Second take at unifying bitboard representation access

This patch is built on Tord idea to use functions instead of
templates to access position's bitboards. This has the added advantage
that we don't need fallback functions for cases where the piece
type or the color is a variable and not a constant.

Also added Joona suggestion to workaround request for two types
of pieces like bishop_and_queens() and rook_and_queens().

No functionality or performance change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba
2009-09-02 11:57:38 +02:00
parent 76bed11f7b
commit 9f28d8a854
8 changed files with 106 additions and 100 deletions

View File

@@ -348,8 +348,8 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) {
ei.kingZone[BLACK] = ei.attackedBy[WHITE][KING] | (ei.attackedBy[WHITE][KING] << 8);
// Initialize pawn attack bitboards for both sides
ei.attackedBy[WHITE][PAWN] = ((pos.pieces<PAWN>(WHITE) << 9) & ~FileABB) | ((pos.pieces<PAWN>(WHITE) << 7) & ~FileHBB);
ei.attackedBy[BLACK][PAWN] = ((pos.pieces<PAWN>(BLACK) >> 7) & ~FileABB) | ((pos.pieces<PAWN>(BLACK) >> 9) & ~FileHBB);
ei.attackedBy[WHITE][PAWN] = ((pos.pieces(PAWN, WHITE) << 9) & ~FileABB) | ((pos.pieces(PAWN, WHITE) << 7) & ~FileHBB);
ei.attackedBy[BLACK][PAWN] = ((pos.pieces(PAWN, BLACK) >> 7) & ~FileABB) | ((pos.pieces(PAWN, BLACK) >> 9) & ~FileHBB);
Bitboard b1 = ei.attackedBy[WHITE][PAWN] & ei.attackedBy[BLACK][KING];
Bitboard b2 = ei.attackedBy[BLACK][PAWN] & ei.attackedBy[WHITE][KING];
if (b1)
@@ -590,10 +590,10 @@ namespace {
// Increase bonus if supported by pawn, especially if the opponent has
// no minor piece which can exchange the outpost piece
if (bonus && (p.pawn_attacks(them, s) & p.pieces<PAWN>(us)))
if (bonus && (p.pawn_attacks(them, s) & p.pieces(PAWN, us)))
{
if ( p.pieces<KNIGHT>(them) == EmptyBoardBB
&& (SquaresByColorBB[square_color(s)] & p.pieces<BISHOP>(them)) == EmptyBoardBB)
if ( p.pieces(KNIGHT, them) == EmptyBoardBB
&& (SquaresByColorBB[square_color(s)] & p.pieces(BISHOP, them)) == EmptyBoardBB)
bonus += bonus + bonus / 2;
else
bonus += bonus / 2;
@@ -622,9 +622,9 @@ namespace {
if (Piece == KNIGHT || Piece == QUEEN)
b = pos.piece_attacks<Piece>(s);
else if (Piece == BISHOP)
b = bishop_attacks_bb(s, pos.occupied_squares() & ~pos.pieces<QUEEN>(us));
b = bishop_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(QUEEN, us));
else if (Piece == ROOK)
b = rook_attacks_bb(s, pos.occupied_squares() & ~pos.pieces<ROOK_AND_QUEEN>(us));
b = rook_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(ROOK, QUEEN, us));
else
assert(false);
@@ -787,8 +787,8 @@ namespace {
from = p.piece_list(them, QUEEN, i);
if ( bit_is_set(p.piece_attacks<QUEEN>(from), to)
&& !bit_is_set(p.pinned_pieces(them), from)
&& !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & p.pieces<ROOK_AND_QUEEN>(us))
&& !(bishop_attacks_bb(to, occ & ClearMaskBB[from]) & p.pieces<BISHOP_AND_QUEEN>(us)))
&& !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & p.pieces(ROOK, QUEEN, us))
&& !(bishop_attacks_bb(to, occ & ClearMaskBB[from]) & p.pieces(BISHOP, QUEEN, us)))
ei.mateThreat[them] = make_move(from, to);
}
@@ -841,7 +841,7 @@ namespace {
// adding pawns later).
if (DiscoveredCheckBonus)
{
b = p.discovered_check_candidates(them) & ~p.pieces<PAWN>();
b = p.discovered_check_candidates(them) & ~p.pieces(PAWN);
if (b)
attackUnits += DiscoveredCheckBonus * count_1s_max_15<HasPopCnt>(b) * (sente? 2 : 1);
}
@@ -889,7 +889,7 @@ namespace {
Color them = opposite_color(us);
Square ourKingSq = pos.king_square(us);
Square theirKingSq = pos.king_square(them);
Bitboard b = ei.pi->passed_pawns() & pos.pieces<PAWN>(us), b2, b3, b4;
Bitboard b = ei.pi->passed_pawns() & pos.pieces(PAWN, us), b2, b3, b4;
while (b)
{
@@ -923,14 +923,14 @@ namespace {
// If there is an enemy rook or queen attacking the pawn from behind,
// add all X-ray attacks by the rook or queen.
if ( bit_is_set(ei.attacked_by(them,ROOK) | ei.attacked_by(them,QUEEN),s)
&& (squares_behind(us, s) & pos.pieces<ROOK_AND_QUEEN>(them)))
&& (squares_behind(us, s) & pos.pieces(ROOK, QUEEN, them)))
b3 = b2;
// Squares attacked or occupied by enemy pieces
b3 |= (b2 & pos.pieces_of_color(them));
// There are no enemy pawns in the pawn's path
assert((b2 & pos.pieces<PAWN>(them)) == EmptyBoardBB);
assert((b2 & pos.pieces(PAWN, them)) == EmptyBoardBB);
// Are any of the squares in the pawn's path attacked or occupied by the enemy?
if (b3 == EmptyBoardBB)
@@ -951,7 +951,7 @@ namespace {
}
// If the pawn is supported by a friendly pawn, increase bonus
b2 = pos.pieces<PAWN>(us) & neighboring_files_bb(s);
b2 = pos.pieces(PAWN, us) & neighboring_files_bb(s);
if (b2 & rank_bb(s))
ebonus += Value(r * 20);
else if (pos.pawn_attacks(them, s) & b2)
@@ -993,7 +993,7 @@ namespace {
if ( pos.non_pawn_material(them) <= KnightValueMidgame
&& pos.piece_count(them, KNIGHT) <= 1)
ebonus += ebonus / 4;
else if (pos.pieces<ROOK_AND_QUEEN>(them))
else if (pos.pieces(ROOK, QUEEN, them))
ebonus -= ebonus / 4;
}
@@ -1115,13 +1115,13 @@ namespace {
// pawn, or if it is undefended and attacked by an enemy piece.
Bitboard safeSquares = SpaceMask[us]
& ~pos.pieces<PAWN>(us)
& ~pos.pieces(PAWN, us)
& ~ei.attacked_by(them, PAWN)
& ~(~ei.attacked_by(us) & ei.attacked_by(them));
// Find all squares which are at most three squares behind some friendly
// pawn.
Bitboard behindFriendlyPawns = pos.pieces<PAWN>(us);
Bitboard behindFriendlyPawns = pos.pieces(PAWN, us);
if (us == WHITE)
{
behindFriendlyPawns |= (behindFriendlyPawns >> 8);