mirror of
https://github.com/HChaZZY/Stockfish.git
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Rename Position::list
Use Position::square and Position::squares instead.
This allow us to remove king_square(), simplify
endgames and to have more naming uniformity.
Moreover, this is a prerequisite step in case
in the future we decide to retire piece lists
altoghter and use pop_lsb() to loop across
pieces and serialize the moves. In this way
we just need to change definition of Position::square
to something like:
template<PieceType Pt> inline
Square Position::square(Color c) const {
return lsb(byColorBB[c]);
}
No functional change.
This commit is contained in:
145
src/endgame.cpp
145
src/endgame.cpp
@@ -71,7 +71,7 @@ namespace {
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assert(pos.count<PAWN>(strongSide) == 1);
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if (file_of(pos.list<PAWN>(strongSide)[0]) >= FILE_E)
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if (file_of(pos.square<PAWN>(strongSide)) >= FILE_E)
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sq = Square(sq ^ 7); // Mirror SQ_H1 -> SQ_A1
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if (strongSide == BLACK)
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@@ -147,8 +147,8 @@ Value Endgame<KXK>::operator()(const Position& pos) const {
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if (pos.side_to_move() == weakSide && !MoveList<LEGAL>(pos).size())
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return VALUE_DRAW;
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Square winnerKSq = pos.king_square(strongSide);
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Square loserKSq = pos.king_square(weakSide);
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Square winnerKSq = pos.square<KING>(strongSide);
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Square loserKSq = pos.square<KING>(weakSide);
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Value result = pos.non_pawn_material(strongSide)
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+ pos.count<PAWN>(strongSide) * PawnValueEg
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@@ -158,8 +158,8 @@ Value Endgame<KXK>::operator()(const Position& pos) const {
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if ( pos.count<QUEEN>(strongSide)
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|| pos.count<ROOK>(strongSide)
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||(pos.count<BISHOP>(strongSide) && pos.count<KNIGHT>(strongSide))
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||(pos.count<BISHOP>(strongSide) > 1 && opposite_colors(pos.list<BISHOP>(strongSide)[0],
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pos.list<BISHOP>(strongSide)[1])))
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||(pos.count<BISHOP>(strongSide) > 1 && opposite_colors(pos.squares<BISHOP>(strongSide)[0],
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pos.squares<BISHOP>(strongSide)[1])))
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result += VALUE_KNOWN_WIN;
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return strongSide == pos.side_to_move() ? result : -result;
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@@ -174,9 +174,9 @@ Value Endgame<KBNK>::operator()(const Position& pos) const {
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assert(verify_material(pos, strongSide, KnightValueMg + BishopValueMg, 0));
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assert(verify_material(pos, weakSide, VALUE_ZERO, 0));
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Square winnerKSq = pos.king_square(strongSide);
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Square loserKSq = pos.king_square(weakSide);
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Square bishopSq = pos.list<BISHOP>(strongSide)[0];
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Square winnerKSq = pos.square<KING>(strongSide);
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Square loserKSq = pos.square<KING>(weakSide);
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Square bishopSq = pos.square<BISHOP>(strongSide);
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// kbnk_mate_table() tries to drive toward corners A1 or H8. If we have a
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// bishop that cannot reach the above squares, we flip the kings in order
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@@ -203,9 +203,9 @@ Value Endgame<KPK>::operator()(const Position& pos) const {
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assert(verify_material(pos, weakSide, VALUE_ZERO, 0));
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// Assume strongSide is white and the pawn is on files A-D
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Square wksq = normalize(pos, strongSide, pos.king_square(strongSide));
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Square bksq = normalize(pos, strongSide, pos.king_square(weakSide));
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Square psq = normalize(pos, strongSide, pos.list<PAWN>(strongSide)[0]);
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Square wksq = normalize(pos, strongSide, pos.square<KING>(strongSide));
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Square bksq = normalize(pos, strongSide, pos.square<KING>(weakSide));
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Square psq = normalize(pos, strongSide, pos.square<PAWN>(strongSide));
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Color us = strongSide == pos.side_to_move() ? WHITE : BLACK;
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@@ -228,10 +228,10 @@ Value Endgame<KRKP>::operator()(const Position& pos) const {
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assert(verify_material(pos, strongSide, RookValueMg, 0));
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assert(verify_material(pos, weakSide, VALUE_ZERO, 1));
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Square wksq = relative_square(strongSide, pos.king_square(strongSide));
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Square bksq = relative_square(strongSide, pos.king_square(weakSide));
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Square rsq = relative_square(strongSide, pos.list<ROOK>(strongSide)[0]);
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Square psq = relative_square(strongSide, pos.list<PAWN>(weakSide)[0]);
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Square wksq = relative_square(strongSide, pos.square<KING>(strongSide));
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Square bksq = relative_square(strongSide, pos.square<KING>(weakSide));
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Square rsq = relative_square(strongSide, pos.square<ROOK>(strongSide));
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Square psq = relative_square(strongSide, pos.square<PAWN>(weakSide));
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Square queeningSq = make_square(file_of(psq), RANK_1);
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Value result;
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@@ -271,7 +271,7 @@ Value Endgame<KRKB>::operator()(const Position& pos) const {
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assert(verify_material(pos, strongSide, RookValueMg, 0));
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assert(verify_material(pos, weakSide, BishopValueMg, 0));
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Value result = Value(PushToEdges[pos.king_square(weakSide)]);
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Value result = Value(PushToEdges[pos.square<KING>(weakSide)]);
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return strongSide == pos.side_to_move() ? result : -result;
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}
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@@ -284,8 +284,8 @@ Value Endgame<KRKN>::operator()(const Position& pos) const {
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assert(verify_material(pos, strongSide, RookValueMg, 0));
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assert(verify_material(pos, weakSide, KnightValueMg, 0));
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Square bksq = pos.king_square(weakSide);
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Square bnsq = pos.list<KNIGHT>(weakSide)[0];
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Square bksq = pos.square<KING>(weakSide);
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Square bnsq = pos.square<KNIGHT>(weakSide);
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Value result = Value(PushToEdges[bksq] + PushAway[distance(bksq, bnsq)]);
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return strongSide == pos.side_to_move() ? result : -result;
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}
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@@ -301,9 +301,9 @@ Value Endgame<KQKP>::operator()(const Position& pos) const {
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assert(verify_material(pos, strongSide, QueenValueMg, 0));
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assert(verify_material(pos, weakSide, VALUE_ZERO, 1));
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Square winnerKSq = pos.king_square(strongSide);
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Square loserKSq = pos.king_square(weakSide);
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Square pawnSq = pos.list<PAWN>(weakSide)[0];
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Square winnerKSq = pos.square<KING>(strongSide);
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Square loserKSq = pos.square<KING>(weakSide);
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Square pawnSq = pos.square<PAWN>(weakSide);
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Value result = Value(PushClose[distance(winnerKSq, loserKSq)]);
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@@ -326,8 +326,8 @@ Value Endgame<KQKR>::operator()(const Position& pos) const {
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assert(verify_material(pos, strongSide, QueenValueMg, 0));
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assert(verify_material(pos, weakSide, RookValueMg, 0));
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Square winnerKSq = pos.king_square(strongSide);
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Square loserKSq = pos.king_square(weakSide);
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Square winnerKSq = pos.square<KING>(strongSide);
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Square loserKSq = pos.square<KING>(weakSide);
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Value result = QueenValueEg
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- RookValueEg
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@@ -356,15 +356,15 @@ ScaleFactor Endgame<KBPsK>::operator()(const Position& pos) const {
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// be detected even when the weaker side has some pawns.
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Bitboard pawns = pos.pieces(strongSide, PAWN);
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File pawnFile = file_of(pos.list<PAWN>(strongSide)[0]);
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File pawnsFile = file_of(lsb(pawns));
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// All pawns are on a single rook file ?
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if ( (pawnFile == FILE_A || pawnFile == FILE_H)
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&& !(pawns & ~file_bb(pawnFile)))
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// All pawns are on a single rook file?
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if ( (pawnsFile == FILE_A || pawnsFile == FILE_H)
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&& !(pawns & ~file_bb(pawnsFile)))
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{
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Square bishopSq = pos.list<BISHOP>(strongSide)[0];
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Square queeningSq = relative_square(strongSide, make_square(pawnFile, RANK_8));
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Square kingSq = pos.king_square(weakSide);
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Square bishopSq = pos.square<BISHOP>(strongSide);
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Square queeningSq = relative_square(strongSide, make_square(pawnsFile, RANK_8));
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Square kingSq = pos.square<KING>(weakSide);
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if ( opposite_colors(queeningSq, bishopSq)
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&& distance(queeningSq, kingSq) <= 1)
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@@ -372,17 +372,17 @@ ScaleFactor Endgame<KBPsK>::operator()(const Position& pos) const {
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}
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// If all the pawns are on the same B or G file, then it's potentially a draw
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if ( (pawnFile == FILE_B || pawnFile == FILE_G)
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&& !(pos.pieces(PAWN) & ~file_bb(pawnFile))
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if ( (pawnsFile == FILE_B || pawnsFile == FILE_G)
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&& !(pos.pieces(PAWN) & ~file_bb(pawnsFile))
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&& pos.non_pawn_material(weakSide) == 0
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&& pos.count<PAWN>(weakSide) >= 1)
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{
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// Get weakSide pawn that is closest to the home rank
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Square weakPawnSq = backmost_sq(weakSide, pos.pieces(weakSide, PAWN));
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Square strongKingSq = pos.king_square(strongSide);
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Square weakKingSq = pos.king_square(weakSide);
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Square bishopSq = pos.list<BISHOP>(strongSide)[0];
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Square strongKingSq = pos.square<KING>(strongSide);
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Square weakKingSq = pos.square<KING>(weakSide);
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Square bishopSq = pos.square<BISHOP>(strongSide);
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// There's potential for a draw if our pawn is blocked on the 7th rank,
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// the bishop cannot attack it or they only have one pawn left
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@@ -419,11 +419,11 @@ ScaleFactor Endgame<KQKRPs>::operator()(const Position& pos) const {
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assert(pos.count<ROOK>(weakSide) == 1);
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assert(pos.count<PAWN>(weakSide) >= 1);
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Square kingSq = pos.king_square(weakSide);
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Square rsq = pos.list<ROOK>(weakSide)[0];
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Square kingSq = pos.square<KING>(weakSide);
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Square rsq = pos.square<ROOK>(weakSide);
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if ( relative_rank(weakSide, kingSq) <= RANK_2
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&& relative_rank(weakSide, pos.king_square(strongSide)) >= RANK_4
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&& relative_rank(weakSide, pos.square<KING>(strongSide)) >= RANK_4
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&& relative_rank(weakSide, rsq) == RANK_3
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&& ( pos.pieces(weakSide, PAWN)
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& pos.attacks_from<KING>(kingSq)
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@@ -447,11 +447,11 @@ ScaleFactor Endgame<KRPKR>::operator()(const Position& pos) const {
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assert(verify_material(pos, weakSide, RookValueMg, 0));
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// Assume strongSide is white and the pawn is on files A-D
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Square wksq = normalize(pos, strongSide, pos.king_square(strongSide));
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Square bksq = normalize(pos, strongSide, pos.king_square(weakSide));
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Square wrsq = normalize(pos, strongSide, pos.list<ROOK>(strongSide)[0]);
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Square wpsq = normalize(pos, strongSide, pos.list<PAWN>(strongSide)[0]);
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Square brsq = normalize(pos, strongSide, pos.list<ROOK>(weakSide)[0]);
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Square wksq = normalize(pos, strongSide, pos.square<KING>(strongSide));
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Square bksq = normalize(pos, strongSide, pos.square<KING>(weakSide));
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Square wrsq = normalize(pos, strongSide, pos.square<ROOK>(strongSide));
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Square wpsq = normalize(pos, strongSide, pos.square<PAWN>(strongSide));
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Square brsq = normalize(pos, strongSide, pos.square<ROOK>(weakSide));
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File f = file_of(wpsq);
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Rank r = rank_of(wpsq);
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@@ -543,9 +543,9 @@ ScaleFactor Endgame<KRPKB>::operator()(const Position& pos) const {
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// Test for a rook pawn
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if (pos.pieces(PAWN) & (FileABB | FileHBB))
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{
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Square ksq = pos.king_square(weakSide);
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Square bsq = pos.list<BISHOP>(weakSide)[0];
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Square psq = pos.list<PAWN>(strongSide)[0];
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Square ksq = pos.square<KING>(weakSide);
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Square bsq = pos.square<BISHOP>(weakSide);
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Square psq = pos.square<PAWN>(strongSide);
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Rank rk = relative_rank(strongSide, psq);
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Square push = pawn_push(strongSide);
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@@ -558,7 +558,7 @@ ScaleFactor Endgame<KRPKB>::operator()(const Position& pos) const {
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{
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int d = distance(psq + 3 * push, ksq);
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if (d <= 2 && !(d == 0 && ksq == pos.king_square(strongSide) + 2 * push))
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if (d <= 2 && !(d == 0 && ksq == pos.square<KING>(strongSide) + 2 * push))
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return ScaleFactor(24);
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else
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return ScaleFactor(48);
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@@ -586,9 +586,9 @@ ScaleFactor Endgame<KRPPKRP>::operator()(const Position& pos) const {
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assert(verify_material(pos, strongSide, RookValueMg, 2));
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assert(verify_material(pos, weakSide, RookValueMg, 1));
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Square wpsq1 = pos.list<PAWN>(strongSide)[0];
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Square wpsq2 = pos.list<PAWN>(strongSide)[1];
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Square bksq = pos.king_square(weakSide);
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Square wpsq1 = pos.squares<PAWN>(strongSide)[0];
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Square wpsq2 = pos.squares<PAWN>(strongSide)[1];
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Square bksq = pos.square<KING>(weakSide);
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// Does the stronger side have a passed pawn?
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if (pos.pawn_passed(strongSide, wpsq1) || pos.pawn_passed(strongSide, wpsq2))
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@@ -622,15 +622,14 @@ ScaleFactor Endgame<KPsK>::operator()(const Position& pos) const {
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assert(pos.count<PAWN>(strongSide) >= 2);
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assert(verify_material(pos, weakSide, VALUE_ZERO, 0));
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Square ksq = pos.king_square(weakSide);
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Square ksq = pos.square<KING>(weakSide);
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Bitboard pawns = pos.pieces(strongSide, PAWN);
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Square psq = pos.list<PAWN>(strongSide)[0];
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// If all pawns are ahead of the king, on a single rook file and
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// the king is within one file of the pawns, it's a draw.
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if ( !(pawns & ~in_front_bb(weakSide, rank_of(ksq)))
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&& !((pawns & ~FileABB) && (pawns & ~FileHBB))
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&& distance<File>(ksq, psq) <= 1)
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&& distance<File>(ksq, lsb(pawns)) <= 1)
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return SCALE_FACTOR_DRAW;
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return SCALE_FACTOR_NONE;
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@@ -647,10 +646,10 @@ ScaleFactor Endgame<KBPKB>::operator()(const Position& pos) const {
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assert(verify_material(pos, strongSide, BishopValueMg, 1));
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assert(verify_material(pos, weakSide, BishopValueMg, 0));
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Square pawnSq = pos.list<PAWN>(strongSide)[0];
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Square strongBishopSq = pos.list<BISHOP>(strongSide)[0];
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Square weakBishopSq = pos.list<BISHOP>(weakSide)[0];
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Square weakKingSq = pos.king_square(weakSide);
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Square pawnSq = pos.square<PAWN>(strongSide);
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Square strongBishopSq = pos.square<BISHOP>(strongSide);
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Square weakBishopSq = pos.square<BISHOP>(weakSide);
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Square weakKingSq = pos.square<KING>(weakSide);
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// Case 1: Defending king blocks the pawn, and cannot be driven away
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if ( file_of(weakKingSq) == file_of(pawnSq)
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@@ -697,15 +696,15 @@ ScaleFactor Endgame<KBPPKB>::operator()(const Position& pos) const {
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assert(verify_material(pos, strongSide, BishopValueMg, 2));
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assert(verify_material(pos, weakSide, BishopValueMg, 0));
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Square wbsq = pos.list<BISHOP>(strongSide)[0];
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Square bbsq = pos.list<BISHOP>(weakSide)[0];
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Square wbsq = pos.square<BISHOP>(strongSide);
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Square bbsq = pos.square<BISHOP>(weakSide);
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if (!opposite_colors(wbsq, bbsq))
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return SCALE_FACTOR_NONE;
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Square ksq = pos.king_square(weakSide);
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Square psq1 = pos.list<PAWN>(strongSide)[0];
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Square psq2 = pos.list<PAWN>(strongSide)[1];
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Square ksq = pos.square<KING>(weakSide);
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Square psq1 = pos.squares<PAWN>(strongSide)[0];
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Square psq2 = pos.squares<PAWN>(strongSide)[1];
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Rank r1 = rank_of(psq1);
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Rank r2 = rank_of(psq2);
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Square blockSq1, blockSq2;
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@@ -768,9 +767,9 @@ ScaleFactor Endgame<KBPKN>::operator()(const Position& pos) const {
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assert(verify_material(pos, strongSide, BishopValueMg, 1));
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assert(verify_material(pos, weakSide, KnightValueMg, 0));
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Square pawnSq = pos.list<PAWN>(strongSide)[0];
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Square strongBishopSq = pos.list<BISHOP>(strongSide)[0];
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Square weakKingSq = pos.king_square(weakSide);
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Square pawnSq = pos.square<PAWN>(strongSide);
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Square strongBishopSq = pos.square<BISHOP>(strongSide);
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Square weakKingSq = pos.square<KING>(weakSide);
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if ( file_of(weakKingSq) == file_of(pawnSq)
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&& relative_rank(strongSide, pawnSq) < relative_rank(strongSide, weakKingSq)
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@@ -791,8 +790,8 @@ ScaleFactor Endgame<KNPK>::operator()(const Position& pos) const {
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assert(verify_material(pos, weakSide, VALUE_ZERO, 0));
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// Assume strongSide is white and the pawn is on files A-D
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Square pawnSq = normalize(pos, strongSide, pos.list<PAWN>(strongSide)[0]);
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Square weakKingSq = normalize(pos, strongSide, pos.king_square(weakSide));
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Square pawnSq = normalize(pos, strongSide, pos.square<PAWN>(strongSide));
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Square weakKingSq = normalize(pos, strongSide, pos.square<KING>(weakSide));
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if (pawnSq == SQ_A7 && distance(SQ_A8, weakKingSq) <= 1)
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return SCALE_FACTOR_DRAW;
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@@ -806,9 +805,9 @@ ScaleFactor Endgame<KNPK>::operator()(const Position& pos) const {
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template<>
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ScaleFactor Endgame<KNPKB>::operator()(const Position& pos) const {
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Square pawnSq = pos.list<PAWN>(strongSide)[0];
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Square bishopSq = pos.list<BISHOP>(weakSide)[0];
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Square weakKingSq = pos.king_square(weakSide);
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Square pawnSq = pos.square<PAWN>(strongSide);
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Square bishopSq = pos.square<BISHOP>(weakSide);
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Square weakKingSq = pos.square<KING>(weakSide);
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// King needs to get close to promoting pawn to prevent knight from blocking.
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// Rules for this are very tricky, so just approximate.
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@@ -831,9 +830,9 @@ ScaleFactor Endgame<KPKP>::operator()(const Position& pos) const {
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assert(verify_material(pos, weakSide, VALUE_ZERO, 1));
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// Assume strongSide is white and the pawn is on files A-D
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Square wksq = normalize(pos, strongSide, pos.king_square(strongSide));
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Square bksq = normalize(pos, strongSide, pos.king_square(weakSide));
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Square psq = normalize(pos, strongSide, pos.list<PAWN>(strongSide)[0]);
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Square wksq = normalize(pos, strongSide, pos.square<KING>(strongSide));
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Square bksq = normalize(pos, strongSide, pos.square<KING>(weakSide));
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Square psq = normalize(pos, strongSide, pos.square<PAWN>(strongSide));
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Color us = strongSide == pos.side_to_move() ? WHITE : BLACK;
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Reference in New Issue
Block a user