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https://github.com/sockspls/badfish
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Space inflate position until do_promotion_move()
We will end some day ;-) Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
parent
d155cd88d1
commit
ad956ef00a
2 changed files with 151 additions and 149 deletions
210
src/position.cpp
210
src/position.cpp
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@ -679,7 +679,8 @@ bool Position::move_is_capture(Move m) const {
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/// a restore with the same UndoInfo object, the position is restored
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/// to the state before backup was called.
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void Position::backup(UndoInfo &u) const {
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void Position::backup(UndoInfo& u) const {
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u.castleRights = castleRights;
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u.epSquare = epSquare;
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u.checkersBB = checkersBB;
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@ -697,7 +698,8 @@ void Position::backup(UndoInfo &u) const {
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/// Position::restore() is called when unmaking a move. It copies back
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/// the information backed up during a previous call to Position::backup.
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void Position::restore(const UndoInfo &u) {
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void Position::restore(const UndoInfo& u) {
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castleRights = u.castleRights;
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epSquare = u.epSquare;
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checkersBB = u.checkersBB;
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@ -706,6 +708,7 @@ void Position::restore(const UndoInfo &u) {
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materialKey = u.materialKey;
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rule50 = u.rule50;
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lastMove = u.lastMove;
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// u.capture is restored in undo_move()
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mgValue = u.mgValue;
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egValue = u.egValue;
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}
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@ -720,91 +723,88 @@ void Position::restore(const UndoInfo &u) {
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/// the discovered check candidates makes it easier to update the checkersBB
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/// member variable in the position object.
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void Position::do_move(Move m, UndoInfo &u) {
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void Position::do_move(Move m, UndoInfo& u) {
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do_move(m, u, discovered_check_candidates(side_to_move()));
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}
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void Position::do_move(Move m, UndoInfo &u, Bitboard dcCandidates) {
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void Position::do_move(Move m, UndoInfo& u, Bitboard dcCandidates) {
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assert(is_ok());
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assert(move_is_ok(m));
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// Back up the necessary information to our UndoInfo object (except the
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// captured piece, which is taken care of later:
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// captured piece, which is taken care of later.
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backup(u);
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// Save the current key to the history[] array, in order to be able to
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// detect repetition draws:
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// detect repetition draws.
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history[gamePly] = key;
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// Increment the 50 moves rule draw counter. Resetting it to zero in the
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// case of non-reversible moves is taken care of later.
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rule50++;
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if(move_is_castle(m))
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if (move_is_castle(m))
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do_castle_move(m);
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else if(move_promotion(m))
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else if (move_promotion(m))
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do_promotion_move(m, u);
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else if(move_is_ep(m))
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else if (move_is_ep(m))
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do_ep_move(m);
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else {
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Color us, them;
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Square from, to;
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PieceType piece, capture;
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us = side_to_move();
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them = opposite_color(us);
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from = move_from(m);
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to = move_to(m);
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else
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{
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Color us = side_to_move();
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Color them = opposite_color(us);
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Square from = move_from(m);
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Square to = move_to(m);
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assert(color_of_piece_on(from) == us);
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assert(color_of_piece_on(to) == them || piece_on(to) == EMPTY);
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piece = type_of_piece_on(from);
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capture = type_of_piece_on(to);
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PieceType piece = type_of_piece_on(from);
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PieceType capture = type_of_piece_on(to);
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if(capture) {
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if (capture)
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{
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assert(capture != KING);
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// Remove captured piece:
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// Remove captured piece
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clear_bit(&(byColorBB[them]), to);
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clear_bit(&(byTypeBB[capture]), to);
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// Update hash key:
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// Update hash key
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key ^= zobrist[them][capture][to];
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// If the captured piece was a pawn, update pawn hash key:
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if(capture == PAWN)
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// If the captured piece was a pawn, update pawn hash key
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if (capture == PAWN)
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pawnKey ^= zobrist[them][PAWN][to];
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// Update incremental scores:
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// Update incremental scores
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mgValue -= mg_pst(them, capture, to);
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egValue -= eg_pst(them, capture, to);
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// Update material:
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if(capture != PAWN)
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// Update material
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if (capture != PAWN)
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npMaterial[them] -= piece_value_midgame(capture);
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// Update material hash key:
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// Update material hash key
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materialKey ^= zobMaterial[them][capture][pieceCount[them][capture]];
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// Update piece count:
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// Update piece count
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pieceCount[them][capture]--;
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// Update piece list:
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pieceList[them][capture][index[to]] =
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pieceList[them][capture][pieceCount[them][capture]];
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// Update piece list
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pieceList[them][capture][index[to]] = pieceList[them][capture][pieceCount[them][capture]];
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index[pieceList[them][capture][index[to]]] = index[to];
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// Remember the captured piece, in order to be able to undo the move
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// correctly:
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// Remember the captured piece, in order to be able to undo the move correctly
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u.capture = capture;
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// Reset rule 50 counter:
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// Reset rule 50 counter
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rule50 = 0;
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}
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// Move the piece:
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// Move the piece
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clear_bit(&(byColorBB[us]), from);
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clear_bit(&(byTypeBB[piece]), from);
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clear_bit(&(byTypeBB[0]), from); // HACK: byTypeBB[0] == occupied squares
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@ -814,102 +814,104 @@ void Position::do_move(Move m, UndoInfo &u, Bitboard dcCandidates) {
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board[to] = board[from];
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board[from] = EMPTY;
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// Update hash key:
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// Update hash key
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key ^= zobrist[us][piece][from] ^ zobrist[us][piece][to];
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// Update incremental scores:
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// Update incremental scores
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mgValue -= mg_pst(us, piece, from);
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mgValue += mg_pst(us, piece, to);
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egValue -= eg_pst(us, piece, from);
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egValue += eg_pst(us, piece, to);
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// If the moving piece was a king, update the king square:
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if(piece == KING)
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// If the moving piece was a king, update the king square
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if (piece == KING)
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kingSquare[us] = to;
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// If the move was a double pawn push, set the en passant square.
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// This code is a bit ugly right now, and should be cleaned up later.
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// FIXME
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if(epSquare != SQ_NONE) {
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if (epSquare != SQ_NONE)
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{
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key ^= zobEp[epSquare];
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epSquare = SQ_NONE;
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}
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if(piece == PAWN) {
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if(abs(int(to) - int(from)) == 16) {
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if((us == WHITE && (pawn_attacks(WHITE, from + DELTA_N) &
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pawns(BLACK))) ||
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(us == BLACK && (pawn_attacks(BLACK, from + DELTA_S) &
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pawns(WHITE)))) {
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if (piece == PAWN)
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{
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if (abs(int(to) - int(from)) == 16)
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{
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if( ( us == WHITE
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&& (pawn_attacks(WHITE, from + DELTA_N) & pawns(BLACK)))
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|| ( us == BLACK
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&& (pawn_attacks(BLACK, from + DELTA_S) & pawns(WHITE))))
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{
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epSquare = Square((int(from) + int(to)) / 2);
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key ^= zobEp[epSquare];
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}
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}
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// Reset rule 50 draw counter.
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// Reset rule 50 draw counter
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rule50 = 0;
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// Update pawn hash key:
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// Update pawn hash key
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pawnKey ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to];
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}
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// Update piece lists:
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// Update piece lists
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pieceList[us][piece][index[from]] = to;
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index[to] = index[from];
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// Update castle rights:
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// Update castle rights
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key ^= zobCastle[castleRights];
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castleRights &= castleRightsMask[from];
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castleRights &= castleRightsMask[to];
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key ^= zobCastle[castleRights];
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// Update checkers bitboard:
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// Update checkers bitboard
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checkersBB = EmptyBoardBB;
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Square ksq = king_square(them);
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switch(piece) {
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switch (piece)
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{
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case PAWN:
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if(bit_is_set(pawn_attacks(them, ksq), to))
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if (bit_is_set(pawn_attacks(them, ksq), to))
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set_bit(&checkersBB, to);
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if(bit_is_set(dcCandidates, from))
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checkersBB |=
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((piece_attacks<ROOK>(ksq) & rooks_and_queens(us)) |
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(piece_attacks<BISHOP>(ksq) & bishops_and_queens(us)));
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if (bit_is_set(dcCandidates, from))
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checkersBB |= ( (piece_attacks<ROOK>(ksq) & rooks_and_queens(us))
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|(piece_attacks<BISHOP>(ksq) & bishops_and_queens(us)));
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break;
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case KNIGHT:
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if(bit_is_set(piece_attacks<KNIGHT>(ksq), to))
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if (bit_is_set(piece_attacks<KNIGHT>(ksq), to))
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set_bit(&checkersBB, to);
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if(bit_is_set(dcCandidates, from))
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checkersBB |=
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((piece_attacks<ROOK>(ksq) & rooks_and_queens(us)) |
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(piece_attacks<BISHOP>(ksq) & bishops_and_queens(us)));
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if (bit_is_set(dcCandidates, from))
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checkersBB |= ( (piece_attacks<ROOK>(ksq) & rooks_and_queens(us))
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|(piece_attacks<BISHOP>(ksq) & bishops_and_queens(us)));
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break;
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case BISHOP:
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if(bit_is_set(piece_attacks<BISHOP>(ksq), to))
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if (bit_is_set(piece_attacks<BISHOP>(ksq), to))
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set_bit(&checkersBB, to);
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if(bit_is_set(dcCandidates, from))
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checkersBB |=
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(piece_attacks<ROOK>(ksq) & rooks_and_queens(us));
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if (bit_is_set(dcCandidates, from))
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checkersBB |= (piece_attacks<ROOK>(ksq) & rooks_and_queens(us));
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break;
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case ROOK:
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if(bit_is_set(piece_attacks<ROOK>(ksq), to))
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if (bit_is_set(piece_attacks<ROOK>(ksq), to))
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set_bit(&checkersBB, to);
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if(bit_is_set(dcCandidates, from))
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checkersBB |=
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(piece_attacks<BISHOP>(ksq) & bishops_and_queens(us));
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if (bit_is_set(dcCandidates, from))
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checkersBB |= (piece_attacks<BISHOP>(ksq) & bishops_and_queens(us));
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break;
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case QUEEN:
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if(bit_is_set(piece_attacks<QUEEN>(ksq), to))
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if (bit_is_set(piece_attacks<QUEEN>(ksq), to))
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set_bit(&checkersBB, to);
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break;
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case KING:
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if(bit_is_set(dcCandidates, from))
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checkersBB |=
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((piece_attacks<ROOK>(ksq) & rooks_and_queens(us)) |
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(piece_attacks<BISHOP>(ksq) & bishops_and_queens(us)));
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if (bit_is_set(dcCandidates, from))
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checkersBB |= ( (piece_attacks<ROOK>(ksq) & rooks_and_queens(us))
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|(piece_attacks<BISHOP>(ksq) & bishops_and_queens(us)));
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break;
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default:
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@ -936,34 +938,33 @@ void Position::do_move(Move m, UndoInfo &u, Bitboard dcCandidates) {
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/// instance white short castling in a non-Chess960 game is encoded as e1h1.
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void Position::do_castle_move(Move m) {
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Color us, them;
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Square kfrom, kto, rfrom, rto;
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assert(is_ok());
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assert(move_is_ok(m));
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assert(move_is_castle(m));
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us = side_to_move();
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them = opposite_color(us);
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Color us = side_to_move();
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Color them = opposite_color(us);
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// Find source squares for king and rook:
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kfrom = move_from(m);
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rfrom = move_to(m); // HACK: See comment at beginning of function.
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// Find source squares for king and rook
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Square kfrom = move_from(m);
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Square rfrom = move_to(m); // HACK: See comment at beginning of function
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Square kto, rto;
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assert(piece_on(kfrom) == king_of_color(us));
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assert(piece_on(rfrom) == rook_of_color(us));
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// Find destination squares for king and rook:
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if(rfrom > kfrom) { // O-O
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// Find destination squares for king and rook
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if (rfrom > kfrom) // O-O
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{
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kto = relative_square(us, SQ_G1);
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rto = relative_square(us, SQ_F1);
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}
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else { // O-O-O
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} else { // O-O-O
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kto = relative_square(us, SQ_C1);
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rto = relative_square(us, SQ_D1);
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}
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// Remove pieces from source squares:
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// Remove pieces from source squares
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clear_bit(&(byColorBB[us]), kfrom);
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clear_bit(&(byTypeBB[KING]), kfrom);
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clear_bit(&(byTypeBB[0]), kfrom); // HACK: byTypeBB[0] == occupied squares
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clear_bit(&(byTypeBB[ROOK]), rfrom);
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clear_bit(&(byTypeBB[0]), rfrom); // HACK: byTypeBB[0] == occupied squares
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// Put pieces on destination squares:
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// Put pieces on destination squares
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set_bit(&(byColorBB[us]), kto);
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set_bit(&(byTypeBB[KING]), kto);
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set_bit(&(byTypeBB[0]), kto); // HACK: byTypeBB[0] == occupied squares
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@ -979,22 +980,22 @@ void Position::do_castle_move(Move m) {
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set_bit(&(byTypeBB[ROOK]), rto);
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set_bit(&(byTypeBB[0]), rto); // HACK: byTypeBB[0] == occupied squares
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// Update board array:
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// Update board array
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board[kfrom] = board[rfrom] = EMPTY;
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board[kto] = king_of_color(us);
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board[rto] = rook_of_color(us);
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// Update king square:
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// Update king square
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kingSquare[us] = kto;
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// Update piece lists:
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// Update piece lists
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pieceList[us][KING][index[kfrom]] = kto;
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pieceList[us][ROOK][index[rfrom]] = rto;
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int tmp = index[rfrom];
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index[kto] = index[kfrom];
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index[rto] = tmp;
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// Update incremental scores:
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// Update incremental scores
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mgValue -= mg_pst(us, KING, kfrom);
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mgValue += mg_pst(us, KING, kto);
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egValue -= eg_pst(us, KING, kfrom);
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@ -1004,25 +1005,26 @@ void Position::do_castle_move(Move m) {
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egValue -= eg_pst(us, ROOK, rfrom);
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egValue += eg_pst(us, ROOK, rto);
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// Update hash key:
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// Update hash key
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key ^= zobrist[us][KING][kfrom] ^ zobrist[us][KING][kto];
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key ^= zobrist[us][ROOK][rfrom] ^ zobrist[us][ROOK][rto];
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// Clear en passant square:
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if(epSquare != SQ_NONE) {
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// Clear en passant square
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if(epSquare != SQ_NONE)
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{
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key ^= zobEp[epSquare];
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epSquare = SQ_NONE;
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}
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// Update castling rights:
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// Update castling rights
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key ^= zobCastle[castleRights];
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castleRights &= castleRightsMask[kfrom];
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key ^= zobCastle[castleRights];
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// Reset rule 50 counter:
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// Reset rule 50 counter
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rule50 = 0;
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// Update checkers BB:
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// Update checkers BB
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checkersBB = attacks_to(king_square(them), us);
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}
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