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game.cpp
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game.cpp
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/**
* game.cpp
*
* the MicroChess project: https://github.com/ripred/MicroChess
*
* MicroChess game_t implementation
*
*/
#include <Arduino.h>
#include "MicroChess.h"
#include "game.h"
// The game options
options_t game_t::options;
game_t::game_t()
{
init();
} // game_t::game_t()
////////////////////////////////////////////////////////////////////////////////////////
// Set the pieces[] array based off of the board contents
void game_t::set_pieces_from_board(board_t &board)
{
// Initialize the game.pieces[] list based off of the current board contents:
piece_count = 0;
for (index_t index = 0; index < index_t(BOARD_SIZE); index++) {
if (Empty == getType(board.get(index))) continue;
if (piece_count < MAX_PIECES) {
pieces[piece_count++] = point_t(index % 8, index / 8);
}
}
} // game_t::set_pieces_from_board(board_t &board)
////////////////////////////////////////////////////////////////////////////////////////
// Compare the pieces[] array to the board contents and return False
// if there are differences or return True if they are the same.
Bool game_t::compare_pieces_to_board(board_t &board) const
{
for (index_t index = 0; index < index_t(BOARD_SIZE); index++) {
Piece const piece = board.get(index);
index_t const piece_index = find_piece(index);
if (Empty == getType(piece)) {
// Since this spot is empty, make sure the spot
// IS NOT in our pieces[] list:
if (-1 != piece_index) {
// ERROR - we shouldn't have found this spot
return False;
}
continue;
}
if (-1 == piece_index) {
// ERROR - we should have found this spot
return False;
}
}
return True;
} // game_t::compare_pieces_to_board(board_t &board)
////////////////////////////////////////////////////////////////////////////////////////
// Find the piece index for a given board index.
//
// returns the index into the game.pieces[] array for the specified piece
index_t game_t::find_piece(index_t const index) const
{
for (index_t piece_index = 0; piece_index < piece_count; piece_index++) {
if (!isValidPos(pieces[piece_index].x, pieces[piece_index].y)) {
continue;
}
else {
index_t const board_index = pieces[piece_index].x + pieces[piece_index].y * 8u;
if (board_index == index) {
return piece_index;
}
}
}
return -1;
} // game_t::find_piece(int const index)
////////////////////////////////////////////////////////////////////////////////////////
// Initialize for a new game
void game_t::init()
{
set_pieces_from_board(board);
#ifdef ENA_MEM_STATS
lowest_mem = 0xFFFF;
lowest_mem_ply = -1;
#endif
stats.init();
hist_count = 0;
white_taken_count = 0;
black_taken_count = 0;
last_was_pawn_promotion = False;
last_was_en_passant = False;
last_was_castle = False;
timeout1 = False;
timeout2 = False;
last_move = { -1, -1, 0 };
white_king_in_check = False;
black_king_in_check = False;
state = PLAYING;
turn = White;
move_num = 0;
ply = 0;
// Set the location of the two kings
wking = 7 * 8 + 4;
bking = 0 * 8 + 4;
alpha = MIN_VALUE;
beta = MAX_VALUE;
book_supplied = False;
user_supplied = False;
supply_valid = False;
supplied = { -1, -1, 0 };
} // game_t::init()
////////////////////////////////////////////////////////////////////////////////////////
// Sort the game.pieces[] array by player side
void game_t::sort_pieces(Color const side)
{
if (White == side) {
// lambda comparator to sort game.pieces[] by White and then Black
auto compare = [](const void *a, const void *b) -> int {
point_t const piece_a = *((point_t*) a);
point_t const piece_b = *((point_t*) b);
Color const side_a = getSide(board.get(piece_a.x + piece_a.y * 8));
Color const side_b = getSide(board.get(piece_b.x + piece_b.y * 8));
return (side_a == side_b) ? 0 : ((side_a < side_b) ? +1 : -1);
};
qsort(pieces, piece_count, sizeof(point_t), compare);
}
else {
// lambda comparator to sort game.pieces[] by Black and then White
auto compare = [](const void *a, const void *b) -> int {
point_t const piece_a = *((point_t*) a);
point_t const piece_b = *((point_t*) b);
Color const side_a = getSide(board.get(piece_a.x + piece_a.y * 8));
Color const side_b = getSide(board.get(piece_b.x + piece_b.y * 8));
return (side_a == side_b) ? 0 : ((side_a > side_b) ? +1 : -1);
};
qsort(pieces, piece_count, sizeof(point_t), compare);
}
} // game_t::sort_pieces(Color const side)
// Shuffle the top side game.pieces[] array
// NOTE: This expects the game.pieces[] array to be sorted
// with the current player's pieces at the top
void game_t::shuffle_pieces(index_t const shuffle_count)
{
// Count the number of pieces at the top on the same side and shuffle them
index_t count = 0;
for (count = 0; (count + 1) < piece_count; count++) {
index_t const index1 = pieces[count].x + pieces[count].y * 8u;
index_t const index2 = pieces[count + 1].x + pieces[count + 1].y * 8u;
if (getSide(board.get(index1)) != getSide(board.get(index2))) {
break;
}
}
// Shuffle the pieces
if (count > 1) {
for (index_t i = 0; i < shuffle_count; i++) {
index_t r1 = random(count);
index_t r2 = random(count);
if (r1 == r2) { continue; }
point_t const tmp = pieces[r1];
pieces[r1] = pieces[r2];
pieces[r2] = tmp;
}
}
} // game_t::shuffle(...)
////////////////////////////////////////////////////////////////////////////////////////
// use pre-computed bonus tables for speed!
// Alias' for experimenting with center bonus strategies:
// static int constexpr EMPTY = Empty;
// static int constexpr PAWN = Pawn;
// static int constexpr KNIGHT = Knight;
// static int constexpr ROOK = Rook;
// static int constexpr BISHOP = Bishop;
// static int constexpr QUEEN = Queen;
static int constexpr EMPTY = Empty;
static int constexpr PAWN = 1;
static int constexpr KNIGHT = 1;
static int constexpr ROOK = 1;
static int constexpr BISHOP = 1;
static int constexpr QUEEN = 1;
long const game_t::center_bonus[ 8 ][ 7 ][ 2 ] PROGMEM = {
// Black , White
{
{ 0 * EMPTY * options.centerBonus * -1, 0 * EMPTY * options.centerBonus * +1 }, // col/row offset 0; 3 from center
{ 7 * PAWN * options.centerBonus * -1, 0 * PAWN * options.centerBonus * +1 },
{ 0 * KNIGHT * options.centerBonus * -1, 0 * KNIGHT * options.centerBonus * +1 },
{ 0 * BISHOP * options.centerBonus * -1, 0 * BISHOP * options.centerBonus * +1 },
{ 0 * ROOK * options.centerBonus * -1, 0 * ROOK * options.centerBonus * +1 },
{ 0 * QUEEN * options.centerBonus * -1, 0 * QUEEN * options.centerBonus * +1 },
{ MAX_VALUE, MIN_VALUE },
}, {
{ 1 * EMPTY * options.centerBonus * -1, 1 * EMPTY * options.centerBonus * +1 }, // col/row offset 0; 3 from center
{ 6 * PAWN * options.centerBonus * -1, 1 * PAWN * options.centerBonus * +1 },
{ 1 * KNIGHT * options.centerBonus * -1, 1 * KNIGHT * options.centerBonus * +1 },
{ 1 * BISHOP * options.centerBonus * -1, 1 * BISHOP * options.centerBonus * +1 },
{ 1 * ROOK * options.centerBonus * -1, 1 * ROOK * options.centerBonus * +1 },
{ 1 * QUEEN * options.centerBonus * -1, 1 * QUEEN * options.centerBonus * +1 },
{ MAX_VALUE, MIN_VALUE },
}, {
{ 2 * EMPTY * options.centerBonus * -1, 2 * EMPTY * options.centerBonus * +1 }, // col/row offset 0; 3 from center
{ 5 * PAWN * options.centerBonus * -1, 2 * PAWN * options.centerBonus * +1 },
{ 2 * KNIGHT * options.centerBonus * -1, 2 * KNIGHT * options.centerBonus * +1 },
{ 2 * BISHOP * options.centerBonus * -1, 2 * BISHOP * options.centerBonus * +1 },
{ 2 * ROOK * options.centerBonus * -1, 2 * ROOK * options.centerBonus * +1 },
{ 2 * QUEEN * options.centerBonus * -1, 2 * QUEEN * options.centerBonus * +1 },
{ MAX_VALUE, MIN_VALUE },
}, {
{ 3 * EMPTY * options.centerBonus * -1, 3 * EMPTY * options.centerBonus * +1 }, // col/row offset 0; 3 from center
{ 4 * PAWN * options.centerBonus * -1, 3 * PAWN * options.centerBonus * +1 },
{ 3 * KNIGHT * options.centerBonus * -1, 3 * KNIGHT * options.centerBonus * +1 },
{ 3 * BISHOP * options.centerBonus * -1, 3 * BISHOP * options.centerBonus * +1 },
{ 3 * ROOK * options.centerBonus * -1, 3 * ROOK * options.centerBonus * +1 },
{ 3 * QUEEN * options.centerBonus * -1, 3 * QUEEN * options.centerBonus * +1 },
{ MAX_VALUE, MIN_VALUE },
}, {
{ 3 * EMPTY * options.centerBonus * -1, 3 * EMPTY * options.centerBonus * +1 }, // col/row offset 0; 3 from center
{ 3 * PAWN * options.centerBonus * -1, 4 * PAWN * options.centerBonus * +1 },
{ 3 * KNIGHT * options.centerBonus * -1, 3 * KNIGHT * options.centerBonus * +1 },
{ 3 * BISHOP * options.centerBonus * -1, 3 * BISHOP * options.centerBonus * +1 },
{ 3 * ROOK * options.centerBonus * -1, 3 * ROOK * options.centerBonus * +1 },
{ 3 * QUEEN * options.centerBonus * -1, 3 * QUEEN * options.centerBonus * +1 },
{ MAX_VALUE, MIN_VALUE },
}, {
{ 2 * EMPTY * options.centerBonus * -1, 2 * EMPTY * options.centerBonus * +1 }, // col/row offset 0; 3 from center
{ 2 * PAWN * options.centerBonus * -1, 5 * PAWN * options.centerBonus * +1 },
{ 2 * KNIGHT * options.centerBonus * -1, 2 * KNIGHT * options.centerBonus * +1 },
{ 2 * BISHOP * options.centerBonus * -1, 2 * BISHOP * options.centerBonus * +1 },
{ 2 * ROOK * options.centerBonus * -1, 2 * ROOK * options.centerBonus * +1 },
{ 2 * QUEEN * options.centerBonus * -1, 2 * QUEEN * options.centerBonus * +1 },
{ MAX_VALUE, MIN_VALUE },
}, {
{ 1 * EMPTY * options.centerBonus * -1, 1 * EMPTY * options.centerBonus * +1 }, // col/row offset 0; 3 from center
{ 1 * PAWN * options.centerBonus * -1, 6 * PAWN * options.centerBonus * +1 },
{ 1 * KNIGHT * options.centerBonus * -1, 1 * KNIGHT * options.centerBonus * +1 },
{ 1 * BISHOP * options.centerBonus * -1, 1 * BISHOP * options.centerBonus * +1 },
{ 1 * ROOK * options.centerBonus * -1, 1 * ROOK * options.centerBonus * +1 },
{ 1 * QUEEN * options.centerBonus * -1, 1 * QUEEN * options.centerBonus * +1 },
{ MAX_VALUE, MIN_VALUE },
}, {
{ 0 * EMPTY * options.centerBonus * -1, 0 * EMPTY * options.centerBonus * +1 }, // col/row offset 0; 3 from center
{ 0 * PAWN * options.centerBonus * -1, 7 * PAWN * options.centerBonus * +1 },
{ 0 * KNIGHT * options.centerBonus * -1, 0 * KNIGHT * options.centerBonus * +1 },
{ 0 * BISHOP * options.centerBonus * -1, 0 * BISHOP * options.centerBonus * +1 },
{ 0 * ROOK * options.centerBonus * -1, 0 * ROOK * options.centerBonus * +1 },
{ 0 * QUEEN * options.centerBonus * -1, 0 * QUEEN * options.centerBonus * +1 },
{ MAX_VALUE, MIN_VALUE },
}
};
long const game_t::material_bonus[7][2] PROGMEM = {
// Black , White
{ pieceValues[ Empty] * -1, pieceValues[ Empty] * +1 }, // Empty
{ pieceValues[ Pawn] * -1, pieceValues[ Pawn] * +1 }, // Pawn
{ pieceValues[Knight] * -1, pieceValues[Knight] * +1 }, // Knight
{ pieceValues[Bishop] * -1, pieceValues[Bishop] * +1 }, // Bishop
{ pieceValues[ Rook] * -1, pieceValues[ Rook] * +1 }, // Rook
{ pieceValues[ Queen] * -1, pieceValues[ Queen] * +1 }, // Queen
{ pieceValues[ King] * -1, pieceValues[ King] * +1 } // King
};