/// Position::set_state() computes the hash keys of the position, and other
/// data that once computed is updated incrementally as moves are made.
-/// The function is only used when a new position is set up, and to verify
-/// the correctness of the StateInfo data when running in debug mode.
+/// The function is only used when a new position is set up
void Position::set_state() const {
return true;
// Is there a discovered check?
- if ( (blockers_for_king(~sideToMove) & from)
- && !aligned(from, to, square<KING>(~sideToMove)))
- return true;
+ if (blockers_for_king(~sideToMove) & from)
+ return !aligned(from, to, square<KING>(~sideToMove))
+ || type_of(m) == CASTLING;
switch (type_of(m))
{
default: //CASTLING
{
// Castling is encoded as 'king captures the rook'
- Square ksq = square<KING>(~sideToMove);
Square rto = relative_square(sideToMove, to > from ? SQ_F1 : SQ_D1);
- return (attacks_bb<ROOK>(rto) & ksq)
- && (attacks_bb<ROOK>(rto, pieces() ^ from ^ to) & ksq);
+ return check_squares(ROOK) & rto;
}
}
}
return bool(res);
}
+bool Position::see_ge(Move m, Value threshold) const {
+ Bitboard occupied;
+ return see_ge(m, occupied, threshold);
+}
+
/// Position::is_draw() tests whether the position is drawn by 50-move rule
/// or by repetition. It does not detect stalemates.