X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fposition.cpp;h=c693b660cc7c3a7a80fa7f6502a17fa16d5c64a7;hp=e8689ea727316d8f474abcd679999f2326826de6;hb=dbbbd3880cc13ee5cf07390fbe1be07121abe613;hpb=9cdca7516c9397f991b2c0194f5de1ade26622e8 diff --git a/src/position.cpp b/src/position.cpp index e8689ea7..c693b660 100644 --- a/src/position.cpp +++ b/src/position.cpp @@ -40,16 +40,16 @@ static const string PieceToChar(" PNBRQK pnbrqk"); CACHE_LINE_ALIGNMENT -Score pieceSquareTable[16][64]; // [piece][square] -Value PieceValue[2][18] = { // [Mg / Eg][piece / pieceType] +Score pieceSquareTable[PIECE_NB][SQUARE_NB]; +Value PieceValue[PHASE_NB][PIECE_NB] = { { VALUE_ZERO, PawnValueMg, KnightValueMg, BishopValueMg, RookValueMg, QueenValueMg }, { VALUE_ZERO, PawnValueEg, KnightValueEg, BishopValueEg, RookValueEg, QueenValueEg } }; namespace Zobrist { -Key psq[2][8][64]; // [color][pieceType][square / piece count] -Key enpassant[8]; // [file] -Key castle[16]; // [castleRight] +Key psq[COLOR_NB][PIECE_TYPE_NB][SQUARE_NB]; +Key enpassant[FILE_NB]; +Key castle[CASTLE_RIGHT_NB]; Key side; Key exclusion; @@ -86,10 +86,10 @@ void init() { for (PieceType pt = PAWN; pt <= KING; pt++) { - PieceValue[Mg][make_piece(BLACK, pt)] = PieceValue[Mg][pt]; - PieceValue[Eg][make_piece(BLACK, pt)] = PieceValue[Eg][pt]; + PieceValue[MG][make_piece(BLACK, pt)] = PieceValue[MG][pt]; + PieceValue[EG][make_piece(BLACK, pt)] = PieceValue[EG][pt]; - Score v = make_score(PieceValue[Mg][pt], PieceValue[Eg][pt]); + Score v = make_score(PieceValue[MG][pt], PieceValue[EG][pt]); for (Square s = SQ_A1; s <= SQ_H8; s++) { @@ -102,29 +102,30 @@ void init() { } // namespace Zobrist +namespace { + /// next_attacker() is an helper function used by see() to locate the least /// valuable attacker for the side to move, remove the attacker we just found /// from the 'occupied' bitboard and scan for new X-ray attacks behind it. -template static FORCE_INLINE +template FORCE_INLINE PieceType next_attacker(const Bitboard* bb, const Square& to, const Bitboard& stmAttackers, Bitboard& occupied, Bitboard& attackers) { - const PieceType NextPt = PieceType((int)Pt + 1); - - if (!(stmAttackers & bb[Pt])) - return next_attacker(bb, to, stmAttackers, occupied, attackers); - - Bitboard b = stmAttackers & bb[Pt]; - occupied ^= b & ~(b - 1); + if (stmAttackers & bb[Pt]) + { + Bitboard b = stmAttackers & bb[Pt]; + occupied ^= b & ~(b - 1); - if (Pt == PAWN || Pt == BISHOP || Pt == QUEEN) - attackers |= attacks_bb(to, occupied) & (bb[BISHOP] | bb[QUEEN]); + if (Pt == PAWN || Pt == BISHOP || Pt == QUEEN) + attackers |= attacks_bb(to, occupied) & (bb[BISHOP] | bb[QUEEN]); - if (Pt == ROOK || Pt == QUEEN) - attackers |= attacks_bb(to, occupied) & (bb[ROOK] | bb[QUEEN]); + if (Pt == ROOK || Pt == QUEEN) + attackers |= attacks_bb(to, occupied) & (bb[ROOK] | bb[QUEEN]); - return Pt; + return (PieceType)Pt; + } + return next_attacker(bb, to, stmAttackers, occupied, attackers); } template<> FORCE_INLINE @@ -132,6 +133,8 @@ PieceType next_attacker(const Bitboard*, const Square&, const Bitboard&, B return KING; // No need to update bitboards, it is the last cycle } +} // namespace + /// CheckInfo c'tor @@ -827,7 +830,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI st->pawnKey ^= Zobrist::psq[them][PAWN][capsq]; } else - st->npMaterial[them] -= PieceValue[Mg][capture]; + st->npMaterial[them] -= PieceValue[MG][capture]; // Remove the captured piece byTypeBB[ALL_PIECES] ^= capsq; @@ -935,7 +938,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI - pieceSquareTable[make_piece(us, PAWN)][to]; // Update material - st->npMaterial[us] += PieceValue[Mg][promotion]; + st->npMaterial[us] += PieceValue[MG][promotion]; } // Update pawn hash key @@ -1240,7 +1243,7 @@ int Position::see_sign(Move m) const { // 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_on(to_sq(m))] >= PieceValue[MG][piece_moved(m)]) return 1; return see(m); @@ -1287,7 +1290,7 @@ int Position::see(Move m) const { stm = ~color_of(piece_on(from)); stmAttackers = attackers & pieces(stm); if (!stmAttackers) - return PieceValue[Mg][captured]; + return PieceValue[MG][captured]; // The destination square is defended, which makes things rather more // difficult to compute. We proceed by building up a "swap list" containing @@ -1295,14 +1298,14 @@ int Position::see(Move m) const { // destination square, where the sides alternately capture, and always // capture with the least valuable piece. After each capture, we look for // new X-ray attacks from behind the capturing piece. - swapList[0] = PieceValue[Mg][captured]; + swapList[0] = PieceValue[MG][captured]; captured = type_of(piece_on(from)); do { assert(slIndex < 32); // Add the new entry to the swap list - swapList[slIndex] = -swapList[slIndex - 1] + PieceValue[Mg][captured]; + swapList[slIndex] = -swapList[slIndex - 1] + PieceValue[MG][captured]; slIndex++; // Locate and remove from 'occupied' the next least valuable attacker @@ -1312,11 +1315,12 @@ int Position::see(Move m) const { stm = ~stm; stmAttackers = attackers & pieces(stm); - // Stop before processing a king capture - if (captured == KING && stmAttackers) + if (captured == KING) { - assert(slIndex < 32); - swapList[slIndex++] = QueenValueMg * 16; + // Stop before processing a king capture + if (stmAttackers) + swapList[slIndex++] = QueenValueMg * 16; + break; } @@ -1343,9 +1347,6 @@ void Position::clear() { for (int i = 0; i < 8; i++) for (int j = 0; j < 16; j++) pieceList[0][i][j] = pieceList[1][i][j] = SQ_NONE; - - for (Square sq = SQ_A1; sq <= SQ_H8; sq++) - board[sq] = NO_PIECE; } @@ -1459,7 +1460,7 @@ Value Position::compute_non_pawn_material(Color c) const { Value value = VALUE_ZERO; for (PieceType pt = KNIGHT; pt <= QUEEN; pt++) - value += piece_count(c, pt) * PieceValue[Mg][pt]; + value += piece_count(c, pt) * PieceValue[MG][pt]; return value; } @@ -1589,7 +1590,7 @@ bool Position::pos_is_ok(int* failedStep) const { if ((*step)++, debugKingCount) { - int kingCount[2] = {}; + int kingCount[COLOR_NB] = {}; for (Square s = SQ_A1; s <= SQ_H8; s++) if (type_of(piece_on(s)) == KING)