droidfish/DroidFish/jni/stockfish/position.h

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/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad
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Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#if !defined(POSITION_H_INCLUDED)
#define POSITION_H_INCLUDED
#include <cassert>
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#include "bitboard.h"
#include "types.h"
/// The checkInfo struct is initialized at c'tor time and keeps info used
/// to detect if a move gives check.
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class Position;
struct CheckInfo {
explicit CheckInfo(const Position&);
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Bitboard dcCandidates;
Bitboard pinned;
Bitboard checkSq[8];
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};
/// 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.
struct StateInfo {
Key pawnKey, materialKey;
Value npMaterial[2];
int castleRights, rule50, pliesFromNull;
Score value;
Square epSquare;
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Key key;
Bitboard checkersBB;
PieceType capturedType;
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StateInfo* previous;
};
/// 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.
class Position {
// No copy c'tor or assignment operator allowed
Position(const Position&);
Position& operator=(const Position&);
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public:
Position() {}
Position(const Position& pos, int th) { copy(pos, th); }
Position(const std::string& fen, bool isChess960, int th);
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// Text input/output
void copy(const Position& pos, int th);
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void from_fen(const std::string& fen, bool isChess960);
const std::string to_fen() const;
void print(Move m = MOVE_NONE) const;
// The piece on a given square
Piece piece_on(Square s) const;
bool square_is_empty(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(Color c) const;
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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;
// Number of pieces of each color and type
int piece_count(Color c, PieceType pt) const;
// The en passant square
Square ep_square() const;
// Current king position for each color
Square king_square(Color c) const;
// Castling rights
bool can_castle(CastleRight f) const;
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bool can_castle(Color c) const;
Square castle_rook_square(CastleRight f) const;
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// Bitboards for pinned pieces and discovered check candidates
Bitboard discovered_check_candidates() const;
Bitboard pinned_pieces() const;
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// Checking pieces and under check information
Bitboard checkers() const;
bool in_check() const;
// Piece lists
const Square* piece_list(Color c, PieceType pt) const;
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// Information about attacks to or from a given square
Bitboard attackers_to(Square s) const;
Bitboard attackers_to(Square s, Bitboard occ) const;
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Bitboard attacks_from(Piece p, Square s) const;
static Bitboard attacks_from(Piece p, Square s, Bitboard occ);
template<PieceType> Bitboard attacks_from(Square s) const;
template<PieceType> Bitboard attacks_from(Square s, Color c) const;
// Properties of moves
bool move_gives_check(Move m, const CheckInfo& ci) const;
bool move_attacks_square(Move m, Square s) 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;
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// Piece captured with previous moves
PieceType captured_piece_type() const;
// Information about pawns
bool pawn_is_passed(Color c, Square s) const;
// Doing and undoing moves
void do_move(Move m, StateInfo& st);
void do_move(Move m, StateInfo& st, const CheckInfo& ci, bool moveIsCheck);
void undo_move(Move m);
template<bool Do> void do_null_move(StateInfo& st);
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// Static exchange evaluation
int see(Move m) const;
int see_sign(Move m) const;
// Accessing hash keys
Key key() const;
Key exclusion_key() const;
Key pawn_key() const;
Key material_key() const;
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// Incremental evaluation
Score value() const;
Value non_pawn_material(Color c) const;
Score pst_delta(Piece piece, Square from, Square to) const;
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// Game termination checks
bool is_mate() const;
template<bool SkipRepetition> bool is_draw() const;
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// Plies from start position to the beginning of search
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int startpos_ply_counter() const;
// Other properties of the position
bool opposite_colored_bishops() const;
bool has_pawn_on_7th(Color c) const;
bool is_chess960() const;
// Current thread ID searching on the position
int thread() const;
int64_t nodes_searched() const;
void set_nodes_searched(int64_t n);
// Position consistency check, for debugging
bool pos_is_ok(int* failedStep = NULL) const;
void flip_me();
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// Global initialization
static void init();
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private:
// Initialization helper functions (used while setting up a position)
void clear();
void put_piece(Piece p, Square s);
void set_castle_right(Square ksq, Square rsq);
bool move_is_legal(const Move m) const;
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// Helper template functions
template<bool Do> void do_castle_move(Move m);
template<bool FindPinned> Bitboard hidden_checkers() const;
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// Computing hash keys from scratch (for initialization and debugging)
Key compute_key() const;
Key compute_pawn_key() const;
Key compute_material_key() const;
// Computing incremental evaluation scores and material counts
Score pst(Piece p, Square s) const;
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Score compute_value() const;
Value compute_non_pawn_material(Color c) const;
// Board
Piece board[64]; // [square]
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// Bitboards
Bitboard byTypeBB[8]; // [pieceType]
Bitboard byColorBB[2]; // [color]
Bitboard occupied;
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// Piece counts
int pieceCount[2][8]; // [color][pieceType]
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// Piece lists
Square pieceList[2][8][16]; // [color][pieceType][index]
int index[64]; // [square]
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// Other info
int castleRightsMask[64]; // [square]
Square castleRookSquare[16]; // [castleRight]
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StateInfo startState;
int64_t nodes;
int startPosPly;
Color sideToMove;
int threadID;
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StateInfo* st;
int chess960;
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// Static variables
static Score pieceSquareTable[16][64]; // [piece][square]
static Key zobrist[2][8][64]; // [color][pieceType][square]/[piece count]
static Key zobEp[64]; // [square]
static Key zobCastle[16]; // [castleRight]
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static Key zobSideToMove;
static Key zobExclusion;
};
inline int64_t Position::nodes_searched() const {
return nodes;
}
inline void Position::set_nodes_searched(int64_t n) {
nodes = n;
}
inline Piece Position::piece_on(Square s) const {
return board[s];
}
inline bool Position::square_is_empty(Square s) const {
return board[s] == NO_PIECE;
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}
inline Color Position::side_to_move() const {
return sideToMove;
}
inline Bitboard Position::occupied_squares() const {
return occupied;
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}
inline Bitboard Position::empty_squares() const {
return ~occupied;
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}
inline Bitboard Position::pieces(Color c) const {
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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 int Position::piece_count(Color c, PieceType pt) const {
return pieceCount[c][pt];
}
inline const Square* Position::piece_list(Color c, PieceType pt) const {
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return pieceList[c][pt];
}
inline Square Position::ep_square() const {
return st->epSquare;
}
inline Square Position::king_square(Color c) const {
return pieceList[c][KING][0];
}
inline bool Position::can_castle(CastleRight f) const {
return st->castleRights & f;
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}
inline bool Position::can_castle(Color c) const {
return st->castleRights & ((WHITE_OO | WHITE_OOO) << c);
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}
inline Square Position::castle_rook_square(CastleRight f) const {
return castleRookSquare[f];
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}
template<>
inline Bitboard Position::attacks_from<PAWN>(Square s, Color c) const {
return StepAttacksBB[make_piece(c, PAWN)][s];
}
template<PieceType Piece> // Knight and King and white pawns
inline Bitboard Position::attacks_from(Square s) const {
return StepAttacksBB[Piece][s];
}
template<>
inline Bitboard Position::attacks_from<BISHOP>(Square s) const {
return bishop_attacks_bb(s, occupied_squares());
}
template<>
inline Bitboard Position::attacks_from<ROOK>(Square s) const {
return rook_attacks_bb(s, occupied_squares());
}
template<>
inline Bitboard Position::attacks_from<QUEEN>(Square s) const {
return attacks_from<ROOK>(s) | attacks_from<BISHOP>(s);
}
inline Bitboard Position::attacks_from(Piece p, Square s) const {
return attacks_from(p, s, occupied_squares());
}
inline Bitboard Position::attackers_to(Square s) const {
return attackers_to(s, occupied_squares());
}
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inline Bitboard Position::checkers() const {
return st->checkersBB;
}
inline bool Position::in_check() const {
return st->checkersBB != 0;
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}
inline Bitboard Position::discovered_check_candidates() const {
return hidden_checkers<false>();
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}
inline Bitboard Position::pinned_pieces() const {
return hidden_checkers<true>();
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}
inline bool Position::pawn_is_passed(Color c, Square s) const {
return !(pieces(PAWN, flip(c)) & passed_pawn_mask(c, s));
}
inline Key Position::key() const {
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return st->key;
}
inline Key Position::exclusion_key() const {
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return st->key ^ zobExclusion;
}
inline Key Position::pawn_key() const {
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return st->pawnKey;
}
inline Key Position::material_key() const {
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return st->materialKey;
}
inline Score Position::pst(Piece p, Square s) const {
return pieceSquareTable[p][s];
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}
inline Score Position::pst_delta(Piece piece, Square from, Square to) const {
return pieceSquareTable[piece][to] - pieceSquareTable[piece][from];
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}
inline Score Position::value() const {
return st->value;
}
inline Value Position::non_pawn_material(Color c) const {
return st->npMaterial[c];
}
inline bool Position::is_passed_pawn_push(Move m) const {
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return board[move_from(m)] == make_piece(sideToMove, PAWN)
&& pawn_is_passed(sideToMove, move_to(m));
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}
inline int Position::startpos_ply_counter() const {
return startPosPly + st->pliesFromNull; // HACK
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}
inline bool Position::opposite_colored_bishops() const {
return pieceCount[WHITE][BISHOP] == 1
&& pieceCount[BLACK][BISHOP] == 1
&& opposite_colors(pieceList[WHITE][BISHOP][0], pieceList[BLACK][BISHOP][0]);
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}
inline bool Position::has_pawn_on_7th(Color c) const {
return pieces(PAWN, c) & rank_bb(relative_rank(c, RANK_7));
}
inline bool Position::is_chess960() const {
return chess960;
}
inline bool Position::is_capture_or_promotion(Move m) const {
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assert(is_ok(m));
return is_special(m) ? !is_castle(m) : !square_is_empty(move_to(m));
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}
inline bool Position::is_capture(Move m) const {
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// Note that castle is coded as "king captures the rook"
assert(is_ok(m));
return (!square_is_empty(move_to(m)) && !is_castle(m)) || is_enpassant(m);
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}
inline PieceType Position::captured_piece_type() const {
return st->capturedType;
}
inline int Position::thread() const {
return threadID;
}
#endif // !defined(POSITION_H_INCLUDED)