// Initialize king attack bitboards and king attack zones for both sides:
ei.attackedBy[WHITE][KING] = pos.king_attacks(pos.king_square(WHITE));
ei.attackedBy[BLACK][KING] = pos.king_attacks(pos.king_square(BLACK));
- ei.attackZone[WHITE] =
+ ei.kingZone[WHITE] =
ei.attackedBy[BLACK][KING] | (ei.attackedBy[BLACK][KING] >> 8);
- ei.attackZone[BLACK] =
+ ei.kingZone[BLACK] =
ei.attackedBy[WHITE][KING] | (ei.attackedBy[WHITE][KING] << 8);
// Initialize pawn attack bitboards for both sides:
ei.attackedBy[WHITE][PAWN] =
((pos.pawns(WHITE) << 9) & ~FileABB) | ((pos.pawns(WHITE) << 7) & ~FileHBB);
- ei.attackCount[WHITE] +=
+ ei.kingAttackersCount[WHITE] +=
count_1s_max_15(ei.attackedBy[WHITE][PAWN] & ei.attackedBy[BLACK][KING])/2;
ei.attackedBy[BLACK][PAWN] =
((pos.pawns(BLACK) >> 7) & ~FileABB) | ((pos.pawns(BLACK) >> 9) & ~FileHBB);
- ei.attackCount[BLACK] +=
+ ei.kingAttackersCount[BLACK] +=
count_1s_max_15(ei.attackedBy[BLACK][PAWN] & ei.attackedBy[WHITE][KING])/2;
// Evaluate pieces:
Color them = opposite_color(us);
// King attack
- if (b & ei.attackZone[us])
+ if (b & ei.kingZone[us])
{
- ei.attackCount[us]++;
- ei.attackWeight[us] += AttackWeight;
+ ei.kingAttackersCount[us]++;
+ ei.kingAttackersWeight[us] += AttackWeight;
Bitboard bb = (b & ei.attackedBy[them][KING]);
if (bb)
- ei.attacked[us] += count_1s_max_15(bb);
+ ei.kingZoneAttacksCount[us] += count_1s_max_15(bb);
}
// Mobility
return;
Square ksq = p.king_square(us);
+
if ( square_file(ksq) >= FILE_E
&& square_file(s) > square_file(ksq)
&& (relative_rank(us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s)))
// King safety. This is quite complicated, and is almost certainly far
// from optimally tuned.
Color them = opposite_color(us);
- if(p.queen_count(them) >= 1 && ei.attackCount[them] >= 2
+ if(p.queen_count(them) >= 1 && ei.kingAttackersCount[them] >= 2
&& p.non_pawn_material(them) >= QueenValueMidgame + RookValueMidgame
- && ei.attacked[them]) {
+ && ei.kingZoneAttacksCount[them]) {
// Is it the attackers turn to move?
bool sente = (them == p.side_to_move());
// undefended squares around the king, the square of the king, and the
// quality of the pawn shelter.
int attackUnits =
- Min((ei.attackCount[them] * ei.attackWeight[them]) / 2, 25)
- + (ei.attacked[them] + count_1s_max_15(undefended)) * 3
+ Min((ei.kingAttackersCount[them] * ei.kingAttackersWeight[them]) / 2, 25)
+ + (ei.kingZoneAttacksCount[them] + count_1s_max_15(undefended)) * 3
+ InitKingDanger[relative_square(us, s)] - shelter / 32;
// Analyse safe queen contact checks: