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https://github.com/sockspls/badfish
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Retire useless piece_value_midgame() overloads
Directly access the table in the few call places. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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5bed82cd4e
commit
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3 changed files with 10 additions and 25 deletions
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@ -889,7 +889,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
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st->value += pst(us, promotion, to);
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// Update material
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st->npMaterial[us] += piece_value_midgame(promotion);
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st->npMaterial[us] += PieceValueMidgame[promotion];
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}
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}
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@ -962,7 +962,7 @@ void Position::do_capture_move(Key& key, PieceType capture, Color them, Square t
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st->pawnKey ^= zobrist[them][PAWN][capsq];
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}
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else
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st->npMaterial[them] -= piece_value_midgame(capture);
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st->npMaterial[them] -= PieceValueMidgame[capture];
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// Remove captured piece
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clear_bit(&(byColorBB[them]), capsq);
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@ -1694,8 +1694,9 @@ Value Position::compute_non_pawn_material(Color c) const {
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while (b)
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{
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assert(piece_on(first_1(b)) == piece_of_color_and_type(c, pt));
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pop_1st_bit(&b);
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result += piece_value_midgame(pt);
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result += PieceValueMidgame[pt];
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}
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}
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return result;
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@ -377,11 +377,11 @@ inline bool Position::square_is_occupied(Square s) const {
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}
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inline Value Position::midgame_value_of_piece_on(Square s) const {
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return piece_value_midgame(piece_on(s));
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return PieceValueMidgame[piece_on(s)];
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}
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inline Value Position::endgame_value_of_piece_on(Square s) const {
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return piece_value_endgame(piece_on(s));
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return PieceValueEndgame[piece_on(s)];
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}
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inline Color Position::side_to_move() const {
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24
src/value.h
24
src/value.h
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@ -163,28 +163,12 @@ inline Value value_mated_in(int ply) {
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return -VALUE_MATE + ply;
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}
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inline bool is_upper_bound(ValueType vt) {
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return (int(vt) & int(VALUE_TYPE_UPPER)) != 0;
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inline int is_upper_bound(ValueType vt) {
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return vt & VALUE_TYPE_UPPER;
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}
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inline bool is_lower_bound(ValueType vt) {
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return (int(vt) & int(VALUE_TYPE_LOWER)) != 0;
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}
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inline Value piece_value_midgame(PieceType pt) {
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return PieceValueMidgame[pt];
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}
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inline Value piece_value_endgame(PieceType pt) {
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return PieceValueEndgame[pt];
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}
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inline Value piece_value_midgame(Piece p) {
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return PieceValueMidgame[p];
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}
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inline Value piece_value_endgame(Piece p) {
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return PieceValueEndgame[p];
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inline int is_lower_bound(ValueType vt) {
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return vt & VALUE_TYPE_LOWER;
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}
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#endif // !defined(VALUE_H_INCLUDED)
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