Files
Stockfish/src/position.h
Marco Costalba 7c8b7222f5 Move zobrist keys out of Position
Are used by Position but do not belong to that class,
there is only one instance of them (that's why were
defined as static), so move to a proper namespace instead.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2012-08-20 18:24:06 +01:00

434 lines
12 KiB
C++

/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#if !defined(POSITION_H_INCLUDED)
#define POSITION_H_INCLUDED
#include <cassert>
#include "bitboard.h"
#include "types.h"
/// The checkInfo struct is initialized at c'tor time and keeps info used
/// to detect if a move gives check.
class Position;
class Thread;
struct CheckInfo {
explicit CheckInfo(const Position&);
Bitboard dcCandidates;
Bitboard pinned;
Bitboard checkSq[8];
Square ksq;
};
/// The StateInfo struct stores information we need 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), an StateInfo object
/// must be passed as a parameter.
struct StateInfo {
Key pawnKey, materialKey;
Value npMaterial[2];
int castleRights, rule50, pliesFromNull;
Score psqScore;
Square epSquare;
Key key;
Bitboard checkersBB;
PieceType capturedType;
StateInfo* previous;
};
struct ReducedStateInfo {
Key pawnKey, materialKey;
Value npMaterial[2];
int castleRights, rule50, pliesFromNull;
Score psqScore;
Square epSquare;
};
/// The position data structure. A position consists of the following data:
///
/// * For each piece type, a bitboard representing the squares occupied
/// by pieces of that type.
/// * For each color, a bitboard representing the squares occupied by
/// pieces of that color.
/// * A bitboard of all occupied squares.
/// * A bitboard of all checking pieces.
/// * A 64-entry array of pieces, indexed by the squares of the board.
/// * The current side to move.
/// * Information about the castling rights for both sides.
/// * The initial files of the kings and both pairs of rooks. This is
/// used to implement the Chess960 castling rules.
/// * The en passant square (which is SQ_NONE if no en passant capture is
/// possible).
/// * The squares of the kings for both sides.
/// * Hash keys for the position itself, the current pawn structure, and
/// the current material situation.
/// * Hash keys for all previous positions in the game for detecting
/// repetition draws.
/// * A counter for detecting 50 move rule draws.
class Position {
public:
Position() {}
Position(const Position& p, Thread* t) { *this = p; thisThread = t; }
Position(const std::string& f, bool c960, Thread* t) { from_fen(f, c960, t); }
Position& operator=(const Position&);
// Text input/output
void from_fen(const std::string& fen, bool isChess960, Thread* th);
const std::string to_fen() const;
void print(Move m = MOVE_NONE) const;
// Position representation
Bitboard pieces() const;
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 king_square(Color c) const;
Square ep_square() const;
bool is_empty(Square s) const;
const Square* piece_list(Color c, PieceType pt) const;
int piece_count(Color c, PieceType pt) const;
// Castling
int can_castle(CastleRight f) const;
int can_castle(Color c) const;
bool castle_impeded(Color c, CastlingSide s) const;
Square castle_rook_square(Color c, CastlingSide s) const;
// Checking
bool in_check() const;
Bitboard checkers() const;
Bitboard discovered_check_candidates() const;
Bitboard pinned_pieces() const;
// Attacks to/from a given square
Bitboard attackers_to(Square s) const;
Bitboard attackers_to(Square s, Bitboard occ) const;
Bitboard attacks_from(Piece p, Square s) const;
static Bitboard attacks_from(Piece p, Square s, Bitboard occ);
template<PieceType> Bitboard attacks_from(Square s) const;
template<PieceType> Bitboard attacks_from(Square s, Color c) const;
// Properties of moves
bool move_gives_check(Move m, const CheckInfo& ci) const;
bool move_attacks_square(Move m, Square s) const;
bool move_is_legal(const Move m) const;
bool pl_move_is_legal(Move m, Bitboard pinned) const;
bool is_pseudo_legal(const Move m) const;
bool is_capture(Move m) const;
bool is_capture_or_promotion(Move m) const;
bool is_passed_pawn_push(Move m) const;
Piece piece_moved(Move m) const;
PieceType captured_piece_type() const;
// Piece specific
bool pawn_is_passed(Color c, Square s) const;
bool pawn_on_7th(Color c) const;
bool opposite_bishops() const;
bool bishop_pair(Color c) const;
// Doing and undoing moves
void do_move(Move m, StateInfo& st);
void do_move(Move m, StateInfo& st, const CheckInfo& ci, bool moveIsCheck);
void undo_move(Move m);
template<bool Do> void do_null_move(StateInfo& st);
// Static exchange evaluation
int see(Move m) const;
int see_sign(Move m) const;
// Accessing hash keys
Key key() const;
Key exclusion_key() const;
Key pawn_key() const;
Key material_key() const;
// Incremental piece-square evaluation
Score psq_score() const;
Score psq_delta(Piece p, Square from, Square to) const;
Value non_pawn_material(Color c) const;
// Other properties of the position
Color side_to_move() const;
int startpos_ply_counter() const;
bool is_chess960() const;
Thread* this_thread() const;
int64_t nodes_searched() const;
void set_nodes_searched(int64_t n);
template<bool SkipRepetition> bool is_draw() const;
// Position consistency check, for debugging
bool pos_is_ok(int* failedStep = NULL) const;
void flip();
private:
// Initialization helpers (used while setting up a position)
void clear();
void put_piece(Piece p, Square s);
void set_castle_right(Color c, Square rfrom);
// Helper template functions
template<bool Do> void do_castle_move(Move m);
template<bool FindPinned> Bitboard hidden_checkers() const;
// Computing hash keys from scratch (for initialization and debugging)
Key compute_key() const;
Key compute_pawn_key() const;
Key compute_material_key() const;
// Computing incremental evaluation scores and material counts
Score compute_psq_score() const;
Value compute_non_pawn_material(Color c) const;
// Board and pieces
Piece board[64]; // [square]
Bitboard byTypeBB[8]; // [pieceType]
Bitboard byColorBB[2]; // [color]
int pieceCount[2][8]; // [color][pieceType]
Square pieceList[2][8][16]; // [color][pieceType][index]
int index[64]; // [square]
// Other info
int castleRightsMask[64]; // [square]
Square castleRookSquare[2][2]; // [color][side]
Bitboard castlePath[2][2]; // [color][side]
StateInfo startState;
int64_t nodes;
int startPosPly;
Color sideToMove;
Thread* thisThread;
StateInfo* st;
int chess960;
};
inline int64_t Position::nodes_searched() const {
return nodes;
}
inline void Position::set_nodes_searched(int64_t n) {
nodes = n;
}
inline Piece Position::piece_on(Square s) const {
return board[s];
}
inline Piece Position::piece_moved(Move m) const {
return board[from_sq(m)];
}
inline bool Position::is_empty(Square s) const {
return board[s] == NO_PIECE;
}
inline Color Position::side_to_move() const {
return sideToMove;
}
inline Bitboard Position::pieces() const {
return byTypeBB[ALL_PIECES];
}
inline Bitboard Position::pieces(PieceType pt) const {
return byTypeBB[pt];
}
inline Bitboard Position::pieces(PieceType pt1, PieceType pt2) const {
return byTypeBB[pt1] | byTypeBB[pt2];
}
inline Bitboard Position::pieces(Color c) const {
return byColorBB[c];
}
inline Bitboard Position::pieces(Color c, PieceType pt) const {
return byColorBB[c] & byTypeBB[pt];
}
inline Bitboard Position::pieces(Color c, PieceType pt1, PieceType pt2) const {
return byColorBB[c] & (byTypeBB[pt1] | byTypeBB[pt2]);
}
inline int Position::piece_count(Color c, PieceType pt) const {
return pieceCount[c][pt];
}
inline const Square* Position::piece_list(Color c, PieceType pt) const {
return pieceList[c][pt];
}
inline Square Position::ep_square() const {
return st->epSquare;
}
inline Square Position::king_square(Color c) const {
return pieceList[c][KING][0];
}
inline int Position::can_castle(CastleRight f) const {
return st->castleRights & f;
}
inline int Position::can_castle(Color c) const {
return st->castleRights & ((WHITE_OO | WHITE_OOO) << (2 * c));
}
inline bool Position::castle_impeded(Color c, CastlingSide s) const {
return byTypeBB[ALL_PIECES] & castlePath[c][s];
}
inline Square Position::castle_rook_square(Color c, CastlingSide s) const {
return castleRookSquare[c][s];
}
template<PieceType Pt>
inline Bitboard Position::attacks_from(Square s) const {
return Pt == BISHOP || Pt == ROOK ? attacks_bb<Pt>(s, pieces())
: Pt == QUEEN ? attacks_from<ROOK>(s) | attacks_from<BISHOP>(s)
: StepAttacksBB[Pt][s];
}
template<>
inline Bitboard Position::attacks_from<PAWN>(Square s, Color c) const {
return StepAttacksBB[make_piece(c, PAWN)][s];
}
inline Bitboard Position::attacks_from(Piece p, Square s) const {
return attacks_from(p, s, byTypeBB[ALL_PIECES]);
}
inline Bitboard Position::attackers_to(Square s) const {
return attackers_to(s, byTypeBB[ALL_PIECES]);
}
inline Bitboard Position::checkers() const {
return st->checkersBB;
}
inline bool Position::in_check() const {
return st->checkersBB != 0;
}
inline Bitboard Position::discovered_check_candidates() const {
return hidden_checkers<false>();
}
inline Bitboard Position::pinned_pieces() const {
return hidden_checkers<true>();
}
inline bool Position::pawn_is_passed(Color c, Square s) const {
return !(pieces(~c, PAWN) & passed_pawn_mask(c, s));
}
inline Key Position::key() const {
return st->key;
}
inline Key Position::exclusion_key() const {
return st->key ^ Zobrist::exclusion;
}
inline Key Position::pawn_key() const {
return st->pawnKey;
}
inline Key Position::material_key() const {
return st->materialKey;
}
inline Score Position::psq_delta(Piece p, Square from, Square to) const {
return pieceSquareTable[p][to] - pieceSquareTable[p][from];
}
inline Score Position::psq_score() const {
return st->psqScore;
}
inline Value Position::non_pawn_material(Color c) const {
return st->npMaterial[c];
}
inline bool Position::is_passed_pawn_push(Move m) const {
return type_of(piece_moved(m)) == PAWN
&& pawn_is_passed(sideToMove, to_sq(m));
}
inline int Position::startpos_ply_counter() const {
return startPosPly + st->pliesFromNull; // HACK
}
inline bool Position::opposite_bishops() const {
return pieceCount[WHITE][BISHOP] == 1
&& pieceCount[BLACK][BISHOP] == 1
&& opposite_colors(pieceList[WHITE][BISHOP][0], pieceList[BLACK][BISHOP][0]);
}
inline bool Position::bishop_pair(Color c) const {
return pieceCount[c][BISHOP] >= 2
&& opposite_colors(pieceList[c][BISHOP][0], pieceList[c][BISHOP][1]);
}
inline bool Position::pawn_on_7th(Color c) const {
return pieces(c, PAWN) & rank_bb(relative_rank(c, RANK_7));
}
inline bool Position::is_chess960() const {
return chess960;
}
inline bool Position::is_capture_or_promotion(Move m) const {
assert(is_ok(m));
return type_of(m) ? type_of(m) != CASTLE : !is_empty(to_sq(m));
}
inline bool Position::is_capture(Move m) const {
// Note that castle is coded as "king captures the rook"
assert(is_ok(m));
return (!is_empty(to_sq(m)) && type_of(m) != CASTLE) || type_of(m) == ENPASSANT;
}
inline PieceType Position::captured_piece_type() const {
return st->capturedType;
}
inline Thread* Position::this_thread() const {
return thisThread;
}
#endif // !defined(POSITION_H_INCLUDED)