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Update some comments (#973)
Use somewhat more precise comments in a couple of places. No functional change.
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3 changed files with 9 additions and 7 deletions
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@ -164,7 +164,7 @@ inline Bitboard in_front_bb(Color c, Rank r) {
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/// forward_bb() returns a bitboard representing all the squares along the line
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/// forward_bb() returns a bitboard representing all the squares along the line
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/// in front of the given one, from the point of view of the given color:
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/// in front of the given one, from the point of view of the given color:
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/// ForwardBB[c][s] = in_front_bb(c, s) & file_bb(s)
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/// ForwardBB[c][s] = in_front_bb(c, rank_of(s)) & file_bb(s)
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inline Bitboard forward_bb(Color c, Square s) {
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inline Bitboard forward_bb(Color c, Square s) {
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return ForwardBB[c][s];
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return ForwardBB[c][s];
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@ -174,7 +174,7 @@ inline Bitboard forward_bb(Color c, Square s) {
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/// pawn_attack_span() returns a bitboard representing all the squares that can be
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/// pawn_attack_span() returns a bitboard representing all the squares that can be
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/// attacked by a pawn of the given color when it moves along its file, starting
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/// attacked by a pawn of the given color when it moves along its file, starting
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/// from the given square:
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/// from the given square:
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/// PawnAttackSpan[c][s] = in_front_bb(c, s) & adjacent_files_bb(s);
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/// PawnAttackSpan[c][s] = in_front_bb(c, rank_of(s)) & adjacent_files_bb(s);
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inline Bitboard pawn_attack_span(Color c, Square s) {
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inline Bitboard pawn_attack_span(Color c, Square s) {
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return PawnAttackSpan[c][s];
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return PawnAttackSpan[c][s];
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@ -44,7 +44,7 @@ namespace {
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Score Connected[2][2][2][RANK_NB];
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Score Connected[2][2][2][RANK_NB];
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// Doubled pawn penalty
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// Doubled pawn penalty
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const Score Doubled = S(18,38);
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const Score Doubled = S(18, 38);
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// Lever bonus by rank
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// Lever bonus by rank
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const Score Lever[RANK_NB] = {
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const Score Lever[RANK_NB] = {
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@ -53,7 +53,7 @@ namespace {
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};
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};
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// Weakness of our pawn shelter in front of the king by [distance from edge][rank].
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// Weakness of our pawn shelter in front of the king by [distance from edge][rank].
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// RANK_1 = 0 is used for files where we have no pawns, or where our pawn is behind our king.
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// RANK_1 = 0 is used for files where we have no pawns or our pawn is behind our king.
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const Value ShelterWeakness[][RANK_NB] = {
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const Value ShelterWeakness[][RANK_NB] = {
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{ V(100), V(20), V(10), V(46), V(82), V( 86), V( 98) },
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{ V(100), V(20), V(10), V(46), V(82), V( 86), V( 98) },
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{ V(116), V( 4), V(28), V(87), V(94), V(108), V(104) },
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{ V(116), V( 4), V(28), V(87), V(94), V(108), V(104) },
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@ -63,7 +63,7 @@ namespace {
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// Danger of enemy pawns moving toward our king by [type][distance from edge][rank].
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// Danger of enemy pawns moving toward our king by [type][distance from edge][rank].
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// For the unopposed and unblocked cases, RANK_1 = 0 is used when opponent has no pawn
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// For the unopposed and unblocked cases, RANK_1 = 0 is used when opponent has no pawn
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// on the given file, or his pawn his behind our king.
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// on the given file, or their pawn is behind our king.
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const Value StormDanger[][4][RANK_NB] = {
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const Value StormDanger[][4][RANK_NB] = {
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{ { V( 0), V(-290), V(-274), V(57), V(41) }, //BlockedByKing
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{ { V( 0), V(-290), V(-274), V(57), V(41) }, //BlockedByKing
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{ V( 0), V( 60), V( 144), V(39), V(13) },
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{ V( 0), V( 60), V( 144), V(39), V(13) },
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@ -875,7 +875,8 @@ moves_loop: // When in check search starts from here
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moveCountPruning = depth < 16 * ONE_PLY
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moveCountPruning = depth < 16 * ONE_PLY
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&& moveCount >= FutilityMoveCounts[improving][depth / ONE_PLY];
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&& moveCount >= FutilityMoveCounts[improving][depth / ONE_PLY];
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// Step 12. Extend checks
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// Step 12. Extensions
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// Extend checks
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if ( givesCheck
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if ( givesCheck
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&& !moveCountPruning
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&& !moveCountPruning
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&& pos.see_ge(move, VALUE_ZERO))
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&& pos.see_ge(move, VALUE_ZERO))
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@ -901,7 +902,7 @@ moves_loop: // When in check search starts from here
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extension = ONE_PLY;
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extension = ONE_PLY;
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}
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}
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// Update the current move (this must be done after singular extension search)
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// Calculate new depth for this move
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newDepth = depth - ONE_PLY + extension;
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newDepth = depth - ONE_PLY + extension;
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// Step 13. Pruning at shallow depth
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// Step 13. Pruning at shallow depth
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@ -953,6 +954,7 @@ moves_loop: // When in check search starts from here
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continue;
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continue;
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}
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}
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// Update the current move (this must be done after singular extension search)
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ss->currentMove = move;
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ss->currentMove = move;
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ss->counterMoves = &thisThread->counterMoveHistory[moved_piece][to_sq(move)];
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ss->counterMoves = &thisThread->counterMoveHistory[moved_piece][to_sq(move)];
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