Value margins[2];
Score score, mobilityWhite, mobilityBlack;
- assert(pos.is_ok());
assert(pos.thread() >= 0 && pos.thread() < MAX_THREADS);
assert(!pos.in_check());
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 Square* ptr = pos.piece_list_begin(Us, Piece);
+ const Square* pl = pos.piece_list(Us, Piece);
ei.attackedBy[Us][Piece] = EmptyBoardBB;
- while ((s = *ptr++) != SQ_NONE)
+ while ((s = *pl++) != SQ_NONE)
{
// Find attacked squares, including x-ray attacks for bishops and rooks
if (Piece == KNIGHT || Piece == QUEEN)
score -= ThreatenedByPawnPenalty[Piece];
// Bishop and knight outposts squares
- 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 score = SCORE_ZERO;
// Enemy pieces not defended by a pawn and under our attack
- Bitboard weakEnemies = pos.pieces_of_color(Them)
+ Bitboard weakEnemies = pos.pieces(Them)
& ~ei.attackedBy[Them][PAWN]
& ei.attackedBy[Us][0];
if (!weakEnemies)
Score score = mobility = SCORE_ZERO;
// Do not include in mobility squares protected by enemy pawns or occupied by our pieces
- const Bitboard mobilityArea = ~(ei.attackedBy[Them][PAWN] | pos.pieces_of_color(Us));
+ const Bitboard mobilityArea = ~(ei.attackedBy[Them][PAWN] | pos.pieces(Us));
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...
- b = undefended & ei.attackedBy[Them][QUEEN] & ~pos.pieces_of_color(Them);
+ b = undefended & ei.attackedBy[Them][QUEEN] & ~pos.pieces(Them);
if (b)
{
// ...then remove squares not supported by another enemy piece
// Analyse enemy's safe rook contact checks. First find undefended
// squares around the king attacked by enemy rooks...
- b = undefended & ei.attackedBy[Them][ROOK] & ~pos.pieces_of_color(Them);
+ b = undefended & ei.attackedBy[Them][ROOK] & ~pos.pieces(Them);
// Consider only squares where the enemy rook gives check
b &= RookPseudoAttacks[ksq];
}
// Analyse enemy's safe distance checks for sliders and knights
- safe = ~(pos.pieces_of_color(Them) | ei.attackedBy[Us][0]);
+ safe = ~(pos.pieces(Them) | ei.attackedBy[Us][0]);
b1 = pos.attacks_from<ROOK>(ksq) & safe;
b2 = pos.attacks_from<BISHOP>(ksq) & safe;
&& (squares_in_front_of(Them, s) & pos.pieces(ROOK, QUEEN, Them) & pos.attacks_from<ROOK>(s)))
unsafeSquares = squaresToQueen;
else
- unsafeSquares = squaresToQueen & (ei.attackedBy[Them][0] | pos.pieces_of_color(Them));
+ unsafeSquares = squaresToQueen & (ei.attackedBy[Them][0] | pos.pieces(Them));
// 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.
// At last, add a small bonus when there are no *friendly* pieces
// in the pawn's path.
- if (!(squaresToQueen & pos.pieces_of_color(Us)))
+ if (!(squaresToQueen & pos.pieces(Us)))
ebonus += Value(rr);
}
} // rr != 0
// 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());
- assert((queeningPath & pos.occupied_squares()) == (queeningPath & pos.pieces_of_color(c)));
+ assert((queeningPath & pos.occupied_squares()) == (queeningPath & pos.pieces(c)));
// Add moves needed to free the path from friendly pieces and retest condition
- movesToGo += count_1s<Max15>(queeningPath & pos.pieces_of_color(c));
+ movesToGo += count_1s<Max15>(queeningPath & pos.pieces(c));
if (movesToGo >= oppMovesToGo && !pathDefended)
continue;