Repository navigation
Expand file tree
/
Copy pathpiece.c
More file actions
376 lines (345 loc) · 12.3 KB
/
Copy pathpiece.c
File metadata and controls
376 lines (345 loc) · 12.3 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
/**************************************************************************/
/* HaChu */
/* A WinBoard engine for Chu Shogi (and some related games) by H.G.Muller */
/**************************************************************************/
/* This source code is released in the public domain */
/**************************************************************************/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "board.h"
#include "eval.h"
#include "piece.h"
#include "types.h"
#include "variant.h"
#define PROMO 0 /* extra bonus for 'vertical' piece when it actually promotes (diagonal pieces get half) */
Vector direction[2*RAYS] = { // clockwise!
{1, 0},
{1, 1},
{0, 1},
{-1, 1},
{-1, 0},
{-1,-1},
{0, -1},
{1, -1},
{ 2, 1}, // Knight jumps
{ 1, 2},
{-1, 2},
{-2, 1},
{-2,-1},
{-1,-2},
{ 1,-2},
{ 2,-1}
};
int epList[104], ep2List[104], toList[104], reverse[104]; // decoding tables for double and triple moves
int kingStep[RAYS+2], knightStep[RAYS+2]; // raw tables for step vectors (indexed as -1 .. 8)
int neighbors[RAYS+1]; // similar to kingStep, but starts with null-step
int attackMask[RAYS] = { // indicate which bits in attack-map item are used to count attacks from which direction
000000007,
000000070,
000000700,
000007000,
000070000,
000700000,
007000000,
070000000
};
int rayMask[RAYS] = { // indicate which bits in attack-map item are used to count attacks from which direction
000000077,
000000077,
000007700,
000007700,
000770000,
000770000,
077000000,
077000000
};
int ray[RAYS+1] = { // 1 in the bit fields for the various directions
000000001,
000000010,
000000100,
000001000,
000010000,
000100000,
001000000,
010000000,
0100000000 // marks knight jumps
};
int pieces[COLORS], royal[COLORS];
#if KYLIN
int kylin[COLORS];
#endif
PieceInfo p[NPIECES]; // piece list
int pVal; // value of pawn per variant
int squareKey[BSIZE];
Flag promoBoard[BSIZE] = { [0 ... BSIZE-1] = 0 }; // flags to indicate promotion zones
PieceDesc *
ListLookUp (char *name, PieceDesc *list)
{ // find piece of given name in list of descriptors
while(list->name && strcmp(name, list->name)) list++;
return (list->name == NULL ? NULL : list);
}
PieceDesc *
LookUp (char *name, int var)
{ // search piece of given name in all lists relevant for given variant
PieceDesc *desc;
switch(var) {
case V_TENJIKU: // Tenjiku
desc = ListLookUp(name, tenjikuPieces);
if(desc) return desc;
return ListLookUp(name, chuPieces);
case V_SHO: // Shogi
return ListLookUp(name, shogiPieces);
case V_DAI: // Dai
desc = ListLookUp(name, daiPieces);
if(desc) return desc;
case V_CHU: // Chu
return ListLookUp(name, chuPieces);
case V_CHESS: // FIDE
return ListLookUp(name, chessPieces);
case V_SHATRANJ: // Shatranj
return ListLookUp(name, shatranjPieces);
case V_MAKRUK: // Makruk
return ListLookUp(name, makrukPieces);
case V_LION: // Mighty Lion
return ListLookUp(name, lionPieces);
case V_WA: // Wa
return ListLookUp(name, waPieces);
case V_WOLF: // Werewolf
return ListLookUp(name, wolfPieces);
case V_CASHEW: // Cashew
return ListLookUp(name, ddPieces);
case V_MACAD: // Cashew
return ListLookUp(name, makaPieces);
}
return NULL;
}
void
DeletePiece (Color c, int n)
{ // remove piece number n from the mentioned side's piece list (and adapt the reference to the displaced pieces!)
int i;
for(i=c+2; i<=pieces[c]; i+=2)
if(p[i].promo > n) p[i].promo -= 2;
for(i=n; i<pieces[c]; i+=2) {
p[i] = p[i+2];
if(i+2 == royal[c]) royal[c] -= 2; // NB: squeezing out the King moves up Crown Prince to royal[c]
#if KYLIN
if(i+2 == kylin[c]) kylin[c] -= 2;
#endif
if(i < 10) fireFlags[i-2] = fireFlags[i];
}
pieces[c] -= 2;
}
int
Worse (int a, int b)
{ // determine if range a not upward compatible with b
if(a == b) return 0;
if(a >= 0 && b >= 0) return a < b;
if(a >= 0) return 1; // a (limited) range can never do the same as a special move
switch(a) {
case J: return b < J; // any special move is better than a plain jump
case D: return b > 2 || b < D;
case T: return b > 3 || b < T;
case L: return b > 2 || b < D;
case F: return b > 3 || b < F || b == T;
case S: return b == H || b == T;
case H: return b < 0;
default: return 1; // a >= 0, so b must be < 0 and can always do something a ranging move cannot do
}
return 0;
}
int
Lance (MoveType *r)
{ // File-bound forward slider
int i;
for(i=1; i<4; i++) if(r[i] || r[i+4]) return 0;
return r[0] == X;
}
int
EasyProm (MoveType *r)
{
if(r[0] == X) return 30 + PROMO*((unsigned int)(r[1] | r[2] | r[3] | r[5] | r[6] | r[7]) <= 1);
if(r[1] == X || r[7] == X) return 30 + PROMO/2;
return 0;
}
Flag
IsUpwardCompatible (MoveType *r, MoveType *s)
{
int i;
for(i=0; i<RAYS; i++) {
if(Worse(r[i], s[i])) return 0;
}
return 1;
}
int
ForwardOnly (MoveType *range)
{
int i;
for(i=2; i<RAYS-1; i++) if(range[i]) return 0; // sideways and/or backwards
return 1;
}
int
Range (MoveType *range)
{
int i, m=0;
for(i=0; i<RAYS; i++) {
int d = range[i];
if(d < 0) d = (d >= L ? 2 : 36);
m = MAX(m, d);
}
return m;
}
void
Compactify (Color c)
{ // remove pieces that are permanently gone (captured or promoted) from one side's piece list
int i, k;
for(i=c+2; i<=pieces[c]; i+=2) { // first pass: unpromoted pieces
if((k = p[i].promo) >= 0 && p[i].pos == ABSENT) { // unpromoted piece no longer there
p[k].promo = -2; // orphan promoted version
DeletePiece(c, i);
}
}
for(i=c+2; i<=pieces[c]; i+=2) { // second pass: promoted pieces
if((k = p[i].promo) == -2 && p[i].pos == ABSENT) { // orphaned promoted piece not present
DeletePiece(c, i);
}
}
StackMultis(c);
}
int
AddPiece (Color c, PieceDesc *list)
{
int i, j, *key, v;
for(i=c+2; i<=pieces[c]; i += 2) {
if(p[i].value < list->value || p[i].value == list->value && (p[i].promo < 0)) break;
}
pieces[c] += 2;
for(j=pieces[c]; j>i; j-= 2) p[j] = p[j-2];
p[i].value = v = list->value;
for(j=0; j<RAYS; j++) p[i].range[j] = list->range[j^(RAYS/2)*(WHITE-c)];
switch(Range(p[i].range)) {
case 1: p[i].pst = PST_STEPPER; break;
case 2: p[i].pst = PST_JUMPER; break;
default: p[i].pst = PST_SLIDER; break;
}
key = (c == WHITE ? &list->whiteKey : &list->blackKey);
if(!*key) *key = ~(myRandom()*myRandom());
p[i].promoGain = EasyProm(list->range); // flag easy promotion based on white view
p[i].pieceKey = *key;
p[i].promoFlag = 0;
p[i].bulk = list->bulk;
p[i].ranking = list->ranking;
p[i].mobWeight = v > 600 ? 0 : v >= 400 ? 1 : v >= 300 ? 2 : v > 150 ? 3 : v >= 100 ? 2 : 0;
if(Lance(list->range))
p[i].mobWeight = 0, p[i].pst = list->range[4] ? PST_NEUTRAL : PST_LANCE; // keep back
for(j=c+2; j<= pieces[c]; j+=2) {
if(p[j].promo >= i) p[j].promo += 2;
}
if(royal[c] >= i) royal[c] += 2;
#if KYLIN
if(kylin[c] >= i) kylin[c] += 2;
#endif
if(p[i].value == (currentVariant == V_SHO || currentVariant == V_WA ? 410 : 280) ) royal[c] = i, p[i].pst = PST_NEUTRAL;
p[i].qval = (tenFlag ? list->ranking : 0); // jump-capture hierarchy
return i;
}
int myRandom()
{
return rand() ^ rand()>>10 ^ rand() << 10 ^ rand() << 20;
}
void
Init (int var)
{
int i, j, k;
PieceDesc *pawn;
variant = &(variants[var]);
if(var != SAME) { // the following should be already set if we stay in same variant (for TakeBack)
currentVariant = variants[var].varNr;
bFiles = variants[var].boardFiles;
bRanks = variants[var].boardRanks;
zone = variants[var].zoneDepth;
}
stalemate = (chessFlag || makrukFlag || lionFlag || wolfFlag);
repDraws = (stalemate || currentVariant == V_SHATRANJ);
pawn = LookUp("P", currentVariant); pVal = pawn ? pawn->value : 0; // get Pawn value
for(i=-1; i<RAYS+1; i++) { // board steps in linear coordinates
kStep[i] = STEP(direction[i&7].x, direction[i&7].y); // King
nStep[i] = STEP(direction[(i&7)+RAYS].x, direction[(i&7)+RAYS].y); // Knight
}
for(i=0; i<RAYS; i++) neighbors[i+1] = kStep[i];
for(i=0; i<RAYS; i++) { // Lion double-move decoding tables
for(j=0; j<RAYS; j++) {
epList[RAYS*i+j] = kStep[i];
toList[RAYS*i+j] = kStep[j] + kStep[i];
for(k=0; k<RAYS*i+j; k++)
if(epList[k] == toList[RAYS*i+j] && toList[k] == epList[RAYS*i+j])
reverse[k] = RAYS*i+j, reverse[RAYS*i+j] = k;
}
// Lion-Dog triple moves
toList[64+i] = 3*kStep[i]; epList[64+i] = kStep[i];
toList[72+i] = 3*kStep[i]; epList[72+i] = 2*kStep[i];
toList[80+i] = 3*kStep[i]; epList[80+i] = 2*kStep[i]; ep2List[80+i] = kStep[i];
toList[88+i] = kStep[i]; epList[88+i] = 2*kStep[i];
}
// castling (king square, rook squares)
toList[100] = LR - 1; epList[100] = LR; ep2List[100] = LR - 2;
toList[100+1] = LL + 2; epList[100+1] = LL; ep2List[100+1] = LL + 3;
toList[100+2] = UR - 1; epList[100+2] = UR; ep2List[100+2] = UR - 2;
toList[100+3] = UL + 2; epList[100+1] = UL; ep2List[100+1] = UL + 3;
// hash key tables
for(i=0; i<BSIZE; i++) squareKey[i] = ~(myRandom()*myRandom());
// promotion zones
for(i=0; i<bRanks; i++) for(j=0; j<bFiles; j++) {
Flag v = 0;
if(i == 0) v |= LAST_RANK & P_BLACK;
if(i < 2) v |= CANT_DEFER & P_BLACK;
if(i < zone) v |= (CAN_PROMOTE | DONT_DEFER) & P_BLACK; else v &= ~P_BLACK;
if(i >= bRanks-zone) v |= (CAN_PROMOTE | DONT_DEFER) & P_WHITE; else v &= ~P_WHITE;
if(i >= bRanks-2) v |= CANT_DEFER & P_WHITE;
if(i == bRanks-1) v |= LAST_RANK & P_WHITE;
promoBoard[POS(i, j)] = v;
}
// piece-square tables
for(i=0; i<bRanks; i++) {
for(j=0; j<bFiles; j++) {
int s = POS(i, j), d = bRanks*(bRanks-2) - abs(2*i - bRanks + 1)*(bRanks-1) - (2*j - bRanks + 1)*(2*j - bRanks + 1);
PSQ(PST_NEUTRAL, s, BLACK) = 2*(i==0 | i==bRanks-1) + (i==1 | i==bRanks-2); // last-rank markers in null table
PSQ(PST_STEPPER, s, BLACK) = d/4 - (i < 2 || i > bRanks-3 ? 3 : 0) - (j == 0 || j == bFiles-1 ? 5 : 0)
+ 3*(i==zone || i==bRanks-zone-1); // stepper centralization
PSQ(PST_JUMPER, s, BLACK) = d/6; // double-stepper centralization
PSQ(PST_SLIDER, s, BLACK) = d/12 - 15*(i==bRanks/2 || i==(bRanks-1)/2); // slider centralization
PSQ(PST_TRAP , s, BLACK) = j < 3 || j > bRanks-4 ? (i < 3 ? 7 : i == 3 ? 4 : i == 4 ? 2 : 0) : 0;
PSQ(PST_CENTER, s, BLACK) = ((bRanks-1)*(bRanks-1) - (2*i - bRanks + 1)*(2*i - bRanks + 1) - (2*j - bRanks + 1)*(2*j - bRanks + 1))/6;
PSQ(PST_PPROM , s, BLACK) = PSQ(PST_STEPPER, s, BLACK); // as stepper, but with pre-promotion bonus
PSQ(PST_ZONDIST, s, BLACK) = BW*(zone - 1 - i); // board step to enter promo zone black
PSQ(PST_ADVANCE, s, BLACK) = 2*(5*i+i*i) - (i >= zone)*6*(i-zone+1)*(i-zone+1)
- (2*j - bRanks + 1)*(2*j - bRanks + 1)/bRanks + bRanks/2
- 50 - 35*(j==0 || j == bRanks-1) - 15*(j == 1 || bRanks-2); // advance-encouraging table
PSQ(PST_FLYER, s, BLACK) = (i == zone-1)*40 + (i == zone-2)*20 - 20;
PSQ(PST_LANCE, s, BLACK) = (PSQ(PST_STEPPER, j, BLACK) - PSQ(PST_STEPPER, s, BLACK))/2;
}
if(zone > 0)
PSQ(PST_PPROM, POS(zone, j), BLACK) += 10;
if(j > (bRanks-1)/2 - 3 && j < bRanks/2 + 3)
PSQ(PST_PPROM, POS(bRanks-1, j), BLACK) += 4; // fortress
if(j > (bRanks-1)/2 - 2 && j < bRanks/2 + 2)
PSQ(PST_PPROM, POS(bRanks-2, j), BLACK) += 2; // fortress
#if KYLIN
// pre-promotion bonuses for jumpers
if(zone > 0) PSQ(PST_JUMPER, POS(zone+1, j), BLACK) = 100,
PSQ(PST_JUMPER, POS(zone, j), BLACK) = 200;
#endif
}
p[EDGE].qval = 5; // tenjiku jump-capturer sentinel
}
void
pplist()
{
int i, j;
for(i=0; i<182; i++) {
printf("%3d. %4d %3d %4d %02x %d %2d %x %3d %4d ", i, p[i].value, p[i].promo, p[i].pos, p[i].promoFlag&255, p[i].mobWeight, p[i].qval, p[i].bulk, p[i].promoGain, p[i].pst);
for(j=0; j<RAYS; j++) printf(" %3d", p[i].range[j]);
if(i<2 || i>11) printf("\n"); else printf(" %02x %d\n", fireFlags[i-2]&255, p[i].ranking);
}
printf("last: %d / %d\nroyal %d / %d\n", pieces[WHITE], pieces[BLACK], royal[WHITE], royal[BLACK]);
}