mirror of
https://github.com/sockspls/badfish
synced 2025-04-30 16:53:09 +00:00
Use operator~ to flip colors and squares
More natural and nicer. Idea from Critter. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
parent
c549f71f64
commit
d98150dffc
8 changed files with 76 additions and 76 deletions
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@ -205,10 +205,10 @@ Value Endgame<KPK>::operator()(const Position& pos) const {
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}
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else
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{
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wksq = flip(pos.king_square(BLACK));
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bksq = flip(pos.king_square(WHITE));
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wpsq = flip(pos.piece_list(BLACK, PAWN)[0]);
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stm = flip(pos.side_to_move());
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wksq = ~pos.king_square(BLACK);
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bksq = ~pos.king_square(WHITE);
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wpsq = ~pos.piece_list(BLACK, PAWN)[0];
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stm = ~pos.side_to_move();
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}
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if (file_of(wpsq) >= FILE_E)
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@ -251,10 +251,10 @@ Value Endgame<KRKP>::operator()(const Position& pos) const {
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if (strongerSide == BLACK)
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{
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wksq = flip(wksq);
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wrsq = flip(wrsq);
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bksq = flip(bksq);
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bpsq = flip(bpsq);
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wksq = ~wksq;
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wrsq = ~wrsq;
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bksq = ~bksq;
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bpsq = ~bpsq;
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}
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Square queeningSq = make_square(file_of(bpsq), RANK_1);
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@ -491,11 +491,11 @@ ScaleFactor Endgame<KRPKR>::operator()(const Position& pos) const {
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// pawn is on the left half of the board.
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if (strongerSide == BLACK)
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{
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wksq = flip(wksq);
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wrsq = flip(wrsq);
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wpsq = flip(wpsq);
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bksq = flip(bksq);
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brsq = flip(brsq);
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wksq = ~wksq;
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wrsq = ~wrsq;
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wpsq = ~wpsq;
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bksq = ~bksq;
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brsq = ~brsq;
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}
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if (file_of(wpsq) > FILE_D)
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{
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@ -867,10 +867,10 @@ ScaleFactor Endgame<KPKP>::operator()(const Position& pos) const {
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if (strongerSide == BLACK)
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{
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wksq = flip(wksq);
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bksq = flip(bksq);
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wpsq = flip(wpsq);
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stm = flip(stm);
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wksq = ~wksq;
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bksq = ~bksq;
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wpsq = ~wpsq;
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stm = ~stm;
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}
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if (file_of(wpsq) >= FILE_E)
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@ -82,7 +82,7 @@ struct EndgameBase {
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template<EndgameType E, typename T = typename eg_family<E>::type>
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struct Endgame : public EndgameBase<T> {
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explicit Endgame(Color c) : strongerSide(c), weakerSide(flip(c)) {}
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explicit Endgame(Color c) : strongerSide(c), weakerSide(~c) {}
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Color color() const { return strongerSide; }
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T operator()(const Position&) const;
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@ -887,7 +887,7 @@ namespace {
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for (c = WHITE; c <= BLACK; c++)
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{
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// Skip if other side has non-pawn pieces
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if (pos.non_pawn_material(flip(c)))
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if (pos.non_pawn_material(~c))
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continue;
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b = ei.pi->passed_pawns(c);
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@ -900,7 +900,7 @@ namespace {
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// Compute plies to queening and check direct advancement
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movesToGo = rank_distance(s, queeningSquare) - int(relative_rank(c, s) == RANK_2);
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oppMovesToGo = square_distance(pos.king_square(flip(c)), queeningSquare) - int(c != pos.side_to_move());
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oppMovesToGo = square_distance(pos.king_square(~c), queeningSquare) - int(c != pos.side_to_move());
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pathDefended = ((ei.attackedBy[c][0] & queeningPath) == queeningPath);
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if (movesToGo >= oppMovesToGo && !pathDefended)
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@ -928,7 +928,7 @@ namespace {
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return SCORE_ZERO;
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winnerSide = (pliesToQueen[WHITE] < pliesToQueen[BLACK] ? WHITE : BLACK);
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loserSide = flip(winnerSide);
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loserSide = ~winnerSide;
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// Step 3. Can the losing side possibly create a new passed pawn and thus prevent the loss?
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b = candidates = pos.pieces(PAWN, loserSide);
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@ -49,7 +49,7 @@ namespace {
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Square rfrom = pos.castle_rook_square(CR[us]);
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Square kto = relative_square(us, Side == KING_SIDE ? SQ_G1 : SQ_C1);
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Square rto = relative_square(us, Side == KING_SIDE ? SQ_F1 : SQ_D1);
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Bitboard enemies = pos.pieces(flip(us));
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Bitboard enemies = pos.pieces(~us);
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assert(!pos.in_check());
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assert(pos.piece_on(kfrom) == make_piece(us, KING));
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@ -346,13 +346,13 @@ MoveStack* generate(const Position& pos, MoveStack* mlist) {
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Bitboard target;
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if (Type == MV_CAPTURE)
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target = pos.pieces(flip(us));
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target = pos.pieces(~us);
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else if (Type == MV_NON_CAPTURE)
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target = pos.empty_squares();
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else if (Type == MV_NON_EVASION)
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target = pos.pieces(flip(us)) | pos.empty_squares();
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target = pos.pieces(~us) | pos.empty_squares();
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mlist = generate_piece_moves<PAWN, Type>(pos, mlist, us, target);
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mlist = generate_piece_moves<KNIGHT>(pos, mlist, us, target);
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@ -444,7 +444,7 @@ 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(pos.piece_on(checksq)) == flip(us));
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assert(color_of(pos.piece_on(checksq)) == ~us);
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switch (type_of(pos.piece_on(checksq)))
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{
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@ -78,7 +78,7 @@ namespace {
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CheckInfo::CheckInfo(const Position& pos) {
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Color them = flip(pos.side_to_move());
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Color them = ~pos.side_to_move();
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ksq = pos.king_square(them);
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pinned = pos.pinned_pieces();
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@ -233,7 +233,7 @@ void Position::from_fen(const string& fenStr, bool isChess960) {
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st->value = compute_value();
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st->npMaterial[WHITE] = compute_non_pawn_material(WHITE);
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st->npMaterial[BLACK] = compute_non_pawn_material(BLACK);
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st->checkersBB = attackers_to(king_square(sideToMove)) & pieces(flip(sideToMove));
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st->checkersBB = attackers_to(king_square(sideToMove)) & pieces(~sideToMove);
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chess960 = isChess960;
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assert(pos_is_ok());
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@ -356,8 +356,8 @@ Bitboard Position::hidden_checkers() const {
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// Pinned pieces protect our king, dicovery checks attack the enemy king
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Bitboard b, result = 0;
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Bitboard pinners = pieces(FindPinned ? flip(sideToMove) : sideToMove);
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Square ksq = king_square(FindPinned ? sideToMove : flip(sideToMove));
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Bitboard pinners = pieces(FindPinned ? ~sideToMove : sideToMove);
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Square ksq = king_square(FindPinned ? sideToMove : ~sideToMove);
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// Pinners are sliders, that give check when candidate pinned is removed
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pinners &= (pieces(ROOK, QUEEN) & PseudoAttacks[ROOK][ksq])
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@ -449,7 +449,7 @@ bool Position::pl_move_is_legal(Move m, Bitboard pinned) const {
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assert(is_ok(m));
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assert(pinned == pinned_pieces());
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Color us = side_to_move();
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Color us = sideToMove;
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Square from = from_sq(m);
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assert(color_of(piece_on(from)) == us);
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@ -460,7 +460,7 @@ bool Position::pl_move_is_legal(Move m, Bitboard pinned) const {
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// the move is made.
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if (is_enpassant(m))
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{
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Color them = flip(us);
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Color them = ~us;
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Square to = to_sq(m);
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Square capsq = to + pawn_push(them);
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Square ksq = king_square(us);
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@ -483,7 +483,7 @@ bool Position::pl_move_is_legal(Move m, Bitboard pinned) const {
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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_on(from)) == KING)
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return is_castle(m) || !(attackers_to(to_sq(m)) & pieces(flip(us)));
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return is_castle(m) || !(attackers_to(to_sq(m)) & pieces(~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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// is moving along the ray towards or away from the king.
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@ -514,7 +514,7 @@ bool Position::move_is_legal(const Move m) const {
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bool Position::is_pseudo_legal(const Move m) const {
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Color us = sideToMove;
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Color them = flip(sideToMove);
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Color them = ~sideToMove;
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Square from = from_sq(m);
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Square to = to_sq(m);
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Piece pc = piece_on(from);
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@ -612,7 +612,7 @@ bool Position::is_pseudo_legal(const Move m) const {
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{
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Bitboard b = occupied_squares();
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clear_bit(&b, from);
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if (attackers_to(to_sq(m), b) & pieces(flip(us)))
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if (attackers_to(to_sq(m), b) & pieces(~us))
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return false;
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}
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else
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@ -640,7 +640,7 @@ bool Position::move_gives_check(Move m, const CheckInfo& ci) const {
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assert(is_ok(m));
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assert(ci.dcCandidates == discovered_check_candidates());
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assert(color_of(piece_moved(m)) == side_to_move());
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assert(color_of(piece_moved(m)) == sideToMove);
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Square from = from_sq(m);
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Square to = to_sq(m);
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@ -655,7 +655,7 @@ bool Position::move_gives_check(Move m, const CheckInfo& ci) const {
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{
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// For pawn and king moves we need to verify also direction
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if ( (pt != PAWN && pt != KING)
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|| !squares_aligned(from, to, king_square(flip(side_to_move()))))
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|| !squares_aligned(from, to, king_square(~sideToMove)))
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return true;
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}
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@ -663,9 +663,9 @@ bool Position::move_gives_check(Move m, const CheckInfo& ci) const {
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if (!is_special(m))
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return false;
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Color us = side_to_move();
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Color us = sideToMove;
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Bitboard b = occupied_squares();
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Square ksq = king_square(flip(us));
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Square ksq = king_square(~us);
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// Promotion with check ?
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if (is_promotion(m))
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@ -763,8 +763,8 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
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return;
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}
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Color us = side_to_move();
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Color them = flip(us);
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Color us = sideToMove;
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Color them = ~us;
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Square from = from_sq(m);
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Square to = to_sq(m);
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Piece piece = piece_on(from);
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@ -957,7 +957,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
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}
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// Finish
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sideToMove = flip(sideToMove);
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sideToMove = ~sideToMove;
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st->value += (sideToMove == WHITE ? TempoValue : -TempoValue);
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assert(pos_is_ok());
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@ -971,7 +971,7 @@ void Position::undo_move(Move m) {
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assert(is_ok(m));
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sideToMove = flip(sideToMove);
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sideToMove = ~sideToMove;
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if (is_castle(m))
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{
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@ -979,8 +979,8 @@ void Position::undo_move(Move m) {
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return;
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}
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Color us = side_to_move();
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Color them = flip(us);
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Color us = sideToMove;
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Color them = ~us;
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Square from = from_sq(m);
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Square to = to_sq(m);
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Piece piece = piece_on(to);
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@ -1075,7 +1075,7 @@ void Position::do_castle_move(Move m) {
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Square kto, kfrom, rfrom, rto, kAfter, rAfter;
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Color us = side_to_move();
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Color us = sideToMove;
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Square kBefore = from_sq(m);
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Square rBefore = to_sq(m);
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@ -1159,10 +1159,10 @@ void Position::do_castle_move(Move m) {
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st->rule50 = 0;
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// Update checkers BB
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st->checkersBB = attackers_to(king_square(flip(us))) & pieces(us);
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st->checkersBB = attackers_to(king_square(~us)) & pieces(us);
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// Finish
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sideToMove = flip(sideToMove);
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sideToMove = ~sideToMove;
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st->value += (sideToMove == WHITE ? TempoValue : -TempoValue);
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}
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else
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@ -1193,7 +1193,7 @@ void Position::do_null_move(StateInfo& backupSt) {
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dst->rule50 = src->rule50;
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dst->pliesFromNull = src->pliesFromNull;
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sideToMove = flip(sideToMove);
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sideToMove = ~sideToMove;
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if (Do)
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{
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@ -1263,7 +1263,7 @@ int Position::see(Move m) const {
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// Handle en passant moves
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if (is_enpassant(m))
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{
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Square capQq = to - pawn_push(side_to_move());
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Square capQq = to - pawn_push(sideToMove);
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assert(capturedType == NO_PIECE_TYPE);
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assert(type_of(piece_on(capQq)) == PAWN);
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@ -1279,7 +1279,7 @@ int Position::see(Move m) const {
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attackers = attackers_to(to, occ);
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// If the opponent has no attackers we are finished
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stm = flip(color_of(piece_on(from)));
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stm = ~color_of(piece_on(from));
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stmAttackers = attackers & pieces(stm);
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if (!stmAttackers)
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return PieceValueMidgame[capturedType];
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@ -1317,7 +1317,7 @@ int Position::see(Move m) const {
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// Remember the value of the capturing piece, and change the side to
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// move before beginning the next iteration.
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capturedType = pt;
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stm = flip(stm);
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stm = ~stm;
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stmAttackers = attackers & pieces(stm);
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// Stop before processing a king capture
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@ -1401,7 +1401,7 @@ Key Position::compute_key() const {
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if (ep_square() != SQ_NONE)
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result ^= zobEp[ep_square()];
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if (side_to_move() == BLACK)
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if (sideToMove == BLACK)
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result ^= zobSideToMove;
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return result;
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@ -1465,7 +1465,7 @@ Score Position::compute_value() const {
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result += pst(make_piece(c, pt), pop_1st_bit(&b));
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}
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result += (side_to_move() == WHITE ? TempoValue / 2 : -TempoValue / 2);
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result += (sideToMove == WHITE ? TempoValue / 2 : -TempoValue / 2);
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return result;
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}
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@ -1561,7 +1561,7 @@ void Position::init() {
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for (Square s = SQ_A1; s <= SQ_H8; s++)
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{
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pieceSquareTable[p][s] = ps + PSQT[p][s];
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pieceSquareTable[p+8][flip(s)] = -pieceSquareTable[p][s];
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pieceSquareTable[p+8][~s] = -pieceSquareTable[p][s];
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}
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}
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}
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@ -1581,27 +1581,27 @@ void Position::flip_me() {
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// Board
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for (Square s = SQ_A1; s <= SQ_H8; s++)
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if (!pos.square_is_empty(s))
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put_piece(Piece(pos.piece_on(s) ^ 8), flip(s));
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put_piece(Piece(pos.piece_on(s) ^ 8), ~s);
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// Side to move
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sideToMove = flip(pos.side_to_move());
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sideToMove = ~pos.side_to_move();
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// Castling rights
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if (pos.can_castle(WHITE_OO))
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set_castle_right(BLACK, flip(pos.castle_rook_square(WHITE_OO)));
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set_castle_right(BLACK, ~pos.castle_rook_square(WHITE_OO));
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if (pos.can_castle(WHITE_OOO))
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set_castle_right(BLACK, flip(pos.castle_rook_square(WHITE_OOO)));
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set_castle_right(BLACK, ~pos.castle_rook_square(WHITE_OOO));
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if (pos.can_castle(BLACK_OO))
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set_castle_right(WHITE, flip(pos.castle_rook_square(BLACK_OO)));
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set_castle_right(WHITE, ~pos.castle_rook_square(BLACK_OO));
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if (pos.can_castle(BLACK_OOO))
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set_castle_right(WHITE, flip(pos.castle_rook_square(BLACK_OOO)));
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set_castle_right(WHITE, ~pos.castle_rook_square(BLACK_OOO));
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// En passant square
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if (pos.st->epSquare != SQ_NONE)
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st->epSquare = flip(pos.st->epSquare);
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st->epSquare = ~pos.st->epSquare;
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// Checkers
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st->checkersBB = attackers_to(king_square(sideToMove)) & pieces(flip(sideToMove));
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st->checkersBB = attackers_to(king_square(sideToMove)) & pieces(~sideToMove);
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// Hash keys
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st->key = compute_key();
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@ -1643,7 +1643,7 @@ bool Position::pos_is_ok(int* failedStep) const {
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if (failedStep) *failedStep = 1;
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||||
|
||||
// Side to move OK?
|
||||
if (side_to_move() != WHITE && side_to_move() != BLACK)
|
||||
if (sideToMove != WHITE && sideToMove != BLACK)
|
||||
return false;
|
||||
|
||||
// Are the king squares in the position correct?
|
||||
|
@ -1672,8 +1672,8 @@ bool Position::pos_is_ok(int* failedStep) const {
|
|||
if (failedStep) (*failedStep)++;
|
||||
if (debugKingCapture)
|
||||
{
|
||||
Color us = side_to_move();
|
||||
Color them = flip(us);
|
||||
Color us = sideToMove;
|
||||
Color them = ~us;
|
||||
Square ksq = king_square(them);
|
||||
if (attackers_to(ksq) & pieces(us))
|
||||
return false;
|
||||
|
@ -1710,7 +1710,7 @@ bool Position::pos_is_ok(int* failedStep) const {
|
|||
{
|
||||
// The en passant square must be on rank 6, from the point of view of the
|
||||
// side to move.
|
||||
if (relative_rank(side_to_move(), ep_square()) != RANK_6)
|
||||
if (relative_rank(sideToMove, ep_square()) != RANK_6)
|
||||
return false;
|
||||
}
|
||||
|
||||
|
|
|
@ -392,7 +392,7 @@ inline Bitboard Position::pinned_pieces() const {
|
|||
}
|
||||
|
||||
inline bool Position::pawn_is_passed(Color c, Square s) const {
|
||||
return !(pieces(PAWN, flip(c)) & passed_pawn_mask(c, s));
|
||||
return !(pieces(PAWN, ~c) & passed_pawn_mask(c, s));
|
||||
}
|
||||
|
||||
inline Key Position::key() const {
|
||||
|
|
|
@ -1393,7 +1393,7 @@ split_point_start: // At split points actual search starts from here
|
|||
|
||||
from = from_sq(move);
|
||||
to = to_sq(move);
|
||||
them = flip(pos.side_to_move());
|
||||
them = ~pos.side_to_move();
|
||||
ksq = pos.king_square(them);
|
||||
kingAtt = pos.attacks_from<KING>(ksq);
|
||||
pc = pos.piece_on(from);
|
||||
|
|
16
src/types.h
16
src/types.h
|
@ -334,6 +334,14 @@ extern const Value PieceValueMidgame[17];
|
|||
extern const Value PieceValueEndgame[17];
|
||||
extern int SquareDistance[64][64];
|
||||
|
||||
inline Color operator~(Color c) {
|
||||
return Color(c ^ 1);
|
||||
}
|
||||
|
||||
inline Square operator~(Square s) {
|
||||
return Square(s ^ 56);
|
||||
}
|
||||
|
||||
inline Value mate_in(int ply) {
|
||||
return VALUE_MATE - ply;
|
||||
}
|
||||
|
@ -354,10 +362,6 @@ inline Color color_of(Piece p) {
|
|||
return Color(p >> 3);
|
||||
}
|
||||
|
||||
inline Color flip(Color c) {
|
||||
return Color(c ^ 1);
|
||||
}
|
||||
|
||||
inline Square make_square(File f, Rank r) {
|
||||
return Square((r << 3) | f);
|
||||
}
|
||||
|
@ -374,10 +378,6 @@ inline Rank rank_of(Square s) {
|
|||
return Rank(s >> 3);
|
||||
}
|
||||
|
||||
inline Square flip(Square s) {
|
||||
return Square(s ^ 56);
|
||||
}
|
||||
|
||||
inline Square mirror(Square s) {
|
||||
return Square(s ^ 7);
|
||||
}
|
||||
|
|
Loading…
Add table
Reference in a new issue