Wrap state variables in a named struct
This will allow us to more easily move the state out of Position class. No functioanl change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>sf_2.3.1_base
parent
2f21ec39ad
commit
2f6c5f00e6
369
src/position.cpp
369
src/position.cpp
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@ -192,7 +192,7 @@ void Position::from_fen(const std::string& fen) {
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if ( i < fen.length() - 2
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&& (fen[i] >= 'a' && fen[i] <= 'h')
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&& (fen[i+1] == '3' || fen[i+1] == '6'))
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epSquare = square_from_string(fen.substr(i, 2));
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st.epSquare = square_from_string(fen.substr(i, 2));
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// Various initialisation
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for (Square sq = SQ_A1; sq <= SQ_H8; sq++)
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@ -207,11 +207,11 @@ void Position::from_fen(const std::string& fen) {
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find_checkers();
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key = compute_key();
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pawnKey = compute_pawn_key();
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materialKey = compute_material_key();
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mgValue = compute_value<MidGame>();
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egValue = compute_value<EndGame>();
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st.key = compute_key();
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st.pawnKey = compute_pawn_key();
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st.materialKey = compute_material_key();
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st.mgValue = compute_value<MidGame>();
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st.egValue = compute_value<EndGame>();
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npMaterial[WHITE] = compute_non_pawn_material(WHITE);
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npMaterial[BLACK] = compute_non_pawn_material(BLACK);
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}
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@ -249,7 +249,7 @@ const std::string Position::to_fen() const {
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fen += (rank > RANK_1 ? '/' : ' ');
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}
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fen += (sideToMove == WHITE ? "w " : "b ");
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if (castleRights != NO_CASTLES)
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if (st.castleRights != NO_CASTLES)
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{
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if (can_castle_kingside(WHITE)) fen += 'K';
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if (can_castle_queenside(WHITE)) fen += 'Q';
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@ -305,7 +305,7 @@ void Position::print(Move m) const {
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}
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std::cout << "+---+---+---+---+---+---+---+---+" << std::endl
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<< "Fen is: " << to_fen() << std::endl
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<< "Key is: " << key << std::endl;
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<< "Key is: " << st.key << std::endl;
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RequestPending = false;
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}
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@ -323,34 +323,34 @@ void Position::copy(const Position &pos) {
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/// king) pieces for the given color.
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Bitboard Position::pinned_pieces(Color c) const {
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if (pinned[c] != ~EmptyBoardBB)
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return pinned[c];
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if (st.pinned[c] != ~EmptyBoardBB)
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return st.pinned[c];
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Bitboard p1, p2;
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Square ksq = king_square(c);
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pinned[c] = hidden_checks<ROOK, true>(c, ksq, p1) | hidden_checks<BISHOP, true>(c, ksq, p2);
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pinners[c] = p1 | p2;
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return pinned[c];
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st.pinned[c] = hidden_checks<ROOK, true>(c, ksq, p1) | hidden_checks<BISHOP, true>(c, ksq, p2);
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st.pinners[c] = p1 | p2;
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return st.pinned[c];
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}
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Bitboard Position::pinned_pieces(Color c, Bitboard& p) const {
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if (pinned[c] == ~EmptyBoardBB)
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if (st.pinned[c] == ~EmptyBoardBB)
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pinned_pieces(c);
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p = pinners[c];
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return pinned[c];
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p = st.pinners[c];
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return st.pinned[c];
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}
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Bitboard Position::discovered_check_candidates(Color c) const {
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if (dcCandidates[c] != ~EmptyBoardBB)
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return dcCandidates[c];
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if (st.dcCandidates[c] != ~EmptyBoardBB)
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return st.dcCandidates[c];
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Bitboard dummy;
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Square ksq = king_square(opposite_color(c));
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dcCandidates[c] = hidden_checks<ROOK, false>(c, ksq, dummy) | hidden_checks<BISHOP, false>(c, ksq, dummy);
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return dcCandidates[c];
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st.dcCandidates[c] = hidden_checks<ROOK, false>(c, ksq, dummy) | hidden_checks<BISHOP, false>(c, ksq, dummy);
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return st.dcCandidates[c];
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}
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/// Position:hidden_checks<>() returns a bitboard of all pinned (against the
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@ -368,14 +368,14 @@ Bitboard Position::hidden_checks(Color c, Square ksq, Bitboard& pinners) const {
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else
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sliders = bishops_and_queens(FindPinned ? opposite_color(c) : c) & BishopPseudoAttacks[ksq];
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if (sliders && (!FindPinned || (sliders & ~checkersBB)))
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if (sliders && (!FindPinned || (sliders & ~st.checkersBB)))
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{
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// King blockers are candidate pinned pieces
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Bitboard candidate_pinned = piece_attacks<Piece>(ksq) & pieces_of_color(c);
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// Pinners are sliders, not checkers, that give check when
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// candidate pinned are removed.
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pinners = (FindPinned ? sliders & ~checkersBB : sliders);
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pinners = (FindPinned ? sliders & ~st.checkersBB : sliders);
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if (Piece == ROOK)
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pinners &= rook_attacks_bb(ksq, occupied_squares() ^ candidate_pinned);
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@ -474,7 +474,7 @@ bool Position::move_attacks_square(Move m, Square s) const {
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void Position::find_checkers() {
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Color us = side_to_move();
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checkersBB = attacks_to(king_square(us), opposite_color(us));
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st.checkersBB = attacks_to(king_square(us), opposite_color(us));
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}
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@ -706,19 +706,19 @@ void Position::do_move(Move m, UndoInfo& u) {
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// captured piece, which is taken care of later.
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u = undoInfoUnion;
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u.capture = NO_PIECE_TYPE;
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previous = &u;
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st.previous = &u;
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// Save the current key to the history[] array, in order to be able to
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// detect repetition draws.
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history[gamePly] = key;
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history[gamePly] = st.key;
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// Increment the 50 moves rule draw counter. Resetting it to zero in the
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// case of non-reversible moves is taken care of later.
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rule50++;
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st.rule50++;
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// Reset pinned bitboard and its friends
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for (Color c = WHITE; c <= BLACK; c++)
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pinners[c] = pinned[c] = dcCandidates[c] = ~EmptyBoardBB;
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st.pinners[c] = st.pinned[c] = st.dcCandidates[c] = ~EmptyBoardBB;
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if (move_is_castle(m))
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do_castle_move(m);
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@ -737,12 +737,13 @@ void Position::do_move(Move m, UndoInfo& u) {
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assert(color_of_piece_on(to) == them || piece_on(to) == EMPTY);
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PieceType piece = type_of_piece_on(from);
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PieceType capture = type_of_piece_on(to);
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if (capture)
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st.capture = type_of_piece_on(to);
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if (st.capture)
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{
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u.capture = capture;
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do_capture_move(m, capture, them, to);
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u.capture = st.capture;
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do_capture_move(m, st.capture, them, to);
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}
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// Move the piece
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@ -756,33 +757,33 @@ void Position::do_move(Move m, UndoInfo& u) {
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board[from] = EMPTY;
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// Update hash key
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key ^= zobrist[us][piece][from] ^ zobrist[us][piece][to];
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st.key ^= zobrist[us][piece][from] ^ zobrist[us][piece][to];
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// Update incremental scores
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mgValue -= pst<MidGame>(us, piece, from);
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mgValue += pst<MidGame>(us, piece, to);
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egValue -= pst<EndGame>(us, piece, from);
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egValue += pst<EndGame>(us, piece, to);
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st.mgValue -= pst<MidGame>(us, piece, from);
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st.mgValue += pst<MidGame>(us, piece, to);
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st.egValue -= pst<EndGame>(us, piece, from);
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st.egValue += pst<EndGame>(us, piece, to);
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// If the moving piece was a king, update the king square
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if (piece == KING)
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kingSquare[us] = to;
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// Reset en passant square
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if (epSquare != SQ_NONE)
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if (st.epSquare != SQ_NONE)
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{
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key ^= zobEp[epSquare];
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epSquare = SQ_NONE;
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st.key ^= zobEp[st.epSquare];
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st.epSquare = SQ_NONE;
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}
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// If the moving piece was a pawn do some special extra work
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if (piece == PAWN)
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{
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// Reset rule 50 draw counter
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rule50 = 0;
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st.rule50 = 0;
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// Update pawn hash key
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pawnKey ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to];
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st.pawnKey ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to];
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// Set en passant square, only if moved pawn can be captured
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if (abs(int(to) - int(from)) == 16)
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@ -790,8 +791,8 @@ void Position::do_move(Move m, UndoInfo& u) {
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if ( (us == WHITE && (pawn_attacks(WHITE, from + DELTA_N) & pawns(BLACK)))
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|| (us == BLACK && (pawn_attacks(BLACK, from + DELTA_S) & pawns(WHITE))))
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{
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epSquare = Square((int(from) + int(to)) / 2);
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key ^= zobEp[epSquare];
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st.epSquare = Square((int(from) + int(to)) / 2);
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st.key ^= zobEp[st.epSquare];
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}
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}
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}
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@ -801,33 +802,33 @@ void Position::do_move(Move m, UndoInfo& u) {
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index[to] = index[from];
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// Update castle rights
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key ^= zobCastle[castleRights];
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castleRights &= castleRightsMask[from];
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castleRights &= castleRightsMask[to];
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key ^= zobCastle[castleRights];
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st.key ^= zobCastle[st.castleRights];
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st.castleRights &= castleRightsMask[from];
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st.castleRights &= castleRightsMask[to];
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st.key ^= zobCastle[st.castleRights];
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// Update checkers bitboard, piece must be already moved
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checkersBB = EmptyBoardBB;
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st.checkersBB = EmptyBoardBB;
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Square ksq = king_square(them);
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switch (piece)
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{
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case PAWN: update_checkers<PAWN>(&checkersBB, ksq, from, to, oldDcCandidates); break;
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case KNIGHT: update_checkers<KNIGHT>(&checkersBB, ksq, from, to, oldDcCandidates); break;
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case BISHOP: update_checkers<BISHOP>(&checkersBB, ksq, from, to, oldDcCandidates); break;
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case ROOK: update_checkers<ROOK>(&checkersBB, ksq, from, to, oldDcCandidates); break;
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case QUEEN: update_checkers<QUEEN>(&checkersBB, ksq, from, to, oldDcCandidates); break;
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case KING: update_checkers<KING>(&checkersBB, ksq, from, to, oldDcCandidates); break;
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case PAWN: update_checkers<PAWN>(&st.checkersBB, ksq, from, to, oldDcCandidates); break;
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case KNIGHT: update_checkers<KNIGHT>(&st.checkersBB, ksq, from, to, oldDcCandidates); break;
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case BISHOP: update_checkers<BISHOP>(&st.checkersBB, ksq, from, to, oldDcCandidates); break;
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case ROOK: update_checkers<ROOK>(&st.checkersBB, ksq, from, to, oldDcCandidates); break;
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case QUEEN: update_checkers<QUEEN>(&st.checkersBB, ksq, from, to, oldDcCandidates); break;
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case KING: update_checkers<KING>(&st.checkersBB, ksq, from, to, oldDcCandidates); break;
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default: assert(false); break;
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}
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}
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// Finish
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key ^= zobSideToMove;
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st.key ^= zobSideToMove;
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sideToMove = opposite_color(sideToMove);
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gamePly++;
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mgValue += (sideToMove == WHITE)? TempoValueMidgame : -TempoValueMidgame;
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egValue += (sideToMove == WHITE)? TempoValueEndgame : -TempoValueEndgame;
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st.mgValue += (sideToMove == WHITE)? TempoValueMidgame : -TempoValueMidgame;
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st.egValue += (sideToMove == WHITE)? TempoValueEndgame : -TempoValueEndgame;
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assert(is_ok());
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}
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@ -845,15 +846,15 @@ void Position::do_capture_move(Move m, PieceType capture, Color them, Square to)
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clear_bit(&(byTypeBB[capture]), to);
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// Update hash key
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key ^= zobrist[them][capture][to];
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st.key ^= zobrist[them][capture][to];
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// If the captured piece was a pawn, update pawn hash key
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if (capture == PAWN)
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pawnKey ^= zobrist[them][PAWN][to];
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st.pawnKey ^= zobrist[them][PAWN][to];
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// Update incremental scores
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mgValue -= pst<MidGame>(them, capture, to);
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egValue -= pst<EndGame>(them, capture, to);
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st.mgValue -= pst<MidGame>(them, capture, to);
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st.egValue -= pst<EndGame>(them, capture, to);
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assert(!move_promotion(m) || capture != PAWN);
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@ -862,7 +863,7 @@ void Position::do_capture_move(Move m, PieceType capture, Color them, Square to)
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npMaterial[them] -= piece_value_midgame(capture);
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// Update material hash key
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materialKey ^= zobMaterial[them][capture][pieceCount[them][capture]];
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st.materialKey ^= zobMaterial[them][capture][pieceCount[them][capture]];
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// Update piece count
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pieceCount[them][capture]--;
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@ -872,7 +873,7 @@ void Position::do_capture_move(Move m, PieceType capture, Color them, Square to)
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index[pieceList[them][capture][index[to]]] = index[to];
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// Reset rule 50 counter
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rule50 = 0;
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st.rule50 = 0;
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}
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@ -940,36 +941,36 @@ void Position::do_castle_move(Move m) {
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index[rto] = tmp;
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// Update incremental scores
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mgValue -= pst<MidGame>(us, KING, kfrom);
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mgValue += pst<MidGame>(us, KING, kto);
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egValue -= pst<EndGame>(us, KING, kfrom);
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egValue += pst<EndGame>(us, KING, kto);
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mgValue -= pst<MidGame>(us, ROOK, rfrom);
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mgValue += pst<MidGame>(us, ROOK, rto);
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egValue -= pst<EndGame>(us, ROOK, rfrom);
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egValue += pst<EndGame>(us, ROOK, rto);
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st.mgValue -= pst<MidGame>(us, KING, kfrom);
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st.mgValue += pst<MidGame>(us, KING, kto);
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st.egValue -= pst<EndGame>(us, KING, kfrom);
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st.egValue += pst<EndGame>(us, KING, kto);
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st.mgValue -= pst<MidGame>(us, ROOK, rfrom);
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st.mgValue += pst<MidGame>(us, ROOK, rto);
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st.egValue -= pst<EndGame>(us, ROOK, rfrom);
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st.egValue += pst<EndGame>(us, ROOK, rto);
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// Update hash key
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key ^= zobrist[us][KING][kfrom] ^ zobrist[us][KING][kto];
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key ^= zobrist[us][ROOK][rfrom] ^ zobrist[us][ROOK][rto];
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st.key ^= zobrist[us][KING][kfrom] ^ zobrist[us][KING][kto];
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st.key ^= zobrist[us][ROOK][rfrom] ^ zobrist[us][ROOK][rto];
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// Clear en passant square
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if (epSquare != SQ_NONE)
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if (st.epSquare != SQ_NONE)
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{
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key ^= zobEp[epSquare];
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epSquare = SQ_NONE;
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st.key ^= zobEp[st.epSquare];
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st.epSquare = SQ_NONE;
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}
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// Update castling rights
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key ^= zobCastle[castleRights];
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castleRights &= castleRightsMask[kfrom];
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key ^= zobCastle[castleRights];
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st.key ^= zobCastle[st.castleRights];
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st.castleRights &= castleRightsMask[kfrom];
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st.key ^= zobCastle[st.castleRights];
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// Reset rule 50 counter
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rule50 = 0;
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st.rule50 = 0;
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// Update checkers BB
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checkersBB = attacks_to(king_square(them), us);
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st.checkersBB = attacks_to(king_square(them), us);
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}
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@ -982,7 +983,7 @@ void Position::do_promotion_move(Move m) {
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Color us, them;
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Square from, to;
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PieceType capture, promotion;
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PieceType promotion;
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assert(is_ok());
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assert(move_is_ok(m));
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@ -997,12 +998,12 @@ void Position::do_promotion_move(Move m) {
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assert(piece_on(from) == piece_of_color_and_type(us, PAWN));
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assert(color_of_piece_on(to) == them || square_is_empty(to));
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capture = type_of_piece_on(to);
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st.capture = type_of_piece_on(to);
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if (capture)
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if (st.capture)
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{
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previous->capture = capture;
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do_capture_move(m, capture, them, to);
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st.previous->capture = st.capture;
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do_capture_move(m, st.capture, them, to);
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}
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// Remove pawn
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@ -1020,14 +1021,14 @@ void Position::do_promotion_move(Move m) {
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board[to] = piece_of_color_and_type(us, promotion);
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// Update hash key
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key ^= zobrist[us][PAWN][from] ^ zobrist[us][promotion][to];
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st.key ^= zobrist[us][PAWN][from] ^ zobrist[us][promotion][to];
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// Update pawn hash key
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pawnKey ^= zobrist[us][PAWN][from];
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st.pawnKey ^= zobrist[us][PAWN][from];
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// Update material key
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materialKey ^= zobMaterial[us][PAWN][pieceCount[us][PAWN]];
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materialKey ^= zobMaterial[us][promotion][pieceCount[us][promotion]+1];
|
||||
st.materialKey ^= zobMaterial[us][PAWN][pieceCount[us][PAWN]];
|
||||
st.materialKey ^= zobMaterial[us][promotion][pieceCount[us][promotion]+1];
|
||||
|
||||
// Update piece counts
|
||||
pieceCount[us][PAWN]--;
|
||||
|
@ -1040,31 +1041,31 @@ void Position::do_promotion_move(Move m) {
|
|||
index[to] = pieceCount[us][promotion] - 1;
|
||||
|
||||
// Update incremental scores
|
||||
mgValue -= pst<MidGame>(us, PAWN, from);
|
||||
mgValue += pst<MidGame>(us, promotion, to);
|
||||
egValue -= pst<EndGame>(us, PAWN, from);
|
||||
egValue += pst<EndGame>(us, promotion, to);
|
||||
st.mgValue -= pst<MidGame>(us, PAWN, from);
|
||||
st.mgValue += pst<MidGame>(us, promotion, to);
|
||||
st.egValue -= pst<EndGame>(us, PAWN, from);
|
||||
st.egValue += pst<EndGame>(us, promotion, to);
|
||||
|
||||
// Update material
|
||||
npMaterial[us] += piece_value_midgame(promotion);
|
||||
|
||||
// Clear the en passant square
|
||||
if (epSquare != SQ_NONE)
|
||||
if (st.epSquare != SQ_NONE)
|
||||
{
|
||||
key ^= zobEp[epSquare];
|
||||
epSquare = SQ_NONE;
|
||||
st.key ^= zobEp[st.epSquare];
|
||||
st.epSquare = SQ_NONE;
|
||||
}
|
||||
|
||||
// Update castle rights
|
||||
key ^= zobCastle[castleRights];
|
||||
castleRights &= castleRightsMask[to];
|
||||
key ^= zobCastle[castleRights];
|
||||
st.key ^= zobCastle[st.castleRights];
|
||||
st.castleRights &= castleRightsMask[to];
|
||||
st.key ^= zobCastle[st.castleRights];
|
||||
|
||||
// Reset rule 50 counter
|
||||
rule50 = 0;
|
||||
st.rule50 = 0;
|
||||
|
||||
// Update checkers BB
|
||||
checkersBB = attacks_to(king_square(them), us);
|
||||
st.checkersBB = attacks_to(king_square(them), us);
|
||||
}
|
||||
|
||||
|
||||
|
@ -1088,7 +1089,7 @@ void Position::do_ep_move(Move m) {
|
|||
to = move_to(m);
|
||||
capsq = (us == WHITE)? (to - DELTA_N) : (to - DELTA_S);
|
||||
|
||||
assert(to == epSquare);
|
||||
assert(to == st.epSquare);
|
||||
assert(relative_rank(us, to) == RANK_6);
|
||||
assert(piece_on(to) == EMPTY);
|
||||
assert(piece_on(from) == piece_of_color_and_type(us, PAWN));
|
||||
|
@ -1113,7 +1114,7 @@ void Position::do_ep_move(Move m) {
|
|||
board[from] = EMPTY;
|
||||
|
||||
// Update material hash key
|
||||
materialKey ^= zobMaterial[them][PAWN][pieceCount[them][PAWN]];
|
||||
st.materialKey ^= zobMaterial[them][PAWN][pieceCount[them][PAWN]];
|
||||
|
||||
// Update piece count
|
||||
pieceCount[them][PAWN]--;
|
||||
|
@ -1125,30 +1126,30 @@ void Position::do_ep_move(Move m) {
|
|||
index[pieceList[them][PAWN][index[capsq]]] = index[capsq];
|
||||
|
||||
// Update hash key
|
||||
key ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to];
|
||||
key ^= zobrist[them][PAWN][capsq];
|
||||
key ^= zobEp[epSquare];
|
||||
st.key ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to];
|
||||
st.key ^= zobrist[them][PAWN][capsq];
|
||||
st.key ^= zobEp[st.epSquare];
|
||||
|
||||
// Update pawn hash key
|
||||
pawnKey ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to];
|
||||
pawnKey ^= zobrist[them][PAWN][capsq];
|
||||
st.pawnKey ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to];
|
||||
st.pawnKey ^= zobrist[them][PAWN][capsq];
|
||||
|
||||
// Update incremental scores
|
||||
mgValue -= pst<MidGame>(them, PAWN, capsq);
|
||||
mgValue -= pst<MidGame>(us, PAWN, from);
|
||||
mgValue += pst<MidGame>(us, PAWN, to);
|
||||
egValue -= pst<EndGame>(them, PAWN, capsq);
|
||||
egValue -= pst<EndGame>(us, PAWN, from);
|
||||
egValue += pst<EndGame>(us, PAWN, to);
|
||||
st.mgValue -= pst<MidGame>(them, PAWN, capsq);
|
||||
st.mgValue -= pst<MidGame>(us, PAWN, from);
|
||||
st.mgValue += pst<MidGame>(us, PAWN, to);
|
||||
st.egValue -= pst<EndGame>(them, PAWN, capsq);
|
||||
st.egValue -= pst<EndGame>(us, PAWN, from);
|
||||
st.egValue += pst<EndGame>(us, PAWN, to);
|
||||
|
||||
// Reset en passant square
|
||||
epSquare = SQ_NONE;
|
||||
st.epSquare = SQ_NONE;
|
||||
|
||||
// Reset rule 50 counter
|
||||
rule50 = 0;
|
||||
st.rule50 = 0;
|
||||
|
||||
// Update checkers BB
|
||||
checkersBB = attacks_to(king_square(them), us);
|
||||
st.checkersBB = attacks_to(king_square(them), us);
|
||||
}
|
||||
|
||||
|
||||
|
@ -1167,7 +1168,7 @@ void Position::undo_move(Move m) {
|
|||
|
||||
// Restore information from our UndoInfo object (except the captured piece,
|
||||
// which is taken care of later)
|
||||
undoInfoUnion = *previous;
|
||||
undoInfoUnion = *(st.previous);
|
||||
|
||||
if (move_is_castle(m))
|
||||
undo_castle_move(m);
|
||||
|
@ -1209,26 +1210,26 @@ void Position::undo_move(Move m) {
|
|||
pieceList[us][piece][index[to]] = from;
|
||||
index[from] = index[to];
|
||||
|
||||
if (capture)
|
||||
if (st.capture)
|
||||
{
|
||||
assert(capture != KING);
|
||||
|
||||
// Replace the captured piece
|
||||
set_bit(&(byColorBB[them]), to);
|
||||
set_bit(&(byTypeBB[capture]), to);
|
||||
set_bit(&(byTypeBB[st.capture]), to);
|
||||
set_bit(&(byTypeBB[0]), to);
|
||||
board[to] = piece_of_color_and_type(them, capture);
|
||||
board[to] = piece_of_color_and_type(them, st.capture);
|
||||
|
||||
// Update material
|
||||
if (capture != PAWN)
|
||||
npMaterial[them] += piece_value_midgame(capture);
|
||||
if (st.capture != PAWN)
|
||||
npMaterial[them] += piece_value_midgame(st.capture);
|
||||
|
||||
// Update piece list
|
||||
pieceList[them][capture][pieceCount[them][capture]] = to;
|
||||
index[to] = pieceCount[them][capture];
|
||||
pieceList[them][st.capture][pieceCount[them][st.capture]] = to;
|
||||
index[to] = pieceCount[them][st.capture];
|
||||
|
||||
// Update piece count
|
||||
pieceCount[them][capture]++;
|
||||
pieceCount[them][st.capture]++;
|
||||
} else
|
||||
board[to] = EMPTY;
|
||||
}
|
||||
|
@ -1356,27 +1357,27 @@ void Position::undo_promotion_move(Move m) {
|
|||
pieceCount[us][promotion]--;
|
||||
pieceCount[us][PAWN]++;
|
||||
|
||||
if (capture)
|
||||
if (st.capture)
|
||||
{
|
||||
assert(capture != KING);
|
||||
|
||||
// Insert captured piece:
|
||||
set_bit(&(byColorBB[them]), to);
|
||||
set_bit(&(byTypeBB[capture]), to);
|
||||
set_bit(&(byTypeBB[st.capture]), to);
|
||||
set_bit(&(byTypeBB[0]), to); // HACK: byTypeBB[0] == occupied squares
|
||||
board[to] = piece_of_color_and_type(them, capture);
|
||||
board[to] = piece_of_color_and_type(them, st.capture);
|
||||
|
||||
// Update material. Because the move is a promotion move, we know
|
||||
// that the captured piece cannot be a pawn.
|
||||
assert(capture != PAWN);
|
||||
npMaterial[them] += piece_value_midgame(capture);
|
||||
npMaterial[them] += piece_value_midgame(st.capture);
|
||||
|
||||
// Update piece list
|
||||
pieceList[them][capture][pieceCount[them][capture]] = to;
|
||||
index[to] = pieceCount[them][capture];
|
||||
pieceList[them][st.capture][pieceCount[them][st.capture]] = to;
|
||||
index[to] = pieceCount[them][st.capture];
|
||||
|
||||
// Update piece count
|
||||
pieceCount[them][capture]++;
|
||||
pieceCount[them][st.capture]++;
|
||||
} else
|
||||
board[to] = EMPTY;
|
||||
}
|
||||
|
@ -1447,27 +1448,27 @@ void Position::do_null_move(UndoInfo& u) {
|
|||
// Back up the information necessary to undo the null move to the supplied
|
||||
// UndoInfo object. In the case of a null move, the only thing we need to
|
||||
// remember is the last move made and the en passant square.
|
||||
u.lastMove = lastMove;
|
||||
u.epSquare = epSquare;
|
||||
u.previous = previous;
|
||||
previous = &u;
|
||||
u.lastMove = st.lastMove;
|
||||
u.epSquare = st.epSquare;
|
||||
u.previous = st.previous;
|
||||
st.previous = &u;
|
||||
|
||||
// Save the current key to the history[] array, in order to be able to
|
||||
// detect repetition draws.
|
||||
history[gamePly] = key;
|
||||
history[gamePly] = st.key;
|
||||
|
||||
// Update the necessary information
|
||||
sideToMove = opposite_color(sideToMove);
|
||||
if (epSquare != SQ_NONE)
|
||||
key ^= zobEp[epSquare];
|
||||
if (st.epSquare != SQ_NONE)
|
||||
st.key ^= zobEp[st.epSquare];
|
||||
|
||||
epSquare = SQ_NONE;
|
||||
rule50++;
|
||||
st.epSquare = SQ_NONE;
|
||||
st.rule50++;
|
||||
gamePly++;
|
||||
key ^= zobSideToMove;
|
||||
st.key ^= zobSideToMove;
|
||||
|
||||
mgValue += (sideToMove == WHITE)? TempoValueMidgame : -TempoValueMidgame;
|
||||
egValue += (sideToMove == WHITE)? TempoValueEndgame : -TempoValueEndgame;
|
||||
st.mgValue += (sideToMove == WHITE)? TempoValueMidgame : -TempoValueMidgame;
|
||||
st.egValue += (sideToMove == WHITE)? TempoValueEndgame : -TempoValueEndgame;
|
||||
|
||||
assert(is_ok());
|
||||
}
|
||||
|
@ -1481,21 +1482,21 @@ void Position::undo_null_move() {
|
|||
assert(!is_check());
|
||||
|
||||
// Restore information from the our UndoInfo object
|
||||
lastMove = previous->lastMove;
|
||||
epSquare = previous->epSquare;
|
||||
previous = previous->previous;
|
||||
st.lastMove = st.previous->lastMove;
|
||||
st.epSquare = st.previous->epSquare;
|
||||
st.previous = st.previous->previous;
|
||||
|
||||
if (epSquare != SQ_NONE)
|
||||
key ^= zobEp[epSquare];
|
||||
if (st.epSquare != SQ_NONE)
|
||||
st.key ^= zobEp[st.epSquare];
|
||||
|
||||
// Update the necessary information
|
||||
sideToMove = opposite_color(sideToMove);
|
||||
rule50--;
|
||||
st.rule50--;
|
||||
gamePly--;
|
||||
key ^= zobSideToMove;
|
||||
st.key ^= zobSideToMove;
|
||||
|
||||
mgValue += (sideToMove == WHITE)? TempoValueMidgame : -TempoValueMidgame;
|
||||
egValue += (sideToMove == WHITE)? TempoValueEndgame : -TempoValueEndgame;
|
||||
st.mgValue += (sideToMove == WHITE)? TempoValueMidgame : -TempoValueMidgame;
|
||||
st.egValue += (sideToMove == WHITE)? TempoValueEndgame : -TempoValueEndgame;
|
||||
|
||||
assert(is_ok());
|
||||
}
|
||||
|
@ -1548,7 +1549,7 @@ int Position::see(Square from, Square to) const {
|
|||
occ = occupied_squares();
|
||||
|
||||
// Handle en passant moves
|
||||
if (epSquare == to && type_of_piece_on(from) == PAWN)
|
||||
if (st.epSquare == to && type_of_piece_on(from) == PAWN)
|
||||
{
|
||||
assert(capture == EMPTY);
|
||||
|
||||
|
@ -1673,21 +1674,21 @@ void Position::clear() {
|
|||
pieceList[0][i][j] = pieceList[1][i][j] = SQ_NONE;
|
||||
}
|
||||
|
||||
checkersBB = EmptyBoardBB;
|
||||
st.checkersBB = EmptyBoardBB;
|
||||
for (Color c = WHITE; c <= BLACK; c++)
|
||||
pinners[c] = pinned[c] = dcCandidates[c] = ~EmptyBoardBB;
|
||||
st.pinners[c] = st.pinned[c] = st.dcCandidates[c] = ~EmptyBoardBB;
|
||||
|
||||
lastMove = MOVE_NONE;
|
||||
st.lastMove = MOVE_NONE;
|
||||
|
||||
sideToMove = WHITE;
|
||||
castleRights = NO_CASTLES;
|
||||
st.castleRights = NO_CASTLES;
|
||||
initialKFile = FILE_E;
|
||||
initialKRFile = FILE_H;
|
||||
initialQRFile = FILE_A;
|
||||
epSquare = SQ_NONE;
|
||||
rule50 = 0;
|
||||
st.epSquare = SQ_NONE;
|
||||
st.rule50 = 0;
|
||||
st.previous = NULL;
|
||||
gamePly = 0;
|
||||
previous = NULL;
|
||||
}
|
||||
|
||||
|
||||
|
@ -1731,7 +1732,7 @@ void Position::put_piece(Piece p, Square s) {
|
|||
|
||||
void Position::allow_oo(Color c) {
|
||||
|
||||
castleRights |= (1 + int(c));
|
||||
st.castleRights |= (1 + int(c));
|
||||
}
|
||||
|
||||
|
||||
|
@ -1740,7 +1741,7 @@ void Position::allow_oo(Color c) {
|
|||
|
||||
void Position::allow_ooo(Color c) {
|
||||
|
||||
castleRights |= (4 + 4*int(c));
|
||||
st.castleRights |= (4 + 4*int(c));
|
||||
}
|
||||
|
||||
|
||||
|
@ -1760,7 +1761,7 @@ Key Position::compute_key() const {
|
|||
if (ep_square() != SQ_NONE)
|
||||
result ^= zobEp[ep_square()];
|
||||
|
||||
result ^= zobCastle[castleRights];
|
||||
result ^= zobCastle[st.castleRights];
|
||||
if (side_to_move() == BLACK)
|
||||
result ^= zobSideToMove;
|
||||
|
||||
|
@ -1893,12 +1894,12 @@ bool Position::is_draw() const {
|
|||
return true;
|
||||
|
||||
// Draw by the 50 moves rule?
|
||||
if (rule50 > 100 || (rule50 == 100 && !is_check()))
|
||||
if (st.rule50 > 100 || (st.rule50 == 100 && !is_check()))
|
||||
return true;
|
||||
|
||||
// Draw by repetition?
|
||||
for (int i = 2; i < Min(gamePly, rule50); i += 2)
|
||||
if (history[gamePly - i] == key)
|
||||
for (int i = 2; i < Min(gamePly, st.rule50); i += 2)
|
||||
if (history[gamePly - i] == st.key)
|
||||
return true;
|
||||
|
||||
return false;
|
||||
|
@ -1917,8 +1918,8 @@ bool Position::has_mate_threat(Color c) {
|
|||
// The following lines are useless and silly, but prevents gcc from
|
||||
// emitting a stupid warning stating that u1.lastMove and u1.epSquare might
|
||||
// be used uninitialized.
|
||||
u1.lastMove = lastMove;
|
||||
u1.epSquare = epSquare;
|
||||
u1.lastMove = st.lastMove;
|
||||
u1.epSquare = st.epSquare;
|
||||
|
||||
if (is_check())
|
||||
return false;
|
||||
|
@ -2046,20 +2047,20 @@ void Position::flipped_copy(const Position &pos) {
|
|||
castleRightsMask[make_square(initialQRFile, RANK_8)] ^= BLACK_OOO;
|
||||
|
||||
// En passant square
|
||||
if (pos.epSquare != SQ_NONE)
|
||||
epSquare = flip_square(pos.epSquare);
|
||||
if (pos.st.epSquare != SQ_NONE)
|
||||
st.epSquare = flip_square(pos.st.epSquare);
|
||||
|
||||
// Checkers
|
||||
find_checkers();
|
||||
|
||||
// Hash keys
|
||||
key = compute_key();
|
||||
pawnKey = compute_pawn_key();
|
||||
materialKey = compute_material_key();
|
||||
st.key = compute_key();
|
||||
st.pawnKey = compute_pawn_key();
|
||||
st.materialKey = compute_material_key();
|
||||
|
||||
// Incremental scores
|
||||
mgValue = compute_value<MidGame>();
|
||||
egValue = compute_value<EndGame>();
|
||||
st.mgValue = compute_value<MidGame>();
|
||||
st.egValue = compute_value<EndGame>();
|
||||
|
||||
// Material
|
||||
npMaterial[WHITE] = compute_non_pawn_material(WHITE);
|
||||
|
@ -2136,7 +2137,7 @@ bool Position::is_ok(int* failedStep) const {
|
|||
|
||||
// Is there more than 2 checkers?
|
||||
if (failedStep) (*failedStep)++;
|
||||
if (debugCheckerCount && count_1s(checkersBB) > 2)
|
||||
if (debugCheckerCount && count_1s(st.checkersBB) > 2)
|
||||
return false;
|
||||
|
||||
// Bitboards OK?
|
||||
|
@ -2171,27 +2172,27 @@ bool Position::is_ok(int* failedStep) const {
|
|||
|
||||
// Hash key OK?
|
||||
if (failedStep) (*failedStep)++;
|
||||
if (debugKey && key != compute_key())
|
||||
if (debugKey && st.key != compute_key())
|
||||
return false;
|
||||
|
||||
// Pawn hash key OK?
|
||||
if (failedStep) (*failedStep)++;
|
||||
if (debugPawnKey && pawnKey != compute_pawn_key())
|
||||
if (debugPawnKey && st.pawnKey != compute_pawn_key())
|
||||
return false;
|
||||
|
||||
// Material hash key OK?
|
||||
if (failedStep) (*failedStep)++;
|
||||
if (debugMaterialKey && materialKey != compute_material_key())
|
||||
if (debugMaterialKey && st.materialKey != compute_material_key())
|
||||
return false;
|
||||
|
||||
// Incremental eval OK?
|
||||
if (failedStep) (*failedStep)++;
|
||||
if (debugIncrementalEval)
|
||||
{
|
||||
if (mgValue != compute_value<MidGame>())
|
||||
if (st.mgValue != compute_value<MidGame>())
|
||||
return false;
|
||||
|
||||
if (egValue != compute_value<EndGame>())
|
||||
if (st.egValue != compute_value<EndGame>())
|
||||
return false;
|
||||
}
|
||||
|
||||
|
|
|
@ -358,7 +358,7 @@ private:
|
|||
Value mgValue, egValue;
|
||||
PieceType capture;
|
||||
UndoInfo* previous;
|
||||
};
|
||||
} st;
|
||||
};
|
||||
|
||||
// Static variables
|
||||
|
@ -510,7 +510,7 @@ inline Square Position::piece_list(Color c, PieceType pt, int index) const {
|
|||
}
|
||||
|
||||
inline Square Position::ep_square() const {
|
||||
return epSquare;
|
||||
return st.epSquare;
|
||||
}
|
||||
|
||||
inline Square Position::king_square(Color c) const {
|
||||
|
@ -518,11 +518,11 @@ inline Square Position::king_square(Color c) const {
|
|||
}
|
||||
|
||||
inline bool Position::can_castle_kingside(Color side) const {
|
||||
return castleRights & (1+int(side));
|
||||
return st.castleRights & (1+int(side));
|
||||
}
|
||||
|
||||
inline bool Position::can_castle_queenside(Color side) const {
|
||||
return castleRights & (4+4*int(side));
|
||||
return st.castleRights & (4+4*int(side));
|
||||
}
|
||||
|
||||
inline bool Position::can_castle(Color side) const {
|
||||
|
@ -572,11 +572,11 @@ inline Bitboard Position::piece_attacks<KING>(Square s) const {
|
|||
}
|
||||
|
||||
inline Bitboard Position::checkers() const {
|
||||
return checkersBB;
|
||||
return st.checkersBB;
|
||||
}
|
||||
|
||||
inline bool Position::is_check() const {
|
||||
return checkersBB != EmptyBoardBB;
|
||||
return st.checkersBB != EmptyBoardBB;
|
||||
}
|
||||
|
||||
inline bool Position::pawn_attacks_square(Color c, Square f, Square t) const {
|
||||
|
@ -623,15 +623,15 @@ inline bool Position::square_is_weak(Square s, Color c) const {
|
|||
}
|
||||
|
||||
inline Key Position::get_key() const {
|
||||
return key;
|
||||
return st.key;
|
||||
}
|
||||
|
||||
inline Key Position::get_pawn_key() const {
|
||||
return pawnKey;
|
||||
return st.pawnKey;
|
||||
}
|
||||
|
||||
inline Key Position::get_material_key() const {
|
||||
return materialKey;
|
||||
return st.materialKey;
|
||||
}
|
||||
|
||||
template<Position::GamePhase Phase>
|
||||
|
@ -646,11 +646,11 @@ inline Value Position::mg_pst_delta(Move m) const {
|
|||
}
|
||||
|
||||
inline Value Position::mg_value() const {
|
||||
return mgValue;
|
||||
return st.mgValue;
|
||||
}
|
||||
|
||||
inline Value Position::eg_value() const {
|
||||
return egValue;
|
||||
return st.egValue;
|
||||
}
|
||||
|
||||
inline Value Position::non_pawn_material(Color c) const {
|
||||
|
@ -709,7 +709,7 @@ inline bool Position::move_was_passed_pawn_push(Move m) const {
|
|||
|
||||
inline int Position::rule_50_counter() const {
|
||||
|
||||
return rule50;
|
||||
return st.rule50;
|
||||
}
|
||||
|
||||
inline bool Position::opposite_colored_bishops() const {
|
||||
|
|
Loading…
Reference in New Issue