X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fendgame.cpp;h=db67ce95cf92923b012cfeb31b3ef28560f16771;hp=8beff88859befca7a48424199000bf439740ff1f;hb=d9cac9a41492c3e54f3bb471606ec3a922a8ea0f;hpb=822695d4d3a9336dc54bfabd0996e75865358ae2 diff --git a/src/endgame.cpp b/src/endgame.cpp index 8beff888..db67ce95 100644 --- a/src/endgame.cpp +++ b/src/endgame.cpp @@ -2,7 +2,7 @@ Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad - Copyright (C) 2015-2017 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad + Copyright (C) 2015-2018 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad Stockfish is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by @@ -31,7 +31,7 @@ namespace { // Table used to drive the king towards the edge of the board // in KX vs K and KQ vs KR endgames. - const int PushToEdges[SQUARE_NB] = { + constexpr int PushToEdges[SQUARE_NB] = { 100, 90, 80, 70, 70, 80, 90, 100, 90, 70, 60, 50, 50, 60, 70, 90, 80, 60, 40, 30, 30, 40, 60, 80, @@ -44,7 +44,7 @@ namespace { // Table used to drive the king towards a corner square of the // right color in KBN vs K endgames. - const int PushToCorners[SQUARE_NB] = { + constexpr int PushToCorners[SQUARE_NB] = { 200, 190, 180, 170, 160, 150, 140, 130, 190, 180, 170, 160, 150, 140, 130, 140, 180, 170, 155, 140, 140, 125, 140, 150, @@ -56,11 +56,11 @@ namespace { }; // Tables used to drive a piece towards or away from another piece - const int PushClose[8] = { 0, 0, 100, 80, 60, 40, 20, 10 }; - const int PushAway [8] = { 0, 5, 20, 40, 60, 80, 90, 100 }; + constexpr int PushClose[8] = { 0, 0, 100, 80, 60, 40, 20, 10 }; + constexpr int PushAway [8] = { 0, 5, 20, 40, 60, 80, 90, 100 }; // Pawn Rank based scaling factors used in KRPPKRP endgame - const int KRPPKRPScaleFactors[RANK_NB] = { 0, 9, 10, 14, 21, 44, 0, 0 }; + constexpr int KRPPKRPScaleFactors[RANK_NB] = { 0, 9, 10, 14, 21, 44, 0, 0 }; #ifndef NDEBUG bool verify_material(const Position& pos, Color c, Value npm, int pawnsCnt) { @@ -631,29 +631,8 @@ ScaleFactor Endgame::operator()(const Position& pos) const { // Case 2: Opposite colored bishops if (opposite_colors(strongBishopSq, weakBishopSq)) - { - // We assume that the position is drawn in the following three situations: - // - // a. The pawn is on rank 5 or further back. - // b. The defending king is somewhere in the pawn's path. - // c. The defending bishop attacks some square along the pawn's path, - // and is at least three squares away from the pawn. - // - // These rules are probably not perfect, but in practice they work - // reasonably well. - - if (relative_rank(strongSide, pawnSq) <= RANK_5) - return SCALE_FACTOR_DRAW; - - Bitboard path = forward_file_bb(strongSide, pawnSq); - - if (path & pos.pieces(weakSide, KING)) - return SCALE_FACTOR_DRAW; + return SCALE_FACTOR_DRAW; - if ( (pos.attacks_from(weakBishopSq) & path) - && distance(weakBishopSq, pawnSq) >= 3) - return SCALE_FACTOR_DRAW; - } return SCALE_FACTOR_NONE; }