// Initialize pawn attack bitboards for both sides
ei.attackedBy[WHITE][PAWN] = ((pos.pawns(WHITE) << 9) & ~FileABB) | ((pos.pawns(WHITE) << 7) & ~FileHBB);
ei.attackedBy[BLACK][PAWN] = ((pos.pawns(BLACK) >> 7) & ~FileABB) | ((pos.pawns(BLACK) >> 9) & ~FileHBB);
- ei.kingAttackersCount[WHITE] = count_1s_max_15<false>(ei.attackedBy[WHITE][PAWN] & ei.attackedBy[BLACK][KING])/2;
- ei.kingAttackersCount[BLACK] = count_1s_max_15<false>(ei.attackedBy[BLACK][PAWN] & ei.attackedBy[WHITE][KING])/2;
+ ei.kingAttackersCount[WHITE] = count_1s_max_15<HasPopCnt>(ei.attackedBy[WHITE][PAWN] & ei.attackedBy[BLACK][KING])/2;
+ ei.kingAttackersCount[BLACK] = count_1s_max_15<HasPopCnt>(ei.attackedBy[BLACK][PAWN] & ei.attackedBy[WHITE][KING])/2;
// Evaluate pieces
for (Color c = WHITE; c <= BLACK; c++)
for (Bitboard b = 0ULL; b < 256ULL; b++)
{
- assert(count_1s<false>(b) == int(uint8_t(count_1s<false>(b))));
- BitCount8Bit[b] = (uint8_t)count_1s<false>(b);
+ assert(count_1s(b) == int(uint8_t(count_1s(b))));
+ BitCount8Bit[b] = (uint8_t)count_1s(b);
}
}
// quality of the pawn shelter.
int attackUnits =
Min((ei.kingAttackersCount[them] * ei.kingAttackersWeight[them]) / 2, 25)
- + (ei.kingAdjacentZoneAttacksCount[them] + count_1s_max_15<false>(undefended)) * 3
+ + (ei.kingAdjacentZoneAttacksCount[them] + count_1s_max_15(undefended)) * 3
+ InitKingDanger[relative_square(us, s)] - (shelter >> 5);
// Analyse safe queen contact checks
{
// The bitboard b now contains the squares available for safe queen
// contact checks.
- int count = count_1s_max_15<false>(b);
+ int count = count_1s_max_15(b);
attackUnits += QueenContactCheckBonus * count * (sente ? 2 : 1);
// Is there a mate threat?
// Queen checks
b2 = b & ei.attacked_by(them, QUEEN);
if( b2)
- attackUnits += QueenCheckBonus * count_1s_max_15<false>(b2);
+ attackUnits += QueenCheckBonus * count_1s_max_15(b2);
// Rook checks
b2 = b & ei.attacked_by(them, ROOK);
if (b2)
- attackUnits += RookCheckBonus * count_1s_max_15<false>(b2);
+ attackUnits += RookCheckBonus * count_1s_max_15(b2);
}
if (QueenCheckBonus > 0 || BishopCheckBonus > 0)
{
// Queen checks
b2 = b & ei.attacked_by(them, QUEEN);
if (b2)
- attackUnits += QueenCheckBonus * count_1s_max_15<false>(b2);
+ attackUnits += QueenCheckBonus * count_1s_max_15(b2);
// Bishop checks
b2 = b & ei.attacked_by(them, BISHOP);
if (b2)
- attackUnits += BishopCheckBonus * count_1s_max_15<false>(b2);
+ attackUnits += BishopCheckBonus * count_1s_max_15(b2);
}
if (KnightCheckBonus > 0)
{
// Knight checks
b2 = b & ei.attacked_by(them, KNIGHT);
if (b2)
- attackUnits += KnightCheckBonus * count_1s_max_15<false>(b2);
+ attackUnits += KnightCheckBonus * count_1s_max_15(b2);
}
// Analyse discovered checks (only for non-pawns right now, consider
{
b = p.discovered_check_candidates(them) & ~p.pawns();
if (b)
- attackUnits += DiscoveredCheckBonus * count_1s_max_15<false>(b) * (sente? 2 : 1);
+ attackUnits += DiscoveredCheckBonus * count_1s_max_15(b) * (sente? 2 : 1);
}
// Has a mate threat been found? We don't do anything here if the
&& (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?
- if (b3 == EmptyBoardBB)
- // No enemy attacks, huge bonus!
- ebonus += Value(tr * (b2 == b4 ? 17 : 15));
- else
- // OK, there are enemy attacks. Are those squares which are
- // attacked by the enemy also attacked by us? If yes, big bonus
- // (but smaller than when there are no enemy attacks), if no,
- // somewhat smaller bonus.
- ebonus += Value(tr * ((b3 & b4) == b3 ? 13 : 8));
- }
+ // Squares attacked or occupied by enemy pieces
+ b3 |= (b2 & pos.pieces_of_color(them));
+
+ // There are no enemy pawns in the pawn's path
+ assert((b2 & pos.pieces_of_color_and_type(them, PAWN)) == EmptyBoardBB);
+
+ // Are any of the squares in the pawn's path attacked or occupied by the enemy?
+ if (b3 == EmptyBoardBB)
+ // No enemy attacks or pieces, huge bonus!
+ ebonus += Value(tr * (b2 == b4 ? 17 : 15));
else
- {
- // There are some enemy pieces in the pawn's path. While this is
- // sad, we still assign a moderate bonus if all squares in the path
- // which are either occupied by or attacked by enemy pieces are
- // also attacked by us.
- if (((b3 | (b2 & pos.pieces_of_color(them))) & ~b4) == EmptyBoardBB)
- ebonus += Value(tr * 6);
- }
+ // OK, there are enemy attacks or pieces (but not pawns). Are those
+ // squares which are attacked by the enemy also attacked by us?
+ // If yes, big bonus (but smaller than when there are no enemy attacks),
+ // if no, somewhat smaller bonus.
+ ebonus += Value(tr * ((b3 & b4) == b3 ? 13 : 8));
+
// At last, add a small bonus when there are no *friendly* pieces
// in the pawn's path.
if ((b2 & pos.pieces_of_color(us)) == EmptyBoardBB)
if (d < 0)
{
int mtg = RANK_8 - relative_rank(us, s);
- int blockerCount = count_1s_max_15<false>(squares_in_front_of(us,s) & pos.occupied_squares());
+ int blockerCount = count_1s_max_15(squares_in_front_of(us,s) & pos.occupied_squares());
mtg += blockerCount;
d += blockerCount;
if (d < 0)
behindFriendlyPawns |= (behindFriendlyPawns << 16);
}
- int space = count_1s_max_15<false>(safeSquares)
- + count_1s_max_15<false>(behindFriendlyPawns & safeSquares);
+ int space = count_1s_max_15(safeSquares)
+ + count_1s_max_15(behindFriendlyPawns & safeSquares);
ei.mgValue += Sign[us] * apply_weight(Value(space * ei.mi->space_weight()), WeightSpace);
}