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https://github.com/sockspls/badfish
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Final semplification of generate_evasions()
Now it's readable! Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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1 changed files with 50 additions and 78 deletions
128
src/movegen.cpp
128
src/movegen.cpp
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@ -43,16 +43,17 @@ namespace {
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struct PawnOffsets {
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Bitboard Rank3BB, Rank8BB;
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Rank RANK_8;
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SquareDelta DELTA_N, DELTA_NE, DELTA_NW;
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Color us, them;
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typedef Bitboard (*Shift_fn)(Bitboard b);
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Shift_fn forward, forward_left, forward_right;
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};
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const PawnOffsets WhitePawnOffsets = { Rank3BB, Rank8BB, DELTA_N, DELTA_NE, DELTA_NW, WHITE, BLACK,
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const PawnOffsets WhitePawnOffsets = { Rank3BB, Rank8BB, RANK_8, DELTA_N, DELTA_NE, DELTA_NW, WHITE, BLACK,
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&forward_white, forward_left_white, forward_right_white };
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const PawnOffsets BlackPawnOffsets = { Rank6BB, Rank1BB, DELTA_S, DELTA_SE, DELTA_SW, BLACK, WHITE,
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const PawnOffsets BlackPawnOffsets = { Rank6BB, Rank1BB, RANK_1, DELTA_S, DELTA_SE, DELTA_SW, BLACK, WHITE,
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&forward_black, &forward_left_black, &forward_right_black };
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int generate_pawn_captures(const PawnOffsets&, const Position&, MoveStack*);
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@ -62,6 +63,7 @@ namespace {
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int generate_piece_moves(PieceType, const Position&, MoveStack*, Color, Bitboard);
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int generate_castle_moves(const Position&, MoveStack*, Color);
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int generate_piece_blocking_evasions(PieceType, const Position&, Bitboard, Bitboard, MoveStack*, int);
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int generate_pawn_blocking_evasions(const PawnOffsets&, const Position&, Bitboard, Bitboard, MoveStack*, int);
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}
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@ -270,79 +272,11 @@ int generate_evasions(const Position& pos, MoveStack* mlist) {
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assert((pos.occupied_squares() & blockSquares) == EmptyBoardBB);
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// Pawn moves. Because a blocking evasion can never be a capture, we
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// only generate pawn pushes. As so often, the code for pawns is a bit
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// ugly, and uses separate clauses for white and black pawns. :-(
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// only generate pawn pushes.
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if (us == WHITE)
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{
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// Find non-pinned pawns
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b1 = pos.pawns(WHITE) & not_pinned;
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// Single pawn pushes. We don't have to AND with empty squares here,
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// because the blocking squares will always be empty.
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b2 = (b1 << 8) & blockSquares;
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while(b2)
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{
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to = pop_1st_bit(&b2);
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assert(pos.piece_on(to) == EMPTY);
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if (square_rank(to) == RANK_8)
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{
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mlist[n++].move = make_promotion_move(to - DELTA_N, to, QUEEN);
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mlist[n++].move = make_promotion_move(to - DELTA_N, to, ROOK);
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mlist[n++].move = make_promotion_move(to - DELTA_N, to, BISHOP);
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mlist[n++].move = make_promotion_move(to - DELTA_N, to, KNIGHT);
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} else
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mlist[n++].move = make_move(to - DELTA_N, to);
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}
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// Double pawn pushes
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b2 = (((b1 << 8) & pos.empty_squares() & Rank3BB) << 8) & blockSquares;
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while (b2)
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{
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to = pop_1st_bit(&b2);
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assert(pos.piece_on(to) == EMPTY);
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assert(square_rank(to) == RANK_4);
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mlist[n++].move = make_move(to - DELTA_N - DELTA_N, to);
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}
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} else { // (us == BLACK)
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// Find non-pinned pawns
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b1 = pos.pawns(BLACK) & not_pinned;
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// Single pawn pushes. We don't have to AND with empty squares here,
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// because the blocking squares will always be empty.
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b2 = (b1 >> 8) & blockSquares;
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while (b2)
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{
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to = pop_1st_bit(&b2);
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assert(pos.piece_on(to) == EMPTY);
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if (square_rank(to) == RANK_1)
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{
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mlist[n++].move = make_promotion_move(to - DELTA_S, to, QUEEN);
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mlist[n++].move = make_promotion_move(to - DELTA_S, to, ROOK);
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mlist[n++].move = make_promotion_move(to - DELTA_S, to, BISHOP);
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mlist[n++].move = make_promotion_move(to - DELTA_S, to, KNIGHT);
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} else
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mlist[n++].move = make_move(to - DELTA_S, to);
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}
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// Double pawn pushes
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b2 = (((b1 >> 8) & pos.empty_squares() & Rank6BB) >> 8) & blockSquares;
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while (b2)
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{
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to = pop_1st_bit(&b2);
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assert(pos.piece_on(to) == EMPTY);
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assert(square_rank(to) == RANK_5);
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mlist[n++].move = make_move(to - DELTA_S - DELTA_S, to);
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}
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}
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n = generate_pawn_blocking_evasions(WhitePawnOffsets, pos, not_pinned, blockSquares, mlist, n);
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else
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n = generate_pawn_blocking_evasions(BlackPawnOffsets, pos, not_pinned, blockSquares, mlist, n);
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// Pieces moves
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b1 = pos.knights(us) & not_pinned;
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@ -352,13 +286,11 @@ int generate_evasions(const Position& pos, MoveStack* mlist) {
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b1 = pos.bishops(us) & not_pinned;
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if (b1)
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n = generate_piece_blocking_evasions(BISHOP, pos, b1, blockSquares, mlist, n);
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// Rook moves
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b1 = pos.rooks(us) & not_pinned;
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if (b1)
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n = generate_piece_blocking_evasions(ROOK, pos, b1, blockSquares, mlist, n);
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// Queen moves
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b1 = pos.queens(us) & not_pinned;
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if (b1)
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n = generate_piece_blocking_evasions(QUEEN, pos, b1, blockSquares, mlist, n);
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@ -927,4 +859,44 @@ namespace {
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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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Bitboard b1 = pos.pawns(ofs.us) & not_pinned;
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// Single pawn pushes. We don't have to AND with empty squares here,
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// because the blocking squares will always be empty.
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Bitboard b2 = (ofs.forward)(b1) & blockSquares;
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while (b2)
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{
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Square to = pop_1st_bit(&b2);
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assert(pos.piece_on(to) == EMPTY);
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if (square_rank(to) == ofs.RANK_8)
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{
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mlist[n++].move = make_promotion_move(to - ofs.DELTA_N, to, QUEEN);
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mlist[n++].move = make_promotion_move(to - ofs.DELTA_N, to, ROOK);
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mlist[n++].move = make_promotion_move(to - ofs.DELTA_N, to, BISHOP);
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mlist[n++].move = make_promotion_move(to - ofs.DELTA_N, to, KNIGHT);
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} else
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mlist[n++].move = make_move(to - ofs.DELTA_N, to);
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}
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// Double pawn pushes
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b2 = (ofs.forward)((ofs.forward)(b1) & pos.empty_squares() & ofs.Rank3BB) & blockSquares;
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while (b2)
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{
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Square to = pop_1st_bit(&b2);
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assert(pos.piece_on(to) == EMPTY);
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assert(ofs.us != WHITE || square_rank(to) == RANK_4);
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assert(ofs.us != BLACK || square_rank(to) == RANK_5);
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mlist[n++].move = make_move(to - ofs.DELTA_N - ofs.DELTA_N, to);
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}
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return n;
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}
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}
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