From 96362fe3df141eeead4bdb863d2bb2d891886abf Mon Sep 17 00:00:00 2001 From: =?utf8?q?Ste=CC=81phane=20Nicolet?= Date: Thu, 15 Mar 2018 10:44:26 +0100 Subject: [PATCH] Renaming some variables in code MIME-Version: 1.0 Content-Type: text/plain; charset=utf8 Content-Transfer-Encoding: 8bit Implements renaming suggestions by Marco Costalba, Günther Demetz, Gontran Lemaire, Ronald de Man, Stéphane Nicolet, Alain Savard, Joost VandeVondele, Jerry Donald Watson, Mike Whiteley, xoto10, and I hope that I haven't forgotten anybody. Perpetual renaming thread for suggestions: https://github.com/official-stockfish/Stockfish/issues/1426 No functional change. --- src/evaluate.cpp | 68 ++++++++++++++++++++++++------------------------ src/material.cpp | 4 +-- src/position.cpp | 6 ++--- src/position.h | 2 +- src/psqt.cpp | 4 +-- src/search.cpp | 10 +++---- 6 files changed, 47 insertions(+), 47 deletions(-) diff --git a/src/evaluate.cpp b/src/evaluate.cpp index 6783ffd8..fee181ae 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -163,24 +163,24 @@ namespace { const Score KingProtector[] = { S(3, 5), S(4, 3), S(3, 0), S(1, -1) }; // Assorted bonuses and penalties - const Score BishopPawns = S( 8, 12); - const Score CloseEnemies = S( 7, 0); - const Score Connectivity = S( 3, 1); - const Score Hanging = S( 52, 30); - const Score HinderPassedPawn = S( 8, 1); - const Score KnightOnQueen = S( 21, 11); - const Score LongRangedBishop = S( 22, 0); - const Score MinorBehindPawn = S( 16, 0); - const Score PawnlessFlank = S( 20, 80); - const Score RookOnPawn = S( 8, 24); - const Score SliderOnQueen = S( 42, 21); - const Score ThreatByPawnPush = S( 47, 26); - const Score ThreatByRank = S( 16, 3); - const Score ThreatBySafePawn = S(175,168); - const Score TrappedBishopA1H1 = S( 50, 50); - const Score TrappedRook = S( 92, 0); - const Score WeakQueen = S( 50, 10); - const Score WeakUnopposedPawn = S( 5, 25); + const Score BishopPawns = S( 8, 12); + const Score CloseEnemies = S( 7, 0); + const Score Connectivity = S( 3, 1); + const Score CorneredBishop = S( 50, 50); + const Score Hanging = S( 52, 30); + const Score HinderPassedPawn = S( 8, 1); + const Score KnightOnQueen = S( 21, 11); + const Score LongDiagonalBishop = S( 22, 0); + const Score MinorBehindPawn = S( 16, 0); + const Score PawnlessFlank = S( 20, 80); + const Score RookOnPawn = S( 8, 24); + const Score SliderOnQueen = S( 42, 21); + const Score ThreatByPawnPush = S( 47, 26); + const Score ThreatByRank = S( 16, 3); + const Score ThreatBySafePawn = S(175,168); + const Score TrappedRook = S( 92, 0); + const Score WeakQueen = S( 50, 10); + const Score WeakUnopposedPawn = S( 5, 25); #undef S @@ -230,18 +230,18 @@ namespace { // which attack a square in the kingRing of the enemy king. int kingAttackersCount[COLOR_NB]; - // kingAttackersWeight[color] is the sum of the "weights" of the pieces of the - // given color which attack a square in the kingRing of the enemy king. The - // weights of the individual piece types are given by the elements in the - // KingAttackWeights array. + // kingAttackersWeight[color] is the sum of the "weights" of the pieces of + // the given color which attack a square in the kingRing of the enemy king. + // The weights of the individual piece types are given by the elements in + // the KingAttackWeights array. int kingAttackersWeight[COLOR_NB]; - // kingAdjacentZoneAttacksCount[color] is the number of attacks by the given - // color to squares directly adjacent to the enemy king. Pieces which attack - // more than one square are counted multiple times. For instance, if there is + // kingAttacksCount[color] is the number of attacks by the given color to + // squares directly adjacent to the enemy king. Pieces which attack more + // than one square are counted multiple times. For instance, if there is // a white knight on g5 and black's king is on g8, this white knight adds 2 - // to kingAdjacentZoneAttacksCount[WHITE]. - int kingAdjacentZoneAttacksCount[COLOR_NB]; + // to kingAttacksCount[WHITE]. + int kingAttacksCount[COLOR_NB]; }; @@ -276,7 +276,7 @@ namespace { kingRing[Us] |= shift(kingRing[Us]); kingAttackersCount[Them] = popcount(attackedBy[Us][KING] & pe->pawn_attacks(Them)); - kingAdjacentZoneAttacksCount[Them] = kingAttackersWeight[Them] = 0; + kingAttacksCount[Them] = kingAttackersWeight[Them] = 0; } else kingRing[Us] = kingAttackersCount[Them] = 0; @@ -316,7 +316,7 @@ namespace { { kingAttackersCount[Us]++; kingAttackersWeight[Us] += KingAttackWeights[Pt]; - kingAdjacentZoneAttacksCount[Us] += popcount(b & attackedBy[Them][KING]); + kingAttacksCount[Us] += popcount(b & attackedBy[Them][KING]); } int mob = popcount(b & mobilityArea[Us]); @@ -348,7 +348,7 @@ namespace { // Bonus for bishop on a long diagonal which can "see" both center squares if (more_than_one(Center & (attacks_bb(s, pos.pieces(PAWN)) | s))) - score += LongRangedBishop; + score += LongDiagonalBishop; } // An important Chess960 pattern: A cornered bishop blocked by a friendly @@ -360,9 +360,9 @@ namespace { { Direction d = pawn_push(Us) + (file_of(s) == FILE_A ? EAST : WEST); if (pos.piece_on(s + d) == make_piece(Us, PAWN)) - score -= !pos.empty(s + d + pawn_push(Us)) ? TrappedBishopA1H1 * 4 - : pos.piece_on(s + d + d) == make_piece(Us, PAWN) ? TrappedBishopA1H1 * 2 - : TrappedBishopA1H1; + score -= !pos.empty(s + d + pawn_push(Us)) ? CorneredBishop * 4 + : pos.piece_on(s + d + d) == make_piece(Us, PAWN) ? CorneredBishop * 2 + : CorneredBishop; } } @@ -463,7 +463,7 @@ namespace { pinned = pos.blockers_for_king(Us) & pos.pieces(Us); kingDanger += kingAttackersCount[Them] * kingAttackersWeight[Them] - + 102 * kingAdjacentZoneAttacksCount[Them] + + 102 * kingAttacksCount[Them] + 191 * popcount(kingRing[Us] & weak) + 143 * popcount(pinned | unsafeChecks) - 848 * !pos.count(Them) diff --git a/src/material.cpp b/src/material.cpp index fb392093..4cfda03e 100644 --- a/src/material.cpp +++ b/src/material.cpp @@ -68,7 +68,7 @@ namespace { && pos.non_pawn_material(us) >= RookValueMg; } - bool is_KBPsKs(const Position& pos, Color us) { + bool is_KBPsK(const Position& pos, Color us) { return pos.non_pawn_material(us) == BishopValueMg && pos.count(us) == 1 && pos.count(us) >= 1; @@ -165,7 +165,7 @@ Entry* probe(const Position& pos) { // case we don't return after setting the function. for (Color c = WHITE; c <= BLACK; ++c) { - if (is_KBPsKs(pos, c)) + if (is_KBPsK(pos, c)) e->scalingFunction[c] = &ScaleKBPsK[c]; else if (is_KQKRPs(pos, c)) diff --git a/src/position.cpp b/src/position.cpp index d48ec18c..9cec2c14 100644 --- a/src/position.cpp +++ b/src/position.cpp @@ -322,8 +322,8 @@ void Position::set_castling_right(Color c, Square rfrom) { void Position::set_check_info(StateInfo* si) const { - si->blockersForKing[WHITE] = slider_blockers(pieces(BLACK), square(WHITE), si->pinnersForKing[WHITE]); - si->blockersForKing[BLACK] = slider_blockers(pieces(WHITE), square(BLACK), si->pinnersForKing[BLACK]); + si->blockersForKing[WHITE] = slider_blockers(pieces(BLACK), square(WHITE), si->pinners[BLACK]); + si->blockersForKing[BLACK] = slider_blockers(pieces(WHITE), square(BLACK), si->pinners[WHITE]); Square ksq = square(~sideToMove); @@ -1037,7 +1037,7 @@ bool Position::see_ge(Move m, Value threshold) const { // Don't allow pinned pieces to attack (except the king) as long as // all pinners are on their original square. - if (!(st->pinnersForKing[stm] & ~occupied)) + if (!(st->pinners[~stm] & ~occupied)) stmAttackers &= ~st->blockersForKing[stm]; // If stm has no more attackers then give up: stm loses diff --git a/src/position.h b/src/position.h index 18c783f0..bbdab011 100644 --- a/src/position.h +++ b/src/position.h @@ -52,7 +52,7 @@ struct StateInfo { Piece capturedPiece; StateInfo* previous; Bitboard blockersForKing[COLOR_NB]; - Bitboard pinnersForKing[COLOR_NB]; + Bitboard pinners[COLOR_NB]; Bitboard checkSquares[PIECE_TYPE_NB]; }; diff --git a/src/psqt.cpp b/src/psqt.cpp index 3f447dc0..cbdce81a 100644 --- a/src/psqt.cpp +++ b/src/psqt.cpp @@ -112,12 +112,12 @@ void init() { PieceValue[MG][~pc] = PieceValue[MG][pc]; PieceValue[EG][~pc] = PieceValue[EG][pc]; - Score v = make_score(PieceValue[MG][pc], PieceValue[EG][pc]); + Score score = make_score(PieceValue[MG][pc], PieceValue[EG][pc]); for (Square s = SQ_A1; s <= SQ_H8; ++s) { File f = std::min(file_of(s), ~file_of(s)); - psq[ pc][ s] = v + Bonus[pc][rank_of(s)][f]; + psq[ pc][ s] = score + Bonus[pc][rank_of(s)][f]; psq[~pc][~s] = -psq[pc][s]; } } diff --git a/src/search.cpp b/src/search.cpp index bf34b77e..afc4a671 100644 --- a/src/search.cpp +++ b/src/search.cpp @@ -455,12 +455,12 @@ void Thread::search() { timeReduction *= 1.25; // Use part of the gained time from a previous stable move for the current move - double unstablePvFactor = 1.0 + mainThread->bestMoveChanges; - unstablePvFactor *= std::pow(mainThread->previousTimeReduction, 0.528) / timeReduction; + double bestMoveInstability = 1.0 + mainThread->bestMoveChanges; + bestMoveInstability *= std::pow(mainThread->previousTimeReduction, 0.528) / timeReduction; // Stop the search if we have only one legal move, or if available time elapsed if ( rootMoves.size() == 1 - || Time.elapsed() > Time.optimum() * unstablePvFactor * improvingFactor / 581) + || Time.elapsed() > Time.optimum() * bestMoveInstability * improvingFactor / 581) { // If we are allowed to ponder do not stop the search now but // keep pondering until the GUI sends "ponderhit" or "stop". @@ -495,7 +495,7 @@ namespace { if (depth < ONE_PLY) return qsearch(pos, ss, alpha, beta); - const bool PvNode = NT == PV; + constexpr bool PvNode = NT == PV; const bool rootNode = PvNode && ss->ply == 0; assert(-VALUE_INFINITE <= alpha && alpha < beta && beta <= VALUE_INFINITE); @@ -1156,7 +1156,7 @@ moves_loop: // When in check, search starts from here template Value qsearch(Position& pos, Stack* ss, Value alpha, Value beta, Depth depth) { - const bool PvNode = NT == PV; + constexpr bool PvNode = NT == PV; const bool inCheck = bool(pos.checkers()); assert(alpha >= -VALUE_INFINITE && alpha < beta && beta <= VALUE_INFINITE); -- 2.39.5