mirror of
https://github.com/peterosterlund2/droidfish.git
synced 2025-12-17 19:22:18 +01:00
DroidFish: Updated stockfish engine to version DD.
This commit is contained in:
@@ -98,7 +98,7 @@ CheckInfo::CheckInfo(const Position& pos) {
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Color them = ~pos.side_to_move();
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ksq = pos.king_square(them);
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pinned = pos.pinned_pieces();
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pinned = pos.pinned_pieces(pos.side_to_move());
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dcCandidates = pos.discovered_check_candidates();
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checkSq[PAWN] = pos.attacks_from<PAWN>(ksq, them);
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@@ -120,15 +120,15 @@ void Position::init() {
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RKISS rk;
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for (Color c = WHITE; c <= BLACK; c++)
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for (PieceType pt = PAWN; pt <= KING; pt++)
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for (Square s = SQ_A1; s <= SQ_H8; s++)
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for (Color c = WHITE; c <= BLACK; ++c)
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for (PieceType pt = PAWN; pt <= KING; ++pt)
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for (Square s = SQ_A1; s <= SQ_H8; ++s)
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Zobrist::psq[c][pt][s] = rk.rand<Key>();
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for (File f = FILE_A; f <= FILE_H; f++)
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for (File f = FILE_A; f <= FILE_H; ++f)
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Zobrist::enpassant[f] = rk.rand<Key>();
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for (int cr = CASTLES_NONE; cr <= ALL_CASTLES; cr++)
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for (int cr = CASTLES_NONE; cr <= ALL_CASTLES; ++cr)
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{
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Bitboard b = cr;
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while (b)
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@@ -141,14 +141,14 @@ void Position::init() {
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Zobrist::side = rk.rand<Key>();
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Zobrist::exclusion = rk.rand<Key>();
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for (PieceType pt = PAWN; pt <= KING; pt++)
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for (PieceType pt = PAWN; pt <= KING; ++pt)
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{
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PieceValue[MG][make_piece(BLACK, pt)] = PieceValue[MG][pt];
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PieceValue[EG][make_piece(BLACK, pt)] = PieceValue[EG][pt];
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Score v = make_score(PieceValue[MG][pt], PieceValue[EG][pt]);
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for (Square s = SQ_A1; s <= SQ_H8; s++)
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for (Square s = SQ_A1; s <= SQ_H8; ++s)
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{
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psq[WHITE][pt][ s] = (v + PSQT[pt][s]);
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psq[BLACK][pt][~s] = -(v + PSQT[pt][s]);
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@@ -233,7 +233,7 @@ void Position::set(const string& fenStr, bool isChess960, Thread* th) {
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else if ((p = PieceToChar.find(token)) != string::npos)
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{
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put_piece(sq, color_of(Piece(p)), type_of(Piece(p)));
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sq++;
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++sq;
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}
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}
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@@ -255,10 +255,10 @@ void Position::set(const string& fenStr, bool isChess960, Thread* th) {
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token = char(toupper(token));
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if (token == 'K')
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for (rsq = relative_square(c, SQ_H1); type_of(piece_on(rsq)) != ROOK; rsq--) {}
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for (rsq = relative_square(c, SQ_H1); type_of(piece_on(rsq)) != ROOK; --rsq) {}
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else if (token == 'Q')
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for (rsq = relative_square(c, SQ_A1); type_of(piece_on(rsq)) != ROOK; rsq++) {}
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for (rsq = relative_square(c, SQ_A1); type_of(piece_on(rsq)) != ROOK; ++rsq) {}
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else if (token >= 'A' && token <= 'H')
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rsq = File(token - 'A') | relative_rank(c, RANK_1);
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@@ -317,11 +317,11 @@ void Position::set_castle_right(Color c, Square rfrom) {
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Square kto = relative_square(c, cs == KING_SIDE ? SQ_G1 : SQ_C1);
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Square rto = relative_square(c, cs == KING_SIDE ? SQ_F1 : SQ_D1);
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for (Square s = std::min(rfrom, rto); s <= std::max(rfrom, rto); s++)
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for (Square s = std::min(rfrom, rto); s <= std::max(rfrom, rto); ++s)
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if (s != kfrom && s != rfrom)
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castlePath[c][cs] |= s;
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for (Square s = std::min(kfrom, kto); s <= std::max(kfrom, kto); s++)
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for (Square s = std::min(kfrom, kto); s <= std::max(kfrom, kto); ++s)
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if (s != kfrom && s != rfrom)
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castlePath[c][cs] |= s;
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}
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@@ -334,18 +334,18 @@ const string Position::fen() const {
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std::ostringstream ss;
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for (Rank rank = RANK_8; rank >= RANK_1; rank--)
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for (Rank rank = RANK_8; rank >= RANK_1; --rank)
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{
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for (File file = FILE_A; file <= FILE_H; file++)
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for (File file = FILE_A; file <= FILE_H; ++file)
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{
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Square sq = file | rank;
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if (is_empty(sq))
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if (empty(sq))
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{
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int emptyCnt = 1;
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for ( ; file < FILE_H && is_empty(sq++); file++)
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emptyCnt++;
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for ( ; file < FILE_H && empty(++sq); ++file)
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++emptyCnt;
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ss << emptyCnt;
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}
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@@ -422,7 +422,7 @@ const string Position::pretty(Move move) const {
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/// pieces, according to the call parameters. Pinned pieces protect our king,
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/// discovery check pieces attack the enemy king.
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Bitboard Position::hidden_checkers(Square ksq, Color c) const {
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Bitboard Position::hidden_checkers(Square ksq, Color c, Color toMove) const {
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Bitboard b, pinners, result = 0;
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@@ -435,7 +435,7 @@ Bitboard Position::hidden_checkers(Square ksq, Color c) const {
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b = between_bb(ksq, pop_lsb(&pinners)) & pieces();
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if (!more_than_one(b))
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result |= b & pieces(sideToMove);
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result |= b & pieces(toMove);
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}
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return result;
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}
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@@ -472,17 +472,17 @@ Bitboard Position::attacks_from(Piece p, Square s, Bitboard occ) {
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}
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/// Position::pl_move_is_legal() tests whether a pseudo-legal move is legal
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/// Position::legal() tests whether a pseudo-legal move is legal
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bool Position::pl_move_is_legal(Move m, Bitboard pinned) const {
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bool Position::legal(Move m, Bitboard pinned) const {
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assert(is_ok(m));
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assert(pinned == pinned_pieces());
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assert(pinned == pinned_pieces(sideToMove));
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Color us = sideToMove;
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Square from = from_sq(m);
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assert(color_of(piece_moved(m)) == us);
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assert(color_of(moved_piece(m)) == us);
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assert(piece_on(king_square(us)) == make_piece(us, KING));
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// En passant captures are a tricky special case. Because they are rather
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@@ -497,7 +497,7 @@ bool Position::pl_move_is_legal(Move m, Bitboard pinned) const {
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Bitboard b = (pieces() ^ from ^ capsq) | to;
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assert(to == ep_square());
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assert(piece_moved(m) == make_piece(us, PAWN));
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assert(moved_piece(m) == make_piece(us, PAWN));
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assert(piece_on(capsq) == make_piece(them, PAWN));
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assert(piece_on(to) == NO_PIECE);
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@@ -515,20 +515,20 @@ bool Position::pl_move_is_legal(Move m, Bitboard pinned) const {
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// is moving along the ray towards or away from the king.
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return !pinned
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|| !(pinned & from)
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|| squares_aligned(from, to_sq(m), king_square(us));
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|| aligned(from, to_sq(m), king_square(us));
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}
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/// Position::is_pseudo_legal() takes a random move and tests whether the move
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/// is pseudo legal. It is used to validate moves from TT that can be corrupted
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/// Position::pseudo_legal() takes a random move and tests whether the move is
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/// pseudo legal. It is used to validate moves from TT that can be corrupted
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/// due to SMP concurrent access or hash position key aliasing.
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bool Position::is_pseudo_legal(const Move m) const {
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bool Position::pseudo_legal(const Move m) const {
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Color us = sideToMove;
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Square from = from_sq(m);
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Square to = to_sq(m);
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Piece pc = piece_moved(m);
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Piece pc = moved_piece(m);
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// Use a slower but simpler function for uncommon cases
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if (type_of(m) != NORMAL)
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@@ -581,7 +581,7 @@ bool Position::is_pseudo_legal(const Move m) const {
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case DELTA_N:
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case DELTA_S:
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// Pawn push. The destination square must be empty.
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if (!is_empty(to))
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if (!empty(to))
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return false;
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break;
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@@ -590,8 +590,8 @@ bool Position::is_pseudo_legal(const Move m) const {
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// rank, and both the destination square and the square between the
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// source and destination squares must be empty.
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if ( rank_of(to) != RANK_4
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|| !is_empty(to)
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|| !is_empty(from + DELTA_N))
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|| !empty(to)
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|| !empty(from + DELTA_N))
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return false;
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break;
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@@ -600,8 +600,8 @@ bool Position::is_pseudo_legal(const Move m) const {
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// rank, and both the destination square and the square between the
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// source and destination squares must be empty.
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if ( rank_of(to) != RANK_5
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|| !is_empty(to)
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|| !is_empty(from + DELTA_S))
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|| !empty(to)
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|| !empty(from + DELTA_S))
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return false;
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break;
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@@ -639,11 +639,11 @@ bool Position::is_pseudo_legal(const Move m) const {
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/// Position::move_gives_check() tests whether a pseudo-legal move gives a check
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bool Position::move_gives_check(Move m, const CheckInfo& ci) const {
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bool Position::gives_check(Move m, const CheckInfo& ci) const {
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assert(is_ok(m));
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assert(ci.dcCandidates == discovered_check_candidates());
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assert(color_of(piece_moved(m)) == sideToMove);
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assert(color_of(moved_piece(m)) == sideToMove);
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Square from = from_sq(m);
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Square to = to_sq(m);
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@@ -658,7 +658,7 @@ bool Position::move_gives_check(Move m, const CheckInfo& ci) const {
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{
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// For pawn and king moves we need to verify also direction
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if ( (pt != PAWN && pt != KING)
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|| !squares_aligned(from, to, king_square(~sideToMove)))
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|| !aligned(from, to, king_square(~sideToMove)))
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return true;
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}
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@@ -710,7 +710,7 @@ bool Position::move_gives_check(Move m, const CheckInfo& ci) const {
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void Position::do_move(Move m, StateInfo& newSt) {
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CheckInfo ci(*this);
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do_move(m, newSt, ci, move_gives_check(m, ci));
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do_move(m, newSt, ci, gives_check(m, ci));
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}
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void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveIsCheck) {
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@@ -718,7 +718,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
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assert(is_ok(m));
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assert(&newSt != st);
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nodes++;
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++nodes;
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Key k = st->key;
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// Copy some fields of old state to our new StateInfo object except the ones
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@@ -734,9 +734,9 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
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// Increment ply counters.In particular rule50 will be later reset it to zero
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// in case of a capture or a pawn move.
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gamePly++;
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st->rule50++;
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st->pliesFromNull++;
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++gamePly;
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++st->rule50;
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++st->pliesFromNull;
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Color us = sideToMove;
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Color them = ~us;
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@@ -744,11 +744,11 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
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Square to = to_sq(m);
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Piece pc = piece_on(from);
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PieceType pt = type_of(pc);
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PieceType capture = type_of(m) == ENPASSANT ? PAWN : type_of(piece_on(to));
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PieceType captured = type_of(m) == ENPASSANT ? PAWN : type_of(piece_on(to));
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assert(color_of(pc) == us);
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assert(piece_on(to) == NO_PIECE || color_of(piece_on(to)) == them || type_of(m) == CASTLE);
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assert(capture != KING);
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assert(captured != KING);
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if (type_of(m) == CASTLE)
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{
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@@ -758,7 +758,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
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Square rfrom = to; // Castle is encoded as "king captures friendly rook"
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Square rto = relative_square(us, kingSide ? SQ_F1 : SQ_D1);
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to = relative_square(us, kingSide ? SQ_G1 : SQ_C1);
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capture = NO_PIECE_TYPE;
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captured = NO_PIECE_TYPE;
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do_castle(from, to, rfrom, rto);
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@@ -766,13 +766,13 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
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k ^= Zobrist::psq[us][ROOK][rfrom] ^ Zobrist::psq[us][ROOK][rto];
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}
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if (capture)
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if (captured)
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{
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Square capsq = to;
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// If the captured piece is a pawn, update pawn hash key, otherwise
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// update non-pawn material.
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if (capture == PAWN)
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if (captured == PAWN)
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{
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if (type_of(m) == ENPASSANT)
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{
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@@ -790,18 +790,18 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
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st->pawnKey ^= Zobrist::psq[them][PAWN][capsq];
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}
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else
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st->npMaterial[them] -= PieceValue[MG][capture];
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st->npMaterial[them] -= PieceValue[MG][captured];
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// Update board and piece lists
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remove_piece(capsq, them, capture);
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remove_piece(capsq, them, captured);
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// Update material hash key and prefetch access to materialTable
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k ^= Zobrist::psq[them][capture][capsq];
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st->materialKey ^= Zobrist::psq[them][capture][pieceCount[them][capture]];
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k ^= Zobrist::psq[them][captured][capsq];
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st->materialKey ^= Zobrist::psq[them][captured][pieceCount[them][captured]];
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prefetch((char*)thisThread->materialTable[st->materialKey]);
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// Update incremental scores
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st->psq -= psq[them][capture][capsq];
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st->psq -= psq[them][captured][capsq];
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// Reset rule 50 counter
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st->rule50 = 0;
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@@ -878,7 +878,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
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st->psq += psq[us][pt][to] - psq[us][pt][from];
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// Set capture piece
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st->capturedType = capture;
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st->capturedType = captured;
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// Update the key with the final value
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st->key = k;
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@@ -928,10 +928,10 @@ void Position::undo_move(Move m) {
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Square from = from_sq(m);
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Square to = to_sq(m);
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PieceType pt = type_of(piece_on(to));
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PieceType capture = st->capturedType;
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PieceType captured = st->capturedType;
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assert(is_empty(from) || type_of(m) == CASTLE);
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assert(capture != KING);
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assert(empty(from) || type_of(m) == CASTLE);
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assert(captured != KING);
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if (type_of(m) == PROMOTION)
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{
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@@ -952,14 +952,14 @@ void Position::undo_move(Move m) {
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Square rfrom = to; // Castle is encoded as "king captures friendly rook"
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Square rto = relative_square(us, kingSide ? SQ_F1 : SQ_D1);
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to = relative_square(us, kingSide ? SQ_G1 : SQ_C1);
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capture = NO_PIECE_TYPE;
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captured = NO_PIECE_TYPE;
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pt = KING;
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do_castle(to, from, rto, rfrom);
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}
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else
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move_piece(to, from, us, pt); // Put the piece back at the source square
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if (capture)
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if (captured)
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{
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Square capsq = to;
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@@ -973,12 +973,12 @@ void Position::undo_move(Move m) {
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assert(piece_on(capsq) == NO_PIECE);
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}
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put_piece(capsq, them, capture); // Restore the captured piece
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put_piece(capsq, them, captured); // Restore the captured piece
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}
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// Finally point our state pointer back to the previous state
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st = st->previous;
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gamePly--;
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--gamePly;
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assert(pos_is_ok());
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}
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@@ -1019,7 +1019,7 @@ void Position::do_null_move(StateInfo& newSt) {
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st->key ^= Zobrist::side;
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prefetch((char*)TT.first_entry(st->key));
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st->rule50++;
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++st->rule50;
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st->pliesFromNull = 0;
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sideToMove = ~sideToMove;
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@@ -1049,7 +1049,7 @@ int Position::see_sign(Move m) const {
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// Early return if SEE cannot be negative because captured piece value
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// is not less then capturing one. Note that king moves always return
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// here because king midgame value is set to 0.
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if (PieceValue[MG][piece_moved(m)] <= PieceValue[MG][piece_on(to_sq(m))])
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if (PieceValue[MG][moved_piece(m)] <= PieceValue[MG][piece_on(to_sq(m))])
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return 1;
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return see(m);
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@@ -1067,7 +1067,7 @@ int Position::see(Move m, int asymmThreshold) const {
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from = from_sq(m);
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to = to_sq(m);
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swapList[0] = PieceValue[MG][type_of(piece_on(to))];
|
||||
swapList[0] = PieceValue[MG][piece_on(to)];
|
||||
stm = color_of(piece_on(from));
|
||||
occupied = pieces() ^ from;
|
||||
|
||||
@@ -1106,7 +1106,7 @@ int Position::see(Move m, int asymmThreshold) const {
|
||||
|
||||
// Add the new entry to the swap list
|
||||
swapList[slIndex] = -swapList[slIndex - 1] + PieceValue[MG][captured];
|
||||
slIndex++;
|
||||
++slIndex;
|
||||
|
||||
// Locate and remove the next least valuable attacker
|
||||
captured = min_attacker<PAWN>(byTypeBB, to, stmAttackers, occupied, attackers);
|
||||
@@ -1134,7 +1134,7 @@ int Position::see(Move m, int asymmThreshold) const {
|
||||
// Having built the swap list, we negamax through it to find the best
|
||||
// achievable score from the point of view of the side to move.
|
||||
while (--slIndex)
|
||||
swapList[slIndex-1] = std::min(-swapList[slIndex], swapList[slIndex-1]);
|
||||
swapList[slIndex - 1] = std::min(-swapList[slIndex], swapList[slIndex - 1]);
|
||||
|
||||
return swapList[0];
|
||||
}
|
||||
@@ -1149,9 +1149,9 @@ void Position::clear() {
|
||||
startState.epSquare = SQ_NONE;
|
||||
st = &startState;
|
||||
|
||||
for (int i = 0; i < 8; i++)
|
||||
for (int j = 0; j < 16; j++)
|
||||
pieceList[0][i][j] = pieceList[1][i][j] = SQ_NONE;
|
||||
for (int i = 0; i < PIECE_TYPE_NB; ++i)
|
||||
for (int j = 0; j < 16; ++j)
|
||||
pieceList[WHITE][i][j] = pieceList[BLACK][i][j] = SQ_NONE;
|
||||
}
|
||||
|
||||
|
||||
@@ -1210,9 +1210,9 @@ Key Position::compute_material_key() const {
|
||||
|
||||
Key k = 0;
|
||||
|
||||
for (Color c = WHITE; c <= BLACK; c++)
|
||||
for (PieceType pt = PAWN; pt <= QUEEN; pt++)
|
||||
for (int cnt = 0; cnt < pieceCount[c][pt]; cnt++)
|
||||
for (Color c = WHITE; c <= BLACK; ++c)
|
||||
for (PieceType pt = PAWN; pt <= QUEEN; ++pt)
|
||||
for (int cnt = 0; cnt < pieceCount[c][pt]; ++cnt)
|
||||
k ^= Zobrist::psq[c][pt][cnt];
|
||||
|
||||
return k;
|
||||
@@ -1223,6 +1223,7 @@ Key Position::compute_material_key() const {
|
||||
/// game and the endgame. These functions are used to initialize the incremental
|
||||
/// scores when a new position is set up, and to verify that the scores are correctly
|
||||
/// updated by do_move and undo_move when the program is running in debug mode.
|
||||
|
||||
Score Position::compute_psq_score() const {
|
||||
|
||||
Score score = SCORE_ZERO;
|
||||
@@ -1247,7 +1248,7 @@ Value Position::compute_non_pawn_material(Color c) const {
|
||||
|
||||
Value value = VALUE_ZERO;
|
||||
|
||||
for (PieceType pt = KNIGHT; pt <= QUEEN; pt++)
|
||||
for (PieceType pt = KNIGHT; pt <= QUEEN; ++pt)
|
||||
value += pieceCount[c][pt] * PieceValue[MG][pt];
|
||||
|
||||
return value;
|
||||
@@ -1268,7 +1269,6 @@ bool Position::is_draw() const {
|
||||
if (st->rule50 > 99 && (!checkers() || MoveList<LEGAL>(*this).size()))
|
||||
return true;
|
||||
|
||||
// Draw by repetition?
|
||||
int i = 4, e = std::min(st->rule50, st->pliesFromNull);
|
||||
|
||||
if (i <= e)
|
||||
@@ -1279,7 +1279,7 @@ bool Position::is_draw() const {
|
||||
stp = stp->previous->previous;
|
||||
|
||||
if (stp->key == st->key)
|
||||
return true;
|
||||
return true; // Draw after first repetition
|
||||
|
||||
i += 2;
|
||||
|
||||
@@ -1302,7 +1302,7 @@ void Position::flip() {
|
||||
string f, token;
|
||||
std::stringstream ss(fen());
|
||||
|
||||
for (Rank rank = RANK_8; rank >= RANK_1; rank--) // Piece placement
|
||||
for (Rank rank = RANK_8; rank >= RANK_1; --rank) // Piece placement
|
||||
{
|
||||
std::getline(ss, token, rank > RANK_1 ? '/' : ' ');
|
||||
f.insert(0, token + (f.empty() ? " " : "/"));
|
||||
@@ -1366,9 +1366,9 @@ bool Position::pos_is_ok(int* failedStep) const {
|
||||
{
|
||||
int kingCount[COLOR_NB] = {};
|
||||
|
||||
for (Square s = SQ_A1; s <= SQ_H8; s++)
|
||||
for (Square s = SQ_A1; s <= SQ_H8; ++s)
|
||||
if (type_of(piece_on(s)) == KING)
|
||||
kingCount[color_of(piece_on(s))]++;
|
||||
++kingCount[color_of(piece_on(s))];
|
||||
|
||||
if (kingCount[0] != 1 || kingCount[1] != 1)
|
||||
return false;
|
||||
@@ -1393,8 +1393,8 @@ bool Position::pos_is_ok(int* failedStep) const {
|
||||
return false;
|
||||
|
||||
// Separate piece type bitboards must have empty intersections
|
||||
for (PieceType p1 = PAWN; p1 <= KING; p1++)
|
||||
for (PieceType p2 = PAWN; p2 <= KING; p2++)
|
||||
for (PieceType p1 = PAWN; p1 <= KING; ++p1)
|
||||
for (PieceType p2 = PAWN; p2 <= KING; ++p2)
|
||||
if (p1 != p2 && (pieces(p1) & pieces(p2)))
|
||||
return false;
|
||||
}
|
||||
@@ -1420,21 +1420,21 @@ bool Position::pos_is_ok(int* failedStep) const {
|
||||
return false;
|
||||
|
||||
if ((*step)++, debugPieceCounts)
|
||||
for (Color c = WHITE; c <= BLACK; c++)
|
||||
for (PieceType pt = PAWN; pt <= KING; pt++)
|
||||
for (Color c = WHITE; c <= BLACK; ++c)
|
||||
for (PieceType pt = PAWN; pt <= KING; ++pt)
|
||||
if (pieceCount[c][pt] != popcount<Full>(pieces(c, pt)))
|
||||
return false;
|
||||
|
||||
if ((*step)++, debugPieceList)
|
||||
for (Color c = WHITE; c <= BLACK; c++)
|
||||
for (PieceType pt = PAWN; pt <= KING; pt++)
|
||||
for (int i = 0; i < pieceCount[c][pt]; i++)
|
||||
for (Color c = WHITE; c <= BLACK; ++c)
|
||||
for (PieceType pt = PAWN; pt <= KING; ++pt)
|
||||
for (int i = 0; i < pieceCount[c][pt]; ++i)
|
||||
if ( board[pieceList[c][pt][i]] != make_piece(c, pt)
|
||||
|| index[pieceList[c][pt][i]] != i)
|
||||
return false;
|
||||
|
||||
if ((*step)++, debugCastleSquares)
|
||||
for (Color c = WHITE; c <= BLACK; c++)
|
||||
for (Color c = WHITE; c <= BLACK; ++c)
|
||||
for (CastlingSide s = KING_SIDE; s <= QUEEN_SIDE; s = CastlingSide(s + 1))
|
||||
{
|
||||
CastleRight cr = make_castle_right(c, s);
|
||||
|
||||
Reference in New Issue
Block a user