mirror of
https://github.com/sockspls/badfish
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Retire move.cpp
Move its functions where they belong. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
parent
a46b53e1c2
commit
1e7aaed8bc
11 changed files with 123 additions and 184 deletions
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@ -34,7 +34,7 @@ PGOBENCH = ./$(EXE) bench 32 1 10 default depth
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### Object files
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OBJS = bitboard.o pawns.o material.o endgame.o evaluate.o main.o \
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misc.o move.o movegen.o history.o movepick.o search.o position.o \
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misc.o movegen.o history.o movepick.o search.o position.o \
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tt.o uci.o ucioption.o book.o bitbase.o san.o benchmark.o timeman.o
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@ -22,6 +22,7 @@
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//// Includes
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////
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#include <fstream>
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#include <iostream>
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#include <vector>
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#include "search.h"
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@ -30,6 +30,7 @@
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////
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#include <cassert>
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#include <iostream>
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#include "book.h"
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#include "movegen.h"
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152
src/move.cpp
152
src/move.cpp
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@ -1,152 +0,0 @@
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/*
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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) 2008-2010 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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////
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//// Includes
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////
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#include <cassert>
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#include <cctype>
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#include "move.h"
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#include "piece.h"
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#include "position.h"
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////
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//// Functions
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////
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/// move_from_uci() takes a position and a string as input, and attempts to
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/// convert the string to a move, using simple coordinate notation (g1f3,
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/// a7a8q, etc.). In order to correctly parse en passant captures and castling
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/// moves, we need the position. This function is not robust, and expects that
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/// the input move is legal and correctly formatted.
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Move move_from_uci(const Position& pos, const std::string& str) {
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Square from, to;
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Piece piece;
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Color us = pos.side_to_move();
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if (str.length() < 4)
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return MOVE_NONE;
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// Read the from and to squares
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from = make_square(file_from_char(str[0]), rank_from_char(str[1]));
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to = make_square(file_from_char(str[2]), rank_from_char(str[3]));
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// Find the moving piece
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piece = pos.piece_on(from);
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// If the string has more than 4 characters, try to interpret the 5th
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// character as a promotion.
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if (str.length() > 4 && piece == piece_of_color_and_type(us, PAWN))
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{
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switch (tolower(str[4])) {
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case 'n':
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return make_promotion_move(from, to, KNIGHT);
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case 'b':
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return make_promotion_move(from, to, BISHOP);
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case 'r':
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return make_promotion_move(from, to, ROOK);
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case 'q':
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return make_promotion_move(from, to, QUEEN);
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}
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}
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// En passant move? We assume that a pawn move is an en passant move
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// if the destination square is epSquare.
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if (to == pos.ep_square() && piece == piece_of_color_and_type(us, PAWN))
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return make_ep_move(from, to);
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// Is this a castling move? A king move is assumed to be a castling move
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// if the destination square is occupied by a friendly rook, or if the
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// distance between the source and destination squares is more than 1.
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if (piece == piece_of_color_and_type(us, KING))
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{
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if (pos.piece_on(to) == piece_of_color_and_type(us, ROOK))
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return make_castle_move(from, to);
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if (square_distance(from, to) > 1)
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{
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// This is a castling move, but we have to translate it to the
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// internal "king captures rook" representation.
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SquareDelta delta = (to > from ? DELTA_E : DELTA_W);
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Square s = from;
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do s += delta;
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while ( pos.piece_on(s) != piece_of_color_and_type(us, ROOK)
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&& relative_rank(us, s) == RANK_1);
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return relative_rank(us, s) == RANK_1 ? make_castle_move(from, s) : MOVE_NONE;
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}
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}
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return make_move(from, to);
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}
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/// move_to_uci() converts a move to a string in coordinate notation
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/// (g1f3, a7a8q, etc.). The only special case is castling moves, where we
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/// print in the e1g1 notation in normal chess mode, and in e1h1 notation in
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/// Chess960 mode.
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const std::string move_to_uci(Move move, bool chess960) {
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std::string str;
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Square from = move_from(move);
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Square to = move_to(move);
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if (move == MOVE_NONE)
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str = "(none)";
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else if (move == MOVE_NULL)
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str = "0000";
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else
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{
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if (move_is_short_castle(move) && !chess960)
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return (from == SQ_E1 ? "e1g1" : "e8g8");
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if (move_is_long_castle(move) && !chess960)
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return (from == SQ_E1 ? "e1c1" : "e8c8");
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str = square_to_string(from) + square_to_string(to);
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if (move_is_promotion(move))
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str += char(tolower(piece_type_to_char(move_promotion_piece(move))));
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}
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return str;
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}
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/// Overload the << operator, to make it easier to print moves
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std::ostream& operator << (std::ostream& os, Move m) {
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bool chess960 = (os.iword(0) != 0); // See set960()
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return os << move_to_uci(m, chess960);
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}
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/// move_is_ok(), for debugging
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bool move_is_ok(Move m) {
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return move_from(m) != move_to(m); // Catches also MOVE_NONE
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}
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27
src/move.h
27
src/move.h
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#if !defined(MOVE_H_INCLUDED)
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#define MOVE_H_INCLUDED
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////
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//// Includes
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////
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#include <iostream>
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#include "misc.h"
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#include "piece.h"
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#include "square.h"
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// Maximum number of allowed moves per position
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const int MOVES_MAX = 256;
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////
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//// Types
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////
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class Position;
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/// A move needs 16 bits to be stored
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///
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/// bit 0- 5: destination square (from 0 to 63)
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return bestMove;
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}
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////
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//// Inline functions
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////
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inline Square move_from(Move m) {
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return Square((int(m) >> 6) & 0x3F);
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return Move(int(to) | (int(from) << 6) | (3 << 14));
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}
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////
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//// Prototypes
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////
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extern std::ostream& operator<<(std::ostream& os, Move m);
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extern Move move_from_uci(const Position& pos, const std::string &str);
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extern const std::string move_to_uci(Move m, bool chess960);
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extern bool move_is_ok(Move m);
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inline bool move_is_ok(Move m) {
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return move_from(m) != move_to(m); // Catches also MOVE_NONE
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}
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#endif // !defined(MOVE_H_INCLUDED)
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@ -47,6 +47,8 @@ const int MaxGameLength = 220;
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//// Types
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////
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class Position;
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/// struct checkInfo is initialized at c'tor time and keeps
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/// info used to detect if a move gives check.
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@ -161,13 +161,19 @@ namespace {
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// operator<<() that will use it to properly format castling moves.
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enum set960 {};
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std::ostream& operator<< (std::ostream& os, const set960& m) {
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std::ostream& operator<< (std::ostream& os, const set960& f) {
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os.iword(0) = int(m);
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os.iword(0) = int(f);
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return os;
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}
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// Overload operator << for moves to make it easier to print moves in
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// coordinate notation compatible with UCI protocol.
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std::ostream& operator<<(std::ostream& os, Move m);
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/// Adjustments
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// Step 6. Razoring
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}
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}
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// Overload operator << to make it easier to print moves in coordinate notation
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// (g1f3, a7a8q, etc.). The only special case is castling moves, where we
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// print in the e1g1 notation in normal chess mode, and in e1h1 notation in
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// Chess960 mode.
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std::ostream& operator<<(std::ostream& os, Move m) {
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Square from = move_from(m);
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Square to = move_to(m);
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bool chess960 = (os.iword(0) != 0); // See set960()
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if (m == MOVE_NONE)
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return os << "(none)";
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if (m == MOVE_NULL)
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return os << "0000";
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if (move_is_short_castle(m) && !chess960)
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return os << (from == SQ_E1 ? "e1g1" : "e8g8");
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if (move_is_long_castle(m) && !chess960)
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return os << (from == SQ_E1 ? "e1c1" : "e8c8");
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os << square_to_string(from) << square_to_string(to);
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if (move_is_promotion(m))
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os << char(tolower(piece_type_to_char(move_promotion_piece(m))));
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return os;
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}
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} // namespace
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////
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//// Prototypes
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////
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class Position;
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extern void init_search();
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extern void init_threads();
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#include <cassert>
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#include <cstring>
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#include <iostream>
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#include "tt.h"
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4
src/tt.h
4
src/tt.h
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#if !defined(TT_H_INCLUDED)
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#define TT_H_INCLUDED
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////
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//// Includes
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////
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#include <iostream>
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#include "depth.h"
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#include "move.h"
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75
src/uci.cpp
75
src/uci.cpp
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////
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#include <cassert>
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#include <cctype>
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#include <iostream>
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#include <sstream>
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#include <string>
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void set_position(Position& pos, UCIParser& up);
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bool go(Position& pos, UCIParser& up);
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void perft(Position& pos, UCIParser& up);
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Move parse_uci_move(const Position& pos, const std::string &str);
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}
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namespace {
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// parse_uci_move() takes a position and a string as input, and attempts to
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// convert the string to a move, using simple coordinate notation (g1f3,
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// a7a8q, etc.). In order to correctly parse en passant captures and castling
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// moves, we need the position. This function is not robust, and expects that
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// the input move is legal and correctly formatted.
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Move parse_uci_move(const Position& pos, const std::string& str) {
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Square from, to;
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Piece piece;
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Color us = pos.side_to_move();
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if (str.length() < 4)
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return MOVE_NONE;
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// Read the from and to squares
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from = make_square(file_from_char(str[0]), rank_from_char(str[1]));
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to = make_square(file_from_char(str[2]), rank_from_char(str[3]));
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// Find the moving piece
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piece = pos.piece_on(from);
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// If the string has more than 4 characters, try to interpret the 5th
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// character as a promotion.
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if (str.length() > 4 && piece == piece_of_color_and_type(us, PAWN))
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{
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switch (tolower(str[4])) {
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case 'n':
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return make_promotion_move(from, to, KNIGHT);
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case 'b':
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return make_promotion_move(from, to, BISHOP);
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case 'r':
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return make_promotion_move(from, to, ROOK);
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case 'q':
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return make_promotion_move(from, to, QUEEN);
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}
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}
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// En passant move? We assume that a pawn move is an en passant move
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// if the destination square is epSquare.
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if (to == pos.ep_square() && piece == piece_of_color_and_type(us, PAWN))
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return make_ep_move(from, to);
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// Is this a castling move? A king move is assumed to be a castling move
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// if the destination square is occupied by a friendly rook, or if the
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// distance between the source and destination squares is more than 1.
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if (piece == piece_of_color_and_type(us, KING))
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{
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if (pos.piece_on(to) == piece_of_color_and_type(us, ROOK))
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return make_castle_move(from, to);
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if (square_distance(from, to) > 1)
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{
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// This is a castling move, but we have to translate it to the
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// internal "king captures rook" representation.
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SquareDelta delta = (to > from ? DELTA_E : DELTA_W);
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Square s = from;
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do s += delta;
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while ( pos.piece_on(s) != piece_of_color_and_type(us, ROOK)
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&& relative_rank(us, s) == RANK_1);
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return relative_rank(us, s) == RANK_1 ? make_castle_move(from, s) : MOVE_NONE;
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}
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}
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return make_move(from, to);
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}
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// set_position() is called when Stockfish receives the "position" UCI
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// command. The input parameter is a UCIParser. It is assumed
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// that this parser has consumed the first token of the UCI command
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StateInfo st;
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while (up >> token)
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{
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move = move_from_uci(pos, token);
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move = parse_uci_move(pos, token);
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pos.do_setup_move(move, st);
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}
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// Our StateInfo st is about going out of scope so copy
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{
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int numOfMoves = 0;
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while (up >> token)
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searchMoves[numOfMoves++] = move_from_uci(pos, token);
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searchMoves[numOfMoves++] = parse_uci_move(pos, token);
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searchMoves[numOfMoves] = MOVE_NONE;
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}
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