516 lines
16 KiB
C
516 lines
16 KiB
C
/* move-gen.c - move generation
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*
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* Copyright (C) 2024 Bruno Raoult ("br")
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* Licensed under the GNU General Public License v3.0 or later.
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* Some rights reserved. See COPYING.
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*
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* You should have received a copy of the GNU General Public License along with this
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* program. If not, see <https://www.gnu.org/licenses/gpl-3.0-standalone.html>.
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*
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* SPDX-License-Identifier: GPL-3.0-or-later <https://spdx.org/licenses/GPL-3.0-or-later.html>
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*
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*/
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#include <stdio.h>
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#include "bitops.h"
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#include "bug.h"
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#include "chessdefs.h"
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#include "board.h"
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#include "bitboard.h"
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#include "piece.h"
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#include "position.h"
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#include "move.h"
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#include "hyperbola-quintessence.h"
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#include "attack.h"
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#include "move-gen.h"
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/**
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* pseudo_is_legal() - check if a move is legal.
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* @pos: position
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* @move: move_t to verify
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*
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* @return: true if move is valid, false otherwise.
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*/
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bool pseudo_is_legal(const pos_t *pos, const move_t move)
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{
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color_t us = pos->turn, them = OPPONENT(us);
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square_t from = move_from(move), to = move_to(move);
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square_t king = pos->king[us];
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bitboard_t kingbb = pos->bb[us][KING];
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bitboard_t occ = pos_occ(pos);
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u64 pinned = mask(from) & pos->blockers;
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u64 checkers = pos->checkers;
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/* (1) - Castling & King
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* For castling, we need to check intermediate squares attacks only.
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* Attention: To test if K is in check after moving, we need to exclude
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* king from occupation bitboard (to catch king moving away from checker
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* on same line) !
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*/
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if (unlikely(from == king)) {
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if (unlikely(is_castle(move))) {
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square_t dir = to > from? 1: -1;
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if (sq_is_attacked(pos, occ, from + dir, them))
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return false;
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}
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return !sq_is_attacked(pos, occ ^ kingbb, to, them);
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}
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/* (2) - King is in check
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* Double-check is already handled in (1), as only K moves were generated
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* by pseudo legal move generator.
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* Here, allowed dest squares are only on King-checker line, or on checker
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* square.
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* attacker.
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* Special cases:
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* e.p., legal if the grabbed pawn is giving check
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* pinned piece: always illegal
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*/
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if (checkers) {
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if (pinned)
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return false;
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if (bb_multiple(checkers))
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return false;
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square_t checker = ctz64(checkers);
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if (is_enpassant(move)) {
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return pos->en_passant + sq_up(them) == checker;
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}
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return true;
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//bitboard_t between = bb_between[king][checker] | pos->checkers;
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//return mask(to) & between;
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}
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/* (3) - pinned pieces
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* We verify here that pinned piece P stays on line King-P.
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*/
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if (mask(from) & pos->blockers) {
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return bb_line[from][king] & mask(to); /* is to on pinner line ? */
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}
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/* (4) - En-passant
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* pinned pieces are handled in pinned section.
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* One case not handled anywhere else: when the two "disappearing" pawns
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* would discover a R/Q horizontal check.
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*/
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if (is_enpassant(move)) {
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bitboard_t rank5 = us == WHITE? RANK_5bb: RANK_4bb;
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if ((pos->bb[us][KING] & rank5)) {
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bitboard_t exclude = mask(pos->en_passant - sq_up(us)) | mask(from);
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bitboard_t rooks = (pos->bb[them][ROOK] | pos->bb[them][QUEEN]) & rank5;
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while (rooks) {
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square_t rook = bb_next(&rooks);
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if (hyperbola_rank_moves(occ ^ exclude, rook) & kingbb)
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return false;
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}
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}
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}
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return true;
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}
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/**
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* pos_next_legal() - get next legal move in position.
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* @pos: position
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* @movelist: &pseudo-legal movelist
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* @start: &int, starting position in @movelist
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*
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* Get next valid move in @pos move list, from move @start, or MOVE_NONE.
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* @start is set to next non-checked move in pseudo-legal list.
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* Position pseudo-legal moves must be already calculated before calling this function.
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*
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* @return: move, or MOVE_NONE if no move.
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*/
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move_t pos_next_legal(const pos_t *pos, movelist_t *movelist, int *start)
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{
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const int nmoves = movelist->nmoves;
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const move_t *moves = movelist->move;
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move_t move;
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while (*start < nmoves) {
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if (pseudo_is_legal(pos, (move = moves[(*start)++] )))
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return move;
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}
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return MOVE_NONE;
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}
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/**
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* pos_all_legal() - get the list of legal moves from pseudo-legal.
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* @pos: position
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* @movelist: &pseudo-legal movelist_t
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* @dest: &destination movelist_t
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*
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* The pseudo-legal moves must be already calculated before calling this function.
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* No check is done on @dest limits.
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*
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* @Return: @dest
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*/
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movelist_t *pos_all_legal(const pos_t *pos, movelist_t *movelist, movelist_t *dest)
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{
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int tmp = dest->nmoves = 0;
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move_t move;
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while ((move = pos_next_legal(pos, movelist, &tmp)) != MOVE_NONE)
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dest->move[dest->nmoves++] = move;
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return dest;
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}
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/**
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* gen_pseudo_king() - generate king pseudo-legal moves.
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* @pos: position
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* @movelist: &movelist_t array to store pseudo-moves
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*
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*/
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static inline __unused move_t *gen_pseudo_king(move_t *moves, square_t from,
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bitboard_t mask)
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{
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//color_t us = pos->turn;
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//square_t from = pos->king[us];
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//bitboard_t not_my_pieces = ~pos->bb[us][ALL_PIECES];
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bitboard_t to_bb = bb_king_moves(mask, from);
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square_t to;
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while (moves) {
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to = bb_next(&to_bb);
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*moves++ = move_make(from, to);
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}
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return moves;
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}
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/**
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* pos_gen_check_pseudomoves() - generate position pseudo-legal moves when in check
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* @pos: position
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* @movelist: &movelist_t array to store pseudo-moves
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*
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* Generate all @pos pseudo moves for player-to-move.
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* @movelist is filled with the moves.
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*
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* Only a few validity checks are done here (i.e. moves are not generated):
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* - castling, if king is in check
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* - castling, if king passes an enemy-controlled square (not final square).
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* When immediately known, a few move flags are also applied in these cases:
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* - castling: M_CASTLE_{K,Q}
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* - capture (excl. en-passant): M_CAPTURE
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* - en-passant: M_EN_PASSANT
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* - pawn double push: M_DPUSH
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* - promotion: M_PROMOTION
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* - promotion and capture
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*
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* TODO: move code to specific functions (especially castling, pawn push/capture)
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*
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* @Return: The total number of moves.
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*/
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/**
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* gen_pseudo_escape() - generate position pseudo-legal moves when in check
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* @pos: square_t king position
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* @mask: possible destinations to consider
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* @moves: &move_t array to store pseudo-moves
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*
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* Generate all @pos pseudo moves for player-to-move, when in check.
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* @movelist is filled with the moves.
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*
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* If king is doubles-checked, only King moves will be generated.
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* Otherwise, only moves where destination in between King or checker, or checker
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* square.
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*
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*/
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/*
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* static void __always_inline gen_pseudo_escape(pos_t *pos, movelist_t *movelist)
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* {
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* color_t us = pos->turn;
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* color_t them = OPPONENT(us);
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* square_t king = pos->king[us];
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*
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* gen_pseudo_king(pos, movelist);
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*
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* }
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*/
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/**
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* moves_gen_flags() - generate all moves from square to bitboard (with flags).
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* @moves: &move_t array where to store moves
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* @from: square_t piece position
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* @to_bb: destination bitboard
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* @flags: flags to apply
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*
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* Generate (at address @moves) moves from square @from to each square in @to_bb,
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* with flags @flags.
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*
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* @Return: New @moves.
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*/
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static inline __unused move_t *moves_gen_flags(move_t *moves, square_t from, bitboard_t to_bb,
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__unused move_flags_t flags)
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{
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square_t to;
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while(to_bb) {
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to = bb_next(&to_bb);
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*moves++ = move_make_flags(from, to, flags);
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}
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return moves;
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}
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/**
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* move_gen_promotions() - generate all promotions for given pawn and dest.
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* @moves: &move_t array where to store moves
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* @from: pawn position
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* @to: promotion square
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*
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* Generate (at address @moves) all promotion (Q/R/B/N) moves on @to for
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* pawn @from.
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*
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* @Return: New @moves.
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*/
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static inline move_t *move_gen_promotions(move_t *moves, square_t from, square_t to)
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{
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for (piece_type_t pt = QUEEN; pt >= KNIGHT; --pt)
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*moves++ = move_make_promote(from, to, pt);
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return moves;
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}
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/**
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* moves_gen() - generate all moves from square to bitboard.
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* @moves: &move_t array where to store moves
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* @from: square_t piece position
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* @to_bb: destination bitboard
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*
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* Generate (at address @moves) moves from square @from to each square in @to_bb.
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*
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* @Return: New @moves.
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*/
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static inline move_t *moves_gen(move_t *moves, square_t from, bitboard_t to_bb)
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{
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square_t to;
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// bb_print(sq_to_string(from), to_bb);
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while(to_bb) {
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to = bb_next(&to_bb);
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*moves++ = move_make(from, to);
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}
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return moves;
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}
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/**
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* pos_gen_pseudomoves() - generate position pseudo-legal moves
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* @pos: position
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* @movelist: &movelist_t array to store pseudo-moves
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*
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* Generate all @pos pseudo moves for player-to-move.
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* @movelist is filled with the moves.
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*
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* Only a few validity checks are done here (i.e. moves are not generated):
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* - castling, if king is in check
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* - castling, if king passes an enemy-controlled square (not final square).
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* When immediately known, a few move flags are also applied in these cases:
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* - castling: M_CASTLE_{K,Q}
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* - capture (excl. en-passant): M_CAPTURE
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* - en-passant: M_EN_PASSANT
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* - pawn double push: M_DPUSH
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* - promotion: M_PROMOTION
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* - promotion and capture
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*
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* TODO: move code to specific functions (especially castling, pawn push/capture)
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*
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* @Return: The total number of moves.
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*/
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int pos_gen_pseudomoves(pos_t *pos, movelist_t *movelist)
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{
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color_t us = pos->turn;
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color_t them = OPPONENT(us);
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bitboard_t my_pieces = pos->bb[us][ALL_PIECES];
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bitboard_t enemy_pieces = pos->bb[them][ALL_PIECES];
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bitboard_t dest_squares = ~my_pieces;
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bitboard_t occ = my_pieces | enemy_pieces;
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bitboard_t empty = ~occ;
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bitboard_t from_bb, to_bb;
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bitboard_t tmp_bb;
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move_t *moves = movelist->move;
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//int *nmoves = &movelist->nmoves;
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square_t from, to;
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square_t king = pos->king[us];
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//*nmoves = 0;
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/* king - MUST BE FIRST */
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to_bb = bb_king_moves(dest_squares, king);
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moves = moves_gen(moves, king, to_bb);
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//while(to_bb) {
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// to = bb_next(&to_bb);
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// *moves++ = move_make(king, to);
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//}
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if (bb_multiple(pos->checkers)) /* double check, we stop here */
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goto finish;
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if (pos->checkers) {
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/* one checker: we limit destination squares to line between
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* checker and king + checker square (think: knight).
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*/
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square_t checker = ctz64(pos->checkers);
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dest_squares &= bb_between[king][checker] | pos->checkers;
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enemy_pieces &= dest_squares;
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} else {
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/* no checker: castling moves
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* Attention ! Castling flags are assumed correct
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*/
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bitboard_t rel_rank1 = bb_rel_rank(RANK_1, us);
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//square_t from_square[2] = { E1, E8 }; /* verify king is on E1/E8 */
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//bug_on(can_castle(pos->castle, us) && from != from_square[us]);
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/* For castle, we check the opponent attacks on squares between from and to.
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* To square attack check will be done in gen_is_legal.
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*/
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if (can_oo(pos->castle, us)) {
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bitboard_t occmask = rel_rank1 & (FILE_Fbb | FILE_Gbb);
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if (!(occ & occmask)) {
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*moves++ = move_make_flags(king, king + 2, M_CASTLE_K);
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}
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}
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if (can_ooo(pos->castle, us)) {
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bitboard_t occmask = rel_rank1 & (FILE_Bbb | FILE_Cbb | FILE_Dbb);
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if (!(occ & occmask)) { // &&
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*moves++ = move_make_flags(king, king - 2, M_CASTLE_Q);
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}
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}
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}
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/* sliding pieces */
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from_bb = pos->bb[us][BISHOP] | pos->bb[us][QUEEN];
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while (from_bb) {
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from = bb_next(&from_bb);
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to_bb = hyperbola_bishop_moves(occ, from) & dest_squares;
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moves = moves_gen(moves, from, to_bb);
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//while(to_bb) {
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// to = bb_next(&to_bb);
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// *moves++ = move_make(from, to);
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//}
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}
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from_bb = pos->bb[us][ROOK] | pos->bb[us][QUEEN];
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while (from_bb) {
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from = bb_next(&from_bb);
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to_bb = hyperbola_rook_moves(occ, from) & dest_squares;
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moves = moves_gen(moves, from, to_bb);
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//while(to_bb) {
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// to = bb_next(&to_bb);
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// *moves++ = move_make(from, to);
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//}
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}
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/* knight */
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from_bb = pos->bb[us][KNIGHT];
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while (from_bb) {
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from = bb_next(&from_bb);
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to_bb = bb_knight_moves(dest_squares, from);
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moves = moves_gen(moves, from, to_bb);
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//while(to_bb) {
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// to = bb_next(&to_bb);
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// *moves++ = move_make(from, to);
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//}
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}
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/* pawn: relative rank and files */
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bitboard_t rel_rank8 = bb_rel_rank(RANK_8, us);
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bitboard_t rel_rank3 = bb_rel_rank(RANK_3, us);
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/* pawn: push */
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int shift = sq_up(us);
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tmp_bb = bb_shift(pos->bb[us][PAWN], shift) & empty;
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to_bb = tmp_bb & ~rel_rank8 & dest_squares; /* non promotion */
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while(to_bb) {
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to = bb_next(&to_bb);
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from = to - shift;
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*moves++ = move_make(from, to);
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}
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to_bb = tmp_bb & rel_rank8 & dest_squares; /* promotions */
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while(to_bb) {
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to = bb_next(&to_bb);
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from = to - shift;
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moves = move_gen_promotions(moves, from, to);
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}
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/* possible second push */
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to_bb = bb_shift(tmp_bb & rel_rank3, shift) & empty & dest_squares;
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while(to_bb) {
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to = bb_next(&to_bb);
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from = to - shift - shift;
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*moves++ = move_make_flags(from, to, M_DPUSH);
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}
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/* pawn: captures */
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/*
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* tmp_bb = pawn_attacks_bb(pos->bb[us][PAWN], us) & enemy_pieces;
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* //bb_print("FAIL", tmp_bb);
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* to_bb = tmp_bb & ~rel_rank8;
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* while (to_bb) {
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* to = bb_next(&to_bb);
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* from_bb = bb_pawn_attacks[them][to] & pos->bb[us][PAWN];
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* while (from_bb) {
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* from = bb_next(&from_bb);
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* *moves++ = move_make(from, to);
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* }
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* }
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* to_bb = tmp_bb & rel_rank8;
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* while (to_bb) {
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* to = bb_next(&to_bb);
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* from_bb = bb_pawn_attacks[them][to] & pos->bb[us][PAWN];
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* while (from_bb) {
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* from = bb_next(&from_bb);
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* moves = move_make_promotions(moves, from, to);
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* }
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* }
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*/
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/* pawn: captures left */
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bitboard_t filter = ~bb_rel_file(FILE_A, us);
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shift = sq_upleft(us);
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tmp_bb = bb_shift(pos->bb[us][PAWN] & filter, shift) & enemy_pieces;
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to_bb = tmp_bb & ~rel_rank8;
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while (to_bb) {
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to = bb_next(&to_bb);
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from = to - shift;
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*moves++ = move_make(from, to);
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}
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to_bb = tmp_bb & rel_rank8;
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while (to_bb) {
|
|
to = bb_next(&to_bb);
|
|
from = to - shift;
|
|
moves = move_gen_promotions(moves, from, to);
|
|
}
|
|
|
|
/* pawn: captures right */
|
|
filter = ~bb_rel_file(FILE_H, us);
|
|
shift = sq_upright(us);
|
|
tmp_bb = bb_shift(pos->bb[us][PAWN] & filter, shift) & enemy_pieces;
|
|
to_bb = tmp_bb & ~rel_rank8;
|
|
while (to_bb) {
|
|
to = bb_next(&to_bb);
|
|
from = to - shift;
|
|
*moves++ = move_make(from, to);
|
|
}
|
|
to_bb = tmp_bb & rel_rank8;
|
|
while (to_bb) {
|
|
to = bb_next(&to_bb);
|
|
from = to - shift;
|
|
moves = move_gen_promotions(moves, from, to);
|
|
}
|
|
|
|
/* pawn: en-passant
|
|
* TODO: special case when in-check here ?
|
|
*/
|
|
if ((to = pos->en_passant) != SQUARE_NONE) {
|
|
from_bb = bb_pawn_attacks[them][to] & pos->bb[us][PAWN];
|
|
while (from_bb) {
|
|
from = bb_next(&from_bb);
|
|
*moves++ = move_make_enpassant(from, to);
|
|
}
|
|
}
|
|
|
|
/* TODO: add function per piece, and type, for easier debug
|
|
*/
|
|
finish:
|
|
return movelist->nmoves = moves - movelist->move;
|
|
}
|