mirror of
https://github.com/sockspls/badfish
synced 2025-04-30 00:33:09 +00:00

Still a lot to do. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
768 lines
21 KiB
C++
768 lines
21 KiB
C++
/*
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Glaurung, a UCI chess playing engine.
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Copyright (C) 2004-2008 Tord Romstad
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Glaurung is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Glaurung is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#if !defined(POSITION_H_INCLUDED)
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#define POSITION_H_INCLUDED
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// Disable a silly and noisy warning from MSVC compiler
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#if defined(_MSC_VER)
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// Forcing value to bool 'true' or 'false' (performance warning)
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#pragma warning(disable: 4800)
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#endif
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////
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//// Includes
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////
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#include "bitboard.h"
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#include "color.h"
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#include "direction.h"
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#include "move.h"
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#include "piece.h"
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#include "phase.h"
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#include "square.h"
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#include "value.h"
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////
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//// Constants
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////
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/// FEN string for the initial position:
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const std::string StartPosition =
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"rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1";
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/// Maximum number of plies per game (220 should be enough, because the
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/// maximum search depth is 100, and during position setup we reset the
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/// move counter for every non-reversible move):
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const int MaxGameLength = 220;
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////
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//// Types
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////
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/// Castle rights, encoded as bit fields:
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enum CastleRights {
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NO_CASTLES = 0,
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WHITE_OO = 1,
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BLACK_OO = 2,
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WHITE_OOO = 4,
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BLACK_OOO = 8,
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ALL_CASTLES = 15
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};
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/// The UndoInfo struct stores information we need to restore a Position
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/// object to its previous state when we retract a move. Whenever a move
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/// is made on the board (by calling Position::do_move), an UndoInfo object
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/// must be passed as a parameter. When the move is unmade (by calling
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/// Position::undo_move), the same UndoInfo object must be passed again.
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struct UndoInfo {
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int castleRights;
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Square epSquare;
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Bitboard checkersBB;
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Key key, pawnKey, materialKey;
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int rule50;
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Move lastMove;
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PieceType capture;
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Value mgValue, egValue;
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};
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/// The position data structure. A position consists of the following data:
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///
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/// * For each piece type, a bitboard representing the squares occupied
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/// by pieces of that type.
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/// * For each color, a bitboard representing the squares occupiecd by
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/// pieces of that color.
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/// * A bitboard of all occupied squares.
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/// * A bitboard of all checking pieces.
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/// * A 64-entry array of pieces, indexed by the squares of the board.
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/// * The current side to move.
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/// * Information about the castling rights for both sides.
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/// * The initial files of the kings and both pairs of rooks. This is
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/// used to implement the Chess960 castling rules.
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/// * The en passant square (which is SQ_NONE if no en passant capture is
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/// possible).
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/// * The squares of the kings for both sides.
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/// * The last move played.
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/// * Hash keys for the position itself, the current pawn structure, and
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/// the current material situation.
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/// * Hash keys for all previous positions in the game (for detecting
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/// repetition draws.
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/// * A counter for detecting 50 move rule draws.
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class Position {
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friend class MaterialInfo;
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public:
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// Constructors
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Position() {};
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Position(const Position &pos);
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Position(const std::string &fen);
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// Text input/output
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void from_fen(const std::string &fen);
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const std::string to_fen() const;
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void print() const;
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// Copying
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void copy(const Position &pos);
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void flipped_copy(const Position &pos);
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// The piece on a given square
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Piece piece_on(Square s) const;
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PieceType type_of_piece_on(Square s) const;
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Color color_of_piece_on(Square s) const;
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bool square_is_empty(Square s) const;
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bool square_is_occupied(Square s) const;
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Value midgame_value_of_piece_on(Square s) const;
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Value endgame_value_of_piece_on(Square s) const;
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// Side to move
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Color side_to_move() const;
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// Bitboard representation of the position
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Bitboard empty_squares() const;
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Bitboard occupied_squares() const;
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Bitboard pieces_of_color(Color c) const;
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Bitboard pieces_of_type(PieceType pt) const;
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Bitboard pieces_of_color_and_type(Color c, PieceType pt) const;
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Bitboard pawns() const;
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Bitboard knights() const;
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Bitboard bishops() const;
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Bitboard rooks() const;
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Bitboard queens() const;
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Bitboard kings() const;
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Bitboard rooks_and_queens() const;
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Bitboard bishops_and_queens() const;
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Bitboard sliders() const;
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Bitboard pawns(Color c) const;
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Bitboard knights(Color c) const;
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Bitboard bishops(Color c) const;
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Bitboard rooks(Color c) const;
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Bitboard queens(Color c) const;
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Bitboard kings(Color c) const;
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Bitboard rooks_and_queens(Color c) const;
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Bitboard bishops_and_queens(Color c) const;
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Bitboard sliders_of_color(Color c) const;
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// Number of pieces of each color and type
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int piece_count(Color c, PieceType pt) const;
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int pawn_count(Color c) const;
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int knight_count(Color c) const;
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int bishop_count(Color c) const;
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int rook_count(Color c) const;
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int queen_count(Color c) const;
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// The en passant square:
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Square ep_square() const;
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// Current king position for each color
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Square king_square(Color c) const;
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// Castling rights.
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bool can_castle_kingside(Color c) const;
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bool can_castle_queenside(Color c) const;
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bool can_castle(Color c) const;
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Square initial_kr_square(Color c) const;
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Square initial_qr_square(Color c) const;
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// Attack bitboards
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Bitboard sliding_attacks(Square s, Direction d) const;
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Bitboard ray_attacks(Square s, SignedDirection d) const;
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Bitboard pawn_attacks(Color c, Square s) const;
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Bitboard white_pawn_attacks(Square s) const;
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Bitboard black_pawn_attacks(Square s) const;
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Bitboard knight_attacks(Square s) const;
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Bitboard bishop_attacks(Square s) const;
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Bitboard rook_attacks(Square s) const;
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Bitboard queen_attacks(Square s) const;
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Bitboard king_attacks(Square s) const;
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// Bitboards for pinned pieces and discovered check candidates
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Bitboard discovered_check_candidates(Color c) const;
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Bitboard pinned_pieces(Color c) const;
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// Checking pieces
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Bitboard checkers() const;
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// Piece lists:
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Square piece_list(Color c, PieceType pt, int index) const;
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Square pawn_list(Color c, int index) const;
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Square knight_list(Color c, int index) const;
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Square bishop_list(Color c, int index) const;
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Square rook_list(Color c, int index) const;
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Square queen_list(Color c, int index) const;
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// Attack information for a given square
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bool square_is_attacked(Square s, Color c) const;
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Bitboard attacks_to(Square s) const;
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Bitboard attacks_to(Square s, Color c) const;
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bool is_check() const;
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bool piece_attacks_square(Square f, Square t) const;
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bool white_pawn_attacks_square(Square f, Square t) const;
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bool black_pawn_attacks_square(Square f, Square t) const;
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bool knight_attacks_square(Square f, Square t) const;
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bool bishop_attacks_square(Square f, Square t) const;
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bool rook_attacks_square(Square f, Square t) const;
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bool queen_attacks_square(Square f, Square t) const;
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bool king_attacks_square(Square f, Square t) const;
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// Properties of moves
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bool move_is_legal(Move m) const;
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bool move_is_legal(Move m, Bitboard pinned) const;
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bool move_is_check(Move m) const;
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bool move_is_check(Move m, Bitboard dcCandidates) const;
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bool move_is_capture(Move m) const;
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bool move_is_deep_pawn_push(Move m) const;
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bool move_is_pawn_push_to_7th(Move m) const;
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bool move_is_passed_pawn_push(Move m) const;
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bool move_was_passed_pawn_push(Move m) const;
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bool move_attacks_square(Move m, Square s) const;
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// Information about pawns
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bool pawn_is_passed(Color c, Square s) const;
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bool pawn_is_isolated(Color c, Square s) const;
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bool pawn_is_doubled(Color c, Square s) const;
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// Open and half-open files
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bool file_is_open(File f) const;
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bool file_is_half_open(Color c, File f) const;
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// Weak squares
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bool square_is_weak(Square s, Color c) const;
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// Doing and undoing moves
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void backup(UndoInfo &u) const;
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void restore(const UndoInfo &u);
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void do_move(Move m, UndoInfo &u);
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void do_move(Move m, UndoInfo &u, Bitboard dcCandidates);
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void undo_move(Move m, const UndoInfo &u);
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void do_null_move(UndoInfo &u);
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void undo_null_move(const UndoInfo &u);
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// Static exchange evaluation
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int see(Square from, Square to) const;
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int see(Move m) const;
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// Accessing hash keys
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Key get_key() const;
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Key get_pawn_key() const;
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Key get_material_key() const;
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// Incremental evaluation
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Value mg_value() const;
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Value eg_value() const;
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Value non_pawn_material(Color c) const;
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Phase game_phase() const;
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// Game termination checks
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bool is_mate();
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bool is_draw() const;
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// Check if one side threatens a mate in one
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bool has_mate_threat(Color c);
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// Number of plies since the last non-reversible move
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int rule_50_counter() const;
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// Other properties of the position
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bool opposite_colored_bishops() const;
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bool has_pawn_on_7th(Color c) const;
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// Reset the gamePly variable to 0
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void reset_game_ply();
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// Position consistency check, for debugging
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bool is_ok() const;
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// Static member functions:
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static void init_zobrist();
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static void init_piece_square_tables();
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private:
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// Initialization helper functions (used while setting up a position)
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void clear();
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void put_piece(Piece p, Square s);
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void allow_oo(Color c);
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void allow_ooo(Color c);
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// Helper functions for doing and undoing moves
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void do_castle_move(Move m);
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void do_promotion_move(Move m, UndoInfo &u);
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void do_ep_move(Move m);
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void undo_castle_move(Move m);
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void undo_promotion_move(Move m, const UndoInfo &u);
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void undo_ep_move(Move m);
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void find_checkers();
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// Computing hash keys from scratch (for initialization and debugging)
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Key compute_key() const;
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Key compute_pawn_key() const;
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Key compute_material_key() const;
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// Computing incremental evaluation scores and material counts
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Value mg_pst(Color c, PieceType pt, Square s) const;
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Value eg_pst(Color c, PieceType pt, Square s) const;
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Value compute_mg_value() const;
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Value compute_eg_value() const;
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Value compute_non_pawn_material(Color c) const;
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// Bitboards
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Bitboard byColorBB[2], byTypeBB[8];
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Bitboard checkersBB;
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// Board
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Piece board[64];
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// Piece counts
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int pieceCount[2][8]; // [color][pieceType]
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// Piece lists
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Square pieceList[2][8][16]; // [color][pieceType][index]
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int index[64];
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// Other info
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Color sideToMove;
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int castleRights;
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File initialKFile, initialKRFile, initialQRFile;
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Square epSquare;
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Square kingSquare[2];
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Move lastMove;
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Key key, pawnKey, materialKey, history[MaxGameLength];
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int rule50, gamePly;
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Value mgValue, egValue;
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Value npMaterial[2];
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// Static variables
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static int castleRightsMask[64];
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static Key zobrist[2][8][64];
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static Key zobEp[64];
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static Key zobCastle[16];
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static Key zobMaterial[2][8][16];
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static Key zobSideToMove;
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static Value MgPieceSquareTable[16][64];
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static Value EgPieceSquareTable[16][64];
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};
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////
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//// Inline functions
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////
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inline Piece Position::piece_on(Square s) const {
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return board[s];
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}
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inline Color Position::color_of_piece_on(Square s) const {
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return color_of_piece(piece_on(s));
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}
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inline PieceType Position::type_of_piece_on(Square s) const {
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return type_of_piece(piece_on(s));
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}
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inline bool Position::square_is_empty(Square s) const {
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return piece_on(s) == EMPTY;
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}
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inline bool Position::square_is_occupied(Square s) const {
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return !square_is_empty(s);
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}
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inline Value Position::midgame_value_of_piece_on(Square s) const {
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return piece_value_midgame(piece_on(s));
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}
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inline Value Position::endgame_value_of_piece_on(Square s) const {
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return piece_value_endgame(piece_on(s));
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}
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inline Color Position::side_to_move() const {
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return sideToMove;
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}
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inline Bitboard Position::occupied_squares() const {
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return byTypeBB[0];
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}
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inline Bitboard Position::empty_squares() const {
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return ~(occupied_squares());
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}
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inline Bitboard Position::pieces_of_color(Color c) const {
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return byColorBB[c];
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}
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inline Bitboard Position::pieces_of_type(PieceType pt) const {
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return byTypeBB[pt];
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}
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inline Bitboard Position::pieces_of_color_and_type(Color c, PieceType pt) const {
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return pieces_of_color(c) & pieces_of_type(pt);
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}
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inline Bitboard Position::pawns() const {
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return pieces_of_type(PAWN);
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}
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inline Bitboard Position::knights() const {
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return pieces_of_type(KNIGHT);
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}
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inline Bitboard Position::bishops() const {
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return pieces_of_type(BISHOP);
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}
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inline Bitboard Position::rooks() const {
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return pieces_of_type(ROOK);
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}
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inline Bitboard Position::queens() const {
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return pieces_of_type(QUEEN);
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}
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inline Bitboard Position::kings() const {
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return pieces_of_type(KING);
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}
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inline Bitboard Position::rooks_and_queens() const {
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return rooks() | queens();
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}
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inline Bitboard Position::bishops_and_queens() const {
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return bishops() | queens();
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}
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inline Bitboard Position::sliders() const {
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return bishops() | queens() | rooks();
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}
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inline Bitboard Position::pawns(Color c) const {
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return pieces_of_color_and_type(c, PAWN);
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}
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inline Bitboard Position::knights(Color c) const {
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return pieces_of_color_and_type(c, KNIGHT);
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}
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inline Bitboard Position::bishops(Color c) const {
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return pieces_of_color_and_type(c, BISHOP);
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}
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inline Bitboard Position::rooks(Color c) const {
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return pieces_of_color_and_type(c, ROOK);
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}
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inline Bitboard Position::queens(Color c) const {
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return pieces_of_color_and_type(c, QUEEN);
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}
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inline Bitboard Position::kings(Color c) const {
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return pieces_of_color_and_type(c, KING);
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}
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inline Bitboard Position::rooks_and_queens(Color c) const {
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return rooks_and_queens() & pieces_of_color(c);
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}
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inline Bitboard Position::bishops_and_queens(Color c) const {
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return bishops_and_queens() & pieces_of_color(c);
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}
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inline Bitboard Position::sliders_of_color(Color c) const {
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return sliders() & pieces_of_color(c);
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}
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inline int Position::piece_count(Color c, PieceType pt) const {
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return pieceCount[c][pt];
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}
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inline int Position::pawn_count(Color c) const {
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return piece_count(c, PAWN);
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}
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inline int Position::knight_count(Color c) const {
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return piece_count(c, KNIGHT);
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}
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inline int Position::bishop_count(Color c) const {
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return piece_count(c, BISHOP);
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}
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inline int Position::rook_count(Color c) const {
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return piece_count(c, ROOK);
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}
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inline int Position::queen_count(Color c) const {
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return piece_count(c, QUEEN);
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}
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inline Square Position::piece_list(Color c, PieceType pt, int index) const {
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return pieceList[c][pt][index];
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}
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inline Square Position::pawn_list(Color c, int index) const {
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|
return piece_list(c, PAWN, index);
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|
}
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|
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inline Square Position::knight_list(Color c, int index) const {
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|
return piece_list(c, KNIGHT, index);
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|
}
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|
|
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inline Square Position::bishop_list(Color c, int index) const {
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|
return piece_list(c, BISHOP, index);
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|
}
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|
|
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inline Square Position::rook_list(Color c, int index) const {
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|
return piece_list(c, ROOK, index);
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|
}
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|
|
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inline Square Position::queen_list(Color c, int index) const {
|
|
return piece_list(c, QUEEN, index);
|
|
}
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|
|
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inline Square Position::ep_square() const {
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|
return epSquare;
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|
}
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|
|
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inline Square Position::king_square(Color c) const {
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|
return kingSquare[c];
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|
}
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|
|
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inline bool Position::can_castle_kingside(Color side) const {
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|
return castleRights & (1+int(side));
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|
}
|
|
|
|
inline bool Position::can_castle_queenside(Color side) const {
|
|
return 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));
|
|
}
|
|
|
|
inline Bitboard Position::pawn_attacks(Color c, Square s) const {
|
|
return StepAttackBB[pawn_of_color(c)][s];
|
|
}
|
|
|
|
inline Bitboard Position::white_pawn_attacks(Square s) const {
|
|
return pawn_attacks(WHITE, s);
|
|
}
|
|
|
|
inline Bitboard Position::black_pawn_attacks(Square s) const {
|
|
return pawn_attacks(BLACK, s);
|
|
}
|
|
|
|
inline Bitboard Position::knight_attacks(Square s) const {
|
|
return StepAttackBB[KNIGHT][s];
|
|
}
|
|
|
|
inline Bitboard Position::rook_attacks(Square s) const {
|
|
return rook_attacks_bb(s, occupied_squares());
|
|
}
|
|
|
|
inline Bitboard Position::bishop_attacks(Square s) const {
|
|
return bishop_attacks_bb(s, occupied_squares());
|
|
}
|
|
|
|
inline Bitboard Position::queen_attacks(Square s) const {
|
|
return rook_attacks(s) | bishop_attacks(s);
|
|
}
|
|
|
|
inline Bitboard Position::king_attacks(Square s) const {
|
|
return StepAttackBB[KING][s];
|
|
}
|
|
|
|
inline Bitboard Position::checkers() const {
|
|
return checkersBB;
|
|
}
|
|
|
|
inline bool Position::is_check() const {
|
|
return checkers() != EmptyBoardBB;
|
|
}
|
|
|
|
inline bool Position::white_pawn_attacks_square(Square f, Square t) const {
|
|
return bit_is_set(white_pawn_attacks(f), t);
|
|
}
|
|
|
|
inline bool Position::black_pawn_attacks_square(Square f, Square t) const {
|
|
return bit_is_set(black_pawn_attacks(f), t);
|
|
}
|
|
|
|
inline bool Position::knight_attacks_square(Square f, Square t) const {
|
|
return bit_is_set(knight_attacks(f), t);
|
|
}
|
|
|
|
inline bool Position::bishop_attacks_square(Square f, Square t) const {
|
|
return bit_is_set(bishop_attacks(f), t);
|
|
}
|
|
|
|
inline bool Position::rook_attacks_square(Square f, Square t) const {
|
|
return bit_is_set(rook_attacks(f), t);
|
|
}
|
|
|
|
inline bool Position::queen_attacks_square(Square f, Square t) const {
|
|
return bit_is_set(queen_attacks(f), t);
|
|
}
|
|
|
|
inline bool Position::king_attacks_square(Square f, Square t) const {
|
|
return bit_is_set(king_attacks(f), t);
|
|
}
|
|
|
|
inline bool Position::pawn_is_passed(Color c, Square s) const {
|
|
return !(pawns(opposite_color(c)) & passed_pawn_mask(c, s));
|
|
}
|
|
|
|
inline bool Position::pawn_is_isolated(Color c, Square s) const {
|
|
return !(pawns(c) & neighboring_files_bb(s));
|
|
}
|
|
|
|
inline bool Position::pawn_is_doubled(Color c, Square s) const {
|
|
return pawns(c) & squares_behind(c, s);
|
|
}
|
|
|
|
inline bool Position::file_is_open(File f) const {
|
|
return !(pawns() & file_bb(f));
|
|
}
|
|
|
|
inline bool Position::file_is_half_open(Color c, File f) const {
|
|
return !(pawns(c) & file_bb(f));
|
|
}
|
|
|
|
inline bool Position::square_is_weak(Square s, Color c) const {
|
|
return !(pawns(c) & outpost_mask(opposite_color(c), s));
|
|
}
|
|
|
|
inline Key Position::get_key() const {
|
|
return key;
|
|
}
|
|
|
|
inline Key Position::get_pawn_key() const {
|
|
return pawnKey;
|
|
}
|
|
|
|
inline Key Position::get_material_key() const {
|
|
return materialKey;
|
|
}
|
|
|
|
inline Value Position::mg_pst(Color c, PieceType pt, Square s) const {
|
|
return MgPieceSquareTable[piece_of_color_and_type(c, pt)][s];
|
|
}
|
|
|
|
inline Value Position::eg_pst(Color c, PieceType pt, Square s) const {
|
|
return EgPieceSquareTable[piece_of_color_and_type(c, pt)][s];
|
|
}
|
|
|
|
inline Value Position::mg_value() const {
|
|
return mgValue;
|
|
}
|
|
|
|
inline Value Position::eg_value() const {
|
|
return egValue;
|
|
}
|
|
|
|
inline Value Position::non_pawn_material(Color c) const {
|
|
return npMaterial[c];
|
|
}
|
|
|
|
inline Phase Position::game_phase() const {
|
|
|
|
// The purpose of the Value(325) terms below is to make sure the difference
|
|
// between MidgameLimit and EndgameLimit is a power of 2, which should make
|
|
// the division at the end of the function a bit faster.
|
|
static const Value MidgameLimit = 2 * QueenValueMidgame
|
|
+ 2 * RookValueMidgame
|
|
+ 6 * BishopValueMidgame
|
|
+ Value(325);
|
|
|
|
static const Value EndgameLimit = 4 * RookValueMidgame - Value(325);
|
|
|
|
Value npm = non_pawn_material(WHITE) + non_pawn_material(BLACK);
|
|
|
|
if (npm >= MidgameLimit)
|
|
return PHASE_MIDGAME;
|
|
else if(npm <= EndgameLimit)
|
|
return PHASE_ENDGAME;
|
|
else
|
|
return Phase(((npm - EndgameLimit) * 128) / (MidgameLimit - EndgameLimit));
|
|
}
|
|
|
|
inline bool Position::move_is_deep_pawn_push(Move m) const {
|
|
|
|
Color c = side_to_move();
|
|
return piece_on(move_from(m)) == pawn_of_color(c)
|
|
&& relative_rank(c, move_to(m)) > RANK_4;
|
|
}
|
|
|
|
inline bool Position::move_is_pawn_push_to_7th(Move m) const {
|
|
|
|
Color c = side_to_move();
|
|
return piece_on(move_from(m)) == pawn_of_color(c)
|
|
&& relative_rank(c, move_to(m)) == RANK_7;
|
|
}
|
|
|
|
inline bool Position::move_is_passed_pawn_push(Move m) const {
|
|
|
|
Color c = side_to_move();
|
|
return piece_on(move_from(m)) == pawn_of_color(c)
|
|
&& pawn_is_passed(c, move_to(m));
|
|
}
|
|
|
|
inline bool Position::move_was_passed_pawn_push(Move m) const {
|
|
|
|
Color c = opposite_color(side_to_move());
|
|
return piece_on(move_to(m)) == pawn_of_color(c)
|
|
&& pawn_is_passed(c, move_to(m));
|
|
}
|
|
|
|
inline int Position::rule_50_counter() const {
|
|
|
|
return rule50;
|
|
}
|
|
|
|
inline bool Position::opposite_colored_bishops() const {
|
|
|
|
return bishop_count(WHITE) == 1
|
|
&& bishop_count(BLACK) == 1
|
|
&& square_color(bishop_list(WHITE, 0)) != square_color(bishop_list(BLACK, 0));
|
|
}
|
|
|
|
inline bool Position::has_pawn_on_7th(Color c) const {
|
|
|
|
return pawns(c) & relative_rank_bb(c, RANK_7);
|
|
}
|
|
|
|
|
|
#endif // !defined(POSITION_H_INCLUDED)
|