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Retire attackers_to(Square s, Color c)
Use the definition in the few places where is needed. As a nice side effect there is also an optimization in generate_evasions() where the bitboard of enemy pieces is computed only once and out of a tight loop. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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@@ -452,7 +452,7 @@ bool Position::move_attacks_square(Move m, Square s) const {
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void Position::find_checkers() {
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Color us = side_to_move();
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st->checkersBB = attackers_to(king_square(us), opposite_color(us));
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st->checkersBB = attackers_to(king_square(us)) & pieces_of_color(opposite_color(us));
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}
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@@ -509,7 +509,7 @@ bool Position::pl_move_is_legal(Move m, Bitboard pinned) const {
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// If the moving piece is a king, check whether the destination
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// square is attacked by the opponent.
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if (type_of_piece_on(from) == KING)
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return !attackers_to(move_to(m), opposite_color(us));
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return !(attackers_to(move_to(m)) & pieces_of_color(opposite_color(us)));
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// A non-king move is legal if and only if it is not pinned or it
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// is moving along the ray towards or away from the king.
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@@ -864,7 +864,7 @@ void Position::do_move(Move m, StateInfo& newSt, Bitboard dcCandidates) {
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// Update checkers bitboard, piece must be already moved
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if (ep | pm)
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st->checkersBB = attackers_to(king_square(them), us);
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st->checkersBB = attackers_to(king_square(them)) & pieces_of_color(us);
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else
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{
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st->checkersBB = EmptyBoardBB;
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@@ -1041,7 +1041,7 @@ void Position::do_castle_move(Move m) {
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st->rule50 = 0;
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// Update checkers BB
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st->checkersBB = attackers_to(king_square(them), us);
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st->checkersBB = attackers_to(king_square(them)) & pieces_of_color(us);
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// Finish
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sideToMove = opposite_color(sideToMove);
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@@ -1358,12 +1358,12 @@ int Position::see(Square from, Square to) const {
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while (true)
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{
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clear_bit(&occ, from);
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attackers = (rook_attacks_bb(to, occ) & pieces(ROOK, QUEEN))
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| (bishop_attacks_bb(to, occ) & pieces(BISHOP, QUEEN))
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| (piece_attacks_from<KNIGHT>(to) & pieces(KNIGHT))
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| (piece_attacks_from<KING>(to) & pieces(KING))
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| (pawn_attacks_from(to, WHITE) & pieces(PAWN, BLACK))
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| (pawn_attacks_from(to, BLACK) & pieces(PAWN, WHITE));
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attackers = (rook_attacks_bb(to, occ) & pieces(ROOK, QUEEN))
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| (bishop_attacks_bb(to, occ) & pieces(BISHOP, QUEEN))
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| (piece_attacks_from<KNIGHT>(to) & pieces(KNIGHT))
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| (piece_attacks_from<KING>(to) & pieces(KING))
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| (pawn_attacks_from(to, WHITE) & pieces(PAWN, BLACK))
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| (pawn_attacks_from(to, BLACK) & pieces(PAWN, WHITE));
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if (from != SQ_NONE)
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break;
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@@ -1923,7 +1923,7 @@ bool Position::is_ok(int* failedStep) const {
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Color us = side_to_move();
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Color them = opposite_color(us);
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Square ksq = king_square(them);
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if (attackers_to(ksq, us))
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if (attackers_to(ksq) & pieces_of_color(us))
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return false;
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}
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