This is a non-functional simplification. Instead of an array of values, just use a Score.
STC
LLR: 2.95 (-2.94,2.94) [-3.00,1.00]
Total: 16309 W: 3673 L: 3541 D: 9095
http://tests.stockfishchess.org/tests/view/
5d24f3b80ebc5925cf0ceb5b
No functional change
template<Color Us>
void Entry::evaluate_shelter(const Position& pos, Square ksq, Score& shelter) {
template<Color Us>
void Entry::evaluate_shelter(const Position& pos, Square ksq, Score& shelter) {
- constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
+ constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
Bitboard b = pos.pieces(PAWN) & ~forward_ranks_bb(Them, ksq);
Bitboard ourPawns = b & pos.pieces(Us);
Bitboard theirPawns = b & pos.pieces(Them);
Bitboard b = pos.pieces(PAWN) & ~forward_ranks_bb(Them, ksq);
Bitboard ourPawns = b & pos.pieces(Us);
Bitboard theirPawns = b & pos.pieces(Them);
- Value bonus[] = { Value(5), Value(5) };
+ Score bonus = make_score(5, 5);
File center = clamp(file_of(ksq), FILE_B, FILE_G);
for (File f = File(center - 1); f <= File(center + 1); ++f)
File center = clamp(file_of(ksq), FILE_B, FILE_G);
for (File f = File(center - 1); f <= File(center + 1); ++f)
Rank theirRank = b ? relative_rank(Us, frontmost_sq(Them, b)) : RANK_1;
int d = std::min(f, ~f);
Rank theirRank = b ? relative_rank(Us, frontmost_sq(Them, b)) : RANK_1;
int d = std::min(f, ~f);
- bonus[MG] += ShelterStrength[d][ourRank];
+ bonus += make_score(ShelterStrength[d][ourRank], 0);
if (ourRank && (ourRank == theirRank - 1))
if (ourRank && (ourRank == theirRank - 1))
- bonus[MG] -= 82 * (theirRank == RANK_3), bonus[EG] -= 82 * (theirRank == RANK_3);
+ bonus -= make_score(82 * (theirRank == RANK_3), 82 * (theirRank == RANK_3));
- bonus[MG] -= UnblockedStorm[d][theirRank];
+ bonus -= make_score(UnblockedStorm[d][theirRank], 0);
- if (bonus[MG] > mg_value(shelter))
- shelter = make_score(bonus[MG], bonus[EG]);
+ if (mg_value(bonus) > mg_value(shelter))
+ shelter = bonus;
Depth r = reduction(improving, depth, moveCount);
// Reduction if other threads are searching this position.
Depth r = reduction(improving, depth, moveCount);
// Reduction if other threads are searching this position.
r += ONE_PLY;
// Decrease reduction if position is or has been on the PV
r += ONE_PLY;
// Decrease reduction if position is or has been on the PV