ei.egValue += apply_weight(ei.pi->eg_value(), WeightPawnStructureEndgame);
// Initialize king attack bitboards and king attack zones for both sides
- ei.attackedBy[WHITE][KING] = pos.king_attacks(pos.king_square(WHITE));
- ei.attackedBy[BLACK][KING] = pos.king_attacks(pos.king_square(BLACK));
+ ei.attackedBy[WHITE][KING] = pos.piece_attacks<KING>(pos.king_square(WHITE));
+ ei.attackedBy[BLACK][KING] = pos.piece_attacks<KING>(pos.king_square(BLACK));
ei.kingZone[WHITE] = ei.attackedBy[BLACK][KING] | (ei.attackedBy[BLACK][KING] >> 8);
ei.kingZone[BLACK] = ei.attackedBy[WHITE][KING] | (ei.attackedBy[WHITE][KING] << 8);
void evaluate_knight(const Position &p, Square s, Color us, EvalInfo &ei) {
- Bitboard b = p.knight_attacks(s);
+ Bitboard b = p.piece_attacks<KNIGHT>(s);
ei.attackedBy[us][KNIGHT] |= b;
// King attack, mobility and outposts
void evaluate_queen(const Position &p, Square s, Color us, EvalInfo &ei) {
- Bitboard b = p.queen_attacks(s);
+ Bitboard b = p.piece_attacks<QUEEN>(s);
ei.attackedBy[us][QUEEN] |= b;
// King attack and mobility
if (QueenContactMates && !p.is_check())
{
Bitboard escapeSquares =
- p.king_attacks(s) & ~p.pieces_of_color(us) & ~attackedByOthers;
+ p.piece_attacks<KING>(s) & ~p.pieces_of_color(us) & ~attackedByOthers;
while (b)
{
for (int i = 0; i < p.queen_count(them); i++)
{
from = p.queen_list(them, i);
- if ( bit_is_set(p.queen_attacks(from), to)
+ if ( bit_is_set(p.piece_attacks<QUEEN>(from), to)
&& !bit_is_set(p.pinned_pieces(them), from)
&& !(rook_attacks_bb(to, occ & clear_mask_bb(from)) & p.rooks_and_queens(us))
&& !(rook_attacks_bb(to, occ & clear_mask_bb(from)) & p.rooks_and_queens(us)))
// Analyse safe distance checks:
if (QueenCheckBonus > 0 || RookCheckBonus > 0)
{
- b = p.rook_attacks(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us);
+ b = p.piece_attacks<ROOK>(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us);
// Queen checks
b2 = b & ei.attacked_by(them, QUEEN);
}
if (QueenCheckBonus > 0 || BishopCheckBonus > 0)
{
- b = p.bishop_attacks(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us);
+ b = p.piece_attacks<BISHOP>(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us);
// Queen checks
b2 = b & ei.attacked_by(them, QUEEN);
}
if (KnightCheckBonus > 0)
{
- b = p.knight_attacks(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us);
+ b = p.piece_attacks<KNIGHT>(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us);
// Knight checks
b2 = b & ei.attacked_by(them, KNIGHT);