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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:
Marco Costalba 2008-10-24 09:14:20 +02:00
parent d155cd88d1
commit ad956ef00a
2 changed files with 151 additions and 149 deletions

View file

@ -679,7 +679,8 @@ bool Position::move_is_capture(Move m) const {
/// a restore with the same UndoInfo object, the position is restored
/// to the state before backup was called.
void Position::backup(UndoInfo &u) const {
void Position::backup(UndoInfo& u) const {
u.castleRights = castleRights;
u.epSquare = epSquare;
u.checkersBB = checkersBB;
@ -697,7 +698,8 @@ void Position::backup(UndoInfo &u) const {
/// Position::restore() is called when unmaking a move. It copies back
/// the information backed up during a previous call to Position::backup.
void Position::restore(const UndoInfo &u) {
void Position::restore(const UndoInfo& u) {
castleRights = u.castleRights;
epSquare = u.epSquare;
checkersBB = u.checkersBB;
@ -706,6 +708,7 @@ void Position::restore(const UndoInfo &u) {
materialKey = u.materialKey;
rule50 = u.rule50;
lastMove = u.lastMove;
// u.capture is restored in undo_move()
mgValue = u.mgValue;
egValue = u.egValue;
}
@ -720,91 +723,88 @@ void Position::restore(const UndoInfo &u) {
/// the discovered check candidates makes it easier to update the checkersBB
/// member variable in the position object.
void Position::do_move(Move m, UndoInfo &u) {
void Position::do_move(Move m, UndoInfo& u) {
do_move(m, u, discovered_check_candidates(side_to_move()));
}
void Position::do_move(Move m, UndoInfo &u, Bitboard dcCandidates) {
void Position::do_move(Move m, UndoInfo& u, Bitboard dcCandidates) {
assert(is_ok());
assert(move_is_ok(m));
// Back up the necessary information to our UndoInfo object (except the
// captured piece, which is taken care of later:
// captured piece, which is taken care of later.
backup(u);
// Save the current key to the history[] array, in order to be able to
// detect repetition draws:
// detect repetition draws.
history[gamePly] = key;
// Increment the 50 moves rule draw counter. Resetting it to zero in the
// case of non-reversible moves is taken care of later.
rule50++;
if(move_is_castle(m))
if (move_is_castle(m))
do_castle_move(m);
else if(move_promotion(m))
else if (move_promotion(m))
do_promotion_move(m, u);
else if(move_is_ep(m))
else if (move_is_ep(m))
do_ep_move(m);
else {
Color us, them;
Square from, to;
PieceType piece, capture;
us = side_to_move();
them = opposite_color(us);
from = move_from(m);
to = move_to(m);
else
{
Color us = side_to_move();
Color them = opposite_color(us);
Square from = move_from(m);
Square to = move_to(m);
assert(color_of_piece_on(from) == us);
assert(color_of_piece_on(to) == them || piece_on(to) == EMPTY);
piece = type_of_piece_on(from);
capture = type_of_piece_on(to);
PieceType piece = type_of_piece_on(from);
PieceType capture = type_of_piece_on(to);
if(capture) {
if (capture)
{
assert(capture != KING);
// Remove captured piece:
// Remove captured piece
clear_bit(&(byColorBB[them]), to);
clear_bit(&(byTypeBB[capture]), to);
// Update hash key:
// Update hash key
key ^= zobrist[them][capture][to];
// If the captured piece was a pawn, update pawn hash key:
if(capture == PAWN)
// If the captured piece was a pawn, update pawn hash key
if (capture == PAWN)
pawnKey ^= zobrist[them][PAWN][to];
// Update incremental scores:
// Update incremental scores
mgValue -= mg_pst(them, capture, to);
egValue -= eg_pst(them, capture, to);
// Update material:
if(capture != PAWN)
// Update material
if (capture != PAWN)
npMaterial[them] -= piece_value_midgame(capture);
// Update material hash key:
// Update material hash key
materialKey ^= zobMaterial[them][capture][pieceCount[them][capture]];
// Update piece count:
// Update piece count
pieceCount[them][capture]--;
// Update piece list:
pieceList[them][capture][index[to]] =
pieceList[them][capture][pieceCount[them][capture]];
// Update piece list
pieceList[them][capture][index[to]] = pieceList[them][capture][pieceCount[them][capture]];
index[pieceList[them][capture][index[to]]] = index[to];
// Remember the captured piece, in order to be able to undo the move
// correctly:
// Remember the captured piece, in order to be able to undo the move correctly
u.capture = capture;
// Reset rule 50 counter:
// Reset rule 50 counter
rule50 = 0;
}
// Move the piece:
// Move the piece
clear_bit(&(byColorBB[us]), from);
clear_bit(&(byTypeBB[piece]), from);
clear_bit(&(byTypeBB[0]), from); // HACK: byTypeBB[0] == occupied squares
@ -814,102 +814,104 @@ void Position::do_move(Move m, UndoInfo &u, Bitboard dcCandidates) {
board[to] = board[from];
board[from] = EMPTY;
// Update hash key:
// Update hash key
key ^= zobrist[us][piece][from] ^ zobrist[us][piece][to];
// Update incremental scores:
// Update incremental scores
mgValue -= mg_pst(us, piece, from);
mgValue += mg_pst(us, piece, to);
egValue -= eg_pst(us, piece, from);
egValue += eg_pst(us, piece, to);
// If the moving piece was a king, update the king square:
if(piece == KING)
// If the moving piece was a king, update the king square
if (piece == KING)
kingSquare[us] = to;
// If the move was a double pawn push, set the en passant square.
// This code is a bit ugly right now, and should be cleaned up later.
// FIXME
if(epSquare != SQ_NONE) {
if (epSquare != SQ_NONE)
{
key ^= zobEp[epSquare];
epSquare = SQ_NONE;
}
if(piece == PAWN) {
if(abs(int(to) - int(from)) == 16) {
if((us == WHITE && (pawn_attacks(WHITE, from + DELTA_N) &
pawns(BLACK))) ||
(us == BLACK && (pawn_attacks(BLACK, from + DELTA_S) &
pawns(WHITE)))) {
if (piece == PAWN)
{
if (abs(int(to) - int(from)) == 16)
{
if( ( us == WHITE
&& (pawn_attacks(WHITE, from + DELTA_N) & pawns(BLACK)))
|| ( us == BLACK
&& (pawn_attacks(BLACK, from + DELTA_S) & pawns(WHITE))))
{
epSquare = Square((int(from) + int(to)) / 2);
key ^= zobEp[epSquare];
}
}
// Reset rule 50 draw counter.
// Reset rule 50 draw counter
rule50 = 0;
// Update pawn hash key:
// Update pawn hash key
pawnKey ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to];
}
// Update piece lists:
// Update piece lists
pieceList[us][piece][index[from]] = to;
index[to] = index[from];
// Update castle rights:
// Update castle rights
key ^= zobCastle[castleRights];
castleRights &= castleRightsMask[from];
castleRights &= castleRightsMask[to];
key ^= zobCastle[castleRights];
// Update checkers bitboard:
// Update checkers bitboard
checkersBB = EmptyBoardBB;
Square ksq = king_square(them);
switch(piece) {
switch (piece)
{
case PAWN:
if(bit_is_set(pawn_attacks(them, ksq), to))
if (bit_is_set(pawn_attacks(them, ksq), to))
set_bit(&checkersBB, to);
if(bit_is_set(dcCandidates, from))
checkersBB |=
((piece_attacks<ROOK>(ksq) & rooks_and_queens(us)) |
(piece_attacks<BISHOP>(ksq) & bishops_and_queens(us)));
if (bit_is_set(dcCandidates, from))
checkersBB |= ( (piece_attacks<ROOK>(ksq) & rooks_and_queens(us))
|(piece_attacks<BISHOP>(ksq) & bishops_and_queens(us)));
break;
case KNIGHT:
if(bit_is_set(piece_attacks<KNIGHT>(ksq), to))
if (bit_is_set(piece_attacks<KNIGHT>(ksq), to))
set_bit(&checkersBB, to);
if(bit_is_set(dcCandidates, from))
checkersBB |=
((piece_attacks<ROOK>(ksq) & rooks_and_queens(us)) |
(piece_attacks<BISHOP>(ksq) & bishops_and_queens(us)));
if (bit_is_set(dcCandidates, from))
checkersBB |= ( (piece_attacks<ROOK>(ksq) & rooks_and_queens(us))
|(piece_attacks<BISHOP>(ksq) & bishops_and_queens(us)));
break;
case BISHOP:
if(bit_is_set(piece_attacks<BISHOP>(ksq), to))
if (bit_is_set(piece_attacks<BISHOP>(ksq), to))
set_bit(&checkersBB, to);
if(bit_is_set(dcCandidates, from))
checkersBB |=
(piece_attacks<ROOK>(ksq) & rooks_and_queens(us));
if (bit_is_set(dcCandidates, from))
checkersBB |= (piece_attacks<ROOK>(ksq) & rooks_and_queens(us));
break;
case ROOK:
if(bit_is_set(piece_attacks<ROOK>(ksq), to))
if (bit_is_set(piece_attacks<ROOK>(ksq), to))
set_bit(&checkersBB, to);
if(bit_is_set(dcCandidates, from))
checkersBB |=
(piece_attacks<BISHOP>(ksq) & bishops_and_queens(us));
if (bit_is_set(dcCandidates, from))
checkersBB |= (piece_attacks<BISHOP>(ksq) & bishops_and_queens(us));
break;
case QUEEN:
if(bit_is_set(piece_attacks<QUEEN>(ksq), to))
if (bit_is_set(piece_attacks<QUEEN>(ksq), to))
set_bit(&checkersBB, to);
break;
case KING:
if(bit_is_set(dcCandidates, from))
checkersBB |=
((piece_attacks<ROOK>(ksq) & rooks_and_queens(us)) |
(piece_attacks<BISHOP>(ksq) & bishops_and_queens(us)));
if (bit_is_set(dcCandidates, from))
checkersBB |= ( (piece_attacks<ROOK>(ksq) & rooks_and_queens(us))
|(piece_attacks<BISHOP>(ksq) & bishops_and_queens(us)));
break;
default:
@ -936,34 +938,33 @@ void Position::do_move(Move m, UndoInfo &u, Bitboard dcCandidates) {
/// instance white short castling in a non-Chess960 game is encoded as e1h1.
void Position::do_castle_move(Move m) {
Color us, them;
Square kfrom, kto, rfrom, rto;
assert(is_ok());
assert(move_is_ok(m));
assert(move_is_castle(m));
us = side_to_move();
them = opposite_color(us);
Color us = side_to_move();
Color them = opposite_color(us);
// Find source squares for king and rook:
kfrom = move_from(m);
rfrom = move_to(m); // HACK: See comment at beginning of function.
// Find source squares for king and rook
Square kfrom = move_from(m);
Square rfrom = move_to(m); // HACK: See comment at beginning of function
Square kto, rto;
assert(piece_on(kfrom) == king_of_color(us));
assert(piece_on(rfrom) == rook_of_color(us));
// Find destination squares for king and rook:
if(rfrom > kfrom) { // O-O
// Find destination squares for king and rook
if (rfrom > kfrom) // O-O
{
kto = relative_square(us, SQ_G1);
rto = relative_square(us, SQ_F1);
}
else { // O-O-O
} else { // O-O-O
kto = relative_square(us, SQ_C1);
rto = relative_square(us, SQ_D1);
}
// Remove pieces from source squares:
// Remove pieces from source squares
clear_bit(&(byColorBB[us]), kfrom);
clear_bit(&(byTypeBB[KING]), kfrom);
clear_bit(&(byTypeBB[0]), kfrom); // HACK: byTypeBB[0] == occupied squares
@ -971,7 +972,7 @@ void Position::do_castle_move(Move m) {
clear_bit(&(byTypeBB[ROOK]), rfrom);
clear_bit(&(byTypeBB[0]), rfrom); // HACK: byTypeBB[0] == occupied squares
// Put pieces on destination squares:
// Put pieces on destination squares
set_bit(&(byColorBB[us]), kto);
set_bit(&(byTypeBB[KING]), kto);
set_bit(&(byTypeBB[0]), kto); // HACK: byTypeBB[0] == occupied squares
@ -979,22 +980,22 @@ void Position::do_castle_move(Move m) {
set_bit(&(byTypeBB[ROOK]), rto);
set_bit(&(byTypeBB[0]), rto); // HACK: byTypeBB[0] == occupied squares
// Update board array:
// Update board array
board[kfrom] = board[rfrom] = EMPTY;
board[kto] = king_of_color(us);
board[rto] = rook_of_color(us);
// Update king square:
// Update king square
kingSquare[us] = kto;
// Update piece lists:
// Update piece lists
pieceList[us][KING][index[kfrom]] = kto;
pieceList[us][ROOK][index[rfrom]] = rto;
int tmp = index[rfrom];
index[kto] = index[kfrom];
index[rto] = tmp;
// Update incremental scores:
// Update incremental scores
mgValue -= mg_pst(us, KING, kfrom);
mgValue += mg_pst(us, KING, kto);
egValue -= eg_pst(us, KING, kfrom);
@ -1004,25 +1005,26 @@ void Position::do_castle_move(Move m) {
egValue -= eg_pst(us, ROOK, rfrom);
egValue += eg_pst(us, ROOK, rto);
// Update hash key:
// Update hash key
key ^= zobrist[us][KING][kfrom] ^ zobrist[us][KING][kto];
key ^= zobrist[us][ROOK][rfrom] ^ zobrist[us][ROOK][rto];
// Clear en passant square:
if(epSquare != SQ_NONE) {
// Clear en passant square
if(epSquare != SQ_NONE)
{
key ^= zobEp[epSquare];
epSquare = SQ_NONE;
}
// Update castling rights:
// Update castling rights
key ^= zobCastle[castleRights];
castleRights &= castleRightsMask[kfrom];
key ^= zobCastle[castleRights];
// Reset rule 50 counter:
// Reset rule 50 counter
rule50 = 0;
// Update checkers BB:
// Update checkers BB
checkersBB = attacks_to(king_square(them), us);
}