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https://github.com/HChaZZY/Stockfish.git
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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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@@ -63,7 +63,7 @@ namespace {
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// when moving the castling rook we do not discover some hidden checker.
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// For instance an enemy queen in SQ_A1 when castling rook is in SQ_B1.
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if ( pos.is_chess960()
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&& (pos.attackers_to(kto, pos.occupied_squares() ^ rfrom) & enemies))
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&& (pos.attackers_to(kto, pos.pieces() ^ rfrom) & enemies))
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return mlist;
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(*mlist++).move = make_castle(kfrom, rfrom);
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@@ -142,7 +142,7 @@ namespace {
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// Single and double pawn pushes, no promotions
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if (Type != MV_CAPTURE)
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{
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emptySquares = (Type == MV_QUIET ? target : ~pos.occupied_squares());
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emptySquares = (Type == MV_QUIET ? target : ~pos.pieces());
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b1 = move_pawns<UP>(pawnsNotOn7) & emptySquares;
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b2 = move_pawns<UP>(b1 & TRank3BB) & emptySquares;
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@@ -180,7 +180,7 @@ namespace {
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if (pawnsOn7 && (Type != MV_EVASION || (target & TRank8BB)))
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{
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if (Type == MV_CAPTURE)
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emptySquares = ~pos.occupied_squares();
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emptySquares = ~pos.pieces();
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if (Type == MV_EVASION)
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emptySquares &= target;
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@@ -233,7 +233,7 @@ namespace {
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if (*pl != SQ_NONE)
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{
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target = ci.checkSq[Pt] & ~pos.occupied_squares(); // Non capture checks only
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target = ci.checkSq[Pt] & ~pos.pieces(); // Non capture checks only
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do {
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from = *pl;
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@@ -308,10 +308,10 @@ MoveStack* generate(const Position& pos, MoveStack* mlist) {
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target = pos.pieces(~us);
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else if (Type == MV_QUIET)
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target = ~pos.occupied_squares();
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target = ~pos.pieces();
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else if (Type == MV_NON_EVASION)
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target = pos.pieces(~us) | ~pos.occupied_squares();
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target = ~pos.pieces(us);
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mlist = (us == WHITE ? generate_pawn_moves<WHITE, Type>(pos, mlist, target)
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: generate_pawn_moves<BLACK, Type>(pos, mlist, target));
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@@ -356,7 +356,7 @@ MoveStack* generate<MV_QUIET_CHECK>(const Position& pos, MoveStack* mlist) {
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if (pt == PAWN)
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continue; // Will be generated togheter with direct checks
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Bitboard b = pos.attacks_from(Piece(pt), from) & ~pos.occupied_squares();
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Bitboard b = pos.attacks_from(Piece(pt), from) & ~pos.pieces();
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if (pt == KING)
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b &= ~PseudoAttacks[QUEEN][ci.ksq];
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