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https://github.com/sockspls/badfish
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Small simplification in castling rights
There is no need for a special struct with a static member to generate castling rights. No functional change.
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3 changed files with 13 additions and 18 deletions
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@ -25,9 +25,10 @@
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namespace {
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template<CastlingRight Cr, bool Checks, bool Chess960>
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ExtMove* generate_castling(const Position& pos, ExtMove* moveList, Color us) {
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template<Color Us, CastlingSide Cs, bool Checks, bool Chess960>
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ExtMove* generate_castling(const Position& pos, ExtMove* moveList) {
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constexpr CastlingRight Cr = Us | Cs;
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constexpr bool KingSide = (Cr == WHITE_OO || Cr == BLACK_OO);
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if (pos.castling_impeded(Cr) || !pos.can_castle(Cr))
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@ -35,10 +36,10 @@ namespace {
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// After castling, the rook and king final positions are the same in Chess960
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// as they would be in standard chess.
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Square kfrom = pos.square<KING>(us);
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Square kfrom = pos.square<KING>(Us);
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Square rfrom = pos.castling_rook_square(Cr);
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Square kto = relative_square(us, KingSide ? SQ_G1 : SQ_C1);
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Bitboard enemies = pos.pieces(~us);
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Square kto = relative_square(Us, KingSide ? SQ_G1 : SQ_C1);
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Bitboard enemies = pos.pieces(~Us);
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assert(!pos.checkers());
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@ -52,7 +53,7 @@ namespace {
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// Because we generate only legal castling moves we need to verify that
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// when moving the castling rook we do not discover some hidden checker.
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// For instance an enemy queen in SQ_A1 when castling rook is in SQ_B1.
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if (Chess960 && (attacks_bb<ROOK>(kto, pos.pieces() ^ rfrom) & pos.pieces(~us, ROOK, QUEEN)))
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if (Chess960 && (attacks_bb<ROOK>(kto, pos.pieces() ^ rfrom) & pos.pieces(~Us, ROOK, QUEEN)))
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return moveList;
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Move m = make<CASTLING>(kfrom, rfrom);
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@ -281,13 +282,13 @@ namespace {
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{
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if (pos.is_chess960())
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{
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moveList = generate_castling<MakeCastling<Us, KING_SIDE>::right, Checks, true>(pos, moveList, Us);
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moveList = generate_castling<MakeCastling<Us, QUEEN_SIDE>::right, Checks, true>(pos, moveList, Us);
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moveList = generate_castling<Us, KING_SIDE, Checks, true>(pos, moveList);
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moveList = generate_castling<Us, QUEEN_SIDE, Checks, true>(pos, moveList);
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}
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else
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{
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moveList = generate_castling<MakeCastling<Us, KING_SIDE>::right, Checks, false>(pos, moveList, Us);
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moveList = generate_castling<MakeCastling<Us, QUEEN_SIDE>::right, Checks, false>(pos, moveList, Us);
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moveList = generate_castling<Us, KING_SIDE, Checks, false>(pos, moveList);
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moveList = generate_castling<Us, QUEEN_SIDE, Checks, false>(pos, moveList);
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}
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}
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@ -250,10 +250,10 @@ Score Entry::do_king_safety(const Position& pos, Square ksq) {
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Value bonus = evaluate_shelter<Us>(pos, ksq);
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// If we can castle use the bonus after the castling if it is bigger
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if (pos.can_castle(MakeCastling<Us, KING_SIDE>::right))
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if (pos.can_castle(Us | KING_SIDE))
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bonus = std::max(bonus, evaluate_shelter<Us>(pos, relative_square(Us, SQ_G1)));
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if (pos.can_castle(MakeCastling<Us, QUEEN_SIDE>::right))
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if (pos.can_castle(Us | QUEEN_SIDE))
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bonus = std::max(bonus, evaluate_shelter<Us>(pos, relative_square(Us, SQ_C1)));
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return make_score(bonus, -16 * minKingPawnDistance);
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@ -145,12 +145,6 @@ enum CastlingRight {
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CASTLING_RIGHT_NB = 16
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};
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template<Color C, CastlingSide S> struct MakeCastling {
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static constexpr CastlingRight
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right = C == WHITE ? S == QUEEN_SIDE ? WHITE_OOO : WHITE_OO
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: S == QUEEN_SIDE ? BLACK_OOO : BLACK_OO;
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};
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enum Phase {
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PHASE_ENDGAME,
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PHASE_MIDGAME = 128,
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