Bitboard pawn_attacks(Color c) const { return pawnAttacks[c]; }
Bitboard passed_pawns(Color c) const { return passedPawns[c]; }
Bitboard pawn_attacks_span(Color c) const { return pawnAttacksSpan[c]; }
- int weak_unopposed(Color c) const { return weakUnopposed[c]; }
int passed_count() const { return popcount(passedPawns[WHITE] | passedPawns[BLACK]); }
template<Color Us>
Score do_king_safety(const Position& pos);
template<Color Us>
- Value evaluate_shelter(const Position& pos, Square ksq);
+ void evaluate_shelter(const Position& pos, Square ksq, Score& shelter);
Key key;
Score scores[COLOR_NB];
Bitboard pawnAttacksSpan[COLOR_NB];
Square kingSquares[COLOR_NB];
Score kingSafety[COLOR_NB];
- int weakUnopposed[COLOR_NB];
int castlingRights[COLOR_NB];
- int pawnsOnSquares[COLOR_NB][COLOR_NB]; // [color][light/dark squares]
};
-typedef HashTable<Entry, 16384> Table;
+typedef HashTable<Entry, 131072> Table;
Entry* probe(const Position& pos);