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Use a Direction enum for Square deltas
Currently the NORTH/WEST/SOUTH/EAST values are of type Square, but conceptually they are not squares but directions. This patch separates these values into a Direction enum and overloads addition and subtraction to allow adding a Square to a Direction (to get a new Square). I have also slightly trimmed the possible overloadings to improve type safety. For example, it would normally not make sense to add a Color to a Color or a Piece to a Piece, or to multiply or divide them by an integer. It would also normally not make sense to add a Square to a Square. This is a non-functional change.
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@@ -54,7 +54,7 @@ namespace {
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Bitboard RookTable[0x19000]; // To store rook attacks
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Bitboard BishopTable[0x1480]; // To store bishop attacks
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void init_magics(Bitboard table[], Magic magics[], Square deltas[]);
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void init_magics(Bitboard table[], Magic magics[], Direction directions[]);
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// bsf_index() returns the index into BSFTable[] to look up the bitscan. Uses
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// Matt Taylor's folding for 32 bit case, extended to 64 bit by Kim Walisch.
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@@ -188,7 +188,7 @@ void Bitboards::init() {
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for (Square s = SQ_A1; s <= SQ_H8; ++s)
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for (int i = 0; steps[pt][i]; ++i)
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{
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Square to = s + Square(c == WHITE ? steps[pt][i] : -steps[pt][i]);
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Square to = s + Direction(c == WHITE ? steps[pt][i] : -steps[pt][i]);
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if (is_ok(to) && distance(s, to) < 3)
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{
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@@ -199,11 +199,11 @@ void Bitboards::init() {
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}
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}
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Square RookDeltas[] = { NORTH, EAST, SOUTH, WEST };
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Square BishopDeltas[] = { NORTH_EAST, SOUTH_EAST, SOUTH_WEST, NORTH_WEST };
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Direction RookDirections[] = { NORTH, EAST, SOUTH, WEST };
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Direction BishopDirections[] = { NORTH_EAST, SOUTH_EAST, SOUTH_WEST, NORTH_WEST };
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init_magics(RookTable, RookMagics, RookDeltas);
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init_magics(BishopTable, BishopMagics, BishopDeltas);
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init_magics(RookTable, RookMagics, RookDirections);
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init_magics(BishopTable, BishopMagics, BishopDirections);
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for (Square s1 = SQ_A1; s1 <= SQ_H8; ++s1)
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{
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@@ -225,14 +225,14 @@ void Bitboards::init() {
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namespace {
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Bitboard sliding_attack(Square deltas[], Square sq, Bitboard occupied) {
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Bitboard sliding_attack(Direction directions[], Square sq, Bitboard occupied) {
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Bitboard attack = 0;
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for (int i = 0; i < 4; ++i)
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for (Square s = sq + deltas[i];
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is_ok(s) && distance(s, s - deltas[i]) == 1;
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s += deltas[i])
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for (Square s = sq + directions[i];
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is_ok(s) && distance(s, s - directions[i]) == 1;
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s += directions[i])
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{
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attack |= s;
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@@ -249,7 +249,7 @@ namespace {
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// chessprogramming.wikispaces.com/Magic+Bitboards. In particular, here we
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// use the so called "fancy" approach.
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void init_magics(Bitboard table[], Magic magics[], Square deltas[]) {
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void init_magics(Bitboard table[], Magic magics[], Direction directions[]) {
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// Optimal PRNG seeds to pick the correct magics in the shortest time
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int seeds[][RANK_NB] = { { 8977, 44560, 54343, 38998, 5731, 95205, 104912, 17020 },
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@@ -269,7 +269,7 @@ namespace {
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// the number of 1s of the mask. Hence we deduce the size of the shift to
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// apply to the 64 or 32 bits word to get the index.
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Magic& m = magics[s];
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m.mask = sliding_attack(deltas, s, 0) & ~edges;
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m.mask = sliding_attack(directions, s, 0) & ~edges;
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m.shift = (Is64Bit ? 64 : 32) - popcount(m.mask);
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// Set the offset for the attacks table of the square. We have individual
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@@ -281,7 +281,7 @@ namespace {
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b = size = 0;
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do {
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occupancy[size] = b;
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reference[size] = sliding_attack(deltas, s, b);
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reference[size] = sliding_attack(directions, s, b);
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if (HasPext)
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m.attacks[pext(b, m.mask)] = reference[size];
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