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https://github.com/sockspls/badfish
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Rename type_of_piece() and color_of_piece()
No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
parent
923b14afaa
commit
ae2f5f25cd
6 changed files with 40 additions and 40 deletions
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@ -95,7 +95,7 @@ const string move_to_san(Position& pos, Move m) {
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bool ambiguousMove, ambiguousFile, ambiguousRank;
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Square sq, from = move_from(m);
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Square to = move_to(m);
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PieceType pt = type_of_piece(pos.piece_on(from));
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PieceType pt = piece_type(pos.piece_on(from));
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string san;
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if (m == MOVE_NONE)
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@ -217,7 +217,7 @@ MoveStack* generate<MV_NON_CAPTURE_CHECK>(const Position& pos, MoveStack* mlist)
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while (b)
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{
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from = pop_1st_bit(&b);
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switch (type_of_piece(pos.piece_on(from)))
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switch (piece_type(pos.piece_on(from)))
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{
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case PAWN: /* Will be generated togheter with pawns direct checks */ break;
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case KNIGHT: mlist = generate_discovered_checks<KNIGHT>(pos, mlist, from); break;
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@ -265,9 +265,9 @@ MoveStack* generate<MV_EVASION>(const Position& pos, MoveStack* mlist) {
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checkersCnt++;
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checksq = pop_1st_bit(&b);
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assert(color_of_piece(pos.piece_on(checksq)) == opposite_color(us));
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assert(piece_color(pos.piece_on(checksq)) == opposite_color(us));
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switch (type_of_piece(pos.piece_on(checksq)))
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switch (piece_type(pos.piece_on(checksq)))
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{
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case BISHOP: sliderAttacks |= BishopPseudoAttacks[checksq]; break;
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case ROOK: sliderAttacks |= RookPseudoAttacks[checksq]; break;
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@ -237,7 +237,7 @@ void MovePicker::score_captures() {
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{
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m = cur->move;
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cur->score = piece_value_midgame(pos.piece_on(move_to(m)))
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- type_of_piece(pos.piece_on(move_from(m)));
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- piece_type(pos.piece_on(move_from(m)));
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if (move_is_promotion(m))
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cur->score += QueenValueMidgame;
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@ -276,7 +276,7 @@ void MovePicker::score_evasions() {
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cur->score = seeScore - History::MaxValue; // Be sure we are at the bottom
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else if (pos.move_is_capture(m))
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cur->score = piece_value_midgame(pos.piece_on(move_to(m)))
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- type_of_piece(pos.piece_on(move_from(m))) + History::MaxValue;
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- piece_type(pos.piece_on(move_from(m))) + History::MaxValue;
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else
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cur->score = H.value(pos.piece_on(move_from(m)), move_to(m));
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}
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@ -366,7 +366,7 @@ void Position::print(Move move) const {
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if (move)
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{
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Position p(*this, thread());
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string dd = (color_of_piece(piece_on(move_from(move))) == BLACK ? ".." : "");
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string dd = (piece_color(piece_on(move_from(move))) == BLACK ? ".." : "");
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cout << "\nMove is: " << dd << move_to_san(p, move);
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}
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@ -381,7 +381,7 @@ void Position::print(Move move) const {
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if (piece == PIECE_NONE && square_color(sq) == DARK)
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piece = PIECE_NONE_DARK_SQ;
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char c = (color_of_piece(piece_on(sq)) == BLACK ? '=' : ' ');
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char c = (piece_color(piece_on(sq)) == BLACK ? '=' : ' ');
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cout << c << PieceToChar[piece] << c << '|';
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}
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}
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@ -520,7 +520,7 @@ bool Position::move_attacks_square(Move m, Square s) const {
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do_move_bb(&occ, make_move_bb(f, t));
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xray = ( (rook_attacks_bb(s, occ) & pieces(ROOK, QUEEN))
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|(bishop_attacks_bb(s, occ) & pieces(BISHOP, QUEEN)))
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& pieces_of_color(color_of_piece(piece_on(f)));
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& pieces_of_color(piece_color(piece_on(f)));
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// If we have attacks we need to verify that are caused by our move
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// and are not already existent ones.
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@ -552,7 +552,7 @@ bool Position::pl_move_is_legal(Move m, Bitboard pinned) const {
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Color us = side_to_move();
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Square from = move_from(m);
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assert(color_of_piece(piece_on(from)) == us);
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assert(piece_color(piece_on(from)) == us);
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assert(piece_on(king_square(us)) == make_piece(us, KING));
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// En passant captures are a tricky special case. Because they are
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@ -582,7 +582,7 @@ bool Position::pl_move_is_legal(Move m, Bitboard pinned) const {
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// If the moving piece is a king, check whether the destination
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// square is attacked by the opponent. Castling moves are checked
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// for legality during move generation.
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if (type_of_piece(piece_on(from)) == KING)
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if (piece_type(piece_on(from)) == KING)
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return move_is_castle(m) || !(attackers_to(move_to(m)) & pieces_of_color(opposite_color(us)));
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// A non-king move is legal if and only if it is not pinned or it
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@ -636,15 +636,15 @@ bool Position::move_is_pl(const Move m) const {
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// If the from square is not occupied by a piece belonging to the side to
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// move, the move is obviously not legal.
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if (pc == PIECE_NONE || color_of_piece(pc) != us)
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if (pc == PIECE_NONE || piece_color(pc) != us)
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return false;
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// The destination square cannot be occupied by a friendly piece
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if (color_of_piece(piece_on(to)) == us)
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if (piece_color(piece_on(to)) == us)
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return false;
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// Handle the special case of a pawn move
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if (type_of_piece(pc) == PAWN)
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if (piece_type(pc) == PAWN)
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{
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// Move direction must be compatible with pawn color
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int direction = to - from;
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@ -666,7 +666,7 @@ bool Position::move_is_pl(const Move m) const {
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case DELTA_SE:
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// Capture. The destination square must be occupied by an enemy
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// piece (en passant captures was handled earlier).
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if (color_of_piece(piece_on(to)) != them)
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if (piece_color(piece_on(to)) != them)
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return false;
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// From and to files must be one file apart, avoids a7h5
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@ -712,7 +712,7 @@ bool Position::move_is_pl(const Move m) const {
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{
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// In case of king moves under check we have to remove king so to catch
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// as invalid moves like b1a1 when opposite queen is on c1.
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if (type_of_piece(piece_on(from)) == KING)
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if (piece_type(piece_on(from)) == KING)
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{
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Bitboard b = occupied_squares();
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clear_bit(&b, from);
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@ -745,11 +745,11 @@ bool Position::move_gives_check(Move m, const CheckInfo& ci) const {
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assert(is_ok());
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assert(move_is_ok(m));
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assert(ci.dcCandidates == discovered_check_candidates(side_to_move()));
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assert(color_of_piece(piece_on(move_from(m))) == side_to_move());
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assert(piece_color(piece_on(move_from(m))) == side_to_move());
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Square from = move_from(m);
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Square to = move_to(m);
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PieceType pt = type_of_piece(piece_on(from));
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PieceType pt = piece_type(piece_on(from));
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// Direct check ?
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if (bit_is_set(ci.checkSq[pt], to))
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@ -917,11 +917,11 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
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bool pm = move_is_promotion(m);
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Piece piece = piece_on(from);
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PieceType pt = type_of_piece(piece);
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PieceType capture = ep ? PAWN : type_of_piece(piece_on(to));
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PieceType pt = piece_type(piece);
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PieceType capture = ep ? PAWN : piece_type(piece_on(to));
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assert(color_of_piece(piece_on(from)) == us);
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assert(color_of_piece(piece_on(to)) == them || square_is_empty(to));
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assert(piece_color(piece_on(from)) == us);
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assert(piece_color(piece_on(to)) == them || square_is_empty(to));
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assert(!(ep || pm) || piece == make_piece(us, PAWN));
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assert(!pm || relative_rank(us, to) == RANK_8);
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@ -1255,10 +1255,10 @@ void Position::undo_move(Move m) {
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bool ep = move_is_ep(m);
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bool pm = move_is_promotion(m);
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PieceType pt = type_of_piece(piece_on(to));
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PieceType pt = piece_type(piece_on(to));
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assert(square_is_empty(from));
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assert(color_of_piece(piece_on(to)) == us);
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assert(piece_color(piece_on(to)) == us);
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assert(!pm || relative_rank(us, to) == RANK_8);
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assert(!ep || to == st->previous->epSquare);
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assert(!ep || relative_rank(us, to) == RANK_6);
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@ -1502,16 +1502,16 @@ int Position::see(Move m) const {
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from = move_from(m);
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to = move_to(m);
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capturedType = type_of_piece(piece_on(to));
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capturedType = piece_type(piece_on(to));
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occupied = occupied_squares();
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// Handle en passant moves
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if (st->epSquare == to && type_of_piece(piece_on(from)) == PAWN)
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if (st->epSquare == to && piece_type(piece_on(from)) == PAWN)
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{
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Square capQq = (side_to_move() == WHITE ? to - DELTA_N : to - DELTA_S);
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assert(capturedType == PIECE_TYPE_NONE);
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assert(type_of_piece(piece_on(capQq)) == PAWN);
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assert(piece_type(piece_on(capQq)) == PAWN);
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// Remove the captured pawn
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clear_bit(&occupied, capQq);
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@ -1524,7 +1524,7 @@ int Position::see(Move m) const {
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attackers = attackers_to(to, occupied);
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// If the opponent has no attackers we are finished
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stm = opposite_color(color_of_piece(piece_on(from)));
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stm = opposite_color(piece_color(piece_on(from)));
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stmAttackers = attackers & pieces_of_color(stm);
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if (!stmAttackers)
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return PieceValueMidgame[capturedType];
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@ -1536,7 +1536,7 @@ int Position::see(Move m) const {
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// capture with the least valuable piece. After each capture, we look for
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// new X-ray attacks from behind the capturing piece.
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swapList[0] = PieceValueMidgame[capturedType];
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capturedType = type_of_piece(piece_on(from));
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capturedType = piece_type(piece_on(from));
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do {
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// Locate the least valuable attacker for the side to move. The loop
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@ -1621,8 +1621,8 @@ void Position::clear() {
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void Position::put_piece(Piece p, Square s) {
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Color c = color_of_piece(p);
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PieceType pt = type_of_piece(p);
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Color c = piece_color(p);
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PieceType pt = piece_type(p);
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board[s] = p;
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index[s] = pieceCount[c][pt]++;
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@ -1645,7 +1645,7 @@ Key Position::compute_key() const {
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for (Square s = SQ_A1; s <= SQ_H8; s++)
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if (square_is_occupied(s))
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result ^= zobrist[color_of_piece(piece_on(s))][type_of_piece(piece_on(s))][s];
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result ^= zobrist[piece_color(piece_on(s))][piece_type(piece_on(s))][s];
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if (ep_square() != SQ_NONE)
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result ^= zobEp[ep_square()];
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@ -1923,8 +1923,8 @@ bool Position::is_ok(int* failedStep) const {
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{
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int kingCount[2] = {0, 0};
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for (Square s = SQ_A1; s <= SQ_H8; s++)
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if (type_of_piece(piece_on(s)) == KING)
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kingCount[color_of_piece(piece_on(s))]++;
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if (piece_type(piece_on(s)) == KING)
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kingCount[piece_color(piece_on(s))]++;
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if (kingCount[0] != 1 || kingCount[1] != 1)
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return false;
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@ -300,7 +300,7 @@ namespace {
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if (moveIsCheck && pos.see_sign(m) >= 0)
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result += CheckExtension[PvNode];
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if (type_of_piece(pos.piece_on(move_from(m))) == PAWN)
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if (piece_type(pos.piece_on(move_from(m))) == PAWN)
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{
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Color c = pos.side_to_move();
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if (relative_rank(c, move_to(m)) == RANK_7)
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@ -316,7 +316,7 @@ namespace {
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}
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if ( captureOrPromotion
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&& type_of_piece(pos.piece_on(move_to(m))) != PAWN
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&& piece_type(pos.piece_on(move_to(m))) != PAWN
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&& ( pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK)
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- piece_value_midgame(pos.piece_on(move_to(m))) == VALUE_ZERO)
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&& !move_is_special(m))
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@ -1530,7 +1530,7 @@ split_point_start: // At split points actual search starts from here
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return true;
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// Rule 2. Queen contact check is very dangerous
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if ( type_of_piece(pc) == QUEEN
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if ( piece_type(pc) == QUEEN
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&& bit_is_set(kingAtt, to))
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return true;
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@ -1666,7 +1666,7 @@ split_point_start: // At split points actual search starts from here
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// value of the threatening piece, don't prune moves which defend it.
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if ( pos.move_is_capture(threat)
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&& ( piece_value_midgame(pos.piece_on(tfrom)) >= piece_value_midgame(pos.piece_on(tto))
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|| type_of_piece(pos.piece_on(tfrom)) == KING)
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|| piece_type(pos.piece_on(tfrom)) == KING)
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&& pos.move_attacks_square(m, tto))
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return true;
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@ -360,11 +360,11 @@ inline Piece make_piece(Color c, PieceType pt) {
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return Piece((c << 3) | pt);
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}
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inline PieceType type_of_piece(Piece p) {
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inline PieceType piece_type(Piece p) {
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return PieceType(p & 7);
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}
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inline Color color_of_piece(Piece p) {
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inline Color piece_color(Piece p) {
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return Color(p >> 3);
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}
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