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Standardize generate_pawn_blocking_evasions()
Rewrite in the form normally used in other similar functions like generate_pawn_noncaptures() This allow an easier reading of the pawn moves generators and simplify a bit the code. No functional change (tested on more then 100M nodes). Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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0179a32cf5
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21850536d5
1 changed files with 36 additions and 42 deletions
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@ -436,7 +436,7 @@ bool move_is_legal(const Position& pos, const Move m, Bitboard pinned) {
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return false;
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// Proceed according to the square delta between the origin and
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// destionation squares.
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// destination squares.
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switch (direction)
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{
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case DELTA_NW:
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@ -507,6 +507,17 @@ namespace {
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return mlist;
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}
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template<>
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MoveStack* generate_piece_moves<KING>(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
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Bitboard b;
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Square from = pos.king_square(us);
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b = pos.attacks_from<KING>(from) & target;
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SERIALIZE_MOVES(b);
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return mlist;
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}
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template<PieceType Piece>
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MoveStack* generate_piece_moves(const Position& pos, MoveStack* mlist,
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Color us, Bitboard target, Bitboard pinned) {
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@ -525,17 +536,6 @@ namespace {
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return mlist;
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}
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template<>
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MoveStack* generate_piece_moves<KING>(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
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Bitboard b;
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Square from = pos.king_square(us);
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b = pos.attacks_from<KING>(from) & target;
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SERIALIZE_MOVES(b);
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return mlist;
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}
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template<Color Us, SquareDelta Diagonal>
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MoveStack* generate_pawn_captures_diagonal(MoveStack* mlist, Bitboard pawns, Bitboard enemyPieces, bool promotion) {
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@ -671,7 +671,7 @@ namespace {
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}
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dcPawns1 = dcPawns2 = EmptyBoardBB;
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if (GenerateChecks && (dc & pawns))
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if (GenerateChecks && (pawns & dc))
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{
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// Pawn moves which gives discovered check. This is possible only if the
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// pawn is not on the same file as the enemy king, because we don't
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@ -698,8 +698,11 @@ namespace {
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Bitboard target = pos.pieces(Piece, us);
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// Discovered checks
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// Discovered non-capture checks
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Bitboard b = target & dc;
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assert(Piece != QUEEN || !b);
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while (b)
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{
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Square from = pop_1st_bit(&b);
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@ -710,7 +713,7 @@ namespace {
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SERIALIZE_MOVES(bb);
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}
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// Direct checks
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// Direct non-capture checks
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b = target & ~dc;
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Bitboard checkSqs = pos.attacks_from<Piece>(ksq) & pos.empty_squares();
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if (Piece == KING || !checkSqs)
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@ -735,47 +738,38 @@ namespace {
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Bitboard blockSquares, MoveStack* mlist) {
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// Calculate our parametrized parameters at compile time
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const Rank TRANK_8 = (Us == WHITE ? RANK_8 : RANK_1);
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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 SquareDelta TDELTA_N = (Us == WHITE ? DELTA_N : DELTA_S);
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Bitboard b1, b2;
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Square to;
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Bitboard pawns = pos.pieces(PAWN, Us) & ~pinned;
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Bitboard emptySquares = pos.empty_squares();
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// Find non-pinned pawns and push them one square
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Bitboard b1 = move_pawns<Us, DELTA_N>(pos.pieces(PAWN, Us) & ~pinned);
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// We don't have to AND with empty squares here,
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// because the blocking squares will always be empty.
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Bitboard b2 = b1 & blockSquares;
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while (b2)
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if (pawns & TRank7BB) // There is some promotion candidate ?
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{
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to = pop_1st_bit(&b2);
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assert(pos.piece_on(to) == EMPTY);
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if (square_rank(to) == TRANK_8)
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// Note that blockSquares are always empty
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b1 = move_pawns<Us, DELTA_N>(pawns) & blockSquares & TRank8BB;
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while (b1)
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{
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to = pop_1st_bit(&b1);
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(*mlist++).move = make_promotion_move(to - TDELTA_N, to, QUEEN);
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(*mlist++).move = make_promotion_move(to - TDELTA_N, to, ROOK);
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(*mlist++).move = make_promotion_move(to - TDELTA_N, to, BISHOP);
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(*mlist++).move = make_promotion_move(to - TDELTA_N, to, KNIGHT);
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} else
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(*mlist++).move = make_move(to - TDELTA_N, to);
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}
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}
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// Double pawn pushes
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b2 = b1 & pos.empty_squares() & TRank3BB;
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b2 = move_pawns<Us, DELTA_N>(b2) & blockSquares;
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while (b2)
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{
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to = pop_1st_bit(&b2);
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// Single pawn pushes
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b1 = move_pawns<Us, DELTA_N>(pawns) & emptySquares & ~TRank8BB;
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b2 = b1 & blockSquares;
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SERIALIZE_MOVES_D(b2, -TDELTA_N);
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assert(pos.piece_on(to) == EMPTY);
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assert(Us != WHITE || square_rank(to) == RANK_4);
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assert(Us != BLACK || square_rank(to) == RANK_5);
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(*mlist++).move = make_move(to - TDELTA_N - TDELTA_N, to);
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}
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// Double pawn pushes. Note that blockSquares are always empty
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b1 = move_pawns<Us, DELTA_N>(b1 & TRank3BB) & blockSquares;
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SERIALIZE_MOVES_D(b1, -TDELTA_N -TDELTA_N);
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return mlist;
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}
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