const Square ksq = pos.king_square(Us);
// King shelter
- Score bonus = ei.pi->king_shelter(pos, Us, ksq);
+ Score bonus = ei.pi->king_shelter<Us>(pos, ksq);
// King safety. This is quite complicated, and is almost certainly far
// from optimally tuned.
attackUnits = Min(25, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2)
+ 3 * (ei.kingAdjacentZoneAttacksCount[Them] + count_1s_max_15<HasPopCnt>(undefended))
+ InitKingDanger[relative_square(Us, ksq)]
- - mg_value(ei.pi->king_shelter(pos, Us, ksq)) / 32;
+ - mg_value(ei.pi->king_shelter<Us>(pos, ksq)) / 32;
// Analyse enemy's safe queen contact checks. First find undefended
// squares around the king attacked by enemy queen...
}
return bonus;
}
-
-
-/// PawnInfo::updateShelter calculates and caches king shelter. It is called
-/// only when king square changes, about 20% of total king_shelter() calls.
-Score PawnInfo::updateShelter(const Position& pos, Color c, Square ksq) {
-
- Bitboard pawns;
- unsigned r, k, shelter = 0;
-
- if (relative_rank(c, ksq) <= RANK_4)
- {
- pawns = pos.pieces(PAWN, c) & this_and_neighboring_files_bb(ksq);
- r = ksq & (7 << 3);
- k = (c ? -8 : 8);
- for (int i = 1; i < 4; i++)
- {
- r += k;
- shelter += BitCount8Bit[(pawns >> r) & 0xFF] * (128 >> i);
- }
- }
- kingSquares[c] = ksq;
- kingShelters[c] = make_score(shelter, 0);
- return kingShelters[c];
-}
////
#include "bitboard.h"
+#include "position.h"
#include "value.h"
////
/// to add further information in the future. A lookup to the pawn hash table
/// (performed by calling the get_pawn_info method in a PawnInfoTable object)
/// returns a pointer to a PawnInfo object.
-class Position;
-
class PawnInfo {
friend class PawnInfoTable;
int file_is_half_open(Color c, File f) const;
int has_open_file_to_left(Color c, File f) const;
int has_open_file_to_right(Color c, File f) const;
- Score king_shelter(const Position& pos, Color c, Square ksq);
+
+ template<Color Us>
+ Score king_shelter(const Position& pos, Square ksq);
private:
- Score updateShelter(const Position& pos, Color c, Square ksq);
+ template<Color Us>
+ Score updateShelter(const Position& pos, Square ksq);
Key key;
Bitboard passedPawns[2];
return halfOpenFiles[c] & ~((1 << int(f+1)) - 1);
}
-inline Score PawnInfo::king_shelter(const Position& pos, Color c, Square ksq) {
- return kingSquares[c] == ksq ? kingShelters[c] : updateShelter(pos, c, ksq);
+/// PawnInfo::updateShelter() calculates and caches king shelter. It is called
+/// only when king square changes, about 20% of total king_shelter() calls.
+template<Color Us>
+Score PawnInfo::updateShelter(const Position& pos, Square ksq) {
+
+ const int Shift = (Us == WHITE ? 8 : -8);
+
+ Bitboard pawns;
+ int r, shelter = 0;
+
+ if (relative_rank(Us, ksq) <= RANK_4)
+ {
+ pawns = pos.pieces(PAWN, Us) & this_and_neighboring_files_bb(ksq);
+ r = square_rank(ksq) * 8;
+ for (int i = 1; i < 4; i++)
+ {
+ r += Shift;
+ shelter += BitCount8Bit[(pawns >> r) & 0xFF] * (128 >> i);
+ }
+ }
+ kingSquares[Us] = ksq;
+ kingShelters[Us] = make_score(shelter, 0);
+ return kingShelters[Us];
+}
+
+template<Color Us>
+inline Score PawnInfo::king_shelter(const Position& pos, Square ksq) {
+ return kingSquares[Us] == ksq ? kingShelters[Us] : updateShelter<Us>(pos, ksq);
}
#endif // !defined(PAWNS_H_INCLUDED)