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https://github.com/sockspls/badfish
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Document magics bitboards code
Add comments and rename stuff to better clarify what the magic bitboard initialization code does. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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2 changed files with 73 additions and 49 deletions
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@ -27,15 +27,15 @@
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// Global bitboards definitions with static storage duration are
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// automatically set to zero before enter main().
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Bitboard RMask[64];
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Bitboard RMult[64];
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Bitboard RMasks[64];
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Bitboard RMagics[64];
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Bitboard* RAttacks[64];
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int RShift[64];
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int RShifts[64];
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Bitboard BMask[64];
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Bitboard BMult[64];
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Bitboard BMasks[64];
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Bitboard BMagics[64];
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Bitboard* BAttacks[64];
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int BShift[64];
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int BShifts[64];
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Bitboard SetMaskBB[65];
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Bitboard ClearMaskBB[65];
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@ -64,11 +64,11 @@ namespace {
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CACHE_LINE_ALIGNMENT
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int BSFTable[64];
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Bitboard RAttacksTable[0x19000];
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Bitboard BAttacksTable[0x1480];
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Bitboard RookTable[0x19000]; // Storage space for rook attacks
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Bitboard BishopTable[0x1480]; // Storage space for bishop attacks
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void init_sliding_attacks(Bitboard magic[], Bitboard* attack[], Bitboard attTable[],
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Bitboard mask[], int shift[], Square delta[]);
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void init_magic_bitboards(Bitboard* attacks[], Bitboard magics[],
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Bitboard masks[], int shifts[], Square deltas[]);
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}
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@ -228,11 +228,14 @@ void init_bitboards() {
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set_bit(&StepAttacksBB[make_piece(c, pt)][s], to);
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}
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Square RDelta[] = { DELTA_N, DELTA_E, DELTA_S, DELTA_W };
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Square BDelta[] = { DELTA_NE, DELTA_SE, DELTA_SW, DELTA_NW };
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Square RDeltas[] = { DELTA_N, DELTA_E, DELTA_S, DELTA_W };
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Square BDeltas[] = { DELTA_NE, DELTA_SE, DELTA_SW, DELTA_NW };
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init_sliding_attacks(BMult, BAttacks, BAttacksTable, BMask, BShift, BDelta);
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init_sliding_attacks(RMult, RAttacks, RAttacksTable, RMask, RShift, RDelta);
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RAttacks[0] = RookTable;
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BAttacks[0] = BishopTable;
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init_magic_bitboards(RAttacks, RMagics, RMasks, RShifts, RDeltas);
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init_magic_bitboards(BAttacks, BMagics, BMasks, BShifts, BDeltas);
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for (Square s = SQ_A1; s <= SQ_H8; s++)
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{
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@ -258,28 +261,28 @@ void init_bitboards() {
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namespace {
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Bitboard sliding_attacks(Square sq, Bitboard occupied, Square delta[]) {
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Bitboard sliding_attacks(Square sq, Bitboard occupied, Square deltas[]) {
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Bitboard attacks = 0;
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for (int i = 0; i < 4; i++)
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{
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Square s = sq + delta[i];
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Square s = sq + deltas[i];
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while (square_is_ok(s) && square_distance(s, s - delta[i]) == 1)
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while (square_is_ok(s) && square_distance(s, s - deltas[i]) == 1)
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{
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set_bit(&attacks, s);
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if (bit_is_set(occupied, s))
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break;
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s += delta[i];
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s += deltas[i];
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}
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}
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return attacks;
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}
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Bitboard pick_magic(Bitboard mask, RKISS& rk, int booster) {
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Bitboard pick_random(Bitboard mask, RKISS& rk, int booster) {
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Bitboard magic;
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@ -300,48 +303,69 @@ namespace {
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}
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}
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void init_sliding_attacks(Bitboard magic[], Bitboard* attack[], Bitboard attTable[],
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Bitboard mask[], int shift[], Square delta[]) {
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// init_magic_bitboards() computes all rook and bishop magics at startup.
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// Magic bitboards are used to look up attacks of sliding pieces. As reference
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// see chessprogramming.wikispaces.com/Magic+Bitboards. In particular, here we
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// use the so called "fancy" approach.
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void init_magic_bitboards(Bitboard* attacks[], Bitboard magics[],
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Bitboard masks[], int shifts[], Square deltas[]) {
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const int MagicBoosters[][8] = { { 3191, 2184, 1310, 3618, 2091, 1308, 2452, 3996 },
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{ 1059, 3608, 605, 3234, 3326, 38, 2029, 3043 } };
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RKISS rk;
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Bitboard occupancy[4096], reference[4096], edges, b;
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int key, maxKey, index, booster, offset = 0;
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int key, maxKey, index, booster;
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for (Square s = SQ_A1; s <= SQ_H8; s++)
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{
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// Board edges are not considered in the relevant occupancies
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edges = ((Rank1BB | Rank8BB) & ~rank_bb(s)) | ((FileABB | FileHBB) & ~file_bb(s));
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attack[s] = &attTable[offset];
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mask[s] = sliding_attacks(s, EmptyBoardBB, delta) & ~edges;
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shift[s] = (CpuIs64Bit ? 64 : 32) - count_1s<CNT32_MAX15>(mask[s]);
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// Given a square 's', the mask is the bitboard of sliding attacks from
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// 's' computed on an empty board. The index must be big enough to contain
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// all the attacks for each possible subset of the mask and so is 2 power
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// the number of 1s of the mask. Hence we deduce the size of the shift to
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// apply to the 64 or 32 bits word to get the index.
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masks[s] = sliding_attacks(s, EmptyBoardBB, deltas) & ~edges;
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shifts[s] = (CpuIs64Bit ? 64 : 32) - count_1s<CNT32_MAX15>(masks[s]);
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// Use Carry-Rippler trick to enumerate all subsets of mask[s]
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// Use Carry-Rippler trick to enumerate all subsets of masks[s] and
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// store the corresponding sliding attacks in reference[].
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b = maxKey = 0;
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do {
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occupancy[maxKey] = b;
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reference[maxKey++] = sliding_attacks(s, b, delta);
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b = (b - mask[s]) & mask[s];
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reference[maxKey++] = sliding_attacks(s, b, deltas);
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b = (b - masks[s]) & masks[s];
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} while (b);
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offset += maxKey;
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// Set the offset for the table of the next square. We have individual
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// table sizes for each square with "Fancy Magic Bitboards".
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if (s < SQ_H8)
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attacks[s + 1] = attacks[s] + maxKey;
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booster = MagicBoosters[CpuIs64Bit][rank_of(s)];
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// Then find a possible magic and the corresponding attacks
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// Find a magic for square 's' picking up an (almost) random number
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// until we find the one that passes the verification test.
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do {
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magic[s] = pick_magic(mask[s], rk, booster);
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memset(attack[s], 0, maxKey * sizeof(Bitboard));
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magics[s] = pick_random(masks[s], rk, booster);
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memset(attacks[s], 0, maxKey * sizeof(Bitboard));
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// A good magic must map every possible occupancy to an index that
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// looks up the correct sliding attack in the attacks[s] database.
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// Note that we build up the database for square 's' as a side
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// effect of verifying the magic.
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for (key = 0; key < maxKey; key++)
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{
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index = CpuIs64Bit ? unsigned((occupancy[key] * magic[s]) >> shift[s])
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: unsigned(occupancy[key] * magic[s] ^ (occupancy[key] >> 32) * (magic[s] >> 32)) >> shift[s];
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index = CpuIs64Bit ? unsigned((occupancy[key] * magics[s]) >> shifts[s])
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: unsigned(occupancy[key] * magics[s] ^ (occupancy[key] >> 32) * (magics[s] >> 32)) >> shifts[s];
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if (!attack[s][index])
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attack[s][index] = reference[key];
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if (!attacks[s][index])
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attacks[s][index] = reference[key];
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else if (attack[s][index] != reference[key])
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else if (attacks[s][index] != reference[key])
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break;
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}
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} while (key != maxKey);
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@ -60,14 +60,14 @@ extern Bitboard SquaresInFrontMask[2][64];
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extern Bitboard PassedPawnMask[2][64];
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extern Bitboard AttackSpanMask[2][64];
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extern uint64_t RMult[64];
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extern int RShift[64];
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extern Bitboard RMask[64];
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extern uint64_t RMagics[64];
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extern int RShifts[64];
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extern Bitboard RMasks[64];
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extern Bitboard* RAttacks[64];
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extern uint64_t BMult[64];
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extern int BShift[64];
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extern Bitboard BMask[64];
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extern uint64_t BMagics[64];
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extern int BShifts[64];
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extern Bitboard BMasks[64];
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extern Bitboard* BAttacks[64];
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extern Bitboard BishopPseudoAttacks[64];
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@ -172,25 +172,25 @@ inline Bitboard in_front_bb(Color c, Square s) {
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#if defined(IS_64BIT)
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inline Bitboard rook_attacks_bb(Square s, Bitboard occ) {
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return RAttacks[s][((occ & RMask[s]) * RMult[s]) >> RShift[s]];
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return RAttacks[s][((occ & RMasks[s]) * RMagics[s]) >> RShifts[s]];
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}
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inline Bitboard bishop_attacks_bb(Square s, Bitboard occ) {
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return BAttacks[s][((occ & BMask[s]) * BMult[s]) >> BShift[s]];
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return BAttacks[s][((occ & BMasks[s]) * BMagics[s]) >> BShifts[s]];
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}
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#else // if !defined(IS_64BIT)
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inline Bitboard rook_attacks_bb(Square s, Bitboard occ) {
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Bitboard b = occ & RMask[s];
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Bitboard b = occ & RMasks[s];
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return RAttacks[s]
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[unsigned(int(b) * int(RMult[s]) ^ int(b >> 32) * int(RMult[s] >> 32)) >> RShift[s]];
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[unsigned(int(b) * int(RMagics[s]) ^ int(b >> 32) * int(RMagics[s] >> 32)) >> RShifts[s]];
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}
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inline Bitboard bishop_attacks_bb(Square s, Bitboard occ) {
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Bitboard b = occ & BMask[s];
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Bitboard b = occ & BMasks[s];
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return BAttacks[s]
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[unsigned(int(b) * int(BMult[s]) ^ int(b >> 32) * int(BMult[s] >> 32)) >> BShift[s]];
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[unsigned(int(b) * int(BMagics[s]) ^ int(b >> 32) * int(BMagics[s] >> 32)) >> BShifts[s]];
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}
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#endif
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