/* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) Copyright (C) 2008-2010 Marco Costalba, Joona Kiiski, Tord Romstad Stockfish is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Stockfish is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . */ #if !defined(POSITION_H_INCLUDED) #define POSITION_H_INCLUDED #include #include "bitboard.h" #include "move.h" #include "types.h" /// The checkInfo struct is initialized at c'tor time and keeps info used /// to detect if a move gives check. struct CheckInfo { explicit CheckInfo(const Position&); Bitboard dcCandidates; Bitboard pinned; Bitboard checkSq[8]; }; /// The StateInfo struct stores information we need to restore a Position /// object to its previous state when we retract a move. Whenever a move /// is made on the board (by calling Position::do_move), an StateInfo object /// must be passed as a parameter. class Position; struct StateInfo { Key pawnKey, materialKey; Value npMaterial[2]; int castleRights, rule50, pliesFromNull; Score value; Square epSquare; Key key; Bitboard checkersBB; PieceType capturedType; StateInfo* previous; }; /// The position data structure. A position consists of the following data: /// /// * For each piece type, a bitboard representing the squares occupied /// by pieces of that type. /// * For each color, a bitboard representing the squares occupied by /// pieces of that color. /// * A bitboard of all occupied squares. /// * A bitboard of all checking pieces. /// * A 64-entry array of pieces, indexed by the squares of the board. /// * The current side to move. /// * Information about the castling rights for both sides. /// * The initial files of the kings and both pairs of rooks. This is /// used to implement the Chess960 castling rules. /// * The en passant square (which is SQ_NONE if no en passant capture is /// possible). /// * The squares of the kings for both sides. /// * Hash keys for the position itself, the current pawn structure, and /// the current material situation. /// * Hash keys for all previous positions in the game for detecting /// repetition draws. /// * A counter for detecting 50 move rule draws. class Position { // No defaul, copy c'tor or assignment allowed, default c'tor will not be // generated anyhow because of user-defined c'tors. Position(const Position&); Position& operator=(const Position&); public: Position(const Position& pos, int threadID); Position(const std::string& fen, bool isChess960, int threadID); // Text input/output void from_fen(const std::string& fen, bool isChess960); const std::string to_fen() const; void print(Move m = MOVE_NONE) const; // The piece on a given square Piece piece_on(Square s) const; bool square_is_empty(Square s) const; // Side to move Color side_to_move() const; // Bitboard representation of the position Bitboard empty_squares() const; Bitboard occupied_squares() const; Bitboard pieces(Color c) const; Bitboard pieces(PieceType pt) const; Bitboard pieces(PieceType pt, Color c) const; Bitboard pieces(PieceType pt1, PieceType pt2) const; Bitboard pieces(PieceType pt1, PieceType pt2, Color c) const; // Number of pieces of each color and type int piece_count(Color c, PieceType pt) const; // The en passant square Square ep_square() const; // Current king position for each color Square king_square(Color c) const; // Castling rights bool can_castle(CastleRight f) const; bool can_castle(Color c) const; Square castle_rook_square(CastleRight f) const; // Bitboards for pinned pieces and discovered check candidates Bitboard discovered_check_candidates() const; Bitboard pinned_pieces() const; // Checking pieces and under check information Bitboard checkers() const; bool in_check() const; // Piece lists const Square* piece_list(Color c, PieceType pt) const; // Information about attacks to or from a given square Bitboard attackers_to(Square s) const; Bitboard attackers_to(Square s, Bitboard occ) const; Bitboard attacks_from(Piece p, Square s) const; static Bitboard attacks_from(Piece p, Square s, Bitboard occ); template Bitboard attacks_from(Square s) const; template Bitboard attacks_from(Square s, Color c) const; // Properties of moves bool pl_move_is_legal(Move m, Bitboard pinned) const; bool move_is_pl(const Move m) const; bool move_gives_check(Move m, const CheckInfo& ci) const; bool move_is_capture(Move m) const; bool move_is_capture_or_promotion(Move m) const; bool move_is_passed_pawn_push(Move m) const; bool move_attacks_square(Move m, Square s) const; // Piece captured with previous moves PieceType captured_piece_type() const; // Information about pawns bool pawn_is_passed(Color c, Square s) const; // Doing and undoing moves void do_move(Move m, StateInfo& st); void do_move(Move m, StateInfo& st, const CheckInfo& ci, bool moveIsCheck); void undo_move(Move m); void do_null_move(StateInfo& st); void undo_null_move(); // Static exchange evaluation int see(Move m) const; int see_sign(Move m) const; // Accessing hash keys Key get_key() const; Key get_exclusion_key() const; Key get_pawn_key() const; Key get_material_key() const; // Incremental evaluation Score value() const; Value non_pawn_material(Color c) const; Score pst_delta(Piece piece, Square from, Square to) const; // Game termination checks bool is_mate() const; template bool is_draw() const; // Plies from start position to the beginning of search int startpos_ply_counter() const; // Other properties of the position bool opposite_colored_bishops() const; bool has_pawn_on_7th(Color c) const; bool is_chess960() const; // Current thread ID searching on the position int thread() const; int64_t nodes_searched() const; void set_nodes_searched(int64_t n); // Position consistency check, for debugging bool is_ok(int* failedStep = NULL) const; void flip(); // Global initialization static void init(); private: // Initialization helper functions (used while setting up a position) void clear(); void put_piece(Piece p, Square s); void set_castle(int f, Square ksq, Square rsq); void set_castling_rights(char token); bool move_is_legal(const Move m) const; // Helper functions for doing and undoing moves void do_capture_move(Key& key, PieceType capture, Color them, Square to, bool ep); void do_castle_move(Move m); void undo_castle_move(Move m); template Bitboard hidden_checkers() const; // Computing hash keys from scratch (for initialization and debugging) Key compute_key() const; Key compute_pawn_key() const; Key compute_material_key() const; // Computing incremental evaluation scores and material counts Score pst(Piece p, Square s) const; Score compute_value() const; Value compute_non_pawn_material(Color c) const; // Board Piece board[64]; // [square] // Bitboards Bitboard byTypeBB[8]; // [pieceType] Bitboard byColorBB[2]; // [color] // Piece counts int pieceCount[2][8]; // [color][pieceType] // Piece lists Square pieceList[2][8][16]; // [color][pieceType][index] int index[64]; // [square] // Other info int castleRightsMask[64]; // [square] Square castleRookSquare[16]; // [castleRight] StateInfo startState; int64_t nodes; int startPosPly; Color sideToMove; int threadID; StateInfo* st; int chess960; // Static variables static Score pieceSquareTable[16][64]; // [piece][square] static Key zobrist[2][8][64]; // [color][pieceType][square] static Key zobEp[64]; // [square] static Key zobCastle[16]; // [castleRight] static Key zobSideToMove; static Key zobExclusion; }; inline int64_t Position::nodes_searched() const { return nodes; } inline void Position::set_nodes_searched(int64_t n) { nodes = n; } inline Piece Position::piece_on(Square s) const { return board[s]; } inline bool Position::square_is_empty(Square s) const { return piece_on(s) == PIECE_NONE; } inline Color Position::side_to_move() const { return sideToMove; } inline Bitboard Position::occupied_squares() const { return byTypeBB[0]; } inline Bitboard Position::empty_squares() const { return ~occupied_squares(); } inline Bitboard Position::pieces(Color c) const { return byColorBB[c]; } inline Bitboard Position::pieces(PieceType pt) const { return byTypeBB[pt]; } inline Bitboard Position::pieces(PieceType pt, Color c) const { return byTypeBB[pt] & byColorBB[c]; } inline Bitboard Position::pieces(PieceType pt1, PieceType pt2) const { return byTypeBB[pt1] | byTypeBB[pt2]; } inline Bitboard Position::pieces(PieceType pt1, PieceType pt2, Color c) const { return (byTypeBB[pt1] | byTypeBB[pt2]) & byColorBB[c]; } inline int Position::piece_count(Color c, PieceType pt) const { return pieceCount[c][pt]; } inline const Square* Position::piece_list(Color c, PieceType pt) const { return pieceList[c][pt]; } inline Square Position::ep_square() const { return st->epSquare; } inline Square Position::king_square(Color c) const { return pieceList[c][KING][0]; } inline bool Position::can_castle(CastleRight f) const { return st->castleRights & f; } inline bool Position::can_castle(Color c) const { return st->castleRights & ((WHITE_OO | WHITE_OOO) << c); } inline Square Position::castle_rook_square(CastleRight f) const { return castleRookSquare[f]; } template<> inline Bitboard Position::attacks_from(Square s, Color c) const { return StepAttacksBB[make_piece(c, PAWN)][s]; } template // Knight and King and white pawns inline Bitboard Position::attacks_from(Square s) const { return StepAttacksBB[Piece][s]; } template<> inline Bitboard Position::attacks_from(Square s) const { return bishop_attacks_bb(s, occupied_squares()); } template<> inline Bitboard Position::attacks_from(Square s) const { return rook_attacks_bb(s, occupied_squares()); } template<> inline Bitboard Position::attacks_from(Square s) const { return attacks_from(s) | attacks_from(s); } inline Bitboard Position::checkers() const { return st->checkersBB; } inline bool Position::in_check() const { return st->checkersBB != EmptyBoardBB; } inline bool Position::pawn_is_passed(Color c, Square s) const { return !(pieces(PAWN, opposite_color(c)) & passed_pawn_mask(c, s)); } inline Key Position::get_key() const { return st->key; } inline Key Position::get_exclusion_key() const { return st->key ^ zobExclusion; } inline Key Position::get_pawn_key() const { return st->pawnKey; } inline Key Position::get_material_key() const { return st->materialKey; } inline Score Position::pst(Piece p, Square s) const { return pieceSquareTable[p][s]; } inline Score Position::pst_delta(Piece piece, Square from, Square to) const { return pieceSquareTable[piece][to] - pieceSquareTable[piece][from]; } inline Score Position::value() const { return st->value; } inline Value Position::non_pawn_material(Color c) const { return st->npMaterial[c]; } inline bool Position::move_is_passed_pawn_push(Move m) const { Color c = side_to_move(); return piece_on(move_from(m)) == make_piece(c, PAWN) && pawn_is_passed(c, move_to(m)); } inline int Position::startpos_ply_counter() const { return startPosPly; } inline bool Position::opposite_colored_bishops() const { return piece_count(WHITE, BISHOP) == 1 && piece_count(BLACK, BISHOP) == 1 && opposite_color_squares(piece_list(WHITE, BISHOP)[0], piece_list(BLACK, BISHOP)[0]); } inline bool Position::has_pawn_on_7th(Color c) const { return pieces(PAWN, c) & rank_bb(relative_rank(c, RANK_7)); } inline bool Position::is_chess960() const { return chess960; } inline bool Position::move_is_capture_or_promotion(Move m) const { assert(move_is_ok(m)); return move_is_special(m) ? !move_is_castle(m) : !square_is_empty(move_to(m)); } inline bool Position::move_is_capture(Move m) const { // Note that castle is coded as "king captures the rook" assert(move_is_ok(m)); return (!square_is_empty(move_to(m)) && !move_is_castle(m)) || move_is_ep(m); } inline PieceType Position::captured_piece_type() const { return st->capturedType; } inline int Position::thread() const { return threadID; } #endif // !defined(POSITION_H_INCLUDED)