st->key = compute_key();
st->pawnKey = compute_pawn_key();
st->materialKey = compute_material_key();
- st->mgValue = compute_value<MidGame>();
- st->egValue = compute_value<EndGame>();
+ st->value = Score(compute_value<MidGame>(), compute_value<EndGame>());
st->npMaterial[WHITE] = compute_non_pawn_material(WHITE);
st->npMaterial[BLACK] = compute_non_pawn_material(BLACK);
}
}
// Update incremental scores
- st->mgValue += pst_delta<MidGame>(piece, from, to);
- st->egValue += pst_delta<EndGame>(piece, from, to);
+ st->value += Score(pst_delta<MidGame>(piece, from, to), pst_delta<EndGame>(piece, from, to));
if (pm) // promotion ?
{
st->pawnKey ^= zobrist[us][PAWN][to];
// Partially revert and update incremental scores
- st->mgValue -= pst<MidGame>(us, PAWN, to);
- st->mgValue += pst<MidGame>(us, promotion, to);
- st->egValue -= pst<EndGame>(us, PAWN, to);
- st->egValue += pst<EndGame>(us, promotion, to);
+ st->value -= Score(pst<MidGame>(us, PAWN, to), pst<EndGame>(us, PAWN, to));
+ st->value += Score(pst<MidGame>(us, promotion, to), pst<EndGame>(us, promotion, to));
// Update material
st->npMaterial[us] += piece_value_midgame(promotion);
// Finish
sideToMove = opposite_color(sideToMove);
-
- st->mgValue += (sideToMove == WHITE)? TempoValueMidgame : -TempoValueMidgame;
- st->egValue += (sideToMove == WHITE)? TempoValueEndgame : -TempoValueEndgame;
+ st->value += (sideToMove == WHITE) ? TempoValue : -TempoValue;
assert(is_ok());
}
key ^= zobrist[them][capture][capsq];
// Update incremental scores
- st->mgValue -= pst<MidGame>(them, capture, capsq);
- st->egValue -= pst<EndGame>(them, capture, capsq);
+ st->value -= Score(pst<MidGame>(them, capture, capsq), pst<EndGame>(them, capture, capsq));
// If the captured piece was a pawn, update pawn hash key,
// otherwise update non-pawn material.
index[rto] = tmp;
// Update incremental scores
- st->mgValue += pst_delta<MidGame>(king, kfrom, kto);
- st->egValue += pst_delta<EndGame>(king, kfrom, kto);
- st->mgValue += pst_delta<MidGame>(rook, rfrom, rto);
- st->egValue += pst_delta<EndGame>(rook, rfrom, rto);
+ st->value += Score(pst_delta<MidGame>(king, kfrom, kto), pst_delta<EndGame>(king, kfrom, kto));
+ st->value += Score(pst_delta<MidGame>(rook, rfrom, rto), pst_delta<EndGame>(rook, rfrom, rto));
// Update hash key
st->key ^= zobrist[us][KING][kfrom] ^ zobrist[us][KING][kto];
// Finish
sideToMove = opposite_color(sideToMove);
-
- st->mgValue += (sideToMove == WHITE)? TempoValueMidgame : -TempoValueMidgame;
- st->egValue += (sideToMove == WHITE)? TempoValueEndgame : -TempoValueEndgame;
+ st->value += (sideToMove == WHITE) ? TempoValue : -TempoValue;
assert(is_ok());
}
// a backup storage not as a new state to be used.
backupSt.key = st->key;
backupSt.epSquare = st->epSquare;
- backupSt.mgValue = st->mgValue;
- backupSt.egValue = st->egValue;
+ backupSt.value = st->value;
backupSt.previous = st->previous;
backupSt.pliesFromNull = st->pliesFromNull;
st->previous = &backupSt;
st->epSquare = SQ_NONE;
st->rule50++;
st->pliesFromNull = 0;
+ st->value += (sideToMove == WHITE) ? TempoValue : -TempoValue;
gamePly++;
-
- st->mgValue += (sideToMove == WHITE)? TempoValueMidgame : -TempoValueMidgame;
- st->egValue += (sideToMove == WHITE)? TempoValueEndgame : -TempoValueEndgame;
}
StateInfo* backupSt = st->previous;
st->key = backupSt->key;
st->epSquare = backupSt->epSquare;
- st->mgValue = backupSt->mgValue;
- st->egValue = backupSt->egValue;
+ st->value = backupSt->value;
st->previous = backupSt->previous;
st->pliesFromNull = backupSt->pliesFromNull;
}
}
- const Value TempoValue = (Phase == MidGame ? TempoValueMidgame : TempoValueEndgame);
- result += (side_to_move() == WHITE)? TempoValue / 2 : -TempoValue / 2;
+ const Value tv = (Phase == MidGame ? TempoValue.mg() : TempoValue.eg());
+ result += (side_to_move() == WHITE)? tv / 2 : -tv / 2;
return result;
}
st->materialKey = compute_material_key();
// Incremental scores
- st->mgValue = compute_value<MidGame>();
- st->egValue = compute_value<EndGame>();
+ st->value = Score(compute_value<MidGame>(), compute_value<EndGame>());
// Material
st->npMaterial[WHITE] = compute_non_pawn_material(WHITE);
if (failedStep) (*failedStep)++;
if (debugIncrementalEval)
{
- if (st->mgValue != compute_value<MidGame>())
+ if (st->value.mg() != compute_value<MidGame>())
return false;
- if (st->egValue != compute_value<EndGame>())
+ if (st->value.eg() != compute_value<EndGame>())
return false;
}