int Position::see(Square to) const {
assert(square_is_ok(to));
- return see(SQ_NONE, to, false);
+ return see(SQ_NONE, to);
}
int Position::see(Move m) const {
assert(move_is_ok(m));
- return see(move_from(m), move_to(m), false);
+ return see(move_from(m), move_to(m));
}
int Position::see_sign(Move m) const {
&& type_of_piece_on(from) != KING)
return 1;
- return see(from, to, true);
+ return see(from, to);
}
-int Position::see(Square from, Square to, bool shortcut) const {
+int Position::see(Square from, Square to) const {
// Material values
static const int seeValues[18] = {
Piece capture = piece_on(to);
Bitboard occ = occupied_squares();
- // If captured piece is defended by enemy pawns or knights then SEE is negative
- // when captured piece value is not enough to compensate the lost of capturing one.
- if (shortcut)
- {
- int diff = seeValues[piece] - seeValues[capture];
-
- if ( diff > seeValues[PAWN]
- &&(attacks_from<PAWN>(to, us) & pieces(PAWN, them)))
- return -(diff - seeValues[PAWN] / 2);
-
- if ( diff > seeValues[KNIGHT]
- && pieces(KNIGHT, them)
- &&(pieces(KNIGHT, them) & attacks_from<KNIGHT>(to)))
- return -(diff - seeValues[KNIGHT] / 2);
- }
+ // King cannot be recaptured
+ if (type_of_piece(piece) == KING)
+ return seeValues[capture];
// Handle en passant moves
if (st->epSquare == to && type_of_piece_on(from) == PAWN)