static int mvv_lva(int move, const board_t * board) {

   int piece, capture, promote;
   int value;

   ASSERT(move_is_ok(move));
   ASSERT(board!=NULL);

   ASSERT(move_is_tactical(move,board));

   if (MOVE_IS_EN_PASSANT(move)) { // en-passant capture

      value = 5; // PxP

   } else if ((capture = board->square[MOVE_TO(move)]) != Empty) { // normal capture

      piece = board->square[MOVE_FROM(move)];

      value = PIECE_ORDER(capture) * 6 - PIECE_ORDER(piece) + 5;
      ASSERT(value>=0&&value<30);

   } else { // promote

      ASSERT(MOVE_IS_PROMOTE(move));

      promote = move_promote(move);

      value = PIECE_ORDER(promote) - 5;
      ASSERT(value>=-4&&value<0);
   }

   ASSERT(value>=-4&&value<+30);

   return value;
}
Beispiel #2
0
int see_move(int move, const board_t * board) {

   int att, def;
   int from, to;
   alists_t alists[1];
   int value, piece_value;
   int piece, capture;
   alist_t * alist;
   int pos;

   ASSERT(move_is_ok(move));
   ASSERT(board!=NULL);

   // init

   from = MOVE_FROM(move);
   to = MOVE_TO(move);

   // move the piece

   piece_value = 0;

   piece = board->square[from];
   ASSERT(piece_is_ok(piece));

   att = PIECE_COLOUR(piece);
   def = COLOUR_OPP(att);

   // promote

   if (MOVE_IS_PROMOTE(move)) {
      ASSERT(PIECE_IS_PAWN(piece));
      piece = move_promote(move);
      ASSERT(piece_is_ok(piece));
      ASSERT(COLOUR_IS(piece,att));
   }

   piece_value += VALUE_PIECE(piece);

   // clear attacker lists

   ALIST_CLEAR(alists->alist[Black]);
   ALIST_CLEAR(alists->alist[White]);

   // find hidden attackers

   alists_hidden(alists,board,from,to);

   // capture the piece

   value = 0;

   capture = board->square[to];

   if (capture != Empty) {

      ASSERT(piece_is_ok(capture));
      ASSERT(COLOUR_IS(capture,def));

      value += VALUE_PIECE(capture);
   }

   // promote

   if (MOVE_IS_PROMOTE(move)) {
      value += VALUE_PIECE(piece) - ValuePawn;
   }

   // en-passant

   if (MOVE_IS_EN_PASSANT(move)) {
      ASSERT(value==0);
      ASSERT(PIECE_IS_PAWN(board->square[SQUARE_EP_DUAL(to)]));
      value += ValuePawn;
      alists_hidden(alists,board,SQUARE_EP_DUAL(to),to);
   }

   // build defender list

   alist = alists->alist[def];

   alist_build(alist,board,to,def);
   if (alist->size == 0) return value; // no defender => stop SEE

   // build attacker list

   alist = alists->alist[att];

   alist_build(alist,board,to,att);

   // remove the moved piece (if it's an attacker)

   for (pos = 0; pos < alist->size && alist->square[pos] != from; pos++)
      ;

   if (pos < alist->size) alist_remove(alist,pos);

   // SEE search

   value -= see_rec(alists,board,def,to,piece_value);

   return value;
}
Beispiel #3
0
void move_undo(board_t * board, int move, const undo_t * undo) {

   int me;
   int from, to;
   int piece, pos;
   int rook;

   ASSERT(board!=NULL);
   ASSERT(move_is_ok(move));
   ASSERT(undo!=NULL);

   // init

   me = undo->turn;

   from = MOVE_FROM(move);
   to = MOVE_TO(move);

   piece = board->square[to];
   ASSERT(COLOUR_IS(piece,me));

   // castle

   if (MOVE_IS_CASTLE(move)) {

      rook = Rook64 | COLOUR_FLAG(me); // HACK

      if (to == G1) {
         square_move(board,F1,H1,rook,false);
      } else if (to == C1) {
         square_move(board,D1,A1,rook,false);
      } else if (to == G8) {
         square_move(board,F8,H8,rook,false);
      } else if (to == C8) {
         square_move(board,D8,A8,rook,false);
      } else {
         ASSERT(false);
      }
   }

   // move the piece backward

   if (MOVE_IS_PROMOTE(move)) {

      // promote

      ASSERT(piece==move_promote(move));
      square_clear(board,to,piece,false);

      piece = PAWN_MAKE(me);
      pos = undo->pawn_pos;

      square_set(board,from,piece,pos,false);

   } else {

      // normal move

      square_move(board,to,from,piece,false);
   }

   // put the captured piece back

   if (undo->capture) {
      square_set(board,undo->capture_square,undo->capture_piece,undo->capture_pos,false);
   }

   // update board info

   board->turn = undo->turn;
   board->flags = undo->flags;
   board->ep_square = undo->ep_square;
   board->ply_nb = undo->ply_nb;

   board->cap_sq = undo->cap_sq;

   board->opening = undo->opening;
   board->endgame = undo->endgame;

   board->key = undo->key;
   board->pawn_key = undo->pawn_key;
   board->material_key = undo->material_key;

   // update key stack

   ASSERT(board->sp>0);
   board->sp--;

   // debug

   ASSERT(board_is_ok(board));
   ASSERT(board_is_legal(board));
}
Beispiel #4
0
void move_do(board_t * board, int move, undo_t * undo) {

   int me, opp;
   int from, to;
   int piece, pos, capture;
   int old_flags, new_flags;
   int delta;
   int sq;
   int pawn, rook;

   ASSERT(board!=NULL);
   ASSERT(move_is_ok(move));
   ASSERT(undo!=NULL);

   ASSERT(board_is_legal(board));

   // initialise undo

   undo->capture = false;

   undo->turn = board->turn;
   undo->flags = board->flags;
   undo->ep_square = board->ep_square;
   undo->ply_nb = board->ply_nb;

   undo->cap_sq = board->cap_sq;

   undo->opening = board->opening;
   undo->endgame = board->endgame;

   undo->key = board->key;
   undo->pawn_key = board->pawn_key;
   undo->material_key = board->material_key;

   // init

   me = board->turn;
   opp = COLOUR_OPP(me);

   from = MOVE_FROM(move);
   to = MOVE_TO(move);

   piece = board->square[from];
   ASSERT(COLOUR_IS(piece,me));

   // update key stack

   ASSERT(board->sp<StackSize);
   board->stack[board->sp++] = board->key;

   // update turn

   board->turn = opp;
   board->key ^= RANDOM_64(RandomTurn);

   // update castling rights

   old_flags = board->flags;
   new_flags = old_flags & CastleMask[from] & CastleMask[to];

   board->flags = new_flags;
   board->key ^= Castle64[new_flags^old_flags]; // HACK

   // update en-passant square

   if ((sq=board->ep_square) != SquareNone) {
      board->key ^= RANDOM_64(RandomEnPassant+SQUARE_FILE(sq)-FileA);
      board->ep_square = SquareNone;
   }

   if (PIECE_IS_PAWN(piece)) {

      delta = to - from;

      if (delta == +32 || delta == -32) {
         pawn = PAWN_MAKE(opp);
         if (board->square[to-1] == pawn || board->square[to+1] == pawn) {
            board->ep_square = (from + to) / 2;
            board->key ^= RANDOM_64(RandomEnPassant+SQUARE_FILE(to)-FileA);
         }
      }
   }

   // update move number (captures are handled later)

   board->ply_nb++;
   if (PIECE_IS_PAWN(piece)) board->ply_nb = 0; // conversion

   // update last square

   board->cap_sq = SquareNone;

   // remove the captured piece

   sq = to;
   if (MOVE_IS_EN_PASSANT(move)) sq = SQUARE_EP_DUAL(sq);

   if ((capture=board->square[sq]) != Empty) {

      ASSERT(COLOUR_IS(capture,opp));
      ASSERT(!PIECE_IS_KING(capture));

      undo->capture = true;
      undo->capture_square = sq;
      undo->capture_piece = capture;
      undo->capture_pos = board->pos[sq];

      square_clear(board,sq,capture,true);

      board->ply_nb = 0; // conversion
      board->cap_sq = to;
   }

   // move the piece

   if (MOVE_IS_PROMOTE(move)) {

      // promote

      undo->pawn_pos = board->pos[from];

      square_clear(board,from,piece,true);

      piece = move_promote(move);

      // insert the promote piece in MV order

      for (pos = board->piece_size[me]; pos > 0 && piece > board->square[board->piece[me][pos-1]]; pos--) // HACK
         ;

      square_set(board,to,piece,pos,true);

      board->cap_sq = to;

   } else {

      // normal move

      square_move(board,from,to,piece,true);
   }

   // move the rook in case of castling

   if (MOVE_IS_CASTLE(move)) {

      rook = Rook64 | COLOUR_FLAG(me); // HACK

      if (to == G1) {
         square_move(board,H1,F1,rook,true);
      } else if (to == C1) {
         square_move(board,A1,D1,rook,true);
      } else if (to == G8) {
         square_move(board,H8,F8,rook,true);
      } else if (to == C8) {
         square_move(board,A8,D8,rook,true);
      } else {
         ASSERT(false);
      }
   }

   // debug

   ASSERT(board_is_ok(board));
}
Beispiel #5
0
bool move_to_san(int move, const board_t * board, char string[], int size) {

   int from, to, piece;
   char tmp_string[256];

   ASSERT(move_is_ok(move));
   ASSERT(board_is_ok(board));
   ASSERT(string!=NULL);
   ASSERT(size>=8);

   ASSERT(move_is_legal(move,board));

   if (size < 8) return false;

   // init

   from = move_from(move);
   to = move_to(move);

   string[0] = '\0';

   // castle

   if (move_is_castle(move,board)) {

      if (to > from) {
         strcat(string,"O-O");
      } else {
         strcat(string,"O-O-O");
      }

      goto check;
   }

   // from

   piece = board->square[from];

   if (piece_is_pawn(piece)) {

      // pawn

      if (move_is_capture(move,board)) {
         sprintf(tmp_string,"%c",file_to_char(square_file(from)));
         strcat(string,tmp_string);
      }

   } else {

      // piece

      sprintf(tmp_string,"%c",toupper(piece_to_char(piece)));
      strcat(string,tmp_string);

      // ambiguity

      switch (ambiguity(move,board)) {
      case AMBIGUITY_NONE:
         break;
      case AMBIGUITY_FILE:
         sprintf(tmp_string,"%c",file_to_char(square_file(from)));
         strcat(string,tmp_string);
         break;
      case AMBIGUITY_RANK:
         sprintf(tmp_string,"%c",rank_to_char(square_rank(from)));
         strcat(string,tmp_string);
         break;
      case AMBIGUITY_SQUARE:
         if (!square_to_string(from,tmp_string,256)) return false;
         strcat(string,tmp_string);
         break;
      default:
         ASSERT(false);
         break;
      }
   }

   // capture

   if (move_is_capture(move,board)) strcat(string,"x");

   // to

   if (!square_to_string(to,tmp_string,256)) return false;
   strcat(string,tmp_string);

   // promote

   if (move_is_promote(move)) {
      sprintf(tmp_string,"=%c",toupper(piece_to_char(move_promote(move,board))));
      strcat(string,tmp_string);
   }

   // check

check:

   if (move_is_mate(move,board)) {
      strcat(string,"#");
   } else if (move_is_check(move,board)) {
      strcat(string,"+");
   }

   return true;
}