Пример #1
0
        private static void generate_castle(
            int Side,
            bool Checks,
            Position pos,
            MoveStack[] ms,
            ref int mpos,
            int us)
        {
            if (pos.castle_impeded(us, Side) || (pos.can_castle_CR(Utils.make_castle_right(us, Side)) == 0))
            {
                return;
            }

            // After castling, the rook and king final positions are the same in Chess960
            // as they would be in standard chess.
            var kfrom = pos.king_square(us);
            var rfrom = pos.castle_rook_square(us, Side);
            var kto = Utils.relative_square(us, Side == CastlingSideC.KING_SIDE ? SquareC.SQ_G1 : SquareC.SQ_C1);

            var enemies = pos.pieces_C(us ^ 1);

            Debug.Assert(!pos.in_check());

            int K = pos.chess960 ? kto > kfrom ? -1 : 1 : Side == CastlingSideC.KING_SIDE ? -1 : 1;
            
            for (Square s = kto; s != kfrom; s += (Square)K)
            {
                if ((pos.attackers_to(s) & enemies) != 0)
                {
                    return;
                }
            }

            // Because we generate only legal castling moves we need to verify that
            // when moving the castling rook we do not discover some hidden checker.
            // For instance an enemy queen in SQ_A1 when castling rook is in SQ_B1.
            if (pos.chess960 && ((pos.attackers_to(kto, Utils.xor_bit(pos.occupied_squares, rfrom)) & enemies) != 0))
            {
                return;
            }

            var m = Utils.make(kfrom, rfrom, MoveTypeC.CASTLING);

            if (Checks)
            {
                var ci = CheckInfoBroker.GetObject();
                ci.CreateCheckInfo(pos);
                var givesCheck = pos.move_gives_check(m, ci);
                CheckInfoBroker.Free();
                if (!givesCheck)
                {
                    return;
                }
            }

            ms[mpos++].move = m;
        }
Пример #2
0
        private static void generate_castle(CastlingSide Side, bool OnlyChecks, Position pos, MoveStack[] ms, ref int mpos, Color us)
        {
            if (pos.castle_impeded(us, Side) || (pos.can_castle_CR(Utils.make_castle_right(us, Side))==0) )
                return;

            // After castling, the rook and king final positions are the same in Chess960
            // as they would be in standard chess.
            Square kfrom = pos.king_square(us);
            Square rfrom = pos.castle_rook_square(us, Side);
            Square kto = Utils.relative_square(us, Side == CastlingSideC.KING_SIDE ? SquareC.SQ_G1 : SquareC.SQ_C1);

            Bitboard enemies = pos.pieces_C(us ^ 1);

            Debug.Assert(!pos.in_check());

            for (Square s = Math.Min(kfrom, kto), e = Math.Max(kfrom, kto); s <= e; s++)
                if (s != kfrom // We are not in check
                    && ((pos.attackers_to(s) & enemies) != 0))
                    return;

            // Because we generate only legal castling moves we need to verify that
            // when moving the castling rook we do not discover some hidden checker.
            // For instance an enemy queen in SQ_A1 when castling rook is in SQ_B1.
            if (pos.chess960
                && ((pos.attackers_to(kto, Utils.xor_bit(pos.occupied_squares, rfrom)) & enemies) != 0))
                return;

            Move m = Utils.make_castle(kfrom, rfrom);

            if (OnlyChecks)
            {
                CheckInfo ci = CheckInfoBroker.GetObject();
                ci.CreateCheckInfo(pos);
                bool givesCheck = pos.move_gives_check(m, ci);
                CheckInfoBroker.Free();
                if (!givesCheck) return;
            }

            ms[mpos++].move = m;
        }