along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
+#include <algorithm>
#include <cassert>
#include <cstring> // For std::memset
#include <iomanip>
// is also calculated is ALL_PIECES.
Bitboard attackedBy[COLOR_NB][PIECE_TYPE_NB];
- // attackedBy2[color] are the squares attacked by 2 pieces of a given color,
- // possibly via x-ray or by one pawn and one piece. Diagonal x-ray through
- // pawn or squares attacked by 2 pawns are not explicitly added.
+ // attackedBy2[color] are the squares attacked by at least 2 units of a given
+ // color, including x-rays. But diagonal x-rays through pawns are not computed.
Bitboard attackedBy2[COLOR_NB];
// kingRing[color] are the squares adjacent to the king, plus (only for a
attackedBy[Us][KING] = pos.attacks_from<KING>(ksq);
attackedBy[Us][PAWN] = pe->pawn_attacks(Us);
attackedBy[Us][ALL_PIECES] = attackedBy[Us][KING] | attackedBy[Us][PAWN];
- attackedBy2[Us] = (attackedBy[Us][KING] & attackedBy[Us][PAWN])
- | dblAttackByPawn;
+ attackedBy2[Us] = dblAttackByPawn | (attackedBy[Us][KING] & attackedBy[Us][PAWN]);
// Init our king safety tables
kingRing[Us] = attackedBy[Us][KING];
bb = OutpostRanks & ~pe->pawn_attacks_span(Them);
if (bb & s)
score += Outpost * (Pt == KNIGHT ? 4 : 2)
- * (1 + bool(attackedBy[Us][PAWN] & s));
+ * ((attackedBy[Us][PAWN] & s) ? 2 : 1);
else if (bb &= b & ~pos.pieces(Us))
score += Outpost * (Pt == KNIGHT ? 2 : 1)
- * (1 + bool(attackedBy[Us][PAWN] & bb));
+ * ((attackedBy[Us][PAWN] & bb) ? 2 : 1);
// Knight and Bishop bonus for being right behind a pawn
if (shift<Down>(pos.pieces(PAWN)) & s)
score += RookOnPawn * popcount(pos.pieces(Them, PAWN) & PseudoAttacks[ROOK][s]);
// Bonus for rook on an open or semi-open file
- if (pos.semiopen_file(Us, file_of(s)))
- score += RookOnFile[bool(pos.semiopen_file(Them, file_of(s)))];
+ if (pos.is_semiopen_file(Us, file_of(s)))
+ score += RookOnFile[bool(pos.is_semiopen_file(Them, file_of(s)))];
// Penalty when trapped by the king, even more if the king cannot castle
else if (mob <= 3)
bonus += make_score(k * w, k * w);
}
- } // rank > RANK_3
+ } // r > RANK_3
// Scale down bonus for candidate passers which need more than one
// pawn push to become passed, or have a pawn in front of them.
// Find all squares which are at most three squares behind some friendly pawn
Bitboard behind = pos.pieces(Us, PAWN);
behind |= shift<Down>(behind);
- behind |= shift<Down>(shift<Down>(behind));
+ behind |= shift<Down+Down>(behind);
int bonus = popcount(safe) + popcount(behind & safe);
int weight = pos.count<ALL_PIECES>(Us)
if (sf == SCALE_FACTOR_NORMAL)
{
if ( pos.opposite_bishops()
- && pos.non_pawn_material(WHITE) == BishopValueMg
- && pos.non_pawn_material(BLACK) == BishopValueMg)
+ && pos.non_pawn_material() == 2 * BishopValueMg)
sf = 16 + 4 * pe->passed_count();
else
sf = std::min(40 + (pos.opposite_bishops() ? 2 : 7) * pos.count<PAWN>(strongSide), sf);