while (true)
{
// If we already have a list of generated moves, pick the best move from
- // the list, and return it:
+ // the list, and return it.
move = pick_move_from_list();
if (move != MOVE_NONE)
{
return move;
}
- // Next phase:
+ // Next phase
phaseIndex++;
switch (PhaseTable[phaseIndex]) {
/// MovePicker::score_captures(), MovePicker::score_noncaptures(),
/// MovePicker::score_evasions() and MovePicker::score_qcaptures() assign a
/// numerical move ordering score to each move in a move list. The moves
-/// with highest scores will be picked first by
-/// MovePicker::pick_move_from_list().
+/// with highest scores will be picked first by pick_move_from_list().
void MovePicker::score_captures() {
// Winning and equal captures in the main search are ordered by MVV.
{
Move m = moves[i].move;
moves[i].score = pos.see(m);
- //if (moves[i].score >= 0)
- // moves[i].score = move_promotion(m) ? QueenValueMidgame
- // : pos.midgame_value_of_piece_on(move_to(m));
+ if (moves[i].score >= 0)
+ moves[i].score = move_promotion(m) ? QueenValueMidgame
+ : pos.midgame_value_of_piece_on(move_to(m));
}
}
badCaptures[numOfBadCaptures++] = moves[i];
moves[i--] = moves[--numOfMoves];
}
- else if (moves[i].score > bestScore) // FIXME >= 0 ??
+ else if (moves[i].score > bestScore)
{
bestIndex = i;
bestScore = moves[i].score;
// the entire move list for the best move. If many moves have already
// been searched and it is not a PV node, we are probably failing low
// anyway, so we just pick the first move from the list.
- bestIndex = (pvNode || movesPicked < 12 ? find_best_index() : movesPicked);
+ bestIndex = (movesPicked < 12 || pvNode ? find_best_index() : movesPicked);
if (bestIndex != -1)
{
/// picked next move. It can be used in search to further differentiate
/// according to the current move type: capture, non capture, escape, etc.
MovePicker::MovegenPhase MovePicker::current_move_type() const {
+
return PhaseTable[phaseIndex];
}