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Better clarify how pieceList[] and index[] work
Rearrange the code a bit to be more self-documenting. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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2 changed files with 18 additions and 12 deletions
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@ -710,7 +710,6 @@ void Position::do_move(Move m, StateInfo& newSt, Bitboard dcCandidates) {
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};
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memcpy(&newSt, st, sizeof(ReducedStateInfo));
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newSt.capture = NO_PIECE_TYPE;
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newSt.previous = st;
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st = &newSt;
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@ -788,9 +787,11 @@ void Position::do_move(Move m, StateInfo& newSt, Bitboard dcCandidates) {
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if (pt == KING)
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kingSquare[us] = to;
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// Update piece lists
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pieceList[us][pt][index[from]] = to;
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// Update piece lists, note that index[from] is not updated and
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// becomes stale. This works as long as index[] is accessed just
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// by known occupied squares.
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index[to] = index[from];
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pieceList[us][pt][index[to]] = to;
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// If the moving piece was a pawn do some special extra work
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if (pt == PAWN)
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@ -832,11 +833,13 @@ void Position::do_move(Move m, StateInfo& newSt, Bitboard dcCandidates) {
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pieceCount[us][PAWN]--;
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pieceCount[us][promotion]++;
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// Update piece lists
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pieceList[us][PAWN][index[from]] = pieceList[us][PAWN][pieceCount[us][PAWN]];
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index[pieceList[us][PAWN][index[from]]] = index[from];
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pieceList[us][promotion][pieceCount[us][promotion] - 1] = to;
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// Update piece lists, move the last pawn at index[to] position
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// and shrink the list. Add a new promotion piece to the list.
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Square lastPawnSquare = pieceList[us][PAWN][pieceCount[us][PAWN]];
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index[lastPawnSquare] = index[to];
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pieceList[us][PAWN][index[lastPawnSquare]] = lastPawnSquare;
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index[to] = pieceCount[us][promotion] - 1;
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pieceList[us][promotion][index[to]] = to;
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// Partially revert hash keys update
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key ^= zobrist[us][PAWN][to] ^ zobrist[us][promotion][to];
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@ -902,7 +905,6 @@ void Position::do_capture_move(Bitboard& key, PieceType capture, Color them, Squ
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assert(to == st->epSquare);
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assert(relative_rank(opposite_color(them), to) == RANK_6);
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assert(piece_on(to) == EMPTY);
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assert(piece_on(from) == piece_of_color_and_type(opposite_color(them), PAWN));
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assert(piece_on(capsq) == piece_of_color_and_type(them, PAWN));
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board[capsq] = EMPTY;
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@ -934,9 +936,10 @@ void Position::do_capture_move(Bitboard& key, PieceType capture, Color them, Squ
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// Update piece count
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pieceCount[them][capture]--;
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// Update piece list
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pieceList[them][capture][index[capsq]] = pieceList[them][capture][pieceCount[them][capture]];
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index[pieceList[them][capture][index[capsq]]] = index[capsq];
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// Update piece list, move the last piece at index[capsq] position
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Square lastPieceSquare = pieceList[them][capture][pieceCount[them][capture]];
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index[lastPieceSquare] = index[capsq];
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pieceList[them][capture][index[lastPieceSquare]] = lastPieceSquare;
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// Reset rule 50 counter
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st->rule50 = 0;
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@ -957,6 +960,9 @@ void Position::do_castle_move(Move m) {
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Color us = side_to_move();
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Color them = opposite_color(us);
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// Reset capture field
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st->capture = NO_PIECE_TYPE;
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// Find source squares for king and rook
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Square kfrom = move_from(m);
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Square rfrom = move_to(m); // HACK: See comment at beginning of function
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@ -342,7 +342,7 @@ private:
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// Piece lists
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Square pieceList[2][8][16]; // [color][pieceType][index]
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int index[64];
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int index[64]; // [square]
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// Other info
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Square kingSquare[2];
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