Use a better condition to find candidate direct check pawns.
In particular consider only pawns in the front ranks of the
enemy king, this greatly reduces pawns candidates bitboard
that now is empty more then 90% of the time so that we
can early skip further tests.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB);
const Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);
const SquareDelta TDELTA_N = (Us == WHITE ? DELTA_N : DELTA_S);
const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB);
const Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);
const SquareDelta TDELTA_N = (Us == WHITE ? DELTA_N : DELTA_S);
+ const SquareDelta TDELTA_S = (Us == WHITE ? DELTA_S : DELTA_N);
- Bitboard empty = pos.empty_squares();
Bitboard pawns = pos.pawns(Us);
if (dc & pawns)
{
Bitboard pawns = pos.pawns(Us);
if (dc & pawns)
{
+ Bitboard empty = pos.empty_squares();
+
// Pawn moves which gives discovered check. This is possible only if the
// pawn is not on the same file as the enemy king, because we don't
// generate captures.
// Pawn moves which gives discovered check. This is possible only if the
// pawn is not on the same file as the enemy king, because we don't
// generate captures.
}
// Direct checks. These are possible only for pawns on neighboring files
}
// Direct checks. These are possible only for pawns on neighboring files
+ // and in the two ranks that, after the push, are in front of the enemy king.
b1 = pawns & neighboring_files_bb(ksq) & ~dc;
b1 = pawns & neighboring_files_bb(ksq) & ~dc;
+ b2 = rank_bb(ksq + 2 * TDELTA_S) | rank_bb(ksq + 3 * TDELTA_S);
+ b1 &= b2;
+ if (!b1)
+ return mlist;
// Direct checks, single pawn pushes
// Direct checks, single pawn pushes
+ Bitboard empty = pos.empty_squares();
b2 = move_pawns<Us, DELTA_N>(b1) & empty;
b3 = b2 & pos.pawn_attacks(Them, ksq);
while (b3)
b2 = move_pawns<Us, DELTA_N>(b1) & empty;
b3 = b2 & pos.pawn_attacks(Them, ksq);
while (b3)