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https://github.com/sockspls/badfish
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Start to cleanup position.cpp
Still a lot to do. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
parent
8d76de820f
commit
88bb3c9422
2 changed files with 441 additions and 432 deletions
685
src/position.cpp
685
src/position.cpp
File diff suppressed because it is too large
Load diff
184
src/position.h
184
src/position.h
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@ -64,8 +64,10 @@ const int MaxGameLength = 220;
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enum CastleRights {
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NO_CASTLES = 0,
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WHITE_OO = 1, BLACK_OO = 2,
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WHITE_OOO = 4, BLACK_OOO = 8,
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WHITE_OO = 1,
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BLACK_OO = 2,
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WHITE_OOO = 4,
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BLACK_OOO = 8,
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ALL_CASTLES = 15
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};
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@ -117,7 +119,7 @@ class Position {
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public:
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// Constructors
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Position();
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Position() {};
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Position(const Position &pos);
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Position(const std::string &fen);
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@ -235,6 +237,7 @@ public:
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bool move_is_check(Move m) const;
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bool move_is_check(Move m, Bitboard dcCandidates) const;
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bool move_is_capture(Move m) const;
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bool move_is_deep_pawn_push(Move m) const;
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bool move_is_pawn_push_to_7th(Move m) const;
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bool move_is_passed_pawn_push(Move m) const;
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bool move_was_passed_pawn_push(Move m) const;
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@ -375,27 +378,27 @@ inline Piece Position::piece_on(Square s) const {
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}
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inline Color Position::color_of_piece_on(Square s) const {
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return color_of_piece(this->piece_on(s));
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return color_of_piece(piece_on(s));
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}
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inline PieceType Position::type_of_piece_on(Square s) const {
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return type_of_piece(this->piece_on(s));
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return type_of_piece(piece_on(s));
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}
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inline bool Position::square_is_empty(Square s) const {
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return this->piece_on(s) == EMPTY;
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return piece_on(s) == EMPTY;
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}
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inline bool Position::square_is_occupied(Square s) const {
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return !this->square_is_empty(s);
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return !square_is_empty(s);
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}
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inline Value Position::midgame_value_of_piece_on(Square s) const {
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return piece_value_midgame(this->piece_on(s));
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return piece_value_midgame(piece_on(s));
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}
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inline Value Position::endgame_value_of_piece_on(Square s) const {
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return piece_value_endgame(this->piece_on(s));
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return piece_value_endgame(piece_on(s));
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}
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inline Color Position::side_to_move() const {
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@ -407,7 +410,7 @@ inline Bitboard Position::occupied_squares() const {
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}
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inline Bitboard Position::empty_squares() const {
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return ~(this->occupied_squares());
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return ~(occupied_squares());
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}
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inline Bitboard Position::pieces_of_color(Color c) const {
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@ -418,81 +421,80 @@ inline Bitboard Position::pieces_of_type(PieceType pt) const {
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return byTypeBB[pt];
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}
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inline Bitboard Position::pieces_of_color_and_type(Color c, PieceType pt)
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const {
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return this->pieces_of_color(c) & this->pieces_of_type(pt);
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inline Bitboard Position::pieces_of_color_and_type(Color c, PieceType pt) const {
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return pieces_of_color(c) & pieces_of_type(pt);
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}
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inline Bitboard Position::pawns() const {
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return this->pieces_of_type(PAWN);
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return pieces_of_type(PAWN);
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}
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inline Bitboard Position::knights() const {
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return this->pieces_of_type(KNIGHT);
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return pieces_of_type(KNIGHT);
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}
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inline Bitboard Position::bishops() const {
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return this->pieces_of_type(BISHOP);
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return pieces_of_type(BISHOP);
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}
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inline Bitboard Position::rooks() const {
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return this->pieces_of_type(ROOK);
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return pieces_of_type(ROOK);
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}
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inline Bitboard Position::queens() const {
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return this->pieces_of_type(QUEEN);
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return pieces_of_type(QUEEN);
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}
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inline Bitboard Position::kings() const {
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return this->pieces_of_type(KING);
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return pieces_of_type(KING);
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}
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inline Bitboard Position::rooks_and_queens() const {
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return this->rooks() | this->queens();
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return rooks() | queens();
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}
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inline Bitboard Position::bishops_and_queens() const {
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return this->bishops() | this->queens();
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return bishops() | queens();
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}
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inline Bitboard Position::sliders() const {
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return this->bishops() | this->queens() | this->rooks();
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return bishops() | queens() | rooks();
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}
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inline Bitboard Position::pawns(Color c) const {
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return this->pieces_of_color_and_type(c, PAWN);
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return pieces_of_color_and_type(c, PAWN);
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}
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inline Bitboard Position::knights(Color c) const {
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return this->pieces_of_color_and_type(c, KNIGHT);
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return pieces_of_color_and_type(c, KNIGHT);
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}
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inline Bitboard Position::bishops(Color c) const {
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return this->pieces_of_color_and_type(c, BISHOP);
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return pieces_of_color_and_type(c, BISHOP);
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}
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inline Bitboard Position::rooks(Color c) const {
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return this->pieces_of_color_and_type(c, ROOK);
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return pieces_of_color_and_type(c, ROOK);
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}
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inline Bitboard Position::queens(Color c) const {
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return this->pieces_of_color_and_type(c, QUEEN);
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return pieces_of_color_and_type(c, QUEEN);
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}
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inline Bitboard Position::kings(Color c) const {
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return this->pieces_of_color_and_type(c, KING);
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return pieces_of_color_and_type(c, KING);
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}
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inline Bitboard Position::rooks_and_queens(Color c) const {
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return this->rooks_and_queens() & this->pieces_of_color(c);
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return rooks_and_queens() & pieces_of_color(c);
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}
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inline Bitboard Position::bishops_and_queens(Color c) const {
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return this->bishops_and_queens() & this->pieces_of_color(c);
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return bishops_and_queens() & pieces_of_color(c);
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}
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inline Bitboard Position::sliders_of_color(Color c) const {
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return this->sliders() & this->pieces_of_color(c);
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return sliders() & pieces_of_color(c);
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}
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inline int Position::piece_count(Color c, PieceType pt) const {
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@ -500,23 +502,23 @@ inline int Position::piece_count(Color c, PieceType pt) const {
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}
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inline int Position::pawn_count(Color c) const {
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return this->piece_count(c, PAWN);
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return piece_count(c, PAWN);
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}
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inline int Position::knight_count(Color c) const {
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return this->piece_count(c, KNIGHT);
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return piece_count(c, KNIGHT);
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}
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inline int Position::bishop_count(Color c) const {
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return this->piece_count(c, BISHOP);
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return piece_count(c, BISHOP);
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}
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inline int Position::rook_count(Color c) const {
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return this->piece_count(c, ROOK);
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return piece_count(c, ROOK);
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}
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inline int Position::queen_count(Color c) const {
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return this->piece_count(c, QUEEN);
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return piece_count(c, QUEEN);
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}
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inline Square Position::piece_list(Color c, PieceType pt, int index) const {
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@ -524,23 +526,23 @@ inline Square Position::piece_list(Color c, PieceType pt, int index) const {
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}
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inline Square Position::pawn_list(Color c, int index) const {
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return this->piece_list(c, PAWN, index);
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return piece_list(c, PAWN, index);
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}
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inline Square Position::knight_list(Color c, int index) const {
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return this->piece_list(c, KNIGHT, index);
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return piece_list(c, KNIGHT, index);
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}
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inline Square Position::bishop_list(Color c, int index) const {
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return this->piece_list(c, BISHOP, index);
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return piece_list(c, BISHOP, index);
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}
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inline Square Position::rook_list(Color c, int index) const {
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return this->piece_list(c, ROOK, index);
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return piece_list(c, ROOK, index);
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}
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inline Square Position::queen_list(Color c, int index) const {
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return this->piece_list(c, QUEEN, index);
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return piece_list(c, QUEEN, index);
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}
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inline Square Position::ep_square() const {
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@ -576,11 +578,11 @@ inline Bitboard Position::pawn_attacks(Color c, Square s) const {
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}
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inline Bitboard Position::white_pawn_attacks(Square s) const {
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return this->pawn_attacks(WHITE, s);
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return pawn_attacks(WHITE, s);
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}
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inline Bitboard Position::black_pawn_attacks(Square s) const {
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return this->pawn_attacks(BLACK, s);
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return pawn_attacks(BLACK, s);
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}
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inline Bitboard Position::knight_attacks(Square s) const {
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@ -588,15 +590,15 @@ inline Bitboard Position::knight_attacks(Square s) const {
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}
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inline Bitboard Position::rook_attacks(Square s) const {
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return rook_attacks_bb(s, this->occupied_squares());
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return rook_attacks_bb(s, occupied_squares());
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}
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inline Bitboard Position::bishop_attacks(Square s) const {
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return bishop_attacks_bb(s, this->occupied_squares());
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return bishop_attacks_bb(s, occupied_squares());
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}
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inline Bitboard Position::queen_attacks(Square s) const {
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return this->rook_attacks(s) | this->bishop_attacks(s);
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return rook_attacks(s) | bishop_attacks(s);
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}
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inline Bitboard Position::king_attacks(Square s) const {
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@ -608,59 +610,59 @@ inline Bitboard Position::checkers() const {
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}
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inline bool Position::is_check() const {
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return this->checkers() != EmptyBoardBB;
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return checkers() != EmptyBoardBB;
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}
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inline bool Position::white_pawn_attacks_square(Square f, Square t) const {
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return bit_is_set(this->white_pawn_attacks(f), t);
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return bit_is_set(white_pawn_attacks(f), t);
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}
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inline bool Position::black_pawn_attacks_square(Square f, Square t) const {
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return bit_is_set(this->black_pawn_attacks(f), t);
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return bit_is_set(black_pawn_attacks(f), t);
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}
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inline bool Position::knight_attacks_square(Square f, Square t) const {
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return bit_is_set(this->knight_attacks(f), t);
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return bit_is_set(knight_attacks(f), t);
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}
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inline bool Position::bishop_attacks_square(Square f, Square t) const {
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return bit_is_set(this->bishop_attacks(f), t);
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return bit_is_set(bishop_attacks(f), t);
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}
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inline bool Position::rook_attacks_square(Square f, Square t) const {
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return bit_is_set(this->rook_attacks(f), t);
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return bit_is_set(rook_attacks(f), t);
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}
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inline bool Position::queen_attacks_square(Square f, Square t) const {
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return bit_is_set(this->queen_attacks(f), t);
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return bit_is_set(queen_attacks(f), t);
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}
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inline bool Position::king_attacks_square(Square f, Square t) const {
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return bit_is_set(this->king_attacks(f), t);
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return bit_is_set(king_attacks(f), t);
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}
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inline bool Position::pawn_is_passed(Color c, Square s) const {
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return !(this->pawns(opposite_color(c)) & passed_pawn_mask(c, s));
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return !(pawns(opposite_color(c)) & passed_pawn_mask(c, s));
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}
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inline bool Position::pawn_is_isolated(Color c, Square s) const {
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return !(this->pawns(c) & neighboring_files_bb(s));
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return !(pawns(c) & neighboring_files_bb(s));
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}
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inline bool Position::pawn_is_doubled(Color c, Square s) const {
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return this->pawns(c) & squares_behind(c, s);
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return pawns(c) & squares_behind(c, s);
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}
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inline bool Position::file_is_open(File f) const {
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return !(this->pawns() & file_bb(f));
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return !(pawns() & file_bb(f));
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}
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inline bool Position::file_is_half_open(Color c, File f) const {
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return !(this->pawns(c) & file_bb(f));
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return !(pawns(c) & file_bb(f));
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}
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inline bool Position::square_is_weak(Square s, Color c) const {
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return !(this->pawns(c) & outpost_mask(opposite_color(c), s));
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return !(pawns(c) & outpost_mask(opposite_color(c), s));
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}
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inline Key Position::get_key() const {
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@ -700,54 +702,66 @@ inline Phase Position::game_phase() const {
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// The purpose of the Value(325) terms below is to make sure the difference
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// between MidgameLimit and EndgameLimit is a power of 2, which should make
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// the division at the end of the function a bit faster.
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static const Value MidgameLimit = 2 * QueenValueMidgame
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+ 2 * RookValueMidgame
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+ 6 * BishopValueMidgame
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+ Value(325);
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static const Value MidgameLimit =
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2*QueenValueMidgame+2*RookValueMidgame+6*BishopValueMidgame+Value(325);
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static const Value EndgameLimit = 4*RookValueMidgame-Value(325);
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Value npm = this->non_pawn_material(WHITE) + this->non_pawn_material(BLACK);
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static const Value EndgameLimit = 4 * RookValueMidgame - Value(325);
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if(npm >= MidgameLimit)
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return PHASE_MIDGAME;
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Value npm = non_pawn_material(WHITE) + non_pawn_material(BLACK);
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if (npm >= MidgameLimit)
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return PHASE_MIDGAME;
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else if(npm <= EndgameLimit)
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return PHASE_ENDGAME;
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return PHASE_ENDGAME;
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else
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return Phase(((npm - EndgameLimit) * 128) / (MidgameLimit - EndgameLimit));
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return Phase(((npm - EndgameLimit) * 128) / (MidgameLimit - EndgameLimit));
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}
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inline bool Position::move_is_deep_pawn_push(Move m) const {
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Color c = side_to_move();
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return piece_on(move_from(m)) == pawn_of_color(c)
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&& relative_rank(c, move_to(m)) > RANK_4;
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}
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inline bool Position::move_is_pawn_push_to_7th(Move m) const {
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Color c = this->side_to_move();
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return
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this->piece_on(move_from(m)) == pawn_of_color(c) &&
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relative_rank(c, move_to(m)) == RANK_7;
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Color c = side_to_move();
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return piece_on(move_from(m)) == pawn_of_color(c)
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&& relative_rank(c, move_to(m)) == RANK_7;
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}
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inline bool Position::move_is_passed_pawn_push(Move m) const {
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Color c = this->side_to_move();
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return
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this->piece_on(move_from(m)) == pawn_of_color(c) &&
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this->pawn_is_passed(c, move_to(m));
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Color c = side_to_move();
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return piece_on(move_from(m)) == pawn_of_color(c)
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&& pawn_is_passed(c, move_to(m));
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}
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inline bool Position::move_was_passed_pawn_push(Move m) const {
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Color c = opposite_color(this->side_to_move());
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return
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this->piece_on(move_to(m)) == pawn_of_color(c) &&
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this->pawn_is_passed(c, move_to(m));
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Color c = opposite_color(side_to_move());
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return piece_on(move_to(m)) == pawn_of_color(c)
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&& pawn_is_passed(c, move_to(m));
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}
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inline int Position::rule_50_counter() const {
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return rule50;
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}
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inline bool Position::opposite_colored_bishops() const {
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return
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this->bishop_count(WHITE) == 1 && this->bishop_count(BLACK) == 1 &&
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square_color(this->bishop_list(WHITE, 0)) !=
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square_color(this->bishop_list(BLACK, 0));
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return bishop_count(WHITE) == 1
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&& bishop_count(BLACK) == 1
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&& square_color(bishop_list(WHITE, 0)) != square_color(bishop_list(BLACK, 0));
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}
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inline bool Position::has_pawn_on_7th(Color c) const {
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return this->pawns(c) & relative_rank_bb(c, RANK_7);
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return pawns(c) & relative_rank_bb(c, RANK_7);
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}
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