No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
// Pointer to pawn hash table entry
PawnInfo* pi;
// Pointer to pawn hash table entry
PawnInfo* pi;
+ // updateKingTables[color] is set to true if we have enough material
+ // to trigger the opponent's king safety calculation. When is false we
+ // skip the time consuming update of the king attackers tables.
+ bool updateKingTables[2];
+
// attackedBy[color][piece type] is a bitboard representing all squares
// attacked by a given color and piece type, attackedBy[color][0] contains
// all squares attacked by the given color.
// attackedBy[color][piece type] is a bitboard representing all squares
// attacked by a given color and piece type, attackedBy[color][0] contains
// all squares attacked by the given color.
Bitboard b = ei.attackedBy[Them][KING] = pos.attacks_from<KING>(pos.king_square(Them));
ei.kingZone[Us] = (b | (Us == WHITE ? b >> 8 : b << 8));
ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us);
Bitboard b = ei.attackedBy[Them][KING] = pos.attacks_from<KING>(pos.king_square(Them));
ei.kingZone[Us] = (b | (Us == WHITE ? b >> 8 : b << 8));
ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us);
- b &= ei.attackedBy[Us][PAWN];
- ei.kingAttackersCount[Us] = b ? count_1s_max_15<HasPopCnt>(b) / 2 : EmptyBoardBB;
- ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = EmptyBoardBB;
+ ei.updateKingTables[Us] = pos.piece_count(Us, QUEEN) && pos.non_pawn_material(Us) >= QueenValueMidgame + RookValueMidgame;
+ if (ei.updateKingTables[Us])
+ {
+ b &= ei.attackedBy[Us][PAWN];
+ ei.kingAttackersCount[Us] = b ? count_1s_max_15<HasPopCnt>(b) / 2 : EmptyBoardBB;
+ ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = EmptyBoardBB;
+ }
ei.attackedBy[Us][Piece] |= b;
// King attacks
ei.attackedBy[Us][Piece] |= b;
// King attacks
- if (b & ei.kingZone[Us])
+ if (ei.updateKingTables[Us] && (b & ei.kingZone[Us]))
{
ei.kingAttackersCount[Us]++;
ei.kingAttackersWeight[Us] += KingAttackWeights[Piece];
{
ei.kingAttackersCount[Us]++;
ei.kingAttackersWeight[Us] += KingAttackWeights[Piece];
// King safety. This is quite complicated, and is almost certainly far
// from optimally tuned.
// King safety. This is quite complicated, and is almost certainly far
// from optimally tuned.
- if ( ei.kingAttackersCount[Them] >= 2
- && pos.non_pawn_material(Them) >= QueenValueMidgame + RookValueMidgame
- && pos.piece_count(Them, QUEEN) >= 1
+ if ( ei.updateKingTables[Them]
+ && ei.kingAttackersCount[Them] >= 2
&& ei.kingAdjacentZoneAttacksCount[Them])
{
// Find the attacked squares around the king which has no defenders
&& ei.kingAdjacentZoneAttacksCount[Them])
{
// Find the attacked squares around the king which has no defenders