#ifndef POSITION_H_INCLUDED
#define POSITION_H_INCLUDED
#include <cassert>
#include <deque>
#include <iosfwd>
#include <memory>
#include <string>
#include "bitboard.h"
#include "types.h"
namespace Stockfish {
class TranspositionTable;
struct StateInfo {
Key materialKey;
Key pawnKey;
Key minorPieceKey;
Key nonPawnKey[COLOR_NB];
Value nonPawnMaterial[COLOR_NB];
int castlingRights;
int rule50;
int pliesFromNull;
Square epSquare;
Key key;
Bitboard checkersBB;
StateInfo* previous;
Bitboard blockersForKing[COLOR_NB];
Bitboard pinners[COLOR_NB];
Bitboard checkSquares[PIECE_TYPE_NB];
Piece capturedPiece;
int repetition;
};
using StateListPtr = std::unique_ptr<std::deque<StateInfo>>;
class Position {
public:
static void init();
Position() = default;
Position(const Position&) = delete;
Position& operator=(const Position&) = delete;
Position& set(const std::string& fenStr, bool isChess960, StateInfo* si);
Position& set(const std::string& code, Color c, StateInfo* si);
std::string fen() const;
Bitboard pieces() const;
template<typename... PieceTypes>
Bitboard pieces(PieceTypes... pts) const;
Bitboard pieces(Color c) const;
template<typename... PieceTypes>
Bitboard pieces(Color c, PieceTypes... pts) const;
Piece piece_on(Square s) const;
Square ep_square() const;
bool empty(Square s) const;
template<PieceType Pt>
int count(Color c) const;
template<PieceType Pt>
int count() const;
template<PieceType Pt>
Square square(Color c) const;
bool can_castle(CastlingRights cr) const;
bool castling_impeded(CastlingRights cr) const;
Square castling_rook_square(CastlingRights cr) const;
Bitboard checkers() const;
Bitboard blockers_for_king(Color c) const;
Bitboard check_squares(PieceType pt) const;
Bitboard pinners(Color c) const;
Bitboard attackers_to(Square s) const;
Bitboard attackers_to(Square s, Bitboard occupied) const;
bool attackers_to_exist(Square s, Bitboard occupied, Color c) const;
void update_slider_blockers(Color c) const;
template<PieceType Pt>
Bitboard attacks_by(Color c) const;
bool legal(Move m) const;
bool pseudo_legal(const Move m) const;
bool capture(Move m) const;
bool capture_stage(Move m) const;
bool gives_check(Move m) const;
Piece moved_piece(Move m) const;
Piece captured_piece() const;
void do_move(Move m, StateInfo& newSt, const TranspositionTable* tt);
DirtyPiece do_move(Move m, StateInfo& newSt, bool givesCheck, const TranspositionTable* tt);
void undo_move(Move m);
void do_null_move(StateInfo& newSt, const TranspositionTable& tt);
void undo_null_move();
bool see_ge(Move m, int threshold = 0) const;
Key key() const;
Key material_key() const;
Key pawn_key() const;
Key minor_piece_key() const;
Key non_pawn_key(Color c) const;
Color side_to_move() const;
int game_ply() const;
bool is_chess960() const;
bool is_draw(int ply) const;
bool is_repetition(int ply) const;
bool upcoming_repetition(int ply) const;
bool has_repeated() const;
int rule50_count() const;
Value non_pawn_material(Color c) const;
Value non_pawn_material() const;
bool pos_is_ok() const;
void flip();
StateInfo* state() const;
void put_piece(Piece pc, Square s);
void remove_piece(Square s);
private:
void set_castling_right(Color c, Square rfrom);
void set_state() const;
void set_check_info() const;
void move_piece(Square from, Square to);
template<bool Do>
void do_castling(Color us,
Square from,
Square& to,
Square& rfrom,
Square& rto,
DirtyPiece* const dp = nullptr);
Key adjust_key50(Key k) const;
Piece board[SQUARE_NB];
Bitboard byTypeBB[PIECE_TYPE_NB];
Bitboard byColorBB[COLOR_NB];
int pieceCount[PIECE_NB];
int castlingRightsMask[SQUARE_NB];
Square castlingRookSquare[CASTLING_RIGHT_NB];
Bitboard castlingPath[CASTLING_RIGHT_NB];
StateInfo* st;
int gamePly;
Color sideToMove;
bool chess960;
};
std::ostream& operator<<(std::ostream& os, const Position& pos);
inline Color Position::side_to_move() const { return sideToMove; }
inline Piece Position::piece_on(Square s) const {
assert(is_ok(s));
return board[s];
}
inline bool Position::empty(Square s) const { return piece_on(s) == NO_PIECE; }
inline Piece Position::moved_piece(Move m) const { return piece_on(m.from_sq()); }
inline Bitboard Position::pieces() const { return byTypeBB[ALL_PIECES]; }
template<typename... PieceTypes>
inline Bitboard Position::pieces(PieceTypes... pts) const {
return (byTypeBB[pts] | ...);
}
inline Bitboard Position::pieces(Color c) const { return byColorBB[c]; }
template<typename... PieceTypes>
inline Bitboard Position::pieces(Color c, PieceTypes... pts) const {
return pieces(c) & pieces(pts...);
}
template<PieceType Pt>
inline int Position::count(Color c) const {
return pieceCount[make_piece(c, Pt)];
}
template<PieceType Pt>
inline int Position::count() const {
return count<Pt>(WHITE) + count<Pt>(BLACK);
}
template<PieceType Pt>
inline Square Position::square(Color c) const {
assert(count<Pt>(c) == 1);
return lsb(pieces(c, Pt));
}
inline Square Position::ep_square() const { return st->epSquare; }
inline bool Position::can_castle(CastlingRights cr) const { return st->castlingRights & cr; }
inline bool Position::castling_impeded(CastlingRights cr) const {
assert(cr == WHITE_OO || cr == WHITE_OOO || cr == BLACK_OO || cr == BLACK_OOO);
return pieces() & castlingPath[cr];
}
inline Square Position::castling_rook_square(CastlingRights cr) const {
assert(cr == WHITE_OO || cr == WHITE_OOO || cr == BLACK_OO || cr == BLACK_OOO);
return castlingRookSquare[cr];
}
inline Bitboard Position::attackers_to(Square s) const { return attackers_to(s, pieces()); }
template<PieceType Pt>
inline Bitboard Position::attacks_by(Color c) const {
if constexpr (Pt == PAWN)
return c == WHITE ? pawn_attacks_bb<WHITE>(pieces(WHITE, PAWN))
: pawn_attacks_bb<BLACK>(pieces(BLACK, PAWN));
else
{
Bitboard threats = 0;
Bitboard attackers = pieces(c, Pt);
while (attackers)
threats |= attacks_bb<Pt>(pop_lsb(attackers), pieces());
return threats;
}
}
inline Bitboard Position::checkers() const { return st->checkersBB; }
inline Bitboard Position::blockers_for_king(Color c) const { return st->blockersForKing[c]; }
inline Bitboard Position::pinners(Color c) const { return st->pinners[c]; }
inline Bitboard Position::check_squares(PieceType pt) const { return st->checkSquares[pt]; }
inline Key Position::key() const { return adjust_key50(st->key); }
inline Key Position::adjust_key50(Key k) const {
return st->rule50 < 14 ? k : k ^ make_key((st->rule50 - 14) / 8);
}
inline Key Position::pawn_key() const { return st->pawnKey; }
inline Key Position::material_key() const { return st->materialKey; }
inline Key Position::minor_piece_key() const { return st->minorPieceKey; }
inline Key Position::non_pawn_key(Color c) const { return st->nonPawnKey[c]; }
inline Value Position::non_pawn_material(Color c) const { return st->nonPawnMaterial[c]; }
inline Value Position::non_pawn_material() const {
return non_pawn_material(WHITE) + non_pawn_material(BLACK);
}
inline int Position::game_ply() const { return gamePly; }
inline int Position::rule50_count() const { return st->rule50; }
inline bool Position::is_chess960() const { return chess960; }
inline bool Position::capture(Move m) const {
assert(m.is_ok());
return (!empty(m.to_sq()) && m.type_of() != CASTLING) || m.type_of() == EN_PASSANT;
}
inline bool Position::capture_stage(Move m) const {
assert(m.is_ok());
return capture(m) || m.promotion_type() == QUEEN;
}
inline Piece Position::captured_piece() const { return st->capturedPiece; }
inline void Position::put_piece(Piece pc, Square s) {
board[s] = pc;
byTypeBB[ALL_PIECES] |= byTypeBB[type_of(pc)] |= s;
byColorBB[color_of(pc)] |= s;
pieceCount[pc]++;
pieceCount[make_piece(color_of(pc), ALL_PIECES)]++;
}
inline void Position::remove_piece(Square s) {
Piece pc = board[s];
byTypeBB[ALL_PIECES] ^= s;
byTypeBB[type_of(pc)] ^= s;
byColorBB[color_of(pc)] ^= s;
board[s] = NO_PIECE;
pieceCount[pc]--;
pieceCount[make_piece(color_of(pc), ALL_PIECES)]--;
}
inline void Position::move_piece(Square from, Square to) {
Piece pc = board[from];
Bitboard fromTo = from | to;
byTypeBB[ALL_PIECES] ^= fromTo;
byTypeBB[type_of(pc)] ^= fromTo;
byColorBB[color_of(pc)] ^= fromTo;
board[from] = NO_PIECE;
board[to] = pc;
}
inline void Position::do_move(Move m, StateInfo& newSt, const TranspositionTable* tt = nullptr) {
do_move(m, newSt, gives_check(m), tt);
}
inline StateInfo* Position::state() const { return st; }
}
#endif