Add fen parser and board loading
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Python tests (make) / test (push) Successful in 10s
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Python tests (make) / test (push) Successful in 10s
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@@ -20,8 +20,16 @@
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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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#define SET_BIT(bb, sq) ((bb) |= (1ULL << (sq)))
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#define CLEAR_BIT(bb, sq) ((bb) &= ~(1ULL << (sq)))
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#define GET_BIT(bb, sq) ((bb) & (1ULL << (sq)))
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#define TOGGLE_BIT(bb, sq) ((bb) ^= (1ULL << (sq)))
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enum Color { WHITE = 0, BLACK = 1, BOTH = 2 };
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enum Piece {
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P, N, B, R, Q, K, // 0..5 white
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p, n, b, r, q, k // 6..11 black
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};
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enum Castling {
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CASTLE_WK = 1 << 0,
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@@ -31,18 +39,17 @@ enum Castling {
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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 pieces[12]; // Each set of pieces get a bitboard for each player.
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uint64_t occ[3]; // Color occupancy bitboards.
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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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uint8_t castling_rights;
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int 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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int halfmove_clock;
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int fullmove_number;
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};
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void create_knight_attack_cache(void);
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116
engine/src/fen.c
Normal file
116
engine/src/fen.c
Normal file
@@ -0,0 +1,116 @@
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#include <stdio.h>
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#include <ctype.h>
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#include <stdlib.h>
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#include <string.h>
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#include <stdbool.h>
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#include "bitboard.h"
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int square_index(int file, int rank) {
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return rank*8 + file;
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}
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int char_to_piece_index(char c) {
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switch (c) {
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case 'P': return P; case 'N': return N; case 'B': return B;
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case 'R': return R; case 'Q': return Q; case 'K': return K;
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case 'p': return p; case 'n': return n; case 'b': return b;
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case 'r': return r; case 'q': return q; case 'k': return k;
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default: return -1;
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}
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}
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int load_fen(struct Board *board, const char *fen) {
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int rank = 7, file = 0;
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const char *ptr = fen;
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// Place pieces into the board.
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while (*ptr && *ptr != ' ') {
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if (isdigit(*ptr)) {
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file += *ptr - '0';
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ptr++;
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} else if (isalpha(*ptr)) {
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if (file >= 8) return -1;
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int piece = char_to_piece_index(*ptr);
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if (piece == -1) return -1;
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SET_BIT(board->pieces[piece], rank * 8 + file);
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file++;
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ptr++;
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} else if (*ptr == '/') {
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// Each rank must have exactly 8 files
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if (file != 8) return -1;
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rank--;
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file = 0;
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ptr++;
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} else {
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// Unexpected character
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return -1;
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}
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}
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if (rank != 0 || file != 8) return -1;
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ptr++;
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// Side to move.
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if (*ptr != 'w' && *ptr != 'b') return -1;
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board->side_to_move = (*ptr == 'w') ? WHITE : BLACK;
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ptr += 2;
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// Castling rights.
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board->castling_rights = 0;
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while (*ptr && *ptr != ' ') {
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switch (*ptr) {
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case 'K': board->castling_rights |= CASTLE_WK; break;
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case 'Q': board->castling_rights |= CASTLE_WQ; break;
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case 'k': board->castling_rights |= CASTLE_BK; break;
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case 'q': board->castling_rights |= CASTLE_BQ; break;
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case '-': break;
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default: return -1;
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}
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ptr++;
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}
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if (*ptr != ' ') return -1;
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ptr++;
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// En Passant square.
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if (*ptr == '-') {
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board->ep_square = -1;
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ptr += 2;
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} else {
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if (ptr[0] < 'a' || ptr[0] > 'h' || ptr[1] < '1' || ptr[1] > '8') return -1;
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// Strict FEN: Rank must be 3 or 6.
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char rank_char = ptr[1];
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if (rank_char != '3' && rank_char != '6') return -1;
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int file = ptr[0] - 'a';
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int rank = ptr[1] - '1';
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board->ep_square = square_index(file, rank);
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ptr += 3;
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}
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// Parse halfmove clock for the game.
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board->halfmove_clock = atoi(ptr);
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while (*ptr && *ptr != ' ') ptr++;
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if (*ptr == ' ') ptr++;
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// Parse the fullmove number.
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board->fullmove_number = atoi(ptr);
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int num_pieces = 6;
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for (int i = 0; i < num_pieces; i++) {
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board->occ[WHITE] |= board->pieces[i]; // white
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board->occ[BLACK] |= board->pieces[i + 6]; // black
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}
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board->occ[BOTH] = board->occ[WHITE] | board->occ[BLACK];
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return 0;
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}
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