From 6f3b633d57f5928258c4d383087a0bbb8bd60015 Mon Sep 17 00:00:00 2001 From: H.G.Muller Date: Sun, 19 Oct 2014 23:48:53 +0200 Subject: [PATCH] Allow user castling in Mighty Lion A large part of the castling code is implemented: MakeMove can perform it, ParseMove can recognize it. The routine GenCastlings generates them, but without paying attention to (moving through) check, and Highlight marks the King's to-square in the color FEN. The castlings are only generated by ListMoves, added to the list used for legality testing of input moves, though (and then only in variant lion). Not yet in GenNonCaptures, so HaChu would never castle itself, but will accept it if the user does so. It would even accept castling through check, but the idea is that legality checking in the GUI would prevent the user from entering that. --- hachu.c | 48 +++++++++++++++++++++++++++++++++++++++++++++--- 1 files changed, 45 insertions(+), 3 deletions(-) diff --git a/hachu.c b/hachu.c index fdf5bb4..a0c878b 100644 --- a/hachu.c +++ b/hachu.c @@ -89,6 +89,7 @@ #define PROMOTE (1<<2*SQLEN+1) /* promotion bit in move */ #define SPECIAL 1400 /* start of special moves */ #define BURN (SPECIAL + 96) /* start of burn encodings */ +#define CASTLE (SPECIAL + 100) /* castling encodings */ #define STEP(X,Y) (BW*(X)+ (Y)) #define SORTKEY(X) 0 @@ -498,7 +499,7 @@ Vector direction[] = { // clockwise! { 2,-1} }; -int epList[96], ep2List[96], toList[96], reverse[96]; // decoding tables for double and triple moves +int epList[104], ep2List[104], toList[104], reverse[104]; // decoding tables for double and triple moves int kingStep[10], knightStep[10]; // raw tables for step vectors (indexed as -1 .. 8) int neighbors[9]; // similar to kingStep, but starts with null-step char fireFlags[10]; // flags for Fire-Demon presence (last two are dummies, which stay 0, for compactify) @@ -959,6 +960,11 @@ Init (int var) toList[88+i] = kStep[i]; epList[88+i] = 2*kStep[i]; } + toList[100] = BH - 2; epList[100] = BH - 1; ep2List[100] = BH - 3; + toList[100+1] = 2; epList[100+1] = 0; ep2List[100+1] = 3; + toList[100+2] = bsize - BH - 2; epList[100+2] = bsize - BH - 1; ep2List[100+2] = bsize - BH - 3; + toList[100+3] = bsize - BW + 2; epList[100+3] = bsize - BW; ep2List[100+3] = bsize - BW + 3; + // fill distance table for(i=0; i<2*BSIZE; i++) { distance[i] = 0; @@ -1135,6 +1141,17 @@ MarkBurns (int x) for(r=b; r<=t-2; r++) rows[r] |= rows[r+1] | rows[r+2]; // smear vertically } +void +GenCastlings () +{ // castings for Lion Chess. Assumes board width = 8 and Kings on e-file, and K/R value = 280/300! + int f = BH>>1, t = CASTLE; + if(stm != WHITE) f += bsize - BW, t += 2; + if(p[board[f]].value = 280) { + if(p[board[f-4]].value == 300 && board[f-3] == EMPTY && board[f-2] == EMPTY && board[f-1] == EMPTY) moveStack[msp++] = f<new = u->piece; if(u->to >= SPECIAL) { // two-step Lion move + if(u->to >= CASTLE) { // move Rook, faking it was an e.p. victim so that UnMake works automatically + u->epSquare = epList[u->to - SPECIAL]; + u->ep2Square = ep2List[u->to - SPECIAL]; + u->epVictim[0] = board[u->epSquare]; // kludgy: fake that King e.p. captured the Rook! + u->epVictim[1] = board[u->ep2Square]; // should be EMPTY (but you never know, so save as well). + board[u->ep2Square] = u->epVictim[0]; // but put Rook back + board[u->epSquare] = EMPTY; + p[u->epVictim[0]].pos = u->ep2Square; + p[u->epVictim[1]].pos = ABSENT; + u->to = toList[u->to - SPECIAL]; + hashKeyL ^= p[u->epVictim[0]].pieceKey * squareKey[u->epSquare]; + hashKeyH ^= p[u->epVictim[0]].pieceKey * squareKey[u->epSquare+BH]; + hashKeyL ^= p[u->epVictim[0]].pieceKey * squareKey[u->ep2Square]; + hashKeyH ^= p[u->epVictim[0]].pieceKey * squareKey[u->ep2Square+BH]; + } else { // take care of first e.p. victim u->epSquare = u->from + epList[u->to - SPECIAL]; // decode u->epVictim[0] = board[u->epSquare]; // remember for takeback @@ -1335,6 +1367,7 @@ MakeMove(Move m, UndoInfo *u) hashKeyH ^= p[u->epVictim[1]].pieceKey * squareKey[u->ep2Square+BH]; if(p[u->piece].value != LVAL && p[u->epVictim[0]].value == LVAL) deferred |= PROMOTE; // flag non-Lion x Lion cnt50 = 0; // double capture irreversible + } } if(u->fireMask & fireBoard[u->to]) { // we moved next to enemy Fire Demon (must be done after SPECIAL, to decode to-sqr) @@ -2384,7 +2417,8 @@ MoveToText (MOVE move, int multiLine) char *promoChar = ""; if(f == t) { sprintf(buf, "@@@@"); return buf; } // null-move notation in WB protocol buf[0] = '\0'; - if(t >= SPECIAL) { // kludgy! Print as side effect non-standard WB command to remove victims from double-capture (breaks hint command!) + if(t >= SPECIAL) { + if(t < CASTLE) { // castling is printed as a single move, implying its side effects int e = f + epList[t - SPECIAL]; // printf("take %c%d\n", e%BW+'a', e/BW+ONE); sprintf(buf, "%c%d%c%d,", f%BW+'a', f/BW+ONE, e%BW+'a', e/BW+ONE); f = e; @@ -2395,6 +2429,7 @@ MoveToText (MOVE move, int multiLine) sprintf(buf+strlen(buf), "%c%d%c%d,", f%BW+'a', f/BW+ONE, e%BW+'a', e/BW+ONE); f = e; if(multiLine) printf("move %s\n", buf), buf[0] = '\0'; } + } t = g + toList[t - SPECIAL]; } if(move & PROMOTE) promoChar = currentVariant == V_MAKRUK ? "m" : repDraws ? "q" : "+"; @@ -2425,7 +2460,8 @@ MapFromScratch(attacks); Search(-INF-1, INF+1, 0, QSdepth+1, 0, sup1 & ~PROMOTE, sup2, INF); postThinking++; - listStart = retFirst; listEnd = msp = retMSP; + listStart = retFirst; msp = retMSP; + if(currentVariant == V_LION) GenCastlings(); listEnd = msp; } MOVE @@ -2451,6 +2487,11 @@ ParseMove (char *moveText) if(t == f + BW - 1) t2 = SPECIAL + 48; else if(t == f - BW + 1) t2 = SPECIAL + 20; else if(t == f - BW - 1) t2 = SPECIAL + 52; // fake double-move + } else if(currentVariant == V_LION && board[f] != EMPTY && p[board[f]].value == 280 && (t-f == 2 || f-t == 2)) { // castling + if(t == f+2 && f < BW) t2 = CASTLE; else + if(t == f-2 && f < BW) t2 = CASTLE + 1; else + if(t == f+2 && f > BW) t2 = CASTLE + 2; else + if(t == f-2 && f > BW) t2 = CASTLE + 3; } ret = f<>SQLEN & SQUARE)) { int t = moveStack[i] & SQUARE; + if(t >= CASTLE) t = toList[t - SPECIAL]; else // decode castling if(t >= SPECIAL) { int e = sqr + epList[t - SPECIAL]; // decode b[e] = 'C'; -- 1.7.0.4