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https://github.com/sockspls/badfish
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Add a generate_piece_checks() specialization for the king
Also reshuffle the code a bit. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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parent
d316b02771
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1 changed files with 89 additions and 82 deletions
171
src/movegen.cpp
171
src/movegen.cpp
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@ -70,6 +70,93 @@ namespace {
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template<PieceType>
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int generate_piece_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*, int);
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/// Templates are defined here to avoid lookup issues with specializations
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template<PieceType Piece>
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int generate_piece_moves(const Position &pos, MoveStack *mlist,
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Color side, Bitboard target) {
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int n = 0;
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for (int i = 0; i < pos.piece_count(side, Piece); i++)
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{
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Square from = pos.piece_list(side, Piece, i);
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Bitboard b = pos.piece_attacks<Piece>(from) & target;
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while (b)
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{
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Square to = pop_1st_bit(&b);
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mlist[n++].move = make_move(from, to);
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}
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}
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return n;
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}
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template<PieceType Piece>
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int generate_piece_checks(const Position& pos, Bitboard target, Bitboard dc,
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Square ksq, MoveStack* mlist, int n) {
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// Discovered checks
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Bitboard b = target & dc;
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while (b)
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{
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Square from = pop_1st_bit(&b);
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Bitboard bb = pos.piece_attacks<Piece>(from) & pos.empty_squares();
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while (bb)
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{
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Square to = pop_1st_bit(&bb);
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mlist[n++].move = make_move(from, to);
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}
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}
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// Direct checks
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b = target & ~dc;
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Bitboard checkSqs = pos.piece_attacks<Piece>(ksq) & pos.empty_squares();
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while (b)
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{
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Square from = pop_1st_bit(&b);
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Bitboard bb = pos.piece_attacks<Piece>(from) & checkSqs;
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while (bb)
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{
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Square to = pop_1st_bit(&bb);
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mlist[n++].move = make_move(from, to);
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}
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}
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return n;
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}
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template<> // Special case the King
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int generate_piece_checks<KING>(const Position& pos, Bitboard, Bitboard dc,
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Square ksq, MoveStack* mlist, int n) {
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if (bit_is_set(dc, ksq))
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{
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Bitboard bb = pos.piece_attacks<KING>(ksq)
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& pos.empty_squares()
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& ~QueenPseudoAttacks[ksq];
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while (bb)
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{
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Square to = pop_1st_bit(&bb);
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mlist[n++].move = make_move(ksq, to);
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}
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}
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return n;
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}
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template<PieceType Piece>
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int generate_piece_blocking_evasions(const Position& pos, Bitboard b,
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Bitboard blockSquares, MoveStack* mlist, int n) {
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while (b)
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{
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Square from = pop_1st_bit(&b);
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Bitboard bb = pos.piece_attacks<Piece>(from) & blockSquares;
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while (bb)
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{
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Square to = pop_1st_bit(&bb);
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mlist[n++].move = make_move(from, to);
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}
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}
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return n;
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}
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}
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@ -172,17 +259,8 @@ int generate_checks(const Position& pos, MoveStack* mlist, Bitboard dc) {
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if (b)
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n = generate_piece_checks<QUEEN>(pos, b, dc, ksq, mlist, n);
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// King moves
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Square from = pos.king_square(us);
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if (bit_is_set(dc, from))
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{
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b = pos.piece_attacks<KING>(from) & pos.empty_squares() & ~QueenPseudoAttacks[ksq];
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while (b)
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{
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Square to = pop_1st_bit(&b);
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mlist[n++].move = make_move(from, to);
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}
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}
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// Hopefully we always have a king ;-)
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n = generate_piece_checks<KING>(pos, b, dc, pos.king_square(us), mlist, n);
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// TODO: Castling moves!
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@ -680,28 +758,6 @@ namespace {
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}
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template<PieceType Piece>
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int generate_piece_moves(const Position &pos, MoveStack *mlist,
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Color side, Bitboard target) {
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Square from, to;
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Bitboard b;
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int n = 0;
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for (int i = 0; i < pos.piece_count(side, Piece); i++)
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{
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from = pos.piece_list(side, Piece, i);
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b = pos.piece_attacks<Piece>(from) & target;
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while (b)
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{
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to = pop_1st_bit(&b);
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mlist[n++].move = make_move(from, to);
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}
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}
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return n;
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}
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int generate_castle_moves(const Position &pos, MoveStack *mlist, Color us) {
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int n = 0;
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@ -767,38 +823,6 @@ namespace {
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return n;
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}
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template<PieceType Piece>
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int generate_piece_checks(const Position& pos, Bitboard target, Bitboard dc,
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Square ksq, MoveStack* mlist, int n) {
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// Discovered checks
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Bitboard b = target & dc;
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while (b)
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{
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Square from = pop_1st_bit(&b);
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Bitboard bb = pos.piece_attacks<Piece>(from) & pos.empty_squares();
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while (bb)
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{
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Square to = pop_1st_bit(&bb);
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mlist[n++].move = make_move(from, to);
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}
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}
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// Direct checks
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b = target & ~dc;
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Bitboard checkSqs = pos.piece_attacks<Piece>(ksq) & pos.empty_squares();
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while (b)
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{
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Square from = pop_1st_bit(&b);
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Bitboard bb = pos.piece_attacks<Piece>(from) & checkSqs;
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while (bb)
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{
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Square to = pop_1st_bit(&bb);
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mlist[n++].move = make_move(from, to);
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}
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}
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return n;
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}
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int generate_pawn_checks(const PawnOffsets& ofs, const Position& pos, Bitboard dc, Square ksq, MoveStack* mlist, int n)
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{
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@ -851,23 +875,6 @@ namespace {
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}
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template<PieceType Piece>
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int generate_piece_blocking_evasions(const Position& pos, Bitboard b,
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Bitboard blockSquares, MoveStack* mlist, int n) {
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while (b)
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{
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Square from = pop_1st_bit(&b);
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Bitboard bb = pos.piece_attacks<Piece>(from) & blockSquares;
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while (bb)
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{
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Square to = pop_1st_bit(&bb);
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mlist[n++].move = make_move(from, to);
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}
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}
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return n;
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}
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int generate_pawn_blocking_evasions(const PawnOffsets& ofs, const Position& pos, Bitboard not_pinned,
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Bitboard blockSquares, MoveStack* mlist, int n) {
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// Find non-pinned pawns
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