// evaluate_common() computes terms common to all pieces attack
- int evaluate_common(const Position&p, const Bitboard& b, Color us, EvalInfo& ei,
- int AttackWeight, const Value* mgBonus, const Value* egBonus,
- Square s = SQ_NONE, const Value* OutpostBonus = NULL) {
+ template<PieceType Piece>
+ int evaluate_common(const Position& p, const Bitboard& b, Color us, EvalInfo& ei, Square s = SQ_NONE) {
+
+ static const int AttackWeight[] = { 0, 0, KnightAttackWeight, BishopAttackWeight, RookAttackWeight, QueenAttackWeight };
+ static const Value* MgBonus[] = { 0, 0, MidgameKnightMobilityBonus, MidgameBishopMobilityBonus, MidgameRookMobilityBonus, MidgameQueenMobilityBonus };
+ static const Value* EgBonus[] = { 0, 0, EndgameKnightMobilityBonus, EndgameBishopMobilityBonus, EndgameRookMobilityBonus, EndgameQueenMobilityBonus };
+ static const Value* OutpostBonus[] = { 0, 0, KnightOutpostBonus, BishopOutpostBonus, 0, 0 };
Color them = opposite_color(us);
+ // Update attack info
+ ei.attackedBy[us][Piece] |= b;
+
// King attack
if (b & ei.kingZone[us])
{
ei.kingAttackersCount[us]++;
- ei.kingAttackersWeight[us] += AttackWeight;
+ ei.kingAttackersWeight[us] += AttackWeight[Piece];
Bitboard bb = (b & ei.attackedBy[them][KING]);
if (bb)
ei.kingAdjacentZoneAttacksCount[us] += count_1s_max_15(bb);
Bitboard bb = (b & ~ei.attackedBy[them][PAWN]);
// Mobility
- int mob = count_1s_max_15(bb & ~p.pieces_of_color(us));
- ei.mgMobility += Sign[us] * mgBonus[mob];
- ei.egMobility += Sign[us] * egBonus[mob];
+ int mob = (Piece != QUEEN ? count_1s_max_15(bb & ~p.pieces_of_color(us))
+ : count_1s(bb & ~p.pieces_of_color(us)));
+
+ ei.mgMobility += Sign[us] * MgBonus[Piece][mob];
+ ei.egMobility += Sign[us] * EgBonus[Piece][mob];
// Bishop and Knight outposts
- if (!OutpostBonus || !p.square_is_weak(s, them))
+ if ( (Piece != BISHOP && Piece != KNIGHT) // compile time condition
+ || !p.square_is_weak(s, them))
return mob;
// Initial bonus based on square
Value v, bonus;
- v = bonus = OutpostBonus[relative_square(us, s)];
+ v = bonus = OutpostBonus[Piece][relative_square(us, s)];
// Increase bonus if supported by pawn, especially if the opponent has
// no minor piece which can exchange the outpost piece
// evaluate_knight() assigns bonuses and penalties to a knight of a given
// color on a given square.
- void evaluate_knight(const Position &p, Square s, Color us, EvalInfo &ei) {
+ void evaluate_knight(const Position& p, Square s, Color us, EvalInfo& ei) {
- Bitboard b = p.piece_attacks<KNIGHT>(s);
- ei.attackedBy[us][KNIGHT] |= b;
-
- // King attack, mobility and outposts
- evaluate_common(p, b, us, ei, KnightAttackWeight, MidgameKnightMobilityBonus,
- EndgameKnightMobilityBonus, s, KnightOutpostBonus);
+ // Attacks, mobility and outposts
+ evaluate_common<KNIGHT>(p, p.piece_attacks<KNIGHT>(s), us, ei, s);
}
// evaluate_bishop() assigns bonuses and penalties to a bishop of a given
// color on a given square.
- void evaluate_bishop(const Position &p, Square s, Color us, EvalInfo &ei) {
+ void evaluate_bishop(const Position& p, Square s, Color us, EvalInfo& ei) {
Bitboard b = bishop_attacks_bb(s, p.occupied_squares() & ~p.queens(us));
- ei.attackedBy[us][BISHOP] |= b;
- // King attack, mobility and outposts
- evaluate_common(p, b, us, ei, BishopAttackWeight, MidgameBishopMobilityBonus,
- EndgameBishopMobilityBonus, s, BishopOutpostBonus);
+ // Attacks, mobility and outposts
+ evaluate_common<BISHOP>(p, b, us, ei, s);
}
// evaluate_rook() assigns bonuses and penalties to a rook of a given
// color on a given square.
- void evaluate_rook(const Position &p, Square s, Color us, EvalInfo &ei) {
+ void evaluate_rook(const Position& p, Square s, Color us, EvalInfo& ei) {
Bitboard b = rook_attacks_bb(s, p.occupied_squares() & ~p.rooks_and_queens(us));
- ei.attackedBy[us][ROOK] |= b;
- // King attack and mobility
- int mob = evaluate_common(p, b, us, ei, RookAttackWeight, MidgameRookMobilityBonus,
- EndgameRookMobilityBonus);
+ // Attacks and mobility
+ int mob = evaluate_common<ROOK>(p, b, us, ei);
// Rook on 7th rank
Color them = opposite_color(us);
// evaluate_queen() assigns bonuses and penalties to a queen of a given
// color on a given square.
- void evaluate_queen(const Position &p, Square s, Color us, EvalInfo &ei) {
-
- Bitboard b = p.piece_attacks<QUEEN>(s);
- ei.attackedBy[us][QUEEN] |= b;
+ void evaluate_queen(const Position& p, Square s, Color us, EvalInfo& ei) {
- // King attack and mobility
- evaluate_common(p, b, us, ei, QueenAttackWeight, MidgameQueenMobilityBonus,
- EndgameQueenMobilityBonus);
+ // Attacks and mobility
+ evaluate_common<QUEEN>(p, p.piece_attacks<QUEEN>(s), us, ei);
// Queen on 7th rank
Color them = opposite_color(us);
// evaluate_king() assigns bonuses and penalties to a king of a given
// color on a given square.
- void evaluate_king(const Position &p, Square s, Color us, EvalInfo &ei) {
+ void evaluate_king(const Position& p, Square s, Color us, EvalInfo& ei) {
int shelter = 0, sign = Sign[us];