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https://github.com/sockspls/badfish
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Further parametrize generate_pawn_captures
We can parametrize for the capture direction too. Also use a single template parameter and calculate (at compile time) remainin parameters directly in the function. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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1 changed files with 49 additions and 40 deletions
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@ -56,10 +56,13 @@ namespace {
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template<Color Us, Rank, Bitboard, SquareDelta>
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template<Color Us, Rank, Bitboard, SquareDelta>
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MoveStack* generate_pawn_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*);
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MoveStack* generate_pawn_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*);
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template<Color, Color, Bitboard, SquareDelta, SquareDelta, SquareDelta>
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template<Color Us>
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MoveStack* generate_pawn_captures(const Position& pos, MoveStack* mlist);
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MoveStack* generate_pawn_captures(const Position& pos, MoveStack* mlist);
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template<Color, Color, Bitboard, Bitboard, SquareDelta, SquareDelta, SquareDelta>
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template<Color Us, SquareDelta Diagonal>
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MoveStack* generate_pawn_captures_diagonal(MoveStack* mlist, Bitboard pawns, Bitboard enemyPieces);
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template<Color Us>
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MoveStack* generate_pawn_noncaptures(const Position& pos, MoveStack* mlist);
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MoveStack* generate_pawn_noncaptures(const Position& pos, MoveStack* mlist);
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template<Color, Color, Bitboard, Bitboard, SquareDelta>
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template<Color, Color, Bitboard, Bitboard, SquareDelta>
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@ -105,11 +108,11 @@ namespace {
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assert(Piece == PAWN);
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assert(Piece == PAWN);
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if (Type == CAPTURE)
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if (Type == CAPTURE)
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return (us == WHITE ? generate_pawn_captures<WHITE, BLACK, Rank8BB, DELTA_NE, DELTA_NW, DELTA_N>(p, m)
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return (us == WHITE ? generate_pawn_captures<WHITE>(p, m)
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: generate_pawn_captures<BLACK, WHITE, Rank1BB, DELTA_SE, DELTA_SW, DELTA_S>(p, m));
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: generate_pawn_captures<BLACK>(p, m));
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else
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else
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return (us == WHITE ? generate_pawn_noncaptures<WHITE, BLACK, Rank8BB, Rank3BB, DELTA_NE, DELTA_NW, DELTA_N>(p, m)
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return (us == WHITE ? generate_pawn_noncaptures<WHITE>(p, m)
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: generate_pawn_noncaptures<BLACK, WHITE, Rank1BB, Rank6BB, DELTA_SE, DELTA_SW, DELTA_S>(p, m));
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: generate_pawn_noncaptures<BLACK>(p, m));
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}
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}
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template<PieceType>
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template<PieceType>
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@ -610,24 +613,27 @@ namespace {
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return mlist;
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return mlist;
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}
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}
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template<Color Us, Color Them, Bitboard TRank8BB, SquareDelta TDELTA_NE,
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template<Color Us, SquareDelta Diagonal>
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SquareDelta TDELTA_NW, SquareDelta TDELTA_N
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MoveStack* generate_pawn_captures_diagonal(MoveStack* mlist, Bitboard pawns, Bitboard enemyPieces) {
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>
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MoveStack* generate_pawn_captures(const Position& pos, MoveStack* mlist) {
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// Calculate our parametrized parameters at compile time
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const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB);
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const Bitboard TFileABB = (Diagonal == DELTA_NE ? FileABB : FileHBB);
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const SquareDelta TDELTA_NE = (Us == WHITE ? DELTA_NE : DELTA_SE);
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const SquareDelta TDELTA_NW = (Us == WHITE ? DELTA_NW : DELTA_SW);
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const SquareDelta TTDELTA_NE = (Diagonal == DELTA_NE ? TDELTA_NE : TDELTA_NW);
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Square to;
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Square to;
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Bitboard pawns = pos.pawns(Us);
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Bitboard enemyPieces = pos.pieces_of_color(Them);
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// Captures in the a1-h8 (a8-h1 for black) direction
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// Captures in the a1-h8 (a8-h1 for black) diagonal or in the h1-a8 (h8-a1 for black)
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Bitboard b1 = move_pawns<Us, DELTA_NE>(pawns) & ~FileABB & enemyPieces;
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Bitboard b1 = move_pawns<Us, Diagonal>(pawns) & ~TFileABB & enemyPieces;
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// Capturing promotions
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// Capturing promotions
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Bitboard b2 = b1 & TRank8BB;
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Bitboard b2 = b1 & TRank8BB;
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while (b2)
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while (b2)
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{
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{
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to = pop_1st_bit(&b2);
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to = pop_1st_bit(&b2);
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(*mlist++).move = make_promotion_move(to - TDELTA_NE, to, QUEEN);
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(*mlist++).move = make_promotion_move(to - TTDELTA_NE, to, QUEEN);
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}
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}
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// Capturing non-promotions
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// Capturing non-promotions
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@ -635,30 +641,29 @@ namespace {
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while (b2)
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while (b2)
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{
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{
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to = pop_1st_bit(&b2);
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to = pop_1st_bit(&b2);
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(*mlist++).move = make_move(to - TDELTA_NE, to);
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(*mlist++).move = make_move(to - TTDELTA_NE, to);
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}
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return mlist;
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}
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}
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// Captures in the h1-a8 (h8-a1 for black) direction
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template<Color Us>
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b1 = move_pawns<Us, DELTA_NW>(pawns) & ~FileHBB & enemyPieces;
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MoveStack* generate_pawn_captures(const Position& pos, MoveStack* mlist) {
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// Capturing promotions
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// Calculate our parametrized parameters at compile time
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b2 = b1 & TRank8BB;
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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while (b2)
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const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB);
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{
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const SquareDelta TDELTA_N = (Us == WHITE ? DELTA_N : DELTA_S);
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to = pop_1st_bit(&b2);
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(*mlist++).move = make_promotion_move(to - TDELTA_NW, to, QUEEN);
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}
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// Capturing non-promotions
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Square to;
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b2 = b1 & ~TRank8BB;
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Bitboard pawns = pos.pawns(Us);
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while (b2)
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Bitboard enemyPieces = pos.pieces_of_color(opposite_color(Us));
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{
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to = pop_1st_bit(&b2);
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// Standard captures and capturing promotions in both directions
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(*mlist++).move = make_move(to - TDELTA_NW, to);
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mlist = generate_pawn_captures_diagonal<Us, DELTA_NE>(mlist, pawns, enemyPieces);
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}
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mlist = generate_pawn_captures_diagonal<Us, DELTA_NW>(mlist, pawns, enemyPieces);
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// Non-capturing promotions
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// Non-capturing promotions
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b1 = move_pawns<Us, DELTA_N>(pawns) & pos.empty_squares() & TRank8BB;
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Bitboard b1 = move_pawns<Us, DELTA_N>(pawns) & pos.empty_squares() & TRank8BB;
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while (b1)
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while (b1)
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{
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{
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to = pop_1st_bit(&b1);
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to = pop_1st_bit(&b1);
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@ -683,16 +688,21 @@ namespace {
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return mlist;
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return mlist;
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}
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}
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template<Color Us, Color Them, Bitboard TRank8BB, Bitboard TRank3BB,
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template<Color Us>
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SquareDelta TDELTA_NE, SquareDelta TDELTA_NW, SquareDelta TDELTA_N
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>
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MoveStack* generate_pawn_noncaptures(const Position& pos, MoveStack* mlist) {
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MoveStack* generate_pawn_noncaptures(const Position& pos, MoveStack* mlist) {
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Bitboard pawns = pos.pawns(Us);
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// Calculate our parametrized parameters at compile time
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Bitboard enemyPieces = pos.pieces_of_color(Them);
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const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB);
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Bitboard emptySquares = pos.empty_squares();
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const Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);
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const SquareDelta TDELTA_NE = (Us == WHITE ? DELTA_NE : DELTA_SE);
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const SquareDelta TDELTA_NW = (Us == WHITE ? DELTA_NW : DELTA_SW);
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const SquareDelta TDELTA_N = (Us == WHITE ? DELTA_N : DELTA_S);
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Bitboard b1, b2;
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Bitboard b1, b2;
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Square to;
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Square to;
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Bitboard pawns = pos.pawns(Us);
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Bitboard enemyPieces = pos.pieces_of_color(opposite_color(Us));
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Bitboard emptySquares = pos.empty_squares();
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// Underpromotion captures in the a1-h8 (a8-h1 for black) direction
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// Underpromotion captures in the a1-h8 (a8-h1 for black) direction
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b1 = move_pawns<Us, DELTA_NE>(pawns) & ~FileABB & enemyPieces & TRank8BB;
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b1 = move_pawns<Us, DELTA_NE>(pawns) & ~FileABB & enemyPieces & TRank8BB;
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@ -745,7 +755,6 @@ namespace {
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template<Color Us, Color Them, Bitboard TRank8BB, Bitboard TRank3BB, SquareDelta TDELTA_N>
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template<Color Us, Color Them, Bitboard TRank8BB, Bitboard TRank3BB, SquareDelta TDELTA_N>
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MoveStack* generate_pawn_checks(const Position& pos, Bitboard dc, Square ksq, MoveStack* mlist)
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MoveStack* generate_pawn_checks(const Position& pos, Bitboard dc, Square ksq, MoveStack* mlist)
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{
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{
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// Find all friendly pawns not on the enemy king's file
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Bitboard b1, b2, b3;
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Bitboard b1, b2, b3;
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Bitboard empty = pos.empty_squares();
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Bitboard empty = pos.empty_squares();
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