// attackedBy[color][piece type] is a bitboard representing all squares
// attacked by a given color and piece type, attackedBy[color][0] contains
// all squares attacked by the given color.
- Bitboard attackedBy[2][8];
+ Bitboard attackedBy[COLOR_NB][PIECE_TYPE_NB];
// kingRing[color] is the zone around the king which is considered
// by the king safety evaluation. This consists of the squares directly
// squares two ranks in front of the king. For instance, if black's king
// is on g8, kingRing[BLACK] is a bitboard containing the squares f8, h8,
// f7, g7, h7, f6, g6 and h6.
- Bitboard kingRing[2];
+ Bitboard kingRing[COLOR_NB];
// kingAttackersCount[color] is the number of pieces of the given color
// which attack a square in the kingRing of the enemy king.
- int kingAttackersCount[2];
+ int kingAttackersCount[COLOR_NB];
// kingAttackersWeight[color] is the sum of the "weight" of the pieces of the
// given color which attack a square in the kingRing of the enemy king. The
// weights of the individual piece types are given by the variables
// QueenAttackWeight, RookAttackWeight, BishopAttackWeight and
// KnightAttackWeight in evaluate.cpp
- int kingAttackersWeight[2];
+ int kingAttackersWeight[COLOR_NB];
// kingAdjacentZoneAttacksCount[color] is the number of attacks to squares
// directly adjacent to the king of the given color. Pieces which attack
// more than one square are counted multiple times. For instance, if black's
// king is on g8 and there's a white knight on g5, this knight adds
// 2 to kingAdjacentZoneAttacksCount[BLACK].
- int kingAdjacentZoneAttacksCount[2];
+ int kingAdjacentZoneAttacksCount[COLOR_NB];
};
// Evaluation grain size, must be a power of 2
// OutpostBonus[PieceType][Square] contains outpost bonuses of knights and
// bishops, indexed by piece type and square (from white's point of view).
- const Value OutpostBonus[][64] = {
+ const Value OutpostBonus[][SQUARE_NB] = {
{
// A B C D E F G H
V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // Knights
// ThreatBonus[attacking][attacked] contains threat bonuses according to
// which piece type attacks which one.
- const Score ThreatBonus[][8] = {
+ const Score ThreatBonus[][PIECE_TYPE_NB] = {
{}, {},
{ S(0, 0), S( 7, 39), S( 0, 0), S(24, 49), S(41,100), S(41,100) }, // KNIGHT
{ S(0, 0), S( 7, 39), S(24, 49), S( 0, 0), S(41,100), S(41,100) }, // BISHOP
// KingDangerTable[Color][attackUnits] contains the actual king danger
// weighted scores, indexed by color and by a calculated integer number.
- Score KingDangerTable[2][128];
+ Score KingDangerTable[COLOR_NB][128];
// TracedTerms[Color][PieceType || TracedType] contains a breakdown of the
// evaluation terms, used when tracing.
- Score TracedScores[2][16];
+ Score TracedScores[COLOR_NB][16];
std::stringstream TraceStream;
enum TracedType {
namespace Eval {
- Color RootColor;
-
/// evaluate() is the main evaluation function. It always computes two
/// values, an endgame score and a middle game score, and interpolates
/// between them based on the remaining material.
Value margin;
std::string totals;
- RootColor = pos.side_to_move();
+ Search::RootColor = pos.side_to_move();
TraceStream.str("");
TraceStream << std::showpoint << std::showpos << std::fixed << std::setprecision(2);
assert(!pos.in_check());
EvalInfo ei;
- Value margins[2];
+ Value margins[COLOR_NB];
Score score, mobilityWhite, mobilityBlack;
// margins[] store the uncertainty estimation of position's evaluation
// value that will be used for pruning because this value can sometimes
// be very big, and so capturing a single attacking piece can therefore
// result in a score change far bigger than the value of the captured piece.
- score -= KingDangerTable[Us == Eval::RootColor][attackUnits];
- margins[Us] += mg_value(KingDangerTable[Us == Eval::RootColor][attackUnits]);
+ score -= KingDangerTable[Us == Search::RootColor][attackUnits];
+ margins[Us] += mg_value(KingDangerTable[Us == Search::RootColor][attackUnits]);
}
if (Trace)