+/// generate_next_stage() generates, scores and sorts the next bunch of moves,
+/// when there are no more moves to try for the current stage.
+
+void MovePicker::generate_next_stage() {
+
+ cur = moves;
+
+ switch (++stage) {
+
+ case CAPTURES_S1: case CAPTURES_S3: case CAPTURES_S4: case CAPTURES_S5: case CAPTURES_S6:
+ endMoves = generate<CAPTURES>(pos, moves);
+ score<CAPTURES>();
+ break;
+
+ case KILLERS_S1:
+ cur = killers;
+ endMoves = cur + 6;
+ killers[0] = ss->killers[0];
+ killers[1] = ss->killers[1];
+ killers[2] = countermoves[0];
+ killers[3] = countermoves[1];
+ killers[4] = followupmoves[0];
+ killers[5] = followupmoves[1];
+ break;
+
+ case QUIETS_1_S1:
+ endQuiets = endMoves = generate<QUIETS>(pos, moves);
+ score<QUIETS>();
+ endMoves = std::partition(cur, endMoves, [](const ExtMove& m) { return m.value > VALUE_ZERO; });
+ insertion_sort(cur, endMoves);
+ break;
+
+ case QUIETS_2_S1:
+ cur = endMoves;
+ endMoves = endQuiets;
+ if (depth >= 3 * ONE_PLY)
+ insertion_sort(cur, endMoves);
+ break;
+
+ case BAD_CAPTURES_S1:
+ // Just pick them in reverse order to get MVV/LVA ordering
+ cur = moves + MAX_MOVES - 1;
+ endMoves = endBadCaptures;
+ break;
+
+ case EVASIONS_S2:
+ endMoves = generate<EVASIONS>(pos, moves);
+ if (endMoves - moves > 1)
+ score<EVASIONS>();
+ break;
+
+ case QUIET_CHECKS_S3:
+ endMoves = generate<QUIET_CHECKS>(pos, moves);
+ break;
+
+ case EVASION: case QSEARCH_0: case QSEARCH_1: case PROBCUT: case RECAPTURE:
+ stage = STOP;
+ /* Fall through */
+
+ case STOP:
+ endMoves = cur + 1; // Avoid another next_phase() call
+ break;