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Limit array access in Position

This is a non-functional code style change that routes all position array accesses to single methods, and adds an assert to check correctness.

Passed STC
LLR: 2.94 (-2.94,2.94) {-1.50,0.50}
Total: 37312 W: 7378 L: 7246 D: 22688
Ptnml(0-2): 606, 4280, 8762, 4392, 616
https://tests.stockfishchess.org/tests/view/5e7c0c69e42a5c3b3ca2eb3d

closes https://github.com/official-stockfish/Stockfish/pull/2595

No functional change.
pull/2615/head
protonspring 2020-03-25 19:57:36 -06:00 committed by Joost VandeVondele
parent 209e94203f
commit 0b8ce4b303
1 changed files with 19 additions and 23 deletions

View File

@ -83,7 +83,6 @@ public:
const std::string fen() const;
// Position representation
Bitboard pieces() const;
Bitboard pieces(PieceType pt) const;
Bitboard pieces(PieceType pt1, PieceType pt2) const;
Bitboard pieces(Color c) const;
@ -207,28 +206,25 @@ inline Color Position::side_to_move() const {
return sideToMove;
}
inline bool Position::empty(Square s) const {
return board[s] == NO_PIECE;
}
inline Piece Position::piece_on(Square s) const {
assert(is_ok(s));
return board[s];
}
inline bool Position::empty(Square s) const {
return piece_on(s) == NO_PIECE;
}
inline Piece Position::moved_piece(Move m) const {
return board[from_sq(m)];
return piece_on(from_sq(m));
}
inline Bitboard Position::pieces() const {
return byTypeBB[ALL_PIECES];
}
inline Bitboard Position::pieces(PieceType pt) const {
inline Bitboard Position::pieces(PieceType pt = ALL_PIECES) const {
return byTypeBB[pt];
}
inline Bitboard Position::pieces(PieceType pt1, PieceType pt2) const {
return byTypeBB[pt1] | byTypeBB[pt2];
return pieces(pt1) | pieces(pt2);
}
inline Bitboard Position::pieces(Color c) const {
@ -236,11 +232,11 @@ inline Bitboard Position::pieces(Color c) const {
}
inline Bitboard Position::pieces(Color c, PieceType pt) const {
return byColorBB[c] & byTypeBB[pt];
return pieces(c) & pieces(pt);
}
inline Bitboard Position::pieces(Color c, PieceType pt1, PieceType pt2) const {
return byColorBB[c] & (byTypeBB[pt1] | byTypeBB[pt2]);
return pieces(c) & (pieces(pt1) | pieces(pt2));
}
template<PieceType Pt> inline int Position::count(Color c) const {
@ -248,7 +244,7 @@ template<PieceType Pt> inline int Position::count(Color c) const {
}
template<PieceType Pt> inline int Position::count() const {
return pieceCount[make_piece(WHITE, Pt)] + pieceCount[make_piece(BLACK, Pt)];
return count<Pt>(WHITE) + count<Pt>(BLACK);
}
template<PieceType Pt> inline const Square* Position::squares(Color c) const {
@ -257,7 +253,7 @@ template<PieceType Pt> inline const Square* Position::squares(Color c) const {
template<PieceType Pt> inline Square Position::square(Color c) const {
assert(pieceCount[make_piece(c, Pt)] == 1);
return pieceList[make_piece(c, Pt)][0];
return squares<Pt>(c)[0];
}
inline Square Position::ep_square() const {
@ -279,7 +275,7 @@ inline int Position::castling_rights(Color c) const {
inline bool Position::castling_impeded(CastlingRights cr) const {
assert(cr == WHITE_OO || cr == WHITE_OOO || cr == BLACK_OO || cr == BLACK_OOO);
return byTypeBB[ALL_PIECES] & castlingPath[cr];
return pieces() & castlingPath[cr];
}
inline Square Position::castling_rook_square(CastlingRights cr) const {
@ -292,7 +288,7 @@ template<PieceType Pt>
inline Bitboard Position::attacks_from(Square s) const {
static_assert(Pt != PAWN, "Pawn attacks need color");
return Pt == BISHOP || Pt == ROOK ? attacks_bb<Pt>(s, byTypeBB[ALL_PIECES])
return Pt == BISHOP || Pt == ROOK ? attacks_bb<Pt>(s, pieces())
: Pt == QUEEN ? attacks_from<ROOK>(s) | attacks_from<BISHOP>(s)
: PseudoAttacks[Pt][s];
}
@ -303,11 +299,11 @@ inline Bitboard Position::attacks_from<PAWN>(Square s, Color c) const {
}
inline Bitboard Position::attacks_from(PieceType pt, Square s) const {
return attacks_bb(pt, s, byTypeBB[ALL_PIECES]);
return attacks_bb(pt, s, pieces());
}
inline Bitboard Position::attackers_to(Square s) const {
return attackers_to(s, byTypeBB[ALL_PIECES]);
return attackers_to(s, pieces());
}
inline Bitboard Position::checkers() const {
@ -360,7 +356,7 @@ inline Value Position::non_pawn_material(Color c) const {
}
inline Value Position::non_pawn_material() const {
return st->nonPawnMaterial[WHITE] + st->nonPawnMaterial[BLACK];
return non_pawn_material(WHITE) + non_pawn_material(BLACK);
}
inline int Position::game_ply() const {
@ -372,8 +368,8 @@ inline int Position::rule50_count() const {
}
inline bool Position::opposite_bishops() const {
return pieceCount[W_BISHOP] == 1
&& pieceCount[B_BISHOP] == 1
return count<BISHOP>(WHITE) == 1
&& count<BISHOP>(BLACK) == 1
&& opposite_colors(square<BISHOP>(WHITE), square<BISHOP>(BLACK));
}