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Greatly simplify move_from_uci()
Use a reverse logic: among the list of generated legal moves transformed in UCI coordinate notation find the one that matches the given string. It is a bit slower, but here is not performance critical and is much more simplified then before. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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parent
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1 changed files with 12 additions and 66 deletions
78
src/san.cpp
78
src/san.cpp
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@ -60,7 +60,7 @@ namespace {
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const std::string move_to_uci(Move m, bool chess960) {
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std::string str;
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std::string promotion;
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Square from = move_from(m);
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Square to = move_to(m);
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@ -76,80 +76,26 @@ const std::string move_to_uci(Move m, bool chess960) {
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if (move_is_long_castle(m) && !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(m))
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str += char(tolower(piece_type_to_char(move_promotion_piece(m))));
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promotion = char(tolower(piece_type_to_char(move_promotion_piece(m))));
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return str;
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return square_to_string(from) + square_to_string(to) + promotion;
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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.). This function is not robust, and expects that the input
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/// move is legal and correctly formatted.
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/// move_from_uci() takes a position and a string representing a move in
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/// simple coordinate notation and returns an equivalent Move.
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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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MoveStack mlist[MOVES_MAX];
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MoveStack* last = generate<MV_LEGAL>(pos, mlist);
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if (str.length() < 4)
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return MOVE_NONE;
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for (MoveStack* cur = mlist; cur != last; cur++)
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if (str == move_to_uci(cur->move, pos.is_chess960()))
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return cur->move;
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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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return MOVE_NONE;
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}
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