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MoveGenerator.hpp
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683 lines (541 loc) · 29.9 KB
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#ifndef MOVE_GENERATOR_HPP
#define MOVE_GENERATOR_HPP
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <string>
#include <bitset>
#include <iostream>
#include <vector>
#include "Utils.hpp"
#include "Move.hpp"
#include "BitOps.hpp"
#include "Board.hpp"
using namespace std;
class MoveGenerator {
public:
MoveGenerator(bool in_white, bool on_top_in) : is_white(in_white), on_top(on_top_in) { }
vector<Move*>& generateMoves(Board& board){
//Reset all of the env vars
this->move_list = {};
resetBitboards(board);
generateEnemyMoves(board);
//Check if in check!
int num_checkers = enemy_checkers.count();
cout << num_checkers << endl;
if (num_checkers == 2){
//The only way out is that the king moves
generateKingMoves(board, false);
return this->move_list;
}
else if (num_checkers == 1){
//Moves are heavily restricted
generateKingMoves(board, false);
// To get out of check, you can capture the checker
bitset<64> capture_mask = enemy_checkers;
//Or you can block the checker
bitset<64> blocking_mask;
//bitset<64> blocking_mask =
if ((enemy_checkers & enemy_bishops).any() || (enemy_checkers & enemy_rooks).any()){
cout << "The enemy is checking with a sliding piece!!" << endl;
blocking_mask = getSliderRouteToKing(board);
}else{
cout << "In check but not sliding piece" << endl;
blocking_mask.reset(); // Cannot block this piece
}
friendly_eligable &= (blocking_mask | capture_mask);
}
//Generate pawn moves ----> TODO <--------------------------------- NOTE NOT EN PASSANT YET
generatePawnOneForwardMoves(board);
generatePawnTwoForwardMoves(board);
generatePawnAttackingMovesLeft(board, false);
generatePawnAttackingMovesRight(board, false);
//Generate Knight Moves
generateKnightMoves(board, false);
//Generate rook moves
generateRookMoves(board, false);
//Generate bishop moves
generateBishopMoves(board, false);
//Generate king moves
generateKingMoves(board, false);
return this->move_list;
}
//Generates enemy moves and stores in enemyAttacking
void generateEnemyMoves(Board& board) {
this->enemy_attacking.reset();
this->enemy_checkers.reset();
generatePawnAttackingMovesLeft(board, true);
generatePawnAttackingMovesRight(board, true);
//Generate Knight Moves
generateKnightMoves(board, true);
//Generate rook moves
generateRookMoves(board, true);
//Generate bishop moves
generateBishopMoves(board, true);
//Generate king moves
generateKingMoves(board, true);
}
private:
void resetBitboards(Board& board){
if (is_white){
friendly_eligable = ~board.bitboards[(int)BitboardPieceType::White];
enemy_eligable = ~board.bitboards[(int)BitboardPieceType::Black];
friendly_pawns = board.bitboards[(int)BitboardPieceType::White] & board.bitboards[(int)BitboardPieceType::Pawn];
enemy_pawns = board.bitboards[(int)BitboardPieceType::Black] & board.bitboards[(int)BitboardPieceType::Pawn];
friendly_bishops = board.bitboards[(int)BitboardPieceType::White] & board.bitboards[(int)BitboardPieceType::Bishop];
friendly_bishops |= board.bitboards[(int)BitboardPieceType::White] & board.bitboards[(int)BitboardPieceType::Queen];
enemy_bishops = board.bitboards[(int)BitboardPieceType::Black] & board.bitboards[(int)BitboardPieceType::Bishop];
enemy_bishops |= board.bitboards[(int)BitboardPieceType::Black] & board.bitboards[(int)BitboardPieceType::Queen];
friendly_rooks = board.bitboards[(int)BitboardPieceType::White] & board.bitboards[(int)BitboardPieceType::Rook];
friendly_rooks |= board.bitboards[(int)BitboardPieceType::White] & board.bitboards[(int)BitboardPieceType::Queen];
enemy_rooks = board.bitboards[(int)BitboardPieceType::Black] & board.bitboards[(int)BitboardPieceType::Rook];
enemy_rooks |= board.bitboards[(int)BitboardPieceType::Black] & board.bitboards[(int)BitboardPieceType::Queen];
friendly_knights = board.bitboards[(int)BitboardPieceType::White] & board.bitboards[(int)BitboardPieceType::Knight];
enemy_knights = board.bitboards[(int)BitboardPieceType::Black] & board.bitboards[(int)BitboardPieceType::Knight];
friendly_kings = board.bitboards[(int)BitboardPieceType::White] & board.bitboards[(int)BitboardPieceType::King];
enemy_kings = board.bitboards[(int)BitboardPieceType::Black] & board.bitboards[(int)BitboardPieceType::King];
friendly_pieces = board.bitboards[(int)BitboardPieceType::White];
enemy_pieces = board.bitboards[(int)BitboardPieceType::Black];
}else{
friendly_eligable = ~board.bitboards[(int)BitboardPieceType::Black];
enemy_eligable = ~board.bitboards[(int)BitboardPieceType::White];
friendly_pawns = board.bitboards[(int)BitboardPieceType::Black] & board.bitboards[(int)BitboardPieceType::Pawn];
enemy_pawns = board.bitboards[(int)BitboardPieceType::White] & board.bitboards[(int)BitboardPieceType::Pawn];
friendly_bishops = board.bitboards[(int)BitboardPieceType::Black] & board.bitboards[(int)BitboardPieceType::Bishop];
friendly_bishops |= board.bitboards[(int)BitboardPieceType::Black] & board.bitboards[(int)BitboardPieceType::Queen];
enemy_bishops = board.bitboards[(int)BitboardPieceType::White] & board.bitboards[(int)BitboardPieceType::Bishop];
enemy_bishops |= board.bitboards[(int)BitboardPieceType::White] & board.bitboards[(int)BitboardPieceType::Queen];
friendly_rooks = board.bitboards[(int)BitboardPieceType::Black] & board.bitboards[(int)BitboardPieceType::Rook];
friendly_rooks |= board.bitboards[(int)BitboardPieceType::Black] & board.bitboards[(int)BitboardPieceType::Queen];
enemy_rooks = board.bitboards[(int)BitboardPieceType::White] & board.bitboards[(int)BitboardPieceType::Rook];
enemy_rooks |= board.bitboards[(int)BitboardPieceType::White] & board.bitboards[(int)BitboardPieceType::Queen];
friendly_knights = board.bitboards[(int)BitboardPieceType::Black] & board.bitboards[(int)BitboardPieceType::Knight];
enemy_knights = board.bitboards[(int)BitboardPieceType::White] & board.bitboards[(int)BitboardPieceType::Knight];
friendly_kings = board.bitboards[(int)BitboardPieceType::Black] & board.bitboards[(int)BitboardPieceType::King];
enemy_kings = board.bitboards[(int)BitboardPieceType::White] & board.bitboards[(int)BitboardPieceType::King];
friendly_pieces = board.bitboards[(int)BitboardPieceType::Black];
enemy_pieces = board.bitboards[(int)BitboardPieceType::White];
}
}
//Generates all single forward pawn moves
void generatePawnOneForwardMoves(Board& board){
//This is a non_attacking move so we want to make any place with a piece not eligable
bitset<64> current_eligable = ~board.bitboards[(int)BitboardPieceType::White] & ~board.bitboards[(int)BitboardPieceType::Black] & friendly_eligable;
bitset<64> shifted = on_top ? (friendly_pawns >> 8) & current_eligable : (friendly_pawns << 8) & current_eligable;
while (shifted.count()){
int lsb = bitscanForward(shifted);
int to_square = 63 - lsb;
Position to = {(to_square - to_square%8)/8, to_square % 8};
int from_square = on_top ? to_square -8 : to_square + 8;
Position from = {(from_square - from_square%8)/8, from_square % 8};
if (is_white)
move_list.push_back(new Move(from, to, PieceType::WhitePawn));
else
move_list.push_back(new Move(from, to, PieceType::BlackPawn));
shifted ^= bitOps.trivial[lsb];
}
}
//Generates all double forward pawn moves
void generatePawnTwoForwardMoves(Board& board){
//This is a non_attacking move so we want to make any place with a piece not eligable
bitset<64> current_eligable = ~board.bitboards[(int)BitboardPieceType::White] & ~board.bitboards[(int)BitboardPieceType::Black] & friendly_eligable;
bitset<64> shifted = on_top ? ((friendly_pawns & pawn_starting_pos) >> 16) & current_eligable : ((friendly_pawns & pawn_starting_pos) << 16) & current_eligable;
while (shifted.count()){
int lsb = bitscanForward(shifted);
int to_square = 63 - lsb;
Position to = {(to_square - to_square%8)/8, to_square % 8};
int from_square = on_top ? to_square -16 : to_square + 16;
Position from = {(from_square - from_square%8)/8, from_square % 8}; // Test this it do be sketch sketch like a pest pest can you guess guess what to do next next? Me neither
if (is_white)
move_list.push_back(new Move(from, to, PieceType::WhitePawn));
else
move_list.push_back(new Move(from, to, PieceType::BlackPawn));
shifted ^= bitOps.trivial[lsb];
}
}
//Generates all attacking pawn moves to the left
void generatePawnAttackingMovesLeft(Board& board, bool is_enemy){
bitset<64> pawns = is_enemy ? enemy_pawns : friendly_pawns;
bitset<64> eligable = is_enemy ? enemy_eligable : friendly_eligable;
bitset<64> other_pieces = is_enemy ? friendly_pieces : enemy_pieces;
bool on_top_temp = on_top;
if (is_enemy){
on_top_temp = !on_top;
}
//Do left attacks first
bitset<64> shifted = on_top_temp ? (pawns >> 9) : ((pawns) << 9);
shifted &= on_top_temp ? pawn_right_mask : pawn_left_mask;
if (is_enemy){
this->enemy_attacking |= shifted;
}
shifted &= other_pieces;
shifted &= eligable;
while (shifted.count()){
int lsb = bitscanForward(shifted);
int to_square = 63 - lsb;
Position to = {(to_square - to_square%8)/8, to_square % 8};
int from_square = on_top_temp ? to_square -9 : to_square + 9;
Position from = {(from_square - from_square%8)/8, from_square % 8};
//check if the enemy pawn is checking the king
if (is_enemy){
int lsb_from = 63-from_square;
bool attacking_king = (bitOps.trivial[lsb] & friendly_kings).any();
cout << attacking_king << endl;
if (attacking_king){
this->enemy_checkers |= bitOps.trivial[lsb_from];
}
}else{
if (is_white){
move_list.push_back(new Move(from, to, PieceType::WhitePawn));
}
else{
move_list.push_back(new Move(from, to, PieceType::BlackPawn));
}
}
shifted ^= bitOps.trivial[lsb];
}
}
//Generates all attacking pawn moves to the right
void generatePawnAttackingMovesRight(Board& board, bool is_enemy){
bitset<64> pawns = is_enemy ? enemy_pawns : friendly_pawns;
bitset<64> eligable = is_enemy ? enemy_eligable : friendly_eligable;
bitset<64> other_pieces = is_enemy ? friendly_pieces : enemy_pieces;
bool on_top_temp = on_top;
if (is_enemy){
on_top_temp = !on_top;
}
//Do left attacks first
bitset<64> shifted = on_top_temp ? (pawns >> 7) : ((pawns) << 7);
shifted &= on_top_temp ? pawn_left_mask : pawn_right_mask;
if (is_enemy){
this->enemy_attacking |= shifted;
}
shifted &= other_pieces;
shifted &= eligable;
while (shifted.count()){
int lsb = bitscanForward(shifted);
int to_square = 63 - lsb;
Position to = {(to_square - to_square%8)/8, to_square % 8};
int from_square = on_top_temp ? to_square -7 : to_square + 7;
Position from = {(from_square - from_square%8)/8, from_square % 8};
//check if the enemy pawn is checking the king
if (is_enemy){
int lsb_from = 63-from_square;
bool attacking_king = (bitOps.trivial[lsb] & friendly_kings).any();
if (attacking_king){
this->enemy_checkers |= bitOps.trivial[lsb_from];
}
}else{
if (is_white)
move_list.push_back(new Move(from, to, PieceType::WhitePawn));
else
move_list.push_back(new Move(from, to, PieceType::BlackPawn));
}
shifted ^= bitOps.trivial[lsb];
}
}
//Generates all moves for the knight
void generateKnightMoves(Board& board, bool is_enemy){
bitset<64> knights = is_enemy ? enemy_knights : friendly_knights;
bitset<64> eligable = is_enemy ? enemy_eligable : friendly_eligable;
while (knights.any()){
int lsb_from = bitscanForward(knights);
int from_square = 63 - lsb_from;
Position from = {(from_square - from_square%8)/8, from_square % 8};
bitset<64> generated_moves = bitOps.knights[from_square];
if (is_enemy){
this->enemy_attacking |= generated_moves;
knights ^= bitOps.trivial[lsb_from];
//Check if this piece checks the king
bool attacking_king = (generated_moves & friendly_kings).any();
if (attacking_king){
this->enemy_checkers |= bitOps.trivial[lsb_from];
}
continue;
}
generated_moves &= eligable;
while (generated_moves.any()){
int lsb_to = bitscanForward(generated_moves);
int to_square = 63 - lsb_to;
Position to = {(to_square - to_square%8)/8, to_square % 8};
if (is_white)
move_list.push_back(new Move(from, to, PieceType::WhiteKnight));
else
move_list.push_back(new Move(from, to, PieceType::BlackKnight));
generated_moves ^= bitOps.trivial[lsb_to];
}
knights ^= bitOps.trivial[lsb_from];
}
}
//Generates all of the king moves (does not account for check currently)
void generateKingMoves(Board& board, bool is_enemy){
bitset<64> kings = is_enemy ? enemy_kings : friendly_kings;
bitset<64> eligable = is_enemy ? enemy_eligable : friendly_eligable;
while (kings.any()){
int lsb_from = bitscanForward(kings);
int from_square = 63 - lsb_from;
Position from = {(from_square - from_square%8)/8, from_square % 8};
bitset<64> generated_moves = bitOps.kings[from_square];
if (is_enemy){
this->enemy_attacking |= generated_moves;
kings ^= bitOps.trivial[lsb_from];
continue;
}
generated_moves &= ~enemy_attacking;
generated_moves &= eligable;
while (generated_moves.any()){
int lsb_to = bitscanForward(generated_moves);
int to_square = 63 - lsb_to;
Position to = {(to_square - to_square%8)/8, to_square % 8};
if (is_white)
move_list.push_back(new Move(from, to, PieceType::WhiteKing));
else
move_list.push_back(new Move(from, to, PieceType::BlackKing));
generated_moves ^= bitOps.trivial[lsb_to];
}
kings ^= bitOps.trivial[lsb_from];
}
}
//Generates all of the rook moves
void generateRookMoves(Board& board, bool is_enemy){
bitset<64> rooks = is_enemy ? enemy_rooks : friendly_rooks;
bitset<64> eligable = is_enemy ? enemy_eligable : friendly_eligable;
bitset<64> blockers = board.bitboards[(int)BitboardPieceType::Black] | board.bitboards[(int)BitboardPieceType::White];
if (is_enemy){ //Dont consider the friendly king when generating attacking squares.
blockers &= ~friendly_kings;
}
while (rooks.any()){
int lsb_from = bitscanForward(rooks);
int from_square = 63 - lsb_from;
Position from = {(from_square - from_square%8)/8, from_square % 8};
bitset<64> attacks;
//North part
attacks |= bitOps.rays[(int)RayDirection::North][from_square];
bitset<64> masked_blockers = blockers & bitOps.rays[(int)RayDirection::North][from_square];
if (masked_blockers.any()){
int blocker_index = 63 - bitscanForward(masked_blockers);
attacks &= ~bitOps.rays[(int)RayDirection::North][blocker_index];
}
//East part
attacks |= bitOps.rays[(int)RayDirection::East][from_square];
masked_blockers = blockers & bitOps.rays[(int)RayDirection::East][from_square];
if (masked_blockers.any()){
int blocker_index = 63 - bitscanReverse(masked_blockers);
attacks &= ~bitOps.rays[(int)RayDirection::East][blocker_index];
}
//South part
attacks |= bitOps.rays[(int)RayDirection::South][from_square];
masked_blockers = blockers & bitOps.rays[(int)RayDirection::South][from_square];
if (masked_blockers.any()){
int blocker_index = 63 - bitscanReverse(masked_blockers);
attacks &= ~bitOps.rays[(int)RayDirection::South][blocker_index];
}
//West part
attacks |= bitOps.rays[(int)RayDirection::West][from_square];
masked_blockers = blockers & bitOps.rays[(int)RayDirection::West][from_square];
if (masked_blockers.any()){
int blocker_index = 63 - bitscanForward(masked_blockers);
attacks &= ~bitOps.rays[(int)RayDirection::West][blocker_index];
}
if (is_enemy){
this->enemy_attacking |= attacks;
rooks ^= bitOps.trivial[lsb_from];
//Check if this piece checks the king
bool attacking_king = (attacks & friendly_kings).any();
if (attacking_king){
this->enemy_checkers |= bitOps.trivial[lsb_from];
}
continue;
}
attacks &= eligable;
while (attacks.any()){
int lsb_to = bitscanForward(attacks);
int to_square = 63 - lsb_to;
Position to = {(to_square - to_square%8)/8, to_square % 8};
if (is_white)
move_list.push_back(new Move(from, to, PieceType::WhiteRook));
else
move_list.push_back(new Move(from, to, PieceType::BlackRook));
attacks ^= bitOps.trivial[lsb_to];
}
rooks ^= bitOps.trivial[lsb_from];
}
}
//Generates all of the bishop moves
void generateBishopMoves(Board& board, bool is_enemy){
bitset<64> bishops = is_enemy ? enemy_bishops : friendly_bishops;
bitset<64> eligable = is_enemy ? enemy_eligable : friendly_eligable;
bitset<64> blockers = board.bitboards[(int)BitboardPieceType::Black] | board.bitboards[(int)BitboardPieceType::White];
if (is_enemy){ //Dont consider the friendly king when generating attacking squares.
blockers &= ~friendly_kings;
}
while (bishops.any()){
int lsb_from = bitscanForward(bishops);
int from_square = 63 - lsb_from;
Position from = {(from_square - from_square%8)/8, from_square % 8};
bitset<64> attacks;
//Northeast part
attacks |= bitOps.rays[(int)RayDirection::Northeast][from_square];
bitset<64> masked_blockers = blockers & bitOps.rays[(int)RayDirection::Northeast][from_square];
if (masked_blockers.any()){
int blocker_index = 63 - bitscanForward(masked_blockers);
attacks &= ~bitOps.rays[(int)RayDirection::Northeast][blocker_index];
}
//Southeast part
attacks |= bitOps.rays[(int)RayDirection::Southeast][from_square];
masked_blockers = blockers & bitOps.rays[(int)RayDirection::Southeast][from_square];
if (masked_blockers.any()){
int blocker_index = 63 - bitscanReverse(masked_blockers);
attacks &= ~bitOps.rays[(int)RayDirection::Southeast][blocker_index];
}
//Southwest part
attacks |= bitOps.rays[(int)RayDirection::Southwest][from_square];
masked_blockers = blockers & bitOps.rays[(int)RayDirection::Southwest][from_square];
if (masked_blockers.any()){
int blocker_index = 63 - bitscanReverse(masked_blockers);
attacks &= ~bitOps.rays[(int)RayDirection::Southwest][blocker_index];
}
//Northwest part
attacks |= bitOps.rays[(int)RayDirection::Northwest][from_square];
masked_blockers = blockers & bitOps.rays[(int)RayDirection::Northwest][from_square];
if (masked_blockers.any()){
int blocker_index = 63 - bitscanForward(masked_blockers);
attacks &= ~bitOps.rays[(int)RayDirection::Northwest][blocker_index];
}
if (is_enemy){
this->enemy_attacking |= attacks;
bishops ^= bitOps.trivial[lsb_from];
//Check if this piece checks the king
bool attacking_king = (attacks & friendly_kings).any();
if (attacking_king){
this->enemy_checkers |= bitOps.trivial[lsb_from];
}
continue;
}
attacks &= eligable;
while (attacks.any()){
int lsb_to = bitscanForward(attacks);
int to_square = 63 - lsb_to;
Position to = {(to_square - to_square%8)/8, to_square % 8};
if (is_white)
move_list.push_back(new Move(from, to, PieceType::WhiteBishop));
else
move_list.push_back(new Move(from, to, PieceType::BlackBishop));
attacks ^= bitOps.trivial[lsb_to];
}
bishops ^= bitOps.trivial[lsb_from];
}
}
// Generates the sliding route towards the king from a position <-------------- TODO: This is hack and can be made faster (eg by doing comp at beginning of the program)
// Used for finding where the player can play to block a check
// from_square = 63 - lsb
bitset<64> getSliderRouteToKing(Board& board){
int lsb_from = bitscanForward(enemy_checkers);
int from_square = 63 - lsb_from;
bitset<64> attacks;
bitset<64> blockers = friendly_kings;
//Northeast part
bitset<64> masked_blockers = blockers & bitOps.rays[(int)RayDirection::Northeast][from_square];
if (masked_blockers.any()){
attacks |= bitOps.rays[(int)RayDirection::Northeast][from_square];
int blocker_index = 63 - bitscanForward(masked_blockers);
attacks &= ~bitOps.rays[(int)RayDirection::Northeast][blocker_index];
}
//Southeast part
masked_blockers = blockers & bitOps.rays[(int)RayDirection::Southeast][from_square];
if (masked_blockers.any()){
attacks |= bitOps.rays[(int)RayDirection::Southeast][from_square];
int blocker_index = 63 - bitscanReverse(masked_blockers);
attacks &= ~bitOps.rays[(int)RayDirection::Southeast][blocker_index];
}
//Southwest part
masked_blockers = blockers & bitOps.rays[(int)RayDirection::Southwest][from_square];
if (masked_blockers.any()){
attacks |= bitOps.rays[(int)RayDirection::Southwest][from_square];
int blocker_index = 63 - bitscanReverse(masked_blockers);
attacks &= ~bitOps.rays[(int)RayDirection::Southwest][blocker_index];
}
//Northwest part
masked_blockers = blockers & bitOps.rays[(int)RayDirection::Northwest][from_square];
if (masked_blockers.any()){
attacks |= bitOps.rays[(int)RayDirection::Northwest][from_square];
int blocker_index = 63 - bitscanForward(masked_blockers);
attacks &= ~bitOps.rays[(int)RayDirection::Northwest][blocker_index];
}
//North part
masked_blockers = blockers & bitOps.rays[(int)RayDirection::North][from_square];
if (masked_blockers.any()){
attacks |= bitOps.rays[(int)RayDirection::North][from_square];
int blocker_index = 63 - bitscanForward(masked_blockers);
attacks &= ~bitOps.rays[(int)RayDirection::North][blocker_index];
}
//East part
masked_blockers = blockers & bitOps.rays[(int)RayDirection::East][from_square];
if (masked_blockers.any()){
attacks |= bitOps.rays[(int)RayDirection::East][from_square];
int blocker_index = 63 - bitscanReverse(masked_blockers);
attacks &= ~bitOps.rays[(int)RayDirection::East][blocker_index];
}
//South part
masked_blockers = blockers & bitOps.rays[(int)RayDirection::South][from_square];
if (masked_blockers.any()){
attacks |= bitOps.rays[(int)RayDirection::South][from_square];
int blocker_index = 63 - bitscanReverse(masked_blockers);
attacks &= ~bitOps.rays[(int)RayDirection::South][blocker_index];
}
//West part
masked_blockers = blockers & bitOps.rays[(int)RayDirection::West][from_square];
if (masked_blockers.any()){
attacks |= bitOps.rays[(int)RayDirection::West][from_square];
int blocker_index = 63 - bitscanForward(masked_blockers);
attacks &= ~bitOps.rays[(int)RayDirection::West][blocker_index];
}
return attacks;
}
//Returns bit index of LSB (starting from left) 011000 would return 3
int bitscanForward(bitset<64>& bits){
for (int i = 0; i < 64; ++i){
if (bits[i]){
return i;
}
}
return -1;
}
//Returns bit index of MSB
int bitscanReverse(bitset<64>& bits){
for (int i = 63; i >= 0; --i){
if (bits[i]){
return i;
}
}
return -1;
}
vector<Move*> move_list;
bool is_white;
bool on_top;
BitOps bitOps;
//Bitboards
/// - Pawn move generation
bitset<64> pawn_starting_pos{"0000000011111111000000000000000000000000000000001111111100000000"};
bitset<64> pawn_right_mask{"0111111101111111011111110111111101111111011111110111111101111111"};
bitset<64> pawn_left_mask{"1111111011111110111111101111111011111110111111101111111011111110"};
bitset<64> friendly_eligable;
bitset<64> enemy_eligable;
bitset<64> friendly_pawns;
bitset<64> friendly_bishops;
bitset<64> friendly_rooks;
bitset<64> friendly_knights;
bitset<64> friendly_queens;
bitset<64> friendly_kings;
bitset<64> enemy_pawns;
bitset<64> enemy_bishops;
bitset<64> enemy_rooks;
bitset<64> enemy_knights;
bitset<64> enemy_queens;
bitset<64> enemy_kings;
bitset<64> enemy_attacking;
bitset<64> enemy_checkers;
bitset<64> friendly_pieces;
bitset<64> enemy_pieces;
bitset<64> occupied;
};
#endif