Bitboard SEE::extractShadowAttacker(const Position& position, Bitboard bb, Square from, Square to) { Direction dir = from.dir(to); if (dir >= Direction::EndS) { return bb; } Bitboard occ = nosseOr(position.getBOccupiedBitboard(), position.getWOccupiedBitboard()); RotatedBitboard occ90 = position.get90RotatedBitboard(); RotatedBitboard occR45 = position.getRight45RotatedBitboard(); RotatedBitboard occL45 = position.getLeft45RotatedBitboard(); Bitboard masked; switch (dir) { case Direction::Up: case Direction::Down: masked = MoveTables::ver(occ, from); break; case Direction::Left: case Direction::Right: masked = MoveTables::hor(occ90, from); break; case Direction::RightUp: case Direction::LeftDown: masked = MoveTables::diagR45(occR45, to); break; case Direction::LeftUp: case Direction::RightDown: masked = MoveTables::diagL45(occL45, to); break; default: ASSERT(false); } BB_EACH(square, masked) { Piece piece = position.getPieceOnBoard(square); if (square.dir(from) == dir && MoveTables::isMovableInLongStep(piece, dir)) { bb.set(square); break; } }
MoveStack* generateDropMoves20151211(MoveStack* moveStackList, const Position& pos, const Bitboard& target) { const Hand hand = pos.hand(US); // まず、歩に対して指し手を生成 if (hand.exists<HPawn>()) { Bitboard toBB = target; // 一段目には打てない const Rank TRank9 = (US == Black ? Rank9 : Rank1); toBB.andEqualNot(rankMask<TRank9>()); // 二歩の回避 Bitboard pawnsBB = pos.bbOf(Pawn, US); Square pawnsSquare; foreachBB(pawnsBB, pawnsSquare, [&](const int part) { toBB.set(part, toBB.p(part) & ~squareFileMask(pawnsSquare).p(part)); }); // 打ち歩詰めの回避 const Rank TRank1 = (US == Black ? Rank1 : Rank9); const SquareDelta TDeltaS = (US == Black ? DeltaS : DeltaN); const Square ksq = pos.kingSquare(oppositeColor(US)); // 相手玉が九段目なら、歩で王手出来ないので、打ち歩詰めを調べる必要はない。 if (makeRank(ksq) != TRank1) { const Square pawnDropCheckSquare = ksq + TDeltaS; assert(isInSquare(pawnDropCheckSquare)); if (toBB.isSet(pawnDropCheckSquare) && pos.piece(pawnDropCheckSquare) == Empty) { if (!pos.isPawnDropCheckMate(US, pawnDropCheckSquare)) { // ここで clearBit だけして MakeMove しないことも出来る。 // 指し手が生成される順番が変わり、王手が先に生成されるが、後で問題にならないか? (*moveStackList++).move = makeDropMove(Pawn, pawnDropCheckSquare); } toBB.xorBit(pawnDropCheckSquare); } } Square to; FOREACH_BB(toBB, to, { (*moveStackList++).move = makeDropMove(Pawn, to); });