Exemplo n.º 1
0
        public static void AddQuietMove(Board.Board board, int move, MoveList list)
        {
            Debug.Assert(Validators.SqOnBoard(MoveOperations.FromSq(move)));
            Debug.Assert(Validators.SqOnBoard(MoveOperations.ToSq(move)));


            list.Moves[list.Count].Move = move;

            /* Captures generate 1.000.000 or higher score, therefore we have to
             * score the move just below this, to ensure this is second highest priority for search
             * after capture moves.
             */
            if (board.SearchKillers[0, board.Ply] == move)
            {
                list.Moves[list.Count].Score = 900000;
            }
            else if (board.SearchKillers[1, board.Ply] == move)
            {
                list.Moves[list.Count].Score = 800000;
            }
            else
            {
                int from = MoveOperations.FromSq(move);
                int to   = MoveOperations.ToSq(move);
                list.Moves[list.Count].Score = board.SearchHistory[board[from], to];
            }

            list.Count++;
        }
Exemplo n.º 2
0
        // Capture move
        private static void AddWhitePawnCapMove(Board.Board board, int from, int to, int capt,
                                                MoveList list)
        {
            Debug.Assert(Validators.PieceValidEmpty(capt), String.Format("Invalid capture square {0}", capt));
            Debug.Assert(Validators.SqOnBoard(from), String.Format("Invalid from square {0}", from));
            Debug.Assert(Validators.SqOnBoard(to), String.Format("Invalid to square {0}", to));

            // If White pawn promotion.
            if (Conversion.getRanksBrd(from) == (int)Rank.RANK_7)
            {
                MoveGen.AddCaptureMove(board,
                                       MoveOperations.CreateMove(from, to, capt, (int)Piece.wQ, 0),
                                       list);
                MoveGen.AddCaptureMove(board,
                                       MoveOperations.CreateMove(from, to, capt, (int)Piece.wR, 0),
                                       list);
                MoveGen.AddCaptureMove(board,
                                       MoveOperations.CreateMove(from, to, capt, (int)Piece.wB, 0),
                                       list);
                MoveGen.AddCaptureMove(board,
                                       MoveOperations.CreateMove(from, to, capt, (int)Piece.wN, 0),
                                       list);
            }
            else
            {
                MoveGen.AddCaptureMove(board,
                                       MoveOperations.CreateMove(from, to, capt, (int)Piece.EMPTY, 0), list);
            }
        }
Exemplo n.º 3
0
        public static void AddEnPassantMove(Board.Board board, int move, MoveList list)
        {
            Debug.Assert(Validators.SqOnBoard(MoveOperations.FromSq(move)));
            Debug.Assert(Validators.SqOnBoard(MoveOperations.ToSq(move)));

            list.Moves[list.Count].Move  = move;
            list.Moves[list.Count].Score = 105 + 1000000;
            list.Count++;
        }
Exemplo n.º 4
0
        public static void AddCaptureMove(Board.Board board, int move, MoveList list)
        {
            Debug.Assert(Validators.SqOnBoard(MoveOperations.FromSq(move)));
            Debug.Assert(Validators.SqOnBoard(MoveOperations.ToSq(move)));
            Debug.Assert(Validators.PieceValidEmpty(MoveOperations.Captured(move)), String.Format("Invalid piece {0} was captured", MoveOperations.Captured(move)));

            var captured = MoveOperations.Captured(move);
            var attacker = board[MoveOperations.FromSq(move)];

            list.Moves[list.Count].Move  = move;
            list.Moves[list.Count].Score = MvvLva.Scores[captured, attacker] + 1000000;
            list.Count++;
        }
Exemplo n.º 5
0
        public static void TakeMove(Board.Board board)
        {
            Debug.Assert(BoardOperations.CheckBoard(board));

            // Decrement the plys.
            board.HistoryPly--;
            board.Ply--;

            int move = board.History[board.HistoryPly].Move;
            int from = MoveOperations.FromSq(move);
            int to   = MoveOperations.ToSq(move);

            Debug.Assert(Validators.SqOnBoard(from), String.Format("Invalid From Square {0}", Io.SqToString(from)));
            Debug.Assert(Validators.SqOnBoard(to), String.Format("Invalid To Square {0}", Io.SqToString(to)));

            // If there is an EnPas square, hash it out.
            if (board.EnPas != (int)Square.NO_SQ)
            {
                HashEnPas(board);
            }

            HashCastle(board);

            // Reverse relevant board structures.
            board.CastlePerm = board.History[board.HistoryPly].CastlePerm;
            board.FiftyMoves = board.History[board.HistoryPly].FiftyMoves;
            board.EnPas      = board.History[board.HistoryPly].EnPas;

            // If the previous move have an EnPas square set, we need to hash it back in
            if (board.EnPas != (int)Square.NO_SQ)
            {
                HashEnPas(board);
            }
            // Hash the castling back incase it's changed.
            HashCastle(board);
            // Change the side to move back.
            board.Side ^= 1;
            HashSide(board);

            if ((move & MoveOperations.MoveFlagEnPas) != 0)
            {
                if (board.Side == (int)Colour.WHITE)    // If EnPas move we need to add the pawn
                {
                    AddPiece(to - 10, board, (int)Piece.bP);
                }
                else     // Else black
                {
                    AddPiece(to + 10, board, (int)Piece.wP);
                }
            }
            else if ((move & MoveOperations.MoveFlagCastle) != 0)
            {
                // If castle we need to move the rook.
                switch (to)
                {
                case (int)Square.C1:
                    MovePiece((int)Square.D1, (int)Square.A1, board); break;

                case (int)Square.C8:
                    MovePiece((int)Square.D8, (int)Square.A8, board); break;

                case (int)Square.G1:
                    MovePiece((int)Square.F1, (int)Square.H1, board); break;

                case (int)Square.G8:
                    MovePiece((int)Square.F8, (int)Square.H8, board); break;

                default:
                    throw new Exception(
                              "The move is a castling move, but the to square doesn't match any eligible moves");
                }
            }

            // Move the piece back to the original square.
            MovePiece(to, from, board);

            if (Data.IsPieceKing(board[from]))
            {
                board.KingSq[board.Side] = from;
            }

            int captured = MoveOperations.Captured(move);

            if (captured != (int)Piece.EMPTY)
            {
                Debug.Assert(Validators.PieceValid(captured), "Invalid piece captured");

                AddPiece(to, board, captured);
            }

            int promotedPce = MoveOperations.Promoted(move);

            if (promotedPce != (int)Piece.EMPTY)    // If there is a promoted piece
            // A piece cannot be promoted to a pawn.
            {
                Debug.Assert((Validators.PieceValid(promotedPce) || !Data.IsPiecePawn(promotedPce)), String.Format("Promoted piece {0} is invalid. PieceValid returned {1}, and IsPiecePawn returned {2}", (Piece)promotedPce, Validators.PieceValid(promotedPce), Data.IsPiecePawn(promotedPce)));
                ClearPiece(from, board);
                AddPiece(from, board, ((Data.PIECE_COLOURS[promotedPce] == Colour.WHITE) ? (int)Piece.wP : (int)Piece.bP));
            }

            Debug.Assert(BoardOperations.CheckBoard(board));
        }
Exemplo n.º 6
0
        // Possibly not static
        // Returns true if legal move, or false otherwise
        /// <summary>
        /// Makes the input move on the board, if the move is legal.
        /// If illegal, nothing happens and the method returns false.
        /// </summary>
        /// <param name="board"> The board to make the move on </param>
        /// <param name="move"> The move to perform </param>
        public static bool Make_Move(Board.Board board, int move)
        {
            Debug.Assert(BoardOperations.CheckBoard(board), "The CheckBoard method returned false.");

            int from = MoveOperations.FromSq(move);
            int to   = MoveOperations.ToSq(move);
            int side = board.Side;

            Debug.Assert(Validators.SqOnBoard(from), String.Format("Invalid From Square {0}", Io.SqToString(from)));
            Debug.Assert(Validators.SqOnBoard(to), String.Format("Invalid To Square {0}", Io.SqToString(to)));
            Debug.Assert(Validators.SideValid(side), String.Format("Invalid Side with integer value {0}", side));
            Debug.Assert(Validators.PieceValid(board[from]), String.Format("Invalid From Square {0}", Io.SqToString(from)));

            board.History[board.HistoryPly].PosKey = board.PosKey;

            // Now we check for special moves.
            if ((move & MoveOperations.MoveFlagEnPas) != 0)
            {
                if (side == (int)Colour.WHITE)    // If EnPas move we need to kill the pawn
                {
                    ClearPiece(to - 10, board);
                }
                else     // Else black
                {
                    ClearPiece(to + 10, board);
                }
            }
            else if ((move & MoveOperations.MoveFlagCastle) != 0)
            {
                // If castle we need to move the rook.
                switch (to)
                {
                case (int)Square.C1:
                    MovePiece((int)Square.A1, (int)Square.D1, board); break;

                case (int)Square.C8:
                    MovePiece((int)Square.A8, (int)Square.D8, board); break;

                case (int)Square.G1:
                    MovePiece((int)Square.H1, (int)Square.F1, board); break;

                case (int)Square.G8:
                    MovePiece((int)Square.H8, (int)Square.F8, board); break;

                default:
                    throw new Exception(
                              "The move is a castling move, but the to square doesn't match any eligible moves");
                }
            }

            if (board.EnPas != (int)Square.NO_SQ)
            {
                MakeMove.HashEnPas(board);
            }

            MakeMove.HashCastle(board); // POSSIBLE ERROR, MAYBE IT SHOULD BE IN IF STATEMENT ABOVE.

            // Store information in history array.
            board.History[board.HistoryPly].Move       = move;
            board.History[board.HistoryPly].EnPas      = board.EnPas;
            board.History[board.HistoryPly].CastlePerm = board.CastlePerm;
            board.History[board.HistoryPly].FiftyMoves = board.FiftyMoves;

            // Adjust castle permissions if rook or king has moved.
            board.CastlePerm &= MakeMove.castlePerm[from];
            board.CastlePerm &= MakeMove.castlePerm[to];
            board.EnPas       = (int)Square.NO_SQ;

            HashCastle(board);

            int captured = MoveOperations.Captured(move);

            board.FiftyMoves++;

            // If there is a piece captured
            if (captured != (int)Piece.EMPTY)
            {
                // Test if the piece is valid.
                Debug.Assert(Validators.PieceValid(captured), String.Format("Invalid piece ID integer {0}", captured));

                ClearPiece(to, board);
                board.FiftyMoves = 0; // reset 50moves, cuz a piece has been captured.
            }

            board.HistoryPly++;
            board.Ply++;


            if (Data.IsPiecePawn(board[from]))
            {
                board.FiftyMoves = 0; // Reset 50moves, cuz a pawn has moved.
                if ((move & MoveOperations.MoveFlagPawnStart) != 0)
                {
                    if (side == (int)Colour.WHITE)
                    {
                        board.EnPas = from + 10;
                        Debug.Assert(Conversion.getRanksBrd(board.EnPas) == (int)Rank.RANK_3, String.Format("Invalid board state: the enPas square {0} is wrong", Io.SqToString(board.EnPas)));
                    }
                    else
                    {
                        board.EnPas = from - 10;
                        Debug.Assert(Conversion.getRanksBrd(board.EnPas) == (int)Rank.RANK_6, String.Format("Invalid board state: the enPas square {0} is wrong", Io.SqToString(board.EnPas)));
                    }

                    HashEnPas(board);
                }
            }

            MovePiece(from, to, board);

            int promotedPce = MoveOperations.Promoted(move);

            if (promotedPce != (int)Piece.EMPTY)    // If there is a promoted piece
            // A piece cannot be promoted to a pawn.
            {
                Debug.Assert(Validators.PieceValid(promotedPce) && !Data.IsPiecePawn(promotedPce), String.Format("Promoted piece {0} is invalid", (Piece)promotedPce));
                ClearPiece(to, board);
                AddPiece(to, board, promotedPce);
            }

            if (Data.IsPieceKing(board[to]))
            {
                // If piece is king set the KingSQ
                board.KingSq[side] = to;
            }

            // Exclusive or, changes the side from white to black or black to white.
            board.Side ^= 1;
            HashSide(board);

            Debug.Assert(BoardOperations.CheckBoard(board));
            // Make sure that the new king square isn't attacked.
            if (Attack.IsSqAttacked(board.KingSq[side], board.Side, board))
            {
                TakeMove(board);
                return(false);
            }

            return(true);
        }
Exemplo n.º 7
0
        /// <summary>
        /// Generates all available moves for the current position on the board in the parameter MoveList.
        /// If the onlyCaptures parameter is true, it will only generate capture moves.
        /// </summary>
        /// <param name="board"> The current board position </param>
        /// <param name="list"> The MoveList to parse the available moves to. </param>
        /// <param name="onlyCaptures"> True if only generating for captures. </param>
        public static void GenerateAllMoves(Board.Board board, MoveList list, bool onlyCaptures)
        {
            Debug.Assert(BoardOperations.CheckBoard(board));
            list.Count = 0;

            var side  = (Colour)board.Side;
            var piece = side == Colour.WHITE ? (int)Piece.wP : (int)Piece.bP;

            for (var pceNum = 0; pceNum < board.PceNum[piece]; ++pceNum)
            {
                var sq = board.PList[piece, pceNum];
                Debug.Assert(Validators.IsSq(sq), String.Format("Sq {0} is invalid", sq));
                var leftCaptureSq  = side == Colour.WHITE ? sq + 9 : sq - 9;
                var rightCaptureSq = side == Colour.WHITE ? sq + 11 : sq - 11;

                if (!onlyCaptures)
                {
                    var sqInfront = side == Colour.WHITE ? sq + 10 : sq - 10;
                    if (board[sqInfront] == (int)Piece.EMPTY && Validators.SqOnBoard(sqInfront))
                    {
                        if (side == Colour.WHITE)
                        {
                            MoveGen.AddWhitePawnMove(board, sq, sqInfront, list);

                            // Check if the number two square infront of the pawn is empty and that the rank is 2.
                            if (Conversion.getRanksBrd(sq) == (int)Rank.RANK_2 &&
                                board[sq + 20] == (int)Piece.EMPTY)
                            {
                                MoveGen.AddQuietMove(board,
                                                     MoveOperations.CreateMove(sq, sq + 20, (int)Piece.EMPTY,
                                                                               (int)Piece.EMPTY, MoveOperations.MoveFlagPawnStart), list);
                            }
                        }
                        else     // BLACK
                        {
                            MoveGen.AddBlackPawnMove(board, sq, sqInfront, list);

                            // Check if the number two square infront of the pawn is empty and that the rank is 7.
                            if (Conversion.getRanksBrd(sq) == (int)Rank.RANK_7 &&
                                board[sq - 20] == (int)Piece.EMPTY)
                            {
                                MoveGen.AddQuietMove(board,
                                                     MoveOperations.CreateMove(sq, sq - 20, (int)Piece.EMPTY,
                                                                               (int)Piece.EMPTY, MoveOperations.MoveFlagPawnStart), list);
                            }
                        }
                    }
                }

                if (Validators.IsSq(leftCaptureSq) &&
                    Data.PIECE_COLOURS[board[leftCaptureSq]] == (Colour)((int)side ^ 1))
                {
                    if (side == Colour.WHITE)
                    {
                        MoveGen.AddWhitePawnCapMove(board, sq, leftCaptureSq, board[leftCaptureSq],
                                                    list);
                    }
                    else
                    {
                        // BLACK
                        MoveGen.AddBlackPawnCapMove(board, sq, leftCaptureSq, board[leftCaptureSq],
                                                    list);
                    }
                }

                if (Validators.IsSq(rightCaptureSq) &&
                    Data.PIECE_COLOURS[board[rightCaptureSq]] == (Colour)((int)side ^ 1))
                {
                    if (side == Colour.WHITE)
                    {
                        MoveGen.AddWhitePawnCapMove(board, sq, rightCaptureSq,
                                                    board[rightCaptureSq], list);
                    }
                    else
                    {
                        // BLACK
                        MoveGen.AddBlackPawnCapMove(board, sq, rightCaptureSq,
                                                    board[rightCaptureSq], list);
                    }
                }

                if (Validators.IsSq(board.EnPas))
                {
                    if (leftCaptureSq == board.EnPas)
                    {
                        MoveGen.AddEnPassantMove(board, MoveOperations.CreateMove(sq, leftCaptureSq,
                                                                                  (int)Piece.EMPTY
                                                                                  , (int)Piece.EMPTY, MoveOperations.MoveFlagEnPas), list);
                    }
                    else if (rightCaptureSq == board.EnPas)
                    {
                        MoveGen.AddEnPassantMove(board, MoveOperations.CreateMove(sq,
                                                                                  rightCaptureSq, (int)Piece.EMPTY
                                                                                  , (int)Piece.EMPTY, MoveOperations.MoveFlagEnPas), list);
                    }
                }
            }

            // Castling
            if (!onlyCaptures)
            {
                if (side == Colour.WHITE)
                {
                    // If there is White King Castle Permission.
                    if ((board.CastlePerm & (int)Castling.WKCA) != 0)
                    {
                        // Check if squares are empty before we call the less efficient SqAttacked method.
                        var isSqG1F1Empty = board[(int)Square.F1] == (int)Piece.EMPTY && board[
                            (int)Square.G1] == (int)Piece.EMPTY;
                        if (isSqG1F1Empty)
                        {
                            var IsSqE1OrF1NotAtt =
                                !Attack.IsSqAttacked((int)Square.F1, (int)Colour.BLACK, board) &&
                                !Attack.IsSqAttacked((int)Square.E1, (int)Colour.BLACK, board);
                            if (IsSqE1OrF1NotAtt)
                            {
                                MoveGen.AddQuietMove(board,
                                                     MoveOperations.CreateMove((int)Square.E1, (int)Square.G1,
                                                                               (int)Piece.EMPTY, (int)Piece.EMPTY,
                                                                               MoveOperations.MoveFlagCastle), list);
                            }
                        }
                    }

                    // If there is White Queen Castle Permission.
                    if ((board.CastlePerm & (int)Castling.WQCA) != 0)
                    {
                        var isSqB1C1D1Empty = board[(int)Square.B1] == (int)Piece.EMPTY &&
                                              board[(int)Square.C1] == (int)Piece.EMPTY &&
                                              board[(int)Square.D1] == (int)Piece.EMPTY;
                        if (isSqB1C1D1Empty)
                        {
                            var isSqE1OrD1NotAtt =
                                !Attack.IsSqAttacked((int)Square.E1, (int)Colour.BLACK, board) &&
                                !Attack.IsSqAttacked((int)Square.D1, (int)Colour.BLACK, board);
                            if (isSqE1OrD1NotAtt)
                            {
                                MoveGen.AddQuietMove(board,
                                                     MoveOperations.CreateMove((int)Square.E1, (int)Square.C1,
                                                                               (int)Piece.EMPTY, (int)Piece.EMPTY,
                                                                               MoveOperations.MoveFlagCastle), list);
                            }
                        }
                    }
                }
                else
                {
                    // If there is Black King Castle Permission.
                    if ((board.CastlePerm & (int)Castling.BKCA) != 0)
                    {
                        // Check if squares are empty before we call the less efficient SqAttacked method.
                        var isSqG8F8Empty = board[(int)Square.F8] == (int)Piece.EMPTY &&
                                            board[(int)Square.G8] == (int)Piece.EMPTY;
                        if (isSqG8F8Empty)
                        {
                            var isSqE8F8NotAttacked =
                                !Attack.IsSqAttacked((int)Square.E8, (int)Colour.WHITE, board) &&
                                !Attack.IsSqAttacked((int)Square.F8, (int)Colour.WHITE, board);
                            if (isSqE8F8NotAttacked)
                            {
                                MoveGen.AddQuietMove(board,
                                                     MoveOperations.CreateMove((int)Square.E8, (int)Square.G8,
                                                                               (int)Piece.EMPTY, (int)Piece.EMPTY,
                                                                               MoveOperations.MoveFlagCastle), list);
                            }
                        }
                    }

                    // If there is White Queen Castle Permission.
                    if ((board.CastlePerm & (int)Castling.BQCA) != 0)
                    {
                        // Check if squares are empty before we call the less efficient SqAttacked method.
                        var isSqB8C8D8Empty = board[(int)Square.B8] == (int)Piece.EMPTY &&
                                              board[(int)Square.C8] == (int)Piece.EMPTY &&
                                              board[(int)Square.D8] == (int)Piece.EMPTY;

                        if (isSqB8C8D8Empty)
                        {
                            var isSqE8D8NotAttacked =
                                !Attack.IsSqAttacked((int)Square.E8, (int)Colour.WHITE, board) &&
                                !Attack.IsSqAttacked((int)Square.D8, (int)Colour.WHITE, board);
                            if (isSqE8D8NotAttacked)
                            {
                                MoveGen.AddQuietMove(board,
                                                     MoveOperations.CreateMove((int)Square.E8, (int)Square.C8,
                                                                               (int)Piece.EMPTY, (int)Piece.EMPTY,
                                                                               MoveOperations.MoveFlagCastle), list);
                            }
                        }
                    }
                }
            }

            // Loop sliding pieces
            var pceIndex = MoveGen.LOOP_SLIDE_INDEX[board.Side];
            // Increments AFTER it's run
            var pce = MoveGen.LOOP_SLIDE_PCE[pceIndex++];

            while (pce != 0)
            {
                Debug.Assert(Validators.PieceValid(pce),
                             String.Format("You have reached an invalid sliding piece {0}", pce));
                for (var pceNum = 0; pceNum < board.PceNum[pce]; ++pceNum)
                {
                    var sq = board.PList[pce, pceNum];

                    // Square check
                    Debug.Assert(Validators.IsSq(sq), String.Format("Sq {0} is false", sq));

                    for (var index = 0; index < MoveGen.NUM_DIR[pce]; ++index)
                    {
                        var t_sq = sq + MoveGen.PCE_DIR[pce, index];
                        // Check if offboard
                        if (!Validators.SqOnBoard(t_sq))
                        {
                            continue;
                        }

                        while (Validators.SqOnBoard(t_sq))
                        {
                            if (board[t_sq] != (int)Piece.EMPTY)
                            {
                                // 0 EXCLUSIVE OR 1 returns 1 = COLOUR.WHITE
                                // 1 EXCLUSIVE OR 1 returns 0 = COLOUR.BLACK
                                if ((int)Data.PIECE_COLOURS[board[t_sq]] == (board.Side ^ 1))
                                {
                                    AddCaptureMove(board, MoveOperations.CreateMove(sq, t_sq, board[t_sq], (int)Piece.EMPTY, 0), list);
                                }

                                break;
                            }

                            if (!onlyCaptures)
                            {
                                AddQuietMove(board,
                                             MoveOperations.CreateMove(sq, t_sq, (int)Piece.EMPTY,
                                                                       (int)Piece.EMPTY, 0), list);
                            }
                            t_sq += MoveGen.PCE_DIR[pce, index];
                        }
                    }
                }

                pce = MoveGen.LOOP_SLIDE_PCE[pceIndex++];
            }

            // Loop non_sliding pieces
            pceIndex = MoveGen.LOOP_NON_SLIDE_INDEX[board.Side];
            pce      = MoveGen.LOOP_NON_SLIDE_PCE[pceIndex++];

            while (pce != 0)
            {
                Debug.Assert(Validators.PieceValid(pce), String.Format("You have reached an invalid sliding piece {0}", pce));

                for (var pceNum = 0; pceNum < board.PceNum[pce]; ++pceNum)
                {
                    var sq = board.PList[pce, pceNum];

                    // Square check
                    Debug.Assert(Validators.IsSq(sq), String.Format("Sq {0} is invalid", sq));

                    for (var index = 0; index < MoveGen.NUM_DIR[pce]; ++index)
                    {
                        var t_sq = sq + MoveGen.PCE_DIR[pce, index];

                        // Check if offboard
                        if (!Validators.SqOnBoard(t_sq))
                        {
                            continue;
                        }

                        if (board[t_sq] != (int)Piece.EMPTY)
                        {
                            // 0 EXCLUSIVE OR 1 returns 1 = COLOUR.WHITE
                            // 1 EXCLUSIVE OR 1 returns 0 = COLOUR.BLACK
                            if ((int)Data.PIECE_COLOURS[board[t_sq]] == (board.Side ^ 1))
                            {
                                AddCaptureMove(board, MoveOperations.CreateMove(sq, t_sq, board[t_sq], (int)Piece.EMPTY, 0), list);
                            }

                            continue;
                        }

                        if (!onlyCaptures)
                        {
                            AddQuietMove(board,
                                         MoveOperations.CreateMove(sq, t_sq, (int)Piece.EMPTY,
                                                                   (int)Piece.EMPTY, 0), list);
                        }
                    }
                }


                pce = MoveGen.LOOP_NON_SLIDE_PCE[pceIndex++];
            }
        }