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Simplify generate_castle()

Skipping the calls to std::min(), std::man() we get
even a nice speed-up on perft.

No functional change.
This commit is contained in:
Marco Costalba 2012-09-09 10:49:25 +02:00
parent 834bd9edd7
commit 0dacab65eb

View file

@ -17,7 +17,6 @@
along with this program. If not, see <http://www.gnu.org/licenses/>. along with this program. If not, see <http://www.gnu.org/licenses/>.
*/ */
#include <algorithm>
#include <cassert> #include <cassert>
#include "movegen.h" #include "movegen.h"
@ -47,9 +46,8 @@ namespace {
assert(!pos.in_check()); assert(!pos.in_check());
for (Square s = std::min(kfrom, kto), e = std::max(kfrom, kto); s <= e; s++) for (Square s = kto; s != kfrom; s += (Square)(Side == KING_SIDE ? -1 : 1))
if ( s != kfrom // We are not in check if (pos.attackers_to(s) & enemies)
&& (pos.attackers_to(s) & enemies))
return mlist; return mlist;
// Because we generate only legal castling moves we need to verify that // Because we generate only legal castling moves we need to verify that