Files
cpl_cpp-project/MoveGenerator.cpp

149 lines
5.5 KiB
C++

#include <iostream>
#include "MoveGenerator.hpp"
#include "Board.hpp"
#include "BoardState.hpp"
void MoveGenerator::generatePawnMoves(const BoardState &bs, const Square &from, MoveVec &moves) {
BitBoard targets = 0;
if (bs.eps.has_value()) {
targets |= BitBoard::fromIndex(bs.eps.value().index());
}
generatePawnMoves(bs, from, targets, moves);
}
void MoveGenerator::generatePawnMoves(const BoardState &bs, const Square &from, BitBoard targets, MoveVec &moves) {
auto fromBB = BitBoard::fromIndex(from.index());
targets |= (*bs.pieceBBs)[Board::toIndex(!bs.turn)];
BitBoard movesBB;
if (bs.turn == PieceColor::White) {
movesBB = BitBoard::pawnNorthAttacks(fromBB, targets) & ~(*bs.pieceBBs)[Board::toIndex(bs.turn)];
movesBB |= BitBoard::pawnNorthMoves(fromBB, ~bs.occupiedBB);
} else {
movesBB = BitBoard::pawnSouthAttacks(fromBB, targets) & ~(*bs.pieceBBs)[Board::toIndex(bs.turn)];
movesBB |= BitBoard::pawnSouthMoves(fromBB, ~bs.occupiedBB);
}
bool isPromotion = movesBB & (Rank1 | Rank8);
if (isPromotion) {
generateMovesWithPromotion(from, movesBB, moves);
} else {
generateMoves(from, movesBB, moves);
}
}
void MoveGenerator::generateBishopMoves(const BoardState &bs, const Square &from, MoveVec &moves) {
auto fromBB = BitBoard::fromIndex(from.index());
auto movesBB = BitBoard::bishopAttacks(fromBB, ~bs.occupiedBB) & ~(*bs.pieceBBs)[Board::toIndex(bs.turn)];
generateMoves(from, movesBB, moves);
}
void MoveGenerator::generateMoves(const Square &from, BitBoard movesBB, MoveVec &moves) {
while (movesBB) {
auto to = Square(movesBB.pop());
moves.emplace_back(from, to, std::nullopt);
}
}
void MoveGenerator::generateMovesWithPromotion(const Square &from, BitBoard movesBB, MoveVec &moves) {
while (movesBB) {
auto to = Square(movesBB.pop());
for (const auto &kItem : Piece::PromotionTypes) {
moves.emplace_back(from, to, static_cast<PieceType>(kItem));
}
}
}
void MoveGenerator::generateKingMoves(const BoardState &bs, const Square &from, MoveGenerator::MoveVec &moves) {
auto fromBB = BitBoard::fromIndex(from.index());
auto movesBB = BitBoard::kingMoves(fromBB) & ~(*bs.pieceBBs)[Board::toIndex(bs.turn)];
if ((bs.cr & CastlingRights::All) != CastlingRights::None) {
auto checkCR = CastlingRights::White;
auto castlingRank = WhiteCastlingRank;
if (bs.turn == PieceColor::Black) {
checkCR = CastlingRights::Black;
castlingRank = BlackCastlingRank;
}
checkCR &= bs.cr;
if (checkCR != CastlingRights::None) {
// Generate attacked squares
BitBoard target = CastlingRanks | bs.occupiedBB;
auto attacked = generateAttackedSquares(bs, target, !bs.turn);
std::cout << "attacked\n" << attacked;
movesBB |= BitBoard::castlingMoves(fromBB & ~attacked,
(*bs.pieceBBs)[Board::toIndex(PieceType::Rook)],
~bs.occupiedBB)
& castlingRank;
std::cout << "moves\n" << movesBB;
if ((checkCR & CastlingRights::KingSide) == CastlingRights::None) {
movesBB &= ~GFile;
}
if ((checkCR & CastlingRights::QueenSide) == CastlingRights::None) {
movesBB &= ~CFile;
}
}
}
generateMoves(from, movesBB, moves);
}
void MoveGenerator::generateRookMoves(const BoardState &bs, const Square &from, MoveVec &moves) {
auto fromBB = BitBoard::fromIndex(from.index());
auto movesBB = BitBoard::rookAttacks(fromBB, ~bs.occupiedBB) & ~(*bs.pieceBBs)[Board::toIndex(bs.turn)];
generateMoves(from, movesBB, moves);
}
void MoveGenerator::generateQueenMoves(const BoardState &bs, const Square &from, MoveVec &moves) {
auto fromBB = BitBoard::fromIndex(from.index());
auto movesBB = BitBoard::queenAttacks(fromBB, ~bs.occupiedBB) & ~(*bs.pieceBBs)[Board::toIndex(bs.turn)];
generateMoves(from, movesBB, moves);
}
void MoveGenerator::generateKnightMoves(const BoardState &bs, const Square &from, MoveVec &moves) {
auto fromBB = BitBoard::fromIndex(from.index());
auto movesBB = BitBoard::knightMoves(fromBB) & ~(*bs.pieceBBs)[Board::toIndex(bs.turn)];
generateMoves(from, movesBB, moves);
}
BitBoard MoveGenerator::generateAttackedSquares(const BoardState &bs, BitBoard target, PieceColor opColor) {
auto opponentBB = (*bs.pieceBBs)[Board::toIndex(opColor)];
BitBoard attacked = 0;
// pawns
if (opColor == PieceColor::White) {
attacked |= BitBoard::pawnNorthAttacks((*bs.pieceBBs)[Board::toIndex(PieceType::Pawn)] & opponentBB, target);
} else {
attacked |= BitBoard::pawnSouthAttacks((*bs.pieceBBs)[Board::toIndex(PieceType::Pawn)] & opponentBB, target);
}
// knights
attacked |= BitBoard::knightMoves((*bs.pieceBBs)[Board::toIndex(PieceType::Knight)] & opponentBB) & target;
// Bishop
attacked |= BitBoard::bishopAttacks((*bs.pieceBBs)[Board::toIndex(PieceType::Bishop)] & opponentBB, target);
// Rook
attacked |= BitBoard::rookAttacks((*bs.pieceBBs)[Board::toIndex(PieceType::Rook)] & opponentBB, target);
// Queen
attacked |= BitBoard::queenAttacks((*bs.pieceBBs)[Board::toIndex(PieceType::Queen)] & opponentBB, target);
// King
attacked |= BitBoard::kingMoves((*bs.pieceBBs)[Board::toIndex(PieceType::Queen)] & opponentBB) & target;
return attacked;
}