Skip to content

Commit

Permalink
Renaming some variables in code
Browse files Browse the repository at this point in the history
Implements renaming suggestions by Marco Costalba, Günther Demetz,
Gontran Lemaire, Ronald de Man, Stéphane Nicolet, Alain Savard,
Joost VandeVondele, Jerry Donald Watson, Mike Whiteley, xoto10,
and I hope that I haven't forgotten anybody.

Perpetual renaming thread for suggestions:
#1426

No functional change.
  • Loading branch information
snicolet committed Mar 15, 2018
1 parent 8ab12c9 commit 96362fe
Show file tree
Hide file tree
Showing 6 changed files with 47 additions and 47 deletions.
68 changes: 34 additions & 34 deletions src/evaluate.cpp
Expand Up @@ -163,24 +163,24 @@ namespace {
const Score KingProtector[] = { S(3, 5), S(4, 3), S(3, 0), S(1, -1) };

// Assorted bonuses and penalties
const Score BishopPawns = S( 8, 12);
const Score CloseEnemies = S( 7, 0);
const Score Connectivity = S( 3, 1);
const Score Hanging = S( 52, 30);
const Score HinderPassedPawn = S( 8, 1);
const Score KnightOnQueen = S( 21, 11);
const Score LongRangedBishop = S( 22, 0);
const Score MinorBehindPawn = S( 16, 0);
const Score PawnlessFlank = S( 20, 80);
const Score RookOnPawn = S( 8, 24);
const Score SliderOnQueen = S( 42, 21);
const Score ThreatByPawnPush = S( 47, 26);
const Score ThreatByRank = S( 16, 3);
const Score ThreatBySafePawn = S(175,168);
const Score TrappedBishopA1H1 = S( 50, 50);
const Score TrappedRook = S( 92, 0);
const Score WeakQueen = S( 50, 10);
const Score WeakUnopposedPawn = S( 5, 25);
const Score BishopPawns = S( 8, 12);
const Score CloseEnemies = S( 7, 0);
const Score Connectivity = S( 3, 1);
const Score CorneredBishop = S( 50, 50);
const Score Hanging = S( 52, 30);
const Score HinderPassedPawn = S( 8, 1);
const Score KnightOnQueen = S( 21, 11);
const Score LongDiagonalBishop = S( 22, 0);
const Score MinorBehindPawn = S( 16, 0);
const Score PawnlessFlank = S( 20, 80);
const Score RookOnPawn = S( 8, 24);
const Score SliderOnQueen = S( 42, 21);
const Score ThreatByPawnPush = S( 47, 26);
const Score ThreatByRank = S( 16, 3);
const Score ThreatBySafePawn = S(175,168);
const Score TrappedRook = S( 92, 0);
const Score WeakQueen = S( 50, 10);
const Score WeakUnopposedPawn = S( 5, 25);

#undef S

Expand Down Expand Up @@ -230,18 +230,18 @@ namespace {
// which attack a square in the kingRing of the enemy king.
int kingAttackersCount[COLOR_NB];

// kingAttackersWeight[color] is the sum of the "weights" of the pieces of the
// given color which attack a square in the kingRing of the enemy king. The
// weights of the individual piece types are given by the elements in the
// KingAttackWeights array.
// kingAttackersWeight[color] is the sum of the "weights" of the pieces of
// the given color which attack a square in the kingRing of the enemy king.
// The weights of the individual piece types are given by the elements in
// the KingAttackWeights array.
int kingAttackersWeight[COLOR_NB];

// kingAdjacentZoneAttacksCount[color] is the number of attacks by the given
// color to squares directly adjacent to the enemy king. Pieces which attack
// more than one square are counted multiple times. For instance, if there is
// kingAttacksCount[color] is the number of attacks by the given color to
// squares directly adjacent to the enemy king. Pieces which attack more
// than one square are counted multiple times. For instance, if there is
// a white knight on g5 and black's king is on g8, this white knight adds 2
// to kingAdjacentZoneAttacksCount[WHITE].
int kingAdjacentZoneAttacksCount[COLOR_NB];
// to kingAttacksCount[WHITE].
int kingAttacksCount[COLOR_NB];
};


Expand Down Expand Up @@ -276,7 +276,7 @@ namespace {
kingRing[Us] |= shift<Up>(kingRing[Us]);

kingAttackersCount[Them] = popcount(attackedBy[Us][KING] & pe->pawn_attacks(Them));
kingAdjacentZoneAttacksCount[Them] = kingAttackersWeight[Them] = 0;
kingAttacksCount[Them] = kingAttackersWeight[Them] = 0;
}
else
kingRing[Us] = kingAttackersCount[Them] = 0;
Expand Down Expand Up @@ -316,7 +316,7 @@ namespace {
{
kingAttackersCount[Us]++;
kingAttackersWeight[Us] += KingAttackWeights[Pt];
kingAdjacentZoneAttacksCount[Us] += popcount(b & attackedBy[Them][KING]);
kingAttacksCount[Us] += popcount(b & attackedBy[Them][KING]);
}

int mob = popcount(b & mobilityArea[Us]);
Expand Down Expand Up @@ -348,7 +348,7 @@ namespace {

// Bonus for bishop on a long diagonal which can "see" both center squares
if (more_than_one(Center & (attacks_bb<BISHOP>(s, pos.pieces(PAWN)) | s)))
score += LongRangedBishop;
score += LongDiagonalBishop;
}

// An important Chess960 pattern: A cornered bishop blocked by a friendly
Expand All @@ -360,9 +360,9 @@ namespace {
{
Direction d = pawn_push(Us) + (file_of(s) == FILE_A ? EAST : WEST);
if (pos.piece_on(s + d) == make_piece(Us, PAWN))
score -= !pos.empty(s + d + pawn_push(Us)) ? TrappedBishopA1H1 * 4
: pos.piece_on(s + d + d) == make_piece(Us, PAWN) ? TrappedBishopA1H1 * 2
: TrappedBishopA1H1;
score -= !pos.empty(s + d + pawn_push(Us)) ? CorneredBishop * 4
: pos.piece_on(s + d + d) == make_piece(Us, PAWN) ? CorneredBishop * 2
: CorneredBishop;
}
}

Expand Down Expand Up @@ -463,7 +463,7 @@ namespace {
pinned = pos.blockers_for_king(Us) & pos.pieces(Us);

kingDanger += kingAttackersCount[Them] * kingAttackersWeight[Them]
+ 102 * kingAdjacentZoneAttacksCount[Them]
+ 102 * kingAttacksCount[Them]
+ 191 * popcount(kingRing[Us] & weak)
+ 143 * popcount(pinned | unsafeChecks)
- 848 * !pos.count<QUEEN>(Them)
Expand Down
4 changes: 2 additions & 2 deletions src/material.cpp
Expand Up @@ -68,7 +68,7 @@ namespace {
&& pos.non_pawn_material(us) >= RookValueMg;
}

bool is_KBPsKs(const Position& pos, Color us) {
bool is_KBPsK(const Position& pos, Color us) {
return pos.non_pawn_material(us) == BishopValueMg
&& pos.count<BISHOP>(us) == 1
&& pos.count<PAWN >(us) >= 1;
Expand Down Expand Up @@ -165,7 +165,7 @@ Entry* probe(const Position& pos) {
// case we don't return after setting the function.
for (Color c = WHITE; c <= BLACK; ++c)
{
if (is_KBPsKs(pos, c))
if (is_KBPsK(pos, c))
e->scalingFunction[c] = &ScaleKBPsK[c];

else if (is_KQKRPs(pos, c))
Expand Down
6 changes: 3 additions & 3 deletions src/position.cpp
Expand Up @@ -322,8 +322,8 @@ void Position::set_castling_right(Color c, Square rfrom) {

void Position::set_check_info(StateInfo* si) const {

si->blockersForKing[WHITE] = slider_blockers(pieces(BLACK), square<KING>(WHITE), si->pinnersForKing[WHITE]);
si->blockersForKing[BLACK] = slider_blockers(pieces(WHITE), square<KING>(BLACK), si->pinnersForKing[BLACK]);
si->blockersForKing[WHITE] = slider_blockers(pieces(BLACK), square<KING>(WHITE), si->pinners[BLACK]);
si->blockersForKing[BLACK] = slider_blockers(pieces(WHITE), square<KING>(BLACK), si->pinners[WHITE]);

Square ksq = square<KING>(~sideToMove);

Expand Down Expand Up @@ -1037,7 +1037,7 @@ bool Position::see_ge(Move m, Value threshold) const {

// Don't allow pinned pieces to attack (except the king) as long as
// all pinners are on their original square.
if (!(st->pinnersForKing[stm] & ~occupied))
if (!(st->pinners[~stm] & ~occupied))

This comment has been minimized.

Copy link
@ddugovic

ddugovic Mar 16, 2018

@snicolet Is this a functional change?
EDIT: nevermind, I see src/position.cpp above. Sorry for my confusion.

stmAttackers &= ~st->blockersForKing[stm];

// If stm has no more attackers then give up: stm loses
Expand Down
2 changes: 1 addition & 1 deletion src/position.h
Expand Up @@ -52,7 +52,7 @@ struct StateInfo {
Piece capturedPiece;
StateInfo* previous;
Bitboard blockersForKing[COLOR_NB];
Bitboard pinnersForKing[COLOR_NB];
Bitboard pinners[COLOR_NB];
Bitboard checkSquares[PIECE_TYPE_NB];
};

Expand Down
4 changes: 2 additions & 2 deletions src/psqt.cpp
Expand Up @@ -112,12 +112,12 @@ void init() {
PieceValue[MG][~pc] = PieceValue[MG][pc];
PieceValue[EG][~pc] = PieceValue[EG][pc];

Score v = make_score(PieceValue[MG][pc], PieceValue[EG][pc]);
Score score = make_score(PieceValue[MG][pc], PieceValue[EG][pc]);

for (Square s = SQ_A1; s <= SQ_H8; ++s)
{
File f = std::min(file_of(s), ~file_of(s));
psq[ pc][ s] = v + Bonus[pc][rank_of(s)][f];
psq[ pc][ s] = score + Bonus[pc][rank_of(s)][f];
psq[~pc][~s] = -psq[pc][s];
}
}
Expand Down
10 changes: 5 additions & 5 deletions src/search.cpp
Expand Up @@ -455,12 +455,12 @@ void Thread::search() {
timeReduction *= 1.25;

// Use part of the gained time from a previous stable move for the current move
double unstablePvFactor = 1.0 + mainThread->bestMoveChanges;
unstablePvFactor *= std::pow(mainThread->previousTimeReduction, 0.528) / timeReduction;
double bestMoveInstability = 1.0 + mainThread->bestMoveChanges;
bestMoveInstability *= std::pow(mainThread->previousTimeReduction, 0.528) / timeReduction;

// Stop the search if we have only one legal move, or if available time elapsed
if ( rootMoves.size() == 1
|| Time.elapsed() > Time.optimum() * unstablePvFactor * improvingFactor / 581)
|| Time.elapsed() > Time.optimum() * bestMoveInstability * improvingFactor / 581)
{
// If we are allowed to ponder do not stop the search now but
// keep pondering until the GUI sends "ponderhit" or "stop".
Expand Down Expand Up @@ -495,7 +495,7 @@ namespace {
if (depth < ONE_PLY)
return qsearch<NT>(pos, ss, alpha, beta);

const bool PvNode = NT == PV;
constexpr bool PvNode = NT == PV;
const bool rootNode = PvNode && ss->ply == 0;

assert(-VALUE_INFINITE <= alpha && alpha < beta && beta <= VALUE_INFINITE);
Expand Down Expand Up @@ -1156,7 +1156,7 @@ namespace {
template <NodeType NT>
Value qsearch(Position& pos, Stack* ss, Value alpha, Value beta, Depth depth) {

const bool PvNode = NT == PV;
constexpr bool PvNode = NT == PV;
const bool inCheck = bool(pos.checkers());

assert(alpha >= -VALUE_INFINITE && alpha < beta && beta <= VALUE_INFINITE);
Expand Down

0 comments on commit 96362fe

Please sign in to comment.