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https://github.com/opelly27/Stockfish.git
synced 2026-05-20 03:57:45 +00:00
Drop 'is' prefix from query functions
Most but not all. No functional change.
This commit is contained in:
+30
-47
@@ -43,10 +43,10 @@ struct CheckInfo {
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};
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/// The StateInfo struct stores information we need to restore a Position
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/// The StateInfo struct stores information needed to restore a Position
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/// object to its previous state when we retract a move. Whenever a move
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/// is made on the board (by calling Position::do_move), a StateInfo object
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/// must be passed as a parameter.
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/// is made on the board (by calling Position::do_move), a StateInfo
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/// object must be passed as a parameter.
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struct StateInfo {
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Key pawnKey, materialKey;
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@@ -67,27 +67,10 @@ struct StateInfo {
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const size_t StateCopySize64 = offsetof(StateInfo, key) / sizeof(uint64_t) + 1;
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/// The position data structure. A position consists of the following data:
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///
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/// * For each piece type, a bitboard representing the squares occupied
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/// by pieces of that type.
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/// * For each color, a bitboard representing the squares occupied by
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/// pieces of that color.
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/// * A bitboard of all occupied squares.
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/// * A bitboard of all checking pieces.
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/// * A 64-entry array of pieces, indexed by the squares of the board.
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/// * The current side to move.
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/// * Information about the castling rights for both sides.
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/// * The initial files of the kings and both pairs of rooks. This is
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/// used to implement the Chess960 castling rules.
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/// * The en passant square (which is SQ_NONE if no en passant capture is
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/// possible).
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/// * The squares of the kings for both sides.
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/// * Hash keys for the position itself, the current pawn structure, and
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/// the current material situation.
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/// * Hash keys for all previous positions in the game for detecting
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/// repetition draws.
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/// * A counter for detecting 50 move rule draws.
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/// The Position class stores the information regarding the board representation
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/// like pieces, side to move, hash keys, castling info, etc. The most important
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/// methods are do_move() and undo_move(), used by the search to update node info
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/// when traversing the search tree.
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class Position {
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public:
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@@ -112,7 +95,7 @@ public:
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Piece piece_on(Square s) const;
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Square king_square(Color c) const;
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Square ep_square() const;
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bool is_empty(Square s) const;
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bool empty(Square s) const;
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template<PieceType Pt> int count(Color c) const;
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template<PieceType Pt> const Square* list(Color c) const;
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@@ -136,20 +119,20 @@ public:
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template<PieceType> Bitboard attacks_from(Square s, Color c) const;
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// Properties of moves
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bool move_gives_check(Move m, const CheckInfo& ci) const;
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bool pl_move_is_legal(Move m, Bitboard pinned) const;
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bool is_pseudo_legal(const Move m) const;
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bool is_capture(Move m) const;
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bool is_capture_or_promotion(Move m) const;
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bool is_passed_pawn_push(Move m) const;
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Piece piece_moved(Move m) const;
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bool legal(Move m, Bitboard pinned) const;
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bool pseudo_legal(const Move m) const;
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bool capture(Move m) const;
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bool capture_or_promotion(Move m) const;
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bool gives_check(Move m, const CheckInfo& ci) const;
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bool passed_pawn_push(Move m) const;
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Piece moved_piece(Move m) const;
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PieceType captured_piece_type() const;
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// Piece specific
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bool pawn_is_passed(Color c, Square s) const;
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bool pawn_passed(Color c, Square s) const;
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bool pawn_on_7th(Color c) const;
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bool opposite_bishops() const;
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bool bishop_pair(Color c) const;
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bool opposite_bishops() const;
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// Doing and undoing moves
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void do_move(Move m, StateInfo& st);
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@@ -239,11 +222,11 @@ inline Piece Position::piece_on(Square s) const {
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return board[s];
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}
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inline Piece Position::piece_moved(Move m) const {
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inline Piece Position::moved_piece(Move m) const {
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return board[from_sq(m)];
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}
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inline bool Position::is_empty(Square s) const {
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inline bool Position::empty(Square s) const {
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return board[s] == NO_PIECE;
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}
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@@ -340,10 +323,16 @@ inline Bitboard Position::pinned_pieces() const {
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return hidden_checkers(king_square(sideToMove), ~sideToMove);
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}
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inline bool Position::pawn_is_passed(Color c, Square s) const {
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inline bool Position::pawn_passed(Color c, Square s) const {
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return !(pieces(~c, PAWN) & passed_pawn_mask(c, s));
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}
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inline bool Position::passed_pawn_push(Move m) const {
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return type_of(moved_piece(m)) == PAWN
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&& pawn_passed(sideToMove, to_sq(m));
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}
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inline Key Position::key() const {
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return st->key;
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}
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@@ -364,12 +353,6 @@ inline Value Position::non_pawn_material(Color c) const {
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return st->npMaterial[c];
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}
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inline bool Position::is_passed_pawn_push(Move m) const {
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return type_of(piece_moved(m)) == PAWN
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&& pawn_is_passed(sideToMove, to_sq(m));
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}
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inline int Position::game_ply() const {
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return gamePly;
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}
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@@ -395,17 +378,17 @@ inline bool Position::is_chess960() const {
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return chess960;
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}
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inline bool Position::is_capture_or_promotion(Move m) const {
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inline bool Position::capture_or_promotion(Move m) const {
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assert(is_ok(m));
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return type_of(m) ? type_of(m) != CASTLE : !is_empty(to_sq(m));
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return type_of(m) ? type_of(m) != CASTLE : !empty(to_sq(m));
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}
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inline bool Position::is_capture(Move m) const {
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inline bool Position::capture(Move m) const {
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// Note that castle is coded as "king captures the rook"
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assert(is_ok(m));
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return (!is_empty(to_sq(m)) && type_of(m) != CASTLE) || type_of(m) == ENPASSANT;
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return (!empty(to_sq(m)) && type_of(m) != CASTLE) || type_of(m) == ENPASSANT;
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}
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inline PieceType Position::captured_piece_type() const {
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