- // 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][moved_piece(m)] <= PieceValue[MG][piece_on(to_sq(m))])
- return VALUE_KNOWN_WIN;
-
- return see(m);
-}
-
-Value Position::see(Move m) const {
-
- Square from, to;
- Bitboard occupied, attackers, stmAttackers;
- Value swapList[32];
- int slIndex = 1;
- PieceType captured;
- Color stm;
-
- assert(is_ok(m));
-
- from = from_sq(m);
- to = to_sq(m);
- swapList[0] = PieceValue[MG][piece_on(to)];
- stm = color_of(piece_on(from));
- occupied = pieces() ^ from;
-
- // Castling moves are implemented as king capturing the rook so cannot
- // be handled correctly. Simply return VALUE_ZERO that is always correct
- // unless in the rare case the rook ends up under attack.
+ // Castling moves are implemented as king capturing the rook so cannot be
+ // handled correctly. Simply assume the SEE value is VALUE_ZERO that is always
+ // correct unless in the rare case the rook ends up under attack.