// evaluate_threats() assigns bonuses according to the types of the attacking
// and the attacked pieces.
+ const Bitboard WhiteCamp = Rank4BB | Rank5BB | Rank6BB | Rank7BB | Rank8BB;
+ const Bitboard BlackCamp = Rank5BB | Rank4BB | Rank3BB | Rank2BB | Rank1BB;
+ const Bitboard QueenSide = FileABB | FileBBB | FileCBB | FileDBB;
+ const Bitboard CenterFiles = FileCBB | FileDBB | FileEBB | FileFBB;
+ const Bitboard KingSide = FileEBB | FileFBB | FileGBB | FileHBB;
+
+ const Bitboard KingFlank[COLOR_NB][FILE_NB] = {
+ { QueenSide & WhiteCamp, QueenSide & WhiteCamp, QueenSide & WhiteCamp, CenterFiles & WhiteCamp,
+ CenterFiles & WhiteCamp, KingSide & WhiteCamp, KingSide & WhiteCamp, KingSide & WhiteCamp },
+ { QueenSide & BlackCamp, QueenSide & BlackCamp, QueenSide & BlackCamp, CenterFiles & BlackCamp,
+ CenterFiles & BlackCamp, KingSide & BlackCamp, KingSide & BlackCamp, KingSide & BlackCamp },
+ };
+
template<Color Us, bool DoTrace>
Score evaluate_threats(const Position& pos, const EvalInfo& ei) {
const Bitboard TRank2BB = (Us == WHITE ? Rank2BB : Rank7BB);
const Bitboard TRank7BB = (Us == WHITE ? Rank7BB : Rank2BB);
- const Bitboard TheirCamp = (Us == WHITE ? Rank4BB | Rank5BB | Rank6BB | Rank7BB | Rank8BB
- : Rank5BB | Rank4BB | Rank3BB | Rank2BB | Rank1BB);
-
- const Bitboard QueenSide = TheirCamp & (FileABB | FileBBB | FileCBB | FileDBB);
- const Bitboard CenterFiles = TheirCamp & (FileCBB | FileDBB | FileEBB | FileFBB);
- const Bitboard KingSide = TheirCamp & (FileEBB | FileFBB | FileGBB | FileHBB);
-
- const Bitboard KingFlank[FILE_NB] = {
- QueenSide, QueenSide, QueenSide, CenterFiles,
- CenterFiles, KingSide, KingSide, KingSide
- };
-
enum { Minor, Rook };
Bitboard b, weak, defended, safeThreats;
score += ThreatByPawnPush * popcount(b);
// King tropism: firstly, find squares that we attack in the enemy king flank
- b = ei.attackedBy[Us][ALL_PIECES] & KingFlank[file_of(pos.square<KING>(Them))];
+ b = ei.attackedBy[Us][ALL_PIECES] & KingFlank[Us][file_of(pos.square<KING>(Them))];
// Secondly, add to the bitboard the squares which we attack twice in that flank
// but which are not protected by a enemy pawn. Note the trick to shift away the