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https://github.com/sockspls/badfish
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Simplify generate_checks()
Also rearrange signatures to be uniform. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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151d47dc85
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4f5f97107e
1 changed files with 30 additions and 42 deletions
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@ -78,11 +78,11 @@ namespace {
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MoveStack* do_generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned,
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MoveStack* do_generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned,
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Bitboard blockSquares, MoveStack* mlist);
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Bitboard blockSquares, MoveStack* mlist);
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template<Color>
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template<Color>
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inline MoveStack* generate_pawn_blocking_evasions(const Position& p, Bitboard np, Bitboard bs, MoveStack* m) {
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inline MoveStack* generate_pawn_blocking_evasions(const Position& p, MoveStack* m, Bitboard np, Bitboard bs) {
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return do_generate_pawn_blocking_evasions<WHITE, RANK_8, Rank3BB, DELTA_N>(p, np, bs, m);
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return do_generate_pawn_blocking_evasions<WHITE, RANK_8, Rank3BB, DELTA_N>(p, np, bs, m);
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}
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}
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template<>
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template<>
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inline MoveStack* generate_pawn_blocking_evasions<BLACK>(const Position& p, Bitboard np, Bitboard bs, MoveStack* m) {
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inline MoveStack* generate_pawn_blocking_evasions<BLACK>(const Position& p, MoveStack* m, Bitboard np, Bitboard bs) {
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return do_generate_pawn_blocking_evasions<BLACK, RANK_1, Rank6BB, DELTA_S>(p, np, bs, m);
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return do_generate_pawn_blocking_evasions<BLACK, RANK_1, Rank6BB, DELTA_S>(p, np, bs, m);
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}
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}
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@ -91,11 +91,11 @@ namespace {
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MoveStack* do_generate_pawn_checks(const Position&, Bitboard, Square, MoveStack*);
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MoveStack* do_generate_pawn_checks(const Position&, Bitboard, Square, MoveStack*);
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template<Color>
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template<Color>
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inline MoveStack* generate_pawn_checks(const Position& p, Bitboard dc, Square ksq, MoveStack* m) {
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inline MoveStack* generate_pawn_checks(const Position& p, MoveStack* m, Bitboard dc, Square ksq) {
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return do_generate_pawn_checks<WHITE, BLACK, Rank8BB, Rank3BB, DELTA_N>(p, dc, ksq, m);
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return do_generate_pawn_checks<WHITE, BLACK, Rank8BB, Rank3BB, DELTA_N>(p, dc, ksq, m);
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}
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}
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template<>
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template<>
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inline MoveStack* generate_pawn_checks<BLACK>(const Position& p, Bitboard dc, Square ksq, MoveStack* m) {
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inline MoveStack* generate_pawn_checks<BLACK>(const Position& p, MoveStack* m, Bitboard dc, Square ksq) {
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return do_generate_pawn_checks<BLACK, WHITE, Rank1BB, Rank6BB, DELTA_S>(p, dc, ksq, m);
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return do_generate_pawn_checks<BLACK, WHITE, Rank1BB, Rank6BB, DELTA_S>(p, dc, ksq, m);
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}
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}
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@ -106,10 +106,10 @@ namespace {
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MoveStack* generate_piece_moves<KING>(const Position& pos, MoveStack* mlist, Color us, Bitboard target);
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MoveStack* generate_piece_moves<KING>(const Position& pos, MoveStack* mlist, Color us, Bitboard target);
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template<PieceType>
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template<PieceType>
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MoveStack* generate_piece_checks(const Position&, Bitboard, Bitboard, Square, MoveStack*);
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MoveStack* generate_piece_checks(const Position&, MoveStack*, Color us, Bitboard, Square);
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template<PieceType>
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template<PieceType>
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MoveStack* generate_piece_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*);
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MoveStack* generate_piece_blocking_evasions(const Position&, MoveStack*, Bitboard, Bitboard);
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}
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}
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@ -187,33 +187,18 @@ int generate_checks(const Position& pos, MoveStack* mlist, Bitboard dc) {
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assert(pos.piece_on(ksq) == king_of_color(opposite_color(us)));
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assert(pos.piece_on(ksq) == king_of_color(opposite_color(us)));
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dc = pos.discovered_check_candidates(us);
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// Pawn moves
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// Pawn moves
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if (us == WHITE)
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if (us == WHITE)
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mlist = generate_pawn_checks<WHITE>(pos, dc, ksq, mlist);
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mlist = generate_pawn_checks<WHITE>(pos, mlist, dc, ksq);
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else
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else
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mlist = generate_pawn_checks<BLACK>(pos, dc, ksq, mlist);
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mlist = generate_pawn_checks<BLACK>(pos, mlist, dc, ksq);
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// Pieces moves
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// Pieces moves
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Bitboard b = pos.knights(us);
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mlist = generate_piece_checks<KNIGHT>(pos, mlist, us, dc, ksq);
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if (b)
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mlist = generate_piece_checks<BISHOP>(pos, mlist, us, dc, ksq);
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mlist = generate_piece_checks<KNIGHT>(pos, b, dc, ksq, mlist);
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mlist = generate_piece_checks<ROOK>(pos, mlist, us, dc, ksq);
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mlist = generate_piece_checks<QUEEN>(pos, mlist, us, dc, ksq);
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b = pos.bishops(us);
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mlist = generate_piece_checks<KING>(pos, mlist, us, dc, ksq);
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if (b)
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mlist = generate_piece_checks<BISHOP>(pos, b, dc, ksq, mlist);
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b = pos.rooks(us);
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if (b)
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mlist = generate_piece_checks<ROOK>(pos, b, dc, ksq, mlist);
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b = pos.queens(us);
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if (b)
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mlist = generate_piece_checks<QUEEN>(pos, b, dc, ksq, mlist);
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// Hopefully we always have a king ;-)
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mlist = generate_piece_checks<KING>(pos, pos.kings(us), dc, ksq, mlist);
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// Castling moves that give check. Very rare but nice to have!
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// Castling moves that give check. Very rare but nice to have!
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if ( pos.can_castle_queenside(us)
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if ( pos.can_castle_queenside(us)
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@ -341,26 +326,26 @@ int generate_evasions(const Position& pos, MoveStack* mlist) {
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// Pawn moves. Because a blocking evasion can never be a capture, we
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// Pawn moves. Because a blocking evasion can never be a capture, we
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// only generate pawn pushes.
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// only generate pawn pushes.
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if (us == WHITE)
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if (us == WHITE)
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mlist = generate_pawn_blocking_evasions<WHITE>(pos, not_pinned, blockSquares, mlist);
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mlist = generate_pawn_blocking_evasions<WHITE>(pos, mlist, not_pinned, blockSquares);
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else
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else
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mlist = generate_pawn_blocking_evasions<BLACK>(pos, not_pinned, blockSquares, mlist);
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mlist = generate_pawn_blocking_evasions<BLACK>(pos, mlist, not_pinned, blockSquares);
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// Pieces moves
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// Pieces moves
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b1 = pos.knights(us) & not_pinned;
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b1 = pos.knights(us) & not_pinned;
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if (b1)
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if (b1)
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mlist = generate_piece_blocking_evasions<KNIGHT>(pos, b1, blockSquares, mlist);
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mlist = generate_piece_blocking_evasions<KNIGHT>(pos, mlist, b1, blockSquares);
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b1 = pos.bishops(us) & not_pinned;
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b1 = pos.bishops(us) & not_pinned;
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if (b1)
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if (b1)
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mlist = generate_piece_blocking_evasions<BISHOP>(pos, b1, blockSquares, mlist);
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mlist = generate_piece_blocking_evasions<BISHOP>(pos, mlist, b1, blockSquares);
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b1 = pos.rooks(us) & not_pinned;
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b1 = pos.rooks(us) & not_pinned;
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if (b1)
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if (b1)
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mlist = generate_piece_blocking_evasions<ROOK>(pos, b1, blockSquares, mlist);
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mlist = generate_piece_blocking_evasions<ROOK>(pos, mlist, b1, blockSquares);
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b1 = pos.queens(us) & not_pinned;
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b1 = pos.queens(us) & not_pinned;
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if (b1)
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if (b1)
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mlist = generate_piece_blocking_evasions<QUEEN>(pos, b1, blockSquares, mlist);
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mlist = generate_piece_blocking_evasions<QUEEN>(pos, mlist, b1, blockSquares);
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}
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}
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// Finally, the ugly special case of en passant captures. An en passant
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// Finally, the ugly special case of en passant captures. An en passant
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@ -636,8 +621,8 @@ namespace {
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}
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}
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template<PieceType Piece>
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template<PieceType Piece>
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MoveStack* generate_piece_blocking_evasions(const Position& pos, Bitboard b,
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MoveStack* generate_piece_blocking_evasions(const Position& pos, MoveStack* mlist,
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Bitboard blockSquares, MoveStack* mlist) {
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Bitboard b, Bitboard blockSquares) {
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while (b)
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while (b)
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{
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{
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Square from = pop_1st_bit(&b);
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Square from = pop_1st_bit(&b);
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@ -837,8 +822,11 @@ namespace {
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}
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}
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template<PieceType Piece>
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template<PieceType Piece>
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MoveStack* generate_piece_checks(const Position& pos, Bitboard target, Bitboard dc,
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MoveStack* generate_piece_checks(const Position& pos, MoveStack* mlist, Color us,
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Square ksq, MoveStack* mlist) {
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Bitboard dc, Square ksq) {
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Bitboard target = pos.pieces_of_color_and_type(us, Piece);
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// Discovered checks
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// Discovered checks
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Bitboard b = target & dc;
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Bitboard b = target & dc;
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while (b)
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while (b)
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@ -851,11 +839,11 @@ namespace {
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SERIALIZE_MOVES(bb);
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SERIALIZE_MOVES(bb);
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}
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}
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if (Piece == KING)
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return mlist;
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// Direct checks
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// Direct checks
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b = target & ~dc;
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b = target & ~dc;
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if (Piece == KING || !b)
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return mlist;
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Bitboard checkSqs = pos.piece_attacks<Piece>(ksq) & pos.empty_squares();
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Bitboard checkSqs = pos.piece_attacks<Piece>(ksq) & pos.empty_squares();
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while (b)
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while (b)
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{
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{
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