}
-/// generate_evasions() generates all check evasions when the side to move is
-/// in check. Unlike the other move generation functions, this one generates
-/// only legal moves. Returns a pointer to the end of the move list.
+/// generate_evasions() generates all pseudo-legal check evasions when
+/// the side to move is in check. Returns a pointer to the end of the move list.
MoveStack* generate_evasions(const Position& pos, MoveStack* mlist, Bitboard pinned) {
assert(pos.is_ok());
assert(pos.is_check());
- Square from, to;
+ Bitboard b;
+ Square from, to, checksq;
+ int checkersCnt = 0;
Color us = pos.side_to_move();
Color them = opposite_color(us);
Square ksq = pos.king_square(us);
- Bitboard sliderAttacks = EmptyBoardBB;
Bitboard checkers = pos.checkers();
+ Bitboard sliderAttacks = EmptyBoardBB;
assert(pos.piece_on(ksq) == piece_of_color_and_type(us, KING));
-
- // The bitboard of occupied pieces without our king
- Bitboard b_noKing = pos.occupied_squares();
- clear_bit(&b_noKing, ksq);
+ assert(checkers);
// Find squares attacked by slider checkers, we will remove
- // them from the king evasions set so to avoid a couple
- // of cycles in the slow king evasions legality check loop
- // and to be able to use attackers_to().
- Bitboard b = checkers & pos.pieces(BISHOP, QUEEN);
- while (b)
+ // them from the king evasions set so to early skip known
+ // illegal moves and avoid an useless legality check later.
+ b = checkers;
+ do
{
- from = pop_1st_bit(&b);
- sliderAttacks |= bishop_attacks_bb(from, b_noKing);
- }
+ checkersCnt++;
+ checksq = pop_1st_bit(&b);
- b = checkers & pos.pieces(ROOK, QUEEN);
- while (b)
- {
- from = pop_1st_bit(&b);
- sliderAttacks |= rook_attacks_bb(from, b_noKing);
- }
+ assert(pos.color_of_piece_on(checksq) == them);
+
+ switch (pos.type_of_piece_on(checksq))
+ {
+ case BISHOP: sliderAttacks |= BishopPseudoAttacks[checksq]; break;
+ case ROOK: sliderAttacks |= RookPseudoAttacks[checksq]; break;
+ case QUEEN:
+ // In case of a queen remove also squares attacked in the other direction to
+ // avoid possible illegal moves when queen and king are on adjacent squares.
+ if (direction_is_straight(checksq, ksq))
+ sliderAttacks |= RookPseudoAttacks[checksq] | pos.attacks_from<BISHOP>(checksq);
+ else
+ sliderAttacks |= BishopPseudoAttacks[checksq] | pos.attacks_from<ROOK>(checksq);
+ default:
+ break;
+ }
+ } while (b);
// Generate evasions for king, capture and non capture moves
- Bitboard enemy = pos.pieces_of_color(them);
- Bitboard b1 = pos.attacks_from<KING>(ksq) & ~pos.pieces_of_color(us) & ~sliderAttacks;
- while (b1)
- {
- // Note that we can use attackers_to() only because we have already
- // removed from b1 the squares attacked by slider checkers.
- to = pop_1st_bit(&b1);
- if (!(pos.attackers_to(to) & enemy))
- (*mlist++).move = make_move(ksq, to);
- }
+ b = pos.attacks_from<KING>(ksq) & ~pos.pieces_of_color(us) & ~sliderAttacks;
+ from = ksq;
+ SERIALIZE_MOVES(b);
- // Generate evasions for other pieces only if not double check. We use a
- // simple bit twiddling hack here rather than calling count_1s in order to
- // save some time (we know that pos.checkers() has at most two nonzero bits).
- if (checkers & (checkers - 1)) // Two bits set?
+ // Generate evasions for other pieces only if not double check
+ if (checkersCnt > 1)
return mlist;
- Square checksq = first_1(checkers);
Bitboard target = squares_between(checksq, ksq);
- assert(pos.color_of_piece_on(checksq) == them);
-
// Pawn captures
- b1 = pos.attacks_from<PAWN>(checksq, them) & pos.pieces(PAWN, us) & ~pinned;
- while (b1)
+ b = pos.attacks_from<PAWN>(checksq, them) & pos.pieces(PAWN, us) & ~pinned;
+ while (b)
{
- from = pop_1st_bit(&b1);
+ from = pop_1st_bit(&b);
if (relative_rank(us, checksq) == RANK_8)
{
(*mlist++).move = make_promotion_move(from, checksq, QUEEN);
target |= checkers;
// Captures and blocking evasions for the other pieces
- mlist = generate_piece_evasions<KNIGHT>(pos, mlist, us, target, pinned);
- mlist = generate_piece_evasions<BISHOP>(pos, mlist, us, target, pinned);
- mlist = generate_piece_evasions<ROOK>(pos, mlist, us, target, pinned);
- mlist = generate_piece_evasions<QUEEN>(pos, mlist, us, target, pinned);
+ mlist = generate_piece_moves<KNIGHT>(pos, mlist, us, target);
+ mlist = generate_piece_moves<BISHOP>(pos, mlist, us, target);
+ mlist = generate_piece_moves<ROOK>(pos, mlist, us, target);
+ mlist = generate_piece_moves<QUEEN>(pos, mlist, us, target);
// Finally, the special case of en passant captures. An en passant
// capture can only be a check evasion if the check is not a discovered
if (pos.ep_square() != SQ_NONE && (checkers & pos.pieces(PAWN, them)))
{
to = pos.ep_square();
- b1 = pos.attacks_from<PAWN>(to, them) & pos.pieces(PAWN, us);
+ b = pos.attacks_from<PAWN>(to, them) & pos.pieces(PAWN, us);
// The checking pawn cannot be a discovered (bishop) check candidate
// otherwise we were in check also before last double push move.
assert(!bit_is_set(pos.discovered_check_candidates(them), checksq));
- assert(count_1s(b1) == 1 || count_1s(b1) == 2);
+ assert(count_1s(b) == 1 || count_1s(b) == 2);
- b1 &= ~pinned;
- while (b1)
+ b &= ~pinned;
+ while (b)
{
- from = pop_1st_bit(&b1);
+ from = pop_1st_bit(&b);
// Move is always legal because checking pawn is not a discovered
// check candidate and our capturing pawn has been already tested
// against pinned pieces.
assert(pos.is_ok());
+ MoveStack* last;
Bitboard pinned = pos.pinned_pieces(pos.side_to_move());
- if (pos.is_check())
- return generate_evasions(pos, mlist, pinned);
-
// Generate pseudo-legal moves
- MoveStack* last = generate_captures(pos, mlist);
- last = generate_noncaptures(pos, last);
+ if (pos.is_check())
+ last = generate_evasions(pos, mlist, pinned);
+ else {
+ last = generate_captures(pos, mlist);
+ last = generate_noncaptures(pos, last);
+ }
if (pseudoLegal)
return last;