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Rename attacks_to() in attackers_to()
These functions return bitboard of attacking pieces, not the attacks themselfs so reflect this in the name. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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049139d025
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4 changed files with 21 additions and 20 deletions
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@ -235,7 +235,7 @@ MoveStack* generate_evasions(const Position& pos, MoveStack* mlist, Bitboard pin
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// Find squares attacked by slider checkers, we will
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// remove them from king evasions set so to avoid a couple
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// of cycles in the slow king evasions legality check loop
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// and to be able to use attacks_to().
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// and to be able to use attackers_to().
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Bitboard checkers = pos.checkers();
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Bitboard checkersAttacks = EmptyBoardBB;
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Bitboard b = checkers & pos.pieces(BISHOP, QUEEN);
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@ -257,9 +257,9 @@ MoveStack* generate_evasions(const Position& pos, MoveStack* mlist, Bitboard pin
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while (b1)
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{
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to = pop_1st_bit(&b1);
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// Note that we can use attacks_to() only because we
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// Note that we can use attackers_to() only because we
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// have already removed slider checkers.
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if (!pos.attacks_to(to, them))
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if (!pos.attackers_to(to, them))
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(*mlist++).move = make_move(ksq, to);
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}
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@ -441,7 +441,7 @@ bool move_is_legal(const Position& pos, const Move m, Bitboard pinned) {
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// is occupied or under attack.
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for (s = Min(from, g1); s <= Max(from, g1); s++)
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if ( (s != from && s != to && !pos.square_is_empty(s))
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|| pos.attacks_to(s, them))
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|| pos.attackers_to(s, them))
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illegal = true;
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// Check if any of the squares between king and rook
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@ -472,7 +472,7 @@ bool move_is_legal(const Position& pos, const Move m, Bitboard pinned) {
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for (s = Min(from, c1); s <= Max(from, c1); s++)
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if( (s != from && s != to && !pos.square_is_empty(s))
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|| pos.attacks_to(s, them))
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|| pos.attackers_to(s, them))
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illegal = true;
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for (s = Min(to, d1); s <= Max(to, d1); s++)
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@ -942,7 +942,7 @@ namespace {
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// It is a bit complicated to correctly handle Chess960
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for (s = Min(ksq, s1); s <= Max(ksq, s1); s++)
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if ( (s != ksq && s != rsq && pos.square_is_occupied(s))
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|| pos.attacks_to(s, them))
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|| pos.attackers_to(s, them))
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illegal = true;
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for (s = Min(rsq, s2); s <= Max(rsq, s2); s++)
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@ -379,10 +379,10 @@ Bitboard Position::discovered_check_candidates(Color c) const {
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return hidden_checkers<false>(c);
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}
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/// Position::attacks_to() computes a bitboard containing all pieces which
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/// Position::attackers_to() computes a bitboard containing all pieces which
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/// attacks a given square.
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Bitboard Position::attacks_to(Square s) const {
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Bitboard Position::attackers_to(Square s) const {
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return (pawn_attacks(s, BLACK) & pieces(PAWN, WHITE))
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| (pawn_attacks(s, WHITE) & pieces(PAWN, BLACK))
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@ -446,14 +446,14 @@ bool Position::move_attacks_square(Move m, Square s) const {
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/// Position::find_checkers() computes the checkersBB bitboard, which
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/// contains a nonzero bit for each checking piece (0, 1 or 2). It
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/// currently works by calling Position::attacks_to, which is probably
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/// currently works by calling Position::attackers_to, which is probably
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/// inefficient. Consider rewriting this function to use the last move
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/// played, like in non-bitboard versions of Glaurung.
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void Position::find_checkers() {
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Color us = side_to_move();
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st->checkersBB = attacks_to(king_square(us), opposite_color(us));
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st->checkersBB = attackers_to(king_square(us), opposite_color(us));
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}
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@ -510,7 +510,7 @@ bool Position::pl_move_is_legal(Move m, Bitboard pinned) const {
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// If the moving piece is a king, check whether the destination
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// square is attacked by the opponent.
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if (type_of_piece_on(from) == KING)
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return !attacks_to(move_to(m), opposite_color(us));
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return !attackers_to(move_to(m), opposite_color(us));
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// A non-king move is legal if and only if it is not pinned or it
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// is moving along the ray towards or away from the king.
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@ -864,7 +864,7 @@ void Position::do_move(Move m, StateInfo& newSt, Bitboard dcCandidates) {
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// Update checkers bitboard, piece must be already moved
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if (ep | pm)
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st->checkersBB = attacks_to(king_square(them), us);
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st->checkersBB = attackers_to(king_square(them), us);
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else
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{
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st->checkersBB = EmptyBoardBB;
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@ -1041,7 +1041,7 @@ void Position::do_castle_move(Move m) {
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st->rule50 = 0;
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// Update checkers BB
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st->checkersBB = attacks_to(king_square(them), us);
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st->checkersBB = attackers_to(king_square(them), us);
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// Finish
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sideToMove = opposite_color(sideToMove);
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@ -1923,7 +1923,7 @@ bool Position::is_ok(int* failedStep) const {
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Color us = side_to_move();
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Color them = opposite_color(us);
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Square ksq = king_square(them);
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if (attacks_to(ksq, us))
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if (attackers_to(ksq, us))
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return false;
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}
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@ -196,8 +196,8 @@ public:
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Square piece_list(Color c, PieceType pt, int index) const;
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// Attack information to a given square
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Bitboard attacks_to(Square s) const;
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Bitboard attacks_to(Square s, Color c) const;
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Bitboard attackers_to(Square s) const;
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Bitboard attackers_to(Square s, Color c) const;
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template<PieceType> Bitboard piece_attacks(Square s) const;
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Bitboard pawn_attacks(Square s, Color c) const;
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@ -483,9 +483,9 @@ inline Bitboard Position::piece_attacks_square(Square f, Square t) const {
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return bit_is_set(piece_attacks<Piece>(f), t);
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}
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inline Bitboard Position::attacks_to(Square s, Color c) const {
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inline Bitboard Position::attackers_to(Square s, Color c) const {
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return attacks_to(s) & pieces_of_color(c);
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return attackers_to(s) & pieces_of_color(c);
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}
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inline bool Position::pawn_is_passed(Color c, Square s) const {
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@ -2439,8 +2439,9 @@ namespace {
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n = Slowdown;
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for (i = 0; i < n; i++) {
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Square s = Square(i&63);
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if (count_1s(pos.attacks_to(s)) > 63)
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std::cout << "This can't happen, but I put this string here anyway, in order to prevent the compiler from optimizing away the useless computation." << std::endl;
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if (count_1s(pos.attackers_to(s)) > 63)
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std::cout << "This can't happen, but I put this string here anyway, in order to "
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"prevent the compiler from optimizing away the useless computation." << std::endl;
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}
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}
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