/// move ordering is at the current node.
MovePicker::MovePicker(const Position& p, bool pv, Move ttm,
- const SearchStack& ss, Depth d, EvalInfo* ei) : pos(p) {
+ const SearchStack& ss, Depth d) : pos(p) {
pvNode = pv;
ttMove = ttm;
mateKiller = (ss.mateKiller == ttm)? MOVE_NONE : ss.mateKiller;
// generating them. So avoid generating in case we know are zero.
Color us = pos.side_to_move();
Color them = opposite_color(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 if (depth > Depth(0))
phaseIndex = MainSearchPhaseIndex;
else if (depth == Depth(0))
- phaseIndex = (noCaptures ? QsearchNoCapturesPhaseIndex : QsearchWithChecksPhaseIndex);
+ phaseIndex = QsearchWithChecksPhaseIndex;
else
- phaseIndex = (noCaptures ? NoMovesPhaseIndex : QsearchWithoutChecksPhaseIndex);
+ phaseIndex = QsearchWithoutChecksPhaseIndex;
dc = p.discovered_check_candidates(us);
pinned = p.pinned_pieces(us);