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including 11 files in /src
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+10
-10
@@ -209,11 +209,11 @@ Position& Position::set(const string& fenStr, bool isChess960, StateInfo* si, Th
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st = si;
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#if defined(EVAL_NNUE)
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// evalListのclear。上でmemsetでゼロクリアしたときにクリアされているが…。
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// clear evalList. It is cleared when memset is cleared to zero above...
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evalList.clear();
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// PieceListを更新する上で、どの駒がどこにあるかを設定しなければならないが、
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// それぞれの駒をどこまで使ったかのカウンター
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// In updating the PieceList, we have to set which piece is where,
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// A counter of how much each piece has been used
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PieceNumber next_piece_number = PIECE_NUMBER_ZERO;
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#endif // defined(EVAL_NNUE)
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@@ -235,10 +235,10 @@ Position& Position::set(const string& fenStr, bool isChess960, StateInfo* si, Th
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#if defined(EVAL_NNUE)
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PieceNumber piece_no =
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(idx == W_KING) ? PIECE_NUMBER_WKING : // 先手玉
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(idx == B_KING) ? PIECE_NUMBER_BKING : // 後手玉
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next_piece_number++; // それ以外
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evalList.put_piece(piece_no, sq, pc); // sqの升にpcの駒を配置する
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(idx == W_KING) ?PIECE_NUMBER_WKING : //
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(idx == B_KING) ?PIECE_NUMBER_BKING : // back ball
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next_piece_number++; // otherwise
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evalList.put_piece(piece_no, sq, pc); // Place the pc piece in the sq box
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#endif // defined(EVAL_NNUE)
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++sq;
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@@ -823,7 +823,7 @@ void Position::do_move(Move m, StateInfo& newSt, bool givesCheck) {
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st->rule50 = 0;
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#if defined(EVAL_NNUE)
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dp.dirty_num = 2; // 動いた駒は2個
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dp.dirty_num = 2; // 2 pieces moved
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dp.pieceNo[1] = piece_no1;
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dp.changed_piece[1].old_piece = evalList.bona_piece(piece_no1);
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@@ -1054,8 +1054,8 @@ template<bool Do>
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void Position::do_castling(Color us, Square from, Square& to, Square& rfrom, Square& rto) {
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#if defined(EVAL_NNUE)
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auto& dp = st->dirtyPiece;
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// 差分計算のために移動した駒をStateInfoに記録しておく。
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dp.dirty_num = 2; // 動いた駒は2個
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// Record the moved pieces in StateInfo for difference calculation.
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dp.dirty_num = 2; // 2 pieces moved
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PieceNumber piece_no0;
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PieceNumber piece_no1;
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