side = rk.rand<Key>();
exclusion = rk.rand<Key>();
- for (PieceType pt = PAWN; pt <= KING; pt++)
+ for (Piece pc = W_PAWN; pc <= W_KING; pc++)
{
- PieceValue[MG][make_piece(BLACK, pt)] = PieceValue[MG][pt];
- PieceValue[EG][make_piece(BLACK, pt)] = PieceValue[EG][pt];
+ PieceValue[MG][~pc] = PieceValue[MG][pc];
+ PieceValue[EG][~pc] = PieceValue[EG][pc];
- Score v = make_score(PieceValue[MG][pt], PieceValue[EG][pt]);
+ Score v = make_score(PieceValue[MG][pc], PieceValue[EG][pc]);
for (Square s = SQ_A1; s <= SQ_H8; s++)
{
- pieceSquareTable[make_piece(WHITE, pt)][ s] = (v + PSQT[pt][s]);
- pieceSquareTable[make_piece(BLACK, pt)][~s] = -(v + PSQT[pt][s]);
+ pieceSquareTable[ pc][ s] = (v + PSQT[pc][s]);
+ pieceSquareTable[~pc][~s] = -(v + PSQT[pc][s]);
}
}
}
Color them = ~us;
Square from = from_sq(m);
Square to = to_sq(m);
- Piece piece = piece_on(from);
- PieceType pt = type_of(piece);
+ Piece pc = piece_on(from);
+ PieceType pt = type_of(pc);
PieceType capture = type_of(m) == ENPASSANT ? PAWN : type_of(piece_on(to));
- assert(color_of(piece) == us);
+ assert(color_of(pc) == us);
assert(piece_on(to) == NO_PIECE || color_of(piece_on(to)) == them || type_of(m) == CASTLE);
assert(capture != KING);
if (type_of(m) == CASTLE)
{
- assert(piece == make_piece(us, KING));
+ assert(pc == make_piece(us, KING));
bool kingSide = to > from;
Square rfrom = to; // Castle is encoded as "king captures friendly rook"
byColorBB[us] ^= from_to_bb;
board[from] = NO_PIECE;
- board[to] = piece;
+ board[to] = pc;
// Update piece lists, index[from] is not updated and becomes stale. This
// works as long as index[] is accessed just by known occupied squares.
}
// Update incremental scores
- st->psqScore += pieceSquareTable[piece][to] - pieceSquareTable[piece][from];
+ st->psqScore += pieceSquareTable[pc][to] - pieceSquareTable[pc][from];
// Set capture piece
st->capturedType = capture;