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Space inflate movegen.cpp
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
parent
cf8ee79b76
commit
158911425b
2 changed files with 228 additions and 250 deletions
466
src/movegen.cpp
466
src/movegen.cpp
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@ -32,21 +32,16 @@
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namespace {
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int generate_white_pawn_captures(const Position &pos, MoveStack *mlist);
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int generate_black_pawn_captures(const Position &pos, MoveStack *mlist);
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int generate_white_pawn_noncaptures(const Position &pos, MoveStack *mlist);
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int generate_black_pawn_noncaptures(const Position &pos, MoveStack *mlist);
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int generate_knight_moves(const Position &pos, MoveStack *mlist,
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Color side, Bitboard target);
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int generate_bishop_moves(const Position &pos, MoveStack *mlist,
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Color side, Bitboard target);
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int generate_rook_moves(const Position &pos, MoveStack *mlist,
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Color side, Bitboard target);
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int generate_queen_moves(const Position &pos, MoveStack *mlist,
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Color side, Bitboard target);
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int generate_king_moves(const Position &pos, MoveStack *mlist,
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Square from, Bitboard target);
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int generate_castle_moves(const Position &pos, MoveStack *mlist, Color us);
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int generate_white_pawn_captures(const Position&, MoveStack*);
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int generate_black_pawn_captures(const Position&, MoveStack*);
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int generate_white_pawn_noncaptures(const Position&, MoveStack*);
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int generate_black_pawn_noncaptures(const Position&, MoveStack*);
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int generate_knight_moves(const Position&, MoveStack*, Color side, Bitboard t);
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int generate_bishop_moves(const Position&, MoveStack*, Color side, Bitboard t);
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int generate_rook_moves(const Position&, MoveStack*, Color side, Bitboard t);
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int generate_queen_moves(const Position&, MoveStack*, Color side, Bitboard t);
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int generate_king_moves(const Position&, MoveStack*, Square from, Bitboard t);
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int generate_castle_moves(const Position&, MoveStack*, Color us);
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}
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@ -59,24 +54,25 @@ namespace {
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/// generate_captures generates() all pseudo-legal captures and queen
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/// promotions. The return value is the number of moves generated.
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int generate_captures(const Position &pos, MoveStack *mlist) {
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Color us = pos.side_to_move();
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Bitboard target = pos.pieces_of_color(opposite_color(us));
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int n = 0;
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int generate_captures(const Position& pos, MoveStack* mlist) {
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assert(pos.is_ok());
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assert(!pos.is_check());
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if(us == WHITE)
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n += generate_white_pawn_captures(pos, mlist);
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Color us = pos.side_to_move();
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Bitboard target = pos.pieces_of_color(opposite_color(us));
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int n;
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if (us == WHITE)
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n = generate_white_pawn_captures(pos, mlist);
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else
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n += generate_black_pawn_captures(pos, mlist);
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n = generate_black_pawn_captures(pos, mlist);
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n += generate_knight_moves(pos, mlist+n, us, target);
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n += generate_bishop_moves(pos, mlist+n, us, target);
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n += generate_rook_moves(pos, mlist+n, us, target);
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n += generate_queen_moves(pos, mlist+n, us, target);
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n += generate_king_moves(pos, mlist+n, pos.king_square(us), target);
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return n;
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}
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@ -84,25 +80,26 @@ int generate_captures(const Position &pos, MoveStack *mlist) {
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/// generate_noncaptures() generates all pseudo-legal non-captures and
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/// underpromotions. The return value is the number of moves generated.
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int generate_noncaptures(const Position &pos, MoveStack *mlist) {
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Color us = pos.side_to_move();
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Bitboard target = pos.empty_squares();
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int n = 0;
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int generate_noncaptures(const Position& pos, MoveStack *mlist) {
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assert(pos.is_ok());
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assert(!pos.is_check());
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if(us == WHITE)
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n += generate_white_pawn_noncaptures(pos, mlist);
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Color us = pos.side_to_move();
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Bitboard target = pos.empty_squares();
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int n;
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if (us == WHITE)
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n = generate_white_pawn_noncaptures(pos, mlist);
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else
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n += generate_black_pawn_noncaptures(pos, mlist);
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n = generate_black_pawn_noncaptures(pos, mlist);
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n += generate_knight_moves(pos, mlist+n, us, target);
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n += generate_bishop_moves(pos, mlist+n, us, target);
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n += generate_rook_moves(pos, mlist+n, us, target);
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n += generate_queen_moves(pos, mlist+n, us, target);
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n += generate_king_moves(pos, mlist+n, pos.king_square(us), target);
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n += generate_castle_moves(pos, mlist+n, us);
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return n;
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}
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@ -111,15 +108,16 @@ int generate_noncaptures(const Position &pos, MoveStack *mlist) {
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/// checks, except castling moves (will add this later). It returns the
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/// number of generated moves.
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int generate_checks(const Position &pos, MoveStack *mlist, Bitboard dc) {
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int generate_checks(const Position& pos, MoveStack* mlist, Bitboard dc) {
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assert(pos.is_ok());
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assert(!pos.is_check());
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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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int n = 0;
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assert(pos.is_ok());
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assert(!pos.is_check());
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us = pos.side_to_move();
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them = opposite_color(us);
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@ -132,7 +130,8 @@ int generate_checks(const Position &pos, MoveStack *mlist, Bitboard dc) {
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// Pawn moves. This is somewhat messy, and we use separate code for white
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// and black, because we can't shift by negative numbers in C/C++. :-(
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if(us == WHITE) {
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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 is not on the same file as the enemy king, because we don't
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// generate captures.
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@ -338,15 +337,16 @@ int generate_checks(const Position &pos, MoveStack *mlist, Bitboard dc) {
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/// function is very ugly, and needs cleaning up some time later. FIXME
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int generate_evasions(const Position &pos, MoveStack *mlist) {
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assert(pos.is_ok());
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assert(pos.is_check());
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Color us, them;
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Bitboard checkers = pos.checkers();
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Bitboard pinned, b1, b2;
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Square ksq, from, to;
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int n = 0;
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assert(pos.is_ok());
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assert(pos.is_check());
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us = pos.side_to_move();
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them = opposite_color(us);
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@ -575,27 +575,25 @@ int generate_evasions(const Position &pos, MoveStack *mlist) {
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/// very hard to write an efficient legal move generator, but for the moment
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/// we don't need it.
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int generate_legal_moves(const Position &pos, MoveStack *mlist) {
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int generate_legal_moves(const Position& pos, MoveStack* mlist) {
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assert(pos.is_ok());
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if(pos.is_check())
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return generate_evasions(pos, mlist);
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else {
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int i, n;
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Bitboard pinned = pos.pinned_pieces(pos.side_to_move());
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if (pos.is_check())
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return generate_evasions(pos, mlist);
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// Generate pseudo-legal moves:
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n = generate_captures(pos, mlist);
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n += generate_noncaptures(pos, mlist + n);
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// Generate pseudo-legal moves:
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int n = generate_captures(pos, mlist);
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n += generate_noncaptures(pos, mlist + n);
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// Remove illegal moves from the list:
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for(i = 0; i < n; i++) {
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if(!pos.move_is_legal(mlist[i].move, pinned))
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mlist[i--].move = mlist[--n].move;
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}
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Bitboard pinned = pos.pinned_pieces(pos.side_to_move());
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return n;
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}
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// Remove illegal moves from the list:
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for (int i = 0; i < n; i++)
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if (!pos.move_is_legal(mlist[i].move, pinned))
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mlist[i--].move = mlist[--n].move;
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return n;
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}
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@ -606,255 +604,235 @@ int generate_legal_moves(const Position &pos, MoveStack *mlist) {
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/// only be used when the side to move is not in check.
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Move generate_move_if_legal(const Position &pos, Move m, Bitboard pinned) {
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Color us, them;
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Square from, to;
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Piece pc;
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assert(pos.is_ok());
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assert(!pos.is_check());
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assert(move_is_ok(m));
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us = pos.side_to_move();
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them = opposite_color(us);
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from = move_from(m);
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pc = pos.piece_on(from);
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Color us = pos.side_to_move();
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Color them = opposite_color(us);
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Square from = move_from(m);
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Piece pc = pos.piece_on(from);
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// If the from square is not occupied by a piece belonging to the side to
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// move, the move is obviously not legal.
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if(color_of_piece(pc) != us )
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return MOVE_NONE;
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to = move_to(m);
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// En passant moves:
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if(move_is_ep(m)) {
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// The piece must be a pawn:
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if(type_of_piece(pc) != PAWN)
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if (color_of_piece(pc) != us)
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return MOVE_NONE;
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// The destination square must be the en passant square:
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if(to != pos.ep_square())
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return MOVE_NONE;
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Square to = move_to(m);
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assert(pos.square_is_empty(to));
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assert(pos.piece_on(to - pawn_push(us)) == pawn_of_color(them));
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// En passant moves
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if (move_is_ep(m))
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{
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// The piece must be a pawn and destination square must be the
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// en passant square.
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if ( type_of_piece(pc) != PAWN
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|| to != pos.ep_square())
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return MOVE_NONE;
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// The move is pseudo-legal. If it is legal, return it.
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if(pos.move_is_legal(m))
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return m;
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else
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return MOVE_NONE;
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assert(pos.square_is_empty(to));
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assert(pos.piece_on(to - pawn_push(us)) == pawn_of_color(them));
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// The move is pseudo-legal. If it is legal, return it.
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return (pos.move_is_legal(m) ? m : MOVE_NONE);
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}
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// Castling moves:
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else if(move_is_short_castle(m)) {
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// Castling moves
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if (move_is_short_castle(m))
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{
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// The piece must be a king and side to move must still have
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// the right to castle kingside.
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if ( type_of_piece(pc) != KING
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||!pos.can_castle_kingside(us))
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return MOVE_NONE;
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// The piece must be a king:
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if(type_of_piece(pc) != KING)
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return MOVE_NONE;
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assert(from == pos.king_square(us));
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assert(to == pos.initial_kr_square(us));
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assert(pos.piece_on(to) == rook_of_color(us));
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// The side to move must still have the right to castle kingside:
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if(!pos.can_castle_kingside(us))
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return MOVE_NONE;
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Square g1 = relative_square(us, SQ_G1);
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Square f1 = relative_square(us, SQ_F1);
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Square s;
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bool illegal = false;
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assert(from == pos.king_square(us));
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assert(to == pos.initial_kr_square(us));
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assert(pos.piece_on(to) == rook_of_color(us));
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// Check if any of the squares between king and rook
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// is occupied or under attack.
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for (s = Min(from, g1); s <= Max(from, g1); s++)
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if ( (s != from && s != to && !pos.square_is_empty(s))
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|| pos.square_is_attacked(s, them))
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illegal = true;
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Square g1 = relative_square(us, SQ_G1);
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Square f1 = relative_square(us, SQ_F1);
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Square s;
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bool illegal = false;
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// Check if any of the squares between king and rook
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// is occupied.
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for (s = Min(to, f1); s <= Max(to, f1); s++)
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if (s != from && s != to && !pos.square_is_empty(s))
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illegal = true;
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for(s = Min(from, g1); s <= Max(from, g1); s++)
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if((s != from && s != to && !pos.square_is_empty(s)) ||
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pos.square_is_attacked(s, them))
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illegal = true;
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for(s = Min(to, f1); s <= Max(to, f1); s++)
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if(s != from && s != to && !pos.square_is_empty(s))
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illegal = true;
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if(!illegal)
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return m;
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else
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return MOVE_NONE;
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return (!illegal ? m : MOVE_NONE);
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}
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else if(move_is_long_castle(m)) {
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// The piece must be a king:
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if(type_of_piece(pc) != KING)
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return MOVE_NONE;
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if (move_is_long_castle(m))
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{
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// The piece must be a king and side to move must still have
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// the right to castle kingside.
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if ( type_of_piece(pc) != KING
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||!pos.can_castle_queenside(us))
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return MOVE_NONE;
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// The side to move must still have the right to castle kingside:
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if(!pos.can_castle_queenside(us))
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return MOVE_NONE;
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assert(from == pos.king_square(us));
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assert(to == pos.initial_qr_square(us));
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assert(pos.piece_on(to) == rook_of_color(us));
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assert(from == pos.king_square(us));
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assert(to == pos.initial_qr_square(us));
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assert(pos.piece_on(to) == rook_of_color(us));
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Square c1 = relative_square(us, SQ_C1);
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Square d1 = relative_square(us, SQ_D1);
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Square s;
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bool illegal = false;
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Square c1 = relative_square(us, SQ_C1);
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Square d1 = relative_square(us, SQ_D1);
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Square s;
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bool illegal = false;
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for (s = Min(from, c1); s <= Max(from, c1); s++)
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if( (s != from && s != to && !pos.square_is_empty(s))
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|| pos.square_is_attacked(s, them))
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illegal = true;
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for(s = Min(from, c1); s <= Max(from, c1); s++)
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if((s != from && s != to && !pos.square_is_empty(s)) ||
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pos.square_is_attacked(s, them))
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illegal = true;
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for(s = Min(to, d1); s <= Max(to, d1); s++)
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if(s != from && s != to && !pos.square_is_empty(s))
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illegal = true;
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if(square_file(to) == FILE_B &&
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(pos.piece_on(to + DELTA_W) == rook_of_color(them) ||
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pos.piece_on(to + DELTA_W) == queen_of_color(them)))
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illegal = true;
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for (s = Min(to, d1); s <= Max(to, d1); s++)
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if(s != from && s != to && !pos.square_is_empty(s))
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illegal = true;
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if(!illegal)
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return m;
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else
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return MOVE_NONE;
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if ( square_file(to) == FILE_B
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&& ( pos.piece_on(to + DELTA_W) == rook_of_color(them)
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|| pos.piece_on(to + DELTA_W) == queen_of_color(them)))
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illegal = true;
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return (!illegal ? m : MOVE_NONE);
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}
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// Normal moves
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else {
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// The destination square cannot be occupied by a friendly piece:
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if(pos.color_of_piece_on(to) == us)
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// The destination square cannot be occupied by a friendly piece
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if (pos.color_of_piece_on(to) == us)
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return MOVE_NONE;
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// Proceed according to the type of the moving piece.
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switch(type_of_piece(pc)) {
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// Proceed according to the type of the moving piece.
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switch(type_of_piece(pc)) {
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case PAWN:
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case PAWN:
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// Pawn moves, as usual, are somewhat messy.
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if(us == WHITE) {
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// If the destination square is on the 8th rank, the move must be a
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// promotion.
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if(square_rank(to) == RANK_8 && !move_promotion(m))
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return MOVE_NONE;
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if (us == WHITE)
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{
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// If the destination square is on the 8th rank, the move must
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// be a promotion.
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if (square_rank(to) == RANK_8 && !move_promotion(m))
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return MOVE_NONE;
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// Proceed according to the square delta between the source and
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// destionation squares.
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switch(to - from) {
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case DELTA_NW: case DELTA_NE:
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// Capture. The destination square must be occupied by an enemy piece
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// (en passant captures was handled earlier).
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if(pos.color_of_piece_on(to) != them)
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return MOVE_NONE;
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break;
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// Proceed according to the square delta between the source and
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// destionation squares.
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switch (to - from)
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{
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case DELTA_NW:
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case DELTA_NE:
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// Capture. The destination square must be occupied by an enemy
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// piece (en passant captures was handled earlier).
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if (pos.color_of_piece_on(to) != them)
|
||||
return MOVE_NONE;
|
||||
break;
|
||||
|
||||
case DELTA_N:
|
||||
// Pawn push. The destination square must be empty.
|
||||
if(!pos.square_is_empty(to))
|
||||
return MOVE_NONE;
|
||||
break;
|
||||
case DELTA_N:
|
||||
// Pawn push. The destination square must be empty.
|
||||
if (!pos.square_is_empty(to))
|
||||
return MOVE_NONE;
|
||||
break;
|
||||
|
||||
case DELTA_NN:
|
||||
case DELTA_NN:
|
||||
// Double pawn push. The destination square must be on the fourth
|
||||
// rank, and both the destination square and the square between the
|
||||
// source and destination squares must be empty.
|
||||
if(square_rank(to) != RANK_4 || !pos.square_is_empty(to) ||
|
||||
!pos.square_is_empty(from + DELTA_N))
|
||||
return MOVE_NONE;
|
||||
break;
|
||||
if ( square_rank(to) != RANK_4
|
||||
|| !pos.square_is_empty(to)
|
||||
|| !pos.square_is_empty(from + DELTA_N))
|
||||
return MOVE_NONE;
|
||||
break;
|
||||
|
||||
default:
|
||||
return MOVE_NONE;
|
||||
default:
|
||||
return MOVE_NONE;
|
||||
}
|
||||
}
|
||||
else { // (us == BLACK)
|
||||
// If the destination square is on the 1st rank, the move must be a
|
||||
// promotion.
|
||||
if(square_rank(to) == RANK_1 && !move_promotion(m))
|
||||
return MOVE_NONE;
|
||||
else // (us == BLACK)
|
||||
{
|
||||
// If the destination square is on the 1th rank, the move must
|
||||
// be a promotion.
|
||||
if (square_rank(to) == RANK_1 && !move_promotion(m))
|
||||
return MOVE_NONE;
|
||||
|
||||
// Proceed according to the square delta between the source and
|
||||
// destionation squares.
|
||||
switch(to - from) {
|
||||
// Proceed according to the square delta between the source and
|
||||
// destionation squares.
|
||||
switch (to - from)
|
||||
{
|
||||
case DELTA_SW:
|
||||
case DELTA_SE:
|
||||
// Capture. The destination square must be occupied by an enemy
|
||||
// piece (en passant captures was handled earlier).
|
||||
if (pos.color_of_piece_on(to) != them)
|
||||
return MOVE_NONE;
|
||||
break;
|
||||
|
||||
case DELTA_SW: case DELTA_SE:
|
||||
// Capture. The destination square must be occupied by an enemy piece
|
||||
// (en passant captures was handled earlier).
|
||||
if(pos.color_of_piece_on(to) != them)
|
||||
return MOVE_NONE;
|
||||
break;
|
||||
case DELTA_S:
|
||||
// Pawn push. The destination square must be empty.
|
||||
if (!pos.square_is_empty(to))
|
||||
return MOVE_NONE;
|
||||
break;
|
||||
|
||||
case DELTA_S:
|
||||
// Pawn push. The destination square must be empty.
|
||||
if(!pos.square_is_empty(to))
|
||||
return MOVE_NONE;
|
||||
break;
|
||||
|
||||
case DELTA_SS:
|
||||
case DELTA_SS:
|
||||
// Double pawn push. The destination square must be on the fifth
|
||||
// rank, and both the destination square and the square between the
|
||||
// source and destination squares must be empty.
|
||||
if(square_rank(to) != RANK_5 || !pos.square_is_empty(to) ||
|
||||
!pos.square_is_empty(from + DELTA_S))
|
||||
return MOVE_NONE;
|
||||
break;
|
||||
if ( square_rank(to) != RANK_5
|
||||
|| !pos.square_is_empty(to)
|
||||
|| !pos.square_is_empty(from + DELTA_S))
|
||||
return MOVE_NONE;
|
||||
break;
|
||||
|
||||
default:
|
||||
return MOVE_NONE;
|
||||
}
|
||||
default:
|
||||
return MOVE_NONE;
|
||||
}
|
||||
}
|
||||
// The move is pseudo-legal. Return it if it is legal.
|
||||
if(pos.move_is_legal(m))
|
||||
return m;
|
||||
else
|
||||
return MOVE_NONE;
|
||||
return (pos.move_is_legal(m) ? m : MOVE_NONE);
|
||||
break;
|
||||
|
||||
case KNIGHT:
|
||||
if(pos.knight_attacks_square(from, to) && pos.move_is_legal(m) &&
|
||||
!move_promotion(m))
|
||||
return m;
|
||||
else
|
||||
return MOVE_NONE;
|
||||
break;
|
||||
case KNIGHT:
|
||||
return ( pos.knight_attacks_square(from, to)
|
||||
&& pos.move_is_legal(m)
|
||||
&& !move_promotion(m) ? m : MOVE_NONE);
|
||||
break;
|
||||
|
||||
case BISHOP:
|
||||
if(pos.bishop_attacks_square(from, to) && pos.move_is_legal(m) &&
|
||||
!move_promotion(m))
|
||||
return m;
|
||||
else
|
||||
return MOVE_NONE;
|
||||
break;
|
||||
case BISHOP:
|
||||
return ( pos.bishop_attacks_square(from, to)
|
||||
&& pos.move_is_legal(m)
|
||||
&& !move_promotion(m) ? m : MOVE_NONE);
|
||||
break;
|
||||
|
||||
case ROOK:
|
||||
if(pos.rook_attacks_square(from, to) && pos.move_is_legal(m) &&
|
||||
!move_promotion(m))
|
||||
return m;
|
||||
else
|
||||
return MOVE_NONE;
|
||||
break;
|
||||
case ROOK:
|
||||
return ( pos.rook_attacks_square(from, to)
|
||||
&& pos.move_is_legal(m)
|
||||
&& !move_promotion(m) ? m : MOVE_NONE);
|
||||
break;
|
||||
|
||||
case QUEEN:
|
||||
if(pos.queen_attacks_square(from, to) && pos.move_is_legal(m) &&
|
||||
!move_promotion(m))
|
||||
return m;
|
||||
else
|
||||
return MOVE_NONE;
|
||||
break;
|
||||
case QUEEN:
|
||||
return ( pos.queen_attacks_square(from, to)
|
||||
&& pos.move_is_legal(m)
|
||||
&& !move_promotion(m) ? m : MOVE_NONE);
|
||||
break;
|
||||
|
||||
case KING:
|
||||
if(pos.king_attacks_square(from, to) && pos.move_is_legal(m) &&
|
||||
!move_promotion(m))
|
||||
return m;
|
||||
else
|
||||
return MOVE_NONE;
|
||||
break;
|
||||
case KING:
|
||||
return ( pos.king_attacks_square(from, to)
|
||||
&& pos.move_is_legal(m)
|
||||
&& !move_promotion(m) ? m : MOVE_NONE);
|
||||
break;
|
||||
|
||||
default:
|
||||
assert(false);
|
||||
default:
|
||||
assert(false);
|
||||
}
|
||||
}
|
||||
|
||||
assert(false);
|
||||
return MOVE_NONE;
|
||||
assert(false);
|
||||
return MOVE_NONE;
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -99,7 +99,7 @@ Move MovePicker::get_next_move() {
|
|||
while (true)
|
||||
{
|
||||
// If we already have a list of generated moves, pick the best move from
|
||||
// the list, and return it:
|
||||
// the list, and return it.
|
||||
move = pick_move_from_list();
|
||||
if (move != MOVE_NONE)
|
||||
{
|
||||
|
@ -107,7 +107,7 @@ Move MovePicker::get_next_move() {
|
|||
return move;
|
||||
}
|
||||
|
||||
// Next phase:
|
||||
// Next phase
|
||||
phaseIndex++;
|
||||
switch (PhaseTable[phaseIndex]) {
|
||||
|
||||
|
@ -199,8 +199,7 @@ Move MovePicker::get_next_move(Lock &lock) {
|
|||
/// MovePicker::score_captures(), MovePicker::score_noncaptures(),
|
||||
/// MovePicker::score_evasions() and MovePicker::score_qcaptures() assign a
|
||||
/// numerical move ordering score to each move in a move list. The moves
|
||||
/// with highest scores will be picked first by
|
||||
/// MovePicker::pick_move_from_list().
|
||||
/// with highest scores will be picked first by pick_move_from_list().
|
||||
|
||||
void MovePicker::score_captures() {
|
||||
// Winning and equal captures in the main search are ordered by MVV.
|
||||
|
@ -321,7 +320,7 @@ Move MovePicker::pick_move_from_list() {
|
|||
badCaptures[numOfBadCaptures++] = moves[i];
|
||||
moves[i--] = moves[--numOfMoves];
|
||||
}
|
||||
else if (moves[i].score > bestScore) // FIXME >= 0 ??
|
||||
else if (moves[i].score > bestScore)
|
||||
{
|
||||
bestIndex = i;
|
||||
bestScore = moves[i].score;
|
||||
|
@ -348,7 +347,7 @@ Move MovePicker::pick_move_from_list() {
|
|||
// the entire move list for the best move. If many moves have already
|
||||
// been searched and it is not a PV node, we are probably failing low
|
||||
// anyway, so we just pick the first move from the list.
|
||||
bestIndex = (pvNode || movesPicked < 12 ? find_best_index() : movesPicked);
|
||||
bestIndex = (movesPicked < 12 || pvNode ? find_best_index() : movesPicked);
|
||||
|
||||
if (bestIndex != -1)
|
||||
{
|
||||
|
@ -435,6 +434,7 @@ Move MovePicker::pick_move_from_list() {
|
|||
/// picked next move. It can be used in search to further differentiate
|
||||
/// according to the current move type: capture, non capture, escape, etc.
|
||||
MovePicker::MovegenPhase MovePicker::current_move_type() const {
|
||||
|
||||
return PhaseTable[phaseIndex];
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Reference in a new issue