ss << (sideToMove == WHITE ? " w " : " b ");
if (can_castle(WHITE_OO))
- ss << (chess960 ? file_to_char(file_of(castling_rook_square(WHITE, KING_SIDE)), false) : 'K');
+ ss << (chess960 ? to_char(file_of(castling_rook_square(WHITE, KING_SIDE)), false) : 'K');
if (can_castle(WHITE_OOO))
- ss << (chess960 ? file_to_char(file_of(castling_rook_square(WHITE, QUEEN_SIDE)), false) : 'Q');
+ ss << (chess960 ? to_char(file_of(castling_rook_square(WHITE, QUEEN_SIDE)), false) : 'Q');
if (can_castle(BLACK_OO))
- ss << (chess960 ? file_to_char(file_of(castling_rook_square(BLACK, KING_SIDE)), true) : 'k');
+ ss << (chess960 ? to_char(file_of(castling_rook_square(BLACK, KING_SIDE)), true) : 'k');
if (can_castle(BLACK_OOO))
- ss << (chess960 ? file_to_char(file_of(castling_rook_square(BLACK, QUEEN_SIDE)), true) : 'q');
+ ss << (chess960 ? to_char(file_of(castling_rook_square(BLACK, QUEEN_SIDE)), true) : 'q');
if (!can_castle(WHITE) && !can_castle(BLACK))
ss << '-';
- ss << (ep_square() == SQ_NONE ? " - " : " " + square_to_string(ep_square()) + " ")
+ ss << (ep_square() == SQ_NONE ? " - " : " " + to_string(ep_square()) + " ")
<< st->rule50 << " " << 1 + (gamePly - int(sideToMove == BLACK)) / 2;
return ss.str();
<< std::setfill('0') << std::setw(16) << st->key << "\nCheckers: ";
for (Bitboard b = checkers(); b; )
- ss << square_to_string(pop_lsb(&b)) << " ";
+ ss << to_string(pop_lsb(&b)) << " ";
ss << "\nLegal moves: ";
for (MoveList<LEGAL> it(*this); *it; ++it)
/// Position::see() is a static exchange evaluator: It tries to estimate the
/// material gain or loss resulting from a move.
-int Position::see_sign(Move m) const {
+Value Position::see_sign(Move m) const {
assert(is_ok(m));
// 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 1;
+ return VALUE_KNOWN_WIN;
return see(m);
}
-int Position::see(Move m) const {
+Value Position::see(Move m) const {
Square from, to;
Bitboard occupied, attackers, stmAttackers;
- int swapList[32], slIndex = 1;
+ Value swapList[32];
+ int slIndex = 1;
PieceType captured;
Color stm;
// handled correctly. Simply return 0 that is always the correct value
// unless in the rare case the rook ends up under attack.
if (type_of(m) == CASTLING)
- return 0;
+ return VALUE_ZERO;
if (type_of(m) == ENPASSANT)
{
// Add the new entry to the swap list
swapList[slIndex] = -swapList[slIndex - 1] + PieceValue[MG][captured];
- ++slIndex;
// Locate and remove the next least valuable attacker
captured = min_attacker<PAWN>(byTypeBB, to, stmAttackers, occupied, attackers);
- stm = ~stm;
- stmAttackers = attackers & pieces(stm);
// Stop before processing a king capture
- if (captured == KING && stmAttackers)
+ if (captured == KING)
{
- swapList[slIndex++] = QueenValueMg * 16;
+ if (stmAttackers == attackers)
+ ++slIndex;
+
break;
}
+ stm = ~stm;
+ stmAttackers = attackers & pieces(stm);
+ ++slIndex;
+
} while (stmAttackers);
// Having built the swap list, we negamax through it to find the best
Key k = 0;
for (Color c = WHITE; c <= BLACK; ++c)
- for (PieceType pt = PAWN; pt <= QUEEN; ++pt)
+ for (PieceType pt = PAWN; pt <= KING; ++pt)
for (int cnt = 0; cnt < pieceCount[c][pt]; ++cnt)
k ^= Zobrist::psq[c][pt][cnt];