]> git.sesse.net Git - stockfish/commitdiff
Properly indent evaluate_king()
authorMarco Costalba <mcostalba@gmail.com>
Thu, 6 May 2010 18:10:04 +0000 (19:10 +0100)
committerMarco Costalba <mcostalba@gmail.com>
Fri, 7 May 2010 11:04:22 +0000 (12:04 +0100)
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
src/evaluate.cpp

index 2169a1ac8995d9d37474e6289c00302708ffd3c0..3fdd49e28d7aaacffff755e107d352f39fabd0f5 100644 (file)
@@ -708,7 +708,7 @@ namespace {
     Bitboard undefended, attackedByOthers, escapeSquares, occ, b, b1, b2, safe;
     Square from, to;
     bool sente;
     Bitboard undefended, attackedByOthers, escapeSquares, occ, b, b1, b2, safe;
     Square from, to;
     bool sente;
-    int attackUnits, count, shelter = 0;
+    int attackUnits, shelter = 0;
     const Square ksq = pos.king_square(Us);
 
     // King shelter
     const Square ksq = pos.king_square(Us);
 
     // King shelter
@@ -725,125 +725,124 @@ namespace {
         && pos.non_pawn_material(Them) >= QueenValueMidgame + RookValueMidgame
         && ei.kingAdjacentZoneAttacksCount[Them])
     {
         && pos.non_pawn_material(Them) >= QueenValueMidgame + RookValueMidgame
         && ei.kingAdjacentZoneAttacksCount[Them])
     {
-      // Is it the attackers turn to move?
-      sente = (Them == pos.side_to_move());
-
-      // Find the attacked squares around the king which has no defenders
-      // apart from the king itself
-      undefended = ei.attacked_by(Them) & ei.attacked_by(Us, KING);
-      undefended &= ~(  ei.attacked_by(Us, PAWN)   | ei.attacked_by(Us, KNIGHT)
-                      | ei.attacked_by(Us, BISHOP) | ei.attacked_by(Us, ROOK)
-                      | ei.attacked_by(Us, QUEEN));
-
-      // Initialize the 'attackUnits' variable, which is used later on as an
-      // index to the KingDangerTable[] array. The initial value is based on
-      // the number and types of the enemy's attacking pieces, the number of
-      // attacked and undefended squares around our king, the square of the
-      // king, and the quality of the pawn shelter.
-      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)]
-                   - (shelter >> 5);
-
-      // Analyse safe queen contact checks
-      b = undefended & ei.attacked_by(Them, QUEEN) & ~pos.pieces_of_color(Them);
-      if (b)
-      {
-        attackedByOthers =  ei.attacked_by(Them, PAWN)   | ei.attacked_by(Them, KNIGHT)
-                          | ei.attacked_by(Them, BISHOP) | ei.attacked_by(Them, ROOK);
-
-        b &= attackedByOthers;
-
-        // Squares attacked by the queen and supported by another enemy piece and
-        // not defended by other pieces but our king.
+        // Is it the attackers turn to move?
+        sente = (Them == pos.side_to_move());
+
+        // Find the attacked squares around the king which has no defenders
+        // apart from the king itself
+        undefended = ei.attacked_by(Them) & ei.attacked_by(Us, KING);
+        undefended &= ~(  ei.attacked_by(Us, PAWN)   | ei.attacked_by(Us, KNIGHT)
+                        | ei.attacked_by(Us, BISHOP) | ei.attacked_by(Us, ROOK)
+                        | ei.attacked_by(Us, QUEEN));
+
+        // Initialize the 'attackUnits' variable, which is used later on as an
+        // index to the KingDangerTable[] array. The initial value is based on
+        // the number and types of the enemy's attacking pieces, the number of
+        // attacked and undefended squares around our king, the square of the
+        // king, and the quality of the pawn shelter.
+        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)]
+                     - shelter / 32;
+
+        // Analyse safe queen contact checks
+        b = undefended & ei.attacked_by(Them, QUEEN) & ~pos.pieces_of_color(Them);
         if (b)
         {
         if (b)
         {
-            // The bitboard b now contains the squares available for safe queen
-            // contact checks.
-            count = count_1s_max_15<HasPopCnt>(b);
-            attackUnits += QueenContactCheckBonus * count * (sente ? 2 : 1);
+            attackedByOthers =  ei.attacked_by(Them, PAWN)   | ei.attacked_by(Them, KNIGHT)
+                              | ei.attacked_by(Them, BISHOP) | ei.attacked_by(Them, ROOK);
 
 
-            // Is there a mate threat?
-            if (QueenContactMates && !pos.is_check())
+            b &= attackedByOthers;
+
+            // Squares attacked by the queen and supported by another enemy piece and
+            // not defended by other pieces but our king.
+            if (b)
             {
             {
-                escapeSquares = pos.attacks_from<KING>(ksq) & ~pos.pieces_of_color(Us) & ~attackedByOthers;
-                occ = pos.occupied_squares();
-                while (b)
-                {
-                    to = pop_1st_bit(&b);
+                // The bitboard b now contains the squares available for safe queen
+                // contact checks.
+                attackUnits += QueenContactCheckBonus * count_1s_max_15<HasPopCnt>(b) * (sente ? 2 : 1);
 
 
-                    // Do we have escape squares from queen contact check attack ?
-                    if (!(escapeSquares & ~queen_attacks_bb(to, occ & ClearMaskBB[ksq])))
+                // Is there a mate threat?
+                if (QueenContactMates && !pos.is_check())
+                {
+                    escapeSquares = pos.attacks_from<KING>(ksq) & ~pos.pieces_of_color(Us) & ~attackedByOthers;
+                    occ = pos.occupied_squares();
+                    while (b)
                     {
                     {
-                        // We have a mate, unless the queen is pinned or there
-                        // is an X-ray attack through the queen.
-                        for (int i = 0; i < pos.piece_count(Them, QUEEN); i++)
+                        to = pop_1st_bit(&b);
+
+                        // Do we have escape squares from queen contact check attack ?
+                        if (!(escapeSquares & ~queen_attacks_bb(to, occ & ClearMaskBB[ksq])))
                         {
                         {
-                            from = pos.piece_list(Them, QUEEN, i);
-                            if (    bit_is_set(pos.attacks_from<QUEEN>(from), to)
-                                && !bit_is_set(pos.pinned_pieces(Them), from)
-                                && !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & pos.pieces(ROOK, QUEEN, Us))
-                                && !(bishop_attacks_bb(to, occ & ClearMaskBB[from]) & pos.pieces(BISHOP, QUEEN, Us)))
-
-                                // Set the mate threat move
-                                ei.mateThreat[Them] = make_move(from, to);
+                            // We have a mate, unless the queen is pinned or there
+                            // is an X-ray attack through the queen.
+                            for (int i = 0; i < pos.piece_count(Them, QUEEN); i++)
+                            {
+                                from = pos.piece_list(Them, QUEEN, i);
+                                if (    bit_is_set(pos.attacks_from<QUEEN>(from), to)
+                                    && !bit_is_set(pos.pinned_pieces(Them), from)
+                                    && !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & pos.pieces(ROOK, QUEEN, Us))
+                                    && !(bishop_attacks_bb(to, occ & ClearMaskBB[from]) & pos.pieces(BISHOP, QUEEN, Us)))
+
+                                    // Set the mate threat move
+                                    ei.mateThreat[Them] = make_move(from, to);
+                            }
                         }
                     }
                 }
             }
         }
                         }
                     }
                 }
             }
         }
-      }
 
 
-      // Analyse enemy's safe distance checks
-      safe = ~(pos.pieces_of_color(Them) | ei.attacked_by(Us));
-
-      b1 = pos.attacks_from<ROOK>(ksq) & safe;
-      b2 = pos.attacks_from<BISHOP>(ksq) & safe;
-
-      // Enemy rooks safe checks
-      b = b1 & ei.attacked_by(Them, ROOK);
-      if (b)
-          attackUnits += RookCheckBonus * count_1s_max_15<HasPopCnt>(b);
-
-      // Enemy bishops safe checks
-      b = b2 & ei.attacked_by(Them, BISHOP);
-      if (b)
-          attackUnits += BishopCheckBonus * count_1s_max_15<HasPopCnt>(b);
-
-      // Enemy queens safe checks
-      b = (b1 | b2) & ei.attacked_by(Them, QUEEN);
-      if (b)
-          attackUnits += QueenCheckBonus * count_1s_max_15<HasPopCnt>(b);
-
-      // Enemy knights safe checks
-      b = pos.attacks_from<KNIGHT>(ksq) & ei.attacked_by(Them, KNIGHT) & safe;
-      if (b)
-          attackUnits += KnightCheckBonus * count_1s_max_15<HasPopCnt>(b);
-
-      // Analyse discovered checks (only for non-pawns right now, consider
-      // adding pawns later).
-      b = pos.discovered_check_candidates(Them) & ~pos.pieces(PAWN);
-      if (b)
-          attackUnits += DiscoveredCheckBonus * count_1s_max_15<HasPopCnt>(b) * (sente ? 2 : 1);
-
-      // Has a mate threat been found? We don't do anything here if the
-      // side with the mating move is the side to move, because in that
-      // case the mating side will get a huge bonus at the end of the main
-      // evaluation function instead.
-      if (ei.mateThreat[Them] != MOVE_NONE)
-          attackUnits += MateThreatBonus;
-
-      // Ensure that attackUnits is between 0 and 99, in order to avoid array
-      // out of bounds errors.
-      attackUnits = Min(99, Max(0, attackUnits));
-
-      // Finally, extract the king danger score from the KingDangerTable[]
-      // array and subtract the score from evaluation. Set also ei.kingDanger[]
-      // value that will be used for pruning because this value can sometimes
-      // be very big, and so capturing a single attacking piece can therefore
-      // result in a score change far bigger than the value of the captured piece.
-      ei.value -= Sign[Us] * KingDangerTable[Us][attackUnits];
-      ei.kingDanger[Us] = mg_value(KingDangerTable[Us][attackUnits]);
+        // Analyse enemy's safe distance checks
+        safe = ~(pos.pieces_of_color(Them) | ei.attacked_by(Us));
+
+        b1 = pos.attacks_from<ROOK>(ksq) & safe;
+        b2 = pos.attacks_from<BISHOP>(ksq) & safe;
+
+        // Enemy rooks safe checks
+        b = b1 & ei.attacked_by(Them, ROOK);
+        if (b)
+            attackUnits += RookCheckBonus * count_1s_max_15<HasPopCnt>(b);
+
+        // Enemy bishops safe checks
+        b = b2 & ei.attacked_by(Them, BISHOP);
+        if (b)
+            attackUnits += BishopCheckBonus * count_1s_max_15<HasPopCnt>(b);
+
+        // Enemy queens safe checks
+        b = (b1 | b2) & ei.attacked_by(Them, QUEEN);
+        if (b)
+            attackUnits += QueenCheckBonus * count_1s_max_15<HasPopCnt>(b);
+
+        // Enemy knights safe checks
+        b = pos.attacks_from<KNIGHT>(ksq) & ei.attacked_by(Them, KNIGHT) & safe;
+        if (b)
+            attackUnits += KnightCheckBonus * count_1s_max_15<HasPopCnt>(b);
+
+        // Analyse discovered checks (only for non-pawns right now, consider
+        // adding pawns later).
+        b = pos.discovered_check_candidates(Them) & ~pos.pieces(PAWN);
+        if (b)
+            attackUnits += DiscoveredCheckBonus * count_1s_max_15<HasPopCnt>(b) * (sente ? 2 : 1);
+
+        // Has a mate threat been found? We don't do anything here if the
+        // side with the mating move is the side to move, because in that
+        // case the mating side will get a huge bonus at the end of the main
+        // evaluation function instead.
+        if (ei.mateThreat[Them] != MOVE_NONE)
+            attackUnits += MateThreatBonus;
+
+        // Ensure that attackUnits is between 0 and 99, in order to avoid array
+        // out of bounds errors.
+        attackUnits = Min(99, Max(0, attackUnits));
+
+        // Finally, extract the king danger score from the KingDangerTable[]
+        // array and subtract the score from evaluation. Set also ei.kingDanger[]
+        // value that will be used for pruning because this value can sometimes
+        // be very big, and so capturing a single attacking piece can therefore
+        // result in a score change far bigger than the value of the captured piece.
+        ei.value -= Sign[Us] * KingDangerTable[Us][attackUnits];
+        ei.kingDanger[Us] = mg_value(KingDangerTable[Us][attackUnits]);
     }
   }
 
     }
   }