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Better naming in endgame code
And small clean-up of magic bitboards code. No functional change. Closes #1138
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committed by
Joona Kiiski
parent
f907d5b7d9
commit
27ba611a3d
@@ -76,6 +76,18 @@ extern Bitboard PseudoAttacks[PIECE_TYPE_NB][SQUARE_NB];
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extern Bitboard PawnAttacks[COLOR_NB][SQUARE_NB];
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/// Magic holds all magic bitboards relevant data for a single square
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struct Magic {
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Bitboard mask;
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Bitboard magic;
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Bitboard* attacks;
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unsigned shift;
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};
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extern Magic RookMagics[SQUARE_NB];
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extern Magic BishopMagics[SQUARE_NB];
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/// Overloads of bitwise operators between a Bitboard and a Square for testing
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/// whether a given bit is set in a bitboard, and for setting and clearing bits.
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@@ -209,47 +221,27 @@ template<> inline int distance<File>(Square x, Square y) { return distance(file_
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template<> inline int distance<Rank>(Square x, Square y) { return distance(rank_of(x), rank_of(y)); }
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/// Magic holds all magic relevant data for a single square
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struct Magic {
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Bitboard mask;
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Bitboard magic;
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Bitboard* attacks;
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unsigned shift;
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};
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/// attacks_bb() returns a bitboard representing all the squares attacked by a
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/// piece of type Pt (bishop or rook) placed on 's'. The helper magic_index()
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/// looks up the index using the 'magic bitboards' approach.
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template<PieceType Pt>
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inline unsigned magic_index(Square s, Bitboard occupied) {
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extern Magic RookMagics[SQUARE_NB];
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extern Magic BishopMagics[SQUARE_NB];
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const Magic* Magics = Pt == ROOK ? RookMagics : BishopMagics;
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Bitboard mask = Magics[s].mask;
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Bitboard magic = Magics[s].magic;
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unsigned shift = Magics[s].shift;
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inline unsigned magic_index(const Magic& m, Bitboard occupied) {
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if (HasPext)
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return unsigned(pext(occupied, mask));
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return unsigned(pext(occupied, m.mask));
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if (Is64Bit)
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return unsigned(((occupied & mask) * magic) >> shift);
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return unsigned(((occupied & m.mask) * m.magic) >> m.shift);
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unsigned lo = unsigned(occupied) & unsigned(mask);
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unsigned hi = unsigned(occupied >> 32) & unsigned(mask >> 32);
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return (lo * unsigned(magic) ^ hi * unsigned(magic >> 32)) >> shift;
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unsigned lo = unsigned(occupied) & unsigned(m.mask);
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unsigned hi = unsigned(occupied >> 32) & unsigned(m.mask >> 32);
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return (lo * unsigned(m.magic) ^ hi * unsigned(m.magic >> 32)) >> m.shift;
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}
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template<PieceType Pt>
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inline Bitboard attacks_bb(Square s, Bitboard occupied) {
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extern Magic RookMagics[SQUARE_NB];
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extern Magic BishopMagics[SQUARE_NB];
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return (Pt == ROOK ? RookMagics : BishopMagics)[s].attacks[magic_index<Pt>(s, occupied)];
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const Magic& M = Pt == ROOK ? RookMagics[s] : BishopMagics[s];
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return M.attacks[magic_index(M, occupied)];
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}
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inline Bitboard attacks_bb(PieceType pt, Square s, Bitboard occupied) {
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