mirror of
https://github.com/HChaZZY/Stockfish.git
synced 2025-12-21 01:27:16 +08:00
Small tweaks in do_move and friends
Also remove useless StateCopySize64 optimization: compiler uses SSE movups instruction anyhow and does not need this trick (verified with fishbench). No functional change.
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@@ -19,7 +19,7 @@
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#include <algorithm>
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#include <cassert>
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#include <cstring> // For std::memset
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#include <cstring> // For std::memset, std::memcmp
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#include <iomanip>
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#include <sstream>
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@@ -381,7 +381,7 @@ void Position::set_state(StateInfo* si) const {
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if (sideToMove == BLACK)
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si->key ^= Zobrist::side;
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si->key ^= Zobrist::castling[st->castlingRights];
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si->key ^= Zobrist::castling[si->castlingRights];
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for (Bitboard b = pieces(PAWN); b; )
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{
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@@ -693,25 +693,21 @@ void Position::do_move(Move m, StateInfo& newSt) {
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do_move(m, newSt, ci, gives_check(m, ci));
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}
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void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveIsCheck) {
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void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool givesCheck) {
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assert(is_ok(m));
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assert(&newSt != st);
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++nodes;
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Key k = st->key;
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Key k = st->key ^ Zobrist::side;
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// Copy some fields of the old state to our new StateInfo object except the
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// ones which are going to be recalculated from scratch anyway and then switch
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// our state pointer to point to the new (ready to be updated) state.
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std::memcpy(&newSt, st, StateCopySize64 * sizeof(uint64_t));
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std::memcpy(&newSt, st, offsetof(StateInfo, key));
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newSt.previous = st;
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st = &newSt;
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// Update side to move
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k ^= Zobrist::side;
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// Increment ply counters. In particular, rule50 will be reset to zero later on
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// in case of a capture or a pawn move.
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++gamePly;
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@@ -722,17 +718,16 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
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Color them = ~us;
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Square from = from_sq(m);
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Square to = to_sq(m);
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Piece pc = piece_on(from);
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PieceType pt = type_of(pc);
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PieceType pt = type_of(piece_on(from));
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PieceType captured = type_of(m) == ENPASSANT ? PAWN : type_of(piece_on(to));
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assert(color_of(pc) == us);
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assert(piece_on(to) == NO_PIECE || color_of(piece_on(to)) == them || type_of(m) == CASTLING);
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assert(color_of(piece_on(from)) == us);
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assert(piece_on(to) == NO_PIECE || color_of(piece_on(to)) == (type_of(m) != CASTLING ? them : us));
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assert(captured != KING);
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if (type_of(m) == CASTLING)
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{
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assert(pc == make_piece(us, KING));
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assert(pt == KING);
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Square rfrom, rto;
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do_castling<true>(from, to, rfrom, rto);
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@@ -752,7 +747,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
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{
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if (type_of(m) == ENPASSANT)
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{
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capsq += pawn_push(them);
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capsq -= pawn_push(us);
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assert(pt == PAWN);
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assert(to == st->epSquare);
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@@ -760,7 +755,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
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assert(piece_on(to) == NO_PIECE);
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assert(piece_on(capsq) == make_piece(them, PAWN));
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board[capsq] = NO_PIECE;
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board[capsq] = NO_PIECE; // Not done by remove_piece()
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}
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st->pawnKey ^= Zobrist::psq[them][PAWN][capsq];
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@@ -810,9 +805,9 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
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{
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// Set en-passant square if the moved pawn can be captured
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if ( (int(to) ^ int(from)) == 16
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&& (attacks_from<PAWN>(from + pawn_push(us), us) & pieces(them, PAWN)))
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&& (attacks_from<PAWN>(to - pawn_push(us), us) & pieces(them, PAWN)))
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{
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st->epSquare = Square((from + to) / 2);
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st->epSquare = (from + to) / 2;
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k ^= Zobrist::enpassant[file_of(st->epSquare)];
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}
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@@ -859,7 +854,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
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// Update checkers bitboard: piece must be already moved due to attacks_from()
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st->checkersBB = 0;
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if (moveIsCheck)
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if (givesCheck)
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{
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if (type_of(m) != NORMAL)
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st->checkersBB = attackers_to(king_square(them)) & pieces(us);
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@@ -872,6 +867,8 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
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// Discovered checks
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if (ci.dcCandidates && (ci.dcCandidates & from))
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{
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assert(pt != QUEEN);
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if (pt != ROOK)
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st->checkersBB |= attacks_from<ROOK>(king_square(them)) & pieces(us, QUEEN, ROOK);
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@@ -906,11 +903,11 @@ void Position::undo_move(Move m) {
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if (type_of(m) == PROMOTION)
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{
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assert(pt == promotion_type(m));
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assert(relative_rank(us, to) == RANK_8);
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assert(promotion_type(m) >= KNIGHT && promotion_type(m) <= QUEEN);
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assert(pt == promotion_type(m));
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assert(pt >= KNIGHT && pt <= QUEEN);
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remove_piece(to, us, promotion_type(m));
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remove_piece(to, us, pt);
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put_piece(to, us, PAWN);
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pt = PAWN;
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}
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@@ -936,6 +933,7 @@ void Position::undo_move(Move m) {
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assert(to == st->previous->epSquare);
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assert(relative_rank(us, to) == RANK_6);
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assert(piece_on(capsq) == NO_PIECE);
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assert(st->capturedType == PAWN);
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}
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put_piece(capsq, ~us, st->capturedType); // Restore the captured piece
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@@ -975,9 +973,9 @@ void Position::do_castling(Square from, Square& to, Square& rfrom, Square& rto)
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void Position::do_null_move(StateInfo& newSt) {
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assert(!checkers());
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assert(&newSt != st);
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std::memcpy(&newSt, st, sizeof(StateInfo)); // Fully copy here
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std::memcpy(&newSt, st, sizeof(StateInfo));
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newSt.previous = st;
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st = &newSt;
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@@ -1172,11 +1170,13 @@ void Position::flip() {
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/// Position::pos_is_ok() performs some consistency checks for the position object.
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/// This is meant to be helpful when debugging.
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bool Position::pos_is_ok(bool fast, int* failedStep) const {
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bool Position::pos_is_ok(int* failedStep) const {
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const bool Fast = true; // Quick (default) or full check?
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enum { Default, King, Bitboards, State, Lists, Castling };
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for (int step = Default; step <= (fast ? Default : Castling); step++)
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for (int step = Default; step <= (Fast ? Default : Castling); step++)
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{
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if (failedStep)
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*failedStep = step;
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@@ -1209,15 +1209,9 @@ bool Position::pos_is_ok(bool fast, int* failedStep) const {
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if (step == State)
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{
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StateInfo si;
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StateInfo si = *st;
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set_state(&si);
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if ( st->key != si.key
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|| st->pawnKey != si.pawnKey
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|| st->materialKey != si.materialKey
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|| st->nonPawnMaterial[WHITE] != si.nonPawnMaterial[WHITE]
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|| st->nonPawnMaterial[BLACK] != si.nonPawnMaterial[BLACK]
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|| st->psq != si.psq
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|| st->checkersBB != si.checkersBB)
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if (std::memcmp(&si, st, sizeof(StateInfo)))
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return false;
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}
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