Update-Chess

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VS-Code
2026-02-12 16:44:26 +01:00
parent b6e36aa2dc
commit 46d9d142e8

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@@ -22,37 +22,20 @@ A3, B3, C3, D3, E3, F3, G3, H3 = range(16, 24)
A2, B2, C2, D2, E2, F2, G2, H2 = range(8, 16)
A1, B1, C1, D1, E1, F1, G1, H1 = range(8)
# 0 = Normaler Zug (Quiet Move)
# Move Flags
QUIET = 0
# 1 = Doppelschritt Bauer (wichtig für En Passant im nächsten Zug)
DOUBLE_PAWN_PUSH = 1
# 2 & 3 = Rochaden
KING_CASTLE = 2
QUEEN_CASTLE = 3
# 4 = Normaler Schlagzug (Capture)
# Manche Engines codieren Captures extra, manche schauen einfach aufs Brett.
# Für den Anfang reicht es, Captures einfach als Flag 4 zu markieren.
CAPTURE = 4
# 5 = En Passant Schlag
EP_CAPTURE = 5
# 8-15 = Umwandlungen (Promotion)
# Struktur: 8 + Figur (Springer=0, Läufer=1, Turm=2, Dame=3)
# Falls Capture +4 (z.B. BIS Capture -> 13)
PROMO_KNIGHT = 8
PROMO_BISHOP = 9
PROMO_ROOK = 10
PROMO_QUEEN = 11
# Umwandlung mit Schlagen (optional, spart Zeit beim Checken)
PROMO_N_CAPTURE = 12
PROMO_B_CAPTURE = 13
PROMO_R_CAPTURE = 14
PROMO_Q_CAPTURE = 15
# Masks
NOT_A = 0xfefefefefefefefe
NOT_H = 0x7f7f7f7f7f7f7f7f
@@ -113,14 +96,21 @@ class Bitboard():
opp = turn ^ 1
turn_offset = turn * 6
opp_offset = opp *6
# import local Varibles
# region import self & global Varibles for speed optimization
bbs = self.bitboards
opponent_pcs = self.all_pieces[opp]
friendly_pcs = self.all_pieces[turn]
occupancy = opponent_pcs | friendly_pcs
kin, que, bis, nht, roo, paw, no_piece = KIN, QUE, BIS, NHT, ROO, PAW, NO_PIECE
nht_attacks_list, paw_attacks_list = NHT_ATTACKS, PAW_ATTACKS
quiet, dpp, k_castle, q_castle, capture, ep_capture = QUIET, DOUBLE_PAWN_PUSH, KING_CASTLE, QUEEN_CASTLE, CAPTURE, EP_CAPTURE
promo_knight, promo_bishop, promo_rook, promo_queen = PROMO_KNIGHT, PROMO_BISHOP, PROMO_ROOK, PROMO_QUEEN
rays_n, rays_ne, rays_e, rays_se, rays_s, rays_sw, rays_w, rays_nw = RAYS_N, RAYS_NE, RAYS_E, RAYS_SE, RAYS_S, RAYS_SW, RAYS_W, RAYS_NW
# endregion
# region --- King Moves ---
kin_sq = bbs[KIN + turn_offset].bit_length() - 1
kin_sq = bbs[kin + turn_offset].bit_length() - 1
kin_attacks = KIN_ATTACKS[kin_sq]
kin_attacks &= ~friendly_pcs
@@ -130,27 +120,27 @@ class Bitboard():
kin_attacks &= (kin_attacks - 1)
if to_mask & opponent_pcs:
if to_mask & bbs[PAW + opp_offset]:
capture = PAW + opp_offset
elif to_mask & bbs[NHT + opp_offset]:
capture = NHT + opp_offset
elif to_mask & bbs[BIS + opp_offset]:
capture = BIS + opp_offset
elif to_mask & bbs[ROO + opp_offset]:
capture = ROO + opp_offset
if to_mask & bbs[paw + opp_offset]:
captured = paw + opp_offset
elif to_mask & bbs[nht + opp_offset]:
captured = nht + opp_offset
elif to_mask & bbs[bis + opp_offset]:
captured = bis + opp_offset
elif to_mask & bbs[roo + opp_offset]:
captured = roo + opp_offset
else:
capture = QUE + opp_offset
captures.append(to_sq | (kin_sq << 6) | ((KIN + turn_offset) << 12) | (capture << 16) | CAPTURE << 20)
captured = que + opp_offset
captures.append(to_sq | (kin_sq << 6) | ((kin + turn_offset) << 12) | (captured << 16) | capture << 20)
else:
moves.append(to_sq | (kin_sq << 6) | ((KIN + turn_offset) << 12) | (NO_PIECE << 16) | QUIET << 20)
moves.append(to_sq | (kin_sq << 6) | ((kin + turn_offset) << 12) | (no_piece << 16) | quiet << 20)
# endregion
# region --- Knight Moves ---
nht_bb = bbs[NHT + turn_offset]
nht_bb = bbs[nht + turn_offset]
while nht_bb:
nht_sq = (nht_bb & -nht_bb).bit_length() - 1
nht_bb &= (nht_bb - 1)
nht_attacks = NHT_ATTACKS[nht_sq]
nht_attacks = nht_attacks_list[nht_sq]
nht_attacks &= ~friendly_pcs
while nht_attacks:
@@ -159,83 +149,83 @@ class Bitboard():
nht_attacks &= (nht_attacks - 1)
if to_mask & opponent_pcs:
if to_mask & bbs[PAW + opp_offset]:
capture = PAW + opp_offset
elif to_mask & bbs[NHT + opp_offset]:
capture = NHT + opp_offset
elif to_mask & bbs[BIS + opp_offset]:
capture = BIS + opp_offset
elif to_mask & bbs[ROO + opp_offset]:
capture = ROO + opp_offset
if to_mask & bbs[paw + opp_offset]:
captured = paw + opp_offset
elif to_mask & bbs[nht + opp_offset]:
captured = nht + opp_offset
elif to_mask & bbs[bis + opp_offset]:
captured = bis + opp_offset
elif to_mask & bbs[roo + opp_offset]:
captured = roo + opp_offset
else:
capture = QUE + opp_offset
captures.append(to_sq | (nht_sq << 6) | ((NHT + turn_offset) << 12) | (capture << 16) | CAPTURE << 20)
captured = que + opp_offset
captures.append(to_sq | (nht_sq << 6) | ((nht + turn_offset) << 12) | (captured << 16) | capture << 20)
else:
moves.append(to_sq | (nht_sq << 6) | ((NHT + turn_offset) << 12) | (NO_PIECE << 16) | QUIET << 20)
moves.append(to_sq | (nht_sq << 6) | ((nht + turn_offset) << 12) | (no_piece << 16) | quiet << 20)
# endregion
# region --- Pawn Moves ---
paw_bb = bbs[PAW + turn_offset]
paw_bb = bbs[paw + turn_offset]
while paw_bb:
paw_sq = (paw_bb & -paw_bb).bit_length() - 1
paw_bb &= (paw_bb -1)
paw_attacks = PAW_ATTACKS[paw_sq + turn_offset]
paw_attacks = paw_attacks_list[paw_sq + turn_offset]
# Irgendwann noch En Passant einfügen
paw_attacks &= opponent_pcs
while paw_attacks:
flag = CAPTURE
flag = capture
to_sq = (paw_attacks & -paw_attacks).bit_length() - 1
to_mask = 1 << to_sq
paw_attacks &= (paw_attacks - 1)
if to_mask & bbs[PAW + opp_offset]:
capture = PAW + opp_offset
elif to_mask & bbs[NHT + opp_offset]:
capture = NHT + opp_offset
elif to_mask & bbs[BIS + opp_offset]:
capture = BIS + opp_offset
elif to_mask & bbs[ROO + opp_offset]:
capture = ROO + opp_offset
if to_mask & bbs[paw + opp_offset]:
captured = paw + opp_offset
elif to_mask & bbs[nht + opp_offset]:
captured = nht + opp_offset
elif to_mask & bbs[bis + opp_offset]:
captured = bis + opp_offset
elif to_mask & bbs[roo + opp_offset]:
captured = roo + opp_offset
else:
capture = QUE + opp_offset
captures.append(to_sq | (paw_sq << 6) | ((PAW + turn_offset) << 12) | (capture << 16) | flag << 20)
captured = que + opp_offset
captures.append(to_sq | (paw_sq << 6) | ((paw + turn_offset) << 12) | (captured << 16) | flag << 20)
if turn == 0:
to_sq = paw_sq + 8
to_mask = 1 << to_sq
if not to_mask & occupancy:
moves.append(to_sq | (paw_sq << 6) | ((PAW + turn_offset) << 12) | (NO_PIECE << 16) | QUIET << 20)
moves.append(to_sq | (paw_sq << 6) | ((paw + turn_offset) << 12) | (no_piece << 16) | quiet << 20)
if 8 <= paw_sq <= 15:
to_sq_push = paw_sq + 16
to_mask_push = 1 << to_sq_push
if not to_mask_push & occupancy:
moves.append(to_sq_push | (paw_sq << 6) | ((PAW + turn_offset) << 12) | (NO_PIECE << 16) | DOUBLE_PAWN_PUSH << 20)
moves.append(to_sq_push | (paw_sq << 6) | ((paw + turn_offset) << 12) | (no_piece << 16) | dpp << 20)
else:
to_sq = paw_sq - 8
to_mask = 1 << to_sq
if not to_mask & occupancy:
moves.append(to_sq | (paw_sq << 6) | ((PAW + turn_offset) << 12) | (NO_PIECE << 16) | QUIET << 20)
moves.append(to_sq | (paw_sq << 6) | ((paw + turn_offset) << 12) | (no_piece << 16) | quiet << 20)
if 48 <= paw_sq <= 55:
to_sq_push = paw_sq - 16
to_mask_push = 1 << to_sq_push
if not to_mask_push & occupancy:
moves.append(to_sq_push | (paw_sq << 6) | ((PAW + turn_offset) << 12) | (NO_PIECE << 16) | DOUBLE_PAWN_PUSH << 20)
moves.append(to_sq_push | (paw_sq << 6) | ((paw + turn_offset) << 12) | (no_piece << 16) | dpp << 20)
# endregion Pawn Moves
# region --- Bishop Moves ---
bis_bb = bbs[BIS + turn_offset]
bis_bb = bbs[bis + turn_offset]
while bis_bb:
bis_sq = (bis_bb & -bis_bb).bit_length() - 1
bis_bb &= (bis_bb - 1)
# region North-East
ray = RAYS_NE[bis_sq]
ray = rays_ne[bis_sq]
blockers = ray & occupancy
if blockers:
blocker_sq = (blockers & -blockers).bit_length() - 1
ray_to_del = RAYS_NE[blocker_sq]
ray_to_del = rays_ne[blocker_sq]
bis_attacks = (ray ^ ray_to_del) & ~friendly_pcs
else:
bis_attacks = ray
@@ -246,27 +236,27 @@ class Bitboard():
bis_attacks &= (bis_attacks - 1)
if to_mask & opponent_pcs:
if to_mask & bbs[PAW + opp_offset]:
capture = PAW + opp_offset
elif to_mask & bbs[NHT + opp_offset]:
capture = NHT + opp_offset
elif to_mask & bbs[BIS + opp_offset]:
capture = BIS + opp_offset
elif to_mask & bbs[ROO + opp_offset]:
capture = ROO + opp_offset
if to_mask & bbs[paw + opp_offset]:
captured = paw + opp_offset
elif to_mask & bbs[nht + opp_offset]:
captured = nht + opp_offset
elif to_mask & bbs[bis + opp_offset]:
captured = bis + opp_offset
elif to_mask & bbs[roo + opp_offset]:
captured = roo + opp_offset
else:
capture = QUE + opp_offset
captures.append(to_sq | (bis_sq << 6) | ((BIS + turn_offset) << 12) | (capture << 16) | CAPTURE << 20)
captured = que + opp_offset
captures.append(to_sq | (bis_sq << 6) | ((bis + turn_offset) << 12) | (captured << 16) | capture << 20)
else:
moves.append(to_sq | (bis_sq << 6) | ((BIS + turn_offset) << 12) | (NO_PIECE << 16) | QUIET << 20)
moves.append(to_sq | (bis_sq << 6) | ((bis + turn_offset) << 12) | (no_piece << 16) | quiet << 20)
# endregion
# region North-West
ray = RAYS_NW[bis_sq]
ray = rays_nw[bis_sq]
blockers = ray & occupancy
if blockers:
blocker_sq = (blockers & -blockers).bit_length() - 1
ray_to_del = RAYS_NW[blocker_sq]
ray_to_del = rays_nw[blocker_sq]
bis_attacks = (ray ^ ray_to_del) & ~friendly_pcs
else:
bis_attacks = ray
@@ -277,27 +267,27 @@ class Bitboard():
bis_attacks &= (bis_attacks - 1)
if to_mask & opponent_pcs:
if to_mask & bbs[PAW + opp_offset]:
capture = PAW + opp_offset
elif to_mask & bbs[NHT + opp_offset]:
capture = NHT + opp_offset
elif to_mask & bbs[BIS + opp_offset]:
capture = BIS + opp_offset
elif to_mask & bbs[ROO + opp_offset]:
capture = ROO + opp_offset
if to_mask & bbs[paw + opp_offset]:
captured = paw + opp_offset
elif to_mask & bbs[nht + opp_offset]:
captured = nht + opp_offset
elif to_mask & bbs[bis + opp_offset]:
captured = bis + opp_offset
elif to_mask & bbs[roo + opp_offset]:
captured = roo + opp_offset
else:
capture = QUE + opp_offset
captures.append(to_sq | (bis_sq << 6) | ((BIS + turn_offset) << 12) | (capture << 16) | CAPTURE << 20)
captured = que + opp_offset
captures.append(to_sq | (bis_sq << 6) | ((bis + turn_offset) << 12) | (captured << 16) | capture << 20)
else:
moves.append(to_sq | (bis_sq << 6) | ((BIS + turn_offset) << 12) | (NO_PIECE << 16) | QUIET << 20)
moves.append(to_sq | (bis_sq << 6) | ((bis + turn_offset) << 12) | (no_piece << 16) | quiet << 20)
# endregion
# region South-East
ray = RAYS_SE[bis_sq]
ray = rays_se[bis_sq]
blockers = ray & occupancy
if blockers:
blocker_sq = blockers.bit_length() - 1
ray_to_del = RAYS_SE[blocker_sq]
ray_to_del = rays_se[blocker_sq]
bis_attacks = (ray ^ ray_to_del) & ~friendly_pcs
else:
bis_attacks = ray
@@ -308,27 +298,27 @@ class Bitboard():
bis_attacks &= (bis_attacks - 1)
if to_mask & opponent_pcs:
if to_mask & bbs[PAW + opp_offset]:
capture = PAW + opp_offset
elif to_mask & bbs[NHT + opp_offset]:
capture = NHT + opp_offset
elif to_mask & bbs[BIS + opp_offset]:
capture = BIS + opp_offset
elif to_mask & bbs[ROO + opp_offset]:
capture = ROO + opp_offset
if to_mask & bbs[paw + opp_offset]:
captured = paw + opp_offset
elif to_mask & bbs[nht + opp_offset]:
captured = nht + opp_offset
elif to_mask & bbs[bis + opp_offset]:
captured = bis + opp_offset
elif to_mask & bbs[roo + opp_offset]:
captured = roo + opp_offset
else:
capture = QUE + opp_offset
captures.append(to_sq | (bis_sq << 6) | ((BIS + turn_offset) << 12) | (capture << 16) | CAPTURE << 20)
captured = que + opp_offset
captures.append(to_sq | (bis_sq << 6) | ((bis + turn_offset) << 12) | (captured << 16) | capture << 20)
else:
moves.append(to_sq | (bis_sq << 6) | ((BIS + turn_offset) << 12) | (NO_PIECE << 16) | QUIET << 20)
moves.append(to_sq | (bis_sq << 6) | ((bis + turn_offset) << 12) | (no_piece << 16) | quiet << 20)
# endregion
# region South-West
ray = RAYS_SW[bis_sq]
ray = rays_sw[bis_sq]
blockers = ray & occupancy
if blockers:
blocker_sq = blockers.bit_length() - 1
ray_to_del = RAYS_SW[blocker_sq]
ray_to_del = rays_sw[blocker_sq]
bis_attacks = (ray ^ ray_to_del) & ~friendly_pcs
else:
bis_attacks = ray
@@ -339,26 +329,25 @@ class Bitboard():
bis_attacks &= (bis_attacks - 1)
if to_mask & opponent_pcs:
if to_mask & bbs[PAW + opp_offset]:
capture = PAW + opp_offset
elif to_mask & bbs[NHT + opp_offset]:
capture = NHT + opp_offset
elif to_mask & bbs[BIS + opp_offset]:
capture = BIS + opp_offset
elif to_mask & bbs[ROO + opp_offset]:
capture = ROO + opp_offset
if to_mask & bbs[paw + opp_offset]:
captured = paw + opp_offset
elif to_mask & bbs[nht + opp_offset]:
captured = nht + opp_offset
elif to_mask & bbs[bis + opp_offset]:
captured = bis + opp_offset
elif to_mask & bbs[roo + opp_offset]:
captured = roo + opp_offset
else:
capture = QUE + opp_offset
captures.append(to_sq | (bis_sq << 6) | ((BIS + turn_offset) << 12) | (capture << 16) | CAPTURE << 20)
captured = que + opp_offset
captures.append(to_sq | (bis_sq << 6) | ((bis + turn_offset) << 12) | (captured << 16) | capture << 20)
else:
moves.append(to_sq | (bis_sq << 6) | ((BIS + turn_offset) << 12) | (NO_PIECE << 16) | QUIET << 20)
moves.append(to_sq | (bis_sq << 6) | ((bis + turn_offset) << 12) | (no_piece << 16) | quiet << 20)
# endregion
# endregion Bishop Moves
def make_move(self, move):
# Setup
# 6 Bit (0-5): Target (Index: 0-63)
@@ -480,6 +469,17 @@ def initialize():
initialize()
board = Bitboard()
board.print_board()
board.make_move(1835036) #e2-e4
board.print_board()
board.make_move(1837347) #(d7-d5)
board.print_board()
board.make_move(4590371) #(exd5 - Capture!)
board.print_board()
board.make_move(4245795) #(Qxd5 - Capture!)
board.print_board()
board.make_move(804882) #(Nc3)
board.print_board()
board.make_move(829216) #(Qa5)
''' Board Index:
a b c d e f g h