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board.go
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board.go
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package chesskimo
import (
"fmt"
"strconv"
)
// Board contains all information for a chess board state, including the board itself as 0x88 board.
//
// +------------------------+
// 8 |70 71 72 73 74 75 76 77 | 78 79 7a 7b 7c 7d 7e 7f
// 7 |60 61 62 63 64 65 66 67 | 68 69 6a 6b 6c 6d 6e 6f
// 6 |50 51 52 53 54 55 56 57 | 58 59 5a 5b 5c 5d 5e 5f
// 5 |40 41 42 43 44 45 46 47 | 48 49 4a 4b 4c 4d 4e 4f
// 4 |30 31 32 33 34 35 36 37 | 38 39 3a 3b 3c 3d 3e 3f
// 3 |20 21 22 23 24 25 26 27 | 28 29 2a 2b 2c 2d 2e 2f
// 2 |10 11 12 13 14 15 16 17 | 18 19 1a 1b 1c 1d 1e 1f
// 1 | 0 1 2 3 4 5 6 7 | 8 9 a b c d e f
// +------------------------+
// a b c d e f g h
//
// All indexes shown are in HEX. The left board represents the actual playing board, whereas there right board
// is for detection of illegal moves without heavy conditional usage.
type Board struct {
Squares [64 * 2]Piece
CastleShort [2]bool
CastleLong [2]bool
MoveNumber uint16
DrawCounter uint16
CheckInfo Square
EpSquare Square
Player Color
Kings [2]Square
Sliders [2]PieceList
Queens [2]PieceList
Rooks [2]PieceList
Bishops [2]PieceList
Knights [2]PieceList
Pawns [2]PieceList
}
const (
CHECK_NONE = OTB
CHECK_DOUBLE_CHECK = 0x0F // Is also off the board but used as double check value.
CHECK_CHECKMATE = 0x1F
)
var (
// Lookup0x88 maps the indexes of a 8x8 MinBoard to the 0x88 board indexes.
Lookup0x88 = [64]Square{
0x00, 0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07,
0x10, 0x11, 0x12, 0x13, 0x14, 0x15, 0x16, 0x17,
0x20, 0x21, 0x22, 0x23, 0x24, 0x25, 0x26, 0x27,
0x30, 0x31, 0x32, 0x33, 0x34, 0x35, 0x36, 0x37,
0x40, 0x41, 0x42, 0x43, 0x44, 0x45, 0x46, 0x47,
0x50, 0x51, 0x52, 0x53, 0x54, 0x55, 0x56, 0x57,
0x60, 0x61, 0x62, 0x63, 0x64, 0x65, 0x66, 0x67,
0x70, 0x71, 0x72, 0x73, 0x74, 0x75, 0x76, 0x77,
}
SQUARE_DIFFS = [240]Piece{}
DIFF_DIRS = [240]int8{}
)
func init() {
populateDiffMaps()
}
func populateDiffMaps() {
diffdir := int8(0)
for _, from := range Lookup0x88 {
for _, to := range Lookup0x88 {
diff := uint8(0x77 + (int8(from) - int8(to)))
pbits := Piece(0) // Resulting bitset.
// Test if diff is a possible move for all types of pieces.
// kings:
for _, dir := range KING_DIRS {
target := Square(int8(from) + dir)
if target == to {
pbits |= KING
break
}
}
// diagonal sliders:
for _, dir := range DIAGONAL_DIRS {
for steps := int8(1); ; steps++ {
target := Square(int8(from) + steps*dir)
target.Flip()
if !target.OnBoard() {
// We left the board -> next dir.
break
}
if target == to {
diffdir = dir
// Can be reachedby queens and bishops (diagonally).
pbits |= BISHOP | QUEEN
// The goto acts as a double break.
// Skipping orthos and knights.
goto INSPECTION_FINISHED
}
}
}
// orthogonal sliders:
for _, dir := range ORTHOGONAL_DIRS {
for steps := int8(1); ; steps++ {
target := Square(int8(from) + steps*dir)
if !target.OnBoard() {
// We left the board -> next dir.
break
}
if target == to {
diffdir = dir
// Can be reachedby queens and bishops (diagonally).
pbits |= ROOK | QUEEN
// The goto acts as a double break.
// Skipping knights.
goto INSPECTION_FINISHED
}
}
}
// knights:
for _, dir := range KNIGHT_DIRS {
target := Square(int8(from) + dir)
if target == to {
diffdir = dir
pbits |= KNIGHT
break
}
}
INSPECTION_FINISHED:
DIFF_DIRS[diff] = diffdir
SQUARE_DIFFS[diff] = pbits
}
}
}
func NewBoard() Board {
b := Board{}
b.Kings = [2]Square{OTB, OTB}
b.Sliders = [2]PieceList{NewPieceList()}
b.Queens = [2]PieceList{NewPieceList()}
b.Rooks = [2]PieceList{NewPieceList()}
b.Bishops = [2]PieceList{NewPieceList()}
b.Knights = [2]PieceList{NewPieceList()}
b.Pawns = [2]PieceList{NewPieceList()}
b.CheckInfo = CHECK_NONE
b.SetStartingPosition()
return b
}
// SetStartingPosition sets the starting position of a default chess game via FEN code.
func (b *Board) SetStartingPosition() {
err := b.SetFEN("rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1")
if err != nil {
panic(err)
}
}
// SetFEN sets a chess position from a 'FEN' string. This function is expensive
// in terms of computation time. It should only be used in non performance critical
// code such as setting up states etc.
func (b *Board) SetFEN(fenstr string) error {
mb, err := ParseFEN(fenstr)
if err != nil {
return err
}
for color := BLACK; color <= WHITE; color++ {
b.Sliders[color].Clear()
b.Queens[color].Clear()
b.Rooks[color].Clear()
b.Bishops[color].Clear()
b.Knights[color].Clear()
b.Pawns[color].Clear()
}
// No error encountered -> set all members of the board instance.
b.MoveNumber = mb.MoveNum
b.DrawCounter = mb.HalfMoves
if mb.EpSquare != OTB {
b.EpSquare = Lookup0x88[mb.EpSquare]
} else {
b.EpSquare = OTB
}
b.CastleShort = mb.CastleShort
b.CastleLong = mb.CastleLong
b.Player = mb.Color
for idx, piece := range mb.Squares {
sq := Lookup0x88[idx]
b.Squares[sq] = piece
switch piece {
case WKING:
b.Kings[WHITE] = sq
case BKING:
b.Kings[BLACK] = sq
case WQUEEN:
b.Queens[WHITE].Add(sq)
b.Sliders[WHITE].Add(sq)
case BQUEEN:
b.Queens[BLACK].Add(sq)
b.Sliders[BLACK].Add(sq)
case WROOK:
b.Rooks[WHITE].Add(sq)
b.Sliders[WHITE].Add(sq)
case BROOK:
b.Rooks[BLACK].Add(sq)
b.Sliders[BLACK].Add(sq)
case WBISHOP:
b.Bishops[WHITE].Add(sq)
b.Sliders[WHITE].Add(sq)
case BBISHOP:
b.Bishops[BLACK].Add(sq)
b.Sliders[BLACK].Add(sq)
case WKNIGHT:
b.Knights[WHITE].Add(sq)
case BKNIGHT:
b.Knights[BLACK].Add(sq)
case WPAWN:
b.Pawns[WHITE].Add(sq)
case BPAWN:
b.Pawns[BLACK].Add(sq)
}
}
// Set info board and find possible checks.
b.DetectChecksAndPins(b.Player)
return nil
}
func (b *Board) clearMetaInfo() {
b.CheckInfo = CHECK_NONE
// Manually unrolled loop. Ugly but MUCH faster than looping over the index lookup
// or counting up the right side board indexes with (i + 1) | 0x8.
b.Squares[0x8] = INFO_NONE
b.Squares[0x9] = INFO_NONE
b.Squares[0xa] = INFO_NONE
b.Squares[0xb] = INFO_NONE
b.Squares[0xc] = INFO_NONE
b.Squares[0xd] = INFO_NONE
b.Squares[0xe] = INFO_NONE
b.Squares[0xf] = INFO_NONE
b.Squares[0x18] = INFO_NONE
b.Squares[0x19] = INFO_NONE
b.Squares[0x1a] = INFO_NONE
b.Squares[0x1b] = INFO_NONE
b.Squares[0x1c] = INFO_NONE
b.Squares[0x1d] = INFO_NONE
b.Squares[0x1e] = INFO_NONE
b.Squares[0x1f] = INFO_NONE
b.Squares[0x28] = INFO_NONE
b.Squares[0x29] = INFO_NONE
b.Squares[0x2a] = INFO_NONE
b.Squares[0x2b] = INFO_NONE
b.Squares[0x2c] = INFO_NONE
b.Squares[0x2d] = INFO_NONE
b.Squares[0x2e] = INFO_NONE
b.Squares[0x2f] = INFO_NONE
b.Squares[0x38] = INFO_NONE
b.Squares[0x39] = INFO_NONE
b.Squares[0x3a] = INFO_NONE
b.Squares[0x3b] = INFO_NONE
b.Squares[0x3c] = INFO_NONE
b.Squares[0x3d] = INFO_NONE
b.Squares[0x3e] = INFO_NONE
b.Squares[0x3f] = INFO_NONE
b.Squares[0x48] = INFO_NONE
b.Squares[0x49] = INFO_NONE
b.Squares[0x4a] = INFO_NONE
b.Squares[0x4b] = INFO_NONE
b.Squares[0x4c] = INFO_NONE
b.Squares[0x4d] = INFO_NONE
b.Squares[0x4e] = INFO_NONE
b.Squares[0x4f] = INFO_NONE
b.Squares[0x58] = INFO_NONE
b.Squares[0x59] = INFO_NONE
b.Squares[0x5a] = INFO_NONE
b.Squares[0x5b] = INFO_NONE
b.Squares[0x5c] = INFO_NONE
b.Squares[0x5d] = INFO_NONE
b.Squares[0x5e] = INFO_NONE
b.Squares[0x5f] = INFO_NONE
b.Squares[0x68] = INFO_NONE
b.Squares[0x69] = INFO_NONE
b.Squares[0x6a] = INFO_NONE
b.Squares[0x6b] = INFO_NONE
b.Squares[0x6c] = INFO_NONE
b.Squares[0x6d] = INFO_NONE
b.Squares[0x6e] = INFO_NONE
b.Squares[0x6f] = INFO_NONE
b.Squares[0x78] = INFO_NONE
b.Squares[0x79] = INFO_NONE
b.Squares[0x7a] = INFO_NONE
b.Squares[0x7b] = INFO_NONE
b.Squares[0x7c] = INFO_NONE
b.Squares[0x7d] = INFO_NONE
b.Squares[0x7e] = INFO_NONE
b.Squares[0x7f] = INFO_NONE
}
//func (b *Board) Result(mlist *MoveList) State {
//}
// MakeLegalMove expects a legal move and applies it to the board.
func (b *Board) MakeLegalMove(m BitMove) {
from, to, promo := m.All()
oppColor := b.Player.Flip()
// Detect piece type and target piece
ptype := b.Squares[from] & PIECE_MASK
tpiece := b.Squares[to]
// Test if it is a capture.
if !tpiece.IsEmpty() {
if tpiece.Contains(KING) {
panic("\n" + b.InfoBoardString() + "\n" + b.String() + "\nfor move:" + m.MiniNotation() + "\n")
}
// Remove captured piece from the board.
b.removePiece(to)
// If capture captures a rook disable that side for castling.
// TODO this could be realized differently:
// check castling squares for specific values.. add one for rook.
if to == CASTLING_ROOK_SHORT[oppColor] {
b.CastleShort[oppColor] = false
} else if to == CASTLING_ROOK_LONG[oppColor] {
b.CastleLong[oppColor] = false
}
} else if ptype == PAWN && to == b.EpSquare { // Is it an e.p. capture?
capSq := Square(int8(to) + PAWN_PUSH_DIRS[oppColor])
b.removePiece(capSq)
}
// Now make the actual move on the board.
b.Squares[to], b.Squares[from] = b.Squares[from], EMPTY
// Remove any possible e.p. squares.
b.EpSquare = OTB
// Make move in piece list and do special move things.
switch ptype {
case PAWN:
if from.CreatesEnPassent(to) {
b.EpSquare = Square(int8(from) + PAWN_PUSH_DIRS[b.Player])
}
if promo != NONE {
b.Pawns[b.Player].Remove(from)
b.addPiece(to, promo|b.Player)
} else {
b.Pawns[b.Player].Move(from, to)
}
case KNIGHT:
b.Knights[b.Player].Move(from, to)
case BISHOP:
b.Bishops[b.Player].Move(from, to)
b.Sliders[b.Player].Move(from, to)
case ROOK:
if from == CASTLING_ROOK_SHORT[b.Player] {
b.CastleShort[b.Player] = false
} else if from == CASTLING_ROOK_LONG[b.Player] {
b.CastleLong[b.Player] = false
}
b.Rooks[b.Player].Move(from, to)
b.Sliders[b.Player].Move(from, to)
case QUEEN:
b.Queens[b.Player].Move(from, to)
b.Sliders[b.Player].Move(from, to)
case KING:
b.Kings[b.Player] = to
b.CastleShort[b.Player] = false
b.CastleLong[b.Player] = false
shortCastle := (from == CASTLING_DETECT_SHORT[b.Player][0]) && (to == CASTLING_DETECT_SHORT[b.Player][1])
longCastle := (from == CASTLING_DETECT_LONG[b.Player][0]) && (to == CASTLING_DETECT_LONG[b.Player][1])
// Let's teleport the rook, if the move is castling.
if shortCastle {
rookFrom := CASTLING_ROOK_SHORT[b.Player]
rookTo := CASTLING_PATH_SHORT[b.Player][0]
b.Squares[rookTo], b.Squares[rookFrom] = ROOK|b.Player, EMPTY
b.Rooks[b.Player].Move(rookFrom, rookTo)
b.Sliders[b.Player].Move(rookFrom, rookTo)
} else if longCastle {
rookFrom := CASTLING_ROOK_LONG[b.Player]
rookTo := CASTLING_PATH_LONG[b.Player][0]
b.Squares[rookTo], b.Squares[rookFrom] = ROOK|b.Player, EMPTY
b.Rooks[b.Player].Move(rookFrom, rookTo)
b.Sliders[b.Player].Move(rookFrom, rookTo)
}
default:
// This should not happen..
panic("Board.MakeLegalMove: " + fmt.Sprintf("%v", m))
}
b.Player = b.Player.Flip()
b.MoveNumber++
// TODO half draw counter
}
// TODO (improvement) -> introduce movePiece function..
func (b *Board) addPiece(sq Square, piece Piece) {
b.Squares[sq] = piece
ptype := piece & PIECE_MASK
color := piece.PieceColor()
switch ptype {
case PAWN:
b.Pawns[color].Add(sq)
case KNIGHT:
b.Knights[color].Add(sq)
case BISHOP:
b.Bishops[color].Add(sq)
b.Sliders[color].Add(sq)
case ROOK:
b.Rooks[color].Add(sq)
b.Sliders[color].Add(sq)
case QUEEN:
b.Queens[color].Add(sq)
b.Sliders[color].Add(sq)
default:
// This should not happen..
panic("Board.addPiece: " + fmt.Sprintf("%s %s", PrintBoardIndex[sq], PrintMap[piece]))
}
}
func (b *Board) removePiece(sq Square) {
piece := b.Squares[sq]
ptype := piece & PIECE_MASK
color := piece.PieceColor()
b.Squares[sq] = EMPTY
switch ptype {
case PAWN:
b.Pawns[color].Remove(sq)
case KNIGHT:
b.Knights[color].Remove(sq)
case BISHOP:
b.Bishops[color].Remove(sq)
b.Sliders[color].Remove(sq)
case ROOK:
b.Rooks[color].Remove(sq)
b.Sliders[color].Remove(sq)
case QUEEN:
b.Queens[color].Remove(sq)
b.Sliders[color].Remove(sq)
default:
// This should not happen..
panic("Board.removePiece: " + fmt.Sprintf("%s %s", PrintBoardIndex[sq], PrintMap[piece]))
}
}
// IsSquareAttacked tests if a specific square is attacked by any enemy.
func (b *Board) IsSquareAttacked(sq, ignoreSq Square, color Color) bool {
oppColor := color.Flip()
// 1. Detect attacks by knights.
for i := uint8(0); i < b.Knights[oppColor].Size; i++ {
knightSq := b.Knights[oppColor].Pieces[i]
if knightSq == ignoreSq {
continue
}
diff := knightSq.Diff(sq)
if SQUARE_DIFFS[diff].Contains(KNIGHT) {
return true
}
}
// 3. Detect attacks by sliders.
if b.IsSqAttackedBySlider(color, sq, ignoreSq) {
return true
}
// if b.IsSqAttackedBySlider(color, sq, ignoreSq, &b.Queens[oppColor], QUEEN) {
// return true
// }
// if b.IsSqAttackedBySlider(color, sq, ignoreSq, &b.Bishops[oppColor], BISHOP) {
// return true
// }
// if b.IsSqAttackedBySlider(color, sq, ignoreSq, &b.Rooks[oppColor], ROOK) {
// return true
// }
// 2. Detect attacks by pawns.
oppPawn := PAWN | oppColor
maybePawnSq := Square(int8(sq) + PAWN_CAPTURE_DIRS[color][0])
if maybePawnSq.OnBoard() && b.Squares[maybePawnSq] == oppPawn {
// Found an attacking pawn by inspecting in reverse direction.
return true
}
maybePawnSq = Square(int8(sq) + PAWN_CAPTURE_DIRS[color][1])
if maybePawnSq.OnBoard() && b.Squares[maybePawnSq] == oppPawn {
// Found an attacking pawn by inspecting in reverse direction.
return true
}
// 0. Detect attacks by kings.
oppKingSq := b.Kings[oppColor]
diff := oppKingSq.Diff(sq)
if SQUARE_DIFFS[diff].Contains(KING) {
return true
}
return false
}
// IsSqAttackedBySlider tests if a specific square is attacked by an enemy slider.
func (b *Board) IsSqAttackedBySlider(color Color, sq, ignoreSq Square) bool {
oppColor := color.Flip()
for i := uint8(0); i < b.Sliders[oppColor].Size; i++ {
sliderSq := b.Sliders[oppColor].Pieces[i]
ptype := b.Squares[sliderSq] & PIECE_MASK
if sliderSq == ignoreSq {
// This only evals to true in pawn move legality tests.
// If the pawn captured a piece this piece is still in the piece list
// and has to be ignored here. (It also works without this but
// this way we can save some checks.. TODO: test).
continue
}
diff := sq.Diff(sliderSq)
if SQUARE_DIFFS[diff].Contains(ptype) {
// The slider possibly attacks sq.
diffdir := DIFF_DIRS[diff]
// Starting from sq we step through the path in question towards the enemy slider.
for stepSq := Square(int8(sq) + diffdir); ; stepSq = Square(int8(stepSq) + diffdir) {
curPiece := b.Squares[stepSq]
if curPiece.IsEmpty() {
continue
} else if curPiece.HasColor(color) {
// A friendly piece was encountered -> no attack -> next piece.
break
} else if curPiece.Contains(ptype) {
// An attacking enemy was encountered.
return true
} else {
// A blocking enemy piece was encountered -> no attack -> next piece.
break
}
}
}
}
return false
}
func (b *Board) DetectChecksAndPins(color Color) {
b.clearMetaInfo()
oppColor := color.Flip()
kingSq := b.Kings[color]
checkCounter := 0
pinMarker := INFO_PIN_FIRST
// 1. Detect checks by knights.
for i := uint8(0); i < b.Knights[oppColor].Size; i++ {
knightSq := b.Knights[oppColor].Pieces[i]
diff := knightSq.Diff(kingSq)
if SQUARE_DIFFS[diff].Contains(KNIGHT) {
// The knight checks the king. Save the info and break the loop.
// There can never be a double check of 2 knights.
b.CheckInfo = knightSq
checkCounter++
b.Squares[knightSq.ToInfoIndex()].Set(INFO_MASK_CHECK)
break
}
}
// for i := uint8(0); i < b.Knights[oppColor].Size; i++ {
// from := b.Knights[oppColor].Pieces[i]
// for d := 0; d < 8; d++ {
// dir := KNIGHT_DIRS[d]
// to := Square(int8(from) + dir)
// if to.OnBoard() {
// if to == kingSq {
// b.CheckInfo = to
// checkCounter++
// b.Squares[to.ToInfoIndex()] = INFO_CHECK
// } else {
// b.Squares[to.ToInfoIndex()] = INFO_ATTACKED
// }
// }
// }
// }
// 2. Detect checks by pawns.
for i := uint8(0); i < b.Pawns[oppColor].Size; i++ {
pawnSq := b.Pawns[oppColor].Pieces[i]
// for _, dir := range PAWN_CAPTURE_DIRS[oppColor] {
for d := 0; d < 2; d++ {
dir := PAWN_CAPTURE_DIRS[oppColor][d]
to := Square(int8(pawnSq) + dir)
if kingSq == to {
// The pawn checks the king. Save the info and break the loop.
// There can never be a double check of 2 pawns.
b.CheckInfo = pawnSq
checkCounter++
b.Squares[pawnSq.ToInfoIndex()].Set(INFO_MASK_CHECK)
goto EXIT_PAWN_CHECK // Acts as double break.. nothing harmful really... :)
}
}
}
EXIT_PAWN_CHECK:
// 2.b No double check testing is needed. Pawn and knight cannot give double check.
// 3. Detect checks (and pins) by Sliders.
// 3.a) queens
checkCounter += b.DetectSliderChecksAndPins(color, &pinMarker, checkCounter, &b.Queens[oppColor], QUEEN)
if checkCounter > 1 {
// Double check detected -> everything else is not of interest now.
b.CheckInfo = CHECK_DOUBLE_CHECK
goto PRETTY_PRINT_RETURN
}
// 3.b) bishops
checkCounter += b.DetectSliderChecksAndPins(color, &pinMarker, checkCounter, &b.Bishops[oppColor], BISHOP)
if checkCounter > 1 {
// Double check detected -> everything else is not of interest now.
b.CheckInfo = CHECK_DOUBLE_CHECK
goto PRETTY_PRINT_RETURN
}
// 3.c) rooks
checkCounter += b.DetectSliderChecksAndPins(color, &pinMarker, checkCounter, &b.Rooks[oppColor], ROOK)
if checkCounter > 1 {
// Double check detected -> everything else is not of interest now.
b.CheckInfo = CHECK_DOUBLE_CHECK
goto PRETTY_PRINT_RETURN
}
PRETTY_PRINT_RETURN:
// fmt.Println(b.InfoBoardString())
// fmt.Println("CHECKINFO", b.CheckInfo)
// fmt.Println()
}
func (b *Board) DetectSliderChecksAndPins(color Color, pmarker *Info, ccount int, pieceList *PieceList, ptype Piece) int {
kingSq := b.Kings[color]
checkCounter := 0
for i := uint8(0); i < pieceList.Size; i++ {
sliderSq := pieceList.Pieces[i]
diff := kingSq.Diff(sliderSq)
diffTypes := SQUARE_DIFFS[diff]
if diffTypes.Contains(ptype) {
// The slider possibly checks the king or pins a piece.
diffdir := DIFF_DIRS[diff]
// Starting from the king we step through the path in question towards the enemy slider.
info := INFO_NONE
for stepSq := Square(int8(kingSq) + diffdir); ; stepSq = Square(int8(stepSq) + diffdir) {
curPiece := b.Squares[stepSq]
if curPiece.IsEmpty() {
continue
} else if curPiece.HasColor(color) {
// A friendly piece was encountered
if info == INFO_NONE {
// This is the first piece on the path -> mark it as a possible pin.
info.Set(INFO_MASK_MAYBE_PINNED)
} else {
// We already marked a piece on this path before -> there cannot be a pin anymore.
// (There is an exception for EP capture but those are handled elsewhere.
info = INFO_NONE
break // Nothing more to do on this path.
}
} else {
// An enemy piece was encountered
if stepSq == sliderSq { //curPiece.Overlaps(diffTypes) {
// We reached the checker/pinner -> decide.
if info == INFO_NONE {
// It's a check!
checkCounter++
b.CheckInfo = sliderSq
info.Set(INFO_MASK_CHECK)
break
} else {
// It's a pinner!
info = *pmarker
*pmarker++
break
}
} else {
// The enemy piece cannot pin or check. Break out.
info = INFO_NONE
break
}
}
}
if info.IsSet(INFO_MASK_CHECK) || (info.Pinval() != 0) {
// We have detected a path that pins or checks. It will now
// be marked in the info board, so move generation will skip
// illegal moves.
// b.Squares[sliderSq.ToInfoIndex()] |= info
for stepSq := sliderSq; stepSq != kingSq; stepSq = Square(int8(stepSq) - diffdir) {
b.Squares[stepSq.ToInfoIndex()].Set(info)
}
// If it is a check we need to mark the square
// which lies behind the king on the check-path.
if info.IsSet(INFO_MASK_CHECK) {
stepSq := Square(int8(kingSq) - diffdir)
if stepSq.OnBoard() {
b.Squares[stepSq.ToInfoIndex()].Set(INFO_MASK_FORBIDDEN_ESCAPE)
// tpiece := b.Squares[stepSq]
// if !tpiece.HasColor(color) {
// b.Squares[stepSq.ToInfoIndex()] = INFO_FORBIDDEN_ESCAPE
// }
}
}
}
if checkCounter+ccount > 1 {
// Double check detected. Leave early.
return checkCounter
}
}
}
return checkCounter
}
func (b *Board) GenerateAllLegalMoves(mlist *MoveList) {
// Detect checks and pins.
b.DetectChecksAndPins(b.Player)
// Always generate king moves.
b.GenerateKingMoves(mlist, b.Player)
// If there is a double check skip generating other moves.
if b.CheckInfo == CHECK_DOUBLE_CHECK {
return
} // Simple checks are handled by the following move generator functions.
// Generate the rest of the legal moves.
b.GenerateKnightMoves(mlist, b.Player)
b.GenerateQueenMoves(mlist, b.Player)
b.GenerateBishopMoves(mlist, b.Player)
b.GenerateRookMoves(mlist, b.Player)
b.GeneratePawnMoves(mlist, b.Player)
}
// GeneratePawnMoves generates all legal pawn moves for the given color
// and stores them in the given MoveList.
func (b *Board) GeneratePawnMoves(mlist *MoveList, color Color) {
// NOTE: Pawn moves can be very complicated and have strange effects on the board (en passent, promotion..).
// Because of this all pawn moves are tested for legality by 'fake-play'. This could be optimized by
// testing the 'easy' ones differently (TODO).
from, to := OTB, OTB
tpiece := EMPTY
oppColor := color.Flip()
var move BitMove
legal := false
piece := PAWN | color
// Possible en passent captures are detected backwards
// so we do not need to add another conditional to the
// capture loop below.
if b.EpSquare != OTB {
to = b.EpSquare
// We use the 'wrong' color to find e.p. captures
// by searching in the opposite direction.
// for _, dir := range PAWN_CAPTURE_DIRS[oppColor] {
for d := 0; d < 2; d++ {
dir := PAWN_CAPTURE_DIRS[oppColor][d]
from = Square(int8(to) + dir)
tpiece = b.Squares[from]
if from.OnBoard() && tpiece == PAWN|color {
move, legal = b.newPawnMoveIfLegal(color, from, to, piece, PAWN|oppColor, EMPTY, EP_TYPE_CAPTURE)
if legal {
mlist.Put(move)
}
}
}
}
for i := uint8(0); i < b.Pawns[color].Size; i++ {
// 0. Retrieve 'from' square from piece list.
from = b.Pawns[color].Pieces[i]
// a. Captures
// for _, capdir := range PAWN_CAPTURE_DIRS[color] {
for d := 0; d < 2; d++ {
capdir := PAWN_CAPTURE_DIRS[color][d]
to = Square(int8(from) + capdir)
// If the target square is on board and has the opponent's color
// the capture is possible.
if to.OnBoard() {
tpiece = b.Squares[to]
if tpiece.HasColor(oppColor) {
// We also have to check if the capture is also a promotion.
if to.IsPawnPromoting(color) {
// If one type of promotion is legal, all are.
legal = b.tryPawnMoveLegality(from, to, to, tpiece, color)
if legal {
for prom := QUEEN; prom >= KNIGHT; prom >>= 1 {
move = NewBitMove(from, to, prom)
mlist.Put(move)
}
}
} else {
move, legal = b.newPawnMoveIfLegal(color, from, to, piece, tpiece, EMPTY, EP_TYPE_NONE)
if legal {
mlist.Put(move)
}
}
}
}
}
// b. Push by one.
// Target square does never need legality check here.
to = Square(int8(from) + PAWN_PUSH_DIRS[color])
if b.Squares[to].IsEmpty() {
if to.IsPawnPromoting(color) {
// If one type of promotion is legal, all are.
legal = b.tryPawnMoveLegality(from, to, to, EMPTY, color)
if legal {
for prom := QUEEN; prom >= KNIGHT; prom >>= 1 {
move = NewBitMove(from, to, prom)
mlist.Put(move)
}
}
} else {
move, legal = b.newPawnMoveIfLegal(color, from, to, piece, EMPTY, EMPTY, EP_TYPE_NONE)
if legal {
mlist.Put(move)
}
}
// c. Double push by advancing one more time, if the pawn was at base rank.
if from.IsPawnBaseRank(color) {
to = Square(int8(to) + PAWN_PUSH_DIRS[color])
if b.Squares[to].IsEmpty() {
move, legal = b.newPawnMoveIfLegal(color, from, to, piece, EMPTY, EMPTY, EP_TYPE_CREATE)
if legal {
mlist.Put(move)
}
}
}
}
}
}
func (b *Board) newPawnMoveIfLegal(color Color, from, to Square, ptype, capPiece, promtype Piece, eptype uint8) (BitMove, bool) {
capSq := to
if eptype == EP_TYPE_CAPTURE {
oppColor := color.Flip()
// Find square where captured pawn is.
capSq = Square(int8(to) + PAWN_PUSH_DIRS[oppColor])
} else {
frompinval := b.Squares[from.ToInfoIndex()].Pinval()
isPinned := (frompinval != 0)
if isPinned && b.Squares[to.ToInfoIndex()].Pinval() != frompinval {
// Pinned and cannot move there.
return BitMove(0), false
} else if b.CheckInfo.OnBoard() && !b.Squares[to.ToInfoIndex()].IsSet(INFO_MASK_CHECK) {
// Check and move doesn't change that.
return BitMove(0), false
} else {
// fmt.Println("PAWN MOVE", PrintBoardIndex[from], "->", PrintBoardIndex[to])
return NewBitMove(from, to, promtype), true
}
}
legal := b.tryPawnMoveLegality(from, to, capSq, capPiece, color)
if legal {
// fmt.Println("PAWN MOVE", PrintBoardIndex[from], "->", PrintBoardIndex[to])
return NewBitMove(from, to, promtype), true
} else {
return BitMove(0), false
}
}
func (b *Board) tryPawnMoveLegality(from, to, capSq Square, capPiece Piece, color Color) bool {
// Make the pawn move on the board but ignore possible promotions.
b.Squares[capSq] = EMPTY
b.Squares[to] = b.Squares[from] // Pawn is moved.
b.Squares[from] = EMPTY
// After the move test for check.
legal := true
if b.IsSquareAttacked(b.Kings[color], capSq, color) {
legal = false
}
// Undo the fake move.
b.Squares[from] = PAWN | color // Move back the pawn to where it came from.
if capSq != to {
b.Squares[capSq] = capPiece
b.Squares[to] = EMPTY
} else {
b.Squares[to] = capPiece
}
return legal
}
// GenerateKnightMoves generates all legal knight moves for the given color
// and stores them in the given MoveList.
func (b *Board) GenerateKnightMoves(mlist *MoveList, color Color) {
from, to := OTB, OTB
tpiece := EMPTY
var move BitMove
isCheck := b.CheckInfo.OnBoard()
// Iterate all knights of 'color'.
for i := uint8(0); i < b.Knights[color].Size; i++ {
from = b.Knights[color].Pieces[i]
if b.Squares[from.ToInfoIndex()].Pinval() != 0 {
// Pinned knights cannot move.
continue
}
// Try all possible directions for a knight.
// for _, dir := range KNIGHT_DIRS {
for d := 0; d < 8; d++ {
dir := KNIGHT_DIRS[d]
to = Square(int8(from) + dir)
if to.OnBoard() {
tpiece = b.Squares[to]
if isCheck && !b.Squares[to.ToInfoIndex()].IsSet(INFO_MASK_CHECK) {
// If there is a check but the move's target does not change that fact -> impossible move.
continue
} else if !tpiece.HasColor(color) {
// Add a normal or a capture move.
move = NewBitMove(from, to, NONE)
mlist.Put(move)
} // Else the square is occupied by own piece.
} // Else target is outside of board.
}
}
}
// GenerateKingMoves generates all legal king moves for the given color
// and stores them in the given MoveList.
func (b *Board) GenerateKingMoves(mlist *MoveList, color Color) {
from, to := b.Kings[color], OTB
tpiece := EMPTY
var move BitMove
// Define all possible target squares for the king to move to and add all legal normal moves.
targets := [8]bool{}
// for i, dir := range KING_DIRS {
for i := 0; i < 8; i++ {
dir := KING_DIRS[i]
to = Square(int8(from) + dir)
if to.OnBoard() {
tpiece = b.Squares[to]
if tpiece.HasColor(color) {
continue
}
if b.IsSquareAttacked(to, OTB, color) {
continue
}
targets[i] = true
if !b.Squares[to.ToInfoIndex()].IsSet(INFO_MASK_FORBIDDEN_ESCAPE) {
if !tpiece.HasColor(color) {
// Add a normal or capture move.
move = NewBitMove(from, to, NONE)
mlist.Put(move)
}
}
}
}
if b.CheckInfo != CHECK_NONE {
// Cannot castle when in check.
return
}
// a. Try castle king-side
// Is it still allowed?
if b.CastleShort[color] {
sq1 := CASTLING_PATH_SHORT[color][0]
sq2 := CASTLING_PATH_SHORT[color][1]
// Test if the squares on short castling path are empty.
sq1Piece := b.Squares[sq1]
sq2Piece := b.Squares[sq2]
if sq1Piece.IsEmpty() && sq2Piece.IsEmpty() {
// Test if both squares are not attacked.
if targets[0] && !b.IsSquareAttacked(sq2, OTB, color) {
// Finally.. castling king-side is possible.