#include <cassert>
#include "bitbase.h"
+#include "bitcount.h"
#include "endgame.h"
-////
-//// Constants and variables
-////
-
-/// Evaluation functions
-
-// Generic "mate lone king" eval
-EvaluationFunction<KXK> EvaluateKXK(WHITE), EvaluateKKX(BLACK);
-
-// K and two minors vs K and one or two minors
-EvaluationFunction<KmmKm> EvaluateKmmKm(WHITE);
-
-EvaluationFunction<KBNK> EvaluateKBNK(WHITE), EvaluateKKBN(BLACK); // KBN vs K
-EvaluationFunction<KPK> EvaluateKPK(WHITE), EvaluateKKP(BLACK); // KP vs K
-EvaluationFunction<KRKP> EvaluateKRKP(WHITE), EvaluateKPKR(BLACK); // KR vs KP
-EvaluationFunction<KRKB> EvaluateKRKB(WHITE), EvaluateKBKR(BLACK); // KR vs KB
-EvaluationFunction<KRKN> EvaluateKRKN(WHITE), EvaluateKNKR(BLACK); // KR vs KN
-EvaluationFunction<KQKR> EvaluateKQKR(WHITE), EvaluateKRKQ(BLACK); // KQ vs KR
-EvaluationFunction<KBBKN> EvaluateKBBKN(WHITE), EvaluateKNKBB(BLACK); // KBB vs KN
-
-
-/// Scaling functions
-
-ScalingFunction<KBPK> ScaleKBPK(WHITE), ScaleKKBP(BLACK); // KBP vs K
-ScalingFunction<KQKRP> ScaleKQKRP(WHITE), ScaleKRPKQ(BLACK); // KQ vs KRP
-ScalingFunction<KRPKR> ScaleKRPKR(WHITE), ScaleKRKRP(BLACK); // KRP vs KR
-ScalingFunction<KRPPKRP> ScaleKRPPKRP(WHITE), ScaleKRPKRPP(BLACK); // KRPP vs KRP
-ScalingFunction<KPsK> ScaleKPsK(WHITE), ScaleKKPs(BLACK); // King and pawns vs king
-ScalingFunction<KBPKB> ScaleKBPKB(WHITE), ScaleKBKBP(BLACK); // KBP vs KB
-ScalingFunction<KBPPKB> ScaleKBPPKB(WHITE), ScaleKBKBPP(BLACK); // KBPP vs KB
-ScalingFunction<KBPKN> ScaleKBPKN(WHITE), ScaleKNKBP(BLACK); // KBP vs KN
-ScalingFunction<KNPK> ScaleKNPK(WHITE), ScaleKKNP(BLACK); // KNP vs K
-ScalingFunction<KPKP> ScaleKPKPw(WHITE), ScaleKPKPb(BLACK); // KPKP
-
-
////
//// Local definitions
////
assert(pos.non_pawn_material(strongerSide) == 2*BishopValueMidgame);
assert(pos.piece_count(weakerSide, KNIGHT) == 1);
assert(pos.non_pawn_material(weakerSide) == KnightValueMidgame);
- assert(pos.pawns() == EmptyBoardBB);
+ assert(pos.pieces(PAWN) == EmptyBoardBB);
Value result = BishopValueEndgame;
Square wksq = pos.king_square(strongerSide);
result += Value(square_distance(bksq, nsq) * 32);
// Bonus for restricting the knight's mobility
- result += Value((8 - count_1s_max_15(pos.piece_attacks<KNIGHT>(nsq))) * 8);
+ result += Value((8 - count_1s_max_15(pos.attacks_from<KNIGHT>(nsq))) * 8);
return (strongerSide == pos.side_to_move() ? result : -result);
}
+
+/// K and two minors vs K and one or two minors or K and two knights against
+/// king alone are always draw.
template<>
Value EvaluationFunction<KmmKm>::apply(const Position&) {
return Value(0);
}
+template<>
+Value EvaluationFunction<KNNK>::apply(const Position&) {
+ return Value(0);
+}
/// KBPKScalingFunction scales endgames where the stronger side has king,
/// bishop and one or more pawns. It checks for draws with rook pawns and a
/// returned. If not, the return value is SCALE_FACTOR_NONE, i.e. no scaling
/// will be used.
template<>
-ScaleFactor ScalingFunction<KBPK>::apply(const Position& pos) {
+ScaleFactor ScalingFunction<KBPsK>::apply(const Position& pos) {
assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame);
assert(pos.piece_count(strongerSide, BISHOP) == 1);
// No assertions about the material of weakerSide, because we want draws to
// be detected even when the weaker side has some pawns.
- Bitboard pawns = pos.pawns(strongerSide);
+ Bitboard pawns = pos.pieces(PAWN, strongerSide);
File pawnFile = square_file(pos.piece_list(strongerSide, PAWN, 0));
// All pawns are on a single rook file ?
// The bishop has the wrong color, and the defending king is on the
// file of the pawn(s) or the neighboring file. Find the rank of the
// frontmost pawn.
-
Rank rank;
if (strongerSide == WHITE)
{
/// It tests for fortress draws with a rook on the third rank defended by
/// a pawn.
template<>
-ScaleFactor ScalingFunction<KQKRP>::apply(const Position& pos) {
+ScaleFactor ScalingFunction<KQKRPs>::apply(const Position& pos) {
assert(pos.non_pawn_material(strongerSide) == QueenValueMidgame);
assert(pos.piece_count(strongerSide, QUEEN) == 1);
Square kingSq = pos.king_square(weakerSide);
if ( relative_rank(weakerSide, kingSq) <= RANK_2
&& relative_rank(weakerSide, pos.king_square(strongerSide)) >= RANK_4
- && (pos.rooks(weakerSide) & relative_rank_bb(weakerSide, RANK_3))
- && (pos.pawns(weakerSide) & relative_rank_bb(weakerSide, RANK_2))
- && (pos.piece_attacks<KING>(kingSq) & pos.pawns(weakerSide)))
+ && (pos.pieces(ROOK, weakerSide) & relative_rank_bb(weakerSide, RANK_3))
+ && (pos.pieces(PAWN, weakerSide) & relative_rank_bb(weakerSide, RANK_2))
+ && (pos.attacks_from<KING>(kingSq) & pos.pieces(PAWN, weakerSide)))
{
Square rsq = pos.piece_list(weakerSide, ROOK, 0);
- if (pos.pawn_attacks(strongerSide, rsq) & pos.pawns(weakerSide))
+ if (pos.attacks_from<PAWN>(rsq, strongerSide) & pos.pieces(PAWN, weakerSide))
return ScaleFactor(0);
}
return SCALE_FACTOR_NONE;
assert(pos.non_pawn_material(weakerSide) == Value(0));
assert(pos.piece_count(weakerSide, PAWN) == 0);
- Bitboard pawns = pos.pawns(strongerSide);
+ Bitboard pawns = pos.pieces(PAWN, strongerSide);
// Are all pawns on the 'a' file?
if ((pawns & ~FileABB) == EmptyBoardBB)
else
{
Bitboard ray = ray_bb(pawnSq, (strongerSide == WHITE)? SIGNED_DIR_N : SIGNED_DIR_S);
- if (ray & pos.kings(weakerSide))
+ if (ray & pos.pieces(KING, weakerSide))
return ScaleFactor(0);
- if( (pos.piece_attacks<BISHOP>(weakerBishopSq) & ray)
+ if( (pos.attacks_from<BISHOP>(weakerBishopSq) & ray)
&& square_distance(weakerBishopSq, pawnSq) >= 3)
return ScaleFactor(0);
}
if ( ksq == blockSq1
&& square_color(ksq) != square_color(wbsq)
&& ( bbsq == blockSq2
- || (pos.piece_attacks<BISHOP>(blockSq2) & pos.bishops(weakerSide))
+ || (pos.attacks_from<BISHOP>(blockSq2) & pos.pieces(BISHOP, weakerSide))
|| rank_distance(r1, r2) >= 2))
return ScaleFactor(0);
else if ( ksq == blockSq2
&& square_color(ksq) != square_color(wbsq)
&& ( bbsq == blockSq1
- || (pos.piece_attacks<BISHOP>(blockSq1) & pos.bishops(weakerSide))))
+ || (pos.attacks_from<BISHOP>(blockSq1) & pos.pieces(BISHOP, weakerSide))))
return ScaleFactor(0);
else
return SCALE_FACTOR_NONE;