Ejemplo n.º 1
0
        private static List <Move> ComputeUnRayedMoves(Board _board, Piece piece)
        {
            List <Move> moves = new List <Move>();
            // Fetch the bitboard containing positions of these pieces
            ulong pieces;
            ulong friendBoard, oppBoard;
            Side  side = (Side)((int)piece % 2);

            Position[, ][] pieceMoves;

            if (piece == Piece.BlackKnight || piece == Piece.WhiteKnight)
            {
                pieceMoves = KnightMoves;
            }
            else
            if (piece == Piece.BlackKing || piece == Piece.WhiteKing)
            {
                pieceMoves = KingMoves;
            }
            else
            {
                throw new Exception("illegal piece");
            }

            pieces = _board.BitBoards[(int)piece];

            // Check for pieces of type
            if (pieces == 0)
            {
                return(moves);
            }

            friendBoard = _board.BitBoards[(int)Piece.AllBlacks + ((int)piece % 2)];
            oppBoard    = _board.BitBoards[(int)Piece.AllBlacks + (((int)piece + 1) % 2)];

            //lets roll over all pieces and examine possible moves (already stored)
            foreach (Position sourceSquare in Position.FindPositions(pieces))
            {
                for (int k = 0; k < pieceMoves[sourceSquare.Row, sourceSquare.Col].Length; k++)
                {
                    Position dest = pieceMoves[sourceSquare.Row, sourceSquare.Col][k];

                    //if dest is friendly, continue
                    if ((friendBoard & dest.ToBitBoard()) != 0)
                    {
                        continue;
                    }

                    //add the move
                    Move move = new Move()
                    {
                        SourceSquare = sourceSquare, DestinationSquare = dest, MovingPiece = piece
                    };

                    //check for capture
                    if ((oppBoard & dest.ToBitBoard()) != 0)
                    {
                        move.CapturedPiece = _board.FindPiece(dest);

                        if (move.CapturedPiece == Piece.BlackKing)
                        {
                            //move is a checkmate, change board and return null ( so move generation will stop).
                            move.MoveType     = MoveType.Checkmate;
                            _board.IsTerminal = (TerminalType)(TerminalType.BlackWon + (int)piece % 2);
                            return(null);
                        }
                        else
                        {
                            move.MoveType = MoveType.Capture;
                        }
                    }
                    else
                    {
                        move.MoveType = MoveType.Normal;
                    }

                    moves.Add(move);
                }
            }

            return(moves);
        }
Ejemplo n.º 2
0
        private static List <Move> ComputePawnMoves(Board _board, Side _side)
        {
            List <Move> moves         = new List <Move>();
            Piece       movingPiece   = Piece.BlackPawn + (int)_side;
            ulong       pawns         = _board.BitBoards[(int)movingPiece];
            ulong       oppBoard      = _board.BitBoards[(int)Piece.AllBlacks + ((int)_side + 1) % 2];
            ulong       emptyBoard    = _board.BitBoards[(int)Piece.EmptySquare];
            int         directionSign = _side == Side.White ? -1 : +1;
            int         startingPos   = _side == Side.White ? 7 : 0;
            //check which pawns can move one step by moving all pawns one row forward and AND-ing with the empty squares
            ulong canOneStep, canTwoSteps, canCaptureLeft, canCaptureRight;



            if (_side == Side.White)
            {
                canOneStep = ((pawns >> 8) & emptyBoard) << 8;

                //to check two-steps moves ( 7th row) we first clear all other pawn pieces by shifting 6 rows then we shift back to the position
                //of two steps forward. If empty then that pawn can move there.
                canTwoSteps = (((canOneStep >> (8 * 6)) << 8 * 4) & emptyBoard) << 8 * 2;

                //look for capture moves
                canCaptureLeft  = ((pawns >> 9) & oppBoard) << 9;
                canCaptureRight = ((pawns >> 7) & oppBoard) << 7;
            }
            else
            {
                canOneStep      = ((pawns << 8) & emptyBoard) >> 8;
                canTwoSteps     = (((canOneStep << (8 * 6)) >> 8 * 4) & emptyBoard) >> 8 * 2;
                canCaptureLeft  = ((pawns << 9) & oppBoard) >> 9;
                canCaptureRight = ((pawns << 7) & oppBoard) >> 7;
            }

            //add normal one-step moves, (including promotion)
            foreach (Position sourceSquare in Position.FindPositions(canOneStep))
            {
                if (sourceSquare.Row == 7 - startingPos + directionSign)
                {
                    moves.Add(new Move {
                        MovingPiece = movingPiece, MoveType = MoveType.PromotionQueen, SourceSquare = sourceSquare, DestinationSquare = new Position(sourceSquare.Row + directionSign, sourceSquare.Col)
                    });
                    moves.Add(new Move {
                        MovingPiece = movingPiece, MoveType = MoveType.PromotionBishop, SourceSquare = sourceSquare, DestinationSquare = new Position(sourceSquare.Row + directionSign, sourceSquare.Col)
                    });
                    moves.Add(new Move {
                        MovingPiece = movingPiece, MoveType = MoveType.PromotionKnight, SourceSquare = sourceSquare, DestinationSquare = new Position(sourceSquare.Row + directionSign, sourceSquare.Col)
                    });
                    moves.Add(new Move {
                        MovingPiece = movingPiece, MoveType = MoveType.PromotionRook, SourceSquare = sourceSquare, DestinationSquare = new Position(sourceSquare.Row + directionSign, sourceSquare.Col)
                    });
                }
                else
                {
                    moves.Add(new Move {
                        MovingPiece = movingPiece, MoveType = MoveType.Normal, SourceSquare = sourceSquare, DestinationSquare = new Position(sourceSquare.Row + directionSign, sourceSquare.Col)
                    });
                }
            }

            //add two-step moves
            foreach (Position sourceSquare in Position.FindPositions(canTwoSteps))
            {
                moves.Add(new Move {
                    MovingPiece = movingPiece, MoveType = MoveType.Normal, SourceSquare = sourceSquare, DestinationSquare = new Position(sourceSquare.Row + directionSign * 2, sourceSquare.Col)
                });
            }

            //add capture moves
            //to the left
            foreach (Position sourceSquare in Position.FindPositions(canCaptureLeft))
            {
                Position capturedPosition = new Position(sourceSquare.Row + directionSign, sourceSquare.Col + directionSign);

                //might happen when bitwise shifting
                if (capturedPosition.Col == -1 || capturedPosition.Col == 8)
                {
                    continue;
                }

                Piece captured = _board.FindPiece(capturedPosition);

                if (captured == Piece.BlackKing)
                {
                    //move is a checkmate, change board and return null ( so move generation will stop).
                    _board.IsTerminal = (TerminalType)(TerminalType.BlackWon + (int)_side);
                    return(null);
                }

                if (sourceSquare.Row == 7 - startingPos + directionSign)
                {
                    moves.Add(new Move {
                        MovingPiece = movingPiece, CapturedPiece = captured, MoveType = MoveType.Capture & MoveType.PromotionQueen, SourceSquare = sourceSquare, DestinationSquare = capturedPosition
                    });
                    moves.Add(new Move {
                        MovingPiece = movingPiece, CapturedPiece = captured, MoveType = MoveType.Capture & MoveType.PromotionBishop, SourceSquare = sourceSquare, DestinationSquare = capturedPosition
                    });
                    moves.Add(new Move {
                        MovingPiece = movingPiece, CapturedPiece = captured, MoveType = MoveType.Capture & MoveType.PromotionKnight, SourceSquare = sourceSquare, DestinationSquare = capturedPosition
                    });
                    moves.Add(new Move {
                        MovingPiece = movingPiece, CapturedPiece = captured, MoveType = MoveType.Capture & MoveType.PromotionRook, SourceSquare = sourceSquare, DestinationSquare = capturedPosition
                    });
                }
                else
                {
                    moves.Add(new Move {
                        MovingPiece = movingPiece, CapturedPiece = captured, MoveType = MoveType.Capture, SourceSquare = sourceSquare, DestinationSquare = capturedPosition
                    });
                }
            }

            //to the right
            foreach (Position sourceSquare in Position.FindPositions(canCaptureRight))
            {
                Position capturedPosition = new Position(sourceSquare.Row + directionSign, sourceSquare.Col - directionSign);

                //might happen when bitwise shifting
                if (capturedPosition.Col == 8 || capturedPosition.Col == -1)
                {
                    continue;
                }

                Piece captured = _board.FindPiece(capturedPosition);

                if (sourceSquare.Col == 7 - startingPos + directionSign)
                {
                    moves.Add(new Move {
                        MovingPiece = movingPiece, CapturedPiece = captured, MoveType = MoveType.Capture & MoveType.PromotionQueen, SourceSquare = sourceSquare, DestinationSquare = capturedPosition
                    });
                    moves.Add(new Move {
                        MovingPiece = movingPiece, CapturedPiece = captured, MoveType = MoveType.Capture & MoveType.PromotionBishop, SourceSquare = sourceSquare, DestinationSquare = capturedPosition
                    });
                    moves.Add(new Move {
                        MovingPiece = movingPiece, CapturedPiece = captured, MoveType = MoveType.Capture & MoveType.PromotionKnight, SourceSquare = sourceSquare, DestinationSquare = capturedPosition
                    });
                    moves.Add(new Move {
                        MovingPiece = movingPiece, CapturedPiece = captured, MoveType = MoveType.Capture & MoveType.PromotionRook, SourceSquare = sourceSquare, DestinationSquare = capturedPosition
                    });
                }
                else
                {
                    moves.Add(new Move {
                        MovingPiece = movingPiece, CapturedPiece = captured, MoveType = MoveType.Capture, SourceSquare = sourceSquare, DestinationSquare = capturedPosition
                    });
                }
            }

            //find EnPassant
            foreach (Position sourceSquare in Position.FindPositions(pawns))
            {
                //check en-passant
                if (_board.EnPassantOptionColumn == sourceSquare.Col - 1 || _board.EnPassantOptionColumn == sourceSquare.Col + 1)
                {
                    moves.Add(new Move {
                        MovingPiece = movingPiece, MoveType = MoveType.EnPassant, CapturedPiece = movingPiece == Piece.BlackPawn ? Piece.WhitePawn : Piece.BlackPawn, SourceSquare = sourceSquare, DestinationSquare = new Position(sourceSquare.Row + directionSign, _board.EnPassantOptionColumn)
                    });
                }
            }


            return(moves);
        }
Ejemplo n.º 3
0
        private static List <Move> ComputeRayedMoves_Internal(Board _board, Piece piece, Position[, ][][] pieceMoves)
        {
            List <Move> moves = new List <Move>();
            // Fetch the bitboard containing positions of these pieces
            ulong pieces;
            ulong friendBoard, oppBoard;

            pieces = _board.BitBoards[(int)piece];

            // Check for pieces of type
            if (pieces == 0)
            {
                return(moves);
            }

            friendBoard = _board.BitBoards[(int)Piece.AllBlacks + ((int)piece % 2)];
            oppBoard    = _board.BitBoards[(int)Piece.AllBlacks + (((int)piece + 1) % 2)];

            foreach (Position sourceSquare in Position.FindPositions(pieces))
            {
                //loop over all rays (initalized at engine start)
                for (int ray = 0; ray < pieceMoves[sourceSquare.Row, sourceSquare.Col].Length; ray++)
                {
                    for (int k = 0; k < pieceMoves[sourceSquare.Row, sourceSquare.Col][ray].Length; k++)
                    {
                        // Get the destination square
                        Position dest = pieceMoves[sourceSquare.Row, sourceSquare.Col][ray][k];

                        //if dest is friendly, continue
                        if ((friendBoard & dest.ToBitBoard()) != 0)
                        {
                            break;
                        }

                        // Otherwise, the move is legal, so we must prepare to add it
                        Move move = new Move()
                        {
                            SourceSquare = sourceSquare, DestinationSquare = dest, MovingPiece = piece
                        };

                        // Is the destination occupied by an enemy?  If so, we have a capture
                        if ((oppBoard & dest.ToBitBoard()) != 0)
                        {
                            move.CapturedPiece = _board.FindPiece(dest);

                            if (move.CapturedPiece == Piece.BlackKing)
                            {
                                //move is a checkmate, change board and return null ( so move generation will stop).
                                move.MoveType     = MoveType.Checkmate;
                                _board.IsTerminal = (TerminalType)(TerminalType.BlackWon + (int)piece % 2);
                                return(null);
                            }
                            else
                            {
                                move.MoveType = MoveType.Capture;
                            }
                        }
                        // otherwise, it is a simple move
                        else
                        {
                            move.MoveType = MoveType.Normal;
                        }
                        moves.Add(move);
                    }
                }
            }

            return(moves);
        }