move-do: use castling flags, other improvements (~12% on perft)
- always set K square and castling flags (remove expensive tests on K and castling flags) - simplify castling rook move
This commit is contained in:
156
src/move-do.c
156
src/move-do.c
@@ -25,6 +25,20 @@
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#include "move-do.h"
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#include "hash.h"
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/**
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* sq_castle - castling rights per square.
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*
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* position castling rights mask has to be AND'ed with this array 'from' and 'to'.
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*/
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castle_rights_t sq_castle[64] = {
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[A1] = ~CASTLE_WQ, [B1 ... D1] = ~CASTLE_NONE,
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[E1] = ~CASTLE_W, [F1 ... G1] = ~CASTLE_NONE,
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[H1] = ~CASTLE_WK, [A2 ... H7] = ~CASTLE_NONE,
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[A8] = ~CASTLE_BQ, [B8 ... D8] = ~CASTLE_NONE,
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[E8] = ~CASTLE_B, [F8 ... G8] = ~CASTLE_NONE,
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[H8] = ~CASTLE_BK,
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};
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/**
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* move_do() - do move.
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* @pos: &pos_t position
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@@ -60,9 +74,8 @@ pos_t *move_do(pos_t *pos, const move_t move, state_t *state)
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*state = pos->state; /* save irreversible changes */
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/* update key: switch turn, reset castling and ep */
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/* update key: switch turn, reset ep */
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key ^= zobrist_turn;
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key ^= zobrist_castling[pos->castle];
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key ^= zobrist_ep[EP_ZOBRIST_IDX(pos->en_passant)];
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++pos->clock_50;
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@@ -74,80 +87,69 @@ pos_t *move_do(pos_t *pos, const move_t move, state_t *state)
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bug_on(COLOR(piece) != us);
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if (is_promotion(move)) {
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bug_on(sq_rank(to) != sq_rel_rank(RANK_8, us));
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new_piece = MAKE_PIECE(move_promoted(move), us);
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}
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if (captured != EMPTY) {
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/* special moves: captures, pawn double push, en-passant, castling.
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* All these moves are exclusive (so we use if ... else)
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*/
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if (captured != EMPTY) { /* capture: remove piece */
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pos->clock_50 = 0;
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bug_on(pos->board[to] == EMPTY || COLOR(pos->captured) != them);
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key ^= zobrist_pieces[captured][to];
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pos_clr_sq(pos, to); /* clear square */
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} else if (is_castle(move)) { /* handle rook move */
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square_t rookfrom, rookto;
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if (to > from) {
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rookfrom = sq_rel(H1, us);
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rookto = sq_rel(F1, us);
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} else {
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rookfrom = sq_rel(A1, us);
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rookto = sq_rel(D1, us);
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}
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key ^= zobrist_pieces[pos->board[rookfrom]][rookto] ^
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zobrist_pieces[pos->board[rookfrom]][rookfrom];
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pos_set_sq(pos, rookto, pos->board[rookfrom]);
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pos_clr_sq(pos, rookfrom);
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pos->castle = clr_castle(pos->castle, us);
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} else if (ptype == PAWN) { /* pawn non capture or e.p. */
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pos_clr_sq(pos, to);
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} else if (ptype == PAWN) {
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pos->clock_50 = 0;
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if (from + up + up == to) { /* if pawn double push, set e.p. */
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if (from + up + up == to) { /* double push: set e.p. */
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square_t ep = from + up;
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/* check that opponent can e.p. */
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if (bb_pawn_attacks[us][ep] & pos->bb[them][PAWN]) {
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pos->en_passant = ep;
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key ^= zobrist_ep[EP_ZOBRIST_IDX(pos->en_passant)];
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}
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} else if (is_enpassant(move)) { /* clear grabbed pawn */
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} else if (is_enpassant(move)) { /* e.p.: clear grabbed pawn */
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square_t grabbed = to - up;
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piece_t pc = pos->board[grabbed];
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key ^= zobrist_pieces[pc][grabbed];
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pos_clr_sq(pos, grabbed);
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}
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} else if (is_castle(move)) { /* castling: handle rook move */
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square_t rookfrom, rookto;
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if (to > from) { /* o-o */
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rookfrom = to + 1;
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rookto = to - 1;
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} else { /* o-o-o */
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rookfrom = to - 2;
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rookto = to + 1;
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}
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key ^= zobrist_pieces[pos->board[rookfrom]][rookto] ^
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zobrist_pieces[pos->board[rookfrom]][rookfrom];
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pos_set_sq(pos, rookto, pos->board[rookfrom]);
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pos_clr_sq(pos, rookfrom);
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}
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/* common part: captures and non captures
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* We could improve slightly, as en-passant and double push will make
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* the following tests.
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* Improvement could be to add promotion test and king test twice above.
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* (in capture and after ).
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*/
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if (is_promotion(move)) {
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bug_on(sq_rank(to) != sq_rel_rank(RANK_8, us));
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new_piece = MAKE_PIECE(move_promoted(move), us);
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}
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key ^= zobrist_pieces[piece][from] ^ zobrist_pieces[new_piece][to];
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pos_clr_sq(pos, from); /* clear "from" and set "to" */
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pos_clr_sq(pos, from);
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pos_set_sq(pos, to, new_piece);
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if (ptype == KING)
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pos->king[us] = to;
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/* update castling flags
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* As we always consider flags are valid, we :
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* - adjust our flags if relative from is "E1", "A1", H1"
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* - adjust opp flags if relative to if "A8", H8"
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*/
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if (can_castle(pos->castle, us)) { /* do we save time with this test ? */
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square_t rel_e1 = sq_rel(E1, us);
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square_t rel_a1 = sq_rel(A1, us);
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square_t rel_h1 = sq_rel(H1, us);
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if (from == rel_e1)
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pos->castle = clr_castle(pos->castle, us);
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else if (from == rel_a1)
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pos->castle = clr_ooo(pos->castle, us);
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else if (from == rel_h1)
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pos->castle = clr_oo(pos->castle, us);
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}
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if (can_castle(pos->castle, them)) {
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square_t rel_a8 = sq_rel(A8, us);
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square_t rel_h8 = sq_rel(H8, us);
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if (to == rel_a8)
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pos->castle = clr_ooo(pos->castle, them);
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else if (to == rel_h8)
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pos->castle = clr_oo(pos->castle, them);
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}
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/* update castling rights key */
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/* update castling flags */
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key ^= zobrist_castling[pos->castle];
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pos->castle &= sq_castle[from] & sq_castle[to];
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key ^= zobrist_castling[pos->castle];
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//if (ptype == KING) {
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// pos->king[us] = to;
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//} else
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/* do this always, cheaper than test on K move */
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pos->king[us] = ctz64(pos->bb[us][KING]);
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pos->key = key;
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@@ -180,33 +182,43 @@ pos_t *move_undo(pos_t *pos, const move_t move, const state_t *state)
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piece_t piece = pos->board[to];
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int up = sq_up(them);
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/* common part: captures and non captures
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* We could improve slightly, as en-passant and double push will make
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* the following tests.
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* Improvement could be to add promotion test and king test twice above.
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* (in capture and after ).
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*/
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if (is_promotion(move))
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piece = MAKE_PIECE(PAWN, us);
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pos_clr_sq(pos, to); /* always clear "to" ... */
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pos_set_sq(pos, from, piece); /* ... and set "from" */
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pos_clr_sq(pos, to);
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pos_set_sq(pos, from, piece);
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if (PIECE(piece) == KING)
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pos->king[us] = from;
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if (pos->captured != EMPTY) {
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pos_set_sq(pos, to, pos->captured); /* restore captured piece */
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} else if (is_castle(move)) { /* make reverse rook move */
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/* special moves: capture, king (+ castling), en-passant
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*/
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if (pos->captured != EMPTY) { /* captured: restore piece */
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pos_set_sq(pos, to, pos->captured);
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} else if (is_castle(move)) { /* castle: rook move */
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square_t rookfrom, rookto;
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if (to > from) {
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rookfrom = sq_rel(F1, us);
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rookto = sq_rel(H1, us);
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} else {
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rookfrom = sq_rel(D1, us);
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rookto = sq_rel(A1, us);
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if (to > from) { /* o-o */
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rookfrom = to - 1;
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rookto = to + 1;
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} else { /* o-o-o */
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rookfrom = to + 1;
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rookto = to - 2;
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}
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pos_set_sq(pos, rookto, pos->board[rookfrom]);
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pos_clr_sq(pos, rookfrom);
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} else if (is_enpassant(move)) { /* restore grabbed pawn */
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} else if (is_enpassant(move)) { /* e.p.: restore grabbed pawn */
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square_t grabbed = to + up;
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pos_set_sq(pos, grabbed, MAKE_PIECE(PAWN, them));
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}
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/* do this always, cheaper than test on K move */
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pos->king[us] = ctz64(pos->bb[us][KING]);
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//if (PIECE(piece) == KING)
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// pos->king[us] = from;
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pos->state = *state; /* restore irreversible changes */
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pos->turn = us;
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return pos;
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@@ -284,7 +296,7 @@ pos_t *move_do_alt(pos_t *pos, const move_t move, state_t *state)
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}
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key ^= zobrist_pieces[piece][from] ^ zobrist_pieces[new_piece][to];
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pos_clr_sq(pos, from); /* clear "from" and set "to" */
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pos_clr_sq(pos, from);
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pos_set_sq(pos, to, new_piece);
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if (ptype == KING)
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@@ -14,8 +14,11 @@
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#ifndef MOVE_DO_H
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#define MOVE_DO_H
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#include "chessdefs.h"
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#include "position.h"
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extern castle_rights_t sq_castle[64]; /* to adjust castling rights */
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pos_t *move_do(pos_t *pos, const move_t move, state_t *state);
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pos_t *move_undo(pos_t *pos, const move_t move, const state_t *state);
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