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https://github.com/sockspls/badfish
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Unify pieces check generation with generate_piece_checks()
Could be slower: test needed! Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
parent
ea16985ea5
commit
146bb2dfa7
1 changed files with 182 additions and 200 deletions
382
src/movegen.cpp
382
src/movegen.cpp
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@ -39,6 +39,8 @@ namespace {
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int generate_piece_moves(PieceType, const Position&, MoveStack*, Color side, Bitboard t);
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int generate_castle_moves(const Position&, MoveStack*, Color us);
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int generate_piece_checks(PieceType pce, const Position& pos, Bitboard target,
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Bitboard dc, Square ksq, MoveStack* mlist);
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}
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@ -107,7 +109,7 @@ int generate_checks(const Position& pos, MoveStack* mlist, Bitboard dc) {
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Color us, them;
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Square ksq, from, to;
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Bitboard empty, checkSqs, b1, b2, b3;
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Bitboard empty, b1, b2, b3;
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int n = 0;
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us = pos.side_to_move();
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@ -124,45 +126,49 @@ int generate_checks(const Position& pos, MoveStack* mlist, Bitboard dc) {
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if (us == WHITE)
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{
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// Pawn moves which give discovered check. This is possible only if the
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// Pawn moves which give discovered check. This is possible only if the
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// pawn is not on the same file as the enemy king, because we don't
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// generate captures.
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// Find all friendly pawns not on the enemy king's file:
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// Find all friendly pawns not on the enemy king's file
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b1 = pos.pawns(us) & ~file_bb(ksq);
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// Discovered checks, single pawn pushes:
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// Discovered checks, single pawn pushes
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b2 = b3 = ((b1 & dc) << 8) & ~Rank8BB & empty;
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while(b3) {
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to = pop_1st_bit(&b3);
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mlist[n++].move = make_move(to - DELTA_N, to);
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while (b3)
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{
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to = pop_1st_bit(&b3);
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mlist[n++].move = make_move(to - DELTA_N, to);
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}
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// Discovered checks, double pawn pushes:
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// Discovered checks, double pawn pushes
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b3 = ((b2 & Rank3BB) << 8) & empty;
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while(b3) {
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to = pop_1st_bit(&b3);
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mlist[n++].move = make_move(to - DELTA_N - DELTA_N, to);
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while (b3)
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{
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to = pop_1st_bit(&b3);
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mlist[n++].move = make_move(to - DELTA_N - DELTA_N, to);
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}
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// Direct checks. These are possible only for pawns on neighboring files
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// of the enemy king:
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// Direct checks. These are possible only for pawns on neighboring files
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// of the enemy king
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b1 &= (~dc & neighboring_files_bb(ksq));
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// Direct checks, single pawn pushes:
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// Direct checks, single pawn pushes
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b2 = (b1 << 8) & empty;
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b3 = b2 & pos.black_pawn_attacks(ksq);
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while(b3) {
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to = pop_1st_bit(&b3);
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mlist[n++].move = make_move(to - DELTA_N, to);
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while(b3)
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{
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to = pop_1st_bit(&b3);
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mlist[n++].move = make_move(to - DELTA_N, to);
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}
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// Direct checks, double pawn pushes:
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// Direct checks, double pawn pushes
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b3 = ((b2 & Rank3BB) << 8) & empty & pos.black_pawn_attacks(ksq);
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while(b3) {
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to = pop_1st_bit(&b3);
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mlist[n++].move = make_move(to - DELTA_N - DELTA_N, to);
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while (b3)
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{
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to = pop_1st_bit(&b3);
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mlist[n++].move = make_move(to - DELTA_N - DELTA_N, to);
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}
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}
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else { // (us == BLACK)
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@ -174,147 +180,75 @@ int generate_checks(const Position& pos, MoveStack* mlist, Bitboard dc) {
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// Find all friendly pawns not on the enemy king's file:
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b1 = pos.pawns(us) & ~file_bb(ksq);
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// Discovered checks, single pawn pushes:
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// Discovered checks, single pawn pushes
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b2 = b3 = ((b1 & dc) >> 8) & ~Rank1BB & empty;
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while(b3) {
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to = pop_1st_bit(&b3);
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mlist[n++].move = make_move(to - DELTA_S, to);
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while (b3)
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{
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to = pop_1st_bit(&b3);
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mlist[n++].move = make_move(to - DELTA_S, to);
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}
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// Discovered checks, double pawn pushes:
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// Discovered checks, double pawn pushes
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b3 = ((b2 & Rank6BB) >> 8) & empty;
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while(b3) {
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to = pop_1st_bit(&b3);
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mlist[n++].move = make_move(to - DELTA_S - DELTA_S, to);
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while (b3)
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{
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to = pop_1st_bit(&b3);
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mlist[n++].move = make_move(to - DELTA_S - DELTA_S, to);
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}
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// Direct checks. These are possible only for pawns on neighboring files
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// of the enemy king:
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// of the enemy king
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b1 &= (~dc & neighboring_files_bb(ksq));
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// Direct checks, single pawn pushes:
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b2 = (b1 >> 8) & empty;
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b3 = b2 & pos.white_pawn_attacks(ksq);
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while(b3) {
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to = pop_1st_bit(&b3);
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mlist[n++].move = make_move(to - DELTA_S, to);
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while (b3)
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{
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to = pop_1st_bit(&b3);
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mlist[n++].move = make_move(to - DELTA_S, to);
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}
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// Direct checks, double pawn pushes:
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// Direct checks, double pawn pushes
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b3 = ((b2 & Rank6BB) >> 8) & empty & pos.black_pawn_attacks(ksq);
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while(b3) {
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to = pop_1st_bit(&b3);
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mlist[n++].move = make_move(to - DELTA_S - DELTA_S, to);
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while (b3)
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{
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to = pop_1st_bit(&b3);
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mlist[n++].move = make_move(to - DELTA_S - DELTA_S, to);
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}
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}
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// Knight moves
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b1 = pos.knights(us);
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if(b1) {
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// Discovered knight checks:
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b2 = b1 & dc;
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while(b2) {
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from = pop_1st_bit(&b2);
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b3 = pos.knight_attacks(from) & empty;
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while(b3) {
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to = pop_1st_bit(&b3);
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mlist[n++].move = make_move(from, to);
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}
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}
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// Direct knight checks:
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b2 = b1 & ~dc;
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checkSqs = pos.knight_attacks(ksq) & empty;
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while(b2) {
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from = pop_1st_bit(&b2);
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b3 = pos.knight_attacks(from) & checkSqs;
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while(b3) {
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to = pop_1st_bit(&b3);
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mlist[n++].move = make_move(from, to);
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}
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}
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}
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if (b1)
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n += generate_piece_checks(KNIGHT, pos, b1, dc, ksq, mlist);
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// Bishop moves
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b1 = pos.bishops(us);
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if(b1) {
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// Discovered bishop checks:
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b2 = b1 & dc;
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while(b2) {
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from = pop_1st_bit(&b2);
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b3 = pos.bishop_attacks(from) & empty;
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while(b3) {
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to = pop_1st_bit(&b3);
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mlist[n++].move = make_move(from, to);
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}
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}
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// Direct bishop checks:
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b2 = b1 & ~dc;
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checkSqs = pos.bishop_attacks(ksq) & empty;
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while(b2) {
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from = pop_1st_bit(&b2);
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b3 = pos.bishop_attacks(from) & checkSqs;
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while(b3) {
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to = pop_1st_bit(&b3);
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mlist[n++].move = make_move(from, to);
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}
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}
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}
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if (b1)
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n += generate_piece_checks(BISHOP, pos, b1, dc, ksq, mlist);
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// Rook moves
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b1 = pos.rooks(us);
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if(b1) {
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// Discovered rook checks:
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b2 = b1 & dc;
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while(b2) {
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from = pop_1st_bit(&b2);
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b3 = pos.rook_attacks(from) & empty;
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while(b3) {
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to = pop_1st_bit(&b3);
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mlist[n++].move = make_move(from, to);
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}
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}
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// Direct rook checks:
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b2 = b1 & ~dc;
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checkSqs = pos.rook_attacks(ksq) & empty;
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while(b2) {
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from = pop_1st_bit(&b2);
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b3 = pos.rook_attacks(from) & checkSqs;
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while(b3) {
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to = pop_1st_bit(&b3);
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mlist[n++].move = make_move(from, to);
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}
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}
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}
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if (b1)
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n += generate_piece_checks(ROOK, pos, b1, dc, ksq, mlist);
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// Queen moves
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b1 = pos.queens(us);
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if(b1) {
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// Discovered queen checks are impossible!
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// Direct queen checks:
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checkSqs = pos.queen_attacks(ksq) & empty;
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while(b1) {
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from = pop_1st_bit(&b1);
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b2 = pos.queen_attacks(from) & checkSqs;
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while(b2) {
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to = pop_1st_bit(&b2);
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mlist[n++].move = make_move(from, to);
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}
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}
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}
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if (b1)
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n += generate_piece_checks(QUEEN, pos, b1, dc, ksq, mlist);
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// King moves
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from = pos.king_square(us);
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if(bit_is_set(dc, from)) {
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b1 = pos.king_attacks(from) & empty & ~QueenPseudoAttacks[ksq];
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while(b1) {
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to = pop_1st_bit(&b1);
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mlist[n++].move = make_move(from, to);
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}
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if (bit_is_set(dc, from))
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{
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b1 = pos.king_attacks(from) & empty & ~QueenPseudoAttacks[ksq];
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while (b1)
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{
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to = pop_1st_bit(&b1);
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mlist[n++].move = make_move(from, to);
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}
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}
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// TODO: Castling moves!
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@ -771,132 +705,145 @@ Move generate_move_if_legal(const Position &pos, Move m, Bitboard pinned) {
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namespace {
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int generate_white_pawn_captures(const Position &pos, MoveStack *mlist) {
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Bitboard pawns = pos.pawns(WHITE);
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Bitboard enemyPieces = pos.pieces_of_color(BLACK);
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Bitboard b1, b2;
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Square sq;
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int n = 0;
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// Captures in the a1-h8 direction:
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b1 = (pawns << 9) & ~FileABB & enemyPieces;
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// Captures in the a1-h8 direction
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Bitboard b1 = (pawns << 9) & ~FileABB & enemyPieces;
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// Promotions:
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b2 = b1 & Rank8BB;
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while(b2) {
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sq = pop_1st_bit(&b2);
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mlist[n++].move = make_promotion_move(sq - DELTA_NE, sq, QUEEN);
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// Capturing promotions
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Bitboard b2 = b1 & Rank8BB;
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while (b2)
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{
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sq = pop_1st_bit(&b2);
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mlist[n++].move = make_promotion_move(sq - DELTA_NE, sq, QUEEN);
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}
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// Non-promotions:
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// Capturing non-promotions
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b2 = b1 & ~Rank8BB;
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while(b2) {
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sq = pop_1st_bit(&b2);
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mlist[n++].move = make_move(sq - DELTA_NE, sq);
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while (b2)
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{
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sq = pop_1st_bit(&b2);
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mlist[n++].move = make_move(sq - DELTA_NE, sq);
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}
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// Captures in the h1-a8 direction:
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// Captures in the h1-a8 direction
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b1 = (pawns << 7) & ~FileHBB & enemyPieces;
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// Promotions:
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// Capturing promotions
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b2 = b1 & Rank8BB;
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while(b2) {
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sq = pop_1st_bit(&b2);
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mlist[n++].move = make_promotion_move(sq - DELTA_NW, sq, QUEEN);
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while (b2)
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{
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sq = pop_1st_bit(&b2);
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mlist[n++].move = make_promotion_move(sq - DELTA_NW, sq, QUEEN);
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}
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// Non-promotions:
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// Capturing non-promotions
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b2 = b1 & ~Rank8BB;
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while(b2) {
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sq = pop_1st_bit(&b2);
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mlist[n++].move = make_move(sq - DELTA_NW, sq);
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while (b2)
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{
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sq = pop_1st_bit(&b2);
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mlist[n++].move = make_move(sq - DELTA_NW, sq);
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}
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// Non-capturing promotions:
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// Non-capturing promotions
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b1 = (pawns << 8) & pos.empty_squares() & Rank8BB;
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while(b1) {
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sq = pop_1st_bit(&b1);
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mlist[n++].move = make_promotion_move(sq - DELTA_N, sq, QUEEN);
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}
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// En passant captures:
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if(pos.ep_square() != SQ_NONE) {
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assert(square_rank(pos.ep_square()) == RANK_6);
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b1 = pawns & pos.black_pawn_attacks(pos.ep_square());
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assert(b1 != EmptyBoardBB);
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while(b1) {
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while (b1)
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{
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sq = pop_1st_bit(&b1);
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mlist[n++].move = make_ep_move(sq, pos.ep_square());
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}
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mlist[n++].move = make_promotion_move(sq - DELTA_N, sq, QUEEN);
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}
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// En passant captures
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if (pos.ep_square() != SQ_NONE)
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{
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assert(square_rank(pos.ep_square()) == RANK_6);
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b1 = pawns & pos.black_pawn_attacks(pos.ep_square());
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assert(b1 != EmptyBoardBB);
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while (b1)
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{
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sq = pop_1st_bit(&b1);
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mlist[n++].move = make_ep_move(sq, pos.ep_square());
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}
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}
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return n;
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}
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int generate_black_pawn_captures(const Position &pos, MoveStack *mlist) {
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Bitboard pawns = pos.pawns(BLACK);
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Bitboard enemyPieces = pos.pieces_of_color(WHITE);
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Bitboard b1, b2;
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Square sq;
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int n = 0;
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// Captures in the a8-h1 direction:
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b1 = (pawns >> 7) & ~FileABB & enemyPieces;
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// Captures in the a8-h1 direction
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Bitboard b1 = (pawns >> 7) & ~FileABB & enemyPieces;
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// Promotions:
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b2 = b1 & Rank1BB;
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while(b2) {
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sq = pop_1st_bit(&b2);
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mlist[n++].move = make_promotion_move(sq - DELTA_SE, sq, QUEEN);
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// Capturing promotions
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Bitboard b2 = b1 & Rank1BB;
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while (b2)
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{
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sq = pop_1st_bit(&b2);
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mlist[n++].move = make_promotion_move(sq - DELTA_SE, sq, QUEEN);
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}
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// Non-promotions:
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// Capturing non-promotions
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b2 = b1 & ~Rank1BB;
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while(b2) {
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sq = pop_1st_bit(&b2);
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mlist[n++].move = make_move(sq - DELTA_SE, sq);
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while (b2)
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{
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sq = pop_1st_bit(&b2);
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mlist[n++].move = make_move(sq - DELTA_SE, sq);
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}
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// Captures in the h8-a1 direction:
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// Captures in the h8-a1 direction
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b1 = (pawns >> 9) & ~FileHBB & enemyPieces;
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// Promotions:
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// Capturing promotions
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b2 = b1 & Rank1BB;
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while(b2) {
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sq = pop_1st_bit(&b2);
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mlist[n++].move = make_promotion_move(sq - DELTA_SW, sq, QUEEN);
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while (b2)
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{
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sq = pop_1st_bit(&b2);
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mlist[n++].move = make_promotion_move(sq - DELTA_SW, sq, QUEEN);
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}
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// Non-promotions:
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// Capturing Non-promotions
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b2 = b1 & ~Rank1BB;
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while(b2) {
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sq = pop_1st_bit(&b2);
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mlist[n++].move = make_move(sq - DELTA_SW, sq);
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while (b2)
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{
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sq = pop_1st_bit(&b2);
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mlist[n++].move = make_move(sq - DELTA_SW, sq);
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}
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|
||||
// Non-capturing promotions:
|
||||
// Non-capturing promotions
|
||||
b1 = (pawns >> 8) & pos.empty_squares() & Rank1BB;
|
||||
while(b1) {
|
||||
sq = pop_1st_bit(&b1);
|
||||
mlist[n++].move = make_promotion_move(sq - DELTA_S, sq, QUEEN);
|
||||
}
|
||||
|
||||
// En passant captures:
|
||||
if(pos.ep_square() != SQ_NONE) {
|
||||
assert(square_rank(pos.ep_square()) == RANK_3);
|
||||
b1 = pawns & pos.white_pawn_attacks(pos.ep_square());
|
||||
assert(b1 != EmptyBoardBB);
|
||||
while(b1) {
|
||||
while (b1)
|
||||
{
|
||||
sq = pop_1st_bit(&b1);
|
||||
mlist[n++].move = make_ep_move(sq, pos.ep_square());
|
||||
}
|
||||
mlist[n++].move = make_promotion_move(sq - DELTA_S, sq, QUEEN);
|
||||
}
|
||||
|
||||
// En passant captures
|
||||
if (pos.ep_square() != SQ_NONE)
|
||||
{
|
||||
assert(square_rank(pos.ep_square()) == RANK_3);
|
||||
b1 = pawns & pos.white_pawn_attacks(pos.ep_square());
|
||||
assert(b1 != EmptyBoardBB);
|
||||
while (b1)
|
||||
{
|
||||
sq = pop_1st_bit(&b1);
|
||||
mlist[n++].move = make_ep_move(sq, pos.ep_square());
|
||||
}
|
||||
}
|
||||
return n;
|
||||
}
|
||||
|
||||
|
||||
|
||||
int generate_white_pawn_noncaptures(const Position &pos, MoveStack *mlist) {
|
||||
|
||||
Bitboard pawns = pos.pawns(WHITE);
|
||||
Bitboard enemyPieces = pos.pieces_of_color(BLACK);
|
||||
Bitboard emptySquares = pos.empty_squares();
|
||||
|
@ -1079,4 +1026,39 @@ namespace {
|
|||
|
||||
return n;
|
||||
}
|
||||
|
||||
int generate_piece_checks(PieceType pce, const Position& pos, Bitboard target,
|
||||
Bitboard dc, Square ksq, MoveStack* mlist) {
|
||||
|
||||
const Piece_attacks_fn mem_fn = piece_attacks_fn[pce];
|
||||
int n = 0;
|
||||
|
||||
// Discovered checks
|
||||
Bitboard b = target & dc;
|
||||
while (b)
|
||||
{
|
||||
Square from = pop_1st_bit(&b);
|
||||
Bitboard bb = (pos.*mem_fn)(from) & pos.empty_squares();
|
||||
while (bb)
|
||||
{
|
||||
Square to = pop_1st_bit(&bb);
|
||||
mlist[n++].move = make_move(from, to);
|
||||
}
|
||||
}
|
||||
|
||||
// Direct checks
|
||||
b = target & ~dc;
|
||||
Bitboard checkSqs = (pos.*mem_fn)(ksq) & pos.empty_squares();
|
||||
while (b)
|
||||
{
|
||||
Square from = pop_1st_bit(&b);
|
||||
Bitboard bb = (pos.*mem_fn)(from) & checkSqs;
|
||||
while (bb)
|
||||
{
|
||||
Square to = pop_1st_bit(&bb);
|
||||
mlist[n++].move = make_move(from, to);
|
||||
}
|
||||
}
|
||||
return n;
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Reference in a new issue