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#include "bot.hpp"
#include "board/board.hpp"
#include "moves.hpp"
#include "zobrist/zobrist.hpp"
#include <algorithm>
#include <cassert>
#include <cmath>
#include <cstdint>
#include <cstdlib>
#include <iostream>
#include <vector>

const int DEFAULT_DEPTH = 4;

const int PAWN_VALUE = 100;
const int KNIGHT_VALUE = 320;
const int BISHOP_VALUE = 400;
const int ROOK_VALUE = 500;
const int QUEEN_VALUE = 900;
const int MATE = 10000;

const int PAWN_TABLE[64] = {
    0,  0,  0,   0,   0,   0,   0,  0,  // last rank promotes to a quuen
    50, 50, 50,  50,  50,  50,  50, 50, // comments to stop formating to ruin it
    10, 10, 20,  30,  30,  20,  10, 10, //
    5,  5,  10,  25,  25,  10,  5,  5,  //
    0,  0,  0,   20,  20,  0,   0,  0,  //
    5,  -5, -10, 0,   0,   -10, -5, 5,  //
    5,  10, 10,  -20, -20, 10,  10, 5,  //
    0,  0,  0,   0,   0,   0,   0,  0   //
};

int KNIGHT_TABLE[64] = {
    -50, -40, -30, -30, -30, -30, -40, -50, //
    -40, -20, 0,   0,   0,   0,   -20, -40, //
    -30, 0,   10,  15,  15,  10,  0,   -30, //
    -30, 5,   15,  20,  20,  15,  5,   -30, //
    -30, 0,   15,  20,  20,  15,  0,   -30, //
    -30, 5,   10,  15,  15,  10,  5,   -30, //
    -40, -20, 0,   5,   5,   0,   -20, -40, //
    -50, -40, -30, -30, -30, -30, -40, -50, //
};

int BISHOP_TABLE[64] = {
    -20, -10, -10, -10, -10, -10, -10, -20, //
    -10, 5,   0,   0,   0,   0,   5,   -10, //
    -10, 10,  10,  10,  10,  10,  10,  -10, //
    -10, 0,   10,  15,  15,  10,  0,   -10, //
    -10, 5,   5,   10,  10,  5,   5,   -10, //
    -10, 0,   5,   10,  10,  5,   0,   -10, //
    -10, 0,   0,   0,   0,   0,   0,   -10, //
    -20, -10, -10, -10, -10, -10, -10, -20, //
};

int ROOK_TABLE[64] = {
    0,  0,  5,  10, 10, 5,  0,  0,  //
    5,  10, 10, 10, 10, 10, 10, 5,  //
    -5, 0,  0,  0,  0,  0,  0,  -5, //
    -5, 0,  0,  5,  5,  0,  0,  -5, //
    -5, 0,  0,  5,  5,  0,  0,  -5, //
    -5, 0,  0,  0,  0,  0,  0,  -5, //
    5,  10, 10, 10, 10, 10, 10, 5,  //
    0,  0,  5,  10, 10, 5,  0,  0,  //
};

int QUEEN_TABLE[64] = {
    -20, -10, -10, -5, -5, -10, -10, -20, //
    -10, 0,   0,   0,  0,  0,   0,   -10, //
    -10, 0,   5,   5,  5,  5,   0,   -10, //
    -5,  0,   5,   5,  5,  5,   0,   -5,  //
    0,   0,   5,   5,  5,  5,   0,   -5,  //
    -10, 5,   5,   5,  5,  5,   0,   -10, //
    -10, 0,   5,   0,  0,  0,   0,   -10, //
    -20, -10, -10, -5, -5, -10, -10, -20, //
};

int KING_TABLE_EARLY[64] = {
    -30, -40, -40, -50, -50, -40, -40, -30, //
    -30, -40, -40, -50, -50, -40, -40, -30, //
    -30, -40, -40, -50, -50, -40, -40, -30, //
    -30, -40, -40, -50, -50, -40, -40, -30, //
    -20, -30, -30, -40, -40, -30, -30, -20, //
    -10, -20, -20, -20, -20, -20, -20, -10, //
    20,  20,  0,   0,   0,   0,   20,  20,  //
    20,  30,  10,  0,   0,   10,  30,  20,  //
};

int ScoreMove(const Game *board, const Move &move) {
  int score = 0;

  Piece moving = board->pieces[PositionToIndex(move.From)];
  Piece captured = board->pieces[PositionToIndex(move.To)];

  // Captures (MVV-LVA)
  if (captured.type != NONEPIECE) {
    static const int pieceValue[] = {
        0,     // NONE
        20000, // KING (should never happen)
        900,   // QUEEN
        500,   // ROOK
        330,   // BISHOP
        320,   // KNIGHT
        100    // PAWN
    };

    score += 10000;
    score += pieceValue[captured.type] * 10;
    score -= pieceValue[moving.type];
  }

  // Promotions
  if (move.promotion != NONEPIECE) {
    score += 8000;
  }

  return score;
}

std::vector<Move> GetSortedLegalMoves(Game *g) {
  auto moves = GetLegalMoves(g);
  if (moves.size() == 0) {
    return moves;
  }
  std::sort(moves.begin(), moves.end(), [&](const Move &a, const Move &c) {
    return ScoreMove(g, a) > ScoreMove(g, c);
  });
  return moves;
}

Move EngineGetBestMove(Game *b, int depth) {
  int usedDepth = (depth != -1 ? depth : DEFAULT_DEPTH);
  auto moves = GetSortedLegalMoves(b);
  if (moves.size() == 0) {
    std::cout << "Expected a position with legal moves";
    assert(false && "Unhanled error zero legal moves for bot");
    exit(1);
  }

  Move bestMove = moves[0];
  float BestEval = (b->turn ? -INFINITY : INFINITY);
  for (Move move : moves) {
    UndoMove undo = MakeMove(move, b);
    float alpha = -INFINITY;
    float beta = INFINITY;

    float eval = minimax(usedDepth - 1, b, alpha, beta);

    UnMakeMove(undo, b);
    if (b->turn) {
      if (eval > BestEval) {
        BestEval = eval;
        bestMove = move;
      }
    } else {
      if (eval < BestEval) {
        BestEval = eval;
        bestMove = move;
      }
    }
  }
  return bestMove;
}
float minimax(int depth, Game *b, float alpha, float beta) {
  uint64_t gameHash = GenerateZobristKey(b);

  if (b->Transpositions->contains(gameHash)) {
    TranspositionsEntry data = b->Transpositions->at(gameHash);
    if (data.depth >= depth) {
      return data.Eval;
    }
  }

  auto moves = GetSortedLegalMoves(b);
  if (depth == 0 || moves.size() == 0) {
    return EvaluateBoardForWhite(b, depth);
  }

  bool shouldStore = true;

  float bestEval = b->turn ? -INFINITY : INFINITY;
  if (b->turn) {
    for (Move move : moves) {
      UndoMove undo = MakeMove(move, b);

      float eval = minimax(depth - 1, b, alpha, beta);

      UnMakeMove(undo, b);
      bestEval = std::max(bestEval, eval);

      alpha = std::max(alpha, bestEval);

      if (alpha >= beta) {
        shouldStore = false;
        break; // *snips*
      }
    }
  } else {
    for (Move move : moves) {
      UndoMove undo = MakeMove(move, b);

      float eval = minimax(depth - 1, b, alpha, beta);

      UnMakeMove(undo, b);
      bestEval = std::min(bestEval, eval);

      beta = std::min(beta, bestEval);
      if (alpha >= beta) {
        shouldStore = false;
        break; // *snips*
      }
    }
  }

  if (shouldStore) {
    b->Transpositions->operator[](gameHash) = {depth, bestEval};
  }
  return bestEval;
}
int PSTIndex(int square, bool white) { return white ? square : (56 ^ square); }

float EvaluateBoardForWhite(Game *g, int depth) {
  float score = 0;

  GameState state = GetNewGameState(g);
  switch (state) {
  case WHITE_WON:
    return MATE + depth;
    break;
  case BLACK_WON:
    return -MATE - depth;
    break;
  case TURN:
    break;
  case STALEMATE:
    return 0;
  case DRAW:
    return 0;
  }

  for (int i = 0; i < 64; i++) {
    Piece piece = g->pieces[i];
    if (piece.type == NONEPIECE)
      continue;

    int value = 0;

    switch (piece.type) {
    case PAWN:
      value = PAWN_VALUE;
      value += PAWN_TABLE[PSTIndex(i, piece.color)];
      break;
    case KNIGHT:
      value = KNIGHT_VALUE;
      value += KNIGHT_TABLE[PSTIndex(i, piece.color)];
      break;
    case BISHOP:
      value = BISHOP_VALUE;
      value += BISHOP_TABLE[PSTIndex(i, piece.color)];
      break;
    case ROOK:
      value = ROOK_VALUE;
      value += ROOK_TABLE[PSTIndex(i, piece.color)];
      break;
    case QUEEN:
      value = QUEEN_VALUE;
      value += QUEEN_TABLE[PSTIndex(i, piece.color)];
      break;
    case KING:
      value = KING_TABLE_EARLY[PSTIndex(i, piece.color)];
      break;
    default:
      break;
    }

    if (piece.color)
      score += value;
    else
      score -= value;
  }
  return score;
}