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A promotion move is not considered a possible evasion as it could be. Bug introduced by patch Convert also generate_pawn_blocking_evasions() to new API (7/5/2009) Bug spotted by Kenny Dail. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
966 lines
32 KiB
C++
966 lines
32 KiB
C++
/*
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Stockfish, a UCI chess playing engine derived from Glaurung 2.1
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Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
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Copyright (C) 2008-2009 Marco Costalba
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Stockfish 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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Stockfish 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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////
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//// Includes
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////
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#include <cassert>
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#include "bitcount.h"
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#include "movegen.h"
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// Simple macro to wrap a very common while loop, no facny, no flexibility,
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// hardcoded list name 'mlist' and from square 'from'.
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#define SERIALIZE_MOVES(b) while (b) (*mlist++).move = make_move(from, pop_1st_bit(&b))
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////
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//// Local definitions
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////
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namespace {
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enum CastlingSide {
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KING_SIDE,
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QUEEN_SIDE
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};
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enum MoveType {
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CAPTURE,
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NON_CAPTURE
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};
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// Functions
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bool castling_is_check(const Position&, CastlingSide);
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// Helper templates
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template<CastlingSide Side>
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MoveStack* generate_castle_moves(const Position& pos, MoveStack* mlist);
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template<Color Us>
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MoveStack* generate_pawn_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*);
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template<Color Us>
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MoveStack* generate_pawn_captures(const Position& pos, MoveStack* mlist);
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template<Color Us, SquareDelta Diagonal>
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MoveStack* generate_pawn_captures_diagonal(MoveStack* mlist, Bitboard pawns, Bitboard enemyPieces);
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template<Color Us>
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MoveStack* generate_pawn_noncaptures(const Position& pos, MoveStack* mlist);
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template<Color Us>
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MoveStack* generate_pawn_checks(const Position&, Bitboard, Square, MoveStack*);
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template<Color Us, SquareDelta Direction>
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inline Bitboard move_pawns(Bitboard p) {
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if (Direction == DELTA_N)
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return Us == WHITE ? p << 8 : p >> 8;
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else if (Direction == DELTA_NE)
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return Us == WHITE ? p << 9 : p >> 7;
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else if (Direction == DELTA_NW)
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return Us == WHITE ? p << 7 : p >> 9;
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else
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return p;
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}
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// Template generate_piece_checks() with specializations
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template<PieceType>
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MoveStack* generate_piece_checks(const Position&, MoveStack*, Color, Bitboard, Square);
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template<>
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inline MoveStack* generate_piece_checks<PAWN>(const Position& p, MoveStack* m, Color us, Bitboard dc, Square ksq) {
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return (us == WHITE ? generate_pawn_checks<WHITE>(p, dc, ksq, m)
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: generate_pawn_checks<BLACK>(p, dc, ksq, m));
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}
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// Template generate_piece_moves() with specializations and overloads
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template<PieceType>
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MoveStack* generate_piece_moves(const Position&, MoveStack*, Color us, Bitboard);
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template<>
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MoveStack* generate_piece_moves<KING>(const Position&, MoveStack*, Color, Bitboard);
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template<PieceType Piece, MoveType Type>
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inline MoveStack* generate_piece_moves(const Position& p, MoveStack* m, Color us) {
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assert(Piece == PAWN);
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if (Type == CAPTURE)
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return (us == WHITE ? generate_pawn_captures<WHITE>(p, m)
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: generate_pawn_captures<BLACK>(p, m));
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else
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return (us == WHITE ? generate_pawn_noncaptures<WHITE>(p, m)
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: generate_pawn_noncaptures<BLACK>(p, m));
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}
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template<PieceType>
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MoveStack* generate_piece_moves(const Position&, MoveStack*, Color us, Bitboard, Bitboard);
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template<>
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inline MoveStack* generate_piece_moves<PAWN>(const Position& p, MoveStack* m,
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Color us, Bitboard t, Bitboard pnd) {
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return (us == WHITE ? generate_pawn_blocking_evasions<WHITE>(p, pnd, t, m)
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: generate_pawn_blocking_evasions<BLACK>(p, pnd, t, m));
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}
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}
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////
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//// Functions
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////
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/// generate_captures generates() all pseudo-legal captures and queen
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/// promotions. The return value is the number of moves generated.
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int generate_captures(const Position& pos, MoveStack* mlist) {
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assert(pos.is_ok());
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assert(!pos.is_check());
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Color us = pos.side_to_move();
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Bitboard target = pos.pieces_of_color(opposite_color(us));
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MoveStack* mlist_start = mlist;
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mlist = generate_piece_moves<QUEEN>(pos, mlist, us, target);
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mlist = generate_piece_moves<ROOK>(pos, mlist, us, target);
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mlist = generate_piece_moves<BISHOP>(pos, mlist, us, target);
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mlist = generate_piece_moves<KNIGHT>(pos, mlist, us, target);
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mlist = generate_piece_moves<PAWN, CAPTURE>(pos, mlist, us);
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mlist = generate_piece_moves<KING>(pos, mlist, us, target);
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return int(mlist - mlist_start);
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}
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/// generate_noncaptures() generates all pseudo-legal non-captures and
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/// underpromotions. The return value is the number of moves generated.
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int generate_noncaptures(const Position& pos, MoveStack* mlist) {
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assert(pos.is_ok());
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assert(!pos.is_check());
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Color us = pos.side_to_move();
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Bitboard target = pos.empty_squares();
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MoveStack* mlist_start = mlist;
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mlist = generate_piece_moves<PAWN, NON_CAPTURE>(pos, mlist, us);
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mlist = generate_piece_moves<KNIGHT>(pos, mlist, us, target);
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mlist = generate_piece_moves<BISHOP>(pos, mlist, us, target);
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mlist = generate_piece_moves<ROOK>(pos, mlist, us, target);
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mlist = generate_piece_moves<QUEEN>(pos, mlist, us, target);
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mlist = generate_piece_moves<KING>(pos, mlist, us, target);
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mlist = generate_castle_moves<KING_SIDE>(pos, mlist);
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mlist = generate_castle_moves<QUEEN_SIDE>(pos, mlist);
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return int(mlist - mlist_start);
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}
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/// generate_non_capture_checks() generates all pseudo-legal non-capturing,
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/// non-promoting checks. It returns the number of generated moves.
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int generate_non_capture_checks(const Position& pos, MoveStack* mlist, Bitboard dc) {
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assert(pos.is_ok());
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assert(!pos.is_check());
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Color us = pos.side_to_move();
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Square ksq = pos.king_square(opposite_color(us));
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MoveStack* mlist_start = mlist;
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assert(pos.piece_on(ksq) == piece_of_color_and_type(opposite_color(us), KING));
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// Pieces moves
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mlist = generate_piece_checks<PAWN>(pos, mlist, us, dc, ksq);
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mlist = generate_piece_checks<KNIGHT>(pos, mlist, us, dc, ksq);
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mlist = generate_piece_checks<BISHOP>(pos, mlist, us, dc, ksq);
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mlist = generate_piece_checks<ROOK>(pos, mlist, us, dc, ksq);
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mlist = generate_piece_checks<QUEEN>(pos, mlist, us, dc, ksq);
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mlist = generate_piece_checks<KING>(pos, mlist, us, dc, ksq);
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// Castling moves that give check. Very rare but nice to have!
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if ( pos.can_castle_queenside(us)
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&& (square_rank(ksq) == square_rank(pos.king_square(us)) || square_file(ksq) == FILE_D)
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&& castling_is_check(pos, QUEEN_SIDE))
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mlist = generate_castle_moves<QUEEN_SIDE>(pos, mlist);
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if ( pos.can_castle_kingside(us)
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&& (square_rank(ksq) == square_rank(pos.king_square(us)) || square_file(ksq) == FILE_F)
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&& castling_is_check(pos, KING_SIDE))
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mlist = generate_castle_moves<KING_SIDE>(pos, mlist);
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return int(mlist - mlist_start);
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}
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/// generate_evasions() generates all check evasions when the side to move is
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/// in check. Unlike the other move generation functions, this one generates
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/// only legal moves. It returns the number of generated moves.
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int generate_evasions(const Position& pos, MoveStack* mlist, Bitboard pinned) {
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assert(pos.is_ok());
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assert(pos.is_check());
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Square from, to;
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Color us = pos.side_to_move();
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Color them = opposite_color(us);
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Square ksq = pos.king_square(us);
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MoveStack* mlist_start = mlist;
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assert(pos.piece_on(ksq) == piece_of_color_and_type(us, KING));
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// The bitboard of occupied pieces without our king
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Bitboard b_noKing = pos.occupied_squares();
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clear_bit(&b_noKing, ksq);
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// Find squares attacked by slider checkers, we will
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// remove them from king evasions set so to avoid a couple
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// of cycles in the slow king evasions legality check loop
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// and to be able to use square_is_attacked().
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Bitboard checkers = pos.checkers();
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Bitboard checkersAttacks = EmptyBoardBB;
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Bitboard b = checkers & (pos.queens() | pos.bishops());
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while (b)
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{
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from = pop_1st_bit(&b);
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checkersAttacks |= bishop_attacks_bb(from, b_noKing);
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}
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b = checkers & (pos.queens() | pos.rooks());
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while (b)
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{
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from = pop_1st_bit(&b);
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checkersAttacks |= rook_attacks_bb(from, b_noKing);
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}
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// Generate evasions for king
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Bitboard b1 = pos.piece_attacks<KING>(ksq) & ~pos.pieces_of_color(us) & ~checkersAttacks;
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while (b1)
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{
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to = pop_1st_bit(&b1);
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// Note that we can use square_is_attacked() only because we
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// have already removed slider checkers.
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if (!pos.square_is_attacked(to, them))
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(*mlist++).move = make_move(ksq, to);
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}
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// Generate evasions for other pieces only if not double check. We use a
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// simple bit twiddling hack here rather than calling count_1s in order to
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// save some time (we know that pos.checkers() has at most two nonzero bits).
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if (!(checkers & (checkers - 1))) // Only one bit set?
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{
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Square checksq = first_1(checkers);
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assert(pos.color_of_piece_on(checksq) == them);
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// Generate captures of the checking piece
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// Pawn captures
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b1 = pos.pawn_attacks(them, checksq) & pos.pawns(us) & ~pinned;
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while (b1)
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{
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from = pop_1st_bit(&b1);
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if (relative_rank(us, checksq) == RANK_8)
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{
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(*mlist++).move = make_promotion_move(from, checksq, QUEEN);
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(*mlist++).move = make_promotion_move(from, checksq, ROOK);
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(*mlist++).move = make_promotion_move(from, checksq, BISHOP);
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(*mlist++).move = make_promotion_move(from, checksq, KNIGHT);
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} else
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(*mlist++).move = make_move(from, checksq);
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}
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// Pieces captures
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b1 = ( (pos.piece_attacks<KNIGHT>(checksq) & pos.knights(us))
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| (pos.piece_attacks<BISHOP>(checksq) & pos.bishops_and_queens(us))
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| (pos.piece_attacks<ROOK>(checksq) & pos.rooks_and_queens(us)) ) & ~pinned;
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while (b1)
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{
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from = pop_1st_bit(&b1);
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(*mlist++).move = make_move(from, checksq);
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}
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// Blocking check evasions are possible only if the checking piece is
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// a slider.
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if (checkers & pos.sliders())
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{
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Bitboard blockSquares = squares_between(checksq, ksq);
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assert((pos.occupied_squares() & blockSquares) == EmptyBoardBB);
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if (blockSquares != EmptyBoardBB)
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{
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mlist = generate_piece_moves<PAWN>(pos, mlist, us, blockSquares, pinned);
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mlist = generate_piece_moves<KNIGHT>(pos, mlist, us, blockSquares, pinned);
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mlist = generate_piece_moves<BISHOP>(pos, mlist, us, blockSquares, pinned);
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mlist = generate_piece_moves<ROOK>(pos, mlist, us, blockSquares, pinned);
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mlist = generate_piece_moves<QUEEN>(pos, mlist, us, blockSquares, pinned);
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}
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}
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// Finally, the special case of en passant captures. An en passant
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// capture can only be a check evasion if the check is not a discovered
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// check. If pos.ep_square() is set, the last move made must have been
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// a double pawn push. If, furthermore, the checking piece is a pawn,
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// an en passant check evasion may be possible.
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if (pos.ep_square() != SQ_NONE && (checkers & pos.pawns(them)))
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{
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to = pos.ep_square();
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b1 = pos.pawn_attacks(them, to) & pos.pawns(us);
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// The checking pawn cannot be a discovered (bishop) check candidate
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// otherwise we were in check also before last double push move.
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assert(!bit_is_set(pos.discovered_check_candidates(them), checksq));
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assert(count_1s(b1) == 1 || count_1s(b1) == 2);
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b1 &= ~pinned;
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while (b1)
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{
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from = pop_1st_bit(&b1);
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// Move is always legal because checking pawn is not a discovered
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// check candidate and our capturing pawn has been already tested
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// against pinned pieces.
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(*mlist++).move = make_ep_move(from, to);
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}
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}
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}
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return int(mlist - mlist_start);
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}
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/// generate_legal_moves() computes a complete list of legal moves in the
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/// current position. This function is not very fast, and should be used
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/// only in situations where performance is unimportant. It wouldn't be
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/// very hard to write an efficient legal move generator, but for the moment
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/// we don't need it.
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int generate_legal_moves(const Position& pos, MoveStack* mlist) {
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assert(pos.is_ok());
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Bitboard pinned = pos.pinned_pieces(pos.side_to_move());
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if (pos.is_check())
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return generate_evasions(pos, mlist, pinned);
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// Generate pseudo-legal moves
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int n = generate_captures(pos, mlist);
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n += generate_noncaptures(pos, mlist + n);
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// Remove illegal moves from the list
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for (int i = 0; i < n; i++)
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if (!pos.pl_move_is_legal(mlist[i].move, pinned))
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mlist[i--].move = mlist[--n].move;
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return n;
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}
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/// move_is_legal() takes a position and a (not necessarily pseudo-legal)
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/// move and a pinned pieces bitboard as input, and tests whether
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/// the move is legal. If the move is legal, the move itself is
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/// returned. If not, the function returns false. This function must
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/// only be used when the side to move is not in check.
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bool move_is_legal(const Position& pos, const Move m, Bitboard pinned) {
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assert(pos.is_ok());
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assert(!pos.is_check());
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assert(move_is_ok(m));
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assert(pinned == pos.pinned_pieces(pos.side_to_move()));
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Color us = pos.side_to_move();
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Square from = move_from(m);
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Piece pc = pos.piece_on(from);
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// If the from square is not occupied by a piece belonging to the side to
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// move, the move is obviously not legal.
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if (color_of_piece(pc) != us)
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return false;
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Color them = opposite_color(us);
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Square to = move_to(m);
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// En passant moves
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if (move_is_ep(m))
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{
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// The piece must be a pawn and destination square must be the
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// en passant square.
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if ( type_of_piece(pc) != PAWN
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|| to != pos.ep_square())
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return false;
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assert(pos.square_is_empty(to));
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assert(pos.piece_on(to - pawn_push(us)) == piece_of_color_and_type(them, PAWN));
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// The move is pseudo-legal, check if it is also legal
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return pos.pl_move_is_legal(m, pinned);
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}
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// Castling moves
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if (move_is_short_castle(m))
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{
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// The piece must be a king and side to move must still have
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// the right to castle kingside.
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if ( type_of_piece(pc) != KING
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||!pos.can_castle_kingside(us))
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return false;
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assert(from == pos.king_square(us));
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assert(to == pos.initial_kr_square(us));
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assert(pos.piece_on(to) == piece_of_color_and_type(us, ROOK));
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Square g1 = relative_square(us, SQ_G1);
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Square f1 = relative_square(us, SQ_F1);
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Square s;
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bool illegal = false;
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// Check if any of the squares between king and rook
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// is occupied or under attack.
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for (s = Min(from, g1); s <= Max(from, g1); s++)
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if ( (s != from && s != to && !pos.square_is_empty(s))
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|| pos.square_is_attacked(s, them))
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illegal = true;
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// Check if any of the squares between king and rook
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// is occupied.
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for (s = Min(to, f1); s <= Max(to, f1); s++)
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if (s != from && s != to && !pos.square_is_empty(s))
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illegal = true;
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return !illegal;
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}
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if (move_is_long_castle(m))
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{
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// The piece must be a king and side to move must still have
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// the right to castle kingside.
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if ( type_of_piece(pc) != KING
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||!pos.can_castle_queenside(us))
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return false;
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assert(from == pos.king_square(us));
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assert(to == pos.initial_qr_square(us));
|
|
assert(pos.piece_on(to) == piece_of_color_and_type(us, ROOK));
|
|
|
|
Square c1 = relative_square(us, SQ_C1);
|
|
Square d1 = relative_square(us, SQ_D1);
|
|
Square s;
|
|
bool illegal = false;
|
|
|
|
for (s = Min(from, c1); s <= Max(from, c1); s++)
|
|
if( (s != from && s != to && !pos.square_is_empty(s))
|
|
|| pos.square_is_attacked(s, them))
|
|
illegal = true;
|
|
|
|
for (s = Min(to, d1); s <= Max(to, d1); s++)
|
|
if(s != from && s != to && !pos.square_is_empty(s))
|
|
illegal = true;
|
|
|
|
if ( square_file(to) == FILE_B
|
|
&& ( pos.piece_on(to + DELTA_W) == piece_of_color_and_type(them, ROOK)
|
|
|| pos.piece_on(to + DELTA_W) == piece_of_color_and_type(them, QUEEN)))
|
|
illegal = true;
|
|
|
|
return !illegal;
|
|
}
|
|
|
|
// Normal moves
|
|
|
|
// The destination square cannot be occupied by a friendly piece
|
|
if (pos.color_of_piece_on(to) == us)
|
|
return false;
|
|
|
|
// Proceed according to the type of the moving piece.
|
|
if (type_of_piece(pc) == PAWN)
|
|
{
|
|
// Move direction must be compatible with pawn color
|
|
int direction = to - from;
|
|
if ((us == WHITE) != (direction > 0))
|
|
return false;
|
|
|
|
// If the destination square is on the 8/1th rank, the move must
|
|
// be a promotion.
|
|
if ( ( (square_rank(to) == RANK_8 && us == WHITE)
|
|
||(square_rank(to) == RANK_1 && us != WHITE))
|
|
&& !move_is_promotion(m))
|
|
return false;
|
|
|
|
// Proceed according to the square delta between the source and
|
|
// destionation squares.
|
|
switch (direction)
|
|
{
|
|
case DELTA_NW:
|
|
case DELTA_NE:
|
|
case DELTA_SW:
|
|
case DELTA_SE:
|
|
// Capture. The destination square must be occupied by an enemy
|
|
// piece (en passant captures was handled earlier).
|
|
if (pos.color_of_piece_on(to) != them)
|
|
return false;
|
|
break;
|
|
|
|
case DELTA_N:
|
|
case DELTA_S:
|
|
// Pawn push. The destination square must be empty.
|
|
if (!pos.square_is_empty(to))
|
|
return false;
|
|
break;
|
|
|
|
case DELTA_NN:
|
|
// Double white pawn push. The destination square must be on the fourth
|
|
// rank, and both the destination square and the square between the
|
|
// source and destination squares must be empty.
|
|
if ( square_rank(to) != RANK_4
|
|
|| !pos.square_is_empty(to)
|
|
|| !pos.square_is_empty(from + DELTA_N))
|
|
return false;
|
|
break;
|
|
|
|
case DELTA_SS:
|
|
// Double black pawn push. The destination square must be on the fifth
|
|
// rank, and both the destination square and the square between the
|
|
// source and destination squares must be empty.
|
|
if ( square_rank(to) != RANK_5
|
|
|| !pos.square_is_empty(to)
|
|
|| !pos.square_is_empty(from + DELTA_S))
|
|
return false;
|
|
break;
|
|
|
|
default:
|
|
return false;
|
|
}
|
|
// The move is pseudo-legal, check if it is also legal
|
|
return pos.pl_move_is_legal(m, pinned);
|
|
}
|
|
|
|
// Luckly we can handle all the other pieces in one go
|
|
return ( pos.piece_attacks_square(pos.piece_on(from), from, to)
|
|
&& pos.pl_move_is_legal(m, pinned)
|
|
&& !move_is_promotion(m));
|
|
}
|
|
|
|
|
|
namespace {
|
|
|
|
template<PieceType Piece>
|
|
MoveStack* generate_piece_moves(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
|
|
|
|
Square from;
|
|
Bitboard b;
|
|
|
|
for (int i = 0, e = pos.piece_count(us, Piece); i < e; i++)
|
|
{
|
|
from = pos.piece_list(us, Piece, i);
|
|
b = pos.piece_attacks<Piece>(from) & target;
|
|
SERIALIZE_MOVES(b);
|
|
}
|
|
return mlist;
|
|
}
|
|
|
|
template<PieceType Piece>
|
|
MoveStack* generate_piece_moves(const Position& pos, MoveStack* mlist,
|
|
Color us, Bitboard target, Bitboard pinned) {
|
|
Square from;
|
|
Bitboard b;
|
|
|
|
for (int i = 0, e = pos.piece_count(us, Piece); i < e; i++)
|
|
{
|
|
from = pos.piece_list(us, Piece, i);
|
|
if (pinned && bit_is_set(pinned, from))
|
|
continue;
|
|
|
|
b = pos.piece_attacks<Piece>(from) & target;
|
|
SERIALIZE_MOVES(b);
|
|
}
|
|
return mlist;
|
|
}
|
|
|
|
template<>
|
|
MoveStack* generate_piece_moves<KING>(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
|
|
|
|
Bitboard b;
|
|
Square from = pos.king_square(us);
|
|
|
|
b = pos.piece_attacks<KING>(from) & target;
|
|
SERIALIZE_MOVES(b);
|
|
return mlist;
|
|
}
|
|
|
|
template<Color Us, SquareDelta Diagonal>
|
|
MoveStack* generate_pawn_captures_diagonal(MoveStack* mlist, Bitboard pawns, Bitboard enemyPieces) {
|
|
|
|
// Calculate our parametrized parameters at compile time
|
|
const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB);
|
|
const Bitboard TFileABB = (Diagonal == DELTA_NE ? FileABB : FileHBB);
|
|
const SquareDelta TDELTA_NE = (Us == WHITE ? DELTA_NE : DELTA_SE);
|
|
const SquareDelta TDELTA_NW = (Us == WHITE ? DELTA_NW : DELTA_SW);
|
|
const SquareDelta TTDELTA_NE = (Diagonal == DELTA_NE ? TDELTA_NE : TDELTA_NW);
|
|
|
|
Square to;
|
|
|
|
// Captures in the a1-h8 (a8-h1 for black) diagonal or in the h1-a8 (h8-a1 for black)
|
|
Bitboard b1 = move_pawns<Us, Diagonal>(pawns) & ~TFileABB & enemyPieces;
|
|
|
|
// Capturing promotions
|
|
Bitboard b2 = b1 & TRank8BB;
|
|
while (b2)
|
|
{
|
|
to = pop_1st_bit(&b2);
|
|
(*mlist++).move = make_promotion_move(to - TTDELTA_NE, to, QUEEN);
|
|
}
|
|
|
|
// Capturing non-promotions
|
|
b2 = b1 & ~TRank8BB;
|
|
while (b2)
|
|
{
|
|
to = pop_1st_bit(&b2);
|
|
(*mlist++).move = make_move(to - TTDELTA_NE, to);
|
|
}
|
|
return mlist;
|
|
}
|
|
|
|
template<Color Us>
|
|
MoveStack* generate_pawn_captures(const Position& pos, MoveStack* mlist) {
|
|
|
|
// Calculate our parametrized parameters at compile time
|
|
const Color Them = (Us == WHITE ? BLACK : WHITE);
|
|
const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB);
|
|
const SquareDelta TDELTA_N = (Us == WHITE ? DELTA_N : DELTA_S);
|
|
|
|
Square to;
|
|
Bitboard pawns = pos.pawns(Us);
|
|
Bitboard enemyPieces = pos.pieces_of_color(opposite_color(Us));
|
|
|
|
// Standard captures and capturing promotions in both directions
|
|
mlist = generate_pawn_captures_diagonal<Us, DELTA_NE>(mlist, pawns, enemyPieces);
|
|
mlist = generate_pawn_captures_diagonal<Us, DELTA_NW>(mlist, pawns, enemyPieces);
|
|
|
|
// Non-capturing promotions
|
|
Bitboard b1 = move_pawns<Us, DELTA_N>(pawns) & pos.empty_squares() & TRank8BB;
|
|
while (b1)
|
|
{
|
|
to = pop_1st_bit(&b1);
|
|
(*mlist++).move = make_promotion_move(to - TDELTA_N, to, QUEEN);
|
|
}
|
|
|
|
// En passant captures
|
|
if (pos.ep_square() != SQ_NONE)
|
|
{
|
|
assert(Us != WHITE || square_rank(pos.ep_square()) == RANK_6);
|
|
assert(Us != BLACK || square_rank(pos.ep_square()) == RANK_3);
|
|
|
|
b1 = pawns & pos.pawn_attacks(Them, pos.ep_square());
|
|
assert(b1 != EmptyBoardBB);
|
|
|
|
while (b1)
|
|
{
|
|
to = pop_1st_bit(&b1);
|
|
(*mlist++).move = make_ep_move(to, pos.ep_square());
|
|
}
|
|
}
|
|
return mlist;
|
|
}
|
|
|
|
template<Color Us>
|
|
MoveStack* generate_pawn_noncaptures(const Position& pos, MoveStack* mlist) {
|
|
|
|
// Calculate our parametrized parameters at compile time
|
|
const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB);
|
|
const Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);
|
|
const SquareDelta TDELTA_NE = (Us == WHITE ? DELTA_NE : DELTA_SE);
|
|
const SquareDelta TDELTA_NW = (Us == WHITE ? DELTA_NW : DELTA_SW);
|
|
const SquareDelta TDELTA_N = (Us == WHITE ? DELTA_N : DELTA_S);
|
|
|
|
Bitboard b1, b2;
|
|
Square to;
|
|
Bitboard pawns = pos.pawns(Us);
|
|
Bitboard enemyPieces = pos.pieces_of_color(opposite_color(Us));
|
|
Bitboard emptySquares = pos.empty_squares();
|
|
|
|
// Underpromotion captures in the a1-h8 (a8-h1 for black) direction
|
|
b1 = move_pawns<Us, DELTA_NE>(pawns) & ~FileABB & enemyPieces & TRank8BB;
|
|
while (b1)
|
|
{
|
|
to = pop_1st_bit(&b1);
|
|
(*mlist++).move = make_promotion_move(to - TDELTA_NE, to, ROOK);
|
|
(*mlist++).move = make_promotion_move(to - TDELTA_NE, to, BISHOP);
|
|
(*mlist++).move = make_promotion_move(to - TDELTA_NE, to, KNIGHT);
|
|
}
|
|
|
|
// Underpromotion captures in the h1-a8 (h8-a1 for black) direction
|
|
b1 = move_pawns<Us, DELTA_NW>(pawns) & ~FileHBB & enemyPieces & TRank8BB;
|
|
while (b1)
|
|
{
|
|
to = pop_1st_bit(&b1);
|
|
(*mlist++).move = make_promotion_move(to - TDELTA_NW, to, ROOK);
|
|
(*mlist++).move = make_promotion_move(to - TDELTA_NW, to, BISHOP);
|
|
(*mlist++).move = make_promotion_move(to - TDELTA_NW, to, KNIGHT);
|
|
}
|
|
|
|
// Single pawn pushes
|
|
b1 = move_pawns<Us, DELTA_N>(pawns) & emptySquares;
|
|
b2 = b1 & TRank8BB;
|
|
while (b2)
|
|
{
|
|
to = pop_1st_bit(&b2);
|
|
(*mlist++).move = make_promotion_move(to - TDELTA_N, to, ROOK);
|
|
(*mlist++).move = make_promotion_move(to - TDELTA_N, to, BISHOP);
|
|
(*mlist++).move = make_promotion_move(to - TDELTA_N, to, KNIGHT);
|
|
}
|
|
b2 = b1 & ~TRank8BB;
|
|
while (b2)
|
|
{
|
|
to = pop_1st_bit(&b2);
|
|
(*mlist++).move = make_move(to - TDELTA_N, to);
|
|
}
|
|
|
|
// Double pawn pushes
|
|
b2 = move_pawns<Us, DELTA_N>(b1 & TRank3BB) & emptySquares;
|
|
while (b2)
|
|
{
|
|
to = pop_1st_bit(&b2);
|
|
(*mlist++).move = make_move(to - TDELTA_N - TDELTA_N, to);
|
|
}
|
|
return mlist;
|
|
}
|
|
|
|
|
|
template<Color Us>
|
|
MoveStack* generate_pawn_checks(const Position& pos, Bitboard dc, Square ksq, MoveStack* mlist)
|
|
{
|
|
// Calculate our parametrized parameters at compile time
|
|
const Color Them = (Us == WHITE ? BLACK : WHITE);
|
|
const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB);
|
|
const Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);
|
|
const SquareDelta TDELTA_N = (Us == WHITE ? DELTA_N : DELTA_S);
|
|
const SquareDelta TDELTA_S = (Us == WHITE ? DELTA_S : DELTA_N);
|
|
|
|
Bitboard b1, b2, b3;
|
|
Bitboard pawns = pos.pawns(Us);
|
|
|
|
if (dc & pawns)
|
|
{
|
|
Bitboard empty = pos.empty_squares();
|
|
|
|
// Pawn moves which gives discovered check. This is possible only if the
|
|
// pawn is not on the same file as the enemy king, because we don't
|
|
// generate captures.
|
|
b1 = pawns & ~file_bb(ksq);
|
|
|
|
// Discovered checks, single pawn pushes, no promotions
|
|
b2 = b3 = move_pawns<Us, DELTA_N>(b1 & dc) & empty & ~TRank8BB;
|
|
while (b3)
|
|
{
|
|
Square to = pop_1st_bit(&b3);
|
|
(*mlist++).move = make_move(to - TDELTA_N, to);
|
|
}
|
|
|
|
// Discovered checks, double pawn pushes
|
|
b3 = move_pawns<Us, DELTA_N>(b2 & TRank3BB) & empty;
|
|
while (b3)
|
|
{
|
|
Square to = pop_1st_bit(&b3);
|
|
(*mlist++).move = make_move(to - TDELTA_N - TDELTA_N, to);
|
|
}
|
|
}
|
|
|
|
// Direct checks. These are possible only for pawns on neighboring files
|
|
// and in the two ranks that, after the push, are in front of the enemy king.
|
|
b1 = pawns & neighboring_files_bb(ksq) & ~dc;
|
|
|
|
// We can get false positives if (ksq + x) is not in [0,63] range but
|
|
// is not a problem, they will be filtered out later.
|
|
b2 = b1 & (rank_bb(ksq + 2 * TDELTA_S) | rank_bb(ksq + 3 * TDELTA_S));
|
|
if (!b2)
|
|
return mlist;
|
|
|
|
// Direct checks, single pawn pushes
|
|
Bitboard empty = pos.empty_squares();
|
|
b2 = move_pawns<Us, DELTA_N>(b1) & empty;
|
|
b3 = b2 & pos.pawn_attacks(Them, ksq);
|
|
while (b3)
|
|
{
|
|
Square to = pop_1st_bit(&b3);
|
|
(*mlist++).move = make_move(to - TDELTA_N, to);
|
|
}
|
|
|
|
// Direct checks, double pawn pushes
|
|
b3 = move_pawns<Us, DELTA_N>(b2 & TRank3BB) & empty & pos.pawn_attacks(Them, ksq);
|
|
while (b3)
|
|
{
|
|
Square to = pop_1st_bit(&b3);
|
|
(*mlist++).move = make_move(to - TDELTA_N - TDELTA_N, to);
|
|
}
|
|
return mlist;
|
|
}
|
|
|
|
template<PieceType Piece>
|
|
MoveStack* generate_piece_checks(const Position& pos, MoveStack* mlist, Color us,
|
|
Bitboard dc, Square ksq) {
|
|
|
|
Bitboard target = pos.pieces_of_color_and_type(us, Piece);
|
|
|
|
// Discovered checks
|
|
Bitboard b = target & dc;
|
|
while (b)
|
|
{
|
|
Square from = pop_1st_bit(&b);
|
|
Bitboard bb = pos.piece_attacks<Piece>(from) & pos.empty_squares();
|
|
if (Piece == KING)
|
|
bb &= ~QueenPseudoAttacks[ksq];
|
|
|
|
SERIALIZE_MOVES(bb);
|
|
}
|
|
|
|
// Direct checks
|
|
b = target & ~dc;
|
|
if (Piece != KING || b)
|
|
{
|
|
Bitboard checkSqs = pos.piece_attacks<Piece>(ksq) & pos.empty_squares();
|
|
if (!checkSqs)
|
|
return mlist;
|
|
|
|
while (b)
|
|
{
|
|
Square from = pop_1st_bit(&b);
|
|
if ( (Piece == QUEEN && !(QueenPseudoAttacks[from] & checkSqs))
|
|
|| (Piece == ROOK && !(RookPseudoAttacks[from] & checkSqs))
|
|
|| (Piece == BISHOP && !(BishopPseudoAttacks[from] & checkSqs)))
|
|
continue;
|
|
|
|
Bitboard bb = pos.piece_attacks<Piece>(from) & checkSqs;
|
|
SERIALIZE_MOVES(bb);
|
|
}
|
|
}
|
|
return mlist;
|
|
}
|
|
|
|
template<Color Us>
|
|
MoveStack* generate_pawn_blocking_evasions(const Position& pos, Bitboard pinned,
|
|
Bitboard blockSquares, MoveStack* mlist) {
|
|
|
|
// Calculate our parametrized parameters at compile time
|
|
const Rank TRANK_8 = (Us == WHITE ? RANK_8 : RANK_1);
|
|
const Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);
|
|
const SquareDelta TDELTA_N = (Us == WHITE ? DELTA_N : DELTA_S);
|
|
|
|
Square to;
|
|
|
|
// Find non-pinned pawns and push them one square
|
|
Bitboard b1 = move_pawns<Us, DELTA_N>(pos.pawns(Us) & ~pinned);
|
|
|
|
// We don't have to AND with empty squares here,
|
|
// because the blocking squares will always be empty.
|
|
Bitboard b2 = b1 & blockSquares;
|
|
while (b2)
|
|
{
|
|
to = pop_1st_bit(&b2);
|
|
|
|
assert(pos.piece_on(to) == EMPTY);
|
|
|
|
if (square_rank(to) == TRANK_8)
|
|
{
|
|
(*mlist++).move = make_promotion_move(to - TDELTA_N, to, QUEEN);
|
|
(*mlist++).move = make_promotion_move(to - TDELTA_N, to, ROOK);
|
|
(*mlist++).move = make_promotion_move(to - TDELTA_N, to, BISHOP);
|
|
(*mlist++).move = make_promotion_move(to - TDELTA_N, to, KNIGHT);
|
|
} else
|
|
(*mlist++).move = make_move(to - TDELTA_N, to);
|
|
}
|
|
|
|
// Double pawn pushes
|
|
b2 = b1 & pos.empty_squares() & TRank3BB;
|
|
b2 = move_pawns<Us, DELTA_N>(b2) & blockSquares;
|
|
while (b2)
|
|
{
|
|
to = pop_1st_bit(&b2);
|
|
|
|
assert(pos.piece_on(to) == EMPTY);
|
|
assert(Us != WHITE || square_rank(to) == RANK_4);
|
|
assert(Us != BLACK || square_rank(to) == RANK_5);
|
|
|
|
(*mlist++).move = make_move(to - TDELTA_N - TDELTA_N, to);
|
|
}
|
|
return mlist;
|
|
}
|
|
|
|
template<CastlingSide Side>
|
|
MoveStack* generate_castle_moves(const Position& pos, MoveStack* mlist) {
|
|
|
|
Color us = pos.side_to_move();
|
|
|
|
if ( (Side == KING_SIDE && pos.can_castle_kingside(us))
|
|
||(Side == QUEEN_SIDE && pos.can_castle_queenside(us)))
|
|
{
|
|
Color them = opposite_color(us);
|
|
Square ksq = pos.king_square(us);
|
|
|
|
assert(pos.piece_on(ksq) == piece_of_color_and_type(us, KING));
|
|
|
|
Square rsq = (Side == KING_SIDE ? pos.initial_kr_square(us) : pos.initial_qr_square(us));
|
|
Square s1 = relative_square(us, Side == KING_SIDE ? SQ_G1 : SQ_C1);
|
|
Square s2 = relative_square(us, Side == KING_SIDE ? SQ_F1 : SQ_D1);
|
|
Square s;
|
|
bool illegal = false;
|
|
|
|
assert(pos.piece_on(rsq) == piece_of_color_and_type(us, ROOK));
|
|
|
|
// It is a bit complicated to correctly handle Chess960
|
|
for (s = Min(ksq, s1); s <= Max(ksq, s1); s++)
|
|
if ( (s != ksq && s != rsq && pos.square_is_occupied(s))
|
|
|| pos.square_is_attacked(s, them))
|
|
illegal = true;
|
|
|
|
for (s = Min(rsq, s2); s <= Max(rsq, s2); s++)
|
|
if (s != ksq && s != rsq && pos.square_is_occupied(s))
|
|
illegal = true;
|
|
|
|
if ( Side == QUEEN_SIDE
|
|
&& square_file(rsq) == FILE_B
|
|
&& ( pos.piece_on(relative_square(us, SQ_A1)) == piece_of_color_and_type(them, ROOK)
|
|
|| pos.piece_on(relative_square(us, SQ_A1)) == piece_of_color_and_type(them, QUEEN)))
|
|
illegal = true;
|
|
|
|
if (!illegal)
|
|
(*mlist++).move = make_castle_move(ksq, rsq);
|
|
}
|
|
return mlist;
|
|
}
|
|
|
|
bool castling_is_check(const Position& pos, CastlingSide side) {
|
|
|
|
// After castling opponent king is attacked by the castled rook?
|
|
File rookFile = (side == QUEEN_SIDE ? FILE_D : FILE_F);
|
|
Color us = pos.side_to_move();
|
|
Square ksq = pos.king_square(us);
|
|
Bitboard occ = pos.occupied_squares();
|
|
|
|
clear_bit(&occ, ksq); // Remove our king from the board
|
|
Square rsq = make_square(rookFile, square_rank(ksq));
|
|
return bit_is_set(rook_attacks_bb(rsq, occ), pos.king_square(opposite_color(us)));
|
|
}
|
|
}
|