mirror of
https://github.com/HChaZZY/Stockfish.git
synced 2025-12-20 00:56:39 +08:00
Use operator~ to flip colors and squares
More natural and nicer. Idea from Critter. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
@@ -78,7 +78,7 @@ namespace {
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CheckInfo::CheckInfo(const Position& pos) {
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Color them = flip(pos.side_to_move());
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Color them = ~pos.side_to_move();
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ksq = pos.king_square(them);
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pinned = pos.pinned_pieces();
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@@ -233,7 +233,7 @@ void Position::from_fen(const string& fenStr, bool isChess960) {
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st->value = compute_value();
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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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st->checkersBB = attackers_to(king_square(sideToMove)) & pieces(flip(sideToMove));
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st->checkersBB = attackers_to(king_square(sideToMove)) & pieces(~sideToMove);
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chess960 = isChess960;
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assert(pos_is_ok());
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@@ -356,8 +356,8 @@ Bitboard Position::hidden_checkers() const {
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// Pinned pieces protect our king, dicovery checks attack the enemy king
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Bitboard b, result = 0;
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Bitboard pinners = pieces(FindPinned ? flip(sideToMove) : sideToMove);
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Square ksq = king_square(FindPinned ? sideToMove : flip(sideToMove));
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Bitboard pinners = pieces(FindPinned ? ~sideToMove : sideToMove);
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Square ksq = king_square(FindPinned ? sideToMove : ~sideToMove);
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// Pinners are sliders, that give check when candidate pinned is removed
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pinners &= (pieces(ROOK, QUEEN) & PseudoAttacks[ROOK][ksq])
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@@ -449,7 +449,7 @@ bool Position::pl_move_is_legal(Move m, Bitboard pinned) const {
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assert(is_ok(m));
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assert(pinned == pinned_pieces());
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Color us = side_to_move();
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Color us = sideToMove;
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Square from = from_sq(m);
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assert(color_of(piece_on(from)) == us);
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@@ -460,7 +460,7 @@ bool Position::pl_move_is_legal(Move m, Bitboard pinned) const {
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// the move is made.
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if (is_enpassant(m))
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{
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Color them = flip(us);
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Color them = ~us;
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Square to = to_sq(m);
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Square capsq = to + pawn_push(them);
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Square ksq = king_square(us);
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@@ -483,7 +483,7 @@ bool Position::pl_move_is_legal(Move m, Bitboard pinned) const {
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// square is attacked by the opponent. Castling moves are checked
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// for legality during move generation.
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if (type_of(piece_on(from)) == KING)
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return is_castle(m) || !(attackers_to(to_sq(m)) & pieces(flip(us)));
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return is_castle(m) || !(attackers_to(to_sq(m)) & pieces(~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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@@ -514,7 +514,7 @@ bool Position::move_is_legal(const Move m) const {
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bool Position::is_pseudo_legal(const Move m) const {
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Color us = sideToMove;
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Color them = flip(sideToMove);
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Color them = ~sideToMove;
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Square from = from_sq(m);
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Square to = to_sq(m);
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Piece pc = piece_on(from);
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@@ -612,7 +612,7 @@ bool Position::is_pseudo_legal(const Move m) const {
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{
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Bitboard b = occupied_squares();
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clear_bit(&b, from);
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if (attackers_to(to_sq(m), b) & pieces(flip(us)))
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if (attackers_to(to_sq(m), b) & pieces(~us))
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return false;
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}
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else
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@@ -640,7 +640,7 @@ bool Position::move_gives_check(Move m, const CheckInfo& ci) const {
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assert(is_ok(m));
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assert(ci.dcCandidates == discovered_check_candidates());
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assert(color_of(piece_moved(m)) == side_to_move());
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assert(color_of(piece_moved(m)) == sideToMove);
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Square from = from_sq(m);
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Square to = to_sq(m);
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@@ -655,7 +655,7 @@ bool Position::move_gives_check(Move m, const CheckInfo& ci) const {
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{
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// For pawn and king moves we need to verify also direction
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if ( (pt != PAWN && pt != KING)
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|| !squares_aligned(from, to, king_square(flip(side_to_move()))))
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|| !squares_aligned(from, to, king_square(~sideToMove)))
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return true;
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}
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@@ -663,9 +663,9 @@ bool Position::move_gives_check(Move m, const CheckInfo& ci) const {
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if (!is_special(m))
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return false;
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Color us = side_to_move();
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Color us = sideToMove;
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Bitboard b = occupied_squares();
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Square ksq = king_square(flip(us));
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Square ksq = king_square(~us);
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// Promotion with check ?
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if (is_promotion(m))
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@@ -763,8 +763,8 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
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return;
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}
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Color us = side_to_move();
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Color them = flip(us);
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Color us = sideToMove;
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Color them = ~us;
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Square from = from_sq(m);
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Square to = to_sq(m);
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Piece piece = piece_on(from);
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@@ -957,7 +957,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
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}
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// Finish
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sideToMove = flip(sideToMove);
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sideToMove = ~sideToMove;
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st->value += (sideToMove == WHITE ? TempoValue : -TempoValue);
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assert(pos_is_ok());
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@@ -971,7 +971,7 @@ void Position::undo_move(Move m) {
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assert(is_ok(m));
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sideToMove = flip(sideToMove);
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sideToMove = ~sideToMove;
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if (is_castle(m))
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{
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@@ -979,8 +979,8 @@ void Position::undo_move(Move m) {
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return;
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}
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Color us = side_to_move();
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Color them = flip(us);
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Color us = sideToMove;
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Color them = ~us;
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Square from = from_sq(m);
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Square to = to_sq(m);
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Piece piece = piece_on(to);
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@@ -1075,7 +1075,7 @@ void Position::do_castle_move(Move m) {
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Square kto, kfrom, rfrom, rto, kAfter, rAfter;
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Color us = side_to_move();
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Color us = sideToMove;
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Square kBefore = from_sq(m);
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Square rBefore = to_sq(m);
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@@ -1159,10 +1159,10 @@ 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(flip(us))) & pieces(us);
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st->checkersBB = attackers_to(king_square(~us)) & pieces(us);
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// Finish
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sideToMove = flip(sideToMove);
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sideToMove = ~sideToMove;
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st->value += (sideToMove == WHITE ? TempoValue : -TempoValue);
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}
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else
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@@ -1193,7 +1193,7 @@ void Position::do_null_move(StateInfo& backupSt) {
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dst->rule50 = src->rule50;
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dst->pliesFromNull = src->pliesFromNull;
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sideToMove = flip(sideToMove);
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sideToMove = ~sideToMove;
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if (Do)
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{
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@@ -1263,7 +1263,7 @@ int Position::see(Move m) const {
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// Handle en passant moves
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if (is_enpassant(m))
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{
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Square capQq = to - pawn_push(side_to_move());
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Square capQq = to - pawn_push(sideToMove);
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assert(capturedType == NO_PIECE_TYPE);
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assert(type_of(piece_on(capQq)) == PAWN);
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@@ -1279,7 +1279,7 @@ int Position::see(Move m) const {
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attackers = attackers_to(to, occ);
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// If the opponent has no attackers we are finished
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stm = flip(color_of(piece_on(from)));
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stm = ~color_of(piece_on(from));
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stmAttackers = attackers & pieces(stm);
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if (!stmAttackers)
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return PieceValueMidgame[capturedType];
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@@ -1317,7 +1317,7 @@ int Position::see(Move m) const {
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// Remember the value of the capturing piece, and change the side to
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// move before beginning the next iteration.
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capturedType = pt;
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stm = flip(stm);
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stm = ~stm;
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stmAttackers = attackers & pieces(stm);
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// Stop before processing a king capture
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@@ -1401,7 +1401,7 @@ Key Position::compute_key() const {
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if (ep_square() != SQ_NONE)
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result ^= zobEp[ep_square()];
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if (side_to_move() == BLACK)
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if (sideToMove == BLACK)
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result ^= zobSideToMove;
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return result;
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@@ -1465,7 +1465,7 @@ Score Position::compute_value() const {
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result += pst(make_piece(c, pt), pop_1st_bit(&b));
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}
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result += (side_to_move() == WHITE ? TempoValue / 2 : -TempoValue / 2);
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result += (sideToMove == WHITE ? TempoValue / 2 : -TempoValue / 2);
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return result;
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}
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@@ -1561,7 +1561,7 @@ void Position::init() {
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for (Square s = SQ_A1; s <= SQ_H8; s++)
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{
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pieceSquareTable[p][s] = ps + PSQT[p][s];
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pieceSquareTable[p+8][flip(s)] = -pieceSquareTable[p][s];
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pieceSquareTable[p+8][~s] = -pieceSquareTable[p][s];
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}
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}
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}
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@@ -1581,27 +1581,27 @@ void Position::flip_me() {
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// Board
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for (Square s = SQ_A1; s <= SQ_H8; s++)
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if (!pos.square_is_empty(s))
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put_piece(Piece(pos.piece_on(s) ^ 8), flip(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 = flip(pos.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, flip(pos.castle_rook_square(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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set_castle_right(BLACK, flip(pos.castle_rook_square(WHITE_OOO)));
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set_castle_right(BLACK, ~pos.castle_rook_square(WHITE_OOO));
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if (pos.can_castle(BLACK_OO))
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set_castle_right(WHITE, flip(pos.castle_rook_square(BLACK_OO)));
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set_castle_right(WHITE, ~pos.castle_rook_square(BLACK_OO));
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if (pos.can_castle(BLACK_OOO))
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set_castle_right(WHITE, flip(pos.castle_rook_square(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 = flip(pos.st->epSquare);
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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(flip(sideToMove));
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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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@@ -1643,7 +1643,7 @@ bool Position::pos_is_ok(int* failedStep) const {
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if (failedStep) *failedStep = 1;
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// Side to move OK?
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if (side_to_move() != WHITE && side_to_move() != BLACK)
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if (sideToMove != WHITE && sideToMove != BLACK)
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return false;
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// Are the king squares in the position correct?
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@@ -1672,8 +1672,8 @@ bool Position::pos_is_ok(int* failedStep) const {
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if (failedStep) (*failedStep)++;
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if (debugKingCapture)
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{
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Color us = side_to_move();
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Color them = flip(us);
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Color us = sideToMove;
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Color them = ~us;
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Square ksq = king_square(them);
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if (attackers_to(ksq) & pieces(us))
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return false;
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@@ -1710,7 +1710,7 @@ bool Position::pos_is_ok(int* failedStep) const {
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{
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// The en passant square must be on rank 6, from the point of view of the
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// side to move.
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if (relative_rank(side_to_move(), ep_square()) != RANK_6)
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if (relative_rank(sideToMove, ep_square()) != RANK_6)
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return false;
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}
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