Big Position renaming

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba
2012-04-02 18:21:17 +01:00
parent 37fa8adc2b
commit 0439a79566
7 changed files with 93 additions and 120 deletions

View File

@@ -66,7 +66,7 @@ const Value PieceValueEndgame[17] = {
namespace {
// Bonus for having the side to move (modified by Joona Kiiski)
const Score TempoValue = make_score(48, 22);
const Score Tempo = make_score(48, 22);
// To convert a Piece to and from a FEN char
const string PieceToChar(" PNBRQK pnbrqk .");
@@ -229,7 +229,7 @@ void Position::from_fen(const string& fenStr, bool isChess960) {
st->key = compute_key();
st->pawnKey = compute_pawn_key();
st->materialKey = compute_material_key();
st->value = compute_value();
st->psqScore = compute_psq_score();
st->npMaterial[WHITE] = compute_non_pawn_material(WHITE);
st->npMaterial[BLACK] = compute_non_pawn_material(BLACK);
st->checkersBB = attackers_to(king_square(sideToMove)) & pieces(~sideToMove);
@@ -283,7 +283,7 @@ const string Position::to_fen() const {
{
sq = make_square(file, rank);
if (square_is_empty(sq))
if (square_empty(sq))
emptyCnt++;
else
{
@@ -336,7 +336,7 @@ void Position::print(Move move) const {
if (move)
{
Position p(*this, thread());
Position p(*this, this_thread());
cout << "\nMove is: " << (sideToMove == BLACK ? ".." : "") << move_to_san(p, move);
}
@@ -434,7 +434,7 @@ bool Position::move_attacks_square(Move m, Square s) const {
Square to = to_sq(m);
Piece piece = piece_moved(m);
assert(!square_is_empty(from));
assert(!square_empty(from));
// Update occupancy as if the piece is moving
occ = pieces() ^ from ^ to;
@@ -576,7 +576,7 @@ bool Position::is_pseudo_legal(const Move m) const {
case DELTA_N:
case DELTA_S:
// Pawn push. The destination square must be empty.
if (!square_is_empty(to))
if (!square_empty(to))
return false;
break;
@@ -585,8 +585,8 @@ bool Position::is_pseudo_legal(const Move m) const {
// rank, and both the destination square and the square between the
// source and destination squares must be empty.
if ( rank_of(to) != RANK_4
|| !square_is_empty(to)
|| !square_is_empty(from + DELTA_N))
|| !square_empty(to)
|| !square_empty(from + DELTA_N))
return false;
break;
@@ -595,8 +595,8 @@ bool Position::is_pseudo_legal(const Move m) const {
// rank, and both the destination square and the square between the
// source and destination squares must be empty.
if ( rank_of(to) != RANK_5
|| !square_is_empty(to)
|| !square_is_empty(from + DELTA_S))
|| !square_empty(to)
|| !square_empty(from + DELTA_S))
return false;
break;
@@ -724,7 +724,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
Key pawnKey, materialKey;
Value npMaterial[2];
int castleRights, rule50, pliesFromNull;
Score value;
Score psq_score;
Square epSquare;
};
@@ -808,7 +808,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
st->materialKey ^= zobrist[them][capture][pieceCount[them][capture]];
// Update incremental scores
st->value -= pst(make_piece(them, capture), capsq);
st->psqScore -= pieceSquareTable[make_piece(them, capture)][capsq];
// Reset rule 50 counter
st->rule50 = 0;
@@ -888,8 +888,8 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
^ zobrist[us][PAWN][pieceCount[us][PAWN]];
// Update incremental score
st->value += pst(make_piece(us, promotion), to)
- pst(make_piece(us, PAWN), to);
st->psqScore += pieceSquareTable[make_piece(us, promotion)][to]
- pieceSquareTable[make_piece(us, PAWN)][to];
// Update material
st->npMaterial[us] += PieceValueMidgame[promotion];
@@ -907,7 +907,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
prefetch((char*)Threads[threadID].materialTable.entries[st->materialKey]);
// Update incremental scores
st->value += pst_delta(piece, from, to);
st->psqScore += psq_delta(piece, from, to);
// Set capture piece
st->capturedType = capture;
@@ -942,7 +942,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
// Finish
sideToMove = ~sideToMove;
st->value += (sideToMove == WHITE ? TempoValue : -TempoValue);
st->psqScore += (sideToMove == WHITE ? Tempo : -Tempo);
assert(pos_is_ok());
}
@@ -971,7 +971,7 @@ void Position::undo_move(Move m) {
PieceType pt = type_of(piece);
PieceType capture = st->capturedType;
assert(square_is_empty(from));
assert(square_empty(from));
assert(color_of(piece) == us);
assert(capture != KING);
@@ -1120,8 +1120,8 @@ void Position::do_castle_move(Move m) {
st->capturedType = NO_PIECE_TYPE;
// Update incremental scores
st->value += pst_delta(king, kfrom, kto);
st->value += pst_delta(rook, rfrom, rto);
st->psqScore += psq_delta(king, kfrom, kto);
st->psqScore += psq_delta(rook, rfrom, rto);
// Update hash key
st->key ^= zobrist[us][KING][kfrom] ^ zobrist[us][KING][kto];
@@ -1143,7 +1143,7 @@ void Position::do_castle_move(Move m) {
// Finish
sideToMove = ~sideToMove;
st->value += (sideToMove == WHITE ? TempoValue : -TempoValue);
st->psqScore += (sideToMove == WHITE ? Tempo : -Tempo);
}
else
// Undo: point our state pointer back to the previous state
@@ -1169,7 +1169,7 @@ void Position::do_null_move(StateInfo& backupSt) {
dst->key = src->key;
dst->epSquare = src->epSquare;
dst->value = src->value;
dst->psqScore = src->psqScore;
dst->rule50 = src->rule50;
dst->pliesFromNull = src->pliesFromNull;
@@ -1186,7 +1186,7 @@ void Position::do_null_move(StateInfo& backupSt) {
st->epSquare = SQ_NONE;
st->rule50++;
st->pliesFromNull = 0;
st->value += (sideToMove == WHITE) ? TempoValue : -TempoValue;
st->psqScore += (sideToMove == WHITE ? Tempo : -Tempo);
}
assert(pos_is_ok());
@@ -1361,7 +1361,7 @@ Key Position::compute_key() const {
Key result = zobCastle[st->castleRights];
for (Square s = SQ_A1; s <= SQ_H8; s++)
if (!square_is_empty(s))
if (!square_empty(s))
result ^= zobrist[color_of(piece_on(s))][type_of(piece_on(s))][s];
if (ep_square() != SQ_NONE)
@@ -1414,11 +1414,11 @@ Key Position::compute_material_key() const {
}
/// Position::compute_value() compute the incremental scores for the middle
/// Position::compute_psq_score() computes the incremental scores for the middle
/// game and the endgame. These functions are used to initialize the incremental
/// scores when a new position is set up, and to verify that the scores are correctly
/// updated by do_move and undo_move when the program is running in debug mode.
Score Position::compute_value() const {
Score Position::compute_psq_score() const {
Bitboard b;
Score result = SCORE_ZERO;
@@ -1428,10 +1428,10 @@ Score Position::compute_value() const {
{
b = pieces(pt, c);
while (b)
result += pst(make_piece(c, pt), pop_1st_bit(&b));
result += pieceSquareTable[make_piece(c, pt)][pop_1st_bit(&b)];
}
result += (sideToMove == WHITE ? TempoValue / 2 : -TempoValue / 2);
result += (sideToMove == WHITE ? Tempo / 2 : -Tempo / 2);
return result;
}
@@ -1540,20 +1540,20 @@ void Position::init() {
}
/// Position::flip_me() flips position with the white and black sides reversed. This
/// Position::flip() flips position with the white and black sides reversed. This
/// is only useful for debugging especially for finding evaluation symmetry bugs.
void Position::flip_me() {
void Position::flip() {
// Make a copy of current position before to start changing
const Position pos(*this, threadID);
clear();
threadID = pos.thread();
threadID = pos.this_thread();
// Board
for (Square s = SQ_A1; s <= SQ_H8; s++)
if (!pos.square_is_empty(s))
if (!pos.square_empty(s))
put_piece(Piece(pos.piece_on(s) ^ 8), ~s);
// Side to move
@@ -1582,7 +1582,7 @@ void Position::flip_me() {
st->materialKey = compute_material_key();
// Incremental scores
st->value = compute_value();
st->psqScore = compute_psq_score();
// Material
st->npMaterial[WHITE] = compute_non_pawn_material(WHITE);
@@ -1704,7 +1704,7 @@ bool Position::pos_is_ok(int* failedStep) const {
// Incremental eval OK?
if (failedStep) (*failedStep)++;
if (debugIncrementalEval && st->value != compute_value())
if (debugIncrementalEval && st->psqScore != compute_psq_score())
return false;
// Non-pawn material OK?