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position.go
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/*
Package chess provides position representation and manipulation for chess games.
The package implements complete position tracking including piece placement,
castling rights, en passant squares, and move counts. It supports standard chess
formats (FEN) and provides methods for position analysis and move validation.
Example usage:
// Create starting position
pos := StartingPosition()
// Check valid moves
moves := pos.ValidMoves()
// Update position with move
newPos := pos.Update(move)
// Get FEN string
fen := pos.String()
*/
package chess
import (
"bytes"
"crypto/md5"
"encoding/binary"
"errors"
"fmt"
"strings"
)
// Side represents a side of the board.
type Side int
const (
// KingSide is the right side of the board from white's perspective.
KingSide Side = iota + 1
// QueenSide is the left side of the board from white's perspective.
QueenSide
)
// CastleRights holds the state of both sides castling abilities.
type CastleRights string
// CanCastle returns true if the given color and side combination can castle.
//
// Example:
//
// if rights.CanCastle(White, KingSide) {
// // White can castle kingside
// }
func (cr CastleRights) CanCastle(c Color, side Side) bool {
char := "k"
if side == QueenSide {
char = "q"
}
if c == White {
char = strings.ToUpper(char)
}
return strings.Contains(string(cr), char)
}
// String implements the fmt.Stringer interface and returns
// a FEN compatible string. Ex. KQq.
func (cr CastleRights) String() string {
return string(cr)
}
// Position represents a complete chess position state.
// It includes piece placement, castling rights, en passant squares,
// move counts, and side to move.
type Position struct {
board *Board // Current board state
castleRights CastleRights // Available castling options
validMoves []Move // Cache of legal moves
halfMoveClock int // Half-move counter
moveCount int // Full move counter
turn Color // Side to move
enPassantSquare Square // En passant target square
inCheck bool // Whether current side is in check
}
const (
startFEN = "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1" // Starting position FEN
)
// StartingPosition returns the starting position
// rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1.
func StartingPosition() *Position {
pos, _ := decodeFEN(startFEN)
return pos
}
// Update returns a new position resulting from the given move.
// The move isn't validated - use Game.Move() for validation.
// This method is optimized for move generation where validation
// is handled separately.
//
// Example:
//
// newPos := pos.Update(move)
func (pos *Position) Update(m *Move) *Position {
moveCount := pos.moveCount
if pos.turn == Black {
moveCount++
}
if m == nil {
return &Position{
board: pos.board.copy(),
turn: pos.turn.Other(),
castleRights: pos.castleRights,
enPassantSquare: NoSquare,
halfMoveClock: pos.halfMoveClock + 1,
moveCount: moveCount,
inCheck: false,
}
}
ncr := pos.updateCastleRights(m)
p := pos.board.Piece(m.s1)
halfMove := pos.halfMoveClock
if p.Type() == Pawn || m.HasTag(Capture) {
halfMove = 0
} else {
halfMove++
}
b := pos.board.copy()
b.update(m)
return &Position{
board: b,
turn: pos.turn.Other(),
castleRights: ncr,
enPassantSquare: pos.updateEnPassantSquare(m),
halfMoveClock: halfMove,
moveCount: moveCount,
inCheck: m.HasTag(Check),
}
}
// ValidMoves returns all legal moves in the current position.
// The moves are cached for performance.
// TODO: Can we make this more efficient? Maybe using an iterator?
func (pos *Position) ValidMoves() []Move {
if pos.validMoves != nil {
return append([]Move(nil), pos.validMoves...)
}
pos.validMoves = engine{}.CalcMoves(pos, false)
return append([]Move(nil), pos.validMoves...)
}
// Status returns the position's status as one of the outcome methods.
// Possible returns values include Checkmate, Stalemate, and NoMethod.
func (pos *Position) Status() Method {
return engine{}.Status(pos)
}
// Board returns the position's board.
func (pos *Position) Board() *Board {
return pos.board
}
// Turn returns the color to move next.
func (pos *Position) Turn() Color {
return pos.turn
}
// ChangeTurn returns a new position with the turn changed.
func (pos *Position) ChangeTurn() *Position {
pos.turn = pos.turn.Other()
return pos
}
// HalfMoveClock returns the half-move clock (50-rule).
func (pos *Position) HalfMoveClock() int {
return pos.halfMoveClock
}
// EnPassantSquare returns the en-passant square.
func (pos *Position) EnPassantSquare() Square {
return pos.enPassantSquare
}
// CastleRights returns the castling rights of the position.
func (pos *Position) CastleRights() CastleRights {
return pos.castleRights
}
// String implements the fmt.Stringer interface and returns a
// string with the FEN format: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1.
func (pos *Position) String() string {
b := pos.board.String()
t := pos.turn.String()
c := pos.castleRights.String()
sq := "-"
if pos.enPassantSquare != NoSquare {
sq = pos.enPassantSquare.String()
}
return fmt.Sprintf("%s %s %s %s %d %d", b, t, c, sq, pos.halfMoveClock, pos.moveCount)
}
// Hash returns a unique hash of the position.
func (pos *Position) Hash() [16]byte {
b, _ := pos.MarshalBinary()
return md5.Sum(b)
}
// MarshalText implements the encoding.TextMarshaler interface and
// encodes the position's FEN.
func (pos *Position) MarshalText() ([]byte, error) {
return []byte(pos.String()), nil
}
// UnmarshalText implements the encoding.TextUnarshaler interface and
// assumes the data is in the FEN format.
func (pos *Position) UnmarshalText(text []byte) error {
cp, err := decodeFEN(string(text))
if err != nil {
return err
}
pos.board = cp.board
pos.castleRights = cp.castleRights
pos.turn = cp.turn
pos.enPassantSquare = cp.enPassantSquare
pos.halfMoveClock = cp.halfMoveClock
pos.moveCount = cp.moveCount
pos.inCheck = isInCheck(cp)
return nil
}
const (
bitsCastleWhiteKing uint8 = 1 << iota
bitsCastleWhiteQueen
bitsCastleBlackKing
bitsCastleBlackQueen
bitsTurn
bitsHasEnPassant
)
// MarshalBinary implements the encoding.BinaryMarshaler interface.
func (pos *Position) MarshalBinary() ([]byte, error) {
boardBytes, err := pos.board.MarshalBinary()
if err != nil {
return nil, err
}
buf := bytes.NewBuffer(boardBytes)
if err = binary.Write(buf, binary.BigEndian, uint8(pos.halfMoveClock)); err != nil {
return nil, err
}
if err = binary.Write(buf, binary.BigEndian, uint16(pos.moveCount)); err != nil {
return nil, err
}
if err = binary.Write(buf, binary.BigEndian, pos.enPassantSquare); err != nil {
return nil, err
}
var b uint8
if pos.castleRights.CanCastle(White, KingSide) {
b |= bitsCastleWhiteKing
}
if pos.castleRights.CanCastle(White, QueenSide) {
b |= bitsCastleWhiteQueen
}
if pos.castleRights.CanCastle(Black, KingSide) {
b |= bitsCastleBlackKing
}
if pos.castleRights.CanCastle(Black, QueenSide) {
b |= bitsCastleBlackQueen
}
if pos.turn == Black {
b |= bitsTurn
}
if pos.enPassantSquare != NoSquare {
b |= bitsHasEnPassant
}
if err = binary.Write(buf, binary.BigEndian, b); err != nil {
return nil, err
}
return buf.Bytes(), err
}
// UnmarshalBinary implements the encoding.BinaryMarshaler interface.
func (pos *Position) UnmarshalBinary(data []byte) error {
const size = 101
if len(data) != size {
return errors.New("chess: position binary data should consist of 101 bytes")
}
board := &Board{}
if err := board.UnmarshalBinary(data[:96]); err != nil {
return err
}
pos.board = board
buf := bytes.NewBuffer(data[96:])
halfMove := uint8(pos.halfMoveClock)
if err := binary.Read(buf, binary.BigEndian, &halfMove); err != nil {
return err
}
pos.halfMoveClock = int(halfMove)
moveCount := uint16(pos.moveCount)
if err := binary.Read(buf, binary.BigEndian, &moveCount); err != nil {
return err
}
pos.moveCount = int(moveCount)
if err := binary.Read(buf, binary.BigEndian, &pos.enPassantSquare); err != nil {
return err
}
var b uint8
if err := binary.Read(buf, binary.BigEndian, &b); err != nil {
return err
}
pos.castleRights = ""
pos.turn = White
if b&bitsCastleWhiteKing != 0 {
pos.castleRights += "K"
}
if b&bitsCastleWhiteQueen != 0 {
pos.castleRights += "Q"
}
if b&bitsCastleBlackKing != 0 {
pos.castleRights += "k"
}
if b&bitsCastleBlackQueen != 0 {
pos.castleRights += "q"
}
if pos.castleRights == "" {
pos.castleRights = "-"
}
if b&bitsTurn != 0 {
pos.turn = Black
}
if b&bitsHasEnPassant == 0 {
pos.enPassantSquare = NoSquare
}
pos.inCheck = isInCheck(pos)
return nil
}
func (pos *Position) copy() *Position {
return &Position{
board: pos.board.copy(),
turn: pos.turn,
castleRights: pos.castleRights,
enPassantSquare: pos.enPassantSquare,
halfMoveClock: pos.halfMoveClock,
moveCount: pos.moveCount,
inCheck: pos.inCheck,
}
}
func (pos *Position) updateCastleRights(m *Move) CastleRights {
cr := string(pos.castleRights)
p := pos.board.Piece(m.s1)
if p == WhiteKing || m.s1 == H1 || m.s2 == H1 {
cr = strings.ReplaceAll(cr, "K", "")
}
if p == WhiteKing || m.s1 == A1 || m.s2 == A1 {
cr = strings.ReplaceAll(cr, "Q", "")
}
if p == BlackKing || m.s1 == H8 || m.s2 == H8 {
cr = strings.ReplaceAll(cr, "k", "")
}
if p == BlackKing || m.s1 == A8 || m.s2 == A8 {
cr = strings.ReplaceAll(cr, "q", "")
}
if cr == "" {
cr = "-"
}
return CastleRights(cr)
}
func (pos *Position) updateEnPassantSquare(m *Move) Square {
const squaresPerRank = 8
p := pos.board.Piece(m.s1)
if p.Type() != Pawn {
return NoSquare
}
if pos.turn == White &&
(bbForSquare(m.s1)&bbRank2) != 0 &&
(bbForSquare(m.s2)&bbRank4) != 0 {
return m.s2 - squaresPerRank
} else if pos.turn == Black &&
(bbForSquare(m.s1)&bbRank7) != 0 &&
(bbForSquare(m.s2)&bbRank5) != 0 {
return m.s2 + squaresPerRank
}
return NoSquare
}
// samePosition returns true if the two positions are the same.
func (pos *Position) samePosition(pos2 *Position) bool {
return pos.board.String() == pos2.board.String() &&
pos.turn == pos2.turn &&
pos.castleRights.String() == pos2.castleRights.String() &&
pos.enPassantSquare == pos2.enPassantSquare
}