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Introduce move_pawns() helper in movegen.cpp
This let us to have more readable code keeping the same speed. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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1 changed files with 31 additions and 19 deletions
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@ -64,6 +64,20 @@ namespace {
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template<Color, Color, Bitboard, Bitboard, SquareDelta>
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MoveStack* generate_pawn_checks(const Position&, Bitboard, Square, MoveStack*);
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template<Color Us, SquareDelta Direction>
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inline Bitboard move_pawns(Bitboard p) {
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if (Direction == DELTA_N)
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return Us == WHITE ? p << 8 : p >> 8;
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else if (Direction == DELTA_NE)
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return Us == WHITE ? p << 9 : p >> 7;
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else if (Direction == DELTA_NW)
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return Us == WHITE ? p << 7 : p >> 9;
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assert(false);
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return p;
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}
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// Template generate_piece_checks() with specializations
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template<PieceType>
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MoveStack* generate_piece_checks(const Position&, MoveStack*, Color, Bitboard, Square);
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@ -601,7 +615,7 @@ namespace {
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Bitboard enemyPieces = pos.pieces_of_color(Them);
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// Captures in the a1-h8 (a8-h1 for black) direction
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Bitboard b1 = (Us == WHITE ? pawns << 9 : pawns >> 7) & ~FileABB & enemyPieces;
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Bitboard b1 = move_pawns<Us, DELTA_NE>(pawns) & ~FileABB & enemyPieces;
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// Capturing promotions
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Bitboard b2 = b1 & TRank8BB;
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@ -620,7 +634,7 @@ namespace {
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}
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// Captures in the h1-a8 (h8-a1 for black) direction
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b1 = (Us == WHITE ? pawns << 7 : pawns >> 9) & ~FileHBB & enemyPieces;
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b1 = move_pawns<Us, DELTA_NW>(pawns) & ~FileHBB & enemyPieces;
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// Capturing promotions
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b2 = b1 & TRank8BB;
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@ -639,7 +653,7 @@ namespace {
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}
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// Non-capturing promotions
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b1 = (Us == WHITE ? pawns << 8 : pawns >> 8) & pos.empty_squares() & TRank8BB;
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b1 = move_pawns<Us, DELTA_N>(pawns) & pos.empty_squares() & TRank8BB;
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while (b1)
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{
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to = pop_1st_bit(&b1);
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@ -676,7 +690,7 @@ namespace {
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Square to;
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// Underpromotion captures in the a1-h8 (a8-h1 for black) direction
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b1 = (Us == WHITE ? pawns << 9 : pawns >> 7) & ~FileABB & enemyPieces & TRank8BB;
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b1 = move_pawns<Us, DELTA_NE>(pawns) & ~FileABB & enemyPieces & TRank8BB;
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while (b1)
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{
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to = pop_1st_bit(&b1);
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@ -686,7 +700,7 @@ namespace {
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}
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// Underpromotion captures in the h1-a8 (h8-a1 for black) direction
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b1 = (Us == WHITE ? pawns << 7 : pawns >> 9) & ~FileHBB & enemyPieces & TRank8BB;
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b1 = move_pawns<Us, DELTA_NW>(pawns) & ~FileHBB & enemyPieces & TRank8BB;
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while (b1)
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{
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to = pop_1st_bit(&b1);
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@ -696,7 +710,7 @@ namespace {
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}
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// Single pawn pushes
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b1 = (Us == WHITE ? pawns << 8 : pawns >> 8) & emptySquares;
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b1 = move_pawns<Us, DELTA_N>(pawns) & emptySquares;
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b2 = b1 & TRank8BB;
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while (b2)
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{
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@ -713,7 +727,7 @@ namespace {
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}
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// Double pawn pushes
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b2 = (Us == WHITE ? (b1 & TRank3BB) << 8 : (b1 & TRank3BB) >> 8) & emptySquares;
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b2 = move_pawns<Us, DELTA_N>(b1 & TRank3BB) & emptySquares;
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while (b2)
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{
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to = pop_1st_bit(&b2);
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@ -738,7 +752,7 @@ namespace {
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b1 = pos.pawns(Us) & ~file_bb(ksq);
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// Discovered checks, single pawn pushes, no promotions
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b2 = b3 = (Us == WHITE ? (b1 & dc) << 8 : (b1 & dc) >> 8) & empty & ~TRank8BB;
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b2 = b3 = move_pawns<Us, DELTA_N>(b1 & dc) & empty & ~TRank8BB;
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while (b3)
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{
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Square to = pop_1st_bit(&b3);
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@ -746,7 +760,7 @@ namespace {
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}
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// Discovered checks, double pawn pushes
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b3 = (Us == WHITE ? (b2 & TRank3BB) << 8 : (b2 & TRank3BB) >> 8) & empty;
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b3 = move_pawns<Us, DELTA_N>(b2 & TRank3BB) & empty;
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while (b3)
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{
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Square to = pop_1st_bit(&b3);
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@ -759,7 +773,7 @@ namespace {
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b1 = pos.pawns(Us) & neighboring_files_bb(ksq) & ~dc;
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// Direct checks, single pawn pushes
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b2 = (Us == WHITE ? b1 << 8 : b1 >> 8) & empty;
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b2 = move_pawns<Us, DELTA_N>(b1) & empty;
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b3 = b2 & pos.pawn_attacks(Them, ksq);
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while (b3)
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{
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@ -768,9 +782,7 @@ namespace {
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}
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// Direct checks, double pawn pushes
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b3 = (Us == WHITE ? (b2 & TRank3BB) << 8 : (b2 & TRank3BB) >> 8)
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& empty
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& pos.pawn_attacks(Them, ksq);
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b3 = move_pawns<Us, DELTA_N>(b2 & TRank3BB) & empty & pos.pawn_attacks(Them, ksq);
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while (b3)
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{
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Square to = pop_1st_bit(&b3);
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@ -817,12 +829,12 @@ namespace {
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Bitboard blockSquares, MoveStack* mlist) {
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Square to;
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// Find non-pinned pawns
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Bitboard b1 = pos.pawns(Us) & ~pinned;
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// Find non-pinned pawns and push them one square
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Bitboard b1 = move_pawns<Us, DELTA_N>(pos.pawns(Us) & ~pinned);
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// Single pawn pushes. We don't have to AND with empty squares here,
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// We don't have to AND with empty squares here,
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// because the blocking squares will always be empty.
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Bitboard b2 = (Us == WHITE ? b1 << 8 : b1 >> 8) & blockSquares;
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Bitboard b2 = b1 & blockSquares;
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while (b2)
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{
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to = pop_1st_bit(&b2);
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@ -840,8 +852,8 @@ namespace {
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}
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// Double pawn pushes
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b2 = (Us == WHITE ? b1 << 8 : b1 >> 8) & pos.empty_squares() & TRank3BB;
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b2 = (Us == WHITE ? b2 << 8 : b2 >> 8) & blockSquares;
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b2 = b1 & pos.empty_squares() & TRank3BB;
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b2 = move_pawns<Us, DELTA_N>(b2) & blockSquares;
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while (b2)
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{
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to = pop_1st_bit(&b2);
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