = pieceList[c][pt][--pieceCount[c][pt]];
+ index[lastSquare] = index[s];
+ pieceList[c][pt][index[lastSquare]] = lastSquare;
+ pieceList[c][pt][pieceCount[c][pt]] = SQ_NONE;
+}
+
+#endif // #ifndef POSITION_H_INCLUDED