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movegen.cpp
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movegen.cpp
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#include "position.h"
#include "movegen.h"
using namespace std;
// piece move offsets
int white_pawn_offsets[2] = { -17, -15 };
int black_pawn_offsets[2] = { 17, 15 };
int knight_offsets[] = { -33, -31, -18, -14, 14, 18, 31, 33 };
int bishop_offsets[] = { -17, -15, 15, 17 };
int rook_offsets[] = { -16, -1, 1, 16 };
int king_offsets[] = { -17, -16, -15, -1, 1, 15, 16, 17 };
// is given square attacked by given side
inline int is_square_attacked(Position &pos, int square, int side) {
// pawn attacks
if (side == white) {
// attacker square not empty and its a correct color pawn
if (!((square + 15) & 0x88) && (pos.board[square + 15] == P)) {
return 1;
}
if (!((square + 17) & 0x88) && (pos.board[square + 17] == P)) {
return 1;
}
} else {
if (!((square - 15) & 0x88) && (pos.board[square - 15] == p)) {
return 1;
}
if (!((square - 17) & 0x88) && (pos.board[square - 17] == p)) {
return 1;
}
}
// knight attacks
for (int offset : knight_offsets) {
// square of piece
int target_square = square + offset;
// is square on the board
if (target_square & 0x88) continue;
// is the piece correct one
if (side == white ? pos.board[target_square] == N : pos.board[target_square] == n) {
return 1;
}
}
// king attacks
for (int offset : king_offsets) {
// square of piece
int target_square = square + offset;
// is square on the board
if (target_square & 0x88) continue;
// is the piece correct one
if (side == white ? pos.board[target_square] == K : pos.board[target_square] == k) {
return 1;
}
}
// bishop and queen attacks
for (int offset : bishop_offsets) {
// square of piece
int target_square = square + offset;
// loop over attack ray
while (!(target_square & 0x88)) {
// target piece
int target_piece = pos.board[target_square];
// is target piece white or black bishop or queen
if (side == white ? target_piece == B || target_piece == Q : target_piece == b || target_piece == q) {
return 1;
}
// break if piece is hit
if (target_piece != e) {
break;
}
// increment target square
target_square += offset;
}
}
// rook and queen attacks
for (int offset : rook_offsets) {
// square of piece
int target_square = square + offset;
// loop over attack ray
while (!(target_square & 0x88)) {
// target piece
int target_piece = pos.board[target_square];
// is target piece white or black bishop or queen
if (side == white ? target_piece == R || target_piece == Q : target_piece == r || target_piece == q) {
return 1;
}
// break if piece is hit
if (target_piece != e) {
break;
}
// increment target square
target_square += offset;
}
}
return 0;
}
void generate_tactical_pawn_moves(Position &pos, int square, Movelist &moves) {
if (pos.side == white) {
// white pawn
if (pos.board[square] == P) {
// non capture Q promotion
int to_square = square - 16;
// check if target square is on board and is empty
if (!(to_square & 0x88) && pos.board[to_square] == e) {
// queen promotion
// is pawn on 7th rank
if (square >= a7 && square <= h7)
moves.add_move(encode_move(square, to_square, Q, 0, 0, 0, 0));
}
// pawn captures
for (int offset : white_pawn_offsets) {
// init target square
int to_square = square + offset;
// is on board and to_square
if (!(to_square & 0x88)) {
// has enemy piece
if (pos.board[to_square] >= p && pos.board[to_square] <= k) {
// promotion capture
// is pawn on 7th rank
if (square >= a7 && square <= h7) {
moves.add_move(encode_move(square, to_square, Q, 1, 0, 0, 0));
moves.add_move(encode_move(square, to_square, N, 1, 0, 0, 0));
moves.add_move(encode_move(square, to_square, B, 1, 0, 0, 0));
moves.add_move(encode_move(square, to_square, R, 1, 0, 0, 0));
}
// normal capture
else {
moves.add_move(encode_move(square, to_square, 0, 1, 0, 0, 0));
}
}
// en passant
if (to_square == pos.enpassant) {
moves.add_move(encode_move(square, to_square, 0, 1, 0, 1, 0));
}
}
}
}
}
else {
if (pos.board[square] == p) {
int to_square = square + 16;
// check if target square is on board and is empty
if (!(to_square & 0x88) && pos.board[to_square] == e) {
// queen promotion
// is pawn on 2nd rank
if (square >= a2 && square <= h2)
moves.add_move(encode_move(square, to_square, q, 0, 0, 0, 0));
}
// pawn captures
for (int offset : black_pawn_offsets) {
// init target square
int to_square = square + offset;
// is on board and to_square
if (!(to_square & 0x88)) {
// has enemy piece
if (pos.board[to_square] >= P && pos.board[to_square] <= K) {
// promotion capture
// is pawn on 2nd rank
if (square >= a2 && square <= h2) {
moves.add_move(encode_move(square, to_square, q, 1, 0, 0, 0));
moves.add_move(encode_move(square, to_square, n, 1, 0, 0, 0));
moves.add_move(encode_move(square, to_square, b, 1, 0, 0, 0));
moves.add_move(encode_move(square, to_square, r, 1, 0, 0, 0));
}
// normal capture
else {
moves.add_move(encode_move(square, to_square, 0, 1, 0, 0, 0));
}
}
// en passant
if (to_square == pos.enpassant) {
moves.add_move(encode_move(square, to_square, 0, 1, 0, 1, 0));
}
}
}
}
}
}
// generate pawn moves for given side from square
void generate_pawn_moves(Position &pos, int square, Movelist &moves) {
if (pos.side == white) {
// white pawn
if (pos.board[square] == P) {
// non capture promotions and quiet moves
int to_square = square - 16;
// check if target square is on board and is empty
if (!(to_square & 0x88) && pos.board[to_square] == e) {
// pawn promotions
// is pawn on 7th rank
if (square >= a7 && square <= h7) {
moves.add_move(encode_move(square, to_square, Q, 0, 0, 0, 0));
moves.add_move(encode_move(square, to_square, N, 0, 0, 0, 0));
moves.add_move(encode_move(square, to_square, B, 0, 0, 0, 0));
moves.add_move(encode_move(square, to_square, R, 0, 0, 0, 0));
}
else {
// one square ahead pawn move
moves.add_move(encode_move(square, to_square, 0, 0, 0, 0, 0));
// two squares ahead
// pawn is in second rand and target square is empty
if ((square >= a2 && square <= h2) && pos.board[square - 32] == e) {
moves.add_move(encode_move(square, square - 32, 0, 0, 1, 0, 0));
}
}
}
// pawn captures
for (int offset : white_pawn_offsets) {
// init target square
int to_square = square + offset;
// is on board and to_square
if (!(to_square & 0x88)) {
// has enemy piece
if (pos.board[to_square] >= p && pos.board[to_square] <= k) {
// promotion capture
// is pawn on 7th rank
if (square >= a7 && square <= h7) {
moves.add_move(encode_move(square, to_square, Q, 1, 0, 0, 0));
moves.add_move(encode_move(square, to_square, N, 1, 0, 0, 0));
moves.add_move(encode_move(square, to_square, B, 1, 0, 0, 0));
moves.add_move(encode_move(square, to_square, R, 1, 0, 0, 0));
}
// normal capture
else {
moves.add_move(encode_move(square, to_square, 0, 1, 0, 0, 0));
}
}
// en passant
if (to_square == pos.enpassant) {
moves.add_move(encode_move(square, to_square, 0, 1, 0, 1, 0));
}
}
}
}
}
else {
// black pawn
if (pos.board[square] == p) {
int to_square = square + 16;
// check if target square is on board and is empty
if (!(to_square & 0x88) && pos.board[to_square] == e) {
// pawn promotions
// is pawn on 2nd rank
if (square >= a2 && square <= h2) {
moves.add_move(encode_move(square, to_square, q, 0, 0, 0, 0));
moves.add_move(encode_move(square, to_square, n, 0, 0, 0, 0));
moves.add_move(encode_move(square, to_square, b, 0, 0, 0, 0));
moves.add_move(encode_move(square, to_square, r, 0, 0, 0, 0));
}
else {
// one square ahead pawn move
moves.add_move(encode_move(square, to_square, 0, 0, 0, 0, 0));
// two squares ahead
// pawn is in 7th rand and target square is empty
if ((square >= a7 && square <= h7) && pos.board[square + 32] == e) {
moves.add_move(encode_move(square, square + 32, 0, 0, 1, 0, 0));
}
}
}
// pawn captures
for (int offset : black_pawn_offsets) {
// init target square
int to_square = square + offset;
// is on board and to_square
if (!(to_square & 0x88)) {
// has enemy piece
if (pos.board[to_square] >= P && pos.board[to_square] <= K) {
// promotion capture
// is pawn on 2nd rank
if (square >= a2 && square <= h2) {
moves.add_move(encode_move(square, to_square, q, 1, 0, 0, 0));
moves.add_move(encode_move(square, to_square, n, 1, 0, 0, 0));
moves.add_move(encode_move(square, to_square, b, 1, 0, 0, 0));
moves.add_move(encode_move(square, to_square, r, 1, 0, 0, 0));
}
// normal capture
else {
moves.add_move(encode_move(square, to_square, 0, 1, 0, 0, 0));
}
}
// en passant
if (to_square == pos.enpassant) {
moves.add_move(encode_move(square, to_square, 0, 1, 0, 1, 0));
}
}
}
}
}
}
// generate castling for given side from square
void generate_castling_moves(Position &pos, int square, Movelist &moves) {
if (pos.side == white) {
// white castling
if (pos.board[square] == K) {
// king side castle
if (pos.castle & Kc) {
// ensure empty squares between king and rook
if (pos.board[f1] == e && pos.board[g1] == e) {
// ensure king and next square not attacked (move gen will not allow g1 to be in check)
if (!is_square_attacked(pos, square, black) && !is_square_attacked(pos, f1, black)) {
moves.add_move(encode_move(e1, g1, 0, 0, 0, 0, 1));
}
}
}
// queen side castle
if (pos.castle & Qc) {
// ensure empty squares between king and rook
if (pos.board[d1] == e && pos.board[c1] == e && pos.board[b1] == e) {
// ensure king and next square not attacked (move gen will not allow c1 to be in check)
if (!is_square_attacked(pos, square, black) && !is_square_attacked(pos, d1, black)) {
moves.add_move(encode_move(e1, c1, 0, 0, 0, 0, 1));
}
}
}
}
}
else {
// black castling
if (pos.board[square] == k) {
// king side castle
if (pos.castle & kc) {
// ensure empty squares between king and rook
if (pos.board[f8] == e && pos.board[g8] == e) {
// ensure king and next square not attacked (move gen will not allow g1 to be in check)
if (!is_square_attacked(pos, square, white) && !is_square_attacked(pos, f8, white)) {
moves.add_move(encode_move(e8, g8, 0, 0, 0, 0, 1));
}
}
}
// queen side castle
if (pos.castle & qc) {
// ensure empty squares between king and rook
if (pos.board[d8] == e && pos.board[c8] == e && pos.board[b8] == e) {
// ensure king and next square not attacked (move gen will not allow c1 to be in check)
if (!is_square_attacked(pos, square, white) && !is_square_attacked(pos, d8, white)) {
moves.add_move(encode_move(e8, c8, 0, 0, 0, 0, 1));
}
}
}
}
}
}
// generate knight moves
void generate_knight_moves(Position &pos, int square, Movelist &moves, bool only_captures) {
if (pos.side == white ? pos.board[square] == N : pos.board[square] == n) {
for (int offset : knight_offsets) {
// init target square
int to_square = square + offset;
// init target piece
int piece = pos.board[to_square];
// ensure target square on board
if (!(to_square & 0x88)) {
// ensure that target square is empty or has enemy piece
if (pos.side == white ? (piece == e || (piece >= p && piece <= k)) : (piece == e || (piece >= P && piece <= K))) {
// capture
if (piece != e) {
moves.add_move(encode_move(square, to_square, 0, 1, 0, 0, 0));
}
// quiet move
else if (!only_captures) {
moves.add_move(encode_move(square, to_square, 0, 0, 0, 0, 0));
}
}
}
}
}
}
// generate king moves
void generate_king_moves(Position &pos, int square, Movelist &moves, bool only_captures) {
if (pos.side == white ? pos.board[square] == K : pos.board[square] == k) {
for (int offset : king_offsets) {
// init target square
int to_square = square + offset;
// init target piece
int piece = pos.board[to_square];
// ensure target square on board
if (!(to_square & 0x88)) {
// ensure that target square is empty or has enemy piece
if (pos.side == white ? (piece == e || (piece >= p && piece <= k)) : (piece == e || (piece >= P && piece <= K))) {
// capture
if (piece != e) {
moves.add_move(encode_move(square, to_square, 0, 1, 0, 0, 0));
}
// quiet move
else if (!only_captures) {
moves.add_move(encode_move(square, to_square, 0, 0, 0, 0, 0));
}
}
}
}
}
}
// generate bishop moves
void generate_bishop_moves(Position &pos, int square, Movelist &moves, bool only_captures) {
// correct color bishop or queen
if (pos.side == white ? pos.board[square] == B || pos.board[square] == Q :
pos.board[square] == b || pos.board[square] == q) {
for (int offset : bishop_offsets) {
// init target square
int to_square = square + offset;
// loop over attack ray
while (!(to_square & 0x88)) {
int piece = pos.board[to_square];
// hits own piece
if (pos.side == white ? piece >= P && piece <= K :
piece >= p && piece <= k)
{
break;
}
// hits enemy piece
if (pos.side == white ? piece >= p && piece <= k :
piece >= P && piece <= K)
{
moves.add_move(encode_move(square, to_square, 0, 1, 0, 0, 0));
break;
}
if (!only_captures) {
// hits empty square
if (piece == e) {
moves.add_move(encode_move(square, to_square, 0, 0, 0, 0, 0));
}
}
// increment target square
to_square += offset;
}
}
}
}
// generate rook moves
void generate_rook_moves(Position &pos, int square, Movelist &moves, bool only_captures) {
// correct color rook or queen
if (pos.side == white ? pos.board[square] == R || pos.board[square] == Q :
pos.board[square] == r || pos.board[square] == q) {
for (int offset : rook_offsets) {
// init target square
int to_square = square + offset;
// loop over attack ray
while (!(to_square & 0x88)) {
int piece = pos.board[to_square];
// hits own piece
if (pos.side == white ? piece >= P && piece <= K :
piece >= p && piece <= k)
{
break;
}
// hits enemy piece
if (pos.side == white ? piece >= p && piece <= k :
piece >= P && piece <= K)
{
moves.add_move(encode_move(square, to_square, 0, 1, 0, 0, 0));
break;
}
if (!only_captures) {
// hits empty square
if (piece == e) {
moves.add_move(encode_move(square, to_square, 0, 0, 0, 0, 0));
}
}
// increment target square
to_square += offset;
}
}
}
}
// pseudo-legal move generator, may leave king under check
int generate_pseudo_moves(Position &pos, Movelist &moves) {
// empty out movelist
moves.reset();
//int square;
// loop over all squares of the board
for (int rank = 0; rank < 8; rank++) {
for (int file = 0; file < 8; file++) {
// square as 0..127
int square = rank * 16 + file;
switch (pos.board[square])
{
case P:
case p:
generate_pawn_moves(pos, square, moves);
break;
case N:
case n:
generate_knight_moves(pos, square, moves, false);
break;
case B:
case b:
generate_bishop_moves(pos, square, moves, false);
break;
case R:
case r:
generate_rook_moves(pos, square, moves, false);
break;
case Q:
case q:
generate_bishop_moves(pos, square, moves, false);
generate_rook_moves(pos, square, moves, false);
break;
case K:
case k:
generate_king_moves(pos, square, moves, false);
generate_castling_moves(pos, square, moves);
break;
default:
break;
}
}
}
return moves.count;
}
// pseudo-legal tactical move generator, generates captures and queen promotions
int generate_pseudo_tactical(Position &pos, Movelist &moves) {
// empty out movelist
moves.reset();
//int square;
// loop over all squares of the board
for (int rank = 0; rank < 8; rank++) {
for (int file = 0; file < 8; file++) {
// square as 0..127
int square = rank * 16 + file;
switch (pos.board[square])
{
case P:
case p:
generate_tactical_pawn_moves(pos, square, moves);
break;
case N:
case n:
generate_knight_moves(pos, square, moves, true);
break;
case B:
case b:
generate_bishop_moves(pos, square, moves, true);
break;
case R:
case r:
generate_rook_moves(pos, square, moves, true);
break;
case Q:
case q:
generate_bishop_moves(pos, square, moves, true);
generate_rook_moves(pos, square, moves, true);
break;
case K:
case k:
generate_king_moves(pos, square, moves, true);
//generate_castling_moves(pos, square, moves);
break;
default:
break;
}
}
}
return moves.count;
}
// in current sides king attacked after given move
int is_king_attacked(Position &pos, int move) {
int from_square = decode_source(move);
int to_square = decode_target(move);
int is_enpassant = decode_enpassant(move);
//Position copy = pos;
// make move and copy board states
int square_copy = pos.board[to_square];
int king_copy = pos.king_squares[pos.side];
pos.board[to_square] = pos.board[from_square];
pos.board[from_square] = e;
int enpass_piece = 0;
if (is_enpassant) {
pos.side == white ? enpass_piece = pos.board[to_square + 16] : enpass_piece = pos.board[to_square - 16];
pos.side == white ? pos.board[to_square + 16] = e : pos.board[to_square - 16] = e;
}
// update king square
if (pos.board[to_square] == K || pos.board[to_square] == k) {
pos.king_squares[pos.side] = to_square;
}
int attacked = is_square_attacked(pos, pos.king_squares[pos.side], !pos.side);
//pos = copy;
// restore board state
pos.king_squares[pos.side] = king_copy;
pos.board[from_square] = pos.board[to_square];
pos.board[to_square] = square_copy;
if (is_enpassant) {
pos.side == white ? pos.board[to_square + 16] = enpass_piece : pos.board[to_square - 16] = enpass_piece;
}
return attacked;
}
// legal move generator
int generate_legal_moves(Position &pos, Movelist &moves) {
// empty out movelist
moves.reset();
Movelist pseudo_moves;
generate_pseudo_moves(pos, pseudo_moves);
for (int i = 0; i < pseudo_moves.count; i++) {
if (!is_king_attacked(pos, pseudo_moves.moves[i])) {
moves.add_move(pseudo_moves.moves[i]);
}
}
return moves.count;
}
void print_movelist(Movelist &moves) {
for (int i = 0; i < moves.count; i++) {
cout << Position::square_to_coord[decode_source(moves.moves[i])];
cout << Position::square_to_coord[decode_target(moves.moves[i])] << " ";
cout << (decode_promotion(moves.moves[i]) ? Position::ascii_pieces[decode_promotion(moves.moves[i])] : '-') << " ";
cout << (decode_capture(moves.moves[i]) ? 'x' : '-') << " ";
cout << (decode_double_pawn(moves.moves[i]) ? 'd' : '-') << " ";
cout << (decode_enpassant(moves.moves[i]) ? 'e' : '-') << " ";
cout << (decode_castling(moves.moves[i]) ? 'c' : '-') << endl;
}
cout << "Total move count: " << moves.count << endl;
}
string get_move_string(int move) {
string move_string = "";
move_string += Position::square_to_coord[decode_source(move)] + Position::square_to_coord[decode_target(move)];
if (decode_promotion(move)) {
int promoted_piece = decode_promotion(move);
// promoted to queen
if ((promoted_piece == Q || promoted_piece == q))
move_string += 'q';
// promoted to rook
else if ((promoted_piece == R || promoted_piece == r))
move_string += 'r';
// promoted to bishop
else if ((promoted_piece == B || promoted_piece == b))
move_string += 'b';
// promoted to knight
else if ((promoted_piece == N || promoted_piece == n))
move_string += 'n';
}
return move_string;
}
/* Get pseudo san formatted string
Does not mark + for check or # for checkmate
Also doesnt mark if two same type of pieces can move to same square
Promotion part is not correct
*/
string get_san_string(Position &pos, int move) {
string move_string = "";
int piece = pos.board[decode_source(move)];
if (piece != p && piece != P) {
move_string += ".PNBRQKPNBRQKo"[piece];
}
if (decode_capture(move)) {
if (piece == p || piece == P) {
move_string += pos.square_to_coord[decode_source(move)][0];
}
move_string += "x";
}
move_string += Position::square_to_coord[decode_target(move)];
if (decode_promotion(move)) {
int promoted_piece = decode_promotion(move);
// promoted to queen
if ((promoted_piece == Q || promoted_piece == q))
move_string += 'q';
// promoted to rook
else if ((promoted_piece == R || promoted_piece == r))
move_string += 'r';
// promoted to bishop
else if ((promoted_piece == B || promoted_piece == b))
move_string += 'b';
// promoted to knight
else if ((promoted_piece == N || promoted_piece == n))
move_string += 'n';
}
return move_string;
}