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https://github.com/sockspls/badfish
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Retire square_from_string()
And rename move_from/to_string() in a more specific move_from/to_uci() that is a simple coordinate notation. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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parent
556b63b6b6
commit
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5 changed files with 34 additions and 38 deletions
52
src/move.cpp
52
src/move.cpp
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@ -34,13 +34,13 @@
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//// Functions
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////
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/// move_from_string() takes a position and a string as input, and attempts to
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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_string(const Position& pos, const std::string& str) {
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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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@ -50,15 +50,15 @@ Move move_from_string(const Position& pos, const std::string& str) {
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return MOVE_NONE;
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// Read the from and to squares
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from = square_from_string(str.substr(0, 2));
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to = square_from_string(str.substr(2, 4));
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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 (type_of_piece(piece) == PAWN && str.length() > 4)
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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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@ -69,47 +69,47 @@ Move move_from_string(const Position& pos, const std::string& str) {
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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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}
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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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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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// Is this a castling move? A king move is assumed to be a castling
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// move if the destination square is occupied by a friendly rook, or
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// if the distance between the source and destination squares is more
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// than 1.
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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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else if (square_distance(from, to) > 1)
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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 + delta;
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while (relative_rank(us, s) == RANK_1 && pos.piece_on(s) != piece_of_color_and_type(us, ROOK))
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s += delta;
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Square s = from;
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return (relative_rank(us, s) == RANK_1 ? make_castle_move(from, s) : MOVE_NONE);
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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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else if (piece == piece_of_color_and_type(us, PAWN))
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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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// without further testing if the destination square is epSquare.
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if (to == pos.ep_square())
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return make_ep_move(from, to);
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}
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return make_move(from, to);
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}
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/// move_to_string() converts a move to a string in coordinate notation
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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_string(Move move, bool chess960) {
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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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@ -140,7 +140,7 @@ const std::string move_to_string(Move move, bool chess960) {
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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_string(m, chess960);
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return os << move_to_uci(m, chess960);
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}
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@ -204,8 +204,8 @@ inline Move make_ep_move(Square from, Square to) {
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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_string(const Position& pos, const std::string &str);
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extern const std::string move_to_string(Move m, bool chess960);
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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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@ -92,12 +92,12 @@ inline SquareDelta pawn_push(Color c) {
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return (c == WHITE ? DELTA_N : DELTA_S);
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}
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inline bool piece_type_is_ok(PieceType pc) {
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return pc >= PAWN && pc <= KING;
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inline bool piece_type_is_ok(PieceType pt) {
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return pt >= PAWN && pt <= KING;
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}
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inline bool piece_is_ok(Piece pc) {
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return piece_type_is_ok(type_of_piece(pc)) && color_is_ok(color_of_piece(pc));
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inline bool piece_is_ok(Piece p) {
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return piece_type_is_ok(type_of_piece(p)) && color_is_ok(color_of_piece(p));
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}
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inline char piece_type_to_char(PieceType pt) {
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@ -160,10 +160,6 @@ inline char rank_to_char(Rank r) {
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return char(r - RANK_1 + int('1'));
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}
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inline Square square_from_string(const std::string& str) {
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return make_square(file_from_char(str[0]), rank_from_char(str[1]));
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}
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inline const std::string square_to_string(Square s) {
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return std::string(1, file_to_char(square_file(s)))
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+ std::string(1, rank_to_char(square_rank(s)));
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@ -194,7 +194,7 @@ namespace {
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StateInfo st;
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while (uip >> token)
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{
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move = move_from_string(pos, token);
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move = move_from_uci(pos, token);
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pos.do_move(move, st);
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if (pos.rule_50_counter() == 0)
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pos.reset_game_ply();
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@ -293,7 +293,7 @@ namespace {
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{
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int numOfMoves = 0;
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while (uip >> token)
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searchMoves[numOfMoves++] = move_from_string(pos, token);
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searchMoves[numOfMoves++] = move_from_uci(pos, token);
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searchMoves[numOfMoves] = MOVE_NONE;
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}
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