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Python tests (make) / test (push) Successful in 11s
work on #7 Reviewed-on: #12 Co-authored-by: Josh <josh@joshuaschuett.com> Co-committed-by: Josh <josh@joshuaschuett.com>
117 lines
3.5 KiB
C
117 lines
3.5 KiB
C
#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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#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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// King castling helpers.
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#define BB(sq) (1ULL << (sq))
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// a1 = 0, h8 = 63 (rank*8 + file)
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enum Square {
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A1,B1,C1,D1,E1,F1,G1,H1,
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A2,B2,C2,D2,E2,F2,G2,H2,
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A3,B3,C3,D3,E3,F3,G3,H3,
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A4,B4,C4,D4,E4,F4,G4,H4,
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A5,B5,C5,D5,E5,F5,G5,H5,
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A6,B6,C6,D6,E6,F6,G6,H6,
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A7,B7,C7,D7,E7,F7,G7,H7,
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A8,B8,C8,D8,E8,F8,G8,H8
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};
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#define WK_EMPTY_MASK (BB(F1) | BB(G1))
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#define WQ_EMPTY_MASK (BB(B1) | BB(C1) | BB(D1))
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#define BK_EMPTY_MASK (BB(F8) | BB(G8))
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#define BQ_EMPTY_MASK (BB(B8) | BB(C8) | BB(D8))
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// squares king is on / passes / lands (use for attacked-squares test later)
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#define WK_THRU_MASK (BB(E1) | BB(F1) | BB(G1))
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#define WQ_THRU_MASK (BB(E1) | BB(D1) | BB(C1))
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#define BK_THRU_MASK (BB(E8) | BB(F8) | BB(G8))
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#define BQ_THRU_MASK (BB(E8) | BB(D8) | BB(C8))
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// king target squares
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#define WK_TO G1
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#define WQ_TO C1
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#define BK_TO G8
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#define BQ_TO C8
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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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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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enum MoveFlags {
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MF_NONE = 0,
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MF_CAPTURE = 1 << 0,
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MF_PROMO = 1 << 1,
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MF_ENPASSANT = 1 << 2,
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MF_CASTLE = 1 << 3,
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MF_DOUBLE_PUSH = 1 << 4,
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};
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struct Move {
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uint16_t from;
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uint16_t to;
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uint8_t piece;
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uint8_t promo;
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uint8_t flags;
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};
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struct Board {
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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_rights;
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int ep_square;
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enum Color side_to_move;
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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();
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void create_pawn_attack_cache();
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void create_king_attack_cache();
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void print_board();
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void gen_white_pawn_quiet_pushes(const struct Board *board, struct Move *moves, int *count);
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void gen_black_pawn_quiet_pushes(const struct Board *board, struct Move *moves, int *count);
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void gen_white_pawn_push_promotions(const struct Board *board, struct Move *moves, int *count);
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void gen_black_pawn_push_promotions(const struct Board *board, struct Move *moves, int *count);
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void gen_white_pawn_captures(const struct Board *board, struct Move *moves, int *count);
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void gen_black_pawn_captures(const struct Board *board, struct Move *moves, int *count);
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void gen_white_pawn_capture_promotions(const struct Board *board, struct Move *moves, int *count);
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void gen_black_pawn_capture_promotions(const struct Board *board, struct Move *moves, int *count);
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int gen_pseudo_moves(const struct Board *board, struct Move *out, bool captures_only); |