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Small code style in headers
No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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@@ -39,7 +39,7 @@
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/// arguments to the evaluation function, and the search can make use of its
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/// contents to make intelligent search decisions.
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///
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/// At the moment, this is not utilized very much: The only part of the
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/// At the moment, this is not utilized very much: The only part of the
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/// EvalInfo object which is used by the search is futilityMargin.
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class Position;
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@@ -53,16 +53,16 @@ struct EvalInfo {
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PawnInfo* pi;
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// attackedBy[color][piece type] is a bitboard representing all squares
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// attacked by a given color and piece type. attackedBy[color][0] contains
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// attacked by a given color and piece type, attackedBy[color][0] contains
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// all squares attacked by the given color.
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Bitboard attackedBy[2][8];
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Bitboard attacked_by(Color c) const { return attackedBy[c][0]; }
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Bitboard attacked_by(Color c, PieceType pt) const { return attackedBy[c][pt]; }
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// kingZone[color] is the zone around the enemy king which is considered
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// by the king safety evaluation. This consists of the squares directly
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// by the king safety evaluation. This consists of the squares directly
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// adjacent to the king, and the three (or two, for a king on an edge file)
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// squares two ranks in front of the king. For instance, if black's king
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// squares two ranks in front of the king. For instance, if black's king
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// is on g8, kingZone[WHITE] is a bitboard containing the squares f8, h8,
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// f7, g7, h7, f6, g6 and h6.
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Bitboard kingZone[2];
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@@ -91,7 +91,7 @@ struct EvalInfo {
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// Middle game and endgame mobility scores.
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Value mgMobility, egMobility;
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// Extra futility margin. This is added to the standard futility margin
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// Extra futility margin. This is added to the standard futility margin
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// in the quiescence search.
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Value futilityMargin;
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};
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