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Renaming some variables in code
Implements renaming suggestions by Marco Costalba, Günther Demetz, Gontran Lemaire, Ronald de Man, Stéphane Nicolet, Alain Savard, Joost VandeVondele, Jerry Donald Watson, Mike Whiteley, xoto10, and I hope that I haven't forgotten anybody. Perpetual renaming thread for suggestions: https://github.com/official-stockfish/Stockfish/issues/1426 No functional change.
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6 changed files with 47 additions and 47 deletions
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@ -163,24 +163,24 @@ namespace {
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const Score KingProtector[] = { S(3, 5), S(4, 3), S(3, 0), S(1, -1) };
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const Score KingProtector[] = { S(3, 5), S(4, 3), S(3, 0), S(1, -1) };
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// Assorted bonuses and penalties
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// Assorted bonuses and penalties
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const Score BishopPawns = S( 8, 12);
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const Score BishopPawns = S( 8, 12);
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const Score CloseEnemies = S( 7, 0);
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const Score CloseEnemies = S( 7, 0);
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const Score Connectivity = S( 3, 1);
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const Score Connectivity = S( 3, 1);
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const Score Hanging = S( 52, 30);
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const Score CorneredBishop = S( 50, 50);
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const Score HinderPassedPawn = S( 8, 1);
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const Score Hanging = S( 52, 30);
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const Score KnightOnQueen = S( 21, 11);
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const Score HinderPassedPawn = S( 8, 1);
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const Score LongRangedBishop = S( 22, 0);
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const Score KnightOnQueen = S( 21, 11);
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const Score MinorBehindPawn = S( 16, 0);
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const Score LongDiagonalBishop = S( 22, 0);
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const Score PawnlessFlank = S( 20, 80);
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const Score MinorBehindPawn = S( 16, 0);
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const Score RookOnPawn = S( 8, 24);
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const Score PawnlessFlank = S( 20, 80);
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const Score SliderOnQueen = S( 42, 21);
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const Score RookOnPawn = S( 8, 24);
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const Score ThreatByPawnPush = S( 47, 26);
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const Score SliderOnQueen = S( 42, 21);
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const Score ThreatByRank = S( 16, 3);
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const Score ThreatByPawnPush = S( 47, 26);
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const Score ThreatBySafePawn = S(175,168);
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const Score ThreatByRank = S( 16, 3);
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const Score TrappedBishopA1H1 = S( 50, 50);
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const Score ThreatBySafePawn = S(175,168);
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const Score TrappedRook = S( 92, 0);
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const Score TrappedRook = S( 92, 0);
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const Score WeakQueen = S( 50, 10);
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const Score WeakQueen = S( 50, 10);
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const Score WeakUnopposedPawn = S( 5, 25);
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const Score WeakUnopposedPawn = S( 5, 25);
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#undef S
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#undef S
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@ -230,18 +230,18 @@ namespace {
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// which attack a square in the kingRing of the enemy king.
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// which attack a square in the kingRing of the enemy king.
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int kingAttackersCount[COLOR_NB];
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int kingAttackersCount[COLOR_NB];
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// kingAttackersWeight[color] is the sum of the "weights" of the pieces of the
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// kingAttackersWeight[color] is the sum of the "weights" of the pieces of
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// given color which attack a square in the kingRing of the enemy king. The
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// the given color which attack a square in the kingRing of the enemy king.
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// weights of the individual piece types are given by the elements in the
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// The weights of the individual piece types are given by the elements in
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// KingAttackWeights array.
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// the KingAttackWeights array.
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int kingAttackersWeight[COLOR_NB];
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int kingAttackersWeight[COLOR_NB];
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// kingAdjacentZoneAttacksCount[color] is the number of attacks by the given
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// kingAttacksCount[color] is the number of attacks by the given color to
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// color to squares directly adjacent to the enemy king. Pieces which attack
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// squares directly adjacent to the enemy king. Pieces which attack more
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// more than one square are counted multiple times. For instance, if there is
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// than one square are counted multiple times. For instance, if there is
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// a white knight on g5 and black's king is on g8, this white knight adds 2
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// a white knight on g5 and black's king is on g8, this white knight adds 2
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// to kingAdjacentZoneAttacksCount[WHITE].
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// to kingAttacksCount[WHITE].
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int kingAdjacentZoneAttacksCount[COLOR_NB];
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int kingAttacksCount[COLOR_NB];
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};
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};
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@ -276,7 +276,7 @@ namespace {
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kingRing[Us] |= shift<Up>(kingRing[Us]);
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kingRing[Us] |= shift<Up>(kingRing[Us]);
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kingAttackersCount[Them] = popcount(attackedBy[Us][KING] & pe->pawn_attacks(Them));
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kingAttackersCount[Them] = popcount(attackedBy[Us][KING] & pe->pawn_attacks(Them));
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kingAdjacentZoneAttacksCount[Them] = kingAttackersWeight[Them] = 0;
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kingAttacksCount[Them] = kingAttackersWeight[Them] = 0;
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}
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}
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else
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else
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kingRing[Us] = kingAttackersCount[Them] = 0;
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kingRing[Us] = kingAttackersCount[Them] = 0;
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@ -316,7 +316,7 @@ namespace {
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{
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{
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kingAttackersCount[Us]++;
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kingAttackersCount[Us]++;
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kingAttackersWeight[Us] += KingAttackWeights[Pt];
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kingAttackersWeight[Us] += KingAttackWeights[Pt];
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kingAdjacentZoneAttacksCount[Us] += popcount(b & attackedBy[Them][KING]);
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kingAttacksCount[Us] += popcount(b & attackedBy[Them][KING]);
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}
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}
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int mob = popcount(b & mobilityArea[Us]);
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int mob = popcount(b & mobilityArea[Us]);
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@ -348,7 +348,7 @@ namespace {
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// Bonus for bishop on a long diagonal which can "see" both center squares
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// Bonus for bishop on a long diagonal which can "see" both center squares
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if (more_than_one(Center & (attacks_bb<BISHOP>(s, pos.pieces(PAWN)) | s)))
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if (more_than_one(Center & (attacks_bb<BISHOP>(s, pos.pieces(PAWN)) | s)))
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score += LongRangedBishop;
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score += LongDiagonalBishop;
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}
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}
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// An important Chess960 pattern: A cornered bishop blocked by a friendly
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// An important Chess960 pattern: A cornered bishop blocked by a friendly
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@ -360,9 +360,9 @@ namespace {
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{
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{
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Direction d = pawn_push(Us) + (file_of(s) == FILE_A ? EAST : WEST);
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Direction d = pawn_push(Us) + (file_of(s) == FILE_A ? EAST : WEST);
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if (pos.piece_on(s + d) == make_piece(Us, PAWN))
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if (pos.piece_on(s + d) == make_piece(Us, PAWN))
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score -= !pos.empty(s + d + pawn_push(Us)) ? TrappedBishopA1H1 * 4
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score -= !pos.empty(s + d + pawn_push(Us)) ? CorneredBishop * 4
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: pos.piece_on(s + d + d) == make_piece(Us, PAWN) ? TrappedBishopA1H1 * 2
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: pos.piece_on(s + d + d) == make_piece(Us, PAWN) ? CorneredBishop * 2
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: TrappedBishopA1H1;
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: CorneredBishop;
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}
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}
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}
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}
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@ -463,7 +463,7 @@ namespace {
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pinned = pos.blockers_for_king(Us) & pos.pieces(Us);
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pinned = pos.blockers_for_king(Us) & pos.pieces(Us);
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kingDanger += kingAttackersCount[Them] * kingAttackersWeight[Them]
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kingDanger += kingAttackersCount[Them] * kingAttackersWeight[Them]
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+ 102 * kingAdjacentZoneAttacksCount[Them]
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+ 102 * kingAttacksCount[Them]
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+ 191 * popcount(kingRing[Us] & weak)
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+ 191 * popcount(kingRing[Us] & weak)
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+ 143 * popcount(pinned | unsafeChecks)
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+ 143 * popcount(pinned | unsafeChecks)
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- 848 * !pos.count<QUEEN>(Them)
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- 848 * !pos.count<QUEEN>(Them)
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@ -68,7 +68,7 @@ namespace {
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&& pos.non_pawn_material(us) >= RookValueMg;
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&& pos.non_pawn_material(us) >= RookValueMg;
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}
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}
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bool is_KBPsKs(const Position& pos, Color us) {
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bool is_KBPsK(const Position& pos, Color us) {
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return pos.non_pawn_material(us) == BishopValueMg
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return pos.non_pawn_material(us) == BishopValueMg
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&& pos.count<BISHOP>(us) == 1
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&& pos.count<BISHOP>(us) == 1
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&& pos.count<PAWN >(us) >= 1;
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&& pos.count<PAWN >(us) >= 1;
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@ -165,7 +165,7 @@ Entry* probe(const Position& pos) {
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// case we don't return after setting the function.
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// case we don't return after setting the function.
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for (Color c = WHITE; c <= BLACK; ++c)
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for (Color c = WHITE; c <= BLACK; ++c)
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{
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{
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if (is_KBPsKs(pos, c))
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if (is_KBPsK(pos, c))
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e->scalingFunction[c] = &ScaleKBPsK[c];
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e->scalingFunction[c] = &ScaleKBPsK[c];
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else if (is_KQKRPs(pos, c))
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else if (is_KQKRPs(pos, c))
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@ -322,8 +322,8 @@ void Position::set_castling_right(Color c, Square rfrom) {
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void Position::set_check_info(StateInfo* si) const {
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void Position::set_check_info(StateInfo* si) const {
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si->blockersForKing[WHITE] = slider_blockers(pieces(BLACK), square<KING>(WHITE), si->pinnersForKing[WHITE]);
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si->blockersForKing[WHITE] = slider_blockers(pieces(BLACK), square<KING>(WHITE), si->pinners[BLACK]);
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si->blockersForKing[BLACK] = slider_blockers(pieces(WHITE), square<KING>(BLACK), si->pinnersForKing[BLACK]);
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si->blockersForKing[BLACK] = slider_blockers(pieces(WHITE), square<KING>(BLACK), si->pinners[WHITE]);
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Square ksq = square<KING>(~sideToMove);
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Square ksq = square<KING>(~sideToMove);
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@ -1037,7 +1037,7 @@ bool Position::see_ge(Move m, Value threshold) const {
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// Don't allow pinned pieces to attack (except the king) as long as
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// Don't allow pinned pieces to attack (except the king) as long as
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// all pinners are on their original square.
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// all pinners are on their original square.
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if (!(st->pinnersForKing[stm] & ~occupied))
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if (!(st->pinners[~stm] & ~occupied))
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stmAttackers &= ~st->blockersForKing[stm];
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stmAttackers &= ~st->blockersForKing[stm];
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// If stm has no more attackers then give up: stm loses
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// If stm has no more attackers then give up: stm loses
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@ -52,7 +52,7 @@ struct StateInfo {
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Piece capturedPiece;
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Piece capturedPiece;
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StateInfo* previous;
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StateInfo* previous;
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Bitboard blockersForKing[COLOR_NB];
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Bitboard blockersForKing[COLOR_NB];
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Bitboard pinnersForKing[COLOR_NB];
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Bitboard pinners[COLOR_NB];
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Bitboard checkSquares[PIECE_TYPE_NB];
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Bitboard checkSquares[PIECE_TYPE_NB];
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};
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};
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@ -112,12 +112,12 @@ void init() {
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PieceValue[MG][~pc] = PieceValue[MG][pc];
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PieceValue[MG][~pc] = PieceValue[MG][pc];
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PieceValue[EG][~pc] = PieceValue[EG][pc];
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PieceValue[EG][~pc] = PieceValue[EG][pc];
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Score v = make_score(PieceValue[MG][pc], PieceValue[EG][pc]);
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Score score = make_score(PieceValue[MG][pc], PieceValue[EG][pc]);
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for (Square s = SQ_A1; s <= SQ_H8; ++s)
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for (Square s = SQ_A1; s <= SQ_H8; ++s)
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{
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{
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File f = std::min(file_of(s), ~file_of(s));
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File f = std::min(file_of(s), ~file_of(s));
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psq[ pc][ s] = v + Bonus[pc][rank_of(s)][f];
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psq[ pc][ s] = score + Bonus[pc][rank_of(s)][f];
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psq[~pc][~s] = -psq[pc][s];
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psq[~pc][~s] = -psq[pc][s];
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}
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}
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}
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}
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timeReduction *= 1.25;
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timeReduction *= 1.25;
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// Use part of the gained time from a previous stable move for the current move
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// Use part of the gained time from a previous stable move for the current move
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double unstablePvFactor = 1.0 + mainThread->bestMoveChanges;
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double bestMoveInstability = 1.0 + mainThread->bestMoveChanges;
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unstablePvFactor *= std::pow(mainThread->previousTimeReduction, 0.528) / timeReduction;
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bestMoveInstability *= std::pow(mainThread->previousTimeReduction, 0.528) / timeReduction;
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// Stop the search if we have only one legal move, or if available time elapsed
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// Stop the search if we have only one legal move, or if available time elapsed
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if ( rootMoves.size() == 1
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if ( rootMoves.size() == 1
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|| Time.elapsed() > Time.optimum() * unstablePvFactor * improvingFactor / 581)
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|| Time.elapsed() > Time.optimum() * bestMoveInstability * improvingFactor / 581)
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{
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{
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// If we are allowed to ponder do not stop the search now but
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// If we are allowed to ponder do not stop the search now but
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// keep pondering until the GUI sends "ponderhit" or "stop".
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// keep pondering until the GUI sends "ponderhit" or "stop".
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@ -495,7 +495,7 @@ namespace {
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if (depth < ONE_PLY)
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if (depth < ONE_PLY)
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return qsearch<NT>(pos, ss, alpha, beta);
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return qsearch<NT>(pos, ss, alpha, beta);
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const bool PvNode = NT == PV;
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constexpr bool PvNode = NT == PV;
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const bool rootNode = PvNode && ss->ply == 0;
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const bool rootNode = PvNode && ss->ply == 0;
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assert(-VALUE_INFINITE <= alpha && alpha < beta && beta <= VALUE_INFINITE);
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assert(-VALUE_INFINITE <= alpha && alpha < beta && beta <= VALUE_INFINITE);
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@ -1156,7 +1156,7 @@ moves_loop: // When in check, search starts from here
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template <NodeType NT>
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template <NodeType NT>
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Value qsearch(Position& pos, Stack* ss, Value alpha, Value beta, Depth depth) {
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Value qsearch(Position& pos, Stack* ss, Value alpha, Value beta, Depth depth) {
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const bool PvNode = NT == PV;
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constexpr bool PvNode = NT == PV;
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const bool inCheck = bool(pos.checkers());
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const bool inCheck = bool(pos.checkers());
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assert(alpha >= -VALUE_INFINITE && alpha < beta && beta <= VALUE_INFINITE);
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assert(alpha >= -VALUE_INFINITE && alpha < beta && beta <= VALUE_INFINITE);
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