/* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2021 The Stockfish developers (see AUTHORS file) 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 . */ #ifndef POSITION_H_INCLUDED #define POSITION_H_INCLUDED #include #include #include // For std::unique_ptr #include #include "bitboard.h" #include "evaluate.h" #include "psqt.h" #include "types.h" #include "nnue/nnue_accumulator.h" namespace Stockfish { /// StateInfo struct stores information needed to restore a Position object to /// its previous state when we retract a move. Whenever a move is made on the /// board (by calling Position::do_move), a StateInfo object must be passed. struct StateInfo { // Copied when making a move Key pawnKey; Key materialKey; Value nonPawnMaterial[COLOR_NB]; int castlingRights; int rule50; int pliesFromNull; Square epSquare; // Not copied when making a move (will be recomputed anyhow) Key key; Bitboard checkersBB; StateInfo* previous; Bitboard blockersForKing[COLOR_NB]; Bitboard pinners[COLOR_NB]; Bitboard checkSquares[PIECE_TYPE_NB]; Piece capturedPiece; int repetition; // Used by NNUE Eval::NNUE::Accumulator accumulator; DirtyPiece dirtyPiece; }; /// A list to keep track of the position states along the setup moves (from the /// start position to the position just before the search starts). Needed by /// 'draw by repetition' detection. Use a std::deque because pointers to /// elements are not invalidated upon list resizing. typedef std::unique_ptr> StateListPtr; /// Position class stores information regarding the board representation as /// pieces, side to move, hash keys, castling info, etc. Important methods are /// do_move() and undo_move(), used by the search to update node info when /// traversing the search tree. class Thread; class Position { public: static void init(); Position() = default; Position(const Position&) = delete; Position& operator=(const Position&) = delete; // FEN string input/output Position& set(const std::string& fenStr, bool isChess960, StateInfo* si, Thread* th); Position& set(const std::string& code, Color c, StateInfo* si); std::string fen() const; // Position representation Bitboard pieces(PieceType pt) const; Bitboard pieces(PieceType pt1, PieceType pt2) const; Bitboard pieces(Color c) const; Bitboard pieces(Color c, PieceType pt) const; Bitboard pieces(Color c, PieceType pt1, PieceType pt2) const; Piece piece_on(Square s) const; Square ep_square() const; bool empty(Square s) const; template int count(Color c) const; template int count() const; template Square square(Color c) const; bool is_on_semiopen_file(Color c, Square s) const; // Castling CastlingRights castling_rights(Color c) const; bool can_castle(CastlingRights cr) const; bool castling_impeded(CastlingRights cr) const; Square castling_rook_square(CastlingRights cr) const; // Checking Bitboard checkers() const; Bitboard blockers_for_king(Color c) const; Bitboard check_squares(PieceType pt) const; Bitboard pinners(Color c) const; // Attacks to/from a given square Bitboard attackers_to(Square s) const; Bitboard attackers_to(Square s, Bitboard occupied) const; Bitboard slider_blockers(Bitboard sliders, Square s, Bitboard& pinners) const; // Properties of moves bool legal(Move m) const; bool pseudo_legal(const Move m) const; bool capture(Move m) const; bool capture_or_promotion(Move m) const; bool gives_check(Move m) const; Piece moved_piece(Move m) const; Piece captured_piece() const; // Piece specific bool pawn_passed(Color c, Square s) const; bool opposite_bishops() const; int pawns_on_same_color_squares(Color c, Square s) const; // Doing and undoing moves void do_move(Move m, StateInfo& newSt); void do_move(Move m, StateInfo& newSt, bool givesCheck); void undo_move(Move m); void do_null_move(StateInfo& newSt); void undo_null_move(); // Static Exchange Evaluation bool see_ge(Move m, Value threshold = VALUE_ZERO) const; // Accessing hash keys Key key() const; Key key_after(Move m) const; Key material_key() const; Key pawn_key() const; // Other properties of the position Color side_to_move() const; int game_ply() const; bool is_chess960() const; Thread* this_thread() const; bool is_draw(int ply) const; bool has_game_cycle(int ply) const; bool has_repeated() const; int rule50_count() const; Score psq_score() const; Value non_pawn_material(Color c) const; Value non_pawn_material() const; // Position consistency check, for debugging bool pos_is_ok() const; void flip(); // Used by NNUE StateInfo* state() const; void put_piece(Piece pc, Square s); void remove_piece(Square s); private: // Initialization helpers (used while setting up a position) void set_castling_right(Color c, Square rfrom); void set_state(StateInfo* si) const; void set_check_info(StateInfo* si) const; // Other helpers void move_piece(Square from, Square to); template void do_castling(Color us, Square from, Square& to, Square& rfrom, Square& rto); // Data members Piece board[SQUARE_NB]; Bitboard byTypeBB[PIECE_TYPE_NB]; Bitboard byColorBB[COLOR_NB]; int pieceCount[PIECE_NB]; int castlingRightsMask[SQUARE_NB]; Square castlingRookSquare[CASTLING_RIGHT_NB]; Bitboard castlingPath[CASTLING_RIGHT_NB]; Thread* thisThread; StateInfo* st; int gamePly; Color sideToMove; Score psq; bool chess960; }; extern std::ostream& operator<<(std::ostream& os, const Position& pos); inline Color Position::side_to_move() const { return sideToMove; } inline Piece Position::piece_on(Square s) const { assert(is_ok(s)); return board[s]; } inline bool Position::empty(Square s) const { return piece_on(s) == NO_PIECE; } inline Piece Position::moved_piece(Move m) const { return piece_on(from_sq(m)); } inline Bitboard Position::pieces(PieceType pt = ALL_PIECES) const { return byTypeBB[pt]; } inline Bitboard Position::pieces(PieceType pt1, PieceType pt2) const { return pieces(pt1) | pieces(pt2); } inline Bitboard Position::pieces(Color c) const { return byColorBB[c]; } inline Bitboard Position::pieces(Color c, PieceType pt) const { return pieces(c) & pieces(pt); } inline Bitboard Position::pieces(Color c, PieceType pt1, PieceType pt2) const { return pieces(c) & (pieces(pt1) | pieces(pt2)); } template inline int Position::count(Color c) const { return pieceCount[make_piece(c, Pt)]; } template inline int Position::count() const { return count(WHITE) + count(BLACK); } template inline Square Position::square(Color c) const { assert(count(c) == 1); return lsb(pieces(c, Pt)); } inline Square Position::ep_square() const { return st->epSquare; } inline bool Position::is_on_semiopen_file(Color c, Square s) const { return !(pieces(c, PAWN) & file_bb(s)); } inline bool Position::can_castle(CastlingRights cr) const { return st->castlingRights & cr; } inline CastlingRights Position::castling_rights(Color c) const { return c & CastlingRights(st->castlingRights); } inline bool Position::castling_impeded(CastlingRights cr) const { assert(cr == WHITE_OO || cr == WHITE_OOO || cr == BLACK_OO || cr == BLACK_OOO); return pieces() & castlingPath[cr]; } inline Square Position::castling_rook_square(CastlingRights cr) const { assert(cr == WHITE_OO || cr == WHITE_OOO || cr == BLACK_OO || cr == BLACK_OOO); return castlingRookSquare[cr]; } inline Bitboard Position::attackers_to(Square s) const { return attackers_to(s, pieces()); } inline Bitboard Position::checkers() const { return st->checkersBB; } inline Bitboard Position::blockers_for_king(Color c) const { return st->blockersForKing[c]; } inline Bitboard Position::pinners(Color c) const { return st->pinners[c]; } inline Bitboard Position::check_squares(PieceType pt) const { return st->checkSquares[pt]; } inline bool Position::pawn_passed(Color c, Square s) const { return !(pieces(~c, PAWN) & passed_pawn_span(c, s)); } inline int Position::pawns_on_same_color_squares(Color c, Square s) const { return popcount(pieces(c, PAWN) & ((DarkSquares & s) ? DarkSquares : ~DarkSquares)); } inline Key Position::key() const { return st->rule50 < 14 ? st->key : st->key ^ make_key((st->rule50 - 14) / 8); } inline Key Position::pawn_key() const { return st->pawnKey; } inline Key Position::material_key() const { return st->materialKey; } inline Score Position::psq_score() const { return psq; } inline Value Position::non_pawn_material(Color c) const { return st->nonPawnMaterial[c]; } inline Value Position::non_pawn_material() const { return non_pawn_material(WHITE) + non_pawn_material(BLACK); } inline int Position::game_ply() const { return gamePly; } inline int Position::rule50_count() const { return st->rule50; } inline bool Position::opposite_bishops() const { return count(WHITE) == 1 && count(BLACK) == 1 && opposite_colors(square(WHITE), square(BLACK)); } inline bool Position::is_chess960() const { return chess960; } inline bool Position::capture_or_promotion(Move m) const { assert(is_ok(m)); return type_of(m) != NORMAL ? type_of(m) != CASTLING : !empty(to_sq(m)); } inline bool Position::capture(Move m) const { assert(is_ok(m)); // Castling is encoded as "king captures rook" return (!empty(to_sq(m)) && type_of(m) != CASTLING) || type_of(m) == EN_PASSANT; } inline Piece Position::captured_piece() const { return st->capturedPiece; } inline Thread* Position::this_thread() const { return thisThread; } inline void Position::put_piece(Piece pc, Square s) { board[s] = pc; byTypeBB[ALL_PIECES] |= byTypeBB[type_of(pc)] |= s; byColorBB[color_of(pc)] |= s; pieceCount[pc]++; pieceCount[make_piece(color_of(pc), ALL_PIECES)]++; psq += PSQT::psq[pc][s]; } inline void Position::remove_piece(Square s) { Piece pc = board[s]; byTypeBB[ALL_PIECES] ^= s; byTypeBB[type_of(pc)] ^= s; byColorBB[color_of(pc)] ^= s; board[s] = NO_PIECE; pieceCount[pc]--; pieceCount[make_piece(color_of(pc), ALL_PIECES)]--; psq -= PSQT::psq[pc][s]; } inline void Position::move_piece(Square from, Square to) { Piece pc = board[from]; Bitboard fromTo = from | to; byTypeBB[ALL_PIECES] ^= fromTo; byTypeBB[type_of(pc)] ^= fromTo; byColorBB[color_of(pc)] ^= fromTo; board[from] = NO_PIECE; board[to] = pc; psq += PSQT::psq[pc][to] - PSQT::psq[pc][from]; } inline void Position::do_move(Move m, StateInfo& newSt) { do_move(m, newSt, gives_check(m)); } inline StateInfo* Position::state() const { return st; } } // namespace Stockfish #endif // #ifndef POSITION_H_INCLUDED