mirror of
https://github.com/HChaZZY/Stockfish.git
synced 2025-12-20 00:56:39 +08:00
Big Position renaming
No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
@@ -66,7 +66,7 @@ const Value PieceValueEndgame[17] = {
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namespace {
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// Bonus for having the side to move (modified by Joona Kiiski)
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const Score TempoValue = make_score(48, 22);
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const Score Tempo = make_score(48, 22);
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// To convert a Piece to and from a FEN char
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const string PieceToChar(" PNBRQK pnbrqk .");
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@@ -229,7 +229,7 @@ void Position::from_fen(const string& fenStr, bool isChess960) {
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st->key = compute_key();
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st->pawnKey = compute_pawn_key();
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st->materialKey = compute_material_key();
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st->value = compute_value();
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st->psqScore = compute_psq_score();
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st->npMaterial[WHITE] = compute_non_pawn_material(WHITE);
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st->npMaterial[BLACK] = compute_non_pawn_material(BLACK);
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st->checkersBB = attackers_to(king_square(sideToMove)) & pieces(~sideToMove);
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@@ -283,7 +283,7 @@ const string Position::to_fen() const {
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{
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sq = make_square(file, rank);
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if (square_is_empty(sq))
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if (square_empty(sq))
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emptyCnt++;
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else
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{
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@@ -336,7 +336,7 @@ void Position::print(Move move) const {
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if (move)
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{
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Position p(*this, thread());
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Position p(*this, this_thread());
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cout << "\nMove is: " << (sideToMove == BLACK ? ".." : "") << move_to_san(p, move);
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}
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@@ -434,7 +434,7 @@ bool Position::move_attacks_square(Move m, Square s) const {
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Square to = to_sq(m);
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Piece piece = piece_moved(m);
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assert(!square_is_empty(from));
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assert(!square_empty(from));
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// Update occupancy as if the piece is moving
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occ = pieces() ^ from ^ to;
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@@ -576,7 +576,7 @@ bool Position::is_pseudo_legal(const Move m) const {
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case DELTA_N:
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case DELTA_S:
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// Pawn push. The destination square must be empty.
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if (!square_is_empty(to))
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if (!square_empty(to))
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return false;
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break;
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@@ -585,8 +585,8 @@ bool Position::is_pseudo_legal(const Move m) const {
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// rank, and both the destination square and the square between the
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// source and destination squares must be empty.
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if ( rank_of(to) != RANK_4
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|| !square_is_empty(to)
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|| !square_is_empty(from + DELTA_N))
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|| !square_empty(to)
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|| !square_empty(from + DELTA_N))
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return false;
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break;
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@@ -595,8 +595,8 @@ bool Position::is_pseudo_legal(const Move m) const {
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// rank, and both the destination square and the square between the
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// source and destination squares must be empty.
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if ( rank_of(to) != RANK_5
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|| !square_is_empty(to)
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|| !square_is_empty(from + DELTA_S))
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|| !square_empty(to)
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|| !square_empty(from + DELTA_S))
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return false;
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break;
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@@ -724,7 +724,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
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Key pawnKey, materialKey;
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Value npMaterial[2];
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int castleRights, rule50, pliesFromNull;
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Score value;
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Score psq_score;
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Square epSquare;
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};
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@@ -808,7 +808,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
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st->materialKey ^= zobrist[them][capture][pieceCount[them][capture]];
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// Update incremental scores
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st->value -= pst(make_piece(them, capture), capsq);
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st->psqScore -= pieceSquareTable[make_piece(them, capture)][capsq];
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// Reset rule 50 counter
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st->rule50 = 0;
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@@ -888,8 +888,8 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
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^ zobrist[us][PAWN][pieceCount[us][PAWN]];
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// Update incremental score
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st->value += pst(make_piece(us, promotion), to)
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- pst(make_piece(us, PAWN), to);
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st->psqScore += pieceSquareTable[make_piece(us, promotion)][to]
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- pieceSquareTable[make_piece(us, PAWN)][to];
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// Update material
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st->npMaterial[us] += PieceValueMidgame[promotion];
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@@ -907,7 +907,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
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prefetch((char*)Threads[threadID].materialTable.entries[st->materialKey]);
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// Update incremental scores
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st->value += pst_delta(piece, from, to);
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st->psqScore += psq_delta(piece, from, to);
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// Set capture piece
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st->capturedType = capture;
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@@ -942,7 +942,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
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// Finish
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sideToMove = ~sideToMove;
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st->value += (sideToMove == WHITE ? TempoValue : -TempoValue);
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st->psqScore += (sideToMove == WHITE ? Tempo : -Tempo);
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assert(pos_is_ok());
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}
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@@ -971,7 +971,7 @@ void Position::undo_move(Move m) {
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PieceType pt = type_of(piece);
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PieceType capture = st->capturedType;
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assert(square_is_empty(from));
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assert(square_empty(from));
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assert(color_of(piece) == us);
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assert(capture != KING);
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@@ -1120,8 +1120,8 @@ void Position::do_castle_move(Move m) {
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st->capturedType = NO_PIECE_TYPE;
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// Update incremental scores
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st->value += pst_delta(king, kfrom, kto);
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st->value += pst_delta(rook, rfrom, rto);
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st->psqScore += psq_delta(king, kfrom, kto);
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st->psqScore += psq_delta(rook, rfrom, rto);
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// Update hash key
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st->key ^= zobrist[us][KING][kfrom] ^ zobrist[us][KING][kto];
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@@ -1143,7 +1143,7 @@ void Position::do_castle_move(Move m) {
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// Finish
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sideToMove = ~sideToMove;
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st->value += (sideToMove == WHITE ? TempoValue : -TempoValue);
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st->psqScore += (sideToMove == WHITE ? Tempo : -Tempo);
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}
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else
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// Undo: point our state pointer back to the previous state
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@@ -1169,7 +1169,7 @@ void Position::do_null_move(StateInfo& backupSt) {
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dst->key = src->key;
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dst->epSquare = src->epSquare;
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dst->value = src->value;
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dst->psqScore = src->psqScore;
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dst->rule50 = src->rule50;
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dst->pliesFromNull = src->pliesFromNull;
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@@ -1186,7 +1186,7 @@ void Position::do_null_move(StateInfo& backupSt) {
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st->epSquare = SQ_NONE;
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st->rule50++;
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st->pliesFromNull = 0;
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st->value += (sideToMove == WHITE) ? TempoValue : -TempoValue;
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st->psqScore += (sideToMove == WHITE ? Tempo : -Tempo);
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}
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assert(pos_is_ok());
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@@ -1361,7 +1361,7 @@ Key Position::compute_key() const {
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Key result = zobCastle[st->castleRights];
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for (Square s = SQ_A1; s <= SQ_H8; s++)
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if (!square_is_empty(s))
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if (!square_empty(s))
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result ^= zobrist[color_of(piece_on(s))][type_of(piece_on(s))][s];
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if (ep_square() != SQ_NONE)
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@@ -1414,11 +1414,11 @@ Key Position::compute_material_key() const {
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}
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/// Position::compute_value() compute the incremental scores for the middle
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/// Position::compute_psq_score() computes the incremental scores for the middle
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/// game and the endgame. These functions are used to initialize the incremental
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/// scores when a new position is set up, and to verify that the scores are correctly
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/// updated by do_move and undo_move when the program is running in debug mode.
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Score Position::compute_value() const {
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Score Position::compute_psq_score() const {
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Bitboard b;
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Score result = SCORE_ZERO;
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@@ -1428,10 +1428,10 @@ Score Position::compute_value() const {
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{
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b = pieces(pt, c);
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while (b)
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result += pst(make_piece(c, pt), pop_1st_bit(&b));
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result += pieceSquareTable[make_piece(c, pt)][pop_1st_bit(&b)];
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}
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result += (sideToMove == WHITE ? TempoValue / 2 : -TempoValue / 2);
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result += (sideToMove == WHITE ? Tempo / 2 : -Tempo / 2);
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return result;
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}
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@@ -1540,20 +1540,20 @@ void Position::init() {
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}
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/// Position::flip_me() flips position with the white and black sides reversed. This
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/// Position::flip() flips position with the white and black sides reversed. This
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/// is only useful for debugging especially for finding evaluation symmetry bugs.
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void Position::flip_me() {
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void Position::flip() {
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// Make a copy of current position before to start changing
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const Position pos(*this, threadID);
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clear();
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threadID = pos.thread();
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threadID = pos.this_thread();
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// Board
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for (Square s = SQ_A1; s <= SQ_H8; s++)
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if (!pos.square_is_empty(s))
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if (!pos.square_empty(s))
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put_piece(Piece(pos.piece_on(s) ^ 8), ~s);
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// Side to move
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@@ -1582,7 +1582,7 @@ void Position::flip_me() {
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st->materialKey = compute_material_key();
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// Incremental scores
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st->value = compute_value();
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st->psqScore = compute_psq_score();
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// Material
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st->npMaterial[WHITE] = compute_non_pawn_material(WHITE);
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@@ -1704,7 +1704,7 @@ bool Position::pos_is_ok(int* failedStep) const {
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// Incremental eval OK?
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if (failedStep) (*failedStep)++;
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if (debugIncrementalEval && st->value != compute_value())
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if (debugIncrementalEval && st->psqScore != compute_psq_score())
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return false;
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// Non-pawn material OK?
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