if (Pt == ROOK || Pt == QUEEN)
attackers |= attacks_bb<ROOK>(to, occupied) & (bb[ROOK] | bb[QUEEN]);
- attackers &= occupied; // Remove the just found attacker
-
return (PieceType)Pt;
}
return min_attacker<Pt+1>(bb, to, stmAttackers, occupied, attackers);
// Early return if SEE cannot be negative because captured piece value
// is not less then capturing one. Note that king moves always return
// here because king midgame value is set to 0.
- if (PieceValue[MG][piece_on(to_sq(m))] >= PieceValue[MG][piece_moved(m)])
+ if (PieceValue[MG][piece_moved(m)] <= PieceValue[MG][piece_on(to_sq(m))])
return 1;
return see(m);
do {
assert(slIndex < 32);
+ if (captured == KING) // Stop before processing a king capture
+ {
+ swapList[slIndex++] = QueenValueMg * 16;
+ break;
+ }
+
// Add the new entry to the swap list
swapList[slIndex] = -swapList[slIndex - 1] + PieceValue[MG][captured];
slIndex++;
// Locate and remove the next least valuable attacker
captured = min_attacker<PAWN>(byTypeBB, to, stmAttackers, occupied, attackers);
+ attackers &= occupied; // Remove the just found attacker
stm = ~stm;
stmAttackers = attackers & pieces(stm);
- if (captured == KING)
- {
- // Stop before processing a king capture
- if (stmAttackers)
- swapList[slIndex++] = QueenValueMg * 16;
-
- break;
- }
-
} while (stmAttackers);
// If we are doing asymmetric SEE evaluation and the same side does the first