private static void AddPawnMoves(this IPosition pos, MoveList moves, BitBoard targetSquares, Direction direction, EMoveType type, Emgf flags) { if (targetSquares.Empty()) { return; } var stm = pos.State.SideToMove; var piece = EPieceType.Pawn.MakePiece(stm); var promotionRank = stm.PromotionRank(); var promotionSquares = targetSquares & promotionRank; var nonPromotionSquares = targetSquares & ~promotionRank; while (nonPromotionSquares) { var to = nonPromotionSquares.Lsb(); var from = to - direction; pos.AddMove(moves, piece, from, to, PieceExtensions.EmptyPiece, flags, type); BitBoards.ResetLsb(ref nonPromotionSquares); } type |= EMoveType.Promotion; if (flags.HasFlagFast(Emgf.Queenpromotion)) { var sqTo = promotionSquares.Lsb(); var sqFrom = sqTo - direction; pos.AddMove(moves, piece, sqFrom, sqTo, EPieceType.Queen.MakePiece(stm), flags, type); BitBoards.ResetLsb(ref promotionSquares); } else { while (promotionSquares) { var sqTo = promotionSquares.Lsb(); var sqFrom = sqTo - direction; for (var promotedPiece = EPieceType.Queen; promotedPiece >= EPieceType.Knight; promotedPiece--) { pos.AddMove(moves, piece, sqFrom, sqTo, promotedPiece.MakePiece(stm), flags, type); } BitBoards.ResetLsb(ref promotionSquares); } } }
/// <summary> /// Iterates through the piece types and generates moves based on their attacks. /// It does not contain any checks for moves that are invalid, as the leaf methods /// contains implicit denial of move generation if the target bitboard is empty. /// </summary> /// <param name="moves">The move list to add potential moves to.</param> /// <param name="targetSquares">The target squares to move to</param> private static void AddMoves(this IPosition pos, MoveList moves, BitBoard targetSquares, Emgf flags) { var c = pos.State.SideToMove; var occupied = pos.Pieces(); for (var pt = EPieceType.Knight; pt <= EPieceType.King; ++pt) { var pc = pt.MakePiece(c); var pieces = pos.Pieces(pc); while (pieces) { var from = pieces.Lsb(); pos.AddMoves(moves, pc, from, from.GetAttacks(pt, occupied) & targetSquares, flags); BitBoards.ResetLsb(ref pieces); } } }
private static void AddMoves(this IPosition pos, MoveList moves, Piece piece, Square from, BitBoard attacks, Emgf flags) { var target = pos.Pieces(~pos.State.SideToMove) & attacks; while (target) { var to = target.Lsb(); pos.AddMove(moves, piece, from, to, PieceExtensions.EmptyPiece, flags, EMoveType.Capture); BitBoards.ResetLsb(ref target); } target = ~pos.Pieces() & attacks; while (target) { var to = target.Lsb(); pos.AddMove(moves, piece, from, to, PieceExtensions.EmptyPiece, flags); BitBoards.ResetLsb(ref target); } }
/// <summary> /// Apply a FEN string board setup to the board structure. /// </summary> /// <param name="fenString">The string to set</param> /// <param name="validate">If true, the fen string is validated, otherwise not</param> /// <returns> /// 0 = all ok. /// -1 = Error in piece file layout parsing /// -2 = Error in piece rank layout parsing /// -3 = Unknown piece detected /// -4 = Error while parsing moving side /// -5 = Error while parsing castleling /// -6 = Error while parsing en-passant square /// -9 = FEN length exceeding maximum /// </returns> public FenError SetFen(FenData fen, bool validate = false) { if (validate) { Fen.Fen.Validate(fen.Fen.ToString()); } // correctly clear all pieces and invoke possible notification(s) var bb = Occupied; while (bb) { var square = bb.Lsb(); Position.RemovePiece(square, Position.BoardLayout[square.AsInt()]); BitBoards.ResetLsb(ref bb); } var chunk = fen.Chunk(); if (chunk.IsEmpty) { return(new FenError()); } var f = 1; // file (column) var r = 8; // rank (row) Player player; foreach (var c in chunk) { if (char.IsDigit(c)) { f += c - '0'; if (f > 9) { return(new FenError(-1, fen.Index)); } } else if (c == '/') { if (f != 9) { return(new FenError(-2, fen.Index)); } r--; f = 1; } else { var pieceIndex = PieceExtensions.PieceChars.IndexOf(c); if (pieceIndex == -1) { return(new FenError(-3, fen.Index)); } player = char.IsLower(PieceExtensions.PieceChars[pieceIndex]); var square = new Square(r - 1, f - 1); AddPiece(square, player, (EPieceType)pieceIndex); f++; } } // player chunk = fen.Chunk(); if (chunk.IsEmpty || chunk.Length != 1) { return(new FenError(-3, fen.Index)); } player = (chunk[0] != 'w').ToInt(); // castleling chunk = fen.Chunk(); if (!SetupCastleling(chunk)) { return(new FenError(-5, fen.Index)); } // en-passant chunk = fen.Chunk(); if (chunk.Length == 1 || chunk[0] == '-' || !chunk[0].InBetween('a', 'h')) { State.EnPassantSquare = ESquare.none; } else { State.EnPassantSquare = chunk[1].InBetween('3', '6') ? ESquare.none : new Square(chunk[1] - '1', chunk[0] - 'a').Value; } // move number chunk = fen.Chunk(); var moveNum = 0; var halfMoveNum = 0; if (!chunk.IsEmpty) { chunk.ToIntegral(out halfMoveNum); // half move number chunk = fen.Chunk(); chunk.ToIntegral(out moveNum); if (moveNum > 0) { moveNum--; } } PositionIndex = PositionStart = moveNum; Position.State = _stateList[PositionIndex]; State.ReversibleHalfMoveCount = halfMoveNum; State.SideToMove = player; if (player.IsBlack()) { State.Key ^= Zobrist.GetZobristSide(); State.PawnStructureKey ^= Zobrist.GetZobristSide(); } State.Key ^= State.CastlelingRights.GetZobristCastleling(); if (State.EnPassantSquare != ESquare.none) { State.Key ^= State.EnPassantSquare.File().GetZobristEnPessant(); } Position.InCheck = Position.IsAttacked(Position.GetPieceSquare(EPieceType.King, player), ~player); return(0); }