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https://github.com/sockspls/badfish
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Use constants arguments where possible
No functional changes.
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3 changed files with 18 additions and 18 deletions
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@ -238,18 +238,18 @@ namespace {
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Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility);
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template<Color Us, bool Trace>
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Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]);
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Score evaluate_king(const Position& pos, const EvalInfo& ei, Value margins[]);
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template<Color Us, bool Trace>
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Score evaluate_threats(const Position& pos, EvalInfo& ei);
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Score evaluate_threats(const Position& pos, const EvalInfo& ei);
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template<Color Us, bool Trace>
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Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei);
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Score evaluate_passed_pawns(const Position& pos, const EvalInfo& ei);
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template<Color Us>
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int evaluate_space(const Position& pos, EvalInfo& ei);
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int evaluate_space(const Position& pos, const EvalInfo& ei);
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Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei);
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Score evaluate_unstoppable_pawns(const Position& pos, const EvalInfo& ei);
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Value interpolate(const Score& v, Phase ph, ScaleFactor sf);
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Score apply_weight(Score v, Score w);
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@ -603,7 +603,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
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// and the type of attacked one.
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template<Color Us, bool Trace>
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Score evaluate_threats(const Position& pos, EvalInfo& ei) {
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Score evaluate_threats(const Position& pos, const EvalInfo& ei) {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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@ -674,7 +674,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
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// evaluate_king<>() assigns bonuses and penalties to a king of a given color
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template<Color Us, bool Trace>
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Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]) {
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Score evaluate_king(const Position& pos, const EvalInfo& ei, Value margins[]) {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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@ -787,7 +787,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
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// evaluate_passed_pawns<>() evaluates the passed pawns of the given color
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template<Color Us, bool Trace>
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Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei) {
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Score evaluate_passed_pawns(const Position& pos, const EvalInfo& ei) {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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@ -889,7 +889,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
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// evaluate_unstoppable_pawns() evaluates the unstoppable passed pawns for both sides, this is quite
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// conservative and returns a winning score only when we are very sure that the pawn is winning.
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Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei) {
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Score evaluate_unstoppable_pawns(const Position& pos, const EvalInfo& ei) {
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Bitboard b, b2, blockers, supporters, queeningPath, candidates;
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Square s, blockSq, queeningSquare;
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@ -1054,7 +1054,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
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// twice. Finally, the space bonus is scaled by a weight taken from the
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// material hash table. The aim is to improve play on game opening.
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template<Color Us>
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int evaluate_space(const Position& pos, EvalInfo& ei) {
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int evaluate_space(const Position& pos, const EvalInfo& ei) {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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@ -164,7 +164,7 @@ bool Thread::cutoff_occurred() const {
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// which are busy searching the split point at the top of slaves split point
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// stack (the "helpful master concept" in YBWC terminology).
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bool Thread::is_available_to(Thread* master) const {
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bool Thread::is_available_to(const Thread* master) const {
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if (searching)
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return false;
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@ -238,7 +238,7 @@ void ThreadPool::read_uci_options() {
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// slave_available() tries to find an idle thread which is available as a slave
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// for the thread 'master'.
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Thread* ThreadPool::available_slave(Thread* master) const {
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Thread* ThreadPool::available_slave(const Thread* master) const {
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for (const_iterator it = begin(); it != end(); ++it)
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if ((*it)->is_available_to(master))
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@ -258,7 +258,7 @@ Thread* ThreadPool::available_slave(Thread* master) const {
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// search() then split() returns.
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template <bool Fake>
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void Thread::split(Position& pos, Stack* ss, Value alpha, Value beta, Value* bestValue,
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void Thread::split(Position& pos, const Stack* ss, Value alpha, Value beta, Value* bestValue,
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Move* bestMove, Depth depth, Move threatMove, int moveCount,
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MovePicker* movePicker, int nodeType, bool cutNode) {
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@ -348,8 +348,8 @@ void Thread::split(Position& pos, Stack* ss, Value alpha, Value beta, Value* bes
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}
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// Explicit template instantiations
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template void Thread::split<false>(Position&, Stack*, Value, Value, Value*, Move*, Depth, Move, int, MovePicker*, int, bool);
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template void Thread::split< true>(Position&, Stack*, Value, Value, Value*, Move*, Depth, Move, int, MovePicker*, int, bool);
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template void Thread::split<false>(Position&, const Stack*, Value, Value, Value*, Move*, Depth, Move, int, MovePicker*, int, bool);
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template void Thread::split< true>(Position&, const Stack*, Value, Value, Value*, Move*, Depth, Move, int, MovePicker*, int, bool);
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// wait_for_think_finished() waits for main thread to go to sleep then returns
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@ -114,10 +114,10 @@ struct Thread : public ThreadBase {
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Thread();
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virtual void idle_loop();
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bool cutoff_occurred() const;
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bool is_available_to(Thread* master) const;
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bool is_available_to(const Thread* master) const;
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template <bool Fake>
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void split(Position& pos, Search::Stack* ss, Value alpha, Value beta, Value* bestValue, Move* bestMove,
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void split(Position& pos, const Search::Stack* ss, Value alpha, Value beta, Value* bestValue, Move* bestMove,
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Depth depth, Move threatMove, int moveCount, MovePicker* movePicker, int nodeType, bool cutNode);
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SplitPoint splitPoints[MAX_SPLITPOINTS_PER_THREAD];
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@ -160,7 +160,7 @@ struct ThreadPool : public std::vector<Thread*> {
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MainThread* main() { return static_cast<MainThread*>((*this)[0]); }
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void read_uci_options();
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Thread* available_slave(Thread* master) const;
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Thread* available_slave(const Thread* master) const;
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void wait_for_think_finished();
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void start_thinking(const Position&, const Search::LimitsType&,
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const std::vector<Move>&, Search::StateStackPtr&);
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