Rename futilityMargin in kingDanger in EvalInfo

This is what actually is.

A standard naming convention suggests to name a variable
with someting resembling _what_ the variable is and not
_how_ the variable is used. This normally results
in easier to read code.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba
2010-05-07 12:04:22 +01:00
parent b14846b6d7
commit b95b1a9705
3 changed files with 12 additions and 14 deletions
+3 -3
View File
@@ -1654,7 +1654,7 @@ namespace {
if (bestValue >= beta)
{
// Store the score to avoid a future costly evaluation() call
if (!isCheck && !tte && ei.futilityMargin[pos.side_to_move()] == 0)
if (!isCheck && !tte && ei.kingDanger[pos.side_to_move()] == 0)
TT.store(pos.get_key(), value_to_tt(bestValue, ply), VALUE_TYPE_EV_LO, Depth(-127*OnePly), MOVE_NONE);
return bestValue;
@@ -1673,7 +1673,7 @@ namespace {
MovePicker mp = MovePicker(pos, ttMove, deepChecks ? Depth(0) : depth, H);
CheckInfo ci(pos);
enoughMaterial = pos.non_pawn_material(pos.side_to_move()) > RookValueMidgame;
futilityBase = staticValue + FutilityMarginQS + ei.futilityMargin[pos.side_to_move()];
futilityBase = staticValue + FutilityMarginQS + ei.kingDanger[pos.side_to_move()];
// Loop through the moves until no moves remain or a beta cutoff occurs
while ( alpha < beta
@@ -1753,7 +1753,7 @@ namespace {
{
// If bestValue isn't changed it means it is still the static evaluation
// of the node, so keep this info to avoid a future evaluation() call.
ValueType type = (bestValue == staticValue && !ei.futilityMargin[pos.side_to_move()] ? VALUE_TYPE_EV_UP : VALUE_TYPE_UPPER);
ValueType type = (bestValue == staticValue && !ei.kingDanger[pos.side_to_move()] ? VALUE_TYPE_EV_UP : VALUE_TYPE_UPPER);
TT.store(pos.get_key(), value_to_tt(bestValue, ply), type, d, MOVE_NONE);
}
else if (bestValue >= beta)