Change NO_PIECE value and shrink PieceValue[]

This requires changing color_of() definition.

No functional change.
This commit is contained in:
Marco Costalba
2012-10-21 11:49:05 +02:00
parent e304db9d1e
commit e40b06a050
4 changed files with 24 additions and 25 deletions

View File

@@ -41,7 +41,7 @@ static const string PieceToChar(" PNBRQK pnbrqk");
CACHE_LINE_ALIGNMENT
Score pieceSquareTable[PIECE_NB][SQUARE_NB];
Value PieceValue[2][18] = { // [Mg / Eg][piece / pieceType]
Value PieceValue[PHASE_NB][PIECE_NB] = {
{ VALUE_ZERO, PawnValueMg, KnightValueMg, BishopValueMg, RookValueMg, QueenValueMg },
{ VALUE_ZERO, PawnValueEg, KnightValueEg, BishopValueEg, RookValueEg, QueenValueEg } };
@@ -86,10 +86,10 @@ void init() {
for (PieceType pt = PAWN; pt <= KING; pt++)
{
PieceValue[Mg][make_piece(BLACK, pt)] = PieceValue[Mg][pt];
PieceValue[Eg][make_piece(BLACK, pt)] = PieceValue[Eg][pt];
PieceValue[MG][make_piece(BLACK, pt)] = PieceValue[MG][pt];
PieceValue[EG][make_piece(BLACK, pt)] = PieceValue[EG][pt];
Score v = make_score(PieceValue[Mg][pt], PieceValue[Eg][pt]);
Score v = make_score(PieceValue[MG][pt], PieceValue[EG][pt]);
for (Square s = SQ_A1; s <= SQ_H8; s++)
{
@@ -830,7 +830,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
st->pawnKey ^= Zobrist::psq[them][PAWN][capsq];
}
else
st->npMaterial[them] -= PieceValue[Mg][capture];
st->npMaterial[them] -= PieceValue[MG][capture];
// Remove the captured piece
byTypeBB[ALL_PIECES] ^= capsq;
@@ -938,7 +938,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
- pieceSquareTable[make_piece(us, PAWN)][to];
// Update material
st->npMaterial[us] += PieceValue[Mg][promotion];
st->npMaterial[us] += PieceValue[MG][promotion];
}
// Update pawn hash key
@@ -1243,7 +1243,7 @@ int Position::see_sign(Move m) const {
// Early return if SEE cannot be negative because captured piece value
// is not less then capturing one. Note that king moves always return
// here because king midgame value is set to 0.
if (PieceValue[Mg][piece_on(to_sq(m))] >= PieceValue[Mg][piece_moved(m)])
if (PieceValue[MG][piece_on(to_sq(m))] >= PieceValue[MG][piece_moved(m)])
return 1;
return see(m);
@@ -1290,7 +1290,7 @@ int Position::see(Move m) const {
stm = ~color_of(piece_on(from));
stmAttackers = attackers & pieces(stm);
if (!stmAttackers)
return PieceValue[Mg][captured];
return PieceValue[MG][captured];
// The destination square is defended, which makes things rather more
// difficult to compute. We proceed by building up a "swap list" containing
@@ -1298,14 +1298,14 @@ int Position::see(Move m) const {
// destination square, where the sides alternately capture, and always
// capture with the least valuable piece. After each capture, we look for
// new X-ray attacks from behind the capturing piece.
swapList[0] = PieceValue[Mg][captured];
swapList[0] = PieceValue[MG][captured];
captured = type_of(piece_on(from));
do {
assert(slIndex < 32);
// Add the new entry to the swap list
swapList[slIndex] = -swapList[slIndex - 1] + PieceValue[Mg][captured];
swapList[slIndex] = -swapList[slIndex - 1] + PieceValue[MG][captured];
slIndex++;
// Locate and remove from 'occupied' the next least valuable attacker
@@ -1463,7 +1463,7 @@ Value Position::compute_non_pawn_material(Color c) const {
Value value = VALUE_ZERO;
for (PieceType pt = KNIGHT; pt <= QUEEN; pt++)
value += piece_count(c, pt) * PieceValue[Mg][pt];
value += piece_count(c, pt) * PieceValue[MG][pt];
return value;
}