Prefer operator<<() to pretty()

It is more idiomatic, we didn't used it
in the past because Position::pretty(Move)
had a calling argument, but now we can.

As an added benefit, we avoid a lot of string
copies in the process because now we avoid
std::ostringstream ss.

No functional change.
This commit is contained in:
Marco Costalba
2014-11-01 18:50:27 +01:00
parent d07a875398
commit 5644e14d0e
3 changed files with 29 additions and 29 deletions

View File

@@ -108,6 +108,30 @@ CheckInfo::CheckInfo(const Position& pos) {
}
/// operator<<(Position) returns an ASCII representation of the position
std::ostream& operator<<(std::ostream& os, const Position& pos) {
os << "\n +---+---+---+---+---+---+---+---+\n";
for (Rank r = RANK_8; r >= RANK_1; --r)
{
for (File f = FILE_A; f <= FILE_H; ++f)
os << " | " << PieceToChar[pos.piece_on(make_square(f, r))];
os << " |\n +---+---+---+---+---+---+---+---+\n";
}
os << "\nFen: " << pos.fen() << "\nKey: " << std::hex << std::uppercase
<< std::setfill('0') << std::setw(16) << pos.st->key << "\nCheckers: ";
for (Bitboard b = pos.checkers(); b; )
os << UCI::format_square(pop_lsb(&b)) << " ";
return os;
}
/// Position::init() initializes at startup the various arrays used to compute
/// hash keys and the piece square tables. The latter is a two-step operation:
/// Firstly, the white halves of the tables are copied from PSQT[] tables.
@@ -430,32 +454,6 @@ const string Position::fen() const {
}
/// Position::pretty() returns an ASCII representation of the position
const string Position::pretty() const {
std::ostringstream ss;
ss << "\n +---+---+---+---+---+---+---+---+\n";
for (Rank r = RANK_8; r >= RANK_1; --r)
{
for (File f = FILE_A; f <= FILE_H; ++f)
ss << " | " << PieceToChar[piece_on(make_square(f, r))];
ss << " |\n +---+---+---+---+---+---+---+---+\n";
}
ss << "\nFen: " << fen() << "\nKey: " << std::hex << std::uppercase
<< std::setfill('0') << std::setw(16) << st->key << "\nCheckers: ";
for (Bitboard b = checkers(); b; )
ss << UCI::format_square(pop_lsb(&b)) << " ";
return ss.str();
}
/// Position::game_phase() calculates the game phase interpolating total non-pawn
/// material between endgame and midgame limits.