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 | 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 |