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https://github.com/sockspls/badfish
synced 2025-05-02 09:39:36 +00:00
rename shift variables.
Where variable names are explicitly incorrect, I feel morally obligated to at least suggest an alternative. There are many, but these two are especially egregious. No functional change.
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6c898a10be
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4 changed files with 22 additions and 19 deletions
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@ -512,8 +512,6 @@ namespace {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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const Direction Up = (Us == WHITE ? NORTH : SOUTH);
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const Direction Up = (Us == WHITE ? NORTH : SOUTH);
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const Direction Left = (Us == WHITE ? NORTH_WEST : SOUTH_EAST);
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const Direction Right = (Us == WHITE ? NORTH_EAST : SOUTH_WEST);
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const Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);
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const Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);
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Bitboard b, weak, defended, nonPawnEnemies, stronglyProtected, safeThreats;
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Bitboard b, weak, defended, nonPawnEnemies, stronglyProtected, safeThreats;
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@ -529,7 +527,7 @@ namespace {
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b = pos.pieces(Us, PAWN)
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b = pos.pieces(Us, PAWN)
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& (~attackedBy[Them][ALL_PIECES] | attackedBy[Us][ALL_PIECES]);
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& (~attackedBy[Them][ALL_PIECES] | attackedBy[Us][ALL_PIECES]);
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safeThreats = (shift<Right>(b) | shift<Left>(b)) & weak;
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safeThreats = pos.pawn_attacks<Us>(b) & weak;
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score += ThreatBySafePawn * popcount(safeThreats);
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score += ThreatBySafePawn * popcount(safeThreats);
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}
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}
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@ -585,7 +583,7 @@ namespace {
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& (attackedBy[Us][ALL_PIECES] | ~attackedBy[Them][ALL_PIECES]);
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& (attackedBy[Us][ALL_PIECES] | ~attackedBy[Them][ALL_PIECES]);
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// Bonus for safe pawn threats on the next move
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// Bonus for safe pawn threats on the next move
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b = (shift<Left>(b) | shift<Right>(b))
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b = pos.pawn_attacks<Us>(b)
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& pos.pieces(Them)
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& pos.pieces(Them)
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& ~attackedBy[Us][PAWN];
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& ~attackedBy[Us][PAWN];
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@ -99,8 +99,8 @@ namespace {
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const Bitboard TRank7BB = (Us == WHITE ? Rank7BB : Rank2BB);
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const Bitboard TRank7BB = (Us == WHITE ? Rank7BB : Rank2BB);
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const Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);
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const Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);
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const Direction Up = (Us == WHITE ? NORTH : SOUTH);
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const Direction Up = (Us == WHITE ? NORTH : SOUTH);
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const Direction Right = (Us == WHITE ? NORTH_EAST : SOUTH_WEST);
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const Direction UpRight = (Us == WHITE ? NORTH_EAST : SOUTH_WEST);
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const Direction Left = (Us == WHITE ? NORTH_WEST : SOUTH_EAST);
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const Direction UpLeft = (Us == WHITE ? NORTH_WEST : SOUTH_EAST);
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Bitboard emptySquares;
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Bitboard emptySquares;
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@ -168,17 +168,17 @@ namespace {
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if (Type == EVASIONS)
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if (Type == EVASIONS)
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emptySquares &= target;
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emptySquares &= target;
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Bitboard b1 = shift<Right>(pawnsOn7) & enemies;
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Bitboard b1 = shift<UpRight>(pawnsOn7) & enemies;
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Bitboard b2 = shift<Left >(pawnsOn7) & enemies;
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Bitboard b2 = shift<UpLeft >(pawnsOn7) & enemies;
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Bitboard b3 = shift<Up >(pawnsOn7) & emptySquares;
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Bitboard b3 = shift<Up >(pawnsOn7) & emptySquares;
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Square ksq = pos.square<KING>(Them);
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Square ksq = pos.square<KING>(Them);
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while (b1)
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while (b1)
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moveList = make_promotions<Type, Right>(moveList, pop_lsb(&b1), ksq);
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moveList = make_promotions<Type, UpRight>(moveList, pop_lsb(&b1), ksq);
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while (b2)
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while (b2)
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moveList = make_promotions<Type, Left >(moveList, pop_lsb(&b2), ksq);
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moveList = make_promotions<Type, UpLeft >(moveList, pop_lsb(&b2), ksq);
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while (b3)
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while (b3)
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moveList = make_promotions<Type, Up >(moveList, pop_lsb(&b3), ksq);
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moveList = make_promotions<Type, Up >(moveList, pop_lsb(&b3), ksq);
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@ -187,19 +187,19 @@ namespace {
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// Standard and en-passant captures
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// Standard and en-passant captures
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if (Type == CAPTURES || Type == EVASIONS || Type == NON_EVASIONS)
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if (Type == CAPTURES || Type == EVASIONS || Type == NON_EVASIONS)
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{
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{
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Bitboard b1 = shift<Right>(pawnsNotOn7) & enemies;
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Bitboard b1 = shift<UpRight>(pawnsNotOn7) & enemies;
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Bitboard b2 = shift<Left >(pawnsNotOn7) & enemies;
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Bitboard b2 = shift<UpLeft >(pawnsNotOn7) & enemies;
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while (b1)
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while (b1)
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{
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{
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Square to = pop_lsb(&b1);
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Square to = pop_lsb(&b1);
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*moveList++ = make_move(to - Right, to);
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*moveList++ = make_move(to - UpRight, to);
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}
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}
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while (b2)
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while (b2)
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{
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{
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Square to = pop_lsb(&b2);
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Square to = pop_lsb(&b2);
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*moveList++ = make_move(to - Left, to);
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*moveList++ = make_move(to - UpLeft, to);
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}
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}
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if (pos.ep_square() != SQ_NONE)
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if (pos.ep_square() != SQ_NONE)
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@ -90,8 +90,6 @@ namespace {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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const Direction Up = (Us == WHITE ? NORTH : SOUTH);
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const Direction Up = (Us == WHITE ? NORTH : SOUTH);
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const Direction Right = (Us == WHITE ? NORTH_EAST : SOUTH_WEST);
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const Direction Left = (Us == WHITE ? NORTH_WEST : SOUTH_EAST);
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Bitboard b, neighbours, stoppers, doubled, supported, phalanx;
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Bitboard b, neighbours, stoppers, doubled, supported, phalanx;
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Bitboard lever, leverPush;
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Bitboard lever, leverPush;
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@ -106,7 +104,7 @@ namespace {
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e->passedPawns[Us] = e->pawnAttacksSpan[Us] = e->weakUnopposed[Us] = 0;
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e->passedPawns[Us] = e->pawnAttacksSpan[Us] = e->weakUnopposed[Us] = 0;
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e->semiopenFiles[Us] = 0xFF;
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e->semiopenFiles[Us] = 0xFF;
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e->kingSquares[Us] = SQ_NONE;
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e->kingSquares[Us] = SQ_NONE;
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e->pawnAttacks[Us] = shift<Right>(ourPawns) | shift<Left>(ourPawns);
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e->pawnAttacks[Us] = pos.pawn_attacks<Us>(ourPawns);
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e->pawnsOnSquares[Us][BLACK] = popcount(ourPawns & DarkSquares);
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e->pawnsOnSquares[Us][BLACK] = popcount(ourPawns & DarkSquares);
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e->pawnsOnSquares[Us][WHITE] = pos.count<PAWN>(Us) - e->pawnsOnSquares[Us][BLACK];
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e->pawnsOnSquares[Us][WHITE] = pos.count<PAWN>(Us) - e->pawnsOnSquares[Us][BLACK];
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@ -115,6 +115,7 @@ public:
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Bitboard attacks_from(PieceType pt, Square s) const;
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Bitboard attacks_from(PieceType pt, Square s) const;
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template<PieceType> Bitboard attacks_from(Square s) const;
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template<PieceType> Bitboard attacks_from(Square s) const;
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template<PieceType> Bitboard attacks_from(Square s, Color c) const;
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template<PieceType> Bitboard attacks_from(Square s, Color c) const;
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template<Color> Bitboard pawn_attacks(Bitboard b) const;
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Bitboard slider_blockers(Bitboard sliders, Square s, Bitboard& pinners) const;
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Bitboard slider_blockers(Bitboard sliders, Square s, Bitboard& pinners) const;
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// Properties of moves
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// Properties of moves
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@ -288,6 +289,12 @@ inline Bitboard Position::attacks_from(PieceType pt, Square s) const {
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return attacks_bb(pt, s, byTypeBB[ALL_PIECES]);
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return attacks_bb(pt, s, byTypeBB[ALL_PIECES]);
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}
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}
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template<Color c>
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inline Bitboard Position::pawn_attacks(Bitboard b) const {
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return c == WHITE ? shift<NORTH_WEST>(b) | shift<NORTH_EAST>(b)
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: shift<SOUTH_WEST>(b) | shift<SOUTH_EAST>(b);
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}
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inline Bitboard Position::attackers_to(Square s) const {
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inline Bitboard Position::attackers_to(Square s) const {
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return attackers_to(s, byTypeBB[ALL_PIECES]);
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return attackers_to(s, byTypeBB[ALL_PIECES]);
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}
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}
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