Rename shift_bb() to shift()

Rename shift_bb() to shift(), and DELTA_S to SOUTH, etc.
to improve code readability, especially in evaluate.cpp
when they are used together:

    old b = shift_bb<DELTA_S>(pos.pieces(PAWN))
    new b = shift<SOUTH>(pos.pieces(PAWN))

While there fix some small code style issues.

No functional change.
This commit is contained in:
Stéphane Nicolet
2016-09-23 19:28:34 +02:00
committed by Marco Costalba
parent 351844061e
commit 7ae3c05795
12 changed files with 103 additions and 100 deletions

View File

@@ -50,14 +50,16 @@ namespace {
// Lever bonus by rank
const Score Lever[RANK_NB] = {
S( 0, 0), S( 0, 0), S(0, 0), S(0, 0),
S(17, 16), S(33, 32), S(0, 0), S(0, 0) };
S(17, 16), S(33, 32), S(0, 0), S(0, 0)
};
// Weakness of our pawn shelter in front of the king by [distance from edge][rank]
const Value ShelterWeakness[][RANK_NB] = {
{ V( 97), V(21), V(26), V(51), V(87), V( 89), V( 99) },
{ V(120), V( 0), V(28), V(76), V(88), V(103), V(104) },
{ V(101), V( 7), V(54), V(78), V(77), V( 92), V(101) },
{ V( 80), V(11), V(44), V(68), V(87), V( 90), V(119) } };
{ V( 80), V(11), V(44), V(68), V(87), V( 90), V(119) }
};
// Danger of enemy pawns moving toward our king by [type][distance from edge][rank]
const Value StormDanger[][4][RANK_NB] = {
@@ -76,7 +78,8 @@ namespace {
{ { V( 0), V(-283), V(-281), V(57), V(31) },
{ V( 0), V( 58), V( 141), V(39), V(18) },
{ V( 0), V( 65), V( 142), V(48), V(32) },
{ V( 0), V( 60), V( 126), V(51), V(19) } } };
{ V( 0), V( 60), V( 126), V(51), V(19) } }
};
// Max bonus for king safety. Corresponds to start position with all the pawns
// in front of the king and no enemy pawn on the horizon.
@@ -88,10 +91,10 @@ namespace {
template<Color Us>
Score evaluate(const Position& pos, Pawns::Entry* e) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
const Square Up = (Us == WHITE ? DELTA_N : DELTA_S);
const Square Right = (Us == WHITE ? DELTA_NE : DELTA_SW);
const Square Left = (Us == WHITE ? DELTA_NW : DELTA_SE);
const Color Them = (Us == WHITE ? BLACK : WHITE);
const Square Up = (Us == WHITE ? NORTH : SOUTH);
const Square Right = (Us == WHITE ? NORTH_EAST : SOUTH_WEST);
const Square Left = (Us == WHITE ? NORTH_WEST : SOUTH_EAST);
Bitboard b, neighbours, stoppers, doubled, supported, phalanx;
Square s;
@@ -103,10 +106,10 @@ namespace {
Bitboard ourPawns = pos.pieces(Us , PAWN);
Bitboard theirPawns = pos.pieces(Them, PAWN);
e->passedPawns[Us] = e->pawnAttacksSpan[Us] = 0;
e->kingSquares[Us] = SQ_NONE;
e->passedPawns[Us] = e->pawnAttacksSpan[Us] = 0;
e->semiopenFiles[Us] = 0xFF;
e->pawnAttacks[Us] = shift_bb<Right>(ourPawns) | shift_bb<Left>(ourPawns);
e->kingSquares[Us] = SQ_NONE;
e->pawnAttacks[Us] = shift<Right>(ourPawns) | shift<Left>(ourPawns);
e->pawnsOnSquares[Us][BLACK] = popcount(ourPawns & DarkSquares);
e->pawnsOnSquares[Us][WHITE] = pos.count<PAWN>(Us) - e->pawnsOnSquares[Us][BLACK];
@@ -117,7 +120,7 @@ namespace {
File f = file_of(s);
e->semiopenFiles[Us] &= ~(1 << f);
e->semiopenFiles[Us] &= ~(1 << f);
e->pawnAttacksSpan[Us] |= pawn_attack_span(Us, s);
// Flag the pawn
@@ -142,7 +145,7 @@ namespace {
// The pawn is backward when it cannot safely progress to that rank:
// either there is a stopper in the way on this rank, or there is a
// stopper on adjacent file which controls the way to that rank.
backward = (b | shift_bb<Up>(b & adjacent_files_bb(f))) & stoppers;
backward = (b | shift<Up>(b & adjacent_files_bb(f))) & stoppers;
assert(!backward || !(pawn_attack_span(Them, s + Up) & neighbours));
}
@@ -183,8 +186,8 @@ namespace Pawns {
/// hard-coded tables, when makes sense, we prefer to calculate them with a formula
/// to reduce independent parameters and to allow easier tuning and better insight.
void init()
{
void init() {
static const int Seed[RANK_NB] = { 0, 8, 19, 13, 71, 94, 169, 324 };
for (int opposed = 0; opposed <= 1; ++opposed)