blob: 4a9531a46a65fe31862a9eca9d0424b5de809654 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
|
#include "board.hpp"
#include "moves.hpp"
#include "zobrist.hpp"
#include <cassert>
Piece createPiece(PieceType type, bool color) {
Piece piece;
piece.type = type;
piece.color = color;
return piece;
}
int PositionToIndex(Position i) { return i.rank * 8 + i.file; }
Position FindKing(Game *b, bool white) {
for (int i = 0; i < 64; i++) {
Piece piece = b->pieces[i];
if (piece.type == KING && piece.color == white) {
return IndexToPosition(i);
}
}
assert(false && "King not found");
return {0, 0};
}
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;
g->pieces[PositionToIndex(capturedPawn)] = {false, NONEPIECE};
undo.wasEnPassantCapture = true;
undo.enPassantCapturedSquare = capturedPawn;
undo.enPassantCapturedPiece = g->pieces[PositionToIndex(capturedPawn)];
}
g->canEnpassant = false;
// Adding enpassant
if (piece.type == PAWN) {
Position to = move.To;
to.rank -= (piece.color ? -2 : 2);
if (to == move.From) {
g->canEnpassant = true;
Position target = move.From;
target.rank += 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 ? 0 : 7) &&
(move.From.file + 2 == move.To.file ||
move.From.file - 2 == move.To.file)) {
undo.wasCastle = true;
undo.CastledSide = (move.To.file > move.From.file);
if (move.From.file + 2 == move.To.file) {
Position rook_pos = move.To;
rook_pos.file += 1;
Piece rook = g->pieces[PositionToIndex(rook_pos)];
g->pieces[PositionToIndex(rook_pos)] = {false, NONEPIECE};
rook_pos = move.From;
rook_pos.file -= 1;
g->pieces[PositionToIndex(rook_pos)] = rook;
}
if (move.From.file - 2 == move.To.file) {
Position rook_pos = move.To;
rook_pos.file -= 1;
Piece rook = g->pieces[PositionToIndex(rook_pos)];
g->pieces[PositionToIndex(rook_pos)] = {false, NONEPIECE};
rook_pos = move.From;
rook_pos.file += 1;
g->pieces[PositionToIndex(rook_pos)] = rook;
}
};
// removing caslte rights
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
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) {
// rook f-file -> h-file
Position rookFrom = undo.to;
rookFrom.file -= 1; // f1/f8
Position rookTo = undo.to;
rookTo.file += 1; // h1/h8
g->pieces[PositionToIndex(rookTo)] = g->pieces[PositionToIndex(rookFrom)];
g->pieces[PositionToIndex(rookFrom)] = {false, NONEPIECE};
} else {
// rook d-file -> a-file
Position rookFrom = undo.to;
rookFrom.file += 1; // d1/d8
Position rookTo = undo.to;
rookTo.file -= 2; // a1/a8
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);
};
};
|