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Use st->gamePly to store fullMoves

This allow to retire do_setup_move() and also to simplify
draw detection logic becuase now we always have:

Min(st->rule50, st->gamePly) = st->rule50

This was already true when starting from starting position,
but now is true even when starting from a FEN string because
now we take in account fullmove number in counting gamePly so
that it is always.

st->rule50 <= st->gamePly

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2011-07-20 10:01:12 +02:00
parent 3d8140a541
commit 3185c36a65
4 changed files with 13 additions and 29 deletions

View file

@ -190,7 +190,11 @@ void Position::from_fen(const string& fenStr, bool isChess960) {
}
// 5-6. Halfmove clock and fullmove number
fen >> std::skipws >> st->rule50 >> fullMoves;
fen >> std::skipws >> st->rule50 >> st->gamePly;
// Convert from fullmove starting from 1 to ply starting from 0,
// handle also common incorrect FEN with fullmove = 0.
st->gamePly = Max(2 * (st->gamePly - 1), 0) + int(sideToMove == BLACK);
// Various initialisations
chess960 = isChess960;
@ -310,7 +314,7 @@ const string Position::to_fen() const {
fen << '-';
fen << (ep_square() == SQ_NONE ? " -" : " " + square_to_string(ep_square()))
<< " " << st->rule50 << " " << fullMoves;
<< " " << st->rule50 << " " << 1 + (st->gamePly - int(sideToMove == BLACK)) / 2;
return fen.str();
}
@ -759,23 +763,6 @@ bool Position::move_gives_check(Move m, const CheckInfo& ci) const {
}
/// Position::do_setup_move() makes a permanent move on the board. It should
/// be used when setting up a position on board. You can't undo the move.
void Position::do_setup_move(Move m, StateInfo& newSt) {
assert(move_is_ok(m));
// Update the number of full moves after black's move
if (sideToMove == BLACK)
fullMoves++;
do_move(m, newSt);
assert(is_ok());
}
/// Position::do_move() makes a move, and saves all information necessary
/// to a StateInfo object. The move is assumed to be legal. Pseudo-legal
/// moves should be filtered out before this function is called.
@ -1528,7 +1515,6 @@ void Position::clear() {
castleRightsMask[sq] = ALL_CASTLES;
}
sideToMove = WHITE;
fullMoves = 1;
nodes = 0;
}
@ -1670,7 +1656,7 @@ bool Position::is_draw() const {
// Draw by repetition?
if (!SkipRepetition)
{
int i = 4, e = Min(Min(st->gamePly, st->rule50), st->pliesFromNull);
int i = 4, e = Min(st->rule50, st->pliesFromNull);
if (i <= e)
{

View file

@ -163,7 +163,6 @@ public:
bool pawn_is_passed(Color c, Square s) const;
// Doing and undoing moves
void do_setup_move(Move m, StateInfo& st);
void do_move(Move m, StateInfo& st);
void do_move(Move m, StateInfo& st, const CheckInfo& ci, bool moveIsCheck);
void undo_move(Move m);
@ -190,7 +189,7 @@ public:
template<bool SkipRepetition> bool is_draw() const;
// Number of plies from starting position
int startpos_ply_counter() const;
int game_ply() const;
// Other properties of the position
bool opposite_colored_bishops() const;
@ -257,7 +256,6 @@ private:
StateInfo startState;
int64_t nodes;
Color sideToMove;
int fullMoves;
int threadID;
StateInfo* st;
int chess960;
@ -423,8 +421,8 @@ inline bool Position::move_is_passed_pawn_push(Move m) const {
&& pawn_is_passed(c, move_to(m));
}
inline int Position::startpos_ply_counter() const {
return Max(2 * (fullMoves - 1), 0) + int(sideToMove == BLACK);
inline int Position::game_ply() const {
return st->gamePly;
}
inline bool Position::opposite_colored_bishops() const {

View file

@ -393,7 +393,7 @@ bool think(Position& pos, const SearchLimits& limits, Move searchMoves[]) {
NodesSincePoll = 0;
current_search_time(get_system_time());
Limits = limits;
TimeMgr.init(Limits, pos.startpos_ply_counter());
TimeMgr.init(Limits, pos.game_ply());
// Set output steram in normal or chess960 mode
cout << set960(pos.is_chess960());

View file

@ -144,13 +144,13 @@ namespace {
}
else return;
// Parse move list (if any)
SetupState.clear();
// Parse move list (if any)
while (up >> token && (m = move_from_uci(pos, token)) != MOVE_NONE)
{
SetupState.push_back(StateInfo());
pos.do_setup_move(m, SetupState.back());
pos.do_move(m, SetupState.back());
}
}