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Evaluate: rename king attack variables
A better naming IMHO Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
@@ -328,19 +328,19 @@ Value evaluate(const Position &pos, EvalInfo &ei, int threadID) {
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// Initialize king attack bitboards and king attack zones for both sides:
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// Initialize king attack bitboards and king attack zones for both sides:
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ei.attackedBy[WHITE][KING] = pos.king_attacks(pos.king_square(WHITE));
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ei.attackedBy[WHITE][KING] = pos.king_attacks(pos.king_square(WHITE));
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ei.attackedBy[BLACK][KING] = pos.king_attacks(pos.king_square(BLACK));
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ei.attackedBy[BLACK][KING] = pos.king_attacks(pos.king_square(BLACK));
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ei.attackZone[WHITE] =
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ei.kingZone[WHITE] =
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ei.attackedBy[BLACK][KING] | (ei.attackedBy[BLACK][KING] >> 8);
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ei.attackedBy[BLACK][KING] | (ei.attackedBy[BLACK][KING] >> 8);
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ei.attackZone[BLACK] =
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ei.kingZone[BLACK] =
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ei.attackedBy[WHITE][KING] | (ei.attackedBy[WHITE][KING] << 8);
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ei.attackedBy[WHITE][KING] | (ei.attackedBy[WHITE][KING] << 8);
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// Initialize pawn attack bitboards for both sides:
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// Initialize pawn attack bitboards for both sides:
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ei.attackedBy[WHITE][PAWN] =
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ei.attackedBy[WHITE][PAWN] =
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((pos.pawns(WHITE) << 9) & ~FileABB) | ((pos.pawns(WHITE) << 7) & ~FileHBB);
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((pos.pawns(WHITE) << 9) & ~FileABB) | ((pos.pawns(WHITE) << 7) & ~FileHBB);
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ei.attackCount[WHITE] +=
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ei.kingAttackersCount[WHITE] +=
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count_1s_max_15(ei.attackedBy[WHITE][PAWN] & ei.attackedBy[BLACK][KING])/2;
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count_1s_max_15(ei.attackedBy[WHITE][PAWN] & ei.attackedBy[BLACK][KING])/2;
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ei.attackedBy[BLACK][PAWN] =
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ei.attackedBy[BLACK][PAWN] =
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((pos.pawns(BLACK) >> 7) & ~FileABB) | ((pos.pawns(BLACK) >> 9) & ~FileHBB);
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((pos.pawns(BLACK) >> 7) & ~FileABB) | ((pos.pawns(BLACK) >> 9) & ~FileHBB);
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ei.attackCount[BLACK] +=
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ei.kingAttackersCount[BLACK] +=
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count_1s_max_15(ei.attackedBy[BLACK][PAWN] & ei.attackedBy[WHITE][KING])/2;
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count_1s_max_15(ei.attackedBy[BLACK][PAWN] & ei.attackedBy[WHITE][KING])/2;
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// Evaluate pieces:
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// Evaluate pieces:
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@@ -580,13 +580,13 @@ namespace {
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Color them = opposite_color(us);
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Color them = opposite_color(us);
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// King attack
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// King attack
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if (b & ei.attackZone[us])
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if (b & ei.kingZone[us])
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{
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{
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ei.attackCount[us]++;
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ei.kingAttackersCount[us]++;
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ei.attackWeight[us] += AttackWeight;
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ei.kingAttackersWeight[us] += AttackWeight;
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Bitboard bb = (b & ei.attackedBy[them][KING]);
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Bitboard bb = (b & ei.attackedBy[them][KING]);
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if (bb)
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if (bb)
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ei.attacked[us] += count_1s_max_15(bb);
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ei.kingZoneAttacksCount[us] += count_1s_max_15(bb);
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}
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}
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// Mobility
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// Mobility
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@@ -690,6 +690,7 @@ namespace {
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return;
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return;
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Square ksq = p.king_square(us);
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Square ksq = p.king_square(us);
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if ( square_file(ksq) >= FILE_E
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if ( square_file(ksq) >= FILE_E
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&& square_file(s) > square_file(ksq)
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&& square_file(s) > square_file(ksq)
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&& (relative_rank(us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s)))
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&& (relative_rank(us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s)))
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@@ -754,9 +755,9 @@ namespace {
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// King safety. This is quite complicated, and is almost certainly far
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// King safety. This is quite complicated, and is almost certainly far
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// from optimally tuned.
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// from optimally tuned.
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Color them = opposite_color(us);
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Color them = opposite_color(us);
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if(p.queen_count(them) >= 1 && ei.attackCount[them] >= 2
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if(p.queen_count(them) >= 1 && ei.kingAttackersCount[them] >= 2
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&& p.non_pawn_material(them) >= QueenValueMidgame + RookValueMidgame
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&& p.non_pawn_material(them) >= QueenValueMidgame + RookValueMidgame
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&& ei.attacked[them]) {
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&& ei.kingZoneAttacksCount[them]) {
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// Is it the attackers turn to move?
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// Is it the attackers turn to move?
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bool sente = (them == p.side_to_move());
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bool sente = (them == p.side_to_move());
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@@ -776,8 +777,8 @@ namespace {
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// undefended squares around the king, the square of the king, and the
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// undefended squares around the king, the square of the king, and the
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// quality of the pawn shelter.
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// quality of the pawn shelter.
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int attackUnits =
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int attackUnits =
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Min((ei.attackCount[them] * ei.attackWeight[them]) / 2, 25)
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Min((ei.kingAttackersCount[them] * ei.kingAttackersWeight[them]) / 2, 25)
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+ (ei.attacked[them] + count_1s_max_15(undefended)) * 3
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+ (ei.kingZoneAttacksCount[them] + count_1s_max_15(undefended)) * 3
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+ InitKingDanger[relative_square(us, s)] - shelter / 32;
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+ InitKingDanger[relative_square(us, s)] - shelter / 32;
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// Analyse safe queen contact checks:
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// Analyse safe queen contact checks:
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@@ -56,31 +56,31 @@ struct EvalInfo {
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Bitboard attackedBy[2][8];
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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) 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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Bitboard attacked_by(Color c, PieceType pt) const { return attackedBy[c][pt]; }
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// attackZone[color] is the zone around the enemy king which is considered
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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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// 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, attackZone[WHITE] is a bitboard containing the squares f8, h8,
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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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// f7, g7, h7, f6, g6 and h6.
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Bitboard attackZone[2];
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Bitboard kingZone[2];
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// attackCount[color] is the number of pieces of the given color which
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// kingAttackersCount[color] is the number of pieces of the given color which
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// attack a square adjacent to the enemy king.
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// attack a square adjacent to the enemy king.
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int attackCount[2];
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int kingAttackersCount[2];
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// attackWeight[color] is the sum of the "weight" of the pieces of the given
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// kingAttackersWeight[color] is the sum of the "weight" of the pieces of the
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// color which attack a square adjacent to the enemy king. The weights of
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// given color which attack a square adjacent to the enemy king. The weights
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// the individual piece types are given by the variables QueenAttackWeight,
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// of the individual piece types are given by the variables QueenAttackWeight,
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// RookAttackWeight, BishopAttackWeight and KnightAttackWeight in
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// RookAttackWeight, BishopAttackWeight and KnightAttackWeight in evaluate.cpp
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// evaluate.cpp.
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int kingAttackersWeight[2];
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int attackWeight[2];
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// attacked[color] is the number of enemy piece attacks to squares directly
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// kingZoneAttacksCount[color] is the number of attacks to squares directly
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// adjacent to the king of the given color. Pieces which attack more
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// adjacent to the king of the given color. Pieces which attack more
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// than one square are counted multiple times. For instance, if black's
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// than one square are counted multiple times. For instance, if black's
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// king is on g8 and there's a white knight on g5, this knight adds
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// king is on g8 and there's a white knight on g5, this knight adds
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// 2 to attacked[BLACK].
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// 2 to kingZoneAttacksCount[BLACK].
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int attacked[2];
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int kingZoneAttacksCount[2];
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// mateThreat[color] is a move for the given side which gives a direct mate.
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// mateThreat[color] is a move for the given side which gives a direct mate.
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Move mateThreat[2];
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Move mateThreat[2];
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