/// move ordering is at the current node.
MovePicker::MovePicker(const Position& p, bool pv, Move ttm,
- Move mk, Move k1, Move k2, Depth d, EvalInfo* ei) : pos(p) {
+ const SearchStack& ss, Depth d, EvalInfo* ei) : pos(p) {
pvNode = pv;
ttMove = ttm;
- mateKiller = (mk == ttm)? MOVE_NONE : mk;
- killer1 = k1;
- killer2 = k2;
+ mateKiller = (ss.mateKiller == ttm)? MOVE_NONE : ss.mateKiller;
+ killer1 = ss.killers[0];
+ killer2 = ss.killers[1];
depth = d;
movesPicked = 0;
numOfMoves = 0;
numOfBadCaptures = 0;
// With EvalInfo we are able to know how many captures are possible before
- // generating them. So avoid generating them in case we know are zero.
+ // generating them. So avoid generating in case we know are zero.
Color us = pos.side_to_move();
Color them = opposite_color(us);
- bool noAttacks = ei && (ei->attackedBy[us][0] & pos.pieces_of_color(them)) == 0;
- bool noCaptures = noAttacks && (pos.ep_square() == SQ_NONE) && !pos.has_pawn_on_7th(us);
+ bool noCaptures = ei
+ && (ei->attackedBy[us][0] & pos.pieces_of_color(them)) == 0
+ && !ei->mi->specialized_eval_exists()
+ && (pos.ep_square() == SQ_NONE)
+ && !pos.has_pawn_on_7th(us);
if (p.is_check())
phaseIndex = EvasionsPhaseIndex;
else
phaseIndex = (noCaptures ? NoMovesPhaseIndex : QsearchWithoutChecksPhaseIndex);
-
dc = p.discovered_check_candidates(us);
pinned = p.pinned_pieces(p.side_to_move());
case PH_GOOD_CAPTURES:
numOfMoves = generate_captures(pos, moves);
score_captures();
- capSquares = EmptyBoardBB;
movesPicked = 0;
break;
while (movesPicked < numOfMoves)
{
- bestIndex = find_best_index(&capSquares, capSqValues);
+ bestIndex = find_best_index();
if (bestIndex != -1) // Found a good capture
{