#include "board.hpp" #include "../moves.hpp" #include "zobrist/zobrist.hpp" #include Piece createPiece(PieceType type, bool color) { Piece piece; piece.type = type; piece.color = color; return piece; } int PositionToIndex(Position i) { return i.rank * 8 + i.file; } Position FindKing(Game *b, bool white) { for (int i = 0; i < 64; i++) { Piece piece = b->pieces[i]; if (piece.type == KING && piece.color == white) { return IndexToPosition(i); } } assert(false && "King not found"); return {0, 0}; } UndoMove MakeMove(Move move, Game *g) { UndoMove undo = {}; undo.from = move.From; undo.to = move.To; undo.movedPiece = g->pieces[PositionToIndex(move.From)]; undo.capturedPiece = g->pieces[PositionToIndex(move.To)]; undo.oldTurn = g->turn; undo.oldCanEnpassant = g->canEnpassant; undo.oldEnPassant = g->enPassant; undo.oldHalfMoveClock = g->halfMoveClock; undo.oldMoveClock = g->MoveClock; undo.oldState = g->state; undo.OldwhiteCastleKing = g->whiteCastleKing; undo.OldwhiteCastleQueen = g->whiteCastleQueen; undo.OldblackCastleKing = g->blackCastleKing; undo.OldblackCastleQueen = g->blackCastleQueen; // play move Piece piece = g->pieces[PositionToIndex(move.From)]; Piece piece2 = g->pieces[PositionToIndex(move.To)]; if (piece2.type != NONEPIECE) { if (piece2.color == g->turn) { assert(false && "capturing friendly piece error"); } } // clock g->MoveClock++; if (piece.type == PAWN || piece2.type != NONEPIECE) { g->halfMoveClock = 0; } else { g->halfMoveClock++; } // Playing enpasstant if (piece.type == PAWN && g->canEnpassant && move.To == g->enPassant) { Position capturedPawn = move.To; capturedPawn.rank += piece.color ? 1 : -1; g->pieces[PositionToIndex(capturedPawn)] = {false, NONEPIECE}; undo.wasEnPassantCapture = true; undo.enPassantCapturedSquare = capturedPawn; undo.enPassantCapturedPiece = g->pieces[PositionToIndex(capturedPawn)]; } g->canEnpassant = false; // Adding enpassant if (piece.type == PAWN) { Position to = move.To; to.rank -= (piece.color ? -2 : 2); if (to == move.From) { g->canEnpassant = true; Position target = move.From; target.rank += piece.color ? -1 : 1; g->enPassant = target; }; } // Promotions if (piece.type == PAWN && move.To.rank == (piece.color ? 0 : 7)) { // TODO parse the promote type from uci isntead of ignoreting it piece.type = move.promotion == NONEPIECE ? QUEEN : move.promotion; } // caslte if (piece.type == KING && move.From.rank == (piece.color ? 0 : 7) && (move.From.file + 2 == move.To.file || move.From.file - 2 == move.To.file)) { undo.wasCastle = true; undo.CastledSide = (move.To.file > move.From.file); if (move.From.file + 2 == move.To.file) { Position rook_pos = move.To; rook_pos.file += 1; Piece rook = g->pieces[PositionToIndex(rook_pos)]; g->pieces[PositionToIndex(rook_pos)] = {false, NONEPIECE}; rook_pos = move.From; rook_pos.file -= 1; g->pieces[PositionToIndex(rook_pos)] = rook; } if (move.From.file - 2 == move.To.file) { Position rook_pos = move.To; rook_pos.file -= 1; Piece rook = g->pieces[PositionToIndex(rook_pos)]; g->pieces[PositionToIndex(rook_pos)] = {false, NONEPIECE}; rook_pos = move.From; rook_pos.file += 1; g->pieces[PositionToIndex(rook_pos)] = rook; } }; // removing caslte rights if (piece.type == KING) { if (piece.color) { g->whiteCastleKing = false; g->whiteCastleQueen = false; } else { g->blackCastleKing = false; g->blackCastleQueen = false; } } // this part was written by ai if (piece.type == ROOK) { if (piece.color) { // White if (move.From.rank == 7 && move.From.file == 0) // a1 g->whiteCastleQueen = false; if (move.From.rank == 7 && move.From.file == 7) // h1 g->whiteCastleKing = false; } else { // Black if (move.From.rank == 0 && move.From.file == 0) // a8 g->blackCastleQueen = false; if (move.From.rank == 0 && move.From.file == 7) // h8 g->blackCastleKing = false; } } // this part is also written with ai if (piece2.type == ROOK) { if (piece2.color) { // White rook captured if (move.To.rank == 7 && move.To.file == 0) // a1 g->whiteCastleQueen = false; if (move.To.rank == 7 && move.To.file == 7) // h1 g->whiteCastleKing = false; } else { // Black rook captured if (move.To.rank == 0 && move.To.file == 0) // a8 g->blackCastleQueen = false; if (move.To.rank == 0 && move.To.file == 7) // h8 g->blackCastleKing = false; } } // playing the moves g->pieces[PositionToIndex(move.To)] = piece; g->pieces[PositionToIndex(move.From)] = {false, NONEPIECE}; // changing who turn it is g->turn = !g->turn; // 3 fold check uint64_t key = GenerateZobristKey(g); undo.zobristKey = key; g->ThreeFoldMap[key]++; if (g->ThreeFoldMap[key] >= 3) { g->state = DRAW; } if (g->halfMoveClock >= 50) { g->state = DRAW; } return undo; }; void UnMakeMove(UndoMove undo, Game *g) { g->pieces[PositionToIndex(undo.from)] = undo.movedPiece; g->pieces[PositionToIndex(undo.to)] = undo.capturedPiece; if (undo.wasEnPassantCapture) { g->pieces[PositionToIndex(undo.enPassantCapturedSquare)] = undo.enPassantCapturedPiece; } g->turn = undo.oldTurn; g->canEnpassant = undo.oldCanEnpassant; g->enPassant = undo.oldEnPassant; g->halfMoveClock = undo.oldHalfMoveClock; g->MoveClock = undo.oldMoveClock; g->state = undo.oldState; g->whiteCastleKing = undo.OldwhiteCastleKing; g->whiteCastleQueen = undo.OldwhiteCastleQueen; g->blackCastleKing = undo.OldblackCastleKing; g->blackCastleQueen = undo.OldblackCastleQueen; if (undo.wasCastle) { if (undo.CastledSide) { // rook f-file -> h-file Position rookFrom = undo.to; rookFrom.file -= 1; // f1/f8 Position rookTo = undo.to; rookTo.file += 1; // h1/h8 g->pieces[PositionToIndex(rookTo)] = g->pieces[PositionToIndex(rookFrom)]; g->pieces[PositionToIndex(rookFrom)] = {false, NONEPIECE}; } else { // rook d-file -> a-file Position rookFrom = undo.to; rookFrom.file += 1; // d1/d8 Position rookTo = undo.to; rookTo.file -= 2; // a1/a8 g->pieces[PositionToIndex(rookTo)] = g->pieces[PositionToIndex(rookFrom)]; g->pieces[PositionToIndex(rookFrom)] = {false, NONEPIECE}; } } g->ThreeFoldMap[undo.zobristKey] -= 1; if (g->ThreeFoldMap[undo.zobristKey] <= 0) { g->ThreeFoldMap.erase(undo.zobristKey); }; };