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Failed STC (https://tests.stockfishchess.org/tests/view/6a4f36355529b8472df7ff7e): LLR: -2.94 (-2.94,2.94) <0.00,2.00> Total: 144768 W: 38003 L: 38051 D: 68714 Ptnml(0-2): 521, 17154, 37050, 17170, 489 Passed LTC (https://tests.stockfishchess.org/tests/view/6a501dad5529b8472df80103): LLR: 2.94 (-2.94,2.94) <0.50,2.50> Total: 189888 W: 49613 L: 48984 D: 91291 Ptnml(0-2): 122, 20406, 53256, 21041, 119 Passed VLTC (https://tests.stockfishchess.org/tests/view/6a52892c5529b8472df80481): LLR: 2.94 (-2.94,2.94) <0.00,2.00> Total: 46124 W: 12156 L: 11865 D: 22103 Ptnml(0-2): 12, 4523, 13696, 4824, 7 Passed VVLTC (https://tests.stockfishchess.org/tests/view/6a566a285529b8472df80b84): LLR: 2.94 (-2.94,2.94) <0.50,2.50> Total: 44698 W: 11805 L: 11507 D: 21386 Ptnml(0-2): 9, 3819, 14395, 4117, 9 This PR adds pawn pair features, a new set of features that is indexed by pairs of pawns occupying the same or adjacent files (hence "3-wide"). Because these are a superset of pawn–pawn interactions in threat inputs (including the recently added pawn-pusher inputs), those are removed. HalfKA features remain unchanged. Pawn-pair features were invented by Jonathan for Pawnocchio, based on his observation that in a net trained on *all* pairs of pawns, the most important pawn pairs were those differing by at most one file. sscg13 made the necessary changes to the trainer (https://github.com/official-stockfish/nnue-pytorch/pull/502) and initial changes to inference. The slowdown was originally far too large (some 10%); following major optimizations from Jonathan and a bit from me, the slowdown is small enough for a comfortable LTC pass; on my machine I get a 3.5% slowdown overall. I expect there are further "easy" speedups in the new code, so this gap should narrow a bit. Nettest PR: https://github.com/vondele/nettest/pull/359 closes https://github.com/official-stockfish/Stockfish/pull/6982 Bench: 2718396 Co-Authored-By: anematode <timothy.herchen@gmail.com> Co-Authored-By: Jonathan Hallström <lmj.hallstrom@gmail.com>
1701 lines
57 KiB
C++
1701 lines
57 KiB
C++
/*
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Stockfish, a UCI chess playing engine derived from Glaurung 2.1
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Copyright (C) 2004-2026 The Stockfish developers (see AUTHORS file)
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Stockfish is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Stockfish is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "position.h"
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#include <algorithm>
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#include <array>
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#include <cassert>
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#include <cctype>
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#include <cstddef>
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#include <cstring>
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#include <initializer_list>
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#include <iomanip>
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#include <iostream>
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#include <sstream>
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#include <string_view>
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#include <utility>
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#include "bitboard.h"
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#include "history.h"
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#include "misc.h"
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#include "movegen.h"
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#include "syzygy/tbprobe.h"
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#include "tt.h"
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#include "uci.h"
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using std::string;
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namespace Stockfish {
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using namespace Attacks;
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namespace Zobrist {
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Key psq[PIECE_NB][SQUARE_NB];
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Key enpassant[FILE_NB];
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Key castling[CASTLING_RIGHT_NB];
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Key side, noPawns;
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}
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namespace {
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constexpr std::string_view PieceToChar(" PNBRQK pnbrqk");
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static constexpr Piece Pieces[] = {W_PAWN, W_KNIGHT, W_BISHOP, W_ROOK, W_QUEEN, W_KING,
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B_PAWN, B_KNIGHT, B_BISHOP, B_ROOK, B_QUEEN, B_KING};
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} // namespace
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// Returns an ASCII representation of the position
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std::ostream& operator<<(std::ostream& os, const Position& pos) {
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os << "\n +---+---+---+---+---+---+---+---+\n";
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for (Rank r = RANK_8;; --r)
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{
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for (File f = FILE_A; f <= FILE_H; ++f)
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os << " | " << PieceToChar[pos.piece_on(make_square(f, r))];
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os << " | " << (1 + r) << "\n +---+---+---+---+---+---+---+---+\n";
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if (r == RANK_1)
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break;
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}
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os << " a b c d e f g h\n"
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<< "\nFen: " << pos.fen() << "\nKey: " << std::hex << std::uppercase << std::setfill('0')
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<< std::setw(16) << pos.key() << std::setfill(' ') << std::dec << "\nCheckers: ";
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for (Bitboard b = pos.checkers(); b;)
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os << UCIEngine::square(pop_lsb(b)) << " ";
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if (Tablebases::MaxCardinality >= popcount(pos.pieces()) && !pos.can_castle(ANY_CASTLING))
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{
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StateInfo st;
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Position p;
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p.set(pos.fen(), pos.is_chess960(), &st);
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Tablebases::ProbeState s1, s2;
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Tablebases::WDLScore wdl = Tablebases::probe_wdl(p, &s1);
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int dtz = Tablebases::probe_dtz(p, &s2);
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os << "\nTablebases WDL: " << std::setw(4) << wdl << " (" << s1 << ")"
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<< "\nTablebases DTZ: " << std::setw(4) << dtz << " (" << s2 << ")";
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}
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return os;
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}
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// Implements Marcel van Kervinck's cuckoo algorithm to detect repetition of positions
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// for 3-fold repetition draws. The algorithm uses two hash tables with Zobrist hashes
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// to allow fast detection of recurring positions. For details see:
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// http://web.archive.org/web/20201107002606/https://marcelk.net/2013-04-06/paper/upcoming-rep-v2.pdf
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// First and second hash functions for indexing the cuckoo tables
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inline int H1(Key h) { return h & 0x1fff; }
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inline int H2(Key h) { return (h >> 16) & 0x1fff; }
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// Cuckoo tables with Zobrist hashes of valid reversible moves, and the moves themselves
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static std::array<Key, 8192> cuckoo;
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static std::array<Move, 8192> cuckooMove;
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// Initializes at startup the various arrays used to compute hash keys
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void Position::init() {
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PRNG rng(1070372);
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for (Piece pc : Pieces)
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for (Square s = SQ_A1; s <= SQ_H8; ++s)
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Zobrist::psq[pc][s] = rng.rand<Key>();
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// pawns on these squares will promote
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std::fill_n(Zobrist::psq[W_PAWN] + SQ_A8, 8, 0);
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std::fill_n(Zobrist::psq[B_PAWN], 8, 0);
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for (File f = FILE_A; f <= FILE_H; ++f)
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Zobrist::enpassant[f] = rng.rand<Key>();
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for (int cr = NO_CASTLING; cr <= ANY_CASTLING; ++cr)
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Zobrist::castling[cr] = rng.rand<Key>();
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Zobrist::side = rng.rand<Key>();
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Zobrist::noPawns = rng.rand<Key>();
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// Prepare the cuckoo tables
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cuckoo.fill(0);
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cuckooMove.fill(Move::none());
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[[maybe_unused]] int count = 0;
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for (Piece pc : Pieces)
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for (Square s1 = SQ_A1; s1 <= SQ_H8; ++s1)
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for (Square s2 = Square(s1 + 1); s2 <= SQ_H8; ++s2)
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if ((type_of(pc) != PAWN) && (attacks_bb(type_of(pc), s1, 0) & s2))
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{
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Move move = Move(s1, s2);
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Key key = Zobrist::psq[pc][s1] ^ Zobrist::psq[pc][s2] ^ Zobrist::side;
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int i = H1(key);
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while (true)
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{
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std::swap(cuckoo[i], key);
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std::swap(cuckooMove[i], move);
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if (move == Move::none()) // Arrived at empty slot?
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break;
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i = (i == H1(key)) ? H2(key) : H1(key); // Push victim to alternative slot
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}
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count++;
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}
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assert(count == 3668);
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}
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// Initializes the position object with the given FEN string.
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// The FEN string is strictly validated; if it is invalid or inconsistent,
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// a PositionSetError describing the problem is returned, otherwise std::nullopt.
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std::optional<PositionSetError>
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Position::set(const string& fenStr, bool isChess960, StateInfo* si) {
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/*
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A FEN string defines a particular position using only the ASCII character set.
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A FEN string contains six fields separated by a space. The fields are:
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1) Piece placement (from white's perspective). Each rank is described, starting
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with rank 8 and ending with rank 1. Within each rank, the contents of each
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square are described from file A through file H. Following the Standard
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Algebraic Notation (SAN), each piece is identified by a single letter taken
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from the standard English names. White pieces are designated using upper-case
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letters ("PNBRQK") whilst Black uses lowercase ("pnbrqk"). Blank squares are
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noted using digits 1 through 8 (the number of blank squares), and "/"
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separates ranks.
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2) Active color. "w" means white moves next, "b" means black.
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3) Castling availability. If neither side can castle, this is "-". Otherwise,
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this has one or more letters: "K" (White can castle kingside), "Q" (White
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can castle queenside), "k" (Black can castle kingside), and/or "q" (Black
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can castle queenside).
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4) En passant target square (in algebraic notation). If there's no en passant
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target square, this is "-". If a pawn has just made a 2-square move, this
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is the position "behind" the pawn. Following X-FEN standard, this is recorded
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only if there is a pawn in position to make an en passant capture, and if
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there really is a pawn that might have advanced two squares.
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5) Halfmove clock. This is the number of halfmoves since the last pawn advance
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or capture. This is used to determine if a draw can be claimed under the
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fifty-move rule.
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6) Fullmove number. The number of the full move. It starts at 1, and is
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incremented after Black's move.
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*/
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unsigned char token;
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std::istringstream ss(fenStr);
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std::memset(reinterpret_cast<char*>(this), 0, sizeof(Position));
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std::memset(si, 0, sizeof(StateInfo));
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st = si;
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ss >> std::noskipws;
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int numPieces = 0;
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int file = FILE_A;
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int rank = RANK_8;
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// 1. Piece placement
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for (;;)
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{
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if (!(ss >> token))
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return PositionSetError("Invalid FEN. Unexpected end of stream.");
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if (isspace(token))
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break;
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if (isdigit(token))
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{
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const int diff = (token - '0');
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if (diff < 1 || diff > 8)
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return PositionSetError("Invalid FEN. Invalid number of squares to skip.");
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file += diff;
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if (file > FILE_NB)
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return PositionSetError("Invalid FEN. Invalid file reached.");
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}
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else if (token == '/')
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{
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if (file != FILE_NB)
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return PositionSetError(
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"Invalid FEN. Trying to end rank when not at the end of it.");
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--rank;
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file = FILE_A;
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if (rank < RANK_1)
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return PositionSetError("Invalid FEN. Invalid rank reached.");
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}
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else
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{
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if (file >= FILE_NB)
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return PositionSetError("Invalid FEN. Invalid file reached.");
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const usize idx = PieceToChar.find(token);
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if (idx == string::npos)
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return PositionSetError(std::string("Invalid FEN. Invalid piece: ")
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+ std::string(1, token));
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if (++numPieces > 32)
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return PositionSetError("Invalid FEN. More than 32 pieces on the board.");
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const Square sq = make_square(File(file), Rank(rank));
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put_piece(Piece(idx), sq);
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++file;
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}
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}
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if (rank != RANK_1 || file != FILE_NB)
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return PositionSetError("Invalid FEN. Board state encoding ended but cursor not at end.");
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if (pieces(PAWN) & (Rank1BB | Rank8BB))
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return PositionSetError("Unsupported position. Pawns on the first or eighth rank.");
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if (count<KING>(WHITE) != 1 || count<KING>(BLACK) != 1)
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return PositionSetError("Unsupported position. Incorrect number of kings.");
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for (Color c : {WHITE, BLACK})
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{
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if (count<PAWN>(c) > 8)
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return PositionSetError(std::string("Unsupported position. ")
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+ (c == WHITE ? "WHITE" : "BLACK") + " has more than 8 pawns.");
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int additional = std::max(count<KNIGHT>(c) - 2, 0) + std::max(count<BISHOP>(c) - 2, 0)
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+ std::max(count<ROOK>(c) - 2, 0) + std::max(count<QUEEN>(c) - 1, 0);
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if (additional > 8 - count<PAWN>(c))
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return PositionSetError(std::string("Unsupported position. Too many pieces for ")
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+ (c == WHITE ? "WHITE." : "BLACK."));
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}
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// 2. Active color
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if (!(ss >> token))
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return PositionSetError("Invalid FEN. Unexpected end of stream.");
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if (token != 'w' && token != 'b')
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return PositionSetError(std::string("Invalid FEN. Invalid side to move: ")
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+ std::string(1, token));
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sideToMove = (token == 'w' ? WHITE : BLACK);
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if (!(ss >> token) || !isspace(token) || ss.eof())
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return PositionSetError("Invalid FEN. Expected whitespace after side to move.");
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// 3. Castling availability. Compatible with 3 standards: Normal FEN standard,
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// Shredder-FEN that uses the letters of the columns on which the rooks began
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// the game instead of KQkq and also X-FEN standard that, in case of Chess960,
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// if an inner rook is associated with the castling right, the castling tag is
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// replaced by the file letter of the involved rook, as for the Shredder-FEN.
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//
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// NOTE: Due to the prevalence of incorrect (or missing) castling rights the
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// validation is less strict. However, incorrect castling rights are still sanitized.
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int num_castling_rights = 0;
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for (;;)
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{
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if (!(ss >> token))
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break;
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if (isspace(token))
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break;
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if (num_castling_rights == 0 && token == '-')
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{
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ss >> std::ws;
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break;
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}
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if (++num_castling_rights > 4)
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return PositionSetError("Invalid FEN. Maximum of 4 castling rights can be specified.");
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Square rsq = SQ_NONE;
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Square ksq = SQ_NONE;
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Color c = islower(token) ? BLACK : WHITE;
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Piece rook = make_piece(c, ROOK);
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Piece king = make_piece(c, KING);
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token = char(toupper(token));
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if (token == 'K' || token == 'Q')
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{
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const int dir = token == 'K' ? -1 : 1;
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Square sq = relative_square(c, token == 'K' ? SQ_H1 : SQ_A1);
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// Look for a rook and a king for the castling. King must come later.
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// Only the first rook is noted.
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// If the castling rights are available the king must always be between files 2 and 7 inclusive
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// so there is no need to check the last square.
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for (int i = 0; i < 7; ++i, sq = Square(sq + dir))
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{
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const Piece pc = piece_on(sq);
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if (pc == king)
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{
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ksq = sq;
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break;
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}
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else if (pc == rook && rsq == SQ_NONE)
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{
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rsq = sq;
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}
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}
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}
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else if (token >= 'A' && token <= 'H')
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{
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const Square rsqCandidate = make_square(File(token - 'A'), relative_rank(c, RANK_1));
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if (piece_on(rsqCandidate) == rook)
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rsq = rsqCandidate;
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// If the castling rights are available the king must always be between files 2 and 7 inclusive.
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Square sq = relative_square(c, SQ_B1);
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for (int i = 0; i < 6; ++i, ++sq)
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{
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if (piece_on(sq) == king)
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ksq = sq;
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}
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}
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else
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{
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return PositionSetError(std::string("Invalid FEN. Expected castling rights. Got: ")
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+ std::string(1, token));
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}
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// Only apply castling rights if they can be valid.
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if (ksq != SQ_NONE && rsq != SQ_NONE)
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set_castling_right(c, rsq);
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}
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// 4. En passant square.
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// Ignore if square is invalid or not on side to move relative rank 6.
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bool enpassant = false, legalEP = false;
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unsigned char col = '-', row;
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ss >> col;
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if (col != '-')
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{
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if (!(ss >> row))
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return PositionSetError("Invalid FEN. Unexpected end of stream.");
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if ((col >= 'a' && col <= 'h') && (row == (sideToMove == WHITE ? '6' : '3')))
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{
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st->epSquare = make_square(File(col - 'a'), Rank(row - '1'));
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Bitboard pawns = attacks_bb<PAWN>(st->epSquare, ~sideToMove) & pieces(sideToMove, PAWN);
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Bitboard target = (pieces(~sideToMove, PAWN) & (st->epSquare + pawn_push(~sideToMove)));
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Bitboard occ = pieces() ^ target ^ st->epSquare;
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// En passant square will be considered only if
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// a) side to move have a pawn threatening epSquare
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// b) there is an enemy pawn in front of epSquare
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// c) there is no piece on epSquare or behind epSquare
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enpassant = pawns && target
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&& !(pieces() & (st->epSquare | (st->epSquare + pawn_push(sideToMove))));
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// If no pawn can execute the en passant capture without leaving the king in check, don't record the epSquare
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while (pawns)
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legalEP |= !(attackers_to(square<KING>(sideToMove), occ ^ pop_lsb(pawns))
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& pieces(~sideToMove) & ~target);
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}
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else
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return PositionSetError("Invalid FEN. Invalid en-passant square.");
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}
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if (!enpassant || !legalEP)
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st->epSquare = SQ_NONE;
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// 5-6. Halfmove clock and fullmove number
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ss >> std::skipws >> st->rule50 >> gamePly;
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// Normally values larger than 99 would be pointless but we do support ignoring 50 move rule for TB purposes.
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// Limit at 2**15 as it's used multiplicatively with position evaluation during search.
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if (st->rule50 < 0 || st->rule50 > 32767)
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return PositionSetError("Unsupported position. Rule50 counter out of range.");
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if (gamePly < 0 || gamePly > 100000)
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return PositionSetError("Unsupported position. Game ply out of range.");
|
|
|
|
// Convert from fullmove starting from 1 to gamePly starting from 0,
|
|
// handle also common incorrect FEN with fullmove = 0.
|
|
gamePly = std::max(2 * (gamePly - 1), 0) + (sideToMove == BLACK);
|
|
|
|
chess960 = isChess960;
|
|
set_state();
|
|
|
|
if (attackers_to_exist(square<KING>(~sideToMove), pieces(), sideToMove))
|
|
return PositionSetError("Unsupported position. King can be captured.");
|
|
|
|
assert(pos_is_ok());
|
|
|
|
return std::nullopt;
|
|
}
|
|
|
|
|
|
// Helper function used to set castling
|
|
// rights given the corresponding color and the rook starting square.
|
|
void Position::set_castling_right(Color c, Square rfrom) {
|
|
|
|
Square kfrom = square<KING>(c);
|
|
CastlingRights cr = c & (kfrom < rfrom ? KING_SIDE : QUEEN_SIDE);
|
|
|
|
st->castlingRights |= cr;
|
|
castlingRightsMask[kfrom] |= cr;
|
|
castlingRightsMask[rfrom] |= cr;
|
|
castlingRookSquare[cr] = rfrom;
|
|
|
|
Square kto = relative_square(c, cr & KING_SIDE ? SQ_G1 : SQ_C1);
|
|
Square rto = relative_square(c, cr & KING_SIDE ? SQ_F1 : SQ_D1);
|
|
|
|
castlingPath[cr] = (between_bb(rfrom, rto) | between_bb(kfrom, kto)) & ~(kfrom | rfrom);
|
|
}
|
|
|
|
|
|
// Sets king attacks to detect if a move gives check
|
|
void Position::set_check_info() const {
|
|
|
|
update_slider_blockers(WHITE);
|
|
update_slider_blockers(BLACK);
|
|
|
|
Square ksq = square<KING>(~sideToMove);
|
|
const auto [bishopAttacks, rookAttacks] = both_attacks_bb(ksq, pieces());
|
|
|
|
st->checkSquares[PAWN] = attacks_bb<PAWN>(ksq, ~sideToMove);
|
|
st->checkSquares[KNIGHT] = attacks_bb<KNIGHT>(ksq);
|
|
st->checkSquares[BISHOP] = bishopAttacks;
|
|
st->checkSquares[ROOK] = rookAttacks;
|
|
st->checkSquares[QUEEN] = st->checkSquares[BISHOP] | st->checkSquares[ROOK];
|
|
st->checkSquares[KING] = 0;
|
|
}
|
|
|
|
|
|
// Computes the hash keys of the position, and other
|
|
// data that once computed is updated incrementally as moves are made.
|
|
// The function is only used when a new position is set up
|
|
void Position::set_state() const {
|
|
|
|
st->key = 0;
|
|
st->minorPieceKey = 0;
|
|
st->nonPawnKey[WHITE] = st->nonPawnKey[BLACK] = 0;
|
|
st->pawnKey = Zobrist::noPawns;
|
|
st->nonPawnMaterial[WHITE] = st->nonPawnMaterial[BLACK] = VALUE_ZERO;
|
|
st->checkersBB = attackers_to(square<KING>(sideToMove)) & pieces(~sideToMove);
|
|
|
|
set_check_info();
|
|
|
|
for (Bitboard b = pieces(); b;)
|
|
{
|
|
Square s = pop_lsb(b);
|
|
Piece pc = piece_on(s);
|
|
st->key ^= Zobrist::psq[pc][s];
|
|
|
|
if (type_of(pc) == PAWN)
|
|
st->pawnKey ^= Zobrist::psq[pc][s];
|
|
|
|
else
|
|
{
|
|
st->nonPawnKey[color_of(pc)] ^= Zobrist::psq[pc][s];
|
|
|
|
if (type_of(pc) != KING)
|
|
{
|
|
st->nonPawnMaterial[color_of(pc)] += PieceValue[pc];
|
|
|
|
if (type_of(pc) <= BISHOP)
|
|
st->minorPieceKey ^= Zobrist::psq[pc][s];
|
|
}
|
|
}
|
|
}
|
|
|
|
if (st->epSquare != SQ_NONE)
|
|
st->key ^= Zobrist::enpassant[file_of(st->epSquare)];
|
|
|
|
if (sideToMove == BLACK)
|
|
st->key ^= Zobrist::side;
|
|
|
|
st->key ^= Zobrist::castling[st->castlingRights];
|
|
st->materialKey = compute_material_key();
|
|
}
|
|
|
|
Key Position::compute_material_key() const {
|
|
Key k = 0;
|
|
for (Piece pc : Pieces)
|
|
for (int cnt = 0; cnt < pieceCount[pc]; ++cnt)
|
|
k ^= Zobrist::psq[pc][8 + cnt];
|
|
return k;
|
|
}
|
|
|
|
|
|
// Overload to initialize the position object with the given endgame code string
|
|
// like "KBPKN". It's mainly a helper to get the material key out of an endgame code.
|
|
std::optional<PositionSetError> Position::set(const string& code, Color c, StateInfo* si) {
|
|
|
|
assert(code[0] == 'K');
|
|
|
|
string sides[] = {code.substr(code.find('K', 1)), // Weak
|
|
code.substr(0, std::min(code.find('v'), code.find('K', 1)))}; // Strong
|
|
|
|
assert(sides[0].length() > 0 && sides[0].length() < 8);
|
|
assert(sides[1].length() > 0 && sides[1].length() < 8);
|
|
|
|
std::transform(sides[c].begin(), sides[c].end(), sides[c].begin(), tolower);
|
|
|
|
string fenStr = "8/" + sides[0] + char(8 - sides[0].length() + '0') + "/8/8/8/8/" + sides[1]
|
|
+ char(8 - sides[1].length() + '0') + "/8 w - - 0 10";
|
|
|
|
return set(fenStr, false, si);
|
|
}
|
|
|
|
|
|
// Returns a FEN representation of the position. In case of
|
|
// Chess960 the Shredder-FEN notation is used. This is mainly a debugging function.
|
|
string Position::fen() const {
|
|
|
|
int emptyCnt;
|
|
std::ostringstream ss;
|
|
|
|
for (Rank r = RANK_8;; --r)
|
|
{
|
|
for (File f = FILE_A; f <= FILE_H; ++f)
|
|
{
|
|
for (emptyCnt = 0; f <= FILE_H && empty(make_square(f, r)); ++f)
|
|
++emptyCnt;
|
|
|
|
if (emptyCnt)
|
|
ss << emptyCnt;
|
|
|
|
if (f <= FILE_H)
|
|
ss << PieceToChar[piece_on(make_square(f, r))];
|
|
}
|
|
|
|
if (r == RANK_1)
|
|
break;
|
|
ss << '/';
|
|
}
|
|
|
|
ss << (sideToMove == WHITE ? " w " : " b ");
|
|
|
|
if (can_castle(WHITE_OO))
|
|
ss << (chess960 ? char('A' + file_of(castling_rook_square(WHITE_OO))) : 'K');
|
|
|
|
if (can_castle(WHITE_OOO))
|
|
ss << (chess960 ? char('A' + file_of(castling_rook_square(WHITE_OOO))) : 'Q');
|
|
|
|
if (can_castle(BLACK_OO))
|
|
ss << (chess960 ? char('a' + file_of(castling_rook_square(BLACK_OO))) : 'k');
|
|
|
|
if (can_castle(BLACK_OOO))
|
|
ss << (chess960 ? char('a' + file_of(castling_rook_square(BLACK_OOO))) : 'q');
|
|
|
|
if (!can_castle(ANY_CASTLING))
|
|
ss << '-';
|
|
|
|
ss << (ep_square() == SQ_NONE ? " - " : " " + UCIEngine::square(ep_square()) + " ")
|
|
<< st->rule50 << " " << 1 + (gamePly - (sideToMove == BLACK)) / 2;
|
|
|
|
return ss.str();
|
|
}
|
|
|
|
// Calculates st->blockersForKing[c] and st->pinners[~c],
|
|
// which store respectively the pieces preventing king of color c from being in check
|
|
// and the slider pieces of color ~c pinning pieces of color c to the king.
|
|
void Position::update_slider_blockers(Color c) const {
|
|
|
|
Square ksq = square<KING>(c);
|
|
|
|
st->blockersForKing[c] = 0;
|
|
st->pinners[~c] = 0;
|
|
|
|
// Snipers are sliders that attack 's' when a piece and other snipers are removed
|
|
Bitboard snipers = ((attacks_bb<ROOK>(ksq) & pieces(QUEEN, ROOK))
|
|
| (attacks_bb<BISHOP>(ksq) & pieces(QUEEN, BISHOP)))
|
|
& pieces(~c);
|
|
Bitboard occupancy = pieces() ^ snipers;
|
|
|
|
while (snipers)
|
|
{
|
|
Square sniperSq = pop_lsb(snipers);
|
|
Bitboard b = between_bb(ksq, sniperSq) & occupancy;
|
|
|
|
if (b && !more_than_one(b))
|
|
{
|
|
st->blockersForKing[c] |= b;
|
|
if (b & pieces(c))
|
|
st->pinners[~c] |= sniperSq;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// Computes a bitboard of all pieces which attack a given square.
|
|
// Slider attacks use the occupied bitboard to indicate occupancy.
|
|
Bitboard Position::attackers_to(Square s, Bitboard occupied) const {
|
|
|
|
const auto [bishopAttacks, rookAttacks] = both_attacks_bb(s, occupied);
|
|
|
|
return (rookAttacks & pieces(ROOK, QUEEN)) | (bishopAttacks & pieces(BISHOP, QUEEN))
|
|
| (attacks_bb<PAWN>(s, BLACK) & pieces(WHITE, PAWN))
|
|
| (attacks_bb<PAWN>(s, WHITE) & pieces(BLACK, PAWN))
|
|
| (attacks_bb<KNIGHT>(s) & pieces(KNIGHT)) | (attacks_bb<KING>(s) & pieces(KING));
|
|
}
|
|
|
|
bool Position::attackers_to_exist(Square s, Bitboard occupied, Color c) const {
|
|
|
|
return (attacks_bb<ROOK>(s, occupied) & pieces(c, ROOK, QUEEN))
|
|
|| (attacks_bb<BISHOP>(s, occupied) & pieces(c, BISHOP, QUEEN))
|
|
|| (attacks_bb<PAWN>(s, ~c) & pieces(c, PAWN))
|
|
|| (attacks_bb<KNIGHT>(s) & pieces(c, KNIGHT)) || (attacks_bb<KING>(s) & pieces(c, KING));
|
|
}
|
|
|
|
// Tests whether a pseudo-legal move is legal
|
|
bool Position::legal(Move m) const {
|
|
|
|
assert(m.is_ok());
|
|
|
|
Color us = sideToMove;
|
|
Square from = m.from_sq();
|
|
Square to = m.to_sq();
|
|
|
|
assert(color_of(moved_piece(m)) == us);
|
|
assert(piece_on(square<KING>(us)) == make_piece(us, KING));
|
|
|
|
// Castling moves generation does not check if the castling path is clear of
|
|
// enemy attacks, it is delayed at a later time: now!
|
|
if (m.type_of() == CASTLING)
|
|
{
|
|
// After castling, the rook and king final positions are the same in
|
|
// Chess960 as they would be in standard chess.
|
|
to = relative_square(us, to > from ? SQ_G1 : SQ_C1);
|
|
Direction step = to > from ? WEST : EAST;
|
|
|
|
for (Square s = to; s != from; s += step)
|
|
if (attackers_to_exist(s, pieces(), ~us))
|
|
return false;
|
|
|
|
// In case of Chess960, verify if the Rook blocks some checks.
|
|
// For instance an enemy queen in SQ_A1 when castling rook is in SQ_B1.
|
|
return !chess960 || !(blockers_for_king(us) & m.to_sq());
|
|
}
|
|
|
|
// If the moving piece is a king, check whether the destination square is
|
|
// attacked by the opponent.
|
|
if (type_of(piece_on(from)) == KING)
|
|
return !(attackers_to_exist(to, pieces() ^ from, ~us));
|
|
|
|
// A non-king move is legal if and only if it is not pinned or it
|
|
// is moving along the ray towards or away from the king.
|
|
return !(blockers_for_king(us) & from) || line_bb(from, to) & pieces(us, KING);
|
|
}
|
|
|
|
|
|
// Takes a random move and tests whether the move is
|
|
// pseudo-legal. It is used to validate moves from TT that can be corrupted
|
|
// due to SMP concurrent access or hash position key aliasing.
|
|
bool Position::pseudo_legal(const Move m) const {
|
|
|
|
Color us = sideToMove;
|
|
Square from = m.from_sq();
|
|
Square to = m.to_sq();
|
|
Piece pc = moved_piece(m);
|
|
|
|
// Use a slower but simpler function for uncommon cases
|
|
// yet we skip the legality check of MoveList<LEGAL>().
|
|
if (m.type_of() != NORMAL)
|
|
return checkers() ? MoveList<EVASIONS>(*this).contains(m)
|
|
: MoveList<NON_EVASIONS>(*this).contains(m);
|
|
|
|
// Is not a promotion, so the promotion piece must be empty
|
|
assert(m.promotion_type() - KNIGHT == NO_PIECE_TYPE);
|
|
|
|
// If the 'from' square is not occupied by a piece belonging to the side to
|
|
// move, the move is obviously not legal.
|
|
if (pc == NO_PIECE || color_of(pc) != us)
|
|
return false;
|
|
|
|
// The destination square cannot be occupied by a friendly piece
|
|
if (pieces(us) & to)
|
|
return false;
|
|
|
|
// Handle the special case of a pawn move
|
|
if (type_of(pc) == PAWN)
|
|
{
|
|
// We have already handled promotion moves, so destination cannot be on the 8th/1st rank
|
|
if ((Rank8BB | Rank1BB) & to)
|
|
return false;
|
|
|
|
// Check if it's a valid capture, single push, or double push
|
|
const bool isCapture = bool(attacks_bb<PAWN>(from, us) & pieces(~us) & to);
|
|
const bool isSinglePush = (from + pawn_push(us) == to) && empty(to);
|
|
const bool isDoublePush = (from + 2 * pawn_push(us) == to)
|
|
&& (relative_rank(us, from) == RANK_2) && empty(to)
|
|
&& empty(to - pawn_push(us));
|
|
|
|
if (!(isCapture || isSinglePush || isDoublePush))
|
|
return false;
|
|
}
|
|
else if (!(attacks_bb(type_of(pc), from, pieces()) & to))
|
|
return false;
|
|
|
|
if (checkers() && type_of(pc) != KING)
|
|
{
|
|
// In double check, only a king move can evade
|
|
if (more_than_one(checkers()))
|
|
return false;
|
|
|
|
// The move must block the check or capture the checker
|
|
if (!(between_bb(square<KING>(us), lsb(checkers())) & to))
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
// Tests whether a pseudo-legal move gives a check
|
|
bool Position::gives_check(Move m) const {
|
|
|
|
assert(m.is_ok());
|
|
assert(color_of(moved_piece(m)) == sideToMove);
|
|
|
|
Square from = m.from_sq();
|
|
Square to = m.to_sq();
|
|
|
|
// Is there a direct check?
|
|
if (check_squares(type_of(piece_on(from))) & to)
|
|
return true;
|
|
|
|
// Is there a discovered check?
|
|
if (blockers_for_king(~sideToMove) & from)
|
|
return !(line_bb(from, to) & pieces(~sideToMove, KING)) || m.type_of() == CASTLING;
|
|
|
|
switch (m.type_of())
|
|
{
|
|
case NORMAL :
|
|
return false;
|
|
|
|
case PROMOTION :
|
|
return attacks_bb(m.promotion_type(), to, pieces() ^ from) & pieces(~sideToMove, KING);
|
|
|
|
// En passant capture with check? We have already handled the case of direct
|
|
// checks and ordinary discovered check, so the only case we need to handle
|
|
// is the unusual case of a discovered check through the captured pawn.
|
|
case EN_PASSANT : {
|
|
Square capsq = make_square(file_of(to), rank_of(from));
|
|
Bitboard b = (pieces() ^ from ^ capsq) | to;
|
|
const auto [bishopAttacks, rookAttacks] = both_attacks_bb(square<KING>(~sideToMove), b);
|
|
|
|
return (rookAttacks & pieces(sideToMove, QUEEN, ROOK))
|
|
| (bishopAttacks & pieces(sideToMove, QUEEN, BISHOP));
|
|
}
|
|
default : //CASTLING
|
|
{
|
|
// Castling is encoded as 'king captures the rook'
|
|
Square rto = relative_square(sideToMove, to > from ? SQ_F1 : SQ_D1);
|
|
|
|
return check_squares(ROOK) & rto;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// Makes a move, and saves all information necessary
|
|
// to a StateInfo object. The move is assumed to be legal. Pseudo-legal
|
|
// moves should be filtered out before this function is called.
|
|
// If a pointer to the TT table is passed, the entry for the new position
|
|
// will be prefetched, and likewise for shared history.
|
|
void Position::do_move(Move m,
|
|
StateInfo& newSt,
|
|
bool givesCheck,
|
|
Dirties& dirties,
|
|
const TranspositionTable* tt = nullptr,
|
|
const SharedHistories* history = nullptr) {
|
|
|
|
assert(m.is_ok());
|
|
assert(&newSt != st);
|
|
|
|
Key k = st->key ^ Zobrist::side;
|
|
|
|
// Copy some fields of the old state to our new StateInfo object except the
|
|
// ones which are going to be recalculated from scratch anyway and then switch
|
|
// our state pointer to point to the new (ready to be updated) state.
|
|
std::memcpy(&newSt, st, offsetof(StateInfo, key));
|
|
newSt.previous = st;
|
|
st = &newSt;
|
|
|
|
// Increment ply counters. In particular, rule50 will be reset to zero later on
|
|
// in case of a capture or a pawn move.
|
|
++gamePly;
|
|
++st->rule50;
|
|
++st->pliesFromNull;
|
|
|
|
auto& dpps = dirties.dirtyPawnPairs;
|
|
auto& dts = dirties.dirtyThreats;
|
|
auto& dp = dirties.dirtyPiece;
|
|
|
|
dpps.before[WHITE] = pieces(WHITE, PAWN);
|
|
dpps.before[BLACK] = pieces(BLACK, PAWN);
|
|
|
|
Color us = sideToMove;
|
|
Color them = ~us;
|
|
Square from = m.from_sq();
|
|
Square to = m.to_sq();
|
|
Piece pc = piece_on(from);
|
|
Piece captured = m.type_of() == EN_PASSANT ? make_piece(them, PAWN) : piece_on(to);
|
|
|
|
dp.pc = pc;
|
|
dp.from = from;
|
|
dp.to = to;
|
|
dp.add_sq = SQ_NONE;
|
|
|
|
assert(color_of(pc) == us);
|
|
assert(captured == NO_PIECE || color_of(captured) == (m.type_of() != CASTLING ? them : us));
|
|
assert(type_of(captured) != KING);
|
|
|
|
if (m.type_of() == CASTLING)
|
|
{
|
|
assert(pc == make_piece(us, KING));
|
|
assert(captured == make_piece(us, ROOK));
|
|
|
|
Square rfrom, rto;
|
|
do_castling<true>(us, from, to, rfrom, rto, &dts, &dp);
|
|
|
|
k ^= Zobrist::psq[captured][rfrom] ^ Zobrist::psq[captured][rto];
|
|
st->nonPawnKey[us] ^= Zobrist::psq[captured][rfrom] ^ Zobrist::psq[captured][rto];
|
|
captured = NO_PIECE;
|
|
}
|
|
else if (captured)
|
|
{
|
|
Square capsq = to;
|
|
|
|
// If the captured piece is a pawn, update pawn hash key, otherwise
|
|
// update non-pawn material.
|
|
if (type_of(captured) == PAWN)
|
|
{
|
|
if (m.type_of() == EN_PASSANT)
|
|
{
|
|
capsq -= pawn_push(us);
|
|
|
|
assert(pc == make_piece(us, PAWN));
|
|
assert(to == st->epSquare);
|
|
assert(relative_rank(us, to) == RANK_6);
|
|
assert(piece_on(to) == NO_PIECE);
|
|
assert(piece_on(capsq) == make_piece(them, PAWN));
|
|
|
|
// Update board and piece lists in ep case, normal captures are updated later
|
|
remove_piece(capsq, &dts);
|
|
}
|
|
|
|
st->pawnKey ^= Zobrist::psq[captured][capsq];
|
|
}
|
|
else
|
|
{
|
|
st->nonPawnMaterial[them] -= PieceValue[captured];
|
|
st->nonPawnKey[them] ^= Zobrist::psq[captured][capsq];
|
|
|
|
if (type_of(captured) <= BISHOP)
|
|
st->minorPieceKey ^= Zobrist::psq[captured][capsq];
|
|
}
|
|
|
|
dp.remove_pc = captured;
|
|
dp.remove_sq = capsq;
|
|
|
|
k ^= Zobrist::psq[captured][capsq];
|
|
st->materialKey ^=
|
|
Zobrist::psq[captured][8 + pieceCount[captured] - (m.type_of() != EN_PASSANT)];
|
|
|
|
// Reset rule 50 counter
|
|
st->rule50 = 0;
|
|
}
|
|
else
|
|
dp.remove_sq = SQ_NONE;
|
|
|
|
// Update hash key
|
|
k ^= Zobrist::psq[pc][from] ^ Zobrist::psq[pc][to];
|
|
|
|
// Reset en passant square
|
|
if (st->epSquare != SQ_NONE)
|
|
{
|
|
k ^= Zobrist::enpassant[file_of(st->epSquare)];
|
|
st->epSquare = SQ_NONE;
|
|
}
|
|
|
|
// Update castling rights.
|
|
k ^= Zobrist::castling[st->castlingRights];
|
|
st->castlingRights &= ~(castlingRightsMask[from] | castlingRightsMask[to]);
|
|
k ^= Zobrist::castling[st->castlingRights];
|
|
|
|
// If the moving piece is a pawn do some special extra work
|
|
if (type_of(pc) == PAWN)
|
|
{
|
|
// Check if the en passant square needs to be set. Accurate e.p. info is needed
|
|
// for correct zobrist key generation and 3-fold checking.
|
|
if ((int(to) ^ int(from)) == 16)
|
|
{
|
|
Square epSquare = to - pawn_push(us);
|
|
Bitboard pawns = attacks_bb<PAWN>(epSquare, us) & pieces(them, PAWN);
|
|
|
|
// If there are no pawns attacking the ep square, ep is not possible.
|
|
if (pawns)
|
|
{
|
|
Square ksq = square<KING>(them);
|
|
Bitboard notBlockers = ~st->previous->blockersForKing[them];
|
|
bool noDiscovery = (from & notBlockers) || file_of(from) == file_of(ksq);
|
|
|
|
// If the pawn gives discovered check, ep is never legal. Else, if at least one
|
|
// pawn was not a blocker for the enemy king or lies on the same line as the
|
|
// enemy king and en passant square, a legal capture exists.
|
|
if (noDiscovery && (pawns & (notBlockers | line_bb(epSquare, ksq))))
|
|
{
|
|
st->epSquare = epSquare;
|
|
k ^= Zobrist::enpassant[file_of(epSquare)];
|
|
}
|
|
}
|
|
}
|
|
|
|
else if (m.type_of() == PROMOTION)
|
|
{
|
|
PieceType pt = m.promotion_type();
|
|
Piece promotion = make_piece(us, pt);
|
|
|
|
assert(relative_rank(us, to) == RANK_8);
|
|
assert(pt >= KNIGHT && pt <= QUEEN);
|
|
|
|
dp.add_pc = promotion;
|
|
dp.add_sq = to;
|
|
dp.to = SQ_NONE;
|
|
|
|
// Update hash keys
|
|
// Zobrist::psq[pc][to] is zero, so we don't need to clear it
|
|
k ^= Zobrist::psq[promotion][to];
|
|
st->materialKey ^= Zobrist::psq[promotion][8 + pieceCount[promotion]]
|
|
^ Zobrist::psq[pc][8 + pieceCount[pc] - 1];
|
|
st->nonPawnKey[us] ^= Zobrist::psq[promotion][to];
|
|
|
|
if (pt <= BISHOP)
|
|
st->minorPieceKey ^= Zobrist::psq[promotion][to];
|
|
|
|
// Update material
|
|
st->nonPawnMaterial[us] += PieceValue[promotion];
|
|
}
|
|
|
|
// Update pawn hash key
|
|
st->pawnKey ^= Zobrist::psq[pc][from] ^ Zobrist::psq[pc][to];
|
|
|
|
// Reset rule 50 draw counter
|
|
st->rule50 = 0;
|
|
}
|
|
|
|
else
|
|
{
|
|
st->nonPawnKey[us] ^= Zobrist::psq[pc][from] ^ Zobrist::psq[pc][to];
|
|
|
|
if (type_of(pc) <= BISHOP)
|
|
st->minorPieceKey ^= Zobrist::psq[pc][from] ^ Zobrist::psq[pc][to];
|
|
}
|
|
|
|
if (tt)
|
|
prefetch(tt->first_entry(adjust_key50(k)));
|
|
// Update the key with the final value
|
|
st->key = k;
|
|
|
|
if (history)
|
|
{
|
|
prefetch(&history->pawn_entry(*this)[pc][to]);
|
|
prefetch(&history->pawn_correction_entry(*this));
|
|
prefetch(&history->minor_piece_correction_entry(*this));
|
|
prefetch(&history->nonpawn_correction_entry<WHITE>(*this));
|
|
prefetch(&history->nonpawn_correction_entry<BLACK>(*this));
|
|
}
|
|
|
|
// Move the piece. The tricky Chess960 castling is handled earlier
|
|
if (m.type_of() != CASTLING)
|
|
{
|
|
Piece toPc = pc;
|
|
if (m.type_of() == PROMOTION)
|
|
toPc = make_piece(us, m.promotion_type());
|
|
|
|
if (captured && m.type_of() != EN_PASSANT)
|
|
{
|
|
remove_piece(from, &dts);
|
|
swap_piece(to, toPc, &dts);
|
|
}
|
|
else if (pc == toPc)
|
|
move_piece(from, to, &dts);
|
|
else
|
|
{
|
|
remove_piece(from, &dts);
|
|
put_piece(toPc, to, &dts);
|
|
}
|
|
}
|
|
|
|
// Set capture piece
|
|
st->capturedPiece = captured;
|
|
|
|
// Calculate checkers bitboard (if move gives check)
|
|
st->checkersBB = givesCheck ? attackers_to(square<KING>(them)) & pieces(us) : 0;
|
|
|
|
sideToMove = ~sideToMove;
|
|
|
|
// Update king attacks used for fast check detection
|
|
set_check_info();
|
|
|
|
// Calculate the repetition info. It is the ply distance from the previous
|
|
// occurrence of the same position, negative in the 3-fold case, or zero
|
|
// if the position was not repeated.
|
|
st->repetition = 0;
|
|
int end = std::min(st->rule50, st->pliesFromNull);
|
|
if (end >= 4)
|
|
{
|
|
StateInfo* stp = st->previous->previous;
|
|
for (int i = 4; i <= end; i += 2)
|
|
{
|
|
stp = stp->previous->previous;
|
|
if (stp->key == st->key)
|
|
{
|
|
st->repetition = stp->repetition ? -i : i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
assert(pos_is_ok());
|
|
|
|
dpps.after[WHITE] = pieces(WHITE, PAWN);
|
|
dpps.after[BLACK] = pieces(BLACK, PAWN);
|
|
|
|
assert(dp.pc != NO_PIECE);
|
|
assert(!(bool(captured) || m.type_of() == CASTLING) ^ (dp.remove_sq != SQ_NONE));
|
|
assert(dp.from != SQ_NONE);
|
|
assert(!(dp.add_sq != SQ_NONE) ^ (m.type_of() == PROMOTION || m.type_of() == CASTLING));
|
|
}
|
|
|
|
|
|
// Unmakes a move. When it returns, the position should
|
|
// be restored to exactly the same state as before the move was made.
|
|
void Position::undo_move(Move m) {
|
|
|
|
assert(m.is_ok());
|
|
|
|
sideToMove = ~sideToMove;
|
|
|
|
Color us = sideToMove;
|
|
Square from = m.from_sq();
|
|
Square to = m.to_sq();
|
|
Piece pc = piece_on(to);
|
|
|
|
assert(empty(from) || m.type_of() == CASTLING);
|
|
assert(type_of(st->capturedPiece) != KING);
|
|
|
|
if (m.type_of() == PROMOTION)
|
|
{
|
|
assert(relative_rank(us, to) == RANK_8);
|
|
assert(type_of(pc) == m.promotion_type());
|
|
assert(type_of(pc) >= KNIGHT && type_of(pc) <= QUEEN);
|
|
|
|
pc = make_piece(us, PAWN);
|
|
swap_piece(to, pc);
|
|
}
|
|
|
|
if (m.type_of() == CASTLING)
|
|
{
|
|
Square rfrom, rto;
|
|
do_castling<false>(us, from, to, rfrom, rto);
|
|
}
|
|
else
|
|
{
|
|
move_piece(to, from); // Put the piece back at the source square
|
|
|
|
if (st->capturedPiece)
|
|
{
|
|
Square capsq = to;
|
|
|
|
if (m.type_of() == EN_PASSANT)
|
|
{
|
|
capsq -= pawn_push(us);
|
|
|
|
assert(type_of(pc) == PAWN);
|
|
assert(to == st->previous->epSquare);
|
|
assert(relative_rank(us, to) == RANK_6);
|
|
assert(piece_on(capsq) == NO_PIECE);
|
|
assert(st->capturedPiece == make_piece(~us, PAWN));
|
|
}
|
|
|
|
put_piece(st->capturedPiece, capsq); // Restore the captured piece
|
|
}
|
|
}
|
|
|
|
// Finally point our state pointer back to the previous state
|
|
st = st->previous;
|
|
--gamePly;
|
|
|
|
assert(pos_is_ok());
|
|
}
|
|
|
|
inline void add_dirty_threat(DirtyThreats* const dts,
|
|
bool putPiece,
|
|
Piece pc,
|
|
Piece threatened,
|
|
Square s,
|
|
Square threatenedSq) {
|
|
dts->list.push_back({pc, threatened, s, threatenedSq, putPiece});
|
|
}
|
|
|
|
#ifdef USE_AVX512ICL
|
|
// Given a DirtyThreat template and bit offsets to insert the piece type and square, write the threats
|
|
// present at the given bitboard.
|
|
template<int SqShift, int PcShift>
|
|
void write_multiple_dirties(const Position& p,
|
|
Bitboard mask,
|
|
DirtyThreat dt_template,
|
|
DirtyThreats* dts) {
|
|
static_assert(sizeof(DirtyThreat) == 4);
|
|
|
|
const __m512i board = _mm512_loadu_si512(p.piece_array().data());
|
|
const int dt_count = popcount(mask);
|
|
assert(dt_count <= 16);
|
|
|
|
const __m512i template_v = _mm512_set1_epi32(dt_template.raw());
|
|
auto* write = dts->list.make_space(dt_count);
|
|
|
|
// Extract the list of squares and upconvert to 32 bits. There are never more than 16
|
|
// incoming threats so this is sufficient.
|
|
__m512i threat_squares = _mm512_maskz_compress_epi8(mask, AllSquares);
|
|
threat_squares = _mm512_cvtepi8_epi32(_mm512_castsi512_si128(threat_squares));
|
|
|
|
__m512i threat_pieces =
|
|
_mm512_maskz_permutexvar_epi8(0x1111111111111111ULL, threat_squares, board);
|
|
|
|
// Shift the piece and square into place
|
|
threat_squares = _mm512_slli_epi32(threat_squares, SqShift);
|
|
threat_pieces = _mm512_slli_epi32(threat_pieces, PcShift);
|
|
|
|
const __m512i dirties =
|
|
_mm512_ternarylogic_epi32(template_v, threat_squares, threat_pieces, 254 /* A | B | C */);
|
|
_mm512_storeu_si512(write, dirties);
|
|
}
|
|
#endif
|
|
|
|
constexpr bool can_slider_threat(Piece pc, Piece slider) {
|
|
return type_of(pc) != QUEEN || type_of(slider) == QUEEN;
|
|
}
|
|
|
|
template<bool ComputeRay>
|
|
void Position::update_piece_threats(Piece pc,
|
|
bool putPiece,
|
|
Square s,
|
|
DirtyThreats* const dts,
|
|
// Silence spurious warning on GCC 10
|
|
[[maybe_unused]] Bitboard noRaysContaining) const {
|
|
const Bitboard occupied = pieces();
|
|
const Bitboard rookQueens = pieces(ROOK, QUEEN);
|
|
const Bitboard bishopQueens = pieces(BISHOP, QUEEN);
|
|
const auto attacks = both_attacks_bb(s, occupied);
|
|
const Bitboard bAttacks = attacks.first;
|
|
const Bitboard rAttacks = attacks.second;
|
|
const Bitboard occupiedNoK = occupied ^ pieces(KING);
|
|
|
|
Bitboard sliders = (rookQueens & rAttacks) | (bishopQueens & bAttacks);
|
|
Bitboard directSliders = type_of(pc) == QUEEN ? sliders & pieces(QUEEN) : sliders;
|
|
|
|
auto process_sliders = [&](bool addDirectAttacks) {
|
|
while (sliders)
|
|
{
|
|
Square sliderSq = pop_lsb(sliders);
|
|
Piece slider = piece_on(sliderSq);
|
|
|
|
const Bitboard ray = ray_pass_bb(sliderSq, s);
|
|
const Bitboard discovered = ray & (rAttacks | bAttacks) & occupiedNoK;
|
|
|
|
assert(!more_than_one(discovered));
|
|
if (discovered && (ray & noRaysContaining) != noRaysContaining)
|
|
{
|
|
const Square threatenedSq = lsb(discovered);
|
|
const Piece threatenedPc = piece_on(threatenedSq);
|
|
if (can_slider_threat(threatenedPc, slider))
|
|
add_dirty_threat(dts, !putPiece, slider, threatenedPc, sliderSq, threatenedSq);
|
|
}
|
|
|
|
if (addDirectAttacks && can_slider_threat(pc, slider))
|
|
add_dirty_threat(dts, putPiece, slider, pc, sliderSq, s);
|
|
}
|
|
};
|
|
|
|
if (type_of(pc) == KING)
|
|
{
|
|
if constexpr (ComputeRay)
|
|
process_sliders(false);
|
|
return;
|
|
}
|
|
|
|
|
|
const Bitboard knights = pieces(KNIGHT);
|
|
const Bitboard whitePawns = pieces(WHITE, PAWN);
|
|
const Bitboard blackPawns = pieces(BLACK, PAWN);
|
|
|
|
|
|
Bitboard threatened = attacks_bb(pc, s, occupied) & occupiedNoK;
|
|
Bitboard incoming_threats = PseudoAttacks[KNIGHT][s] & knights;
|
|
|
|
if (type_of(pc) == KNIGHT || type_of(pc) == ROOK)
|
|
incoming_threats |=
|
|
(attacks_bb<PAWN>(s, WHITE) & blackPawns) | (attacks_bb<PAWN>(s, BLACK) & whitePawns);
|
|
|
|
switch (type_of(pc))
|
|
{
|
|
case PAWN :
|
|
threatened &= pieces(KNIGHT, ROOK);
|
|
break;
|
|
case BISHOP :
|
|
case ROOK :
|
|
threatened &= pieces(PAWN, KNIGHT, BISHOP, ROOK);
|
|
break;
|
|
default :
|
|
threatened &= occupiedNoK;
|
|
break;
|
|
}
|
|
|
|
#ifdef USE_AVX512ICL
|
|
DirtyThreat dt_template{pc, NO_PIECE, s, Square(0), putPiece};
|
|
write_multiple_dirties<DirtyThreat::ThreatenedSqOffset, DirtyThreat::ThreatenedPcOffset>(
|
|
*this, threatened, dt_template, dts);
|
|
|
|
Bitboard all_attackers = directSliders | incoming_threats;
|
|
|
|
dt_template = {NO_PIECE, pc, Square(0), s, putPiece};
|
|
write_multiple_dirties<DirtyThreat::PcSqOffset, DirtyThreat::PcOffset>(*this, all_attackers,
|
|
dt_template, dts);
|
|
#else
|
|
while (threatened)
|
|
{
|
|
Square threatenedSq = pop_lsb(threatened);
|
|
Piece threatenedPc = piece_on(threatenedSq);
|
|
|
|
assert(threatenedSq != s);
|
|
assert(threatenedPc);
|
|
|
|
add_dirty_threat(dts, putPiece, pc, threatenedPc, s, threatenedSq);
|
|
}
|
|
#endif
|
|
|
|
if constexpr (ComputeRay)
|
|
{
|
|
#ifndef USE_AVX512ICL
|
|
process_sliders(true);
|
|
#else // for ICL, direct threats were processed earlier (all_attackers)
|
|
process_sliders(false);
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
incoming_threats |= directSliders;
|
|
}
|
|
|
|
#ifndef USE_AVX512ICL
|
|
while (incoming_threats)
|
|
{
|
|
Square srcSq = pop_lsb(incoming_threats);
|
|
Piece srcPc = piece_on(srcSq);
|
|
|
|
assert(srcSq != s);
|
|
assert(srcPc != NO_PIECE);
|
|
|
|
add_dirty_threat(dts, putPiece, srcPc, pc, srcSq, s);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
Key Position::prefetch_key(Move m) const {
|
|
Square from = m.from_sq();
|
|
Square to = m.to_sq();
|
|
Piece pc = piece_on(from);
|
|
Piece captured = piece_on(to);
|
|
Key k = st->key ^ Zobrist::side;
|
|
|
|
k ^= Zobrist::psq[captured][to] ^ Zobrist::psq[pc][to] ^ Zobrist::psq[pc][from];
|
|
|
|
if (captured || type_of(pc) == PAWN)
|
|
return k;
|
|
|
|
return adjust_key50<true>(k);
|
|
}
|
|
|
|
// Helper used to do/undo a castling move. This is a bit
|
|
// tricky in Chess960 where from/to squares can overlap.
|
|
template<bool Do>
|
|
void Position::do_castling(Color us,
|
|
Square from,
|
|
Square& to,
|
|
Square& rfrom,
|
|
Square& rto,
|
|
DirtyThreats* const dts,
|
|
DirtyPiece* const dp) {
|
|
|
|
bool kingSide = to > from;
|
|
rfrom = to; // Castling is encoded as "king captures friendly rook"
|
|
rto = relative_square(us, kingSide ? SQ_F1 : SQ_D1);
|
|
to = relative_square(us, kingSide ? SQ_G1 : SQ_C1);
|
|
|
|
assert(!Do || dp);
|
|
|
|
if (Do)
|
|
{
|
|
dp->to = to;
|
|
dp->remove_pc = dp->add_pc = make_piece(us, ROOK);
|
|
dp->remove_sq = rfrom;
|
|
dp->add_sq = rto;
|
|
}
|
|
|
|
// Remove both pieces first since squares could overlap in Chess960
|
|
remove_piece(Do ? from : to, dts);
|
|
remove_piece(Do ? rfrom : rto, dts);
|
|
put_piece(make_piece(us, KING), Do ? to : from, dts);
|
|
put_piece(make_piece(us, ROOK), Do ? rto : rfrom, dts);
|
|
}
|
|
|
|
|
|
// Used to do a "null move": it flips
|
|
// the side to move without executing any move on the board.
|
|
void Position::do_null_move(StateInfo& newSt) {
|
|
|
|
assert(!checkers());
|
|
assert(&newSt != st);
|
|
|
|
std::memcpy(&newSt, st, sizeof(StateInfo));
|
|
|
|
newSt.previous = st;
|
|
st = &newSt;
|
|
|
|
if (st->epSquare != SQ_NONE)
|
|
{
|
|
st->key ^= Zobrist::enpassant[file_of(st->epSquare)];
|
|
st->epSquare = SQ_NONE;
|
|
}
|
|
|
|
st->key ^= Zobrist::side;
|
|
|
|
st->pliesFromNull = 0;
|
|
|
|
st->capturedPiece = NO_PIECE;
|
|
|
|
sideToMove = ~sideToMove;
|
|
|
|
set_check_info();
|
|
|
|
st->repetition = 0;
|
|
|
|
assert(pos_is_ok());
|
|
}
|
|
|
|
|
|
// Must be used to undo a "null move"
|
|
void Position::undo_null_move() {
|
|
|
|
assert(!checkers());
|
|
|
|
st = st->previous;
|
|
sideToMove = ~sideToMove;
|
|
}
|
|
|
|
|
|
// Tests if the SEE (Static Exchange Evaluation)
|
|
// value of the move is greater or equal to the given threshold. We'll use an
|
|
// algorithm similar to alpha-beta pruning with a null window.
|
|
bool Position::see_ge(Move m, int threshold) const {
|
|
|
|
assert(m.is_ok());
|
|
|
|
// Only deal with normal moves, assume others pass a simple SEE
|
|
if (m.type_of() != NORMAL)
|
|
return VALUE_ZERO >= threshold;
|
|
|
|
Square from = m.from_sq(), to = m.to_sq();
|
|
|
|
assert(piece_on(from) != NO_PIECE);
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|
|
|
int swap = PieceValue[piece_on(to)] - threshold;
|
|
if (swap < 0)
|
|
return false;
|
|
|
|
swap = PieceValue[piece_on(from)] - swap;
|
|
if (swap <= 0)
|
|
return true;
|
|
|
|
assert(color_of(piece_on(from)) == sideToMove);
|
|
Bitboard occupied = pieces() ^ from ^ to; // xoring to is important for pinned piece logic
|
|
Color stm = sideToMove;
|
|
Bitboard attackers = attackers_to(to, occupied);
|
|
Bitboard stmAttackers, bb;
|
|
int res = 1;
|
|
|
|
while (true)
|
|
{
|
|
stm = ~stm;
|
|
attackers &= occupied;
|
|
|
|
// If stm has no more attackers then give up: stm loses
|
|
if (!(stmAttackers = attackers & pieces(stm)))
|
|
break;
|
|
|
|
// Don't allow pinned pieces to attack as long as there are
|
|
// pinners on their original square.
|
|
if (pinners(~stm) & occupied)
|
|
{
|
|
stmAttackers &= ~blockers_for_king(stm);
|
|
|
|
if (!stmAttackers)
|
|
break;
|
|
}
|
|
|
|
res ^= 1;
|
|
|
|
// Locate and remove the next least valuable attacker, and add to
|
|
// the bitboard 'attackers' any X-ray attackers behind it.
|
|
if ((bb = stmAttackers & pieces(PAWN)))
|
|
{
|
|
if ((swap = PawnValue - swap) < res)
|
|
break;
|
|
occupied ^= least_significant_square_bb(bb);
|
|
|
|
attackers |= attacks_bb<BISHOP>(to, occupied) & pieces(BISHOP, QUEEN);
|
|
}
|
|
|
|
else if ((bb = stmAttackers & pieces(KNIGHT)))
|
|
{
|
|
if ((swap = KnightValue - swap) < res)
|
|
break;
|
|
occupied ^= least_significant_square_bb(bb);
|
|
}
|
|
|
|
else if ((bb = stmAttackers & pieces(BISHOP)))
|
|
{
|
|
if ((swap = BishopValue - swap) < res)
|
|
break;
|
|
occupied ^= least_significant_square_bb(bb);
|
|
|
|
attackers |= attacks_bb<BISHOP>(to, occupied) & pieces(BISHOP, QUEEN);
|
|
}
|
|
|
|
else if ((bb = stmAttackers & pieces(ROOK)))
|
|
{
|
|
if ((swap = RookValue - swap) < res)
|
|
break;
|
|
occupied ^= least_significant_square_bb(bb);
|
|
|
|
attackers |= attacks_bb<ROOK>(to, occupied) & pieces(ROOK, QUEEN);
|
|
}
|
|
|
|
else if ((bb = stmAttackers & pieces(QUEEN)))
|
|
{
|
|
swap = QueenValue - swap;
|
|
// implies that the previous recapture was done by a higher rated piece than a Queen (King is excluded)
|
|
assert(swap >= res);
|
|
occupied ^= least_significant_square_bb(bb);
|
|
|
|
const auto [bishopAttacks, rookAttacks] = both_attacks_bb(to, occupied);
|
|
attackers |=
|
|
(bishopAttacks & pieces(BISHOP, QUEEN)) | (rookAttacks & pieces(ROOK, QUEEN));
|
|
}
|
|
|
|
else // KING
|
|
// If we "capture" with the king but the opponent still has attackers,
|
|
// reverse the result.
|
|
return (attackers & ~pieces(stm)) ? res ^ 1 : res;
|
|
}
|
|
|
|
return bool(res);
|
|
}
|
|
|
|
// Tests whether the position is drawn by 50-move rule
|
|
// or by repetition. It does not detect stalemates.
|
|
bool Position::is_draw(int ply) const {
|
|
|
|
if (st->rule50 > 99 && (!checkers() || MoveList<LEGAL>(*this).size()))
|
|
return true;
|
|
|
|
return is_repetition(ply);
|
|
}
|
|
|
|
// Return a draw score if a position repeats once earlier but strictly
|
|
// after the root, or repeats twice before or at the root.
|
|
bool Position::is_repetition(int ply) const { return st->repetition && st->repetition < ply; }
|
|
|
|
// Tests whether there has been at least one repetition
|
|
// of positions since the last capture or pawn move.
|
|
bool Position::has_repeated() const {
|
|
|
|
StateInfo* stc = st;
|
|
int end = std::min(st->rule50, st->pliesFromNull);
|
|
while (end-- >= 4)
|
|
{
|
|
if (stc->repetition)
|
|
return true;
|
|
|
|
stc = stc->previous;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
// Tests if the position has a move which draws by repetition.
|
|
// This function accurately matches the outcome of is_draw() over all legal moves.
|
|
bool Position::upcoming_repetition(int ply) const {
|
|
|
|
int j;
|
|
|
|
int end = std::min(st->rule50, st->pliesFromNull);
|
|
|
|
if (end < 3)
|
|
return false;
|
|
|
|
Key originalKey = st->key;
|
|
StateInfo* stp = st->previous;
|
|
Key other = originalKey ^ stp->key ^ Zobrist::side;
|
|
|
|
for (int i = 3; i <= end; i += 2)
|
|
{
|
|
stp = stp->previous;
|
|
other ^= stp->key ^ stp->previous->key ^ Zobrist::side;
|
|
stp = stp->previous;
|
|
|
|
if (other != 0)
|
|
continue;
|
|
|
|
Key moveKey = originalKey ^ stp->key;
|
|
if ((j = H1(moveKey), cuckoo[j] == moveKey) || (j = H2(moveKey), cuckoo[j] == moveKey))
|
|
{
|
|
Move move = cuckooMove[j];
|
|
Square s1 = move.from_sq();
|
|
Square s2 = move.to_sq();
|
|
|
|
if (!((between_bb(s1, s2) ^ s2) & pieces()))
|
|
{
|
|
if (ply > i)
|
|
return true;
|
|
|
|
// For nodes before or at the root, check that the move is a
|
|
// repetition rather than a move to the current position.
|
|
if (stp->repetition)
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
// Flips position with the white and black sides reversed. This
|
|
// is only useful for debugging e.g. for finding evaluation symmetry bugs.
|
|
std::optional<PositionSetError> Position::flip() {
|
|
|
|
string f, token;
|
|
std::stringstream ss(fen());
|
|
|
|
for (Rank r = RANK_8;; --r) // Piece placement
|
|
{
|
|
std::getline(ss, token, r > RANK_1 ? '/' : ' ');
|
|
f.insert(0, token + (f.empty() ? " " : "/"));
|
|
|
|
if (r == RANK_1)
|
|
break;
|
|
}
|
|
|
|
ss >> token; // Active color
|
|
f += (token == "w" ? "B " : "W "); // Will be lowercased later
|
|
|
|
ss >> token; // Castling availability
|
|
f += token + " ";
|
|
|
|
std::transform(f.begin(), f.end(), f.begin(),
|
|
[](char c) { return char(islower(c) ? toupper(c) : tolower(c)); });
|
|
|
|
ss >> token; // En passant square
|
|
f += (token == "-" ? token : token.replace(1, 1, token[1] == '3' ? "6" : "3"));
|
|
|
|
std::getline(ss, token); // Half and full moves
|
|
f += token;
|
|
|
|
return set(f, is_chess960(), st);
|
|
}
|
|
|
|
|
|
bool Position::material_key_is_ok() const { return compute_material_key() == st->materialKey; }
|
|
|
|
|
|
// Performs some consistency checks for the position object
|
|
// and raise an assert if something wrong is detected.
|
|
// This is meant to be helpful when debugging.
|
|
bool Position::pos_is_ok() const {
|
|
|
|
if ((sideToMove != WHITE && sideToMove != BLACK) || piece_on(square<KING>(WHITE)) != W_KING
|
|
|| piece_on(square<KING>(BLACK)) != B_KING
|
|
|| (ep_square() != SQ_NONE && relative_rank(sideToMove, ep_square()) != RANK_6))
|
|
assert(0 && "pos_is_ok: Default");
|
|
|
|
if (count<KING>(WHITE) != 1 || count<KING>(BLACK) != 1
|
|
|| attackers_to_exist(square<KING>(~sideToMove), pieces(), sideToMove))
|
|
assert(0 && "pos_is_ok: Kings");
|
|
|
|
if ((pieces(PAWN) & (Rank1BB | Rank8BB)) || count<PAWN>(WHITE) > 8 || count<PAWN>(BLACK) > 8)
|
|
assert(0 && "pos_is_ok: Pawns");
|
|
|
|
|
|
if (ep_square() != SQ_NONE)
|
|
{
|
|
Square ksq = square<KING>(sideToMove);
|
|
|
|
Bitboard captured = (ep_square() + pawn_push(~sideToMove)) & pieces(~sideToMove, PAWN);
|
|
Bitboard pawns = attacks_bb<PAWN>(ep_square(), ~sideToMove) & pieces(sideToMove, PAWN);
|
|
Bitboard potentialCheckers = pieces(~sideToMove) ^ captured;
|
|
|
|
if (!captured || !pawns
|
|
|| ((attackers_to(ksq, pieces() ^ captured ^ ep_square() ^ lsb(pawns))
|
|
& potentialCheckers)
|
|
&& (attackers_to(ksq, pieces() ^ captured ^ ep_square() ^ msb(pawns))
|
|
& potentialCheckers)))
|
|
assert(0 && "pos_is_ok: En passant square");
|
|
}
|
|
|
|
if ((pieces(WHITE) & pieces(BLACK)) || (pieces(WHITE) | pieces(BLACK)) != pieces()
|
|
|| popcount(pieces(WHITE)) > 16 || popcount(pieces(BLACK)) > 16)
|
|
assert(0 && "pos_is_ok: Bitboards");
|
|
|
|
for (PieceType p1 = PAWN; p1 <= KING; ++p1)
|
|
for (PieceType p2 = PAWN; p2 <= KING; ++p2)
|
|
if (p1 != p2 && (pieces(p1) & pieces(p2)))
|
|
assert(0 && "pos_is_ok: Bitboards");
|
|
|
|
for (Piece pc : Pieces)
|
|
if (pieceCount[pc] != popcount(pieces(color_of(pc), type_of(pc)))
|
|
|| pieceCount[pc] != std::count(board.begin(), board.end(), pc))
|
|
assert(0 && "pos_is_ok: Pieces");
|
|
|
|
for (Color c : {WHITE, BLACK})
|
|
for (CastlingRights cr : {c & KING_SIDE, c & QUEEN_SIDE})
|
|
{
|
|
if (!can_castle(cr))
|
|
continue;
|
|
|
|
if (piece_on(castling_rook_square(cr)) != make_piece(c, ROOK)
|
|
|| castlingRightsMask[castlingRookSquare[cr]] != cr
|
|
|| (castlingRightsMask[square<KING>(c)] & cr) != cr)
|
|
assert(0 && "pos_is_ok: Castling");
|
|
}
|
|
|
|
assert(material_key_is_ok() && "pos_is_ok: materialKey");
|
|
|
|
return true;
|
|
}
|
|
|
|
} // namespace Stockfish
|