Also fix size of KingDanger array to reduce memory footprint.
Small speed up of around 0.5%
No functional change.
// in KingDanger[]. Various little "meta-bonuses" measuring the strength
// of the enemy attack are added up into an integer, which is used as an
// index to KingDanger[].
- Score KingDanger[512];
+ Score KingDanger[400];
// KingAttackWeights[PieceType] contains king attack weights by piece type
const int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 7, 5, 4, 1 };
// Step 6. Razoring (skipped when in check)
if ( !PvNode
&& depth < 4 * ONE_PLY
- && eval + razor_margin[depth / ONE_PLY] <= alpha
- && ttMove == MOVE_NONE)
+ && ttMove == MOVE_NONE
+ && eval + razor_margin[depth / ONE_PLY] <= alpha)
{
if ( depth <= ONE_PLY
&& eval + razor_margin[3 * ONE_PLY] <= alpha)
&& !captureOrPromotion
&& !inCheck
&& !givesCheck
- && !pos.advanced_pawn_push(move)
- && bestValue > VALUE_MATED_IN_MAX_PLY)
+ && bestValue > VALUE_MATED_IN_MAX_PLY
+ && !pos.advanced_pawn_push(move))
{
// Move count based pruning
if (moveCountPruning)