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Retire value_is_mate()

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2011-04-01 14:19:51 +02:00
parent f5b8db7a1e
commit b27e237b04

View file

@ -293,7 +293,6 @@ namespace {
bool check_is_dangerous(Position &pos, Move move, Value futilityBase, Value beta, Value *bValue);
bool connected_moves(const Position& pos, Move m1, Move m2);
bool value_is_mate(Value value);
Value value_to_tt(Value v, int ply);
Value value_from_tt(Value v, int ply);
bool ok_to_use_TT(const TTEntry* tte, Depth depth, Value beta, int ply);
@ -921,7 +920,7 @@ namespace {
&& !isCheck
&& refinedValue < beta - razor_margin(depth)
&& ttMove == MOVE_NONE
&& !value_is_mate(beta)
&& abs(beta) < value_mate_in(PLY_MAX)
&& !pos.has_pawn_on_7th(pos.side_to_move()))
{
Value rbeta = beta - razor_margin(depth);
@ -940,7 +939,7 @@ namespace {
&& depth < RazorDepth
&& !isCheck
&& refinedValue >= beta + futility_margin(depth, 0)
&& !value_is_mate(beta)
&& abs(beta) < value_mate_in(PLY_MAX)
&& pos.non_pawn_material(pos.side_to_move()))
return refinedValue - futility_margin(depth, 0);
@ -950,7 +949,7 @@ namespace {
&& depth > ONE_PLY
&& !isCheck
&& refinedValue >= beta
&& !value_is_mate(beta)
&& abs(beta) < value_mate_in(PLY_MAX)
&& pos.non_pawn_material(pos.side_to_move()))
{
ss->currentMove = MOVE_NULL;
@ -1669,18 +1668,6 @@ split_point_start: // At split points actual search starts from here
}
// value_is_mate() checks if the given value is a mate one eventually
// compensated for the ply.
bool value_is_mate(Value value) {
assert(abs(value) <= VALUE_INFINITE);
return value <= value_mated_in(PLY_MAX)
|| value >= value_mate_in(PLY_MAX);
}
// value_to_tt() adjusts a mate score from "plies to mate from the root" to
// "plies to mate from the current ply". Non-mate scores are unchanged.
// The function is called before storing a value to the transposition table.
@ -1907,7 +1894,7 @@ split_point_start: // At split points actual search starts from here
if (abs(v) < VALUE_MATE - PLY_MAX * ONE_PLY)
s << "cp " << int(v) * 100 / int(PawnValueMidgame); // Scale to centipawns
else
s << "mate " << (v > 0 ? (VALUE_MATE - v + 1) / 2 : -(VALUE_MATE + v) / 2);
s << "mate " << (v > 0 ? VALUE_MATE - v + 1 : -VALUE_MATE - v) / 2;
return s.str();
}