Reformat piece values arrays

And rename stuff while there.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba
2012-08-20 18:41:28 +01:00
parent 7c8b7222f5
commit b84af67f4c
8 changed files with 91 additions and 109 deletions

View File

@@ -159,7 +159,7 @@ namespace {
&& type_of(pos.piece_on(to_sq(m))) != PAWN
&& type_of(m) == NORMAL
&& ( pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK)
- PieceValueMidgame[pos.piece_on(to_sq(m))] == VALUE_ZERO))
- PieceValue[Mg][pos.piece_on(to_sq(m))] == VALUE_ZERO))
return true;
return false;
@@ -688,7 +688,7 @@ namespace {
Depth R = 3 * ONE_PLY + depth / 4;
// Null move dynamic reduction based on value
if (refinedValue - PawnValueMidgame > beta)
if (refinedValue - PawnValueMg > beta)
R += ONE_PLY;
pos.do_null_move<true>(st);
@@ -1176,7 +1176,7 @@ split_point_start: // At split points actual search starts from here
alpha = bestValue;
futilityBase = ss->eval + evalMargin + FutilityMarginQS;
enoughMaterial = pos.non_pawn_material(pos.side_to_move()) > RookValueMidgame;
enoughMaterial = pos.non_pawn_material(pos.side_to_move()) > RookValueMg;
}
// Initialize a MovePicker object for the current position, and prepare
@@ -1204,8 +1204,8 @@ split_point_start: // At split points actual search starts from here
&& !pos.is_passed_pawn_push(move))
{
futilityValue = futilityBase
+ PieceValueEndgame[pos.piece_on(to_sq(move))]
+ (type_of(move) == ENPASSANT ? PawnValueEndgame : VALUE_ZERO);
+ PieceValue[Eg][pos.piece_on(to_sq(move))]
+ (type_of(move) == ENPASSANT ? PawnValueEg : VALUE_ZERO);
if (futilityValue < beta)
{
@@ -1243,7 +1243,7 @@ split_point_start: // At split points actual search starts from here
&& givesCheck
&& move != ttMove
&& !pos.is_capture_or_promotion(move)
&& ss->eval + PawnValueMidgame / 4 < beta
&& ss->eval + PawnValueMg / 4 < beta
&& !check_is_dangerous(pos, move, futilityBase, beta))
continue;
@@ -1328,7 +1328,7 @@ split_point_start: // At split points actual search starts from here
while (b)
{
// Note that here we generate illegal "double move"!
if (futilityBase + PieceValueEndgame[pos.piece_on(pop_lsb(&b))] >= beta)
if (futilityBase + PieceValue[Eg][pos.piece_on(pop_lsb(&b))] >= beta)
return true;
}
@@ -1440,7 +1440,7 @@ split_point_start: // At split points actual search starts from here
// Case 2: If the threatened piece has value less than or equal to the
// value of the threatening piece, don't prune moves which defend it.
if ( pos.is_capture(threat)
&& ( PieceValueMidgame[pos.piece_on(tfrom)] >= PieceValueMidgame[pos.piece_on(tto)]
&& ( PieceValue[Mg][pos.piece_on(tfrom)] >= PieceValue[Mg][pos.piece_on(tto)]
|| type_of(pos.piece_on(tfrom)) == KING)
&& pos.move_attacks_square(m, tto))
return true;
@@ -1500,7 +1500,7 @@ split_point_start: // At split points actual search starts from here
// RootMoves are already sorted by score in descending order
size_t size = std::min(MultiPV, RootMoves.size());
int variance = std::min(RootMoves[0].score - RootMoves[size - 1].score, PawnValueMidgame);
int variance = std::min(RootMoves[0].score - RootMoves[size - 1].score, PawnValueMg);
int weakness = 120 - 2 * SkillLevel;
int max_s = -VALUE_INFINITE;
Move best = MOVE_NONE;