// 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, kingZone[WHITE] is a bitboard containing the squares f8, h8,
+ // is on g8, kingRing[BLACK] is a bitboard containing the squares f8, h8,
// f7, g7, h7, f6, g6 and h6.
// f7, g7, h7, f6, g6 and h6.
int kingAttackersCount[2];
// kingAttackersWeight[color] is the sum of the "weight" of the pieces of the
int kingAttackersCount[2];
// kingAttackersWeight[color] is the sum of the "weight" of the pieces of the
// weights of the individual piece types are given by the variables
// QueenAttackWeight, RookAttackWeight, BishopAttackWeight and
// KnightAttackWeight in evaluate.cpp
// weights of the individual piece types are given by the variables
// QueenAttackWeight, RookAttackWeight, BishopAttackWeight and
// KnightAttackWeight in evaluate.cpp
{ S(0, 0), S(15, 39), S(15, 39), S(15, 39), S(15, 39), S( 0, 0) } // QUEEN
};
{ S(0, 0), S(15, 39), S(15, 39), S(15, 39), S(15, 39), S( 0, 0) } // QUEEN
};
S(0, 0), S(0, 0), S(56, 70), S(56, 70), S(76, 99), S(86, 118)
};
S(0, 0), S(0, 0), S(56, 70), S(56, 70), S(76, 99), S(86, 118)
};
if ( pos.piece_count(Us, QUEEN)
&& pos.non_pawn_material(Us) >= QueenValueMidgame + RookValueMidgame)
{
if ( pos.piece_count(Us, QUEEN)
&& pos.non_pawn_material(Us) >= QueenValueMidgame + RookValueMidgame)
{
b &= ei.attackedBy[Us][PAWN];
ei.kingAttackersCount[Us] = b ? count_1s<Max15>(b) / 2 : 0;
ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = 0;
} else
b &= ei.attackedBy[Us][PAWN];
ei.kingAttackersCount[Us] = b ? count_1s<Max15>(b) / 2 : 0;
ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = 0;
} else
const BitCountType Full = HasPopCnt ? CNT_POPCNT : CpuIs64Bit ? CNT64 : CNT32;
const BitCountType Max15 = HasPopCnt ? CNT_POPCNT : CpuIs64Bit ? CNT64_MAX15 : CNT32_MAX15;
const Color Them = (Us == WHITE ? BLACK : WHITE);
const BitCountType Full = HasPopCnt ? CNT_POPCNT : CpuIs64Bit ? CNT64 : CNT32;
const BitCountType Max15 = HasPopCnt ? CNT_POPCNT : CpuIs64Bit ? CNT64_MAX15 : CNT32_MAX15;
const Color Them = (Us == WHITE ? BLACK : WHITE);
{
// Find attacked squares, including x-ray attacks for bishops and rooks
if (Piece == KNIGHT || Piece == QUEEN)
{
// Find attacked squares, including x-ray attacks for bishops and rooks
if (Piece == KNIGHT || Piece == QUEEN)
// Decrease score if we are attacked by an enemy pawn. Remaining part
// of threat evaluation must be done later when we have full attack info.
if (bit_is_set(ei.attackedBy[Them][PAWN], s))
// Decrease score if we are attacked by an enemy pawn. Remaining part
// of threat evaluation must be done later when we have full attack info.
if (bit_is_set(ei.attackedBy[Them][PAWN], s))
- if ((Piece == BISHOP || Piece == KNIGHT) && pos.square_is_weak(s, Us))
+ if ( (Piece == BISHOP || Piece == KNIGHT)
+ && !(pos.pieces(PAWN, Them) & attack_span_mask(Us, s)))
score += evaluate_outposts<Piece, Us>(pos, ei, s);
// Queen or rook on 7th rank
score += evaluate_outposts<Piece, Us>(pos, ei, s);
// Queen or rook on 7th rank
Score score = mobility = SCORE_ZERO;
// Do not include in mobility squares protected by enemy pawns or occupied by our pieces
Score score = mobility = SCORE_ZERO;
// Do not include in mobility squares protected by enemy pawns or occupied by our pieces
score += evaluate_pieces<KNIGHT, Us, HasPopCnt, Trace>(pos, ei, mobility, mobilityArea);
score += evaluate_pieces<BISHOP, Us, HasPopCnt, Trace>(pos, ei, mobility, mobilityArea);
score += evaluate_pieces<KNIGHT, Us, HasPopCnt, Trace>(pos, ei, mobility, mobilityArea);
score += evaluate_pieces<BISHOP, Us, HasPopCnt, Trace>(pos, ei, mobility, mobilityArea);
// Analyse enemy's safe queen contact checks. First find undefended
// squares around the king attacked by enemy queen...
// Analyse enemy's safe queen contact checks. First find undefended
// squares around the king attacked by enemy queen...
// Analyse enemy's safe rook contact checks. First find undefended
// squares around the king attacked by enemy rooks...
// Analyse enemy's safe rook contact checks. First find undefended
// squares around the king attacked by enemy rooks...
&& (squares_in_front_of(Them, s) & pos.pieces(ROOK, QUEEN, Them) & pos.attacks_from<ROOK>(s)))
unsafeSquares = squaresToQueen;
else
&& (squares_in_front_of(Them, s) & pos.pieces(ROOK, QUEEN, Them) & pos.attacks_from<ROOK>(s)))
unsafeSquares = squaresToQueen;
else
// If there aren't enemy attacks or pieces along the path to queen give
// huge bonus. Even bigger if we protect the pawn's path.
// If there aren't enemy attacks or pieces along the path to queen give
// huge bonus. Even bigger if we protect the pawn's path.
// Opponent king cannot block because path is defended and position
// is not in check. So only friendly pieces can be blockers.
assert(!pos.in_check());
// Opponent king cannot block because path is defended and position
// is not in check. So only friendly pieces can be blockers.
assert(!pos.in_check());