mirror of
https://github.com/peterosterlund2/droidfish.git
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434 lines
12 KiB
C++
434 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) 2008-2012 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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#if !defined(POSITION_H_INCLUDED)
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#define POSITION_H_INCLUDED
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#include <cassert>
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#include "bitboard.h"
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#include "types.h"
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/// The checkInfo struct is initialized at c'tor time and keeps info used
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/// to detect if a move gives check.
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class Position;
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class Thread;
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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 checkSq[8];
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Square ksq;
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};
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/// The StateInfo struct stores information we need to restore a Position
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/// object to its previous state when we retract a move. Whenever a move
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/// is made on the board (by calling Position::do_move), an StateInfo object
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/// must be passed as a parameter.
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struct StateInfo {
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Key pawnKey, materialKey;
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Value npMaterial[2];
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int castleRights, rule50, pliesFromNull;
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Score psqScore;
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Square epSquare;
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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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struct ReducedStateInfo {
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Key pawnKey, materialKey;
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Value npMaterial[2];
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int castleRights, rule50, pliesFromNull;
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Score psqScore;
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Square epSquare;
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};
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/// The position data structure. A position consists of the following data:
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///
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/// * For each piece type, a bitboard representing the squares occupied
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/// by pieces of that type.
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/// * For each color, a bitboard representing the squares occupied by
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/// pieces of that color.
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/// * A bitboard of all occupied squares.
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/// * A bitboard of all checking pieces.
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/// * A 64-entry array of pieces, indexed by the squares of the board.
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/// * The current side to move.
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/// * Information about the castling rights for both sides.
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/// * The initial files of the kings and both pairs of rooks. This is
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/// used to implement the Chess960 castling rules.
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/// * The en passant square (which is SQ_NONE if no en passant capture is
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/// possible).
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/// * The squares of the kings for both sides.
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/// * Hash keys for the position itself, the current pawn structure, and
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/// the current material situation.
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/// * Hash keys for all previous positions in the game for detecting
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/// repetition draws.
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/// * A counter for detecting 50 move rule draws.
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class Position {
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public:
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Position() {}
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Position(const Position& p, Thread* t) { *this = p; thisThread = t; }
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Position(const std::string& f, bool c960, Thread* t) { from_fen(f, c960, t); }
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Position& operator=(const Position&);
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// Text input/output
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void from_fen(const std::string& fen, bool isChess960, Thread* th);
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const std::string to_fen() const;
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void print(Move m = MOVE_NONE) 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 king_square(Color c) const;
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Square ep_square() const;
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bool is_empty(Square s) const;
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const Square* piece_list(Color c, PieceType pt) const;
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int piece_count(Color c, PieceType pt) const;
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// Castling
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int can_castle(CastleRight f) const;
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int can_castle(Color c) const;
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bool castle_impeded(Color c, CastlingSide s) const;
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Square castle_rook_square(Color c, CastlingSide s) const;
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// Checking
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bool in_check() const;
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Bitboard checkers() const;
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Bitboard discovered_check_candidates() const;
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Bitboard pinned_pieces() 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 occ) const;
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Bitboard attacks_from(Piece p, Square s) const;
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static Bitboard attacks_from(Piece p, Square s, Bitboard occ);
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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 move_gives_check(Move m, const CheckInfo& ci) const;
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bool move_attacks_square(Move m, Square s) const;
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bool move_is_legal(const Move m) const;
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bool pl_move_is_legal(Move m, Bitboard pinned) const;
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bool is_pseudo_legal(const Move m) const;
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bool is_capture(Move m) const;
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bool is_capture_or_promotion(Move m) const;
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bool is_passed_pawn_push(Move m) const;
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Piece piece_moved(Move m) const;
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PieceType captured_piece_type() const;
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// Piece specific
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bool pawn_is_passed(Color c, Square s) const;
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bool pawn_on_7th(Color c) const;
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bool opposite_bishops() const;
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bool bishop_pair(Color c) const;
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// Doing and undoing moves
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void do_move(Move m, StateInfo& st);
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void do_move(Move m, StateInfo& st, const CheckInfo& ci, bool moveIsCheck);
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void undo_move(Move m);
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template<bool Do> void do_null_move(StateInfo& st);
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// Static exchange evaluation
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int see(Move m) const;
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int see_sign(Move m) const;
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// Accessing hash keys
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Key key() const;
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Key exclusion_key() const;
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Key pawn_key() const;
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Key material_key() const;
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// Incremental piece-square evaluation
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Score psq_score() const;
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Score psq_delta(Piece p, Square from, Square to) const;
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Value non_pawn_material(Color c) const;
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// Other properties of the position
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Color side_to_move() const;
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int startpos_ply_counter() const;
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bool is_chess960() const;
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Thread* this_thread() const;
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int64_t nodes_searched() const;
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void set_nodes_searched(int64_t n);
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template<bool SkipRepetition> bool is_draw() const;
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// Position consistency check, for debugging
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bool pos_is_ok(int* failedStep = NULL) 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 put_piece(Piece p, Square s);
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void set_castle_right(Color c, Square rfrom);
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// Helper template functions
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template<bool Do> void do_castle_move(Move m);
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template<bool FindPinned> Bitboard hidden_checkers() const;
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// Computing hash keys from scratch (for initialization and debugging)
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Key compute_key() const;
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Key compute_pawn_key() const;
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Key compute_material_key() const;
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// Computing incremental evaluation scores and material counts
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Score compute_psq_score() const;
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Value compute_non_pawn_material(Color c) const;
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// Board and pieces
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Piece board[64]; // [square]
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Bitboard byTypeBB[8]; // [pieceType]
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Bitboard byColorBB[2]; // [color]
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int pieceCount[2][8]; // [color][pieceType]
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Square pieceList[2][8][16]; // [color][pieceType][index]
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int index[64]; // [square]
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// Other info
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int castleRightsMask[64]; // [square]
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Square castleRookSquare[2][2]; // [color][side]
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Bitboard castlePath[2][2]; // [color][side]
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StateInfo startState;
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int64_t nodes;
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int startPosPly;
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Color sideToMove;
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Thread* thisThread;
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StateInfo* st;
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int chess960;
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};
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inline int64_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(int64_t n) {
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nodes = n;
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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::piece_moved(Move m) const {
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return board[from_sq(m)];
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}
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inline bool Position::is_empty(Square s) const {
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return board[s] == NO_PIECE;
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}
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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 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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inline int Position::piece_count(Color c, PieceType pt) const {
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return pieceCount[c][pt];
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}
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inline const Square* Position::piece_list(Color c, PieceType pt) const {
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return pieceList[c][pt];
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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 Square Position::king_square(Color c) const {
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return pieceList[c][KING][0];
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}
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inline int Position::can_castle(CastleRight f) const {
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return st->castleRights & f;
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}
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inline int Position::can_castle(Color c) const {
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return st->castleRights & ((WHITE_OO | WHITE_OOO) << (2 * c));
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}
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inline bool Position::castle_impeded(Color c, CastlingSide s) const {
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return byTypeBB[ALL_PIECES] & castlePath[c][s];
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}
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inline Square Position::castle_rook_square(Color c, CastlingSide s) const {
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return castleRookSquare[c][s];
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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, 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 p, Square s) const {
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return attacks_from(p, 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 bool Position::in_check() const {
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return st->checkersBB != 0;
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}
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inline Bitboard Position::discovered_check_candidates() const {
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return hidden_checkers<false>();
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}
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inline Bitboard Position::pinned_pieces() const {
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return hidden_checkers<true>();
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}
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inline bool Position::pawn_is_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 Key Position::key() const {
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return st->key;
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}
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inline Key Position::exclusion_key() const {
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return st->key ^ Zobrist::exclusion;
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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_delta(Piece p, Square from, Square to) const {
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return pieceSquareTable[p][to] - pieceSquareTable[p][from];
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}
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inline Score Position::psq_score() const {
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return st->psqScore;
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}
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inline Value Position::non_pawn_material(Color c) const {
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return st->npMaterial[c];
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}
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inline bool Position::is_passed_pawn_push(Move m) const {
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return type_of(piece_moved(m)) == PAWN
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&& pawn_is_passed(sideToMove, to_sq(m));
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}
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inline int Position::startpos_ply_counter() const {
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return startPosPly + st->pliesFromNull; // HACK
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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(pieceList[WHITE][BISHOP][0], pieceList[BLACK][BISHOP][0]);
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}
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inline bool Position::bishop_pair(Color c) const {
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return pieceCount[c][BISHOP] >= 2
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&& opposite_colors(pieceList[c][BISHOP][0], pieceList[c][BISHOP][1]);
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}
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inline bool Position::pawn_on_7th(Color c) const {
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return pieces(c, PAWN) & rank_bb(relative_rank(c, RANK_7));
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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::is_capture_or_promotion(Move m) const {
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assert(is_ok(m));
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return type_of(m) ? type_of(m) != CASTLE : !is_empty(to_sq(m));
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}
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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"
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assert(is_ok(m));
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return (!is_empty(to_sq(m)) && type_of(m) != CASTLE) || 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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#endif // !defined(POSITION_H_INCLUDED)
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