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https://github.com/sockspls/badfish
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Use move_pawns() in Pawns::probe
And rename some stuff. No functional change.
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02420d4670
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4 changed files with 37 additions and 35 deletions
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@ -96,6 +96,18 @@ inline bool more_than_one(Bitboard b) {
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}
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/// shift_bb() moves bitboard one step along direction Delta. Mainly for pawns.
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template<Square Delta>
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inline Bitboard shift_bb(Bitboard b) {
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return Delta == DELTA_N ? b << 8 : Delta == DELTA_S ? b >> 8
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: Delta == DELTA_NE ? (b & ~FileHBB) << 9 : Delta == DELTA_SE ? (b & ~FileHBB) >> 7
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: Delta == DELTA_NW ? (b & ~FileABB) << 7 : Delta == DELTA_SW ? (b & ~FileABB) >> 9
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: 0;
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}
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/// rank_bb() and file_bb() take a file or a square as input and return
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/// a bitboard representing all squares on the given file or rank.
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@ -433,7 +433,8 @@ Value do_evaluate(const Position& pos, Value& margin) {
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template<Color Us>
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void init_eval_info(const Position& pos, EvalInfo& ei) {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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const Square Down = (Us == WHITE ? DELTA_S : DELTA_N);
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Bitboard b = ei.attackedBy[Them][KING] = pos.attacks_from<KING>(pos.king_square(Them));
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ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us);
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@ -442,7 +443,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
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if ( pos.piece_count(Us, QUEEN)
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&& pos.non_pawn_material(Us) > QueenValueMg + PawnValueMg)
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{
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ei.kingRing[Them] = (b | (Us == WHITE ? b >> 8 : b << 8));
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ei.kingRing[Them] = b | shift_bb<Down>(b);
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b &= ei.attackedBy[Us][PAWN];
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ei.kingAttackersCount[Us] = b ? popcount<Max15>(b) / 2 : 0;
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ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = 0;
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@ -68,23 +68,11 @@ namespace {
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}
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template<Square Delta>
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inline Bitboard move_pawns(Bitboard p) {
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return Delta == DELTA_N ? p << 8
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: Delta == DELTA_S ? p >> 8
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: Delta == DELTA_NE ? (p & ~FileHBB) << 9
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: Delta == DELTA_SE ? (p & ~FileHBB) >> 7
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: Delta == DELTA_NW ? (p & ~FileABB) << 7
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: Delta == DELTA_SW ? (p & ~FileABB) >> 9 : 0;
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}
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template<GenType Type, Square Delta>
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inline MoveStack* generate_promotions(MoveStack* mlist, Bitboard pawnsOn7,
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Bitboard target, const CheckInfo* ci) {
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Bitboard b = move_pawns<Delta>(pawnsOn7) & target;
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Bitboard b = shift_bb<Delta>(pawnsOn7) & target;
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while (b)
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{
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@ -122,9 +110,9 @@ namespace {
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const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB);
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const Bitboard TRank7BB = (Us == WHITE ? Rank7BB : Rank2BB);
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const Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);
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const Square UP = (Us == WHITE ? DELTA_N : DELTA_S);
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const Square RIGHT = (Us == WHITE ? DELTA_NE : DELTA_SW);
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const Square LEFT = (Us == WHITE ? DELTA_NW : DELTA_SE);
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const Square Up = (Us == WHITE ? DELTA_N : DELTA_S);
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const Square Right = (Us == WHITE ? DELTA_NE : DELTA_SW);
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const Square Left = (Us == WHITE ? DELTA_NW : DELTA_SE);
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Bitboard b1, b2, dc1, dc2, emptySquares;
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@ -139,8 +127,8 @@ namespace {
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{
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emptySquares = (Type == QUIETS || Type == QUIET_CHECKS ? target : ~pos.pieces());
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b1 = move_pawns<UP>(pawnsNotOn7) & emptySquares;
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b2 = move_pawns<UP>(b1 & TRank3BB) & emptySquares;
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b1 = shift_bb<Up>(pawnsNotOn7) & emptySquares;
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b2 = shift_bb<Up>(b1 & TRank3BB) & emptySquares;
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if (Type == EVASIONS) // Consider only blocking squares
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{
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@ -159,16 +147,16 @@ namespace {
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// promotion has been already generated among captures.
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if (pawnsNotOn7 & ci->dcCandidates)
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{
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dc1 = move_pawns<UP>(pawnsNotOn7 & ci->dcCandidates) & emptySquares & ~file_bb(ci->ksq);
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dc2 = move_pawns<UP>(dc1 & TRank3BB) & emptySquares;
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dc1 = shift_bb<Up>(pawnsNotOn7 & ci->dcCandidates) & emptySquares & ~file_bb(ci->ksq);
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dc2 = shift_bb<Up>(dc1 & TRank3BB) & emptySquares;
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b1 |= dc1;
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b2 |= dc2;
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}
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}
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SERIALIZE_PAWNS(b1, UP);
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SERIALIZE_PAWNS(b2, UP + UP);
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SERIALIZE_PAWNS(b1, Up);
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SERIALIZE_PAWNS(b2, Up + Up);
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}
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// Promotions and underpromotions
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@ -180,19 +168,19 @@ namespace {
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if (Type == EVASIONS)
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emptySquares &= target;
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mlist = generate_promotions<Type, RIGHT>(mlist, pawnsOn7, enemies, ci);
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mlist = generate_promotions<Type, LEFT>(mlist, pawnsOn7, enemies, ci);
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mlist = generate_promotions<Type, UP>(mlist, pawnsOn7, emptySquares, ci);
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mlist = generate_promotions<Type, Right>(mlist, pawnsOn7, enemies, ci);
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mlist = generate_promotions<Type, Left >(mlist, pawnsOn7, enemies, ci);
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mlist = generate_promotions<Type, Up>(mlist, pawnsOn7, emptySquares, ci);
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}
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// Standard and en-passant captures
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if (Type == CAPTURES || Type == EVASIONS || Type == NON_EVASIONS)
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{
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b1 = move_pawns<RIGHT>(pawnsNotOn7) & enemies;
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b2 = move_pawns<LEFT >(pawnsNotOn7) & enemies;
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b1 = shift_bb<Right>(pawnsNotOn7) & enemies;
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b2 = shift_bb<Left >(pawnsNotOn7) & enemies;
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SERIALIZE_PAWNS(b1, RIGHT);
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SERIALIZE_PAWNS(b2, LEFT);
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SERIALIZE_PAWNS(b1, Right);
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SERIALIZE_PAWNS(b2, Left);
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if (pos.ep_square() != SQ_NONE)
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{
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@ -201,7 +189,7 @@ namespace {
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// An en passant capture can be an evasion only if the checking piece
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// is the double pushed pawn and so is in the target. Otherwise this
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// is a discovery check and we are forced to do otherwise.
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if (Type == EVASIONS && !(target & (pos.ep_square() - UP)))
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if (Type == EVASIONS && !(target & (pos.ep_square() - Up)))
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return mlist;
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b1 = pawnsNotOn7 & pos.attacks_from<PAWN>(pos.ep_square(), Them);
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@ -84,6 +84,7 @@ namespace {
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Bitboard theirPawns, Pawns::Entry* e) {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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const Square Up = (Us == WHITE ? DELTA_N : DELTA_S);
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Bitboard b;
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Square s;
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@ -138,7 +139,7 @@ namespace {
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// The friendly pawn needs to be at least two ranks closer than the
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// enemy pawn in order to help the potentially backward pawn advance.
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backward = (b | (Us == WHITE ? b << 8 : b >> 8)) & theirPawns;
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backward = (b | shift_bb<Up>(b)) & theirPawns;
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}
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assert(opposed | passed | (attack_span_mask(Us, s) & theirPawns));
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@ -208,8 +209,8 @@ Entry* probe(const Position& pos, Table& entries) {
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Bitboard wPawns = pos.pieces(WHITE, PAWN);
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Bitboard bPawns = pos.pieces(BLACK, PAWN);
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e->pawnAttacks[WHITE] = ((wPawns & ~FileHBB) << 9) | ((wPawns & ~FileABB) << 7);
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e->pawnAttacks[BLACK] = ((bPawns & ~FileHBB) >> 7) | ((bPawns & ~FileABB) >> 9);
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e->pawnAttacks[WHITE] = shift_bb<DELTA_NE>(wPawns) | shift_bb<DELTA_NW>(wPawns);
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e->pawnAttacks[BLACK] = shift_bb<DELTA_SE>(bPawns) | shift_bb<DELTA_SW>(bPawns);
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e->value = evaluate_pawns<WHITE>(pos, wPawns, bPawns, e)
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- evaluate_pawns<BLACK>(pos, bPawns, wPawns, e);
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