#include #include #include #include #include "board.hpp" #include "moves.hpp" #include "zobrist.hpp" int PositionToIndex(Position i) { return i.rank * 8 + i.file; } Position FindKing(Game *b, bool color) { return IndexToPosition(__builtin_ctzll(b->PieceBitboards[color][KING])); } UndoMove MakeMove(Move move, Game *g) { UndoMove undo = {}; undo.from = move.From; undo.to = move.To; undo.movedPiece = g->pieces[PositionToIndex(move.From)]; undo.capturedPiece = g->pieces[PositionToIndex(move.To)]; undo.oldTurn = g->turn; undo.oldCanEnpassant = g->canEnpassant; undo.oldEnPassant = g->enPassant; undo.oldHalfMoveClock = g->halfMoveClock; undo.oldMoveClock = g->MoveClock; undo.oldState = g->state; undo.OldWhiteCastleKing = g->whiteCastleKing; undo.OldWhiteCastleQueen = g->whiteCastleQueen; undo.OldBlackCastleKing = g->blackCastleKing; undo.OldBlackCastleQueen = g->blackCastleQueen; // play move Piece piece = g->pieces[PositionToIndex(move.From)]; Piece piece2 = g->pieces[PositionToIndex(move.To)]; if (piece2.type != NONEPIECE) { if (piece2.color == g->turn) { assert(false && "capturing friendly piece error"); } } // clock g->MoveClock++; if (piece.type == PAWN || piece2.type != NONEPIECE) { g->halfMoveClock = 0; } else { g->halfMoveClock++; } // Playing enpasstant if (piece.type == PAWN && g->canEnpassant && move.To == g->enPassant) { Position capturedPawn = move.To; capturedPawn.rank += piece.color ? 1 : -1; undo.wasEnPassantCapture = true; undo.enPassantCapturedSquare = capturedPawn; undo.enPassantCapturedPiece = g->pieces[PositionToIndex(capturedPawn)]; bool captuaredColor = !piece.color; uint64_t square = 1ULL << PositionToIndex(capturedPawn); g->PieceBitboards[captuaredColor][PAWN] ^= square; if (captuaredColor) g->WhitePieceBitboard ^= square; else g->BlackPieceBitboard ^= square; g->PieceBitboard = g->WhitePieceBitboard | g->BlackPieceBitboard; g->pieces[PositionToIndex(capturedPawn)] = {false, NONEPIECE}; } g->canEnpassant = false; // Adding enpassant if (piece.type == PAWN) { Position to = move.To; to.rank -= static_cast(piece.color ? 2 : -2); if (to == move.From) { g->canEnpassant = true; Position target = move.From; target.rank += static_cast(piece.color ? 1 : -1); g->enPassant = target; }; } // Promotions if (piece.type == PAWN && move.To.rank == (piece.color ? 0 : 7)) { // TODO parse the promote type from uci isntead of ignoreting it piece.type = move.promotion == NONEPIECE ? QUEEN : move.promotion; } // caslte if (piece.type == KING && move.From.rank == (piece.color ? 7 : 0) && std::abs(move.To.file - move.From.file) == 2) { undo.wasCastle = true; undo.CastledSide = move.To.file > move.From.file; if (undo.CastledSide) { Position rookFrom = move.From; rookFrom.file = 7; Position rookTo = move.From; rookTo.file = 5; uint64_t from = 1ULL << PositionToIndex(rookFrom); uint64_t to = 1ULL << PositionToIndex(rookTo); g->PieceBitboards[piece.color][ROOK] ^= from; g->PieceBitboards[piece.color][ROOK] ^= to; if (piece.color) g->WhitePieceBitboard ^= from | to; else g->BlackPieceBitboard ^= from | to; g->PieceBitboard = g->WhitePieceBitboard | g->BlackPieceBitboard; g->pieces[PositionToIndex(rookTo)] = g->pieces[PositionToIndex(rookFrom)]; g->pieces[PositionToIndex(rookFrom)] = {false, NONEPIECE}; } else { // Queenside: a -> d Position rookFrom = move.From; rookFrom.file = 0; Position rookTo = move.From; rookTo.file = 3; uint64_t from = 1ULL << PositionToIndex(rookFrom); uint64_t to = 1ULL << PositionToIndex(rookTo); g->PieceBitboards[piece.color][ROOK] ^= from; g->PieceBitboards[piece.color][ROOK] ^= to; if (piece.color) g->WhitePieceBitboard ^= from | to; else g->BlackPieceBitboard ^= from | to; g->PieceBitboard = g->WhitePieceBitboard | g->BlackPieceBitboard; g->pieces[PositionToIndex(rookTo)] = g->pieces[PositionToIndex(rookFrom)]; g->pieces[PositionToIndex(rookFrom)] = {false, NONEPIECE}; } } /* * remove castling right if king has moved * but only for color of the king */ if (piece.type == KING) { if (piece.color) { g->whiteCastleKing = false; g->whiteCastleQueen = false; } else { g->blackCastleKing = false; g->blackCastleQueen = false; } } // this part was written by ai if (piece.type == ROOK) { if (piece.color) { // White if (move.From.rank == 7 && move.From.file == 0) // a1 g->whiteCastleQueen = false; if (move.From.rank == 7 && move.From.file == 7) // h1 g->whiteCastleKing = false; } else { // Black if (move.From.rank == 0 && move.From.file == 0) // a8 g->blackCastleQueen = false; if (move.From.rank == 0 && move.From.file == 7) // h8 g->blackCastleKing = false; } } // this part is also written with ai if (piece2.type == ROOK) { if (piece2.color) { // White rook captured if (move.To.rank == 7 && move.To.file == 0) // a1 g->whiteCastleQueen = false; if (move.To.rank == 7 && move.To.file == 7) // h1 g->whiteCastleKing = false; } else { // Black rook captured if (move.To.rank == 0 && move.To.file == 0) // a8 g->blackCastleQueen = false; if (move.To.rank == 0 && move.To.file == 7) // h8 g->blackCastleKing = false; } } // playing the moves uint64_t from = 1ULL << PositionToIndex(move.From); uint64_t to = 1ULL << PositionToIndex(move.To); // remove moving piece from source g->PieceBitboards[piece.color][undo.movedPiece.type] ^= from; // remove captured piece if (piece2.type != NONEPIECE) { g->PieceBitboards[piece2.color][piece2.type] ^= to; if (piece2.color) g->WhitePieceBitboard ^= to; else g->BlackPieceBitboard ^= to; } // add moving piece to destination g->PieceBitboards[piece.color][piece.type] ^= to; if (piece.color) g->WhitePieceBitboard ^= from | to; else g->BlackPieceBitboard ^= from | to; g->PieceBitboard = g->WhitePieceBitboard | g->BlackPieceBitboard; g->pieces[PositionToIndex(move.To)] = piece; g->pieces[PositionToIndex(move.From)] = {false, NONEPIECE}; // changing who turn it is g->turn = !g->turn; // 3 fold check uint64_t key = GenerateZobristKey(g); undo.ZobristKey = key; g->ThreeFoldMap[key]++; if (g->ThreeFoldMap[key] >= 3) { g->state = DRAW; } if (g->halfMoveClock >= 50) { g->state = DRAW; } return undo; }; void UnMakeMove(UndoMove undo, Game *g) { g->pieces[PositionToIndex(undo.from)] = undo.movedPiece; g->pieces[PositionToIndex(undo.to)] = undo.capturedPiece; if (undo.wasEnPassantCapture) { g->pieces[PositionToIndex(undo.enPassantCapturedSquare)] = undo.enPassantCapturedPiece; } g->turn = undo.oldTurn; g->canEnpassant = undo.oldCanEnpassant; g->enPassant = undo.oldEnPassant; g->halfMoveClock = undo.oldHalfMoveClock; g->MoveClock = undo.oldMoveClock; g->state = undo.oldState; g->whiteCastleKing = undo.OldWhiteCastleKing; g->whiteCastleQueen = undo.OldWhiteCastleQueen; g->blackCastleKing = undo.OldBlackCastleKing; g->blackCastleQueen = undo.OldBlackCastleQueen; if (undo.wasCastle) { if (undo.CastledSide) { // f -> h Position rookFrom = undo.from; rookFrom.file = 5; Position rookTo = undo.from; rookTo.file = 7; g->pieces[PositionToIndex(rookTo)] = g->pieces[PositionToIndex(rookFrom)]; g->pieces[PositionToIndex(rookFrom)] = {false, NONEPIECE}; } else { // d -> a Position rookFrom = undo.from; rookFrom.file = 3; Position rookTo = undo.from; rookTo.file = 0; g->pieces[PositionToIndex(rookTo)] = g->pieces[PositionToIndex(rookFrom)]; g->pieces[PositionToIndex(rookFrom)] = {false, NONEPIECE}; } } g->ThreeFoldMap[undo.ZobristKey] -= 1; if (g->ThreeFoldMap[undo.ZobristKey] <= 0) { g->ThreeFoldMap.erase(undo.ZobristKey); }; UpdateHelpers(g); }; void UpdateHelpers(Game *g) { g->PieceBitboard = 0; g->WhitePieceBitboard = 0; g->BlackPieceBitboard = 0; std::memset(g->PieceBitboards, 0, sizeof(g->PieceBitboards)); for (uint8_t i = 0; i < 64; i++) { Piece piece = g->pieces[i]; if (piece.type == NONEPIECE) { continue; } g->PieceBitboards[piece.color][piece.type] |= (1ULL << i); if (piece.color) { g->WhitePieceBitboard |= (1ULL << i); } else { g->BlackPieceBitboard |= (1ULL << i); } } g->PieceBitboard = g->WhitePieceBitboard | g->BlackPieceBitboard; } void SetPiece(int i, PieceType type, bool color, Game *g) { g->pieces[i] = {.color = color, .type = type}; }