/*
  Stockfish, a UCI chess playing engine derived from Glaurung 2.1
  Copyright (C) 2004-2021 The Stockfish developers (see AUTHORS file)

  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 Stockfish {

namespace {

  template<MoveType T>
  ExtMove* make_move_and_gating(const Position& pos, ExtMove* moveList, Color us, Square from, Square to) {

    // Arrow gating moves
    if (pos.arrow_gating())
    {
        for (PieceType pt_gating : pos.piece_types())
            if (pos.count_in_hand(us, pt_gating) > 0)
            {
                Bitboard b = pos.drop_region(us, pt_gating) & moves_bb(us, type_of(pos.piece_on(from)), to, pos.pieces() ^ from) & ~(pos.pieces() ^ from);
                while (b)
                    *moveList++ = make_gating<T>(from, to, pt_gating, pop_lsb(b));
            }
        return moveList;
    }

    *moveList++ = make<T>(from, to);

    // Gating moves
    if (pos.seirawan_gating() && (pos.gates(us) & from))
        for (PieceType pt_gating : pos.piece_types())
            if (pos.count_in_hand(us, pt_gating) > 0 && (pos.drop_region(us, pt_gating) & from))
                *moveList++ = make_gating<T>(from, to, pt_gating, from);
    if (pos.seirawan_gating() && T == CASTLING && (pos.gates(us) & to))
        for (PieceType pt_gating : pos.piece_types())
            if (pos.count_in_hand(us, pt_gating) > 0 && (pos.drop_region(us, pt_gating) & to))
                *moveList++ = make_gating<T>(from, to, pt_gating, to);

    return moveList;
  }

  template<Color c, GenType Type, Direction D>
  ExtMove* make_promotions(const Position& pos, ExtMove* moveList, Square to) {

    if (Type == CAPTURES || Type == EVASIONS || Type == NON_EVASIONS)
    {
        for (PieceType pt : pos.promotion_piece_types())
            if (!pos.promotion_limit(pt) || pos.promotion_limit(pt) > pos.count(c, pt))
                *moveList++ = make<PROMOTION>(to - D, to, pt);
        PieceType pt = pos.promoted_piece_type(PAWN);
        if (pt && !(pos.piece_promotion_on_capture() && pos.empty(to)))
            *moveList++ = make<PIECE_PROMOTION>(to - D, to);
    }

    return moveList;
  }

  template<Color Us, GenType Type>
  ExtMove* generate_drops(const Position& pos, ExtMove* moveList, PieceType pt, Bitboard b) {
    assert(Type != CAPTURES);
    // Do not generate virtual drops for perft and at root
    if (pos.count_in_hand(Us, pt) > 0 || (Type != NON_EVASIONS && pos.two_boards() && pos.allow_virtual_drop(Us, pt)))
    {
        // Restrict to valid target
        b &= pos.drop_region(Us, pt);

        // Add to move list
        if (pos.drop_promoted() && pos.promoted_piece_type(pt))
        {
            Bitboard b2 = b;
            if (Type == QUIET_CHECKS)
                b2 &= pos.check_squares(pos.promoted_piece_type(pt));
            while (b2)
                *moveList++ = make_drop(pop_lsb(b2), pt, pos.promoted_piece_type(pt));
        }
        if (Type == QUIET_CHECKS || pos.count_in_hand(Us, pt) <= 0)
            b &= pos.check_squares(pt);
        while (b)
            *moveList++ = make_drop(pop_lsb(b), pt, pt);
    }

    return moveList;
  }

  template<Color Us, GenType Type>
  ExtMove* generate_pawn_moves(const Position& pos, ExtMove* moveList, Bitboard target) {

    constexpr Color     Them     = ~Us;
    constexpr Direction Up       = pawn_push(Us);
    constexpr Direction Down     = -pawn_push(Us);
    constexpr Direction UpRight  = (Us == WHITE ? NORTH_EAST : SOUTH_WEST);
    constexpr Direction UpLeft   = (Us == WHITE ? NORTH_WEST : SOUTH_EAST);

    Bitboard TRank8BB = pos.mandatory_pawn_promotion() ? rank_bb(relative_rank(Us, pos.promotion_rank(), pos.max_rank()))
                                                       : zone_bb(Us, pos.promotion_rank(), pos.max_rank());
    Bitboard TRank7BB = shift<Down>(TRank8BB);
    // Define squares a pawn can pass during a double step
    Bitboard  TRank3BB =  forward_ranks_bb(Us, relative_rank(Us, pos.double_step_rank_min(), pos.max_rank()))
                        & ~shift<Up>(forward_ranks_bb(Us, relative_rank(Us, pos.double_step_rank_max(), pos.max_rank())));

    const Bitboard emptySquares = Type == QUIETS || Type == QUIET_CHECKS ? target : ~pos.pieces() & pos.board_bb();
    const Bitboard enemies      = Type == EVASIONS ? (pos.checkers() & pos.non_sliding_riders() ? pos.pieces(Them) : pos.checkers())
                                : Type == CAPTURES ? target : pos.pieces(Them);

    Bitboard pawnsOn7    = pos.pieces(Us, PAWN) &  TRank7BB;
    Bitboard pawnsNotOn7 = pos.pieces(Us, PAWN) & (pos.mandatory_pawn_promotion() ? ~TRank7BB : AllSquares);

    // Single and double pawn pushes, no promotions
    if (Type != CAPTURES)
    {
        Bitboard b1 = shift<Up>(pawnsNotOn7)   & emptySquares;
        Bitboard b2 = pos.double_step_enabled() ? shift<Up>(b1 & TRank3BB) & emptySquares : Bitboard(0);

        if (Type == EVASIONS) // Consider only blocking squares
        {
            b1 &= target;
            b2 &= target;
        }

        if (Type == QUIET_CHECKS && pos.count<KING>(Them))
        {
            // To make a quiet check, you either make a direct check by pushing a pawn
            // or push a blocker pawn that is not on the same file as the enemy king.
            // Discovered check promotion has been already generated amongst the captures.
            Square ksq = pos.square<KING>(Them);
            Bitboard dcCandidatePawns = pos.blockers_for_king(Them) & ~file_bb(ksq);
            b1 &= pawn_attacks_bb(Them, ksq) | shift<   Up>(dcCandidatePawns);
            b2 &= pawn_attacks_bb(Them, ksq) | shift<Up+Up>(dcCandidatePawns);
        }

        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)
    {
        Bitboard b1 = shift<UpRight>(pawnsOn7) & enemies;
        Bitboard b2 = shift<UpLeft >(pawnsOn7) & enemies;
        Bitboard b3 = shift<Up     >(pawnsOn7) & emptySquares;

        if (Type == EVASIONS)
            b3 &= target;

        while (b1)
            moveList = make_promotions<Us, Type, UpRight>(pos, moveList, pop_lsb(b1));

        while (b2)
            moveList = make_promotions<Us, Type, UpLeft >(pos, moveList, pop_lsb(b2));

        while (b3)
            moveList = make_promotions<Us, Type, Up     >(pos, moveList, pop_lsb(b3));
    }

    // Sittuyin promotions
    if (pos.sittuyin_promotion() && (Type == CAPTURES || Type == EVASIONS || Type == NON_EVASIONS))
    {
        Bitboard pawns = pos.pieces(Us, PAWN);
        // Pawns need to be on diagonals on opponent's half if there is more than one pawn
        if (pos.count<PAWN>(Us) > 1)
            pawns &=  (  PseudoAttacks[Us][BISHOP][make_square(FILE_A, relative_rank(Us, RANK_1, pos.max_rank()))]
                       | PseudoAttacks[Us][BISHOP][make_square(pos.max_file(), relative_rank(Us, RANK_1, pos.max_rank()))])
                    & forward_ranks_bb(Us, relative_rank(Us, Rank((pos.max_rank() - 1) / 2), pos.max_rank()));
        while (pawns)
        {
            Square from = pop_lsb(pawns);
            for (PieceType pt : pos.promotion_piece_types())
            {
                if (pos.promotion_limit(pt) && pos.promotion_limit(pt) <= pos.count(Us, pt))
                    continue;
                Bitboard b = (pos.attacks_from(Us, pt, from) & ~pos.pieces()) | from;
                if (Type == EVASIONS)
                    b &= target;

                while (b)
                {
                    Square to = pop_lsb(b);
                    if (!(attacks_bb(Us, pt, to, pos.pieces() ^ from) & pos.pieces(Them)))
                        *moveList++ = make<PROMOTION>(from, to, pt);
                }
            }
        }
    }

    // Standard and en passant captures
    if (Type == CAPTURES || Type == EVASIONS || Type == NON_EVASIONS)
    {
        Bitboard b1 = shift<UpRight>(pawnsNotOn7) & enemies;
        Bitboard b2 = shift<UpLeft >(pawnsNotOn7) & enemies;

        while (b1)
        {
            Square to = pop_lsb(b1);
            *moveList++ = make_move(to - UpRight, to);
        }

        while (b2)
        {
            Square to = pop_lsb(b2);
            *moveList++ = make_move(to - UpLeft, to);
        }

        if (pos.ep_square() != SQ_NONE)
        {
            assert(relative_rank(Them, rank_of(pos.ep_square()), pos.max_rank()) <= Rank(pos.double_step_rank_max() + 1));

            // An en passant capture cannot resolve a discovered check
            if (Type == EVASIONS && (target & (pos.ep_square() + Up)))
                return moveList;

            b1 = pawnsNotOn7 & pawn_attacks_bb(Them, pos.ep_square());

            assert(b1);

            while (b1)
                *moveList++ = make<EN_PASSANT>(pop_lsb(b1), pos.ep_square());
        }
    }

    return moveList;
  }


  template<Color Us, bool Checks>
  ExtMove* generate_moves(const Position& pos, ExtMove* moveList, PieceType Pt, Bitboard target) {

    assert(Pt != KING && Pt != PAWN);

    Bitboard bb = pos.pieces(Us, Pt);

    while (bb)
    {
        Square from = pop_lsb(bb);

        Bitboard b1 = (  (pos.attacks_from(Us, Pt, from) & pos.pieces())
                       | (pos.moves_from(Us, Pt, from) & ~pos.pieces())) & target;
        PieceType promPt = pos.promoted_piece_type(Pt);
        Bitboard b2 = promPt && (!pos.promotion_limit(promPt) || pos.promotion_limit(promPt) > pos.count(Us, promPt)) ? b1 : Bitboard(0);
        Bitboard b3 = pos.piece_demotion() && pos.is_promoted(from) ? b1 : Bitboard(0);

        if (Checks)
        {
            b1 &= pos.check_squares(Pt);
            if (b2)
                b2 &= pos.check_squares(pos.promoted_piece_type(Pt));
            if (b3)
                b3 &= pos.check_squares(type_of(pos.unpromoted_piece_on(from)));
        }

        // Restrict target squares considering promotion zone
        if (b2 | b3)
        {
            Bitboard promotion_zone = zone_bb(Us, pos.promotion_rank(), pos.max_rank());
            if (pos.mandatory_piece_promotion())
                b1 &= (promotion_zone & from ? Bitboard(0) : ~promotion_zone) | (pos.piece_promotion_on_capture() ? ~pos.pieces() : Bitboard(0));
            // Exclude quiet promotions/demotions
            if (pos.piece_promotion_on_capture())
            {
                b2 &= pos.pieces();
                b3 &= pos.pieces();
            }
            // Consider promotions/demotions into promotion zone
            if (!(promotion_zone & from))
            {
                b2 &= promotion_zone;
                b3 &= promotion_zone;
            }
        }

        while (b1)
            moveList = make_move_and_gating<NORMAL>(pos, moveList, Us, from, pop_lsb(b1));

        // Shogi-style piece promotions
        while (b2)
            *moveList++ = make<PIECE_PROMOTION>(from, pop_lsb(b2));

        // Piece demotions
        while (b3)
            *moveList++ = make<PIECE_DEMOTION>(from, pop_lsb(b3));
    }

    return moveList;
  }


  template<Color Us, GenType Type>
  ExtMove* generate_all(const Position& pos, ExtMove* moveList) {

    static_assert(Type != LEGAL, "Unsupported type in generate_all()");

    constexpr bool Checks = Type == QUIET_CHECKS; // Reduce template instantiations
    const Square ksq = pos.count<KING>(Us) ? pos.square<KING>(Us) : SQ_NONE;
    Bitboard target;

    // Skip generating non-king moves when in double check
    if (Type != EVASIONS || !more_than_one(pos.checkers() & ~pos.non_sliding_riders()))
    {
        target = Type == EVASIONS     ?  between_bb(ksq, lsb(pos.checkers()))
               : Type == NON_EVASIONS ? ~pos.pieces( Us)
               : Type == CAPTURES     ?  pos.pieces(~Us)
                                      : ~pos.pieces(   ); // QUIETS || QUIET_CHECKS

        if (Type == EVASIONS)
        {
            if (pos.checkers() & pos.non_sliding_riders())
                target = ~pos.pieces(Us);
            // Leaper attacks can not be blocked
            Square checksq = lsb(pos.checkers());
            if (LeaperAttacks[~Us][type_of(pos.piece_on(checksq))][checksq] & pos.square<KING>(Us))
                target = pos.checkers();
        }

        target &= pos.board_bb();

        moveList = generate_pawn_moves<Us, Type>(pos, moveList, target);
        for (PieceType pt : pos.piece_types())
            if (pt != PAWN && pt != KING)
                moveList = generate_moves<Us, Checks>(pos, moveList, pt, target);
        // generate drops
        if (pos.piece_drops() && Type != CAPTURES && (pos.count_in_hand(Us, ALL_PIECES) > 0 || pos.two_boards()))
            for (PieceType pt : pos.piece_types())
                moveList = generate_drops<Us, Type>(pos, moveList, pt, target & ~pos.pieces(~Us));

        // Castling with non-king piece
        if (!pos.count<KING>(Us) && Type != CAPTURES && pos.can_castle(Us & ANY_CASTLING))
        {
            Square from = pos.castling_king_square(Us);
            for(CastlingRights cr : { Us & KING_SIDE, Us & QUEEN_SIDE } )
                if (!pos.castling_impeded(cr) && pos.can_castle(cr))
                    moveList = make_move_and_gating<CASTLING>(pos, moveList, Us, from, pos.castling_rook_square(cr));
        }

        // Special moves
        if (pos.cambodian_moves() && pos.gates(Us))
        {
            if (Type != CAPTURES && Type != EVASIONS && (pos.pieces(Us, KING) & pos.gates(Us)))
            {
                Square from = pos.square<KING>(Us);
                Bitboard b = PseudoAttacks[WHITE][KNIGHT][from] & rank_bb(rank_of(from + (Us == WHITE ? NORTH : SOUTH)))
                            & target & ~pos.pieces();
                while (b)
                    moveList = make_move_and_gating<SPECIAL>(pos, moveList, Us, from, pop_lsb(b));
            }

            Bitboard b = pos.pieces(Us, FERS) & pos.gates(Us);
            while (b)
            {
                Square from = pop_lsb(b);
                Square to = from + 2 * (Us == WHITE ? NORTH : SOUTH);
                if (is_ok(to) && (target & to))
                    moveList = make_move_and_gating<SPECIAL>(pos, moveList, Us, from, to);
            }
        }

        // Workaround for passing: Execute a non-move with any piece
        if (pos.pass() && !pos.count<KING>(Us) && pos.pieces(Us))
            *moveList++ = make<SPECIAL>(lsb(pos.pieces(Us)), lsb(pos.pieces(Us)));
    }

    // King moves
    if (pos.count<KING>(Us) && (!Checks || pos.blockers_for_king(~Us) & ksq))
    {
        Bitboard b = (  (pos.attacks_from(Us, KING, ksq) & pos.pieces())
                      | (pos.moves_from(Us, KING, ksq) & ~pos.pieces())) & (Type == EVASIONS ? ~pos.pieces(Us) : target);
        while (b)
            moveList = make_move_and_gating<NORMAL>(pos, moveList, Us, ksq, pop_lsb(b));

        // Passing move by king
        if (pos.pass())
            *moveList++ = make<SPECIAL>(ksq, ksq);

        if ((Type == QUIETS || Type == NON_EVASIONS) && pos.can_castle(Us & ANY_CASTLING))
            for (CastlingRights cr : { Us & KING_SIDE, Us & QUEEN_SIDE } )
                if (!pos.castling_impeded(cr) && pos.can_castle(cr))
                    moveList = make_move_and_gating<CASTLING>(pos, moveList, Us,ksq, pos.castling_rook_square(cr));
    }

    return moveList;
  }

} // namespace


/// <CAPTURES>     Generates all pseudo-legal captures plus queen promotions
/// <QUIETS>       Generates all pseudo-legal non-captures and underpromotions
/// <EVASIONS>     Generates all pseudo-legal check evasions when the side to move is in check
/// <QUIET_CHECKS> Generates all pseudo-legal non-captures giving check, except castling and promotions
/// <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) {

  static_assert(Type != LEGAL, "Unsupported type in generate()");
  assert((Type == EVASIONS) == (bool)pos.checkers());

  Color us = pos.side_to_move();

  return us == WHITE ? generate_all<WHITE, Type>(pos, moveList)
                     : generate_all<BLACK, Type>(pos, moveList);
}

// Explicit template instantiations
template ExtMove* generate<CAPTURES>(const Position&, ExtMove*);
template ExtMove* generate<QUIETS>(const Position&, ExtMove*);
template ExtMove* generate<EVASIONS>(const Position&, ExtMove*);
template ExtMove* generate<QUIET_CHECKS>(const Position&, ExtMove*);
template ExtMove* generate<NON_EVASIONS>(const Position&, ExtMove*);


/// generate<LEGAL> generates all the legal moves in the given position

template<>
ExtMove* generate<LEGAL>(const Position& pos, ExtMove* moveList) {

  if (pos.is_immediate_game_end())
      return moveList;

  ExtMove* cur = moveList;

  moveList = pos.checkers() ? generate<EVASIONS    >(pos, moveList)
                            : generate<NON_EVASIONS>(pos, moveList);
  while (cur != moveList)
      if (!pos.legal(*cur) || pos.virtual_drop(*cur))
          *cur = (--moveList)->move;
      else
          ++cur;

  return moveList;
}

} // namespace Stockfish
