Пример #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++;
        }
Пример #2
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++;
        }
Пример #3
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++;
        }
Пример #4
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));
        }
Пример #5
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);
        }