/* 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 // Disable some silly and noisy warning from MSVC compiler #if defined(_MSC_VER) // Forcing value to bool 'true' or 'false' (performance warning) #pragma warning(disable: 4800) // Conditional expression is constant #pragma warning(disable: 4127) #endif //// //// Includes //// #include "bitboard.h" #include "color.h" #include "direction.h" #include "move.h" #include "piece.h" #include "square.h" #include "value.h" //// //// Constants //// /// FEN string for the initial position const std::string StartPosition = "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1"; /// Maximum number of plies per game (220 should be enough, because the /// maximum search depth is 100, and during position setup we reset the /// move counter for every non-reversible move). const int MaxGameLength = 220; //// //// Types //// /// struct checkInfo is initialized at c'tor time and keeps /// info used to detect if a move gives check. struct CheckInfo { CheckInfo(const Position&); Square ksq; Bitboard dcCandidates; Bitboard checkSq[8]; }; /// Castle rights, encoded as bit fields enum CastleRights { NO_CASTLES = 0, WHITE_OO = 1, BLACK_OO = 2, WHITE_OOO = 4, BLACK_OOO = 8, ALL_CASTLES = 15 }; /// Game phase enum Phase { PHASE_ENDGAME = 0, PHASE_MIDGAME = 128 }; /// 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. struct StateInfo { Key pawnKey, materialKey; int castleRights, rule50, pliesFromNull; Square epSquare; Score value; Value npMaterial[2]; Key key; PieceType capture; Bitboard checkersBB; 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 { friend class MaterialInfo; friend class EndgameFunctions; public: enum GamePhase { MidGame, EndGame }; // Constructors Position(); explicit Position(const Position& pos); explicit Position(const std::string& fen); // Text input/output void from_fen(const std::string& fen); const std::string to_fen() const; void print(Move m = MOVE_NONE) const; // Copying void flipped_copy(const Position& pos); // The piece on a given square Piece piece_on(Square s) const; PieceType type_of_piece_on(Square s) const; Color color_of_piece_on(Square s) const; bool square_is_empty(Square s) const; bool square_is_occupied(Square s) const; Value midgame_value_of_piece_on(Square s) const; Value endgame_value_of_piece_on(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_of_color(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_kingside(Color c) const; bool can_castle_queenside(Color c) const; bool can_castle(Color c) const; Square initial_kr_square(Color c) const; Square initial_qr_square(Color c) const; // Bitboards for pinned pieces and discovered check candidates Bitboard discovered_check_candidates(Color c) const; Bitboard pinned_pieces(Color c) const; // Checking pieces and under check information Bitboard checkers() const; bool is_check() const; // Piece lists Square piece_list(Color c, PieceType pt, int index) const; const Square* piece_list_begin(Color c, PieceType pt) const; // Information about attacks to or from a given square Bitboard attackers_to(Square s) const; Bitboard attacks_from(Piece p, Square s) const; 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 pl_move_is_evasion(Move m, Bitboard pinned) const; bool move_is_check(Move m) const; bool move_is_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() const; // Information about pawns bool pawn_is_passed(Color c, Square s) const; static bool pawn_is_passed(Bitboard theirPawns, Color c, Square s); static bool pawn_is_isolated(Bitboard ourPawns, Square s); static bool pawn_is_doubled(Bitboard ourPawns, Color c, Square s); // Weak squares bool square_is_weak(Square s, Color c) const; // Doing and undoing moves void detach(); 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(Square from, Square to) const; int see(Move m) const; int see(Square to) 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; bool is_draw() const; // Check if one side threatens a mate in one bool has_mate_threat(Color c); // Number of plies since the last non-reversible move int rule_50_counter() const; // Other properties of the position bool opposite_colored_bishops() const; bool has_pawn_on_7th(Color c) const; // Reset the gamePly variable to 0 void reset_game_ply(); // Position consistency check, for debugging bool is_ok(int* failedStep = NULL) const; // Static member functions static void init_zobrist(); static void init_piece_square_tables(); private: // Initialization helper functions (used while setting up a position) void clear(); void put_piece(Piece p, Square s); void allow_oo(Color c); void allow_ooo(Color c); // Helper functions for doing and undoing moves void do_capture_move(Bitboard& key, PieceType capture, Color them, Square to, bool ep); void do_castle_move(Move m); void undo_castle_move(Move m); void find_checkers(); template Bitboard hidden_checkers(Color c) 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(Color c, PieceType pt, Square s) const; Score compute_value() const; Value compute_non_pawn_material(Color c) const; // Board Piece board[64]; // Bitboards Bitboard byTypeBB[8], byColorBB[2]; // Piece counts int pieceCount[2][8]; // [color][pieceType] // Piece lists Square pieceList[2][8][16]; // [color][pieceType][index] int index[64]; // [square] // Other info Color sideToMove; int gamePly; Key history[MaxGameLength]; File initialKFile, initialKRFile, initialQRFile; StateInfo startState; StateInfo* st; // Static variables static int castleRightsMask[64]; static Key zobrist[2][8][64]; static Key zobEp[64]; static Key zobCastle[16]; static Key zobMaterial[2][8][16]; static Key zobSideToMove; static Score PieceSquareTable[16][64]; static Key zobExclusion; }; //// //// Inline functions //// inline Piece Position::piece_on(Square s) const { return board[s]; } inline Color Position::color_of_piece_on(Square s) const { return color_of_piece(piece_on(s)); } inline PieceType Position::type_of_piece_on(Square s) const { return type_of_piece(piece_on(s)); } inline bool Position::square_is_empty(Square s) const { return piece_on(s) == EMPTY; } inline bool Position::square_is_occupied(Square s) const { return !square_is_empty(s); } inline Value Position::midgame_value_of_piece_on(Square s) const { return piece_value_midgame(piece_on(s)); } inline Value Position::endgame_value_of_piece_on(Square s) const { return piece_value_endgame(piece_on(s)); } 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_of_color(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 Square Position::piece_list(Color c, PieceType pt, int index) const { return pieceList[c][pt][index]; } inline const Square* Position::piece_list_begin(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_kingside(Color side) const { return st->castleRights & (1+int(side)); } inline bool Position::can_castle_queenside(Color side) const { return st->castleRights & (4+4*int(side)); } inline bool Position::can_castle(Color side) const { return can_castle_kingside(side) || can_castle_queenside(side); } inline Square Position::initial_kr_square(Color c) const { return relative_square(c, make_square(initialKRFile, RANK_1)); } inline Square Position::initial_qr_square(Color c) const { return relative_square(c, make_square(initialQRFile, RANK_1)); } template<> inline Bitboard Position::attacks_from(Square s, Color c) const { return StepAttackBB[piece_of_color_and_type(c, PAWN)][s]; } template // Knight and King and white pawns inline Bitboard Position::attacks_from(Square s) const { return StepAttackBB[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::is_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 bool Position::pawn_is_passed(Bitboard theirPawns, Color c, Square s) { return !(theirPawns & passed_pawn_mask(c, s)); } inline bool Position::pawn_is_isolated(Bitboard ourPawns, Square s) { return !(ourPawns & neighboring_files_bb(s)); } inline bool Position::pawn_is_doubled(Bitboard ourPawns, Color c, Square s) { return ourPawns & squares_behind(c, s); } inline bool Position::square_is_weak(Square s, Color c) const { return !(pieces(PAWN, c) & outpost_mask(opposite_color(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(Color c, PieceType pt, Square s) const { return PieceSquareTable[piece_of_color_and_type(c, pt)][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)) == piece_of_color_and_type(c, PAWN) && pawn_is_passed(c, move_to(m)); } inline int Position::rule_50_counter() const { return st->rule50; } inline bool Position::opposite_colored_bishops() const { return piece_count(WHITE, BISHOP) == 1 && piece_count(BLACK, BISHOP) == 1 && square_color(piece_list(WHITE, BISHOP, 0)) != square_color(piece_list(BLACK, BISHOP, 0)); } inline bool Position::has_pawn_on_7th(Color c) const { return pieces(PAWN, c) & relative_rank_bb(c, RANK_7); } inline bool Position::move_is_capture(Move m) const { // Move must not be MOVE_NONE ! return (m & (3 << 15)) ? !move_is_castle(m) : !square_is_empty(move_to(m)); } inline bool Position::move_is_capture_or_promotion(Move m) const { // Move must not be MOVE_NONE ! return (m & (0x1F << 12)) ? !move_is_castle(m) : !square_is_empty(move_to(m)); } inline PieceType Position::captured_piece() const { return st->capture; } #endif // !defined(POSITION_H_INCLUDED)