// No assertions about the material of weakerSide, because we want draws to
// be detected even when the weaker side has some pawns.
- Bitboard pawns = pos.pieces(PAWN, strongerSide);
+ Bitboard pawns = pos.pieces(strongerSide, PAWN);
File pawnFile = file_of(pos.piece_list(strongerSide, PAWN)[0]);
// All pawns are on a single rook file ?
Square kingSq = pos.king_square(weakerSide);
if ( relative_rank(weakerSide, kingSq) <= RANK_2
&& relative_rank(weakerSide, pos.king_square(strongerSide)) >= RANK_4
- && (pos.pieces(ROOK, weakerSide) & rank_bb(relative_rank(weakerSide, RANK_3)))
- && (pos.pieces(PAWN, weakerSide) & rank_bb(relative_rank(weakerSide, RANK_2)))
- && (pos.attacks_from<KING>(kingSq) & pos.pieces(PAWN, weakerSide)))
+ && (pos.pieces(weakerSide, ROOK) & rank_bb(relative_rank(weakerSide, RANK_3)))
+ && (pos.pieces(weakerSide, PAWN) & rank_bb(relative_rank(weakerSide, RANK_2)))
+ && (pos.attacks_from<KING>(kingSq) & pos.pieces(weakerSide, PAWN)))
{
Square rsq = pos.piece_list(weakerSide, ROOK)[0];
- if (pos.attacks_from<PAWN>(rsq, strongerSide) & pos.pieces(PAWN, weakerSide))
+ if (pos.attacks_from<PAWN>(rsq, strongerSide) & pos.pieces(weakerSide, PAWN))
return SCALE_FACTOR_DRAW;
}
return SCALE_FACTOR_NONE;
assert(pos.piece_count(weakerSide, PAWN) == 0);
Square ksq = pos.king_square(weakerSide);
- Bitboard pawns = pos.pieces(PAWN, strongerSide);
+ Bitboard pawns = pos.pieces(strongerSide, PAWN);
// Are all pawns on the 'a' file?
if (!(pawns & ~FileABB))
{
Bitboard path = forward_bb(strongerSide, pawnSq);
- if (path & pos.pieces(KING, weakerSide))
+ if (path & pos.pieces(weakerSide, KING))
return SCALE_FACTOR_DRAW;
if ( (pos.attacks_from<BISHOP>(weakerBishopSq) & path)
if ( ksq == blockSq1
&& opposite_colors(ksq, wbsq)
&& ( bbsq == blockSq2
- || (pos.attacks_from<BISHOP>(blockSq2) & pos.pieces(BISHOP, weakerSide))
+ || (pos.attacks_from<BISHOP>(blockSq2) & pos.pieces(weakerSide, BISHOP))
|| abs(r1 - r2) >= 2))
return SCALE_FACTOR_DRAW;
else if ( ksq == blockSq2
&& opposite_colors(ksq, wbsq)
&& ( bbsq == blockSq1
- || (pos.attacks_from<BISHOP>(blockSq1) & pos.pieces(BISHOP, weakerSide))))
+ || (pos.attacks_from<BISHOP>(blockSq1) & pos.pieces(weakerSide, BISHOP))))
return SCALE_FACTOR_DRAW;
else
return SCALE_FACTOR_NONE;
// no minor piece which can exchange the outpost piece.
if (bonus && (ei.attackedBy[Us][PAWN] & s))
{
- if ( !pos.pieces(KNIGHT, Them)
- && !(same_color_squares(s) & pos.pieces(BISHOP, Them)))
+ if ( !pos.pieces(Them, KNIGHT)
+ && !(same_color_squares(s) & pos.pieces(Them, BISHOP)))
bonus += bonus + bonus / 2;
else
bonus += bonus / 2;
if (Piece == KNIGHT || Piece == QUEEN)
b = pos.attacks_from<Piece>(s);
else if (Piece == BISHOP)
- b = attacks_bb<BISHOP>(s, pos.pieces() ^ pos.pieces(QUEEN, Us));
+ b = attacks_bb<BISHOP>(s, pos.pieces() ^ pos.pieces(Us, QUEEN));
else if (Piece == ROOK)
- b = attacks_bb<ROOK>(s, pos.pieces() ^ pos.pieces(ROOK, QUEEN, Us));
+ b = attacks_bb<ROOK>(s, pos.pieces() ^ pos.pieces(Us, ROOK, QUEEN));
else
assert(false);
// Bishop and knight outposts squares
if ( (Piece == BISHOP || Piece == KNIGHT)
- && !(pos.pieces(PAWN, Them) & attack_span_mask(Us, s)))
+ && !(pos.pieces(Them, PAWN) & attack_span_mask(Us, s)))
score += evaluate_outposts<Piece, Us>(pos, ei, s);
// Queen or rook on 7th rank
// If there is an enemy rook or queen attacking the pawn from behind,
// add all X-ray attacks by the rook or queen. Otherwise consider only
// the squares in the pawn's path attacked or occupied by the enemy.
- if ( (forward_bb(Them, s) & pos.pieces(ROOK, QUEEN, Them))
- && (forward_bb(Them, s) & pos.pieces(ROOK, QUEEN, Them) & pos.attacks_from<ROOK>(s)))
+ if ( (forward_bb(Them, s) & pos.pieces(Them, ROOK, QUEEN))
+ && (forward_bb(Them, s) & pos.pieces(Them, ROOK, QUEEN) & pos.attacks_from<ROOK>(s)))
unsafeSquares = squaresToQueen;
else
unsafeSquares = squaresToQueen & (ei.attackedBy[Them][0] | pos.pieces(Them));
// Increase the bonus if the passed pawn is supported by a friendly pawn
// on the same rank and a bit smaller if it's on the previous rank.
- supportingPawns = pos.pieces(PAWN, Us) & adjacent_files_bb(file_of(s));
+ supportingPawns = pos.pieces(Us, PAWN) & adjacent_files_bb(file_of(s));
if (supportingPawns & rank_bb(s))
ebonus += Value(r * 20);
{
if (pos.non_pawn_material(Them) <= KnightValueMidgame)
ebonus += ebonus / 4;
- else if (pos.pieces(ROOK, QUEEN, Them))
+ else if (pos.pieces(Them, ROOK, QUEEN))
ebonus -= ebonus / 4;
}
score += make_score(mbonus, ebonus);
loserSide = ~winnerSide;
// Step 3. Can the losing side possibly create a new passed pawn and thus prevent the loss?
- b = candidates = pos.pieces(PAWN, loserSide);
+ b = candidates = pos.pieces(loserSide, PAWN);
while (b)
{
// Check if (without even considering any obstacles) we're too far away or doubled
if ( pliesToQueen[winnerSide] + 3 <= pliesToGo
- || (forward_bb(loserSide, s) & pos.pieces(PAWN, loserSide)))
+ || (forward_bb(loserSide, s) & pos.pieces(loserSide, PAWN)))
candidates ^= s;
}
// Generate list of blocking pawns and supporters
supporters = adjacent_files_bb(file_of(s)) & candidates;
- opposed = forward_bb(loserSide, s) & pos.pieces(PAWN, winnerSide);
- blockers = passed_pawn_mask(loserSide, s) & pos.pieces(PAWN, winnerSide);
+ opposed = forward_bb(loserSide, s) & pos.pieces(winnerSide, PAWN);
+ blockers = passed_pawn_mask(loserSide, s) & pos.pieces(winnerSide, PAWN);
assert(blockers);
// SpaceMask[]. A square is unsafe if it is attacked by an enemy
// pawn, or if it is undefended and attacked by an enemy piece.
Bitboard safe = SpaceMask[Us]
- & ~pos.pieces(PAWN, Us)
+ & ~pos.pieces(Us, PAWN)
& ~ei.attackedBy[Them][PAWN]
& (ei.attackedBy[Us][0] | ~ei.attackedBy[Them][0]);
// Find all squares which are at most three squares behind some friendly pawn
- Bitboard behind = pos.pieces(PAWN, Us);
+ Bitboard behind = pos.pieces(Us, PAWN);
behind |= (Us == WHITE ? behind >> 8 : behind << 8);
behind |= (Us == WHITE ? behind >> 16 : behind << 16);
{
// Minor piece endgame with at least one minor piece per side and
// no pawns. Note that the case KmmK is already handled by KXK.
- assert((pos.pieces(KNIGHT, WHITE) | pos.pieces(BISHOP, WHITE)));
- assert((pos.pieces(KNIGHT, BLACK) | pos.pieces(BISHOP, BLACK)));
+ assert((pos.pieces(WHITE, KNIGHT) | pos.pieces(WHITE, BISHOP)));
+ assert((pos.pieces(BLACK, KNIGHT) | pos.pieces(BLACK, BISHOP)));
if ( pos.piece_count(WHITE, BISHOP) + pos.piece_count(WHITE, KNIGHT) <= 2
&& pos.piece_count(BLACK, BISHOP) + pos.piece_count(BLACK, KNIGHT) <= 2)
// Disambiguation if we have more then one piece with destination 'to'
// note that for pawns is not needed because starting file is explicit.
- attackers = pos.attackers_to(to) & pos.pieces(pt, pos.side_to_move());
+ attackers = pos.attackers_to(to) & pos.pieces(pos.side_to_move(), pt);
attackers ^= from;
ambiguousMove = ambiguousFile = ambiguousRank = false;
Bitboard b1, b2, dc1, dc2, emptySquares;
- Bitboard pawnsOn7 = pos.pieces(PAWN, Us) & TRank7BB;
- Bitboard pawnsNotOn7 = pos.pieces(PAWN, Us) & ~TRank7BB;
+ Bitboard pawnsOn7 = pos.pieces(Us, PAWN) & TRank7BB;
+ Bitboard pawnsNotOn7 = pos.pieces(Us, PAWN) & ~TRank7BB;
Bitboard enemies = (Type == MV_EVASION ? pos.pieces(Them) & target:
Type == MV_CAPTURE ? target : pos.pieces(Them));
e->kingSquares[WHITE] = e->kingSquares[BLACK] = SQ_NONE;
e->halfOpenFiles[WHITE] = e->halfOpenFiles[BLACK] = 0xFF;
- Bitboard wPawns = pos.pieces(PAWN, WHITE);
- Bitboard bPawns = pos.pieces(PAWN, BLACK);
+ Bitboard wPawns = pos.pieces(WHITE, PAWN);
+ Bitboard bPawns = pos.pieces(BLACK, PAWN);
e->pawnAttacks[WHITE] = ((wPawns & ~FileHBB) << 9) | ((wPawns & ~FileABB) << 7);
e->pawnAttacks[BLACK] = ((bPawns & ~FileHBB) >> 7) | ((bPawns & ~FileABB) >> 9);
{
st->epSquare = make_square(File(col - 'a'), Rank(row - '1'));
- if (!(attackers_to(st->epSquare) & pieces(PAWN, sideToMove)))
+ if (!(attackers_to(st->epSquare) & pieces(sideToMove, PAWN)))
st->epSquare = SQ_NONE;
}
Bitboard Position::attackers_to(Square s, Bitboard occ) const {
- return (attacks_from<PAWN>(s, BLACK) & pieces(PAWN, WHITE))
- | (attacks_from<PAWN>(s, WHITE) & pieces(PAWN, BLACK))
+ return (attacks_from<PAWN>(s, BLACK) & pieces(WHITE, PAWN))
+ | (attacks_from<PAWN>(s, WHITE) & pieces(BLACK, PAWN))
| (attacks_from<KNIGHT>(s) & pieces(KNIGHT))
| (attacks_bb<ROOK>(s, occ) & pieces(ROOK, QUEEN))
| (attacks_bb<BISHOP>(s, occ) & pieces(BISHOP, QUEEN))
return true;
// Scan for possible X-ray attackers behind the moved piece
- xray = (attacks_bb<ROOK>(s, occ) & pieces(ROOK, QUEEN, color_of(piece)))
- |(attacks_bb<BISHOP>(s, occ) & pieces(BISHOP, QUEEN, color_of(piece)));
+ xray = (attacks_bb< ROOK>(s, occ) & pieces(color_of(piece), QUEEN, ROOK))
+ | (attacks_bb<BISHOP>(s, occ) & pieces(color_of(piece), QUEEN, BISHOP));
// Verify attackers are triggered by our move and not already existing
return xray && (xray ^ (xray & attacks_from<QUEEN>(s)));
assert(piece_on(capsq) == make_piece(them, PAWN));
assert(piece_on(to) == NO_PIECE);
- return !(attacks_bb<ROOK>(ksq, b) & pieces(ROOK, QUEEN, them))
- && !(attacks_bb<BISHOP>(ksq, b) & pieces(BISHOP, QUEEN, them));
+ return !(attacks_bb< ROOK>(ksq, b) & pieces(them, QUEEN, ROOK))
+ && !(attacks_bb<BISHOP>(ksq, b) & pieces(them, QUEEN, BISHOP));
}
// If the moving piece is a king, check whether the destination
Square capsq = make_square(file_of(to), rank_of(from));
Bitboard b = (pieces() ^ from ^ capsq) | to;
- return (attacks_bb< ROOK>(ksq, b) & pieces( ROOK, QUEEN, us))
- | (attacks_bb<BISHOP>(ksq, b) & pieces(BISHOP, QUEEN, us));
+ return (attacks_bb< ROOK>(ksq, b) & pieces(us, QUEEN, ROOK))
+ | (attacks_bb<BISHOP>(ksq, b) & pieces(us, QUEEN, BISHOP));
}
// Castling with check ?
{
// Set en-passant square, only if moved pawn can be captured
if ( (int(to) ^ int(from)) == 16
- && (attacks_from<PAWN>(from + pawn_push(us), us) & pieces(PAWN, them)))
+ && (attacks_from<PAWN>(from + pawn_push(us), us) & pieces(them, PAWN)))
{
st->epSquare = Square((from + to) / 2);
k ^= zobEp[file_of(st->epSquare)];
if (ci.dcCandidates && (ci.dcCandidates & from))
{
if (pt != ROOK)
- st->checkersBB |= attacks_from<ROOK>(king_square(them)) & pieces(ROOK, QUEEN, us);
+ st->checkersBB |= attacks_from<ROOK>(king_square(them)) & pieces(us, QUEEN, ROOK);
if (pt != BISHOP)
- st->checkersBB |= attacks_from<BISHOP>(king_square(them)) & pieces(BISHOP, QUEEN, us);
+ st->checkersBB |= attacks_from<BISHOP>(king_square(them)) & pieces(us, QUEEN, BISHOP);
}
}
}
if ((*step)++, debugPieceCounts)
for (Color c = WHITE; c <= BLACK; c++)
for (PieceType pt = PAWN; pt <= KING; pt++)
- if (pieceCount[c][pt] != popcount<Full>(pieces(pt, c)))
+ if (pieceCount[c][pt] != popcount<Full>(pieces(c, pt)))
return false;
if ((*step)++, debugPieceList)
// Position representation
Bitboard pieces() 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;
- Bitboard pieces(PieceType pt1, PieceType pt2, Color c) const;
+ Bitboard pieces(Color c) const;
+ Bitboard pieces(Color c, PieceType pt) const;
+ Bitboard pieces(Color c, PieceType pt1, PieceType pt2) const;
Piece piece_on(Square s) const;
Square king_square(Color c) const;
Square ep_square() const;
return byTypeBB[ALL_PIECES];
}
-inline Bitboard Position::pieces(Color c) const {
- return byColorBB[c];
-}
-
inline Bitboard Position::pieces(PieceType pt) const {
return byTypeBB[pt];
}
-inline Bitboard Position::pieces(PieceType pt, Color c) const {
- return byTypeBB[pt] & byColorBB[c];
-}
-
inline Bitboard Position::pieces(PieceType pt1, PieceType pt2) const {
return byTypeBB[pt1] | byTypeBB[pt2];
}
-inline Bitboard Position::pieces(PieceType pt1, PieceType pt2, Color c) const {
- return (byTypeBB[pt1] | byTypeBB[pt2]) & byColorBB[c];
+inline Bitboard Position::pieces(Color c) const {
+ return byColorBB[c];
+}
+
+inline Bitboard Position::pieces(Color c, PieceType pt) const {
+ return byColorBB[c] & byTypeBB[pt];
+}
+
+inline Bitboard Position::pieces(Color c, PieceType pt1, PieceType pt2) const {
+ return byColorBB[c] & (byTypeBB[pt1] | byTypeBB[pt2]);
}
inline int Position::piece_count(Color c, PieceType pt) const {
}
inline bool Position::pawn_is_passed(Color c, Square s) const {
- return !(pieces(PAWN, ~c) & passed_pawn_mask(c, s));
+ return !(pieces(~c, PAWN) & passed_pawn_mask(c, s));
}
inline Key Position::key() const {
}
inline bool Position::pawn_on_7th(Color c) const {
- return pieces(PAWN, c) & rank_bb(relative_rank(c, RANK_7));
+ return pieces(c, PAWN) & rank_bb(relative_rank(c, RANK_7));
}
inline bool Position::is_chess960() const {