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| module Fork
extend self
struct Move
getter from : Int64
getter to : Int64
getter type : Int32
getter promote_to : Int32
getter castle : Int32
getter double_push : Bool
getter en_passant : Bool
def initialize(@from : Int64, @to : Int64, @type : Int32, @promote_to : Int32 = 0, @castle = 0, @double_push = false, @en_passant = false)
end
def to_s
"#{Fork.square_to_text(from)}#{Fork.square_to_text(to)}"
end
def set_promotion_piece(piece)
@promote_to = piece
end
end
module Moves
extend self
ROW = 0x00000000000000FF_u64
ROWS = Array(UInt64).new(8) { |i| ROW << (8 * i) }
COL = 0x0101010101010101_u64
COLS = Array(UInt64).new(8) { |i| COL << i }
BORDER = ROW[0] | ROW[7] | COL[0] | COL[7]
WHITE_PAWN_MOVES = Array(UInt64).new(64) { |i| generate_pawn_moves(i, WHITE) }
BLACK_PAWN_MOVES = Array(UInt64).new(64) { |i| generate_pawn_moves(i, BLACK) }
WHITE_PAWN_ATTACKS = Array(UInt64).new(64) { |i| generate_pawn_attacks(i, WHITE) }
BLACK_PAWN_ATTACKS = Array(UInt64).new(64) { |i| generate_pawn_attacks(i, BLACK) }
EN_PASSANT_PHANTOM = Array(UInt64).new(64) { |i| en_passant_phantom(i) }
KNIGHT_MOVES = Array(UInt64).new(64) { |i| generate_knight_moves(i) }
KING_MOVES = Array(UInt64).new(64) { |i| generate_king_moves(i) }
private def generate_pawn_moves(index, side)
side == WHITE ? 1u64 << (index + 8) : 1u64 << (index - 8)
end
private def generate_pawn_attacks(index, side)
sign = 1
sign = -1 if side == BLACK
row = index // 8
return 0u64 if row == 7 && side == WHITE
return 0u64 if row == 0 && side == BLACK
b = 1_u64 << index
(((b << (sign * 7)) | (b << (sign * 9))) & ROWS[row + (sign * 1)])
end
private def en_passant_phantom(i)
row = i // 8
if row == 1
1u64 << i + 8
elsif row == 6
1u64 << i - 8
else
0u64
end
end
private def generate_king_moves(index)
row, col = index.divmod(8)
bit = (1u64 << index)
bitboard = 0u64
bitboard = bitboard | (bit << 9) if col < 7
bitboard = bitboard | (bit << 1) if col < 7
bitboard = bitboard | (bit << -7) if col < 7
bitboard = bitboard | (bit << 7) if col > 0
bitboard = bitboard | (bit << -1) if col > 0
bitboard = bitboard | (bit << -9) if col > 0
bitboard = bitboard | (bit << 8)
bitboard = bitboard | (bit << -8)
bitboard
end
private def generate_knight_moves(index)
row, col = index.divmod(8)
bit = (1u64 << index)
bitboard = 0u64
bitboard = bitboard | (bit << 17) if col < 7
bitboard = bitboard | (bit << 10) if col < 6
bitboard = bitboard | (bit << 15) if col > 0
bitboard = bitboard | (bit << 6) if col > 1
bitboard = bitboard | (bit >> 17) if col > 0
bitboard = bitboard | (bit >> 10) if col > 1
bitboard = bitboard | (bit >> 15) if col < 7
bitboard = bitboard | (bit >> 6) if col < 6
bitboard
end
def generate(board)
side = board.side
player = board.player(side)
enemy = board.player(Fork.enemy(side))
player_occ = Fork.occupy(player)
enemy_occ = Fork.occupy(enemy)
both_occ = player_occ | enemy_occ
free_occ = ~both_occ
generated_moves = Array(Move).new(220)
Fork.iterate_bitboard(player[PAWN]) do |start_index|
moves = pawn_moves(side, start_index) & free_occ
attacks = pawn_attacks(side, start_index)
Fork.iterate_bitboard(moves | (attacks & enemy_occ)) do |end_index|
row = end_index // 8
if row == 0 || row == 7
generated_moves << Move.new(start_index, end_index, PAWN, promote_to: KNIGHT)
generated_moves << Move.new(start_index, end_index, PAWN, promote_to: BISHOP)
generated_moves << Move.new(start_index, end_index, PAWN, promote_to: ROOK)
generated_moves << Move.new(start_index, end_index, PAWN, promote_to: QUEEN)
else
generated_moves << Move.new(start_index, end_index, PAWN)
end
end
if moves != 0
row = start_index // 8
if side == WHITE && row == 1
if (1u64 << (start_index + 16)) & free_occ != 0
generated_moves << Move.new(start_index, start_index + 16, PAWN, double_push: true)
end
elsif side == BLACK && row == 6
if (1u64 << (start_index - 16)) & free_occ != 0
generated_moves << Move.new(start_index, start_index - 16, PAWN, double_push: true)
end
end
end
if attacks & board.en_passant != 0
generated_moves << Move.new(start_index, Fork.lsb(board.en_passant), PAWN, en_passant: true)
end
end
Fork.iterate_bitboard(player[BISHOP]) do |start_index|
moves = bishop_moves(start_index, player_occ, enemy_occ)
Fork.iterate_bitboard(moves) do |end_index|
generated_moves << Move.new(start_index, end_index, BISHOP)
end
end
Fork.iterate_bitboard(player[KNIGHT]) do |start_index|
moves = KNIGHT_MOVES[start_index] & (~player_occ)
Fork.iterate_bitboard(moves) do |end_index|
generated_moves << Move.new(start_index, end_index, KNIGHT)
end
end
Fork.iterate_bitboard(player[ROOK]) do |start_index|
moves = rook_moves(start_index, player_occ, enemy_occ)
Fork.iterate_bitboard(moves) do |end_index|
generated_moves << Move.new(start_index, end_index, ROOK)
end
end
Fork.iterate_bitboard(player[QUEEN]) do |start_index|
moves = rook_moves(start_index, player_occ, enemy_occ) | bishop_moves(start_index, player_occ, enemy_occ)
Fork.iterate_bitboard(moves) do |end_index|
generated_moves << Move.new(start_index, end_index, QUEEN)
end
end
Fork.iterate_bitboard(player[KING]) do |start_index|
moves = KING_MOVES[start_index] & (~player_occ)
Fork.iterate_bitboard(moves) do |end_index|
generated_moves << Move.new(start_index, end_index, KING)
end
end
if side == WHITE
if (board.castle & WHITE_KING_CASTLE != 0) &&
!board.attacked?(E1, WHITE) && !board.attacked?(F1, WHITE) && !board.attacked?(G1, WHITE) &&
(both_occ & (F1_BIT | G1_BIT)) == 0
generated_moves << Move.new(E1, G1, KING, castle: WHITE_KING_CASTLE)
end
if (board.castle & WHITE_QUEEN_CASTLE != 0) &&
!board.attacked?(C1, WHITE) && !board.attacked?(D1, WHITE) && !board.attacked?(E1, WHITE) &&
(both_occ & (B1_BIT | C1_BIT | D1_BIT)) == 0
generated_moves << Move.new(E1, C1, KING, castle: WHITE_QUEEN_CASTLE)
end
else
if (board.castle & BLACK_KING_CASTLE != 0) &&
!board.attacked?(E8, BLACK) && !board.attacked?(F8, BLACK) && !board.attacked?(G8, BLACK) &&
(both_occ & (F8_BIT | G8_BIT)) == 0
generated_moves << Move.new(E8, G8, KING, castle: BLACK_KING_CASTLE)
end
if (board.castle & BLACK_QUEEN_CASTLE != 0) &&
!board.attacked?(C8, BLACK) && !board.attacked?(D8, BLACK) && !board.attacked?(E8, BLACK) &&
(both_occ & (B8_BIT | C8_BIT | D8_BIT)) == 0
generated_moves << Move.new(E8, C8, KING, castle: BLACK_QUEEN_CASTLE)
end
end
generated_moves
end
def pawn_moves(side, i)
side == WHITE ? WHITE_PAWN_MOVES[i] : BLACK_PAWN_MOVES[i]
end
def pawn_attacks(side, i)
side == WHITE ? WHITE_PAWN_ATTACKS[i] : BLACK_PAWN_ATTACKS[i]
end
def bishop_moves(index, friends, enemies)
row, col = index.divmod(8)
bit = (1u64 << index)
bitboard = 0u64
1.upto(7) do |i|
break if row + i > 7
break if col + i > 7
b = (bit << (i * 9))
break if b & friends != 0
bitboard |= b
break if b & enemies != 0
end
1.upto(7) do |i|
break if row + i > 7
break if col - i < 0
b = (bit << (i * 7))
break if b & friends != 0
bitboard |= b
break if b & enemies != 0
end
1.upto(7) do |i|
break if row - i < 0
break if col + i > 7
b = (bit << (i * (-7)))
break if b & friends != 0
bitboard |= b
break if b & enemies != 0
end
1.upto(7) do |i|
break if row - i < 0
break if col - i < 0
b = (bit << (i * (-9)))
break if b & friends != 0
bitboard |= b
break if b & enemies != 0
end
bitboard
end
def rook_moves(index, friends, enemies)
row, col = index.divmod(8)
bitboard = 0u64
(row + 1).upto(7) do |r|
b = (1u64 << (r * 8 + col))
break if b & friends != 0
bitboard |= b
break if b & enemies != 0
end
(row - 1).downto(0) do |r|
b = (1u64 << (r * 8 + col))
break if b & friends != 0
bitboard |= b
break if b & enemies != 0
end
(col - 1).downto(0) do |c|
b = (1u64 << (row * 8 + c))
break if b & friends != 0
bitboard |= b
break if b & enemies != 0
end
(col + 1).upto(7) do |c|
b = (1u64 << (row * 8 + c))
break if b & friends != 0
bitboard |= b
break if b & enemies != 0
end
bitboard
end
end
end
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