Esempio n. 1
0
 private function FindMovesToTile($nRank, $nFile)
 {
     $this->nCalls++;
     $Kings;
     $Knights;
     $Pawns;
     $Rooks;
     $Bishops;
     // Bitmaps for storing attacking pieces.
     $n64One = new BitBoard('0x1');
     // Find the pieces a king/knight/rook/bishop could attack from this position.
     // Queens will show up in the rook and bishop bitmaps.
     $Kings = $this->FindTilesAttackedByKing($nRank, $nFile)->_AND(BitBoard::_OR_($this->n64BKing, $this->n64WKing));
     $Bishops = $this->FindTilesAttackedByBishop($nRank, $nFile)->_AND(BitBoard::_OR_($this->n64BBishops, $this->n64WBishops)->_OR($this->n64WQueens)->_OR($this->n64BQueens));
     $Rooks = $this->FindTilesAttackedByRook($nRank, $nFile)->_AND(BitBoard::_OR_($this->n64BRooks, $this->n64WRooks)->_OR($this->n64WQueens)->_OR($this->n64BQueens));
     $Knights = $this->FindTilesAttackedByKnight($nRank, $nFile)->_AND(BitBoard::_OR_($this->n64WKnights, $this->n64BKnights));
     $Pawns = new BitBoard();
     // Pawns are handled differently. The pawn's move to bitmap is taken and ANDed with the tile
     // provided to the function so we know if the pawn can move to that tile. The pawn square is
     // usually one more/less than the rank, unless the rank is 3 or 4 in which case the starting
     // rank for the pawn may also be checked to see if the pawn can jump two tiles.
     if ($nRank > 0 && !$this->WPawnAttacks[($nRank - 1) * 8 + $nFile]->is_zero() && !$this->Tiles[$nRank * 8 + $nFile]->is_zero()) {
         if (!BitBoard::_AND_($this->n64WPawns, $this->Tiles[($nRank - 1) * 8 + $nFile])->is_zero()) {
             $Pawns = $this->Tiles[($nRank - 1) * 8 + $nFile]->duplicate();
         }
     }
     if ($nRank == 3) {
         // Need to check if there is a blocking piece before this pawn can be added.
         if (!BitBoard::_AND_($this->n64WPawns, $this->Tiles[($nRank - 2) * 8 + $nFile])->is_zero() && BitBoard::_AND_($this->n64All, $this->Tiles[($nRank - 1) * 8 + $nFile])->is_zero()) {
             $Pawns->_OR($this->Tiles[($nRank - 2) * 8 + $nFile]);
         }
     }
     if ($nRank < 7 && !$this->BPawnAttacks[($nRank + 1) * 8 + $nFile]->is_zero() && !$this->Tiles[$nRank * 8 + $nFile]->is_zero()) {
         if (!BitBoard::_AND_($this->n64BPawns, $this->Tiles[($nRank + 1) * 8 + $nFile])->is_zero()) {
             $Pawns->_OR($this->Tiles[($nRank + 1) * 8 + $nFile]);
         }
     }
     if ($nRank == 4) {
         if (!BitBoard::_AND_($this->n64BPawns, $this->Tiles[($nRank + 2) * 8 + $nFile])->is_zero() && BitBoard::_AND_($this->n64All, $this->Tiles[($nRank + 1) * 8 + $nFile])->is_zero()) {
             $Pawns->_OR($this->Tiles[($nRank + 2) * 8 + $nFile]);
         }
     }
     //if ($this->PlayerTurn == 0)
     //{
     //    Pawns = FindTilesAttackedByPawn(nRank, nFile) & $this->n64BPawns;
     //    // If not the bottom two ranks we can check if a pawn can move to this rank.
     //    if (nRank > 1)
     //    {
     //        // See if there is a pawn one rank below. If so add it to the bitmap.
     //        if (($this->n64WPawns & $this->Tiles[(nRank - 1) * 8 + nFile]) > 0)
     //            Pawns |= $this->Tiles[(nRank - 1) * 8 + nFile];
     //        // As there is no pawn one rank below, check if this is rank 3 which means
     //        // a pawn two ranks below in rank 1 could move up to here as long as there
     //        // is no piece in the way
     //        else if (nRank == 3 && ($this->n64WPawns & $this->Tiles[(nRank - 2) * 8 + nFile]) > 0 &&
     //                 ($this->n64All & $this->Tiles[(nRank - 2) * 8 + nFile]) > 0)
     //            Pawns |= $this->Tiles[(nRank - 2) * 8 + nFile];
     //    }
     //    $this->PlayerTurn = 1;
     //    Pawns |= FindTilesAttackedByPawn(nRank, nFile) & $this->n64WPawns;
     //    if (nRank < 6)
     //    {
     //        if (($this->n64BPawns & $this->Tiles[(nRank + 1) * 8 + nFile]) > 0)
     //            Pawns |= $this->Tiles[(nRank + 1) * 8 + nFile];
     //        else if (nRank == 4 && ($this->n64BPawns & $this->Tiles[(nRank + 2) * 8 + nFile]) > 0 &&
     //                 ($this->n64All & $this->Tiles[(nRank + 2) * 8 + nFile]) > 0)
     //            Pawns |= $this->Tiles[(nRank + 2) * 8 + nFile];
     //    }
     //    $this->PlayerTurn = 0;
     //}
     //else if($this->PlayerTurn == 1)
     //{
     //    Pawns = FindTilesAttackedByPawn(nRank, nFile) & $this->n64WPawns;
     //    if (nRank < 6)
     //    {
     //        if (($this->n64BPawns & $this->Tiles[(nRank + 1) * 8 + nFile]) > 0)
     //            Pawns |= $this->Tiles[(nRank + 1) * 8 + nFile];
     //        else if (nRank == 4 && ($this->n64BPawns & $this->Tiles[(nRank + 2) * 8 + nFile]) > 0 &&
     //                 ($this->n64All & $this->Tiles[(nRank + 2) * 8 + nFile]) > 0)
     //            Pawns |= $this->Tiles[(nRank + 2) * 8 + nFile];
     //    }
     //    $this->PlayerTurn = 0;
     //    Pawns |= FindTilesAttackedByPawn(nRank, nFile) & $this->n64BPawns;
     //    if (nRank > 1)
     //    {
     //        if (($this->n64WPawns & $this->Tiles[(nRank - 1) * 8 + nFile]) > 0)
     //            Pawns |= $this->Tiles[(nRank - 1) * 8 + nFile];
     //        else if (nRank == 3 && ($this->n64WPawns & $this->Tiles[(nRank - 2) * 8 + nFile]) > 0 &&
     //                 ($this->n64All & $this->Tiles[(nRank - 2) * 8 + nFile]) > 0)
     //            Pawns |= $this->Tiles[(nRank - 2) * 8 + nFile];
     //    }
     //    $this->PlayerTurn = 1;
     //}
     // Combine all bitmaps and return.
     return $Kings->_OR($Bishops)->_OR($Rooks)->_OR($Knights)->_OR($Pawns);
 }