## Implements low-level bit operations import std/bitops import std/strutils import pieces import moves type Bitboard* = distinct uint64 ## A bitboard Direction* = enum ## A move direction enumeration Forward, Backward, Left, Right ForwardLeft, ForwardRight, BackwardLeft, BackwardRight # Overloaded operators and functions for our bitboard type func `shl`*(a: Bitboard, x: Natural): Bitboard = Bitboard(a.uint64 shl x) func `shr`*(a: Bitboard, x: Natural): Bitboard = Bitboard(a.uint64 shr x) func `and`*(a, b: Bitboard): Bitboard = Bitboard(a.uint64 and b.uint64) func `or`*(a, b: Bitboard): Bitboard = Bitboard(a.uint64 or b.uint64) func `not`*(a: Bitboard): Bitboard = Bitboard(not a.uint64) func `shr`*(a, b: Bitboard): Bitboard = Bitboard(a.uint64 and b.uint64) func `xor`*(a, b: Bitboard): Bitboard = Bitboard(a.uint64 xor b.uint64) func `+`*(a, b: Bitboard): Bitboard = Bitboard(a.uint64 + b.uint64) func `-`*(a, b: Bitboard): Bitboard = Bitboard(a.uint64 - b.uint64) func `div`*(a, b: Bitboard): Bitboard = Bitboard(a.uint64 div b.uint64) func `*`*(a, b: Bitboard): Bitboard = Bitboard(a.uint64 * b.uint64) func `+`*(a: Bitboard, b: SomeUnsignedInt): Bitboard = Bitboard(a.uint64 + b) func `-`*(a: Bitboard, b: SomeUnsignedInt): Bitboard = Bitboard(a.uint64 - b.uint64) func `div`*(a: Bitboard, b: SomeUnsignedInt): Bitboard = Bitboard(a.uint64 div b) func `*`*(a: Bitboard, b: SomeUnsignedInt): Bitboard = Bitboard(a.uint64 * b) func `*`*(a: SomeUnsignedInt, b: Bitboard): Bitboard = Bitboard(a.uint64 * b) func `==`*(a, b: Bitboard): bool {.inline.} = a.uint64 == b.uint64 func `==`*(a: Bitboard, b: SomeInteger): bool {.inline.} = a.uint64 == b.uint64 func `!=`*(a, b: Bitboard): bool {.inline.} = a.uint64 != b.uint64 func `!=`*(a: Bitboard, b: SomeInteger): bool {.inline.} = a.uint64 != b.uint64 func getFileMask*(file: int): Bitboard = Bitboard(0x101010101010101'u64) shl file.uint64 func getRankMask*(rank: int): Bitboard = Bitboard(0xff) shl uint64(8 * rank) func toBitboard*(square: SomeInteger): Bitboard = Bitboard(1'u64) shl square.uint64 func toBitboard*(square: Square): Bitboard = toBitboard(square.int8) proc toSquare*(b: Bitboard): Square = Square(b.uint64.countTrailingZeroBits()) func createMove*(startSquare: Bitboard, targetSquare: Square, flags: varargs[MoveFlag]): Move = result = createMove(startSquare.toSquare(), targetSquare, flags) func createMove*(startSquare: Square, targetSquare: Bitboard, flags: varargs[MoveFlag]): Move = result = createMove(startSquare, targetSquare.toSquare(), flags) func createMove*(startSquare, targetSquare: Bitboard, flags: varargs[MoveFlag]): Move = result = createMove(startSquare.toSquare(), targetSquare.toSquare(), flags) func toBin*(x: Bitboard, b: Positive = 64): string = toBin(BiggestInt(x), b) func toBin*(x: uint64, b: Positive = 64): string = toBin(Bitboard(x), b) func contains*(self: Bitboard, square: Square): bool = (self and square.toBitboard()) != 0 iterator items*(self: Bitboard): Square = ## Iterates ove the given bitboard ## and returns all the squares that ## are set var bits = self while bits != 0: yield bits.toSquare() bits = bits and bits - 1 iterator subsets*(self: Bitboard): Bitboard = ## Iterates over all the subsets of the given ## bitboard using the Carry-Rippler trick # Thanks analog-hors :D var subset = Bitboard(0) while true: subset = (subset - self) and self if subset == 0: break yield subset iterator pairs*(self: Bitboard): tuple[i: int, sq: Square] = var i = 0 for item in self: yield (i, item) inc(i) func pretty*(self: Bitboard): string = iterator items(self: Bitboard): uint8 = ## Iterates over all the bits in the ## given bitboard for i in 0..63: yield self.uint64.bitsliced(i..i).uint8 iterator pairs(self: Bitboard): (int, uint8) = var i = 0 for bit in self: yield (i, bit) inc(i) ## Returns a prettyfied version of ## the given bitboard result &= "- - - - - - - -\n" for i, bit in self: if i > 0 and i mod 8 == 0: result &= "\n" result &= $bit & " " result &= "\n- - - - - - - -" func `$`*(self: Bitboard): string = self.pretty() func getDirectionMask*(bitboard: Bitboard, color: PieceColor, direction: Direction): Bitboard = ## Get a bitmask relative to the given bitboard ## for the given direction for a piece of the ## given color case color: of White: case direction: of Forward: return bitboard shr 8 of Backward: return bitboard shl 8 of ForwardRight: return bitboard shr 7 of ForwardLeft: return bitboard shr 9 of BackwardRight: return bitboard shl 9 of BackwardLeft: return bitboard shl 7 of Left: return bitboard shr 1 of Right: return bitboard shl 1 of Black: # The directions for black are just the opposite of those for white, # so we avoid duplicating any code case direction: of Forward: return bitboard shl 8 of Backward: return bitboard shr 8 of ForwardLeft: return bitboard shl 9 of ForwardRight: return bitboard shl 7 of BackwardRight: return bitboard shr 9 of BackwardLeft: return bitboard shr 7 of Left: return bitboard shl 1 of Right: return bitboard shr 1 else: discard func getLastRank*(color: PieceColor): Bitboard = (if color == White: getRankMask(0) else: getRankMask(7)) func getFirstRank*(color: PieceColor): Bitboard = (if color == White: getRankMask(7) else: getRankMask(0)) func getLeftmostFile*(color: PieceColor): Bitboard = (if color == White: getFileMask(0) else: getFileMask(7)) func getRightmostFile*(color: PieceColor): Bitboard = (if color == White: getFileMask(7) else: getFileMask(0)) func getDirectionMask*(square: Square, color: PieceColor, direction: Direction): Bitboard = ## Get a bitmask for the given direction for a piece ## of the given color located at the given square result = getDirectionMask(toBitboard(square), color, direction) func forwardRelativeTo*(self: Bitboard, side: PieceColor): Bitboard = getDirectionMask(self, side, Forward) func doubleForwardRelativeTo*(self: Bitboard, side: PieceColor): Bitboard = self.forwardRelativeTo(side).forwardRelativeTo(side) func backwardRelativeTo*(self: Bitboard, side: PieceColor): Bitboard = getDirectionMask(self, side, Backward) func doubleBackwardRelativeTo*(self: Bitboard, side: PieceColor): Bitboard = self.backwardRelativeTo(side).backwardRelativeTo(side) func leftRelativeTo*(self: Bitboard, side: PieceColor): Bitboard = getDirectionMask(self, side, Left) and not getRightmostFile(side) func rightRelativeTo*(self: Bitboard, side: PieceColor): Bitboard = getDirectionMask(self, side, Right) and not getLeftmostFile(side) # We mask off the opposide files to make sure there are # no weird wraparounds when moving diagonally func forwardRightRelativeTo*(self: Bitboard, side: PieceColor): Bitboard = getDirectionMask(self, side, ForwardRight) and not getLeftmostFile(side) func forwardLeftRelativeTo*(self: Bitboard, side: PieceColor): Bitboard = getDirectionMask(self, side, ForwardLeft) and not getRightmostFile(side) func backwardRightRelativeTo*(self: Bitboard, side: PieceColor): Bitboard = getDirectionMask(self, side, BackwardRight) and not getLeftmostFile(side) func backwardLeftRelativeTo*(self: Bitboard, side: PieceColor): Bitboard = getDirectionMask(self, side, BackwardLeft) and not getRightmostFile(side) func longKnightUpLeftRelativeTo*(self: Bitboard, side: PieceColor): Bitboard = self.doubleForwardRelativeTo(side).leftRelativeTo(side) func longKnightUpRightRelativeTo*(self: Bitboard, side: PieceColor): Bitboard = self.doubleForwardRelativeTo(side).rightRelativeTo(side) func longKnightDownLeftRelativeTo*(self: Bitboard, side: PieceColor): Bitboard = self.doubleBackwardRelativeTo(side).leftRelativeTo(side) func longKnightDownRightRelativeTo*(self: Bitboard, side: PieceColor): Bitboard = self.doubleBackwardRelativeTo(side).rightRelativeTo(side) func shortKnightUpLeftRelativeTo*(self: Bitboard, side: PieceColor): Bitboard = self.forwardRelativeTo(side).leftRelativeTo(side).leftRelativeTo(side) func shortKnightUpRightRelativeTo*(self: Bitboard, side: PieceColor): Bitboard = self.forwardRelativeTo(side).rightRelativeTo(side).rightRelativeTo(side) func shortKnightDownLeftRelativeTo*(self: Bitboard, side: PieceColor): Bitboard = self.backwardRelativeTo(side).leftRelativeTo(side).leftRelativeTo(side) func shortKnightDownRightRelativeTo*(self: Bitboard, side: PieceColor): Bitboard = self.backwardRelativeTo(side).rightRelativeTo(side).rightRelativeTo(side) # We precompute as much stuff as possible: lookup tables are fast! func computeKingBitboards: array[64, Bitboard] = ## Precomputes all the movement bitboards for the king for i in 0'u64..63: let king = i.toBitboard() # It doesn't really matter which side we generate # the move for, they're identical for both var movements = king.forwardRelativeTo(White) movements = movements or king.forwardLeftRelativeTo(White) movements = movements or king.leftRelativeTo(White) movements = movements or king.rightRelativeTo(White) movements = movements or king.backwardRelativeTo(White) movements = movements or king.forwardLeftRelativeTo(White) movements = movements or king.backwardRightRelativeTo(White) movements = movements or king.backwardLeftRelativeTo(White) # We don't *need* to mask the king off: the engine already masks off # the board's occupancy when generating moves, but it may be useful for # other parts of the movegen for this stuff not to say "the king can just # stay still", so we do it anyway movements = movements and not king result[i] = movements func computeKnightBitboards: array[64, Bitboard] = ## Precomputes all the movement bitboards for knights for i in 0'u64..63: let knight = i.toBitboard() # It doesn't really matter which side we generate # the move for, they're identical for both var movements = knight.longKnightDownLeftRelativeTo(White) movements = movements or knight.longKnightDownRightRelativeTo(White) movements = movements or knight.longKnightUpLeftRelativeTo(White) movements = movements or knight.longKnightUpRightRelativeTo(White) movements = movements or knight.shortKnightDownLeftRelativeTo(White) movements = movements or knight.shortKnightDownRightRelativeTo(White) movements = movements or knight.shortKnightUpLeftRelativeTo(White) movements = movements or knight.shortKnightUpRightRelativeTo(White) result[i] = movements # For some reason nim freaks out if I try to call computeKingBitboards() # at compile-time. ¯\_(ツ)_/¯ let KING_BITBOARDS* = computeKingBitboards() KNIGHT_BITBOARDS* = computeKnightBitboards()