// “捉”的检测 int PositionStruct::ChasedBy(int mv) const { int i, nSideTag, pcMoved, pcCaptured; int sqSrc, sqDst, x, y; uint8_t *lpucsqDst, *lpucsqPin; SlideMoveStruct *lpsmv; sqSrc = DST(mv); pcMoved = this->ucpcSquares[sqSrc]; nSideTag = SIDE_TAG(this->sdPlayer); __ASSERT_SQUARE(sqSrc); __ASSERT_PIECE(pcMoved); __ASSERT_BOUND(0, pcMoved - OPP_SIDE_TAG(this->sdPlayer), 15); // “捉”的判断包括以下几部分内容: switch (pcMoved - OPP_SIDE_TAG(this->sdPlayer)) { // 1. 走了马,判断是否捉车或捉有根的炮兵(卒) case KNIGHT_FROM: case KNIGHT_TO: // 逐一检测马踩的八个位置 lpucsqDst = PreGen.ucsqKnightMoves[sqSrc]; lpucsqPin = PreGen.ucsqKnightPins[sqSrc]; sqDst = *lpucsqDst; while (sqDst != 0) { __ASSERT_SQUARE(sqDst); if (ucpcSquares[*lpucsqPin] == 0) { pcCaptured = this->ucpcSquares[sqDst]; if ((pcCaptured & nSideTag) != 0) { pcCaptured -= nSideTag; __ASSERT_BOUND(0, pcCaptured, 15); // 技巧:优化兵种判断的分枝 if (pcCaptured <= ROOK_TO) { // 马捉仕(士)、相(象)和马的情况不予考虑 if (pcCaptured >= ROOK_FROM) { // 马捉到了车 return pcCaptured; } } else { if (pcCaptured <= CANNON_TO) { // 马捉到了炮,要判断炮是否受保护 if (!Protected(this->sdPlayer, sqDst)) { return pcCaptured; } } else { // 马捉到了兵(卒),要判断兵(卒)是否过河并受保护 if (AWAY_HALF(sqDst, sdPlayer) && !Protected(this->sdPlayer, sqDst)) { return pcCaptured; } } } } } lpucsqDst ++; sqDst = *lpucsqDst; lpucsqPin ++; } break; // 2. 走了车,判断是否捉有根的马炮兵(卒) case ROOK_FROM: case ROOK_TO: x = FILE_X(sqSrc); y = RANK_Y(sqSrc); if (((SRC(mv) ^ sqSrc) & 0xf) == 0) { // 如果车纵向移动了,则判断车横向吃到的子 lpsmv = RankMovePtr(x, y); for (i = 0; i < 2; i ++) { sqDst = lpsmv->ucRookCap[i] + RANK_DISP(y); __ASSERT_SQUARE(sqDst); if (sqDst != sqSrc) { pcCaptured = this->ucpcSquares[sqDst]; if ((pcCaptured & nSideTag) != 0) { pcCaptured -= nSideTag; __ASSERT_BOUND(0, pcCaptured, 15); // 技巧:优化兵种判断的分枝 if (pcCaptured <= ROOK_TO) { // 车捉仕(士)、相(象)的情况不予考虑 if (pcCaptured >= KNIGHT_FROM) { if (pcCaptured <= KNIGHT_TO) { // 车捉到了马,要判断马是否受保护 if (!Protected(this->sdPlayer, sqDst)) { return pcCaptured; } } // 车捉车的情况不予考虑 } } else { if (pcCaptured <= CANNON_TO) { // 车捉到了炮,要判断炮是否受保护 if (!Protected(this->sdPlayer, sqDst)) { return pcCaptured; } } else { // 车捉到了兵(卒),要判断兵(卒)是否过河并受保护 if (AWAY_HALF(sqDst, sdPlayer) && !Protected(this->sdPlayer, sqDst)) { return pcCaptured; } } } } } } } else { // 如果车横向移动了,则判断车纵向吃到的子 lpsmv = FileMovePtr(x, y); for (i = 0; i < 2; i ++) { sqDst = lpsmv->ucRookCap[i] + FILE_DISP(x); __ASSERT_SQUARE(sqDst); if (sqDst != sqSrc) { pcCaptured = this->ucpcSquares[sqDst]; if ((pcCaptured & nSideTag) != 0) { pcCaptured -= nSideTag; __ASSERT_BOUND(0, pcCaptured, 15); // 技巧:优化兵种判断的分枝 if (pcCaptured <= ROOK_TO) { // 车捉仕(士)、相(象)的情况不予考虑 if (pcCaptured >= KNIGHT_FROM) { if (pcCaptured <= KNIGHT_TO) { // 车捉到了马,要判断马是否受保护 if (!Protected(this->sdPlayer, sqDst)) { return pcCaptured; } } // 车捉车的情况不予考虑 } } else { if (pcCaptured <= CANNON_TO) { // 车捉到了炮,要判断炮是否受保护 if (!Protected(this->sdPlayer, sqDst)) { return pcCaptured; } } else { // 车捉到了兵(卒),要判断兵(卒)是否过河并受保护 if (AWAY_HALF(sqDst, sdPlayer) && !Protected(this->sdPlayer, sqDst)) { return pcCaptured; } } } } } } } break; // 3. 走了炮,判断是否捉车或捉有根的马兵(卒) case CANNON_FROM: case CANNON_TO: x = FILE_X(sqSrc); y = RANK_Y(sqSrc); if (((SRC(mv) ^ sqSrc) & 0xf) == 0) { // 如果炮纵向移动了,则判断炮横向吃到的子 lpsmv = RankMovePtr(x, y); for (i = 0; i < 2; i ++) { sqDst = lpsmv->ucCannonCap[i] + RANK_DISP(y); __ASSERT_SQUARE(sqDst); if (sqDst != sqSrc) { pcCaptured = this->ucpcSquares[sqDst]; if ((pcCaptured & nSideTag) != 0) { pcCaptured -= nSideTag; __ASSERT_BOUND(0, pcCaptured, 15); // 技巧:优化兵种判断的分枝 if (pcCaptured <= ROOK_TO) { // 炮捉仕(士)、相(象)的情况不予考虑 if (pcCaptured >= KNIGHT_FROM) { if (pcCaptured <= KNIGHT_TO) { // 炮捉到了马,要判断马是否受保护 if (!Protected(this->sdPlayer, sqDst)) { return pcCaptured; } } else { // 炮捉到了车 return pcCaptured; } } } else { // 炮捉炮的情况不予考虑 if (pcCaptured >= PAWN_FROM) { // 炮捉到了兵(卒),要判断兵(卒)是否过河并受保护 if (AWAY_HALF(sqDst, sdPlayer) && !Protected(this->sdPlayer, sqDst)) { return pcCaptured; } } } } } } } else { // 如果炮横向移动了,则判断炮纵向吃到的子 lpsmv = FileMovePtr(x, y); for (i = 0; i < 2; i ++) { sqDst = lpsmv->ucCannonCap[i] + FILE_DISP(x); __ASSERT_SQUARE(sqDst); if (sqDst != sqSrc) { pcCaptured = this->ucpcSquares[sqDst]; if ((pcCaptured & nSideTag) != 0) { pcCaptured -= nSideTag; __ASSERT_BOUND(0, pcCaptured, 15); // 技巧:优化兵种判断的分枝 if (pcCaptured <= ROOK_TO) { // 炮捉仕(士)、相(象)的情况不予考虑 if (pcCaptured >= KNIGHT_FROM) { if (pcCaptured <= KNIGHT_TO) { // 炮捉到了马,要判断马是否受保护 if (!Protected(this->sdPlayer, sqDst)) { return pcCaptured; } } else { // 炮捉到了车 return pcCaptured; } } } else { // 炮捉炮的情况不予考虑 if (pcCaptured >= PAWN_FROM) { // 炮捉到了兵(卒),要判断兵(卒)是否过河并受保护 if (AWAY_HALF(sqDst, sdPlayer) && !Protected(this->sdPlayer, sqDst)) { return pcCaptured; } } } } } } } break; } return 0; }
// 不吃子着法生成器 int PositionStruct::GenNonCapMoves(MoveStruct *lpmvs) const { int i, sqSrc, sqDst, x, y, nSideTag; SlideMoveStruct *lpsmv; uint8_t *lpucsqDst, *lpucsqPin; MoveStruct *lpmvsCurr; // 生成不吃子着法的过程包括以下几个步骤: lpmvsCurr = lpmvs; nSideTag = SIDE_TAG(sdPlayer); // 1. 生成帅(将)的着法 sqSrc = ucsqPieces[nSideTag + KING_FROM]; if (sqSrc != 0) { __ASSERT_SQUARE(sqSrc); lpucsqDst = PreGen.ucsqKingMoves[sqSrc]; sqDst = *lpucsqDst; while (sqDst != 0) { __ASSERT_SQUARE(sqDst); // 找到一个着法后,首先判断是否吃到棋子 if (ucpcSquares[sqDst] == 0) { __ASSERT(LegalMove(MOVE(sqSrc, sqDst))); lpmvsCurr->dwmv = MOVE(sqSrc, sqDst); lpmvsCurr ++; } lpucsqDst ++; sqDst = *lpucsqDst; } } // 2. 生成仕(士)的着法 for (i = ADVISOR_FROM; i <= ADVISOR_TO; i ++) { sqSrc = ucsqPieces[nSideTag + i]; if (sqSrc != 0) { __ASSERT_SQUARE(sqSrc); lpucsqDst = PreGen.ucsqAdvisorMoves[sqSrc]; sqDst = *lpucsqDst; while (sqDst != 0) { __ASSERT_SQUARE(sqDst); if (ucpcSquares[sqDst] == 0) { __ASSERT(LegalMove(MOVE(sqSrc, sqDst))); lpmvsCurr->dwmv = MOVE(sqSrc, sqDst); lpmvsCurr ++; } lpucsqDst ++; sqDst = *lpucsqDst; } } } // 3. 生成相(象)的着法 for (i = BISHOP_FROM; i <= BISHOP_TO; i ++) { sqSrc = ucsqPieces[nSideTag + i]; if (sqSrc != 0) { __ASSERT_SQUARE(sqSrc); lpucsqDst = PreGen.ucsqBishopMoves[sqSrc]; lpucsqPin = PreGen.ucsqBishopPins[sqSrc]; sqDst = *lpucsqDst; while (sqDst != 0) { __ASSERT_SQUARE(sqDst); if (ucpcSquares[*lpucsqPin] == 0 && ucpcSquares[sqDst] == 0) { __ASSERT(LegalMove(MOVE(sqSrc, sqDst))); lpmvsCurr->dwmv = MOVE(sqSrc, sqDst); lpmvsCurr ++; } lpucsqDst ++; sqDst = *lpucsqDst; lpucsqPin ++; } } } // 4. 生成马的着法 for (i = KNIGHT_FROM; i <= KNIGHT_TO; i ++) { sqSrc = ucsqPieces[nSideTag + i]; if (sqSrc != 0) { __ASSERT_SQUARE(sqSrc); lpucsqDst = PreGen.ucsqKnightMoves[sqSrc]; lpucsqPin = PreGen.ucsqKnightPins[sqSrc]; sqDst = *lpucsqDst; while (sqDst != 0) { __ASSERT_SQUARE(sqDst); if (ucpcSquares[*lpucsqPin] == 0 && ucpcSquares[sqDst] == 0) { __ASSERT(LegalMove(MOVE(sqSrc, sqDst))); lpmvsCurr->dwmv = MOVE(sqSrc, sqDst); lpmvsCurr ++; } lpucsqDst ++; sqDst = *lpucsqDst; lpucsqPin ++; } } } // 5. 生成车和炮的着法,没有必要判断是否吃到本方棋子 for (i = ROOK_FROM; i <= CANNON_TO; i ++) { sqSrc = ucsqPieces[nSideTag + i]; if (sqSrc != 0) { __ASSERT_SQUARE(sqSrc); x = FILE_X(sqSrc); y = RANK_Y(sqSrc); lpsmv = RankMovePtr(x, y); sqDst = lpsmv->ucNonCap[0] + RANK_DISP(y); __ASSERT_SQUARE(sqDst); while (sqDst != sqSrc) { __ASSERT(ucpcSquares[sqDst] == 0); __ASSERT(LegalMove(MOVE(sqSrc, sqDst))); lpmvsCurr->dwmv = MOVE(sqSrc, sqDst); lpmvsCurr ++; sqDst --; } sqDst = lpsmv->ucNonCap[1] + RANK_DISP(y); __ASSERT_SQUARE(sqDst); while (sqDst != sqSrc) { __ASSERT(ucpcSquares[sqDst] == 0); __ASSERT(LegalMove(MOVE(sqSrc, sqDst))); lpmvsCurr->dwmv = MOVE(sqSrc, sqDst); lpmvsCurr ++; sqDst ++; } lpsmv = FileMovePtr(x, y); sqDst = lpsmv->ucNonCap[0] + FILE_DISP(x); __ASSERT_SQUARE(sqDst); while (sqDst != sqSrc) { __ASSERT(ucpcSquares[sqDst] == 0); __ASSERT(LegalMove(MOVE(sqSrc, sqDst))); lpmvsCurr->dwmv = MOVE(sqSrc, sqDst); lpmvsCurr ++; sqDst -= 16; } sqDst = lpsmv->ucNonCap[1] + FILE_DISP(x); __ASSERT_SQUARE(sqDst); while (sqDst != sqSrc) { __ASSERT(ucpcSquares[sqDst] == 0); __ASSERT(LegalMove(MOVE(sqSrc, sqDst))); lpmvsCurr->dwmv = MOVE(sqSrc, sqDst); lpmvsCurr ++; sqDst += 16; } } } // 6. 生成兵(卒)的着法 for (i = PAWN_FROM; i <= PAWN_TO; i ++) { sqSrc = ucsqPieces[nSideTag + i]; if (sqSrc != 0) { __ASSERT_SQUARE(sqSrc); lpucsqDst = PreGen.ucsqPawnMoves[sdPlayer][sqSrc]; sqDst = *lpucsqDst; while (sqDst != 0) { __ASSERT_SQUARE(sqDst); if (ucpcSquares[sqDst] == 0) { __ASSERT(LegalMove(MOVE(sqSrc, sqDst))); lpmvsCurr->dwmv = MOVE(sqSrc, sqDst); lpmvsCurr ++; } lpucsqDst ++; sqDst = *lpucsqDst; } } } return lpmvsCurr - lpmvs; }
// 吃子着法生成器,按MVV(LVA)设定分值 int PositionStruct::GenCapMoves(MoveStruct *lpmvs) const { int i, sqSrc, sqDst, pcCaptured; int x, y, nSideTag, nOppSideTag; bool bCanPromote; SlideMoveStruct *lpsmv; uint8_t *lpucsqDst, *lpucsqPin; MoveStruct *lpmvsCurr; // 生成吃子着法的过程包括以下几个步骤: lpmvsCurr = lpmvs; nSideTag = SIDE_TAG(sdPlayer); nOppSideTag = OPP_SIDE_TAG(sdPlayer); bCanPromote = PreEval.bPromotion && CanPromote(); // 1. 生成帅(将)的着法 sqSrc = ucsqPieces[nSideTag + KING_FROM]; if (sqSrc != 0) { __ASSERT_SQUARE(sqSrc); lpucsqDst = PreGen.ucsqKingMoves[sqSrc]; sqDst = *lpucsqDst; while (sqDst != 0) { __ASSERT_SQUARE(sqDst); // 找到一个着法后,首先判断吃到的棋子是否是对方棋子,技巧是利用"nOppSideTag"的标志(16和32颠倒), // 如果是对方棋子,则保存MVV(LVA)值,即如果被吃子无保护,则只记MVV,否则记MVV-LVA(如果MVV>LVA的话)。 pcCaptured = ucpcSquares[sqDst]; if ((pcCaptured & nOppSideTag) != 0) { __ASSERT(LegalMove(MOVE(sqSrc, sqDst))); lpmvsCurr->wmv = MOVE(sqSrc, sqDst); lpmvsCurr->wvl = MvvLva(sqDst, pcCaptured, 5); // 帅(将)的价值是5 lpmvsCurr ++; } lpucsqDst ++; sqDst = *lpucsqDst; } } // 2. 生成仕(士)的着法 for (i = ADVISOR_FROM; i <= ADVISOR_TO; i ++) { sqSrc = ucsqPieces[nSideTag + i]; if (sqSrc != 0) { __ASSERT_SQUARE(sqSrc); lpucsqDst = PreGen.ucsqAdvisorMoves[sqSrc]; sqDst = *lpucsqDst; while (sqDst != 0) { __ASSERT_SQUARE(sqDst); pcCaptured = ucpcSquares[sqDst]; if ((pcCaptured & nOppSideTag) != 0) { __ASSERT(LegalMove(MOVE(sqSrc, sqDst))); lpmvsCurr->wmv = MOVE(sqSrc, sqDst); lpmvsCurr->wvl = MvvLva(sqDst, pcCaptured, 1); // 仕(士)的价值是1 lpmvsCurr ++; } lpucsqDst ++; sqDst = *lpucsqDst; } if (bCanPromote && CAN_PROMOTE(sqSrc)) { lpmvsCurr->wmv = MOVE(sqSrc, sqSrc); lpmvsCurr->wvl = 0; lpmvsCurr ++; } } } // 3. 生成相(象)的着法 for (i = BISHOP_FROM; i <= BISHOP_TO; i ++) { sqSrc = ucsqPieces[nSideTag + i]; if (sqSrc != 0) { __ASSERT_SQUARE(sqSrc); lpucsqDst = PreGen.ucsqBishopMoves[sqSrc]; lpucsqPin = PreGen.ucsqBishopPins[sqSrc]; sqDst = *lpucsqDst; while (sqDst != 0) { __ASSERT_SQUARE(sqDst); if (ucpcSquares[*lpucsqPin] == 0) { pcCaptured = ucpcSquares[sqDst]; if ((pcCaptured & nOppSideTag) != 0) { __ASSERT(LegalMove(MOVE(sqSrc, sqDst))); lpmvsCurr->wmv = MOVE(sqSrc, sqDst); lpmvsCurr->wvl = MvvLva(sqDst, pcCaptured, 1); // 相(象)的价值是1 lpmvsCurr ++; } } lpucsqDst ++; sqDst = *lpucsqDst; lpucsqPin ++; } if (bCanPromote && CAN_PROMOTE(sqSrc)) { lpmvsCurr->wmv = MOVE(sqSrc, sqSrc); lpmvsCurr->wvl = 0; lpmvsCurr ++; } } } // 4. 生成马的着法 for (i = KNIGHT_FROM; i <= KNIGHT_TO; i ++) { sqSrc = ucsqPieces[nSideTag + i]; if (sqSrc != 0) { __ASSERT_SQUARE(sqSrc); lpucsqDst = PreGen.ucsqKnightMoves[sqSrc]; lpucsqPin = PreGen.ucsqKnightPins[sqSrc]; sqDst = *lpucsqDst; while (sqDst != 0) { __ASSERT_SQUARE(sqDst); if (ucpcSquares[*lpucsqPin] == 0) { pcCaptured = ucpcSquares[sqDst]; if ((pcCaptured & nOppSideTag) != 0) { __ASSERT(LegalMove(MOVE(sqSrc, sqDst))); lpmvsCurr->wmv = MOVE(sqSrc, sqDst); lpmvsCurr->wvl = MvvLva(sqDst, pcCaptured, 3); // 马的价值是3 lpmvsCurr ++; } } lpucsqDst ++; sqDst = *lpucsqDst; lpucsqPin ++; } } } // 5. 生成车的着法 for (i = ROOK_FROM; i <= ROOK_TO; i ++) { sqSrc = ucsqPieces[nSideTag + i]; if (sqSrc != 0) { __ASSERT_SQUARE(sqSrc); x = FILE_X(sqSrc); y = RANK_Y(sqSrc); lpsmv = RankMovePtr(x, y); sqDst = lpsmv->ucRookCap[0] + RANK_DISP(y); __ASSERT_SQUARE(sqDst); if (sqDst != sqSrc) { pcCaptured = ucpcSquares[sqDst]; if ((pcCaptured & nOppSideTag) != 0) { __ASSERT(LegalMove(MOVE(sqSrc, sqDst))); lpmvsCurr->wmv = MOVE(sqSrc, sqDst); lpmvsCurr->wvl = MvvLva(sqDst, pcCaptured, 4); // 车的价值是4 lpmvsCurr ++; } } sqDst = lpsmv->ucRookCap[1] + RANK_DISP(y); __ASSERT_SQUARE(sqDst); if (sqDst != sqSrc) { pcCaptured = ucpcSquares[sqDst]; if ((pcCaptured & nOppSideTag) != 0) { __ASSERT(LegalMove(MOVE(sqSrc, sqDst))); lpmvsCurr->wmv = MOVE(sqSrc, sqDst); lpmvsCurr->wvl = MvvLva(sqDst, pcCaptured, 4); // 车的价值是4 lpmvsCurr ++; } } lpsmv = FileMovePtr(x, y); sqDst = lpsmv->ucRookCap[0] + FILE_DISP(x); __ASSERT_SQUARE(sqDst); if (sqDst != sqSrc) { pcCaptured = ucpcSquares[sqDst]; if ((pcCaptured & nOppSideTag) != 0) { __ASSERT(LegalMove(MOVE(sqSrc, sqDst))); lpmvsCurr->wmv = MOVE(sqSrc, sqDst); lpmvsCurr->wvl = MvvLva(sqDst, pcCaptured, 4); // 车的价值是4 lpmvsCurr ++; } } sqDst = lpsmv->ucRookCap[1] + FILE_DISP(x); __ASSERT_SQUARE(sqDst); if (sqDst != sqSrc) { pcCaptured = ucpcSquares[sqDst]; if ((pcCaptured & nOppSideTag) != 0) { __ASSERT(LegalMove(MOVE(sqSrc, sqDst))); lpmvsCurr->wmv = MOVE(sqSrc, sqDst); lpmvsCurr->wvl = MvvLva(sqDst, pcCaptured, 4); // 车的价值是4 lpmvsCurr ++; } } } } // 6. 生成炮的着法 for (i = CANNON_FROM; i <= CANNON_TO; i ++) { sqSrc = ucsqPieces[nSideTag + i]; if (sqSrc != 0) { __ASSERT_SQUARE(sqSrc); x = FILE_X(sqSrc); y = RANK_Y(sqSrc); lpsmv = RankMovePtr(x, y); sqDst = lpsmv->ucCannonCap[0] + RANK_DISP(y); __ASSERT_SQUARE(sqDst); if (sqDst != sqSrc) { pcCaptured = ucpcSquares[sqDst]; if ((pcCaptured & nOppSideTag) != 0) { __ASSERT(LegalMove(MOVE(sqSrc, sqDst))); lpmvsCurr->wmv = MOVE(sqSrc, sqDst); lpmvsCurr->wvl = MvvLva(sqDst, pcCaptured, 3); // 炮的价值是3 lpmvsCurr ++; } } sqDst = lpsmv->ucCannonCap[1] + RANK_DISP(y); __ASSERT_SQUARE(sqDst); if (sqDst != sqSrc) { pcCaptured = ucpcSquares[sqDst]; if ((pcCaptured & nOppSideTag) != 0) { __ASSERT(LegalMove(MOVE(sqSrc, sqDst))); lpmvsCurr->wmv = MOVE(sqSrc, sqDst); lpmvsCurr->wvl = MvvLva(sqDst, pcCaptured, 3); // 炮的价值是3 lpmvsCurr ++; } } lpsmv = FileMovePtr(x, y); sqDst = lpsmv->ucCannonCap[0] + FILE_DISP(x); __ASSERT_SQUARE(sqDst); if (sqDst != sqSrc) { pcCaptured = ucpcSquares[sqDst]; if ((pcCaptured & nOppSideTag) != 0) { __ASSERT(LegalMove(MOVE(sqSrc, sqDst))); lpmvsCurr->wmv = MOVE(sqSrc, sqDst); lpmvsCurr->wvl = MvvLva(sqDst, pcCaptured, 3); // 炮的价值是3 lpmvsCurr ++; } } sqDst = lpsmv->ucCannonCap[1] + FILE_DISP(x); __ASSERT_SQUARE(sqDst); if (sqDst != sqSrc) { pcCaptured = ucpcSquares[sqDst]; if ((pcCaptured & nOppSideTag) != 0) { __ASSERT(LegalMove(MOVE(sqSrc, sqDst))); lpmvsCurr->wmv = MOVE(sqSrc, sqDst); lpmvsCurr->wvl = MvvLva(sqDst, pcCaptured, 3); // 炮的价值是3 lpmvsCurr ++; } } } } // 7. 生成兵(卒)的着法 for (i = PAWN_FROM; i <= PAWN_TO; i ++) { sqSrc = ucsqPieces[nSideTag + i]; if (sqSrc != 0) { __ASSERT_SQUARE(sqSrc); lpucsqDst = PreGen.ucsqPawnMoves[sdPlayer][sqSrc]; sqDst = *lpucsqDst; while (sqDst != 0) { __ASSERT_SQUARE(sqDst); pcCaptured = ucpcSquares[sqDst]; if ((pcCaptured & nOppSideTag) != 0) { __ASSERT(LegalMove(MOVE(sqSrc, sqDst))); lpmvsCurr->wmv = MOVE(sqSrc, sqDst); lpmvsCurr->wvl = MvvLva(sqDst, pcCaptured, 2); // 兵(卒)的价值是2 lpmvsCurr ++; } lpucsqDst ++; sqDst = *lpucsqDst; } } } return lpmvsCurr - lpmvs; }
// 棋子保护判断 bool PositionStruct::Protected(int sd, int sqSrc, int sqExcept) const { // 参数"sqExcept"表示排除保护的棋子(指格子编号),考虑被牵制子的保护时,需要排除牵制目标子的保护 int i, sqDst, sqPin, pc, x, y, nSideTag; SlideMaskStruct *lpsmsRank, *lpsmsFile; // 棋子保护判断包括以下几个步骤: __ASSERT_SQUARE(sqSrc); nSideTag = SIDE_TAG(sd); if (HOME_HALF(sqSrc, sd)) { if (IN_FORT(sqSrc)) { // 1. 判断受到帅(将)的保护 sqDst = ucsqPieces[nSideTag + KING_FROM]; if (sqDst != 0 && sqDst != sqExcept) { __ASSERT_SQUARE(sqDst); if (KING_SPAN(sqSrc, sqDst)) { return true; } } // 2. 判断受到仕(士)的保护 for (i = ADVISOR_FROM; i <= ADVISOR_TO; i ++) { sqDst = ucsqPieces[nSideTag + i]; if (sqDst != 0 && sqDst != sqExcept) { __ASSERT_SQUARE(sqDst); if (ADVISOR_SPAN(sqSrc, sqDst)) { return true; } } } } // 3. 判断受到相(象)的保护 for (i = BISHOP_FROM; i <= BISHOP_TO; i ++) { sqDst = ucsqPieces[nSideTag + i]; if (sqDst != 0 && sqDst != sqExcept) { __ASSERT_SQUARE(sqDst); if (BISHOP_SPAN(sqSrc, sqDst) && ucpcSquares[BISHOP_PIN(sqSrc, sqDst)] == 0) { return true; } } } } else { // 4. 判断受到过河兵(卒)横向的保护 for (sqDst = sqSrc - 1; sqDst <= sqSrc + 1; sqDst += 2) { // 如果棋子在边线,那么断言不成立 // __ASSERT_SQUARE(sqDst); if (sqDst != sqExcept) { pc = ucpcSquares[sqDst]; if ((pc & nSideTag) != 0 && PIECE_INDEX(pc) >= PAWN_FROM) { return true; } } } } // 5. 判断受到兵(卒)纵向的保护 sqDst = SQUARE_BACKWARD(sqSrc, sd); // 如果棋子在底线,那么断言不成立 // __ASSERT_SQUARE(sqDst); if (sqDst != sqExcept) { pc = ucpcSquares[sqDst]; if ((pc & nSideTag) != 0 && PIECE_INDEX(pc) >= PAWN_FROM) { return true; } } // 6. 判断受到马的保护 for (i = KNIGHT_FROM; i <= KNIGHT_TO; i ++) { sqDst = ucsqPieces[nSideTag + i]; if (sqDst != 0 && sqDst != sqExcept) { __ASSERT_SQUARE(sqDst); sqPin = KNIGHT_PIN(sqDst, sqSrc); // 注意,sqSrc和sqDst是反的! if (sqPin != sqDst && ucpcSquares[sqPin] == 0) { return true; } } } x = FILE_X(sqSrc); y = RANK_Y(sqSrc); lpsmsRank = RankMaskPtr(x, y); lpsmsFile = FileMaskPtr(x, y); // 7. 判断受到车的保护,参阅"position.cpp"里的"CheckedBy()"函数 for (i = ROOK_FROM; i <= ROOK_TO; i ++) { sqDst = ucsqPieces[nSideTag + i]; if (sqDst != 0 && sqDst != sqSrc && sqDst != sqExcept) { if (x == FILE_X(sqDst)) { if ((lpsmsFile->wRookCap & PreGen.wBitFileMask[sqDst]) != 0) { return true; } } else if (y == RANK_Y(sqDst)) { if ((lpsmsRank->wRookCap & PreGen.wBitRankMask[sqDst]) != 0) { return true; } } } } // 8. 判断受到炮的保护,参阅"position.cpp"里的"CheckedBy()"函数 for (i = CANNON_FROM; i <= CANNON_TO; i ++) { sqDst = ucsqPieces[nSideTag + i]; if (sqDst && sqDst != sqSrc && sqDst != sqExcept) { if (x == FILE_X(sqDst)) { if ((lpsmsFile->wCannonCap & PreGen.wBitFileMask[sqDst]) != 0) { return true; } } else if (y == RANK_Y(sqDst)) { if ((lpsmsRank->wCannonCap & PreGen.wBitRankMask[sqDst]) != 0) { return true; } } } } return false; }
void PositionStruct::PreEvaluate(void) { int i, sq, nMidgameValue, nWhiteAttacks, nBlackAttacks, nWhiteSimpleValue, nBlackSimpleValue; uint8_t ucvlPawnPiecesAttacking[256], ucvlPawnPiecesAttackless[256]; if (!bInit) { bInit = true; // 初始化"PreEvalEx.cPopCnt16"数组,只需要初始化一次 for (i = 0; i < 65536; i ++) { PreEvalEx.cPopCnt16[i] = PopCnt16(i); } } // 首先判断局势处于开中局还是残局阶段,方法是计算各种棋子的数量,按照车=6、马炮=3、其它=1相加。 nMidgameValue = PopCnt32(this->dwBitPiece & BOTH_BITPIECE(ADVISOR_BITPIECE | BISHOP_BITPIECE | PAWN_BITPIECE)) * OTHER_MIDGAME_VALUE; nMidgameValue += PopCnt32(this->dwBitPiece & BOTH_BITPIECE(KNIGHT_BITPIECE | CANNON_BITPIECE)) * KNIGHT_CANNON_MIDGAME_VALUE; nMidgameValue += PopCnt32(this->dwBitPiece & BOTH_BITPIECE(ROOK_BITPIECE)) * ROOK_MIDGAME_VALUE; // 使用二次函数,子力很少时才认为接近残局 nMidgameValue = (2 * TOTAL_MIDGAME_VALUE - nMidgameValue) * nMidgameValue / TOTAL_MIDGAME_VALUE; __ASSERT_BOUND(0, nMidgameValue, TOTAL_MIDGAME_VALUE); PreEval.vlAdvanced = (TOTAL_ADVANCED_VALUE * nMidgameValue + TOTAL_ADVANCED_VALUE / 2) / TOTAL_MIDGAME_VALUE; __ASSERT_BOUND(0, PreEval.vlAdvanced, TOTAL_ADVANCED_VALUE); for (sq = 0; sq < 256; sq ++) { if (IN_BOARD(sq)) { PreEval.ucvlWhitePieces[0][sq] = PreEval.ucvlBlackPieces[0][SQUARE_FLIP(sq)] = (uint8_t) ((cucvlKingPawnMidgameAttacking[sq] * nMidgameValue + cucvlKingPawnEndgameAttacking[sq] * (TOTAL_MIDGAME_VALUE - nMidgameValue)) / TOTAL_MIDGAME_VALUE); PreEval.ucvlWhitePieces[3][sq] = PreEval.ucvlBlackPieces[3][SQUARE_FLIP(sq)] = (uint8_t) ((cucvlKnightMidgame[sq] * nMidgameValue + cucvlKnightEndgame[sq] * (TOTAL_MIDGAME_VALUE - nMidgameValue)) / TOTAL_MIDGAME_VALUE); PreEval.ucvlWhitePieces[4][sq] = PreEval.ucvlBlackPieces[4][SQUARE_FLIP(sq)] = (uint8_t) ((cucvlRookMidgame[sq] * nMidgameValue + cucvlRookEndgame[sq] * (TOTAL_MIDGAME_VALUE - nMidgameValue)) / TOTAL_MIDGAME_VALUE); PreEval.ucvlWhitePieces[5][sq] = PreEval.ucvlBlackPieces[5][SQUARE_FLIP(sq)] = (uint8_t) ((cucvlCannonMidgame[sq] * nMidgameValue + cucvlCannonEndgame[sq] * (TOTAL_MIDGAME_VALUE - nMidgameValue)) / TOTAL_MIDGAME_VALUE); ucvlPawnPiecesAttacking[sq] = PreEval.ucvlWhitePieces[0][sq]; ucvlPawnPiecesAttackless[sq] = (uint8_t) ((cucvlKingPawnMidgameAttackless[sq] * nMidgameValue + cucvlKingPawnEndgameAttackless[sq] * (TOTAL_MIDGAME_VALUE - nMidgameValue)) / TOTAL_MIDGAME_VALUE); } } for (i = 0; i < 16; i ++) { PreEvalEx.vlHollowThreat[i] = cvlHollowThreat[i] * (nMidgameValue + TOTAL_MIDGAME_VALUE) / (TOTAL_MIDGAME_VALUE * 2); __ASSERT_BOUND(0, PreEvalEx.vlHollowThreat[i], cvlHollowThreat[i]); PreEvalEx.vlCentralThreat[i] = cvlCentralThreat[i]; } // 然后判断各方是否处于进攻状态,方法是计算各种过河棋子的数量,按照车马2炮兵1相加。 nWhiteAttacks = nBlackAttacks = 0; for (i = SIDE_TAG(0) + KNIGHT_FROM; i <= SIDE_TAG(0) + ROOK_TO; i ++) { if (this->ucsqPieces[i] != 0 && BLACK_HALF(this->ucsqPieces[i])) { nWhiteAttacks += 2; } } for (i = SIDE_TAG(0) + CANNON_FROM; i <= SIDE_TAG(0) + PAWN_TO; i ++) { if (this->ucsqPieces[i] != 0 && BLACK_HALF(this->ucsqPieces[i])) { nWhiteAttacks ++; } } for (i = SIDE_TAG(1) + KNIGHT_FROM; i <= SIDE_TAG(1) + ROOK_TO; i ++) { if (this->ucsqPieces[i] != 0 && WHITE_HALF(this->ucsqPieces[i])) { nBlackAttacks += 2; } } for (i = SIDE_TAG(1) + CANNON_FROM; i <= SIDE_TAG(1) + PAWN_TO; i ++) { if (this->ucsqPieces[i] != 0 && WHITE_HALF(this->ucsqPieces[i])) { nBlackAttacks ++; } } // 如果本方轻子数比对方多,那么每多一个轻子(车算2个轻子)威胁值加2。威胁值最多不超过8。 nWhiteSimpleValue = PopCnt16(this->wBitPiece[0] & ROOK_BITPIECE) * 2 + PopCnt16(this->wBitPiece[0] & (KNIGHT_BITPIECE | CANNON_BITPIECE)); nBlackSimpleValue = PopCnt16(this->wBitPiece[1] & ROOK_BITPIECE) * 2 + PopCnt16(this->wBitPiece[1] & (KNIGHT_BITPIECE | CANNON_BITPIECE)); if (nWhiteSimpleValue > nBlackSimpleValue) { nWhiteAttacks += (nWhiteSimpleValue - nBlackSimpleValue) * 2; } else { nBlackAttacks += (nBlackSimpleValue - nWhiteSimpleValue) * 2; } nWhiteAttacks = MIN(nWhiteAttacks, TOTAL_ATTACK_VALUE); nBlackAttacks = MIN(nBlackAttacks, TOTAL_ATTACK_VALUE); PreEvalEx.vlBlackAdvisorLeakage = TOTAL_ADVISOR_LEAKAGE * nWhiteAttacks / TOTAL_ATTACK_VALUE; PreEvalEx.vlWhiteAdvisorLeakage = TOTAL_ADVISOR_LEAKAGE * nBlackAttacks / TOTAL_ATTACK_VALUE; __ASSERT_BOUND(0, nWhiteAttacks, TOTAL_ATTACK_VALUE); __ASSERT_BOUND(0, nBlackAttacks, TOTAL_ATTACK_VALUE); __ASSERT_BOUND(0, PreEvalEx.vlBlackAdvisorLeakage, TOTAL_ADVISOR_LEAKAGE); __ASSERT_BOUND(0, PreEvalEx.vlBlackAdvisorLeakage, TOTAL_ADVISOR_LEAKAGE); for (sq = 0; sq < 256; sq ++) { if (IN_BOARD(sq)) { PreEval.ucvlWhitePieces[1][sq] = PreEval.ucvlWhitePieces[2][sq] = (uint8_t) ((cucvlAdvisorBishopThreatened[sq] * nBlackAttacks + (PreEval.bPromotion ? cucvlAdvisorBishopPromotionThreatless[sq] : cucvlAdvisorBishopThreatless[sq]) * (TOTAL_ATTACK_VALUE - nBlackAttacks)) / TOTAL_ATTACK_VALUE); PreEval.ucvlBlackPieces[1][sq] = PreEval.ucvlBlackPieces[2][sq] = (uint8_t) ((cucvlAdvisorBishopThreatened[SQUARE_FLIP(sq)] * nWhiteAttacks + (PreEval.bPromotion ? cucvlAdvisorBishopPromotionThreatless[SQUARE_FLIP(sq)] : cucvlAdvisorBishopThreatless[SQUARE_FLIP(sq)]) * (TOTAL_ATTACK_VALUE - nWhiteAttacks)) / TOTAL_ATTACK_VALUE); PreEval.ucvlWhitePieces[6][sq] = (uint8_t) ((ucvlPawnPiecesAttacking[sq] * nWhiteAttacks + ucvlPawnPiecesAttackless[sq] * (TOTAL_ATTACK_VALUE - nWhiteAttacks)) / TOTAL_ATTACK_VALUE); PreEval.ucvlBlackPieces[6][sq] = (uint8_t) ((ucvlPawnPiecesAttacking[SQUARE_FLIP(sq)] * nBlackAttacks + ucvlPawnPiecesAttackless[SQUARE_FLIP(sq)] * (TOTAL_ATTACK_VALUE - nBlackAttacks)) / TOTAL_ATTACK_VALUE); } } for (i = 0; i < 16; i ++) { PreEvalEx.vlWhiteBottomThreat[i] = cvlBottomThreat[i] * nBlackAttacks / TOTAL_ATTACK_VALUE; PreEvalEx.vlBlackBottomThreat[i] = cvlBottomThreat[i] * nWhiteAttacks / TOTAL_ATTACK_VALUE; } // 检查预评价是否对称 #ifndef NDEBUG for (sq = 0; sq < 256; sq ++) { if (IN_BOARD(sq)) { for (i = 0; i < 7; i ++) { __ASSERT(PreEval.ucvlWhitePieces[i][sq] == PreEval.ucvlWhitePieces[i][SQUARE_MIRROR(sq)]); __ASSERT(PreEval.ucvlBlackPieces[i][sq] == PreEval.ucvlBlackPieces[i][SQUARE_MIRROR(sq)]); } } } for (i = FILE_LEFT; i <= FILE_RIGHT; i ++) { __ASSERT(PreEvalEx.vlWhiteBottomThreat[i] == PreEvalEx.vlWhiteBottomThreat[FILE_FLIP(i)]); __ASSERT(PreEvalEx.vlBlackBottomThreat[i] == PreEvalEx.vlBlackBottomThreat[FILE_FLIP(i)]); } #endif // 调整不受威胁方少掉的仕(士)相(象)分值 this->vlWhite = ADVISOR_BISHOP_ATTACKLESS_VALUE * (TOTAL_ATTACK_VALUE - nBlackAttacks) / TOTAL_ATTACK_VALUE; this->vlBlack = ADVISOR_BISHOP_ATTACKLESS_VALUE * (TOTAL_ATTACK_VALUE - nWhiteAttacks) / TOTAL_ATTACK_VALUE; // 如果允许升变,那么不受威胁的仕(士)相(象)分值就少了一半 if (PreEval.bPromotion) { this->vlWhite /= 2; this->vlBlack /= 2; } // 最后重新计算子力位置分 for (i = 16; i < 32; i ++) { sq = this->ucsqPieces[i]; if (sq != 0) { __ASSERT_SQUARE(sq); this->vlWhite += PreEval.ucvlWhitePieces[PIECE_TYPE(i)][sq]; } } for (i = 32; i < 48; i ++) { sq = this->ucsqPieces[i]; if (sq != 0) { __ASSERT_SQUARE(sq); this->vlBlack += PreEval.ucvlBlackPieces[PIECE_TYPE(i)][sq]; } } }