X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fposition.cpp;h=982befa35dacf71960f2d1bea539c7eccd2eb297;hp=d2aeb8221209ad391e54480e6442444d91d19749;hb=47b89f2e3717d59e9245b69fb33d51e749f71794;hpb=e6c9ce635819957bce641a432b0675c5c033631b diff --git a/src/position.cpp b/src/position.cpp index d2aeb822..982befa3 100644 --- a/src/position.cpp +++ b/src/position.cpp @@ -415,20 +415,21 @@ const string Position::pretty(Move move) const { /// pieces, according to the call parameters. Pinned pieces protect our king and /// discovered check pieces attack the enemy king. -Bitboard Position::hidden_checkers(Square ksq, Color c, Color toMove) const { +Bitboard Position::hidden_checkers(Color c, Color kingColor) const { Bitboard b, pinners, result = 0; + Square ksq = king_square(kingColor); // Pinners are sliders that give check when a pinned piece is removed pinners = ( (pieces( ROOK, QUEEN) & PseudoAttacks[ROOK ][ksq]) - | (pieces(BISHOP, QUEEN) & PseudoAttacks[BISHOP][ksq])) & pieces(c); + | (pieces(BISHOP, QUEEN) & PseudoAttacks[BISHOP][ksq])) & pieces(~kingColor); while (pinners) { b = between_bb(ksq, pop_lsb(&pinners)) & pieces(); if (!more_than_one(b)) - result |= b & pieces(toMove); + result |= b & pieces(c); } return result; } @@ -514,7 +515,7 @@ bool Position::pseudo_legal(const Move m) const { if (promotion_type(m) - 2 != NO_PIECE_TYPE) return false; - // If the from square is not occupied by a piece belonging to the side to + // If the 'from' square is not occupied by a piece belonging to the side to // move, the move is obviously not legal. if (pc == NO_PIECE || color_of(pc) != us) return false; @@ -603,8 +604,8 @@ bool Position::pseudo_legal(const Move m) const { if (!((between_bb(lsb(checkers()), king_square(us)) | checkers()) & to)) return false; } - // In case of king moves under check we have to remove king so to catch - // as invalid moves like b1a1 when opposite queen is on c1. + // In case of king moves under check we have to remove king so as to catch + // invalid moves like b1a1 when opposite queen is on c1. else if (attackers_to(to, pieces() ^ from) & pieces(~us)) return false; } @@ -625,17 +626,17 @@ bool Position::gives_check(Move m, const CheckInfo& ci) const { Square to = to_sq(m); PieceType pt = type_of(piece_on(from)); - // Is there a direct check ? + // Is there a direct check? if (ci.checkSq[pt] & to) return true; - // Is there a discovered check ? + // Is there a discovered check? if ( unlikely(ci.dcCandidates) && (ci.dcCandidates & from) && !aligned(from, to, king_square(~sideToMove))) return true; - // Can we skip the ugly special cases ? + // Can we skip the ugly special cases? if (type_of(m) == NORMAL) return false; @@ -647,7 +648,7 @@ bool Position::gives_check(Move m, const CheckInfo& ci) const { case PROMOTION: return attacks_bb(Piece(promotion_type(m)), to, pieces() ^ from) & ksq; - // En passant capture with check ? We have already handled the case + // En passant capture with check? We have already handled the case // of direct checks and ordinary discovered check, so the only case we // need to handle is the unusual case of a discovered check through // the captured pawn. @@ -694,9 +695,9 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI ++nodes; Key k = st->key; - // Copy some fields of old state to our new StateInfo object except the ones - // which are going to be recalculated from scratch anyway, then switch our state - // pointer to point to the new (ready to be updated) state. + // Copy some fields of the old state to our new StateInfo object except the + // ones which are going to be recalculated from scratch anyway and then switch + // our state pointer to point to the new (ready to be updated) state. std::memcpy(&newSt, st, StateCopySize64 * sizeof(uint64_t)); newSt.previous = st; @@ -705,7 +706,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI // Update side to move k ^= Zobrist::side; - // Increment ply counters.In particular rule50 will be reset to zero later on + // Increment ply counters. In particular, rule50 will be reset to zero later on // in case of a capture or a pawn move. ++gamePly; ++st->rule50; @@ -1096,7 +1097,7 @@ int Position::see(Move m, int asymmThreshold) const { } while (stmAttackers); // If we are doing asymmetric SEE evaluation and the same side does the first - // and the last capture, he loses a tempo and gain must be at least worth + // and the last capture, it loses a tempo and gain must be at least worth // 'asymmThreshold', otherwise we replace the score with a very low value, // before negamaxing. if (asymmThreshold) @@ -1192,9 +1193,9 @@ Key Position::compute_material_key() const { } -/// Position::compute_psq_score() computes the incremental scores for the middle -/// game and the endgame. These functions are used to initialize the incremental -/// scores when a new position is set up, and to verify that the scores are correctly +/// Position::compute_psq_score() computes the incremental scores for the middlegame +/// and the endgame. These functions are used to initialize the incremental scores +/// when a new position is set up, and to verify that the scores are correctly /// updated by do_move and undo_move when the program is running in debug mode. Score Position::compute_psq_score() const { @@ -1212,10 +1213,10 @@ Score Position::compute_psq_score() const { } -/// Position::compute_non_pawn_material() computes the total non-pawn middle -/// game material value for the given side. Material values are updated -/// incrementally during the search. This function is only used when -/// initializing a new Position object. +/// Position::compute_non_pawn_material() computes the total non-pawn middlegame +/// material value for the given side. Material values are updated incrementally +/// during the search. This function is only used when initializing a new Position +/// object. Value Position::compute_non_pawn_material(Color c) const { @@ -1228,35 +1229,25 @@ Value Position::compute_non_pawn_material(Color c) const { } -/// Position::is_draw() tests whether the position is drawn by material, -/// repetition, or the 50 moves rule. It does not detect stalemates: this -/// must be done by the search. +/// Position::is_draw() tests whether the position is drawn by material, 50 moves +/// rule or repetition. It does not detect stalemates. + bool Position::is_draw() const { - // Draw by material? if ( !pieces(PAWN) && (non_pawn_material(WHITE) + non_pawn_material(BLACK) <= BishopValueMg)) return true; - // Draw by the 50 moves rule? if (st->rule50 > 99 && (!checkers() || MoveList(*this).size())) return true; - int i = 4, e = std::min(st->rule50, st->pliesFromNull); - - if (i <= e) + StateInfo* stp = st; + for (int i = 2, e = std::min(st->rule50, st->pliesFromNull); i <= e; i += 2) { - StateInfo* stp = st->previous->previous; - - do { - stp = stp->previous->previous; - - if (stp->key == st->key) - return true; // Draw after first repetition - - i += 2; + stp = stp->previous->previous; - } while (i <= e); + if (stp->key == st->key) + return true; // Draw at first repetition } return false;