if (Piece == KNIGHT || Piece == QUEEN)
b = pos.attacks_from<Piece>(s);
else if (Piece == BISHOP)
- b = attacks_bb<BISHOP>(s, pos.occupied_squares() & ~pos.pieces(QUEEN, Us));
+ b = attacks_bb<BISHOP>(s, pos.pieces() ^ pos.pieces(QUEEN, Us));
else if (Piece == ROOK)
- b = attacks_bb<ROOK>(s, pos.occupied_squares() & ~pos.pieces(ROOK, QUEEN, Us));
+ b = attacks_bb<ROOK>(s, pos.pieces() ^ pos.pieces(ROOK, QUEEN, Us));
else
assert(false);
if ( (Piece == BISHOP || Piece == ROOK || Piece == QUEEN)
&& (PseudoAttacks[Piece][pos.king_square(Them)] & s))
{
- b = BetweenBB[s][pos.king_square(Them)] & pos.occupied_squares();
+ b = BetweenBB[s][pos.king_square(Them)] & pos.pieces();
assert(b);
// Opponent king cannot block because path is defended and position
// is not in check. So only friendly pieces can be blockers.
assert(!pos.in_check());
- assert((queeningPath & pos.occupied_squares()) == (queeningPath & pos.pieces(c)));
+ assert((queeningPath & pos.pieces()) == (queeningPath & pos.pieces(c)));
// Add moves needed to free the path from friendly pieces and retest condition
movesToGo += popcount<Max15>(queeningPath & pos.pieces(c));