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movegenerator.cpp
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movegenerator.cpp
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#include "game.hpp"
void Game::sortMoves(MoveArray& result, int depth) {
for(unsigned int i = 0; i < result.count; ++i) {
result.moveArray[i].history_weight = historySort[game_board.currentState.color][result.moveArray[i].fromY][result.moveArray[i].fromX][result.moveArray[i].toY][result.moveArray[i].toX];
if(game_board.currentState.color) {
if(whiteSecondKiller[depth].enable && result.moveArray[i].equal(whiteSecondKiller[depth].move)) {
result.moveArray[i].history_weight = 1000000;
}
if(whiteKiller[depth].enable && result.moveArray[i].equal(whiteKiller[depth].move)) {
result.moveArray[i].history_weight = 10000000;
}
if(result.moveArray[i].fromHash) {
result.moveArray[i].history_weight = 1000000000;
}
} else {
if(blackSecondKiller[depth].enable && result.moveArray[i].equal(blackSecondKiller[depth].move)) {
result.moveArray[i].history_weight = 1000000;
}
if(blackKiller[depth].enable && result.moveArray[i].equal(blackKiller[depth].move)) {
result.moveArray[i].history_weight = 10000000;
}
if(result.moveArray[i].fromHash) {
result.moveArray[i].history_weight = 1000000000;
}
}
}
result.setHistoryCompare(true);
std::sort(result.moveArray.begin() + result.num_attacks, result.moveArray.begin() + result.count);
uint64_t hash = game_board.getColorHash();
if(boardHash[hash & hash_cutter].flag != EMPTY && boardHash[hash & hash_cutter].flag != ALPHA /*&& boardHash[hash & hash_cutter].depth >= depth*/) {
if(boardHash[hash & hash_cutter].key == hash) {
for(unsigned int i = 0; i < result.count; ++i) {
if(boardHash[hash & hash_cutter].move_equal(result.moveArray[i])) {
BitMove tmp = (BitMove)result.moveArray[i];
result.moveArray.erase(result.moveArray.begin() + i);
result.moveArray.emplace(result.moveArray.begin(), tmp);
result.moveArray[0].fromHash = true;
break;
}
}
}
}
}
void Game::sortAttacks(MoveArray& moves) {
moves.setHistoryCompare(false);
std::sort(moves.moveArray.begin(), moves.moveArray.begin() + moves.num_attacks);
int recapture_count = 0;
BitMove mv;
for(int i = moves.num_attacks - 1; i > recapture_count; --i) {
if(game_board.vec2_cells[moves.moveArray[i].toY][moves.moveArray[i].toX] == game_board.currentState.recapture_position) {
mv = moves.moveArray[i];
moves.moveArray.erase(moves.moveArray.begin() + i);
moves.moveArray.emplace(moves.moveArray.begin(), mv);
++recapture_count;
}
}
if(recapture_count) {
std::sort(moves.moveArray.begin(), moves.moveArray.begin() + recapture_count);
}
if(moves.num_attacks - recapture_count) {
std::sort(moves.moveArray.begin() + recapture_count, moves.moveArray.begin() + moves.num_attacks);
}
}