Ejemplo n.º 1
0
        // CachedPosition.Data Bits

        // 6 6 6 6 5 5 5 5 5 5 5 5 5 5 4 4 4 4 4 4 4 4 4 4 3 3 3 3 3 3 3 3 3 3 2 2 2 2 2 2 2 2 2 2 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0
        // 3 2 1 0 9 8 7 6 5 4 3 2 1 0 9 8 7 6 5 4 3 2 1 0 9 8 7 6 5 4 3 2 1 0 9 8 7 6 5 4 3 2 1 0 9 8 7 6 5 4 3 2 1 0 9 8 7 6 5 4 3 2 1 0
        // To Horizon |Best From    |Best To      |BMP    |Score                                                      |SP |Last Accessed

        // Best From = Best Move From (one extra bit for illegal square)
        // Best To =   Best Move To   (one extra bit for illegal square)
        // BMP =       Best Move Promoted Piece
        // SP =        Score Precision


        static CachedPositionData()
        {
            // Create bit shifts and masks.
            _toHorizonShift              = 58;
            _toHorizonMask               = Bitwise.CreateULongMask(58, 63);
            _toHorizonUnmask             = Bitwise.CreateULongUnmask(58, 63);
            _bestMoveFromShift           = 51;
            _bestMoveFromMask            = Bitwise.CreateULongMask(51, 57);
            _bestMoveFromUnmask          = Bitwise.CreateULongUnmask(51, 57);
            _bestMoveToShift             = 44;
            _bestMoveToMask              = Bitwise.CreateULongMask(44, 50);
            _bestMoveToUnmask            = Bitwise.CreateULongUnmask(44, 50);
            _bestMovePromotedPieceShift  = 40;
            _bestMovePromotedPieceMask   = Bitwise.CreateULongMask(40, 43);
            _bestMovePromotedPieceUnmask = Bitwise.CreateULongUnmask(40, 43);
            _scoreShift           = 10;
            _scoreMask            = Bitwise.CreateULongMask(10, 39);
            _scoreUnmask          = Bitwise.CreateULongUnmask(10, 39);
            _scorePrecisionShift  = 8;
            _scorePrecisionMask   = Bitwise.CreateULongMask(8, 9);
            _scorePrecisionUnmask = Bitwise.CreateULongUnmask(8, 9);
            _lastAccessedMask     = Bitwise.CreateULongMask(0, 7);
            _lastAccessedUnmask   = Bitwise.CreateULongUnmask(0, 7);
        }
Ejemplo n.º 2
0
        // Move Bits
        // Higher priority moves have higher ulong value.

        // 6 6 6 6 5 5 5 5 5 5 5 5 5 5 4 4 4 4 4 4 4 4 4 4 3 3 3 3 3 3 3 3 3 3 2 2 2 2 2 2 2 2 2 2 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0
        // 3 2 1 0 9 8 7 6 5 4 3 2 1 0 9 8 7 6 5 4 3 2 1 0 9 8 7 6 5 4 3 2 1 0 9 8 7 6 5 4 3 2 1 0 9 8 7 6 5 4 3 2 1 0 9 8 7 6 5 4 3 2 1 0
        // B|CapV   |CapA   |Promo  |Kil|History                                              |!|O|K|E|2|P|C|Q|From         |To
        //                               1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

        // B =     Best Move
        // CapV =  Capture Victim
        // CapA =  Capture Attacker (inverted)
        // Promo = Promoted Piece
        // Kil =   Killer Move
        // ! =     Played
        // O =     Castling
        // K =     King Move
        // E =     En Passant Capture
        // 2 =     Double Pawn Move
        // P =     Pawn Move
        // C =     Check
        // Q =     Quiet (not capture, pawn promotion, castling, or check)
        // From =  From (one extra bit for illegal square)
        // To =    To (one extra bit for illegal square)


        static Move()
        {
            // Create bit masks and shifts.
            _bestShift             = 63;
            _bestMask              = Bitwise.CreateULongMask(63);
            _bestUnmask            = Bitwise.CreateULongUnmask(63);
            _captureVictimShift    = 59;
            _captureVictimMask     = Bitwise.CreateULongMask(59, 62);
            _captureVictimUnmask   = Bitwise.CreateULongUnmask(59, 62);
            _captureAttackerShift  = 55;
            _captureAttackerMask   = Bitwise.CreateULongMask(55, 58);
            _captureAttackerUnmask = Bitwise.CreateULongUnmask(55, 58);
            _promotedPieceShift    = 51;
            _promotedPieceMask     = Bitwise.CreateULongMask(51, 54);
            _promotedPieceUnmask   = Bitwise.CreateULongUnmask(51, 54);
            _killerShift           = 49;
            _killerMask            = Bitwise.CreateULongMask(49, 50);
            _killerUnmask          = Bitwise.CreateULongUnmask(49, 50);
            _historyShift          = 22;
            _historyMask           = Bitwise.CreateULongMask(22, 48);
            _historyUnmask         = Bitwise.CreateULongUnmask(22, 48);
            _playedShift           = 21;
            _playedMask            = Bitwise.CreateULongMask(21);
            _playedUnmask          = Bitwise.CreateULongUnmask(21);
            _castlingShift         = 20;
            _castlingMask          = Bitwise.CreateULongMask(20);
            _castlingUnmask        = Bitwise.CreateULongUnmask(20);
            _kingMoveShift         = 19;
            _kingMoveMask          = Bitwise.CreateULongMask(19);
            _kingMoveUnmask        = Bitwise.CreateULongUnmask(19);
            _enPassantShift        = 18;
            _enPassantMask         = Bitwise.CreateULongMask(18);
            _enPassantUnmask       = Bitwise.CreateULongUnmask(18);
            _doublePawnMoveShift   = 17;
            _doublePawnMoveMask    = Bitwise.CreateULongMask(17);
            _doublePawnMoveUnmask  = Bitwise.CreateULongUnmask(17);
            _pawnMoveShift         = 16;
            _pawnMoveMask          = Bitwise.CreateULongMask(16);
            _pawnMoveUnmask        = Bitwise.CreateULongUnmask(16);
            _checkShift            = 15;
            _checkMask             = Bitwise.CreateULongMask(15);
            _checkUnmask           = Bitwise.CreateULongUnmask(15);
            _quietShift            = 14;
            _quietMask             = Bitwise.CreateULongMask(14);
            _quietUnmask           = Bitwise.CreateULongUnmask(14);
            _fromShift             = 7;
            _fromMask              = Bitwise.CreateULongMask(7, 13);
            _fromUnmask            = Bitwise.CreateULongUnmask(7, 13);
            _toMask   = Bitwise.CreateULongMask(0, 6);
            _toUnmask = Bitwise.CreateULongUnmask(0, 6);
            // Set null move.
            Null = 0;
            SetIsBest(ref Null, false);
            SetCaptureVictim(ref Null, Piece.None);
            SetCaptureAttacker(ref Null, Piece.None);
            SetPromotedPiece(ref Null, Piece.None);
            SetKiller(ref Null, 0);
            SetHistory(ref Null, 0);
            SetPlayed(ref Null, false);
            SetIsCastling(ref Null, false);
            SetIsKingMove(ref Null, false);
            SetIsEnPassantCapture(ref Null, false);
            SetIsDoublePawnMove(ref Null, false);
            SetIsPawnMove(ref Null, false);
            SetIsCheck(ref Null, false);
            SetIsQuiet(ref Null, false);
            SetFrom(ref Null, Square.Illegal);
            SetTo(ref Null, Square.Illegal);
        }