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https://github.com/sockspls/badfish
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Fully templetize pawn move generators
A little bit more syntax heavuer but surely faster. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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1 changed files with 120 additions and 93 deletions
211
src/movegen.cpp
211
src/movegen.cpp
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@ -32,29 +32,62 @@
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namespace {
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struct PawnParams {
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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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};
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const PawnParams WhitePawnParams = { Rank3BB, Rank8BB, RANK_8, DELTA_N, DELTA_NE, DELTA_NW, WHITE, BLACK };
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const PawnParams BlackPawnParams = { Rank6BB, Rank1BB, RANK_1, DELTA_S, DELTA_SE, DELTA_SW, BLACK, WHITE };
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// Function
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int generate_castle_moves(const Position&, MoveStack*);
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template<Color>
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int generate_pawn_captures(const Position&, MoveStack*);
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// Template generate_pawn_captures() with specializations
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template<Color, Color, Bitboard, SquareDelta, SquareDelta, SquareDelta>
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int do_generate_pawn_captures(const Position& pos, MoveStack* mlist);
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template<Color>
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int generate_pawn_noncaptures(const Position&, MoveStack*);
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inline int generate_pawn_captures(const Position& p, MoveStack* m) {
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return do_generate_pawn_captures<WHITE, BLACK, Rank8BB, DELTA_NE, DELTA_NW, DELTA_N>(p, m);
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}
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template<>
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inline int generate_pawn_captures<BLACK>(const Position& p, MoveStack* m) {
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return do_generate_pawn_captures<BLACK, WHITE, Rank1BB, DELTA_SE, DELTA_SW, DELTA_S>(p, m);
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}
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// Template generate_pawn_noncaptures() with specializations
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template<Color, Color, Bitboard, Bitboard, SquareDelta, SquareDelta, SquareDelta>
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int do_generate_pawn_noncaptures(const Position& pos, MoveStack* mlist);
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template<Color>
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int generate_pawn_checks(const Position&, Bitboard, Square, MoveStack*);
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inline int generate_pawn_noncaptures(const Position& p, MoveStack* m) {
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return do_generate_pawn_noncaptures<WHITE, BLACK, Rank8BB, Rank3BB, DELTA_NE, DELTA_NW, DELTA_N>(p, m);
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}
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template<>
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inline int generate_pawn_noncaptures<BLACK>(const Position& p, MoveStack* m) {
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return do_generate_pawn_noncaptures<BLACK, WHITE, Rank1BB, Rank6BB, DELTA_SE, DELTA_SW, DELTA_S>(p, m);
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}
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// Template generate_pawn_blocking_evasions() with specializations
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template<Color Us, Bitboard, Bitboard, SquareDelta>
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int do_generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned,
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Bitboard blockSquares, MoveStack* mlist);
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template<Color>
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inline int generate_pawn_blocking_evasions(const Position& p, Bitboard np, Bitboard bs, MoveStack* m) {
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return do_generate_pawn_blocking_evasions<WHITE, Rank8BB, Rank3BB, DELTA_N>(p, np, bs, m);
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}
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template<>
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inline int generate_pawn_blocking_evasions<BLACK>(const Position& p, Bitboard np, Bitboard bs, MoveStack* m) {
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return do_generate_pawn_blocking_evasions<BLACK, Rank1BB, Rank6BB, DELTA_S>(p, np, bs, m);
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}
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// Template generate_pawn_checks() with specializations
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template<Color, Color, Bitboard, Bitboard, SquareDelta>
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int do_generate_pawn_checks(const Position&, Bitboard, Square, MoveStack*);
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template<Color>
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int generate_pawn_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*);
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inline int generate_pawn_checks(const Position& p, Bitboard dc, Square ksq, MoveStack* m) {
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return do_generate_pawn_checks<WHITE, BLACK, Rank8BB, Rank3BB, DELTA_N>(p, dc, ksq, m);
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}
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template<>
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inline int generate_pawn_checks<BLACK>(const Position& p, Bitboard dc, Square ksq, MoveStack* m) {
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return do_generate_pawn_checks<BLACK, WHITE, Rank1BB, Rank6BB, DELTA_S>(p, dc, ksq, m);
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}
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// non-pawn templates
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template<PieceType>
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int generate_piece_moves(const Position&, MoveStack*, Color us, Bitboard);
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template<>
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@ -591,69 +624,69 @@ namespace {
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}
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template<Color C>
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int generate_pawn_captures(const Position& pos, MoveStack* mlist) {
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template<Color Us, Color Them, Bitboard TRank8BB, SquareDelta TDELTA_NE,
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SquareDelta TDELTA_NW, SquareDelta TDELTA_N
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>
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int do_generate_pawn_captures(const Position& pos, MoveStack* mlist) {
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static const PawnParams PP = (C == WHITE ? WhitePawnParams : BlackPawnParams);
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Bitboard pawns = pos.pawns(PP.us);
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Bitboard enemyPieces = pos.pieces_of_color(PP.them);
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Bitboard pawns = pos.pawns(Us);
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Bitboard enemyPieces = pos.pieces_of_color(Them);
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Square sq;
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int n = 0;
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// Captures in the a1-h8 (a8-h1 for black) direction
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Bitboard b1 = (C == WHITE ? pawns << 9 : pawns >> 7) & ~FileABB & enemyPieces;
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Bitboard b1 = (Us == WHITE ? pawns << 9 : pawns >> 7) & ~FileABB & enemyPieces;
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// Capturing promotions
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Bitboard b2 = b1 & PP.Rank8BB;
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Bitboard b2 = b1 & TRank8BB;
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while (b2)
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{
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sq = pop_1st_bit(&b2);
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mlist[n++].move = make_promotion_move(sq - PP.DELTA_NE, sq, QUEEN);
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mlist[n++].move = make_promotion_move(sq - TDELTA_NE, sq, QUEEN);
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}
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// Capturing non-promotions
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b2 = b1 & ~PP.Rank8BB;
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b2 = b1 & ~TRank8BB;
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while (b2)
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{
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sq = pop_1st_bit(&b2);
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mlist[n++].move = make_move(sq - PP.DELTA_NE, sq);
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mlist[n++].move = make_move(sq - TDELTA_NE, sq);
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}
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// Captures in the h1-a8 (h8-a1 for black) direction
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b1 = (C == WHITE ? pawns << 7 : pawns >> 9) & ~FileHBB & enemyPieces;
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b1 = (Us == WHITE ? pawns << 7 : pawns >> 9) & ~FileHBB & enemyPieces;
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// Capturing promotions
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b2 = b1 & PP.Rank8BB;
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b2 = b1 & TRank8BB;
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while (b2)
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{
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sq = pop_1st_bit(&b2);
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mlist[n++].move = make_promotion_move(sq - PP.DELTA_NW, sq, QUEEN);
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mlist[n++].move = make_promotion_move(sq - TDELTA_NW, sq, QUEEN);
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}
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// Capturing non-promotions
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b2 = b1 & ~PP.Rank8BB;
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b2 = b1 & ~TRank8BB;
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while (b2)
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{
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sq = pop_1st_bit(&b2);
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mlist[n++].move = make_move(sq - PP.DELTA_NW, sq);
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mlist[n++].move = make_move(sq - TDELTA_NW, sq);
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}
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// Non-capturing promotions
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b1 = (C == WHITE ? pawns << 8 : pawns >> 8) & pos.empty_squares() & Rank8BB;
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b1 = (Us == WHITE ? pawns << 8 : pawns >> 8) & pos.empty_squares() & Rank8BB;
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while (b1)
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{
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sq = pop_1st_bit(&b1);
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mlist[n++].move = make_promotion_move(sq - PP.DELTA_N, sq, QUEEN);
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mlist[n++].move = make_promotion_move(sq - TDELTA_N, sq, QUEEN);
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}
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// En passant captures
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if (pos.ep_square() != SQ_NONE)
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{
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assert(PP.us != WHITE || square_rank(pos.ep_square()) == RANK_6);
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assert(PP.us != BLACK || square_rank(pos.ep_square()) == RANK_3);
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assert(Us != WHITE || square_rank(pos.ep_square()) == RANK_6);
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assert(Us != BLACK || square_rank(pos.ep_square()) == RANK_3);
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b1 = pawns & pos.pawn_attacks(PP.them, pos.ep_square());
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b1 = pawns & pos.pawn_attacks(Them, pos.ep_square());
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assert(b1 != EmptyBoardBB);
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while (b1)
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@ -665,72 +698,69 @@ namespace {
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return n;
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}
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template<Color Us, Color Them, Bitboard TRank8BB, Bitboard TRank3BB,
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SquareDelta TDELTA_NE, SquareDelta TDELTA_NW, SquareDelta TDELTA_N
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>
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int do_generate_pawn_noncaptures(const Position& pos, MoveStack* mlist) {
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template<Color C>
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int generate_pawn_noncaptures(const Position& pos, MoveStack* mlist) {
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static const PawnParams PP = (C == WHITE ? WhitePawnParams : BlackPawnParams);
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Bitboard pawns = pos.pawns(PP.us);
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Bitboard enemyPieces = pos.pieces_of_color(PP.them);
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Bitboard pawns = pos.pawns(Us);
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Bitboard enemyPieces = pos.pieces_of_color(Them);
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Bitboard emptySquares = pos.empty_squares();
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Bitboard b1, b2;
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Square sq;
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int n = 0;
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// Underpromotion captures in the a1-h8 (a8-h1 for black) direction
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b1 = (C == WHITE ? pawns << 9 : pawns >> 7) & ~FileABB & enemyPieces & PP.Rank8BB;
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b1 = (Us == WHITE ? pawns << 9 : pawns >> 7) & ~FileABB & enemyPieces & TRank8BB;
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while (b1)
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{
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sq = pop_1st_bit(&b1);
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mlist[n++].move = make_promotion_move(sq - PP.DELTA_NE, sq, ROOK);
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mlist[n++].move = make_promotion_move(sq - PP.DELTA_NE, sq, BISHOP);
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mlist[n++].move = make_promotion_move(sq - PP.DELTA_NE, sq, KNIGHT);
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mlist[n++].move = make_promotion_move(sq - TDELTA_NE, sq, ROOK);
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mlist[n++].move = make_promotion_move(sq - TDELTA_NE, sq, BISHOP);
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mlist[n++].move = make_promotion_move(sq - TDELTA_NE, sq, KNIGHT);
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}
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// Underpromotion captures in the h1-a8 (h8-a1 for black) direction
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b1 = (C == WHITE ? pawns << 7 : pawns >> 9) & ~FileHBB & enemyPieces & PP.Rank8BB;
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b1 = (Us == WHITE ? pawns << 7 : pawns >> 9) & ~FileHBB & enemyPieces & TRank8BB;
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while (b1)
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{
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sq = pop_1st_bit(&b1);
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mlist[n++].move = make_promotion_move(sq - PP.DELTA_NW, sq, ROOK);
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mlist[n++].move = make_promotion_move(sq - PP.DELTA_NW, sq, BISHOP);
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mlist[n++].move = make_promotion_move(sq - PP.DELTA_NW, sq, KNIGHT);
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mlist[n++].move = make_promotion_move(sq - TDELTA_NW, sq, ROOK);
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mlist[n++].move = make_promotion_move(sq - TDELTA_NW, sq, BISHOP);
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mlist[n++].move = make_promotion_move(sq - TDELTA_NW, sq, KNIGHT);
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}
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// Single pawn pushes
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b1 = (C == WHITE ? pawns << 8 : pawns >> 8) & emptySquares;
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b2 = b1 & PP.Rank8BB;
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b1 = (Us == WHITE ? pawns << 8 : pawns >> 8) & emptySquares;
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b2 = b1 & TRank8BB;
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while (b2)
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{
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sq = pop_1st_bit(&b2);
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mlist[n++].move = make_promotion_move(sq - PP.DELTA_N, sq, ROOK);
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mlist[n++].move = make_promotion_move(sq - PP.DELTA_N, sq, BISHOP);
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mlist[n++].move = make_promotion_move(sq - PP.DELTA_N, sq, KNIGHT);
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mlist[n++].move = make_promotion_move(sq - TDELTA_N, sq, ROOK);
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mlist[n++].move = make_promotion_move(sq - TDELTA_N, sq, BISHOP);
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mlist[n++].move = make_promotion_move(sq - TDELTA_N, sq, KNIGHT);
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}
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b2 = b1 & ~PP.Rank8BB;
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b2 = b1 & ~TRank8BB;
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while (b2)
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{
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sq = pop_1st_bit(&b2);
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mlist[n++].move = make_move(sq - PP.DELTA_N, sq);
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mlist[n++].move = make_move(sq - TDELTA_N, sq);
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}
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// Double pawn pushes
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b2 = (C == WHITE ? (b1 & PP.Rank3BB) << 8 : (b1 & PP.Rank3BB) >> 8) & emptySquares;
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b2 = (Us == WHITE ? (b1 & TRank3BB) << 8 : (b1 & TRank3BB) >> 8) & emptySquares;
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while (b2)
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{
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sq = pop_1st_bit(&b2);
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mlist[n++].move = make_move(sq - PP.DELTA_N - PP.DELTA_N, sq);
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mlist[n++].move = make_move(sq - TDELTA_N - TDELTA_N, sq);
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}
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return n;
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}
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template<Color C>
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int generate_pawn_checks(const Position& pos, Bitboard dc, Square ksq, MoveStack* mlist)
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template<Color Us, Color Them, Bitboard TRank8BB, Bitboard TRank3BB, SquareDelta TDELTA_N>
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int do_generate_pawn_checks(const Position& pos, Bitboard dc, Square ksq, MoveStack* mlist)
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{
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static const PawnParams PP = (C == WHITE ? WhitePawnParams : BlackPawnParams);
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// Pawn moves which give discovered check. This is possible only if the
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// pawn is not on the same file as the enemy king, because we don't
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// generate captures.
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Bitboard empty = pos.empty_squares();
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// Find all friendly pawns not on the enemy king's file
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Bitboard b1 = pos.pawns(pos.side_to_move()) & ~file_bb(ksq), b2, b3;
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Bitboard b1 = pos.pawns(Us) & ~file_bb(ksq), b2, b3;
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// Discovered checks, single pawn pushes
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b2 = b3 = (C == WHITE ? (b1 & dc) << 8 : (b1 & dc) >> 8) & ~PP.Rank8BB & empty;
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b2 = b3 = (Us == WHITE ? (b1 & dc) << 8 : (b1 & dc) >> 8) & ~TRank8BB & empty;
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while (b3)
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{
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Square to = pop_1st_bit(&b3);
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mlist[n++].move = make_move(to - PP.DELTA_N, to);
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mlist[n++].move = make_move(to - TDELTA_N, to);
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}
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// Discovered checks, double pawn pushes
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b3 = (C == WHITE ? (b2 & PP.Rank3BB) << 8 : (b2 & PP.Rank3BB) >> 8) & empty;
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b3 = (Us == WHITE ? (b2 & TRank3BB) << 8 : (b2 & TRank3BB) >> 8) & empty;
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while (b3)
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{
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Square to = pop_1st_bit(&b3);
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mlist[n++].move = make_move(to - PP.DELTA_N - PP.DELTA_N, to);
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mlist[n++].move = make_move(to - TDELTA_N - TDELTA_N, to);
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}
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// Direct checks. These are possible only for pawns on neighboring files
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b1 &= (~dc & neighboring_files_bb(ksq)); // FIXME why ~dc ??
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// Direct checks, single pawn pushes
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b2 = (C == WHITE ? b1 << 8 : b1 >> 8) & empty;
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b3 = b2 & pos.pawn_attacks(PP.them, ksq);
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b2 = (Us == WHITE ? b1 << 8 : b1 >> 8) & empty;
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b3 = b2 & pos.pawn_attacks(Them, ksq);
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while (b3)
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{
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Square to = pop_1st_bit(&b3);
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mlist[n++].move = make_move(to - PP.DELTA_N, to);
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mlist[n++].move = make_move(to - TDELTA_N, to);
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}
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// Direct checks, double pawn pushes
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b3 = (C == WHITE ? (b2 & PP.Rank3BB) << 8 : (b2 & PP.Rank3BB) >> 8)
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b3 = (Us == WHITE ? (b2 & TRank3BB) << 8 : (b2 & TRank3BB) >> 8)
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& empty
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& pos.pawn_attacks(PP.them, ksq);
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& pos.pawn_attacks(Them, ksq);
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while (b3)
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{
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Square to = pop_1st_bit(&b3);
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mlist[n++].move = make_move(to - PP.DELTA_N - PP.DELTA_N, to);
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mlist[n++].move = make_move(to - TDELTA_N - TDELTA_N, to);
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}
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return n;
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}
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}
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template<Color C>
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int generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned,
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template<Color Us, Bitboard TRANK_8, Bitboard TRank3BB, SquareDelta TDELTA_N>
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int do_generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned,
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Bitboard blockSquares, MoveStack* mlist) {
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static const PawnParams PP = (C == WHITE ? WhitePawnParams : BlackPawnParams);
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// Find non-pinned pawns
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int n = 0;
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Bitboard b1 = pos.pawns(PP.us) & not_pinned;
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Bitboard b1 = pos.pawns(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 = (C == WHITE ? b1 << 8 : b1 >> 8) & blockSquares;
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Bitboard b2 = (Us == WHITE ? b1 << 8 : b1 >> 8) & 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) == PP.RANK_8)
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if (square_rank(to) == TRANK_8)
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{
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mlist[n++].move = make_promotion_move(to - PP.DELTA_N, to, QUEEN);
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mlist[n++].move = make_promotion_move(to - PP.DELTA_N, to, ROOK);
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mlist[n++].move = make_promotion_move(to - PP.DELTA_N, to, BISHOP);
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mlist[n++].move = make_promotion_move(to - PP.DELTA_N, to, KNIGHT);
|
||||
mlist[n++].move = make_promotion_move(to - TDELTA_N, to, QUEEN);
|
||||
mlist[n++].move = make_promotion_move(to - TDELTA_N, to, ROOK);
|
||||
mlist[n++].move = make_promotion_move(to - TDELTA_N, to, BISHOP);
|
||||
mlist[n++].move = make_promotion_move(to - TDELTA_N, to, KNIGHT);
|
||||
} else
|
||||
mlist[n++].move = make_move(to - PP.DELTA_N, to);
|
||||
mlist[n++].move = make_move(to - TDELTA_N, to);
|
||||
}
|
||||
|
||||
// Double pawn pushes
|
||||
b2 = (C == WHITE ? b1 << 8 : b1 >> 8) & pos.empty_squares() & PP.Rank3BB;
|
||||
b2 = (C == WHITE ? b2 << 8 : b2 >> 8) & blockSquares;;
|
||||
b2 = (Us == WHITE ? b1 << 8 : b1 >> 8) & pos.empty_squares() & TRank3BB;
|
||||
b2 = (Us == WHITE ? b2 << 8 : b2 >> 8) & blockSquares;;
|
||||
while (b2)
|
||||
{
|
||||
Square to = pop_1st_bit(&b2);
|
||||
|
||||
assert(pos.piece_on(to) == EMPTY);
|
||||
assert(PP.us != WHITE || square_rank(to) == RANK_4);
|
||||
assert(PP.us != BLACK || square_rank(to) == RANK_5);
|
||||
assert(Us != WHITE || square_rank(to) == RANK_4);
|
||||
assert(Us != BLACK || square_rank(to) == RANK_5);
|
||||
|
||||
mlist[n++].move = make_move(to - PP.DELTA_N - PP.DELTA_N, to);
|
||||
mlist[n++].move = make_move(to - TDELTA_N - TDELTA_N, to);
|
||||
}
|
||||
return n;
|
||||
}
|
||||
|
|
Loading…
Add table
Reference in a new issue