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Use see() instead of see_sign() in previous patch

Before it was working by accident in case of
see_sign() and failing with see() due to how
castle moves are coded (king captures the rook).

Better to explicitly filter out castling moves
and use see() without any surprise/trick.

No functional case.
This commit is contained in:
Marco Costalba 2014-06-03 12:38:58 +02:00
parent 6f48367094
commit 187a9fe5e7

View file

@ -870,8 +870,9 @@ moves_loop: // When in check and at SpNode search starts from here
// Decrease reduction for moves that escape a capture
if ( ss->reduction
&& type_of(move) == NORMAL
&& type_of(pos.piece_on(to_sq(move))) != PAWN
&& pos.see_sign(make_move(to_sq(move), from_sq(move))) < 0)
&& pos.see(make_move(to_sq(move), from_sq(move))) < 0)
ss->reduction = std::max(DEPTH_ZERO, ss->reduction - ONE_PLY);
Depth d = std::max(newDepth - ss->reduction, ONE_PLY);