public static int GetLoudMoves(BoardState boardState, Span <Move> moves, int offset, ulong evasionMask) { var color = boardState.ColorToMove; var enemyColor = ColorOperations.Invert(color); var bishops = boardState.Pieces[color][Piece.Bishop]; while (bishops != 0) { var piece = BitOperations.GetLsb(bishops); bishops = BitOperations.PopLsb(bishops); var from = BitOperations.BitScan(piece); var availableMoves = BishopMovesGenerator.GetMoves(boardState.OccupancySummary, from) & boardState.Occupancy[enemyColor]; availableMoves &= evasionMask; while (availableMoves != 0) { var field = BitOperations.GetLsb(availableMoves); var fieldIndex = BitOperations.BitScan(field); availableMoves = BitOperations.PopLsb(availableMoves); moves[offset++] = new Move(from, fieldIndex, MoveFlags.Capture); } } return(offset); }
public static int GetMobility(BoardState boardState, int color, ref ulong fieldsAttackedByColor) { var centerMobility = 0; var extendedCenterMobility = 0; var outsideMobility = 0; var bishops = boardState.Pieces[color][Piece.Bishop]; while (bishops != 0) { var piece = BitOperations.GetLsb(bishops); bishops = BitOperations.PopLsb(bishops); var from = BitOperations.BitScan(piece); var availableMoves = BishopMovesGenerator.GetMoves(boardState.OccupancySummary, from); centerMobility += (int)BitOperations.Count(availableMoves & EvaluationConstants.Center); extendedCenterMobility += (int)BitOperations.Count(availableMoves & EvaluationConstants.ExtendedCenter); outsideMobility += (int)BitOperations.Count(availableMoves & EvaluationConstants.Outside); fieldsAttackedByColor |= availableMoves; } return(EvaluationConstants.CenterMobilityModifier * centerMobility + EvaluationConstants.ExtendedCenterMobilityModifier * extendedCenterMobility + EvaluationConstants.OutsideMobilityModifier * outsideMobility); }
public byte GetAttackingPiecesWithColor(int color, int fieldIndex) { byte result = 0; var jumpAttacks = KnightMovesGenerator.GetMoves(fieldIndex); var attackingKnights = jumpAttacks & Pieces[color][Piece.Knight]; var attackingKnightsCount = BitOperations.Count(attackingKnights); if (attackingKnightsCount != 0) { result |= (byte)((attackingKnightsCount == 1 ? 1 : 3) << SeePiece.Knight1); } var diagonalAttacks = BishopMovesGenerator.GetMoves(OccupancySummary, fieldIndex) & Occupancy[color]; var attackingBishops = diagonalAttacks & Pieces[color][Piece.Bishop]; if (attackingBishops != 0) { result |= 1 << SeePiece.Bishop; } var occupancyWithoutFileRankPieces = OccupancySummary & ~Pieces[color][Piece.Rook] & ~Pieces[color][Piece.Queen]; var fileRankAttacks = RookMovesGenerator.GetMoves(occupancyWithoutFileRankPieces, fieldIndex) & Occupancy[color]; var attackingRooks = fileRankAttacks & Pieces[color][Piece.Rook]; var attackingRooksCount = BitOperations.Count(attackingRooks); if (attackingRooksCount != 0) { result |= (byte)((attackingRooksCount == 1 ? 1 : 3) << SeePiece.Rook1); } var attackingQueens = (fileRankAttacks | diagonalAttacks) & Pieces[color][Piece.Queen]; if (attackingQueens != 0) { result |= 1 << SeePiece.Queen; } var boxAttacks = KingMovesGenerator.GetMoves(fieldIndex); var attackingKings = boxAttacks & Pieces[color][Piece.King]; if (attackingKings != 0) { result |= 1 << SeePiece.King; } var field = 1ul << fieldIndex; var potentialPawns = boxAttacks & Pieces[color][Piece.Pawn]; var attackingPawns = color == Color.White ? field & ((potentialPawns << 7) | (potentialPawns << 9)) : field & ((potentialPawns >> 7) | (potentialPawns >> 9)); if (attackingPawns != 0) { result |= 1 << SeePiece.Pawn; } return(result); }
/// <summary> /// Calculates available moves. /// </summary> /// <param name="generatorParameters">The generator parameters.</param> private void CalculateAvailableMoves(GeneratorParameters generatorParameters) { PawnMovesGenerator.Generate(generatorParameters); KnightMovesGenerator.Generate(generatorParameters); KingMovesGenerator.Generate(generatorParameters); RookMovesGenerator.Generate(PieceType.Rook, generatorParameters); BishopMovesGenerator.Generate(PieceType.Bishop, generatorParameters); RookMovesGenerator.Generate(PieceType.Queen, generatorParameters); BishopMovesGenerator.Generate(PieceType.Queen, generatorParameters); }
public bool IsFieldAttacked(int color, int fieldIndex) { var enemyColor = ColorOperations.Invert(color); var fileRankAttacks = RookMovesGenerator.GetMoves(OccupancySummary, fieldIndex) & Occupancy[enemyColor]; var attackingRooks = fileRankAttacks & (Pieces[enemyColor][Piece.Rook] | Pieces[enemyColor][Piece.Queen]); if (attackingRooks != 0) { return(true); } var diagonalAttacks = BishopMovesGenerator.GetMoves(OccupancySummary, fieldIndex) & Occupancy[enemyColor]; var attackingBishops = diagonalAttacks & (Pieces[enemyColor][Piece.Bishop] | Pieces[enemyColor][Piece.Queen]); if (attackingBishops != 0) { return(true); } var jumpAttacks = KnightMovesGenerator.GetMoves(fieldIndex); var attackingKnights = jumpAttacks & Pieces[enemyColor][Piece.Knight]; if (attackingKnights != 0) { return(true); } var boxAttacks = KingMovesGenerator.GetMoves(fieldIndex); var attackingKings = boxAttacks & Pieces[enemyColor][Piece.King]; if (attackingKings != 0) { return(true); } var field = 1ul << fieldIndex; var potentialPawns = boxAttacks & Pieces[enemyColor][Piece.Pawn]; var attackingPawns = color == Color.White ? field & ((potentialPawns >> 7) | (potentialPawns >> 9)) : field & ((potentialPawns << 7) | (potentialPawns << 9)); if (attackingPawns != 0) { return(true); } return(false); }
public static bool IsMoveLegal(BoardState boardState, Move move) { var enemyColor = ColorOperations.Invert(boardState.ColorToMove); var availableMoves = BishopMovesGenerator.GetMoves(boardState.OccupancySummary, move.From); var toField = 1ul << move.To; if (move.IsSinglePush() && (availableMoves & toField) != 0 && (boardState.OccupancySummary & toField) == 0) { return(true); } if (move.IsCapture() && (availableMoves & toField) != 0 && (boardState.Occupancy[enemyColor] & toField) != 0) { return(true); } return(false); }