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BadFish/src/movegen.cpp
Marco Costalba e56342ed00 Shrink castlePath[] and castleRookSquare[] sizes
Shrinking from [16] to [2][2] is able to speedup
perft of start position of almost 5% !

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2012-04-08 16:55:01 +01:00

468 lines
16 KiB
C++

/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include <algorithm>
#include <cassert>
#include "movegen.h"
#include "position.h"
/// Simple macro to wrap a very common while loop, no facny, no flexibility,
/// hardcoded names 'mlist' and 'from'.
#define SERIALIZE(b) while (b) (*mlist++).move = make_move(from, pop_1st_bit(&b))
/// Version used for pawns, where the 'from' square is given as a delta from the 'to' square
#define SERIALIZE_PAWNS(b, d) while (b) { Square to = pop_1st_bit(&b); \
(*mlist++).move = make_move(to - (d), to); }
namespace {
template<CastlingSide Side, bool OnlyChecks>
MoveStack* generate_castle(const Position& pos, MoveStack* mlist, Color us) {
CastleRight cr = CastleRight((Side == KING_SIDE ? WHITE_OO : WHITE_OOO) << us);
if (pos.castle_impeded(us, Side) || !pos.can_castle(cr))
return mlist;
// After castling, the rook and king final positions are the same in Chess960
// as they would be in standard chess.
Square kfrom = pos.king_square(us);
Square kto = relative_square(us, Side == KING_SIDE ? SQ_G1 : SQ_C1);
Square rfrom = pos.castle_rook_square(us, Side);
Bitboard enemies = pos.pieces(~us);
assert(!pos.in_check());
for (Square s = std::min(kfrom, kto), e = std::max(kfrom, kto); s <= e; s++)
if ( s != kfrom // We are not in check
&& (pos.attackers_to(s) & enemies))
return mlist;
// Because we generate only legal castling moves we need to verify that
// when moving the castling rook we do not discover some hidden checker.
// For instance an enemy queen in SQ_A1 when castling rook is in SQ_B1.
if ( pos.is_chess960()
&& (pos.attackers_to(kto, pos.pieces() ^ rfrom) & enemies))
return mlist;
(*mlist++).move = make_castle(kfrom, rfrom);
if (OnlyChecks && !pos.move_gives_check((mlist - 1)->move, CheckInfo(pos)))
mlist--;
return mlist;
}
template<Square Delta>
inline Bitboard move_pawns(Bitboard p) {
return Delta == DELTA_N ? p << 8
: Delta == DELTA_S ? p >> 8
: Delta == DELTA_NE ? (p & ~FileHBB) << 9
: Delta == DELTA_SE ? (p & ~FileHBB) >> 7
: Delta == DELTA_NW ? (p & ~FileABB) << 7
: Delta == DELTA_SW ? (p & ~FileABB) >> 9 : 0;
}
template<MoveType Type, Square Delta>
inline MoveStack* generate_promotions(MoveStack* mlist, Bitboard pawnsOn7, Bitboard target, Square ksq) {
Bitboard b = move_pawns<Delta>(pawnsOn7) & target;
while (b)
{
Square to = pop_1st_bit(&b);
if (Type == MV_CAPTURE || Type == MV_EVASION || Type == MV_NON_EVASION)
(*mlist++).move = make_promotion(to - Delta, to, QUEEN);
if (Type == MV_QUIET || Type == MV_EVASION || Type == MV_NON_EVASION)
{
(*mlist++).move = make_promotion(to - Delta, to, ROOK);
(*mlist++).move = make_promotion(to - Delta, to, BISHOP);
(*mlist++).move = make_promotion(to - Delta, to, KNIGHT);
}
// Knight-promotion is the only one that can give a direct check not
// already included in the queen-promotion.
if (Type == MV_QUIET_CHECK && (StepAttacksBB[W_KNIGHT][to] & ksq))
(*mlist++).move = make_promotion(to - Delta, to, KNIGHT);
else
(void)ksq; // Silence a warning under MSVC
}
return mlist;
}
template<Color Us, MoveType Type>
MoveStack* generate_pawn_moves(const Position& pos, MoveStack* mlist, Bitboard target, Square ksq = SQ_NONE) {
// Compute our parametrized parameters at compile time, named according to
// the point of view of white side.
const Color Them = (Us == WHITE ? BLACK : WHITE);
const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB);
const Bitboard TRank7BB = (Us == WHITE ? Rank7BB : Rank2BB);
const Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);
const Square UP = (Us == WHITE ? DELTA_N : DELTA_S);
const Square RIGHT = (Us == WHITE ? DELTA_NE : DELTA_SW);
const Square LEFT = (Us == WHITE ? DELTA_NW : DELTA_SE);
Bitboard b1, b2, dc1, dc2, emptySquares;
Bitboard pawnsOn7 = pos.pieces(PAWN, Us) & TRank7BB;
Bitboard pawnsNotOn7 = pos.pieces(PAWN, Us) & ~TRank7BB;
Bitboard enemies = (Type == MV_EVASION ? pos.pieces(Them) & target:
Type == MV_CAPTURE ? target : pos.pieces(Them));
// Single and double pawn pushes, no promotions
if (Type != MV_CAPTURE)
{
emptySquares = (Type == MV_QUIET ? target : ~pos.pieces());
b1 = move_pawns<UP>(pawnsNotOn7) & emptySquares;
b2 = move_pawns<UP>(b1 & TRank3BB) & emptySquares;
if (Type == MV_EVASION) // Consider only blocking squares
{
b1 &= target;
b2 &= target;
}
if (Type == MV_QUIET_CHECK)
{
b1 &= pos.attacks_from<PAWN>(ksq, Them);
b2 &= pos.attacks_from<PAWN>(ksq, Them);
// Add pawn pushes which give 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. Note that a possible discovery check
// promotion has been already generated among captures.
if (pawnsNotOn7 & target) // Target is dc bitboard
{
dc1 = move_pawns<UP>(pawnsNotOn7 & target) & emptySquares & ~file_bb(ksq);
dc2 = move_pawns<UP>(dc1 & TRank3BB) & emptySquares;
b1 |= dc1;
b2 |= dc2;
}
}
SERIALIZE_PAWNS(b1, UP);
SERIALIZE_PAWNS(b2, UP + UP);
}
// Promotions and underpromotions
if (pawnsOn7 && (Type != MV_EVASION || (target & TRank8BB)))
{
if (Type == MV_CAPTURE)
emptySquares = ~pos.pieces();
if (Type == MV_EVASION)
emptySquares &= target;
mlist = generate_promotions<Type, RIGHT>(mlist, pawnsOn7, enemies, ksq);
mlist = generate_promotions<Type, LEFT>(mlist, pawnsOn7, enemies, ksq);
mlist = generate_promotions<Type, UP>(mlist, pawnsOn7, emptySquares, ksq);
}
// Standard and en-passant captures
if (Type == MV_CAPTURE || Type == MV_EVASION || Type == MV_NON_EVASION)
{
b1 = move_pawns<RIGHT>(pawnsNotOn7) & enemies;
b2 = move_pawns<LEFT >(pawnsNotOn7) & enemies;
SERIALIZE_PAWNS(b1, RIGHT);
SERIALIZE_PAWNS(b2, LEFT);
if (pos.ep_square() != SQ_NONE)
{
assert(rank_of(pos.ep_square()) == relative_rank(Us, RANK_6));
// An en passant capture can be an evasion only if the checking piece
// is the double pushed pawn and so is in the target. Otherwise this
// is a discovery check and we are forced to do otherwise.
if (Type == MV_EVASION && !(target & (pos.ep_square() - UP)))
return mlist;
b1 = pawnsNotOn7 & pos.attacks_from<PAWN>(pos.ep_square(), Them);
assert(b1);
while (b1)
(*mlist++).move = make_enpassant(pop_1st_bit(&b1), pos.ep_square());
}
}
return mlist;
}
template<PieceType Pt>
inline MoveStack* generate_direct_checks(const Position& pos, MoveStack* mlist,
Color us, const CheckInfo& ci) {
assert(Pt != KING && Pt != PAWN);
Bitboard b, target;
Square from;
const Square* pl = pos.piece_list(us, Pt);
if (*pl != SQ_NONE)
{
target = ci.checkSq[Pt] & ~pos.pieces(); // Non capture checks only
do {
from = *pl;
if ( (Pt == BISHOP || Pt == ROOK || Pt == QUEEN)
&& !(PseudoAttacks[Pt][from] & target))
continue;
if (ci.dcCandidates && (ci.dcCandidates & from))
continue;
b = pos.attacks_from<Pt>(from) & target;
SERIALIZE(b);
} while (*++pl != SQ_NONE);
}
return mlist;
}
template<PieceType Pt>
FORCE_INLINE MoveStack* generate_moves(const Position& pos, MoveStack* mlist,
Color us, Bitboard target) {
assert(Pt != KING && Pt != PAWN);
Bitboard b;
Square from;
const Square* pl = pos.piece_list(us, Pt);
if (*pl != SQ_NONE)
do {
from = *pl;
b = pos.attacks_from<Pt>(from) & target;
SERIALIZE(b);
} while (*++pl != SQ_NONE);
return mlist;
}
template<>
FORCE_INLINE MoveStack* generate_moves<KING>(const Position& pos, MoveStack* mlist,
Color us, Bitboard target) {
Square from = pos.king_square(us);
Bitboard b = pos.attacks_from<KING>(from) & target;
SERIALIZE(b);
return mlist;
}
} // namespace
/// generate<MV_CAPTURE> generates all pseudo-legal captures and queen
/// promotions. Returns a pointer to the end of the move list.
///
/// generate<MV_QUIET> generates all pseudo-legal non-captures and
/// underpromotions. Returns a pointer to the end of the move list.
///
/// generate<MV_NON_EVASION> generates all pseudo-legal captures and
/// non-captures. Returns a pointer to the end of the move list.
template<MoveType Type>
MoveStack* generate(const Position& pos, MoveStack* mlist) {
assert(Type == MV_CAPTURE || Type == MV_QUIET || Type == MV_NON_EVASION);
assert(!pos.in_check());
Color us = pos.side_to_move();
Bitboard target;
if (Type == MV_CAPTURE)
target = pos.pieces(~us);
else if (Type == MV_QUIET)
target = ~pos.pieces();
else if (Type == MV_NON_EVASION)
target = ~pos.pieces(us);
mlist = (us == WHITE ? generate_pawn_moves<WHITE, Type>(pos, mlist, target)
: generate_pawn_moves<BLACK, Type>(pos, mlist, target));
mlist = generate_moves<KNIGHT>(pos, mlist, us, target);
mlist = generate_moves<BISHOP>(pos, mlist, us, target);
mlist = generate_moves<ROOK>(pos, mlist, us, target);
mlist = generate_moves<QUEEN>(pos, mlist, us, target);
mlist = generate_moves<KING>(pos, mlist, us, target);
if (Type != MV_CAPTURE && pos.can_castle(us))
{
mlist = generate_castle<KING_SIDE, false>(pos, mlist, us);
mlist = generate_castle<QUEEN_SIDE, false>(pos, mlist, us);
}
return mlist;
}
// Explicit template instantiations
template MoveStack* generate<MV_CAPTURE>(const Position& pos, MoveStack* mlist);
template MoveStack* generate<MV_QUIET>(const Position& pos, MoveStack* mlist);
template MoveStack* generate<MV_NON_EVASION>(const Position& pos, MoveStack* mlist);
/// generate<MV_QUIET_CHECK> generates all pseudo-legal non-captures and knight
/// underpromotions that give check. Returns a pointer to the end of the move list.
template<>
MoveStack* generate<MV_QUIET_CHECK>(const Position& pos, MoveStack* mlist) {
assert(!pos.in_check());
Color us = pos.side_to_move();
CheckInfo ci(pos);
Bitboard dc = ci.dcCandidates;
while (dc)
{
Square from = pop_1st_bit(&dc);
PieceType pt = type_of(pos.piece_on(from));
if (pt == PAWN)
continue; // Will be generated togheter with direct checks
Bitboard b = pos.attacks_from(Piece(pt), from) & ~pos.pieces();
if (pt == KING)
b &= ~PseudoAttacks[QUEEN][ci.ksq];
SERIALIZE(b);
}
mlist = (us == WHITE ? generate_pawn_moves<WHITE, MV_QUIET_CHECK>(pos, mlist, ci.dcCandidates, ci.ksq)
: generate_pawn_moves<BLACK, MV_QUIET_CHECK>(pos, mlist, ci.dcCandidates, ci.ksq));
mlist = generate_direct_checks<KNIGHT>(pos, mlist, us, ci);
mlist = generate_direct_checks<BISHOP>(pos, mlist, us, ci);
mlist = generate_direct_checks<ROOK>(pos, mlist, us, ci);
mlist = generate_direct_checks<QUEEN>(pos, mlist, us, ci);
if (pos.can_castle(us))
{
mlist = generate_castle<KING_SIDE, true>(pos, mlist, us);
mlist = generate_castle<QUEEN_SIDE, true>(pos, mlist, us);
}
return mlist;
}
/// generate<MV_EVASION> generates all pseudo-legal check evasions when the side
/// to move is in check. Returns a pointer to the end of the move list.
template<>
MoveStack* generate<MV_EVASION>(const Position& pos, MoveStack* mlist) {
assert(pos.in_check());
Bitboard b, target;
Square from, checksq;
int checkersCnt = 0;
Color us = pos.side_to_move();
Square ksq = pos.king_square(us);
Bitboard sliderAttacks = 0;
Bitboard checkers = pos.checkers();
assert(checkers);
// Find squares attacked by slider checkers, we will remove them from the king
// evasions so to skip known illegal moves avoiding useless legality check later.
b = checkers;
do
{
checkersCnt++;
checksq = pop_1st_bit(&b);
assert(color_of(pos.piece_on(checksq)) == ~us);
switch (type_of(pos.piece_on(checksq)))
{
case BISHOP: sliderAttacks |= PseudoAttacks[BISHOP][checksq]; break;
case ROOK: sliderAttacks |= PseudoAttacks[ROOK][checksq]; break;
case QUEEN:
// If queen and king are far or not on a diagonal line we can safely
// remove all the squares attacked in the other direction becuase are
// not reachable by the king anyway.
if (squares_between(ksq, checksq) || !(PseudoAttacks[BISHOP][checksq] & ksq))
sliderAttacks |= PseudoAttacks[QUEEN][checksq];
// Otherwise we need to use real rook attacks to check if king is safe
// to move in the other direction. For example: king in B2, queen in A1
// a knight in B1, and we can safely move to C1.
else
sliderAttacks |= PseudoAttacks[BISHOP][checksq] | pos.attacks_from<ROOK>(checksq);
default:
break;
}
} while (b);
// Generate evasions for king, capture and non capture moves
b = pos.attacks_from<KING>(ksq) & ~pos.pieces(us) & ~sliderAttacks;
from = ksq;
SERIALIZE(b);
// Generate evasions for other pieces only if not under a double check
if (checkersCnt > 1)
return mlist;
// Blocking evasions or captures of the checking piece
target = squares_between(checksq, ksq) | checkers;
mlist = (us == WHITE ? generate_pawn_moves<WHITE, MV_EVASION>(pos, mlist, target)
: generate_pawn_moves<BLACK, MV_EVASION>(pos, mlist, target));
mlist = generate_moves<KNIGHT>(pos, mlist, us, target);
mlist = generate_moves<BISHOP>(pos, mlist, us, target);
mlist = generate_moves<ROOK>(pos, mlist, us, target);
return generate_moves<QUEEN>(pos, mlist, us, target);
}
/// generate<MV_LEGAL> generates all the legal moves in the given position
template<>
MoveStack* generate<MV_LEGAL>(const Position& pos, MoveStack* mlist) {
MoveStack *last, *cur = mlist;
Bitboard pinned = pos.pinned_pieces();
last = pos.in_check() ? generate<MV_EVASION>(pos, mlist)
: generate<MV_NON_EVASION>(pos, mlist);
while (cur != last)
if (!pos.pl_move_is_legal(cur->move, pinned))
cur->move = (--last)->move;
else
cur++;
return last;
}