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
|
#include "board.hpp"
#include "zobrist.hpp"
#include <cassert>
#include <string>
Piece createPiece(PieceType type, bool color, bool moved) {
Piece piece;
piece.type = type;
piece.color = color;
piece.moved = moved;
return piece;
}
int PositionToIndex(Position i) { return i.rank * 8 + i.file; }
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.oldCaslte = g->castle;
// 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");
}
}
piece.moved = true;
// 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, false};
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;
}
assert(g->castle != "");
// caslte
if (piece.type == KING && move.From.rank == (piece.color ? 0 : 7) &&
g->castle != "-" &&
(move.From.file + 2 == move.To.file ||
move.From.file - 2 == move.To.file)) {
bool caslteSide =
(move.From.file > move.To.file); // 0 queen side, 1 king side
char castleCharacter =
(caslteSide ? (piece.color ? 'K' : 'k') : (piece.color ? 'Q' : 'q'));
std::string newCastleString = "";
if (g->castle.contains('Q') && 'Q' != castleCharacter) {
newCastleString += 'Q';
};
if (g->castle.contains('K') && 'K' != castleCharacter) {
newCastleString += 'K';
};
if (g->castle.contains('q') && 'q' != castleCharacter) {
newCastleString += 'q';
};
if (g->castle.contains('k') && 'k' != castleCharacter) {
newCastleString += 'k';
};
if (newCastleString == "") {
newCastleString = "-";
};
g->castle = newCastleString;
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, false};
rook.moved = true;
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, false};
rook.moved = true;
rook_pos = move.From;
rook_pos.file += 1;
g->pieces[PositionToIndex(rook_pos)] = rook;
}
};
// setting the moves
g->pieces[PositionToIndex(move.To)] = piece;
g->pieces[PositionToIndex(move.From)] = {false, NONEPIECE, false};
// 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->castle = undo.oldCaslte;
if (--g->ThreeFoldMap[undo.zobristKey] <= 0) {
g->ThreeFoldMap.erase(undo.zobristKey);
}
};
|