mirror of
https://github.com/HChaZZY/Stockfish.git
synced 2025-12-25 11:36:51 +08:00
Revert C++11 merge
Restore the state of repo back to commit 'Simplify pawn code a bit' (1e6d21dbb6)
No functional change
This commit is contained in:
273
src/position.cpp
273
src/position.cpp
@@ -19,7 +19,7 @@
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#include <algorithm>
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#include <cassert>
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#include <cstring> // For std::memset, std::memcmp
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#include <cstring> // For std::memset
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#include <iomanip>
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#include <sstream>
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@@ -182,7 +182,7 @@ void Position::init() {
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Position& Position::operator=(const Position& pos) {
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std::memcpy(this, &pos, sizeof(Position));
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std::memcpy(&startState, st, sizeof(StateInfo));
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startState = *st;
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st = &startState;
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nodes = 0;
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@@ -265,7 +265,7 @@ void Position::set(const string& fenStr, bool isChess960, Thread* th) {
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else if ((idx = PieceToChar.find(token)) != string::npos)
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{
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put_piece(color_of(Piece(idx)), type_of(Piece(idx)), sq);
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put_piece(sq, color_of(Piece(idx)), type_of(Piece(idx)));
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++sq;
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}
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}
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@@ -375,13 +375,13 @@ void Position::set_state(StateInfo* si) const {
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si->psq += psq[color_of(pc)][type_of(pc)][s];
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}
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if (si->epSquare != SQ_NONE)
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si->key ^= Zobrist::enpassant[file_of(si->epSquare)];
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if (ep_square() != SQ_NONE)
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si->key ^= Zobrist::enpassant[file_of(ep_square())];
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if (sideToMove == BLACK)
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si->key ^= Zobrist::side;
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si->key ^= Zobrist::castling[si->castlingRights];
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si->key ^= Zobrist::castling[st->castlingRights];
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for (Bitboard b = pieces(PAWN); b; )
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{
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@@ -498,7 +498,7 @@ Bitboard Position::attackers_to(Square s, Bitboard occupied) const {
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return (attacks_from<PAWN>(s, BLACK) & pieces(WHITE, PAWN))
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| (attacks_from<PAWN>(s, WHITE) & pieces(BLACK, PAWN))
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| (attacks_from<KNIGHT>(s) & pieces(KNIGHT))
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| (attacks_bb<ROOK >(s, occupied) & pieces(ROOK, QUEEN))
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| (attacks_bb<ROOK>(s, occupied) & pieces(ROOK, QUEEN))
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| (attacks_bb<BISHOP>(s, occupied) & pieces(BISHOP, QUEEN))
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| (attacks_from<KING>(s) & pieces(KING));
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}
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@@ -566,7 +566,7 @@ bool Position::pseudo_legal(const Move m) const {
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return MoveList<LEGAL>(*this).contains(m);
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// Is not a promotion, so promotion piece must be empty
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if (promotion_type(m) - KNIGHT != NO_PIECE_TYPE)
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if (promotion_type(m) - 2 != NO_PIECE_TYPE)
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return false;
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// If the 'from' square is not occupied by a piece belonging to the side to
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@@ -587,7 +587,9 @@ bool Position::pseudo_legal(const Move m) const {
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return false;
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if ( !(attacks_from<PAWN>(from, us) & pieces(~us) & to) // Not a capture
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&& !((from + pawn_push(us) == to) && empty(to)) // Not a single push
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&& !( (from + 2 * pawn_push(us) == to) // Not a double push
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&& (rank_of(from) == relative_rank(us, RANK_2))
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&& empty(to)
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@@ -632,9 +634,10 @@ bool Position::gives_check(Move m, const CheckInfo& ci) const {
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Square from = from_sq(m);
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Square to = to_sq(m);
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PieceType pt = type_of(piece_on(from));
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// Is there a direct check?
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if (ci.checkSq[type_of(piece_on(from))] & to)
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if (ci.checkSq[pt] & to)
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return true;
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// Is there a discovered check?
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@@ -684,21 +687,31 @@ bool Position::gives_check(Move m, const CheckInfo& ci) const {
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/// to a StateInfo object. The move is assumed to be legal. Pseudo-legal
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/// moves should be filtered out before this function is called.
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void Position::do_move(Move m, StateInfo& newSt, bool givesCheck) {
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void Position::do_move(Move m, StateInfo& newSt) {
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CheckInfo ci(*this);
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do_move(m, newSt, gives_check(m, ci));
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}
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void Position::do_move(Move m, StateInfo& newSt, bool moveIsCheck) {
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assert(is_ok(m));
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assert(&newSt != st);
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++nodes;
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Key k = st->key ^ Zobrist::side;
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Key k = st->key;
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// Copy some fields of the old state to our new StateInfo object except the
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// ones which are going to be recalculated from scratch anyway and then switch
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// our state pointer to point to the new (ready to be updated) state.
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std::memcpy(&newSt, st, offsetof(StateInfo, key));
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std::memcpy(&newSt, st, StateCopySize64 * sizeof(uint64_t));
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newSt.previous = st;
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st = &newSt;
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// Update side to move
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k ^= Zobrist::side;
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// Increment ply counters. In particular, rule50 will be reset to zero later on
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// in case of a capture or a pawn move.
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++gamePly;
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@@ -709,19 +722,20 @@ void Position::do_move(Move m, StateInfo& newSt, bool givesCheck) {
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Color them = ~us;
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Square from = from_sq(m);
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Square to = to_sq(m);
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PieceType pt = type_of(piece_on(from));
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Piece pc = piece_on(from);
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PieceType pt = type_of(pc);
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PieceType captured = type_of(m) == ENPASSANT ? PAWN : type_of(piece_on(to));
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assert(color_of(piece_on(from)) == us);
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assert(piece_on(to) == NO_PIECE || color_of(piece_on(to)) == (type_of(m) != CASTLING ? them : us));
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assert(color_of(pc) == us);
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assert(piece_on(to) == NO_PIECE || color_of(piece_on(to)) == them || type_of(m) == CASTLING);
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assert(captured != KING);
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if (type_of(m) == CASTLING)
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{
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assert(pt == KING);
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assert(pc == make_piece(us, KING));
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Square rfrom, rto;
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do_castling<true>(us, from, to, rfrom, rto);
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do_castling<true>(from, to, rfrom, rto);
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captured = NO_PIECE_TYPE;
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st->psq += psq[us][ROOK][rto] - psq[us][ROOK][rfrom];
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@@ -738,7 +752,7 @@ void Position::do_move(Move m, StateInfo& newSt, bool givesCheck) {
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{
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if (type_of(m) == ENPASSANT)
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{
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capsq -= pawn_push(us);
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capsq += pawn_push(them);
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assert(pt == PAWN);
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assert(to == st->epSquare);
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@@ -746,7 +760,7 @@ void Position::do_move(Move m, StateInfo& newSt, bool givesCheck) {
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assert(piece_on(to) == NO_PIECE);
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assert(piece_on(capsq) == make_piece(them, PAWN));
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board[capsq] = NO_PIECE; // Not done by remove_piece()
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board[capsq] = NO_PIECE;
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}
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st->pawnKey ^= Zobrist::psq[them][PAWN][capsq];
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@@ -755,12 +769,12 @@ void Position::do_move(Move m, StateInfo& newSt, bool givesCheck) {
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st->nonPawnMaterial[them] -= PieceValue[MG][captured];
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// Update board and piece lists
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remove_piece(them, captured, capsq);
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remove_piece(capsq, them, captured);
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// Update material hash key and prefetch access to materialTable
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k ^= Zobrist::psq[them][captured][capsq];
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st->materialKey ^= Zobrist::psq[them][captured][pieceCount[them][captured]];
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prefetch(thisThread->materialTable[st->materialKey]);
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prefetch((char*)thisThread->materialTable[st->materialKey]);
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// Update incremental scores
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st->psq -= psq[them][captured][capsq];
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@@ -789,16 +803,16 @@ void Position::do_move(Move m, StateInfo& newSt, bool givesCheck) {
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// Move the piece. The tricky Chess960 castling is handled earlier
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if (type_of(m) != CASTLING)
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move_piece(us, pt, from, to);
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move_piece(from, to, us, pt);
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// If the moving piece is a pawn do some special extra work
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if (pt == PAWN)
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{
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// Set en-passant square if the moved pawn can be captured
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if ( (int(to) ^ int(from)) == 16
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&& (attacks_from<PAWN>(to - pawn_push(us), us) & pieces(them, PAWN)))
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&& (attacks_from<PAWN>(from + pawn_push(us), us) & pieces(them, PAWN)))
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{
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st->epSquare = (from + to) / 2;
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st->epSquare = Square((from + to) / 2);
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k ^= Zobrist::enpassant[file_of(st->epSquare)];
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}
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@@ -809,8 +823,8 @@ void Position::do_move(Move m, StateInfo& newSt, bool givesCheck) {
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assert(relative_rank(us, to) == RANK_8);
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assert(promotion >= KNIGHT && promotion <= QUEEN);
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remove_piece(us, PAWN, to);
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put_piece(us, promotion, to);
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remove_piece(to, us, PAWN);
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put_piece(to, us, promotion);
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// Update hash keys
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k ^= Zobrist::psq[us][PAWN][to] ^ Zobrist::psq[us][promotion][to];
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@@ -827,7 +841,7 @@ void Position::do_move(Move m, StateInfo& newSt, bool givesCheck) {
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// Update pawn hash key and prefetch access to pawnsTable
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st->pawnKey ^= Zobrist::psq[us][PAWN][from] ^ Zobrist::psq[us][PAWN][to];
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prefetch(thisThread->pawnsTable[st->pawnKey]);
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prefetch((char*)thisThread->pawnsTable[st->pawnKey]);
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// Reset rule 50 draw counter
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st->rule50 = 0;
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@@ -842,8 +856,8 @@ void Position::do_move(Move m, StateInfo& newSt, bool givesCheck) {
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// Update the key with the final value
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st->key = k;
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// Calculate checkers bitboard (if move gives check)
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st->checkersBB = givesCheck ? attackers_to(king_square(them)) & pieces(us) : 0;
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// Calculate checkers bitboard (if move is check)
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st->checkersBB = moveIsCheck ? attackers_to(king_square(them)) & pieces(us) : 0;
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sideToMove = ~sideToMove;
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@@ -870,23 +884,23 @@ void Position::undo_move(Move m) {
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if (type_of(m) == PROMOTION)
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{
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assert(relative_rank(us, to) == RANK_8);
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assert(pt == promotion_type(m));
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assert(pt >= KNIGHT && pt <= QUEEN);
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assert(relative_rank(us, to) == RANK_8);
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assert(promotion_type(m) >= KNIGHT && promotion_type(m) <= QUEEN);
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remove_piece(us, pt, to);
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put_piece(us, PAWN, to);
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remove_piece(to, us, promotion_type(m));
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put_piece(to, us, PAWN);
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pt = PAWN;
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}
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if (type_of(m) == CASTLING)
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{
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Square rfrom, rto;
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do_castling<false>(us, from, to, rfrom, rto);
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do_castling<false>(from, to, rfrom, rto);
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}
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else
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{
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move_piece(us, pt, to, from); // Put the piece back at the source square
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move_piece(to, from, us, pt); // Put the piece back at the source square
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if (st->capturedType)
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{
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@@ -900,10 +914,9 @@ void Position::undo_move(Move m) {
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assert(to == st->previous->epSquare);
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assert(relative_rank(us, to) == RANK_6);
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assert(piece_on(capsq) == NO_PIECE);
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assert(st->capturedType == PAWN);
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}
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put_piece(~us, st->capturedType, capsq); // Restore the captured piece
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put_piece(capsq, ~us, st->capturedType); // Restore the captured piece
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}
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}
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@@ -918,19 +931,19 @@ void Position::undo_move(Move m) {
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/// Position::do_castling() is a helper used to do/undo a castling move. This
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/// is a bit tricky, especially in Chess960.
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template<bool Do>
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void Position::do_castling(Color us, Square from, Square& to, Square& rfrom, Square& rto) {
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void Position::do_castling(Square from, Square& to, Square& rfrom, Square& rto) {
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bool kingSide = to > from;
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rfrom = to; // Castling is encoded as "king captures friendly rook"
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rto = relative_square(us, kingSide ? SQ_F1 : SQ_D1);
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to = relative_square(us, kingSide ? SQ_G1 : SQ_C1);
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rto = relative_square(sideToMove, kingSide ? SQ_F1 : SQ_D1);
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to = relative_square(sideToMove, kingSide ? SQ_G1 : SQ_C1);
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// Remove both pieces first since squares could overlap in Chess960
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remove_piece(us, KING, Do ? from : to);
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remove_piece(us, ROOK, Do ? rfrom : rto);
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remove_piece(Do ? from : to, sideToMove, KING);
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remove_piece(Do ? rfrom : rto, sideToMove, ROOK);
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board[Do ? from : to] = board[Do ? rfrom : rto] = NO_PIECE; // Since remove_piece doesn't do it for us
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put_piece(us, KING, Do ? to : from);
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put_piece(us, ROOK, Do ? rto : rfrom);
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put_piece(Do ? to : from, sideToMove, KING);
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put_piece(Do ? rto : rfrom, sideToMove, ROOK);
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}
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@@ -940,9 +953,9 @@ void Position::do_castling(Color us, Square from, Square& to, Square& rfrom, Squ
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void Position::do_null_move(StateInfo& newSt) {
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assert(!checkers());
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assert(&newSt != st);
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std::memcpy(&newSt, st, sizeof(StateInfo));
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std::memcpy(&newSt, st, sizeof(StateInfo)); // Fully copy here
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newSt.previous = st;
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st = &newSt;
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@@ -953,7 +966,7 @@ void Position::do_null_move(StateInfo& newSt) {
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}
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st->key ^= Zobrist::side;
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prefetch(TT.first_entry(st->key));
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prefetch((char*)TT.first_entry(st->key));
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++st->rule50;
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st->pliesFromNull = 0;
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@@ -1063,11 +1076,21 @@ Value Position::see(Move m) const {
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// Locate and remove the next least valuable attacker
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captured = min_attacker<PAWN>(byTypeBB, to, stmAttackers, occupied, attackers);
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// Stop before processing a king capture
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if (captured == KING)
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{
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if (stmAttackers == attackers)
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++slIndex;
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break;
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}
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stm = ~stm;
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stmAttackers = attackers & pieces(stm);
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++slIndex;
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} while (stmAttackers && (captured != KING || (--slIndex, false))); // Stop before a king capture
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} while (stmAttackers);
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// Having built the swap list, we negamax through it to find the best
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// achievable score from the point of view of the side to move.
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@@ -1102,6 +1125,10 @@ bool Position::is_draw() const {
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/// Position::flip() flips position with the white and black sides reversed. This
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/// is only useful for debugging e.g. for finding evaluation symmetry bugs.
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static char toggle_case(char c) {
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return char(islower(c) ? toupper(c) : tolower(c));
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}
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void Position::flip() {
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string f, token;
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@@ -1119,8 +1146,7 @@ void Position::flip() {
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ss >> token; // Castling availability
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f += token + " ";
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std::transform(f.begin(), f.end(), f.begin(),
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[](char c) { return char(islower(c) ? toupper(c) : tolower(c)); });
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std::transform(f.begin(), f.end(), f.begin(), toggle_case);
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ss >> token; // En passant square
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f += (token == "-" ? token : token.replace(1, 1, token[1] == '3' ? "6" : "3"));
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@@ -1137,77 +1163,96 @@ void Position::flip() {
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/// Position::pos_is_ok() performs some consistency checks for the position object.
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/// This is meant to be helpful when debugging.
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bool Position::pos_is_ok(int* failedStep) const {
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bool Position::pos_is_ok(int* step) const {
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const bool Fast = true; // Quick (default) or full check?
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// Which parts of the position should be verified?
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const bool all = false;
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enum { Default, King, Bitboards, State, Lists, Castling };
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const bool testBitboards = all || false;
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const bool testState = all || false;
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const bool testKingCount = all || false;
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const bool testKingCapture = all || false;
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const bool testPieceCounts = all || false;
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const bool testPieceList = all || false;
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const bool testCastlingSquares = all || false;
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for (int step = Default; step <= (Fast ? Default : Castling); step++)
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if (step)
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*step = 1;
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||||
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if ( (sideToMove != WHITE && sideToMove != BLACK)
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|| piece_on(king_square(WHITE)) != W_KING
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|| piece_on(king_square(BLACK)) != B_KING
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||||
|| ( ep_square() != SQ_NONE
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&& relative_rank(sideToMove, ep_square()) != RANK_6))
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return false;
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||||
|
||||
if (step && ++*step, testBitboards)
|
||||
{
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||||
if (failedStep)
|
||||
*failedStep = step;
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||||
// The intersection of the white and black pieces must be empty
|
||||
if (pieces(WHITE) & pieces(BLACK))
|
||||
return false;
|
||||
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||||
if (step == Default)
|
||||
if ( (sideToMove != WHITE && sideToMove != BLACK)
|
||||
|| piece_on(king_square(WHITE)) != W_KING
|
||||
|| piece_on(king_square(BLACK)) != B_KING
|
||||
|| ( ep_square() != SQ_NONE
|
||||
&& relative_rank(sideToMove, ep_square()) != RANK_6))
|
||||
return false;
|
||||
// The union of the white and black pieces must be equal to all
|
||||
// occupied squares
|
||||
if ((pieces(WHITE) | pieces(BLACK)) != pieces())
|
||||
return false;
|
||||
|
||||
if (step == King)
|
||||
if ( std::count(board, board + SQUARE_NB, W_KING) != 1
|
||||
|| std::count(board, board + SQUARE_NB, B_KING) != 1
|
||||
|| attackers_to(king_square(~sideToMove)) & pieces(sideToMove))
|
||||
return false;
|
||||
|
||||
if (step == Bitboards)
|
||||
{
|
||||
if ( (pieces(WHITE) & pieces(BLACK))
|
||||
||(pieces(WHITE) | pieces(BLACK)) != pieces())
|
||||
return false;
|
||||
|
||||
for (PieceType p1 = PAWN; p1 <= KING; ++p1)
|
||||
for (PieceType p2 = PAWN; p2 <= KING; ++p2)
|
||||
if (p1 != p2 && (pieces(p1) & pieces(p2)))
|
||||
return false;
|
||||
}
|
||||
|
||||
if (step == State)
|
||||
{
|
||||
StateInfo si = *st;
|
||||
set_state(&si);
|
||||
if (std::memcmp(&si, st, sizeof(StateInfo)))
|
||||
return false;
|
||||
}
|
||||
|
||||
if (step == Lists)
|
||||
for (Color c = WHITE; c <= BLACK; ++c)
|
||||
for (PieceType pt = PAWN; pt <= KING; ++pt)
|
||||
{
|
||||
if (pieceCount[c][pt] != popcount<Full>(pieces(c, pt)))
|
||||
return false;
|
||||
|
||||
for (int i = 0; i < pieceCount[c][pt]; ++i)
|
||||
if ( board[pieceList[c][pt][i]] != make_piece(c, pt)
|
||||
|| index[pieceList[c][pt][i]] != i)
|
||||
return false;
|
||||
}
|
||||
|
||||
if (step == Castling)
|
||||
for (Color c = WHITE; c <= BLACK; ++c)
|
||||
for (CastlingSide s = KING_SIDE; s <= QUEEN_SIDE; s = CastlingSide(s + 1))
|
||||
{
|
||||
if (!can_castle(c | s))
|
||||
continue;
|
||||
|
||||
if ( piece_on(castlingRookSquare[c | s]) != make_piece(c, ROOK)
|
||||
|| castlingRightsMask[castlingRookSquare[c | s]] != (c | s)
|
||||
||(castlingRightsMask[king_square(c)] & (c | s)) != (c | s))
|
||||
return false;
|
||||
}
|
||||
// Separate piece type bitboards must have empty intersections
|
||||
for (PieceType p1 = PAWN; p1 <= KING; ++p1)
|
||||
for (PieceType p2 = PAWN; p2 <= KING; ++p2)
|
||||
if (p1 != p2 && (pieces(p1) & pieces(p2)))
|
||||
return false;
|
||||
}
|
||||
|
||||
if (step && ++*step, testState)
|
||||
{
|
||||
StateInfo si;
|
||||
set_state(&si);
|
||||
if ( st->key != si.key
|
||||
|| st->pawnKey != si.pawnKey
|
||||
|| st->materialKey != si.materialKey
|
||||
|| st->nonPawnMaterial[WHITE] != si.nonPawnMaterial[WHITE]
|
||||
|| st->nonPawnMaterial[BLACK] != si.nonPawnMaterial[BLACK]
|
||||
|| st->psq != si.psq
|
||||
|| st->checkersBB != si.checkersBB)
|
||||
return false;
|
||||
}
|
||||
|
||||
if (step && ++*step, testKingCount)
|
||||
if ( std::count(board, board + SQUARE_NB, W_KING) != 1
|
||||
|| std::count(board, board + SQUARE_NB, B_KING) != 1)
|
||||
return false;
|
||||
|
||||
if (step && ++*step, testKingCapture)
|
||||
if (attackers_to(king_square(~sideToMove)) & pieces(sideToMove))
|
||||
return false;
|
||||
|
||||
if (step && ++*step, testPieceCounts)
|
||||
for (Color c = WHITE; c <= BLACK; ++c)
|
||||
for (PieceType pt = PAWN; pt <= KING; ++pt)
|
||||
if (pieceCount[c][pt] != popcount<Full>(pieces(c, pt)))
|
||||
return false;
|
||||
|
||||
if (step && ++*step, testPieceList)
|
||||
for (Color c = WHITE; c <= BLACK; ++c)
|
||||
for (PieceType pt = PAWN; pt <= KING; ++pt)
|
||||
for (int i = 0; i < pieceCount[c][pt]; ++i)
|
||||
if ( board[pieceList[c][pt][i]] != make_piece(c, pt)
|
||||
|| index[pieceList[c][pt][i]] != i)
|
||||
return false;
|
||||
|
||||
if (step && ++*step, testCastlingSquares)
|
||||
for (Color c = WHITE; c <= BLACK; ++c)
|
||||
for (CastlingSide s = KING_SIDE; s <= QUEEN_SIDE; s = CastlingSide(s + 1))
|
||||
{
|
||||
if (!can_castle(c | s))
|
||||
continue;
|
||||
|
||||
if ( (castlingRightsMask[king_square(c)] & (c | s)) != (c | s)
|
||||
|| piece_on(castlingRookSquare[c | s]) != make_piece(c, ROOK)
|
||||
|| castlingRightsMask[castlingRookSquare[c | s]] != (c | s))
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user