Closed mcostalba closed 5 years ago
rootNode should be named RootNode like PvNode.
@Chess13234 Is rootNode a compile time constant? If not, then rootNode is ok.
In search.cpp, the curly brackets in lines 494 and 519 and the whole body inbetween, are wrongly indented.
It's the // Do we have time for the next iteration? Can we stop searching now?
stuff.
The new pawns 8x8 psqt has ^M carriage return characters on each line.
evaluate.cpp line 516
replace
nonPawnEnemies = pos.pieces(Them) & ~pos.pieces(Them, PAWN);
with
nonPawnEnemies = pos.pieces(Them) & ~pos.pieces(PAWN);
In our main search<>()
function, we have variables named captureCount
and quietCount
but in update_capture_stats
and update_quiet_stats
functions, we have them as captureCnt
and quietsCnt
. It would be nice to stick to one or the other.
https://github.com/nickpelling/Stockfish/compare/31ac538...7f00d6c
@Rocky640 pointed out:
It seems that we are not consistent with this in sf code. Not a big deal but...
On one hand, we have many function declaration arguments using (you can search for Bitboard ExtMove Move StateInfo or Thread)
For example this, which will modify b inline Square pop_lsb(Bitboard* b)
But on the other hand, we have many function declaration arguments using & (you can search for bool& StateInfo& istringstream& istream& Bitboard& Square& or RootMoves&)
For example void do_castling(Color us, Square from, Square& to, Square& rfrom, Square& rto); which will modify to, rfrom and rto.
or PieceType min_attacker(const Bitboard* byTypeBB, Square to, Bitboard stmAttackers, Bitboard& occupied, Bitboard& attackers) { which will modify occupied, and attackers
@joergoster says . . . regarding the KBNvK endgame. . .
Note that adding the non_pawn_material(strongSide) like in other endgames is also missing. I never cared to open a PR because of this, though.
Some places we check if a move is MOVE_NONE with. . move == MOVE_NONE. other places we check if a move is MOVE_NONE with . . !move.
It would probably be good to make them all the same. For clarify, I prefer "move == MOVE_NONE" or similar.
In the endgames, some methods use "verify_material" and others do not. Best to be consistent, either all use verify_material, or not.
Now there is a PR https://github.com/official-stockfish/Stockfish/pull/1894
Closing, please post your suggestions directly in #1894
Use this issue to post renaming suggestions, once in a while, if approved will be committed at once.
We will use a table to make it easier account pending renames.