Value(80), Value(180), Value(0), Value( 0)
};
- // Evaluate pawn storms?
- const bool EvaluatePawnStorms = true;
-
// Pawn storm tables for positions with opposite castling:
const int QStormTable[64] = {
0, 0, 0, 0, 0, 0, 0, 0,
Bitboard pawns = ourPawns;
// Initialize pawn storm scores by giving bonuses for open files
- if (EvaluatePawnStorms)
- for(File f = FILE_A; f <= FILE_H; f++)
- if(pos.file_is_half_open(us, f))
- {
- pi->ksStormValue[us] += KStormOpenFileBonus[f];
- pi->qsStormValue[us] += QStormOpenFileBonus[f];
- }
+ for (File f = FILE_A; f <= FILE_H; f++)
+ if (pos.file_is_half_open(us, f))
+ {
+ pi->ksStormValue[us] += KStormOpenFileBonus[f];
+ pi->qsStormValue[us] += QStormOpenFileBonus[f];
+ }
// Loop through all pawns of the current color and score each pawn
while (pawns)
isolated = pos.pawn_is_isolated(us, s);
doubled = pos.pawn_is_doubled(us, s);
- if (EvaluatePawnStorms)
- {
- // We calculate kingside and queenside pawn storm scores
- // for both colors. These are used when evaluating middle
- // game positions with opposite side castling.
- //
- // Each pawn is given a base score given by a piece square table
- // (KStormTable[] or QStormTable[]). This score is increased if
- // there are enemy pawns on adjacent files in front of the pawn.
- // This is because we want to be able to open files against the
- // enemy king, and to avoid blocking the pawn structure (e.g. white
- // pawns on h6, g5, black pawns on h7, g6, f7).
-
- // Kingside and queenside pawn storms
- bool outPost = (outpost_mask(us, s) & theirPawns);
- bool passed = (passed_pawn_mask(us, s) & theirPawns);
- int KBonus = KStormTable[relative_square(us, s)];
- int QBonus = QStormTable[relative_square(us, s)];
-
- switch (f) {
-
- case FILE_A:
- QBonus += passed * QBonus / 4;
- break;
-
- case FILE_B:
- QBonus += passed * (QBonus / 2 + QBonus / 4);
- break;
-
- case FILE_C:
- QBonus += passed * QBonus / 2;
- break;
-
- case FILE_F:
- KBonus += outPost * KBonus / 4;
- break;
-
- case FILE_G:
- KBonus += outPost * (KBonus / 2 + KBonus / 4);
- break;
-
- case FILE_H:
- KBonus += outPost * KBonus / 2;
- break;
-
- default:
- break;
- }
- pi->ksStormValue[us] += KBonus;
- pi->qsStormValue[us] += QBonus;
+ // We calculate kingside and queenside pawn storm scores
+ // for both colors. These are used when evaluating middle
+ // game positions with opposite side castling.
+ //
+ // Each pawn is given a base score given by a piece square table
+ // (KStormTable[] or QStormTable[]). This score is increased if
+ // there are enemy pawns on adjacent files in front of the pawn.
+ // This is because we want to be able to open files against the
+ // enemy king, and to avoid blocking the pawn structure (e.g. white
+ // pawns on h6, g5, black pawns on h7, g6, f7).
+
+ // Kingside and queenside pawn storms
+ int KBonus = KStormTable[relative_square(us, s)];
+ int QBonus = QStormTable[relative_square(us, s)];
+ bool outPostFlag = (KBonus > 0 && (outpost_mask(us, s) & theirPawns));
+ bool passedFlag = (QBonus > 0 && (passed_pawn_mask(us, s) & theirPawns));
+
+ switch (f) {
+
+ case FILE_A:
+ QBonus += passedFlag * QBonus / 2;
+ break;
+
+ case FILE_B:
+ QBonus += passedFlag * (QBonus / 2 + QBonus / 4);
+ break;
+
+ case FILE_C:
+ QBonus += passedFlag * QBonus / 2;
+ break;
+
+ case FILE_F:
+ KBonus += outPostFlag * KBonus / 4;
+ break;
+
+ case FILE_G:
+ KBonus += outPostFlag * (KBonus / 2 + KBonus / 4);
+ break;
+
+ case FILE_H:
+ KBonus += outPostFlag * KBonus / 2;
+ break;
+
+ default:
+ break;
}
+ pi->ksStormValue[us] += KBonus;
+ pi->qsStormValue[us] += QBonus;
// Member of a pawn chain (but not the backward one)? We could speed up
// the test a little by introducing an array of masks indexed by color