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Small code style tidy up
No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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3 changed files with 20 additions and 21 deletions
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@ -775,8 +775,8 @@ namespace {
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// Find all friendly pawns not on the enemy king's file
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Bitboard b1 = pos.pawns(Us) & ~file_bb(ksq), b2, b3;
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// Discovered checks, single pawn pushes
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b2 = b3 = (Us == WHITE ? (b1 & dc) << 8 : (b1 & dc) >> 8) & ~TRank8BB & empty;
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// Discovered checks, single pawn pushes, no promotions
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b2 = b3 = (Us == WHITE ? (b1 & dc) << 8 : (b1 & dc) >> 8) & empty & ~TRank8BB;
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while (b3)
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{
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Square to = pop_1st_bit(&b3);
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@ -793,8 +793,7 @@ namespace {
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// Direct checks. These are possible only for pawns on neighboring files
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// of the enemy king
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b1 &= (~dc & neighboring_files_bb(ksq)); // FIXME why ~dc ??
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b1 &= (~dc & neighboring_files_bb(ksq));
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// Direct checks, single pawn pushes
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b2 = (Us == WHITE ? b1 << 8 : b1 >> 8) & empty;
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@ -1967,7 +1967,7 @@ Value Position::compute_non_pawn_material(Color c) const {
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/// side to move is checkmated. Note that this function is currently very
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/// slow, and shouldn't be used frequently inside the search.
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bool Position::is_mate() {
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bool Position::is_mate() const {
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if (is_check())
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{
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@ -268,7 +268,7 @@ public:
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Value mg_pst_delta(Move m) const;
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// Game termination checks
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bool is_mate();
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bool is_mate() const;
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bool is_draw() const;
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// Check if one side threatens a mate in one
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