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Change pos.pieces() argument order
Let first argument to be the 'color'. This allows to align pos.pieces() signatures with piece_list(), piece_count() and all the other functions where 'color' argument is passed as first one. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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@@ -519,8 +519,8 @@ Value do_evaluate(const Position& pos, Value& margin) {
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// no minor piece which can exchange 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(KNIGHT, Them)
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&& !(same_color_squares(s) & pos.pieces(BISHOP, Them)))
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if ( !pos.pieces(Them, KNIGHT)
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&& !(same_color_squares(s) & pos.pieces(Them, BISHOP)))
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bonus += bonus + bonus / 2;
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else
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bonus += bonus / 2;
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@@ -551,9 +551,9 @@ Value do_evaluate(const Position& pos, Value& margin) {
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if (Piece == KNIGHT || Piece == QUEEN)
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b = pos.attacks_from<Piece>(s);
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else if (Piece == BISHOP)
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b = attacks_bb<BISHOP>(s, pos.pieces() ^ pos.pieces(QUEEN, Us));
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b = attacks_bb<BISHOP>(s, pos.pieces() ^ pos.pieces(Us, QUEEN));
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else if (Piece == ROOK)
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b = attacks_bb<ROOK>(s, pos.pieces() ^ pos.pieces(ROOK, QUEEN, Us));
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b = attacks_bb<ROOK>(s, pos.pieces() ^ pos.pieces(Us, ROOK, QUEEN));
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else
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assert(false);
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@@ -592,7 +592,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
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// Bishop and knight outposts squares
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if ( (Piece == BISHOP || Piece == KNIGHT)
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&& !(pos.pieces(PAWN, Them) & attack_span_mask(Us, s)))
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&& !(pos.pieces(Them, PAWN) & attack_span_mask(Us, s)))
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score += evaluate_outposts<Piece, Us>(pos, ei, s);
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// Queen or rook on 7th rank
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@@ -902,8 +902,8 @@ Value do_evaluate(const Position& pos, Value& margin) {
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// If there is an enemy rook or queen attacking the pawn from behind,
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// add all X-ray attacks by the rook or queen. Otherwise consider only
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// the squares in the pawn's path attacked or occupied by the enemy.
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if ( (forward_bb(Them, s) & pos.pieces(ROOK, QUEEN, Them))
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&& (forward_bb(Them, s) & pos.pieces(ROOK, QUEEN, Them) & pos.attacks_from<ROOK>(s)))
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if ( (forward_bb(Them, s) & pos.pieces(Them, ROOK, QUEEN))
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&& (forward_bb(Them, s) & pos.pieces(Them, ROOK, QUEEN) & pos.attacks_from<ROOK>(s)))
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unsafeSquares = squaresToQueen;
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else
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unsafeSquares = squaresToQueen & (ei.attackedBy[Them][0] | pos.pieces(Them));
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@@ -923,7 +923,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
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// Increase the bonus if the passed pawn is supported by a friendly pawn
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// on the same rank and a bit smaller if it's on the previous rank.
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supportingPawns = pos.pieces(PAWN, Us) & adjacent_files_bb(file_of(s));
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supportingPawns = pos.pieces(Us, PAWN) & adjacent_files_bb(file_of(s));
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if (supportingPawns & rank_bb(s))
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ebonus += Value(r * 20);
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@@ -940,7 +940,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
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{
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if (pos.non_pawn_material(Them) <= KnightValueMidgame)
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ebonus += ebonus / 4;
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else if (pos.pieces(ROOK, QUEEN, Them))
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else if (pos.pieces(Them, ROOK, QUEEN))
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ebonus -= ebonus / 4;
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}
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score += make_score(mbonus, ebonus);
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@@ -1013,7 +1013,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
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loserSide = ~winnerSide;
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// Step 3. Can the losing side possibly create a new passed pawn and thus prevent the loss?
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b = candidates = pos.pieces(PAWN, loserSide);
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b = candidates = pos.pieces(loserSide, PAWN);
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while (b)
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{
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@@ -1026,7 +1026,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
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// Check if (without even considering any obstacles) we're too far away or doubled
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if ( pliesToQueen[winnerSide] + 3 <= pliesToGo
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|| (forward_bb(loserSide, s) & pos.pieces(PAWN, loserSide)))
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|| (forward_bb(loserSide, s) & pos.pieces(loserSide, PAWN)))
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candidates ^= s;
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}
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@@ -1050,8 +1050,8 @@ Value do_evaluate(const Position& pos, Value& margin) {
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// Generate list of blocking pawns and supporters
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supporters = adjacent_files_bb(file_of(s)) & candidates;
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opposed = forward_bb(loserSide, s) & pos.pieces(PAWN, winnerSide);
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blockers = passed_pawn_mask(loserSide, s) & pos.pieces(PAWN, winnerSide);
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opposed = forward_bb(loserSide, s) & pos.pieces(winnerSide, PAWN);
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blockers = passed_pawn_mask(loserSide, s) & pos.pieces(winnerSide, PAWN);
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assert(blockers);
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@@ -1128,12 +1128,12 @@ Value do_evaluate(const Position& pos, Value& margin) {
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// SpaceMask[]. A square is unsafe if it is attacked by an enemy
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// pawn, or if it is undefended and attacked by an enemy piece.
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Bitboard safe = SpaceMask[Us]
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& ~pos.pieces(PAWN, Us)
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& ~pos.pieces(Us, PAWN)
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& ~ei.attackedBy[Them][PAWN]
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& (ei.attackedBy[Us][0] | ~ei.attackedBy[Them][0]);
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// Find all squares which are at most three squares behind some friendly pawn
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Bitboard behind = pos.pieces(PAWN, Us);
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Bitboard behind = pos.pieces(Us, PAWN);
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behind |= (Us == WHITE ? behind >> 8 : behind << 8);
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behind |= (Us == WHITE ? behind >> 16 : behind << 16);
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