const int WeightPawnStructureEndgameInternal = 0x100;
const int WeightPassedPawnsMidgameInternal = 0x100;
const int WeightPassedPawnsEndgameInternal = 0x100;
- const int WeightKingSafetyInternal = 0x100;
- const int WeightKingOppSafetyInternal = 0x100;
+ const int WeightKingSafetyInternal = 0x110;
+ const int WeightKingOppSafetyInternal = 0x110;
const int WeightSpaceInternal = 0x30;
// Visually better to define tables constants
const int KnightAttackWeight = 2;
// Bonuses for safe checks for each piece type.
- int QueenContactCheckBonus = 4;
- int RookContactCheckBonus = 2;
+ int QueenContactCheckBonus = 3;
int QueenCheckBonus = 2;
int RookCheckBonus = 1;
int BishopCheckBonus = 1;
void evaluate_rook(const Position &p, Square s, Color us, EvalInfo &ei) {
- //Bitboard b = p.rook_attacks(s);
Bitboard b = rook_attacks_bb(s, p.occupied_squares() & ~p.rooks_and_queens(us));
ei.attackedBy[us][ROOK] |= b;
Bitboard occ = p.occupied_squares(), b, b2;
// Initialize the 'attackUnits' variable, which is used later on as an
- // index to the SafetyTable[] array. The initial is based on the number
- // and types of the attacking pieces, the number of attacked and
+ // index to the SafetyTable[] array. The initial value is based on the
+ // number and types of the attacking pieces, the number of attacked and
// undefended squares around the king, the square of the king, and the
// quality of the pawn shelter.
int attackUnits =
Min((ei.kingAttackersCount[them] * ei.kingAttackersWeight[them]) / 2, 25)
+ (ei.kingAdjacentZoneAttacksCount[them] + count_1s_max_15(undefended)) * 3
- + InitKingDanger[relative_square(us, s)] - shelter / 32;
+ + InitKingDanger[relative_square(us, s)] - (shelter >> 5);
// Analyse safe queen contact checks
b = undefended & ei.attacked_by(them, QUEEN) & ~p.pieces_of_color(them);
}
}
}
- // Analyse safe rook contact checks:
- if (RookContactCheckBonus)
- {
- b = undefended & ei.attacked_by(them, ROOK) & ~p.pieces_of_color(them);
- if (b)
- {
- Bitboard attackedByOthers =
- ei.attacked_by(them, PAWN) | ei.attacked_by(them, KNIGHT)
- | ei.attacked_by(them, BISHOP) | ei.attacked_by(them, QUEEN);
-
- b &= attackedByOthers;
- if (b)
- {
- int count = count_1s_max_15(b);
- attackUnits += (RookContactCheckBonus * count * (sente? 2 : 1));
- }
- }
- }
- // Analyse safe distance checks:
+
+ // Analyse safe distance checks
if (QueenCheckBonus > 0 || RookCheckBonus > 0)
{
b = p.piece_attacks<ROOK>(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us);
b2 = squares_in_front_of(us, s);
b3 = b2 & ei.attacked_by(them);
b4 = b2 & ei.attacked_by(us);
+
+ // If there is an enemy rook or queen attacking the pawn from behind,
+ // add all X-ray attacks by the rook or queen.
+ if(bit_is_set(ei.attacked_by(them,ROOK)|ei.attacked_by(them,QUEEN),s)
+ && squares_behind(us, s) & pos.rooks_and_queens(them))
+ b3 = b2;
+
if((b2 & pos.pieces_of_color(them)) == EmptyBoardBB) {
// There are no enemy pieces in the pawn's path! Are any of the
// squares in the pawn's path attacked by the enemy?
void init_safety() {
QueenContactCheckBonus = get_option_value_int("Queen Contact Check Bonus");
- RookContactCheckBonus = get_option_value_int("Rook Contact Check Bonus");
QueenCheckBonus = get_option_value_int("Queen Check Bonus");
RookCheckBonus = get_option_value_int("Rook Check Bonus");
BishopCheckBonus = get_option_value_int("Bishop Check Bonus");