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Even more spelling fixes
No functional change.
This commit is contained in:
committed by
Marco Costalba
parent
190aea4cdc
commit
431c3ac485
@@ -185,8 +185,8 @@ namespace {
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// happen in Chess960 games.
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const Score TrappedBishopA1H1 = make_score(50, 50);
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// The SpaceMask[Color] contains the area of the board which is considered
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// by the space evaluation. In the middle game, each side is given a bonus
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// SpaceMask[Color] contains the area of the board which is considered
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// by the space evaluation. In the middlegame, each side is given a bonus
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// based on how many squares inside this area are safe and available for
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// friendly minor pieces.
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const Bitboard SpaceMask[] = {
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@@ -195,9 +195,9 @@ namespace {
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};
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// King danger constants and variables. The king danger scores are taken
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// from the KingDanger[]. Various little "meta-bonuses" measuring
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// the strength of the enemy attack are added up into an integer, which
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// is used as an index to KingDanger[].
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// from KingDanger[]. Various little "meta-bonuses" measuring the strength
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// of the enemy attack are added up into an integer, which is used as an
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// index to KingDanger[].
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//
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// KingAttackWeights[PieceType] contains king attack weights by piece type
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const int KingAttackWeights[] = { 0, 0, 2, 2, 3, 5 };
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@@ -261,7 +261,7 @@ namespace {
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namespace Eval {
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/// evaluate() is the main evaluation function. It always computes two
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/// values, an endgame score and a middle game score, and interpolates
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/// values, an endgame score and a middlegame score, and interpolates
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/// between them based on the remaining material.
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Value evaluate(const Position& pos) {
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@@ -362,14 +362,14 @@ Value do_evaluate(const Position& pos) {
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score += evaluate_unstoppable_pawns(pos, WHITE, ei)
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- evaluate_unstoppable_pawns(pos, BLACK, ei);
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// Evaluate space for both sides, only in middle-game.
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// Evaluate space for both sides, only in middlegame
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if (ei.mi->space_weight())
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{
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int s = evaluate_space<WHITE>(pos, ei) - evaluate_space<BLACK>(pos, ei);
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score += apply_weight(s * ei.mi->space_weight(), Weights[Space]);
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}
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// Scale winning side if position is more drawish that what it appears
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// Scale winning side if position is more drawish than it appears
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ScaleFactor sf = eg_value(score) > VALUE_DRAW ? ei.mi->scale_factor(pos, WHITE)
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: ei.mi->scale_factor(pos, BLACK);
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@@ -380,7 +380,7 @@ Value do_evaluate(const Position& pos) {
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&& sf == SCALE_FACTOR_NORMAL)
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{
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// Ignoring any pawns, do both sides only have a single bishop and no
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// other pieces ?
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// other pieces?
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if ( pos.non_pawn_material(WHITE) == BishopValueMg
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&& pos.non_pawn_material(BLACK) == BishopValueMg)
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{
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@@ -458,7 +458,7 @@ Value do_evaluate(const Position& pos) {
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Value bonus = Outpost[Piece == BISHOP][relative_square(Us, s)];
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// Increase bonus if supported by pawn, especially if the opponent has
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// no minor piece which can exchange the outpost piece.
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// no minor piece which can trade with the outpost piece.
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if (bonus && (ei.attackedBy[Us][PAWN] & s))
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{
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if ( !pos.pieces(Them, KNIGHT)
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@@ -891,7 +891,7 @@ Value do_evaluate(const Position& pos) {
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if (Trace)
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Tracing::scores[Us][PASSED] = apply_weight(score, Weights[PassedPawns]);
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// Add the scores to the middle game and endgame eval
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// Add the scores to the middlegame and endgame eval
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return apply_weight(score, Weights[PassedPawns]);
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}
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@@ -943,7 +943,7 @@ Value do_evaluate(const Position& pos) {
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}
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// interpolate() interpolates between a middle game and an endgame score,
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// interpolate() interpolates between a middlegame and an endgame score,
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// based on game phase. It also scales the return value by a ScaleFactor array.
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Value interpolate(const Score& v, Phase ph, ScaleFactor sf) {
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