Add pawn, knight, and king attack move caches
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50
engine/include/bitboard.h
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50
engine/include/bitboard.h
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#pragma once
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#include <stdint.h>
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#include <stdbool.h>
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#define FILE_A 0x0101010101010101ULL
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#define FILE_B 0x0202020202020202ULL
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#define FILE_C 0x0404040404040404ULL
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#define FILE_D 0x0808080808080808ULL
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#define FILE_E 0x1010101010101010ULL
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#define FILE_F 0x2020202020202020ULL
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#define FILE_G 0x4040404040404040ULL
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#define FILE_H 0x8080808080808080ULL
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#define RANK_1 0x00000000000000FFULL
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#define RANK_2 0x000000000000FF00ULL
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#define RANK_3 0x0000000000FF0000ULL
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#define RANK_4 0x00000000FF000000ULL
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#define RANK_5 0x000000FF00000000ULL
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#define RANK_6 0x0000FF0000000000ULL
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#define RANK_7 0x00FF000000000000ULL
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#define RANK_8 0xFF00000000000000ULL
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enum Color { WHITE = 0, BLACK = 1 };
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enum Piece { PAWN, KNIGHT, BISHOP, ROOK, QUEEN, KING, PIECE_N = 6 };
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enum Castling {
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CASTLE_WK = 1 << 0,
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CASTLE_WQ = 1 << 1,
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CASTLE_BK = 1 << 2,
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CASTLE_BQ = 1 << 3
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};
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struct Board {
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uint64_t bb[2][PIECE_N]; // Each set of pieces get a bitboard for each player.
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uint64_t occ[2]; // Color occupancy bitboards.
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uint64_t occ_both; // occ[WHITE] | occ[BLACK]
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uint64_t king_square[2];
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uint8_t castling;
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uint64_t ep_square;
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enum Color side_to_move;
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uint16_t halfmove_clock;
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uint16_t fullmove_number;
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};
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void create_knight_attack_cache(void);
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void create_pawn_attack_cache(void);
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void create_king_attack_cache(void);
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61
engine/src/bitboard.c
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61
engine/src/bitboard.c
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#include "bitboard.h"
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uint64_t PAWN_ATTACKS[2][64];
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uint64_t KNIGHT_ATTACKS[64];
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uint64_t KING_ATTACKS[64];
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void create_knight_attack_cache(void) {
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for (int sq = 0; sq < 64; sq++) {
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uint64_t b = 1ULL << sq;
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uint64_t mask = 0ULL;
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mask |= (b & ~FILE_A) << 15;
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mask |= (b & ~FILE_H) << 17;
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mask |= (b & ~(FILE_A | FILE_B)) << 6;
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mask |= (b & ~(FILE_G | FILE_H)) << 10;
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mask |= (b & ~FILE_A) >> 17;
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mask |= (b & ~FILE_H) >> 15;
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mask |= (b & ~(FILE_A | FILE_B)) >> 10;
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mask |= (b & ~(FILE_G | FILE_H)) >> 6;
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KNIGHT_ATTACKS[sq] = mask;
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}
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}
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void create_pawn_attack_cache(void) {
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for (int sq = 0; sq < 64; sq++) {
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uint64_t b = 1ULL << sq;
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// White: NE (+9), NW (+7), but never from rank 8
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uint64_t w = ((b & ~FILE_H & ~RANK_8) << 9) | ((b & ~FILE_A & ~RANK_8) << 7);
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// Black: SE (-7), SW (-9), but never from rank 1
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uint64_t bl = ((b & ~FILE_H & ~RANK_1) >> 7) | ((b & ~FILE_A & ~RANK_1) >> 9);
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PAWN_ATTACKS[WHITE][sq] = w;
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PAWN_ATTACKS[BLACK][sq] = bl;
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}
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}
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void create_king_attack_cache(void) {
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for (int sq = 0; sq < 64; sq++) {
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uint64_t b = 1ULL << sq;
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uint64_t mask = 0ULL;
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// North / South
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mask |= (b & ~RANK_8) << 8;
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mask |= (b & ~RANK_1) >> 8;
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// East / West
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mask |= (b & ~FILE_H) << 1;
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mask |= (b & ~FILE_A) >> 1;
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// Diagonals
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mask |= (b & ~FILE_A & ~RANK_8) << 7;
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mask |= (b & ~FILE_H & ~RANK_8) << 9;
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mask |= (b & ~FILE_A & ~RANK_1) >> 9;
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mask |= (b & ~FILE_H & ~RANK_1) >> 7;
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KING_ATTACKS[sq] = mask;
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}
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}
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