A better naming IMHO
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
// Initialize king attack bitboards and king attack zones for both sides:
ei.attackedBy[WHITE][KING] = pos.king_attacks(pos.king_square(WHITE));
ei.attackedBy[BLACK][KING] = pos.king_attacks(pos.king_square(BLACK));
// Initialize king attack bitboards and king attack zones for both sides:
ei.attackedBy[WHITE][KING] = pos.king_attacks(pos.king_square(WHITE));
ei.attackedBy[BLACK][KING] = pos.king_attacks(pos.king_square(BLACK));
ei.attackedBy[BLACK][KING] | (ei.attackedBy[BLACK][KING] >> 8);
ei.attackedBy[BLACK][KING] | (ei.attackedBy[BLACK][KING] >> 8);
ei.attackedBy[WHITE][KING] | (ei.attackedBy[WHITE][KING] << 8);
// Initialize pawn attack bitboards for both sides:
ei.attackedBy[WHITE][PAWN] =
((pos.pawns(WHITE) << 9) & ~FileABB) | ((pos.pawns(WHITE) << 7) & ~FileHBB);
ei.attackedBy[WHITE][KING] | (ei.attackedBy[WHITE][KING] << 8);
// Initialize pawn attack bitboards for both sides:
ei.attackedBy[WHITE][PAWN] =
((pos.pawns(WHITE) << 9) & ~FileABB) | ((pos.pawns(WHITE) << 7) & ~FileHBB);
- ei.attackCount[WHITE] +=
+ ei.kingAttackersCount[WHITE] +=
count_1s_max_15(ei.attackedBy[WHITE][PAWN] & ei.attackedBy[BLACK][KING])/2;
ei.attackedBy[BLACK][PAWN] =
((pos.pawns(BLACK) >> 7) & ~FileABB) | ((pos.pawns(BLACK) >> 9) & ~FileHBB);
count_1s_max_15(ei.attackedBy[WHITE][PAWN] & ei.attackedBy[BLACK][KING])/2;
ei.attackedBy[BLACK][PAWN] =
((pos.pawns(BLACK) >> 7) & ~FileABB) | ((pos.pawns(BLACK) >> 9) & ~FileHBB);
- ei.attackCount[BLACK] +=
+ ei.kingAttackersCount[BLACK] +=
count_1s_max_15(ei.attackedBy[BLACK][PAWN] & ei.attackedBy[WHITE][KING])/2;
// Evaluate pieces:
count_1s_max_15(ei.attackedBy[BLACK][PAWN] & ei.attackedBy[WHITE][KING])/2;
// Evaluate pieces:
Color them = opposite_color(us);
// King attack
Color them = opposite_color(us);
// King attack
- if (b & ei.attackZone[us])
+ if (b & ei.kingZone[us])
- ei.attackCount[us]++;
- ei.attackWeight[us] += AttackWeight;
+ ei.kingAttackersCount[us]++;
+ ei.kingAttackersWeight[us] += AttackWeight;
Bitboard bb = (b & ei.attackedBy[them][KING]);
if (bb)
Bitboard bb = (b & ei.attackedBy[them][KING]);
if (bb)
- ei.attacked[us] += count_1s_max_15(bb);
+ ei.kingZoneAttacksCount[us] += count_1s_max_15(bb);
return;
Square ksq = p.king_square(us);
return;
Square ksq = p.king_square(us);
if ( square_file(ksq) >= FILE_E
&& square_file(s) > square_file(ksq)
&& (relative_rank(us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s)))
if ( square_file(ksq) >= FILE_E
&& square_file(s) > square_file(ksq)
&& (relative_rank(us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s)))
// King safety. This is quite complicated, and is almost certainly far
// from optimally tuned.
Color them = opposite_color(us);
// King safety. This is quite complicated, and is almost certainly far
// from optimally tuned.
Color them = opposite_color(us);
- if(p.queen_count(them) >= 1 && ei.attackCount[them] >= 2
+ if(p.queen_count(them) >= 1 && ei.kingAttackersCount[them] >= 2
&& p.non_pawn_material(them) >= QueenValueMidgame + RookValueMidgame
&& p.non_pawn_material(them) >= QueenValueMidgame + RookValueMidgame
- && ei.attacked[them]) {
+ && ei.kingZoneAttacksCount[them]) {
// Is it the attackers turn to move?
bool sente = (them == p.side_to_move());
// Is it the attackers turn to move?
bool sente = (them == p.side_to_move());
// undefended squares around the king, the square of the king, and the
// quality of the pawn shelter.
int attackUnits =
// undefended squares around the king, the square of the king, and the
// quality of the pawn shelter.
int attackUnits =
- Min((ei.attackCount[them] * ei.attackWeight[them]) / 2, 25)
- + (ei.attacked[them] + count_1s_max_15(undefended)) * 3
+ Min((ei.kingAttackersCount[them] * ei.kingAttackersWeight[them]) / 2, 25)
+ + (ei.kingZoneAttacksCount[them] + count_1s_max_15(undefended)) * 3
+ InitKingDanger[relative_square(us, s)] - shelter / 32;
// Analyse safe queen contact checks:
+ InitKingDanger[relative_square(us, s)] - shelter / 32;
// Analyse safe queen contact checks:
Bitboard attackedBy[2][8];
Bitboard attacked_by(Color c) const { return attackedBy[c][0]; }
Bitboard attacked_by(Color c, PieceType pt) const { return attackedBy[c][pt]; }
Bitboard attackedBy[2][8];
Bitboard attacked_by(Color c) const { return attackedBy[c][0]; }
Bitboard attacked_by(Color c, PieceType pt) const { return attackedBy[c][pt]; }
- // attackZone[color] is the zone around the enemy king which is considered
+
+ // kingZone[color] is the zone around the enemy king which is considered
// by the king safety evaluation. This consists of the squares directly
// adjacent to the king, and the three (or two, for a king on an edge file)
// squares two ranks in front of the king. For instance, if black's king
// by the king safety evaluation. This consists of the squares directly
// adjacent to the king, and the three (or two, for a king on an edge file)
// squares two ranks in front of the king. For instance, if black's king
- // is on g8, attackZone[WHITE] is a bitboard containing the squares f8, h8,
+ // is on g8, kingZone[WHITE] is a bitboard containing the squares f8, h8,
// f7, g7, h7, f6, g6 and h6.
// f7, g7, h7, f6, g6 and h6.
- Bitboard attackZone[2];
- // attackCount[color] is the number of pieces of the given color which
+ // kingAttackersCount[color] is the number of pieces of the given color which
// attack a square adjacent to the enemy king.
// attack a square adjacent to the enemy king.
+ int kingAttackersCount[2];
- // attackWeight[color] is the sum of the "weight" of the pieces of the given
- // color which attack a square adjacent to the enemy king. The weights of
- // the individual piece types are given by the variables QueenAttackWeight,
- // RookAttackWeight, BishopAttackWeight and KnightAttackWeight in
- // evaluate.cpp.
- int attackWeight[2];
+ // kingAttackersWeight[color] is the sum of the "weight" of the pieces of the
+ // given color which attack a square adjacent to the enemy king. The weights
+ // of the individual piece types are given by the variables QueenAttackWeight,
+ // RookAttackWeight, BishopAttackWeight and KnightAttackWeight in evaluate.cpp
+ int kingAttackersWeight[2];
- // attacked[color] is the number of enemy piece attacks to squares directly
+ // kingZoneAttacksCount[color] is the number of attacks to squares directly
// adjacent to the king of the given color. Pieces which attack more
// than one square are counted multiple times. For instance, if black's
// king is on g8 and there's a white knight on g5, this knight adds
// adjacent to the king of the given color. Pieces which attack more
// than one square are counted multiple times. For instance, if black's
// king is on g8 and there's a white knight on g5, this knight adds
- // 2 to attacked[BLACK].
- int attacked[2];
+ // 2 to kingZoneAttacksCount[BLACK].
+ int kingZoneAttacksCount[2];
// mateThreat[color] is a move for the given side which gives a direct mate.
Move mateThreat[2];
// mateThreat[color] is a move for the given side which gives a direct mate.
Move mateThreat[2];