const History& h, SearchStack* ss) : pos(p), H(h) {
int searchTT = ttm;
ttMoves[0].move = ttm;
- finished = false;
lastBadCapture = badCaptures;
+ pinned = p.pinned_pieces(pos.side_to_move());
+
if (ss && !p.is_check())
{
ttMoves[1].move = (ss->mateKiller == ttm)? MOVE_NONE : ss->mateKiller;
} else
ttMoves[1].move = killers[0].move = killers[1].move = MOVE_NONE;
- pinned = p.pinned_pieces(pos.side_to_move());
-
if (p.is_check())
phasePtr = EvasionsPhaseTable;
else if (d > Depth(0))
case PH_EVASIONS:
assert(pos.is_check());
lastMove = generate_evasions(pos, moves);
- score_evasions();
+ score_evasions_or_checks();
return;
case PH_QCAPTURES:
return;
case PH_QCHECKS:
- // Perhaps we should order moves move here? FIXME
lastMove = generate_non_capture_checks(pos, moves);
+ score_evasions_or_checks();
return;
case PH_STOP:
- lastMove = curMove + 1; // hack to be friendly for get_next_move()
+ lastMove = curMove + 1; // Avoids another go_next_phase() call
return;
default:
hs += 1000;
// pst based scoring
- cur->score = hs + pos.pst_delta<Position::MidGame>(piece, from, to);
+ cur->score = hs + mg_value(pos.pst_delta(piece, from, to));
}
}
-void MovePicker::score_evasions() {
+void MovePicker::score_evasions_or_checks() {
// Try good captures ordered by MVV/LVA, then non-captures if
// destination square is not under attack, ordered by history
// value, and at the end bad-captures and non-captures with a
Move m;
int seeScore;
+ // Skip if we don't have at least two moves to order
+ if (lastMove < moves + 2)
+ return;
+
for (MoveStack* cur = moves; cur != lastMove; cur++)
{
m = cur->move;
Move MovePicker::get_next_move(Lock &lock) {
lock_grab(&lock);
- if (finished)
- {
- lock_release(&lock);
- return MOVE_NONE;
- }
+
+ // Note that it is safe to call many times
+ // get_next_move() when phase == PH_STOP
Move m = get_next_move();
- if (m == MOVE_NONE)
- finished = true;
lock_release(&lock);
return m;