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Use opposite_color_squares() instead of same_color_squares()
It is almost alwasy the requested test and is a bit faster too. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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3 changed files with 13 additions and 35 deletions
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@ -155,7 +155,7 @@ Value EvaluationFunction<KBNK>::apply(const Position& pos) const {
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// kbnk_mate_table() tries to drive toward corners A1 or H8,
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// if we have a bishop that cannot reach the above squares we
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// mirror the kings so to drive enemy toward corners A8 or H1.
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if (!same_color_squares(bishopSquare, SQ_A1))
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if (opposite_color_squares(bishopSquare, SQ_A1))
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{
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winnerKSq = flop_square(winnerKSq);
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loserKSq = flop_square(loserKSq);
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@ -401,7 +401,7 @@ ScaleFactor ScalingFunction<KBPsK>::apply(const Position& pos) const {
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Square queeningSq = relative_square(strongerSide, make_square(pawnFile, RANK_8));
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Square kingSq = pos.king_square(weakerSide);
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if ( !same_color_squares(queeningSq, bishopSq)
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if ( opposite_color_squares(queeningSq, bishopSq)
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&& file_distance(square_file(kingSq), pawnFile) <= 1)
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{
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// The bishop has the wrong color, and the defending king is on the
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@ -678,12 +678,12 @@ ScaleFactor ScalingFunction<KBPKB>::apply(const Position& pos) const {
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// Case 1: Defending king blocks the pawn, and cannot be driven away
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if ( square_file(weakerKingSq) == square_file(pawnSq)
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&& relative_rank(strongerSide, pawnSq) < relative_rank(strongerSide, weakerKingSq)
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&& ( !same_color_squares(weakerKingSq, strongerBishopSq)
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&& ( opposite_color_squares(weakerKingSq, strongerBishopSq)
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|| relative_rank(strongerSide, weakerKingSq) <= RANK_6))
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return SCALE_FACTOR_ZERO;
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// Case 2: Opposite colored bishops
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if (!same_color_squares(strongerBishopSq, weakerBishopSq))
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if (opposite_color_squares(strongerBishopSq, weakerBishopSq))
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{
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// We assume that the position is drawn in the following three situations:
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//
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@ -728,8 +728,7 @@ ScaleFactor ScalingFunction<KBPPKB>::apply(const Position& pos) const {
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Square wbsq = pos.piece_list(strongerSide, BISHOP, 0);
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Square bbsq = pos.piece_list(weakerSide, BISHOP, 0);
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if (same_color_squares(wbsq, bbsq))
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// Not opposite-colored bishops, no scaling
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if (!opposite_color_squares(wbsq, bbsq))
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return SCALE_FACTOR_NONE;
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Square ksq = pos.king_square(weakerSide);
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@ -757,7 +756,7 @@ ScaleFactor ScalingFunction<KBPPKB>::apply(const Position& pos) const {
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// some square in the frontmost pawn's path.
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if ( square_file(ksq) == square_file(blockSq1)
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&& relative_rank(strongerSide, ksq) >= relative_rank(strongerSide, blockSq1)
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&& !same_color_squares(ksq, wbsq))
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&& opposite_color_squares(ksq, wbsq))
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return SCALE_FACTOR_ZERO;
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else
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return SCALE_FACTOR_NONE;
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@ -767,14 +766,14 @@ ScaleFactor ScalingFunction<KBPPKB>::apply(const Position& pos) const {
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// in front of the frontmost pawn's path, and the square diagonally behind
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// this square on the file of the other pawn.
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if ( ksq == blockSq1
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&& !same_color_squares(ksq, wbsq)
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&& opposite_color_squares(ksq, wbsq)
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&& ( bbsq == blockSq2
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|| (pos.attacks_from<BISHOP>(blockSq2) & pos.pieces(BISHOP, weakerSide))
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|| rank_distance(r1, r2) >= 2))
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return SCALE_FACTOR_ZERO;
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else if ( ksq == blockSq2
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&& !same_color_squares(ksq, wbsq)
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&& opposite_color_squares(ksq, wbsq)
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&& ( bbsq == blockSq1
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|| (pos.attacks_from<BISHOP>(blockSq1) & pos.pieces(BISHOP, weakerSide))))
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return SCALE_FACTOR_ZERO;
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@ -808,7 +807,7 @@ ScaleFactor ScalingFunction<KBPKN>::apply(const Position& pos) const {
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if ( square_file(weakerKingSq) == square_file(pawnSq)
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&& relative_rank(strongerSide, pawnSq) < relative_rank(strongerSide, weakerKingSq)
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&& ( !same_color_squares(weakerKingSq, strongerBishopSq)
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&& ( opposite_color_squares(weakerKingSq, strongerBishopSq)
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|| relative_rank(strongerSide, weakerKingSq) <= RANK_6))
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return SCALE_FACTOR_ZERO;
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@ -17,14 +17,9 @@
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#if !defined(POSITION_H_INCLUDED)
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#define POSITION_H_INCLUDED
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////
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//// Includes
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////
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#include "bitboard.h"
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#include "color.h"
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#include "move.h"
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@ -32,21 +27,11 @@
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#include "square.h"
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#include "value.h"
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////
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//// Constants
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////
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/// Maximum number of plies per game (220 should be enough, because the
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/// maximum search depth is 100, and during position setup we reset the
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/// move counter for every non-reversible move).
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const int MaxGameLength = 220;
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////
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//// Types
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////
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class Position;
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/// struct checkInfo is initialized at c'tor time and keeps
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@ -339,11 +324,6 @@ private:
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static const Value PieceValueEndgame[17];
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};
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////
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//// Inline functions
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////
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inline int64_t Position::nodes_searched() const {
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return nodes;
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}
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@ -538,9 +518,8 @@ inline int Position::startpos_ply_counter() const {
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inline bool Position::opposite_colored_bishops() const {
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return piece_count(WHITE, BISHOP) == 1
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&& piece_count(BLACK, BISHOP) == 1
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&& !same_color_squares(piece_list(WHITE, BISHOP, 0), piece_list(BLACK, BISHOP, 0));
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return piece_count(WHITE, BISHOP) == 1 && piece_count(BLACK, BISHOP) == 1
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&& opposite_color_squares(piece_list(WHITE, BISHOP, 0), piece_list(BLACK, BISHOP, 0));
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}
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inline bool Position::has_pawn_on_7th(Color c) const {
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@ -107,9 +107,9 @@ inline SquareColor square_color(Square s) {
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return SquareColor((int(square_file(s)) + int(square_rank(s))) & 1);
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}
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inline bool same_color_squares(Square s1, Square s2) {
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inline bool opposite_color_squares(Square s1, Square s2) {
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int s = int(s1) ^ int(s2);
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return (((s >> 3) ^ s) & 1) == 0;
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return ((s >> 3) ^ s) & 1;
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}
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inline int file_distance(File f1, File f2) {
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