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Small simplication of see_ge()
Two simplifications: - Remove the initialisation to 0 of occupied, which is now unnecessary. - Remove the initial check for nextVictim == KING If nextVictim == KING, then PieceValue[MG][nextVictim] will be 0, so that balance >= threshold is true. So see_ge() returns true anyway. No functional change.
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@@ -1004,21 +1004,17 @@ bool Position::see_ge(Move m, Value threshold) const {
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Bitboard occupied, stmAttackers;
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balance = PieceValue[MG][piece_on(to)];
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occupied = 0;
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if (balance < threshold)
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return false;
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if (nextVictim == KING)
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return true;
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balance -= PieceValue[MG][nextVictim];
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if (balance >= threshold)
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if (balance >= threshold) // Always true if nextVictim == KING
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return true;
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bool relativeStm = true; // True if the opponent is to move
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occupied ^= pieces() ^ from ^ to;
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occupied = pieces() ^ from ^ to;
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// Find all attackers to the destination square, with the moving piece removed,
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// but possibly an X-ray attacker added behind it.
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