We just need startup value to calculate available
thinking time. So remove from state.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
}
// 5-6. Halfmove clock and fullmove number
}
// 5-6. Halfmove clock and fullmove number
- fen >> std::skipws >> st->rule50 >> st->gamePly;
+ fen >> std::skipws >> st->rule50 >> startPosPly;
// Convert from fullmove starting from 1 to ply starting from 0,
// handle also common incorrect FEN with fullmove = 0.
// Convert from fullmove starting from 1 to ply starting from 0,
// handle also common incorrect FEN with fullmove = 0.
- st->gamePly = Max(2 * (st->gamePly - 1), 0) + int(sideToMove == BLACK);
+ startPosPly = Max(2 * (startPosPly - 1), 0) + int(sideToMove == BLACK);
// Various initialisations
chess960 = isChess960;
// Various initialisations
chess960 = isChess960;
fen << '-';
fen << (ep_square() == SQ_NONE ? " -" : " " + square_to_string(ep_square()))
fen << '-';
fen << (ep_square() == SQ_NONE ? " -" : " " + square_to_string(ep_square()))
- << " " << st->rule50 << " " << 1 + (st->gamePly - int(sideToMove == BLACK)) / 2;
+ << " " << st->rule50 << " " << 1 + (startPosPly - int(sideToMove == BLACK)) / 2;
// pointer to point to the new, ready to be updated, state.
struct ReducedStateInfo {
Key pawnKey, materialKey;
// pointer to point to the new, ready to be updated, state.
struct ReducedStateInfo {
Key pawnKey, materialKey;
- int castleRights, rule50, gamePly, pliesFromNull;
- Square epSquare;
- Score value;
+ int castleRights, rule50, pliesFromNull;
+ Score value;
+ Square epSquare;
};
memcpy(&newSt, st, sizeof(ReducedStateInfo));
};
memcpy(&newSt, st, sizeof(ReducedStateInfo));
// Increment the 50 moves rule draw counter. Resetting it to zero in the
// case of non-reversible moves is taken care of later.
st->rule50++;
// Increment the 50 moves rule draw counter. Resetting it to zero in the
// case of non-reversible moves is taken care of later.
st->rule50++;
st->pliesFromNull++;
if (move_is_castle(m))
st->pliesFromNull++;
if (move_is_castle(m))
sideToMove = opposite_color(sideToMove);
st->epSquare = SQ_NONE;
st->rule50++;
sideToMove = opposite_color(sideToMove);
st->epSquare = SQ_NONE;
st->rule50++;
st->pliesFromNull = 0;
st->value += (sideToMove == WHITE) ? TempoValue : -TempoValue;
st->pliesFromNull = 0;
st->value += (sideToMove == WHITE) ? TempoValue : -TempoValue;
// Update the necessary information
sideToMove = opposite_color(sideToMove);
st->rule50--;
// Update the necessary information
sideToMove = opposite_color(sideToMove);
st->rule50--;
struct StateInfo {
Key pawnKey, materialKey;
struct StateInfo {
Key pawnKey, materialKey;
- int castleRights, rule50, gamePly, pliesFromNull;
- Square epSquare;
- Score value;
+ int castleRights, rule50, pliesFromNull;
+ Score value;
+ Square epSquare;
Key key;
Bitboard checkersBB;
Key key;
Bitboard checkersBB;
bool is_mate() const;
template<bool SkipRepetition> bool is_draw() const;
bool is_mate() const;
template<bool SkipRepetition> bool is_draw() const;
- // Number of plies from starting position
- int game_ply() const;
+ // Plies from start position to the beginning of search
+ int startpos_ply_counter() const;
// Other properties of the position
bool opposite_colored_bishops() const;
// Other properties of the position
bool opposite_colored_bishops() const;
Square castleRookSquare[16]; // [castleRight]
StateInfo startState;
int64_t nodes;
Square castleRookSquare[16]; // [castleRight]
StateInfo startState;
int64_t nodes;
Color sideToMove;
int threadID;
StateInfo* st;
Color sideToMove;
int threadID;
StateInfo* st;
&& pawn_is_passed(c, move_to(m));
}
&& pawn_is_passed(c, move_to(m));
}
-inline int Position::game_ply() const {
- return st->gamePly;
+inline int Position::startpos_ply_counter() const {
+ return startPosPly;
}
inline bool Position::opposite_colored_bishops() const {
}
inline bool Position::opposite_colored_bishops() const {
NodesSincePoll = 0;
current_search_time(get_system_time());
Limits = limits;
NodesSincePoll = 0;
current_search_time(get_system_time());
Limits = limits;
- TimeMgr.init(Limits, pos.game_ply());
+ TimeMgr.init(Limits, pos.startpos_ply_counter());
// Set output steram in normal or chess960 mode
cout << set960(pos.is_chess960());
// Set output steram in normal or chess960 mode
cout << set960(pos.is_chess960());
// Keep track of position keys along the setup moves (from start position to the
// position just before to start searching). This is needed by draw detection.
// Keep track of position keys along the setup moves (from start position to the
// position just before to start searching). This is needed by draw detection.
- std::vector<StateInfo> SetupState;
+ std::vector<StateInfo> SetupState(200, StateInfo());
// UCIParser is a class for parsing UCI input. The class
// is actually a string stream built on a given input string.
// UCIParser is a class for parsing UCI input. The class
// is actually a string stream built on a given input string.