void Position::set_state() const {
st->key = st->materialKey = 0;
- st->pawnKey = Zobrist::noPawns;
st->nonPawnMaterial[WHITE] = st->nonPawnMaterial[BLACK] = VALUE_ZERO;
st->checkersBB = attackers_to(square<KING>(sideToMove)) & pieces(~sideToMove);
Piece pc = piece_on(s);
st->key ^= Zobrist::psq[pc][s];
- if (type_of(pc) == PAWN)
- st->pawnKey ^= Zobrist::psq[pc][s];
-
- else if (type_of(pc) != KING)
+ if (type_of(pc) != KING && type_of(pc) != PAWN)
st->nonPawnMaterial[color_of(pc)] += PieceValue[MG][pc];
}
assert(piece_on(to) == NO_PIECE);
assert(piece_on(capsq) == make_piece(them, PAWN));
}
-
- st->pawnKey ^= Zobrist::psq[captured][capsq];
}
else
st->nonPawnMaterial[them] -= PieceValue[MG][captured];
- if (Eval::useNNUE)
- {
- dp.dirty_num = 2; // 1 piece moved, 1 piece captured
- dp.piece[1] = captured;
- dp.from[1] = capsq;
- dp.to[1] = SQ_NONE;
- }
+ dp.dirty_num = 2; // 1 piece moved, 1 piece captured
+ dp.piece[1] = captured;
+ dp.from[1] = capsq;
+ dp.to[1] = SQ_NONE;
// Update board and piece lists
remove_piece(capsq);
// Update material hash key and prefetch access to materialTable
k ^= Zobrist::psq[captured][capsq];
st->materialKey ^= Zobrist::psq[captured][pieceCount[captured]];
- prefetch(thisThread->materialTable[st->materialKey]);
// Reset rule 50 counter
st->rule50 = 0;
// Move the piece. The tricky Chess960 castling is handled earlier
if (type_of(m) != CASTLING)
{
- if (Eval::useNNUE)
- {
- dp.piece[0] = pc;
- dp.from[0] = from;
- dp.to[0] = to;
- }
+ dp.piece[0] = pc;
+ dp.from[0] = from;
+ dp.to[0] = to;
move_piece(from, to);
}
remove_piece(to);
put_piece(promotion, to);
- if (Eval::useNNUE)
- {
- // Promoting pawn to SQ_NONE, promoted piece from SQ_NONE
- dp.to[0] = SQ_NONE;
- dp.piece[dp.dirty_num] = promotion;
- dp.from[dp.dirty_num] = SQ_NONE;
- dp.to[dp.dirty_num] = to;
- dp.dirty_num++;
- }
+ // Promoting pawn to SQ_NONE, promoted piece from SQ_NONE
+ dp.to[0] = SQ_NONE;
+ dp.piece[dp.dirty_num] = promotion;
+ dp.from[dp.dirty_num] = SQ_NONE;
+ dp.to[dp.dirty_num] = to;
+ dp.dirty_num++;
// Update hash keys
k ^= Zobrist::psq[pc][to] ^ Zobrist::psq[promotion][to];
- st->pawnKey ^= Zobrist::psq[pc][to];
st->materialKey ^= Zobrist::psq[promotion][pieceCount[promotion]-1]
^ Zobrist::psq[pc][pieceCount[pc]];
st->nonPawnMaterial[us] += PieceValue[MG][promotion];
}
- // Update pawn hash key
- st->pawnKey ^= Zobrist::psq[pc][from] ^ Zobrist::psq[pc][to];
-
// Reset rule 50 draw counter
st->rule50 = 0;
}
rto = relative_square(us, kingSide ? SQ_F1 : SQ_D1);
to = relative_square(us, kingSide ? SQ_G1 : SQ_C1);
- if (Do && Eval::useNNUE)
+ if (Do)
{
auto& dp = st->dirtyPiece;
dp.piece[0] = make_piece(us, KING);