示例#1
0
        private static void GenerateQuietMoves(this IPosition pos, MoveList moves, Emgf flags)
        {
            var currentSide = pos.State.SideToMove;
            var up          = currentSide == PlayerExtensions.White ? EDirection.North : EDirection.South;
            var notOccupied = ~pos.Pieces();
            var pushed      = (pos.Pieces(EPieceType.Pawn, currentSide) & ~currentSide.Rank7()).Shift(up) & notOccupied;

            pos.AddPawnMoves(moves, pushed, currentSide.PawnPushDistance(), EMoveType.Quiet, flags);

            pushed &= currentSide.Rank3();
            pos.AddPawnMoves(moves, pushed.Shift(up) & notOccupied, currentSide.PawnDoublePushDistance(), EMoveType.Doublepush, flags);

            pos.AddMoves(moves, notOccupied, flags);

            if (pos.InCheck)
            {
                return;
            }

            for (var castleType = ECastleling.Short; castleType < ECastleling.CastleNb; castleType++)
            {
                if (pos.CanCastle(castleType))
                {
                    pos.AddCastleMove(moves, pos.GetKingCastleFrom(currentSide, castleType), castleType.GetKingCastleTo(currentSide), flags);
                }
            }
        }
示例#2
0
        private static void GenerateCapturesAndPromotions(this IPosition pos, MoveList moves, Emgf flags)
        {
            var currentSide    = pos.State.SideToMove;
            var them           = ~currentSide;
            var occupiedByThem = pos.OccupiedBySide[them.Side];

            var(northEast, northWest) = currentSide.GetPawnAttackDirections();

            var pawns = pos.Pieces(EPieceType.Pawn, currentSide);

            pos.AddPawnMoves(moves, currentSide.PawnPush(pawns & currentSide.Rank7()) & ~pos.Pieces(), currentSide.PawnPushDistance(), EMoveType.Quiet, flags);
            pos.AddPawnMoves(moves, pawns.Shift(northEast) & occupiedByThem, currentSide.PawnWestAttackDistance(), EMoveType.Capture, flags);
            pos.AddPawnMoves(moves, pawns.Shift(northWest) & occupiedByThem, currentSide.PawnEastAttackDistance(), EMoveType.Capture, flags);

            if (pos.State.EnPassantSquare != ESquare.none)
            {
                pos.AddPawnMoves(moves, pawns.Shift(northEast) & pos.State.EnPassantSquare, currentSide.PawnWestAttackDistance(), EMoveType.Epcapture, flags);
                pos.AddPawnMoves(moves, pawns.Shift(northWest) & pos.State.EnPassantSquare, currentSide.PawnEastAttackDistance(), EMoveType.Epcapture, flags);
            }

            pos.AddMoves(moves, occupiedByThem, flags);
        }