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movegen.c
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552 lines (399 loc) · 15.3 KB
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#include "ark.h"
/*
Generate Moves(board, list)
Iterate over the pieces
-> Slider loop in all posible directions and add move
-> Add Move list->moves[list->count]; list->count++;
*/
// Move Order
// PV TABLE
// Most Valuable Victim Least Valuable Attacker
/*
* MvvLVA
* [Vic][Att] = score such that high for P x Q and low for Q x P
* P x Q
* N x Q
* B x Q
* R x Q
* Q x Q
*
* P x R
* N x R
* B x R
* R x R
* Q x R
* ...
* B
* N
* P
* ...
*
*/
// Killer Moves
// Search History
// Used to set the score in the move generator
const int VictimScore[13] = { 0, 100, 200, 300, 400, 500, 600, 100, 200, 300, 400, 500, 600 };
static int MvvLVA[13][13];
void InitMvvLVA() {
int attacker, victim;
for (victim = wP; victim <= bK; victim++) {
for (attacker = wP; attacker <= bK; attacker++) {
MvvLVA[victim][attacker] = VictimScore[victim] + 6 - (VictimScore[attacker] / 100);
}
}
}
const int sliderPieces[] = {wB, wR, wQ, 0, bB, bR, bQ, 0};
const int jumpingPieces[] = {wN, wK, 0, bN, bK, 0};
const int sliderPiecesIndex[] = {0, 4};
const int jumpingPiecesIndex[] = {0, 3};
const int piecesDir[13][8] = {
{0},
{0},
{+8, +12, +19, +21, -8, -12, -19, -21},
{-9, -11, 11, 9},
{-1, -10, 1, 10},
{-1, -10, 1, 10, -9, -11, 11, 9},
{-9, -11, 11, 9, -1, -10, 1, 10},
{0},
{+8, +12, +19, +21, -8, -12, -19, -21},
{-9, -11, 11, 9},
{-1, -10, 1, 10},
{-1, -10, 1, 10, -9, -11, 11, 9},
{-9, -11, 11, 9, -1, -10, 1, 10},
};
const int numDir[13] = {0, 0, 8, 4, 4, 8, 8, 0, 8, 4, 4, 8, 8};
// To Check whether a move exists
int MoveExists(S_BOARD *board, const int move){
S_MOVELIST list[1];
GenerateAllMoves(board, list);
for(int i = 0; i < list->count; i++){
if(!MakeMove(board, list->moves[i].move)){
continue;
}
TakeMove(board);
if(list->moves[i].move == move){
return TRUE;
}
}
return FALSE;
}
// Adding a normal move
static void addQuietMove(const S_BOARD *board, int move, S_MOVELIST *list){
list->moves[list->count].move = move;
if (board->searchKillers[0][board->ply] == move) {
list->moves[list->count].score = 900000;
}
else if (board->searchKillers[1][board->ply] == move) {
list->moves[list->count].score = 800000;
}
else {
list->moves[list->count].score = board->searchHistory[board->pieces[FROSQ(move)]][TOSQ(move)];
}
// list->moves[list->count].score = 0;
list->count++;
}
// Adding a Capture move
static void addCaptureMove(const S_BOARD *board, int move, S_MOVELIST *list){
list->moves[list->count].move = move;
list->moves[list->count].score = MvvLVA[CAPTURED(move)][board->pieces[FROSQ(move)]] + 1000000;
list->count++;
}
// Adding a EnPass move
static void addEnPassMove(const S_BOARD *board, int move, S_MOVELIST *list){
list->moves[list->count].move = move;
list->moves[list->count].score = 105 + 1000000;
list->count++;
}
// Adds the white pawn's possible captures moves
static void addWhitePawnCaptureMoves(const S_BOARD *board, const int from, const int to, const int cap, S_MOVELIST *list){
ASSERT(PieceValidEmpty(cap));
ASSERT(SqOnBoard(from));
ASSERT(SqOnBoard(to));
if(RanksBrd[from] == RANK_7){
addCaptureMove(board, MOVE(from, to, cap, wQ, 0), list);
addCaptureMove(board, MOVE(from, to, cap, wR, 0), list);
addCaptureMove(board, MOVE(from, to, cap, wN, 0), list);
addCaptureMove(board, MOVE(from, to, cap, wB, 0), list);
}else{
addCaptureMove(board, MOVE(from, to, cap, EMPTY, 0), list);
}
}
// Adds the white pawn's possible quiet moves
static void addWhitePawnQuietMoves(const S_BOARD *board, const int from, const int to, S_MOVELIST *list){
ASSERT(SqOnBoard(from));
ASSERT(SqOnBoard(to));
if(RanksBrd[from] == RANK_7){
addQuietMove(board, MOVE(from, to, EMPTY, wQ, 0), list);
addQuietMove(board, MOVE(from, to, EMPTY, wR, 0), list);
addQuietMove(board, MOVE(from, to, EMPTY, wN, 0), list);
addQuietMove(board, MOVE(from, to, EMPTY, wB, 0), list);
}else{
addQuietMove(board, MOVE(from, to, EMPTY, EMPTY, 0), list);
}
}
// Adds the black pawn's possible captures moves
static void addBlackPawnCaptureMoves(const S_BOARD *board, const int from, const int to, const int cap, S_MOVELIST *list){
ASSERT(PieceValidEmpty(cap));
ASSERT(SqOnBoard(from));
ASSERT(SqOnBoard(to));
if(RanksBrd[from] == RANK_2){
addCaptureMove(board, MOVE(from, to, cap, bQ, 0), list);
addCaptureMove(board, MOVE(from, to, cap, bR, 0), list);
addCaptureMove(board, MOVE(from, to, cap, bN, 0), list);
addCaptureMove(board, MOVE(from, to, cap, bB, 0), list);
}else{
addCaptureMove(board, MOVE(from, to, cap, EMPTY, 0), list);
}
}
// Adds the black pawn's possible quiet moves
static void addBlackPawnQuietMoves(const S_BOARD *board, const int from, const int to, S_MOVELIST *list){
ASSERT(SqOnBoard(from));
ASSERT(SqOnBoard(to));
if(RanksBrd[from] == RANK_2){
addQuietMove(board, MOVE(from, to, EMPTY, bQ, 0), list);
addQuietMove(board, MOVE(from, to, EMPTY, bR, 0), list);
addQuietMove(board, MOVE(from, to, EMPTY, bN, 0), list);
addQuietMove(board, MOVE(from, to, EMPTY, bB, 0), list);
}else{
addQuietMove(board, MOVE(from, to, EMPTY, EMPTY, 0), list);
}
}
void GenerateAllMoves(const S_BOARD *board, S_MOVELIST *list){
ASSERT(CheckBoard(board));
list->count = 0;
int side = board->side;
if(side == WHITE){
// White to Play
// Pawn
for(int pceNum = 0; pceNum < board->pceNum[wP]; pceNum++){
int sq = board->pList[wP][pceNum];
ASSERT(SqOnBoard(sq));
// One Step forward
if(board->pieces[sq + 10] == EMPTY){
addWhitePawnQuietMoves(board, sq, sq + 10, list);
// Two Step forward when RANK == 2
if(RanksBrd[sq] == RANK_2 && board->pieces[sq + 20] == EMPTY){
addQuietMove(board, MOVE(sq, sq + 20, EMPTY, EMPTY, MFLAGPS), list);
}
}
// Capture
if(!SQOFFBOARD(sq + 9) && PieceCol[board->pieces[sq + 9]] == BLACK){
addWhitePawnCaptureMoves(board, sq, sq + 9, board->pieces[sq + 9], list);
}
if(!SQOFFBOARD(sq + 11) && PieceCol[board->pieces[sq + 11]] == BLACK){
addWhitePawnCaptureMoves(board, sq, sq + 11, board->pieces[sq + 11], list);
}
if(board->enPass != NO_SQ){
if((sq + 9) == board->enPass){
addEnPassMove(board, MOVE(sq, sq + 9, EMPTY, EMPTY, MFLAGEP), list);
}
if((sq + 11) == board->enPass){
addEnPassMove(board, MOVE(sq, sq + 11, EMPTY, EMPTY, MFLAGEP), list);
}
}
}
if(board->castlePerm & WKCA){
if(board->pieces[F1] == EMPTY && board->pieces[G1] == EMPTY){
if(!isSqAttacked(E1, BLACK, board) && !isSqAttacked(F1, BLACK, board)){
addQuietMove(board, MOVE(E1, G1, EMPTY, EMPTY, MFLAGCA), list);
}
}
}
if(board->castlePerm & WQCA){
if(board->pieces[D1] == EMPTY && board->pieces[C1] == EMPTY && board->pieces[B1] == EMPTY){
if(!isSqAttacked(E1, BLACK, board) && !isSqAttacked(D1, BLACK, board)){
addQuietMove(board, MOVE(E1, C1, EMPTY, EMPTY, MFLAGCA), list);
}
}
}
}else{
// Black to play
// Pawn
for(int pceNum = 0; pceNum < board->pceNum[bP]; pceNum++){
int sq = board->pList[bP][pceNum];
ASSERT(SqOnBoard(sq));
// One Step forward
if(board->pieces[sq - 10] == EMPTY){
addBlackPawnQuietMoves(board, sq, sq - 10, list);
// Two Step forward when RANK == 7
if(RanksBrd[sq] == RANK_7 && board->pieces[sq - 20] == EMPTY){
addQuietMove(board, MOVE(sq, sq - 20, EMPTY, EMPTY, MFLAGPS), list);
}
}
// Capture
if(!SQOFFBOARD(sq - 9) && PieceCol[board->pieces[sq - 9]] == WHITE){
addBlackPawnCaptureMoves(board, sq, sq - 9, board->pieces[sq - 9], list);
}
if(!SQOFFBOARD(sq - 11) && PieceCol[board->pieces[sq - 11]] == WHITE){
addBlackPawnCaptureMoves(board, sq, sq - 11, board->pieces[sq - 11], list);
}
if(board->enPass != NO_SQ){
if((sq - 9) == board->enPass){
addEnPassMove(board, MOVE(sq, sq - 9, EMPTY, EMPTY, MFLAGEP), list);
}
if((sq - 11) == board->enPass){
addEnPassMove(board, MOVE(sq, sq - 11, EMPTY, EMPTY, MFLAGEP), list);
}
}
}
if(board->castlePerm & BKCA){
if(board->pieces[F8] == EMPTY && board->pieces[G8] == EMPTY){
if(!isSqAttacked(E8, WHITE, board) && !isSqAttacked(F8, WHITE, board)){
addQuietMove(board, MOVE(E8, G8, EMPTY, EMPTY, MFLAGCA), list);
}
}
}
if(board->castlePerm & BQCA){
if(board->pieces[D8] == EMPTY && board->pieces[C8] == EMPTY && board->pieces[B8] == EMPTY){
if(!isSqAttacked(E8, WHITE, board) && !isSqAttacked(D8, WHITE, board)){
addQuietMove(board, MOVE(E8, C8, EMPTY, EMPTY, MFLAGCA), list);
}
}
}
}
// Slider Pieces
int i = sliderPiecesIndex[board->side];
int piece = sliderPieces[i++];
while(piece){
ASSERT(PieceValid(piece));
for(int j = 0; j < board->pceNum[piece]; j++){
int sq = board->pList[piece][j];
ASSERT(SqOnBoard(sq));
for(int k = 0; k < numDir[piece]; k++){
int t_sq = sq + piecesDir[piece][k];
while(!SQOFFBOARD(t_sq)){
if(board->pieces[t_sq] != EMPTY){
if(PieceCol[board->pieces[t_sq]] == (board->side ^ 1)){
addCaptureMove(board, MOVE(sq, t_sq, board->pieces[t_sq], EMPTY, 0), list);
}
break;
}
addQuietMove(board, MOVE(sq, t_sq, EMPTY, EMPTY, 0), list);
t_sq += piecesDir[piece][k];
}
}
}
piece = sliderPieces[i++];
}
// Jumping Pieces
i = jumpingPiecesIndex[board->side];
piece = jumpingPieces[i++];
while(piece){
ASSERT(PieceValid(piece));
for(int j = 0; j < board->pceNum[piece]; j++){
int sq = board->pList[piece][j];
ASSERT(SqOnBoard(sq));
for(int k = 0; k < numDir[piece]; k++){
int t_sq = sq + piecesDir[piece][k];
if (SQOFFBOARD(t_sq)){
continue;
}
if(board->pieces[t_sq] != EMPTY){
if(PieceCol[board->pieces[t_sq]] == (board->side ^ 1)){
addCaptureMove(board, MOVE(sq, t_sq, board->pieces[t_sq], EMPTY, 0), list);
}
continue;
}
addQuietMove(board, MOVE(sq, t_sq, EMPTY, EMPTY, 0), list);
}
}
piece = jumpingPieces[i++];
}
}
void GenerateAllCaptures(const S_BOARD* board, S_MOVELIST* list) {
ASSERT(CheckBoard(board));
list->count = 0;
int side = board->side;
if (side == WHITE) {
// White to Play
// Pawn
for (int pceNum = 0; pceNum < board->pceNum[wP]; pceNum++) {
int sq = board->pList[wP][pceNum];
ASSERT(SqOnBoard(sq));
// Capture
if (!SQOFFBOARD(sq + 9) && PieceCol[board->pieces[sq + 9]] == BLACK) {
addWhitePawnCaptureMoves(board, sq, sq + 9, board->pieces[sq + 9], list);
}
if (!SQOFFBOARD(sq + 11) && PieceCol[board->pieces[sq + 11]] == BLACK) {
addWhitePawnCaptureMoves(board, sq, sq + 11, board->pieces[sq + 11], list);
}
if (board->enPass != NO_SQ) {
if ((sq + 9) == board->enPass) {
addEnPassMove(board, MOVE(sq, sq + 9, EMPTY, EMPTY, MFLAGEP), list);
}
if ((sq + 11) == board->enPass) {
addEnPassMove(board, MOVE(sq, sq + 11, EMPTY, EMPTY, MFLAGEP), list);
}
}
}
}
else {
// Black to play
// Pawn
for (int pceNum = 0; pceNum < board->pceNum[bP]; pceNum++) {
int sq = board->pList[bP][pceNum];
ASSERT(SqOnBoard(sq));
// Capture
if (!SQOFFBOARD(sq - 9) && PieceCol[board->pieces[sq - 9]] == WHITE) {
addBlackPawnCaptureMoves(board, sq, sq - 9, board->pieces[sq - 9], list);
}
if (!SQOFFBOARD(sq - 11) && PieceCol[board->pieces[sq - 11]] == WHITE) {
addBlackPawnCaptureMoves(board, sq, sq - 11, board->pieces[sq - 11], list);
}
if (board->enPass != NO_SQ) {
if ((sq - 9) == board->enPass) {
addEnPassMove(board, MOVE(sq, sq - 9, EMPTY, EMPTY, MFLAGEP), list);
}
if ((sq - 11) == board->enPass) {
addEnPassMove(board, MOVE(sq, sq - 11, EMPTY, EMPTY, MFLAGEP), list);
}
}
}
}
// Slider Pieces
int i = sliderPiecesIndex[board->side];
int piece = sliderPieces[i++];
while (piece) {
ASSERT(PieceValid(piece));
for (int j = 0; j < board->pceNum[piece]; j++) {
int sq = board->pList[piece][j];
ASSERT(SqOnBoard(sq));
for (int k = 0; k < numDir[piece]; k++) {
int t_sq = sq + piecesDir[piece][k];
while (!SQOFFBOARD(t_sq)) {
if (board->pieces[t_sq] != EMPTY) {
if (PieceCol[board->pieces[t_sq]] == (board->side ^ 1)) {
addCaptureMove(board, MOVE(sq, t_sq, board->pieces[t_sq], EMPTY, 0), list);
}
break;
}
t_sq += piecesDir[piece][k];
}
}
}
piece = sliderPieces[i++];
}
// Jumping Pieces
i = jumpingPiecesIndex[board->side];
piece = jumpingPieces[i++];
while (piece) {
ASSERT(PieceValid(piece));
for (int j = 0; j < board->pceNum[piece]; j++) {
int sq = board->pList[piece][j];
ASSERT(SqOnBoard(sq));
for (int k = 0; k < numDir[piece]; k++) {
int t_sq = sq + piecesDir[piece][k];
if (SQOFFBOARD(t_sq)) {
continue;
}
if (board->pieces[t_sq] != EMPTY) {
if (PieceCol[board->pieces[t_sq]] == (board->side ^ 1)) {
addCaptureMove(board, MOVE(sq, t_sq, board->pieces[t_sq], EMPTY, 0), list);
}
continue;
}
}
}
piece = jumpingPieces[i++];
}
}