#include "material.h"
#include "pawns.h"
#include "thread.h"
-#include "ucioption.h"
+#include "uci.h"
namespace {
// Threat[attacking][attacked] contains bonuses according to which piece
// type attacks which one.
const Score Threat[][PIECE_TYPE_NB] = {
- { S(0, 0), S( 7, 39), S(24, 49), S(24, 49), S(41,100), S(41,100) }, // Minor
- { S(0, 0), S(15, 39), S(15, 45), S(15, 45), S(15, 45), S(24, 49) } // Major
+ { S(0, 0), S(0, 38), S(32, 45), S(32, 45), S(41,100), S(35,104) }, // Minor
+ { S(0, 0), S(7, 28), S(20, 49), S(20, 49), S(8 , 42), S(23, 44) } // Major
};
// ThreatenedByPawn[PieceType] contains a penalty according to which piece
}
+ // max_piece_type() is a helper function used by evaluate_threats() to get
+ // the value of the biggest PieceType of color C in 'target' bitboard.
+
+ template<Color C>
+ inline PieceType max_piece_type(const Position& pos, const Bitboard target) {
+
+ assert(target & (pos.pieces(C) ^ pos.pieces(C, KING)));
+
+ PieceType pt;
+ for (pt = QUEEN; !(target & pos.pieces(C, pt)); --pt) {}
+ return pt;
+ }
+
+
// evaluate_threats() assigns bonuses according to the type of attacking piece
// and the type of attacked one.
const Color Them = (Us == WHITE ? BLACK : WHITE);
+ enum { Minor, Major };
+
Bitboard b, weakEnemies, protectedEnemies;
Score score = SCORE_ZERO;
- enum { Minor, Major };
- // Protected enemies
- protectedEnemies = (pos.pieces(Them) ^ pos.pieces(Them,PAWN))
- & ei.attackedBy[Them][PAWN]
+ // Enemies defended by a pawn and under our attack by a minor piece
+ protectedEnemies = (pos.pieces(Them) ^ pos.pieces(Them, PAWN))
+ & ei.attackedBy[Them][PAWN]
& (ei.attackedBy[Us][KNIGHT] | ei.attackedBy[Us][BISHOP]);
if (protectedEnemies)
- score += Threat[Minor][type_of(pos.piece_on(lsb(protectedEnemies)))];
+ score += Threat[Minor][max_piece_type<Them>(pos, protectedEnemies)];
// Enemies not defended by a pawn and under our attack
- weakEnemies = pos.pieces(Them)
+ weakEnemies = pos.pieces(Them)
& ~ei.attackedBy[Them][PAWN]
- & ei.attackedBy[Us][ALL_PIECES];
+ & ei.attackedBy[Us][ALL_PIECES];
// Add a bonus according if the attacking pieces are minor or major
if (weakEnemies)
{
b = weakEnemies & (ei.attackedBy[Us][KNIGHT] | ei.attackedBy[Us][BISHOP]);
if (b)
- score += Threat[Minor][type_of(pos.piece_on(lsb(b)))];
+ score += Threat[Minor][max_piece_type<Them>(pos, b)];
b = weakEnemies & (ei.attackedBy[Us][ROOK] | ei.attackedBy[Us][QUEEN]);
if (b)
- score += Threat[Major][type_of(pos.piece_on(lsb(b)))];
+ score += Threat[Major][max_piece_type<Them>(pos, b)];
b = weakEnemies & ~ei.attackedBy[Them][ALL_PIECES];
if (b)