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

@@ -89,7 +89,7 @@ PieceType min_attacker<KING>(const Bitboard*, const Square&, const Bitboard&, Bi
CheckInfo::CheckInfo(const Position& pos) {
Color them = ~pos.side_to_move();
ksq = pos.king_square(them);
ksq = pos.square<KING>(them);
pinned = pos.pinned_pieces(pos.side_to_move());
dcCandidates = pos.discovered_check_candidates();
@@ -315,7 +315,7 @@ void Position::set(const string& fenStr, bool isChess960, Thread* th) {
void Position::set_castling_right(Color c, Square rfrom) {
Square kfrom = king_square(c);
Square kfrom = square<KING>(c);
CastlingSide cs = kfrom < rfrom ? KING_SIDE : QUEEN_SIDE;
CastlingRight cr = (c | cs);
@@ -348,7 +348,7 @@ void Position::set_state(StateInfo* si) const {
si->nonPawnMaterial[WHITE] = si->nonPawnMaterial[BLACK] = VALUE_ZERO;
si->psq = SCORE_ZERO;
si->checkersBB = attackers_to(king_square(sideToMove)) & pieces(~sideToMove);
si->checkersBB = attackers_to(square<KING>(sideToMove)) & pieces(~sideToMove);
for (Bitboard b = pieces(); b; )
{
@@ -456,7 +456,7 @@ Phase Position::game_phase() const {
Bitboard Position::check_blockers(Color c, Color kingColor) const {
Bitboard b, pinners, result = 0;
Square ksq = king_square(kingColor);
Square ksq = square<KING>(kingColor);
// Pinners are sliders that give check when a pinned piece is removed
pinners = ( (pieces( ROOK, QUEEN) & PseudoAttacks[ROOK ][ksq])
@@ -498,14 +498,14 @@ bool Position::legal(Move m, Bitboard pinned) const {
Square from = from_sq(m);
assert(color_of(moved_piece(m)) == us);
assert(piece_on(king_square(us)) == make_piece(us, KING));
assert(piece_on(square<KING>(us)) == make_piece(us, KING));
// En passant captures are a tricky special case. Because they are rather
// uncommon, we do it simply by testing whether the king is attacked after
// the move is made.
if (type_of(m) == ENPASSANT)
{
Square ksq = king_square(us);
Square ksq = square<KING>(us);
Square to = to_sq(m);
Square capsq = to - pawn_push(us);
Bitboard occupied = (pieces() ^ from ^ capsq) | to;
@@ -529,7 +529,7 @@ bool Position::legal(Move m, Bitboard pinned) const {
// is moving along the ray towards or away from the king.
return !pinned
|| !(pinned & from)
|| aligned(from, to_sq(m), king_square(us));
|| aligned(from, to_sq(m), square<KING>(us));
}
@@ -592,7 +592,7 @@ bool Position::pseudo_legal(const Move m) const {
return false;
// Our move must be a blocking evasion or a capture of the checking piece
if (!((between_bb(lsb(checkers()), king_square(us)) | checkers()) & to))
if (!((between_bb(lsb(checkers()), square<KING>(us)) | checkers()) & to))
return false;
}
// In case of king moves under check we have to remove king so as to catch
@@ -826,7 +826,7 @@ void Position::do_move(Move m, StateInfo& newSt, bool givesCheck) {
st->key = k;
// Calculate checkers bitboard (if move gives check)
st->checkersBB = givesCheck ? attackers_to(king_square(them)) & pieces(us) : 0;
st->checkersBB = givesCheck ? attackers_to(square<KING>(them)) & pieces(us) : 0;
sideToMove = ~sideToMove;
@@ -1133,8 +1133,8 @@ bool Position::pos_is_ok(int* failedStep) const {
if (step == Default)
if ( (sideToMove != WHITE && sideToMove != BLACK)
|| piece_on(king_square(WHITE)) != W_KING
|| piece_on(king_square(BLACK)) != B_KING
|| piece_on(square<KING>(WHITE)) != W_KING
|| piece_on(square<KING>(BLACK)) != B_KING
|| ( ep_square() != SQ_NONE
&& relative_rank(sideToMove, ep_square()) != RANK_6))
return false;
@@ -1142,7 +1142,7 @@ bool Position::pos_is_ok(int* failedStep) const {
if (step == King)
if ( std::count(board, board + SQUARE_NB, W_KING) != 1
|| std::count(board, board + SQUARE_NB, B_KING) != 1
|| attackers_to(king_square(~sideToMove)) & pieces(sideToMove))
|| attackers_to(square<KING>(~sideToMove)) & pieces(sideToMove))
return false;
if (step == Bitboards)
@@ -1187,7 +1187,7 @@ bool Position::pos_is_ok(int* failedStep) const {
if ( piece_on(castlingRookSquare[c | s]) != make_piece(c, ROOK)
|| castlingRightsMask[castlingRookSquare[c | s]] != (c | s)
||(castlingRightsMask[king_square(c)] & (c | s)) != (c | s))
||(castlingRightsMask[square<KING>(c)] & (c | s)) != (c | s))
return false;
}
}