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Small optimization in generate_evasions()
Find squares attacked by slider checkers, we will remove them from king evasions set so to avoid a couple of cycles in the slow king evasions legality check loop. Not a biggie, but now generate_evasions() is faster then generate_non_captures(), before was slower. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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1 changed files with 34 additions and 17 deletions
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@ -249,34 +249,51 @@ int generate_evasions(const Position& pos, MoveStack* mlist) {
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assert(pos.piece_on(ksq) == king_of_color(us));
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// Generate evasions for king
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Bitboard b1 = pos.piece_attacks<KING>(ksq) & ~pos.pieces_of_color(us);
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// The bitboard of occupied pieces without our king
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Bitboard b2 = pos.occupied_squares();
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clear_bit(&b2, ksq);
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// Find squares attacked by slider checkers, we will
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// remove them from king evasions set so to avoid a couple
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// of cycles in the slow king evasions legality check loop.
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Bitboard checkers = pos.checkers();
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Bitboard checkersAttacks = EmptyBoardBB;
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Bitboard b = checkers & (pos.queens() | pos.bishops());
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while (b)
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{
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from = pop_1st_bit(&b);
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checkersAttacks |= bishop_attacks_bb(from, b2);
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}
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b = checkers & (pos.queens() | pos.rooks());
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while (b)
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{
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from = pop_1st_bit(&b);
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checkersAttacks |= rook_attacks_bb(from, b2);
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}
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// Generate evasions for king
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Bitboard b1 = pos.piece_attacks<KING>(ksq) & ~pos.pieces_of_color(us) & ~checkersAttacks;
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while (b1)
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{
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to = pop_1st_bit(&b1);
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to = pop_1st_bit(&b1);
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// Make sure 'to' is not attacked by the other side. This is a bit ugly,
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// because we can't use Position::square_is_attacked. Instead we use
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// the low-level bishop_attacks_bb and rook_attacks_bb with the bitboard
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// b2 (the occupied squares with the king removed) in order to test whether
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// the king will remain in check on the destination square.
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if (!( (pos.piece_attacks<KNIGHT>(to) & pos.knights(them))
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|| (pos.pawn_attacks(us, to) & pos.pawns(them))
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|| (bishop_attacks_bb(to, b2) & pos.bishops_and_queens(them))
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|| (rook_attacks_bb(to, b2) & pos.rooks_and_queens(them))
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|| (pos.piece_attacks<KING>(to) & pos.kings(them))))
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(*mlist++).move = make_move(ksq, to);
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// Make sure 'to' is not attacked by the other side. This is a bit ugly,
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// because we can't use Position::square_is_attacked. Instead we use
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// the low-level bishop_attacks_bb and rook_attacks_bb with the bitboard
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// b2 (the occupied squares with the king removed) in order to test whether
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// the king will remain in check on the destination square.
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if (!( (pos.piece_attacks<KNIGHT>(to) & pos.knights(them))
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|| (pos.pawn_attacks(us, to) & pos.pawns(them))
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|| (bishop_attacks_bb(to, b2) & pos.bishops_and_queens(them))
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|| (rook_attacks_bb(to, b2) & pos.rooks_and_queens(them))
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|| (pos.piece_attacks<KING>(to) & pos.kings(them))))
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(*mlist++).move = make_move(ksq, to);
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}
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// Generate evasions for other pieces only if not double check. We use a
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// simple bit twiddling hack here rather than calling count_1s in order to
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// save some time (we know that pos.checkers() has at most two nonzero bits).
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Bitboard checkers = pos.checkers();
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if (!(checkers & (checkers - 1))) // Only one bit set?
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{
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Square checksq = first_1(checkers);
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