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Rename occupied_squares() to pieces()
Also some microoptimizations, were there from ages but hidden: the renaming suddendly made them visible! This is a good example of how better naming lets you write better code. Naming is really a kind of black art! No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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@@ -547,9 +547,9 @@ Value do_evaluate(const Position& pos, Value& margin) {
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if (Piece == KNIGHT || Piece == QUEEN)
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b = pos.attacks_from<Piece>(s);
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else if (Piece == BISHOP)
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b = attacks_bb<BISHOP>(s, pos.occupied_squares() & ~pos.pieces(QUEEN, Us));
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b = attacks_bb<BISHOP>(s, pos.pieces() ^ pos.pieces(QUEEN, Us));
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else if (Piece == ROOK)
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b = attacks_bb<ROOK>(s, pos.occupied_squares() & ~pos.pieces(ROOK, QUEEN, Us));
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b = attacks_bb<ROOK>(s, pos.pieces() ^ pos.pieces(ROOK, QUEEN, Us));
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else
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assert(false);
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@@ -573,7 +573,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
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if ( (Piece == BISHOP || Piece == ROOK || Piece == QUEEN)
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&& (PseudoAttacks[Piece][pos.king_square(Them)] & s))
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{
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b = BetweenBB[s][pos.king_square(Them)] & pos.occupied_squares();
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b = BetweenBB[s][pos.king_square(Them)] & pos.pieces();
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assert(b);
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@@ -977,7 +977,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
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// Opponent king cannot block because path is defended and position
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// is not in check. So only friendly pieces can be blockers.
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assert(!pos.in_check());
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assert((queeningPath & pos.occupied_squares()) == (queeningPath & pos.pieces(c)));
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assert((queeningPath & pos.pieces()) == (queeningPath & pos.pieces(c)));
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// Add moves needed to free the path from friendly pieces and retest condition
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movesToGo += popcount<Max15>(queeningPath & pos.pieces(c));
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