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Include castle moves in 'dangerous' flag
Simplifies the code and seems more natural. We have a very small fucntional change becuase now at PV nodes castles are extended one ply anyhow. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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1 changed files with 6 additions and 4 deletions
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@ -171,12 +171,16 @@ namespace {
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// 'dangerous' moves so that we avoid to prune it.
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FORCE_INLINE bool is_dangerous(const Position& pos, Move m, bool captureOrPromotion) {
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// Test for a passed pawn move
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// Castle move?
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if (type_of(m) == CASTLE)
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return true;
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// Passed pawn move?
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if ( type_of(pos.piece_moved(m)) == PAWN
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&& pos.pawn_is_passed(pos.side_to_move(), to_sq(m)))
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return true;
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// Test for a capture that triggers a pawn endgame
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// Entering a pawn endgame?
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if ( captureOrPromotion
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&& type_of(pos.piece_on(to_sq(m))) != PAWN
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&& type_of(m) == NORMAL
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@ -897,7 +901,6 @@ split_point_start: // At split points actual search starts from here
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&& !inCheck
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&& !dangerous
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&& move != ttMove
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&& type_of(move) != CASTLE
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&& (bestValue > VALUE_MATED_IN_MAX_PLY || bestValue == -VALUE_INFINITE))
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{
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// Move count based pruning
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@ -956,7 +959,6 @@ split_point_start: // At split points actual search starts from here
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&& !isPvMove
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&& !captureOrPromotion
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&& !dangerous
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&& type_of(move) != CASTLE
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&& ss->killers[0] != move
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&& ss->killers[1] != move)
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{
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