/// <summary>
        /// Saves a board to the specified file.
        /// </summary>
        /// <param name="command">The Save command.</param>
        private void SaveBoard(Command command)
        {
            var boardNameArgument = command.GetArgument <string>(0);

            var boardWriter = new BoardWriter();
            var board       = VisualBoard.FriendlyBoard;

            var path = $"Boards\\{boardNameArgument}.board";

            boardWriter.Write(path, board);
        }
Esempio n. 2
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        /// <summary>
        /// Recursive method for calculating bitboard. If depth is equal or less than zero, then
        /// current node is the last and next CalculateBitboard call will not be executed.
        /// </summary>
        /// <param name="color">Color of the current player.</param>
        /// <param name="bitboard">Currently calculated bitboard</param>
        /// <param name="depth">Current depth</param>
        /// <param name="calculateEndNodes">If true, every end node will calculate attacks and evaluation function.</param>
        /// <param name="verifyIntegrity">If true, every board will be checked whether incremental-updating parameters are correctly calculated.</param>
        /// <param name="testData">Container for test data which will be returned when test is done.</param>
        private void CalculateBitboard(Color color, Bitboard bitboard, int depth, bool calculateEndNodes, bool verifyIntegrity, MovesTestData testData)
        {
            if (verifyIntegrity)
            {
                bitboard.Calculate(GeneratorMode.CalculateAttacks, false);
                if (!bitboard.VerifyIntegrity())
                {
                    testData.Integrity = false;

                    var boardWriter = new BoardWriter();
                    boardWriter.Write("Boards/error.board", new FriendlyBoard(bitboard));
                }
            }

            if (depth <= 0)
            {
                if (calculateEndNodes)
                {
                    bitboard.Calculate(GeneratorMode.CalculateAttacks, false);
                    bitboard.GetEvaluation();
                }

                testData.EndNodes++;
            }
            else
            {
                var enemyColor = ColorOperations.Invert(color);
                var whiteMode  = GetGeneratorMode(color);
                var blackMode  = GetGeneratorMode(enemyColor);

                bitboard.Calculate(whiteMode, blackMode, false);

                foreach (var move in bitboard.Moves)
                {
                    var bitboardAfterMove = bitboard.Move(move);

                    CalculateBitboard(enemyColor, bitboardAfterMove, depth - 1, calculateEndNodes, verifyIntegrity, testData);
                }
            }

            testData.TotalNodes++;
        }
Esempio n. 3
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        /// <summary>
        /// Gets a piece type on the specified field.
        /// </summary>
        /// <param name="field">The field with piece.</param>
        /// <param name="pieceColor">The piece color.</param>
        /// <param name="bitboard">The bitboard.</param>
        /// <exception cref="PieceTypeNotFoundException">Thrown when there is no piece on the specified field.</exception>
        /// <returns>The piece type on the specified field.</returns>
        private PieceType GetPieceType(ulong field, Color pieceColor, Bitboard bitboard)
        {
            for (var piece = 0; piece < 6; piece++)
            {
                if ((field & bitboard.Pieces[FastArray.GetPieceIndex(pieceColor, (PieceType)piece)]) != 0)
                {
                    return((PieceType)piece);
                }
            }

            // Temporary, there is a bug here
            Console.WriteLine(field);
            Console.WriteLine(pieceColor);
            Console.WriteLine(bitboard.Occupancy[0]);
            Console.WriteLine(bitboard.Occupancy[1]);
            Console.WriteLine(bitboard.AttacksSummary[0]);
            Console.WriteLine(bitboard.AttacksSummary[1]);
            Console.WriteLine(bitboard.VerifyIntegrity());
            Console.WriteLine(bitboard.Pieces[0]);
            Console.WriteLine(bitboard.Pieces[1]);
            Console.WriteLine(bitboard.Pieces[2]);
            Console.WriteLine(bitboard.Pieces[3]);
            Console.WriteLine(bitboard.Pieces[4]);
            Console.WriteLine(bitboard.Pieces[5]);
            Console.WriteLine(bitboard.Pieces[6]);
            Console.WriteLine(bitboard.Pieces[7]);
            Console.WriteLine(bitboard.Pieces[8]);
            Console.WriteLine(bitboard.Pieces[9]);
            Console.WriteLine(bitboard.Pieces[10]);
            Console.WriteLine(bitboard.Pieces[11]);

            var save = new BoardWriter();

            save.Write("err.board", new FriendlyBoard(bitboard));
            //

            throw new PieceTypeNotFoundException();
        }