mirror of
https://github.com/HChaZZY/Stockfish.git
synced 2025-12-20 00:56:39 +08:00
Replace Position::copy()
With assignment operator. And fix Position::flip(). No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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@@ -92,16 +92,15 @@ CheckInfo::CheckInfo(const Position& pos) {
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}
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/// Position::copy() creates a copy of 'pos'. We want the new born Position
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/// Position::operator=() creates a copy of 'pos'. We want the new born Position
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/// object do not depend on any external data so we detach state pointer from
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/// the source one.
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void Position::copy(const Position& pos, Thread* th) {
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void Position::operator=(const Position& pos) {
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memcpy(this, &pos, sizeof(Position));
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startState = *st;
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st = &startState;
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thisThread = th;
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nodes = 0;
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assert(pos_is_ok());
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@@ -331,7 +330,7 @@ void Position::print(Move move) const {
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if (move)
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{
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Position p(*this, thisThread);
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Position p(*this);
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cout << "\nMove is: " << (sideToMove == BLACK ? ".." : "") << move_to_san(p, move);
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}
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@@ -1540,21 +1539,20 @@ void Position::init() {
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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, thisThread);
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const Position pos(*this);
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clear();
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thisThread = pos.this_thread();
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// Board
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sideToMove = ~pos.side_to_move();
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thisThread = pos.this_thread();
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nodes = pos.nodes_searched();
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chess960 = pos.is_chess960();
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startPosPly = pos.startpos_ply_counter();
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for (Square s = SQ_A1; s <= SQ_H8; 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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sideToMove = ~pos.side_to_move();
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// Castling rights
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if (pos.can_castle(WHITE_OO))
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set_castle_right(BLACK, ~pos.castle_rook_square(WHITE_OO));
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if (pos.can_castle(WHITE_OOO))
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@@ -1564,22 +1562,14 @@ void Position::flip() {
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if (pos.can_castle(BLACK_OOO))
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set_castle_right(WHITE, ~pos.castle_rook_square(BLACK_OOO));
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// En passant square
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if (pos.st->epSquare != SQ_NONE)
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st->epSquare = ~pos.st->epSquare;
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// Checkers
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st->checkersBB = attackers_to(king_square(sideToMove)) & pieces(~sideToMove);
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// Hash keys
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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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// Incremental scores
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st->psqScore = compute_psq_score();
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// Material
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st->checkersBB = attackers_to(king_square(sideToMove)) & pieces(~sideToMove);
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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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