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https://github.com/sockspls/badfish
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Shrink arguments in move generation functions
Perhaps no speedup, but it is more readable. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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0c8659721f
commit
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1 changed files with 50 additions and 43 deletions
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@ -41,7 +41,7 @@ namespace {
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const PawnParams WhitePawnParams = { Rank3BB, Rank8BB, RANK_8, DELTA_N, DELTA_NE, DELTA_NW, WHITE, BLACK };
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const PawnParams WhitePawnParams = { Rank3BB, Rank8BB, RANK_8, DELTA_N, DELTA_NE, DELTA_NW, WHITE, BLACK };
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const PawnParams BlackPawnParams = { Rank6BB, Rank1BB, RANK_1, DELTA_S, DELTA_SE, DELTA_SW, BLACK, WHITE };
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const PawnParams BlackPawnParams = { Rank6BB, Rank1BB, RANK_1, DELTA_S, DELTA_SE, DELTA_SW, BLACK, WHITE };
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int generate_castle_moves(const Position&, MoveStack*, Color);
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int generate_castle_moves(const Position&, MoveStack*);
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template<Color>
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template<Color>
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int generate_pawn_captures(const Position&, MoveStack*);
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int generate_pawn_captures(const Position&, MoveStack*);
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@ -50,20 +50,20 @@ namespace {
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int generate_pawn_noncaptures(const Position&, MoveStack*);
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int generate_pawn_noncaptures(const Position&, MoveStack*);
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template<Color>
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template<Color>
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int generate_pawn_checks(const Position&, Bitboard, Square, MoveStack*, int);
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int generate_pawn_checks(const Position&, Bitboard, Square, MoveStack*);
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template<Color>
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template<Color>
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int generate_pawn_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*, int);
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int generate_pawn_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*);
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template<PieceType>
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template<PieceType>
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int generate_piece_moves(const Position&, MoveStack*, Color, Bitboard);
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int generate_piece_moves(const Position&, MoveStack*, Bitboard);
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template<PieceType>
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template<PieceType>
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int generate_piece_checks(const Position&, Bitboard, Bitboard, Square, MoveStack*, int);
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int generate_piece_checks(const Position&, Bitboard, Bitboard, Square, MoveStack*);
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int generate_piece_checks_king(const Position&, Square, Bitboard, Square, MoveStack*, int);
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int generate_piece_checks_king(const Position&, Square, Bitboard, Square, MoveStack*);
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template<PieceType>
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template<PieceType>
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int generate_piece_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*, int);
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int generate_piece_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*);
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}
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}
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@ -89,11 +89,11 @@ int generate_captures(const Position& pos, MoveStack* mlist) {
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else
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else
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n = generate_pawn_captures<BLACK>(pos, mlist);
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n = generate_pawn_captures<BLACK>(pos, mlist);
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n += generate_piece_moves<KNIGHT>(pos, mlist+n, us, target);
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n += generate_piece_moves<KNIGHT>(pos, mlist+n, target);
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n += generate_piece_moves<BISHOP>(pos, mlist+n, us, target);
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n += generate_piece_moves<BISHOP>(pos, mlist+n, target);
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n += generate_piece_moves<ROOK>(pos, mlist+n, us, target);
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n += generate_piece_moves<ROOK>(pos, mlist+n, target);
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n += generate_piece_moves<QUEEN>(pos, mlist+n, us, target);
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n += generate_piece_moves<QUEEN>(pos, mlist+n, target);
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n += generate_piece_moves<KING>(pos, mlist+n, us, target);
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n += generate_piece_moves<KING>(pos, mlist+n, target);
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return n;
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return n;
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}
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}
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@ -115,13 +115,12 @@ int generate_noncaptures(const Position& pos, MoveStack *mlist) {
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else
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else
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n = generate_pawn_noncaptures<BLACK>(pos, mlist);
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n = generate_pawn_noncaptures<BLACK>(pos, mlist);
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n += generate_piece_moves<KNIGHT>(pos, mlist+n, us, target);
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n += generate_piece_moves<KNIGHT>(pos, mlist+n, target);
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n += generate_piece_moves<BISHOP>(pos, mlist+n, us, target);
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n += generate_piece_moves<BISHOP>(pos, mlist+n, target);
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n += generate_piece_moves<ROOK>(pos, mlist+n, us, target);
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n += generate_piece_moves<ROOK>(pos, mlist+n, target);
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n += generate_piece_moves<QUEEN>(pos, mlist+n, us, target);
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n += generate_piece_moves<QUEEN>(pos, mlist+n, target);
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n += generate_piece_moves<KING>(pos, mlist+n, us, target);
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n += generate_piece_moves<KING>(pos, mlist+n, target);
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n += generate_castle_moves(pos, mlist+n);
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n += generate_castle_moves(pos, mlist+n, us);
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return n;
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return n;
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}
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}
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@ -145,29 +144,29 @@ int generate_checks(const Position& pos, MoveStack* mlist, Bitboard dc) {
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// Pawn moves
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// Pawn moves
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if (us == WHITE)
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if (us == WHITE)
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n = generate_pawn_checks<WHITE>(pos, dc, ksq, mlist, 0);
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n = generate_pawn_checks<WHITE>(pos, dc, ksq, mlist);
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else
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else
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n = generate_pawn_checks<BLACK>(pos, dc, ksq, mlist, 0);
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n = generate_pawn_checks<BLACK>(pos, dc, ksq, mlist);
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// Pieces moves
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// Pieces moves
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Bitboard b = pos.knights(us);
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Bitboard b = pos.knights(us);
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if (b)
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if (b)
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n = generate_piece_checks<KNIGHT>(pos, b, dc, ksq, mlist, n);
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n += generate_piece_checks<KNIGHT>(pos, b, dc, ksq, mlist+n);
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b = pos.bishops(us);
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b = pos.bishops(us);
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if (b)
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if (b)
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n = generate_piece_checks<BISHOP>(pos, b, dc, ksq, mlist, n);
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n += generate_piece_checks<BISHOP>(pos, b, dc, ksq, mlist+n);
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b = pos.rooks(us);
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b = pos.rooks(us);
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if (b)
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if (b)
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n = generate_piece_checks<ROOK>(pos, b, dc, ksq, mlist, n);
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n += generate_piece_checks<ROOK>(pos, b, dc, ksq, mlist+n);
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b = pos.queens(us);
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b = pos.queens(us);
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if (b)
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if (b)
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n = generate_piece_checks<QUEEN>(pos, b, dc, ksq, mlist, n);
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n += generate_piece_checks<QUEEN>(pos, b, dc, ksq, mlist+n);
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// Hopefully we always have a king ;-)
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// Hopefully we always have a king ;-)
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n = generate_piece_checks_king(pos, pos.king_square(us), dc, ksq, mlist, n);
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n += generate_piece_checks_king(pos, pos.king_square(us), dc, ksq, mlist+n);
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// TODO: Castling moves!
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// TODO: Castling moves!
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@ -269,26 +268,26 @@ int generate_evasions(const Position& pos, MoveStack* mlist) {
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// Pawn moves. Because a blocking evasion can never be a capture, we
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// Pawn moves. Because a blocking evasion can never be a capture, we
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// only generate pawn pushes.
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// only generate pawn pushes.
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if (us == WHITE)
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if (us == WHITE)
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n = generate_pawn_blocking_evasions<WHITE>(pos, not_pinned, blockSquares, mlist, n);
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n += generate_pawn_blocking_evasions<WHITE>(pos, not_pinned, blockSquares, mlist+n);
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else
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else
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n = generate_pawn_blocking_evasions<BLACK>(pos, not_pinned, blockSquares, mlist, n);
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n += generate_pawn_blocking_evasions<BLACK>(pos, not_pinned, blockSquares, mlist+n);
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// Pieces moves
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// Pieces moves
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b1 = pos.knights(us) & not_pinned;
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b1 = pos.knights(us) & not_pinned;
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if (b1)
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if (b1)
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n = generate_piece_blocking_evasions<KNIGHT>(pos, b1, blockSquares, mlist, n);
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n += generate_piece_blocking_evasions<KNIGHT>(pos, b1, blockSquares, mlist+n);
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b1 = pos.bishops(us) & not_pinned;
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b1 = pos.bishops(us) & not_pinned;
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if (b1)
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if (b1)
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n = generate_piece_blocking_evasions<BISHOP>(pos, b1, blockSquares, mlist, n);
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n += generate_piece_blocking_evasions<BISHOP>(pos, b1, blockSquares, mlist+n);
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b1 = pos.rooks(us) & not_pinned;
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b1 = pos.rooks(us) & not_pinned;
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if (b1)
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if (b1)
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n = generate_piece_blocking_evasions<ROOK>(pos, b1, blockSquares, mlist, n);
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n += generate_piece_blocking_evasions<ROOK>(pos, b1, blockSquares, mlist+n);
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b1 = pos.queens(us) & not_pinned;
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b1 = pos.queens(us) & not_pinned;
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if (b1)
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if (b1)
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n = generate_piece_blocking_evasions<QUEEN>(pos, b1, blockSquares, mlist, n);
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n += generate_piece_blocking_evasions<QUEEN>(pos, b1, blockSquares, mlist+n);
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}
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}
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// Finally, the ugly special case of en passant captures. An en passant
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// Finally, the ugly special case of en passant captures. An en passant
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@ -361,7 +360,7 @@ int generate_legal_moves(const Position& pos, MoveStack* mlist) {
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/// returned. If not, the function returns MOVE_NONE. This function must
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/// returned. If not, the function returns MOVE_NONE. This function must
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/// only be used when the side to move is not in check.
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/// only be used when the side to move is not in check.
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Move generate_move_if_legal(const Position &pos, Move m, Bitboard pinned) {
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Move generate_move_if_legal(const Position& pos, Move m, Bitboard pinned) {
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assert(pos.is_ok());
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assert(pos.is_ok());
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assert(!pos.is_check());
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assert(!pos.is_check());
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@ -537,12 +536,14 @@ Move generate_move_if_legal(const Position &pos, Move m, Bitboard pinned) {
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namespace {
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namespace {
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template<PieceType Piece>
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template<PieceType Piece>
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int generate_piece_moves(const Position &pos, MoveStack *mlist,
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int generate_piece_moves(const Position& pos, MoveStack* mlist, Bitboard target) {
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Color side, Bitboard target) {
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int n = 0;
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int n = 0;
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for (int i = 0; i < pos.piece_count(side, Piece); i++)
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Color us = pos.side_to_move();
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for (int i = 0; i < pos.piece_count(us, Piece); i++)
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{
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{
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Square from = pos.piece_list(side, Piece, i);
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Square from = pos.piece_list(us, Piece, i);
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Bitboard b = pos.piece_attacks<Piece>(from) & target;
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Bitboard b = pos.piece_attacks<Piece>(from) & target;
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while (b)
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while (b)
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{
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{
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@ -556,7 +557,8 @@ namespace {
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template<PieceType Piece>
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template<PieceType Piece>
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int generate_piece_blocking_evasions(const Position& pos, Bitboard b,
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int generate_piece_blocking_evasions(const Position& pos, Bitboard b,
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Bitboard blockSquares, MoveStack* mlist, int n) {
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Bitboard blockSquares, MoveStack* mlist) {
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int n = 0;
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while (b)
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while (b)
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{
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{
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Square from = pop_1st_bit(&b);
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Square from = pop_1st_bit(&b);
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@ -707,13 +709,14 @@ namespace {
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template<Color C>
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template<Color C>
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int generate_pawn_checks(const Position& pos, Bitboard dc, Square ksq, MoveStack* mlist, int n)
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int generate_pawn_checks(const Position& pos, Bitboard dc, Square ksq, MoveStack* mlist)
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{
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{
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static const PawnParams PP = (C == WHITE ? WhitePawnParams : BlackPawnParams);
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static const PawnParams PP = (C == WHITE ? WhitePawnParams : BlackPawnParams);
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// Pawn moves which give discovered check. This is possible only if the
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// Pawn moves which give discovered check. This is possible only if the
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// pawn is not on the same file as the enemy king, because we don't
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// pawn is not on the same file as the enemy king, because we don't
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// generate captures.
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// generate captures.
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int n = 0;
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Bitboard empty = pos.empty_squares();
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Bitboard empty = pos.empty_squares();
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// Find all friendly pawns not on the enemy king's file
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// Find all friendly pawns not on the enemy king's file
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@ -764,8 +767,9 @@ namespace {
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template<PieceType Piece>
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template<PieceType Piece>
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int generate_piece_checks(const Position& pos, Bitboard target, Bitboard dc,
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int generate_piece_checks(const Position& pos, Bitboard target, Bitboard dc,
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Square ksq, MoveStack* mlist, int n) {
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Square ksq, MoveStack* mlist) {
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// Discovered checks
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// Discovered checks
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int n = 0;
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Bitboard b = target & dc;
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Bitboard b = target & dc;
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while (b)
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while (b)
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{
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{
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@ -794,7 +798,8 @@ namespace {
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}
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}
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int generate_piece_checks_king(const Position& pos, Square from, Bitboard dc,
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int generate_piece_checks_king(const Position& pos, Square from, Bitboard dc,
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Square ksq, MoveStack* mlist, int n) {
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Square ksq, MoveStack* mlist) {
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int n = 0;
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if (bit_is_set(dc, from))
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if (bit_is_set(dc, from))
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{
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{
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Bitboard b = pos.piece_attacks<KING>(from)
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Bitboard b = pos.piece_attacks<KING>(from)
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@ -812,11 +817,12 @@ namespace {
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template<Color C>
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template<Color C>
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int generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned,
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int generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned,
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Bitboard blockSquares, MoveStack* mlist, int n) {
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Bitboard blockSquares, MoveStack* mlist) {
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static const PawnParams PP = (C == WHITE ? WhitePawnParams : BlackPawnParams);
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static const PawnParams PP = (C == WHITE ? WhitePawnParams : BlackPawnParams);
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// Find non-pinned pawns
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// Find non-pinned pawns
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int n = 0;
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Bitboard b1 = pos.pawns(PP.us) & not_pinned;
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Bitboard b1 = pos.pawns(PP.us) & not_pinned;
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// Single pawn pushes. We don't have to AND with empty squares here,
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// Single pawn pushes. We don't have to AND with empty squares here,
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@ -855,9 +861,10 @@ namespace {
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}
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}
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int generate_castle_moves(const Position &pos, MoveStack *mlist, Color us) {
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int generate_castle_moves(const Position& pos, MoveStack* mlist) {
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int n = 0;
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int n = 0;
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Color us = pos.side_to_move();
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if (pos.can_castle(us))
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if (pos.can_castle(us))
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{
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{
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