Bitboard checkSquares[PIECE_TYPE_NB];
};
-// In a std::deque references to elements are unaffected upon resizing
+/// A list to keep track of the position states along the setup moves (from the
+/// start position to the position just before the search starts). Needed by
+/// 'draw by repetition' detection. Use a std::deque because pointers to
+/// elements are not invalidated upon list resizing.
typedef std::unique_ptr<std::deque<StateInfo>> StateListPtr;
// Attacks to/from a given square
Bitboard attackers_to(Square s) const;
Bitboard attackers_to(Square s, Bitboard occupied) const;
- Bitboard attacks_from(Piece pc, Square s) const;
+ Bitboard attacks_from(PieceType pt, Square s) const;
template<PieceType> Bitboard attacks_from(Square s) const;
template<PieceType> Bitboard attacks_from(Square s, Color c) const;
Bitboard slider_blockers(Bitboard sliders, Square s, Bitboard& pinners) const;
void undo_null_move();
// Static Exchange Evaluation
- bool see_ge(Move m, Value value) const;
+ bool see_ge(Move m, Value threshold = VALUE_ZERO) const;
// Accessing hash keys
Key key() const;
// Other properties of the position
Color side_to_move() const;
- Phase game_phase() const;
int game_ply() const;
bool is_chess960() const;
Thread* this_thread() const;
- uint64_t nodes_searched() const;
bool is_draw(int ply) const;
int rule50_count() const;
Score psq_score() const;
Value non_pawn_material() const;
// Position consistency check, for debugging
- bool pos_is_ok(int* failedStep = nullptr) const;
+ bool pos_is_ok() const;
void flip();
private:
int castlingRightsMask[SQUARE_NB];
Square castlingRookSquare[CASTLING_RIGHT_NB];
Bitboard castlingPath[CASTLING_RIGHT_NB];
- uint64_t nodes;
int gamePly;
Color sideToMove;
Thread* thisThread;
template<PieceType Pt>
inline Bitboard Position::attacks_from(Square s) const {
+ assert(Pt != PAWN);
return Pt == BISHOP || Pt == ROOK ? attacks_bb<Pt>(s, byTypeBB[ALL_PIECES])
: Pt == QUEEN ? attacks_from<ROOK>(s) | attacks_from<BISHOP>(s)
- : StepAttacksBB[Pt][s];
+ : PseudoAttacks[Pt][s];
}
template<>
inline Bitboard Position::attacks_from<PAWN>(Square s, Color c) const {
- return StepAttacksBB[make_piece(c, PAWN)][s];
+ return PawnAttacks[c][s];
}
-inline Bitboard Position::attacks_from(Piece pc, Square s) const {
- return attacks_bb(pc, s, byTypeBB[ALL_PIECES]);
+inline Bitboard Position::attacks_from(PieceType pt, Square s) const {
+ return attacks_bb(pt, s, byTypeBB[ALL_PIECES]);
}
inline Bitboard Position::attackers_to(Square s) const {
return st->rule50;
}
-inline uint64_t Position::nodes_searched() const {
- return nodes;
-}
-
inline bool Position::opposite_bishops() const {
return pieceCount[W_BISHOP] == 1
&& pieceCount[B_BISHOP] == 1