There is no need for a special struct with a static member
to generate castling rights.
No functional change.
- template<CastlingRight Cr, bool Checks, bool Chess960>
- ExtMove* generate_castling(const Position& pos, ExtMove* moveList, Color us) {
+ template<Color Us, CastlingSide Cs, bool Checks, bool Chess960>
+ ExtMove* generate_castling(const Position& pos, ExtMove* moveList) {
+ constexpr CastlingRight Cr = Us | Cs;
constexpr bool KingSide = (Cr == WHITE_OO || Cr == BLACK_OO);
if (pos.castling_impeded(Cr) || !pos.can_castle(Cr))
constexpr bool KingSide = (Cr == WHITE_OO || Cr == BLACK_OO);
if (pos.castling_impeded(Cr) || !pos.can_castle(Cr))
// After castling, the rook and king final positions are the same in Chess960
// as they would be in standard chess.
// After castling, the rook and king final positions are the same in Chess960
// as they would be in standard chess.
- Square kfrom = pos.square<KING>(us);
+ Square kfrom = pos.square<KING>(Us);
Square rfrom = pos.castling_rook_square(Cr);
Square rfrom = pos.castling_rook_square(Cr);
- Square kto = relative_square(us, KingSide ? SQ_G1 : SQ_C1);
- Bitboard enemies = pos.pieces(~us);
+ Square kto = relative_square(Us, KingSide ? SQ_G1 : SQ_C1);
+ Bitboard enemies = pos.pieces(~Us);
// Because we generate only legal castling moves we need to verify that
// when moving the castling rook we do not discover some hidden checker.
// For instance an enemy queen in SQ_A1 when castling rook is in SQ_B1.
// Because we generate only legal castling moves we need to verify that
// when moving the castling rook we do not discover some hidden checker.
// For instance an enemy queen in SQ_A1 when castling rook is in SQ_B1.
- if (Chess960 && (attacks_bb<ROOK>(kto, pos.pieces() ^ rfrom) & pos.pieces(~us, ROOK, QUEEN)))
+ if (Chess960 && (attacks_bb<ROOK>(kto, pos.pieces() ^ rfrom) & pos.pieces(~Us, ROOK, QUEEN)))
return moveList;
Move m = make<CASTLING>(kfrom, rfrom);
return moveList;
Move m = make<CASTLING>(kfrom, rfrom);
{
if (pos.is_chess960())
{
{
if (pos.is_chess960())
{
- moveList = generate_castling<MakeCastling<Us, KING_SIDE>::right, Checks, true>(pos, moveList, Us);
- moveList = generate_castling<MakeCastling<Us, QUEEN_SIDE>::right, Checks, true>(pos, moveList, Us);
+ moveList = generate_castling<Us, KING_SIDE, Checks, true>(pos, moveList);
+ moveList = generate_castling<Us, QUEEN_SIDE, Checks, true>(pos, moveList);
- moveList = generate_castling<MakeCastling<Us, KING_SIDE>::right, Checks, false>(pos, moveList, Us);
- moveList = generate_castling<MakeCastling<Us, QUEEN_SIDE>::right, Checks, false>(pos, moveList, Us);
+ moveList = generate_castling<Us, KING_SIDE, Checks, false>(pos, moveList);
+ moveList = generate_castling<Us, QUEEN_SIDE, Checks, false>(pos, moveList);
Value bonus = evaluate_shelter<Us>(pos, ksq);
// If we can castle use the bonus after the castling if it is bigger
Value bonus = evaluate_shelter<Us>(pos, ksq);
// If we can castle use the bonus after the castling if it is bigger
- if (pos.can_castle(MakeCastling<Us, KING_SIDE>::right))
+ if (pos.can_castle(Us | KING_SIDE))
bonus = std::max(bonus, evaluate_shelter<Us>(pos, relative_square(Us, SQ_G1)));
bonus = std::max(bonus, evaluate_shelter<Us>(pos, relative_square(Us, SQ_G1)));
- if (pos.can_castle(MakeCastling<Us, QUEEN_SIDE>::right))
+ if (pos.can_castle(Us | QUEEN_SIDE))
bonus = std::max(bonus, evaluate_shelter<Us>(pos, relative_square(Us, SQ_C1)));
return make_score(bonus, -16 * minKingPawnDistance);
bonus = std::max(bonus, evaluate_shelter<Us>(pos, relative_square(Us, SQ_C1)));
return make_score(bonus, -16 * minKingPawnDistance);
CASTLING_RIGHT_NB = 16
};
CASTLING_RIGHT_NB = 16
};
-template<Color C, CastlingSide S> struct MakeCastling {
- static constexpr CastlingRight
- right = C == WHITE ? S == QUEEN_SIDE ? WHITE_OOO : WHITE_OO
- : S == QUEEN_SIDE ? BLACK_OOO : BLACK_OO;
-};
-
enum Phase {
PHASE_ENDGAME,
PHASE_MIDGAME = 128,
enum Phase {
PHASE_ENDGAME,
PHASE_MIDGAME = 128,