mirror of
https://github.com/sockspls/badfish
synced 2025-04-30 08:43:09 +00:00
Retire one piece_list() overload
No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
parent
e5077dc11e
commit
e0a00c4996
6 changed files with 43 additions and 48 deletions
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@ -196,7 +196,7 @@ Value Endgame<Value, KBNK>::apply(const Position& pos) const {
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Square winnerKSq = pos.king_square(strongerSide);
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Square winnerKSq = pos.king_square(strongerSide);
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Square loserKSq = pos.king_square(weakerSide);
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Square loserKSq = pos.king_square(weakerSide);
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Square bishopSquare = pos.piece_list(strongerSide, BISHOP, 0);
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Square bishopSquare = pos.piece_list(strongerSide, BISHOP)[0];
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// kbnk_mate_table() tries to drive toward corners A1 or H8,
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// kbnk_mate_table() tries to drive toward corners A1 or H8,
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// if we have a bishop that cannot reach the above squares we
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// if we have a bishop that cannot reach the above squares we
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@ -231,14 +231,14 @@ Value Endgame<Value, KPK>::apply(const Position& pos) const {
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{
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{
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wksq = pos.king_square(WHITE);
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wksq = pos.king_square(WHITE);
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bksq = pos.king_square(BLACK);
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bksq = pos.king_square(BLACK);
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wpsq = pos.piece_list(WHITE, PAWN, 0);
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wpsq = pos.piece_list(WHITE, PAWN)[0];
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stm = pos.side_to_move();
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stm = pos.side_to_move();
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}
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}
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else
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else
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{
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{
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wksq = flip_square(pos.king_square(BLACK));
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wksq = flip_square(pos.king_square(BLACK));
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bksq = flip_square(pos.king_square(WHITE));
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bksq = flip_square(pos.king_square(WHITE));
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wpsq = flip_square(pos.piece_list(BLACK, PAWN, 0));
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wpsq = flip_square(pos.piece_list(BLACK, PAWN)[0]);
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stm = opposite_color(pos.side_to_move());
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stm = opposite_color(pos.side_to_move());
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}
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}
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@ -276,9 +276,9 @@ Value Endgame<Value, KRKP>::apply(const Position& pos) const {
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int tempo = (pos.side_to_move() == strongerSide);
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int tempo = (pos.side_to_move() == strongerSide);
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wksq = pos.king_square(strongerSide);
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wksq = pos.king_square(strongerSide);
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wrsq = pos.piece_list(strongerSide, ROOK, 0);
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wrsq = pos.piece_list(strongerSide, ROOK)[0];
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bksq = pos.king_square(weakerSide);
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bksq = pos.king_square(weakerSide);
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bpsq = pos.piece_list(weakerSide, PAWN, 0);
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bpsq = pos.piece_list(weakerSide, PAWN)[0];
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if (strongerSide == BLACK)
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if (strongerSide == BLACK)
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{
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{
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@ -347,7 +347,7 @@ Value Endgame<Value, KRKN>::apply(const Position& pos) const {
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assert(pos.piece_count(weakerSide, KNIGHT) == 1);
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assert(pos.piece_count(weakerSide, KNIGHT) == 1);
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Square defendingKSq = pos.king_square(weakerSide);
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Square defendingKSq = pos.king_square(weakerSide);
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Square nSq = pos.piece_list(weakerSide, KNIGHT, 0);
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Square nSq = pos.piece_list(weakerSide, KNIGHT)[0];
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int d = square_distance(defendingKSq, nSq);
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int d = square_distance(defendingKSq, nSq);
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Value result = Value(10)
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Value result = Value(10)
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@ -394,7 +394,7 @@ Value Endgame<Value, KBBKN>::apply(const Position& pos) const {
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Value result = BishopValueEndgame;
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Value result = BishopValueEndgame;
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Square wksq = pos.king_square(strongerSide);
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Square wksq = pos.king_square(strongerSide);
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Square bksq = pos.king_square(weakerSide);
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Square bksq = pos.king_square(weakerSide);
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Square nsq = pos.piece_list(weakerSide, KNIGHT, 0);
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Square nsq = pos.piece_list(weakerSide, KNIGHT)[0];
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// Bonus for attacking king close to defending king
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// Bonus for attacking king close to defending king
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result += Value(DistanceBonus[square_distance(wksq, bksq)]);
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result += Value(DistanceBonus[square_distance(wksq, bksq)]);
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@ -437,13 +437,13 @@ ScaleFactor Endgame<ScaleFactor, KBPsK>::apply(const Position& pos) const {
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// be detected even when the weaker side has some pawns.
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// be detected even when the weaker side has some pawns.
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Bitboard pawns = pos.pieces(PAWN, strongerSide);
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Bitboard pawns = pos.pieces(PAWN, strongerSide);
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File pawnFile = square_file(pos.piece_list(strongerSide, PAWN, 0));
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File pawnFile = square_file(pos.piece_list(strongerSide, PAWN)[0]);
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// All pawns are on a single rook file ?
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// All pawns are on a single rook file ?
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if ( (pawnFile == FILE_A || pawnFile == FILE_H)
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if ( (pawnFile == FILE_A || pawnFile == FILE_H)
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&& (pawns & ~file_bb(pawnFile)) == EmptyBoardBB)
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&& (pawns & ~file_bb(pawnFile)) == EmptyBoardBB)
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{
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{
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Square bishopSq = pos.piece_list(strongerSide, BISHOP, 0);
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Square bishopSq = pos.piece_list(strongerSide, BISHOP)[0];
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Square queeningSq = relative_square(strongerSide, make_square(pawnFile, RANK_8));
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Square queeningSq = relative_square(strongerSide, make_square(pawnFile, RANK_8));
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Square kingSq = pos.king_square(weakerSide);
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Square kingSq = pos.king_square(weakerSide);
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@ -496,7 +496,7 @@ ScaleFactor Endgame<ScaleFactor, KQKRPs>::apply(const Position& pos) const {
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&& (pos.pieces(PAWN, weakerSide) & rank_bb(relative_rank(weakerSide, RANK_2)))
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&& (pos.pieces(PAWN, weakerSide) & rank_bb(relative_rank(weakerSide, RANK_2)))
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&& (pos.attacks_from<KING>(kingSq) & pos.pieces(PAWN, weakerSide)))
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&& (pos.attacks_from<KING>(kingSq) & pos.pieces(PAWN, weakerSide)))
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{
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{
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Square rsq = pos.piece_list(weakerSide, ROOK, 0);
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Square rsq = pos.piece_list(weakerSide, ROOK)[0];
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if (pos.attacks_from<PAWN>(rsq, strongerSide) & pos.pieces(PAWN, weakerSide))
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if (pos.attacks_from<PAWN>(rsq, strongerSide) & pos.pieces(PAWN, weakerSide))
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return SCALE_FACTOR_ZERO;
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return SCALE_FACTOR_ZERO;
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}
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}
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@ -520,10 +520,10 @@ ScaleFactor Endgame<ScaleFactor, KRPKR>::apply(const Position& pos) const {
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assert(pos.piece_count(weakerSide, PAWN) == 0);
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assert(pos.piece_count(weakerSide, PAWN) == 0);
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Square wksq = pos.king_square(strongerSide);
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Square wksq = pos.king_square(strongerSide);
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Square wrsq = pos.piece_list(strongerSide, ROOK, 0);
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Square wrsq = pos.piece_list(strongerSide, ROOK)[0];
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Square wpsq = pos.piece_list(strongerSide, PAWN, 0);
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Square wpsq = pos.piece_list(strongerSide, PAWN)[0];
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Square bksq = pos.king_square(weakerSide);
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Square bksq = pos.king_square(weakerSide);
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Square brsq = pos.piece_list(weakerSide, ROOK, 0);
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Square brsq = pos.piece_list(weakerSide, ROOK)[0];
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// Orient the board in such a way that the stronger side is white, and the
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// Orient the board in such a way that the stronger side is white, and the
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// pawn is on the left half of the board.
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// pawn is on the left half of the board.
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@ -637,8 +637,8 @@ ScaleFactor Endgame<ScaleFactor, KRPPKRP>::apply(const Position& pos) const {
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assert(pos.non_pawn_material(weakerSide) == RookValueMidgame);
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assert(pos.non_pawn_material(weakerSide) == RookValueMidgame);
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assert(pos.piece_count(weakerSide, PAWN) == 1);
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assert(pos.piece_count(weakerSide, PAWN) == 1);
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Square wpsq1 = pos.piece_list(strongerSide, PAWN, 0);
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Square wpsq1 = pos.piece_list(strongerSide, PAWN)[0];
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Square wpsq2 = pos.piece_list(strongerSide, PAWN, 1);
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Square wpsq2 = pos.piece_list(strongerSide, PAWN)[1];
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Square bksq = pos.king_square(weakerSide);
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Square bksq = pos.king_square(weakerSide);
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// Does the stronger side have a passed pawn?
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// Does the stronger side have a passed pawn?
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@ -716,9 +716,9 @@ ScaleFactor Endgame<ScaleFactor, KBPKB>::apply(const Position& pos) const {
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assert(pos.piece_count(weakerSide, BISHOP) == 1);
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assert(pos.piece_count(weakerSide, BISHOP) == 1);
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assert(pos.piece_count(weakerSide, PAWN) == 0);
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assert(pos.piece_count(weakerSide, PAWN) == 0);
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Square pawnSq = pos.piece_list(strongerSide, PAWN, 0);
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Square pawnSq = pos.piece_list(strongerSide, PAWN)[0];
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Square strongerBishopSq = pos.piece_list(strongerSide, BISHOP, 0);
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Square strongerBishopSq = pos.piece_list(strongerSide, BISHOP)[0];
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Square weakerBishopSq = pos.piece_list(weakerSide, BISHOP, 0);
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Square weakerBishopSq = pos.piece_list(weakerSide, BISHOP)[0];
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Square weakerKingSq = pos.king_square(weakerSide);
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Square weakerKingSq = pos.king_square(weakerSide);
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// Case 1: Defending king blocks the pawn, and cannot be driven away
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// Case 1: Defending king blocks the pawn, and cannot be driven away
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@ -771,15 +771,15 @@ ScaleFactor Endgame<ScaleFactor, KBPPKB>::apply(const Position& pos) const {
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assert(pos.piece_count(weakerSide, BISHOP) == 1);
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assert(pos.piece_count(weakerSide, BISHOP) == 1);
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assert(pos.piece_count(weakerSide, PAWN) == 0);
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assert(pos.piece_count(weakerSide, PAWN) == 0);
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Square wbsq = pos.piece_list(strongerSide, BISHOP, 0);
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Square wbsq = pos.piece_list(strongerSide, BISHOP)[0];
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Square bbsq = pos.piece_list(weakerSide, BISHOP, 0);
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Square bbsq = pos.piece_list(weakerSide, BISHOP)[0];
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if (!opposite_color_squares(wbsq, bbsq))
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if (!opposite_color_squares(wbsq, bbsq))
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return SCALE_FACTOR_NONE;
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return SCALE_FACTOR_NONE;
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Square ksq = pos.king_square(weakerSide);
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Square ksq = pos.king_square(weakerSide);
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Square psq1 = pos.piece_list(strongerSide, PAWN, 0);
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Square psq1 = pos.piece_list(strongerSide, PAWN)[0];
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Square psq2 = pos.piece_list(strongerSide, PAWN, 1);
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Square psq2 = pos.piece_list(strongerSide, PAWN)[1];
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Rank r1 = square_rank(psq1);
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Rank r1 = square_rank(psq1);
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Rank r2 = square_rank(psq2);
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Rank r2 = square_rank(psq2);
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Square blockSq1, blockSq2;
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Square blockSq1, blockSq2;
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@ -847,8 +847,8 @@ ScaleFactor Endgame<ScaleFactor, KBPKN>::apply(const Position& pos) const {
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assert(pos.piece_count(weakerSide, KNIGHT) == 1);
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assert(pos.piece_count(weakerSide, KNIGHT) == 1);
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assert(pos.piece_count(weakerSide, PAWN) == 0);
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assert(pos.piece_count(weakerSide, PAWN) == 0);
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Square pawnSq = pos.piece_list(strongerSide, PAWN, 0);
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Square pawnSq = pos.piece_list(strongerSide, PAWN)[0];
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Square strongerBishopSq = pos.piece_list(strongerSide, BISHOP, 0);
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Square strongerBishopSq = pos.piece_list(strongerSide, BISHOP)[0];
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Square weakerKingSq = pos.king_square(weakerSide);
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Square weakerKingSq = pos.king_square(weakerSide);
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if ( square_file(weakerKingSq) == square_file(pawnSq)
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if ( square_file(weakerKingSq) == square_file(pawnSq)
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@ -873,7 +873,7 @@ ScaleFactor Endgame<ScaleFactor, KNPK>::apply(const Position& pos) const {
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assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
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assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
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assert(pos.piece_count(weakerSide, PAWN) == 0);
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assert(pos.piece_count(weakerSide, PAWN) == 0);
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Square pawnSq = pos.piece_list(strongerSide, PAWN, 0);
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Square pawnSq = pos.piece_list(strongerSide, PAWN)[0];
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Square weakerKingSq = pos.king_square(weakerSide);
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Square weakerKingSq = pos.king_square(weakerSide);
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if ( pawnSq == relative_square(strongerSide, SQ_A7)
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if ( pawnSq == relative_square(strongerSide, SQ_A7)
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@ -909,14 +909,14 @@ ScaleFactor Endgame<ScaleFactor, KPKP>::apply(const Position& pos) const {
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{
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{
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wksq = pos.king_square(WHITE);
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wksq = pos.king_square(WHITE);
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bksq = pos.king_square(BLACK);
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bksq = pos.king_square(BLACK);
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wpsq = pos.piece_list(WHITE, PAWN, 0);
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wpsq = pos.piece_list(WHITE, PAWN)[0];
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stm = pos.side_to_move();
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stm = pos.side_to_move();
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}
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}
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else
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else
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{
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{
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wksq = flip_square(pos.king_square(BLACK));
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wksq = flip_square(pos.king_square(BLACK));
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bksq = flip_square(pos.king_square(WHITE));
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bksq = flip_square(pos.king_square(WHITE));
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wpsq = flip_square(pos.piece_list(BLACK, PAWN, 0));
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wpsq = flip_square(pos.piece_list(BLACK, PAWN)[0]);
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stm = opposite_color(pos.side_to_move());
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stm = opposite_color(pos.side_to_move());
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}
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}
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@ -486,11 +486,11 @@ namespace {
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const BitCountType Full = HasPopCnt ? CNT_POPCNT : CpuIs64Bit ? CNT64 : CNT32;
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const BitCountType Full = HasPopCnt ? CNT_POPCNT : CpuIs64Bit ? CNT64 : CNT32;
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const BitCountType Max15 = HasPopCnt ? CNT_POPCNT : CpuIs64Bit ? CNT64_MAX15 : CNT32_MAX15;
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const BitCountType Max15 = HasPopCnt ? CNT_POPCNT : CpuIs64Bit ? CNT64_MAX15 : CNT32_MAX15;
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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const Square* ptr = pos.piece_list_begin(Us, Piece);
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const Square* pl = pos.piece_list(Us, Piece);
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ei.attackedBy[Us][Piece] = EmptyBoardBB;
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ei.attackedBy[Us][Piece] = EmptyBoardBB;
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while ((s = *ptr++) != SQ_NONE)
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while ((s = *pl++) != SQ_NONE)
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{
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{
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// Find attacked squares, including x-ray attacks for bishops and rooks
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// Find attacked squares, including x-ray attacks for bishops and rooks
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if (Piece == KNIGHT || Piece == QUEEN)
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if (Piece == KNIGHT || Piece == QUEEN)
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@ -64,9 +64,9 @@ namespace {
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Bitboard checkSqs, b;
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Bitboard checkSqs, b;
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Square from;
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Square from;
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const Square* ptr = pos.piece_list_begin(us, Pt);
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const Square* pl = pos.piece_list(us, Pt);
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if ((from = *ptr++) == SQ_NONE)
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if ((from = *pl++) == SQ_NONE)
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return mlist;
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return mlist;
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checkSqs = pos.attacks_from<Pt>(ksq) & pos.empty_squares();
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checkSqs = pos.attacks_from<Pt>(ksq) & pos.empty_squares();
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@ -84,7 +84,7 @@ namespace {
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b = pos.attacks_from<Pt>(from) & checkSqs;
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b = pos.attacks_from<Pt>(from) & checkSqs;
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SERIALIZE_MOVES(b);
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SERIALIZE_MOVES(b);
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} while ((from = *ptr++) != SQ_NONE);
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} while ((from = *pl++) != SQ_NONE);
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return mlist;
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return mlist;
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}
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}
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@ -111,15 +111,15 @@ namespace {
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Bitboard b;
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Bitboard b;
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Square from;
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Square from;
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const Square* ptr = pos.piece_list_begin(us, Pt);
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const Square* pl = pos.piece_list(us, Pt);
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if (*ptr != SQ_NONE)
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if (*pl != SQ_NONE)
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{
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{
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do {
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do {
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from = *ptr;
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from = *pl;
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b = pos.attacks_from<Pt>(from) & target;
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b = pos.attacks_from<Pt>(from) & target;
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SERIALIZE_MOVES(b);
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SERIALIZE_MOVES(b);
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} while (*++ptr != SQ_NONE);
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} while (*++pl != SQ_NONE);
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}
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}
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return mlist;
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return mlist;
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}
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}
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@ -127,10 +127,10 @@ Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns,
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Rank r;
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Rank r;
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bool passed, isolated, doubled, opposed, chain, backward, candidate;
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bool passed, isolated, doubled, opposed, chain, backward, candidate;
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Score value = SCORE_ZERO;
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Score value = SCORE_ZERO;
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const Square* ptr = pos.piece_list_begin(Us, PAWN);
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const Square* pl = pos.piece_list(Us, PAWN);
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// Loop through all pawns of the current color and score each pawn
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// Loop through all pawns of the current color and score each pawn
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while ((s = *ptr++) != SQ_NONE)
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while ((s = *pl++) != SQ_NONE)
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{
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{
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assert(pos.piece_on(s) == make_piece(Us, PAWN));
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assert(pos.piece_on(s) == make_piece(Us, PAWN));
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@ -1965,10 +1965,10 @@ bool Position::is_ok(int* failedStep) const {
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for (PieceType pt = PAWN; pt <= KING; pt++)
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for (PieceType pt = PAWN; pt <= KING; pt++)
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for (int i = 0; i < pieceCount[c][pt]; i++)
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for (int i = 0; i < pieceCount[c][pt]; i++)
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{
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{
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if (piece_on(piece_list(c, pt, i)) != make_piece(c, pt))
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if (piece_on(piece_list(c, pt)[i]) != make_piece(c, pt))
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return false;
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return false;
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if (index[piece_list(c, pt, i)] != i)
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if (index[piece_list(c, pt)[i]] != i)
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return false;
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return false;
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}
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}
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||||||
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||||||
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@ -166,8 +166,7 @@ public:
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||||||
bool in_check() const;
|
bool in_check() const;
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||||||
|
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||||||
// Piece lists
|
// Piece lists
|
||||||
Square piece_list(Color c, PieceType pt, int index) const;
|
const Square* piece_list(Color c, PieceType pt) const;
|
||||||
const Square* piece_list_begin(Color c, PieceType pt) const;
|
|
||||||
|
|
||||||
// Information about attacks to or from a given square
|
// Information about attacks to or from a given square
|
||||||
Bitboard attackers_to(Square s) const;
|
Bitboard attackers_to(Square s) const;
|
||||||
|
@ -357,11 +356,7 @@ inline int Position::piece_count(Color c, PieceType pt) const {
|
||||||
return pieceCount[c][pt];
|
return pieceCount[c][pt];
|
||||||
}
|
}
|
||||||
|
|
||||||
inline Square Position::piece_list(Color c, PieceType pt, int idx) const {
|
inline const Square* Position::piece_list(Color c, PieceType pt) const {
|
||||||
return pieceList[c][pt][idx];
|
|
||||||
}
|
|
||||||
|
|
||||||
inline const Square* Position::piece_list_begin(Color c, PieceType pt) const {
|
|
||||||
return pieceList[c][pt];
|
return pieceList[c][pt];
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -472,7 +467,7 @@ inline int Position::full_moves() const {
|
||||||
inline bool Position::opposite_colored_bishops() const {
|
inline bool Position::opposite_colored_bishops() const {
|
||||||
|
|
||||||
return piece_count(WHITE, BISHOP) == 1 && piece_count(BLACK, BISHOP) == 1
|
return piece_count(WHITE, BISHOP) == 1 && piece_count(BLACK, BISHOP) == 1
|
||||||
&& opposite_color_squares(piece_list(WHITE, BISHOP, 0), piece_list(BLACK, BISHOP, 0));
|
&& opposite_color_squares(piece_list(WHITE, BISHOP)[0], piece_list(BLACK, BISHOP)[0]);
|
||||||
}
|
}
|
||||||
|
|
||||||
inline bool Position::has_pawn_on_7th(Color c) const {
|
inline bool Position::has_pawn_on_7th(Color c) const {
|
||||||
|
|
Loading…
Add table
Reference in a new issue