]> git.sesse.net Git - stockfish/blobdiff - src/evaluate.cpp
Refactor pawns shelter and storm
[stockfish] / src / evaluate.cpp
index c03aa99f51940f0f0ec96fcbc7dce8b5ec9b4e69..0a500c92ebbf4c8ef69c4288ab81638fa6f94e30 100644 (file)
@@ -357,13 +357,12 @@ namespace {
 template<bool Trace>
 Value do_evaluate(const Position& pos, Value& margin) {
 
+  assert(!pos.in_check());
+
   EvalInfo ei;
   Value margins[2];
   Score score, mobilityWhite, mobilityBlack;
 
-  assert(pos.thread() >= 0 && pos.thread() < MAX_THREADS);
-  assert(!pos.in_check());
-
   // Initialize score by reading the incrementally updated scores included
   // in the position object (material + piece square tables).
   score = pos.value();
@@ -679,13 +678,13 @@ Value do_evaluate(const Position& pos, Value& margin) {
 
     const Color Them = (Us == WHITE ? BLACK : WHITE);
 
-    Bitboard b;
+    Bitboard b, undefended, undefendedMinors, weakEnemies;
     Score score = SCORE_ZERO;
 
     // Undefended pieces get penalized even if not under attack
-    Bitboard undefended = pos.pieces(Them) & ~ei.attackedBy[Them][0];
-    const Bitboard undefendedMinors = undefended & (pos.pieces(BISHOP) | pos.pieces(KNIGHT));
-    
+    undefended = pos.pieces(Them) & ~ei.attackedBy[Them][0];
+    undefendedMinors = undefended & (pos.pieces(BISHOP) | pos.pieces(KNIGHT));
+
     if (undefendedMinors)
         score += single_bit(undefendedMinors) ? UndefendedPiecePenalty
                                               : UndefendedPiecePenalty * 2;
@@ -693,9 +692,10 @@ Value do_evaluate(const Position& pos, Value& margin) {
         score += UndefendedPiecePenalty;
 
     // Enemy pieces not defended by a pawn and under our attack
-    Bitboard weakEnemies =  pos.pieces(Them)
-                          & ~ei.attackedBy[Them][PAWN]
-                          & ei.attackedBy[Us][0];
+    weakEnemies =  pos.pieces(Them)
+                 & ~ei.attackedBy[Them][PAWN]
+                 & ei.attackedBy[Us][0];
+
     if (!weakEnemies)
         return score;
 
@@ -751,8 +751,8 @@ Value do_evaluate(const Position& pos, Value& margin) {
     int attackUnits;
     const Square ksq = pos.king_square(Us);
 
-    // King shelter
-    Score score = ei.pi->king_shelter<Us>(pos, ksq);
+    // King shelter and enemy pawns storm
+    Score score = ei.pi->king_safety<Us>(pos, ksq);
 
     // King safety. This is quite complicated, and is almost certainly far
     // from optimally tuned.
@@ -774,7 +774,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
         attackUnits =  std::min(25, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2)
                      + 3 * (ei.kingAdjacentZoneAttacksCount[Them] + popcount<Max15>(undefended))
                      + InitKingDanger[relative_square(Us, ksq)]
-                     - mg_value(ei.pi->king_shelter<Us>(pos, ksq)) / 32;
+                     - mg_value(ei.pi->king_safety<Us>(pos, ksq)) / 32;
 
         // Analyse enemy's safe queen contact checks. First find undefended
         // squares around the king attacked by enemy queen...