#include <iomanip>
#include <sstream>
-#include "bitcount.h"
+#include "bitboard.h"
#include "evaluate.h"
#include "material.h"
#include "pawns.h"
{
ei.kingRing[Them] = b | shift_bb<Down>(b);
b &= ei.attackedBy[Us][PAWN];
- ei.kingAttackersCount[Us] = b ? popcount<Max15>(b) : 0;
+ ei.kingAttackersCount[Us] = b ? popcount(b) : 0;
ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = 0;
}
else
ei.kingAttackersWeight[Us] += KingAttackWeights[Pt];
bb = b & ei.attackedBy[Them][KING];
if (bb)
- ei.kingAdjacentZoneAttacksCount[Us] += popcount<Max15>(bb);
+ ei.kingAdjacentZoneAttacksCount[Us] += popcount(bb);
}
if (Pt == QUEEN)
| ei.attackedBy[Them][BISHOP]
| ei.attackedBy[Them][ROOK]);
- int mob = popcount<Pt == QUEEN ? Full : Max15>(b & mobilityArea[Us]);
+ int mob = popcount(b & mobilityArea[Us]);
mobility[Us] += MobilityBonus[Pt][mob];
{
Bitboard alignedPawns = pos.pieces(Them, PAWN) & PseudoAttacks[ROOK][s];
if (alignedPawns)
- score += RookOnPawn * popcount<Max15>(alignedPawns);
+ score += RookOnPawn * popcount(alignedPawns);
}
// Bonus when on an open or semi-open file
// Main king safety evaluation
if (ei.kingAttackersCount[Them])
{
- // Find the attacked squares around the king which have no defenders
- // apart from the king itself.
+ // Find the attacked squares which are defended only by the king...
undefended = ei.attackedBy[Them][ALL_PIECES]
& ei.attackedBy[Us][KING]
& ~( ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
| ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK]
| ei.attackedBy[Us][QUEEN]);
+ // ... and those which are not defended at all in the larger king ring
+ b = ei.attackedBy[Them][ALL_PIECES] & ~ei.attackedBy[Us][ALL_PIECES]
+ & ei.kingRing[Us] & ~pos.pieces(Them);
+
// Initialize the 'attackUnits' variable, which is used later on as an
// index into the KingDanger[] array. The initial value is based on the
// number and types of the enemy's attacking pieces, the number of
// the pawn shelter (current 'score' value).
attackUnits = std::min(72, ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them])
+ 9 * ei.kingAdjacentZoneAttacksCount[Them]
- + 27 * popcount<Max15>(undefended)
- + 11 * !!ei.pinnedPieces[Us]
+ + 27 * popcount(undefended)
+ + 11 * (popcount(b) + !!ei.pinnedPieces[Us])
- 64 * !pos.count<QUEEN>(Them)
- mg_value(score) / 8;
| ei.attackedBy[Them][KING];
if (b)
- attackUnits += QueenContactCheck * popcount<Max15>(b);
+ attackUnits += QueenContactCheck * popcount(b);
}
// Analyse the enemy's safe distance checks for sliders and knights
b = weak & ~ei.attackedBy[Them][ALL_PIECES];
if (b)
- score += Hanging * popcount<Max15>(b);
+ score += Hanging * popcount(b);
b = weak & ei.attackedBy[Us][KING];
if (b)
& ~ei.attackedBy[Us][PAWN];
if (b)
- score += ThreatByPawnPush * popcount<Max15>(b);
+ score += ThreatByPawnPush * popcount(b);
if (DoTrace)
Trace::add(THREAT, Us, score);
mbonus += rr + r * 2, ebonus += rr + r * 2;
} // rr != 0
- if (pos.count<PAWN>(Us) < pos.count<PAWN>(Them))
- ebonus += ebonus / 4;
-
score += make_score(mbonus, ebonus) + PassedFile[file_of(s)];
}
assert(unsigned(safe >> (Us == WHITE ? 32 : 0)) == 0);
// ...count safe + (behind & safe) with a single popcount
- int bonus = popcount<Full>((Us == WHITE ? safe << 32 : safe >> 32) | (behind & safe));
+ int bonus = popcount((Us == WHITE ? safe << 32 : safe >> 32) | (behind & safe));
int weight = pos.count<KNIGHT>(Us) + pos.count<BISHOP>(Us)
+ pos.count<KNIGHT>(Them) + pos.count<BISHOP>(Them);