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Currently Search::RootMoves is accessed and even modified by TB probing functions in a hidden and sneaky way. This is bad practice and makes the code tricky. Instead explicily pass the vector as function argument so to clarify that the vector is modified inside the functions. No functional change.
113 lines
3.4 KiB
C++
113 lines
3.4 KiB
C++
/*
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Stockfish, a UCI chess playing engine derived from Glaurung 2.1
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Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
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Copyright (C) 2008-2014 Marco Costalba, Joona Kiiski, Tord Romstad
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Stockfish is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Stockfish is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef SEARCH_H_INCLUDED
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#define SEARCH_H_INCLUDED
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#include <memory>
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#include <stack>
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#include <vector>
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#include "misc.h"
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#include "position.h"
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#include "types.h"
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struct SplitPoint;
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namespace Search {
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/// The Stack struct keeps track of the information we need to remember from
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/// nodes shallower and deeper in the tree during the search. Each search thread
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/// has its own array of Stack objects, indexed by the current ply.
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struct Stack {
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SplitPoint* splitPoint;
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Move* pv;
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int ply;
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Move currentMove;
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Move ttMove;
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Move excludedMove;
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Move killers[2];
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Depth reduction;
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Value staticEval;
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bool skipNullMove;
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};
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/// RootMove struct is used for moves at the root of the tree. For each root
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/// move we store a score, a node count, and a PV (really a refutation in the
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/// case of moves which fail low). Score is normally set at -VALUE_INFINITE for
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/// all non-pv moves.
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struct RootMove {
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RootMove(Move m) : score(-VALUE_INFINITE), prevScore(-VALUE_INFINITE), pv(1, m) {}
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bool operator<(const RootMove& m) const { return score > m.score; } // Ascending sort
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bool operator==(const Move& m) const { return pv[0] == m; }
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void insert_pv_in_tt(Position& pos);
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Value score;
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Value prevScore;
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std::vector<Move> pv;
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};
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typedef std::vector<RootMove> RootMoveVector;
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/// The LimitsType struct stores information sent by GUI about available time
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/// to search the current move, maximum depth/time, if we are in analysis mode
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/// or if we have to ponder while it's our opponent's turn to move.
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struct LimitsType {
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LimitsType() { // Using memset on a std::vector is undefined behavior
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nodes = time[WHITE] = time[BLACK] = inc[WHITE] = inc[BLACK] = movestogo =
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depth = movetime = mate = infinite = ponder = 0;
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}
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bool use_time_management() const { return !(mate | movetime | depth | nodes | infinite); }
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std::vector<Move> searchmoves;
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int time[COLOR_NB], inc[COLOR_NB], movestogo, depth, movetime, mate, infinite, ponder;
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int64_t nodes;
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};
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/// The SignalsType struct stores volatile flags updated during the search
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/// typically in an async fashion e.g. to stop the search by the GUI.
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struct SignalsType {
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bool stop, stopOnPonderhit, firstRootMove, failedLowAtRoot;
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};
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typedef std::auto_ptr<std::stack<StateInfo> > StateStackPtr;
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extern volatile SignalsType Signals;
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extern LimitsType Limits;
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extern RootMoveVector RootMoves;
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extern Position RootPos;
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extern Time::point SearchTime;
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extern StateStackPtr SetupStates;
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void init();
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void think();
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template<bool Root> uint64_t perft(Position& pos, Depth depth);
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} // namespace Search
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#endif // #ifndef SEARCH_H_INCLUDED
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