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Introduce piece_moved() to simplify common code
No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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+4
-4
@@ -200,7 +200,7 @@ namespace {
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FORCE_INLINE bool is_dangerous(const Position& pos, Move m, bool captureOrPromotion) {
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// Test for a pawn pushed to 7th or a passed pawn move
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if (type_of(pos.piece_on(from_sq(m))) == PAWN)
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if (type_of(pos.piece_moved(m)) == PAWN)
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{
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Color c = pos.side_to_move();
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if ( relative_rank(c, to_sq(m)) == RANK_7
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@@ -970,7 +970,7 @@ split_point_start: // At split points actual search starts from here
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// but fixing this made program slightly weaker.
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Depth predictedDepth = newDepth - reduction<PvNode>(depth, moveCount);
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futilityValue = futilityBase + futility_margin(predictedDepth, moveCount)
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+ H.gain(pos.piece_on(from_sq(move)), to_sq(move));
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+ H.gain(pos.piece_moved(move), to_sq(move));
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if (futilityValue < beta)
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{
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@@ -1154,13 +1154,13 @@ split_point_start: // At split points actual search starts from here
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// Increase history value of the cut-off move
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Value bonus = Value(int(depth) * int(depth));
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H.add(pos.piece_on(from_sq(move)), to_sq(move), bonus);
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H.add(pos.piece_moved(move), to_sq(move), bonus);
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// Decrease history of all the other played non-capture moves
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for (int i = 0; i < playedMoveCount - 1; i++)
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{
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Move m = movesSearched[i];
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H.add(pos.piece_on(from_sq(m)), to_sq(m), -bonus);
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H.add(pos.piece_moved(m), to_sq(m), -bonus);
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}
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}
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}
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