/*
 
  Stockfish, a UCI chess playing engine derived from Glaurung 2.1
 
  Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
 
  Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
 
  Copyright (C) 2015-2016 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
 
 
 
  Stockfish is free software: you can redistribute it and/or modify
 
  it under the terms of the GNU General Public License as published by
 
  the Free Software Foundation, either version 3 of the License, or
 
  (at your option) any later version.
 
 
 
  Stockfish is distributed in the hope that it will be useful,
 
  but WITHOUT ANY WARRANTY; without even the implied warranty of
 
  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 
  GNU General Public License for more details.
 
 
 
  You should have received a copy of the GNU General Public License
 
  along with this program.  If not, see <http://www.gnu.org/licenses/>.
 
*/
 
 
 
#include <cassert>
 
 
 
#include "movegen.h"
 
#include "position.h"
 
 
 
namespace {
 
 
 
  template<CastlingRight Cr, bool Checks, bool Chess960>
 
  ExtMove* generate_castling(const Position& pos, ExtMove* moveList, Color us, const CheckInfo* ci) {
 
 
 
    static const bool KingSide = (Cr == WHITE_OO || Cr == BLACK_OO);
 
 
 
    if (pos.castling_impeded(Cr) || !pos.can_castle(Cr))
 
        return moveList;
 
 
 
    // After castling, the rook and king final positions are the same in Chess960
 
    // as they would be in standard chess.
 
    Square kfrom = pos.square<KING>(us);
 
    Square rfrom = pos.castling_rook_square(Cr);
 
    Square kto = relative_square(us, KingSide ? SQ_G1 : SQ_C1);
 
    Bitboard enemies = pos.pieces(~us);
 
 
 
    assert(!pos.checkers());
 
 
 
    const Square K = Chess960 ? kto > kfrom ? DELTA_W : DELTA_E
 
                              : KingSide    ? DELTA_W : DELTA_E;
 
 
 
    for (Square s = kto; s != kfrom; s += K)
 
        if (pos.attackers_to(s) & enemies)
 
            return moveList;
 
 
 
    // Because we generate only legal castling moves we need to verify that
 
    // when moving the castling rook we do not discover some hidden checker.
 
    // For instance an enemy queen in SQ_A1 when castling rook is in SQ_B1.
 
    if (Chess960 && (attacks_bb<ROOK>(kto, pos.pieces() ^ rfrom) & pos.pieces(~us, ROOK, QUEEN)))
 
        return moveList;
 
 
 
    Move m = make<CASTLING>(kfrom, rfrom);
 
 
 
    if (Checks && !pos.gives_check(m, *ci))
 
        return moveList;
 
    else
 
        (void)ci; // Silence a warning under MSVC
 
 
 
    *moveList++ = m;
 
    return moveList;
 
  }
 
 
 
 
 
  template<GenType Type, Square Delta>
 
  ExtMove* make_promotions(ExtMove* moveList, Square to, const CheckInfo* ci) {
 
 
 
    if (Type == CAPTURES || Type == EVASIONS || Type == NON_EVASIONS)
 
        *moveList++ = make<PROMOTION>(to - Delta, to, QUEEN);
 
 
 
    if (Type == QUIETS || Type == EVASIONS || Type == NON_EVASIONS)
 
    {
 
        *moveList++ = make<PROMOTION>(to - Delta, to, ROOK);
 
        *moveList++ = make<PROMOTION>(to - Delta, to, BISHOP);
 
        *moveList++ = make<PROMOTION>(to - Delta, to, KNIGHT);
 
    }
 
 
 
    // Knight promotion is the only promotion that can give a direct check
 
    // that's not already included in the queen promotion.
 
    if (Type == QUIET_CHECKS && (StepAttacksBB[W_KNIGHT][to] & ci->ksq))
 
        *moveList++ = make<PROMOTION>(to - Delta, to, KNIGHT);
 
    else
 
        (void)ci; // Silence a warning under MSVC
 
 
 
    return moveList;
 
  }
 
 
 
 
 
  template<Color Us, GenType Type>
 
  ExtMove* generate_pawn_moves(const Position& pos, ExtMove* moveList,
 
                               Bitboard target, const CheckInfo* ci) {
 
 
 
    // Compute our parametrized parameters at compile time, named according to
 
    // the point of view of white side.
 
    const Color    Them     = (Us == WHITE ? BLACK    : WHITE);
 
    const Bitboard TRank8BB = (Us == WHITE ? Rank8BB  : Rank1BB);
 
    const Bitboard TRank7BB = (Us == WHITE ? Rank7BB  : Rank2BB);
 
    const Bitboard TRank3BB = (Us == WHITE ? Rank3BB  : Rank6BB);
 
    const Square   Up       = (Us == WHITE ? DELTA_N  : DELTA_S);
 
    const Square   Right    = (Us == WHITE ? DELTA_NE : DELTA_SW);
 
    const Square   Left     = (Us == WHITE ? DELTA_NW : DELTA_SE);
 
 
 
    Bitboard emptySquares;
 
 
 
    Bitboard pawnsOn7    = pos.pieces(Us, PAWN) &  TRank7BB;
 
    Bitboard pawnsNotOn7 = pos.pieces(Us, PAWN) & ~TRank7BB;
 
 
 
    Bitboard enemies = (Type == EVASIONS ? pos.pieces(Them) & target:
 
                        Type == CAPTURES ? target : pos.pieces(Them));
 
 
 
    // Single and double pawn pushes, no promotions
 
    if (Type != CAPTURES)
 
    {
 
        emptySquares = (Type == QUIETS || Type == QUIET_CHECKS ? target : ~pos.pieces());
 
 
 
        Bitboard b1 = shift_bb<Up>(pawnsNotOn7)   & emptySquares;
 
        Bitboard b2 = shift_bb<Up>(b1 & TRank3BB) & emptySquares;
 
 
 
        if (Type == EVASIONS) // Consider only blocking squares
 
        {
 
            b1 &= target;
 
            b2 &= target;
 
        }
 
 
 
        if (Type == QUIET_CHECKS)
 
        {
 
            b1 &= pos.attacks_from<PAWN>(ci->ksq, Them);
 
            b2 &= pos.attacks_from<PAWN>(ci->ksq, Them);
 
 
 
            // Add pawn pushes which give discovered check. This is possible only
 
            // if the pawn is not on the same file as the enemy king, because we
 
            // don't generate captures. Note that a possible discovery check
 
            // promotion has been already generated amongst the captures.
 
            if (pawnsNotOn7 & ci->dcCandidates)
 
            {
 
                Bitboard dc1 = shift_bb<Up>(pawnsNotOn7 & ci->dcCandidates) & emptySquares & ~file_bb(ci->ksq);
 
                Bitboard dc2 = shift_bb<Up>(dc1 & TRank3BB) & emptySquares;
 
 
 
                b1 |= dc1;
 
                b2 |= dc2;
 
            }
 
        }
 
 
 
        while (b1)
 
        {
 
            Square to = pop_lsb(&b1);
 
            *moveList++ = make_move(to - Up, to);
 
        }
 
 
 
        while (b2)
 
        {
 
            Square to = pop_lsb(&b2);
 
            *moveList++ = make_move(to - Up - Up, to);
 
        }
 
    }
 
 
 
    // Promotions and underpromotions
 
    if (pawnsOn7 && (Type != EVASIONS || (target & TRank8BB)))
 
    {
 
        if (Type == CAPTURES)
 
            emptySquares = ~pos.pieces();
 
 
 
        if (Type == EVASIONS)
 
            emptySquares &= target;
 
 
 
        Bitboard b1 = shift_bb<Right>(pawnsOn7) & enemies;
 
        Bitboard b2 = shift_bb<Left >(pawnsOn7) & enemies;
 
        Bitboard b3 = shift_bb<Up   >(pawnsOn7) & emptySquares;
 
 
 
        while (b1)
 
            moveList = make_promotions<Type, Right>(moveList, pop_lsb(&b1), ci);
 
 
 
        while (b2)
 
            moveList = make_promotions<Type, Left >(moveList, pop_lsb(&b2), ci);
 
 
 
        while (b3)
 
            moveList = make_promotions<Type, Up   >(moveList, pop_lsb(&b3), ci);
 
    }
 
 
 
    // Standard and en-passant captures
 
    if (Type == CAPTURES || Type == EVASIONS || Type == NON_EVASIONS)
 
    {
 
        Bitboard b1 = shift_bb<Right>(pawnsNotOn7) & enemies;
 
        Bitboard b2 = shift_bb<Left >(pawnsNotOn7) & enemies;
 
 
 
        while (b1)
 
        {
 
            Square to = pop_lsb(&b1);
 
            *moveList++ = make_move(to - Right, to);
 
        }
 
 
 
        while (b2)
 
        {
 
            Square to = pop_lsb(&b2);
 
            *moveList++ = make_move(to - Left, to);
 
        }
 
 
 
        if (pos.ep_square() != SQ_NONE)
 
        {
 
            assert(rank_of(pos.ep_square()) == relative_rank(Us, RANK_6));
 
 
 
            // An en passant capture can be an evasion only if the checking piece
 
            // is the double pushed pawn and so is in the target. Otherwise this
 
            // is a discovery check and we are forced to do otherwise.
 
            if (Type == EVASIONS && !(target & (pos.ep_square() - Up)))
 
                return moveList;
 
 
 
            b1 = pawnsNotOn7 & pos.attacks_from<PAWN>(pos.ep_square(), Them);
 
 
 
            assert(b1);
 
 
 
            while (b1)
 
                *moveList++ = make<ENPASSANT>(pop_lsb(&b1), pos.ep_square());
 
        }
 
    }
 
 
 
    return moveList;
 
  }
 
 
 
 
 
  template<PieceType Pt, bool Checks>
 
  ExtMove* generate_moves(const Position& pos, ExtMove* moveList, Color us,
 
                          Bitboard target, const CheckInfo* ci) {
 
 
 
    assert(Pt != KING && Pt != PAWN);
 
 
 
    const Square* pl = pos.squares<Pt>(us);
 
 
 
    for (Square from = *pl; from != SQ_NONE; from = *++pl)
 
    {
 
        if (Checks)
 
        {
 
            if (    (Pt == BISHOP || Pt == ROOK || Pt == QUEEN)
 
                && !(PseudoAttacks[Pt][from] & target & ci->checkSquares[Pt]))
 
                continue;
 
 
 
            if (ci->dcCandidates && (ci->dcCandidates & from))
 
                continue;
 
        }
 
 
 
        Bitboard b = pos.attacks_from<Pt>(from) & target;
 
 
 
        if (Checks)
 
            b &= ci->checkSquares[Pt];
 
 
 
        while (b)
 
            *moveList++ = make_move(from, pop_lsb(&b));
 
    }
 
 
 
    return moveList;
 
  }
 
 
 
 
 
  template<Color Us, GenType Type>
 
  ExtMove* generate_all(const Position& pos, ExtMove* moveList, Bitboard target,
 
                        const CheckInfo* ci = nullptr) {
 
 
 
    const bool Checks = Type == QUIET_CHECKS;
 
 
 
    moveList = generate_pawn_moves<Us, Type>(pos, moveList, target, ci);
 
    moveList = generate_moves<KNIGHT, Checks>(pos, moveList, Us, target, ci);
 
    moveList = generate_moves<BISHOP, Checks>(pos, moveList, Us, target, ci);
 
    moveList = generate_moves<  ROOK, Checks>(pos, moveList, Us, target, ci);
 
    moveList = generate_moves< QUEEN, Checks>(pos, moveList, Us, target, ci);
 
 
 
    if (Type != QUIET_CHECKS && Type != EVASIONS)
 
    {
 
        Square ksq = pos.square<KING>(Us);
 
        Bitboard b = pos.attacks_from<KING>(ksq) & target;
 
        while (b)
 
            *moveList++ = make_move(ksq, pop_lsb(&b));
 
    }
 
 
 
    if (Type != CAPTURES && Type != EVASIONS && pos.can_castle(Us))
 
    {
 
        if (pos.is_chess960())
 
        {
 
            moveList = generate_castling<MakeCastling<Us,  KING_SIDE>::right, Checks, true>(pos, moveList, Us, ci);
 
            moveList = generate_castling<MakeCastling<Us, QUEEN_SIDE>::right, Checks, true>(pos, moveList, Us, ci);
 
        }
 
        else
 
        {
 
            moveList = generate_castling<MakeCastling<Us,  KING_SIDE>::right, Checks, false>(pos, moveList, Us, ci);
 
            moveList = generate_castling<MakeCastling<Us, QUEEN_SIDE>::right, Checks, false>(pos, moveList, Us, ci);
 
        }
 
    }
 
 
 
    return moveList;
 
  }
 
 
 
} // namespace
 
 
 
 
 
/// generate<CAPTURES> generates all pseudo-legal captures and queen
 
/// promotions. Returns a pointer to the end of the move list.
 
///
 
/// generate<QUIETS> generates all pseudo-legal non-captures and
 
/// underpromotions. Returns a pointer to the end of the move list.
 
///
 
/// generate<NON_EVASIONS> generates all pseudo-legal captures and
 
/// non-captures. Returns a pointer to the end of the move list.
 
 
 
template<GenType Type>
 
ExtMove* generate(const Position& pos, ExtMove* moveList) {
 
 
 
  assert(Type == CAPTURES || Type == QUIETS || Type == NON_EVASIONS);
 
  assert(!pos.checkers());
 
 
 
  Color us = pos.side_to_move();
 
 
 
  Bitboard target =  Type == CAPTURES     ?  pos.pieces(~us)
 
                   : Type == QUIETS       ? ~pos.pieces()
 
                   : Type == NON_EVASIONS ? ~pos.pieces(us) : 0;
 
 
 
  return us == WHITE ? generate_all<WHITE, Type>(pos, moveList, target)
 
                     : generate_all<BLACK, Type>(pos, moveList, target);
 
}
 
 
 
// Explicit template instantiations
 
template ExtMove* generate<CAPTURES>(const Position&, ExtMove*);
 
template ExtMove* generate<QUIETS>(const Position&, ExtMove*);
 
template ExtMove* generate<NON_EVASIONS>(const Position&, ExtMove*);
 
 
 
 
 
/// generate<QUIET_CHECKS> generates all pseudo-legal non-captures and knight
 
/// underpromotions that give check. Returns a pointer to the end of the move list.
 
template<>
 
ExtMove* generate<QUIET_CHECKS>(const Position& pos, ExtMove* moveList) {
 
 
 
  assert(!pos.checkers());
 
 
 
  Color us = pos.side_to_move();
 
  CheckInfo ci(pos);
 
  Bitboard dc = ci.dcCandidates;
 
 
 
  while (dc)
 
  {
 
     Square from = pop_lsb(&dc);
 
     PieceType pt = type_of(pos.piece_on(from));
 
 
 
     if (pt == PAWN)
 
         continue; // Will be generated together with direct checks
 
 
 
     Bitboard b = pos.attacks_from(Piece(pt), from) & ~pos.pieces();
 
 
 
     if (pt == KING)
 
         b &= ~PseudoAttacks[QUEEN][ci.ksq];
 
 
 
     while (b)
 
         *moveList++ = make_move(from, pop_lsb(&b));
 
  }
 
 
 
  return us == WHITE ? generate_all<WHITE, QUIET_CHECKS>(pos, moveList, ~pos.pieces(), &ci)
 
                     : generate_all<BLACK, QUIET_CHECKS>(pos, moveList, ~pos.pieces(), &ci);
 
}
 
 
 
 
 
/// generate<EVASIONS> generates all pseudo-legal check evasions when the side
 
/// to move is in check. Returns a pointer to the end of the move list.
 
template<>
 
ExtMove* generate<EVASIONS>(const Position& pos, ExtMove* moveList) {
 
 
 
  assert(pos.checkers());
 
 
 
  Color us = pos.side_to_move();
 
  Square ksq = pos.square<KING>(us);
 
  Bitboard sliderAttacks = 0;
 
  Bitboard sliders = pos.checkers() & ~pos.pieces(KNIGHT, PAWN);
 
 
 
  // Find all the squares attacked by slider checkers. We will remove them from
 
  // the king evasions in order to skip known illegal moves, which avoids any
 
  // useless legality checks later on.
 
  while (sliders)
 
  {
 
      Square checksq = pop_lsb(&sliders);
 
      sliderAttacks |= LineBB[checksq][ksq] ^ checksq;
 
  }
 
 
 
  // Generate evasions for king, capture and non capture moves
 
  Bitboard b = pos.attacks_from<KING>(ksq) & ~pos.pieces(us) & ~sliderAttacks;
 
  while (b)
 
      *moveList++ = make_move(ksq, pop_lsb(&b));
 
 
 
  if (more_than_one(pos.checkers()))
 
      return moveList; // Double check, only a king move can save the day
 
 
 
  // Generate blocking evasions or captures of the checking piece
 
  Square checksq = lsb(pos.checkers());
 
  Bitboard target = between_bb(checksq, ksq) | checksq;
 
 
 
  return us == WHITE ? generate_all<WHITE, EVASIONS>(pos, moveList, target)
 
                     : generate_all<BLACK, EVASIONS>(pos, moveList, target);
 
}
 
 
 
 
 
/// generate<LEGAL> generates all the legal moves in the given position
 
 
 
template<>
 
ExtMove* generate<LEGAL>(const Position& pos, ExtMove* moveList) {
 
 
 
  Bitboard pinned = pos.pinned_pieces(pos.side_to_move());
 
  Square ksq = pos.square<KING>(pos.side_to_move());
 
  ExtMove* cur = moveList;
 
 
 
  moveList = pos.checkers() ? generate<EVASIONS    >(pos, moveList)
 
                            : generate<NON_EVASIONS>(pos, moveList);
 
  while (cur != moveList)
 
      if (   (pinned || from_sq(*cur) == ksq || type_of(*cur) == ENPASSANT)
 
          && !pos.legal(*cur, pinned))
 
          *cur = (--moveList)->move;
 
      else
 
          ++cur;
 
 
 
  return moveList;
 
}