S( 94, 99), S( 96,100), S(99,111), S(99,112) }
};
- // Outpost[knight/bishop][supported by pawn]
- const Score Outpost[2][2] = {{S(28,7), S(42,11)}, {S(12,3), S(18,5)}};
+ // Outpost[knight/bishop][supported by pawn] contains bonuses for knights and
+ // bishops outposts, bigger if outpost piece is supported by a pawn.
+ const Score Outpost[][2] = {
+ { S(28, 7), S(42,11) }, // Knights
+ { S(12, 3), S(18, 5) } // Bishops
+ };
// Threat[defended/weak][minor/major attacking][attacked PieceType] contains
// bonuses according to which piece type attacks which one.
S(0, 0), S(0, 0), S(107, 138), S(84, 122), S(114, 203), S(121, 217)
};
+ // Passed[mg/eg][rank] contains midgame and endgame bonuses for passed pawns.
+ // We don't use a Score because we process the two components independently.
+ const Value Passed[][RANK_NB] = {
+ { V(0), V( 1), V(34), V(90), V(214), V(328) },
+ { V(7), V(14), V(37), V(63), V(134), V(189) }
+ };
+
const Score ThreatenedByHangingPawn = S(40, 60);
// Assorted bonuses and penalties used by evaluation
const Score Unstoppable = S( 0, 20);
const Score Hanging = S(31, 26);
const Score PawnAttackThreat = S(20, 20);
- const Score PawnSafePush = S( 5, 5);
// Penalty for a bishop on a1/h1 (a8/h8 for black) which is trapped by
// a friendly pawn on b2/g2 (b7/g7 for black). This can obviously only
ei.pinnedPieces[Us] = pos.pinned_pieces(Us);
ei.attackedBy[Us][ALL_PIECES] = ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us);
- Bitboard b = ei.attackedBy[Them][KING] = pos.attacks_from<KING>(pos.king_square(Them));
+ Bitboard b = ei.attackedBy[Them][KING] = pos.attacks_from<KING>(pos.square<KING>(Them));
// Init king safety tables only if we are going to use them
if (pos.non_pawn_material(Us) >= QueenValueMg)
const PieceType NextPt = (Us == WHITE ? Pt : PieceType(Pt + 1));
const Color Them = (Us == WHITE ? BLACK : WHITE);
- const Square* pl = pos.list<Pt>(Us);
+ const Square* pl = pos.squares<Pt>(Us);
ei.attackedBy[Us][Pt] = 0;
: pos.attacks_from<Pt>(s);
if (ei.pinnedPieces[Us] & s)
- b &= LineBB[pos.king_square(Us)][s];
+ b &= LineBB[pos.square<KING>(Us)][s];
ei.attackedBy[Us][ALL_PIECES] |= ei.attackedBy[Us][Pt] |= b;
// Penalize when trapped by the king, even more if king cannot castle
if (mob <= 3 && !ei.pi->semiopen_file(Us, file_of(s)))
{
- Square ksq = pos.king_square(Us);
+ Square ksq = pos.square<KING>(Us);
if ( ((file_of(ksq) < FILE_E) == (file_of(s) < file_of(ksq)))
&& (rank_of(ksq) == rank_of(s) || relative_rank(Us, ksq) == RANK_1)
Bitboard undefended, b, b1, b2, safe;
int attackUnits;
- const Square ksq = pos.king_square(Us);
+ const Square ksq = pos.square<KING>(Us);
// King shelter and enemy pawns storm
Score score = ei.pi->king_safety<Us>(pos, ksq);
score += more_than_one(b) ? KingOnMany : KingOnOne;
}
- // Add a small bonus for safe pawn pushes
+ // Bonus if some pawns can safely push and attack an enemy piece
b = pos.pieces(Us, PAWN) & ~TRank7BB;
b = shift_bb<Up>(b | (shift_bb<Up>(b & TRank2BB) & ~pos.pieces()));
& ~ei.attackedBy[Them][PAWN]
& (ei.attackedBy[Us][ALL_PIECES] | ~ei.attackedBy[Them][ALL_PIECES]);
- if (b)
- score += popcount<Full>(b) * PawnSafePush;
-
- // Add another bonus if the pawn push attacks an enemy piece
b = (shift_bb<Left>(b) | shift_bb<Right>(b))
& pos.pieces(Them)
& ~ei.attackedBy[Us][PAWN];
int r = relative_rank(Us, s) - RANK_2;
int rr = r * (r - 1);
- // Base bonus based on rank
- Value mbonus = Value(17 * rr), ebonus = Value(7 * (rr + r + 1));
+ Value mbonus = Passed[MG][r], ebonus = Passed[EG][r];
if (rr)
{
Square blockSq = s + pawn_push(Us);
// Adjust bonus based on the king's proximity
- ebonus += distance(pos.king_square(Them), blockSq) * 5 * rr
- - distance(pos.king_square(Us ), blockSq) * 2 * rr;
+ ebonus += distance(pos.square<KING>(Them), blockSq) * 5 * rr
+ - distance(pos.square<KING>(Us ), blockSq) * 2 * rr;
// If blockSq is not the queening square then consider also a second push
if (relative_rank(Us, blockSq) != RANK_8)
- ebonus -= distance(pos.king_square(Us), blockSq + pawn_push(Us)) * rr;
+ ebonus -= distance(pos.square<KING>(Us), blockSq + pawn_push(Us)) * rr;
// If the pawn is free to advance, then increase the bonus
if (pos.empty(blockSq))
ei.attackedBy[WHITE][ALL_PIECES] |= ei.attackedBy[WHITE][KING];
ei.attackedBy[BLACK][ALL_PIECES] |= ei.attackedBy[BLACK][KING];
- // Do not include in mobility squares protected by enemy pawns or occupied by our pawns or king
- Bitboard mobilityArea[] = { ~(ei.attackedBy[BLACK][PAWN] | pos.pieces(WHITE, PAWN, KING)),
- ~(ei.attackedBy[WHITE][PAWN] | pos.pieces(BLACK, PAWN, KING)) };
+ // Pawns blocked or on ranks 2 and 3. Will be excluded from the mobility area
+ Bitboard blockedPawns[] = {
+ pos.pieces(WHITE, PAWN) & (shift_bb<DELTA_S>(pos.pieces()) | Rank2BB | Rank3BB),
+ pos.pieces(BLACK, PAWN) & (shift_bb<DELTA_N>(pos.pieces()) | Rank7BB | Rank6BB)
+ };
+
+ // Do not include in mobility squares protected by enemy pawns, or occupied
+ // by our blocked pawns or king.
+ Bitboard mobilityArea[] = {
+ ~(ei.attackedBy[BLACK][PAWN] | blockedPawns[WHITE] | pos.square<KING>(WHITE)),
+ ~(ei.attackedBy[WHITE][PAWN] | blockedPawns[BLACK] | pos.square<KING>(BLACK))
+ };
// Evaluate pieces and mobility
score += evaluate_pieces<KNIGHT, WHITE, Trace>(pos, ei, mobility, mobilityArea);
// pawns are drawish.
else if ( abs(eg_value(score)) <= BishopValueEg
&& ei.pi->pawn_span(strongSide) <= 1
- && !pos.pawn_passed(~strongSide, pos.king_square(~strongSide)))
+ && !pos.pawn_passed(~strongSide, pos.square<KING>(~strongSide)))
sf = ei.pi->pawn_span(strongSide) ? ScaleFactor(56) : ScaleFactor(38);
}