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437 lines
12 KiB
C++
437 lines
12 KiB
C++
/*
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Stockfish, a UCI chess playing engine derived from Glaurung 2.1
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Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
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Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
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Stockfish is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Stockfish is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef POSITION_H_INCLUDED
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#define POSITION_H_INCLUDED
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#include <cassert>
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#include <cstddef> // For offsetof()
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#include <string>
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#include "bitboard.h"
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#include "types.h"
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class Position;
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class Thread;
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namespace PSQT {
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extern Score psq[COLOR_NB][PIECE_TYPE_NB][SQUARE_NB];
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void init();
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}
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/// CheckInfo struct is initialized at constructor time and keeps info used to
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/// detect if a move gives check.
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struct CheckInfo {
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explicit CheckInfo(const Position&);
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Bitboard dcCandidates;
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Bitboard pinned;
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Bitboard checkSquares[PIECE_TYPE_NB];
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Square ksq;
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};
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/// StateInfo struct stores information needed to restore a Position object to
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/// its previous state when we retract a move. Whenever a move is made on the
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/// board (by calling Position::do_move), a StateInfo object must be passed.
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struct StateInfo {
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// Copied when making a move
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Key pawnKey;
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Key materialKey;
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Value nonPawnMaterial[COLOR_NB];
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int castlingRights;
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int rule50;
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int pliesFromNull;
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Score psq;
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Square epSquare;
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// Not copied when making a move
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Key key;
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Bitboard checkersBB;
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PieceType capturedType;
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StateInfo* previous;
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};
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/// Position class stores information regarding the board representation as
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/// pieces, side to move, hash keys, castling info, etc. Important methods are
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/// do_move() and undo_move(), used by the search to update node info when
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/// traversing the search tree.
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class Position {
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public:
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static void init();
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Position() = default; // To define the global object RootPos
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Position(const Position&) = delete;
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Position(const Position& pos, Thread* th) { *this = pos; thisThread = th; }
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Position(const std::string& f, bool c960, Thread* th) { set(f, c960, th); }
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Position& operator=(const Position&); // To assign RootPos from UCI
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// FEN string input/output
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void set(const std::string& fenStr, bool isChess960, Thread* th);
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const std::string fen() const;
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// Position representation
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Bitboard pieces() const;
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Bitboard pieces(PieceType pt) const;
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Bitboard pieces(PieceType pt1, PieceType pt2) const;
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Bitboard pieces(Color c) const;
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Bitboard pieces(Color c, PieceType pt) const;
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Bitboard pieces(Color c, PieceType pt1, PieceType pt2) const;
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Piece piece_on(Square s) const;
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Square ep_square() const;
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bool empty(Square s) const;
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template<PieceType Pt> int count(Color c) const;
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template<PieceType Pt> const Square* squares(Color c) const;
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template<PieceType Pt> Square square(Color c) const;
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// Castling
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int can_castle(Color c) const;
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int can_castle(CastlingRight cr) const;
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bool castling_impeded(CastlingRight cr) const;
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Square castling_rook_square(CastlingRight cr) const;
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// Checking
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Bitboard checkers() const;
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Bitboard discovered_check_candidates() const;
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Bitboard pinned_pieces(Color c) const;
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// Attacks to/from a given square
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Bitboard attackers_to(Square s) const;
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Bitboard attackers_to(Square s, Bitboard occupied) const;
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Bitboard attacks_from(Piece pc, Square s) const;
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template<PieceType> Bitboard attacks_from(Square s) const;
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template<PieceType> Bitboard attacks_from(Square s, Color c) const;
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// Properties of moves
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bool legal(Move m, Bitboard pinned) const;
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bool pseudo_legal(const Move m) const;
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bool capture(Move m) const;
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bool capture_or_promotion(Move m) const;
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bool gives_check(Move m, const CheckInfo& ci) const;
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bool advanced_pawn_push(Move m) const;
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Piece moved_piece(Move m) const;
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PieceType captured_piece_type() const;
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// Piece specific
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bool pawn_passed(Color c, Square s) const;
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bool opposite_bishops() const;
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// Doing and undoing moves
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void do_move(Move m, StateInfo& st, bool givesCheck);
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void undo_move(Move m);
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void do_null_move(StateInfo& st);
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void undo_null_move();
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// Static exchange evaluation
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Value see(Move m) const;
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Value see_sign(Move m) const;
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// Accessing hash keys
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Key key() const;
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Key key_after(Move m) const;
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Key exclusion_key() const;
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Key material_key() const;
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Key pawn_key() const;
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// Other properties of the position
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Color side_to_move() const;
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Phase game_phase() const;
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int game_ply() const;
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bool is_chess960() const;
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Thread* this_thread() const;
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uint64_t nodes_searched() const;
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void set_nodes_searched(uint64_t n);
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bool is_draw() const;
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int rule50_count() const;
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Score psq_score() const;
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Value non_pawn_material(Color c) const;
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// Position consistency check, for debugging
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bool pos_is_ok(int* failedStep = nullptr) const;
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void flip();
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private:
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// Initialization helpers (used while setting up a position)
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void clear();
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void set_castling_right(Color c, Square rfrom);
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void set_state(StateInfo* si) const;
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// Other helpers
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Bitboard check_blockers(Color c, Color kingColor) const;
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void put_piece(Color c, PieceType pt, Square s);
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void remove_piece(Color c, PieceType pt, Square s);
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void move_piece(Color c, PieceType pt, Square from, Square to);
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template<bool Do>
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void do_castling(Color us, Square from, Square& to, Square& rfrom, Square& rto);
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// Data members
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Piece board[SQUARE_NB];
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Bitboard byTypeBB[PIECE_TYPE_NB];
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Bitboard byColorBB[COLOR_NB];
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int pieceCount[COLOR_NB][PIECE_TYPE_NB];
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Square pieceList[COLOR_NB][PIECE_TYPE_NB][16];
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int index[SQUARE_NB];
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int castlingRightsMask[SQUARE_NB];
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Square castlingRookSquare[CASTLING_RIGHT_NB];
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Bitboard castlingPath[CASTLING_RIGHT_NB];
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StateInfo startState;
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uint64_t nodes;
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int gamePly;
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Color sideToMove;
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Thread* thisThread;
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StateInfo* st;
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bool chess960;
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};
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extern std::ostream& operator<<(std::ostream& os, const Position& pos);
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inline Color Position::side_to_move() const {
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return sideToMove;
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}
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inline bool Position::empty(Square s) const {
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return board[s] == NO_PIECE;
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}
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inline Piece Position::piece_on(Square s) const {
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return board[s];
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}
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inline Piece Position::moved_piece(Move m) const {
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return board[from_sq(m)];
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}
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inline Bitboard Position::pieces() const {
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return byTypeBB[ALL_PIECES];
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}
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inline Bitboard Position::pieces(PieceType pt) const {
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return byTypeBB[pt];
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}
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inline Bitboard Position::pieces(PieceType pt1, PieceType pt2) const {
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return byTypeBB[pt1] | byTypeBB[pt2];
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}
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inline Bitboard Position::pieces(Color c) const {
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return byColorBB[c];
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}
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inline Bitboard Position::pieces(Color c, PieceType pt) const {
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return byColorBB[c] & byTypeBB[pt];
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}
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inline Bitboard Position::pieces(Color c, PieceType pt1, PieceType pt2) const {
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return byColorBB[c] & (byTypeBB[pt1] | byTypeBB[pt2]);
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}
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template<PieceType Pt> inline int Position::count(Color c) const {
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return pieceCount[c][Pt];
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}
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template<PieceType Pt> inline const Square* Position::squares(Color c) const {
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return pieceList[c][Pt];
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}
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template<PieceType Pt> inline Square Position::square(Color c) const {
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assert(pieceCount[c][Pt] == 1);
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return pieceList[c][Pt][0];
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}
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inline Square Position::ep_square() const {
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return st->epSquare;
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}
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inline int Position::can_castle(CastlingRight cr) const {
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return st->castlingRights & cr;
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}
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inline int Position::can_castle(Color c) const {
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return st->castlingRights & ((WHITE_OO | WHITE_OOO) << (2 * c));
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}
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inline bool Position::castling_impeded(CastlingRight cr) const {
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return byTypeBB[ALL_PIECES] & castlingPath[cr];
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}
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inline Square Position::castling_rook_square(CastlingRight cr) const {
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return castlingRookSquare[cr];
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}
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template<PieceType Pt>
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inline Bitboard Position::attacks_from(Square s) const {
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return Pt == BISHOP || Pt == ROOK ? attacks_bb<Pt>(s, byTypeBB[ALL_PIECES])
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: Pt == QUEEN ? attacks_from<ROOK>(s) | attacks_from<BISHOP>(s)
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: StepAttacksBB[Pt][s];
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}
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template<>
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inline Bitboard Position::attacks_from<PAWN>(Square s, Color c) const {
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return StepAttacksBB[make_piece(c, PAWN)][s];
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}
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inline Bitboard Position::attacks_from(Piece pc, Square s) const {
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return attacks_bb(pc, s, byTypeBB[ALL_PIECES]);
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}
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inline Bitboard Position::attackers_to(Square s) const {
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return attackers_to(s, byTypeBB[ALL_PIECES]);
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}
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inline Bitboard Position::checkers() const {
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return st->checkersBB;
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}
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inline Bitboard Position::discovered_check_candidates() const {
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return check_blockers(sideToMove, ~sideToMove);
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}
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inline Bitboard Position::pinned_pieces(Color c) const {
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return check_blockers(c, c);
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}
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inline bool Position::pawn_passed(Color c, Square s) const {
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return !(pieces(~c, PAWN) & passed_pawn_mask(c, s));
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}
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inline bool Position::advanced_pawn_push(Move m) const {
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return type_of(moved_piece(m)) == PAWN
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&& relative_rank(sideToMove, from_sq(m)) > RANK_4;
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}
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inline Key Position::key() const {
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return st->key;
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}
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inline Key Position::pawn_key() const {
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return st->pawnKey;
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}
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inline Key Position::material_key() const {
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return st->materialKey;
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}
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inline Score Position::psq_score() const {
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return st->psq;
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}
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inline Value Position::non_pawn_material(Color c) const {
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return st->nonPawnMaterial[c];
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}
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inline int Position::game_ply() const {
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return gamePly;
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}
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inline int Position::rule50_count() const {
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return st->rule50;
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}
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inline uint64_t Position::nodes_searched() const {
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return nodes;
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}
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inline void Position::set_nodes_searched(uint64_t n) {
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nodes = n;
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}
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inline bool Position::opposite_bishops() const {
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return pieceCount[WHITE][BISHOP] == 1
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&& pieceCount[BLACK][BISHOP] == 1
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&& opposite_colors(square<BISHOP>(WHITE), square<BISHOP>(BLACK));
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}
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inline bool Position::is_chess960() const {
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return chess960;
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}
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inline bool Position::capture_or_promotion(Move m) const {
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assert(is_ok(m));
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return type_of(m) != NORMAL ? type_of(m) != CASTLING : !empty(to_sq(m));
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}
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inline bool Position::capture(Move m) const {
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// Castling is encoded as "king captures the rook"
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assert(is_ok(m));
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return (!empty(to_sq(m)) && type_of(m) != CASTLING) || type_of(m) == ENPASSANT;
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}
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inline PieceType Position::captured_piece_type() const {
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return st->capturedType;
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}
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inline Thread* Position::this_thread() const {
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return thisThread;
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}
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inline void Position::put_piece(Color c, PieceType pt, Square s) {
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board[s] = make_piece(c, pt);
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byTypeBB[ALL_PIECES] |= s;
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byTypeBB[pt] |= s;
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byColorBB[c] |= s;
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index[s] = pieceCount[c][pt]++;
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pieceList[c][pt][index[s]] = s;
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pieceCount[c][ALL_PIECES]++;
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}
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inline void Position::remove_piece(Color c, PieceType pt, Square s) {
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// WARNING: This is not a reversible operation. If we remove a piece in
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// do_move() and then replace it in undo_move() we will put it at the end of
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// the list and not in its original place, it means index[] and pieceList[]
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// are not guaranteed to be invariant to a do_move() + undo_move() sequence.
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byTypeBB[ALL_PIECES] ^= s;
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byTypeBB[pt] ^= s;
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byColorBB[c] ^= s;
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/* board[s] = NO_PIECE; Not needed, overwritten by the capturing one */
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Square lastSquare = pieceList[c][pt][--pieceCount[c][pt]];
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index[lastSquare] = index[s];
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pieceList[c][pt][index[lastSquare]] = lastSquare;
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pieceList[c][pt][pieceCount[c][pt]] = SQ_NONE;
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pieceCount[c][ALL_PIECES]--;
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}
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inline void Position::move_piece(Color c, PieceType pt, Square from, Square to) {
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// index[from] is not updated and becomes stale. This works as long as index[]
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// is accessed just by known occupied squares.
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Bitboard from_to_bb = SquareBB[from] ^ SquareBB[to];
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byTypeBB[ALL_PIECES] ^= from_to_bb;
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byTypeBB[pt] ^= from_to_bb;
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byColorBB[c] ^= from_to_bb;
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board[from] = NO_PIECE;
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board[to] = make_piece(c, pt);
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index[to] = index[from];
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pieceList[c][pt][index[to]] = to;
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}
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#endif // #ifndef POSITION_H_INCLUDED
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