public ChessMove(Square fromSq, Square toSq, Piece promotedTo) { this.fromSq = fromSq; this.toSq = toSq; this.special = SpecialMoveType.Promotion; this.promotedTo = promotedTo; }
public ToMoveData(PieceColour colour, Piece pawn, Piece knight, Piece bishop, Piece rook, Piece queen, Piece king, int pawnStartRank, int pawnPromRank, int pawnYDir, CastleFlags canCastleKS, CastleFlags canCastleQS, Square kingStartSq, Square kingRookSq, Square queenRookSq) { Colour = colour; Pawn = pawn; Knight = knight; Bishop = bishop; Rook = rook; Queen = queen; King = king; PawnStartRank = pawnStartRank; PawnPromRank = pawnPromRank; PawnYDir = pawnYDir; CanCastleKS = canCastleKS; CanCastleQS = canCastleQS; KingStartSq = kingStartSq; KingRookSq = kingRookSq; QueenRookSq = queenRookSq; KingKCastleSq = new Square(kingStartSq.File + 2, kingStartSq.Rank); KingQCastleSq = new Square(kingStartSq.File - 2, kingStartSq.Rank); RookKCastleSq = new Square(kingStartSq.File + 1, kingStartSq.Rank); RookQCastleSq = new Square(kingStartSq.File - 1, kingStartSq.Rank); }
public SquareInfo(Piece piece, Square location) { this.piece = piece; this.location = location; }
/// <summary> /// Moves the piece on the current square to the specified square. /// </summary> /// <param name="t">The location.</param> /// <returns>Whether or not the move was successful.</returns> public bool To(Square t) { return this.Board.Move(this, t); }
void undoMove() { ToMove = toMove == PieceColour.White ? PieceColour.Black : PieceColour.White; // Make ToMove the side of the move being undone ChessMove lastMove = undoStack.Pop(); HalfMovesSinceLastPawnMoveOrCapture = lastMove.HalfMovesSinceLastPawnMoveOrCapture; SquareInfo capturedSqInfo = lastMove.CapturedSqInfo; Square from = lastMove.FromSq; Square to = lastMove.ToSq; EpSquare = lastMove.OldEpSq; CastleFlags = lastMove.OldCastleFlags; HashKey = lastMove.OldHashKey; Board[from] = Board[to]; Board[from].Location = from; switch (lastMove.Special) { case SpecialMoveType.Promotion: Board[from].Piece = thisSide.Pawn; break; case SpecialMoveType.EnPassant: Board[to] = emptyBoard[to]; to.Rank -= thisSide.PawnYDir; break; case SpecialMoveType.CastleKS: // Move the rook back from = thisSide.KingRookSq; Square cto = thisSide.RookKCastleSq; Board[from] = Board[cto]; Board[cto] = emptyBoard[cto]; Board[from].Location = from; break; case SpecialMoveType.CastleQS: from = thisSide.QueenRookSq; cto = thisSide.RookQCastleSq; Board[from] = Board[cto]; Board[cto] = emptyBoard[cto]; Board[from].Location = from; break; } // Have to do this bit last because case SpecialMoveType.EnPassant changes the to square Board[to] = capturedSqInfo; if (capturedSqInfo.Piece != Pieces.None) { // Link in the restored capturedSqInfo capturedSqInfo.Prev.Next = capturedSqInfo; capturedSqInfo.Next.Prev = capturedSqInfo; } }
void makeMove(ChessMove move) { Square from = move.FromSq; Square to = move.ToSq; SquareInfo CapturedSqInfo = Board[to]; Board[to] = Board[from]; // Move the piece Board[from] = emptyBoard[from]; // Replace from SquareInfo with the empty SquareInfo from emptyBoard Board[to].Location = to; // Update SqInfo location move.OldHashKey = HashKey; move.OldEpSq = EpSquare; EpSquare = new Square(0, 0); move.OldCastleFlags = CastleFlags; HashKey ^= pieceKeys[move.Piece.ToInt(), from] ^ pieceKeys[move.Piece.ToInt(), to]; bool pawnMoveOrCapture = false; switch (move.Special) { case SpecialMoveType.PawnMove: pawnMoveOrCapture = true; break; case SpecialMoveType.DoublePawnMove: EpSquare = new Square(from.File, from.Rank + thisSide.PawnYDir); pawnMoveOrCapture = true; break; case SpecialMoveType.Promotion: Board[to].Piece = move.PromotedTo; pawnMoveOrCapture = true; HashKey ^= pieceKeys[move.Piece.ToInt(), to] ^ pieceKeys[move.PromotedTo.ToInt(), to]; break; case SpecialMoveType.EnPassant: // After the piece has been moved make to = the square of the captured ep pawn to.Rank -= thisSide.PawnYDir; CapturedSqInfo = Board[to]; // CapturedSqInfo is the enemy pawn not the square moved into Board[to] = emptyBoard[to]; break; case SpecialMoveType.CastleKS: // Move the rook to = thisSide.RookKCastleSq; from = thisSide.KingRookSq; Board[to] = Board[from]; // Move the piece Board[from] = emptyBoard[from]; // Replace from SquareInfo with the empty SquareInfo from emptyBoard Board[to].Location = to; // Update SqInfo location HashKey ^= pieceKeys[Board[to].Piece.ToInt(), from] ^ pieceKeys[Board[to].Piece.ToInt(), to]; break; case SpecialMoveType.CastleQS: to = thisSide.RookQCastleSq; from = thisSide.QueenRookSq; Board[to] = Board[from]; // Move the piece Board[from] = emptyBoard[from]; // Replace from SquareInfo with the empty SquareInfo from emptyBoard Board[to].Location = to; // Update SqInfo location HashKey ^= pieceKeys[Board[to].Piece.ToInt(), from] ^ pieceKeys[Board[to].Piece.ToInt(), to]; break; } if (CapturedSqInfo.Piece.PieceColour != PieceColour.None) { CapturedSqInfo.Prev.Next = CapturedSqInfo.Next; // Delink the captured piece CapturedSqInfo.Next.Prev = CapturedSqInfo.Prev; pawnMoveOrCapture = true; // Clear enemy castling rights when capturing one of their rooks on its starting square if (to == otherSide.KingRookSq) CastleFlags = CastleFlags & ~(otherSide.CanCastleKS); if (to == otherSide.QueenRookSq) CastleFlags = CastleFlags & ~(otherSide.CanCastleQS); HashKey ^= pieceKeys[CapturedSqInfo.Piece.ToInt(), to]; } // Clear castle flag if king or rooks have moved if (Board[thisSide.KingStartSq].Piece == thisSide.King) { if (Board[thisSide.KingRookSq].Piece != thisSide.Rook) CastleFlags = CastleFlags & ~thisSide.CanCastleKS; if (Board[thisSide.QueenRookSq].Piece != thisSide.Rook) CastleFlags = CastleFlags & ~thisSide.CanCastleQS; } else CastleFlags = CastleFlags & ~(thisSide.CanCastleKS | thisSide.CanCastleQS); ToMove = toMove == PieceColour.White ? PieceColour.Black : PieceColour.White; HashKey ^= castleKeys[(int)move.OldCastleFlags] ^ castleKeys[(int)CastleFlags] ^ sideKey; move.CapturedSqInfo = CapturedSqInfo; move.HalfMovesSinceLastPawnMoveOrCapture = HalfMovesSinceLastPawnMoveOrCapture; undoStack.Push(move); if (pawnMoveOrCapture) HalfMovesSinceLastPawnMoveOrCapture = 0; else HalfMovesSinceLastPawnMoveOrCapture++; return; }
bool isSquareAttacked(Square sq, ToMoveData enemySide) { int file = sq.File; int rank = sq.Rank; Piece enemyKnight = enemySide.Knight; if (checkForEnemyKnightAt(file + 1, rank + 2, enemyKnight) || checkForEnemyKnightAt(file + 2, rank + 1, enemyKnight) || checkForEnemyKnightAt(file + 2, rank - 1, enemyKnight) || checkForEnemyKnightAt(file + 1, rank - 2, enemyKnight) || checkForEnemyKnightAt(file - 1, rank - 2, enemyKnight) || checkForEnemyKnightAt(file - 2, rank - 1, enemyKnight) || checkForEnemyKnightAt(file - 2, rank + 1, enemyKnight) || checkForEnemyKnightAt(file - 1, rank + 2, enemyKnight)) return true; Piece enemyPawn = enemySide.Pawn; if (checkForEnemyPawnAt(file - 1, rank - enemySide.PawnYDir, enemyPawn) || checkForEnemyPawnAt(file + 1, rank - enemySide.PawnYDir, enemyPawn)) return true; Piece enemyBishop = enemySide.Bishop; Piece enemyRook = enemySide.Rook; Piece enemyQueen = enemySide.Queen; if ((checkForSlidingAttacksFrom(file, rank, 1, 1, enemyBishop, enemyQueen)) || (checkForSlidingAttacksFrom(file, rank, 1, -1, enemyBishop, enemyQueen)) || (checkForSlidingAttacksFrom(file, rank, -1, -1, enemyBishop, enemyQueen)) || (checkForSlidingAttacksFrom(file, rank, -1, 1, enemyBishop, enemyQueen)) || (checkForSlidingAttacksFrom(file, rank, 0, 1, enemyRook, enemyQueen)) || (checkForSlidingAttacksFrom(file, rank, 1, 0, enemyRook, enemyQueen)) || (checkForSlidingAttacksFrom(file, rank, 0, -1, enemyRook, enemyQueen)) || (checkForSlidingAttacksFrom(file, rank, -1, 0, enemyRook, enemyQueen))) return true; Square enemyKingSq = enemySide.KingSqInfo.Location; int fileDiff = file - enemyKingSq.File; int rankDiff = rank - enemyKingSq.Rank; if (fileDiff >= -1 && fileDiff <= 1 && rankDiff >= -1 && rankDiff <= 1) return true; return false; }
void addSlidingMoves(Square from, int xDir, int yDir) { PieceColour captureColour = PieceColour.None; Square to = new Square(from.File + xDir, from.Rank + yDir); while (to.File >= 0 && to.File <= 7 && to.Rank >= 0 && to.Rank <= 7 && (captureColour = Board[to].Piece.PieceColour) == PieceColour.None) { addQuietMove(new ChessMove(from, to)); to.File += xDir; to.Rank += yDir; // Value type so no need to new another one } if (captureColour == otherSide.Colour) { // If Capture addCaptureMove(new ChessMove(from, to)); } }
void addKingMove(Square from, int xDir, int yDir) { PieceColour captureColour = PieceColour.None; Square to = new Square(from.File + xDir, from.Rank + yDir); if (to.File >= 0 && to.File <= 7 && to.Rank >= 0 && to.Rank <= 7 && (captureColour = Board[to].Piece.PieceColour) != toMove) { // if to is on the board and doesn't contain a piece of the side to move if (captureColour != otherSide.Colour) addQuietMove(new ChessMove(from, to)); else addCaptureMove(new ChessMove(from, to)); } }
void addEnPassantMove(int xDir) { // xDir = X direction of the capture to the EpSq Square from = new Square(EpSquare.File - xDir, EpSquare.Rank - thisSide.PawnYDir); if (from.File >= 0 && from.File <= 7 && Board[from].Piece == thisSide.Pawn) addCaptureMove(new ChessMove(from, EpSquare, SpecialMoveType.EnPassant)); }
void addPawnCapture(Square from, int xDir) { Square to = new Square(from.File + xDir, from.Rank + thisSide.PawnYDir); if (to.File >= 0 && to.File <= 7 && Board[to].Piece.PieceColour == otherSide.Colour) { if (to.Rank == thisSide.PawnPromRank) { addCaptureMove(new ChessMove(from, to, thisSide.Queen)); addCaptureMove(new ChessMove(from, to, thisSide.Rook)); addCaptureMove(new ChessMove(from, to, thisSide.Bishop)); addCaptureMove(new ChessMove(from, to, thisSide.Knight)); } else addCaptureMove(new ChessMove(from, to)); } }
public ChessPosition() { initChessEval(); Board = new SquareInfo[64]; emptyBoard = new SquareInfo[64]; Princ = new ChessMove[maxDepth, maxDepth]; killers = new ChessMove[2, 1000]; mvvLva = new int[8, 8]; searchHistory = new int[16, 64]; // Init the mvvLva array for (int v = 0; v <= 6; v++) for (int a = 0; a <= 6; a++) mvvLva[v, a] = v * 100 +6 - a; // Init the killers array for (int i = 0; i < 1000; i++) { killers[0, i] = new ChessMove(new Square(99, 99), new Square(99, 99)); killers[1, i] = new ChessMove(new Square(99, 99), new Square(99, 99)); } // Init the emptyBoard and Board arrays for (int i = 0; i <= 63; i++) { emptyBoard[i] = new SquareInfo(Pieces.None, new Square(i)); Board[i] = emptyBoard[i]; } // Init the hashKeys Random rng = new Random(); pieceKeys = new UInt64[16, 64]; for (int p = 0; p <= 15; p++) for (int sq = 0; sq <= 63; sq++) pieceKeys[p, sq] = (UInt64)rng.Next() + ((UInt64)rng.Next() << 15) + ((UInt64)rng.Next() << 30) + ((UInt64)rng.Next() << 45) + ((UInt64)rng.Next() << 60); castleKeys = new UInt64[16]; for (int i = 0; i <= 15; i++) castleKeys[i] = (UInt64)rng.Next() + ((UInt64)rng.Next() << 15) + ((UInt64)rng.Next() << 30) + ((UInt64)rng.Next() << 45) + ((UInt64)rng.Next() << 60); sideKey = (UInt64)rng.Next() + ((UInt64)rng.Next() << 15) + ((UInt64)rng.Next() << 30) + ((UInt64)rng.Next() << 45) + ((UInt64)rng.Next() << 60); // Init the pvTable pvTable = new Dictionary<ulong, int>(); EpSquare = new Square(0, 0); white = new ToMoveData(PieceColour.White, new Piece(PieceType.Pawn, PieceColour.White), new Piece(PieceType.Knight, PieceColour.White), new Piece(PieceType.Bishop, PieceColour.White), new Piece(PieceType.Rook, PieceColour.White), new Piece(PieceType.Queen, PieceColour.White), new Piece(PieceType.King, PieceColour.White), 1, 7, 1, CastleFlags.Wks, CastleFlags.Wqs, new Square("e1"), new Square("h1"), new Square("a1")); black = new ToMoveData(PieceColour.Black, new Piece(PieceType.Pawn, PieceColour.Black), new Piece(PieceType.Knight, PieceColour.Black), new Piece(PieceType.Bishop, PieceColour.Black), new Piece(PieceType.Rook, PieceColour.Black), new Piece(PieceType.Queen, PieceColour.Black), new Piece(PieceType.King, PieceColour.Black), 6, 0, -1, CastleFlags.Bks, CastleFlags.Bqs, new Square("e8"), new Square("h8"), new Square("a8")); PossibleMoves = new Collection<ChessMove>(); MoveHistory = new Collection<ChessMove>(); undoStack = new Stack<ChessMove>(); NewGame(); }
void addPawnMove(Square from) { Square to = new Square(from.File, from.Rank + thisSide.PawnYDir); if (Board[to].Piece.PieceType == PieceType.None) { if (to.Rank == thisSide.PawnPromRank) { addQuietMove(new ChessMove(from, to, thisSide.Queen)); addQuietMove(new ChessMove(from, to, thisSide.Rook)); addQuietMove(new ChessMove(from, to, thisSide.Bishop)); addQuietMove(new ChessMove(from, to, thisSide.Knight)); } else { addQuietMove(new ChessMove(from, to, SpecialMoveType.PawnMove)); if (from.Rank == thisSide.PawnStartRank) // Check for double pawn move { to.Rank += thisSide.PawnYDir; if (Board[to].Piece.PieceType == PieceType.None) { addQuietMove(new ChessMove(from, to, SpecialMoveType.DoublePawnMove)); } } } } }
public bool Initialise(string strFen) { // returns false if position is illegal // No validation checks yet for (int i = 0; i <= 63; i++) Board[i] = emptyBoard[i]; MoveHistory.Clear(); undoStack.Clear(); Square sq = new Square("a8"); int p = 0; // Position within the FEN string char c; while (p < strFen.Length && (c = strFen[p++]) != ' ') { if (c >= '1' && c <= '8') { sq.File += c - '0'; } int i = pieceStr.IndexOf(Char.ToUpper(c)); if (i >= 1) { // Replace the empty SquareInfos with new ones for the pieces // The original empty SquareInfos are in emptyBoard Board[sq] = new SquareInfo(new Piece((PieceType)i, c < 'a' ? PieceColour.White : PieceColour.Black), sq); sq.File++; } if (c == '/') { sq.Rank--; sq.File = 0; } } c = strFen[p++]; if (c == 'b') { ToMove = PieceColour.Black; } else { ToMove = PieceColour.White; } CastleFlags = 0; p++; while (p < strFen.Length && (c = strFen[p++]) != ' ') { switch (c) { case 'K': CastleFlags |= CastleFlags.Wks; break; case 'Q': CastleFlags |= CastleFlags.Wqs; break; case 'k': CastleFlags |= CastleFlags.Bks; break; case 'q': CastleFlags |= CastleFlags.Bqs; break; } } c = strFen[p++]; if (c == '-') EpSquare = new Square(0, 0); else { char d = strFen[p++]; EpSquare = new Square(c - 'a', d - '1'); } StringBuilder n = new StringBuilder(); p++; while (p < strFen.Length && (c = strFen[p++]) != ' ') n.Append(c); HalfMovesSinceLastPawnMoveOrCapture = int.Parse(n.ToString()); n.Clear(); while (p < strFen.Length && (c = strFen[p++]) != ' ') n.Append(c); GameStartPlyNr = (int.Parse(n.ToString()) - 1) * 2 + (ToMove == PieceColour.Black ? 1 : 0); initializePieceLists(); generatePossibleMoves(PossibleMoves); removeIllegalMoves(PossibleMoves); return true; }
public ChessMove(Square fromSq, Square toSq, SpecialMoveType special) { this.fromSq = fromSq; this.toSq = toSq; this.special = special; }
public ChessMove(Square fromSq, Square toSq) { this.fromSq = fromSq; this.toSq = toSq; this.special = SpecialMoveType.Nothing; }