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:
Marco Costalba
2015-08-04 09:00:52 +02:00
parent 68d61b80c6
commit e6310b3469
6 changed files with 109 additions and 109 deletions

View File

@@ -208,7 +208,7 @@ namespace {
ei.pinnedPieces[Us] = pos.pinned_pieces(Us);
ei.attackedBy[Us][ALL_PIECES] = ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us);
Bitboard b = ei.attackedBy[Them][KING] = pos.attacks_from<KING>(pos.king_square(Them));
Bitboard b = ei.attackedBy[Them][KING] = pos.attacks_from<KING>(pos.square<KING>(Them));
// Init king safety tables only if we are going to use them
if (pos.non_pawn_material(Us) >= QueenValueMg)
@@ -234,7 +234,7 @@ namespace {
const PieceType NextPt = (Us == WHITE ? Pt : PieceType(Pt + 1));
const Color Them = (Us == WHITE ? BLACK : WHITE);
const Square* pl = pos.list<Pt>(Us);
const Square* pl = pos.squares<Pt>(Us);
ei.attackedBy[Us][Pt] = 0;
@@ -246,7 +246,7 @@ namespace {
: pos.attacks_from<Pt>(s);
if (ei.pinnedPieces[Us] & s)
b &= LineBB[pos.king_square(Us)][s];
b &= LineBB[pos.square<KING>(Us)][s];
ei.attackedBy[Us][ALL_PIECES] |= ei.attackedBy[Us][Pt] |= b;
@@ -316,7 +316,7 @@ namespace {
// Penalize when trapped by the king, even more if king cannot castle
if (mob <= 3 && !ei.pi->semiopen_file(Us, file_of(s)))
{
Square ksq = pos.king_square(Us);
Square ksq = pos.square<KING>(Us);
if ( ((file_of(ksq) < FILE_E) == (file_of(s) < file_of(ksq)))
&& (rank_of(ksq) == rank_of(s) || relative_rank(Us, ksq) == RANK_1)
@@ -348,7 +348,7 @@ namespace {
Bitboard undefended, b, b1, b2, safe;
int attackUnits;
const Square ksq = pos.king_square(Us);
const Square ksq = pos.square<KING>(Us);
// King shelter and enemy pawns storm
Score score = ei.pi->king_safety<Us>(pos, ksq);
@@ -575,12 +575,12 @@ namespace {
Square blockSq = s + pawn_push(Us);
// Adjust bonus based on the king's proximity
ebonus += distance(pos.king_square(Them), blockSq) * 5 * rr
- distance(pos.king_square(Us ), blockSq) * 2 * rr;
ebonus += distance(pos.square<KING>(Them), blockSq) * 5 * rr
- distance(pos.square<KING>(Us ), blockSq) * 2 * rr;
// If blockSq is not the queening square then consider also a second push
if (relative_rank(Us, blockSq) != RANK_8)
ebonus -= distance(pos.king_square(Us), blockSq + pawn_push(Us)) * rr;
ebonus -= distance(pos.square<KING>(Us), blockSq + pawn_push(Us)) * rr;
// If the pawn is free to advance, then increase the bonus
if (pos.empty(blockSq))
@@ -710,8 +710,8 @@ namespace {
// Do not include in mobility squares protected by enemy pawns, or occupied
// by our blocked pawns or king.
Bitboard mobilityArea[] = {
~(ei.attackedBy[BLACK][PAWN] | blockedPawns[WHITE] | pos.king_square(WHITE)),
~(ei.attackedBy[WHITE][PAWN] | blockedPawns[BLACK] | pos.king_square(BLACK))
~(ei.attackedBy[BLACK][PAWN] | blockedPawns[WHITE] | pos.square<KING>(WHITE)),
~(ei.attackedBy[WHITE][PAWN] | blockedPawns[BLACK] | pos.square<KING>(BLACK))
};
// Evaluate pieces and mobility
@@ -772,7 +772,7 @@ namespace {
// pawns are drawish.
else if ( abs(eg_value(score)) <= BishopValueEg
&& ei.pi->pawn_span(strongSide) <= 1
&& !pos.pawn_passed(~strongSide, pos.king_square(~strongSide)))
&& !pos.pawn_passed(~strongSide, pos.square<KING>(~strongSide)))
sf = ei.pi->pawn_span(strongSide) ? ScaleFactor(56) : ScaleFactor(38);
}